本文整理汇总了C++中camera::Ptr类的典型用法代码示例。如果您正苦于以下问题:C++ Ptr类的具体用法?C++ Ptr怎么用?C++ Ptr使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Ptr类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: AddCamera
Camera::Ptr AddCamera(kge::Scene& scene, const Rectf& viewport)
{
GameObject::Ptr gameObject = scene.CreateGameObject().lock();
Camera::Ptr camera = gameObject->AddComponent<Camera>().lock();
camera->SetPerspectiveLens(0.05f, 20.0f, Degreesf(90.0f));
camera->SetViewport(viewport, Rangef(0.0f, 1.0f));
return camera;
}
示例2: start
void RayTracerController::start()
{
if (isRunning())
return;
Camera::Ptr camera = m_rt.camera();
if (!camera)
throw cxx::exception("There is no camera in the raytracer scene");
m_rt.setProgressCallback([camera, this](float progress, bool, quint64 raysProcessed) {
QMutexLocker mtlk(&m_mutex);
emit rayTracerImageUpdated(QPixmap::fromImage((*m_imageProcessor)(camera->canvas()).toImage()));
emit rayTracerProgress(progress, raysProcessed);
});
m_rtThread.start();
}
示例3: loadCamera
Camera::Ptr HouScene::loadCamera( QJsonObject &obj )
{
Camera::Ptr camera = std::make_shared<Camera>();
math::V2i res(int(obj.value("resx").toDouble()), int(obj.value("resy").toDouble()));
camera->setRaster( res.x, res.y, float(res.x)/float(res.y) );
math::M44f translation = math::M44f::TranslationMatrix(obj.value("transform.tx").toDouble(), obj.value("transform.ty").toDouble(), obj.value("transform.tz").toDouble());
math::M44f rotationX = math::M44f::RotationMatrixX( -math::degToRad(obj.value("transform.rx").toDouble()) );
math::M44f rotationY = math::M44f::RotationMatrixY( -math::degToRad(obj.value("transform.ry").toDouble()) );
math::M44f rotationZ = math::M44f::RotationMatrixZ( -math::degToRad(obj.value("transform.rz").toDouble()) );
camera->setViewToWorld( rotationX*rotationY*rotationZ*translation );
return camera;
}
示例4: capture
void capture (Eigen::Isometry3d pose_in)
{
// No reference image - but this is kept for compatibility with range_test_v2:
float* reference = new float[range_likelihood_->getRowHeight() * range_likelihood_->getColWidth()];
const float* depth_buffer = range_likelihood_->getDepthBuffer();
// Copy one image from our last as a reference.
for (int i=0, n=0; i<range_likelihood_->getRowHeight(); ++i)
{
for (int j=0; j<range_likelihood_->getColWidth(); ++j)
{
reference[n++] = depth_buffer[i*range_likelihood_->getWidth() + j];
}
}
std::vector<Eigen::Isometry3d, Eigen::aligned_allocator<Eigen::Isometry3d> > poses;
std::vector<float> scores;
poses.push_back (pose_in);
range_likelihood_->computeLikelihoods (reference, poses, scores);
std::cout << "score: ";
for (size_t i = 0; i<scores.size (); ++i)
{
std::cout << " " << scores[i];
}
std::cout << std::endl;
std::cout << "camera: " << camera_->getX ()
<< " " << camera_->getY ()
<< " " << camera_->getZ ()
<< " " << camera_->getRoll ()
<< " " << camera_->getPitch ()
<< " " << camera_->getYaw ()
<< std::endl;
delete [] reference;
// Benchmark Values for
// 27840 triangle faces
// 13670 vertices
// 45.00Hz: simuation only
// 1.28Hz: simuation, addNoise? , getPointCloud, writeASCII
// 33.33Hz: simuation, getPointCloud
// 23.81Hz: simuation, getPointCloud, writeBinary
// 14.28Hz: simuation, addNoise, getPointCloud, writeBinary
// MODULE TIME FRACTION
// simuation 0.02222 31%
// addNoise 0.03 41%
// getPointCloud 0.008 11%
// writeBinary 0.012 16%
// total 0.07222
pcl::PointCloud<pcl::PointXYZRGB>::Ptr pc_out (new pcl::PointCloud<pcl::PointXYZRGB>);
}
示例5: capture
void capture (Eigen::Isometry3d pose_in, string point_cloud_fname)
{
// No reference image - but this is kept for compatability with range_test_v2:
float* reference = new float[range_likelihood_->getRowHeight() * range_likelihood_->getColWidth()];
const float* depth_buffer = range_likelihood_->getDepthBuffer();
// Copy one image from our last as a reference.
