Beispiel #1
0
void testApp::update() {
	// update all nodes
	context.update();
	depth.update();
	image.update();
	user.update();
	
	if(user.getNumberOfTrackedUsers() > 0) {
		ofxTrackedUser* cur = user.getTrackedUser(1);
		
		if(cur != NULL) {
			ofxLimb& leftArm = cur->left_lower_arm;
			ofxLimb& rightArm = cur->right_lower_arm;
			
			XnPoint3D& leftHand = leftArm.position[1];
			XnPoint3D& rightHand = rightArm.position[1];
			
			depth.getXnDepthGenerator().ConvertProjectiveToRealWorld(1, &leftHand, &leftHand);
			depth.getXnDepthGenerator().ConvertProjectiveToRealWorld(1, &rightHand, &rightHand);
			
			ofVec3f leftVec(leftHand.X, leftHand.Y, leftHand.Z);
			ofVec3f rightVec(rightHand.X, rightHand.Y, rightHand.Z);
			
			distance = (leftVec - rightVec).length();
			
			ofxOscMessage msg;
			msg.setAddress("/distance");
			msg.addFloatArg(distance);
			osc.sendMessage(msg);
		}
	}
}
Beispiel #2
0
void Camera::move(float forward, float right, float up, float upAngle, float leftAngle) {
	position += vec3(0,up,0);

	vec3 forwardVec(
			 sin(horizontalAngle),
			0,
			cos(horizontalAngle)
	);
	vec3 rightVec(
			sin(horizontalAngle - 3.14f/2.0f),
			0,
			cos(horizontalAngle - 3.14f/2.0f)
	);
	position += forwardVec * forward;
	position += rightVec * right;
	horizontalAngle += leftAngle;
	verticalAngle += upAngle;
	updateViewMatrix();
	updateProjectionMatrix();
}
Beispiel #3
0
/******************************************************************************
 * Render the current scene
 * uses the global variables from the parser
 *****************************************************************************/
int ntlWorld::renderScene( void )
{
#ifndef ELBEEM_PLUGIN
	char nrStr[5];														// nr conversion 
	std::ostringstream outfn_conv("");  			// converted ppm with other suffix 
  ntlRenderGlobals *glob;                  	// storage for global rendering parameters 
  myTime_t timeStart,totalStart,timeEnd; 		// measure user running time 
  myTime_t rendStart,rendEnd;            		// measure user rendering time 
  glob = mpGlob;

	// deactivate for all with index!=0 
	if((glob_mpactive)&&(glob_mpindex>0)) return(0);

	/* check if picture already exists... */
	if(!glob->getSingleFrameMode() ) {
		snprintf(nrStr, 5, "%04d", glob->getAniCount() );

		if(glob_mpactive) {
			outfn_conv  << glob->getOutFilename() <<"_"<<glob_mpindex<<"_" << nrStr << ".png"; /// DEBUG!
		} else {
			// ORG
			outfn_conv  << glob->getOutFilename() <<"_" << nrStr << ".png";
		}
		
		//if((mpGlob->getDisplayMode() == DM_RAY)&&(mpGlob->getFrameSkip())) {
		if(mpGlob->getFrameSkip()) {
			struct stat statBuf;
			if(stat(outfn_conv.str().c_str(),&statBuf) == 0) {
				errorOut("ntlWorld::renderscene Warning: file "<<outfn_conv.str()<<" already exists - skipping frame..."); 
				glob->setAniCount( glob->getAniCount() +1 );
				return(2);
			}
		} // RAY mode
	} else {
		// single frame rendering, overwrite if necessary...
		outfn_conv << glob->getSingleFrameFilename();
	}

  /* start program */
	timeStart = getTime();

	/* build scene geometry, calls buildScene(t,false) */
	glob->getRenderScene()->prepareScene(mSimulationTime);

  /* start program */
	totalStart = getTime();


	/* view parameters are currently not animated */
	/* calculate rays through projection plane */
	ntlVec3Gfx direction = glob->getLookat() - glob->getEye();
	/* calculate width of screen using perpendicular triangle diven by
	 * viewing direction and screen plane */
	gfxReal screenWidth = norm(direction)*tan( (glob->getFovy()*0.5/180.0)*M_PI );

