mirror of
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Merge branch 'master' of git://github.com/worklist/hifi into 19373
This commit is contained in:
commit
5d4d0ba43e
11 changed files with 607 additions and 206 deletions
44
cmake/modules/FindOpenNI.cmake
Normal file
44
cmake/modules/FindOpenNI.cmake
Normal file
|
@ -0,0 +1,44 @@
|
|||
# Find the OpenNI library
|
||||
#
|
||||
# You must provide an OPENNI_ROOT_DIR which contains lib and include directories
|
||||
#
|
||||
# Once done this will define
|
||||
#
|
||||
# OPENNI_FOUND - system found OpenNI
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||||
# OPENNI_INCLUDE_DIRS - the OpenNI include directory
|
||||
# OPENNI_LIBRARIES - Link this to use OpenNI
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||||
#
|
||||
# Created on 6/28/2013 by Andrzej Kapolka
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# Copyright (c) 2013 High Fidelity
|
||||
#
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||||
|
||||
if (OPENNI_LIBRARIES AND OPENNI_INCLUDE_DIRS)
|
||||
# in cache already
|
||||
set(OPENNI_FOUND TRUE)
|
||||
else (OPENNI_LIBRARIES AND OPENNI_INCLUDE_DIRS)
|
||||
find_path(OPENNI_INCLUDE_DIRS XnOpenNI.h /usr/include/ni)
|
||||
|
||||
if (APPLE)
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||||
find_library(OPENNI_LIBRARIES libOpenNI.dylib /usr/lib)
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elseif (UNIX)
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find_library(OPENNI_LIBRARIES libOpenNI.so /usr/lib)
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endif ()
|
||||
|
||||
if (OPENNI_INCLUDE_DIRS AND OPENNI_LIBRARIES)
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||||
set(OPENNI_FOUND TRUE)
|
||||
endif (OPENNI_INCLUDE_DIRS AND OPENNI_LIBRARIES)
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||||
|
||||
if (OPENNI_FOUND)
|
||||
if (NOT OPENNI_FIND_QUIETLY)
|
||||
message(STATUS "Found OpenNI: ${OPENNI_LIBRARIES}")
|
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endif (NOT OPENNI_FIND_QUIETLY)
|
||||
else (OPENNI_FOUND)
|
||||
if (OPENNI_FIND_REQUIRED)
|
||||
message(FATAL_ERROR "Could not find OpenNI")
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endif (OPENNI_FIND_REQUIRED)
|
||||
endif (OPENNI_FOUND)
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||||
|
||||
# show the OPENNI_INCLUDE_DIRS and OPENNI_LIBRARIES variables only in the advanced view
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mark_as_advanced(OPENNI_INCLUDE_DIRS OPENNI_LIBRARIES)
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||||
|
||||
endif (OPENNI_LIBRARIES AND OPENNI_INCLUDE_DIRS)
|
|
@ -95,6 +95,15 @@ find_package(Leap)
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find_package(OpenCV)
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find_package(ZLIB)
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find_package(UVCCameraControl)
|
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find_package(OpenNI)
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||||
# let the source know that we have OpenNI/NITE for Kinect
|
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if (OPENNI_FOUND)
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add_definitions(-DHAVE_OPENNI)
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include_directories(SYSTEM ${OPENNI_INCLUDE_DIRS})
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -isystem ${OPENNI_INCLUDE_DIRS}")
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||||
target_link_libraries(${TARGET_NAME} ${OPENNI_LIBRARIES})
|
||||
endif (OPENNI_FOUND)
|
||||
|
||||
# include headers for interface and InterfaceConfig.
|
||||
include_directories(
|
||||
|
|
|
@ -955,14 +955,17 @@ void Application::idle() {
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|||
// Only run simulation code if more than IDLE_SIMULATE_MSECS have passed since last time we ran
|
||||
|
||||
if (diffclock(&_lastTimeIdle, &check) > IDLE_SIMULATE_MSECS) {
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||||
// We call processEvents() here because the idle timer takes priority over
|
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// event handling in Qt, so when the framerate gets low events will pile up
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||||
// unless we handle them here.
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||||
|
||||
// NOTE - this is commented out for now - causing event processing issues reported by Philip and Ryan
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// birarda - July 3rd
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|
||||
// processEvents();
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||||
// If we're using multi-touch look, immediately process any
|
||||
// touch events, and no other events.
|
||||
// This is necessary because id the idle() call takes longer than the
|
||||
// interval between idle() calls, the event loop never gets to run,
|
||||
// and touch events get delayed.
|
||||
if (_touchLook->isChecked()) {
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||||
sendPostedEvents(NULL, QEvent::TouchBegin);
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||||
sendPostedEvents(NULL, QEvent::TouchUpdate);
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||||
sendPostedEvents(NULL, QEvent::TouchEnd);
|
||||
}
|
||||
|
||||
update(1.0f / _fps);
|
||||
|
||||
|
@ -1930,11 +1933,11 @@ void Application::update(float deltaTime) {
|
|||
|
||||
void Application::updateAvatar(float deltaTime) {
|
||||
|
||||
// Update my avatar's head position from gyros and/or webcam
|
||||
_myAvatar.updateHeadFromGyrosAndOrWebcam(_gyroLook->isChecked(),
|
||||
glm::vec3(_headCameraPitchYawScale,
|
||||
_headCameraPitchYawScale,
|
||||
_headCameraPitchYawScale));
|
||||
// Update my avatar's state from gyros and/or webcam
|
||||
_myAvatar.updateFromGyrosAndOrWebcam(_gyroLook->isChecked(),
|
||||
glm::vec3(_headCameraPitchYawScale,
|
||||
_headCameraPitchYawScale,
|
||||
_headCameraPitchYawScale));
|
||||
|
||||
if (_serialHeadSensor.isActive()) {
|
||||
|
||||
|
|
|
@ -148,121 +148,121 @@ void Avatar::initializeBodyBalls() {
|
|||
_bodyBall[ BODY_BALL_HEAD_BASE ].radius = 0.07;
|
||||
_bodyBall[ BODY_BALL_LEFT_COLLAR ].radius = 0.04;
|
||||
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].radius = 0.03;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].radius = 0.01;
|
||||
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].radius = 0.04;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = 0.03;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].radius = 0.03;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].radius = 0.02;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].radius = 0.01;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].radius = 0.04;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].radius = 0.04;
|
||||
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].radius = 0.03;
|
||||
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].radius = 0.04;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].radius = 0.04;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].radius = 0.025;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].radius = 0.025;
|
||||
|
||||
|
||||
// specify the parent joint for each ball
|
||||
_bodyBall[ BODY_BALL_PELVIS ].parentJoint = AVATAR_JOINT_PELVIS;
|
||||
_bodyBall[ BODY_BALL_PELVIS ].parentJoint = AVATAR_JOINT_PELVIS;
|
||||
_bodyBall[ BODY_BALL_TORSO ].parentJoint = AVATAR_JOINT_TORSO;
|
||||
_bodyBall[ BODY_BALL_CHEST ].parentJoint = AVATAR_JOINT_CHEST;
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].parentJoint = AVATAR_JOINT_NECK_BASE;
|
||||
_bodyBall[ BODY_BALL_CHEST ].parentJoint = AVATAR_JOINT_CHEST;
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].parentJoint = AVATAR_JOINT_NECK_BASE;
|
||||
_bodyBall[ BODY_BALL_HEAD_BASE ].parentJoint = AVATAR_JOINT_HEAD_BASE;
|
||||
_bodyBall[ BODY_BALL_HEAD_TOP ].parentJoint = AVATAR_JOINT_HEAD_TOP;
|
||||
_bodyBall[ BODY_BALL_LEFT_COLLAR ].parentJoint = AVATAR_JOINT_LEFT_COLLAR;
|
||||
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].parentJoint = AVATAR_JOINT_LEFT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].parentJoint = AVATAR_JOINT_LEFT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].parentJoint = AVATAR_JOINT_LEFT_WRIST;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].parentJoint = AVATAR_JOINT_LEFT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].parentJoint = AVATAR_JOINT_LEFT_WRIST;
|
||||
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].parentJoint = AVATAR_JOINT_LEFT_FINGERTIPS;
|
||||
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].parentJoint = AVATAR_JOINT_RIGHT_COLLAR;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentJoint = AVATAR_JOINT_RIGHT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentJoint = AVATAR_JOINT_RIGHT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentJoint = AVATAR_JOINT_RIGHT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentJoint = AVATAR_JOINT_RIGHT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].parentJoint = AVATAR_JOINT_RIGHT_WRIST;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].parentJoint = AVATAR_JOINT_RIGHT_FINGERTIPS;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].parentJoint = AVATAR_JOINT_LEFT_HIP;