for (int i=0, n=0; i<range_likelihood_->getRowHeight(); ++i)
{
for (int j=0; j<range_likelihood_->getColWidth(); ++j)
{
reference[n++] = depth_buffer[i*range_likelihood_->getWidth() + j];
}
}
std::vector<Eigen::Isometry3d, Eigen::aligned_allocator<Eigen::Isometry3d> > poses;
std::vector<float> scores;
poses.push_back (pose_in);
range_likelihood_->computeLikelihoods (reference, poses, scores);
std::cout << "score: ";
for (size_t i = 0; i<scores.size (); ++i)
{
std::cout << " " << scores[i];
}
std::cout << std::endl;
std::cout << "camera: " << camera_->getX ()
<< " " << camera_->getY ()
<< " " << camera_->getZ ()
<< " " << camera_->getRoll ()
<< " " << camera_->getPitch ()
<< " " << camera_->getYaw ()
<< std::endl;
delete [] reference;
// Benchmark Values for
// 27840 triangle faces
// 13670 vertices
// 45.00Hz: simuation only
// 1.28Hz: simuation, addNoise? , getPointCloud, writeASCII
// 33.33Hz: simuation, getPointCloud
// 23.81Hz: simuation, getPointCloud, writeBinary
// 14.28Hz: simuation, addNoise, getPointCloud, writeBinary
// MODULE TIME FRACTION
// simuation 0.02222 31%
// addNoise 0.03 41%
// getPointCloud 0.008 11%
// writeBinary 0.012 16%
// total 0.07222
pcl::PointCloud<pcl::PointXYZRGB>::Ptr pc_out (new pcl::PointCloud<pcl::PointXYZRGB>);
bool write_cloud = true;
if (write_cloud)
{
// Read Color Buffer from the GPU before creating PointCloud:
// By default the buffers are not read back from the GPU
range_likelihood_->getColorBuffer ();
range_likelihood_->getDepthBuffer ();
// Add noise directly to the CPU depth buffer
range_likelihood_->addNoise ();
// Optional argument to save point cloud in global frame:
// Save camera relative:
//range_likelihood_->getPointCloud(pc_out);
// Save in global frame - applying the camera frame:
//range_likelihood_->getPointCloud(pc_out,true,camera_->pose());
// Save in local frame
range_likelihood_->getPointCloud (pc_out,false,camera_->getPose ());
// TODO: what to do when there are more than one simulated view?
std::cout << pc_out->points.size() << " points written to file\n";
pcl::PCDWriter writer;
//writer.write (point_cloud_fname, *pc_out, false); /// ASCII
writer.writeBinary (point_cloud_fname, *pc_out);
//cout << "finished writing file\n";
}
// Disabled all OpenCV stuff for now: dont want the dependency
/*
bool demo_other_stuff = false;
if (demo_other_stuff && write_cloud)
{
write_score_image (range_likelihood_->getScoreBuffer ());
write_rgb_image (range_likelihood_->getColorBuffer ());
write_depth_image (range_likelihood_->getDepthBuffer ());
// Demo interacton with RangeImage:
pcl::RangeImagePlanar rangeImage;
range_likelihood_->getRangeImagePlanar (rangeImage);
// display viewer: (currently seqfaults on exit of viewer)
if (1==0){
boost::shared_ptr<pcl::visualization::PCLVisualizer> viewer;
viewer = simpleVis(pc_out);
while (!viewer->wasStopped ()){
//.........这里部分代码省略.........
