/** 
 *  Constructor of the class.
 *  @param ud pointer to a User Detector type.
 *  @param sa pointer to a Scene Analyzer type.
 *  @param zd pointer to Zamus Listener type.
 *  @ṕaram ld pointer to Linq Listener type.
 *  @param mp max numer of players allowed.
 */
SuperFiremanBrothers :: SuperFiremanBrothers (UserDetector *ud,
                                              SceneAnalyzer *sa,
                                              Zamus *zd,
                                              Linq *ld,
                                              int mp) 
{ 
    XnPlane3D floor;
    DepthGenerator dgen;

    dgen = ud -> retDepthGenerator();
    sa -> GetFloor(floor);
    dgen.ConvertRealWorldToProjective(1,
                                      &floor.ptPoint,
                                      &floor.ptPoint);

    floorLevel = floor.ptPoint.Y + 100;
    userDetector  = ud;
    sceneAnalyzer = sa;
    zamusDetector = zd;
    linqDetector = ld;
    players = map <XnUserID, int> ();
    fireBalls = vector <Flame> (MAX_FIREBALLS, Flame());
    level = 0;
    numFlames = 0;
    maxPlayers = mp;
    winGame  = false;
    lostGame = false;
    gameStatus = NOT_STARTED;
    flameModel = FlameModel();
}
Exemple #2
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	void getJointPosition(XnUserID player, XnSkeletonJoint eJoint1, unsigned char * dest)
	{
		if (!_userGenerator.GetSkeletonCap().IsTracking(player))
		{
			printf("not tracked!\n");
			return;
		}
		
		XnSkeletonJointPosition joint1;
		_userGenerator.GetSkeletonCap().GetSkeletonJointPosition(player, eJoint1, joint1);
	
		if (joint1.fConfidence < 0.5)
		{
			return;
		}
		
		XnPoint3D pt[1];
		pt[0] = joint1.position;
		_depth.ConvertRealWorldToProjective(1, pt, pt);
		
		float _x, _y, _z;
		_x = pt[0].X;
		_y = pt[0].Y;
		_z = pt[0].Z;
		memcpy(dest, &_x, 4);
		memcpy(dest+4, &_y, 4);
		memcpy(dest+8, &_z, 4);
	}
Exemple #3
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	void OpenNIUser::renderBone( int joint1, int joint2 )
	{
		DepthGenerator* depth = _device->getDepthGenerator();
		if( !depth ) return;

		OpenNIBone* bone1 = mBoneList[joint1-1];
		OpenNIBone* bone2 = mBoneList[joint2-1];

		// Convert a point from world coordinates to screen coordinates
		XnPoint3D point1, point2;
		XnPoint3D realJointPos1, realJointPos2;
		realJointPos1.X = bone1->position[0];
		realJointPos1.Y = bone1->position[1];
		realJointPos1.Z = bone1->position[2];
		realJointPos2.X = bone2->position[0];
		realJointPos2.Y = bone2->position[1];
		realJointPos2.Z = bone2->position[2];

		depth->ConvertRealWorldToProjective( 1, &realJointPos1, &point1 );
		depth->ConvertRealWorldToProjective( 1, &realJointPos2, &point2 );

		glLineWidth( 2 );
		glBegin( GL_LINES );
		glColor4f( mColor[0], mColor[1], mColor[2], 1 );
		glVertex3f( point1.X, point1.Y, 0 );	//point.Z );
		glVertex3f( point2.X, point2.Y, 0 );	//point.Z );
		glEnd();
	}
/**
 *  Draw the scores over the users in the game (openGL).
 */
void SuperFiremanBrothers :: drawGameInfo ()
{
    float y;
    int score;
    char strLabel[20] = "";
    char strLevel[20] = "";
    char strStart[20] = "Calibrate to begin";
    char strEnd[20] = "Game Over";
    UserGenerator uGen;
    DepthGenerator dGen;
    XnUserID player;
    XnPoint3D com;
    map <XnUserID, int> :: iterator iter;

    float amb[3] = {1.0, 1.0, 1.0};
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb);
    glDisable(GL_LIGHTING);
    y = -768;

    uGen = userDetector -> retUserGenerator();
    dGen = userDetector -> retDepthGenerator();

    for (iter = players.begin(); iter != players.end(); iter++) {
        player = iter -> first;
        score  = iter -> second;
        sprintf(strLabel, "Score: %d", score);
        uGen.GetCoM(player, com);
        dGen.ConvertRealWorldToProjective(1, &com, &com);

