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authorTim Redfern <tim@gray.(none)>2012-11-11 11:19:41 +0000
committerTim Redfern <tim@gray.(none)>2012-11-11 11:19:41 +0000
commitd06fe4264b760e4be5880456cfd50f817dbeb1ea (patch)
tree613fe26f410e083d324498767233adcbec838d16 /liveengine/src/viewport.cpp
parent61fc4a4da64b82fad53f7080ee47181ab2272221 (diff)
tracking kinda working
Diffstat (limited to 'liveengine/src/viewport.cpp')
-rwxr-xr-xliveengine/src/viewport.cpp181
1 files changed, 82 insertions, 99 deletions
diff --git a/liveengine/src/viewport.cpp b/liveengine/src/viewport.cpp
index 35a4036..5a5a5e2 100755
--- a/liveengine/src/viewport.cpp
+++ b/liveengine/src/viewport.cpp
@@ -109,7 +109,11 @@ void viewport::draw(float a,unsigned char* controllers,int xshift,int yshift,pla
ofPushStyle();
if (note>0) {
- switch(mode) {
+ switch(mode) {
+ case SOLID:
+ ofSetColor(255,0,0);
+ ofRect(0,0,ofGetWidth(),ofGetHeight());
+ break;
case BLOCKS:
for (int i=0;i<NUM_CONTROLLERS;i++){
ofSetColor(ofColor((controller_colours[i].r*controllers[i])>>7,(controller_colours[i].g*controllers[i])>>7,(controller_colours[i].b*controllers[i])>>7));
@@ -196,7 +200,7 @@ double viewport::getSetting(const string& setting){
if (setting=="distort") return vars[8].getVal();
return 0.0;
}
-void viewport::mapdraw(float a,unsigned char* controllers,int xshift,int yshift,playlist &list,bool transparentBlack,int note,int mode,ofColor* controller_colours,bool controlColours,float scale,float fscale,float colShift){
+void viewport::mapdraw(float a,unsigned char* controllers,int xshift,int yshift,playlist &list,bool transparentBlack,int note,int mode,ofColor* controller_colours,bool controlColours,float scale,float fscale,float colShift,bool drawCloud){
ofNode c=ofNode();
ofNode t=ofNode();
@@ -218,7 +222,6 @@ void viewport::mapdraw(float a,unsigned char* controllers,int xshift,int yshift,
rb1.begin();
- camera.begin();
int startx=((w-(w*fscale))/2)+xshift;
while (startx>0) startx-=(w*fscale);
@@ -237,7 +240,11 @@ void viewport::mapdraw(float a,unsigned char* controllers,int xshift,int yshift,
ofPushStyle();
if (note>0) {
- switch(mode) {
+ switch(mode) {
+ case SOLID:
+ ofSetColor(255,0,0);
+ ofRect(0,0,ofGetWidth(),ofGetHeight());
+ break;
case BLOCKS:
for (int i=0;i<NUM_CONTROLLERS;i++){
ofSetColor(ofColor((controller_colours[i].r*controllers[i])>>7,(controller_colours[i].g*controllers[i])>>7,(controller_colours[i].b*controllers[i])>>7));
@@ -260,8 +267,7 @@ void viewport::mapdraw(float a,unsigned char* controllers,int xshift,int yshift,
break;
}
}
-
- camera.end();
+
rb1.end();
@@ -276,106 +282,83 @@ void viewport::mapdraw(float a,unsigned char* controllers,int xshift,int yshift,
//rb1.draw(0,0);
//map onto kinect skeleton
- bindTexture(rb1);
+ bindTexture(rb1);
+
+ camera.begin();
+
+ if (drawCloud) {
+ int step = 1;
+
+ for(int y = 0; y < h; y += step) {
+ for(int x = 0; x < w; x += step) {
+ ofPoint pos = rUser->getWorldCoordinateAt(x, y, 0); //userID);
+ if (pos.z == 0 ) continue; // gets rid of background -> still a bit weird if userID > 0... //&& isCPBkgnd