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentJoint = AVATAR_JOINT_LEFT_KNEE;
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentJoint = AVATAR_JOINT_LEFT_HEEL;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].parentJoint = AVATAR_JOINT_LEFT_TOES;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].parentJoint = AVATAR_JOINT_RIGHT_HIP;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].parentJoint = AVATAR_JOINT_RIGHT_KNEE;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentJoint = AVATAR_JOINT_RIGHT_HEEL;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentJoint = AVATAR_JOINT_RIGHT_TOES;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].parentJoint = AVATAR_JOINT_LEFT_HIP;
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentJoint = AVATAR_JOINT_LEFT_KNEE;
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentJoint = AVATAR_JOINT_LEFT_HEEL;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].parentJoint = AVATAR_JOINT_LEFT_TOES;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].parentJoint = AVATAR_JOINT_RIGHT_HIP;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].parentJoint = AVATAR_JOINT_RIGHT_KNEE;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentJoint = AVATAR_JOINT_RIGHT_HEEL;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentJoint = AVATAR_JOINT_RIGHT_TOES;
|
||||
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH].parentJoint = AVATAR_JOINT_LEFT_HIP;
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentJoint = AVATAR_JOINT_LEFT_HIP;
|
||||
|
||||
// specify the parent offset for each ball
|
||||
_bodyBall[ BODY_BALL_PELVIS ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_PELVIS ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_TORSO ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_CHEST ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_CHEST ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_HEAD_BASE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_HEAD_TOP ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_COLLAR ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentOffset = glm::vec3(0.0, 0.0, 0.0);
|
||||
|
||||
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH].parentOffset = glm::vec3(-0.1, -0.1, 0.0);
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentOffset = glm::vec3(-0.1, -0.1, 0.0);
|
||||
|
||||
|
||||
// specify the parent BALL for each ball
|
||||
_bodyBall[ BODY_BALL_PELVIS ].parentBall = BODY_BALL_NULL;
|
||||
_bodyBall[ BODY_BALL_PELVIS ].parentBall = BODY_BALL_NULL;
|
||||
_bodyBall[ BODY_BALL_TORSO ].parentBall = BODY_BALL_PELVIS;
|
||||
_bodyBall[ BODY_BALL_CHEST ].parentBall = BODY_BALL_TORSO;
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].parentBall = BODY_BALL_CHEST;
|
||||
_bodyBall[ BODY_BALL_CHEST ].parentBall = BODY_BALL_TORSO;
|
||||
_bodyBall[ BODY_BALL_NECK_BASE ].parentBall = BODY_BALL_CHEST;
|
||||
_bodyBall[ BODY_BALL_HEAD_BASE ].parentBall = BODY_BALL_NECK_BASE;
|
||||
_bodyBall[ BODY_BALL_HEAD_TOP ].parentBall = BODY_BALL_HEAD_BASE;
|
||||
_bodyBall[ BODY_BALL_LEFT_COLLAR ].parentBall = BODY_BALL_CHEST;
|
||||
_bodyBall[ BODY_BALL_LEFT_SHOULDER ].parentBall = BODY_BALL_LEFT_COLLAR;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].parentBall = BODY_BALL_LEFT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].parentBall = BODY_BALL_LEFT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_LEFT_ELBOW ].parentBall = BODY_BALL_LEFT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_LEFT_WRIST ].parentBall = BODY_BALL_LEFT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_LEFT_FINGERTIPS ].parentBall = BODY_BALL_LEFT_WRIST;
|
||||
_bodyBall[ BODY_BALL_RIGHT_COLLAR ].parentBall = BODY_BALL_CHEST;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentBall = BODY_BALL_RIGHT_COLLAR;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentBall = BODY_BALL_RIGHT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_RIGHT_SHOULDER ].parentBall = BODY_BALL_RIGHT_COLLAR;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].parentBall = BODY_BALL_RIGHT_SHOULDER;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].parentBall = BODY_BALL_RIGHT_ELBOW;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].parentBall = BODY_BALL_RIGHT_WRIST;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].parentBall = BODY_BALL_PELVIS;
|
||||
_bodyBall[ BODY_BALL_LEFT_HIP ].parentBall = BODY_BALL_PELVIS;
|
||||
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentBall = BODY_BALL_LEFT_HIP;
|
||||
//_bodyBall[ BODY_BALL_LEFT_MID_THIGH ].parentBall = BODY_BALL_LEFT_HIP;
|
||||
|
||||
// _bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_MID_THIGH;
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_HIP;
|
||||
//_bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_MID_THIGH;
|
||||
_bodyBall[ BODY_BALL_LEFT_KNEE ].parentBall = BODY_BALL_LEFT_HIP;
|
||||
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentBall = BODY_BALL_LEFT_KNEE;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].parentBall = BODY_BALL_LEFT_HEEL;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].parentBall = BODY_BALL_PELVIS;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].parentBall = BODY_BALL_RIGHT_HIP;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentBall = BODY_BALL_RIGHT_KNEE;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentBall = BODY_BALL_RIGHT_HEEL;
|
||||
_bodyBall[ BODY_BALL_LEFT_HEEL ].parentBall = BODY_BALL_LEFT_KNEE;
|
||||
_bodyBall[ BODY_BALL_LEFT_TOES ].parentBall = BODY_BALL_LEFT_HEEL;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HIP ].parentBall = BODY_BALL_PELVIS;
|
||||
_bodyBall[ BODY_BALL_RIGHT_KNEE ].parentBall = BODY_BALL_RIGHT_HIP;
|
||||
_bodyBall[ BODY_BALL_RIGHT_HEEL ].parentBall = BODY_BALL_RIGHT_KNEE;
|
||||
_bodyBall[ BODY_BALL_RIGHT_TOES ].parentBall = BODY_BALL_RIGHT_HEEL;
|
||||
|
||||
/*
|
||||
// to aid in hand-shaking and hand-holding, the right hand is not collidable
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].isCollidable = false;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].isCollidable = false;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS].isCollidable = false;
|
||||
_bodyBall[ BODY_BALL_RIGHT_ELBOW ].isCollidable = false;
|
||||
_bodyBall[ BODY_BALL_RIGHT_WRIST ].isCollidable = false;
|
||||
_bodyBall[ BODY_BALL_RIGHT_FINGERTIPS ].isCollidable = false;
|
||||
*/
|
||||
}
|
||||
|
||||
|
@ -285,24 +285,37 @@ void Avatar::reset() {
|
|||
}
|
||||
|
||||
// Update avatar head rotation with sensor data
|
||||
void Avatar::updateHeadFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyAngle) {
|
||||
|
||||
void Avatar::updateFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyAngle) {
|
||||
SerialInterface* gyros = Application::getInstance()->getSerialHeadSensor();
|
||||
Webcam* webcam = Application::getInstance()->getWebcam();
|
||||
glm::vec3 estimatedPosition, estimatedRotation;
|
||||
if (gyros->isActive()) {
|
||||
if (webcam->isActive()) {
|
||||
estimatedPosition = webcam->getEstimatedPosition();
|
||||
}
|
||||
estimatedRotation = gyros->getEstimatedRotation();
|
||||
|
||||
|
||||
} else if (webcam->isActive()) {
|
||||
estimatedPosition = webcam->getEstimatedPosition();
|
||||
estimatedRotation = webcam->getEstimatedRotation();
|
||||
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
if (webcam->isActive()) {
|
||||
estimatedPosition = webcam->getEstimatedPosition();
|
||||
|
||||
// compute and store the joint rotations
|
||||
const JointVector& joints = webcam->getEstimatedJoints();
|
||||
_joints.clear();
|
||||
for (int i = 0; i < NUM_AVATAR_JOINTS; i++) {
|
||||
if (joints.size() > i && joints[i].isValid) {
|
||||
JointData data = { i, joints[i].rotation };
|
||||
_joints.push_back(data);
|
||||
|
||||
if (i == AVATAR_JOINT_CHEST) {
|
||||
// if we have a chest rotation, don't apply lean based on head
|
||||
estimatedPosition = glm::vec3();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
_head.setPitch(estimatedRotation.x * amplifyAngle.x);
|
||||
_head.setYaw(estimatedRotation.y * amplifyAngle.y);
|
||||
_head.setRoll(estimatedRotation.z * amplifyAngle.z);
|
||||
|
@ -485,9 +498,18 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
_skeleton.joint[AVATAR_JOINT_TORSO].rotation = glm::quat(glm::radians(glm::vec3(
|
||||
_head.getLeanForward(), 0.0f, _head.getLeanSideways())));
|
||||
|
||||
// update avatar skeleton
|
||||
_skeleton.update(deltaTime, getOrientation(), _position);
|
||||
// apply joint data (if any) to skeleton
|
||||
bool enableHandMovement = true;
|
||||
for (vector<JointData>::iterator it = _joints.begin(); it != _joints.end(); it++) {
|
||||
_skeleton.joint[it->jointID].rotation = it->rotation;
|
||||
|
||||
// disable hand movement if we have joint info for the right wrist
|
||||
enableHandMovement &= (it->jointID != AVATAR_JOINT_RIGHT_WRIST);
|
||||
}
|
||||
|
||||
// update avatar skeleton
|
||||
_skeleton.update(deltaTime, getOrientation(), _position);
|
||||
|
||||
//determine the lengths of the body springs now that we have updated the skeleton at least once
|
||||
if (!_ballSpringsInitialized) {
|
||||
for (int b = 0; b < NUM_AVATAR_BODY_BALLS; b++) {
|
||||
|
@ -518,7 +540,7 @@ void Avatar::simulate(float deltaTime, Transmitter* transmitter) {
|
|||
}
|
||||
|
||||
//update the movement of the hand and process handshaking with other avatars...
