Commit 83cb28f1 authored by Anatoly Baksheev's avatar Anatoly Baksheev

temp_viz removed

parent 3e41f064
...@@ -53,12 +53,15 @@ ...@@ -53,12 +53,15 @@
#include <opencv2/viz/viz3d.hpp> #include <opencv2/viz/viz3d.hpp>
namespace temp_viz namespace cv
{ {
//! takes coordiante frame data and builds transfrom to global coordinate frame namespace viz
CV_EXPORTS Affine3f makeTransformToGlobal(const Vec3f& axis_x, const Vec3f& axis_y, const Vec3f& axis_z, const Vec3f& origin = Vec3f::all(0)); {
//! takes coordiante frame data and builds transfrom to global coordinate frame
CV_EXPORTS Affine3f makeTransformToGlobal(const Vec3f& axis_x, const Vec3f& axis_y, const Vec3f& axis_z, const Vec3f& origin = Vec3f::all(0));
CV_EXPORTS Affine3f makeCameraPose(const Vec3f& position, const Vec3f& focal_point, const Vec3f& up_vector); CV_EXPORTS Affine3f makeCameraPose(const Vec3f& position, const Vec3f& focal_point, const Vec3f& up_vector);
}
} }
......
...@@ -3,79 +3,82 @@ ...@@ -3,79 +3,82 @@
#include <string> #include <string>
#include <opencv2/viz/types.hpp> #include <opencv2/viz/types.hpp>
namespace temp_viz namespace cv
{ {
class KeyboardEvent namespace viz
{ {
public: class KeyboardEvent
static const unsigned int Alt = 1;
static const unsigned int Ctrl = 2;
static const unsigned int Shift = 4;
/** \brief Constructor
* \param[in] action true for key was pressed, false for released
* \param[in] key_sym the key-name that caused the action
* \param[in] key the key code that caused the action
* \param[in] alt whether the alt key was pressed at the time where this event was triggered
* \param[in] ctrl whether the ctrl was pressed at the time where this event was triggered
* \param[in] shift whether the shift was pressed at the time where this event was triggered
*/
KeyboardEvent (bool action, const std::string& key_sym, unsigned char key, bool alt, bool ctrl, bool shift);
bool isAltPressed () const;
bool isCtrlPressed () const;
bool isShiftPressed () const;
unsigned char getKeyCode () const;
const String& getKeySym () const;
bool keyDown () const;
bool keyUp () const;
protected:
bool action_;
unsigned int modifiers_;
unsigned char key_code_;
String key_sym_;
};
class MouseEvent
{
public:
enum Type
{ {
MouseMove = 1, public:
MouseButtonPress, static const unsigned int Alt = 1;
MouseButtonRelease, static const unsigned int Ctrl = 2;
MouseScrollDown, static const unsigned int Shift = 4;
MouseScrollUp,
MouseDblClick /** \brief Constructor
} ; * \param[in] action true for key was pressed, false for released
* \param[in] key_sym the key-name that caused the action
enum MouseButton * \param[in] key the key code that caused the action
* \param[in] alt whether the alt key was pressed at the time where this event was triggered
* \param[in] ctrl whether the ctrl was pressed at the time where this event was triggered
* \param[in] shift whether the shift was pressed at the time where this event was triggered
*/
KeyboardEvent (bool action, const std::string& key_sym, unsigned char key, bool alt, bool ctrl, bool shift);
bool isAltPressed () const;
bool isCtrlPressed () const;
bool isShiftPressed () const;
unsigned char getKeyCode () const;
const String& getKeySym () const;
bool keyDown () const;
bool keyUp () const;
protected:
bool action_;
unsigned int modifiers_;
unsigned char key_code_;
String key_sym_;
};
class MouseEvent
{ {
NoButton = 0, public:
LeftButton, enum Type
MiddleButton, {
RightButton, MouseMove = 1,
VScroll /*other buttons, scroll wheels etc. may follow*/ MouseButtonPress,
} ; MouseButtonRelease,
MouseScrollDown,
MouseEvent (const Type& type, const MouseButton& button, const Point& p, bool alt, bool ctrl, bool shift); MouseScrollUp,
MouseDblClick
} ;
Type type;
MouseButton button; enum MouseButton
Point pointer; {
unsigned int key_state; NoButton = 0,
}; LeftButton,
MiddleButton,
RightButton,
VScroll /*other buttons, scroll wheels etc. may follow*/
} ;
MouseEvent (const Type& type, const MouseButton& button, const Point& p, bool alt, bool ctrl, bool shift);
Type type;
MouseButton button;
Point pointer;
unsigned int key_state;
};
}
} }
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
/// Implementation /// Implementation
inline temp_viz::KeyboardEvent::KeyboardEvent (bool _action, const std::string& _key_sym, unsigned char key, bool alt, bool ctrl, bool shift) inline cv::viz::KeyboardEvent::KeyboardEvent (bool _action, const std::string& _key_sym, unsigned char key, bool alt, bool ctrl, bool shift)
: action_ (_action), modifiers_ (0), key_code_(key), key_sym_ (_key_sym) : action_ (_action), modifiers_ (0), key_code_(key), key_sym_ (_key_sym)
{ {
if (alt) if (alt)
...@@ -88,15 +91,15 @@ inline temp_viz::KeyboardEvent::KeyboardEvent (bool _action, const std::string& ...@@ -88,15 +91,15 @@ inline temp_viz::KeyboardEvent::KeyboardEvent (bool _action, const std::string&
modifiers_ |= Shift; modifiers_ |= Shift;
} }
inline bool temp_viz::KeyboardEvent::isAltPressed () const { return (modifiers_ & Alt) != 0; } inline bool cv::viz::KeyboardEvent::isAltPressed () const { return (modifiers_ & Alt) != 0; }
inline bool temp_viz::KeyboardEvent::isCtrlPressed () const { return (modifiers_ & Ctrl) != 0; } inline bool cv::viz::KeyboardEvent::isCtrlPressed () const { return (modifiers_ & Ctrl) != 0; }
inline bool temp_viz::KeyboardEvent::isShiftPressed () const { return (modifiers_ & Shift) != 0; } inline bool cv::viz::KeyboardEvent::isShiftPressed () const { return (modifiers_ & Shift) != 0; }
inline unsigned char temp_viz::KeyboardEvent::getKeyCode () const { return key_code_; } inline unsigned char cv::viz::KeyboardEvent::getKeyCode () const { return key_code_; }
inline const temp_viz::String& temp_viz::KeyboardEvent::getKeySym () const { return key_sym_; } inline const cv::String& cv::viz::KeyboardEvent::getKeySym () const { return key_sym_; }
inline bool temp_viz::KeyboardEvent::keyDown () const { return action_; } inline bool cv::viz::KeyboardEvent::keyDown () const { return action_; }
inline bool temp_viz::KeyboardEvent::keyUp () const { return !action_; } inline bool cv::viz::KeyboardEvent::keyUp () const { return !action_; }
inline temp_viz::MouseEvent::MouseEvent (const Type& _type, const MouseButton& _button, const Point& _p, bool alt, bool ctrl, bool shift) inline cv::viz::MouseEvent::MouseEvent (const Type& _type, const MouseButton& _button, const Point& _p, bool alt, bool ctrl, bool shift)
: type(_type), button(_button), pointer(_p), key_state(0) : type(_type), button(_button), pointer(_p), key_state(0)
{ {
if (alt) if (alt)
......
