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handle 'going out' of tracking bounds

g_g_1
Beginner
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Hi,

Couldn't find any reference on 'tracking bounds issues' in any of the sdk's samples.

even more - when close to tracking-bound edge, tracking get distorted.(see hands viewer sample).

Is there any 'best-practice' approach for this known issue?

Is there any known way to deal gracefully with this issue(pre-built algorithm like  'Smoother3D').

Is there a way to show the user the bounds in a 3D scene(for ex' in unity)?

Thanx in advance

 

g

 

 

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Dagan_E_Intel
Employee
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hi g,

if you are listening to Alert events, you can monitor all the border-related alerts and notify the user that he is getting closer to the edges, or better, have the game "attract" the user back to the center:

ALERT_HAND_OUT_OF_LEFT_BORDER
ALERT_HAND_OUT_OF_RIGHT_BORDER
ALERT_HAND_OUT_OF_TOP_BORDER

ALERT_HAND_OUT_OF_BOTTOM_BORDER
ALERT_HAND_TOO_FAR
ALERT_HAND_TOO_CLOSE

you can control when these alerts are fired by reducing the size of the borders and get the alert sooner, by calling :
SetTrackingBounds
See GetTrackingBounds to get the current sizes and then decrease them:

QueryTrackingBounds(pxcF32& nearTrackingDistance, pxcF32& farTrackingDistance, pxcF32& nearTrackingWidth, pxcF32& nearTrackingHeight)

you can also use these parameters to draw the borders in Unity, as a pyramid, whose base is at   nearTrackingDistance from the sensor, and its width and height are nearTrackingWidth and nearTrackingHeight

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