예제 #1
0
void skeletonID_callback(Fl_Value_Input *obj, void*)
{
  int subnum;
  subnum = (int)sub_input->value();

  if (subnum < 0) 
  {
    sub_input->value(0);
    subnum = 0;
  }
  else
    if (subnum >= displayer.GetNumSkeletons())
    {
      sub_input->value(displayer.GetNumSkeletons() - 1);
      subnum = displayer.GetNumSkeletons() - 1;
    }
    
  // Change values of other inputs to match sub-number
  double translation[3];
  displayer.GetSkeleton(subnum)->GetTranslation(translation);
  double rotationAngle[3];
  displayer.GetSkeleton(subnum)->GetRotationAngle(rotationAngle);
  tx_input->value(translation[0]);
  ty_input->value(translation[1]);
  tz_input->value(translation[2]);
  rx_input->value(rotationAngle[0]);
  ry_input->value(rotationAngle[1]);
  rz_input->value(rotationAngle[2]);
 
  glwindow->redraw();
}
예제 #2
0
void rz_callback(Fl_Value_Input *obj, void*)
{
  int subnum = 0;
  subnum = (int)sub_input->value();
  if (subnum < displayer.GetNumSkeletons() && subnum >= 0)
    displayer.GetSkeleton(subnum)->SetRotationAngleZ(rz_input->value());
  glwindow->redraw();
}
예제 #3
0
void tx_callback(Fl_Value_Input *obj, void*)
{
  int subnum = 0;
  subnum = (int)sub_input->value();
  if (subnum < displayer.GetNumSkeletons() && subnum >= 0)
    displayer.GetSkeleton(subnum)->SetTranslationX(tx_input->value());
  glwindow->redraw();
}
예제 #4
0
/*
* Redisplay() is called by Player_Gl_Window::draw().
*
* The display is double buffered, and FLTK swap buffers when
* Player_Gl_Window::draw() returns.  The GL context associated with this
* instance of Player_Gl_Window is set to be the current context by FLTK
* when it calls draw().
*/
void Redisplay() 
{
  /* clear image buffer to black */
  glClearColor(1.0, 1.0, 1.0, 0);
  glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); /* clear image, zbuf */

  glPushMatrix();  /* save current transform matrix */

  cameraView();

  glLineWidth(2.0);  /* we'll draw background with thick lines */

  if (renderWorldAxes == ON)
  {
    glDisable(GL_LIGHTING);
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_FOG);
    RenderWorldAxes();  /* draw a triad in the origin of the world coordinate */
  }

  if (groundPlane == ON)
  { 
    if (useFog == ON)
    {
      glEnable(GL_FOG);
      GLfloat fogColor[4] = {1.0, 1.0, 1.0, 1.0};
      glFogfv(GL_FOG_COLOR, fogColor);
      glFogf(GL_FOG_START, (float)fogStart);
      glFogf(GL_FOG_END, (float)fogEnd);
      glFogf(GL_FOG_DENSITY, (float)fogDensity);
      glFogi(GL_FOG_MODE, GL_LINEAR);
    }

    // draw_ground();
    glEnable(GL_LIGHTING);
    glDisable(GL_TEXTURE_2D);
    glCallList(displayListGround);

    glDisable(GL_LIGHTING);
    glDisable(GL_FOG);
    glLineWidth(1.0);
    glColor3f(0.1f, 0.1f, 0.1f);
    double ground[4] = {0,1,0,0};
    double light[4] = {0,groundPlaneLightHeight,0,1};
    displayer.RenderShadow(ground, light);
  }

  // render the skeletons
  if (displayer.GetNumSkeletons()) 
  {
    glEnable(GL_LIGHTING);
    glDisable(GL_FOG);
    displayer.Render(DisplaySkeleton::BONES_AND_LOCAL_FRAMES);
  }

  glPopMatrix(); // restore current transformation matrix
}
예제 #5
0
void UpdateMaxFrameNumber(void)
{
  maxFrames = 0;
  for(int skeletonIndex = 0; skeletonIndex < displayer.GetNumSkeletons(); skeletonIndex++)
  {
    int currentFrames = displayer.GetSkeletonMotion(skeletonIndex)->GetNumFrames();
    if (currentFrames > maxFrames)
      maxFrames = currentFrames;
  }
}
예제 #6
0
/*
Set all skeletons to a specified frame (frameIndex). If frameIndex is larger than the number of frames of the motion, 
set the skeleton to the last frame of the motion.
*/
void SetSkeletonsToSpecifiedFrame(int frameIndex)
{
  if (frameIndex < 0)
  {
    printf("Error in SetSkeletonsToSpecifiedFrame: frameIndex %d is illegal.\n", frameIndex);
    exit(0);
  }
  for (int skeletonIndex = 0; skeletonIndex < displayer.GetNumSkeletons(); skeletonIndex++)
    if (displayer.GetSkeletonMotion(skeletonIndex) != NULL)
    {
      int postureID;
      if (frameIndex >= displayer.GetSkeletonMotion(skeletonIndex)->GetNumFrames())
        postureID = displayer.GetSkeletonMotion(skeletonIndex)->GetNumFrames() - 1;
      else 
        postureID = frameIndex;
      displayer.GetSkeleton(skeletonIndex)->setPosture(* (displayer.GetSkeletonMotion(skeletonIndex)->GetPosture(postureID)));
    }
}
예제 #7
0
void resetPostureAccordingFrameSlider(void)
{
  currentFrameIndex = (int)frame_slider->value() - 1;
  currentFrameIndexDoublePrecision = currentFrameIndex;