示例6: display
void display ()
{
float* reference = new float[range_likelihood_->getRowHeight() * range_likelihood_->getColWidth()];
const float* depth_buffer = range_likelihood_->getDepthBuffer();
// Copy one image from our last as a reference.
for (int i=0, n=0; i<range_likelihood_->getRowHeight(); ++i)
{
for (int j=0; j<range_likelihood_->getColWidth(); ++j)
{
reference[n++] = depth_buffer[i*range_likelihood_->getWidth() + j];
}
}
std::vector<Eigen::Isometry3d, Eigen::aligned_allocator<Eigen::Isometry3d> > poses;
std::vector<float> scores;
int n = range_likelihood_->getRows ()*range_likelihood_->getCols ();
for (int i = 0; i < n; ++i)
{
Camera camera(*camera_);
camera.move(0.0,i*0.02,0.0);
//camera.move(0.0,i*0.02,0.0);
poses.push_back (camera.getPose ());
}
range_likelihood_->computeLikelihoods (reference, poses, scores);
range_likelihood_->computeLikelihoods (reference, poses, scores);
std::cout << "score: ";
for (size_t i = 0; i<scores.size (); ++i)
{
std::cout << " " << scores[i];
}
std::cout << std::endl;
std::cout << "camera: " << camera_->getX ()
<< " " << camera_->getY ()
<< " " << camera_->getZ ()
<< " " << camera_->getRoll ()
<< " " << camera_->getPitch ()
<< " " << camera_->getYaw ()
<< std::endl;
delete [] reference;
glDrawBuffer (GL_BACK);
glReadBuffer (GL_BACK);
// Draw the resulting images from the range_likelihood
glViewport (range_likelihood_->getWidth (), 0, range_likelihood_->getWidth (), range_likelihood_->getHeight ());
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
// Draw the color image
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColorMask (true, true, true, true);
glDisable (GL_DEPTH_TEST);
glRasterPos2i (-1,-1);
glDrawPixels (range_likelihood_->getWidth (), range_likelihood_->getHeight (),
GL_RGB, GL_UNSIGNED_BYTE, range_likelihood_->getColorBuffer ());
// Draw the depth image
glViewport (0, 0, range_likelihood_->getWidth (), range_likelihood_->getHeight ());
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
// display_depth_image (range_likelihood_->getDepthBuffer ());
display_depth_image (range_likelihood_->getDepthBuffer (),
range_likelihood_->getWidth (), range_likelihood_->getHeight ());
// Draw the score image
glViewport (0, range_likelihood_->getHeight (),
range_likelihood_->getWidth (), range_likelihood_->getHeight ());
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
display_score_image (range_likelihood_->getScoreBuffer ());
glutSwapBuffers ();
if (write_file_)
{
range_likelihood_->addNoise ();
pcl::RangeImagePlanar rangeImage;
range_likelihood_->getRangeImagePlanar (rangeImage);
pcl::PointCloud<pcl::PointXYZRGB>::Ptr pc_out (new pcl::PointCloud<pcl::PointXYZRGB>);
// Optional argument to save point cloud in global frame:
// Save camera relative:
//range_likelihood_->getPointCloud(pc_out);
// Save in global frame - applying the camera frame:
//range_likelihood_->getPointCloud(pc_out,true,camera_->pose());
// Save in local frame
//.........这里部分代码省略.........