+ ofColor color = rUser->getWorldColorAt(x,y, 0); //userID);
+ glColor4ub((unsigned char)color.r, (unsigned char)color.g, (unsigned char)color.b, (unsigned char)color.a);
+ glVertex3f(pos.x, pos.y, pos.z);
+ }
+ }
+ glEnd();
+ glColor3f(1.0f, 1.0f, 1.0f);
+ }
+
glPushMatrix();
glScalef(ofGetWidth()/640.0f,ofGetHeight()/480.0f, 1);
for (int i=0;i<rUser->getNumberOfTrackedUsers();i++){
ofxTrackedUser* u=(rUser->getTrackedUser(i+1));
- //if (u->skeletonTracking) {
- if (u->neck.found) {
- // u->debugDraw();
- //ofxTrackedUser* u=
- //printf("%i\n",(int)recordUser.getTrackedUser(i)->id);
- //printf("tracking\n");
-
- /*
- glBegin(GL_QUADS);
- glVertex3i(u->hip.position[0].X, u->hip.position[0].Y,u->hip.position[0].Z);
- glVertex3i(u->hip.position[1].X, u->hip.position[1].Y,u->hip.position[1].Z);
- glVertex3i(u->right_shoulder.position[1].X, u->right_shoulder.position[1].Y,u->right_shoulder.position[1].Z);
- glVertex3i(u->left_shoulder.position[1].X, u->left_shoulder.position[1].Y, u->left_shoulder.position[1].Z);
- glEnd();
- */
-
- /*
- glBegin(GL_QUADS);
- glVertex3i(u->hip.position[0].X, u->hip.position[0].Y,0);
- glVertex3i(u->hip.position[1].X, u->hip.position[1].Y,0);
- glVertex3i(u->right_shoulder.position[1].X, u->right_shoulder.position[1].Y,0);
- glVertex3i(u->left_shoulder.position[1].X, u->left_shoulder.position[1].Y,0);
- glEnd();
- */
-
- float ratio=16.0f/9.0f;
- float heightratio=0.8f;
- float widthratio=0.8f;
-
- float ax=((float)(u->hip.position[1].X-u->hip.position[0].X)); //hip width x
- float ay=((float)(u->hip.position[1].Y-u->hip.position[0].Y)); //hip width y
-
- float cx=(float)(u->hip.position[0].X)+(ax*0.5f); //centre of hips
- float cy=(float)(u->hip.position[0].Y)+(ay*0.5f);
-
- float hx=(((float)(u->left_shoulder.position[0].X))-cx); //height of torso
- float hy=(((float)(u->left_shoulder.position[0].Y))-cy);
-
- float p1x=cx+(hx*(1.0f-heightratio)*0.5f); //centre of frame bottom
- float p1y=cy+(hy*(1.0f-heightratio)*0.5f);
-
- float p2x=cx+(hx*(1.0f-((1.0f-heightratio)*0.5f))); //centre of frame top
- float p2y=cy+(hy*(1.0f-((1.0f-heightratio)*0.5f)));
-
- ofVec3f c1=ofVec3f(p2x-(ax*0.5*widthratio), p2y-(ay*0.5*widthratio),0);
- ofVec3f c2=ofVec3f(p2x+(ax*0.5*widthratio), p2y+(ay*0.5*widthratio),0);
- ofVec3f c3=ofVec3f(p1x-(ax*0.5*widthratio), p1y-(ay*0.5*widthratio),0);
- ofVec3f c4=ofVec3f(p1x+(ax*0.5*widthratio), p1y+(ay*0.5*widthratio),0);
-
-
- /*
- ofVec3f c1=ofVec3f(u->left_shoulder.position[1].X, u->left_shoulder.position[1].Y,0);
- ofVec3f c2=ofVec3f(u->right_shoulder.position[1].X, u->right_shoulder.position[1].Y,0);
- ofVec3f c3=ofVec3f(u->hip.position[1].X, u->hip.position[1].Y,0);
- ofVec3f c4=ofVec3f(u->hip.position[0].X, u->hip.position[0].Y,0);
- */
-
-
- /*
- glBegin(GL_QUADS);
- glVertex3i(u->hip.position[1].X, u->hip.position[1].Y,0);
- glVertex3i(u->hip.position[0].X, u->hip.position[0].Y,0);
- glVertex3i(u->left_shoulder.position[1].X, u->left_shoulder.position[1].Y,0);
- glVertex3i(u->right_shoulder.position[1].X, u->right_shoulder.position[1].Y,0);
- glEnd();