	/* calculate vector orthogonal to up and viewing direction */
	ntlVec3Gfx upVec = glob->getUpVec();
	ntlVec3Gfx rightVec( cross(upVec,direction) );
	normalize(rightVec);

	/* calculate screen plane up vector, perpendicular to viewdir and right vec */
	upVec = ntlVec3Gfx( cross(rightVec,direction) );
	normalize(upVec);

	/* check if vectors are valid */
	if( (equal(upVec,ntlVec3Gfx(0.0))) || (equal(rightVec,ntlVec3Gfx(0.0))) ) {
		errMsg("ntlWorld::renderScene","Invalid viewpoint vectors! up="<<upVec<<" right="<<rightVec);
		return(1);
	}

	/* length from center to border of screen plane */
	rightVec *= (screenWidth*glob->getAspect() * -1.0);
	upVec *= (screenWidth * -1.0);

	/* screen traversal variables */
	ntlVec3Gfx screenPos;                          /* current position on virtual screen */
	int Xres = glob->getResX();                  /* X resolution */
	int Yres = glob->getResY();                  /* Y resolution */
	ntlVec3Gfx rightStep = (rightVec/(Xres/2.0));  /* one step right for a pixel */
	ntlVec3Gfx upStep    = (upVec/(Yres/2.0));     /* one step up for a pixel */
    

	/* anti alias init */
	char  showAAPic = 0;
	int   aaDepth = glob->getAADepth();
	int   aaLength;
	if(aaDepth>=0) aaLength = (2<<aaDepth);
	else           aaLength = 0;
	float aaSensRed   = 0.1;
	float aaSensGreen = 0.1;
	float aaSensBlue  = 0.1;
	int   aaArrayX = aaLength*Xres+1;
	int   aaArrayY = ( aaLength+1 );
	ntlColor *aaCol = new ntlColor[ aaArrayX*aaArrayY ];
	char  *aaUse = new char[ aaArrayX*aaArrayY ];

	/* picture storage */
	int picX = Xres;
	int picY = Yres;
	if(showAAPic) {
		picX = Xres *aaLength+1;
		picY = Yres *aaLength+1;
	}
	ntlColor *finalPic = new ntlColor[picX * picY];


	/* reset picture vars */
	for(int j=0;j<aaArrayY;j++) {
		for(int i=0;i<aaArrayX;i++) {
			aaCol[j*aaArrayX+i] = ntlColor(0.0, 0.0, 0.0);
			aaUse[j*aaArrayX+i] = 0;
		}
	}
	for(int j=0;j<picY;j++) {
		for(int i=0;i<picX;i++) {
			finalPic[j*picX+i] = ntlColor(0.0, 0.0, 0.0);
		}
	}

	/* loop over all y lines in screen, from bottom to top because
	 * ppm format wants 0,0 top left */
	rendStart = getTime();
	glob->setCounterShades(0);
	glob->setCounterSceneInter(0);
	for (int scanline=Yres ; scanline > 0 ; --scanline) {
    
		debugOutInter( "ntlWorld::renderScene: Line "<<scanline<<
								 " ("<< ((Yres-scanline)*100/Yres) <<"%) ", 2, 2000 );
		screenPos = glob->getLookat() + upVec*((2.0*scanline-Yres)/Yres)
			- rightVec;

		/* loop over all pixels in line */
		for (int sx=0 ; sx < Xres ; ++sx) {

			if((sx==glob->getDebugPixelX())&&(scanline==(Yres-glob->getDebugPixelY()) )) {
				// DEBUG!!!
				glob->setDebugOut(10);
			} else glob->setDebugOut(0);
			
			/* compute ray from eye through current pixel into scene... */
			ntlColor col;
			if(aaDepth<0) {
				ntlVec3Gfx dir(screenPos - glob->getEye());
				ntlRay the_ray(glob->getEye(), getNormalized(dir), 0, 1.0, glob );

