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Tutorial16_Phone.cs
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Tutorial16_Phone.cs
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/************************************************************************************
* Copyright (c) 2008-2012, Columbia University
* 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.
* * Neither the name of the Columbia University nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY COLUMBIA UNIVERSITY ''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 <copyright holder> 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: Ohan Oda (ohan@cs.columbia.edu)
*
*************************************************************************************/
using Curveball;
using GoblinXNA;
using GoblinXNA.Device.Capture;
using GoblinXNA.Device.Generic;
using GoblinXNA.Device.Util;
using GoblinXNA.Device.Vision;
using GoblinXNA.Device.Vision.Marker;
using GoblinXNA.Graphics;
using GoblinXNA.Graphics.Geometry;
using GoblinXNA.Helpers;
using GoblinXNA.Physics.Matali;
using GoblinXNA.SceneGraph;
using GoblinXNA.UI;
using GoblinXNA.UI.UI2D;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Media;
using Tutorial16___Multiple_Viewport;
using Color = Microsoft.Xna.Framework.Color;
using Matrix = Microsoft.Xna.Framework.Matrix;
using Model = GoblinXNA.Graphics.Model;
namespace Tutorial16___Multiple_Viewport___PhoneLib
{
/// <summary>
/// This tutorial demonstrates how to create and render multiple viewports using Goblin XNA, one
/// in AR mode, and another in VR mode.
/// </summary>
public class Tutorial16_Phone
{
Scene scene;
MarkerNode groundMarkerNode;
bool useStaticImage = false;
bool useSingleMarker = false;
bool betterFPS = false; // has trade-off of worse tracking if set to true
Viewport viewport;
GeometryNode markerBoardGeom;
TransformNode overlayRoot;
GeometryNode vrCameraRepNode;
TransformNode vrCameraRepTransNode;
CameraNode arCameraNode;
CameraNode vrCameraNode;
RenderTarget2D arViewRenderTarget;
RenderTarget2D vrViewRenderTarget;
Rectangle arViewRect;
Rectangle vrViewRect;
Texture2D videoTexture;
public const float MarkerSize = 80.0f;
// Curveball: The state of the game.
enum GameState
{
Menu, Level
}
GameState _state;
// The current level of the game. Its lifetime is shorter than a Tutorial16_Phone
// instance holding it, since a Tutorial16_Phone instance contains resources that
// should be shared across instances of 'Level', such as the ground array transformation.
Level _level;
public Tutorial16_Phone()
{
// no contents
}
public Texture2D VideoBackground
{
get { return videoTexture; }
set { videoTexture = value; }
}
public void Initialize(IGraphicsDeviceService service, ContentManager content, VideoBrush videoBrush)
{
// Center the XNA view and set the XNA viewport size to be the size of the video resolution
viewport = new Viewport(80, 0, 640, 480);
viewport.MaxDepth = service.GraphicsDevice.Viewport.MaxDepth;
viewport.MinDepth = service.GraphicsDevice.Viewport.MinDepth;
service.GraphicsDevice.Viewport = viewport;
// Initialize the GoblinXNA framework
State.InitGoblin(service, content, "");
// Initialize the scene graph
scene = new Scene();
// Set up cameras for both the AR and VR scenes
CreateCameras();
// Setup two viewports, one displasy the AR scene, the other displays the VR scene
SetupViewport();
// Set up optical marker tracking
SetupMarkerTracking(videoBrush);
// Create a geometry representing a camera in the VR scene
CreateVirtualCameraRepresentation();
// Create the ground that represents the physical ground marker array
CreateMarkerBoard();
// Create 3D objects
InitializeOverlay();
State.ShowFPS = true;
scene.PhysicsEngine = new MataliPhysics();
((MataliPhysics)scene.PhysicsEngine).SimulationTimeStep = 1 / 30f;
scene.PhysicsEngine.Gravity = 10;
// Curveball: Initialize a test level here.
// Create a 'LevelInfo' instance describing the level settings.
LevelInfo info = new LevelInfo(Role.Server);
info.Team1PlayerTypes.Add(PlayerAgentType.Ai);
info.Team2PlayerTypes.Add(PlayerAgentType.Wall);
info.Team2PlayerTypes.Add(PlayerAgentType.Main);
// Create a level with the settings, and start it.
