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

Class for video for chessboard test scene. More...

#include <AppDemoSceneVideoTrackChessboard.h>

Inheritance diagram for AppDemoSceneVideoTrackChessboard:
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Public Member Functions

 AppDemoSceneVideoTrackChessboard (SLSceneID sid)
 
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

SLSceneID _sceneID
 

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 video for chessboard test scene.

Definition at line 20 of file AppDemoSceneVideoTrackChessboard.h.

Constructor & Destructor Documentation

◆ AppDemoSceneVideoTrackChessboard()

AppDemoSceneVideoTrackChessboard::AppDemoSceneVideoTrackChessboard ( SLSceneID  sid)

Definition at line 30 of file AppDemoSceneVideoTrackChessboard.cpp.

31  : SLScene("Chessboard Video"),
32  _sceneID(sid)
33 {
34  switch (_sceneID)
35  {
36  case SID_VideoTrackChessMain: name("Track Chessboard (main cam.)"); break;
37  case SID_VideoTrackChessScnd: name("Track Chessboard (scnd.cam.)"); break;
38  case SID_VideoCalibrateMain: name("Calibrate Main Camera"); break;
39  case SID_VideoCalibrateScnd: name("Calibrate Scnd. Camera"); break;
40  default: name("Unknow SceneID");
41  }
42 }
@ SID_VideoTrackChessScnd
@ SID_VideoCalibrateScnd
@ SID_VideoCalibrateMain
@ SID_VideoTrackChessMain
const SLstring & name() const
Definition: SLObject.h:38
SLScene(const SLstring &name)
Definition: SLScene.cpp:39

Member Function Documentation

◆ assemble()

void AppDemoSceneVideoTrackChessboard::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 62 of file AppDemoSceneVideoTrackChessboard.cpp.

64 {
65  /*
66  The tracking of markers is done in AppDemoVideo::onUpdateTracking by
67  calling the specific CVTracked::track method. If a marker was found it
68  overwrites the linked nodes object matrix (SLNode::_om).
69  If the linked node is the active camera the found transform is additionally
70  inversed. This would be the standard augmented realty use case.
71  The chessboard marker used in these scenes is also used for the camera
72  calibration. The different calibration state changes are also handled in
73  AppDemoVideo::onUpdateVideo.
74  */
75  // Setup here only the requested scene.
78  {
81  else
83  }
84  else if (_sceneID == SID_VideoCalibrateMain)
85  {
87  {
90  }
92  }
93  else if (_sceneID == SID_VideoCalibrateScnd)
94  {
96  {
99  }
101  }
102 
103  // Material
104  SLMaterial* yellow = new SLMaterial(am,
105  "mY",
106  SLCol4f(1, 1, 0, 0.5f));
107 
108  // set the edge length of a chessboard square
109  SLfloat e1 = 0.028f;
110  SLfloat e3 = e1 * 3.0f;
111  SLfloat e9 = e3 * 3.0f;
112 
113  // Create a scene group node
114  SLNode* scene = new SLNode("scene node");
115 
116  // Create a camera node
117  SLCamera* cam1 = new SLCamera();
118  cam1->name("camera node");
119  cam1->translation(0, 0, 5);
120  cam1->lookAt(0, 0, 0);
121  cam1->focalDist(5);
122  cam1->clipFar(10);
123  cam1->fov(CVCapture::instance()->activeCamera->calibration.cameraFovVDeg());
125  cam1->setInitialState();
127  scene->addChild(cam1);
128 
129  // Create a light source node
130  SLLightSpot* light1 = new SLLightSpot(am, this, e1 * 0.5f);
131  light1->translate(e9, e9, e9);
132  light1->name("light node");
133  scene->addChild(light1);
134 
135  // Build mesh & node
138  {
139  SLBox* box = new SLBox(am,
140  0.0f,
141  0.0f,
142  0.0f,
143  e3,
144  e3,
145  e3,
146  "Box",
147  yellow);
148  SLNode* boxNode = new SLNode(box,
149  "Box Node");
150  boxNode->setDrawBitsRec(SL_DB_CULLOFF, true);
151  SLNode* axisNode = new SLNode(new SLCoordAxis(am),
152  "Axis Node");
153  axisNode->setDrawBitsRec(SL_DB_MESHWIRED, false);
154  axisNode->scale(e3);
155  boxNode->addChild(axisNode);
156  scene->addChild(boxNode);
157  }
158 
159  // The tracker moves the camera node
160  gVideoTrackedNode = cam1;
161 
162  // pass the scene group as root node
163  root3D(scene);
164 
165  // Set active camera
166  sv->camera(cam1);
167  sv->doWaitOnIdle(false);
168 }
SLNode * gVideoTrackedNode
SLGLTexture * gVideoTexture
@ VT_SCND
Selfie camera on mobile devices.
Definition: CVCapture.h:43
@ VT_MAIN
Main camera on all on all all devices.
Definition: CVCapture.h:42
float SLfloat
Definition: SL.h:173
#define SL_DB_CULLOFF
Turn off face culling.
Definition: SLDrawBits.h:28
#define SL_DB_MESHWIRED
Draw polygons as wired mesh.
Definition: SLDrawBits.h:22
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
static CVCalibrationEstimator * calibrationEstimator
Definition: AppCommon.h:107
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 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 fov(const SLfloat fov)
vertical field of view
Definition: SLCamera.h:98
Axis aligned coordinate axis mesh.
Definition: SLCoordAxis.h:31
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
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 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
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
Definition: SLNode.cpp:906
void name(const SLstring &Name)
Definition: SLObject.h:34
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 AppDemoSceneVideoTrackChessboard::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 45 of file AppDemoSceneVideoTrackChessboard.cpp.

46 {
47  // Create video texture on global pointer updated in AppDemoVideo
50  "LiveVideoError.png",
51  GL_LINEAR,
52  GL_LINEAR);
53 
54  // Create a chessboard tracker
55  al.addLoadTask([]()
56  {
58  gVideoTracker->drawDetection(true); });
59 }
CVTracked * gVideoTracker
static SLstring calibIniPath
That's where data/calibrations folder is located.
Definition: AppCommon.h:108
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
OpenCV chessboard tracker class derived from CVTracked.
void drawDetection(bool draw)
Definition: CVTracked.h:60
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.

Member Data Documentation

◆ _sceneID

SLSceneID AppDemoSceneVideoTrackChessboard::_sceneID
private

Definition at line 45 of file AppDemoSceneVideoTrackChessboard.h.


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