Doxygen tutorials: basic structure
This commit is contained in:
144
doc/tutorials/viz/creating_widgets/creating_widgets.markdown
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144
doc/tutorials/viz/creating_widgets/creating_widgets.markdown
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Creating Widgets {#tutorial_creating_widgets}
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================
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Goal
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----
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In this tutorial you will learn how to
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- Create your own widgets using WidgetAccessor and VTK.
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- Show your widget in the visualization window.
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Code
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----
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You can download the code from [here ](samples/cpp/tutorial_code/viz/creating_widgets.cpp).
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@code{.cpp}
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#include <opencv2/viz.hpp>
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#include <opencv2/viz/widget_accessor.hpp>
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#include <iostream>
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#include <vtkPoints.h>
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#include <vtkTriangle.h>
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#include <vtkCellArray.h>
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#include <vtkPolyData.h>
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#include <vtkPolyDataMapper.h>
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#include <vtkIdList.h>
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#include <vtkActor.h>
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#include <vtkProp.h>
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using namespace cv;
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using namespace std;
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/*
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* @class WTriangle
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* @brief Defining our own 3D Triangle widget
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*/
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class WTriangle : public viz::Widget3D
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{
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public:
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WTriangle(const Point3f &pt1, const Point3f &pt2, const Point3f &pt3, const viz::Color & color = viz::Color::white());
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};
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/*
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* @function WTriangle::WTriangle
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*/
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WTriangle::WTriangle(const Point3f &pt1, const Point3f &pt2, const Point3f &pt3, const viz::Color & color)
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{
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// Create a triangle
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vtkSmartPointer<vtkPoints> points = vtkSmartPointer<vtkPoints>::New();
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points->InsertNextPoint(pt1.x, pt1.y, pt1.z);
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points->InsertNextPoint(pt2.x, pt2.y, pt2.z);
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points->InsertNextPoint(pt3.x, pt3.y, pt3.z);
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vtkSmartPointer<vtkTriangle> triangle = vtkSmartPointer<vtkTriangle>::New();
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triangle->GetPointIds()->SetId(0,0);
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triangle->GetPointIds()->SetId(1,1);
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triangle->GetPointIds()->SetId(2,2);
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vtkSmartPointer<vtkCellArray> cells = vtkSmartPointer<vtkCellArray>::New();
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cells->InsertNextCell(triangle);
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// Create a polydata object
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vtkSmartPointer<vtkPolyData> polyData = vtkSmartPointer<vtkPolyData>::New();
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// Add the geometry and topology to the polydata
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polyData->SetPoints(points);
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polyData->SetPolys(cells);
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// Create mapper and actor
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vtkSmartPointer<vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
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#if VTK_MAJOR_VERSION <= 5
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mapper->SetInput(polyData);
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#else
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mapper->SetInputData(polyData);
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#endif
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vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New();
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actor->SetMapper(mapper);
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// Store this actor in the widget in order that visualizer can access it
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viz::WidgetAccessor::setProp(*this, actor);
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// Set the color of the widget. This has to be called after WidgetAccessor.
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setColor(color);
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}
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/*
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* @function main
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*/
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int main()
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{
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/// Create a window
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viz::Viz3d myWindow("Creating Widgets");
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/// Create a triangle widget
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WTriangle tw(Point3f(0.0,0.0,0.0), Point3f(1.0,1.0,1.0), Point3f(0.0,1.0,0.0), viz::Color::red());
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/// Show widget in the visualizer window
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myWindow.showWidget("TRIANGLE", tw);
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/// Start event loop
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myWindow.spin();
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return 0;
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}
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@endcode
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Explanation
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-----------
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Here is the general structure of the program:
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- Extend Widget3D class to create a new 3D widget.
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@code{.cpp}
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class WTriangle : public viz::Widget3D
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{
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public:
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WTriangle(const Point3f &pt1, const Point3f &pt2, const Point3f &pt3, const viz::Color & color = viz::Color::white());
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};
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@endcode
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- Assign a VTK actor to the widget.
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@code{.cpp}
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// Store this actor in the widget in order that visualizer can access it
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viz::WidgetAccessor::setProp(*this, actor);
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@endcode
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- Set color of the widget.
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@code{.cpp}
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// Set the color of the widget. This has to be called after WidgetAccessor.
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setColor(color);
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@endcode
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- Construct a triangle widget and display it in the window.