				/* ...and trace it */
				col = the_ray.shade();
			} else {
				/* anti alias */
				int ai,aj;                   /* position in grid */
				int aOrg = sx*aaLength;      /* grid offset x */
				int currStep = aaLength;     /* step size */
				char colDiff = 1;            /* do colors still differ too much? */
				ntlColor minCol,maxCol;         /* minimum and maximum Color Values */
				minCol = ntlColor(1.0,1.0,1.0);
				maxCol = ntlColor(0.0,0.0,0.0);

				while((colDiff) && (currStep>0)) {
					colDiff = 0;
	    
					for(aj = 0;aj<=aaLength;aj+= currStep) {
						for(ai = 0;ai<=aaLength;ai+= currStep) {

							/* shade pixel if not done */
							if(aaUse[aj*aaArrayX +ai +aOrg] == 0) {
								aaUse[aj*aaArrayX +ai +aOrg] = 1;
								ntlVec3Gfx aaPos( screenPos +
																(rightStep * (ai- aaLength/2)/(gfxReal)aaLength ) +
																(upStep    * (aj- aaLength/2)/(gfxReal)aaLength ) );

								ntlVec3Gfx dir(aaPos - glob->getEye());
								ntlRay the_ray(glob->getEye(), getNormalized(dir), 0, 1.0, glob );

								/* ...and trace it */
								ntlColor newCol= the_ray.shade();
								aaCol[aj*aaArrayX +ai +aOrg]= newCol;
							} /* not used? */

						}
					}

					/* check color differences */
					for(aj = 0;aj<aaLength;aj+= currStep) {
						for(ai = 0;ai<aaLength;ai+= currStep) {

							char thisColDiff = 0;
							if( 
								 (fabs(aaCol[aj*aaArrayX +ai +aOrg][0] - 
											 aaCol[(aj+0)*aaArrayX +(ai+currStep) +aOrg][0])> aaSensRed ) ||
								 (fabs(aaCol[aj*aaArrayX +ai +aOrg][1] - 
											 aaCol[(aj+0)*aaArrayX +(ai+currStep) +aOrg][1])> aaSensGreen ) ||
								 (fabs(aaCol[aj*aaArrayX +ai +aOrg][2] - 
											 aaCol[(aj+0)*aaArrayX +(ai+currStep) +aOrg][2])> aaSensBlue ) ) {
								thisColDiff = 1;
							} else
								if( 
									 (fabs(aaCol[aj*aaArrayX +ai +aOrg][0] - 
												 aaCol[(aj+currStep)*aaArrayX +(ai+0) +aOrg][0])> aaSensRed ) ||
									 (fabs(aaCol[aj*aaArrayX +ai +aOrg][1] - 
												 aaCol[(aj+currStep)*aaArrayX +(ai+0) +aOrg][1])> aaSensGreen ) ||
									 (fabs(aaCol[aj*aaArrayX +ai +aOrg][2] - 
												 aaCol[(aj+currStep)*aaArrayX +(ai+0) +aOrg][2])> aaSensBlue ) ) {
									thisColDiff = 1;
								} else
									if( 
										 (fabs(aaCol[aj*aaArrayX +ai +aOrg][0] - 
													 aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg][0])> aaSensRed ) ||
										 (fabs(aaCol[aj*aaArrayX +ai +aOrg][1] - 
													 aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg][1])> aaSensGreen ) ||
										 (fabs(aaCol[aj*aaArrayX +ai +aOrg][2] - 
													 aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg][2])> aaSensBlue ) ) {
										thisColDiff = 1;
									} 

