예제 #1
0
void DrawCubeFront(nite::UserTracker* pUserTracker, const nite::UserData& userData)
{
	const nite::SkeletonJoint& head = userData.getSkeleton().getJoint(nite::JOINT_HEAD);
	const nite::SkeletonJoint& neck = userData.getSkeleton().getJoint(nite::JOINT_NECK);
	const nite::Quaternion& headOrientation = head.getOrientation();

	const nite::SkeletonJoint& rShoulder = userData.getSkeleton().getJoint(nite::JOINT_RIGHT_SHOULDER);
	const nite::SkeletonJoint& lShoulder= userData.getSkeleton().getJoint(nite::JOINT_LEFT_SHOULDER);

	float diff = rShoulder.getPosition().z - (float)lShoulder.getPosition().z;

	float coordinates[3] = {0};
	pUserTracker->convertJointCoordinatesToDepth(head.getPosition().x, head.getPosition().y, head.getPosition().z, &coordinates[0], &coordinates[1]);

	float neckCoordinates[3] = {0};
	pUserTracker->convertJointCoordinatesToDepth(neck.getPosition().x, neck.getPosition().y, neck.getPosition().z, &neckCoordinates[0], &neckCoordinates[1]);

	coordinates[0] *= GL_WIN_SIZE_X/(float)g_nXRes;
	coordinates[1] *= GL_WIN_SIZE_Y/(float)g_nYRes;

	neckCoordinates[0] *= GL_WIN_SIZE_X/(float)g_nXRes;
	neckCoordinates[1] *= GL_WIN_SIZE_Y/(float)g_nYRes;

	float headOffset = 0.75*(coordinates[1]-neckCoordinates[1]);

	glPushMatrix();
	glTranslatef(coordinates[0], coordinates[1], 0);
	float pi = 3.14159;
	float theta;
	if (diff >= 0) {
		theta = 2*pi-2*(float)acos(headOrientation.w);
	} else {
		theta = 2*(float)acos(headOrientation.w);
	}
	
	// printf("%f\n", theta*180/pi);
	// printf("%f\n", headOrientation.w);

	glRotatef(theta*180/pi, headOrientation.x/(float)sin(theta/2.f), headOrientation.y/(float)sin(theta/2.f), headOrientation.z/(float)sin(theta/2.f));

	glBegin(GL_QUADS);                // Begin drawing the color cube with 6 quads

	// Front face  (z = 1.0f)
	glColor3f(1.0f, 0.0f, 0.0f);     // Red
	glVertex3f( headOffset,  2*headOffset, headOffset);
	glColor3f(0, 1, 0);
	glVertex3f(-headOffset,  2*headOffset, headOffset);
	glColor3f(0, 1, 1);
	glVertex3f(-headOffset, 0, headOffset);
	glColor3f(0, 0, 1);
	glVertex3f( headOffset, 0, headOffset);

	glEnd();  // End of drawing color-cube

	glPopMatrix();
}
예제 #2
0
void CGraph::JointFun(const nite::UserTracker&usertracker, const nite::UserData&data, const int&mapx, const int&mapy)
{
	static const unsigned int total = JOINTDATA_SIZE - 2;
	float cood[3 * total];
	memset(cood, 0, sizeof(float) * 3 * total);
	for (int i = 0; i < total; i++)
	{
		//if ((i == SHOULDER_ASIDE || i == HEAD_ASIDE)) continue;
		x[i] = data.getSkeleton().getJoint(jType[i]).getPosition().x;
		y[i] = data.getSkeleton().getJoint(jType[i]).getPosition().y;
		z[i] = data.getSkeleton().getJoint(jType[i]).getPosition().z;
	}

