// Tells the device to update it's state data. If you're going to be reading values off the device, // it's really necessary to be calling this function on a draw/game loop or go routine, otherwise the data will be stale. func (tilt *Tilt) Refresh() { C.freenect_update_tilt_state(tilt.device.dev) state := C.freenect_get_tilt_state(tilt.device.dev) tilt.Angle = float32(C.freenect_get_tilt_degs(state)) tilt.Status = int(C.freenect_get_tilt_status(state)) var x, y, z C.double C.freenect_get_mks_accel(state, &x, &y, &z) tilt.AccelX = float32(x) tilt.AccelY = float32(y) tilt.AccelZ = float32(z) }
//FREENECTAPI double freenect_get_tilt_degs(freenect_raw_tilt_state *state); func (state *RawTiltState) GetTiltDegs() float64 { return float64(C.freenect_get_tilt_degs(state.ptr())) }
// GetTiltAngle returns the current angle the Kinect is tilted. func (device *Device) GetTiltAngle() float64 { tiltState := C.freenect_get_tilt_state(device.device) return float64(C.freenect_get_tilt_degs(tiltState)) }
func (d *FreenectDevice) GetTiltDegs(ts TiltState) float32 { c_ts := ConvertGoTiltStructToC(ts) return float32(C.freenect_get_tilt_degs(c_ts)) }