Exemple #1
0
void ViewerController::createGridLayout(const ci::Rectf area, const int numItems, std::vector<ci::Vec2f>& positions){
	if(numItems < 1) return;

	float xStart = area.getX1();
	float yStart = area.getY1();

	float numContents = (float)(numItems);
	int contentsPerRow = (int)ceilf(sqrt(numContents));
	if(numContents > 5) contentsPerRow += 1; /// make the aspect more wide
	if(numContents > 15) contentsPerRow += 1; /// make the aspect more wide
	if(numContents > 25) contentsPerRow += 1; /// make the aspect more wide
	if(numContents > 35) contentsPerRow += 2; /// make the aspect more more wide
	int numRows = (int)ceilf(numContents / (float)(contentsPerRow));

	float xSpacing = area.getWidth() / (float)(contentsPerRow);
	float ySpacing = area.getHeight() / (float)(numRows);

	int rowCounter = 0;

	xStart += xSpacing / 2.0f;
	float xp = xStart;
	float yp = yStart;

	for(int i = 0; i < numItems; i++){
		ci::Vec2f origin = ci::Vec2f(xp, yp);

		if(contentsPerRow == 1){
			origin.x = area.getX1() + area.getWidth() / 2.0f;
		}

		if(numRows == 1){
			origin.y = yStart + area.getHeight() / 4.0f;
		}

		positions.push_back(origin);

		xp += xSpacing;

		rowCounter++;
		if(rowCounter == contentsPerRow){
			rowCounter = 0;
			xp = xStart;
			if(numRows == 2){
				// 2 rows, the second row was too low
				yp += ySpacing / 2.0f;
			} else {
				yp += ySpacing;
			}
		}

	}
}
/* ging methods */
void CinderOpenNISkeleton::debugDrawLabels( Font font, ci::Rectf depthArea )
{

	// Apply scale based on window size, vs dimensions of depth image ( will be 320 or 640 )
	ci::Vec2i inputSize = CinderOpenNISkeleton::getDimensions();
	ci::Vec3f depthMapScale = ci::Vec3f( depthArea.getWidth() / inputSize.x, depthArea.getHeight() / inputSize.y, 0.5f );

	for (int i = 0; i < maxUsers; ++i)
	{
		// Do the labels first
		XnPoint3D userCenterOfMass;
		mUserGenerator.GetCoM(currentUsers[i], userCenterOfMass);
		mDepthGenerator.ConvertRealWorldToProjective(1, &userCenterOfMass, &userCenterOfMass);

		// Scale and place based on center of 'depthArea' rectangle
		ci::Vec2i labelPosition = ci::Vec2i(depthArea.getX1() + depthMapScale.x*userCenterOfMass.X, depthArea.getY1() + depthMapScale.y*userCenterOfMass.Y);

		glColor4f(1.0f-Colors[i%nColors][0],
				  1.0f-Colors[i%nColors][1],
				  1.0f-Colors[i%nColors][2], 1);


		if ( mUserGenerator.GetSkeletonCap().IsTracking(currentUsers[i]) ) { // Is being tracked
			gl::drawString("Tracking", labelPosition, Color::white(), font );
		} else if ( mUserGenerator.GetSkeletonCap().IsCalibrating(currentUsers[i]) ) { // Is calibrating
			gl::drawString("Calibrating", labelPosition, Color::white(), font );
		} else { // Still waiting for intial pose
			gl::drawString("Waiting for Pose", labelPosition, Color::white(), font );
		}
	}
}
Exemple #3
0
void Draw(const Movable& DrawData, const Texture& Tex) // @Remove second param
{
    using namespace ci;

    gl::pushModelView();

    gl::translate(DrawData.GetCenterPos());
    // gl::drawStrokedRect( ToRect(DrawData.GetAABB()) );
    gl::rotate(DrawData.GetAngle());
    gl::scale(DrawData.GetScale().x, DrawData.GetScale().y);
    gl::translate(-Tex.getSize() / 2.f);