	if (x[0] == 0 || y[0] == 0 || x[1] == 0 || y[1] == 0 || x[2] == 0 || y[2] == 0)
	{
		istracked = 0;
		m_angle = 0;
		return;
	}
	istracked = 1;
	/*if (abs(x[LEFT_SHOULDER] - x[RIGHT_SHOULDER]) <= 10)
	{
	m_playmode = PLAYMODE_DEPTH_SIDE;
	}
	else
	{
	m_playmode = PLAYMODE_DEPTH;
	}*/
	for (int i = 0; i < total; i++)
	{
		usertracker.convertJointCoordinatesToDepth(x[i], y[i], z[i], cood + 3 * i, cood + 3 * i + 1);
		cood[3 * i + 0] *= m_width*1.0 / mapx;
		cood[3 * i + 1] *= m_height*1.0 / mapy;
		cood[3 * i + 2] *= 0;
	}
	glColor3f(1, 0.5, 0);
	glEnable(GL_CULL_FACE);
	glPolygonMode(GL_FRONT, GL_FILL);
	glCullFace(GL_BACK);
	for (int i = 1; i < total; i++)
	{
		glPushMatrix();
		glLoadIdentity();
		glTranslatef(cood[i * 3], cood[i * 3 + 1], cood[i * 3 + 2]);
		glutSolidSphere(10, 100, 100);
		glPopMatrix();
	}
	glDisable(GL_CULL_FACE);

};
/**
 Gets the coordinates of a given joint and stores it in a User structure

 @param [out] user User skeleton data.
 @param [in] jointType Name of the joint to get the coordinates.
 @param [out] coordX Returns the value of the x-coordinate.
 @param [out] coordY Returns the value of the y-coordinate.

 @return True if the coordinates were obtained, false otherwise.
*/
int Kinect::getJointCoordinates(const nite::UserData& user, nite::JointType jointType, float &coordX, float &coordY)
{
	// Gets the requested joint
	const nite::SkeletonJoint& joint = user.getSkeleton().getJoint(jointType);

	// If there is enough confidence in the coordinates
	if (joint.getPositionConfidence() > 0.5)
	{
		// Gets the depth frame
		depthFrame = userTrackerFrame.getDepthFrame();

		// Converts the coordinates from the 'Real World' system to the 'Projective' system
		niteRc = userTracker.convertJointCoordinatesToDepth(joint.getPosition().x, joint.getPosition().y, joint.getPosition().z, &coordX, &coordY);

		if(niteRc != nite::STATUS_OK)
			cout << "ERROR: Coordinates convertion failed." << endl;

		// Gets the resolution of the frame
		int g_nXRes = depthFrame.getVideoMode().getResolutionX();
		int g_nYRes = depthFrame.getVideoMode().getResolutionY();

		// Adjusts the coordinates to the window size
		coordX *= WIN_SIZE_X/(float)g_nXRes;
		coordY *= WIN_SIZE_Y/(float)g_nYRes;

		return 1;
	}
	else
	{
		return 0;
	}
}
예제 #4
0
파일: ofxNiTE2.cpp 프로젝트: Lyptik/ofxNI2
void User::updateUserData(const nite::UserData& data)
{
	userdata = data;
	
	for (int i = 0; i < NITE_JOINT_COUNT; i++)
	{
		const nite::SkeletonJoint &o = data.getSkeleton().getJoint((nite::JointType)i);
		joints[i].updateJointData(o);
	}
	
	stringstream ss;
	ss << "[" << data.getId() << "]" << endl;
	
	ss << (data.isVisible() ? "Visible" : "Out of Scene") << endl;;
	
	switch (data.getSkeleton().getState())
	{
		case nite::SKELETON_NONE:
			ss << "Stopped tracking.";
			break;
		case nite::SKELETON_CALIBRATING:
			ss << "Calibrating...";
			break;
		case nite::SKELETON_TRACKED:
			ss << "Tracking!";
			break;
		case nite::SKELETON_CALIBRATION_ERROR_NOT_IN_POSE:
		case nite::SKELETON_CALIBRATION_ERROR_HANDS:
		case nite::SKELETON_CALIBRATION_ERROR_LEGS:
		case nite::SKELETON_CALIBRATION_ERROR_HEAD:
		case nite::SKELETON_CALIBRATION_ERROR_TORSO:
			ss << "Calibration Failed... :-|";
			break;
	}
	
	status_string = ss.str();
	
	const nite::Point3f& pos = userdata.getCenterOfMass();
	center_of_mass.set(pos.x, pos.y, -pos.z);
	