|
||||
updateHandMovementAndTouching(deltaTime);
|
||||
updateHandMovementAndTouching(deltaTime, enableHandMovement);
|
||||
_avatarTouch.simulate(deltaTime);
|
||||
|
||||
// apply gravity and collision with the ground/floor
|
||||
|
@ -698,7 +720,7 @@ void Avatar::setOrientation(const glm::quat& orientation) {
|
|||
_bodyRoll = eulerAngles.z;
|
||||
}
|
||||
|
||||
void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
||||
void Avatar::updateHandMovementAndTouching(float deltaTime, bool enableHandMovement) {
|
||||
|
||||
glm::quat orientation = getOrientation();
|
||||
|
||||
|
@ -707,12 +729,14 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
glm::vec3 up = orientation * IDENTITY_UP;
|
||||
glm::vec3 front = orientation * IDENTITY_FRONT;
|
||||
|
||||
glm::vec3 transformedHandMovement
|
||||
= right * _movedHandOffset.x * 2.0f
|
||||
+ up * -_movedHandOffset.y * 2.0f
|
||||
+ front * -_movedHandOffset.y * 2.0f;
|
||||
if (enableHandMovement) {
|
||||
glm::vec3 transformedHandMovement =
|
||||
right * _movedHandOffset.x * 2.0f +
|
||||
up * -_movedHandOffset.y * 2.0f +
|
||||
front * -_movedHandOffset.y * 2.0f;
|
||||
|
||||
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
|
||||
_skeleton.joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].position += transformedHandMovement;
|
||||
}
|
||||
|
||||
if (isMyAvatar()) {
|
||||
_avatarTouch.setMyBodyPosition(_position);
|
||||
|
@ -803,7 +827,9 @@ void Avatar::updateHandMovementAndTouching(float deltaTime) {
|
|||
|
||||
//constrain right arm length and re-adjust elbow position as it bends
|
||||
// NOTE - the following must be called on all avatars - not just _isMine
|
||||
updateArmIKAndConstraints(deltaTime);
|
||||
if (enableHandMovement) {
|
||||
updateArmIKAndConstraints(deltaTime);
|
||||
}
|
||||
|
||||
//Set right hand position and state to be transmitted, and also tell AvatarTouch about it
|
||||
if (isMyAvatar()) {
|
||||
|
|
|
@ -87,7 +87,7 @@ public:
|
|||
void reset();
|
||||
void simulate(float deltaTime, Transmitter* transmitter);
|
||||
void updateThrust(float deltaTime, Transmitter * transmitter);
|
||||
void updateHeadFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyAngles);
|
||||
void updateFromGyrosAndOrWebcam(bool gyroLook, const glm::vec3& amplifyAngles);
|
||||
void updateFromMouse(int mouseX, int mouseY, int screenWidth, int screenHeight);
|
||||
void updateFromTouch(float touchAvgDistX, float touchAvgDistY);
|
||||
void addBodyYaw(float y) {_bodyYaw += y;};
|
||||
|
@ -229,7 +229,7 @@ private:
|
|||
void updateBodyBalls( float deltaTime );
|
||||
void calculateBoneLengths();
|
||||
void readSensors();
|
||||
void updateHandMovementAndTouching(float deltaTime);
|
||||
void updateHandMovementAndTouching(float deltaTime, bool enableHandMovement);
|
||||
void updateAvatarCollisions(float deltaTime);
|
||||
void updateArmIKAndConstraints( float deltaTime );
|
||||
void updateCollisionWithSphere( glm::vec3 position, float radius, float deltaTime );
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
#include "Skeleton.h"
|
||||
#include "Util.h"
|
||||
#include "world.h"
|
||||
|
||||
const float BODY_SPRING_DEFAULT_TIGHTNESS = 1000.0f;
|
||||
const float FLOATING_HEIGHT = 0.13f;
|
||||
|
@ -18,12 +19,21 @@ void Skeleton::initialize() {
|
|||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
joint[b].parent = AVATAR_JOINT_NULL;
|
||||
joint[b].position = glm::vec3(0.0, 0.0, 0.0);
|
||||
joint[b].defaultPosePosition = glm::vec3(0.0, 0.0, 0.0);
|
||||
joint[b].rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
|
||||
joint[b].length = 0.0;
|
||||
joint[b].bindRadius = 1.0f / 8;
|
||||
}
|
||||
|
||||
// put the arms at the side
|
||||
joint[AVATAR_JOINT_LEFT_ELBOW].rotation = glm::quat(glm::vec3(0.0f, 0.0f, PIf * 0.5f));
|
||||
joint[AVATAR_JOINT_RIGHT_ELBOW].rotation = glm::quat(glm::vec3(0.0f, 0.0f, -PIf * 0.5f));
|
||||
|
||||
// bend the knees
|
||||
joint[AVATAR_JOINT_LEFT_KNEE].rotation = joint[AVATAR_JOINT_RIGHT_KNEE].rotation =
|
||||
glm::quat(glm::vec3(PIf / 8.0f, 0.0f, 0.0f));
|
||||
joint[AVATAR_JOINT_LEFT_HEEL].rotation = joint[AVATAR_JOINT_RIGHT_HEEL].rotation =
|
||||
glm::quat(glm::vec3(-PIf / 4.0f, 0.0f, 0.0f));
|
||||
|
||||
// specify the parental hierarchy
|
||||
joint[ AVATAR_JOINT_PELVIS ].parent = AVATAR_JOINT_NULL;
|
||||
joint[ AVATAR_JOINT_TORSO ].parent = AVATAR_JOINT_PELVIS;
|
||||
|
@ -80,39 +90,9 @@ void Skeleton::initialize() {
|
|||
joint[ AVATAR_JOINT_RIGHT_HEEL ].bindPosePosition = glm::vec3( 0.00, -0.23, 0.00 );
|
||||
joint[ AVATAR_JOINT_RIGHT_TOES ].bindPosePosition = glm::vec3( 0.00, 0.00, -0.06 );
|
||||
|
||||
// specify the default pose position
|
||||
joint[ AVATAR_JOINT_PELVIS ].defaultPosePosition = glm::vec3( 0.0, 0.0, 0.0 );
|
||||
joint[ AVATAR_JOINT_TORSO ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
|
||||
joint[ AVATAR_JOINT_CHEST ].defaultPosePosition = glm::vec3( 0.0, 0.09, -0.01 );
|
||||
joint[ AVATAR_JOINT_NECK_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.14, 0.01 );
|
||||
joint[ AVATAR_JOINT_HEAD_BASE ].defaultPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
|
||||
joint[ AVATAR_JOINT_HEAD_TOP ].defaultPosePosition = glm::vec3( 0.0, 0.04, 0.00 );
|
||||
|
||||
joint[ AVATAR_JOINT_LEFT_COLLAR ].defaultPosePosition = glm::vec3( -0.06, 0.04, 0.01 );
|
||||
joint[ AVATAR_JOINT_LEFT_SHOULDER ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.01 );
|
||||
joint[ AVATAR_JOINT_LEFT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
|
||||
joint[ AVATAR_JOINT_LEFT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
|
||||
joint[ AVATAR_JOINT_LEFT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||
|
||||
joint[ AVATAR_JOINT_RIGHT_COLLAR ].defaultPosePosition = glm::vec3( 0.06, 0.04, 0.01 );
|
||||
joint[ AVATAR_JOINT_RIGHT_SHOULDER ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.01 );
|
||||
joint[ AVATAR_JOINT_RIGHT_ELBOW ].defaultPosePosition = glm::vec3( 0.0, -0.16, 0.0 );
|
||||
