delete common.h, viz_types.hpp, rendering properties are public, setcolor in creating_widgets tutorial
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.. _viz:
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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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.. 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 `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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Here is the general structure of the program:
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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
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@ -6,6 +6,34 @@ namespace cv
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{
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namespace viz
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{
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/////////////////////////////////////////////////////////////////////////////
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/// Widget rendering properties
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enum RenderingProperties
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{
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VIZ_POINT_SIZE,
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VIZ_OPACITY,
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VIZ_LINE_WIDTH,
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VIZ_FONT_SIZE,
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VIZ_COLOR,
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VIZ_REPRESENTATION,
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VIZ_IMMEDIATE_RENDERING,
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VIZ_SHADING
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};
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enum RenderingRepresentationProperties
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{
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REPRESENTATION_POINTS,
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REPRESENTATION_WIREFRAME,
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REPRESENTATION_SURFACE
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};
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enum ShadingRepresentationProperties
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{
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SHADING_FLAT,
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SHADING_GOURAUD,
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SHADING_PHONG
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};
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/////////////////////////////////////////////////////////////////////////////
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/// The base class for all widgets
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class CV_EXPORTS Widget
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@ -1,39 +0,0 @@
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#pragma once
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#include <opencv2/core/cvdef.h>
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#include <opencv2/core.hpp>
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#include <opencv2/viz/types.hpp>
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namespace cv
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{
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namespace viz
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{
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enum RenderingProperties
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{
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VIZ_POINT_SIZE,
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VIZ_OPACITY,
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VIZ_LINE_WIDTH,
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VIZ_FONT_SIZE,
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VIZ_COLOR,
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VIZ_REPRESENTATION,
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VIZ_IMMEDIATE_RENDERING,
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VIZ_SHADING
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};
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enum RenderingRepresentationProperties
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{
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REPRESENTATION_POINTS,
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REPRESENTATION_WIREFRAME,
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REPRESENTATION_SURFACE
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};
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enum ShadingRepresentationProperties
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{
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SHADING_FLAT,
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SHADING_GOURAUD,
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SHADING_PHONG
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};
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}
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}
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#pragma once
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#include "viz_types.h"
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#include <opencv2/viz/types.hpp>
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namespace cv
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#undef __DEPRECATED_DISABLED__
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#endif
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namespace cv
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{
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namespace viz
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{
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typedef std::map<std::string, vtkSmartPointer<vtkProp> > WidgetActorMap;
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}
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}
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#include "viz3d_impl.hpp"
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#include <opencv2/core.hpp>
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#include <opencv2/viz.hpp>
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#include "interactor_style.h"
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#include "viz_types.h"
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#include "common.h"
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struct cv::viz::Viz3d::VizImpl
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{
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#pragma once
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#include "precomp.hpp"
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namespace cv
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{
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namespace viz
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{
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typedef std::map<std::string, vtkSmartPointer<vtkProp> > WidgetActorMap;
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}
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}
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#include <opencv2/core.hpp>
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#include <opencv2/imgproc.hpp>
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#include <opencv2/highgui.hpp>
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#include <opencv2/calib3d.hpp>
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#include <fstream>
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#include <string>
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@ -100,6 +101,7 @@ TEST(Viz_viz3d, accuracy)
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viz::CoordinateSystemWidget csw;
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viz::TextWidget tw("TEST", Point(100, 100), 20);
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viz::CloudWidget pcw(cloud, colors);
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// pcw.setRenderingProperty(VIZ_LINE_WIDTH));
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viz::CloudWidget pcw2(cloud, viz::Color::magenta());
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// viz.showWidget("line", lw);
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@ -135,7 +137,7 @@ TEST(Viz_viz3d, accuracy)
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viz::Mesh3d mesh = cv::viz::Mesh3d::loadMesh("/Users/nerei/horse.ply");
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viz::MeshWidget mw(mesh);
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// viz::MeshWidget mw(mesh);
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// viz.showWidget("mesh", mw);
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Mat img = imread("opencv.png");
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@ -173,6 +175,7 @@ TEST(Viz_viz3d, accuracy)
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//viz.showWidget("trajectory1", viz::TrajectoryWidget(trajectory, viz::Color(0,255,255), true, 0.5));
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viz.showWidget("trajectory2", viz::TrajectoryWidget(trajectory, K, 1.0, viz::Color(255,0,255)));
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// cv::Rodrigues2(Vec3f(), Mat());
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// viz.showWidget("trajectory1", viz::TrajectoryWidget(trajectory/*, viz::Color::yellow()*/));
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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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viz::Viz3d myWindow("Creating Widgets");
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/// Create a triangle widget
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TriangleWidget tw(Point3f(0.0,0.0,0.0), Point3f(1.0,1.0,1.0), Point3f(0.0,1.0,0.0));
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TriangleWidget 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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