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@code{.cpp}
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/// Create a triangle widget
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WTriangle tw(Point3f(0.0,0.0,0.0), Point3f(1.0,1.0,1.0), Point3f(0.0,1.0,0.0), viz::Color::red());
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/// Show widget in the visualizer window
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myWindow.showWidget("TRIANGLE", tw);
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@endcode
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Results
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-------
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Here is the result of the program.
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108
doc/tutorials/viz/launching_viz/launching_viz.markdown
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108
doc/tutorials/viz/launching_viz/launching_viz.markdown
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Launching Viz {#tutorial_launching_viz}
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=============
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Goal
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----
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In this tutorial you will learn how to
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- Open a visualization window.
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- Access a window by its name.
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- Start event loop.
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- Start event loop for a given amount of time.
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Code
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----
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You can download the code from [here ](samples/cpp/tutorial_code/viz/launching_viz.cpp).
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@code{.cpp}
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#include <opencv2/viz.hpp>
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#include <iostream>
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using namespace cv;
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using namespace std;
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/*
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* @function main
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*/
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int main()
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{
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/// Create a window
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viz::Viz3d myWindow("Viz Demo");
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/// Start event loop
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myWindow.spin();
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/// Event loop is over when pressed q, Q, e, E
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cout << "First event loop is over" << endl;
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/// Access window via its name
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viz::Viz3d sameWindow = viz::getWindowByName("Viz Demo");
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/// Start event loop
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sameWindow.spin();
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/// Event loop is over when pressed q, Q, e, E
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cout << "Second event loop is over" << endl;
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/// Event loop is over when pressed q, Q, e, E
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/// Start event loop once for 1 millisecond
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sameWindow.spinOnce(1, true);
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while(!sameWindow.wasStopped())
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{
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/// Interact with window
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/// Event loop for 1 millisecond
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sameWindow.spinOnce(1, true);
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}
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/// Once more event loop is stopped
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cout << "Last event loop is over" << endl;
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return 0;
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}
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@endcode
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Explanation
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-----------
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Here is the general structure of the program:
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- Create a window.
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@code{.cpp}
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/// Create a window
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viz::Viz3d myWindow("Viz Demo");
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@endcode
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- Start event loop. This event loop will run until user terminates it by pressing **e**, **E**,
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**q**, **Q**.
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@code{.cpp}
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/// Start event loop
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myWindow.spin();
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@endcode
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- Access same window via its name. Since windows are implicitly shared, **sameWindow** is exactly
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the same with **myWindow**. If the name does not exist, a new window is created.
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@code{.cpp}
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/// Access window via its name
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viz::Viz3d sameWindow = viz::get("Viz Demo");
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@endcode
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- Start a controlled event loop. Once it starts, **wasStopped** is set to false. Inside the while
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loop, in each iteration, **spinOnce** is called to prevent event loop from completely stopping.
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Inside the while loop, user can execute other statements including those which interact with the
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window.
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@code{.cpp}
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/// Event loop is over when pressed q, Q, e, E
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/// Start event loop once for 1 millisecond
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sameWindow.spinOnce(1, true);
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while(!sameWindow.wasStopped())
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{
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/// Interact with window
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/// Event loop for 1 millisecond
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sameWindow.spinOnce(1, true);
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}
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@endcode
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Results
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-------
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Here is the result of the program.
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OpenCV Viz {#tutorial_table_of_content_viz}
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==========
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- @subpage tutorial_launching_viz
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*Compatibility:* \> OpenCV 3.0.0
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*Author:* Ozan Tonkal
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You will learn how to launch a viz window.
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- @subpage tutorial_widget_pose
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*Compatibility:* \> OpenCV 3.0.0
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*Author:* Ozan Tonkal
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You will learn how to change pose of a widget.
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- @subpage tutorial_transformations
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*Compatibility:* \> OpenCV 3.0.0
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*Author:* Ozan Tonkal
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You will learn how to transform between global and camera frames.
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- @subpage tutorial_creating_widgets
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*Compatibility:* \> OpenCV 3.0.0
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*Author:* Ozan Tonkal
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You will learn how to create your own widgets.