joint[ AVATAR_JOINT_RIGHT_WRIST ].defaultPosePosition = glm::vec3( 0.0, -0.117, 0.0 );
|
||||
joint[ AVATAR_JOINT_RIGHT_FINGERTIPS ].defaultPosePosition = glm::vec3( 0.0, -0.1, 0.0 );
|
||||
|
||||
joint[ AVATAR_JOINT_LEFT_HIP ].defaultPosePosition = glm::vec3( -0.05, 0.0, 0.02 );
|
||||
joint[ AVATAR_JOINT_LEFT_KNEE ].defaultPosePosition = glm::vec3( 0.01, -0.25, -0.03 );
|
||||
joint[ AVATAR_JOINT_LEFT_HEEL ].defaultPosePosition = glm::vec3( 0.01, -0.22, 0.08 );
|
||||
joint[ AVATAR_JOINT_LEFT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
|
||||
|
||||
joint[ AVATAR_JOINT_RIGHT_HIP ].defaultPosePosition = glm::vec3( 0.05, 0.0, 0.02 );
|
||||
joint[ AVATAR_JOINT_RIGHT_KNEE ].defaultPosePosition = glm::vec3( -0.01, -0.25, -0.03 );
|
||||
joint[ AVATAR_JOINT_RIGHT_HEEL ].defaultPosePosition = glm::vec3( -0.01, -0.22, 0.08 );
|
||||
joint[ AVATAR_JOINT_RIGHT_TOES ].defaultPosePosition = glm::vec3( 0.00, -0.03, -0.05 );
|
||||
|
||||
// calculate bone length, absolute bind positions/rotations
|
||||
for (int b = 0; b < NUM_AVATAR_JOINTS; b++) {
|
||||
joint[b].length = glm::length(joint[b].defaultPosePosition);
|
||||
joint[b].length = glm::length(joint[b].bindPosePosition);
|
||||
|
||||
if (joint[b].parent == AVATAR_JOINT_NULL) {
|
||||
joint[b].absoluteBindPosePosition = joint[b].bindPosePosition;
|
||||
|
@ -122,7 +102,7 @@ void Skeleton::initialize() {
|
|||
joint[b].bindPosePosition;
|
||||
glm::vec3 parentDirection = joint[ joint[b].parent ].absoluteBindPoseRotation * JOINT_DIRECTION;
|
||||
joint[b].absoluteBindPoseRotation = rotationBetween(parentDirection, joint[b].bindPosePosition) *
|
||||
joint[ joint[b].parent ].absoluteBindPoseRotation;
|
||||
joint[ joint[b].parent ].absoluteBindPoseRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -140,7 +120,7 @@ void Skeleton::update(float deltaTime, const glm::quat& orientation, glm::vec3 p
|
|||
joint[b].position = joint[ joint[b].parent ].position;
|
||||
}
|
||||
|
||||
glm::vec3 rotatedJointVector = joint[b].absoluteRotation * joint[b].defaultPosePosition;
|
||||
glm::vec3 rotatedJointVector = joint[b].absoluteRotation * joint[b].bindPosePosition;
|
||||
joint[b].position += rotatedJointVector;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -63,7 +63,6 @@ public:
|
|||
{
|
||||
AvatarJointID parent; // which joint is this joint connected to?
|
||||
glm::vec3 position; // the position at the "end" of the joint - in global space
|
||||
glm::vec3 defaultPosePosition; // the parent relative position when the avatar is in the default pose
|
||||
glm::vec3 bindPosePosition; // the parent relative position when the avatar is in the "T-pose"
|
||||
glm::vec3 absoluteBindPosePosition; // the absolute position when the avatar is in the "T-pose"
|
||||
glm::quat absoluteBindPoseRotation; // the absolute rotation when the avatar is in the "T-pose"
|
||||
|
|
|
@ -21,11 +21,16 @@
|
|||
using namespace cv;
|
||||
using namespace std;
|
||||
|
||||
// register OpenCV matrix type with Qt metatype system
|
||||
#ifdef HAVE_OPENNI
|
||||
using namespace xn;
|
||||
#endif
|
||||
|
||||
// register types with Qt metatype system
|
||||
int jointVectorMetaType = qRegisterMetaType<JointVector>("JointVector");
|
||||
int matMetaType = qRegisterMetaType<Mat>("cv::Mat");
|
||||
int rotatedRectMetaType = qRegisterMetaType<RotatedRect>("cv::RotatedRect");
|
||||
|
||||
Webcam::Webcam() : _enabled(false), _active(false), _frameTextureID(0) {
|
||||
Webcam::Webcam() : _enabled(false), _active(false), _frameTextureID(0), _depthTextureID(0) {
|
||||
// the grabber simply runs as fast as possible
|
||||
_grabber = new FrameGrabber();
|
||||
_grabber->moveToThread(&_grabberThread);
|
||||
|
@ -79,9 +84,45 @@ void Webcam::renderPreview(int screenWidth, int screenHeight) {
|
|||
glTexCoord2f(0, 1);
|
||||
glVertex2f(left, top + PREVIEW_HEIGHT);
|
||||
glEnd();
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
if (_depthTextureID != 0) {
|
||||
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
|
||||
glBegin(GL_QUADS);
|
||||
int depthPreviewWidth = _depthWidth * PREVIEW_HEIGHT / _depthHeight;
|
||||
int depthLeft = screenWidth - depthPreviewWidth - 10;
|
||||
glTexCoord2f(0, 0);
|
||||
glVertex2f(depthLeft, top - PREVIEW_HEIGHT);
|
||||
glTexCoord2f(1, 0);
|
||||
glVertex2f(depthLeft + depthPreviewWidth, top - PREVIEW_HEIGHT);
|
||||
glTexCoord2f(1, 1);
|
||||
glVertex2f(depthLeft + depthPreviewWidth, top);
|
||||
glTexCoord2f(0, 1);
|
||||
glVertex2f(depthLeft, top);
|
||||
glEnd();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
if (!_joints.isEmpty()) {
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glPointSize(4.0f);
|
||||
glBegin(GL_POINTS);
|
||||
float projectedScale = PREVIEW_HEIGHT / (float)_depthHeight;
|
||||
foreach (const Joint& joint, _joints) {
|
||||
if (joint.isValid) {
|
||||
glVertex2f(depthLeft + joint.projected.x * projectedScale,
|
||||
top - PREVIEW_HEIGHT + joint.projected.y * projectedScale);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
glPointSize(1.0f);
|
||||
}
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
glBegin(GL_LINE_LOOP);
|
||||
Point2f facePoints[4];
|
||||
_faceRect.points(facePoints);
|
||||
|
@ -107,26 +148,45 @@ Webcam::~Webcam() {
|
|||
delete _grabber;
|
||||
}
|
||||
|
||||
void Webcam::setFrame(const Mat& frame, const RotatedRect& faceRect) {
|
||||
void Webcam::setFrame(const Mat& frame, int format, const Mat& depth, const RotatedRect& faceRect, const JointVector& joints) {
|
||||
IplImage image = frame;
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, image.widthStep / 3);
|
||||
if (_frameTextureID == 0) {
|
||||
glGenTextures(1, &_frameTextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, _frameTextureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _frameWidth = image.width, _frameHeight = image.height, 0, GL_BGR,
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _frameWidth = image.width, _frameHeight = image.height, 0, format,
|
||||
GL_UNSIGNED_BYTE, image.imageData);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
