Skeleton.Events.forEach(function(type) { kinect.on(type, function(id) { var isPresence, skeleton; // Limit the number of skeletons to one. if (id !== 1) { return; } console.log("%s (%d)", type, id); isPresence = ["newuser", "lostuser"].some(function(val) { return val === type; }); if (isPresence) { skeleton = Skeletons[id]; if (!skeleton) { skeleton = Skeletons[id] = new Skeleton(); } skeleton.inFrame = type === "newuser" ? true : false; console.log(status[skeleton.inFrame]); } }); });
Skeleton.Joints.forEach(function(joint) { // When joint data is received, update the // associated Skeleton's joints array // with data for the given joint. kinect.on(joint, function(id, x, y, z) { var skeleton, vector; skeleton = Skeletons[id]; if (skeleton) { vector = skeleton.joints[joint]; if (vector) { vector.x = x; vector.y = y; vector.z = z; } } }); });