SLProject  4.2.000
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AppDemoScenePointClouds Class Reference

Class for point cloud test scene. More...

#include <AppDemoScenePointClouds.h>

Inheritance diagram for AppDemoScenePointClouds:
[legend]

Public Member Functions

 AppDemoScenePointClouds ()
 
void registerAssetsToLoad (SLAssetLoader &al) override
 All scene specific assets have to be registered for async loading in here. More...
 
void assemble (SLAssetManager *am, SLSceneView *sv) override
 After parallel loading of the assets the scene gets assembled in here. More...
 
- Public Member Functions inherited from SLScene
 SLScene (const SLstring &name)
 
 ~SLScene () override
 
void initOculus (SLstring shaderDir)
 
void root3D (SLNode *root3D)
 
void root2D (SLNode *root2D)
 
void skybox (SLSkybox *skybox)
 
void stopAnimations (SLbool stop)
 
void info (SLstring i)
 
void loadTimeMS (SLfloat loadTimeMS)
 
SLAnimManageranimManager ()
 
SLAssetManagerassetManager ()
 
SLNoderoot3D ()
 
SLNoderoot2D ()
 
SLSkyboxskybox ()
 
SLstringinfo ()
 
SLfloat elapsedTimeMS () const
 
SLfloat elapsedTimeSec () const
 
SLVEventHandlereventHandlers ()
 
SLfloat loadTimeMS () const
 
SLVLightlights ()
 
SLfloat fps () const
 
AvgFloatframeTimesMS ()
 
AvgFloatupdateTimesMS ()
 
AvgFloatupdateAnimTimesMS ()
 
AvgFloatupdateAABBTimesMS ()
 
AvgFloatupdateDODTimesMS ()
 
SLNodesingleNodeSelected ()
 Returns the node if only one is selected. See also SLMesh::selectNodeMesh. More...
 
SLMeshsingleMeshFullSelected ()
 Returns the node if only one is selected. See also SLMesh::selectNodeMesh. More...
 
SLVNodeselectedNodes ()
 
SLVMeshselectedMeshes ()
 
SLbool stopAnimations () const
 
SLint numSceneCameras ()
 Returns the number of camera nodes in the scene. More...
 
SLCameranextCameraInScene (SLCamera *activeSVCam)
 Returns the next camera in the scene if there is one. More...
 
bool onUpdate (bool renderTypeIsRT, bool voxelsAreShown, bool forceCPUSkinning)
 Updates animations and AABBs. More...
 
void init (SLAssetManager *am)
 
virtual void unInit ()
 
void selectNodeMesh (SLNode *nodeToSelect, SLMesh *meshToSelect)
 Handles the full mesh selection from double-clicks. More...
 
void deselectAllNodesAndMeshes ()
 Deselects all nodes and its meshes. More...
 
SLGLOculusoculus ()
 
- Public Member Functions inherited from SLObject
 SLObject (const SLstring &Name="", const SLstring &url="")
 
virtual ~SLObject ()
 
void name (const SLstring &Name)
 
void url (const SLstring &url)
 
const SLstringname () const
 
const SLstringurl () const
 

Private Attributes

SLGLProgram_sp1
 
SLGLProgram_sp2
 

Additional Inherited Members

- Protected Attributes inherited from SLScene
SLVLight _lights
 Vector of all lights. More...
 
SLVEventHandler _eventHandlers
 Vector of all event handler. More...
 
SLAnimManager _animManager
 Animation manager instance. More...
 
SLAssetManager_assetManager
 Pointer to the external assetManager. More...
 
SLNode_root3D
 Root node for 3D scene. More...
 
SLNode_root2D
 Root node for 2D scene displayed in ortho projection. More...
 
SLSkybox_skybox
 pointer to skybox More...
 
SLstring _info
 scene info string More...
 
SLVNode _selectedNodes
 Vector of selected nodes. See SLMesh::selectNodeMesh. More...
 
SLVMesh _selectedMeshes
 Vector of selected meshes. See SLMesh::selectNodeMesh. More...
 
