void ofApp::update() { handleStateChanges(); motionExtractor->update(); if (sendVideo) { colorPixels.setFromPixels(motionExtractor->getColorPixels()); //Get Color Stream colorPixels.resize(480, 270); //Resize color stream to improve speed colorPixels.setImageType(OF_IMAGE_GRAYSCALE); server.send(colorPixels.getPixels()); //send resized color stream } if(currState == STATE_CAPTURING){ handsInfo = motionExtractor->getHandsInfo(); sendHandInfo(); } //OSC while (oscReceiver.hasWaitingMessages()) { ofxOscMessage m; oscReceiver.getNextMessage(&m); if (m.getAddress() == "/receiver/reset") resetKinect(); else if (m.getAddress() == "/receiver/ipvideo") sendVideo = m.getArgAsBool(0); else if (m.getAddress() == "/receiver/positionedThreshold") motionExtractor->setPositionedThreshold(m.getArgAsFloat(0)); else if (m.getAddress() == "/receiver/meanSize") motionExtractor->setMeanSize(m.getArgAsInt32(0)); } }
BOOL Game::tick(DWORD currentTime) { BOOL returnValue = FALSE; itsLastTickTime = currentTime; handleStateChanges(currentTime); if ( processInput(currentTime) ) { // If we are here, we are assuming that any data structure that was // present during processInput() is in the same state (i.e. valid, NULL, etc) // as it was before that call. In other words, we haven't changed the world, object // list, or anything else since then. if ( update() ) { returnValue = draw(); } else { Logger::error("%s: Error from update!",__FILE__); } } else { Logger::error("%s: Error from processInput!",__FILE__); } return returnValue; }