printLog("Capturing webcam at %dx%d.\n", _frameWidth, _frameHeight);
|
||||
printLog("Capturing video at %dx%d.\n", _frameWidth, _frameHeight);
|
||||
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, _frameTextureID);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _frameWidth, _frameHeight, GL_BGR, GL_UNSIGNED_BYTE, image.imageData);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _frameWidth, _frameHeight, format, GL_UNSIGNED_BYTE, image.imageData);
|
||||
}
|
||||
|
||||
if (!depth.empty()) {
|
||||
IplImage depthImage = depth;
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, depthImage.widthStep);
|
||||
if (_depthTextureID == 0) {
|
||||
glGenTextures(1, &_depthTextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, _depthWidth = depthImage.width, _depthHeight = depthImage.height, 0,
|
||||
GL_LUMINANCE, GL_UNSIGNED_BYTE, depthImage.imageData);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
printLog("Capturing depth at %dx%d.\n", _depthWidth, _depthHeight);
|
||||
|
||||
} else {
|
||||
glBindTexture(GL_TEXTURE_2D, _depthTextureID);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _depthWidth, _depthHeight, GL_LUMINANCE,
|
||||
GL_UNSIGNED_BYTE, depthImage.imageData);
|
||||
}
|
||||
}
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
// store our face rect, update our frame count for fps computation
|
||||
// store our face rect and joints, update our frame count for fps computation
|
||||
_faceRect = faceRect;
|
||||
_joints = joints;
|
||||
_frameCount++;
|
||||
|
||||
const int MAX_FPS = 60;
|
||||
|
@ -140,33 +200,60 @@ void Webcam::setFrame(const Mat& frame, const RotatedRect& faceRect) {
|
|||
}
|
||||
_lastFrameTimestamp = now;
|
||||
|
||||
// roll is just the angle of the face rect (correcting for 180 degree rotations)
|
||||
float roll = faceRect.angle;
|
||||
if (roll < -90.0f) {
|
||||
roll += 180.0f;
|
||||
// see if we have joint data
|
||||
if (!_joints.isEmpty()) {
|
||||
_estimatedJoints.resize(NUM_AVATAR_JOINTS);
|
||||
glm::vec3 origin;
|
||||
if (_joints[AVATAR_JOINT_LEFT_HIP].isValid && _joints[AVATAR_JOINT_RIGHT_HIP].isValid) {
|
||||
origin = glm::mix(_joints[AVATAR_JOINT_LEFT_HIP].position, _joints[AVATAR_JOINT_RIGHT_HIP].position, 0.5f);
|
||||
|
||||
} else if (_joints[AVATAR_JOINT_TORSO].isValid) {
|
||||
const glm::vec3 TORSO_TO_PELVIS = glm::vec3(0.0f, -0.09f, -0.01f);
|
||||
origin = _joints[AVATAR_JOINT_TORSO].position + TORSO_TO_PELVIS;
|
||||
}
|
||||
for (int i = 0; i < NUM_AVATAR_JOINTS; i++) {
|
||||
if (!_joints[i].isValid) {
|
||||
continue;
|
||||
}
|
||||
const float JOINT_SMOOTHING = 0.9f;
|
||||
_estimatedJoints[i].isValid = true;
|
||||
_estimatedJoints[i].position = glm::mix(_joints[i].position - origin,
|
||||
_estimatedJoints[i].position, JOINT_SMOOTHING);
|
||||
_estimatedJoints[i].rotation = safeMix(_joints[i].rotation,
|
||||
_estimatedJoints[i].rotation, JOINT_SMOOTHING);
|
||||
}
|
||||
_estimatedRotation = safeEulerAngles(_estimatedJoints[AVATAR_JOINT_HEAD_BASE].rotation);
|
||||
_estimatedPosition = _estimatedJoints[AVATAR_JOINT_HEAD_BASE].position;
|
||||
|
||||
} else if (roll > 90.0f) {
|
||||
roll -= 180.0f;
|
||||
}
|
||||
const float ROTATION_SMOOTHING = 0.95f;
|
||||
_estimatedRotation.z = glm::mix(roll, _estimatedRotation.z, ROTATION_SMOOTHING);
|
||||
|
||||
// determine position based on translation and scaling of the face rect
|
||||
if (_initialFaceRect.size.area() == 0) {
|
||||
_initialFaceRect = faceRect;
|
||||
_estimatedPosition = glm::vec3();
|
||||
|
||||
} else {
|
||||
float proportion = sqrtf(_initialFaceRect.size.area() / (float)faceRect.size.area());
|
||||
const float DISTANCE_TO_CAMERA = 0.333f;
|
||||
const float POSITION_SCALE = 0.5f;
|
||||
float z = DISTANCE_TO_CAMERA * proportion - DISTANCE_TO_CAMERA;
|
||||
glm::vec3 position = glm::vec3(
|
||||
(faceRect.center.x - _initialFaceRect.center.x) * proportion * POSITION_SCALE / _frameWidth,
|
||||
(faceRect.center.y - _initialFaceRect.center.y) * proportion * POSITION_SCALE / _frameWidth,
|
||||
z);
|
||||
const float POSITION_SMOOTHING = 0.95f;
|
||||
_estimatedPosition = glm::mix(position, _estimatedPosition, POSITION_SMOOTHING);
|
||||
// roll is just the angle of the face rect (correcting for 180 degree rotations)
|
||||
float roll = faceRect.angle;
|
||||
if (roll < -90.0f) {
|
||||
roll += 180.0f;
|
||||
|
||||
} else if (roll > 90.0f) {
|
||||
roll -= 180.0f;
|
||||
}
|
||||
const float ROTATION_SMOOTHING = 0.95f;
|
||||
_estimatedRotation.z = glm::mix(roll, _estimatedRotation.z, ROTATION_SMOOTHING);
|
||||
|
||||
// determine position based on translation and scaling of the face rect
|
||||
if (_initialFaceRect.size.area() == 0) {
|
||||
_initialFaceRect = faceRect;
|
||||
_estimatedPosition = glm::vec3();
|
||||
|
||||
} else {
|
||||
float proportion = sqrtf(_initialFaceRect.size.area() / (float)faceRect.size.area());
|
||||
const float DISTANCE_TO_CAMERA = 0.333f;
|
||||
const float POSITION_SCALE = 0.5f;
|
||||
float z = DISTANCE_TO_CAMERA * proportion - DISTANCE_TO_CAMERA;
|
||||
glm::vec3 position = glm::vec3(
|
||||
(faceRect.center.x - _initialFaceRect.center.x) * proportion * POSITION_SCALE / _frameWidth,
|
||||
(faceRect.center.y - _initialFaceRect.center.y) * proportion * POSITION_SCALE / _frameWidth,
|
||||
z);
|
||||
const float POSITION_SMOOTHING = 0.95f;
|
||||
_estimatedPosition = glm::mix(position, _estimatedPosition, POSITION_SMOOTHING);
|
||||
}
|
||||
}
|
||||
|
||||
// note that we have data
|
||||
|
@ -176,7 +263,7 @@ void Webcam::setFrame(const Mat& frame, const RotatedRect& faceRect) {
|
|||
QTimer::singleShot(qMax((int)remaining / 1000, 0), _grabber, SLOT(grabFrame()));
|
||||
}
|
||||
|
||||
FrameGrabber::FrameGrabber() : _capture(0), _searchWindow(0, 0, 0, 0) {
|
||||
FrameGrabber::FrameGrabber() : _initialized(false), _capture(0), _searchWindow(0, 0, 0, 0) {
|
||||
}
|
||||
|
||||
FrameGrabber::~FrameGrabber() {
|
||||
|
@ -185,52 +272,170 @@ FrameGrabber::~FrameGrabber() {