  // display
  for (int skeletonIndex = 0; skeletonIndex < displayer.GetNumSkeletons(); skeletonIndex++)
  {
    int postureID;
    if (currentFrameIndex >= displayer.GetSkeletonMotion(skeletonIndex)->GetNumFrames())
      postureID = displayer.GetSkeletonMotion(skeletonIndex)->GetNumFrames() - 1;
    else
      postureID = currentFrameIndex;
    // Set skeleton to the first posture
    Posture * currentPosture = displayer.GetSkeletonMotion(skeletonIndex)->GetPosture(postureID);
    displayer.GetSkeleton(skeletonIndex)->setPosture(*currentPosture);
  }
}
예제 #8
0
void reload_callback(Fl_Button *button, void *) 
{
  if (!displayer.GetNumSkeletons())
    return;

  // Read motion (.amc) file and create a motion
  pMotion = new Motion(lastMotionFilename, MOCAP_SCALE, pSkeleton);

  // Set sampled motion for display
  displayer.LoadMotion(pMotion);
  
  resetPostureAccordingFrameSlider();
  UpdateMaxFrameNumber();
  frame_slider->maximum((double)maxFrames);
  frame_slider->value(currentFrameIndex);
  frame_slider->redraw();
  Fl::flush();
  glwindow->redraw();
}
예제 #9
0
int main(int argc, char **argv) 
{
  // Initialize form, sliders and buttons
  form = make_window();

  performanceCounter.StartCounter();  // init
  saveFileTimeCounter.StartCounter(); // init

  groundPlane_button->value(groundPlane);
  fog_button->value(useFog);
  worldAxes_button->value(renderWorldAxes);
  frame_slider->value(1);
  if (saveScreenToFile == SAVE_CONTINUOUS)
    record_button->value(1);  // ON
  else
    record_button->value(0);  // OFF

  // just do some timing, no special purpose
  // because the first data is always not trustable according to experience
  performanceCounter.StopCounter(); 
  performanceCounter.GetElapsedTime();
  saveFileTimeCounter.StopCounter();
  saveFileTimeCounter.GetElapsedTime();
  performanceCounter.StartCounter();
  // show form, and do initial draw of model
  form->show();
  glwindow->show(); // glwindow is initialized when the form is built
  performanceCounter.StopCounter();

  if (argc > 2)
  {
    char *filename;

    filename = argv[1];
    if(filename != NULL)
    {
      //Read skeleton from asf file
      pSkeleton = new Skeleton(filename, MOCAP_SCALE);

      //Set the rotations for all bones in their local coordinate system to 0
      //Set root position to (0, 0, 0)
      pSkeleton->setBasePosture();
      displayer.LoadSkeleton(pSkeleton);
      lastSkeleton++;
    }

    if (displayer.GetNumSkeletons())
    {
      filename = argv[2];
      if(filename != NULL)
      {
        //Read motion (.amc) file and create a motion
        pMotion = new Motion(filename, MOCAP_SCALE,pSkeleton);

        //set sampled motion for display
        displayer.LoadMotion(pMotion);               
        
        lastMotion++;

        //Tell skeleton to perform the first pose ( first posture )
        pSkeleton->setPosture(*(displayer.GetSkeletonMotion(0)->GetPosture(0)));          

        // Set skeleton to perform the first pose ( first posture )         
        int currentFrames = displayer.GetSkeletonMotion(0)->GetNumFrames();
        if (currentFrames > maxFrames)
        {
          maxFrames = currentFrames;
          frame_slider->maximum((double)maxFrames);

        }
        frame_slider->maximum((double)maxFrames);

        currentFrameIndex=0;
      } // if(filename != NULL)
    }
    else
      printf("Load a skeleton first.\n");
    framesIncrementDoublePrecision = 1.0;            // Current frame and frame increment
    playButton = ON;
    repeatButton = OFF;
    groundPlane = ON; 
    glwindow->redraw();
  }  // if (argc > 2)
  Fl::add_idle(idle);
  return Fl::run();
}
예제 #10
0
void idle(void*)
{
  if (previousPlayButtonStatus == ON)  
  {
    // it means we should measure the interval between two frames
    // if it is too tiny, we should slow down the motion
    performanceCounter.StopCounter();
    double actualTimeCostOneFrame = performanceCounter.GetElapsedTime(); // in seconds