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177
doc/tutorials/viz/transformations/transformations.markdown
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177
doc/tutorials/viz/transformations/transformations.markdown
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Transformations {#tutorial_transformations}
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===============
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Goal
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----
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In this tutorial you will learn how to
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- How to use makeTransformToGlobal to compute pose
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- How to use makeCameraPose and Viz3d::setViewerPose
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- How to visualize camera position by axes and by viewing frustum
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Code
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----
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You can download the code from [here ](samples/cpp/tutorial_code/viz/transformations.cpp).
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@code{.cpp}
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#include <opencv2/viz.hpp>
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#include <iostream>
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#include <fstream>
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using namespace cv;
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using namespace std;
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/*
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* @function cvcloud_load
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* @brief load bunny.ply
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*/
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Mat cvcloud_load()
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{
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Mat cloud(1, 1889, CV_32FC3);
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ifstream ifs("bunny.ply");
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string str;
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for(size_t i = 0; i < 12; ++i)
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getline(ifs, str);
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Point3f* data = cloud.ptr<cv::Point3f>();
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float dummy1, dummy2;
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for(size_t i = 0; i < 1889; ++i)
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ifs >> data[i].x >> data[i].y >> data[i].z >> dummy1 >> dummy2;
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cloud *= 5.0f;
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return cloud;
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}
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/*
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* @function main
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*/
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int main(int argn, char **argv)
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{
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if (argn < 2)
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{
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cout << "Usage: " << endl << "./transformations [ G | C ]" << endl;
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return 1;
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}
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bool camera_pov = (argv[1][0] == 'C');
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/// Create a window
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viz::Viz3d myWindow("Coordinate Frame");
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/// Add coordinate axes
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myWindow.showWidget("Coordinate Widget", viz::WCoordinateSystem());
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/// Let's assume camera has the following properties
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Point3f cam_pos(3.0f,3.0f,3.0f), cam_focal_point(3.0f,3.0f,2.0f), cam_y_dir(-1.0f,0.0f,0.0f);
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/// We can get the pose of the cam using makeCameraPose
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Affine3f cam_pose = viz::makeCameraPose(cam_pos, cam_focal_point, cam_y_dir);
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/// We can get the transformation matrix from camera coordinate system to global using
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/// - makeTransformToGlobal. We need the axes of the camera
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Affine3f transform = viz::makeTransformToGlobal(Vec3f(0.0f,-1.0f,0.0f), Vec3f(-1.0f,0.0f,0.0f), Vec3f(0.0f,0.0f,-1.0f), cam_pos);
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/// Create a cloud widget.
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Mat bunny_cloud = cvcloud_load();
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viz::WCloud cloud_widget(bunny_cloud, viz::Color::green());
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/// Pose of the widget in camera frame
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Affine3f cloud_pose = Affine3f().translate(Vec3f(0.0f,0.0f,3.0f));
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/// Pose of the widget in global frame
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Affine3f cloud_pose_global = transform * cloud_pose;
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/// Visualize camera frame
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if (!camera_pov)
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{
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viz::WCameraPosition cpw(0.5); // Coordinate axes
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viz::WCameraPosition cpw_frustum(Vec2f(0.889484, 0.523599)); // Camera frustum
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myWindow.showWidget("CPW", cpw, cam_pose);
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myWindow.showWidget("CPW_FRUSTUM", cpw_frustum, cam_pose);
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}
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/// Visualize widget
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myWindow.showWidget("bunny", cloud_widget, cloud_pose_global);
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/// Set the viewer pose to that of camera
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if (camera_pov)
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myWindow.setViewerPose(cam_pose);
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/// Start event loop.
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myWindow.spin();
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return 0;
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}
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@endcode
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Explanation
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||||
-----------
|
||||
|
||||
Here is the general structure of the program:
|
||||
|
||||
- Create a visualization window.
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||||
@code{.cpp}
|
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/// Create a window
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viz::Viz3d myWindow("Transformations");
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@endcode
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- Get camera pose from camera position, camera focal point and y direction.
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@code{.cpp}
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/// Let's assume camera has the following properties
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Point3f cam_pos(3.0f,3.0f,3.0f), cam_focal_point(3.0f,3.0f,2.0f), cam_y_dir(-1.0f,0.0f,0.0f);
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/// We can get the pose of the cam using makeCameraPose
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Affine3f cam_pose = viz::makeCameraPose(cam_pos, cam_focal_point, cam_y_dir);
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@endcode
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- Obtain transform matrix knowing the axes of camera coordinate system.