|
|||
}
|
||||
}
|
||||
|
||||
#ifdef HAVE_OPENNI
|
||||
static AvatarJointID xnToAvatarJoint(XnSkeletonJoint joint) {
|
||||
switch (joint) {
|
||||
case XN_SKEL_HEAD: return AVATAR_JOINT_HEAD_TOP;
|
||||
case XN_SKEL_NECK: return AVATAR_JOINT_HEAD_BASE;
|
||||
case XN_SKEL_TORSO: return AVATAR_JOINT_CHEST;
|
||||
|
||||
case XN_SKEL_LEFT_SHOULDER: return AVATAR_JOINT_RIGHT_ELBOW;
|
||||
case XN_SKEL_LEFT_ELBOW: return AVATAR_JOINT_RIGHT_WRIST;
|
||||
|
||||
case XN_SKEL_RIGHT_SHOULDER: return AVATAR_JOINT_LEFT_ELBOW;
|
||||
case XN_SKEL_RIGHT_ELBOW: return AVATAR_JOINT_LEFT_WRIST;
|
||||
|
||||
case XN_SKEL_LEFT_HIP: return AVATAR_JOINT_RIGHT_KNEE;
|
||||
case XN_SKEL_LEFT_KNEE: return AVATAR_JOINT_RIGHT_HEEL;
|
||||
case XN_SKEL_LEFT_FOOT: return AVATAR_JOINT_RIGHT_TOES;
|
||||
|
||||
case XN_SKEL_RIGHT_HIP: return AVATAR_JOINT_LEFT_KNEE;
|
||||
case XN_SKEL_RIGHT_KNEE: return AVATAR_JOINT_LEFT_HEEL;
|
||||
case XN_SKEL_RIGHT_FOOT: return AVATAR_JOINT_LEFT_TOES;
|
||||
|
||||
default: return AVATAR_JOINT_NULL;
|
||||
}
|
||||
}
|
||||
|
||||
static int getParentJoint(XnSkeletonJoint joint) {
|
||||
switch (joint) {
|
||||
case XN_SKEL_HEAD: return XN_SKEL_NECK;
|
||||
case XN_SKEL_TORSO: return -1;
|
||||
|
||||
case XN_SKEL_LEFT_ELBOW: return XN_SKEL_LEFT_SHOULDER;
|
||||
case XN_SKEL_LEFT_HAND: return XN_SKEL_LEFT_ELBOW;
|
||||
|
||||
case XN_SKEL_RIGHT_ELBOW: return XN_SKEL_RIGHT_SHOULDER;
|
||||
case XN_SKEL_RIGHT_HAND: return XN_SKEL_RIGHT_ELBOW;
|
||||
|
||||
case XN_SKEL_LEFT_KNEE: return XN_SKEL_LEFT_HIP;
|
||||
case XN_SKEL_LEFT_FOOT: return XN_SKEL_LEFT_KNEE;
|
||||
|
||||
case XN_SKEL_RIGHT_KNEE: return XN_SKEL_RIGHT_HIP;
|
||||
case XN_SKEL_RIGHT_FOOT: return XN_SKEL_RIGHT_KNEE;
|
||||
|
||||
default: return XN_SKEL_TORSO;
|
||||
}
|
||||
}
|
||||
|
||||
static glm::vec3 xnToGLM(const XnVector3D& vector, bool flip = false) {
|
||||
return glm::vec3(vector.X * (flip ? -1 : 1), vector.Y, vector.Z);
|
||||
}
|
||||
|
||||
static glm::quat xnToGLM(const XnMatrix3X3& matrix) {
|
||||
glm::quat rotation = glm::quat_cast(glm::mat3(
|
||||
matrix.elements[0], matrix.elements[1], matrix.elements[2],
|
||||
matrix.elements[3], matrix.elements[4], matrix.elements[5],
|
||||
matrix.elements[6], matrix.elements[7], matrix.elements[8]));
|
||||
return glm::quat(rotation.w, -rotation.x, rotation.y, rotation.z);
|
||||
}
|
||||
|
||||
static void XN_CALLBACK_TYPE newUser(UserGenerator& generator, XnUserID id, void* cookie) {
|
||||
printLog("Found user %d.\n", id);
|
||||
generator.GetSkeletonCap().RequestCalibration(id, false);
|
||||
}
|
||||
|
||||
static void XN_CALLBACK_TYPE lostUser(UserGenerator& generator, XnUserID id, void* cookie) {
|
||||
printLog("Lost user %d.\n", id);
|
||||
}
|
||||
|
||||
static void XN_CALLBACK_TYPE calibrationStarted(SkeletonCapability& capability, XnUserID id, void* cookie) {
|
||||
printLog("Calibration started for user %d.\n", id);
|
||||
}
|
||||
|
||||
static void XN_CALLBACK_TYPE calibrationCompleted(SkeletonCapability& capability,
|
||||
XnUserID id, XnCalibrationStatus status, void* cookie) {
|
||||
if (status == XN_CALIBRATION_STATUS_OK) {
|
||||
printLog("Calibration completed for user %d.\n", id);
|
||||
capability.StartTracking(id);
|
||||
|
||||
} else {
|
||||
printLog("Calibration failed to user %d.\n", id);
|
||||
capability.RequestCalibration(id, true);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void FrameGrabber::reset() {
|
||||
_searchWindow = cv::Rect(0, 0, 0, 0);
|
||||
|
||||
#ifdef HAVE_OPENNI
|
||||
if (_userGenerator.IsValid() && _userGenerator.GetSkeletonCap().IsTracking(_userID)) {
|
||||
_userGenerator.GetSkeletonCap().RequestCalibration(_userID, true);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void FrameGrabber::grabFrame() {
|
||||
if (_capture == 0) {
|
||||
if ((_capture = cvCaptureFromCAM(-1)) == 0) {
|
||||
printLog("Failed to open webcam.\n");
|
||||
return;
|
||||
}
|
||||
const int IDEAL_FRAME_WIDTH = 320;
|
||||
const int IDEAL_FRAME_HEIGHT = 240;
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_FRAME_WIDTH, IDEAL_FRAME_WIDTH);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_FRAME_HEIGHT, IDEAL_FRAME_HEIGHT);
|
||||
if (!(_initialized || init())) {
|
||||
return;
|
||||
}
|
||||
int format = GL_BGR;
|
||||
Mat frame;
|
||||
JointVector joints;
|
||||
|
||||
#ifdef HAVE_OPENNI
|
||||
if (_depthGenerator.IsValid()) {
|
||||
_xnContext.WaitAnyUpdateAll();
|
||||
frame = Mat(_imageMetaData.YRes(), _imageMetaData.XRes(), CV_8UC3, (void*)_imageGenerator.GetImageMap());
|
||||
format = GL_RGB;
|
||||
|
||||
#ifdef __APPLE__
|
||||
configureCamera(0x5ac, 0x8510, false, 0.975, 0.5, 1.0, 0.5, true, 0.5);
|
||||
#else
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_EXPOSURE, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_CONTRAST, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_SATURATION, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_BRIGHTNESS, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_HUE, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_GAIN, 0.5);
|
||||
#endif
|
||||
|
||||
switchToResourcesParentIfRequired();
|
||||
if (!_faceCascade.load("resources/haarcascades/haarcascade_frontalface_alt.xml")) {
|
||||
printLog("Failed to load Haar cascade for face tracking.\n");
|
||||
Mat depth = Mat(_depthMetaData.YRes(), _depthMetaData.XRes(), CV_16UC1, (void*)_depthGenerator.GetDepthMap());
|
||||
const double EIGHT_BIT_MAX = 255;
|
||||
const double ELEVEN_BIT_MAX = 2047;
|
||||
depth.convertTo(_grayDepthFrame, CV_8UC1, EIGHT_BIT_MAX / ELEVEN_BIT_MAX);
|
||||
|
||||
_userID = 0;
|
||||
XnUInt16 userCount = 1;
|
||||
_userGenerator.GetUsers(&_userID, userCount);
|
||||
if (userCount > 0 && _userGenerator.GetSkeletonCap().IsTracking(_userID)) {
|
||||
joints.resize(NUM_AVATAR_JOINTS);
|
||||
const int MAX_ACTIVE_JOINTS = 16;
|
||||
XnSkeletonJoint activeJoints[MAX_ACTIVE_JOINTS];
|
||||
XnUInt16 activeJointCount = MAX_ACTIVE_JOINTS;
|
||||