...@@ -5,105 +5,109 @@ ...@@ -5,105 +5,109 @@
#include <opencv2/core.hpp> #include <opencv2/core.hpp>
#include <opencv2/core/affine.hpp> #include <opencv2/core/affine.hpp>
namespace temp_viz namespace cv
{ {
//qt creator hack
typedef cv::Scalar Scalar;
typedef cv::Mat Mat;
typedef std::string String; typedef std::string String;
// //qt creator hack
typedef cv::Vec3d Vec3d; // typedef cv::Scalar Scalar;
typedef cv::Vec3f Vec3f; // typedef cv::Mat Mat;
typedef cv::Vec4d Vec4d; // typedef std::string String;
typedef cv::Vec4f Vec4f;
typedef cv::Vec2d Vec2d; // typedef cv::Vec3d Vec3d;
typedef cv::Vec2i Vec2i; // typedef cv::Vec3f Vec3f;
typedef cv::Vec3b Vec3b; // typedef cv::Vec4d Vec4d;
typedef cv::Matx33d Matx33d; // typedef cv::Vec4f Vec4f;
typedef cv::Affine3f Affine3f; // typedef cv::Vec2d Vec2d;
typedef cv::Affine3d Affine3d; // typedef cv::Vec2i Vec2i;
typedef cv::Point2i Point2i; // typedef cv::Vec3b Vec3b;
typedef cv::Point3f Point3f; // typedef cv::Matx33d Matx33d;
typedef cv::Point3d Point3d; // typedef cv::Affine3f Affine3f;
typedef cv::Matx44d Matx44d; // typedef cv::Affine3d Affine3d;
typedef cv::Matx44f Matx44f; // typedef cv::Point2i Point2i;
typedef cv::Size Size; // typedef cv::Point3f Point3f;
typedef cv::Point Point; // typedef cv::Point3d Point3d;
typedef cv::InputArray InputArray; // typedef cv::Matx44d Matx44d;
using cv::Point3_; // typedef cv::Matx44f Matx44f;
using cv::Vec; // typedef cv::Size Size;
using cv::Mat_; // typedef cv::Point Point;
using cv::DataDepth; // typedef cv::InputArray InputArray;
using cv::DataType; // using cv::Point3_;
// using cv::Vec;
class CV_EXPORTS Color : public Scalar // using cv::Mat_;
// using cv::DataDepth;
// using cv::DataType;
// using cv::Ptr;
namespace viz
{ {
public: class CV_EXPORTS Color : public Scalar
Color(); {
Color(double gray); public:
Color(double blue, double green, double red); Color();
Color(double gray);
Color(double blue, double green, double red);
Color(const Scalar& color); Color(const Scalar& color);
static Color black(); static Color black();
static Color blue(); static Color blue();
static Color green(); static Color green();
static Color cyan(); static Color cyan();
static Color red(); static Color red();
static Color magenta(); static Color magenta();
static Color yellow(); static Color yellow();
static Color white(); static Color white();
static Color gray(); static Color gray();
}; };
struct CV_EXPORTS Vertices struct CV_EXPORTS Vertices
{ {
std::vector<unsigned int> vertices; std::vector<unsigned int> vertices;
}; };
class CV_EXPORTS Mesh3d class CV_EXPORTS Mesh3d
{ {
public: public:
typedef Ptr<Mesh3d> Ptr; typedef Ptr<Mesh3d> Ptr;
Mat cloud, colors; Mat cloud, colors;
std::vector<Vertices> polygons; std::vector<Vertices> polygons;
static Mesh3d::Ptr mesh_load(const String& file); static Mesh3d::Ptr mesh_load(const String& file);
}; };
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
/// Utility functions /// Utility functions
inline Color vtkcolor(const Color& color) inline Color vtkcolor(const Color& color)
{ {
Color scaled_color = color * (1.0/255.0); Color scaled_color = color * (1.0/255.0);
std::swap(scaled_color[0], scaled_color[2]); std::swap(scaled_color[0], scaled_color[2]);
return scaled_color; return scaled_color;
} }
inline Vec3d vtkpoint(const Point3f& point) { return Vec3d(point.x, point.y, point.z); } inline Vec3d vtkpoint(const Point3f& point) { return Vec3d(point.x, point.y, point.z); }
template<typename _Tp> inline _Tp normalized(const _Tp& v) { return v * 1/cv::norm(v); } template<typename _Tp> inline _Tp normalized(const _Tp& v) { return v * 1/cv::norm(v); }
inline bool isNan(float x) inline bool isNan(float x)
{ {
unsigned int *u = reinterpret_cast<unsigned int *>(&x); unsigned int *u = reinterpret_cast<unsigned int *>(&x);
return ((u[0] & 0x7f800000) == 0x7f800000) && (u[0] & 0x007fffff); return ((u[0] & 0x7f800000) == 0x7f800000) && (u[0] & 0x007fffff);
} }
inline bool isNan(double x)
{
unsigned int *u = reinterpret_cast<unsigned int *>(&x);
return (u[1] & 0x7ff00000) == 0x7ff00000 && (u[0] != 0 || (u[1] & 0x000fffff) != 0);
}
template<typename _Tp, int cn> inline bool isNan(const Vec<_Tp, cn>& v) inline bool isNan(double x)
{ return isNan(v.val[0]) || isNan(v.val[1]) || isNan(v.val[2]); } {
unsigned int *u = reinterpret_cast<unsigned int *>(&x);
return (u[1] & 0x7ff00000) == 0x7ff00000 && (u[0] != 0 || (u[1] & 0x000fffff) != 0);
}
template<typename _Tp> inline bool isNan(const Point3_<_Tp>& p) template<typename _Tp, int cn> inline bool isNan(const Vec<_Tp, cn>& v)
{ return isNan(p.x) || isNan(p.y) || isNan(p.z); } { return isNan(v.val[0]) || isNan(v.val[1]) || isNan(v.val[2]); }
template<typename _Tp> inline bool isNan(const Point3_<_Tp>& p)
{ return isNan(p.x) || isNan(p.y) || isNan(p.z); }
}
} }
...@@ -13,48 +13,51 @@ ...@@ -13,48 +13,51 @@
#include <opencv2/viz/widgets.hpp> #include <opencv2/viz/widgets.hpp>
#include <opencv2/viz/events.hpp> #include <opencv2/viz/events.hpp>
namespace temp_viz namespace cv
{ {
class CV_EXPORTS Viz3d namespace viz
{ {
public: class CV_EXPORTS Viz3d
{
public:
typedef cv::Ptr<Viz3d> Ptr; typedef cv::Ptr<Viz3d> Ptr;
Viz3d(const String& window_name = String()); Viz3d(const String& window_name = String());
~Viz3d(); ~Viz3d();
void setBackgroundColor(const Color& color = Color::black()); void setBackgroundColor(const Color& color = Color::black());
bool addPolygonMesh (const Mesh3d& mesh, const String& id = "polygon"); bool addPolygonMesh (const Mesh3d& mesh, const String& id = "polygon");
bool updatePolygonMesh (const Mesh3d& mesh, const String& id = "polygon"); bool updatePolygonMesh (const Mesh3d& mesh, const String& id = "polygon");
bool addPolylineFromPolygonMesh (const Mesh3d& mesh, const String& id = "polyline"); bool addPolylineFromPolygonMesh (const Mesh3d& mesh, const String& id = "polyline");
bool addPolygon(const Mat& cloud, const Color& color, const String& id = "polygon"); bool addPolygon(const Mat& cloud, const Color& color, const String& id = "polygon");
void spin (); void spin ();
void spinOnce (int time = 1, bool force_redraw = false); void spinOnce (int time = 1, bool force_redraw = false);
void registerKeyboardCallback(void (*callback)(const KeyboardEvent&, void*), void* cookie = 0); void registerKeyboardCallback(void (*callback)(const KeyboardEvent&, void*), void* cookie = 0);
void registerMouseCallback(void (*callback)(const MouseEvent&, void*), void* cookie = 0); void registerMouseCallback(void (*callback)(const MouseEvent&, void*), void* cookie = 0);
bool wasStopped() const; bool wasStopped() const;
void showWidget(const String &id, const Widget &widget, const Affine3f &pose = Affine3f::Identity());
void removeWidget(const String &id);
Widget getWidget(const String &id) const;
void setWidgetPose(const String &id, const Affine3f &pose);
void updateWidgetPose(const String &id, const Affine3f &pose);
Affine3f getWidgetPose(const String &id) const;
private:
Viz3d(const Viz3d&);
Viz3d& operator=(const Viz3d&);
struct VizImpl; void showWidget(const String &id, const Widget &widget, const Affine3f &pose = Affine3f::Identity());
VizImpl* impl_; void removeWidget(const String &id);
}; Widget getWidget(const String &id) const;
void setWidgetPose(const String &id, const Affine3f &pose);
void updateWidgetPose(const String &id, const Affine3f &pose);
Affine3f getWidgetPose(const String &id) const;
private:
Viz3d(const Viz3d&);
Viz3d& operator=(const Viz3d&);
struct VizImpl;
VizImpl* impl_;
};
}
} }
......
...@@ -4,15 +4,18 @@ ...@@ -4,15 +4,18 @@
#include <vtkSmartPointer.h> #include <vtkSmartPointer.h>
#include <vtkProp.h> #include <vtkProp.h>
namespace temp_viz namespace cv
{ {
class Widget; namespace viz
//The class is only that depends on VTK in its interface.
//It is indended for those users who want to develop own widgets system using VTK library API.
struct CV_EXPORTS WidgetAccessor
{ {
static vtkSmartPointer<vtkProp> getProp(const Widget &widget); class Widget;
static void setProp(Widget &widget, vtkSmartPointer<vtkProp> prop);
}; //The class is only that depends on VTK in its interface.
//It is indended for those users who want to develop own widgets system using VTK library API.
struct CV_EXPORTS WidgetAccessor
{
static vtkSmartPointer<vtkProp> getProp(const Widget &widget);
static void setProp(Widget &widget, vtkSmartPointer<vtkProp> prop);
};
}
} }
This diff is collapsed.
