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Philipp Adolf
masterarbeit-kai
Commits
76ca05b8
Commit
76ca05b8
authored
Jul 10, 2017
by
Adrian Hoppe
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test
parent
f3db4192
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27 additions
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5 deletions
+27
-5
example.pnts
3_PointCloud/example.pnts
+0
-0
main.cpp
3_PointCloud/main.cpp
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3_PointCloud/example.pnts
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3_PointCloud/main.cpp
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76ca05b8
...
...
@@ -54,6 +54,7 @@ ICoordinateMapper* mapper; // Converts between depth, color, and 3d coor
SteamTracking
*
steamTracking
=
nullptr
;
glm
::
mat4x4
*
currentControlerPos
=
nullptr
;
glm
::
mat4x4
controlerToKinect
;
Camera
mainCam
;
...
...
@@ -198,7 +199,7 @@ void processCurrentFrameForExport() {
for
(
unsigned
int
i
=
0
;
i
<
width
*
height
;
i
++
)
{
if
(
frameValidPoints
[
i
])
{
points
.
push_back
(
glm
::
vec3
(
*
currentControlerPos
*
glm
::
vec4
(
framePositions
[
i
],
1.0
f
)));
points
.
push_back
(
glm
::
vec3
(
*
currentControlerPos
*
controlerToKinect
*
glm
::
vec4
(
framePositions
[
i
],
1.0
f
)));
colors
.
push_back
(
frameColors
[
i
*
3
]);
colors
.
push_back
(
frameColors
[
i
*
3
+
1
]);
colors
.
push_back
(
frameColors
[
i
*
3
+
2
]);
...
...
@@ -300,6 +301,7 @@ void mainRenderLoop() {
glLoadIdentity
();
//rotateCamera(); //todo
mainCam
.
applyMatrix
();
//glTranslatef(0.0, 5, 0.0);
glClear
(
GL_COLOR_BUFFER_BIT
|
GL_DEPTH_BUFFER_BIT
);
glEnableClientState
(
GL_VERTEX_ARRAY
);
...
...
@@ -316,18 +318,22 @@ void mainRenderLoop() {
glPushMatrix
();
//draw current Frame
if
(
currentControlerPos
)
//applay controler Transformation
if
(
currentControlerPos
)
{
//applay controler Transformation
glMultMatrixf
(
glm
::
value_ptr
(
controlerToKinect
));
glMultMatrixf
(
glm
::
value_ptr
(
*
currentControlerPos
));
}
glPointSize
(
1.
f
);
drawElementArray
(
framePoints
,
GL_POINTS
);
drawElementArray
(
arrowData
,
GL_TRIANGLES
);
// draw hud arrow
glTranslatef
(
0.0
f
,
1.5
f
,
0.0
f
);
float
scale
=
1.0
f
;
//
glTranslatef(0.0f, 1.5f, 0.0f);
float
scale
=
0.1
f
;
glScalef
(
scale
,
scale
,
scale
);
glRotatef
(
-
90
,
0.0
,
1.0
,
0.0
);
glDisableClientState
(
GL_COLOR_ARRAY
);
//drawArrow();
...
...
@@ -379,7 +385,7 @@ void mouseMove(int x, int y) {
void
captureNextFrame
(
vr
::
VREvent_t
event
)
{
if
(
event
.
trackedDeviceIndex
==
1
&&
event
.
data
.
controller
.
button
==
33
)
{
std
::
cout
<<
"Ca
turing Frame c
ontroler Button"
<<
std
::
endl
;
std
::
cout
<<
"Ca
pturing Frame C
ontroler Button"
<<
std
::
endl
;
captureFrame
=
true
;
}
}
...
...
@@ -416,6 +422,22 @@ int main(int argc, char* argv[]) {
glMatrixMode
(
GL_MODELVIEW
);
glLoadIdentity
();
//kienct: https://msdn.microsoft.com/de-de/library/dn785530.aspx
// 1 unit = 1 meter
// z ist nach vorne, y up, x links aka -90 um die y achse gedreht
// The Camera Space origin (x=0, y=0, z=0) is located at the center of the IR sensor on Kinect
//von links 82,5 mm ist origin (siehe bild kinect mesures), kinect v2: 24,9 cm x 6,6 cm x 6,7cm
//
// http://www.opengl-tutorial.org/beginners-tutorials/tutorial-7-model-loading/
//C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\rendermodels\vr_controller_vive_1_5
//HKEY_CURRENT_USER/Software/Valve/SteamPath.
controlerToKinect
=
glm
::
translate
(
glm
::
mat4x4
(),
(
glm
::
vec3
(
-
4.0
f
,
4.0
f
,
12.0
f
)
*
0.01
f
));
// Main loop
atexit
(
close
);
execute
();
...
...
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