Merge pull request #1471 from ozantonkal:master
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doc/tutorials/images/viz.jpg
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After Width: | Height: | Size: 31 KiB |
@@ -186,6 +186,21 @@ As always, we would be happy to hear your comments and receive your contribution
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:width: 80pt
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:alt: gpu icon
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* :ref:`Table-Of-Content-Viz`
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.. tabularcolumns:: m{100pt} m{300pt}
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.. cssclass:: toctableopencv
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=========== =======================================================
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|Viz| These tutorials show how to use Viz module effectively.
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=========== =======================================================
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.. |Viz| image:: images/viz.jpg
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:height: 80pt
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:width: 80pt
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:alt: viz icon
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* :ref:`Table-Of-Content-General`
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.. tabularcolumns:: m{100pt} m{300pt}
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@@ -221,4 +236,5 @@ As always, we would be happy to hear your comments and receive your contribution
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gpu/table_of_content_gpu/table_of_content_gpu
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bioinspired/table_of_content_bioinspired/table_of_content_bioinspired
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ios/table_of_content_ios/table_of_content_ios
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viz/table_of_content_viz/table_of_content_viz
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general/table_of_content_general/table_of_content_general
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|
159
doc/tutorials/viz/creating_widgets/creating_widgets.rst
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.. _creating_widgets:
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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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.. container:: enumeratevisibleitemswithsquare
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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 :download:`here <../../../../samples/cpp/tutorial_code/viz/creating_widgets.cpp>`.
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.. code-block:: 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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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-block:: 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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* Assign a VTK actor to the widget.
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.. code-block:: 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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* Set color of the widget.
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.. code-block:: 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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* Construct a triangle widget and display it in the window.
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.. code-block:: 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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Results
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=======
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Here is the result of the program.
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.. image:: images/red_triangle.png
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:alt: Creating Widgets
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:align: center
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BIN
doc/tutorials/viz/creating_widgets/images/red_triangle.png
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After Width: | Height: | Size: 10 KiB |
BIN
doc/tutorials/viz/launching_viz/images/window_demo.png
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After Width: | Height: | Size: 7.3 KiB |
118
doc/tutorials/viz/launching_viz/launching_viz.rst
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.. _launching_viz:
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Launching Viz
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*************
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Goal
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====
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||||
|
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In this tutorial you will learn how to
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.. container:: enumeratevisibleitemswithsquare
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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 :download:`here <../../../../samples/cpp/tutorial_code/viz/launching_viz.cpp>`.
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.. code-block:: 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::get("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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Explanation
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===========
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||||
|
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Here is the general structure of the program:
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|
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* Create a window.
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.. code-block:: cpp
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/// Create a window
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viz::Viz3d myWindow("Viz Demo");
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* Start event loop. This event loop will run until user terminates it by pressing **e**, **E**, **q**, **Q**.
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.. code-block:: cpp
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/// Start event loop
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myWindow.spin();
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* Access same window via its name. Since windows are implicitly shared, **sameWindow** is exactly the same with **myWindow**. If the name does not exist, a new window is created.
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.. code-block:: 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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* Start a controlled event loop. Once it starts, **wasStopped** is set to false. Inside the while loop, in each iteration, **spinOnce** is called to prevent event loop from completely stopping. Inside the while loop, user can execute other statements including those which interact with the window.
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.. code-block:: 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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Results
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=======
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Here is the result of the program.