_userGenerator.GetSkeletonCap().EnumerateActiveJoints(activeJoints, activeJointCount);
|
||||
XnSkeletonJointTransformation transform;
|
||||
for (int i = 0; i < activeJointCount; i++) {
|
||||
AvatarJointID avatarJoint = xnToAvatarJoint(activeJoints[i]);
|
||||
if (avatarJoint == AVATAR_JOINT_NULL) {
|
||||
continue;
|
||||
}
|
||||
_userGenerator.GetSkeletonCap().GetSkeletonJoint(_userID, activeJoints[i], transform);
|
||||
XnVector3D projected;
|
||||
_depthGenerator.ConvertRealWorldToProjective(1, &transform.position.position, &projected);
|
||||
glm::quat rotation = xnToGLM(transform.orientation.orientation);
|
||||
int parentJoint = getParentJoint(activeJoints[i]);
|
||||
if (parentJoint != -1) {
|
||||
XnSkeletonJointOrientation parentOrientation;
|
||||
_userGenerator.GetSkeletonCap().GetSkeletonJointOrientation(
|
||||
_userID, (XnSkeletonJoint)parentJoint, parentOrientation);
|
||||
rotation = glm::inverse(xnToGLM(parentOrientation.orientation)) * rotation;
|
||||
}
|
||||
const float METERS_PER_MM = 1.0f / 1000.0f;
|
||||
joints[avatarJoint] = Joint(xnToGLM(transform.position.position, true) * METERS_PER_MM,
|
||||
rotation, xnToGLM(projected));
|
||||
}
|
||||
}
|
||||
}
|
||||
IplImage* image = cvQueryFrame(_capture);
|
||||
if (image == 0) {
|
||||
// try again later
|
||||
QMetaObject::invokeMethod(this, "grabFrame", Qt::QueuedConnection);
|
||||
return;
|
||||
}
|
||||
// make sure it's in the format we expect
|
||||
if (image->nChannels != 3 || image->depth != IPL_DEPTH_8U || image->dataOrder != IPL_DATA_ORDER_PIXEL ||
|
||||
image->origin != 0) {
|
||||
printLog("Invalid webcam image format.\n");
|
||||
return;
|
||||
#endif
|
||||
|
||||
if (frame.empty()) {
|
||||
IplImage* image = cvQueryFrame(_capture);
|
||||
if (image == 0) {
|
||||
// try again later
|
||||
QMetaObject::invokeMethod(this, "grabFrame", Qt::QueuedConnection);
|
||||
return;
|
||||
}
|
||||
// make sure it's in the format we expect
|
||||
if (image->nChannels != 3 || image->depth != IPL_DEPTH_8U || image->dataOrder != IPL_DATA_ORDER_PIXEL ||
|
||||
image->origin != 0) {
|
||||
printLog("Invalid webcam image format.\n");
|
||||
return;
|
||||
}
|
||||
frame = image;
|
||||
}
|
||||
|
||||
// if we don't have a search window (yet), try using the face cascade
|
||||
Mat frame = image;
|
||||
int channels = 0;
|
||||
float ranges[] = { 0, 180 };
|
||||
const float* range = ranges;
|
||||
|
@ -239,7 +444,7 @@ void FrameGrabber::grabFrame() {
|
|||
_faceCascade.detectMultiScale(frame, faces, 1.1, 6);
|
||||
if (!faces.empty()) {
|
||||
_searchWindow = faces.front();
|
||||
updateHSVFrame(frame);
|
||||
updateHSVFrame(frame, format);
|
||||
|
||||
Mat faceHsv(_hsvFrame, _searchWindow);
|
||||
Mat faceMask(_mask, _searchWindow);
|
||||
|
@ -252,7 +457,7 @@ void FrameGrabber::grabFrame() {
|
|||
}
|
||||
RotatedRect faceRect;
|
||||
if (_searchWindow.area() > 0) {
|
||||
updateHSVFrame(frame);
|
||||
updateHSVFrame(frame, format);
|
||||
|
||||
calcBackProject(&_hsvFrame, 1, &channels, _histogram, _backProject, &range);
|
||||
bitwise_and(_backProject, _mask, _backProject);
|
||||
|
@ -261,10 +466,74 @@ void FrameGrabber::grabFrame() {
|
|||
_searchWindow = faceRect.boundingRect();
|
||||
}
|
||||
QMetaObject::invokeMethod(Application::getInstance()->getWebcam(), "setFrame",
|
||||
Q_ARG(cv::Mat, frame), Q_ARG(cv::RotatedRect, faceRect));
|
||||
Q_ARG(cv::Mat, frame), Q_ARG(int, format), Q_ARG(cv::Mat, _grayDepthFrame),
|
||||
Q_ARG(cv::RotatedRect, faceRect), Q_ARG(JointVector, joints));
|
||||
}
|
||||
|
||||
void FrameGrabber::updateHSVFrame(const Mat& frame) {
|
||||
cvtColor(frame, _hsvFrame, CV_BGR2HSV);
|
||||
bool FrameGrabber::init() {
|
||||
_initialized = true;
|
||||
|
||||
// load our face cascade
|
||||
switchToResourcesParentIfRequired();
|
||||
if (!_faceCascade.load("resources/haarcascades/haarcascade_frontalface_alt.xml")) {
|
||||
printLog("Failed to load Haar cascade for face tracking.\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
// first try for a Kinect
|
||||
#ifdef HAVE_OPENNI
|
||||
_xnContext.Init();
|
||||
if (_depthGenerator.Create(_xnContext) == XN_STATUS_OK && _imageGenerator.Create(_xnContext) == XN_STATUS_OK &&
|
||||
_userGenerator.Create(_xnContext) == XN_STATUS_OK &&
|
||||
_userGenerator.IsCapabilitySupported(XN_CAPABILITY_SKELETON)) {
|
||||
_depthGenerator.GetMetaData(_depthMetaData);
|
||||
_imageGenerator.SetPixelFormat(XN_PIXEL_FORMAT_RGB24);
|
||||
_imageGenerator.GetMetaData(_imageMetaData);
|
||||
|
||||
XnCallbackHandle userCallbacks, calibrationStartCallback, calibrationCompleteCallback;
|
||||
_userGenerator.RegisterUserCallbacks(newUser, lostUser, 0, userCallbacks);
|
||||
_userGenerator.GetSkeletonCap().RegisterToCalibrationStart(calibrationStarted, 0, calibrationStartCallback);
|
||||
_userGenerator.GetSkeletonCap().RegisterToCalibrationComplete(calibrationCompleted, 0, calibrationCompleteCallback);
|
||||
|
||||
_userGenerator.GetSkeletonCap().SetSkeletonProfile(XN_SKEL_PROFILE_UPPER);
|
||||
|
||||
_xnContext.StartGeneratingAll();
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
// next, an ordinary webcam
|
||||
if ((_capture = cvCaptureFromCAM(-1)) == 0) {
|
||||
printLog("Failed to open webcam.\n");
|
||||
return false;
|
||||
}
|
||||
const int IDEAL_FRAME_WIDTH = 320;
|
||||
const int IDEAL_FRAME_HEIGHT = 240;
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_FRAME_WIDTH, IDEAL_FRAME_WIDTH);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_FRAME_HEIGHT, IDEAL_FRAME_HEIGHT);
|
||||
|
||||
#ifdef __APPLE__
|
||||
configureCamera(0x5ac, 0x8510, false, 0.975, 0.5, 1.0, 0.5, true, 0.5);
|
||||
#else
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_EXPOSURE, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_CONTRAST, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_SATURATION, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_BRIGHTNESS, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_HUE, 0.5);
|
||||
