/******************************************************************************** * FaceTrackNoIR This program is a private project of the some enthusiastic * * gamers from Holland, who don't like to pay for * * head-tracking. * * * * Copyright (C) 2010 Wim Vriend (Developing) * * Ron Hendriks (Researching and Testing) * * * * Homepage * * * 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 . * *********************************************************************************/ #ifndef __TRACKER_H__ #define __TRACKER_H__ #include #include #include #include #include #include #include #include #define DIRECTINPUT_VERSION 0x0800 #include #include "FTServer.h" // Freetrack-server #include "FGServer.h" // FlightGear-server // include the DirectX Library files //#pragma comment (lib, "d3d9.lib") //#pragma comment (lib, "d3dx9.lib") #pragma comment (lib, "dinput8.lib") #pragma comment (lib, "dxguid.lib") using namespace sm::faceapi; using namespace sm::faceapi::qt; class FaceTrackNoIR; // pre-define parent-class to avoid circular includes class Tracker : public QThread { Q_OBJECT private: // Handles to neatly terminate thread... HANDLE m_StopThread; HANDLE m_WaitThread; /** face api variables **/ APIScope *faceapi_scope; QSharedPointer _engine; QSharedPointer _headtracker; smEngineHandle _engine_handle; /** static callback method for the head pose tracking **/ static void STDCALL receiveHeadPose(void *,smEngineHeadPoseData head_pose, smCameraVideoFrame video_frame); /** static member varables for saving the head pose **/ static float headPosX; static float headPosY; static float headPosZ; // Distance from camera static float initial_headPosZ; // Initial distance when headpose is valid static float headRotX; static float headRotY; static float headRotZ; static bool confid; static bool set_initial; // initial headpose is set /** static member varables for calculating the virtual head pose **/ static float sensYaw; static float sensPitch; static float sensRoll; static float sensX; static float sensY; static float sensZ; static float invertYaw; static float invertPitch; static float invertRoll; static float invertX; static float invertY; static float invertZ; static float rotNeutralZone; // Neutral Zone for rotations (rad). // // The Raw FaceAPI-data may need smoothing. // We implement smoothing, by taking the last 'x' raw samples and making an average of this. // After 'x' samples, the oldest sample is removed and the fresh 'pre-pended' to the QList // QList rawYawList; // List of last 'x' values from FaceAPI QList rawPitchList; QList rawRollList; QList rawXList; QList rawYList; QList rawZList; int intMaxYawItems; // Max. number of items in QList: more = smoother (yet slower!) int intMaxPitchItems; int intMaxRollItems; int intMaxXItems; int intMaxYItems; int intMaxZItems; /** QT objects **/ QLineEdit *headXLine; QLineEdit *headYLine; QLineEdit *headZLine; QLineEdit *headRotXLine; QLineEdit *headRotYLine; QLineEdit *headRotZLine; QWidget *headPoseWidget; FaceTrackNoIR *mainApp; FTServer *server_FT; // Freetrack Server FGServer *server_FG; // FlightGear Server protected: // qthread override run method void run(); public: Tracker(); ~Tracker(); void setup(QWidget *head, FaceTrackNoIR *parent); void registerHeadPoseCallback(); bool handleGameCommand ( int command ); QString getGameProgramName(); // Get the ProgramName from the game and display it. QSharedPointer getEngine() { return _engine; }; // smEngineHandle getEngineHandle() { return _engine->handle(); }; static float getHeadPosX() {return headPosX;} static float getHeadPosY() {return headPosY;} static float getHeadPosZ() {return headPosZ;} static void setHeadPosX(float x) { headPosX = x; } static void setHeadPosY(float y) { headPosY = y; } static void setHeadPosZ(float z) { headPosZ = z; } static float getHeadRotX() {return headRotX;} static float getHeadRotY() {return headRotY;} static float getHeadRotZ() {return headRotZ;} static void setHeadRotX(float x) { headRotX = x; } static void setHeadRotY(float y) { headRotY = y; } static void setHeadRotZ(float z) { headRotZ = z; } static bool getConfid() { return confid; } static void setSensYaw(int x) { sensYaw = x/100.0f; } static void setSensPitch(int x) { sensPitch = x/100.0f; } static void setSensRoll(int x) { sensRoll = x/100.0f; } static void setSensX(int x) { sensX = x/100.0f; } static void setSensY(int x) { sensY = x/100.0f; } static void setSensZ(int x) { sensZ = x/100.0f; } static void setInvertYaw(bool invert) { invertYaw = invert?-1.0f:+1.0f; } static void setInvertPitch(bool invert) { invertPitch = invert?-1.0f:+1.0f; } static void setInvertRoll(bool invert) { invertRoll = invert?-1.0f:+1.0f; } static void setInvertX(bool invert) { invertX = invert?-1.0f:+1.0f; } static void setInvertY(bool invert) { invertY = invert?-1.0f:+1.0f; } static void setInvertZ(bool invert) { invertZ = invert?-1.0f:+1.0f; } static void setNeutralZone(int x) { rotNeutralZone = (x * 2.0f * 3.14159)/360.0f; } void addRaw2List ( QList *rawList, float maxIndex, float raw ); float getSmoothFromList ( QList *rawList ); float getCorrectedNewRaw ( float NewRaw, float rotNeutral ); float getDegreesFromRads ( float rads ) { return ((rads * 360.0f)/ (2.0f * 3.14159)); } // For now, use one slider for all void setSmoothing(int x) { intMaxYawItems = x; intMaxPitchItems = x; intMaxRollItems = x; intMaxXItems = x; intMaxYItems = x; intMaxZItems = x; } }; #endif