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/**
@page modules_exporter Creating a Node Exporter
Once you have completed your node implementation class, you must create
a node exporter class to export your new node to OpenNI. The node
exporter is a factory that allows (i) enumerating existing nodes, (ii)
creating new nodes, and (iii) destroying nodes.
Creating a node exporter is done by defining a new class that inherits
from @ref xn::ModuleExportedProductionNode.
@section modules_exporter_desc Node Description
Each node implementation has a description. The description contains the
following information:
- Node Type (Depth Generator / Device / Hands Generator, etc.)
- Vendor Name
- Node Name (to distinguish two products from the same vendor)
- Version
This description should be unique to each node implementation.
@section modules_exporter_enum Enumeration
The enumeration process is where production graphs are created. When an
application asks for a node of a specific type, OpenNI enumerates the
node exporters which declared this type. The node exporter is
responsible of returning the list of production graphs that can be
created in order to have such a node. Of course, each such production
graph will have your node implementation as its root.
The enumeration process is the opportunity to:
- Check if a specific hardware is attached and ready for operation. For
example, an exporter of a device node will usually
- Query the operating system to find out if a specific USB device is
connected right now.
- Check if this hardware is not already in use by another software
component, and so cannot be used.
- If more than one device is connected, it can return two different
production graph alternatives, one for each such device.
- Check that a valid license exists to use the node implementation.
- Enumerate nodes from another type that are required for this node
implementation to function.
A production graph alternative is represented by a @ref xn::NodeInfo
object. It contains a description of the node (must be the same as the
description returned by the @ref
xn::ModuleExportedProductionNode::GetDescription() method), an optional
creation info and a list of dependent nodes (through which the entire
graph can be described).
Adding production graphs to the list is usually done using the @ref
xn::NodeInfoList::Add() method.
Note that one of the returned production graph alternatives might be
used later on to create the production graph, so it's important that
this alternative will fully describe the exact instance to be created.
If two alternatives only differ in the way the root node (your node
implementation) is created, the difference can be described in the
<i>creation info</i> member.
If the node implementation depends on exactly one input node, it can use
the @ref xn::Context::AutoEnumerateOverSingleInput() utility method.
If no production graphs alternatives are currently available, besides
returning an empty list, it is also advised to return a return value
other than XN_STATUS_OK. This return value will be added to the
EnumerationErrors object, so that the application can later on check why
a specific node failed to enumerate.
@note Current OpenNI interface can not pass state while enumerating.
This causes a problem if production graph cycles might occur (for
example, if a depth generator enumerates for depth generator, or if a
hands generator enumerates for user generator which itself enumerates
for hands generator). Right now, the best solution is to use a static
boolean inside your Enumerate() implementation, to recognize if the
method is called recursively, and if so, return nothing.
@section modules_exporter_create Creating the Node
Once enumeration is complete, the application can choose one of the
returned production graphs alternatives and ask OpenNI to create it.
OpenNI assures the node exporter that all needed nodes in the production
graphs will be created before calling to
xn::ModuleExportedProductionNode::Create(), so that the exporter can
take those nodes and use them. In addition to the information found in
the NodeInfo object (needed nodes, creation info), OpenNI passes to the
exporter an instance name (the name that this node will have in OpenNI
context), and a configuration dir (taken from the module registration --
see @ref modules_registration).
The exporter should create the node implementation it exports, and
return a pointer to it to OpenNI.
@section modules_exporter_destroy Destroying the Node
Once OpenNI determines that the node is no longer needed, it will
request the exporter to destroy it by calling <code>@ref
xn::ModuleExportedProductionNode::Destroy()</code>. OpenNI ensures that
a node is destroyed before any of the nodes on which it depends in the
production graph are destroyed.
@section modules_exporter_ex1 Example A: Exporter for a node which requires a physical device
Let's take for example a device node that represents some USB physical
device. The enumeration uses the operating system to find out which
devices are connected right now, obtains the path to each device node,
and creates a production graph for each device node. The exporter places
the device path in the creation info. This allows easy access to the
device path so the exporter knows which is the correct device to connect
to.
The Create() method takes the creation info and passes it to the device
node constructor.
@code
class MyDevice : public virtual xn::ModuleDevice
{
public:
MyDevice(const XnChar* strDevicePath);
...