...@@ -5,7 +5,7 @@ ...@@ -5,7 +5,7 @@
///////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////
//Eigen::Matrix4d temp_viz::vtkToEigen (vtkMatrix4x4* vtk_matrix) //Eigen::Matrix4d cv::viz::vtkToEigen (vtkMatrix4x4* vtk_matrix)
//{ //{
// Eigen::Matrix4d eigen_matrix = Eigen::Matrix4d::Identity (); // Eigen::Matrix4d eigen_matrix = Eigen::Matrix4d::Identity ();
// for (int i=0; i < 4; i++) // for (int i=0; i < 4; i++)
...@@ -16,7 +16,7 @@ ...@@ -16,7 +16,7 @@
//} //}
/////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////
//Eigen::Vector2i temp_viz::worldToView (const Eigen::Vector4d &world_pt, const Eigen::Matrix4d &view_projection_matrix, int width, int height) //Eigen::Vector2i cv::viz::worldToView (const Eigen::Vector4d &world_pt, const Eigen::Matrix4d &view_projection_matrix, int width, int height)
//{ //{
// // Transform world to clipping coordinates // // Transform world to clipping coordinates
// Eigen::Vector4d world (view_projection_matrix * world_pt); // Eigen::Vector4d world (view_projection_matrix * world_pt);
...@@ -34,7 +34,7 @@ ...@@ -34,7 +34,7 @@
//} //}
///////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////
//void temp_viz::getViewFrustum (const Eigen::Matrix4d &view_projection_matrix, double planes[24]) //void cv::viz::getViewFrustum (const Eigen::Matrix4d &view_projection_matrix, double planes[24])
//{ //{
// // Set up the normals // // Set up the normals
// Eigen::Vector4d normals[6]; // Eigen::Vector4d normals[6];
...@@ -65,7 +65,7 @@ ...@@ -65,7 +65,7 @@
// } // }
//} //}
//int temp_viz::cullFrustum (double frustum[24], const Eigen::Vector3d &min_bb, const Eigen::Vector3d &max_bb) //int cv::viz::cullFrustum (double frustum[24], const Eigen::Vector3d &min_bb, const Eigen::Vector3d &max_bb)
//{ //{
// int result = PCL_INSIDE_FRUSTUM; // int result = PCL_INSIDE_FRUSTUM;
...@@ -104,7 +104,7 @@ ...@@ -104,7 +104,7 @@
//} //}
//void //void
//temp_viz::getModelViewPosition (Eigen::Matrix4d model_view_matrix, Eigen::Vector3d &position) //cv::viz::getModelViewPosition (Eigen::Matrix4d model_view_matrix, Eigen::Vector3d &position)
//{ //{
// //Compute eye or position from model view matrix // //Compute eye or position from model view matrix
// Eigen::Matrix4d inverse_model_view_matrix = model_view_matrix.inverse(); // Eigen::Matrix4d inverse_model_view_matrix = model_view_matrix.inverse();
...@@ -174,7 +174,7 @@ int hull_vertex_table[43][7] = { ...@@ -174,7 +174,7 @@ int hull_vertex_table[43][7] = {
///////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////
//float //float
//temp_viz::viewScreenArea ( //cv::viz::viewScreenArea (
// const Eigen::Vector3d &eye, // const Eigen::Vector3d &eye,
// const Eigen::Vector3d &min_bb, const Eigen::Vector3d &max_bb, // const Eigen::Vector3d &min_bb, const Eigen::Vector3d &max_bb,
// const Eigen::Matrix4d &view_projection_matrix, int width, int height) // const Eigen::Matrix4d &view_projection_matrix, int width, int height)
...@@ -261,7 +261,7 @@ int hull_vertex_table[43][7] = { ...@@ -261,7 +261,7 @@ int hull_vertex_table[43][7] = {
// for (int i = 0; i < num; i++) // for (int i = 0; i < num; i++)
// { // {
// Eigen::Vector4d world_pt = bounding_box[hull_vertex_table[pos][i]]; // Eigen::Vector4d world_pt = bounding_box[hull_vertex_table[pos][i]];
// Eigen::Vector2i screen_pt = temp_viz::worldToView(world_pt, view_projection_matrix, width, height); // Eigen::Vector2i screen_pt = cv::viz::worldToView(world_pt, view_projection_matrix, width, height);
// // cout << "point[" << i << "]: " << screen_pt.x() << " " << screen_pt.y() << endl; // // cout << "point[" << i << "]: " << screen_pt.x() << " " << screen_pt.y() << endl;
// dst[i] = Eigen::Vector2d(screen_pt.x (), screen_pt.y ()); // dst[i] = Eigen::Vector2d(screen_pt.x (), screen_pt.y ());
// } // }
...@@ -276,7 +276,7 @@ int hull_vertex_table[43][7] = { ...@@ -276,7 +276,7 @@ int hull_vertex_table[43][7] = {
//} //}
///////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::Camera::computeViewMatrix (Affine3d& view_mat) const void cv::viz::Camera::computeViewMatrix (Affine3d& view_mat) const
{ {
//constructs view matrix from camera pos, view up, and the point it is looking at //constructs view matrix from camera pos, view up, and the point it is looking at
//this code is based off of gluLookAt http://www.opengl.org/wiki/GluLookAt_code //this code is based off of gluLookAt http://www.opengl.org/wiki/GluLookAt_code
...@@ -297,7 +297,7 @@ void temp_viz::Camera::computeViewMatrix (Affine3d& view_mat) const ...@@ -297,7 +297,7 @@ void temp_viz::Camera::computeViewMatrix (Affine3d& view_mat) const
} }
/////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////
void temp_viz::Camera::computeProjectionMatrix (Matx44d& proj) const void cv::viz::Camera::computeProjectionMatrix (Matx44d& proj) const
{ {
double top = clip[0] * tan (0.5 * fovy); double top = clip[0] * tan (0.5 * fovy);
double left = -(top * window_size[0]) / window_size[1]; double left = -(top * window_size[0]) / window_size[1];
......
...@@ -3,121 +3,124 @@ ...@@ -3,121 +3,124 @@
#include <opencv2/core/cvdef.h> #include <opencv2/core/cvdef.h>
#include <opencv2/core.hpp> #include <opencv2/core.hpp>
#include <opencv2/viz/types.hpp> #include <opencv2/viz/types.hpp>
//#include <vtkMatrix4x4.h>
namespace temp_viz namespace cv
{ {
//CV_EXPORTS Eigen::Matrix4d vtkToEigen (vtkMatrix4x4* vtk_matrix); namespace viz
//CV_EXPORTS Eigen::Vector2i worldToView (const Eigen::Vector4d &world_pt, const Eigen::Matrix4d &view_projection_matrix, int width, int height); {
//CV_EXPORTS void getViewFrustum (const Eigen::Matrix4d &view_projection_matrix, double planes[24]); //CV_EXPORTS Eigen::Matrix4d vtkToEigen (vtkMatrix4x4* vtk_matrix);
//CV_EXPORTS Eigen::Vector2i worldToView (const Eigen::Vector4d &world_pt, const Eigen::Matrix4d &view_projection_matrix, int width, int height);
//CV_EXPORTS void getViewFrustum (const Eigen::Matrix4d &view_projection_matrix, double planes[24]);
// enum FrustumCull // enum FrustumCull
// { // {
// PCL_INSIDE_FRUSTUM, // PCL_INSIDE_FRUSTUM,
// PCL_INTERSECT_FRUSTUM, // PCL_INTERSECT_FRUSTUM,
// PCL_OUTSIDE_FRUSTUM // PCL_OUTSIDE_FRUSTUM
// }; // };
//CV_EXPORTS int cullFrustum (double planes[24], const Eigen::Vector3d &min_bb, const Eigen::Vector3d &max_bb); //CV_EXPORTS int cullFrustum (double planes[24], const Eigen::Vector3d &min_bb, const Eigen::Vector3d &max_bb);
//CV_EXPORTS float viewScreenArea (const Eigen::Vector3d &eye, const Eigen::Vector3d &min_bb, const Eigen::Vector3d &max_bb, const Eigen::Matrix4d &view_projection_matrix, int width, int height); //CV_EXPORTS float viewScreenArea (const Eigen::Vector3d &eye, const Eigen::Vector3d &min_bb, const Eigen::Vector3d &max_bb, const Eigen::Matrix4d &view_projection_matrix, int width, int height);
enum RenderingProperties enum RenderingProperties
{ {
VIZ_POINT_SIZE, VIZ_POINT_SIZE,
VIZ_OPACITY, VIZ_OPACITY,
VIZ_LINE_WIDTH, VIZ_LINE_WIDTH,
VIZ_FONT_SIZE, VIZ_FONT_SIZE,
VIZ_COLOR, VIZ_COLOR,
VIZ_REPRESENTATION, VIZ_REPRESENTATION,
VIZ_IMMEDIATE_RENDERING, VIZ_IMMEDIATE_RENDERING,
VIZ_SHADING VIZ_SHADING
}; };
enum RenderingRepresentationProperties enum RenderingRepresentationProperties
{ {
REPRESENTATION_POINTS, REPRESENTATION_POINTS,
REPRESENTATION_WIREFRAME, REPRESENTATION_WIREFRAME,
REPRESENTATION_SURFACE REPRESENTATION_SURFACE
}; };
enum ShadingRepresentationProperties
{
SHADING_FLAT,
SHADING_GOURAUD,
SHADING_PHONG
};
class CV_EXPORTS Camera enum ShadingRepresentationProperties
{
public:
/** Focal point or lookAt. The view direction can be obtained by (focal-pos).normalized () */
Vec3d focal;
/** \brief Position of the camera. */
Vec3d pos;
/** \brief Up vector of the camera. */
Vec3d view_up;
/** \brief Near/far clipping planes depths */
Vec2d clip;
/** \brief Field of view angle in y direction (radians). */
double fovy;
// the following variables are the actual position and size of the window on the screen and NOT the viewport!
// except for the size, which is the same the viewport is assumed to be centered and same size as the window.
Vec2i window_size;
Vec2i window_pos;
/** \brief Computes View matrix for Camera (Based on gluLookAt)
* \param[out] view_mat the resultant matrix
*/
void computeViewMatrix(Affine3d& view_mat) const;
/** \brief Computes Projection Matrix for Camera
* \param[out] proj the resultant matrix
*/
void computeProjectionMatrix(Matx44d& proj) const;
/** \brief converts point to window coordiantes
* \param[in] pt xyz point to be converted
* \param[out] window_cord vector containing the pts' window X,Y, Z and 1
*
* This function computes the projection and view matrix every time.