- */
-
-
- ofMesh targ;
- targ.addVertex(c1);
- targ.addTexCoord(ofVec2f(0,0));
- targ.addVertex(c2);
- targ.addTexCoord(ofVec2f(1,0));
- targ.addVertex(c3);
- targ.addTexCoord(ofVec2f(0,1));
- targ.addVertex(c3);
- targ.addTexCoord(ofVec2f(0,1));
- targ.addVertex(c2);
- targ.addTexCoord(ofVec2f(1,0));
- targ.addVertex(c4);
- targ.addTexCoord(ofVec2f(1,1));
- targ.draw();
-
-
-
- //ofLine(u->left_shoulder.position[1].X,u->left_shoulder.position[1].Y,u->left_shoulder.position[1].Z,u->right_shoulder.position[1].X,u->right_shoulder.position[1].Y,u->right_shoulder.position[1].Z);
- ofLine(u->right_shoulder.position[1].X,u->right_shoulder.position[1].Y,u->right_shoulder.position[1].Z,u->right_lower_torso.position[1].X,u->right_lower_torso.position[1].Y,u->right_lower_torso.position[1].Z);
- ofLine(u->right_lower_torso.position[1].X,u->right_lower_torso.position[1].Y,u->right_lower_torso.position[1].Z,u->left_lower_torso.position[1].X,u->left_lower_torso.position[1].Y,u->left_lower_torso.position[1].Z);
- ofLine(u->left_lower_torso.position[1].X,u->left_lower_torso.position[1].Y,u->left_lower_torso.position[1].Z,u->left_shoulder.position[1].X,u->left_shoulder.position[1].Y,u->left_shoulder.position[1].Z);
+ if (u->neck.found) {
+
+ float ratio=16.0f/9.0f;
+ float heightratio=0.8f;
+ float widthratio=0.8f;
+
+ float ax=((float)(u->hip.position[1].X-u->hip.position[0].X)); //hip vector
+ float ay=((float)(u->hip.position[1].Y-u->hip.position[0].Y));
+ float az=((float)(u->hip.position[1].Z-u->hip.position[0].Z));
+
+ float cx=(float)(u->hip.position[0].X)+(ax*0.5f); //centre of hips
+ float cy=(float)(u->hip.position[0].Y)+(ay*0.5f);
+ float cz=(float)(u->hip.position[0].Z)+(az*0.5f);
+
+ float hx=(((float)(u->left_shoulder.position[0].X))-cx); //torso vector
+ float hy=(((float)(u->left_shoulder.position[0].Y))-cy);
+ float hz=(((float)(u->left_shoulder.position[0].Z))-cz);
+
+ float p1x=cx+(hx*(1.0f-heightratio)*0.5f); //centre of frame bottom
+ float p1y=cy+(hy*(1.0f-heightratio)*0.5f);
+ float p1z=cz+(hz*(1.0f-heightratio)*0.5f);
+
+ float p2x=cx+(hx*(1.0f-((1.0f-heightratio)*0.5f))); //centre of frame top
+ float p2y=cy+(hy*(1.0f-((1.0f-heightratio)*0.5f)));
+ float p2z=cz+(hz*(1.0f-((1.0f-heightratio)*0.5f)));
+
+ ofVec3f c1=ofVec3f(p2x-(ax*0.5*widthratio), p2y-(ay*0.5*widthratio), p2z-(az*0.5*widthratio));
+ ofVec3f c2=ofVec3f(p2x+(ax*0.5*widthratio), p2y+(ay*0.5*widthratio), p2z+(az*0.5*widthratio));
+ ofVec3f c3=ofVec3f(p1x-(ax*0.5*widthratio), p1y-(ay*0.5*widthratio), p1z-(az*0.5*widthratio));
+ ofVec3f c4=ofVec3f(p1x+(ax*0.5*widthratio), p1y+(ay*0.5*widthratio), p1z+(az*0.5*widthratio));
+
+ ofMesh targ;
+ targ.addVertex(c1);
+ targ.addTexCoord(ofVec2f(0,0));
+ targ.addVertex(c2);
+ targ.addTexCoord(ofVec2f(1,0));
+ targ.addVertex(c3);
+ targ.addTexCoord(ofVec2f(0,1));
+ targ.addVertex(c3);
+ targ.addTexCoord(ofVec2f(0,1));
+ targ.addVertex(c2);
+ targ.addTexCoord(ofVec2f(1,0));
+ targ.addVertex(c4);
+ targ.addTexCoord(ofVec2f(1,1));
+ targ.draw();
+
+ }
+ }
+
+ camera.end();
- }
- }
- glPopMatrix();
unbindTexture(rb1);