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Philipp Adolf
masterarbeit-kai
Commits
a5836b9d
Commit
a5836b9d
authored
Jul 24, 2017
by
wester
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7f3cf6f8
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3 changed files
with
9 additions
and
3 deletions
+9
-3
example.pnts
3_PointCloud/example.pnts
+0
-0
glut.cpp
3_PointCloud/glut.cpp
+1
-0
main.cpp
3_PointCloud/main.cpp
+8
-3
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3_PointCloud/example.pnts
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a5836b9d
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3_PointCloud/glut.cpp
View file @
a5836b9d
...
...
@@ -14,6 +14,7 @@ bool init(int argc, char* argv[]) {
glutInit
(
&
argc
,
argv
);
glutInitDisplayMode
(
GLUT_DEPTH
|
GLUT_DOUBLE
|
GLUT_RGBA
);
glutInitWindowSize
(
width
,
height
);
glutInitWindowSize
(
1800
,
900
);
glutCreateWindow
(
"Kinect VR Point Cloud"
);
glEnable
(
GL_DEPTH_TEST
);
...
...
3_PointCloud/main.cpp
View file @
a5836b9d
...
...
@@ -65,6 +65,9 @@ float KinectSizeX = 0.249;
float
KinectSizeY
=
0.042
;
// 42 mm, 66mm ist die gesammthhe
float
KinectSizeZ
=
0.067
;
float
minTrackingKinect
=
0.8
f
;
float
maxTrackingKinect
=
3.5
f
;
//Vive Tracking
SteamTracking
*
steamTracking
=
nullptr
;
int
controllerID
=
1
;
...
...
@@ -75,7 +78,7 @@ std::vector<glm::vec3> controllerPositions;
Camera
mainCam
;
static
bool
trackControllerPos
=
fals
e
;
static
bool
trackControllerPos
=
tru
e
;
static
bool
writeFile
=
false
;
static
bool
captureFrame
=
false
;
...
...
@@ -213,7 +216,7 @@ void getRgbData(IMultiSourceFrame* frame) {
*
fvalid
++
=
false
;
}
else
{
if
(
depth2xyz
[
i
].
Z
>
1.7
f
)
{
if
(
depth2xyz
[
i
].
Z
>
maxTrackingKinect
||
depth2xyz
[
i
].
Z
<
minTrackingKinect
)
{
*
fdest
++
=
0
;
*
fdest
++
=
255
;
*
fdest
++
=
0
;
...
...
@@ -395,6 +398,8 @@ void mainRenderLoop() {
//draw Controller Positions
if
(
trackControllerPos
&&
controllerPosData
.
size
>
1
){
glColor4f
(
0.0
f
,
0.0
f
,
1.0
f
,
1.0
f
);
glBindBuffer
(
GL_ARRAY_BUFFER
,
controllerPosData
.
vboID
);
glVertexPointer
(
3
,
GL_FLOAT
,
0
,
NULL
);
glDrawArrays
(
GL_LINE_STRIP
,
0
,
controllerPosData
.
size
);
...
...
@@ -541,7 +546,7 @@ int main(int argc, char* argv[]) {
controlerToKinect
=
glm
::
translate
(
glm
::
mat4x4
(),
(
glm
::
vec3
(
-
4.0
f
,
-
7.5
f
,
13.0
f
)
*
0.01
f
));
//
controlerToKinect = glm::translate(glm::mat4x4(), (glm::vec3(-4.0f, -7.5f, 13.0f)*0.01f));
float
dx
=
KinectOriginOffsetX
-
KinectSizeX
/
2
;
float
dy
=
KinectSizeY
/
2.0
f
+
0.008
;
// dicke Halterung;
...
...
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