        glRasterPos3f( com.X + 100, com.Y - 300, com.Z);
        glPrintString(GLUT_BITMAP_HELVETICA_18, strLabel);
        y += 150;
    }

    sprintf(strLevel, "Level %d", level);
    glRasterPos2f( 500, -768);
    glPrintString(GLUT_BITMAP_HELVETICA_18, strLevel);

    if (gameStatus == NOT_STARTED) {
        glRasterPos2f( 500, 0);
        glPrintString(GLUT_BITMAP_HELVETICA_18, strStart);
    }
    else if (gameStatus > STARTED) {
        glRasterPos2f( 500, 0);
        glPrintString(GLUT_BITMAP_HELVETICA_18, strEnd);
    }

    glEnable(GL_LIGHTING);
}
void mexFunction(int nlhs, mxArray *plhs[], int nrhs, const mxArray *prhs[])
{
	int i, j;
	int width, height;

	mxArray *tmpDepth;
	mxArray *context_initialised_array;
	mxArray *has_depth_node_array;
	unsigned short* projective;
	float* real_world_coord;
	XnPoint3D* ni_projective;
	XnPoint3D* ni_real_world_coord;

	DepthGenerator* depth;

	bool context_initialised = false;
	bool has_depth_node = false;

	mwSize dims2[3];
	const mwSize *dims;

	dims = mxGetDimensions(prhs[1]);
	width = dims[0];
	height  = dims[1];

    //---------------------------------
    // Read input variables
    //---------------------------------
    // depth_obj
	tmpDepth = mxGetField(prhs[0], 0, "depth_obj");
    memcpy((void*)&depth, mxGetPr(tmpDepth), sizeof(DepthGenerator*));

	// context_initialised
	context_initialised_array = mxGetField(prhs[0], 0, "context_initialised");
	context_initialised = mxGetScalar(context_initialised_array);

	has_depth_node_array = mxGetField(prhs[0], 0, "has_depth_node");
	has_depth_node = mxGetScalar(has_depth_node_array);

	real_world_coord = (float*)mxGetPr(prhs[1]);

	//-------------------------------
	// Create output variables
	//-------------------------------
	dims2[0] = width;
	dims2[1] = height;
	dims2[2] = 3;

	plhs[0] = mxCreateNumericArray(3, dims2, mxUINT16_CLASS, mxREAL);
	projective = (unsigned short*)mxGetPr(plhs[0]);

	if(!context_initialised || !has_depth_node){
		return;
	}
	//-------------------------------
	// Run
	//-------------------------------

	ni_projective = new XnPoint3D[height*width];
	ni_real_world_coord = new XnPoint3D[height*width];

	int size = width*height;
		
	for(i = 0;i < height;i++){
		for(j = 0;j < width;j++){
			ni_real_world_coord[i*width+j].X = (float)real_world_coord[i*width+j];
			ni_real_world_coord[i*width+j].Y = (float)real_world_coord[i*width+j+size];
			ni_real_world_coord[i*width+j].Z = (float)real_world_coord[i*width+j+2*size];
		}
	}

	XnStatus status = depth->ConvertRealWorldToProjective(size, ni_real_world_coord, ni_projective);
	if(status == XN_STATUS_OK){
		for(i=0;i<height;i++){
			for(j = 0;j < width;j++){
				projective[i*width+j] = (unsigned short)ni_projective[i*width+j].X;
				projective[i*width+j+size] = (unsigned short)ni_projective[i*width+j].Y;
				projective[i*width+j+2*size] = (unsigned short)ni_projective[i*width+j].Z;
			}
		}
	}

	delete []ni_real_world_coord;
	delete []ni_projective;
}
/**
 *  Method that controls the fireballs that are 
 *  going to be spawned per frames.
 */
void SuperFiremanBrothers :: nextFrame ()
{
    if (gameStatus != STARTED) {
        return;
    }

    static int counter = 0;
    static int spawnRate = (SPAWN_RATE_FIRST_LEVEL) * players.size();
    static float speedRate = (SPEED_RATE_FIRST_LEVEL) * players.size(); 
    static int flamesInLevel = (FLAMES_IN_FIRST_LEVEL) * players.size();
    const static int riseSpawnRate = (RISE_SPAWN_RATE) * players.size();
    const static int riseSpeedRate = (RISE_SPEED_RATE) * players.size();
    const static int riseFlamesInLevel = (RISE_FLAMES_IN_LEVEL) * players.size();

    int i;
    int j;
    int hp;
    float x;
    float y;
    Vector3D position;

    vector <ZamusShoot> zShoot; 
    vector <LinqSpawnIce> lShoot; 

    zShoot = zamusDetector -> shoots;
    lShoot = linqDetector -> iceSpawn;
        
