// ShouldersArcStartPoint returns the start point of the shoulder searching // arc. The default value is 120. func (skeleton *Skeleton) ShouldersArcStartPoint() uint { var value C.uint C.getObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("shoulders-arc-start-point"), &value) return uint(value) }
// ShouldersCircumferenceRadius returns the radius of the circumference from // the head to the shoulders in millimeters. The default value is 290. func (skeleton *Skeleton) ShouldersCircumferenceRadius() uint { var value C.uint C.getObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("shoulders-circumference-radius"), &value) return uint(value) }
// JointsPersistency returns the amount of times a previous value should be // used for a joint when the joint isn't found. The default value is 3. func (skeleton *Skeleton) JointsPersistency() uint { var value C.uint C.getObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("joints-persistency"), &value) return uint(value) }
// ShouldersArcLength returns the legnth of the arc where the shoulders will // be searched in millimeters. The default value is 250. func (skeleton *Skeleton) ShouldersArcLength() uint { var value C.uint C.getObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("shoulders-arc-length"), &value) return uint(value) }
// HandsMinimumDistance returns the current minimum distance that hands should // be from the shoulder in millimeters. The default value is 525. func (skeleton *Skeleton) HandsMinimumDistance() uint { var value C.uint C.getObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("hands-minimum-distance"), &value) return uint(value) }
// GraphMinimumNumberNodes returns the current minimum number of nodes each of // the graph's components should have. The default value is 5. func (skeleton *Skeleton) GraphMinimumNumberNodes() uint { var value C.uint C.getObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("graph-minimum-number-nodes"), &value) return uint(value) }
// GraphDistanceThreshold returns the current distance threshold between each // node and it's neighbors. A node in the graph will only be connected to // another if they aren't further apart then this value. The default value is // 150. func (skeleton *Skeleton) GraphDistanceThreshold() uint { var value C.uint C.getObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("graph-distance-threshold"), &value) return uint(value) }
// ExtremaSphereRadius returns the current radius of the sphere around the // extremas. The default value is 280. func (skeleton *Skeleton) ExtremaSphereRadius() uint { var value C.uint C.getObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("extrema-sphere-radius"), &value) return uint(value) }
// DimensionReduction returns the current dimension reduction value. Skeltrack // uses this to return correct coordinates even when depth data is scaled down. // The default value is 16. func (skeleton *Skeleton) DimensionReduction() uint { var value C.uint C.getObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("dimension-reduction"), &value) return uint(value) }