* It is very inefficient to use this for every point in the point cloud!
*/
void cvtWindowCoordinates (const cv::Point3f& pt, Vec4d& window_cord) const
{ {
Affine3d view; SHADING_FLAT,
computeViewMatrix (view); SHADING_GOURAUD,
SHADING_PHONG
Matx44d proj; };
computeProjectionMatrix (proj);
cvtWindowCoordinates (pt, proj * view.matrix, window_cord); class CV_EXPORTS Camera
return;
}
/** \brief converts point to window coordiantes
* \param[in] pt xyz point to be converted
* \param[out] window_cord vector containing the pts' window X,Y, Z and 1
* \param[in] composite_mat composite transformation matrix (proj*view)
*
* Use this function to compute window coordinates with a precomputed
* transformation function. The typical composite matrix will be
* the projection matrix * the view matrix. However, additional
* matrices like a camera disortion matrix can also be added.
*/
void cvtWindowCoordinates (const Point3f& pt, const Matx44d& composite_mat, Vec4d& window_cord) const
{ {
Vec4d pte (pt.x, pt.y, pt.z, 1); public:
window_cord = composite_mat * pte; /** Focal point or lookAt. The view direction can be obtained by (focal-pos).normalized () */
window_cord = window_cord/window_cord[3]; Vec3d focal;
window_cord[0] = (window_cord[0]+1.0) / 2.0*window_size[0]; /** \brief Position of the camera. */
window_cord[1] = (window_cord[1]+1.0) / 2.0*window_size[1]; Vec3d pos;
window_cord[2] = (window_cord[2]+1.0) / 2.0;
} /** \brief Up vector of the camera. */
}; Vec3d view_up;
/** \brief Near/far clipping planes depths */
Vec2d clip;
/** \brief Field of view angle in y direction (radians). */
double fovy;
// the following variables are the actual position and size of the window on the screen and NOT the viewport!
// except for the size, which is the same the viewport is assumed to be centered and same size as the window.
Vec2i window_size;
Vec2i window_pos;
/** \brief Computes View matrix for Camera (Based on gluLookAt)
* \param[out] view_mat the resultant matrix
*/
void computeViewMatrix(Affine3d& view_mat) const;
/** \brief Computes Projection Matrix for Camera
* \param[out] proj the resultant matrix
*/
void computeProjectionMatrix(Matx44d& proj) const;
/** \brief converts point to window coordiantes
* \param[in] pt xyz point to be converted
* \param[out] window_cord vector containing the pts' window X,Y, Z and 1
*
* This function computes the projection and view matrix every time.
* It is very inefficient to use this for every point in the point cloud!
*/
void cvtWindowCoordinates (const cv::Point3f& pt, Vec4d& window_cord) const
{
Affine3d view;
computeViewMatrix (view);
Matx44d proj;
computeProjectionMatrix (proj);
cvtWindowCoordinates (pt, proj * view.matrix, window_cord);
return;
}
/** \brief converts point to window coordiantes
* \param[in] pt xyz point to be converted
* \param[out] window_cord vector containing the pts' window X,Y, Z and 1
* \param[in] composite_mat composite transformation matrix (proj*view)
*
* Use this function to compute window coordinates with a precomputed
* transformation function. The typical composite matrix will be
* the projection matrix * the view matrix. However, additional
* matrices like a camera disortion matrix can also be added.
*/
void cvtWindowCoordinates (const Point3f& pt, const Matx44d& composite_mat, Vec4d& window_cord) const
{
Vec4d pte (pt.x, pt.y, pt.z, 1);
window_cord = composite_mat * pte;
window_cord = window_cord/window_cord[3];
window_cord[0] = (window_cord[0]+1.0) / 2.0*window_size[0];
window_cord[1] = (window_cord[1]+1.0) / 2.0*window_size[1];
window_cord[2] = (window_cord[2]+1.0) / 2.0;
}
};
}
} }
...@@ -7,9 +7,9 @@ ...@@ -7,9 +7,9 @@
using namespace cv; using namespace cv;
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::Initialize () void cv::viz::InteractorStyle::Initialize ()
{ {
modifier_ = temp_viz::InteractorStyle::KB_MOD_ALT; modifier_ = cv::viz::InteractorStyle::KB_MOD_ALT;
// Set windows size (width, height) to unknown (-1) // Set windows size (width, height) to unknown (-1)
win_size_ = Vec2i(-1, -1); win_size_ = Vec2i(-1, -1);
win_pos_ = Vec2i(0, 0); win_pos_ = Vec2i(0, 0);
...@@ -33,7 +33,7 @@ void temp_viz::InteractorStyle::Initialize () ...@@ -33,7 +33,7 @@ void temp_viz::InteractorStyle::Initialize ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::saveScreenshot (const std::string &file) void cv::viz::InteractorStyle::saveScreenshot (const std::string &file)
{ {
FindPokedRenderer (Interactor->GetEventPosition ()[0], Interactor->GetEventPosition ()[1]); FindPokedRenderer (Interactor->GetEventPosition ()[0], Interactor->GetEventPosition ()[1]);
wif_->SetInput (Interactor->GetRenderWindow ()); wif_->SetInput (Interactor->GetRenderWindow ());
...@@ -44,29 +44,29 @@ void temp_viz::InteractorStyle::saveScreenshot (const std::string &file) ...@@ -44,29 +44,29 @@ void temp_viz::InteractorStyle::saveScreenshot (const std::string &file)
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::zoomIn () void cv::viz::InteractorStyle::zoomIn ()
{ {
FindPokedRenderer (Interactor->GetEventPosition ()[0], Interactor->GetEventPosition ()[1]); FindPokedRenderer (Interactor->GetEventPosition ()[0], Interactor->GetEventPosition ()[1]);
// Zoom in // Zoom in
StartDolly (); StartDolly ();
double factor = 10.0 * 0.2 * .5; double factor = 10.0 * 0.2 * .5;
Dolly (pow (1.1, factor)); Dolly (std::pow (1.1, factor));
EndDolly (); EndDolly ();
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::zoomOut () void cv::viz::InteractorStyle::zoomOut ()
{ {
FindPokedRenderer (Interactor->GetEventPosition ()[0], Interactor->GetEventPosition ()[1]); FindPokedRenderer (Interactor->GetEventPosition ()[0], Interactor->GetEventPosition ()[1]);
// Zoom out // Zoom out
StartDolly (); StartDolly ();
double factor = 10.0 * -0.2 * .5; double factor = 10.0 * -0.2 * .5;
Dolly (pow (1.1, factor)); Dolly (std::pow (1.1, factor));
EndDolly (); EndDolly ();
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnChar () void cv::viz::InteractorStyle::OnChar ()
{ {
// Make sure we ignore the same events we handle in OnKeyDown to avoid calling things twice // Make sure we ignore the same events we handle in OnKeyDown to avoid calling things twice
FindPokedRenderer (Interactor->GetEventPosition ()[0], Interactor->GetEventPosition ()[1]); FindPokedRenderer (Interactor->GetEventPosition ()[0], Interactor->GetEventPosition ()[1]);
...@@ -133,7 +133,7 @@ void temp_viz::InteractorStyle::OnChar () ...@@ -133,7 +133,7 @@ void temp_viz::InteractorStyle::OnChar ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::registerMouseCallback(void (*callback)(const MouseEvent&, void*), void* cookie) void cv::viz::InteractorStyle::registerMouseCallback(void (*callback)(const MouseEvent&, void*), void* cookie)
{ {
// Register the callback function and store the user data // Register the callback function and store the user data
mouseCallback_ = callback; mouseCallback_ = callback;
...@@ -141,7 +141,7 @@ void temp_viz::InteractorStyle::registerMouseCallback(void (*callback)(const Mou ...@@ -141,7 +141,7 @@ void temp_viz::InteractorStyle::registerMouseCallback(void (*callback)(const Mou
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::registerKeyboardCallback(void (*callback)(const KeyboardEvent&, void*), void *cookie) void cv::viz::InteractorStyle::registerKeyboardCallback(void (*callback)(const KeyboardEvent&, void*), void *cookie)
{ {
// Register the callback function and store the user data // Register the callback function and store the user data
keyboardCallback_ = callback; keyboardCallback_ = callback;
...@@ -150,7 +150,7 @@ void temp_viz::InteractorStyle::registerKeyboardCallback(void (*callback)(const ...@@ -150,7 +150,7 @@ void temp_viz::InteractorStyle::registerKeyboardCallback(void (*callback)(const
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void void
temp_viz::InteractorStyle::OnKeyDown () cv::viz::InteractorStyle::OnKeyDown ()
{ {
if (!init_) if (!init_)
{ {
...@@ -507,7 +507,7 @@ temp_viz::InteractorStyle::OnKeyDown () ...@@ -507,7 +507,7 @@ temp_viz::InteractorStyle::OnKeyDown ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnKeyUp () void cv::viz::InteractorStyle::OnKeyUp ()