    UserGenerator  ugen;
    DepthGenerator dgen;
    map <XnUserID, int> :: iterator iter;
    XnUserID  player;
    XnSkeletonJointPosition joint;
    XnPoint3D foots[2];

    ugen  = userDetector -> retUserGenerator();
    dgen  = userDetector -> retDepthGenerator();

    for (i = 0; i < fireBalls.size(); i++) {

        for (j = 0; j < zShoot.size(); j++) {
            if (fireBalls[i].isInBoundingBox(zShoot[j].position)) {
                fireBalls[i].extinguish();
                players[zShoot[j].player] += POINTS_PER_HIT;
                zShoot.erase(zShoot.begin() + j);
                j--;
            }
        }

        for (j = 0; j < lShoot.size(); j++) {
            if (fireBalls[i].isInBoundingBox(lShoot[j].position)) {
                fireBalls[i].extinguish();
                players[lShoot[j].player] += POINTS_PER_HIT;
                lShoot.erase(lShoot.begin() + j);
                j--;
            }
        }

        for (iter = players.begin(); iter != players.end(); iter++) {
            player = iter -> first;
            ugen.GetSkeletonCap().GetSkeletonJointPosition(player, 
                                             XN_SKEL_RIGHT_FOOT,
                                             joint);
            foots[0] = joint.position;
            ugen.GetSkeletonCap().GetSkeletonJointPosition(player, 
                                             XN_SKEL_RIGHT_FOOT,
                                             joint);
            foots[1] = joint.position;
            dgen.ConvertRealWorldToProjective(2, foots, foots);
            if (fireBalls[i].isInBoundingBox(foots[0])) {
                fireBalls[i].extinguish();
                players[player] += POINTS_PER_HIT;
                j--;
            }
            if (fireBalls[i].isInBoundingBox(foots[1])) {
                fireBalls[i].extinguish();
                players[player] += POINTS_PER_HIT;
                j--;
            }
        }    

        zamusDetector -> shoots  = zShoot;
        linqDetector -> iceSpawn = lShoot;

        if (fireBalls[i].getZPos() > FIRE_LIMIT) {
            lostGame = true;
            return;
        }
        else {
            fireBalls[i].advance(speedRate);
        }

    }

    if ((counter == spawnRate) &&
        (numFlames < flamesInLevel)){
        x = (float)rand() / (float)RAND_MAX;
        y = (float)rand() / (float)RAND_MAX;

        x = (rand() % 800) + x;
        y = (rand() % 600) + y - floorLevel;

        hp = rand() % 3 + 1;

        position = Vector3D(x, y, -3500.0);

        fireBalls.push_back(Flame(position, hp, flameModel.flame));
        counter = 0;
        numFlames++;
    }
    else {
        counter += 1;
    }

    if ((numFlames == flamesInLevel) &&
        (fireBalls.size() == 0)) {
        level++;
        numFlames = 0;
        counter   = 0;
        flamesInLevel += riseFlamesInLevel;
        if ( (spawnRate - riseSpawnRate) > 0) {
            spawnRate -= riseSpawnRate ;
        }
        else {
            spawnRate = 1;
        }
        speedRate += riseSpeedRate;
        printf("Level %d start!\n", level);
    }
}
Exemple #7
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	void OpenNIUser::renderBone( int joint1, int joint2, float width/*=640*/, float height/*=480*/, float depth/*=1*/, bool doProjective /*= true*/, bool renderDepthInProjective/*=false */ )
	{
		if( mUserState != USER_TRACKING ) return;

		if( doProjective )
		{
			DepthGenerator* depthGen = _device->getDepthGenerator();
			if( !depthGen ) 
			{
				std::stringstream ss;
				ss << "(renderBone)  Failed to get depth generator on user: '******'" << std::endl;
				DEBUG_MESSAGE( ss.str().c_str() );
				return;
			}
			if( mBoneList.size() == 0 ) 
			{
				std::stringstream ss;
				ss << "(renderBone)  Bone count is zero on user: '******'" << std::endl;
				DEBUG_MESSAGE( ss.str().c_str() );
				return;
			}

			OpenNIBone* bone1 = mBoneList[joint1-1];
			OpenNIBone* bone2 = mBoneList[joint2-1];

