我正在创建一个程序,您可以在其中执行一段时间的代表,因此它会增加一个代表数量。我希望每个代表之间有一个间隔(不是当前的问题)。我把它嵌套在AllFramesReadyEventArgs
中。问题是,由于SDK在整个程序中使用AllFramesReadyEvent
,因此它是一个无限循环。当我不想要它时,如何在不重复的情况下完成每个代表?提前谢谢。
if (skeleton.TrackingState == SkeletonTrackingState.Tracked)
{
int whereIsX = (int)Canvas.GetLeft(ellipse1);
int whereToX = (int)Canvas.GetLeft(pspine);
whatToMultiplyX = whereToX / whereIsX;
int whereIsY = (int)Canvas.GetTop(ellipse1);
int whereToY = (int)Canvas.GetTop(pspine);
whatToMultiplyY = whereToY / whereIsY;
Canvas.SetTop(ellipse1, Canvas.GetTop(ellipse1) * whatToMultiplyY);
Canvas.SetLeft(ellipse1, Canvas.GetLeft(ellipse1) * whatToMultiplyX);
for (int i = 0; i < Doctor_ShoulderX.Count; i++)
{
Canvas.SetTop(doctorHand, Doctor_HandY[i] * whatToMultiplyY);
Canvas.SetTop(doctorElbow, Doctor_ElbowY[i] * whatToMultiplyY);
Canvas.SetTop(doctor_Shoulder, Doctor_ShoulderY[i] * whatToMultiplyY);
Canvas.SetLeft(doctorHand, Doctor_HandX[i] * whatToMultiplyX);
Canvas.SetLeft(doctorElbow, Doctor_ElbowX[i] * whatToMultiplyX);
Canvas.SetLeft(doctor_Shoulder, Doctor_ShoulderX[i] * whatToMultiplyX);
handX = Canvas.GetLeft(handright);
handY = Canvas.GetTop(handright);
elbowX = Canvas.GetLeft(elbowright);
elbowY = Canvas.GetTop(elbowright);
shoulderX = Canvas.GetLeft(shoulderright);
shoulderY = Canvas.GetTop(shoulderright);
shoulder_x.Text = "Shoulder X: " + shoulderX.ToString();
shoulder_y.Text = "Shoulder Y: " + shoulderY.ToString();
elbow_x.Text = "Elbow X: " + elbowX.ToString();
elbow_y.Text = "Elbow Y: " + elbowY.ToString();
hand_x.Text = "Hand X: " + handX.ToString();
hand_y.Text = "Hand Y: " + handY.ToString();
Patient_HandX.Add(handX);
Patient_HandY.Add(handY);
Patient_ElbowX.Add(elbowX);
Patient_ElbowY.Add(elbowY);
Patient_ShoulderX.Add(shoulderX);
Patient_ShoulderY.Add(shoulderY);
}
}
答案 0 :(得分:1)
我会使用答案导致更多的写作而不是评论可以处理:)
每帧都会调用aleframesready动作。所以如果在这里你有20个循环的限制
for (int i = 0; i < Doctor_ShoulderX.Count; i++)
每次都会从0到20调用它。 Imo你应该在类中创建一个静态布尔变量。代码从循环中输出后将其设置为false(如果在启动时它为true)。在调用循环之前,请检查变量是否设置为true。如果是,则调用循环,如果不是,则继续