Beispiel #1
0
XnStatus xnConfigureAlternativeViewPoint(XnNodeHandle hNode, const TiXmlElement* pOpcode)
{
	XnStatus nRetVal = XN_STATUS_OK;

	if (!xnIsCapabilitySupported(hNode, XN_CAPABILITY_ALTERNATIVE_VIEW_POINT))
	{
		return XN_STATUS_INVALID_OPERATION;
	}

	XnContext* pContext = xnGetContextFromNodeHandle(hNode);
	XnNodeHandle hOther = NULL;

	nRetVal = xnGetNodeHandleByName(pContext, pOpcode->GetText(), &hOther);
	XN_IS_STATUS_OK(nRetVal);

	nRetVal = xnSetViewPoint(hNode, hOther);
	XN_IS_STATUS_OK(nRetVal);

	return (XN_STATUS_OK);
}
Beispiel #2
0
//--------------------------------------------------------------
void testApp::setup(){
	ofDisableArbTex();
	ofSetTextureWrap();
	//configure FBO
	initFrameBuffer();
	
	//camera config
#ifdef KINECT
	
	context.setupUsingXMLFile();
	image.setup(&context);
	depth.setup(&context);
	xn::DepthGenerator& depthGen = depth.getXnDepthGenerator();
	xn::ImageGenerator& imageGen = image.getXnImageGenerator();
	
	
	XnStatus ret = xnSetViewPoint(depthGen, imageGen);
	cout << "Using kinect" << endl;

#else
	//ofSetLogLevel(OF_LOG_VERBOSE);
	//grabber.listDevices();
	//grabber.setDeviceID(7);
	if(grabber.initGrabber(640, 480)){
		
	
		cout << "Using grabber" << endl;
		
	} else {
		cout << "MASSIVE FAIL" <<endl;
		
	}
	
#endif
	
	
	convert.allocate(640, 480);				//conversion of camera image to grayscale
	gray.allocate(640, 480);				//grayscale tracking image
	kinectImage.allocate(640, 480);			//image from kinect
	kinectDepthImage.allocate(640, 480);	//Depth image from kinect
	finalMaskImage.allocate(640, 480);;		//final composition mask
	sceneDepthImage.allocate(640, 480);;	//scenes depthmap image
	finalImage.allocate(640, 480);
	sceneImage.allocate(640,480);
	
	pixelBuf = new unsigned char[640*480];			//temp buffer for kinect depth strea
	colorPixelBuf = new unsigned char[640*480*3];	//temp buffer for kinect image
	sceneDepthBuf = new unsigned short[640 * 480];	//depth buffer from our rendered scene
	kinectDepthBuf = new unsigned short[640 * 480];	//camera image buffer
	finalBuf = new unsigned char[640 * 480];		//final mask buffer
	finalImageBuf = new unsigned char[640 * 480 * 3];	//final Image buffer
	sceneBuffer = new unsigned char[640 * 480 * 3];		//copy of the scene in the FBO	
	
	bDraw = false;
	
	//tracker = new ARToolKitPlus::TrackerSingleMarkerImpl<6,6,6, 1, 8>(width,height);
	tracker = new ARToolKitPlus::TrackerMultiMarkerImpl<6,6,6, 1, 64>(width,height);
	
	tracker->setPixelFormat(ARToolKitPlus::PIXEL_FORMAT_LUM);	
	//markerboard_480-499.cfg
    if( !tracker->init( (const char *)ofToDataPath("bluedot.cfg").c_str(), (const char *)ofToDataPath("conf.cfg").c_str(), 1.0f, 1000.0f) )            // load std. ARToolKit camera file
	{
		printf("ERROR: init() failed\n");
		delete tracker;
		return;
	}
	// the marker in the BCH test image has a thin border...
    tracker->setBorderWidth(0.125f);	
    // set a threshold. alternatively we could also activate automatic thresholding
    //tracker->setThreshold(150);	
	tracker->activateAutoThreshold(true);
    // let's use lookup-table undistortion for high-speed
    // note: LUT only works with images up to 1024x1024
    tracker->setUndistortionMode(ARToolKitPlus::UNDIST_LUT);
	
    // RPP is more robust than ARToolKit's standard pose estimator
    tracker->setPoseEstimator(ARToolKitPlus::POSE_ESTIMATOR_RPP);
	
	tracker->setImageProcessingMode(ARToolKitPlus::IMAGE_FULL_RES);
	
