void analyzeF(const CvMat* F, CvSize imSize) { CvMat* K = fvision::getKFromVerticalFovAndImageSize(40 * CV_PI / 180, imSize); CvMat* e1 = null(F); CvMat* e2 = leftNull(F); double xtheta, ztheta; getEpipoleThetas(e1, K, ztheta, xtheta); cout<<"e1 thetas: "<<radianToDegrees(ztheta)<<" - "<<radianToDegrees(xtheta)<<endl; getEpipoleThetas(e2, K, ztheta, xtheta); cout<<"e2 thetas: "<<radianToDegrees(ztheta)<<" - "<<radianToDegrees(xtheta)<<endl; }
void Ball::drawTexture() { b2Vec2 position = ball->GetPosition(); #define fX(x) ((int)(x * (1 << 16))) int square[12] = { fX(-0.5), fX(-0.5), 0, fX(0.5), fX(-0.5), 0, fX(-0.5), fX(0.5), 0, fX(0.5), fX(0.5), 0 }; int texCoords[8] = { 0, fX(1), fX(1), fX(1), 0,0, fX(1),0 }; glPushMatrix(); glTranslatef(position.x, position.y, 0); glScalef(140,140,0); // m_joint->GetJointAngle() float angle = radianToDegrees( ball->GetAngle() ); glRotatef(angle,0.0f,0.0f,1.0f); // LOGI("praktyczna rotacja o: %f \n", angle); glBindTexture( GL_TEXTURE_2D, texture ); glVertexPointer(3, GL_FIXED, 0, square); glTexCoordPointer(2, GL_FIXED, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glPopMatrix(); }