示例7: main
int main(int argc, char* argv[])
{
Game game(Graphics::DirectX11, Vector2i(1920, 1080), 60.0f);
Auto<Graphics> graphics = game.GetGraphics();
Auto<ResourceManager> resourceManager = game.GetResourceManager();
Auto<WindowRenderTarget> windowRenderTarget = game.GetWindowRenderTarget();
Auto<VertexShader> vertexShader;
Auto<PixelShader> pixelShader;
Auto<Mesh> meshTest;
Auto<Sampler> linearSampler;
Auto<Sampler> pointSampler;
kge::Scene::Ptr scene = game.CreateScene();
GameObject::Ptr conrellBox = AddObject(scene, "Media/Meshes/CornellBox.obj#Cube", "Media/Materials/CornellBox.json");
conrellBox->GetTransform()->SetLocalOrientation(Quaternionf(Vector3f(0.0f, 1.0f, 0.0f), Degreesf(180.0f)));
GameObject::Ptr suzanne = scene->CreateGameObject().lock();
suzanne->GetTransform()->SetLocalOrientation(Quaternionf(Vector3f(0.0f, 1.0f, 0.0f), Degreesf(225.0f)));
suzanne->GetTransform()->SetLocalScale(Vector3f(0.6f, 0.6f, 0.6f));
suzanne->GetTransform()->SetLocalPosition(Vector3f(0.0f, -1.0f, 0.0f));
suzanne->AddComponent<SpinBehavior>();
game.GetLuaContext().AddBehaviorScript(resourceManager->LoadResource<LuaScript>("Media/Scripts/Test.lua"));
game.GetLuaContext().AddBehaviorScript(resourceManager->LoadResource<LuaScript>("Media/Scripts/BaseTest.lua"));
//suzanne->AddComponent<LuaBehavior>().lock()->SetLuaClassName("Test");
Renderer::Ref renderer = suzanne->AddComponent<Renderer>();
scene->GetRenderManager().SetCompositor(
RenderManager::DefaultCompositor,
Auto<Compositor>(new DeferredCompositor(*graphics, *resourceManager))
);
Camera::Ptr leftEye = AddCamera(*scene, Rectf(0.0f, 0.0f, 1.0f, 1.0f));
//Camera::Ptr rightEye = AddCamera(*scene, Rectf(0.0f, 0.5f, 1.0f, 0.5f));
GameObject::Ptr cameraObject = scene->CreateGameObject().lock();
cameraObject->AddComponent<FlyCamera>();
leftEye->GetGameObject().GetTransform()->SetParent(cameraObject->GetTransform());
leftEye->GetGameObject().GetTransform()->SetLocalPosition(Vector3f(-0.025f, 0.0f, 0.0f));
//rightEye->GetGameObject().GetTransform()->SetParent(cameraObject->GetTransform());
//rightEye->GetGameObject().GetTransform()->SetLocalPosition(Vector3f(0.025f, 0.0f, 0.0f));
GameObject::Ptr cubeTest = AddObject(scene, "Media/Meshes/Cube.obj#Cube", "Media/Materials/Cube.json");
cubeTest->GetTransform()->SetLocalScale(Vector3f(0.1f, 0.1f, 0.1f));
cubeTest->GetTransform()->SetLocalPosition(Vector3f(0.0f, -0.5f, -0.8f));
SpinBehavior::Ptr cubeSpin = cubeTest->AddComponent<SpinBehavior>().lock();
cubeSpin->SetAxis(Vector3f(1.0f, 0.0f, 0.0f));
cubeSpin = cubeTest->AddComponent<SpinBehavior>().lock();
cubeSpin->SetAxis(Vector3f(0.0f, 1.0f, 0.0f));
cubeSpin->SetRotationRate(Degreesf(7.0f));
{
GameObject::Ptr lightObject = scene->CreateGameObject().lock();
lightObject->GetTransform()->SetLocalPosition(Vector3f(0.0f, 0.9f, 0.0f));
PointLight::Ptr pointLight = lightObject->AddComponent<PointLight>().lock();
pointLight->SetRange(4.0f);
pointLight->SetColor(Colorf(1.0f, 1.0f, 1.0f));
}
for (int i = 1; i <= 5; ++i)
{
for (int j = 0; j < 5; ++j) {
AddEmmisiveSphere(scene, Vector3f(0.4f * i - 1.2f, -0.9f, -0.8f + j * 0.4f), Colorf(0.3f, 0.5f + i * 0.3f, 2.0f - j * 0.3f));
}
}
try
{
vertexShader = resourceManager->LoadResource<VertexShader>("Media/Shaders/Bundle/VertexShaderTest.shader");
pixelShader = resourceManager->LoadResource<PixelShader>("Media/Shaders/Bundle/PixelShaderTest.shader");
meshTest = resourceManager->LoadResource<Mesh>("Media/Meshes/Suzanne.obj#Suzanne");
SamplerDescription samplerDesc;
linearSampler = graphics->CreateSampler(samplerDesc);
samplerDesc.minFilter = InterpolationMode::Point;
samplerDesc.magFilter = InterpolationMode::Point;
samplerDesc.mipFilter = InterpolationMode::Point;
pointSampler = graphics->CreateSampler(samplerDesc);
Material::Ptr suzanneMaterial = resourceManager->LoadResource<Material>("Media/Materials/Suzanne.json");
Renderer::Ptr rendererPtr = renderer.lock();
rendererPtr->SetMesh(meshTest);
rendererPtr->SetMaterial(suzanneMaterial, 0);
RenderTargetConfiguration renderTarget;
renderTarget.AddRenderTarget(windowRenderTarget);
leftEye->SetRenderTargets(renderTarget);
//rightEye->SetRenderTargets(renderTarget);
//.........这里部分代码省略.........
