initial commit

This commit is contained in:
Sebastian Holzki 2019-06-12 17:18:39 +02:00
parent 55939d9418
commit 32a5a42233
18 changed files with 1443 additions and 0 deletions

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###############################################################################
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###########################
# ignore generated binaries
# but not the data folder
###########################
/bin/*
!/bin/data/
#########
# general
#########
[Bb]uild/
[Oo]bj/
*.o
[Dd]ebug*/
[Rr]elease*/
*.mode*
*.app/
*.pyc
.svn/
*.log
########################
# IDE files which should
# be ignored
########################
# XCode
*.pbxuser
*.plist
*.DS_Store
*.Makefile
Project.xcconfig
*.make
/makefile
*.xcodeproj
*.perspective
*.perspectivev3
*.mode1v3
*.mode2v3
# XCode 4
xcuserdata
*.xcworkspace
# Code::Blocks
*.depend
*.layout
# Visual Studio
*.sdf
*.opensdf
*.suo
*.pdb
*.ilk
*.aps
*.make
*.sln
*.vcxproj
*.filters
*.rc
ipch/
# Eclipse
.metadata
local.properties
.externalToolBuilders
##################
# operating system
##################
# Linux
*~
# KDE
.directory
.AppleDouble
# OSX
.DS_Store
*.swp
*~.nib
# Thumbnails
._*
# Windows
# Image file caches
Thumbs.db
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Desktop.ini
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//
// avatar.cpp
// emptyExample
//
// Created by Sebastian Holzki on 17.04.19.
//
#include "avatar.hpp"
Avatar::Avatar(int playerType){
setup(playerType);
}
// -----------------------------------------
Avatar::~Avatar(){
}
// -----------------------------------------
void Avatar::setup(int playerType){
//Load the right icon from data in ofImage, by using the transmitted info about the playerType
// --> icon = ....
}
// -----------------------------------------
void Avatar::update(){
}
// -----------------------------------------
void Avatar::draw(){
icon.draw(position);
}
// -----------------------------------------
ofVec2f Avatar::getPosition(){
return position;
}
// -----------------------------------------
void Avatar::setPosition(int _x, int _y){
position.x = _x;
position.y = _y;
}
void Avatar::setPosition(ofVec2f _position){
position = _position;
}
// -----------------------------------------
void Avatar::clipToAvatar(Avatar _avatar){
//Read coordinates to clip to:
ofVec2f tempCoords = _avatar.getPosition();
if( tempCoords.y == 0 ){
position.x = tempCoords.x + 20 ;
position.y = tempCoords.y + 20 ;
}else{
position.x = tempCoords.x + 20 ;
position.y = tempCoords.y - 20 ;
}
}

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//
// avatar.hpp
// emptyExample
//
// Created by Sebastian Holzki on 17.04.19.
//
#pragma once
#include <stdio.h>
#include "ofMain.h"
class Avatar {
public:
Avatar(int playerType);
~Avatar();
void setup(int playerType);
void update();
void draw();
void setPlayerType();
int getPlayerType();
ofVec2f getPosition();
void setPosition(int x, int y);
void setPosition(ofVec2f position);
void clipToAvatar(Avatar avatar); //A particular avatar can clip its position, depending on the position of another avatar, compared to a beehive-structure)
private:
ofImage icon;
int playerType;
ofVec2f position;
};

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//
// greatWhole.cpp
// emptyExample
//
// Created by Sebastian Holzki on 17.04.19.
//
#include "greatWhole.hpp"
#include "avatar.hpp"
GreatWhole::GreatWhole()
{
}
// -----------------------------------
GreatWhole::~GreatWhole()
{
}
// -----------------------------------
void GreatWhole::setup(){
}
// -----------------------------------------------
void GreatWhole::update(vector<Avatar*> avatars){
}
// -----------------------------------------------
void GreatWhole::draw(){
/*
draw the whole avatar vector
*/
}
// -----------------------------------------------
void GreatWhole::addAvatar(Avatar avatar){
// avatars.push_back(avatar);
/*
Set coordinates in abhängigkeit vom letzten also bei avatars at (max-1)
clip avatar dann an den letzten, y und x angepasst an x und y von avatars.at(max-1)
*/
}