{ {
KeyboardEvent event (false, Interactor->GetKeySym (), Interactor->GetKeyCode (), Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ()); KeyboardEvent event (false, Interactor->GetKeySym (), Interactor->GetKeyCode (), Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ());
// Check if there is a keyboard callback registered // Check if there is a keyboard callback registered
...@@ -518,7 +518,7 @@ void temp_viz::InteractorStyle::OnKeyUp () ...@@ -518,7 +518,7 @@ void temp_viz::InteractorStyle::OnKeyUp ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnMouseMove () void cv::viz::InteractorStyle::OnMouseMove ()
{ {
Vec2i p(Interactor->GetEventPosition()); Vec2i p(Interactor->GetEventPosition());
MouseEvent event (MouseEvent::MouseMove, MouseEvent::NoButton, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ()); MouseEvent event (MouseEvent::MouseMove, MouseEvent::NoButton, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ());
...@@ -528,7 +528,7 @@ void temp_viz::InteractorStyle::OnMouseMove () ...@@ -528,7 +528,7 @@ void temp_viz::InteractorStyle::OnMouseMove ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnLeftButtonDown () void cv::viz::InteractorStyle::OnLeftButtonDown ()
{ {
Vec2i p(Interactor->GetEventPosition()); Vec2i p(Interactor->GetEventPosition());
MouseEvent::Type type = (Interactor->GetRepeatCount() == 0) ? MouseEvent::MouseButtonPress : MouseEvent::MouseDblClick; MouseEvent::Type type = (Interactor->GetRepeatCount() == 0) ? MouseEvent::MouseButtonPress : MouseEvent::MouseDblClick;
...@@ -539,7 +539,7 @@ void temp_viz::InteractorStyle::OnLeftButtonDown () ...@@ -539,7 +539,7 @@ void temp_viz::InteractorStyle::OnLeftButtonDown ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnLeftButtonUp () void cv::viz::InteractorStyle::OnLeftButtonUp ()
{ {
Vec2i p(Interactor->GetEventPosition()); Vec2i p(Interactor->GetEventPosition());
MouseEvent event (MouseEvent::MouseButtonRelease, MouseEvent::LeftButton, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ()); MouseEvent event (MouseEvent::MouseButtonRelease, MouseEvent::LeftButton, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ());
...@@ -549,7 +549,7 @@ void temp_viz::InteractorStyle::OnLeftButtonUp () ...@@ -549,7 +549,7 @@ void temp_viz::InteractorStyle::OnLeftButtonUp ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnMiddleButtonDown () void cv::viz::InteractorStyle::OnMiddleButtonDown ()
{ {
Vec2i p(Interactor->GetEventPosition()); Vec2i p(Interactor->GetEventPosition());
...@@ -561,7 +561,7 @@ void temp_viz::InteractorStyle::OnMiddleButtonDown () ...@@ -561,7 +561,7 @@ void temp_viz::InteractorStyle::OnMiddleButtonDown ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnMiddleButtonUp () void cv::viz::InteractorStyle::OnMiddleButtonUp ()
{ {
Vec2i p(Interactor->GetEventPosition()); Vec2i p(Interactor->GetEventPosition());
MouseEvent event (MouseEvent::MouseButtonRelease, MouseEvent::MiddleButton, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ()); MouseEvent event (MouseEvent::MouseButtonRelease, MouseEvent::MiddleButton, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ());
...@@ -571,7 +571,7 @@ void temp_viz::InteractorStyle::OnMiddleButtonUp () ...@@ -571,7 +571,7 @@ void temp_viz::InteractorStyle::OnMiddleButtonUp ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnRightButtonDown () void cv::viz::InteractorStyle::OnRightButtonDown ()
{ {
Vec2i p(Interactor->GetEventPosition()); Vec2i p(Interactor->GetEventPosition());
...@@ -583,7 +583,7 @@ void temp_viz::InteractorStyle::OnRightButtonDown () ...@@ -583,7 +583,7 @@ void temp_viz::InteractorStyle::OnRightButtonDown ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnRightButtonUp () void cv::viz::InteractorStyle::OnRightButtonUp ()
{ {
Vec2i p(Interactor->GetEventPosition()); Vec2i p(Interactor->GetEventPosition());
MouseEvent event (MouseEvent::MouseButtonRelease, MouseEvent::RightButton, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ()); MouseEvent event (MouseEvent::MouseButtonRelease, MouseEvent::RightButton, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ());
...@@ -593,7 +593,7 @@ void temp_viz::InteractorStyle::OnRightButtonUp () ...@@ -593,7 +593,7 @@ void temp_viz::InteractorStyle::OnRightButtonUp ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnMouseWheelForward () void cv::viz::InteractorStyle::OnMouseWheelForward ()
{ {
Vec2i p(Interactor->GetEventPosition()); Vec2i p(Interactor->GetEventPosition());
MouseEvent event (MouseEvent::MouseScrollUp, MouseEvent::VScroll, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ()); MouseEvent event (MouseEvent::MouseScrollUp, MouseEvent::VScroll, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ());
...@@ -625,7 +625,7 @@ void temp_viz::InteractorStyle::OnMouseWheelForward () ...@@ -625,7 +625,7 @@ void temp_viz::InteractorStyle::OnMouseWheelForward ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnMouseWheelBackward () void cv::viz::InteractorStyle::OnMouseWheelBackward ()
{ {
Vec2i p(Interactor->GetEventPosition()); Vec2i p(Interactor->GetEventPosition());
MouseEvent event (MouseEvent::MouseScrollDown, MouseEvent::VScroll, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ()); MouseEvent event (MouseEvent::MouseScrollDown, MouseEvent::VScroll, p, Interactor->GetAltKey (), Interactor->GetControlKey (), Interactor->GetShiftKey ());
...@@ -658,7 +658,7 @@ void temp_viz::InteractorStyle::OnMouseWheelBackward () ...@@ -658,7 +658,7 @@ void temp_viz::InteractorStyle::OnMouseWheelBackward ()
} }
////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////
void temp_viz::InteractorStyle::OnTimer () void cv::viz::InteractorStyle::OnTimer ()
{ {
if (!init_) if (!init_)
{ {
...@@ -676,10 +676,15 @@ void temp_viz::InteractorStyle::OnTimer () ...@@ -676,10 +676,15 @@ void temp_viz::InteractorStyle::OnTimer ()
} }
namespace temp_viz
{
// Standard VTK macro for *New ()
vtkStandardNewMacro (InteractorStyle);
namespace cv
{
namespace viz
{
//Standard VTK macro for *New()
vtkStandardNewMacro(InteractorStyle)
}
} }
...@@ -3,8 +3,10 @@ ...@@ -3,8 +3,10 @@
#include "viz_types.h" #include "viz_types.h"
#include <opencv2/viz/events.hpp> #include <opencv2/viz/events.hpp>
namespace temp_viz namespace cv
{ {
namespace viz
{
/** \brief PCLVisualizerInteractorStyle defines an unique, custom VTK /** \brief PCLVisualizerInteractorStyle defines an unique, custom VTK
* based interactory style for PCL Visualizer applications. Besides * based interactory style for PCL Visualizer applications. Besides
* defining the rendering style, we also create a list of custom actions * defining the rendering style, we also create a list of custom actions
...@@ -54,7 +56,7 @@ namespace temp_viz ...@@ -54,7 +56,7 @@ namespace temp_viz
/** \brief Pass a pointer to the actor map /** \brief Pass a pointer to the actor map
* \param[in] actors the actor map that will be used with this style * \param[in] actors the actor map that will be used with this style
*/ */
inline void setCloudActorMap (const cv::Ptr<CloudActorMap>& actors) { actors_ = actors; } inline void setCloudActorMap (const Ptr<CloudActorMap>& actors) { actors_ = actors; }
/** \brief Pass a set of renderers to the interactor style. /** \brief Pass a set of renderers to the interactor style.
* \param[in] rens the vtkRendererCollection to use * \param[in] rens the vtkRendererCollection to use
...@@ -152,4 +154,5 @@ namespace temp_viz ...@@ -152,4 +154,5 @@ namespace temp_viz
/** \brief MouseEvent callback user data */ /** \brief MouseEvent callback user data */
void *mouse_callback_cookie_; void *mouse_callback_cookie_;
}; };
}
} }
...@@ -6,7 +6,7 @@ ...@@ -6,7 +6,7 @@
#include <vtkPointData.h> #include <vtkPointData.h>
#include <vtkCellArray.h> #include <vtkCellArray.h>
temp_viz::Mesh3d::Ptr temp_viz::Mesh3d::mesh_load(const String& file) cv::viz::Mesh3d::Ptr cv::viz::Mesh3d::mesh_load(const String& file)
{ {
Mesh3d::Ptr mesh = new Mesh3d(); Mesh3d::Ptr mesh = new Mesh3d();
......