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.. image:: images/window_demo.png
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:alt: Launching Viz
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:align: center
|
BIN
doc/tutorials/viz/table_of_content_viz/images/facedetect.jpg
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
doc/tutorials/viz/table_of_content_viz/images/image_effects.png
Executable file
After Width: | Height: | Size: 29 KiB |
BIN
doc/tutorials/viz/table_of_content_viz/images/intro.png
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After Width: | Height: | Size: 2.5 KiB |
@@ -0,0 +1,94 @@
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.. _Table-Of-Content-Viz:
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**OpenCV Viz**
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-----------------------------------------------------------
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.. include:: ../../definitions/tocDefinitions.rst
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+
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.. tabularcolumns:: m{100pt} m{300pt}
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.. cssclass:: toctableopencv
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================== ===============================================================================
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|VizLaunchingViz| **Title:** :ref:`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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================== ===============================================================================
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.. |VizLaunchingViz| image:: ../launching_viz/images/window_demo.png
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:height: 120pt
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:width: 90pt
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+
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.. tabularcolumns:: m{100pt} m{300pt}
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.. cssclass:: toctableopencv
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|
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================ ============================================================================
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|WidgetPose| **Title:** :ref:`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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================ ============================================================================
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.. |WidgetPose| image:: ../widget_pose/images/widgetpose.png
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:height: 90pt
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:width: 90pt
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|
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+
|
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.. tabularcolumns:: m{100pt} m{300pt}
|
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.. cssclass:: toctableopencv
|
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|
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================== ============================================================================
|
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|Transformations| **Title:** :ref:`transformations`
|
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|
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*Compatibility:* > OpenCV 3.0.0
|
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|
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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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|
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================== ============================================================================
|
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|
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.. |Transformations| image:: ../transformations/images/global_view_point.png
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:height: 120pt
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:width: 90pt
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|
||||
+
|
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.. tabularcolumns:: m{100pt} m{300pt}
|
||||
.. cssclass:: toctableopencv
|
||||
|
||||
================== ============================================================================
|
||||
|CreatingWidgets| **Title:** :ref:`creating_widgets`
|
||||
|
||||
*Compatibility:* > OpenCV 3.0.0
|
||||
|
||||
*Author:* Ozan Tonkal
|
||||
|
||||
You will learn how to create your own widgets.
|
||||
|
||||
================== ============================================================================
|
||||
|
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.. |CreatingWidgets| image:: ../creating_widgets/images/red_triangle.png
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:height: 120pt
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:width: 90pt
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|
||||
.. raw:: latex
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|