    glEnableClientState(GL_VERTEX_ARRAY);
    GLfloat verts[8];
    glVertexPointer(2, GL_FLOAT, 0, verts);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    GLfloat texCoords[8];
    glTexCoordPointer(2, GL_FLOAT, 0, texCoords);

    const ci::Rectf destRect = Tex.getCleanBounds();
    verts[0 * 2 + 0] = destRect.getX2();
    verts[0 * 2 + 1] = destRect.getY1();
    verts[1 * 2 + 0] = destRect.getX1();
    verts[1 * 2 + 1] = destRect.getY1();
    verts[2 * 2 + 0] = destRect.getX2();
    verts[2 * 2 + 1] = destRect.getY2();
    verts[3 * 2 + 0] = destRect.getX1();
    verts[3 * 2 + 1] = destRect.getY2();

    const ci::Rectf srcCoords = Tex.getAreaTexCoords(Tex.getCleanBounds());
    texCoords[0 * 2 + 0] = srcCoords.getX2();
    texCoords[0 * 2 + 1] = srcCoords.getY1();
    texCoords[1 * 2 + 0] = srcCoords.getX1();
    texCoords[1 * 2 + 1] = srcCoords.getY1();
    texCoords[2 * 2 + 0] = srcCoords.getX2();
    texCoords[2 * 2 + 1] = srcCoords.getY2();
    texCoords[3 * 2 + 0] = srcCoords.getX1();
    texCoords[3 * 2 + 1] = srcCoords.getY2();

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    gl::popModelView();
}
Exemple #4
0
void ParticleSystem::add( ci::Vec2f pos, ci::Vec2f velocity, ci::ColorA color, ci::Rectf srcCoords, ci::Rectf destRect ) {
	Particle p = { verts.size(), velocity, pos, pos };
	particles.push_back( p );

	// Vertices
	verts.push_back( destRect.getX1() ); verts.push_back( destRect.getY2() ); verts.push_back(0);
	verts.push_back( destRect.getX2() ); verts.push_back( destRect.getY2() ); verts.push_back(0);
	verts.push_back( destRect.getX2() ); verts.push_back( destRect.getY1() ); verts.push_back(0);
	verts.push_back( destRect.getX1() ); verts.push_back( destRect.getY2() ); verts.push_back(0);
	verts.push_back( destRect.getX2() ); verts.push_back( destRect.getY1() ); verts.push_back(0);
	verts.push_back( destRect.getX1() ); verts.push_back( destRect.getY1() ); verts.push_back(0);

	// Texture coords
	color.a = Constants::Particles::ALPHA;
	texCoords.push_back( srcCoords.getX1() ); texCoords.push_back( srcCoords.getY2() );
	texCoords.push_back( srcCoords.getX2() ); texCoords.push_back( srcCoords.getY2() );
	texCoords.push_back( srcCoords.getX2() ); texCoords.push_back( srcCoords.getY1() );
	texCoords.push_back( srcCoords.getX1() ); texCoords.push_back( srcCoords.getY2() );
	texCoords.push_back( srcCoords.getX2() ); texCoords.push_back( srcCoords.getY1() );
	texCoords.push_back( srcCoords.getX1() ); texCoords.push_back( srcCoords.getY1() );

	// Colors
//	ci::ColorA color = ci::ColorA(ci::CM_HSV, _debugColor, 1.0, 1.0, 1.0);
	colors.push_back( color ); colors.push_back( color ); colors.push_back( color );
	colors.push_back( color ); colors.push_back( color ); colors.push_back( color );
	colors.push_back( color ); colors.push_back( color ); colors.push_back( color );
	colors.push_back( color ); colors.push_back( color ); colors.push_back( color );
	colors.push_back( color ); colors.push_back( color ); colors.push_back( color );
	colors.push_back( color ); colors.push_back( color ); colors.push_back( color );
}