augmenta-area2osc allows you to easly create polygons which will refer to detection zone. Osc messages will be sent for every person entering or leaving the zone.
Delete all polygons : Push button which delete all the polygons
Delete last polygon : Push button which delete the last polygon created or the one you're currently creating
Send all event : If the button is ticked all person coming in and person coming out event will be sent.If the button is not ticked only the first person coming in will send and the last person coming out.
Anti bounce : Slider which represent the time in milliseconds, that will be waited once a person leaved a polygon to remove it definetly, (In the goal to avoid flickering when the person is on the edge of a polygon).
Plus one to dollar : If a $ symbol in an osc message string, it will automatically be replaced by the number of people in the corresponding polygon. If this box is checked, it will add "1" to the number of people so that 0 becomes 1, 1 becomes 2, etc. Useful for Resolume for example.
Mute Osc : Mute the osc messages going out.
Left click : to create a new point or polygon.
Left click : inside a polygon to select it /outside a polygon to deselect it.
Left click : on a selected polygon point to move it.
Right click : to delete the last point created.
Mousewheel click + drag : to move the view.
Mousewheel up/down : to zoom in/out of the view.
Ctrl+s / Cmd+s : To save settings and the currents polygons.
Ctrl+l / Cmd+l : To load last saved settings and polygons.
Ctrl+z : To delete the last polygon created or the current polygon.
R / r : To delete all the polygons you have created.
Del / BackSpace : To delete the selected polygon.
(-) : To zoom in (only for a better appreciation on the screen).
(+) : To zoom out (only for a better appreciation on the screen).
Arrows : move a polygon when selected / move the view when not.
Your settings are saved when the app quits and are loaded at startup. (autosave feature).
The dimensions of the application window will be the same as the ones sent by Augmenta.
You can change the osc messages of a polygon in the preferences.xml file.
Any $ symbol in an osc message will be replaced by the number of people in the corresponding polygon.
Windows 10
OSX 10.10
OpenFrameworks 0.10.0
Already in OpenFrameworks
- ofxGui
- ofxOsc
- ofxXmlSettings
External Addons :
- ofxSyphon (Mac OSX >= v10.6)
- ofxSpout2 (Windows with NVIDIA DirectX/Opengl interop extension)
- ofxAugmenta
Run ./installAddons.sh in scripts/ folder to clone all addons needed. (Already present addons won't be reinstalled)
Please refer to the external addons section above and use the links to get all the addons.
We are using git with the master/experimental paradigm
All work in progress change should be pushed to experimental, and then merged to master once thorough testing is done.
Use prefix in your git commit comment
- FIX : for a fix
- minor : for a change that is not impacting much stuff
- Feature : for a major feature
Here is a typical file called videopipe.h showing all the guidelines.
#ifndef VIDEOPIPE_H
#define VIDEOPIPE_H
class VideoPipe
{
public:
videoPipe();
virtual ~videoPipe();
// Method
void run();
int setup();
int saveImage(); // Short comment
int recordVideo();
// Setter
inline void setRecording(bool a_bIsRecording) {m_bIsRecording = a_bIsRecording;}
// Getter
inline IPalgorithms* getIPalgo() {return &m_oIpAlgo;}
// Members
int m_iScaleFactor;
bool m_bIsRecording;
};
#endif // VIDEOPIPE_H
Update the following files
-
README.md
: add the name of the addon and a link to its repository to make it easy for users to install your project -
addons.make
: add the name of the addon -
scripts/installAddons.sh
: Update and append the following code to the script. (replace all ofxRay occurences by your addon)# Install ofxRay ADDONS=ofxRay cd $SCRIPT_PATH/../../../addons/ && if [ ! -d $ADDONS ]; then git clone https://github.com/elliotwoods/ofxRay.git && cd $ADDONS && git checkout master fi
All the assets must be placed in the data folder next to the binary.
On OSX, the assets are loaded form the Contents/Resources/
folder inside the .app bundle, instead of `data/ folder next to the .app file.
Assets must still be in the data folder, but should be copied at each compilation inside the .app bundle.
Setup a build copy phase
- In Xcode, go to the targets settings pane.
- In
Build Phases
tab, open the secondCopy Files
foldable menu (Destination
parameter should be set toResources
). - Add assets here with
+
button or by dragging & dropping them.
60fps on a 2014 macmini in Debug and Release for both app
Note : On Windows, when not having a NVIDIA board using DirectX/Opengl interop extension, performances might be very poor when using Spout.