...@@ -158,23 +158,26 @@ ...@@ -158,23 +158,26 @@
#include "opencv2/viz/widget_accessor.hpp" #include "opencv2/viz/widget_accessor.hpp"
#include <opencv2/calib3d.hpp> #include <opencv2/calib3d.hpp>
namespace temp_viz namespace cv
{ {
template<typename _Tp> Vec<_Tp, 3>* vtkpoints_data(vtkSmartPointer<vtkPoints>& points); namespace viz
template<> static inline Vec3f* vtkpoints_data<float>(vtkSmartPointer<vtkPoints>& points)
{ {
CV_Assert(points->GetDataType() == VTK_FLOAT); template<typename _Tp> Vec<_Tp, 3>* vtkpoints_data(vtkSmartPointer<vtkPoints>& points);
vtkDataArray *data = points->GetData();
float *pointer = static_cast<vtkFloatArray*>(data)->GetPointer(0);
return reinterpret_cast<Vec3f*>(pointer);
}
template<> static inline Vec3d* vtkpoints_data<double>(vtkSmartPointer<vtkPoints>& points) template<> static inline Vec3f* vtkpoints_data<float>(vtkSmartPointer<vtkPoints>& points)
{ {
CV_Assert(points->GetDataType() == VTK_DOUBLE); CV_Assert(points->GetDataType() == VTK_FLOAT);
vtkDataArray *data = points->GetData(); vtkDataArray *data = points->GetData();
double *pointer = static_cast<vtkDoubleArray*>(data)->GetPointer(0); float *pointer = static_cast<vtkFloatArray*>(data)->GetPointer(0);
return reinterpret_cast<Vec3d*>(pointer); return reinterpret_cast<Vec3f*>(pointer);
}
template<> static inline Vec3d* vtkpoints_data<double>(vtkSmartPointer<vtkPoints>& points)
{
CV_Assert(points->GetDataType() == VTK_DOUBLE);
vtkDataArray *data = points->GetData();
double *pointer = static_cast<vtkDoubleArray*>(data)->GetPointer(0);
return reinterpret_cast<Vec3d*>(pointer);
}
} }
} }
This diff is collapsed.
...@@ -3,20 +3,20 @@ ...@@ -3,20 +3,20 @@
////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////
/// cv::viz::Color /// cv::viz::Color
temp_viz::Color::Color() : Scalar(0, 0, 0) {} cv::viz::Color::Color() : Scalar(0, 0, 0) {}
temp_viz::Color::Color(double gray) : Scalar(gray, gray, gray) {} cv::viz::Color::Color(double gray) : Scalar(gray, gray, gray) {}
temp_viz::Color::Color(double blue, double green, double red) : Scalar(blue, green, red) {} cv::viz::Color::Color(double blue, double green, double red) : Scalar(blue, green, red) {}
temp_viz::Color::Color(const Scalar& color) : Scalar(color) {} cv::viz::Color::Color(const Scalar& color) : Scalar(color) {}
temp_viz::Color temp_viz::Color::black() { return Color( 0, 0, 0); } cv::viz::Color cv::viz::Color::black() { return Color( 0, 0, 0); }
temp_viz::Color temp_viz::Color::green() { return Color( 0, 255, 0); } cv::viz::Color cv::viz::Color::green() { return Color( 0, 255, 0); }
temp_viz::Color temp_viz::Color::blue() { return Color(255, 0, 0); } cv::viz::Color cv::viz::Color::blue() { return Color(255, 0, 0); }
temp_viz::Color temp_viz::Color::cyan() { return Color(255, 255, 0); } cv::viz::Color cv::viz::Color::cyan() { return Color(255, 255, 0); }
temp_viz::Color temp_viz::Color::red() { return Color( 0, 0, 255); } cv::viz::Color cv::viz::Color::red() { return Color( 0, 0, 255); }
temp_viz::Color temp_viz::Color::magenta() { return Color( 0, 255, 255); } cv::viz::Color cv::viz::Color::magenta() { return Color( 0, 255, 255); }
temp_viz::Color temp_viz::Color::yellow() { return Color(255, 0, 255); } cv::viz::Color cv::viz::Color::yellow() { return Color(255, 0, 255); }
temp_viz::Color temp_viz::Color::white() { return Color(255, 255, 255); } cv::viz::Color cv::viz::Color::white() { return Color(255, 255, 255); }
temp_viz::Color temp_viz::Color::gray() { return Color(128, 128, 128); } cv::viz::Color cv::viz::Color::gray() { return Color(128, 128, 128); }
#include "precomp.hpp" #include "precomp.hpp"
cv::Affine3f temp_viz::makeTransformToGlobal(const Vec3f& axis_x, const Vec3f& axis_y, const Vec3f& axis_z, const Vec3f& origin) cv::Affine3f cv::viz::makeTransformToGlobal(const Vec3f& axis_x, const Vec3f& axis_y, const Vec3f& axis_z, const Vec3f& origin)
{ {
Affine3f::Mat3 R; Affine3f::Mat3 R;
R.val[0] = axis_x.val[0]; R.val[0] = axis_x.val[0];
......
...@@ -2,89 +2,89 @@ ...@@ -2,89 +2,89 @@
#include "viz3d_impl.hpp" #include "viz3d_impl.hpp"
temp_viz::Viz3d::Viz3d(const String& window_name) : impl_(new VizImpl(window_name)) cv::viz::Viz3d::Viz3d(const String& window_name) : impl_(new VizImpl(window_name))
{ {
} }
temp_viz::Viz3d::~Viz3d() cv::viz::Viz3d::~Viz3d()
{ {
delete impl_; delete impl_;
} }
void temp_viz::Viz3d::setBackgroundColor(const Color& color) void cv::viz::Viz3d::setBackgroundColor(const Color& color)
{ {
impl_->setBackgroundColor(color); impl_->setBackgroundColor(color);
} }
bool temp_viz::Viz3d::addPolygonMesh (const Mesh3d& mesh, const String& id) bool cv::viz::Viz3d::addPolygonMesh (const Mesh3d& mesh, const String& id)
{ {
return impl_->addPolygonMesh(mesh, Mat(), id); return impl_->addPolygonMesh(mesh, Mat(), id);
} }
bool temp_viz::Viz3d::updatePolygonMesh (const Mesh3d& mesh, const String& id) bool cv::viz::Viz3d::updatePolygonMesh (const Mesh3d& mesh, const String& id)
{ {
return impl_->updatePolygonMesh(mesh, Mat(), id); return impl_->updatePolygonMesh(mesh, Mat(), id);
} }
bool temp_viz::Viz3d::addPolylineFromPolygonMesh (const Mesh3d& mesh, const String& id) bool cv::viz::Viz3d::addPolylineFromPolygonMesh (const Mesh3d& mesh, const String& id)
{ {
return impl_->addPolylineFromPolygonMesh(mesh, id); return impl_->addPolylineFromPolygonMesh(mesh, id);
} }
bool temp_viz::Viz3d::addPolygon(const Mat& cloud, const Color& color, const String& id) bool cv::viz::Viz3d::addPolygon(const Mat& cloud, const Color& color, const String& id)
{ {
return impl_->addPolygon(cloud, color, id); return impl_->addPolygon(cloud, color, id);
} }
void temp_viz::Viz3d::spin() void cv::viz::Viz3d::spin()
{ {
impl_->spin(); impl_->spin();
} }
void temp_viz::Viz3d::spinOnce (int time, bool force_redraw) void cv::viz::Viz3d::spinOnce (int time, bool force_redraw)
{ {
impl_->spinOnce(time, force_redraw); impl_->spinOnce(time, force_redraw);
} }
void temp_viz::Viz3d::registerKeyboardCallback(void (*callback)(const KeyboardEvent&, void*), void* cookie) void cv::viz::Viz3d::registerKeyboardCallback(void (*callback)(const KeyboardEvent&, void*), void* cookie)
{ {
impl_->registerKeyboardCallback(callback, cookie); impl_->registerKeyboardCallback(callback, cookie);
} }
void temp_viz::Viz3d::registerMouseCallback(void (*callback)(const MouseEvent&, void*), void* cookie) void cv::viz::Viz3d::registerMouseCallback(void (*callback)(const MouseEvent&, void*), void* cookie)
{ {
impl_->registerMouseCallback(callback, cookie); impl_->registerMouseCallback(callback, cookie);
} }
bool temp_viz::Viz3d::wasStopped() const { return impl_->wasStopped(); } bool cv::viz::Viz3d::wasStopped() const { return impl_->wasStopped(); }
void temp_viz::Viz3d::showWidget(const String &id, const Widget &widget, const Affine3f &pose) void cv::viz::Viz3d::showWidget(const String &id, const Widget &widget, const Affine3f &pose)
{ {
impl_->showWidget(id, widget, pose); impl_->showWidget(id, widget, pose);
} }
void temp_viz::Viz3d::removeWidget(const String &id) void cv::viz::Viz3d::removeWidget(const String &id)