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||||
@code{.cpp}
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||||
/// We can get the transformation matrix from camera coordinate system to global using
|
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/// - makeTransformToGlobal. We need the axes of the camera
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Affine3f transform = viz::makeTransformToGlobal(Vec3f(0.0f,-1.0f,0.0f), Vec3f(-1.0f,0.0f,0.0f), Vec3f(0.0f,0.0f,-1.0f), cam_pos);
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@endcode
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||||
- Create a cloud widget from bunny.ply file
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||||
@code{.cpp}
|
||||
/// Create a cloud widget.
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Mat bunny_cloud = cvcloud_load();
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||||
viz::WCloud cloud_widget(bunny_cloud, viz::Color::green());
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||||
@endcode
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||||
- Given the pose in camera coordinate system, estimate the global pose.
|
||||
@code{.cpp}
|
||||
/// Pose of the widget in camera frame
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||||
Affine3f cloud_pose = Affine3f().translate(Vec3f(0.0f,0.0f,3.0f));
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||||
/// Pose of the widget in global frame
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Affine3f cloud_pose_global = transform * cloud_pose;
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||||
@endcode
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||||
- If the view point is set to be global, visualize camera coordinate frame and viewing frustum.
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||||
@code{.cpp}
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||||
/// Visualize camera frame
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||||
if (!camera_pov)
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{
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||||
viz::WCameraPosition cpw(0.5); // Coordinate axes
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||||
viz::WCameraPosition cpw_frustum(Vec2f(0.889484, 0.523599)); // Camera frustum
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myWindow.showWidget("CPW", cpw, cam_pose);
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myWindow.showWidget("CPW_FRUSTUM", cpw_frustum, cam_pose);
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}
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@endcode
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- Visualize the cloud widget with the estimated global pose
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||||
@code{.cpp}
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||||
/// Visualize widget
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||||
myWindow.showWidget("bunny", cloud_widget, cloud_pose_global);
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||||
@endcode
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||||
- If the view point is set to be camera's, set viewer pose to **cam_pose**.
|
||||
@code{.cpp}
|
||||
/// Set the viewer pose to that of camera
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||||
if (camera_pov)
|
||||
myWindow.setViewerPose(cam_pose);
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||||
@endcode
|
||||
Results
|
||||
-------
|
||||
|
||||
1. Here is the result from the camera point of view.
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||||
|
||||

|
||||
|
||||
2. Here is the result from global point of view.
|
||||
|
||||

|
||||
|
||||
|
143
doc/tutorials/viz/widget_pose/widget_pose.markdown
Normal file
143
doc/tutorials/viz/widget_pose/widget_pose.markdown
Normal file
@@ -0,0 +1,143 @@
|
||||
Pose of a widget {#tutorial_widget_pose}
|
||||
================
|
||||
|
||||
Goal
|
||||
----
|
||||
|
||||
In this tutorial you will learn how to
|
||||
|
||||
- Add widgets to the visualization window
|
||||
- Use Affine3 to set pose of a widget
|
||||
- Rotating and translating a widget along an axis
|
||||
|
||||
Code
|
||||
----
|
||||
|
||||
You can download the code from [here ](samples/cpp/tutorial_code/viz/widget_pose.cpp).