cvSetCaptureProperty(_capture, CV_CAP_PROP_GAIN, 0.5);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FrameGrabber::updateHSVFrame(const Mat& frame, int format) {
|
||||
cvtColor(frame, _hsvFrame, format == GL_RGB ? CV_RGB2HSV : CV_BGR2HSV);
|
||||
inRange(_hsvFrame, Scalar(0, 55, 65), Scalar(180, 256, 256), _mask);
|
||||
}
|
||||
|
||||
Joint::Joint(const glm::vec3& position, const glm::quat& rotation, const glm::vec3& projected) :
|
||||
isValid(true), position(position), rotation(rotation), projected(projected) {
|
||||
}
|
||||
|
||||
Joint::Joint() : isValid(false) {
|
||||
}
|
||||
|
|
|
@ -12,11 +12,17 @@
|
|||
#include <QMetaType>
|
||||
#include <QObject>
|
||||
#include <QThread>
|
||||
#include <QVector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <opencv2/opencv.hpp>
|
||||
|
||||
#ifdef HAVE_OPENNI
|
||||
#include <XnCppWrapper.h>
|
||||
#endif
|
||||
|
||||
#include "InterfaceConfig.h"
|
||||
|
||||
class QImage;
|
||||
|
@ -24,6 +30,9 @@ class QImage;
|
|||
struct CvCapture;
|
||||
|
||||
class FrameGrabber;
|
||||
class Joint;
|
||||
|
||||
typedef QVector<Joint> JointVector;
|
||||
|
||||
class Webcam : public QObject {
|
||||
Q_OBJECT
|
||||
|
@ -36,6 +45,7 @@ public:
|
|||
const bool isActive() const { return _active; }
|
||||
const glm::vec3& getEstimatedPosition() const { return _estimatedPosition; }
|
||||
const glm::vec3& getEstimatedRotation() const { return _estimatedRotation; }
|
||||
const JointVector& getEstimatedJoints() const { return _estimatedJoints; }
|
||||
|
||||
void reset();
|
||||
void renderPreview(int screenWidth, int screenHeight);
|
||||
|
@ -43,7 +53,8 @@ public:
|
|||
public slots:
|
||||
|
||||
void setEnabled(bool enabled);
|
||||
void setFrame(const cv::Mat& image, const cv::RotatedRect& faceRect);
|
||||
void setFrame(const cv::Mat& video, int format, const cv::Mat& depth,
|
||||
const cv::RotatedRect& faceRect, const JointVector& joints);
|
||||
|
||||
private:
|
||||
|
||||
|
@ -54,9 +65,13 @@ private:
|
|||
bool _active;
|
||||
int _frameWidth;
|
||||
int _frameHeight;
|
||||
int _depthWidth;
|
||||
int _depthHeight;
|
||||
GLuint _frameTextureID;
|
||||
GLuint _depthTextureID;
|
||||
cv::RotatedRect _faceRect;
|
||||
cv::RotatedRect _initialFaceRect;
|
||||
JointVector _joints;
|
||||
|
||||
long long _startTimestamp;
|
||||
int _frameCount;
|
||||
|
@ -65,6 +80,7 @@ private:
|
|||
|
||||
glm::vec3 _estimatedPosition;
|
||||
glm::vec3 _estimatedRotation;
|
||||
JointVector _estimatedJoints;
|
||||
};
|
||||
|
||||
class FrameGrabber : public QObject {
|
||||
|
@ -82,8 +98,10 @@ public slots:
|
|||
|
||||
private:
|
||||
|
||||
void updateHSVFrame(const cv::Mat& frame);
|
||||
bool init();
|
||||
void updateHSVFrame(const cv::Mat& frame, int format);
|
||||
|
||||
bool _initialized;
|
||||
CvCapture* _capture;
|
||||
cv::CascadeClassifier _faceCascade;
|
||||
cv::Mat _hsvFrame;
|
||||
|
@ -91,8 +109,32 @@ private:
|
|||
cv::SparseMat _histogram;
|
||||
cv::Mat _backProject;
|
||||
cv::Rect _searchWindow;
|
||||
cv::Mat _grayDepthFrame;
|
||||
|
||||
#ifdef HAVE_OPENNI
|
||||
xn::Context _xnContext;
|
||||
xn::DepthGenerator _depthGenerator;
|
||||
xn::ImageGenerator _imageGenerator;
|
||||
xn::UserGenerator _userGenerator;
|
||||
xn::DepthMetaData _depthMetaData;
|
||||
xn::ImageMetaData _imageMetaData;
|
||||
XnUserID _userID;
|
||||
#endif
|
||||
};
|
||||
|
||||
class Joint {
|
||||
public:
|
||||
|
||||
Joint(const glm::vec3& position, const glm::quat& rotation, const glm::vec3& projected);
|
||||
Joint();
|
||||
|
||||
bool isValid;
|
||||
glm::vec3 position;
|
||||
glm::quat rotation;
|
||||
glm::vec3 projected;
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(JointVector)
|
||||
Q_DECLARE_METATYPE(cv::Mat)
|
||||
Q_DECLARE_METATYPE(cv::RotatedRect)
|
||||
|
||||
|
|
|
@ -152,6 +152,13 @@ int AvatarData::getBroadcastData(unsigned char* destinationBuffer) {
|
|||
}
|
||||
}
|
||||
|
||||
// skeleton joints
|
||||
*destinationBuffer++ = (unsigned char)_joints.size();
|
||||
for (vector<JointData>::iterator it = _joints.begin(); it != _joints.end(); it++) {
|
||||
*destinationBuffer++ = (unsigned char)it->jointID;
|
||||
destinationBuffer += packOrientationQuatToBytes(destinationBuffer, it->rotation);
|
||||
}
|
||||
|
||||
return destinationBuffer - bufferStart;
|
||||
}
|
||||
|
||||
|
@ -263,6 +270,16 @@ int AvatarData::parseData(unsigned char* sourceBuffer, int numBytes) {
|
|||
_handData->setFingerRoots(fingerRoots);
|
||||
}
|
||||
|
||||
// skeleton joints
|
||||
if (sourceBuffer - startPosition < numBytes) // safety check
|
||||
{
|
||||
_joints.resize(*sourceBuffer++);
|
||||
for (vector<JointData>::iterator it = _joints.begin(); it != _joints.end(); it++) {
|
||||
it->jointID = *sourceBuffer++;
|
||||
sourceBuffer += unpackOrientationQuatFromBytes(sourceBuffer, it->rotation);
|
||||
}
|
||||
}
|
||||
|
||||
return sourceBuffer - startPosition;
|
||||
}
|
||||
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
|
||||
#include <string>
|
||||
#include <inttypes.h>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
@ -36,6 +37,8 @@ enum KeyState
|
|||
DELETE_KEY_DOWN
|
||||
};
|
||||
|
||||
class JointData;
|
||||
|
||||
class AvatarData : public NodeData {
|
||||
public:
|
||||
AvatarData(Node* owningNode = NULL);
|
||||
|
@ -132,14 +135,23 @@ protected:
|
|||
bool _wantDelta;
|
||||
bool _wantOcclusionCulling;
|
||||
|
||||
std::vector<JointData> _joints;
|
||||
|
||||
HeadData* _headData;
|
||||
HandData* _handData;
|
||||
|
||||
private:
|
||||
// privatize the copy constructor and assignment operator so they cannot be called
|
||||
AvatarData(const AvatarData&);
|
||||
AvatarData& operator= (const AvatarData&);
|
||||
};
|
||||
|
||||
class JointData {
|
||||
public:
|
||||
|
||||
int jointID;
|
||||
glm::quat rotation;
|
||||
};
|
||||
|
||||
// These pack/unpack functions are designed to start specific known types in as efficient a manner
|
||||
// as possible. Taking advantage of the known characteristics of the semantic types.
|
||||
|
|
Loading…
Reference in a new issue