SLfloat _loadTimeMS
 time to load scene in ms More...
 
SLfloat _frameTimeMS
 Last frame time in ms. More...
 
SLfloat _lastUpdateTimeMS
 Last time after update in ms. More...
 
SLfloat _fps
 Averaged no. of frames per second. More...
 
AvgFloat _frameTimesMS
 Averaged total time per frame in ms. More...
 
AvgFloat _updateTimesMS
 Averaged time for update in ms. More...
 
AvgFloat _updateAABBTimesMS
 Averaged time for update the nodes AABB in ms. More...
 
AvgFloat _updateAnimTimesMS
 Averaged time for update the animations in ms. More...
 
AvgFloat _updateDODTimesMS
 Averaged time for update the SLEntities graph. More...
 
SLbool _stopAnimations
 Global flag for stopping all animations. More...
 
std::unique_ptr< SLGLOculus_oculus
 Oculus Rift interface. More...
 
- Protected Attributes inherited from SLObject
SLstring _name
 name of an object More...
 
SLstring _url
 uniform resource locator More...
 

Detailed Description

Class for point cloud test scene.

Definition at line 20 of file AppDemoScenePointClouds.h.

Constructor & Destructor Documentation

◆ AppDemoScenePointClouds()

AppDemoScenePointClouds::AppDemoScenePointClouds ( )

Definition at line 20 of file AppDemoScenePointClouds.cpp.

20  : SLScene("Point Cloud Test Scene")
21 {
22  info("Point Clouds with normal and uniform distribution. "
23  "You can select vertices with rectangle select (CTRL-LMB) "
24  "and deselect selected with ALT-LMB.");
25 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoScenePointClouds::assemble ( SLAssetManager am,
SLSceneView sv 
)
overridevirtual

After parallel loading of the assets the scene gets assembled in here.

Remarks
All scene-specific assets have to be loaded async by overriding SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and assembling means that it happens in a parallel thread and that in there are no OpenGL calls allowed. OpenGL calls are only allowed in the main thread. It is important that all object instantiations within SLScene::assemble do NOT call any OpenGL functions (gl*) because they happen in a parallel thread. All objects that get rendered have to do their initialization when they are used the first time during rendering in the main thread.

Reimplemented from SLScene.

Definition at line 39 of file AppDemoScenePointClouds.cpp.

