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

Class for Mediapipe hand tracking test scene. More...

#include <AppDemoSceneVideoTrackWAI.h>

Inheritance diagram for AppDemoSceneVideoTrackWAI:
[legend]

Public Member Functions

 AppDemoSceneVideoTrackWAI ()
 
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 Mediapipe hand tracking test scene.

Definition at line 20 of file AppDemoSceneVideoTrackWAI.h.

Constructor & Destructor Documentation

◆ AppDemoSceneVideoTrackWAI()

AppDemoSceneVideoTrackWAI::AppDemoSceneVideoTrackWAI ( )

Definition at line 33 of file AppDemoSceneVideoTrackWAI.cpp.

34  : SLScene("Feature Tracking with ORBSLAM library")
35 {
36  info("Feature Tracking with ORBSLAM library");
37 }
SLScene(const SLstring &name)
Definition: SLScene.cpp:39
SLstring & info()
Definition: SLScene.h:102

Member Function Documentation

◆ assemble()

void AppDemoSceneVideoTrackWAI::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 65 of file AppDemoSceneVideoTrackWAI.cpp.

67 {
68 #ifdef SL_BUILD_WAI
70 
71  // Material
72  SLMaterial* yellow = new SLMaterial(am,
73  "mY",
74  SLCol4f(1, 1, 0, 0.5f));
75  SLMaterial* cyan = new SLMaterial(am,
76  "mY",
77  SLCol4f(0, 1, 1, 0.5f));
78 
79  // Create a scene group node
80  SLNode* scene = new SLNode("scene node");
81  root3D(scene);
82 
83  // Create a camera node 1
84  SLCamera* cam1 = new SLCamera("Camera 1");
85  cam1->translation(0, 0, 5);
86  cam1->lookAt(0, 0, 0);
87  cam1->fov(CVCapture::instance()->activeCamera->calibration.cameraFovVDeg());
89  cam1->setInitialState();
90  scene->addChild(cam1);
91 
92  // Create a light source node
93  SLLightSpot* light1 = new SLLightSpot(am, this, 0.02f);
94  light1->translation(0.12f, 0.12f, 0.12f);
95  light1->name("light node");
96  scene->addChild(light1);
97 
98  // Get the half edge length of the aruco marker
99  SLfloat edgeLen = 0.1f;
100  SLfloat he = edgeLen * 0.5f;
101 
102  // Build mesh & node that will be tracked by the 1st marker (camera)
103  SLBox* box1 = new SLBox(am,
104  -he,
105  -he,
106  -he,
107  he,
108  he,
109  he,
110  "Box 1",
111  yellow);
112  SLNode* boxNode1 = new SLNode(box1, "Box Node 1");
113  SLNode* axisNode1 = new SLNode(new SLCoordAxis(am), "Axis Node 1");
114  axisNode1->setDrawBitsRec(SL_DB_MESHWIRED, false);
115  axisNode1->scale(edgeLen);
116  axisNode1->translate(-he, -he, -he, TS_parent);
117  boxNode1->addChild(axisNode1);
118  boxNode1->setDrawBitsRec(SL_DB_CULLOFF, true);
119  boxNode1->translate(0.0f, 0.0f, 1.0f, TS_world);
120  scene->addChild(boxNode1);
121 
122  // The tracker moves the box node
123  gVideoTrackedNode = cam1;
124 
125  sv->camera(cam1);
126  sv->doWaitOnIdle(false);
127 #endif
128 }
SLNode * gVideoTrackedNode
SLGLTexture * gVideoTexture
@ 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
@ TS_world
Definition: SLEnums.h:208
@ TS_parent
Definition: SLEnums.h:209
SLVec4< SLfloat > SLCol4f
Definition: SLVec4.h:237
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
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 AppDemoSceneVideoTrackWAI::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 40 of file AppDemoSceneVideoTrackWAI.cpp.

41 {
42 #ifdef SL_BUILD_WAI
43  // Create video texture on global pointer updated in AppDemoVideo
46  "LiveVideoError.png",
47  GL_LINEAR,
48  GL_LINEAR);
49 
50  al.addLoadTask([] {
51  // Create OpenCV Tracker for the box node
52  std::string vocFileName;
53 # if USE_FBOW
54  vocFileName = "voc_fbow.bin";
55 # else
56  vocFileName = "ORBvoc.bin";
57 # endif
60  });
61 #endif
62 }
CVTracked * gVideoTracker
static SLstring calibIniPath
That's where data/calibrations folder is located.
Definition: AppCommon.h:108
static SLstring exePath
executable root path
Definition: AppCommon.h:80
static SLstring texturePath
Path to texture images.
Definition: AppCommon.h:86
void drawDetection(bool draw)
Definition: CVTracked.h:60
Tracker that uses the ORB-Slam based WAI library (Where Am I)
Definition: CVTrackedWAI.h:26
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.
string findFile(const string &filename, const vector< string > &pathsToCheck)
Tries to find a filename on various paths to check.
Definition: Utils.cpp:1077

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