/usr/share/psychtoolbox-3/PsychDemos/Kinect3DDemo.m is in psychtoolbox-3-common 3.0.14.20170103+git6-g605ff5c.dfsg1-1build1.
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% Kinect3DDemo - Capture and display video and depths data from a Kinect box.
%
% Usage:
%
% Kinect3DDemo([stereomode=0])
%
% This connects to a Microsoft Kinect device on the USB bus, then captures
% and displays video and depths data delivered by the Kinect.
%
% This is an early prototype.
%
% Control keys and their meaning:
%
% 'a' == Zoom out by moving object away from viewer.
% 'z' == Zoom in by moving object close to viewer.
% Left- and Right cursor keys == Rotate object around vertical axis.
% Up- and Down cursor keys == Rotate object around horizontal axis.
% SPACE = Toggle live 3D feed.
% 'm' = Toggle mesh display vs. point-cloud display.
% ESCAPE == Quit demo.
%
% Options:
%
% stereomode = n. For n > 0 this activates stereoscopic rendering - The shape is
% rendered from two slightly different viewpoints and one of Psychtoolbox's
% built-in stereo display algorithms is used to present the 3D stimulus. This
% is very preliminary so it doesn't work that well yet.
%
% See help PsychKinect, help PsychKinectCore and help InstallKinect for
% further info.
%
% History:
% 5.12.2010 mk Written.
global win;
% Is the script running in OpenGL Psychtoolbox?
AssertOpenGL;
%PsychDebugWindowConfiguration;
dst1 = [0, 0, 640, 480];
dst2 = [650, 0, 650+640, 480];
if nargin < 1 || isempty(stereomode)
stereomode = 0;
end;
% Response keys: Mapping of keycodes to keynames.
KbName('UnifyKeyNames');
closer = KbName('a');
farther = KbName('z');
quitkey = KbName('ESCAPE');
rotateleft = KbName('LeftArrow');
rotateright = KbName('RightArrow');
rotateup = KbName('UpArrow');
rotatedown = KbName('DownArrow');
toggleCapture = KbName('space');
toggleMesh = KbName('m');
% Find the screen to use for display:
screenid=max(Screen('Screens'));
% Disable Synctests for this simple demo:
Screen('Preference','SkipSyncTests',1);
% Setup Psychtoolbox for OpenGL 3D rendering support and initialize the
% mogl OpenGL for Matlab wrapper. We need to do this before the first call
% to any OpenGL function:
%InitializeMatlabOpenGL(0,1);
InitializeMatlabOpenGL(0,0);
% Open a double-buffered full-screen window: Everything is left at default
% settings, except stereomode:
rect = [];
%rect = [0 0 1300 500];
if stereomode > 0
PsychImaging('PrepareConfiguration');
[win , winRect] = PsychImaging('OpenWindow', screenid, 0, rect, [], [], stereomode);
else
[win , winRect] = Screen('OpenWindow', screenid, 0, rect, [], [], stereomode);
end
if stereomode > 5 && stereomode < 10
SetAnaglyphStereoParameters('OptimizedColorAnaglyphMode', win);
end
% Setup the OpenGL rendering context of the onscreen window for use by
% OpenGL wrapper. After this command, all following OpenGL commands will
% draw into the onscreen window 'win':
Screen('BeginOpenGL', win);
% Get the aspect ratio of the screen, we need to correct for non-square
% pixels if we want undistorted displays of 3D objects:
ar=winRect(4)/winRect(3);
% Enable proper occlusion handling via depth tests:
glEnable(GL.DEPTH_TEST);
% Set projection matrix: This defines a perspective projection,
% corresponding to the model of a pin-hole camera - which is a good
% approximation of the human eye and of standard real world cameras --
% well, the best aproximation one can do with 3 lines of code ;-)
glMatrixMode(GL.PROJECTION);
glLoadIdentity;
% Field of view is +/- 20 degrees from line of sight. Objects close than
% 0.1 distance units or farther away than 200 distance units get clipped
% away, aspect ratio is adapted to the monitors aspect ratio:
gluPerspective(20.0,1/ar,0.1,10000.0);
% Setup modelview matrix: This defines the position, orientation and
% looking direction of the virtual camera:
glMatrixMode(GL.MODELVIEW);
glLoadIdentity;
% Set size of points for drawing of reference dots
glPointSize(3.0);
% Setup initial z-distance of objects:
zz = 50.0;
ang = 0.0; % Initial rotation angle
tilt = 0.0;
% Half eye separation in length units for quick and dirty stereoscopic
% rendering. Our way of stereo is not correct, but it makes for a
% nice demo. Figuring out proper values is not too difficult, but
% left as an exercise to the reader.