			// Convert a point from world coordinates to screen coordinates
			XnPoint3D point1, point2;
			XnPoint3D realJointPos1, realJointPos2;
			realJointPos1.X = bone1->position[0];
			realJointPos1.Y = bone1->position[1];
			realJointPos1.Z = bone1->position[2];
			realJointPos2.X = bone2->position[0];
			realJointPos2.Y = bone2->position[1];
			realJointPos2.Z = bone2->position[2];

			depthGen->ConvertRealWorldToProjective( 1, &realJointPos1, &point1 );
			depthGen->ConvertRealWorldToProjective( 1, &realJointPos2, &point2 );

			point1.X *= 0.0015625f;			// div by 640
			point1.Y *= 0.00208333333333333333333333333333f;			// div by 480
			point2.X *= 0.0015625f;			// div by 640
			point2.Y *= 0.00208333333333333333333333333333f;			// div by 480
			point1.Z *= depth;
			point2.Z *= depth;

			glBegin( GL_LINES );
			glColor4f( mColor[0], mColor[1], mColor[2], 1.0f );
			glVertex3f( point1.X*width, point1.Y*height, (renderDepthInProjective)?point1.Z:0 );
			glVertex3f( point2.X*width, point2.Y*height, (renderDepthInProjective)?point2.Z:0 );
			glEnd();
		}
		else
		{
			OpenNIBone* bone1 = mBoneList[joint1-1];
			OpenNIBone* bone2 = mBoneList[joint2-1];

			// Convert a point from world coordinates to screen coordinates
			XnPoint3D point1, point2;
			point1.X = bone1->position[0];
			point1.Y = bone1->position[1];
			point1.Z = bone1->position[2];
			point2.X = bone2->position[0];
			point2.Y = bone2->position[1];
			point2.Z = bone2->position[2];

			glBegin( GL_LINES );
			glColor4f( mColor[0], mColor[1], mColor[2], 1.0f );
			glVertex3f( point1.X, point1.Y, point1.Z );
			glVertex3f( point2.X, point2.Y, point2.Z );
			glEnd();
		}
	}
Exemple #8
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	void OpenNIUser::updatePixels()
	{
		// Get device generators
		DepthGenerator* depth = _device->getDepthGenerator();
		UserGenerator* user = _device->getUserGenerator();

		// Get metadata
		//xn::DepthMetaData depthMetaData;
		//depth->GetMetaData( depthMetaData );
		xn::DepthMetaData* depthMetaData = _device->getDepthMetaData();
		xn::SceneMetaData* sceneMetaData = _device->getUserMetaData();


		// Get Center Of Mass
		XnPoint3D com;
		user->GetCoM( mId, com );
		// Convert to screen coordinates
		depth->ConvertRealWorldToProjective( 1, &com, &com );
		mCenter[0] = com.X;
		mCenter[1] = com.Y;
		mCenter[2] = com.Z;


		if( _enablePixels )
		{
			// Get user pixels
			user->GetUserPixels( mId, *sceneMetaData );
			//xn::SceneMetaData sceneMetaData;
			//user->GetUserPixels( mId, sceneMetaData );

			// Get labels
			const XnLabel* labels = sceneMetaData->Data();
			if( labels )
			{
				//
				// Generate a bitmap with the user pixels colored
				//
				uint16_t* pDepth = _device->getDepthMap();
				int depthWidth = depthMetaData->XRes();
				int depthHeight = depthMetaData->YRes();
				if( !_userPixels || (mWidth != depthWidth) || (mHeight != depthHeight) )
				{
					mWidth = depthWidth;
					mHeight = depthHeight;
					allocate( depthWidth, depthHeight );
				}

				xnOSMemSet( _backUserPixels, 0, depthWidth*depthHeight*3 );

				uint8_t* pixels = _backUserPixels;
				int index = 0;
				for( int j=0; j<depthHeight; j++ )
				{
					for( int x=0; x<depthWidth; x++ )
					{
						// Only fill bitmap with current user's data
						/*if( *labels != 0 && *labels == mId )
						{
							// Pixel is not empty, deal with it.
							uint32_t nValue = *pDepth;

							mColor[0] = g_Colors[mId][0];
							mColor[1] = g_Colors[mId][1];
							mColor[2] = g_Colors[mId][2];

							if( nValue != 0 )
							{
								int nHistValue = _device->getDepthMap24()[nValue];
								pixels[index+0] = 0xff & static_cast<uint8_t>(nHistValue * mColor[0]);//g_Colors[nColorID][0]); 
								pixels[index+1] = 0xff & static_cast<uint8_t>(nHistValue * mColor[1]);//g_Colors[nColorID][1]);
								pixels[index+2] = 0xff & static_cast<uint8_t>(nHistValue * mColor[2]);//g_Colors[nColorID][2]);
							}
						}****/