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//
// greatWhole.hpp
// emptyExample
//
// Created by Sebastian Holzki on 17.04.19.
//
#include <stdio.h>
#include "ofMain.h"
#include "avatar.hpp"
#pragma once
/* Das Große Ganze beinhaltet eine unbestimmte Anzahl an bereits eingecheckten Personen, deren Infos in Avatare gespeichert werden.
Es bedarf eine setup(), update() und draw()-Methode. Dabei soll Platz für den vector<Avatar> geschaffen werden. In update wird eine
gewisse Bewegung der Avatar-"Bubbles" definiert. Draw zeichnet die Avatare auf die Stelen, also die entsprechenden Koordinaten. */
class GreatWhole {
public:
GreatWhole();
~GreatWhole();
void setup();
void update(vector<Avatar*> avatars);
void draw();
void addAvatar(Avatar avatar);
Avatar getAvatarAt(int i);
private:
vector<Avatar*> avatars;
};

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#include "ofMain.h"
#include "ofApp.h"
//========================================================================
int main( ){
ofSetupOpenGL(1000,1000, OF_WINDOW); // <-------- setup the GL context
// this kicks off the running of my app
// can be OF_WINDOW or OF_FULLSCREEN
// pass in width and height too:
ofRunApp( new ofApp());
}

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//
// objectPhysics.cpp
// particle_combined
//
// Created by Sebastian Holzki on 11.06.19.
//
#include "objectPhysics.hpp"
ObjectPhysics::ObjectPhysics(){
cout<< "ObjectPhysics Konstruktor"<<endl;
emitting = 0;
attracting = 0;
};
// -----------------------------------
ObjectPhysics::~ObjectPhysics()
{
};
// -----------------------------------
Attraktor::Attraktor(){
};
// -----------------------------------
// -----------------------------------
Emitter::Emitter(){
};
// -----------------------------------

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//
// objectPhysics.hpp
// emptyExample
//
// Created by Sebastian Holzki on 01.05.19.
//
#ifndef objectPhysics_hpp
#define objectPhysics_hpp
#include <stdio.h>
#include "ofMain.h"
#endif /* objectPhysics_hpp */
class ObjectPhysics {
public:
ObjectPhysics();
~ObjectPhysics();
protected:
ofVec2f position;
bool emitting;
bool attracting;
float force;
float vel;
};
// ******* ATTRAKTOR ******* ATTRAKTOR ******* ATTRAKTOR ******* ATTRAKTOR ******* ATTRAKTOR *******
class Attraktor: public ObjectPhysics {
public:
Attraktor();
Attraktor(float x, float y);
~Attraktor();
// Attraktor(){
//
// emitting = false;
// attracting = true;
//
// cout << "Attraktor Konstruktor" << endl;
//
// };
//
// Attraktor(float x, float y){
//
// emitting = false;
// attracting = true;
//
// position.set(x,y);
//
// cout << "Attraktor Konstruktor überladen" << endl;
// };
//
//
//
// ~Attraktor(){
// cout << "Attraktor Destruktor" << endl;
// };
private:
};
// ******* EMITTER ******* EMITTER ******* EMITTER ******* EMITTER ******* EMITTER ******* EMITTER *******
class Emitter: public ObjectPhysics {
public:
// Emitter(){
//
// emitting = true;
// attracting = false;
//
// };
Emitter();
~Emitter();
private:
};