    // time spent on saving the screen in previous time-step should be excluded
    if (saveFileTimeCost > 0.0)   
      actualTimeCostOneFrame -= saveFileTimeCost;

    framesIncrementDoublePrecision = actualTimeCostOneFrame * expectedFPS;
  }
  // start counter at the beginning of the new round
  if (playButton == ON)
    performanceCounter.StartCounter();

  if(rewindButton == ON)
  {
    currentFrameIndex = 0;
    currentFrameIndexDoublePrecision = 0.0;
    for (int i = 0; i < displayer.GetNumSkeletons(); i++)
    {
      if (displayer.GetSkeletonMotion(i) != NULL)
      {
        Posture * initSkeleton = displayer.GetSkeletonMotion(i)->GetPosture(0);
        displayer.GetSkeleton(i)->setPosture(*initSkeleton);
      }
    }
    rewindButton = OFF;
  }

  // Initialization
  saveFileTimeCost = -1.0;

  if(playButton == ON) 
  {
    if (saveScreenToFile == SAVE_CONTINUOUS)
    {
      saveFileTimeCounter.StartCounter();
      CreateScreenFilename(SAVE_CONTINUOUS, saveScreenToFileContinuousCount, saveScreenToFileContinuousFilename);
      saveScreenshot(640, 480, saveScreenToFileContinuousFilename);
      printf("%s is saved to disk.\n", saveScreenToFileContinuousFilename);
      saveScreenToFileContinuousCount++;
      saveFileTimeCounter.StopCounter();
      saveFileTimeCost = saveFileTimeCounter.GetElapsedTime();
    }

    if (saveScreenToFile == SAVE_CONTINUOUS)
    {
      currentFrameIndexDoublePrecision += 1.0;
    }
    else
    {
      currentFrameIndexDoublePrecision += framesIncrementDoublePrecision;
    }

    currentFrameIndex = (int)currentFrameIndexDoublePrecision;

    if(currentFrameIndex >= maxFrames)
    {
      if (repeatButton == ON)
      {
        currentFrameIndex = 0;
        currentFrameIndexDoublePrecision = 0.0;
      }
      else  // repeat button is OFF
      {
        currentFrameIndex = maxFrames - 1;
        currentFrameIndexDoublePrecision = currentFrameIndex;
        playButton = OFF;  // important, especially in "recording" mode
      }
    }

    if (currentFrameIndex < 0)
    {
      currentFrameIndex = 0;
      currentFrameIndexDoublePrecision = 0.0;
    }

    SetSkeletonsToSpecifiedFrame(currentFrameIndex);

    frame_slider->value((double) currentFrameIndex + 1);
  }  // if(playButton == ON)

  if (minusOneButton == ON)
    if (displayer.GetNumSkeletons() != 0)
    {
      currentFrameIndex--;
      if (currentFrameIndex < 0)
        currentFrameIndex = 0;
      frame_slider->value((double) currentFrameIndex + 1);

      SetSkeletonsToSpecifiedFrame(currentFrameIndex);    
      if (saveScreenToFile == SAVE_CONTINUOUS)
      {
        CreateScreenFilename(SAVE_CONTINUOUS, saveScreenToFileContinuousCount, saveScreenToFileContinuousFilename);
        saveScreenshot(640, 480, saveScreenToFileContinuousFilename);
        printf("%s is saved to disk.\n", saveScreenToFileContinuousFilename);
        saveScreenToFileContinuousCount++;
      }
      minusOneButton = OFF;
    }

  if (plusOneButton == ON)
  {
    if (displayer.GetNumSkeletons() != 0)
    {
      currentFrameIndex++;
      if (currentFrameIndex >= maxFrames)
        currentFrameIndex = maxFrames - 1;
      frame_slider->value((double) currentFrameIndex + 1);

      SetSkeletonsToSpecifiedFrame(currentFrameIndex);
      if (saveScreenToFile == SAVE_CONTINUOUS)
      {
        CreateScreenFilename(SAVE_CONTINUOUS, saveScreenToFileContinuousCount, saveScreenToFileContinuousFilename);
        saveScreenshot(640, 480, saveScreenToFileContinuousFilename);
        printf("%s is saved to disk.\n", saveScreenToFileContinuousFilename);
        saveScreenToFileContinuousCount++;
      }
      plusOneButton = OFF;
    }
  }

  frame_slider->value((double)(currentFrameIndex + 1));

  previousPlayButtonStatus = playButton; // Super important updating

  glwindow->redraw();
}