示例8: r
void
execute (int argc, char** argv, std::string plyfile)
{
PtrStepSz<const unsigned short> depth;
PtrStepSz<const KinfuTracker::PixelRGB> rgb24;
int time_ms = 0;
bool has_image = false;
// Create simulation environment:
int width = 640;
int height = 480;
for (int i=0; i<2048; i++)
{
float v = i/2048.0;
v = powf(v, 3)* 6;
t_gamma[i] = v*6*256;
}
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB);// was GLUT_RGBA
glutInitWindowPosition (10, 10);
glutInitWindowSize (10, 10);
//glutInitWindowSize (window_width_, window_height_);
glutCreateWindow ("OpenGL range likelihood");
GLenum err = glewInit ();
if (GLEW_OK != err)
{
std::cerr << "Error: " << glewGetErrorString (err) << std::endl;
exit (-1);
}
std::cout << "Status: Using GLEW " << glewGetString (GLEW_VERSION) << std::endl;
if (glewIsSupported ("GL_VERSION_2_0"))
std::cout << "OpenGL 2.0 supported" << std::endl;
else
{
std::cerr << "Error: OpenGL 2.0 not supported" << std::endl;
exit(1);
}
std::cout << "GL_MAX_VIEWPORTS: " << GL_MAX_VIEWPORTS << std::endl;
camera_ = Camera::Ptr (new Camera ());
scene_ = Scene::Ptr (new Scene ());
range_likelihood_ = RangeLikelihood::Ptr (new RangeLikelihood (1, 1, height, width, scene_));
// Actually corresponds to default parameters:
range_likelihood_->setCameraIntrinsicsParameters (640,480, 576.09757860,
576.09757860, 321.06398107, 242.97676897);
range_likelihood_->setComputeOnCPU (false);
range_likelihood_->setSumOnCPU (true);
range_likelihood_->setUseColor (true);
camera_->set(0.471703, 1.59862, 3.10937, 0, 0.418879, -12.2129);
camera_->set_pitch(0.418879); // not sure why this is here:
cout << "About to read: "<< plyfile << endl;
load_PolygonMesh_model (plyfile);
// Generate a series of poses:
std::vector<Eigen::Isometry3d, Eigen::aligned_allocator<Eigen::Isometry3d> > poses;
Eigen::Vector3d focus_center(0,0,1.3);
// double halo_r = 4.0;
double halo_r = 1.5;
double halo_dz = 1.5; // was 2;
// 20 is too quick when adding noise:
// 50 is ok though
int n_poses=50;
int n_pose_stop = 10;
// above means make a circle of 50 poses, stop after the 10th i.e. 1/5 of a halo ring:
generate_halo(poses,focus_center,halo_r,halo_dz,n_poses);
unsigned short * disparity_buf_ = new unsigned short[width*height ];
const KinfuTracker::PixelRGB* color_buf_;
const uint8_t* color_buf_uint;
// loop though and create the mesh:
for (int i = 0; !exit_; ++i)
{
vector<double> tic_toc;
tic_toc.push_back(getTime());
double tic_main = getTime();
Eigen::Vector3d t(poses[i].translation());
Eigen::Quaterniond r(poses[i].rotation());
std::stringstream ss;
ss << t[0]<<", "<<t[1]<<", "<<t[2]<<" | "
<<r.w()<<", "<<r.x()<<", "<<r.y()<<", "<<r.z() ;
std::cout << i << ": " << ss.str() << " pose_simulatedposition\n";
capture (poses[i],disparity_buf_, color_buf_uint);//,ss.str());
color_buf_ = (const KinfuTracker::PixelRGB*) color_buf_uint;
PtrStepSz<const unsigned short> depth_sim = PtrStepSz<const unsigned short>(height, width, disparity_buf_, 2*width);
//cout << depth_sim.rows << " by " << depth_sim.cols << " | s: " << depth_sim.step << "\n";
// RGB-KinFu currently disabled for now - problems with color in KinFu apparently
// but this constructor might not be right either: not sure about step size
integrate_colors_=false;
PtrStepSz<const KinfuTracker::PixelRGB> rgb24_sim = PtrStepSz<const KinfuTracker::PixelRGB>(height, width, color_buf_, width);
tic_toc.push_back (getTime ());
//.........这里部分代码省略.........