StartLevel(new Level(this, info));
}
private void CreateCameras()
{
// Create a camera for VR scene
Camera vrCamera = new Camera();
vrCamera.Translation = new Vector3(0, -280, 480);
vrCamera.Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, MathHelper.ToRadians(45));
vrCamera.FieldOfViewY = MathHelper.ToRadians(60);
vrCamera.ZNearPlane = 1;
vrCamera.ZFarPlane = 2000;
vrCameraNode = new CameraNode(vrCamera);
scene.RootNode.AddChild(vrCameraNode);
// Create a camera for AR scene
Camera arCamera = new Camera();
arCamera.ZNearPlane = 1;
arCamera.ZFarPlane = 2000;
arCameraNode = new CameraNode(arCamera);
scene.RootNode.AddChild(arCameraNode);
// Set the AR camera to be the main camera so that at the time of setting up the marker tracker,
// the marker tracker will assign the right projection matrix to this camera
scene.CameraNode = arCameraNode;
}
private void SetupViewport()
{
PresentationParameters pp = State.Device.PresentationParameters;
// Create a render target to render the AR scene to
arViewRenderTarget = new RenderTarget2D(State.Device, viewport.Width, viewport.Height, false,
SurfaceFormat.Color, pp.DepthStencilFormat);
// Create a render target to render the VR scene to.
vrViewRenderTarget = new RenderTarget2D(State.Device, viewport.Width * 2 / 5, viewport.Height * 2 / 5, false,
SurfaceFormat.Color, pp.DepthStencilFormat);
// Set the AR scene to take the full window size
arViewRect = new Rectangle(0, 0, viewport.Width, viewport.Height);
// Set the VR scene to take the 2 / 5 of the window size and positioned at the top right corner
vrViewRect = new Rectangle(viewport.Width - vrViewRenderTarget.Width, 0,
vrViewRenderTarget.Width, vrViewRenderTarget.Height);
}
private void SetupMarkerTracking(VideoBrush videoBrush)
{
IVideoCapture captureDevice = null;
if (useStaticImage)
{
captureDevice = new NullCapture();
captureDevice.InitVideoCapture(0, FrameRate._30Hz, Resolution._320x240,
ImageFormat.B8G8R8A8_32, false);
if (useSingleMarker)
((NullCapture)captureDevice).StaticImageFile = "MarkerImageHiro.jpg";
else
((NullCapture)captureDevice).StaticImageFile = "MarkerImage_320x240";
scene.ShowCameraImage = true;
}
else
{
captureDevice = new PhoneCameraCapture(videoBrush);
captureDevice.InitVideoCapture(0, FrameRate._30Hz, Resolution._640x480,
ImageFormat.B8G8R8A8_32, false);
((PhoneCameraCapture)captureDevice).UseLuminance = true;
if (betterFPS)
captureDevice.MarkerTrackingImageResizer = new HalfResizer();
}
// Add this video capture device to the scene so that it can be used for
// the marker tracker
scene.AddVideoCaptureDevice(captureDevice);
#if USE_PATTERN_MARKER
NyARToolkitTracker tracker = new NyARToolkitTracker();
#else
NyARToolkitIdTracker tracker = new NyARToolkitIdTracker();
#endif
if (captureDevice.MarkerTrackingImageResizer != null)
tracker.InitTracker((int)(captureDevice.Width * captureDevice.MarkerTrackingImageResizer.ScalingFactor),
(int)(captureDevice.Height * captureDevice.MarkerTrackingImageResizer.ScalingFactor),
"camera_para.dat");
else
tracker.InitTracker(captureDevice.Width, captureDevice.Height, "camera_para.dat");
// Set the marker tracker to use for our scene
scene.MarkerTracker = tracker;
#if USE_PATTERN_MARKER
if(useSingleMarker)
groundMarkerNode = new MarkerNode(scene.MarkerTracker, "patt.hiro", 16, 16, markerSize, 0.7f);
else
groundMarkerNode = new MarkerNode(scene.MarkerTracker, "NyARToolkitGroundArray.xml",
NyARToolkitTracker.ComputationMethod.Average);
#else
//groundMarkerNode = new MarkerNode(scene.MarkerTracker, "CurveballArray.xml",
// NyARToolkitTracker.ComputationMethod.Average);
groundMarkerNode = new MarkerNode(scene.MarkerTracker, "NyARToolkitIDGroundArray.xml",
NyARToolkitTracker.ComputationMethod.Average);
#endif
scene.RootNode.AddChild(groundMarkerNode);
}
private void CreateMarkerBoard()
{
markerBoardGeom = new GeometryNode("MarkerBoard")
{
Model = new TexturedPlane(340, 200),
Material =
{
Diffuse = Color.White.ToVector4(),
Specular = Color.White.ToVector4(),
SpecularPower = 20,
Texture = State.Content.Load<Texture2D>("ALVARArray")
}
};
// Rotate the marker board in the VR scene so that it appears Z-up
TransformNode markerBoardTrans = new TransformNode()
{
Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, MathHelper.PiOver2)
};
scene.RootNode.AddChild(markerBoardTrans);
markerBoardTrans.AddChild(markerBoardGeom);
}
private void CreateVirtualCameraRepresentation()
{
vrCameraRepNode = new GeometryNode("VR Camera")
{
Model = new Pyramid(MarkerSize * 4 / 3, MarkerSize, MarkerSize),
Material =
{
Diffuse = Color.Orange.ToVector4(),
Specular = Color.White.ToVector4(),
SpecularPower = 20
}
};
vrCameraRepTransNode = new TransformNode();
TransformNode camOffset = new TransformNode()
{
Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, MathHelper.PiOver2)
};
scene.RootNode.AddChild(vrCameraRepTransNode);
vrCameraRepTransNode.AddChild(camOffset);
camOffset.AddChild(vrCameraRepNode);
}
private void InitializeOverlay()
{
overlayRoot = new TransformNode();
scene.RootNode.AddChild(overlayRoot);
}
public void Dispose()
{
scene.Dispose();
}
public void Update(TimeSpan elapsedTime, bool isActive)
{
// Curveball:
// Decide whose logic to run.
