blob: 6548a82fd27e231b496491e4c72210fdb69dcf38 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
/********************************************************************************
* FTNoIR_cxx_protocolserver is the base Class for Game-protocol-servers. *
* Using this, the tracker only needs to create one *
* server and can use the same functions to *
* communicate with it. *
* *
* Copyright (C) 2010 Wim Vriend (Developing) *
* Ron Hendriks (Testing and Research) *
* *
* This program is free software; you can redistribute it and/or modify it *
* under the terms of the GNU General Public License as published by the *
* Free Software Foundation; either version 3 of the License, or (at your *
* option) any later version. *
* *
* This program is distributed in the hope that it will be useful, but *
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY *
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for *
* more details. *
* *
* You should have received a copy of the GNU General Public License along *
* with this program; if not, see <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#ifndef FTNOIR_CXX_PROTOCOLSERVER_H
#define FTNOIR_CXX_PROTOCOLSERVER_H
#include "Windows.h"
//#include <QThread>
#include <QObject>
namespace v4friend
{
namespace ftnoir
{
class ProtocolServerBase : public QObject // : public QThread
{
Q_OBJECT
public:
virtual ~ProtocolServerBase() {}
//! @return true if the engine will produce data.
/*! @see smEngineIsLicensed() */
virtual bool isLicensed() const { return true; };
virtual QString GetProgramName() { return QString("Test"); };
virtual bool checkServerInstallationOK ( HANDLE handle ) { return true; }
virtual void sendHeadposeToGame() {}
virtual void setVirtRotX(float rot) { virtRotX = rot; }
virtual void setVirtRotY(float rot) { virtRotY = rot; }
virtual void setVirtRotZ(float rot) { virtRotZ = rot; }
virtual void setVirtPosX(float pos) { virtPosX = pos / 100.0f; }
virtual void setVirtPosY(float pos) { virtPosY = pos / 100.0f; }
virtual void setVirtPosZ(float pos) { virtPosZ = pos / 100.0f; }
virtual void setHeadRotX(float x) { headRotX = x; }
virtual void setHeadRotY(float y) { headRotY = y; }
virtual void setHeadRotZ(float z) { headRotZ = z; }
virtual void setHeadPosX(float x) { headPosX = x; }
virtual void setHeadPosY(float y) { headPosY = y; }
virtual void setHeadPosZ(float z) { headPosZ = z; }
protected:
ProtocolServerBase() {};
public:
/** member variables for saving the head pose **/
float virtPosX;
float virtPosY;
float virtPosZ;
float virtRotX;
float virtRotY;
float virtRotZ;
float headPosX;
float headPosY;
float headPosZ;
float headRotX;
float headRotY;
float headRotZ;
float prevPosX;
float prevPosY;
float prevPosZ;
float prevRotX;
float prevRotY;
float prevRotZ;
//
// Values for analysis of tracking...
//
float confidence;
float smoothvalue;
float prev_value;
bool newSample;
float dT;
private:
ProtocolServerBase(const ProtocolServerBase &);
ProtocolServerBase &operator=(const ProtocolServerBase &);
bool operator==(const ProtocolServerBase &) const;
};
}
}
#endif
|