{ {
impl_->removeWidget(id); impl_->removeWidget(id);
} }
temp_viz::Widget temp_viz::Viz3d::getWidget(const String &id) const cv::viz::Widget cv::viz::Viz3d::getWidget(const String &id) const
{ {
return impl_->getWidget(id); return impl_->getWidget(id);
} }
void temp_viz::Viz3d::setWidgetPose(const String &id, const Affine3f &pose) void cv::viz::Viz3d::setWidgetPose(const String &id, const Affine3f &pose)
{ {
impl_->setWidgetPose(id, pose); impl_->setWidgetPose(id, pose);
} }
void temp_viz::Viz3d::updateWidgetPose(const String &id, const Affine3f &pose) void cv::viz::Viz3d::updateWidgetPose(const String &id, const Affine3f &pose)
{ {
impl_->updateWidgetPose(id, pose); impl_->updateWidgetPose(id, pose);
} }
temp_viz::Affine3f temp_viz::Viz3d::getWidgetPose(const String &id) const cv::Affine3f cv::viz::Viz3d::getWidgetPose(const String &id) const
{ {
return impl_->getWidgetPose(id); return impl_->getWidgetPose(id);
} }
...@@ -10,7 +10,7 @@ ...@@ -10,7 +10,7 @@
#include <opencv2/viz/viz3d.hpp> #include <opencv2/viz/viz3d.hpp>
struct temp_viz::Viz3d::VizImpl struct cv::viz::Viz3d::VizImpl
{ {
public: public:
typedef cv::Ptr<VizImpl> Ptr; typedef cv::Ptr<VizImpl> Ptr;
...@@ -280,91 +280,93 @@ private: ...@@ -280,91 +280,93 @@ private:
namespace temp_viz namespace cv
{ {
namespace viz
{
//void getTransformationMatrix (const Eigen::Vector4f &origin, const Eigen::Quaternionf& orientation, Eigen::Matrix4f &transformation);
//void getTransformationMatrix (const Eigen::Vector4f &origin, const Eigen::Quaternionf& orientation, Eigen::Matrix4f &transformation); //void convertToVtkMatrix (const Eigen::Matrix4f &m, vtkSmartPointer<vtkMatrix4x4> &vtk_matrix);
//void convertToVtkMatrix (const Eigen::Matrix4f &m, vtkSmartPointer<vtkMatrix4x4> &vtk_matrix);
void convertToVtkMatrix (const cv::Matx44f& m, vtkSmartPointer<vtkMatrix4x4> &vtk_matrix);
void convertToCvMatrix (const vtkSmartPointer<vtkMatrix4x4> &vtk_matrix, cv::Matx44f &m);
vtkSmartPointer<vtkMatrix4x4> convertToVtkMatrix (const cv::Matx44f &m); void convertToVtkMatrix (const cv::Matx44f& m, vtkSmartPointer<vtkMatrix4x4> &vtk_matrix);
cv::Matx44f convertToMatx(const vtkSmartPointer<vtkMatrix4x4>& vtk_matrix); void convertToCvMatrix (const vtkSmartPointer<vtkMatrix4x4> &vtk_matrix, cv::Matx44f &m);
/** \brief Convert origin and orientation to vtkMatrix4x4 vtkSmartPointer<vtkMatrix4x4> convertToVtkMatrix (const cv::Matx44f &m);
* \param[in] origin the point cloud origin cv::Matx44f convertToMatx(const vtkSmartPointer<vtkMatrix4x4>& vtk_matrix);
* \param[in] orientation the point cloud orientation
* \param[out] vtk_matrix the resultant VTK 4x4 matrix
*/
void convertToVtkMatrix (const Eigen::Vector4f &origin, const Eigen::Quaternion<float> &orientation, vtkSmartPointer<vtkMatrix4x4> &vtk_matrix);
void convertToEigenMatrix (const vtkSmartPointer<vtkMatrix4x4> &vtk_matrix, Eigen::Matrix4f &m);
/** \brief Convert origin and orientation to vtkMatrix4x4
* \param[in] origin the point cloud origin
* \param[in] orientation the point cloud orientation
* \param[out] vtk_matrix the resultant VTK 4x4 matrix
*/
void convertToVtkMatrix (const Eigen::Vector4f &origin, const Eigen::Quaternion<float> &orientation, vtkSmartPointer<vtkMatrix4x4> &vtk_matrix);
void convertToEigenMatrix (const vtkSmartPointer<vtkMatrix4x4> &vtk_matrix, Eigen::Matrix4f &m);
struct NanFilter
{
template<typename _Tp, typename _Msk>
struct Impl
{
typedef Vec<_Tp, 3> _Out;
static _Out* copy(const Mat& source, _Out* output, const Mat& nan_mask) struct NanFilter
{ {
CV_Assert(DataDepth<_Tp>::value == source.depth() && source.size() == nan_mask.size()); template<typename _Tp, typename _Msk>
CV_Assert(nan_mask.channels() == 3 || nan_mask.channels() == 4); struct Impl
CV_DbgAssert(DataDepth<_Msk>::value == nan_mask.depth());
int s_chs = source.channels();
int m_chs = nan_mask.channels();
for(int y = 0; y < source.rows; ++y)
{ {
const _Tp* srow = source.ptr<_Tp>(y); typedef Vec<_Tp, 3> _Out;
const _Msk* mrow = nan_mask.ptr<_Msk>(y);
static _Out* copy(const Mat& source, _Out* output, const Mat& nan_mask)
for(int x = 0; x < source.cols; ++x, srow += s_chs, mrow += m_chs) {
if (!isNan(mrow[0]) && !isNan(mrow[1]) && !isNan(mrow[2])) CV_Assert(DataDepth<_Tp>::value == source.depth() && source.size() == nan_mask.size());
*output++ = _Out(srow); CV_Assert(nan_mask.channels() == 3 || nan_mask.channels() == 4);
} CV_DbgAssert(DataDepth<_Msk>::value == nan_mask.depth());
return output;
} int s_chs = source.channels();
}; int m_chs = nan_mask.channels();
for(int y = 0; y < source.rows; ++y)
{
const _Tp* srow = source.ptr<_Tp>(y);
const _Msk* mrow = nan_mask.ptr<_Msk>(y);
for(int x = 0; x < source.cols; ++x, srow += s_chs, mrow += m_chs)
if (!isNan(mrow[0]) && !isNan(mrow[1]) && !isNan(mrow[2]))
*output++ = _Out(srow);
}
return output;
}
};
template<typename _Tp>
static inline Vec<_Tp, 3>* copy(const Mat& source, Vec<_Tp, 3>* output, const Mat& nan_mask)
{
CV_Assert(nan_mask.depth() == CV_32F || nan_mask.depth() == CV_64F);
template<typename _Tp> typedef Vec<_Tp, 3>* (*copy_func)(const Mat&, Vec<_Tp, 3>*, const Mat&);
static inline Vec<_Tp, 3>* copy(const Mat& source, Vec<_Tp, 3>* output, const Mat& nan_mask) const static copy_func table[2] = { &NanFilter::Impl<_Tp, float>::copy, &NanFilter::Impl<_Tp, double>::copy };
{
CV_Assert(nan_mask.depth() == CV_32F || nan_mask.depth() == CV_64F);
typedef Vec<_Tp, 3>* (*copy_func)(const Mat&, Vec<_Tp, 3>*, const Mat&); return table[nan_mask.depth() - 5](source, output, nan_mask);
const static copy_func table[2] = { &NanFilter::Impl<_Tp, float>::copy, &NanFilter::Impl<_Tp, double>::copy }; }
};
return table[nan_mask.depth() - 5](source, output, nan_mask); struct ApplyAffine
} {
}; const Affine3f& affine_;
ApplyAffine(const Affine3f& affine) : affine_(affine) {}
struct ApplyAffine template<typename _Tp> Point3_<_Tp> operator()(const Point3_<_Tp>& p) const { return affine_ * p; }
{
const Affine3f& affine_;
ApplyAffine(const Affine3f& affine) : affine_(affine) {}
template<typename _Tp> Point3_<_Tp> operator()(const Point3_<_Tp>& p) const { return affine_ * p; } template<typename _Tp> Vec<_Tp, 3> operator()(const Vec<_Tp, 3>& v) const
{
const float* m = affine_.matrix.val;
template<typename _Tp> Vec<_Tp, 3> operator()(const Vec<_Tp, 3>& v) const Vec<_Tp, 3> result;
{ result[0] = (_Tp)(m[0] * v[0] + m[1] * v[1] + m[ 2] * v[2] + m[ 3]);
const float* m = affine_.matrix.val; result[1] = (_Tp)(m[4] * v[0] + m[5] * v[1] + m[ 6] * v[2] + m[ 7]);
result[2] = (_Tp)(m[8] * v[0] + m[9] * v[1] + m[10] * v[2] + m[11]);
return result;
}
Vec<_Tp, 3> result; private:
result[0] = (_Tp)(m[0] * v[0] + m[1] * v[1] + m[ 2] * v[2] + m[ 3]); ApplyAffine(const ApplyAffine&);
result[1] = (_Tp)(m[4] * v[0] + m[5] * v[1] + m[ 6] * v[2] + m[ 7]); ApplyAffine& operator=(const ApplyAffine&);
result[2] = (_Tp)(m[8] * v[0] + m[9] * v[1] + m[10] * v[2] + m[11]); };
return result;
} }
private:
ApplyAffine(const ApplyAffine&);
ApplyAffine& operator=(const ApplyAffine&);
};
} }
This diff is collapsed.