						// Check out for every user visible and fill bitmap with correct coloring
						// NOTE! This should be removed in the future. User should only know about its own data and not all
						if( *labels != 0 )
						{
							// Pixel is not empty, deal with it.
							uint32_t nValue = *pDepth;
							XnLabel label = *labels;
							XnUInt32 nColorID = label % nColors;
							if( label == 0 )
							{
								nColorID = nColors;
							}

							mColor[0] = g_Colors[mId][0];
							mColor[1] = g_Colors[mId][1];
							mColor[2] = g_Colors[mId][2];

							if( nValue != 0 )
							{
								int nHistValue = _device->getDepthMap24()[nValue];
								pixels[index+0] = 0xff & static_cast<uint8_t>(nHistValue * g_Colors[nColorID][0]); 
								pixels[index+1] = 0xff & static_cast<uint8_t>(nHistValue * g_Colors[nColorID][1]);
								pixels[index+2] = 0xff & static_cast<uint8_t>(nHistValue * g_Colors[nColorID][2]);
							}
						}

						pDepth++;
						labels++;
						index += 3;
					}
				}

				memcpy( _userPixels, _backUserPixels, mWidth*mHeight*3 );
			}
		}
	}
Exemple #9
0
	void OpenNIUser::renderJoints( float pointSize )
	{
		if( _device->getUserGenerator()->GetSkeletonCap().IsTracking(mId) )
		{
			DepthGenerator* depth = _device->getDepthGenerator();
			if( !depth ) return;

			// Old OpenGL rendering method. it's fine for now.
			//glDisable( GL_TEXTURE_2D );
			glBegin( GL_QUADS );
			int index = 1;
			for( std::vector<OpenNIBone*>::iterator it = mBoneList.begin(); it != mBoneList.end(); it++, index++ )
			{
				OpenNIBone* bone = *it;

				// Convert a point from world coordinates to screen coordinates
				XnPoint3D point;
				XnPoint3D realJointPos;
				realJointPos.X = bone->position[0];
				realJointPos.Y = bone->position[1];
				realJointPos.Z = bone->position[2];
				depth->ConvertRealWorldToProjective( 1, &realJointPos, &point );
				float sx = pointSize;
				float sy = pointSize;

				glColor4f( 1, 1, 1, 1 );
				glVertex3f( -sx+point.X, -sy+point.Y, 0 );//point.Z );
				glVertex3f(  sx+point.X, -sy+point.Y, 0 );//point.Z );
				glVertex3f(  sx+point.X,  sy+point.Y, 0 );//point.Z );
				glVertex3f( -sx+point.X,  sy+point.Y, 0 );//point.Z );
			}
			glEnd();


			//
			// Render body connecting lines
			//
			renderBone( SKEL_HEAD, SKEL_NECK );

			renderBone( SKEL_NECK, SKEL_LEFT_SHOULDER );
			renderBone( SKEL_LEFT_SHOULDER, SKEL_LEFT_ELBOW );
			renderBone( SKEL_LEFT_ELBOW, SKEL_LEFT_HAND );

			renderBone( SKEL_NECK, SKEL_RIGHT_SHOULDER );
			renderBone( SKEL_RIGHT_SHOULDER, SKEL_RIGHT_ELBOW );
			renderBone( SKEL_RIGHT_ELBOW, SKEL_RIGHT_HAND );

			renderBone( SKEL_LEFT_SHOULDER, SKEL_TORSO );
			renderBone( SKEL_RIGHT_SHOULDER, SKEL_TORSO );

			renderBone( SKEL_TORSO, SKEL_LEFT_HIP );
			renderBone( SKEL_LEFT_HIP, SKEL_LEFT_KNEE );
			renderBone( SKEL_LEFT_KNEE, SKEL_LEFT_FOOT );

			renderBone( SKEL_TORSO, SKEL_RIGHT_HIP );
			renderBone( SKEL_RIGHT_HIP, SKEL_RIGHT_KNEE );
			renderBone( SKEL_RIGHT_KNEE, SKEL_RIGHT_FOOT );

			renderBone( SKEL_LEFT_HIP, SKEL_RIGHT_HIP );

			renderBone( SKEL_WAIST, SKEL_TORSO );
			renderBone( SKEL_WAIST, SKEL_NECK );

			// Restore texture
			//glEnable( GL_TEXTURE_2D );
		}
	}