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#include "ofApp.h"
// *** GLOBALS DEFINITION *** GLOBALS DEFINITION *** GLOBALS DEFINITION *** GLOBALS DEFINITION ****
//--------------------------------------------------------------
void ofApp::setup(){
VISITOR_COUNT = 0;
VISITOR_COUNT_LASTFRAME = 0;
PARTICLE_COUNT = 0;
for (int i = 0; i < particleSystems.size(); i++){
}
// *** OSC Setup *** OSC Setup *** OSC Setup ***
receiver.setup(PORT);
}
//--------------------------------------------------------------
void ofApp::update(){
// *** OSC RECEIVER *** OSC RECEIVER *** OSC RECEIVER ***
/*
Here the program will read and convert the information from the tracking, count them & put coordinates of people entering the ground.
We have to define, how this information will affect the particleSystems!
-Create message, put the stuff from the received OSC in it
-duplicate the msg as string to enable onscreen supervision
-There will be a global visitor count called VISITOR_COUNT
-Use VISITOR_COUNT to correctly update the size of the visitors vector
-Iterate trough Message-values and put information in the visitors vector
*/
while(receiver.hasWaitingMessages()){
ofxOscMessage visitorInformations;
receiver.getNextMessage(&visitorInformations);
oscMsg = ofToString(visitorInformations);
if(visitorInformations.getAddress() == "/centroidsOfBlob") {
VISITOR_COUNT_LASTFRAME = VISITOR_COUNT;
VISITOR_COUNT = visitorInformations.getArgAsInt(0); //update the number of Visitors from OSCs first Argument, which is the number of blobs (detected Contours)
// *** CHECK FOR CHANGES IN THE NUMBER OF VISITORS *** CHECK FOR CHANGES IN THE NUMBER OF VISITORS *** CHECK FOR CHANGES IN THE NUMBER OF VISITORS ***
// If there are MORE visitors now, add the difference to the visitors vector
if(VISITOR_COUNT > VISITOR_COUNT_LASTFRAME){
for(int i = 0; i < (VISITOR_COUNT - VISITOR_COUNT_LASTFRAME); i++){
visitors.push_back(new Visitor);
}
}
// If there are LESS visitors now, delete the difference from the visitors vector
if(VISITOR_COUNT < VISITOR_COUNT_LASTFRAME){
for(int i = 0; i < (VISITOR_COUNT_LASTFRAME - VISITOR_COUNT); i++){
delete visitors.at(visitors.size()); //maybe nicht zulässig, weil fehleranfällig???
//erase ergänzen!
}
}
// *** TRANSFER TRACKING-INFORMATION INTO VISITOR-CLASS *** TRANSFER TRACKING-INFORMATION INTO VISITOR-CLASS ***
for(int i = 1; i <= VISITOR_COUNT; i++){
//put Information into visitors
float xOfVisitor = visitorInformations.getArgAsFloat(i * 2 - 1) * ofGetWindowWidth();
float yOfVisitor = visitorInformations.getArgAsFloat(i * 2) * ofGetWindowHeight();
visitors.at( i - 1 )->setPosition(xOfVisitor, yOfVisitor);
}
} //end of .getAddress() == "/centroidsOfBlob")
} //end of receiver.hasWaitingMessages
// *** RFID Input *** RFID Input *** RFID Input *** RFID Input *** RFID Input ***
/*
Here we have to define, how the particleSystems react to RFID input.
Read ID of a visitor and let the particlesystems react to it.
!!! Here in ofApp.cpp there will only be the transfer of incoming information about IDs, playertypes, etc. into the update-methods of the particleSystems. !!!
For example:
- Tell all particleSystems about a new checkedIn-Visitor
- Set the playerType of one particular particleSystem to the checked in.
*/
// *** MAIN UPDATE PARTICLE SYSTEMS *** MAIN UPDATE PARTICLE SYSTEMS *** MAIN UPDATE PARTICLE SYSTEMS ***
for (int p = 0; p < particleSystems.size();)
{
// Update particle systems
// particleSystems.at(p)->update("xxx , xxx , xxx , .... ");
}
} //end of update()
//--------------------------------------------------------------
void ofApp::draw(){
//draw all ParticleSystems that are in the particleSystems vector
for(int p = 0; p < particleSystems.size(); p++)
{
particleSystems.at(p)->draw();
}
}
//--------------------------------------------------------------
void ofApp::keyPressed(int key){
}
//--------------------------------------------------------------
void ofApp::keyReleased(int key){
}
//--------------------------------------------------------------
void ofApp::mouseMoved(int x, int y){
}
//--------------------------------------------------------------
void ofApp::mouseDragged(int x, int y, int button){
}
//--------------------------------------------------------------
void ofApp::mousePressed(int x, int y, int button){
}
//--------------------------------------------------------------
void ofApp::mouseReleased(int x, int y, int button){
}
//--------------------------------------------------------------
void ofApp::mouseEntered(int x, int y){
}
//--------------------------------------------------------------
void ofApp::mouseExited(int x, int y){
}
//--------------------------------------------------------------
void ofApp::windowResized(int w, int h){
}
//--------------------------------------------------------------
void ofApp::gotMessage(ofMessage msg){
}
//--------------------------------------------------------------
void ofApp::dragEvent(ofDragInfo dragInfo){
}
//--------------------------------------------------------------