							//colDiff =1;
							if(thisColDiff) {
								/* set diff flag */
								colDiff = thisColDiff;
								for(int bj=aj;bj<=aj+currStep;bj++) {
									for(int bi=ai;bi<=ai+currStep;bi++) {
										if(aaUse[bj*aaArrayX +bi +aOrg]==2) {
											//if(showAAPic) 
											aaUse[bj*aaArrayX +bi +aOrg] = 0;
										}
									}
								}
							} else {
								/* set all values */
								ntlColor avgCol = (
																	 aaCol[(aj+0       )*aaArrayX +(ai+0       ) +aOrg] +
																	 aaCol[(aj+0       )*aaArrayX +(ai+currStep) +aOrg] +
																	 aaCol[(aj+currStep)*aaArrayX +(ai+0       ) +aOrg] +
																	 aaCol[(aj+currStep)*aaArrayX +(ai+currStep) +aOrg] ) *0.25;
								for(int bj=aj;bj<=aj+currStep;bj++) {
									for(int bi=ai;bi<=ai+currStep;bi++) {
										if(aaUse[bj*aaArrayX +bi +aOrg]==0) {
											aaCol[bj*aaArrayX +bi +aOrg] = avgCol; 
											aaUse[bj*aaArrayX +bi +aOrg] = 2;
										}
									}
								}
							} /* smaller values set */

						}
					}

					/* half step size */
					currStep /= 2;

				} /* repeat until diff not too big */

				/* get average color */
				gfxReal colNum = 0.0;
				col = ntlColor(0.0, 0.0, 0.0);
				for(aj = 0;aj<=aaLength;aj++) {
					for(ai = 0;ai<=aaLength;ai++) {
						col += aaCol[aj*aaArrayX +ai +aOrg];
						colNum += 1.0;
					}
				}
				col /= colNum;

			}

		  /* mark pixels with debugging */
			if( glob->getDebugOut() > 0) col = ntlColor(0,1,0);

			/* store pixel */
			if(!showAAPic) {
				finalPic[(scanline-1)*picX+sx] = col; 
			}
			screenPos +=  rightStep;

		} /* foreach x */

		/* init aa array */
		if(showAAPic) {
			for(int j=0;j<=aaArrayY-1;j++) {
				for(int i=0;i<=aaArrayX-1;i++) {
					if(aaUse[j*aaArrayX +i]==1) finalPic[((scanline-1)*aaLength +j)*picX+i][0] = 1.0;
				}
			}
		}

		for(int i=0;i<aaArrayX;i++) {
			aaCol[(aaArrayY-1)*aaArrayX+i] = aaCol[0*aaArrayX+i];
			aaUse[(aaArrayY-1)*aaArrayX+i] = aaUse[0*aaArrayX+i];
		}
		for(int j=0;j<aaArrayY-1;j++) {
			for(int i=0;i<aaArrayX;i++) {
				aaCol[j*aaArrayX+i] = ntlColor(0.0, 0.0, 0.0);
				aaUse[j*aaArrayX+i] = 0;
			}
		}

	} /* foreach y */
	rendEnd = getTime();


	/* write png file */
	{
		int w = picX;
		int h = picY;

		unsigned rowbytes = w*4;
		unsigned char *screenbuf, **rows;
		screenbuf = (unsigned char*)malloc( h*rowbytes );
		rows = (unsigned char**)malloc( h*sizeof(unsigned char*) );
		unsigned char *filler = screenbuf;

		// cutoff color values 0..1
		for(int j=0;j<h;j++) {
			for(int i=0;i<w;i++) {
				ntlColor col = finalPic[j*w+i];
				for (unsigned int cc=0; cc<3; cc++) {
					if(col[cc] <= 0.0) col[cc] = 0.0;
					if(col[cc] >= 1.0) col[cc] = 1.0;
				}
				*filler = (unsigned char)( col[0]*255.0 ); 
				filler++;
				*filler = (unsigned char)( col[1]*255.0 ); 
				filler++;
				*filler = (unsigned char)( col[2]*255.0 ); 
				filler++;
				*filler = (unsigned char)( 255.0 ); 
				filler++; // alpha channel
			}
		}

		for(int i = 0; i < h; i++) rows[i] = &screenbuf[ (h - i - 1)*rowbytes ];
		writePng(outfn_conv.str().c_str(), rows, w, h);
	}


	// next frame 
	glob->setAniCount( glob->getAniCount() +1 );