...@@ -2,30 +2,33 @@ ...@@ -2,30 +2,33 @@
#include "precomp.hpp" #include "precomp.hpp"
namespace temp_viz namespace cv
{ {
struct CV_EXPORTS CloudActor namespace viz
{ {
/** \brief The actor holding the data to render. */ struct CV_EXPORTS CloudActor
vtkSmartPointer<vtkLODActor> actor; {
/** \brief The actor holding the data to render. */
vtkSmartPointer<vtkLODActor> actor;
/** \brief The viewpoint transformation matrix. */ /** \brief The viewpoint transformation matrix. */
vtkSmartPointer<vtkMatrix4x4> viewpoint_transformation_; vtkSmartPointer<vtkMatrix4x4> viewpoint_transformation_;
/** \brief Internal cell array. Used for optimizing updatePointCloud. */ /** \brief Internal cell array. Used for optimizing updatePointCloud. */
vtkSmartPointer<vtkIdTypeArray> cells; vtkSmartPointer<vtkIdTypeArray> cells;
}; };
// TODO This will be used to contain both cloud and shape actors // TODO This will be used to contain both cloud and shape actors
struct CV_EXPORTS WidgetActor struct CV_EXPORTS WidgetActor
{ {
vtkSmartPointer<vtkProp> actor; vtkSmartPointer<vtkProp> actor;
vtkSmartPointer<vtkMatrix4x4> viewpoint_transformation_; vtkSmartPointer<vtkMatrix4x4> viewpoint_transformation_;
vtkSmartPointer<vtkIdTypeArray> cells; vtkSmartPointer<vtkIdTypeArray> cells;
}; };
typedef std::map<std::string, CloudActor> CloudActorMap; typedef std::map<std::string, CloudActor> CloudActorMap;
typedef std::map<std::string, vtkSmartPointer<vtkProp> > ShapeActorMap; typedef std::map<std::string, vtkSmartPointer<vtkProp> > ShapeActorMap;
typedef std::map<std::string, WidgetActor> WidgetActorMap; typedef std::map<std::string, WidgetActor> WidgetActorMap;
}
} }
...@@ -3,7 +3,7 @@ ...@@ -3,7 +3,7 @@
/////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////
/// widget implementation /// widget implementation
class temp_viz::Widget::Impl class cv::viz::Widget::Impl
{ {
public: public:
vtkSmartPointer<vtkProp> prop; vtkSmartPointer<vtkProp> prop;
...@@ -12,17 +12,17 @@ public: ...@@ -12,17 +12,17 @@ public:
Impl() : prop(0) {} Impl() : prop(0) {}
}; };
temp_viz::Widget::Widget() : impl_(0) cv::viz::Widget::Widget() : impl_(0)
{ {
create(); create();
} }
temp_viz::Widget::Widget(const Widget &other) : impl_(other.impl_) cv::viz::Widget::Widget(const Widget &other) : impl_(other.impl_)
{ {
if (impl_) CV_XADD(&impl_->ref_counter, 1); if (impl_) CV_XADD(&impl_->ref_counter, 1);
} }
temp_viz::Widget& temp_viz::Widget::operator=(const Widget &other) cv::viz::Widget& cv::viz::Widget::operator=(const Widget &other)
{ {
if (this != &other) if (this != &other)
{ {
...@@ -33,19 +33,19 @@ temp_viz::Widget& temp_viz::Widget::operator=(const Widget &other) ...@@ -33,19 +33,19 @@ temp_viz::Widget& temp_viz::Widget::operator=(const Widget &other)
return *this; return *this;
} }
temp_viz::Widget::~Widget() cv::viz::Widget::~Widget()
{ {
release(); release();
} }
void temp_viz::Widget::create() void cv::viz::Widget::create()
{ {
if (impl_) release(); if (impl_) release();
impl_ = new Impl(); impl_ = new Impl();
impl_->ref_counter = 1; impl_->ref_counter = 1;
} }
void temp_viz::Widget::release() void cv::viz::Widget::release()
{ {
if (impl_ && CV_XADD(&impl_->ref_counter, -1) == 1) if (impl_ && CV_XADD(&impl_->ref_counter, -1) == 1)
{ {
...@@ -57,12 +57,12 @@ void temp_viz::Widget::release() ...@@ -57,12 +57,12 @@ void temp_viz::Widget::release()
/////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////
/// widget accessor implementaion /// widget accessor implementaion
vtkSmartPointer<vtkProp> temp_viz::WidgetAccessor::getProp(const Widget& widget) vtkSmartPointer<vtkProp> cv::viz::WidgetAccessor::getProp(const Widget& widget)
{ {
return widget.impl_->prop; return widget.impl_->prop;
} }
void temp_viz::WidgetAccessor::setProp(Widget& widget, vtkSmartPointer<vtkProp> prop) void cv::viz::WidgetAccessor::setProp(Widget& widget, vtkSmartPointer<vtkProp> prop)
{ {
widget.impl_->prop = prop; widget.impl_->prop = prop;
} }
...@@ -70,18 +70,18 @@ void temp_viz::WidgetAccessor::setProp(Widget& widget, vtkSmartPointer<vtkProp> ...@@ -70,18 +70,18 @@ void temp_viz::WidgetAccessor::setProp(Widget& widget, vtkSmartPointer<vtkProp>
/////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////
/// widget3D implementation /// widget3D implementation
struct temp_viz::Widget3D::MatrixConverter struct cv::viz::Widget3D::MatrixConverter
{ {
static cv::Matx44f convertToMatx(const vtkSmartPointer<vtkMatrix4x4>& vtk_matrix) static Matx44f convertToMatx(const vtkSmartPointer<vtkMatrix4x4>& vtk_matrix)
{ {
cv::Matx44f m; Matx44f m;
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
for (int k = 0; k < 4; k++) for (int k = 0; k < 4; k++)
m(i, k) = vtk_matrix->GetElement (i, k); m(i, k) = vtk_matrix->GetElement (i, k);
return m; return m;
} }
static vtkSmartPointer<vtkMatrix4x4> convertToVtkMatrix (const cv::Matx44f& m) static vtkSmartPointer<vtkMatrix4x4> convertToVtkMatrix (const Matx44f& m)
{ {
vtkSmartPointer<vtkMatrix4x4> vtk_matrix = vtkSmartPointer<vtkMatrix4x4>::New (); vtkSmartPointer<vtkMatrix4x4> vtk_matrix = vtkSmartPointer<vtkMatrix4x4>::New ();
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
...@@ -91,7 +91,7 @@ struct temp_viz::Widget3D::MatrixConverter ...@@ -91,7 +91,7 @@ struct temp_viz::Widget3D::MatrixConverter
} }
}; };
void temp_viz::Widget3D::setPose(const Affine3f &pose) void cv::viz::Widget3D::setPose(const Affine3f &pose)
{ {
vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this)); vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this));
CV_Assert(actor); CV_Assert(actor);
...@@ -101,7 +101,7 @@ void temp_viz::Widget3D::setPose(const Affine3f &pose) ...@@ -101,7 +101,7 @@ void temp_viz::Widget3D::setPose(const Affine3f &pose)
actor->Modified (); actor->Modified ();
} }
void temp_viz::Widget3D::updatePose(const Affine3f &pose) void cv::viz::Widget3D::updatePose(const Affine3f &pose)
{ {
vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this)); vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this));
CV_Assert(actor); CV_Assert(actor);
...@@ -121,7 +121,7 @@ void temp_viz::Widget3D::updatePose(const Affine3f &pose) ...@@ -121,7 +121,7 @@ void temp_viz::Widget3D::updatePose(const Affine3f &pose)
actor->Modified (); actor->Modified ();
} }
temp_viz::Affine3f temp_viz::Widget3D::getPose() const cv::Affine3f cv::viz::Widget3D::getPose() const
{ {
vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this)); vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this));
CV_Assert(actor); CV_Assert(actor);
...@@ -131,7 +131,7 @@ temp_viz::Affine3f temp_viz::Widget3D::getPose() const ...@@ -131,7 +131,7 @@ temp_viz::Affine3f temp_viz::Widget3D::getPose() const
return Affine3f(matrix_cv); return Affine3f(matrix_cv);
} }
void temp_viz::Widget3D::setColor(const Color &color) void cv::viz::Widget3D::setColor(const Color &color)
{ {
// Cast to actor instead of prop3d since prop3d doesn't provide getproperty // Cast to actor instead of prop3d since prop3d doesn't provide getproperty
vtkActor *actor = vtkActor::SafeDownCast(WidgetAccessor::getProp(*this)); vtkActor *actor = vtkActor::SafeDownCast(WidgetAccessor::getProp(*this));
...@@ -148,7 +148,7 @@ void temp_viz::Widget3D::setColor(const Color &color) ...@@ -148,7 +148,7 @@ void temp_viz::Widget3D::setColor(const Color &color)
actor->Modified (); actor->Modified ();
} }
template<> temp_viz::Widget3D temp_viz::Widget::cast<temp_viz::Widget3D>() template<> cv::viz::Widget3D cv::viz::Widget::cast<cv::viz::Widget3D>()
{ {
vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this)); vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this));
CV_Assert(actor); CV_Assert(actor);
...@@ -161,7 +161,7 @@ template<> temp_viz::Widget3D temp_viz::Widget::cast<temp_viz::Widget3D>() ...@@ -161,7 +161,7 @@ template<> temp_viz::Widget3D temp_viz::Widget::cast<temp_viz::Widget3D>()
/////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////
/// widget2D implementation /// widget2D implementation
void temp_viz::Widget2D::setColor(const Color &color) void cv::viz::Widget2D::setColor(const Color &color)
{ {
vtkActor2D *actor = vtkActor2D::SafeDownCast(WidgetAccessor::getProp(*this)); vtkActor2D *actor = vtkActor2D::SafeDownCast(WidgetAccessor::getProp(*this));
CV_Assert(actor); CV_Assert(actor);
...@@ -170,7 +170,7 @@ void temp_viz::Widget2D::setColor(const Color &color) ...@@ -170,7 +170,7 @@ void temp_viz::Widget2D::setColor(const Color &color)
actor->Modified (); actor->Modified ();
} }
template<> temp_viz::Widget2D temp_viz::Widget::cast<temp_viz::Widget2D>() template<> cv::viz::Widget2D cv::viz::Widget::cast<cv::viz::Widget2D>()
{ {
vtkActor2D *actor = vtkActor2D::SafeDownCast(WidgetAccessor::getProp(*this)); vtkActor2D *actor = vtkActor2D::SafeDownCast(WidgetAccessor::getProp(*this));
CV_Assert(actor); CV_Assert(actor);
......
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