示例9: display
void display() {
glViewport(range_likelihood_->width(), 0, range_likelihood_->width(), range_likelihood_->height());
float* reference = new float[range_likelihood_->row_height() * range_likelihood_->col_width()];
const float* depth_buffer = range_likelihood_->depth_buffer();
// Copy one image from our last as a reference.
for (int i=0, n=0; i<range_likelihood_->row_height(); ++i) {
for (int j=0; j<range_likelihood_->col_width(); ++j) {
reference[n++] = depth_buffer[i*range_likelihood_->width() + j];
}
}
std::vector<Eigen::Isometry3d, Eigen::aligned_allocator<Eigen::Isometry3d> > poses;
std::vector<float> scores;
int n = range_likelihood_->rows()*range_likelihood_->cols();
for (int i=0; i<n; ++i) { // This is used when there is
Camera camera(*camera_);
camera.move(0.0,0.0,0.0);
//camera.move(0.0,i*0.02,0.0);
poses.push_back(camera.pose());
}
float* depth_field =NULL;
bool do_depth_field =false;
range_likelihood_->compute_likelihoods(reference, poses, scores,depth_field,do_depth_field);
// range_likelihood_->compute_likelihoods(reference, poses, scores);
delete [] reference;
delete [] depth_field;
std::cout << "score: ";
for (size_t i=0; i<scores.size(); ++i) {
std::cout << " " << scores[i];
}
std::cout << std::endl;
// Draw the depth image
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glColorMask(true, true, true, true);
glDisable(GL_DEPTH_TEST);
glViewport(0, 0, range_likelihood_->width(), range_likelihood_->height());
//glViewport(0, 0, range_likelihood_->width(), range_likelihood_->height());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glRasterPos2i(-1,-1);
//glDrawPixels(range_likelihood_->width(), range_likelihood_->height(), GL_LUMINANCE, GL_FLOAT, range_likelihood_->depth_buffer());
display_depth_image(range_likelihood_->depth_buffer());
glutSwapBuffers();
if (write_file_){
range_likelihood_->addNoise();
pcl::RangeImagePlanar rangeImage;
range_likelihood_->getRangeImagePlanar(rangeImage);
pcl::PointCloud<pcl::PointXYZRGB>::Ptr pc_out (new pcl::PointCloud<pcl::PointXYZRGB>);
// Optional argument to save point cloud in global frame:
// Save camera relative:
//range_likelihood_->getPointCloud(pc_out);
// Save in global frame - applying the camera frame:
//range_likelihood_->getPointCloud(pc_out,true,camera_->pose());
// Save in local frame
range_likelihood_->getPointCloud(pc_out,false,camera_->pose());
// TODO: what to do when there are more than one simulated view?
