2d map, physics, and vptree implementation for sv
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#pragma once
#include "ofMain.h"
#include "utils/MeshGenerator.h"
#include "Bullet.h"
#include "vp/VP.h"
#include <onnxruntime_cxx_api.h>
#include "onnx/Onnx.h"
#include "onnx/Yolo.h"
#include "onnx/ModelThread.h"
#include "network/Request.h"
#include "network/Server.h"
class ofApp : public ofBaseApp{
public:
void setup();
void update();
void draw();
void keyPressed(int key);
void keyReleased(int key);
void mouseMoved(int x, int y );
void mouseDragged(int x, int y, int button);
void mousePressed(int x, int y, int button);
void mouseReleased(int x, int y, int button);
void mouseEntered(int x, int y);
void mouseExited(int x, int y);
void windowResized(int w, int h);
void dragEvent(ofDragInfo dragInfo);
void gotMessage(ofMessage msg);
ofEasyCam cam;
ofImage img;
ofMesh mesh;
MeshGenerator mesh_generator;
Bullet bullet;
vector<ofImage> images;
ofFbo map_fbo;
ofFbo portrait_fbo;
ofFbo comp_fbo;
ofFbo model_outptut_fbo;
ofShader shaders;
ofPlanePrimitive plane;
ofTexture bayer;
VP vp_tree;
/* onnx */
Onnx depth_onnx;
ModelThread depth_thread;
ofImage model_image;
ofPixels map_pixels;
/* the current embedding */
Embedding embed;
/* server */
std::unique_ptr<Server> server;
};