};
class MyDeviceExporter : public virtual xn::ModuleExportedProductionNode
{
public:
virtual void GetDescription(XnProductionNodeDescription* pDescription)
{
pDescription->Type = XN_NODE_TYPE_DEVICE;
strcpy(pDescription->strVendor, "New Devices Inc.");
strcpy(pDescription->strName, "MyDevice");
pDescription->Version.nMajor = 1;
pDescription->Version.nMinor = 0;
pDescription->Version.nMaintenance = 0;
pDescription->Version.nBuild = 7;
}
virtual XnStatus EnumerateProductionTrees(Context& context, NodeInfoList& TreesList, EnumerationErrors* pErrors)
{
XnStatus nRetVal = XN_STATUS_OK;
XnProductionNodeDescription description;
GetDescription(&description);
// find which USB device are connected
const XnUSBConnectionString* astrDevicePaths;
XnUInt32 nCount;
nRetVal = xnUSBEnumerateDevices(MY_VENDOR_ID, MY_PRODUCT_ID, astrDevicePaths, &nCount);
XN_IS_STATUS_OK(nRetVal);
if (nCount == 0)
{
// no device was found. return an error
return XN_STATUS_DEVICE_NOT_CONNECTED;
}
// add a production graph alternative for each connected device
for (XnUInt32 i = 0; i < nCount; ++i)
{
nRetVal = TreesList.Add(description, astrDevicePaths[i], NULL);
XN_IS_STATUS_OK(nRetVal);
}
xnUSBFreeDevicesList(astrDevicePaths);
return (XN_STATUS_OK);
}
virtual XnStatus Create(Context& context, const XnChar* strInstanceName, const XnChar* strCreationInfo,
NodeInfoList* pNeededTrees, const XnChar* strConfigurationDir, ModuleProductionNode** ppInstance)
{
*ppInstance = new MyDevice(strCreationInfo);
if (*ppInstance == NULL)
{
return XN_STATUS_ALLOC_FAILED;
}
return XN_STATUS_OK;
}
virtual void Destroy(ModuleProductionNode* pInstance)
{
delete pInstance;
}
};
@endcode
@section modules_exporter_ex2 Example B: Exporter for a node which requires one input node
For example, if you want to build a hands generator that works over an
RGB image map. The exporter must declare that the node needs an image
generator as input.
@code
class MyHandsGenerator : public virtual xn::ModuleHandsGenerator
{
public:
MyHandsGenerator(ImageGenerator imageGen);
...
};
class MyHandsExporter : public virtual xn::ModuleExportedProductionNode
{
public:
virtual void GetDescription(XnProductionNodeDescription* pDescription)
{
pDescription->Type = XN_NODE_TYPE_DEVICE;
strcpy(pDescription->strVendor, "New Algorithms Inc.");
strcpy(pDescription->strName, "MyHandsGenerator");
pDescription->Version.nMajor = 1;
pDescription->Version.nMinor = 0;
pDescription->Version.nMaintenance = 0;
pDescription->Version.nBuild = 7;
}
virtual XnStatus EnumerateProductionTrees(Context& context, NodeInfoList& TreesList, EnumerationErrors* pErrors)
{
XnStatus nRetVal = XN_STATUS_OK;
XnProductionNodeDescription description;
GetDescription(&description);
return context.AutoEnumerateOverSingleInput(
TreesList, // the list to be filled
description, // our description
NULL, // creation info. Not needed in this example.
XN_NODE_TYPE_IMAGE, // type of the single input required
pErrors, // the EnumerationErrors object
NULL // query. Not needed in this example.
);
}
virtual XnStatus Create(Context& context, const XnChar* strInstanceName, const XnChar* strCreationInfo,
NodeInfoList* pNeededTrees, const XnChar* strConfigurationDir, ModuleProductionNode** ppInstance)
{
XnStatus nRetVal = XN_STATUS_OK;
// take the first needed node
NodeInfoList::Iterator it = pNeededTrees->Begin();
if (it == pNeededTrees->End())
{
xnLogError("MyHandsGenerator", "Got a production graph different from the one returned in Enumerate()!");
return XN_STATUS_ERROR;
}
NodeInfo imageInfo = *it;
// make sure its of the right type and that this is the only one
if (imageInfo.GetDescription().Type != XN_NODE_TYPE_IMAGE || ++it != pNeededTrees->End())
{
xnLogError("MyHandsGenerator", "Got a production graph different from the one returned in Enumerate()!");
return XN_STATUS_ERROR;
}
// OpenNI assures us the image node is already created
ImageGenerator image;
nRetVal = imageInfo.GetInstance(image);
XN_IS_STATUS_OK(nRetVal);
*ppInstance = new MyHandsGenerator(image);
if (*ppInstance == NULL)
{
return XN_STATUS_ALLOC_FAILED;
}
return XN_STATUS_OK;
}
virtual void Destroy(ModuleProductionNode* pInstance)
{
delete pInstance;
}
};
@endcode
@section modules_exporter_ex3 Example C: Exporter for a node which requires two different nodes
Let's take for example a hands generator that needs both RGB information
and depth information of the scene. The exporter will create production
graph alternatives that require both an ImageGenerator node and a
DepthGenerator node.