	// done 
	timeEnd = getTime();

	char resout[1024];
	snprintf(resout,1024, "NTL Done %s, frame %d/%d (took %s scene, %s raytracing, %s total, %d shades, %d i.s.'s)!\n", 
				 outfn_conv.str().c_str(), (glob->getAniCount()), (glob->getAniFrames()+1),
				 getTimeString(totalStart-timeStart).c_str(), getTimeString(rendEnd-rendStart).c_str(), getTimeString(timeEnd-timeStart).c_str(),
				 glob->getCounterShades(),
				 glob->getCounterSceneInter() );
	debMsgStd("ntlWorld::renderScene",DM_MSG, resout, 1 );

	/* clean stuff up */
	delete [] aaCol;
	delete [] aaUse;
	delete [] finalPic;
	glob->getRenderScene()->cleanupScene();

	if(mpGlob->getSingleFrameMode() ) {
		debMsgStd("ntlWorld::renderScene",DM_NOTIFY, "Single frame mode done...", 1 );
		return 1;
	}
#endif // ELBEEM_PLUGIN
	return 0;
}
Beispiel #4
0
//-----------------------------------------------------------------------------
// calculate viewing region
void MapCodegenState::calc_viewingregion(pointf f[], double *minz, double *maxz) {
        /* calculate rays through projection plane */
        ntlVec3d camera( -gCamX, -gCamY, -gCamZ );
        ntlVec3d lookat( -gLookatX, -gLookatY, 0.0 );
        ntlVec3d direction = lookat - camera;
        double fovy = 90.0;
        double aspect = (double)gViewSizeX/gViewSizeY;
        /* calculate width of screen using perpendicular triangle diven by
         * viewing direction and screen plane */
        double screenWidth = direction.getNorm()*tan( (fovy*0.5/180.0)*M_PI );

        /* calculate vector orthogonal to up and viewing direction */
        ntlVec3d upVec(0.0, 1.0, 0.0);
        ntlVec3d rightVec( upVec.crossProd(direction) );
        rightVec.normalize();

        /* calculate screen plane up vector, perpendicular to viewdir and right vec */
        upVec = ntlVec3d( rightVec.crossProd(direction) );
        upVec.normalize();

        /* check if vectors are valid FIXME what to do if not? */
        if( (upVec==ntlVec3d(0.0)) || (rightVec==ntlVec3d(0.0)) ) {
          return;
        }

        /* length from center to border of screen plane */
        rightVec *= (screenWidth*aspect * -1.0);
        upVec *= (screenWidth * -1.0);

        /* calc edges positions */
        double zplane = 0.0;
        double maxzcnt = ABS(camera[2]-zplane);
        double minzcnt = maxzcnt;
        ntlVec3d e[4];
        e[0] = direction + rightVec + upVec;    
        e[1] = direction - rightVec + upVec;    
        e[2] = direction + rightVec - upVec;    
        e[3] = direction - rightVec - upVec;    
        for(int i=0;i<4;i++) {
                if((zplane-e[i][2])>1.0) { // only treat negative directions
                        e[i][0] /= (zplane-e[i][2]); 
                        e[i][1] /= (zplane-e[i][2]); 
                }
                //ntlVec3d p1( camera[0] + e[i][0] * camera[2], camera[1] + e[i][1] * camera[2], 0.0 );
                f[i].x = gViewRegion[i].x = camera[0] + e[i][0] * camera[2];
                f[i].y = gViewRegion[i].y = camera[1] + e[i][1] * camera[2];

                //double currz = ABS(e[i][2] + zplane);
                ntlVec3d fiVec = ntlVec3d(f[i].x,f[i].y,zplane);
                double currz = (fiVec-camera).getNorm();
                //cout << "  f"<<i<<" "<<fiVec<<" c:"<< camera <<" d:"<<(fiVec-camera)<<"  curr:"<<currz<<endl;
                //if(i==0) {
                        //minzcnt = currz;
                        //maxzcnt = currz;
                //} else {
                        if( minzcnt > currz) minzcnt = currz;
                        if( maxzcnt < currz) maxzcnt = currz;
                //}
        }

        // save min./max. z distance
        *maxz = maxzcnt;
        *minz = minzcnt;
}