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\pagebreak
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|
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.. toctree::
|
||||
:hidden:
|
||||
|
||||
../launching_viz/launching_viz
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||||
../widget_pose/widget_pose
|
||||
../transformations/transformations
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||||
../creating_widgets/creating_widgets
|
BIN
doc/tutorials/viz/transformations/images/camera_view_point.png
Normal file
After Width: | Height: | Size: 18 KiB |
BIN
doc/tutorials/viz/transformations/images/global_view_point.png
Normal file
After Width: | Height: | Size: 13 KiB |
202
doc/tutorials/viz/transformations/transformations.rst
Normal file
@@ -0,0 +1,202 @@
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||||
.. _transformations:
|
||||
|
||||
Transformations
|
||||
***************
|
||||
|
||||
Goal
|
||||
====
|
||||
|
||||
In this tutorial you will learn how to
|
||||
|
||||
.. container:: enumeratevisibleitemswithsquare
|
||||
|
||||
* How to use makeTransformToGlobal to compute pose
|
||||
* How to use makeCameraPose and Viz3d::setViewerPose
|
||||
* How to visualize camera position by axes and by viewing frustum
|
||||
|
||||
Code
|
||||
====
|
||||
|
||||
You can download the code from :download:`here <../../../../samples/cpp/tutorial_code/viz/transformations.cpp>`.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
#include <opencv2/viz.hpp>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
|
||||
using namespace cv;
|
||||
using namespace std;
|
||||
|
||||
/**
|
||||
* @function cvcloud_load
|
||||
* @brief load bunny.ply
|
||||
*/
|
||||
Mat cvcloud_load()
|
||||
{
|
||||
Mat cloud(1, 1889, CV_32FC3);
|
||||
ifstream ifs("bunny.ply");
|
||||
|
||||
string str;
|
||||
for(size_t i = 0; i < 12; ++i)
|
||||
getline(ifs, str);
|
||||
|
||||
Point3f* data = cloud.ptr<cv::Point3f>();
|
||||
float dummy1, dummy2;
|
||||
for(size_t i = 0; i < 1889; ++i)
|
||||
ifs >> data[i].x >> data[i].y >> data[i].z >> dummy1 >> dummy2;
|
||||
|
||||
cloud *= 5.0f;
|
||||
return cloud;
|
||||
}
|
||||
|
||||
/**
|
||||
* @function main
|
||||
*/
|
||||
int main(int argn, char **argv)
|
||||
{
|
||||
if (argn < 2)
|
||||
{
|
||||
cout << "Usage: " << endl << "./transformations [ G | C ]" << endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
bool camera_pov = (argv[1][0] == 'C');
|
||||
|
||||
/// Create a window
|
||||
viz::Viz3d myWindow("Coordinate Frame");
|
||||
|
||||
/// Add coordinate axes
|
||||
myWindow.showWidget("Coordinate Widget", viz::WCoordinateSystem());
|
||||
|
||||
/// Let's assume camera has the following properties
|
||||
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);
|
||||
|
||||
/// We can get the pose of the cam using makeCameraPose
|
||||
Affine3f cam_pose = viz::makeCameraPose(cam_pos, cam_focal_point, cam_y_dir);
|
||||
|
||||
/// We can get the transformation matrix from camera coordinate system to global using
|
||||
/// - makeTransformToGlobal. We need the axes of the camera
|
||||
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);
|
||||
|
||||
/// Create a cloud widget.
|
||||
Mat bunny_cloud = cvcloud_load();
|
||||
viz::WCloud cloud_widget(bunny_cloud, viz::Color::green());
|
||||
|
||||
/// Pose of the widget in camera frame
|
||||
Affine3f cloud_pose = Affine3f().translate(Vec3f(0.0f,0.0f,3.0f));
|
||||
/// Pose of the widget in global frame
|
||||
Affine3f cloud_pose_global = transform * cloud_pose;
|
||||
|
||||
/// Visualize camera frame
|
||||
if (!camera_pov)
|
||||
{
|
||||
viz::WCameraPosition cpw(0.5); // Coordinate axes
|
||||
viz::WCameraPosition cpw_frustum(Vec2f(0.889484, 0.523599)); // Camera frustum
|
||||
myWindow.showWidget("CPW", cpw, cam_pose);
|
||||
myWindow.showWidget("CPW_FRUSTUM", cpw_frustum, cam_pose);
|
||||
}
|
||||
|
||||
/// Visualize widget
|
||||
myWindow.showWidget("bunny", cloud_widget, cloud_pose_global);
|
||||
|
||||
/// Set the viewer pose to that of camera
|
||||
if (camera_pov)
|
||||
myWindow.setViewerPose(cam_pose);
|
||||
|
||||
/// Start event loop.
|
||||
myWindow.spin();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
Explanation
|
||||
===========
|
||||
|
||||
Here is the general structure of the program:
|
||||
|
||||
* Create a visualization window.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Create a window
|
||||
viz::Viz3d myWindow("Transformations");
|
||||
|
||||
* Get camera pose from camera position, camera focal point and y direction.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Let's assume camera has the following properties
|
||||
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);
|
||||
|
||||
/// We can get the pose of the cam using makeCameraPose
|
||||
Affine3f cam_pose = viz::makeCameraPose(cam_pos, cam_focal_point, cam_y_dir);
|
||||
|
||||
* Obtain transform matrix knowing the axes of camera coordinate system.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// We can get the transformation matrix from camera coordinate system to global using
|
||||
/// - makeTransformToGlobal. We need the axes of the camera
|
||||
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);
|
||||
|
||||
* Create a cloud widget from bunny.ply file
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Create a cloud widget.
