@nodert-win11/windows.perception.people
Version:
Use the Windows.Perception.People UWP API directly from Node.js
205 lines (160 loc) • 4.94 kB
JavaScript
SpatialRay = (function () {
var cls = function SpatialRay() {
this.origin = new Vector3();
this.direction = new Vector3();
};
return cls;
}) ();
exports.SpatialRay = SpatialRay;
Vector3 = (function () {
var cls = function Vector3() {
this.x = new Number();
this.y = new Number();
this.z = new Number();
};
return cls;
}) ();
exports.Vector3 = Vector3;
HandMeshVertex = (function () {
var cls = function HandMeshVertex() {
this.position = new Vector3();
this.normal = new Vector3();
};
return cls;
}) ();
exports.HandMeshVertex = HandMeshVertex;
JointPose = (function () {
var cls = function JointPose() {
this.orientation = new Quaternion();
this.position = new Vector3();
this.radius = new Number();
this.accuracy = new JointPoseAccuracy();
};
return cls;
}) ();
exports.JointPose = JointPose;
_HandJointKind = function () {
this.palm = 0;
this.wrist = 1;
this.thumbMetacarpal = 2;
this.thumbProximal = 3;
this.thumbDistal = 4;
this.thumbTip = 5;
this.indexMetacarpal = 6;
this.indexProximal = 7;
this.indexIntermediate = 8;
this.indexDistal = 9;
this.indexTip = 10;
this.middleMetacarpal = 11;
this.middleProximal = 12;
this.middleIntermediate = 13;
this.middleDistal = 14;
this.middleTip = 15;
this.ringMetacarpal = 16;
this.ringProximal = 17;
this.ringIntermediate = 18;
this.ringDistal = 19;
this.ringTip = 20;
this.littleMetacarpal = 21;
this.littleProximal = 22;
this.littleIntermediate = 23;
this.littleDistal = 24;
this.littleTip = 25;
}
exports.HandJointKind = new _HandJointKind();
_JointPoseAccuracy = function () {
this.high = 0;
this.approximate = 1;
}
exports.JointPoseAccuracy = new _JointPoseAccuracy();
EyesPose = (function () {
var cls = function EyesPose() {
this.gaze = new SpatialRay();
this.isCalibrationValid = new Boolean();
this.updateTimestamp = new Object();
};
cls.requestAccessAsync = function requestAccessAsync(callback) {
/// <signature>
/// <summary>Function summary.</summary>
/// </signature>
}
cls.isSupported = function isSupported() {
/// <signature>
/// <summary>Function summary.</summary>
/// <returns type="Boolean" />
/// </signature>
return new Boolean();
}
return cls;
}) ();
exports.EyesPose = EyesPose;
HandMeshObserver = (function () {
var cls = function HandMeshObserver() {
this.modelId = new Number();
this.neutralPose = new HandPose();
this.neutralPoseVersion = new Number();
this.source = new Object();
this.triangleIndexCount = new Number();
this.vertexCount = new Number();
};
cls.prototype.getTriangleIndices = function () {
}
cls.prototype.getVertexStateForPose = function getVertexStateForPose(handPose) {
/// <signature>
/// <summary>Function summary.</summary>
/// <param name="handPose" type="HandPose">A param.</param>
/// <returns type="HandMeshVertexState" />
/// </signature>
return new HandMeshVertexState();
}
return cls;
}) ();
exports.HandMeshObserver = HandMeshObserver;
HandMeshVertexState = (function () {
var cls = function HandMeshVertexState() {
this.coordinateSystem = new Object();
this.updateTimestamp = new Object();
};
cls.prototype.getVertices = function () {
}
return cls;
}) ();
exports.HandMeshVertexState = HandMeshVertexState;
HandPose = (function () {
var cls = function HandPose() {
};
cls.prototype.tryGetJoint = function tryGetJoint(coordinateSystem, joint, jointPose) {
/// <signature>
/// <summary>Function summary.</summary>
/// <param name="coordinateSystem" type="Object">A param.</param>
/// <param name="joint" type="HandJointKind">A param.</param>
/// <param name="jointPose" type="JointPose">A param.</param>
/// <returns type="Boolean" />
/// </signature>
return new Boolean();
}
cls.prototype.tryGetJoints = function () {
}
cls.prototype.getRelativeJoint = function getRelativeJoint(joint, referenceJoint) {
/// <signature>
/// <summary>Function summary.</summary>
/// <param name="joint" type="HandJointKind">A param.</param>
/// <param name="referenceJoint" type="HandJointKind">A param.</param>
/// <returns type="JointPose" />
/// </signature>
return new JointPose();
}
cls.prototype.getRelativeJoints = function () {
}
return cls;
}) ();
exports.HandPose = HandPose;
HeadPose = (function () {
var cls = function HeadPose() {
this.forwardDirection = new Vector3();
this.position = new Vector3();
this.upDirection = new Vector3();
};
return cls;
}) ();
exports.HeadPose = HeadPose;