if (_state == GameState.Menu)
{
// Currently do nothing.
}
else
{
// Update non-physics logic.
_level.Update(elapsedTime, isActive);
// If a winner is born...
if (_level.GetResult() != Level.LevelResult.Na)
{
// ... Go back to the menu.
GoToMenu();
}
}
// Update the other aspects of the scene as normal.
scene.Update(elapsedTime, false, isActive);
}
public void Draw(TimeSpan elapsedTime)
{
// Reset the XNA viewport to our centered and resized viewport
State.Device.Viewport = viewport;
// Set the render target for rendering the AR scene
scene.SceneRenderTarget = arViewRenderTarget;
scene.BackgroundColor = Color.Black;
// Set the scene background size to be the size of the AR scene viewport
scene.BackgroundBound = arViewRect;
// Set the camera to be the AR camera
scene.CameraNode = arCameraNode;
// Associate the overlaid model with the ground marker for rendering it in AR scene
scene.RootNode.RemoveChild(overlayRoot);
groundMarkerNode.AddChild(overlayRoot);
// Don't render the marker board and camera representation
markerBoardGeom.Enabled = false;
vrCameraRepNode.Enabled = false;
// Show the video background
scene.BackgroundTexture = videoTexture;
// Render the AR scene
scene.Draw(elapsedTime, false);
// Set the render target for rendering the VR scene
scene.SceneRenderTarget = vrViewRenderTarget;
scene.BackgroundColor = Color.CornflowerBlue;
// Set the scene background size to be the size of the VR scene viewport
scene.BackgroundBound = vrViewRect;
// Set the camera to be the VR camera
scene.CameraNode = vrCameraNode;
// Remove the overlaid model from the ground marker for rendering it in VR scene
groundMarkerNode.RemoveChild(overlayRoot);
scene.RootNode.AddChild(overlayRoot);
// Render the marker board and camera representation in VR scene
markerBoardGeom.Enabled = true;
vrCameraRepNode.Enabled = true;
// Update the transformation of the camera representation in VR scene based on the
// marker array transformation
if (groundMarkerNode.MarkerFound)
vrCameraRepTransNode.WorldTransformation = Matrix.Invert(groundMarkerNode.WorldTransformation);
// Do not show the video background
scene.BackgroundTexture = null;
// Re-traverse the scene graph since we have modified it, and render the VR scene
scene.RenderScene(false, true);
// Adjust the viewport to be centered
arViewRect.X += viewport.X;
vrViewRect.X += viewport.X;
// Set the render target back to the frame buffer
State.Device.SetRenderTarget(null);
State.Device.Clear(Color.Black);
// Render the two textures rendered on the render targets
State.SharedSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque);
State.SharedSpriteBatch.Draw(arViewRenderTarget, arViewRect, Color.White);
State.SharedSpriteBatch.Draw(vrViewRenderTarget, vrViewRect, Color.White);
State.SharedSpriteBatch.End();
// Reset the adjustments
arViewRect.X -= viewport.X;
vrViewRect.X -= viewport.X;
}
// Curveball:
public void GoToMenu()
{
// This line crashes GoblinXNA. Waiting for the bug to be resolved.
// _level.Unmount();
// Set the state to indicate the menu is running.
_state = GameState.Menu;
}
// Curveball:
public void StartLevel(Level level)
{
// Mount the root node of the level to a subnode of the scene.
_level = level;
_level.Mount();
// Set the state to indicate a level is running.
_state = GameState.Level;
}
public Scene Scene
{
get
{
return scene;
}
}
public TransformNode OverlayRoot
{
get
{
return overlayRoot;
}
}
}
}