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#pragma once
#include "ofMain.h"
#include "particleSystem.hpp"
#include "greatWhole.hpp"
#include "avatar.hpp"
#include "ofxOsc.h"
#include "visitor.hpp"
#include "objectPhysics.hpp"
#include "particle.hpp"
int WINDOWSIZE_WIDTH = 1000;
int WINDOWSIZE_HEIGHT = 1000;
// *** SETUP OSC INFORMATION *** SETUP OSC INFORMATION ***
#define PORT 12345
#define HOST "xxx.xxx.xxx.xxx"
class ofApp : public ofBaseApp{
public:
void setup();
void update();
void draw();
void keyPressed(int key);
void keyReleased(int key);
void mouseMoved(int x, int y);
void mouseDragged(int x, int y, int button);
void mousePressed(int x, int y, int button);
void mouseReleased(int x, int y, int button);
void mouseEntered(int x, int y);
void mouseExited(int x, int y);
void windowResized(int w, int h);
void dragEvent(ofDragInfo dragInfo);
void gotMessage(ofMessage msg);
int PARTICLE_COUNT;
//+1 for every new Particle, -1 for every Particle that gets older than the defined maxLife
int VISITOR_COUNT;
//the visitor count will be fed with the nBlobs-value from incoming OSC messages
int VISITOR_COUNT_LASTFRAME;
private:
// *** OSC *** OSC *** OSC ***
string oscMsg;
ofxOscReceiver receiver;
float timeSent, timeReceived;
//Information about what is going on in the scene
int nBlobs; //count of the tracked visitors
vector<Visitor*> visitors;
vector<ParticleSystem*> particleSystems;
GreatWhole dasGrosseGanze;
};

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//
// particle.cpp
// emptyExample
//
// Created by Sebastian Holzki on 16.04.19.
//
#include "particle.hpp"
Particle::Particle()
{
}
// -----------------------------------
Particle::~Particle()
{
}
// -----------------------------------
void Particle::setup(ofVec2f _position){
this->position = _position;
velocity.set(0,0);
age = 0.0;
maxLife = 12.0;
color.set(250,250,250);
size = 2.0;
mass = 100;
}
// -----------------------------------
void Particle::update(float deltaT){
}
// -----------------------------------
void Particle::draw(){
ofDrawCircle(position,size);
}
//-----------------------------------
float Particle::getMaxLife(){
return maxLife;
}
//-----------------------------------
float Particle::getAge(){
return age;
}
//-----------------------------------
void Particle::mapParticle(){
/*
Put an if Statement before it:
if(borderCollission == true){mapParticle()}
The particle will be mapped to a new position, using information about:
- old position
- velocity (direction)
- defined borders in the projection --> globals like window size, angle between "stelen", width of stelen, etc.
if the particle hits a border
*/
}

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//
// particle.hpp
//
// Created by Sebastian Holzki on 16.04.19.
//
#pragma once
#include <stdio.h>
#include "ofMain.h"
class Particle {
public:
Particle();
~Particle();
void setup(ofVec2f position);
void update(float deltaT);
void draw();
float getMaxLife();
float getAge();
float getAgeNorm();
void mapParticle();
bool borderCollission();
private:
ofVec2f velocity;
ofVec2f position;
float maxLife;
float age;
float size;
float mass;
ofColor color;
int stele;
//on which "stele" is the particle? --> will affect the movement (mapping), when it reaches borders of its "stele" !
//if border 1/2/3/4 (<,>,v,^), then map particle
};