40 {
41  SLCamera* cam1 = new SLCamera("Camera 1");
42  cam1->clipNear(0.1f);
43  cam1->clipFar(100);
44  cam1->translation(0, 0, 15);
45  cam1->lookAt(0, 0, 0);
46  cam1->focalDist(15);
47  cam1->background().colors(SLCol4f(0.1f, 0.1f, 0.1f));
48  cam1->setInitialState();
50 
51  SLLightSpot* light1 = new SLLightSpot(am, this, 10, 10, 10, 0.3f);
52  light1->powers(0.2f, 0.8f, 1.0f);
53  light1->attenuation(1, 0, 0);
54 
55  SLMaterial* pcMat1 = new SLMaterial(am, "Red", SLCol4f::RED);
56  pcMat1->program(_sp1);
57  pcMat1->program()->addUniform1f(new SLGLUniform1f(UT_const, "u_pointSize", 4.0f));
58  SLRnd3fNormal rndN(SLVec3f(0, 0, 0), SLVec3f(5, 2, 1));
59  SLNode* pc1 = new SLNode(new SLPoints(am, 1000, rndN, "PC1", pcMat1));
60  pc1->translate(-5, 0, 0);
61 
62  SLMaterial* pcMat2 = new SLMaterial(am, "Green", SLCol4f::GREEN);
63  pcMat2->program(_sp2);
64  pcMat2->program()->addUniform1f(new SLGLUniform1f(UT_const, "u_pointSize", 1.0f));
65  SLRnd3fUniform rndU(SLVec3f(0, 0, 0), SLVec3f(2, 3, 5));
66  SLNode* pc2 = new SLNode(new SLPoints(am, 1000, rndU, "PC2", pcMat2));
67  pc2->translate(5, 0, 0);
68 
69  SLNode* scene = new SLNode("scene");
70  this->root3D(scene);
71  scene->addChild(cam1);
72  scene->addChild(light1);
73  scene->addChild(pc1);
74  scene->addChild(pc2);
75 
76  sv->camera(cam1);
77  sv->doWaitOnIdle(false);
78 }
@ UT_const
constant value
Definition: SLEnums.h:233
SLGLUniform< SLfloat > SLGLUniform1f
Definition: SLGLUniform.h:162
SLVec3< SLfloat > SLVec3f
Definition: SLVec3.h:318
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static SLDeviceRotation devRot
Mobile device rotation from IMU.
Definition: AppCommon.h:64
static SLDeviceLocation devLoc
Mobile device location from GPS.
Definition: AppCommon.h:65
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
Active or visible camera node class.
Definition: SLCamera.h:54
void clipFar(const SLfloat cFar)
Definition: SLCamera.h:109
void clipNear(const SLfloat cNear)
Definition: SLCamera.h:108
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
Definition: SLCamera.h:120
void focalDist(const SLfloat f)
Definition: SLCamera.h:116
SLBackground & background()
Definition: SLCamera.h:165
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
Definition: SLLight.h:116
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
Definition: SLLight.h:74
SLLightSpot class for a spot light source.
Definition: SLLightSpot.h:36
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
void program(SLGLProgram *sp)
Definition: SLMaterial.h:205
SLNode represents a node in a hierarchical scene graph.
Definition: SLNode.h:147
void addChild(SLNode *child)
Definition: SLNode.cpp:207
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
Definition: SLNode.cpp:828
void setInitialState()
Definition: SLNode.cpp:1084
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
Definition: SLNode.h:652
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:906
The SLPoints mesh object of witch the vertices are drawn as points.
Definition: SLPoints.h:28
Class for random generator for normal distributed 3D points.
Definition: SLRnd3f.h:28
Class for random generator for uniform distributed 3D points.
Definition: SLRnd3f.h:60
SLNode * root3D()
Definition: SLScene.h:99
friend class SLNode
Definition: SLScene.h:48
SceneView class represents a dynamic real time 3D view onto the scene.
Definition: SLSceneView.h:69
void camera(SLCamera *camera)
Definition: SLSceneView.h:145
void doWaitOnIdle(SLbool doWI)
Definition: SLSceneView.h:149
static SLVec4 GREEN
Definition: SLVec4.h:217
static SLVec4 RED
Definition: SLVec4.h:216

◆ registerAssetsToLoad()

void AppDemoScenePointClouds::registerAssetsToLoad ( SLAssetLoader al)
overridevirtual

All scene specific assets have to be registered for async loading in here.

All assets the should be loaded in parallel must be registered in here.

Remarks
All scene sspecific assets have to be loaded async by overriding SLScene::registerAssetsToLoad and SLScene::assemble. Async loading and assembling means that it happens in a parallel thread and that in there are no OpenGL calls allowed. OpenGL calls are only allowed in the main thread.

Reimplemented from SLScene.

Definition at line 28 of file AppDemoScenePointClouds.cpp.

29 {
31  AppCommon::shaderPath + "ColorUniformPoint.vert",
32  AppCommon::shaderPath + "Color.frag");
34  AppCommon::shaderPath + "ColorUniformPoint.vert",
35  AppCommon::shaderPath + "Color.frag");
36 }
static SLstring shaderPath
Path to GLSL shader programs.
Definition: AppCommon.h:84
void addProgramToLoad(SLGLProgram *&program, const SLstring &vertShaderFile, const SLstring &fragShaderFile)
Add generic GLSL program with shader files to load.

Member Data Documentation

◆ _sp1

SLGLProgram* AppDemoScenePointClouds::_sp1
private

Definition at line 45 of file AppDemoScenePointClouds.h.

◆ _sp2

SLGLProgram* AppDemoScenePointClouds::_sp2
private

Definition at line 46 of file AppDemoScenePointClouds.h.


The documentation for this class was generated from the following files: