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#ifndef _TEST_APP
#define _TEST_APP
#include "ofMain.h"
#include "ofxXmlSettings.h"
#include "ofxOsc.h"
#define OSCPORT 12345
#define MAX_DEVICES 2
struct record{
vector<string> data;
string audio;
};
//in order to play different clips it seems necessary to have a player per clip
class syncOniPlayer{
public:
syncOniPlayer() {
drawable=false;
}
~syncOniPlayer(){
stop();
}
void addPlayer(string name){
//ofxOpenNI *o=new ofxOpenNI;
//o->setupFromONI(name,true);
//o->setPaused(true);
//players.push_back(o);
players.push_back(NULL);
filenames.push_back(name);
soundplayer.setLoop(false);
//players[players.size()-1]->setSpeed(0.0f);
//players[players.size()-1]->setup(true);
//players[players.size()-1]->start();
//players[players.size()-1]->startPlayer(name);
}
void play(){
for (int i=0;i<players.size();i++) {
players[i]=new ofxOpenNI();
//players[i]->setSafeThreading(true);
players[i]->setupFromONI(filenames[i],true);
//players[i]->addDepthGenerator();
//players[i]->addImageGenerator();
//players[i]->setRegister(true);
players[i]->setLooped(false);
//players[i]->setBaseUserClass(user);
players[i]->start();
//players[players.size()-1]->setSpeed(1.0f);
if (audio!="") {
soundplayer.loadSound(audio);
soundplayer.play();
};
//sleep(2);
drawable=true;
}
}
void update(){
for (int i=0;i<players.size();i++) {
players[i]->update();
}
}
void pause(){
for (int i=0;i<players.size();i++) {
//players[players.size()-1]->setSpeed(0.0f);
players[i]->setPaused(true);
}
}
int getCurrentFrame(){
if (players.size()) return players[0]->getCurrentFrame();
else return -1;
}
void drawWindows(){
if (!drawable) return;
for (int i=0;i<players.size();i++) {
if (players[i]==NULL) break;
ofTranslate(0, i * 400);
players[i]->drawDepth(50, 0,520,390);
players[i]->drawImage(600, 0,520,390);
}
}
void drawCloud(){
int count;
for (int n=0;n<players.size();n++) {
const XnDepthPixel* depthmap=players[n]->getDepthGenerator().GetDepthMap();
//uint16_t* depthpixels=depthmap.getPixels();
int range=2500;
int depthW=players[n]->getWidth();
int depthH=players[n]->getHeight();
for (int i=0;i<depthW;i+=2) {
glBegin(GL_LINES);
for (int j=0;j<depthH;j+=2) {
ofPoint p= players[n]->projectiveToWorld(ofPoint(i,j,(float)(depthmap[j*depthW+i])));
//ofPoint p= projectiveToWorld(ofPoint(i,j,(float)depthmap[j*dmw+i]));
if (p.z == 0 || p.z>range) continue; // gets rid of background
glColor4ub((unsigned char)255, (unsigned char)255, (unsigned char)255, (unsigned char)255);
glVertex3f(p.x, p.y, p.z);
//if (i==320&&j==160) cerr<<"world point: "<<p.x<<","<<p.y<<","<<p.z<<endl;
}
glEnd();
}
}
return;
}
void stop(){
soundplayer.stop();
for (int i=0;i<players.size();i++) {
if (players[i]!=NULL) {
players[i]->stop();
delete players[i];
players[i]=NULL;
}
}
drawable=false;
}
string audio;
private:
vector<ofxOpenNI*> players;
vector<string> filenames;
ofSoundPlayer soundplayer;
bool drawable;
};
//however creating losts of ofxOpenNI doesn't seem viable
//we know we want to play seperate clips
//however we know that when we stop and start a player it comes back single threaded
class testApp : public ofBaseApp{
public:
void setup();
void update();
void draw();
void exit();
void keyPressed (int key);
void keyReleased(int key);
void mouseMoved(int x, int y );
void mouseDragged(int x, int y, int button);
void mousePressed(int x, int y, int button);
void mouseReleased(int x, int y, int button);
void windowResized(int w, int h);
void startPlayers(int which);
int numDevices;
ofxOpenNI openNIPlayers[MAX_DEVICES];
int playing;
ofTrueTypeFont verdana;
ofxXmlSettings XML;
vector<syncOniPlayer> players;
ofxOscReceiver receiver;
bool drawmovies,drawcloud;
int offset;
ofCamera camera;
ofNode target;
};
#endif
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