eye_halfdist=3;
if stereomode == 0
eye_halfdist=0;
end
% Finish OpenGL setup and check for OpenGL errors:
Screen('EndOpenGL', win);
% Retrieve duration of a single monitor flip interval: Needed for smooth
% animation.
ifi = Screen('GetFlipInterval', win);
kinect = PsychKinect('Open');
%PsychKinect('ApplyCalibrationFile', kinect, '/home/kleinerm/Downloads/kinect_calibration.yml');
% Enable this to test kinects motor:
if 0
PsychKinect('SetAngle', kinect, -30);
WaitSecs('YieldSecs', 0.5);
for angle = -30:30
PsychKinect('SetAngle', kinect, angle);
WaitSecs('YieldSecs', 0.50);
end
% Bring kinect into upright level position:
PsychKinect('SetAngle', kinect, 0);
end
% Start kinects capture:
PsychKinect('Start', kinect);
% Initially sync us to the VBL:
vbl=Screen('Flip', win);
% Some stats...
tstart=vbl;
framecount = 0;
waitframes = 1;
doMesh = 0;
doCapture = 1;
oldKeyIsDown = KbCheck;
tex1 = [];
tex2 = [];
mymesh = [];
% Animation loop: Run until key press or one minute has elapsed...
t = GetSecs;
while ((GetSecs - t) < 600)
if doCapture
% Release old mesh, if any:
if 1 && ~isempty(mymesh)
PsychKinect('DeleteObject', win, mymesh);
mymesh = [];
end
% Try to get hold of a new frame from the device, block if none available:
[rc, cts] = PsychKinect('GrabFrame', kinect, 1);
if rc > 0
% Output video image from rgb camera if enabled:
if 0
[imbuff, width, height, channels] = PsychKinect('GetImage', kinect, 1, 1);
if width > 0 && height > 0
tex2 = Screen('SetOpenGLTextureFromMemPointer', win, tex2, imbuff, width, height, channels, 1, GL.TEXTURE_RECTANGLE_EXT);
end
else
if ~isempty(tex2)
Screen('Close', tex2);
end
tex2 = [];
end
% Create 3D mesh object with 3D encoded scene as seen by kinect:
mymesh = PsychKinect('CreateObject', win, kinect);
% Done fetching data for this kinect frame: Release it.
PsychKinect('ReleaseFrame', kinect);
% No valid mesh? Retry above.
if isempty(mymesh)
continue;
end
else
% No valid data from kinect? Retry above.
continue;
end
end
% Draw kinect color image if enabled:
if 0 && ~isempty(mymesh.tex) && (mymesh.tex > 0)
Screen('DrawTexture', win, mymesh.tex, [], dst1);
end
% Draw kinect depths image if enabled:
if ~isempty(tex2) && (tex2 > 0)
Screen('DrawTexture', win, tex2, [], dst2);
end
% Switch to OpenGL rendering for drawing of next frame:
Screen('BeginOpenGL', win);
% Left-eye cam is located at 3D position (-eye_halfdist,0,zz), points upright (0,1,0) and fixates
% at the origin (0,0,0) of the worlds coordinate system:
glLoadIdentity;
gluLookAt(-eye_halfdist, 0, zz, 0, 0, 0, 0, 1, 0);
% Draw into image buffer for left eye:
Screen('EndOpenGL', win);
Screen('SelectStereoDrawBuffer', win, 0);
Screen('BeginOpenGL', win);
% Clear out the depth-buffer for proper occlusion handling:
glClear(GL.DEPTH_BUFFER_BIT);
% Call our subfunction that does the actual drawing of the shape (see below):
drawShape(mymesh, doMesh, ang, tilt);
% Stereo rendering requested?
