// SetShouldersArcStartPoint sets the start point of the shoulder searching // arc. The allowed values are [1, 65535]. func (skeleton *Skeleton) SetShouldersArcStartPoint(value uint) { C.setObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("shoulders-arc-start-point"), C.uint(value)) }
// SetShouldersCircumferenceRadius sets the radius of the circumference from // the head to the shoulders in millimeters. Allowed values are [1, 65535]. func (skeleton *Skeleton) SetShouldersCircumferenceRadius(value uint) { C.setObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("shoulders-circumference-radius"), C.uint(value)) }
// SetJointsPersistency sets the amount of times a previous value should be // used for a joint when the joint isn't found. Allowed values are <= 65535. func (skeleton *Skeleton) SetJointsPersistency(value uint) { C.setObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("joints-persistency"), C.uint(value)) }
// SetShouldersArcLength sets the length of the arc where the shoulders will be // searched in millimeters. Allowed values are [1, 65535]. func (skeleton *Skeleton) SetShouldersArcLength(value uint) { C.setObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("shoulders-arc-length"), C.uint(value)) }
// SetHandsMinimumDistance sets the current minimum distance that hands should // be from the shoulder in millimeters. The allowed values are <= 65535. func (skeleton *Skeleton) SetHandsMinimumDistance(value uint) { C.setObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("hands-minimum-distance"), C.uint(value)) }
// SetGraphMinimumNumberNodes sets the current minimum number of nodes each of // the graph's components should have. The allowed values are [1, 65535]. func (skeleton *Skeleton) SetGraphMinimumNumberNodes(value uint) { C.setObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("graph-minimum-number-nodes"), C.uint(value)) }
// SetGraphDistanceThreshold sets 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 futher apart then this value. The allowed values are // [1, 65535]. func (skeleton *Skeleton) SetGraphDistanceThreshold(value uint) { C.setObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("graph-distance-threshold"), C.uint(value)) }
// SetExtremaSphereRadius sets the current radius of the sphere around the // extremas. The allowed values are <= 65535. func (skeleton *Skeleton) SetExtremaSphereRadius(value uint) { C.setObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("extrema-sphere-radius"), C.uint(value)) }
// SetDimensionReduction sets the current dimension reduction value. Generally // speaking, depth data should be reduced in size to avoid long wait times // during analysis. Skeltrack uses this to return correct coordinates even when // depth data is scaled down. The allowed values are [1, 1024]. func (skeleton *Skeleton) SetDimensionReduction(value uint) { C.setObjParamUint((C.gpointer)(skeleton.skeleton), C.CString("dimension-reduction"), C.uint(value)) }