示例#1
0
void main()
{
  try {
    KinectSample kinect;
    kinect.initialize();
    kinect.run();
  }
  catch ( std::exception& ex ) {
    std::cout << ex.what() << std::endl;
  }
}
示例#2
0
int main(int argc, char *argv[])
{

  try {
	  kinect.initialize();
	  glutInitWindowPosition(100, 100);
	  glutInitWindowSize(WIDTH, HEIGHT);
	  glutInit(&argc, argv);

	  glutCreateWindow(".MQOを読み込んで表示");
	  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
	  glutDisplayFunc(display);
	  glutIdleFunc(idle);
	  Init();
	  glutMainLoop();

	  mqoDeleteModel(model);
	  mqoCleanup();
	  return 0;
	  
  }
  catch ( std::exception& ex ) {
    std::cout << ex.what() << std::endl;
  }
}
示例#3
0
void display(void)
{
	kinect.run();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
	for (int i = 0; i < 20; ++i){
		Point(kinect.kinectX[i]-WIDTH*0.45, (kinect.kinectY[i]-HEIGHT*0.45)*(-1), 20.0);
	}
	glViewport(0, 0, WIDTH, HEIGHT);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	//視野角,アスペクト比(ウィンドウの幅/高さ),描画する範囲(最も近い距離,最も遠い距離)
	gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 10000.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	//視点の設定
	gluLookAt(kinect.kinectX[NUI_SKELETON_POSITION_HAND_LEFT] - WIDTH / 2, 
		(kinect.kinectY[NUI_SKELETON_POSITION_HAND_LEFT] - HEIGHT / 2)*(-1), 
		500.0*kinect.kinectZ[NUI_SKELETON_POSITION_HAND_LEFT], //カメラの座標
		0.0, 100.0, 0.0, // 注視点の座標
		0.0, 1.0, 0.0); // 画面の上方向を指すベクトル

	std::cout << kinect.kinectX[NUI_SKELETON_POSITION_HAND_LEFT] << std::endl;
	//ライトの設定
	glLightfv(GL_LIGHT0, GL_POSITION, lightpos);

	mqoCallModel(model);

	glutSwapBuffers();
}
示例#4
0
void display(void)
{
	kinect.run();
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
	for (int i = 0; i < 20; ++i){
		Point(kinect.kinectX[i], kinect.kinectY[i], 20.0);
	}
	std::cout << kinect.kinectX[NUI_SKELETON_POSITION_HAND_LEFT] << std::endl;
	
	glFlush();
}
示例#5
0
int main(int argc, char *argv[])
{	
	kinect.initialize();
	glutInitWindowPosition(100, 100);
	glutInitWindowSize(WIDTH, HEIGHT);
	glutInit(&argc, argv);
	glutCreateWindow("バウンディングスフィア");
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
	glutDisplayFunc(display);
	glutIdleFunc(idle);
	glutTimerFunc(10, timer, 0);
	Init();
	glutMainLoop();
	return 0;
}
示例#6
0
void display(void)
{
	kinect.run();

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glViewport(0, 0, WIDTH, HEIGHT);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	//視野角,アスペクト比(ウィンドウの幅/高さ),描画する範囲(最も近い距離,最も遠い距離)
	gluPerspective(30.0, (double)WIDTH / (double)HEIGHT, 1.0, 2000.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	//視点の設定
	gluLookAt(0.0, 0.0, -500.0, //カメラの座標
		0.0, 0.0, 0.0, // 注視点の座標
		0.0, 1.0, 0.0); // 画面の上方向を指すベクトル

	

	//ライトの設定
	glLightfv(GL_LIGHT0, GL_POSITION, lightpos);


	//Hand.Pos.x = 500 - kinect.kinectX[NUI_SKELETON_POSITION_HAND_LEFT];
	Hand.Pos.y = 130.0 - float(kinect.kinectY[NUI_SKELETON_POSITION_HAND_LEFT]) * (260.0/480.0);
	std::cout << Hand.Pos.y << std::endl;

	Hand.Draw();

	
	
	drawSoundSphere(Do);
	drawSoundSphere(Do1);
	drawSoundSphere(So);
	drawSoundSphere(So1);
	drawSoundSphere(La);
	drawSoundSphere(La1);
	drawSoundSphere(So2);

	glutSwapBuffers();
}
示例#7
0
int main(int argc, char *argv[])
{

  try {
	  kinect.initialize();
	  glutInitWindowPosition(100, 100);
	  glutInitWindowSize(WIDTH, HEIGHT);
	  glutInit(&argc, argv);
	  glutCreateWindow("点を描画");
	  glutInitDisplayMode(GLUT_RGBA);
	  glutDisplayFunc(display);
	  glutIdleFunc(glut_idle);
	  Init();
	  glutMainLoop();
	  return 0;
	  
  }
  catch ( std::exception& ex ) {
    std::cout << ex.what() << std::endl;
  }
}