    // switch to simple ID based markers
    // use the tool in tools/IdPatGen to generate markers
    tracker->setMarkerMode(ARToolKitPlus::MARKER_ID_SIMPLE);
	
	
	netThread = new NetworkThread(this);
	netThread->start();
	
	//load textures
	ofDisableArbTex();
	ofSetTextureWrap();
	textures[0].loadImage("grass.png");
	textures[1].loadImage("cobble.png");	
	textures[2].loadImage("dirt.png");	
	textures[3].loadImage("lava.png");	
	textures[4].loadImage("rock.png");	
	textures[5].loadImage("sand.png");	
	textures[6].loadImage("snow.png");	
	textures[7].loadImage("tree.png");
	textures[8].loadImage("leaves.png");
	
	
	mapWidth = 20;
	mapHeight = 20;
	mapDepth = 20;
	mapLocked = false;
	
	//fill our 3d vector with 20x20x20
	mapLocked = true;
	array3D.resize(mapWidth);
	for (int i = 0; i < mapWidth; ++i) {
		array3D[i].resize(mapHeight);
		
		for (int j = 0; j < mapHeight; ++j)
			array3D[i][j].resize(mapDepth);
	}
	
	//create block face data and clear map 
	Block b;	
	
	vList[0] = ofxVec3f(0.0f, 0.0f, -1.0f);
	vList[1] = ofxVec3f(-1.0f, 0.0f, -1.0f);
	vList[2] = ofxVec3f(-1.0f, 0.0f, 0.0f);
	vList[3] = ofxVec3f(0.0f, 0.0f, 0.0f);
	vList[4] = ofxVec3f(-1.0f, -1.0f, 0.0f);
	vList[5] = ofxVec3f(0.0f, -1.0f, 0.0f);
	vList[6] = ofxVec3f(0.0f, -1.0f, -1.0f);
	vList[7] = ofxVec3f(-1.0f, -1.0f, -1.0f);
	
	//vertex indices for faces
	const static int faceVals[6][4] = {
		{2, 1, 0, 3}, //top
		{5, 4, 2, 3}, //front
		{0, 6, 5, 3},//right
		{4, 7, 1, 2},//left
		{5, 6, 7, 5},//bottom
		{0, 1, 7, 6} //back
	};
		
	
	for(int x=0; x < mapWidth; x++){
		for(int y=0; y < mapHeight; y++){
			for(int z=0; z < mapDepth; z++){
				b.type = NONE;
				b.textured = false;
				b.visMask = VIS_TOP;
				
				
				for(int a = 0; a < 6; a++){
					for (int c = 0; c < 4; c++){
						b.faceList[a][c] = faceVals[a][c];
					}
				}
				
				
				array3D[x][y][z] = b;		
				
			}
		}
	}
	
	//add some test blocks to play with when offline
	b.type = GRASS;
	b.textured = true;
	b.textureRef = 0;
	b.visMask = 63;
	array3D[1][1][5] = b;	
	array3D[2][1][5] = b;
	array3D[3][1][5] = b;
	array3D[4][1][5] = b;
	array3D[5][1][5] = b;
	array3D[6][1][5] = b;

	//testBlock = b;
	
	//run the face visibility and normal calculations
	updateVisibility();
	
	//dont draw the gui
	guiDraw = false;
	
	//scale and offset for map
	mapScale = 1.0f;
	offset.x = -100.0f;
	offset.y = 100.0f;
	
	scVal = 1.0f;
	
	//used as light colour (when lights eventually work)
	sceneWhiteLevel = ofColor(255,255,255);
	
	#ifdef SYPHON
	//start up syphon and set framerate
	mainOutputSyphonServer.setName("Minecraft");
	#endif
	
	ofSetFrameRate(60);
	
	//try and set up some lights
	
	light light = {
		{0,50,0,1},  //position (the final 1 means the light is positional)
		{1,1,1,1},    //diffuse
		{0,0,0,1},    //specular
		{0,0,0,1}     //ambient
    };
	
	light0 = light;
	
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	//glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,0);  //sets lighting to one-sided
	glLightfv(GL_LIGHT0, GL_POSITION, light0.pos);
	doLights();
	
	
	//turn on backface culling
	glEnable(GL_CULL_FACE);
	
}