|
||||
Mat bunny_cloud = cvcloud_load();
|
||||
viz::WCloud cloud_widget(bunny_cloud, viz::Color::green());
|
||||
|
||||
* Given the pose in camera coordinate system, estimate the global pose.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Pose of the widget in camera frame
|
||||
Affine3f cloud_pose = Affine3f().translate(Vec3f(0.0f,0.0f,3.0f));
|
||||
/// Pose of the widget in global frame
|
||||
Affine3f cloud_pose_global = transform * cloud_pose;
|
||||
|
||||
* If the view point is set to be global, visualize camera coordinate frame and viewing frustum.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Visualize camera frame
|
||||
if (!camera_pov)
|
||||
{
|
||||
viz::WCameraPosition cpw(0.5); // Coordinate axes
|
||||
viz::WCameraPosition cpw_frustum(Vec2f(0.889484, 0.523599)); // Camera frustum
|
||||
myWindow.showWidget("CPW", cpw, cam_pose);
|
||||
myWindow.showWidget("CPW_FRUSTUM", cpw_frustum, cam_pose);
|
||||
}
|
||||
|
||||
* Visualize the cloud widget with the estimated global pose
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Visualize widget
|
||||
myWindow.showWidget("bunny", cloud_widget, cloud_pose_global);
|
||||
|
||||
* If the view point is set to be camera's, set viewer pose to **cam_pose**.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Set the viewer pose to that of camera
|
||||
if (camera_pov)
|
||||
myWindow.setViewerPose(cam_pose);
|
||||
|
||||
Results
|
||||
=======
|
||||
|
||||
#. Here is the result from the camera point of view.
|
||||
|
||||
.. image:: images/camera_view_point.png
|
||||
:alt: Camera Viewpoint
|
||||
:align: center
|
||||
|
||||
#. Here is the result from global point of view.
|
||||
|
||||
.. image:: images/global_view_point.png
|
||||
:alt: Global Viewpoint
|
||||
:align: center
|
BIN
doc/tutorials/viz/widget_pose/images/widgetpose.png
Normal file
After Width: | Height: | Size: 40 KiB |
162
doc/tutorials/viz/widget_pose/widget_pose.rst
Normal file
@@ -0,0 +1,162 @@
|
||||
.. _widget_pose:
|
||||
|
||||
Pose of a widget
|
||||
****************
|
||||
|
||||
Goal
|
||||
====
|
||||
|
||||
In this tutorial you will learn how to
|
||||
|
||||
.. container:: enumeratevisibleitemswithsquare
|
||||
|
||||
* 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 :download:`here <../../../../samples/cpp/tutorial_code/viz/widget_pose.cpp>`.
|
||||
|
||||
.. code-block:: 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;
|
||||
}
|
||||
|
||||
Explanation
|
||||
===========
|
||||
|
||||
Here is the general structure of the program:
|
||||
|
||||
* Create a visualization window.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Create a window
|
||||
viz::Viz3d myWindow("Coordinate Frame");
|
||||
|
||||
* Show coordinate axes in the window using CoordinateSystemWidget.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Add coordinate axes
|
||||
myWindow.showWidget("Coordinate Widget", viz::WCoordinateSystem());
|
||||
|
||||
* Display a line representing the axis (1,1,1).
|
||||
|
||||
.. code-block:: 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);
|
||||
|
||||
* Construct a cube.
|
||||
|
||||
.. code-block:: 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);
|
||||
|
||||
* Create rotation matrix from rodrigues vector
|
||||
|
||||
.. code-block:: 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);
|
||||
|
||||
* Use Affine3f to set pose of the cube.
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
/// Construct pose
|
||||
Affine3f pose(rot_mat, Vec3f(translation, translation, translation));
|
||||
myWindow.setWidgetPose("Cube Widget", pose);
|
||||
|
||||
* Animate the rotation using wasStopped and spinOnce
|
||||
|
||||
.. code-block:: cpp
|
||||
|
||||
while(!myWindow.wasStopped())
|
||||
{
|
||||
...
|
||||
|
||||
myWindow.spinOnce(1, true);
|
||||
}
|
||||
|
||||
Results
|
||||
=======
|
||||
|
||||
Here is the result of the program.
|
||||
|
||||
.. raw:: html
|
||||
|
||||
<div align="center">
|
||||
<iframe width="420" height="315" src="https://www.youtube.com/embed/Jo47zc6-hvI" frameborder="0" allowfullscreen></iframe>
|
||||
</div>
|