@code
class MyHandsGenerator : public virtual xn::ModuleHandsGenerator
{
public:
MyHandsGenerator(ImageGenerator& imageGen, DepthGenerator& depthGen);
...
};
class MyHandsExporter : public virtual xn::ModuleExportedProductionNode
{
public:
virtual void GetDescription(XnProductionNodeDescription* pDescription)
{
pDescription->Type = XN_NODE_TYPE_DEVICE;
strcpy(pDescription->strVendor, "New Algorithms Inc.");
strcpy(pDescription->strName, "MyHandsGenerator");
pDescription->Version.nMajor = 1;
pDescription->Version.nMinor = 0;
pDescription->Version.nMaintenance = 0;
pDescription->Version.nBuild = 7;
}
virtual XnStatus EnumerateProductionTrees(Context& context, NodeInfoList& TreesList, EnumerationErrors* pErrors)
{
XnStatus nRetVal = XN_STATUS_OK;
XnProductionNodeDescription description;
GetDescription(&description);
// find production graph alternatives for image
NodeInfoList imageList;
nRetVal = context.EnumerateProductionTrees(XN_NODE_TYPE_IMAGE, NULL, imageList, pErrors);
XN_IS_STATUS_OK(nRetVal);
// find production graph alternatives for depth
NodeInfoList depthList;
nRetVal = context.EnumerateProductionTrees(XN_NODE_TYPE_DEPTH, NULL, depthList, pErrors);
XN_IS_STATUS_OK(nRetVal);
// now for each combination, we create one alternative
for (NodeInfoList::Iterator imageIt = imageList.Begin(); imageIt != imageList.End(); ++imageIt)
{
for (NodeInfoList::Iterator depthIt = depthList.Begin(); depthIt != depthList.End(); ++depthIt)
{
// create needed nodes list
NodeInfoList neededNodes;
nRetVal = neededNodes.AddNodeFromAnotherList(imageIt);
XN_IS_STATUS_OK(nRetVal);
nRetVal = neededNodes.AddNodeFromAnotherList(depthIt);
XN_IS_STATUS_OK(nRetVal);
nRetVal = TreesList.Add(
description, // our description
NULL, // creation info. not needed in this example
&neededNodes // needed nodes list
);
XN_IS_STATUS_OK(nRetVal);
}
}
return XN_STATUS_OK;
}
virtual XnStatus Create(Context& context, const XnChar* strInstanceName, const XnChar* strCreationInfo,
NodeInfoList* pNeededTrees, const XnChar* strConfigurationDir, ModuleProductionNode** ppInstance)
{
XnStatus nRetVal = XN_STATUS_OK;
// take the first needed node
NodeInfoList::Iterator it = pNeededTrees->Begin();
if (it == pNeededTrees->End())
{
xnLogError("MyHandsGenerator", "Got a production graph different from the one returned in Enumerate()!");
return XN_STATUS_ERROR;
}
NodeInfo imageInfo = *it;
// take the second needed node
++it;
if (it == pNeededTrees->End())
{
xnLogError("MyHandsGenerator", "Got a production graph different from the one returned in Enumerate()!");
return XN_STATUS_ERROR;
}
NodeInfo depthInfo = *it;
// make sure types are correct and that no more nodes were received
if (imageInfo.GetDescription().Type != XN_NODE_TYPE_IMAGE ||
depthInfo.GetDescription().Type != XN_NODE_TYPE_DEPTH ||
++it != pNeededTrees->End())
{
xnLogError("MyHandsGenerator", "Got a production graph different from the one returned in Enumerate()!");
return XN_STATUS_ERROR;
}
// OpenNI assures us the nodes are already created
ImageGenerator image;
nRetVal = imageInfo.GetInstance(image);
XN_IS_STATUS_OK(nRetVal);
DepthGenerator depth;
nRetVal = depthInfo.GetInstance(depth);
XN_IS_STATUS_OK(nRetVal);
*ppInstance = new MyHandsGenerator(image, depth);
if (*ppInstance == NULL)
{
return XN_STATUS_ALLOC_FAILED;
}
return XN_STATUS_OK;
}
virtual void Destroy(ModuleProductionNode* pInstance)
{
delete pInstance;
}
};
@endcode
*/
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