if (stereomode > 0)
% Yes! We need to render the same object again, just with a different
% camera position, this time for the right eye:
% Right-eye cam is located at 3D position (+eye_halfdist,0,zz), points upright (0,1,0) and fixates
% at the origin (0,0,0) of the worlds coordinate system:
glLoadIdentity;
gluLookAt(+eye_halfdist, 0, zz, 0, 0, 0, 0, 1, 0);
% Draw into image buffer for right eye:
Screen('EndOpenGL', win);
Screen('SelectStereoDrawBuffer', win, 1);
Screen('BeginOpenGL', win);
% Clear out the depth-buffer for proper occlusion handling:
glClear(GL.DEPTH_BUFFER_BIT);
% Call subfunction that does the actual drawing of the shape (see below):
drawShape(mymesh, doMesh, ang, tilt);
end;
% Finish OpenGL rendering into Psychtoolbox - window and check for OpenGL errors.
Screen('EndOpenGL', win);
% Tell Psychtoolbox that drawing of this stim is finished, so it can optimize
% drawing:
Screen('DrawingFinished', win);
% Now that all drawing commands are submitted, we can do the other stuff before
% the Flip:
% Check for keyboard press:
[KeyIsDown, endrt, KeyCode] = KbCheck(-1);
if KeyIsDown
if ( KeyIsDown==1 && KeyCode(closer)==1 )
zz=zz-0.25;
KeyIsDown=0;
end
if ( KeyIsDown==1 && KeyCode(farther)==1 )
zz=zz+0.25;
KeyIsDown=0;
end
if ( KeyIsDown==1 && KeyCode(rotateright)==1 )
ang=ang+1.0;
KeyIsDown=0;
end
if ( KeyIsDown==1 && KeyCode(rotateleft)==1 )
ang=ang-1.0;
KeyIsDown=0;
end
if ( KeyIsDown==1 && KeyCode(rotatedown)==1 )
tilt=tilt+1.0;
KeyIsDown=0;
end
if ( KeyIsDown==1 && KeyCode(rotateup)==1 )
tilt=tilt-1.0;
KeyIsDown=0;
end
end
if KeyIsDown && ~oldKeyIsDown
oldKeyIsDown = KeyIsDown;
if ( KeyIsDown==1 && KeyCode(toggleCapture)==1 )
doCapture = ~doCapture;
KeyIsDown=0;
end
if ( KeyIsDown==1 && KeyCode(toggleMesh)==1 )
doMesh = ~doMesh;
KeyIsDown=0;
end
if ( KeyIsDown==1 && KeyCode(quitkey)==1 )
break;
end
else
oldKeyIsDown = KeyIsDown;
end
% Update frame animation counter:
framecount = framecount + 1;
% We're done for this frame:
% Show rendered image 'waitframes' refreshes after the last time
% the display was updated and in sync with vertical retrace:
vbl = Screen('Flip', win, vbl + (waitframes - 0.5) * ifi);
%Screen('Flip', win, 0, 0, 2);
end
% End of display loop: Shutdown actions...
vbl = Screen('Flip', win);
% Calculate and display average framerate:
fps = framecount / (vbl - tstart) %#ok<NOPRT,NASGU>
% Delete last mesh:
if ~isempty(mymesh)
PsychKinect('DeleteObject', win, mymesh);
mymesh = [];
end
% Stop kinects capture operation:
PsychKinect('Stop', kinect);
% Close device, release it into standby mode:
PsychKinect('Close', kinect);
% Shutdown high-level driver:
PsychKinect('Shutdown');
% Close onscreen window and release all other ressources:
sca;
% Reenable Synctests after this simple demo:
Screen('Preference','SkipSyncTests',1);
% Well done!
return
% drawShape does the actual drawing:
function drawShape(mymesh, doMesh, ang, tilt)
% GL needs to be defined as "global" in each subfunction that
% executes OpenGL commands:
global GL
global win
% Backup modelview matrix:
glPushMatrix;
% Setup rotation around axis:
glTranslatef(0,0,-10);
glRotated(ang,0,1,0);
glRotated(tilt,1,0,0);
% Some other rotations/translations to make it look nice:
glTranslatef(0,0,+10);
glRotated(180,0,1,0);
glRotated(180,0,0,1);
% Scale object by a factor of a:
a=10;
glScalef(a,a,a);
% Render!
PsychKinect('RenderObject', win, mymesh, doMesh);
% Restore modelview matrix:
glPopMatrix;
% Done, return to main:
return;
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