	Joint &torso = joints[nite::JOINT_TORSO];
	activity += (torso.getPosition().distance(center_of_bone) - activity) * 0.1;
	center_of_bone = torso.getPosition();
}
예제 #5
0
void SaveJoint(nite::UserTracker* pUserTracker, const nite::UserData& userData, nite::JointType jointType) {
    nite::Point3f joint = userData.getSkeleton().getJoint(jointType).getPosition();
    sideJoints[jointType][0] = joint.x;
    sideJoints[jointType][1] = joint.y;
    sideJoints[jointType][2] = joint.z;
    
    side2top(sideJoints, topJoints);
    
    pUserTracker->convertJointCoordinatesToDepth(joint.x, joint.y, joint.z, &sideJoints[jointType][3], &sideJoints[jointType][4]);
    pUserTracker->convertJointCoordinatesToDepth(topJoints[jointType][0], topJoints[jointType][1], topJoints[jointType][2], &topJoints[jointType][3], &topJoints[jointType][4]);
}
예제 #6
0
void updateUserState(const nite::UserData& user, uint64_t ts)
{
	if (user.isNew())
	{
		USER_MESSAGE("New");
	}
	else if (user.isVisible() && !g_visibleUsers[user.getId()])
		printf("[%08" PRIu64 "] User #%d:\tVisible\n", ts, user.getId());
	else if (!user.isVisible() && g_visibleUsers[user.getId()])
		printf("[%08" PRIu64 "] User #%d:\tOut of Scene\n", ts, user.getId());
	else if (user.isLost())
	{
		USER_MESSAGE("Lost");
	}
	g_visibleUsers[user.getId()] = user.isVisible();


	if(g_skeletonStates[user.getId()] != user.getSkeleton().getState())
	{
		switch(g_skeletonStates[user.getId()] = user.getSkeleton().getState())
		{
		case nite::SKELETON_NONE:
			USER_MESSAGE("Stopped tracking.")
			break;
		case nite::SKELETON_CALIBRATING:
			USER_MESSAGE("Calibrating...")
			break;
		case nite::SKELETON_TRACKED:
			USER_MESSAGE("Tracking!")
			break;
		case nite::SKELETON_CALIBRATION_ERROR_NOT_IN_POSE:
		case nite::SKELETON_CALIBRATION_ERROR_HANDS:
		case nite::SKELETON_CALIBRATION_ERROR_LEGS:
		case nite::SKELETON_CALIBRATION_ERROR_HEAD:
		case nite::SKELETON_CALIBRATION_ERROR_TORSO:
			USER_MESSAGE("Calibration Failed... :-|")
			break;
		}
	}
}
void updateUserState(const nite::UserData& user, unsigned long long ts)
{
	if (user.isNew())
		USER_MESSAGE("New")
	else if (user.isVisible() && !g_visibleUsers[user.getId()])
	USER_MESSAGE("Visible")
	else if (!user.isVisible() && g_visibleUsers[user.getId()])
	USER_MESSAGE("Out of Scene")
	else if (user.isLost())
	USER_MESSAGE("Lost")

	g_visibleUsers[user.getId()] = user.isVisible();


	if(g_skeletonStates[user.getId()] != user.getSkeleton().getState())
	{
		switch(g_skeletonStates[user.getId()] = user.getSkeleton().getState())
		{
		case nite::SKELETON_NONE:
			USER_MESSAGE("Stopped tracking.")
				break;
		case nite::SKELETON_CALIBRATING:
			USER_MESSAGE("Calibrating...")
				break;
		case nite::SKELETON_TRACKED:
			USER_MESSAGE("Tracking!")
				break;
		case nite::SKELETON_CALIBRATION_ERROR_NOT_IN_POSE:
		case nite::SKELETON_CALIBRATION_ERROR_HANDS:
		case nite::SKELETON_CALIBRATION_ERROR_LEGS:
		case nite::SKELETON_CALIBRATION_ERROR_HEAD:
		case nite::SKELETON_CALIBRATION_ERROR_TORSO:
			USER_MESSAGE("Calibration Failed... :-|")
				break;
		}
	}
}
예제 #8
0
void DrawHat(nite::UserTracker* pUserTracker, const nite::UserData& userData)
{
	const nite::SkeletonJoint& head = userData.getSkeleton().getJoint(nite::JOINT_HEAD);
	const nite::SkeletonJoint& neck = userData.getSkeleton().getJoint(nite::JOINT_NECK);
	const nite::Quaternion& headOrientation = head.getOrientation();