pcl::PCDWriter writer;
writer.write ("simulated_range_image.pcd", *pc_out, false);
cout << "finished writing file\n";
pcl::visualization::CloudViewer viewer ("Simple Cloud Viewer");
viewer.showCloud (pc_out);
// Problem: vtk and opengl dont seem to play very well together
// vtk seems to misbehavew after a little while and wont keep the window on the screen
// method1: kill with [x] - but eventually it crashes:
//while (!viewer.wasStopped ()){
//}
// method2: eventually starts ignoring cin and pops up on screen and closes almost
// immediately
// cout << "enter 1 to cont\n";
// cin >> pause;
// viewer.wasStopped ();
// method 3: if you interact with the window with keys, the window is not closed properly
// TODO: use pcl methods as this time stuff is probably not cross playform
struct timespec t;
t.tv_sec = 100;
//t.tv_nsec = (time_t)(20000000); // short sleep
t.tv_nsec = (time_t)(0); // long sleep - normal speed
nanosleep(&t, NULL);
write_file_ =0;
}
}
示例10: on_passive_motion
void on_passive_motion(int x, int y)
{
if (paused_) return;
double pitch = -(0.5-(double)y/window_height_)*M_PI; // in window coordinates positive y-axis is down
double yaw = (0.5-(double)x/window_width_)*M_PI*2;
camera_->set_pitch(pitch);
camera_->set_yaw(yaw);
}
示例11: glGetString
void
initialize (int argc, char** argv)
{
const GLubyte* version = glGetString (GL_VERSION);
print_info ("OpenGL Version: %s\n", version);
// works well for MIT CSAIL model 2nd floor:
camera_->set (27.4503, 37.383, 4.30908, 0.0, 0.0654498, -2.25802);
if (argc > 1) loadPolygonMeshModel (argv[1]);
}
示例12: glGetString
void
initialize (int argc, char** argv)
{
const GLubyte* version = glGetString (GL_VERSION);
std::cout << "OpenGL Version: " << version << std::endl;
// works for small files:
camera_->set(-5.0, 0.0, 1.0, 0.0, 0.0, 0.0);
pcl::console::print_info("About to read: %s", argv[2]);
loadPolygonMeshModel (argv[2]);
}
示例13: if
// Handle normal keys
void
on_keyboard (unsigned char key, int x, int y)
{
double speed = 0.1;
if (key == 27)
exit(0);
else if (key == 'w' || key == 'W')
camera_->move(speed,0,0);
else if (key == 's' || key == 'S')
camera_->move(-speed,0,0);
else if (key == 'a' || key == 'A')
camera_->move(0,speed,0);
else if (key == 'd' || key == 'D')
camera_->move(0,-speed,0);
else if (key == 'q' || key == 'Q')
camera_->move(0,0,speed);
else if (key == 'z' || key == 'Z')
camera_->move(0,0,-speed);
else if (key == 'p' || key == 'P')
paused_ = !paused_;
else if (key == 'v' || key == 'V')
write_file_ = 1;
// Use glutGetModifiers for modifiers
// GLUT_ACTIVE_SHIFT, GLUT_ACTIVE_CTRL, GLUT_ACTIVE_ALT
}
示例14: glGetString
void
initialize (int argc, char** argv)
{
const GLubyte* version = glGetString (GL_VERSION);
std::cout << "OpenGL Version: " << version << std::endl;
// works well for MIT CSAIL model 3rd floor:
//camera_->set(4.04454, 44.9377, 1.1, 0.0, 0.0, -2.00352);
// works well for MIT CSAIL model 2nd floor:
// camera_->set (27.4503, 37.383, 4.30908, 0.0, 0.0654498, -2.25802);
// works for small files:
//camera_->set(-5.0, 0.0, 1.0, 0.0, 0.0, 0.0);
camera_->set( 1.31762, 0.382931, 1.89533, 0, 0.20944, -9.14989);
camera_->setPitch(0.20944); // not sure why this is here:
//camera_->set(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
cout << "About to read: " << argv[1] << endl;
load_PolygonMesh_model (argv[1]);
paused_ = false;
}
示例15: initialize
void initialize(int argc, char** argv)
{
const GLubyte* version = glGetString(GL_VERSION);
std::cout << "OpenGL Version: " << version << std::endl;
// works well for MIT CSAIL model 3rd floor:
// camera_->set(4.04454, 44.9377, 1.1, 0.0, 0.0, -2.00352);
// works for small files:
//camera_->set(-5.0, 0.0, 1.0, 0.0, 0.0, 0.0);
camera_->set(0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
cout << "About to read: " << argv[1] << endl;
load_PolygonMesh_model(argv[1]);
paused_ = false;
}