|
||||
@code{.cpp}
|
||||
#include <opencv2/viz.hpp>
|
||||
#include <opencv2/calib3d.hpp>
|
||||
#include <iostream>
|
||||
|
||||
using namespace cv;
|
||||
using namespace std;
|
||||
|
||||
/*
|
||||
* @function main
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
/// Create a window
|
||||
viz::Viz3d myWindow("Coordinate Frame");
|
||||
|
||||
/// Add coordinate axes
|
||||
myWindow.showWidget("Coordinate Widget", viz::WCoordinateSystem());
|
||||
|
||||
/// Add line to represent (1,1,1) axis
|
||||
viz::WLine axis(Point3f(-1.0f,-1.0f,-1.0f), Point3f(1.0f,1.0f,1.0f));
|
||||
axis.setRenderingProperty(viz::LINE_WIDTH, 4.0);
|
||||
myWindow.showWidget("Line Widget", axis);
|
||||
|
||||
/// Construct a cube widget
|
||||
viz::WCube cube_widget(Point3f(0.5,0.5,0.0), Point3f(0.0,0.0,-0.5), true, viz::Color::blue());
|
||||
cube_widget.setRenderingProperty(viz::LINE_WIDTH, 4.0);
|
||||
|
||||
/// Display widget (update if already displayed)
|
||||
myWindow.showWidget("Cube Widget", cube_widget);
|
||||
|
||||
/// Rodrigues vector
|
||||
Mat rot_vec = Mat::zeros(1,3,CV_32F);
|
||||
float translation_phase = 0.0, translation = 0.0;
|
||||
while(!myWindow.wasStopped())
|
||||
{
|
||||
/* Rotation using rodrigues */
|
||||
/// Rotate around (1,1,1)
|
||||
rot_vec.at<float>(0,0) += CV_PI * 0.01f;
|
||||
rot_vec.at<float>(0,1) += CV_PI * 0.01f;
|
||||
rot_vec.at<float>(0,2) += CV_PI * 0.01f;
|
||||
|
||||
/// Shift on (1,1,1)
|
||||
translation_phase += CV_PI * 0.01f;
|
||||
translation = sin(translation_phase);
|
||||
|
||||
Mat rot_mat;
|
||||
Rodrigues(rot_vec, rot_mat);
|
||||
|
||||
/// Construct pose
|
||||
Affine3f pose(rot_mat, Vec3f(translation, translation, translation));
|
||||
|
||||
myWindow.setWidgetPose("Cube Widget", pose);
|
||||
|
||||
myWindow.spinOnce(1, true);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@endcode
|
||||
Explanation
|
||||
-----------
|
||||
|
||||
Here is the general structure of the program:
|
||||
|
||||
- Create a visualization window.
|
||||
@code{.cpp}
|
||||
/// Create a window
|
||||
viz::Viz3d myWindow("Coordinate Frame");
|
||||
@endcode
|
||||
- Show coordinate axes in the window using CoordinateSystemWidget.
|
||||
@code{.cpp}
|
||||
/// Add coordinate axes
|
||||
myWindow.showWidget("Coordinate Widget", viz::WCoordinateSystem());
|
||||
@endcode
|
||||
- Display a line representing the axis (1,1,1).
|
||||
@code{.cpp}
|
||||
/// Add line to represent (1,1,1) axis
|
||||
viz::WLine axis(Point3f(-1.0f,-1.0f,-1.0f), Point3f(1.0f,1.0f,1.0f));
|
||||
axis.setRenderingProperty(viz::LINE_WIDTH, 4.0);
|
||||
myWindow.showWidget("Line Widget", axis);
|
||||
@endcode
|
||||
- Construct a cube.
|
||||
@code{.cpp}
|
||||
/// Construct a cube widget
|
||||
viz::WCube cube_widget(Point3f(0.5,0.5,0.0), Point3f(0.0,0.0,-0.5), true, viz::Color::blue());
|
||||
cube_widget.setRenderingProperty(viz::LINE_WIDTH, 4.0);
|
||||
myWindow.showWidget("Cube Widget", cube_widget);
|
||||
@endcode
|
||||
- Create rotation matrix from rodrigues vector
|
||||
@code{.cpp}
|
||||
/// Rotate around (1,1,1)
|
||||
rot_vec.at<float>(0,0) += CV_PI * 0.01f;
|
||||
rot_vec.at<float>(0,1) += CV_PI * 0.01f;
|
||||
rot_vec.at<float>(0,2) += CV_PI * 0.01f;
|
||||
|
||||
...
|
||||
|
||||
Mat rot_mat;
|
||||
Rodrigues(rot_vec, rot_mat);
|
||||
@endcode
|
||||
- Use Affine3f to set pose of the cube.
|
||||
@code{.cpp}
|
||||
/// Construct pose
|
||||
Affine3f pose(rot_mat, Vec3f(translation, translation, translation));
|
||||
myWindow.setWidgetPose("Cube Widget", pose);
|
||||
@endcode
|
||||
- Animate the rotation using wasStopped and spinOnce
|
||||
@code{.cpp}
|
||||
while(!myWindow.wasStopped())
|
||||
{
|
||||
...
|
||||
|
||||
myWindow.spinOnce(1, true);
|
||||
}
|
||||
@endcode
|
||||
Results
|
||||
-------
|
||||
|
||||
Here is the result of the program.
|
||||
|
||||
\htmlonly
|
||||
<div align="center">
|
||||
<iframe width="420" height="315" src="https://www.youtube.com/embed/22HKMN657U0" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|
||||
\endhtmlonly
|
||||
|
Reference in New Issue
Block a user