	float coordinates[3] = {0};
	pUserTracker->convertJointCoordinatesToDepth(head.getPosition().x, head.getPosition().y, head.getPosition().z, &coordinates[0], &coordinates[1]);

	float neckCoordinates[3] = {0};
	pUserTracker->convertJointCoordinatesToDepth(neck.getPosition().x, neck.getPosition().y, neck.getPosition().z, &neckCoordinates[0], &neckCoordinates[1]);

	coordinates[0] *= GL_WIN_SIZE_X/(float)g_nXRes;
	coordinates[1] *= GL_WIN_SIZE_Y/(float)g_nYRes;

	neckCoordinates[0] *= GL_WIN_SIZE_X/(float)g_nXRes;
	neckCoordinates[1] *= GL_WIN_SIZE_Y/(float)g_nYRes;

	float headOffset = 0.5*(coordinates[1]-neckCoordinates[1]);

	glPushMatrix();
	glTranslatef(coordinates[0], coordinates[1], 0);
	float pi = 3.14159;
	float theta = 2*pi-2*(float)acos(headOrientation.w);

	glRotatef(theta*180/pi, headOrientation.x/(float)sin(theta/2.f), headOrientation.y/(float)sin(theta/2.f), headOrientation.z/(float)sin(theta/2.f));

	glBegin(GL_TRIANGLES);
	glColor3f(0,0,1);
	glVertex2f(-headOffset/1.5, headOffset);
	glColor3f(1,0,0);
	glVertex2f(headOffset/1.5, headOffset);
	glColor3f(0,1,0);
	glVertex2f(0, 2.5*headOffset);
	glEnd();

	glPopMatrix();
}
예제 #9
0
void DrawSkeleton(nite::UserTracker* pUserTracker, const nite::UserData& userData)
{
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_HEAD), userData.getSkeleton().getJoint(nite::JOINT_NECK), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_LEFT_ELBOW), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_ELBOW), userData.getSkeleton().getJoint(nite::JOINT_LEFT_HAND), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_ELBOW), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_ELBOW), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_HAND), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_SHOULDER), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_TORSO), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_TORSO), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_TORSO), userData.getSkeleton().getJoint(nite::JOINT_LEFT_HIP), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_TORSO), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_HIP), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_HIP), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_HIP), userData.getId() % colorCount);


	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_HIP), userData.getSkeleton().getJoint(nite::JOINT_LEFT_KNEE), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_KNEE), userData.getSkeleton().getJoint(nite::JOINT_LEFT_FOOT), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_HIP), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_KNEE), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_KNEE), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_FOOT), userData.getId() % colorCount);


	//sprintf_s(g_generalMessage, "test");
}
예제 #10
0
void CUserData::UpdateState(const nite::UserData& state)
{
	m_userData=state;
	m_transformedSkeleton=state.getSkeleton();
}
예제 #11
0
void DrawSkeleton(nite::UserTracker* pUserTracker, const nite::UserData& userData)
{
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_HEAD), userData.getSkeleton().getJoint(nite::JOINT_NECK), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_LEFT_ELBOW), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_ELBOW), userData.getSkeleton().getJoint(nite::JOINT_LEFT_HAND), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_ELBOW), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_ELBOW), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_HAND), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_SHOULDER), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_TORSO), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_SHOULDER), userData.getSkeleton().getJoint(nite::JOINT_TORSO), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_TORSO), userData.getSkeleton().getJoint(nite::JOINT_LEFT_HIP), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_TORSO), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_HIP), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_HIP), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_HIP), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_HIP), userData.getSkeleton().getJoint(nite::JOINT_LEFT_KNEE), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_LEFT_KNEE), userData.getSkeleton().getJoint(nite::JOINT_LEFT_FOOT), userData.getId() % colorCount);

	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_HIP), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_KNEE), userData.getId() % colorCount);
	DrawLimb(pUserTracker, userData.getSkeleton().getJoint(nite::JOINT_RIGHT_KNEE), userData.getSkeleton().getJoint(nite::JOINT_RIGHT_FOOT), userData.getId() % colorCount);
    
