OpenCV
4.9.0
Open Source Computer Vision
|
Classes | |
class | cv::ovis::WindowScene |
ovis is a simplified rendering wrapper around ogre3d. The Ogre terminology is used in the API and Ogre Script is assumed to be used for advanced customization.
Besides the API you see here, there are several environment variables that control the behavior of ovis. They are documented in createWindow.
You can create geometry on the fly or by loading Ogre .mesh
files.
For converting/ creating geometry Blender is recommended.
OgreXMLConverter.exe
(in bin/
) and set the path in the blender2ogre settingsWhen using Ogre 1.12.9 or later, enabling the Assimp plugin allows to load arbitrary geometry. Simply pass bunny.obj
instead of bunny.mesh
as meshname
in WindowScene::createEntity.
You should still use ogre-meshviewer to verify that the geometry is converted correctly.
#include <opencv2/ovis.hpp>
Enumerator | |
---|---|
ENTITY_MATERIAL | |
ENTITY_SCALE | |
ENTITY_AABB_WORLD | |
ENTITY_ANIMBLEND_MODE | |
ENTITY_CAST_SHADOWS |
#include <opencv2/ovis.hpp>
Enumerator | |
---|---|
MATERIAL_POINT_SIZE | |
MATERIAL_LINE_WIDTH | |
MATERIAL_OPACITY | |
MATERIAL_EMISSIVE | |
MATERIAL_DIFFUSE | |
MATERIAL_TEXTURE0 | |
MATERIAL_TEXTURE | |
MATERIAL_TEXTURE1 | |
MATERIAL_TEXTURE2 | |
MATERIAL_TEXTURE3 |
#include <opencv2/ovis.hpp>
Enumerator | |
---|---|
SCENE_SEPARATE | the window will use a separate scene. The scene will be shared otherwise. |
SCENE_INTERACTIVE | allow the user to control the camera. |
SCENE_SHOW_CS_CROSS | draw coordinate system crosses for debugging |
SCENE_AA | Apply anti-aliasing. The first window determines the setting for all windows. |
SCENE_OFFSCREEN | Render off-screen without a window. Allows separate AA setting. Requires manual update via WindowScene::update. |
SCENE_SHADOWS | Enable real-time shadows in the scene. All entities cast shadows by default. Control via ENTITY_CAST_SHADOWS. |
void cv::ovis::addResourceLocation | ( | const String & | path | ) |
#include <opencv2/ovis.hpp>
Add an additional resource location that is search for meshes, textures and materials
must be called before the first createWindow. If give path does not exist, retries inside Ogre Media Directory.
path | folder or Zip archive. |
void cv::ovis::createGridMesh | ( | const String & | name, |
const Size2f & | size, | ||
const Size & | segments = Size(1, 1) |
||
) |
#include <opencv2/ovis.hpp>
creates a grid
creates a material with the same name
name | name of the mesh |
size | extents of the grid |
segments | number of segments per side |
void cv::ovis::createPlaneMesh | ( | const String & | name, |
const Size2f & | size, | ||
InputArray | image = noArray() |
||
) |
#include <opencv2/ovis.hpp>
create a 2D plane, X right, Y down, Z up
creates a material with the same name
name | name of the mesh |
size | size in world units |
image | optional texture |
void cv::ovis::createPointCloudMesh | ( | const String & | name, |
InputArray | vertices, | ||
InputArray | colors = noArray() |
||
) |
#include <opencv2/ovis.hpp>
creates a point cloud mesh
creates a material with the same name
name | name of the mesh |
vertices | float vector of positions |
colors | uchar vector of colors |
void cv::ovis::createTriangleMesh | ( | const String & | name, |
InputArray | vertices, | ||
InputArray | normals = noArray() , |
||
InputArray | indices = noArray() |
||
) |
#include <opencv2/ovis.hpp>
creates a triangle mesh from vertex-vertex or face-vertex representation
creates a material with the same name
name | name of the mesh |
vertices | float vector of positions |
normals | float vector of normals |
indices | int vector of indices |
Ptr<WindowScene> cv::ovis::createWindow | ( | const String & | title, |
const Size & | size, | ||
int | flags = SCENE_INTERACTIVE|SCENE_AA |
||
) |
#include <opencv2/ovis.hpp>
create a new rendering window/ viewport
title | window title |
size | size of the window |
flags | a combination of SceneSettings |
Furthermore, the behavior is controlled by the following environment variables
#include <opencv2/ovis.hpp>
set the property of a material to the given value
name | material name |
prop | MaterialProperty |
value | the value |
#include <opencv2/ovis.hpp>
This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
void cv::ovis::setMaterialProperty | ( | const String & | name, |
int | prop, | ||
InputArray | value | ||
) |
#include <opencv2/ovis.hpp>
set the texture of a material to the given value
name | material name |
prop | MaterialProperty |
value | the texture data |
void cv::ovis::setMaterialProperty | ( | const String & | name, |
const String & | prop, | ||
const Scalar & | value | ||
) |
#include <opencv2/ovis.hpp>
set the shader property of a material to the given value
name | material name |
prop | property name |
value | the value |
void cv::ovis::updateTexture | ( | const String & | name, |
InputArray | image | ||
) |
#include <opencv2/ovis.hpp>
int cv::ovis::waitKey | ( | int | delay = 0 | ) |
#include <opencv2/ovis.hpp>
update all windows and wait for keyboard event
delay | 0 is the special value that means "forever". Any positive number returns after sync to blank (typically 16ms). |