IGS/Kinect/TrackedSkeleton.cs
using System;
namespace PointAndControl.Kinect
{
/// <summary>
/// This class reperesents a tracked skeleton and additional the number of interactions with the kinect.
/// @author Sven Ochs
/// </summary>
public class TrackedSkeleton : IEquatable<TrackedSkeleton>
{
/// <summary>
/// Constructor of the class Trackedskeleton.
/// <param name="id">Skeleton, marked as tracked</param>
/// </summary>
public TrackedSkeleton(int id)
{
Id = id;
rightHandUp = true;
}
public TrackedSkeleton(int id, bool rightHand)
{
Id = id;
rightHandUp = rightHand;
}
/// <summary>
/// Id of the tracked skeleton.
/// With the "set"-Method the id of the tracked seleton can be set.
/// With the "get"-Method the id of the tracked seleton can be get.
/// <returns>returns the id of the tracked skeleton</returns>
/// </summary>
public int Id { get; set; }
/// <summary>
/// Number of actions.
/// With the "set"-Method the number of actions of the tracked seleton can be set.
/// With the "set"-Method the number of actions of the tracked seleton can be get.
/// <returns>Gibt die Anzahl der Aktionen zurück</returns>
/// </summary>
public int Actions { get; set; }
/// <summary>
/// true if the user used the right hand for activation, false otherwise
/// </summary>
public bool rightHandUp { get; set; }
/// <summary>
/// Compares the id with the id of the given TrackedSkeleton.
/// </summary>
/// <param name="other">the TrackedSkeleton</param>
/// <returns>this.Id == other.Id</returns>
public bool Equals(TrackedSkeleton other)
{
if (Id == other.Id)
{
return true;
}
return false;
}
}
}