    SaveJoint(pUserTracker, userData, nite::JOINT_HEAD);
    SaveJoint(pUserTracker, userData, nite::JOINT_NECK);
    SaveJoint(pUserTracker, userData, nite::JOINT_LEFT_SHOULDER);
    SaveJoint(pUserTracker, userData, nite::JOINT_RIGHT_SHOULDER);
    SaveJoint(pUserTracker, userData, nite::JOINT_LEFT_ELBOW);
    SaveJoint(pUserTracker, userData, nite::JOINT_RIGHT_ELBOW);
    SaveJoint(pUserTracker, userData, nite::JOINT_LEFT_HAND);
    SaveJoint(pUserTracker, userData, nite::JOINT_RIGHT_HAND);
    SaveJoint(pUserTracker, userData, nite::JOINT_TORSO);
    SaveJoint(pUserTracker, userData, nite::JOINT_LEFT_HIP);
    SaveJoint(pUserTracker, userData, nite::JOINT_RIGHT_HIP);
    SaveJoint(pUserTracker, userData, nite::JOINT_LEFT_KNEE);
    SaveJoint(pUserTracker, userData, nite::JOINT_RIGHT_KNEE);
    SaveJoint(pUserTracker, userData, nite::JOINT_LEFT_FOOT);
    SaveJoint(pUserTracker, userData, nite::JOINT_RIGHT_FOOT);
}
예제 #12
0
/**
 * update and event out on state of user and skeleton tracking
 */
void updateUserState(const nite::UserData& user)
{
    if (user.isNew()) {
        eventIDToSend = NEW_USER;
        async.data = (void*) &eventIDToSend;
        uv_async_send(&async);
    } else if (!isUserVisible && user.isVisible() && user.getId() == 1) {
        isUserVisible = 1;
        eventIDToSend = USER_IS_VISIBLE;
        async.data = (void*) &eventIDToSend;
        uv_async_send(&async);
    } else if (isUserVisible && !user.isVisible() && user.getId() == 1) {
        isUserVisible = 0;
        eventIDToSend = USER_IS_OUT_OF_SCENE;
        async.data = (void*) &eventIDToSend;
        uv_async_send(&async);
    }

    g_visibleUsers[user.getId()] = user.isVisible();

    if(g_skeletonStates[user.getId()] != user.getSkeleton().getState())
    {
        switch(g_skeletonStates[user.getId()] = user.getSkeleton().getState())
        {
            case nite::SKELETON_NONE:
                if (isSkeletonTracking) {
                    isSkeletonTracking = false;
                    isSkeletonCalibrating = false;
                    eventIDToSend = SKELETON_STOPPED_TRACKING;
                    async.data = (void*) &eventIDToSend;
                    uv_async_send(&async);
                }
                break;
            case nite::SKELETON_CALIBRATING:
                if (!isSkeletonCalibrating) {
                    isSkeletonCalibrating = true;
                    eventIDToSend = SKELETON_CALIBRATING;
                    async.data = (void*) &eventIDToSend;
                    uv_async_send(&async);
                }
                break;
            case nite::SKELETON_TRACKED:
                if (!isSkeletonTracking) {
                    isSkeletonTracking = true;
                    isSkeletonCalibrating = false;
                    eventIDToSend = SKELETON_TRACKING;
                    async.data = (void*) &eventIDToSend;
                    uv_async_send(&async);
                }
                break;
            case nite::SKELETON_CALIBRATION_ERROR_NOT_IN_POSE:
            case nite::SKELETON_CALIBRATION_ERROR_HANDS:
            case nite::SKELETON_CALIBRATION_ERROR_LEGS:
            case nite::SKELETON_CALIBRATION_ERROR_HEAD:
            case nite::SKELETON_CALIBRATION_ERROR_TORSO:
                eventIDToSend = SKELETON_CALIBRATION_FAILED;
                async.data = (void*) &eventIDToSend;
                uv_async_send(&async);
                isSkeletonTracking = false;
                isSkeletonCalibrating = false;
                break;
        }
    }
}