30 :
SLScene(
"Aruco Marker Tracking"),
35 name(
"Track Aruco (main cam.)");
36 info(
"Hold the Aruco board dictionary 0 into the field of view of "
37 "the main camera. You can find the Aruco markers in the file "
38 "data/Calibrations. If not all markers are tracked you may have "
39 "the mirror the video horizontally.");
43 name(
"Track Aruco (scnd. cam.)");
44 info(
"Hold the Aruco board dictionary 0 into the field of view of "
45 "the secondary camera. You can find the Aruco markers in the file "
46 "data/Calibrations. If not all markers are tracked you may have "
47 "the mirror the video horizontally.");
109 light1->
name(
"light node");
131 axisNode1->
scale(edgeLen);
The AppCommon class holds the top-level instances of the app-demo.
Definition of scene IDs in the demo app.
@ SID_VideoTrackArucoMain
SLNode * gVideoTrackedNode
SLGLTexture * gVideoTexture
CVTracked * gVideoTracker
Class declaration for an SLScene inherited class.
@ VT_SCND
Selfie camera on mobile devices.
@ VT_MAIN
Main camera on all on all all devices.
#define SL_DB_CULLOFF
Turn off face culling.
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
int SLSceneID
Scene identifier.
SLVec4< SLfloat > SLCol4f
static SLDeviceRotation devRot
Mobile device rotation from IMU.
static SLstring calibIniPath
That's where data/calibrations folder is located.
static SLDeviceLocation devLoc
Mobile device location from GPS.
static SLstring texturePath
Path to texture images.
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
AppDemoSceneVideoTrackAruco(SLSceneID sid)
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
void videoType(CVVideoType vt)
Setter for video type also sets the active calibration.
static CVCapture * instance()
Public static instance getter for singleton pattern.
OpenCV ArUco marker tracker class derived from CVTracked.
CVTracked is the pure virtual base class for tracking features in video.
void drawDetection(bool draw)
void addLoadTask(SLAssetLoadTask task)
Add generic task.
void addTextureToLoad(SLGLTexture *&texture, const SLstring &path, SLint min_filter=GL_LINEAR_MIPMAP_LINEAR, SLint mag_filter=GL_LINEAR, SLTextureType type=TT_unknown, SLint wrapS=GL_REPEAT, SLint wrapT=GL_REPEAT)
Add 2D textures with internal image allocation.
Toplevel holder of the assets meshes, materials, textures and shaders.
void texture(SLGLTexture *backgroundTexture, bool fixAspectRatio=false)
If flag _repeatBlurred is true the texture is not distorted if its size does not fit to screen aspect...
Active or visible camera node class.
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
SLBackground & background()
void fov(const SLfloat fov)
vertical field of view
Axis aligned coordinate axis mesh.
Texture object for OpenGL texturing.
SLLightSpot class for a spot light source.
Defines a standard CG material with textures and a shader program.
SLNode represents a node in a hierarchical scene graph.
void addChild(SLNode *child)
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
void setDrawBitsRec(SLuint bit, SLbool state)
void name(const SLstring &Name)
const SLstring & name() const
The SLScene class represents the top level instance holding the scene structure.
SceneView class represents a dynamic real time 3D view onto the scene.
void camera(SLCamera *camera)
void doWaitOnIdle(SLbool doWI)