OpenCV
4.5.4
Open Source Computer Vision
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#include <opencv2/ovis.hpp>
Public Member Functions | |
virtual | ~WindowScene () |
virtual Rect2d | createCameraEntity (const String &name, InputArray K, const Size &imsize, float zFar, InputArray tvec=noArray(), InputArray rot=noArray(), const Scalar &color=Scalar::all(1))=0 |
virtual void | createEntity (const String &name, const String &meshname, InputArray tvec=noArray(), InputArray rot=noArray())=0 |
virtual void | createLightEntity (const String &name, InputArray tvec=noArray(), InputArray rot=noArray(), const Scalar &diffuseColor=Scalar::all(1), const Scalar &specularColor=Scalar::all(1))=0 |
virtual void | fixCameraYawAxis (bool useFixed, InputArray up=noArray())=0 |
virtual void | getCameraPose (OutputArray R=noArray(), OutputArray tvec=noArray(), bool invert=false)=0 |
virtual void | getCompositorTexture (const String &compname, const String &texname, OutputArray out, int mrtIndex=0)=0 |
virtual void | getDepth (OutputArray depth)=0 |
virtual void | getEntityAnimations (const String &name, std::vector< String > &out)=0 |
virtual void | getEntityPose (const String &name, OutputArray R=noArray(), OutputArray tvec=noArray(), bool invert=false)=0 |
virtual void | getEntityProperty (const String &name, int prop, OutputArray value)=0 |
virtual void | getScreenshot (OutputArray frame)=0 |
virtual void | playEntityAnimation (const String &name, const String &animname, bool loop=true)=0 |
virtual void | removeEntity (const String &name)=0 |
virtual void | setBackground (InputArray image)=0 |
virtual void | setBackground (const Scalar &color)=0 |
virtual void | setCameraIntrinsics (InputArray K, const Size &imsize, float zNear=-1, float zFar=-1)=0 |
virtual void | setCameraLookAt (const String &target, InputArray offset=noArray())=0 |
virtual void | setCameraPose (InputArray tvec=noArray(), InputArray rot=noArray(), bool invert=false)=0 |
virtual void | setCompositors (const std::vector< String > &names)=0 |
virtual void | setEntityLookAt (const String &origin, const String &target, InputArray offset=noArray())=0 |
virtual void | setEntityPose (const String &name, InputArray tvec=noArray(), InputArray rot=noArray(), bool invert=false)=0 |
virtual void | setEntityProperty (const String &name, int prop, const Scalar &value)=0 |
virtual void | setEntityProperty (const String &name, int prop, const String &value, int subEntityIdx=-1)=0 |
virtual void | stopEntityAnimation (const String &name, const String &animname)=0 |
virtual void | update ()=0 |
virtual void | updateEntityPose (const String &name, InputArray tvec=noArray(), InputArray rot=noArray())=0 |
A 3D viewport and the associated scene
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virtual |
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pure virtual |
convenience method to visualize a camera position
name | entity name |
K | intrinsic matrix |
imsize | image size |
zFar | far plane in camera coordinates |
rot | Rodrigues vector or 3x3 rotation matrix |
tvec | translation |
color | line color |
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pure virtual |
place an entity of a mesh in the scene
the mesh needs to be created beforehand. Either programmatically by e.g. createPointCloudMesh or by placing an Ogre .mesh file in a resource location.
name | entity name |
meshname | mesh name |
rot | Rodrigues vector or 3x3 rotation matrix |
tvec | translation |
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pure virtual |
creates a point light in the scene
name | entity name |
rot | Rodrigues vector or 3x3 rotation matrix |
tvec | translation |
diffuseColor | |
specularColor |
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pure virtual |
convenience method to force the "up" axis to stay fixed
works with both programmatic changes and SCENE_INTERACTIVE
useFixed | whether to enforce the fixed yaw axis |
up | the axis to be fixed |
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pure virtual |
Retrieves the current camera pose
R | 3x3 rotation matrix |
tvec | translation vector |
invert | return the inverted pose |
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read back the texture of an active compositor
compname | name of the compositor |
texname | name of the texture inside the compositor |
mrtIndex | if texture is a MRT, specifies the attachment |
out | the texture contents |
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get the depth for the current frame.
return the per pixel distance to the camera in world units
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get a list of available entity animations
name | entity name |
out | the animation names |
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Retrieves the current pose of an entity
name | entity name |
R | 3x3 rotation matrix |
tvec | translation vector |
invert | return the inverted pose |
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get the property of an entity
name | entity name |
prop | EntityProperty |
value | the value |
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read back the image generated by the last call to waitKey
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play entity animation
name | entity name |
animname | animation name |
loop | enable or disable animation loop |
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remove an entity from the scene
name | entity name |
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pure virtual |
set window background to custom image
image |
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pure virtual |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
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pure virtual |
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pure virtual |
convenience method to orient the camera to a specific entity
target | entity name |
offset | offset from entity centre |
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Sets the current camera pose
rot | Rodrigues vector or 3x3 rotation matrix |
tvec | translation |
invert | use the inverse of the given pose |
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enable an ordered chain of full-screen post processing effects
this way you can add distortion or SSAO effects. The effects themselves must be defined inside Ogre .compositor scripts.
names | compositor names that will be applied in order of appearance |
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convenience method to orient an entity to a specific entity. If target is an empty string the entity looks at the given offset point
origin | entity to make look at |
target | name of target entity |
offset | offset from entity centre |
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set entity pose in the world coordinate space.
name | enitity name |
rot | Rodrigues vector or 3x3 rotation matrix |
tvec | translation |
invert | use the inverse of the given pose |
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set the property of an entity to the given value
name | entity name |
prop | EntityProperty |
value | the value |
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pure virtual |
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
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pure virtual |
stop entity animation
name | enitity name |
animname | animation name |
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render this window, but do not swap buffers. Automatically called by ovis::waitKey
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update entity pose by transformation in the parent coordinate space. (pre-rotation)
name | entity name |
rot | Rodrigues vector or 3x3 rotation matrix |
tvec | translation |