155 lines
4.3 KiB
C++
155 lines
4.3 KiB
C++
|
|
/*
|
||
|
|
- copyright (c) 2011 Copenhagen Institute of Interaction Design (CIID)
|
||
|
|
- all rights reserved.
|
||
|
|
|
||
|
|
+ redistribution and use in source and binary forms, with or without
|
||
|
|
+ modification, are permitted provided that the following conditions
|
||
|
|
+ are met:
|
||
|
|
+ > redistributions of source code must retain the above copyright
|
||
|
|
+ notice, this list of conditions and the following disclaimer.
|
||
|
|
+ > redistributions in binary form must reproduce the above copyright
|
||
|
|
+ notice, this list of conditions and the following disclaimer in
|
||
|
|
+ the documentation and/or other materials provided with the
|
||
|
|
+ distribution.
|
||
|
|
|
||
|
|
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||
|
|
+ "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||
|
|
+ LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
|
||
|
|
+ FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
|
||
|
|
+ COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||
|
|
+ INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||
|
|
+ BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
|
||
|
|
+ OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
|
||
|
|
+ AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
|
||
|
|
+ OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
|
||
|
|
+ OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
||
|
|
+ SUCH DAMAGE.
|
||
|
|
|
||
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
|
~ author: dviid
|
||
|
|
~ contact: dviid@labs.ciid.dk
|
||
|
|
*/
|
||
|
|
|
||
|
|
#include "ShadowScapesAnalysis.h"
|
||
|
|
#include "ofMain.h"
|
||
|
|
|
||
|
|
#include "Poco/Timer.h"
|
||
|
|
#include "Poco/Thread.h"
|
||
|
|
#include "RefractiveIndex.h"
|
||
|
|
|
||
|
|
using Poco::Timer;
|
||
|
|
using Poco::TimerCallback;
|
||
|
|
using Poco::Thread;
|
||
|
|
|
||
|
|
#define STATE_SCAN 0
|
||
|
|
#define STATE_ANALYSIS 1
|
||
|
|
|
||
|
|
void ShadowScapesAnalysis::setup(int camWidth, int camHeight)
|
||
|
|
{
|
||
|
|
time_t rawtime;
|
||
|
|
struct tm * timeinfo;
|
||
|
|
|
||
|
|
time ( &rawtime );
|
||
|
|
timeinfo = localtime ( &rawtime );
|
||
|
|
string time = asctime(timeinfo);
|
||
|
|
|
||
|
|
cout<<"time"<<time<<endl;
|
||
|
|
|
||
|
|
ofDirectory dir;
|
||
|
|
_whole_file_path= string(ANALYSIS_PATH)+RefractiveIndex::_location+"/"+ _name+"/"+time;
|
||
|
|
|
||
|
|
|
||
|
|
//directories have to be created one level at a time hence repeated calls
|
||
|
|
if(!dir.doesDirectoryExist(_whole_file_path)){
|
||
|
|
|
||
|
|
dir.createDirectory(string(ANALYSIS_PATH)+RefractiveIndex::_location+"/", true,false);
|
||
|
|
dir.createDirectory(string(ANALYSIS_PATH)+RefractiveIndex::_location+"/"+ _name+"/", true,false);
|
||
|
|
dir.createDirectory(_whole_file_path, true,false);
|
||
|
|
|
||
|
|
}
|
||
|
|
_speed = 300;
|
||
|
|
}
|
||
|
|
|
||
|
|
void ShadowScapesAnalysis::synthesize()
|
||
|
|
{
|
||
|
|
int w;
|
||
|
|
if(_dir == H) w = ofGetWidth();
|
||
|
|
else if(_dir == V) w = ofGetHeight();
|
||
|
|
_step = ((w / _speed) * 1000) / 50;
|
||
|
|
_line = 0;
|
||
|
|
Timer scan_timer(0, 50);
|
||
|
|
|
||
|
|
TimerCallback<ShadowScapesAnalysis> strobe_callback(*this, &ShadowScapesAnalysis::scan_cb);
|
||
|
|
|
||
|
|
_state = STATE_SCAN;
|
||
|
|
|
||
|
|
scan_timer.start(strobe_callback);
|
||
|
|
|
||
|
|
while(_state != STATE_ANALYSIS)
|
||
|
|
Thread::sleep(5);
|
||
|
|
|
||
|
|
scan_timer.stop();
|
||
|
|
// do analysis here
|
||
|
|
// go back to the files i've saved and do the math here -
|
||
|
|
|
||
|
|
while(_state != STATE_STOP)
|
||
|
|
Thread::sleep(100);
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
void ShadowScapesAnalysis::gui_attach(ofxControlPanel* gui)
|
||
|
|
{
|
||
|
|
gui->addToggle("GO", "GO", 0);
|
||
|
|
gui->addButtonSlider("animation time limit", "ANIMATION_TIME_LIMIT", 10, 1, 3000, TRUE);
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
void ShadowScapesAnalysis::gui_detach()
|
||
|
|
{
|
||
|
|
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
// the animation draw - and the output draw
|
||
|
|
void ShadowScapesAnalysis::draw()
|
||
|
|
{
|
||
|
|
|
||
|
|
static int _pos;
|
||
|
|
|
||
|
|
if(_state == STATE_ANALYSIS) {
|
||
|
|
ofSetColor(0, 200, 0);
|
||
|
|
ofRect(0, 0, ofGetWidth(), ofGetHeight());
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
|
||
|
|
if(_state == STATE_SCAN) {
|
||
|
|
if(_pos != _line) {
|
||
|
|
//take snap??
|
||
|
|
_pos = _line;
|
||
|
|
}
|
||
|
|
ofSetColor(255, 255, 255);
|
||
|
|
|
||
|
|
if(_dir == H) ofRect(_pos, 0, 50, ofGetHeight());
|
||
|
|
else if(_dir == V) ofRect(0, _pos, ofGetWidth(), 50);
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
void ShadowScapesAnalysis::scan_cb(Timer& timer)
|
||
|
|
{
|
||
|
|
cout << "ShadowScapesAnalysis::scan_cb\n";
|
||
|
|
|
||
|
|
_line += _step;
|
||
|
|
|
||
|
|
if((_dir == H && _line >= ofGetWidth()) ||
|
||
|
|
(_dir == V && _line >= ofGetHeight())) {
|
||
|
|
_state = STATE_ANALYSIS;
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
}
|