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//
// particleSystem.cpp
// emptyExample
//
// Created by Sebastian Holzki on 16.04.19.
//
#include "particleSystem.hpp"
ParticleSystem::ParticleSystem(){
}
// -----------------------------------
ParticleSystem::~ParticleSystem(){
}
// -----------------------------------
void ParticleSystem::setup(){
}
// -----------------------------------------------
void ParticleSystem::update(float deltaT, int visitorID, bool attracted){
/*
- wenn attracted, dann springe in Berechnung der Attraktion durch die vorhandenen Attraktoren
*/
/*
VisitorID stellt bekannten Besucher dar, also fertiges, auswertbares Profil.
visitorID steuert die Optik des Partikelsystems, aktiviert also eine Art Preset
z.B. Switch-Anweisung (visitorID 1-8):
case 0: default mode, attraction
case 1: load xml blabla1
case 2: load xml blabla2
...
*/
}
// -----------------------------------------------
void ParticleSystem::draw(){
/*
draw all the particles from the vector in the ParticleSystem
*/
}

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//
// particleSystem.hpp
// emptyExample
//
// Created by Sebastian Holzki on 16.04.19.
//
#pragma once
#include <stdio.h>
#include "particle.hpp"
class ParticleSystem {
ParticleSystem();
~ParticleSystem();
public:
void setup();
void update(float deltaT, int playerType, bool attracted);
void draw();
/*
Where do we make the quick setting-changes?
Like for exampe change direction of an emitter + its position?
--> XML?
*/
private:
vector<Particle*> particles;
//adresses of the active emitters and attractors
// vector<Attractor*> attractors;
// vector<Emitter*> emitters;
//Maybe the emitter does not have to be an own class, but is more like a Vector of Positions, so in the system.back it will setup particles for every position that is saved in this Vector
//like following:
//vector<Vec2f> positionsToEmitFrom;
float birthcount;
bool attracted;
int playerType;
};
/*
class AttractedSystem : public ParticleSystem {
bool attracted = true;
};
*/

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//
// visitor.cpp
// particle_combined
//
// Created by Sebastian Holzki on 11.06.19.
//
#include "visitor.hpp"
Visitor::Visitor()
{
}
// -----------------------------------
Visitor::~Visitor()
{
}
// -----------------------------------
void Visitor::setup(){
}
// -----------------------------------------------
void Visitor::setup(float _x, float _y){
position.x = _x;
position.y = _y;
}
// -----------------------------------------------
void Visitor::update(){
}
// -----------------------------------------------
void Visitor::draw(){
}
// -----------------------------------------------
ofVec2f Visitor::getPosition(){
return position;
}
// -----------------------------------------------
float Visitor::getX(){
return position.x;
}
// -----------------------------------------------
float Visitor::getY(){
return position.y;
}
// -----------------------------------------------
void Visitor::setPosition(float _x, float _y){
position.x = _x;
position.y = _y;
}
// -----------------------------------------------
void Visitor::setPosition(ofVec2f _position){
position = _position;
}
// -----------------------------------------------
void Visitor::setX(float _x){
position.x = _x;
}
// -----------------------------------------------
void Visitor::setY(float _y){
position.y = _y;
}

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//
// visitor.hpp
// particle_combined
//
// Created by Sebastian Holzki on 11.06.19.
//
#pragma once
#include <stdio.h>
#include "ofMain.h"
class Visitor {
public:
Visitor();
~Visitor();
void setup();
void setup(float _x, float _y);
void update();
void draw();
//GETTERS
ofVec2f getPosition();
float getX();
float getY();
//SETTERS
void setPosition(float x, float y);
void setPosition(ofVec2f position);
void setX(float _x);
void setY(float _y);
private:
ofVec2f position;
};