SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
AppDemoSceneVideoSensorAR Class Reference

Class for devices IMU and GPS Sensors test scene. More...

#include <AppDemoSceneVideoSensorAR.h>

Inheritance diagram for AppDemoSceneVideoSensorAR:
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Public Member Functions

 AppDemoSceneVideoSensorAR ()
 
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
 

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 devices IMU and GPS Sensors test scene.

Definition at line 20 of file AppDemoSceneVideoSensorAR.h.

Constructor & Destructor Documentation

◆ AppDemoSceneVideoSensorAR()

AppDemoSceneVideoSensorAR::AppDemoSceneVideoSensorAR ( )

Definition at line 25 of file AppDemoSceneVideoSensorAR.cpp.

26  : SLScene("Video Sensor AR")
27 {
28  info("Minimal scene to test the devices IMU and GPS Sensors. "
29  "See the sensor information. GPS needs a few sec. to improve the accuracy.");
30 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneVideoSensorAR::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 44 of file AppDemoSceneVideoSensorAR.cpp.

45 {
46  SLCamera* cam1 = new SLCamera("Camera 1");
47  cam1->translation(0, 0, 60);
48  cam1->lookAt(0, 0, 0);
49  cam1->fov(CVCapture::instance()->activeCamera->calibration.cameraFovVDeg());
50  cam1->clipNear(0.1f);
51  cam1->clipFar(10000.0f);
52  cam1->setInitialState();
55 
56  // Turn on main video
58 
59  // Create directional light for the sunlight
60  SLLightDirect* light = new SLLightDirect(am, this, 1.0f);
61  light->powers(1.0f, 1.0f, 1.0f);
62  light->attenuation(1, 0, 0);
63 
64  // Let the sun be rotated by time and location
66 
67  SLNode* axis = new SLNode(new SLCoordAxis(am), "Axis Node");
68  axis->setDrawBitsRec(SL_DB_MESHWIRED, false);
69  axis->scale(2);
70  axis->rotate(-90, 1, 0, 0);
71 
72  // Yellow center box
73  SLMaterial* yellow = new SLMaterial(am,
74  "mY",
75  SLCol4f(1, 1, 0, 0.5f));
76  SLNode* box = new SLNode(new SLBox(
77  am,
78  -.5f,
79  -.5f,
80  -.5f,
81  .5f,
82  .5f,
83  .5f,
84  "Box",
85  yellow),
86  "Box Node");
87 
88  // Scene structure
89  SLNode* scene = new SLNode("Scene");
90  root3D(scene);
91  scene->addChild(light);
92  scene->addChild(cam1);
93  scene->addChild(box);
94  scene->addChild(axis);
95 
96  sv->camera(cam1);
97 
98 #if defined(SL_OS_MACIOS) || defined(SL_OS_ANDROID)
99  // activate rotation and gps sensor
106 #else
109 #endif
110 
111  sv->doWaitOnIdle(false); // for constant video feed
112 }
SLGLTexture * gVideoTexture
@ VT_MAIN
Main camera on all on all all devices.
Definition: CVCapture.h:42
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
Definition: SLDrawBits.h:22
@ CA_turntableYUp
Orbiting around central object w. turntable rotation around y & right axis.
Definition: SLEnums.h:122
@ CA_deviceRotLocYUp
The device rotation controls the camera rotation and the GPS controls the Camera Translation.
Definition: SLEnums.h:128
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 videoType(CVVideoType vt)
Setter for video type also sets the active calibration.
Definition: CVCapture.cpp:866
static CVCapture * instance()
Public static instance getter for singleton pattern.
Definition: CVCapture.h:65
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...
Axis aligned box mesh.
Definition: SLBox.h:31
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
SLBackground & background()
Definition: SLCamera.h:165
void fov(const SLfloat fov)
vertical field of view
Definition: SLCamera.h:98
void camAnim(SLCamAnim ca)
Definition: SLCamera.h:103
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
void useOriginAltitude(SLbool useGLA)
void sunLightNode(SLLightDirect *sln)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
void hasOrigin(SLbool hasOL)
void zeroYawAtStart(SLbool zeroYaw)
void isUsed(SLbool isUsed)
Setter that turns on the device rotation sensor.
SLLightDirect class for a directional light source.
Definition: SLLightDirect.h:40
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
Defines a standard CG material with textures and a shader program.
Definition: SLMaterial.h:56
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 rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:945
void scale(SLfloat s)
Definition: SLNode.h:640
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 setDrawBitsRec(SLuint bit, SLbool state)
Definition: SLNode.cpp:804
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

◆ registerAssetsToLoad()

void AppDemoSceneVideoSensorAR::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 33 of file AppDemoSceneVideoSensorAR.cpp.

34 {
35  // Create video texture on global pointer updated in AppDemoVideo
38  "LiveVideoError.png",
39  GL_LINEAR,
40  GL_LINEAR);
41 }
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
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.

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