Пример #1
0
	// *******************************************************	
	// display(): called once per frame, whenever OpenGL decides it's time to redraw.
	virtual void display( float animation_delta_time, Vector2d &window_steering )
	{		
		if( animate ) animation_time += animation_delta_time;

		update_camera( animation_delta_time , window_steering );

		int basis_id = 0;

		float atime = animation_time * 10;
		Matrix4d model_transform = Matrix4d::Identity();
		Matrix4d std_model = model_transform;

		*m_tree = Tree(Matrix4d::Identity(), atime);
		// Start coding here!!!! 
		m_bee->timepassby(atime);

		// Plane
		model_transform = std_model * Affine3d(Translation3d(5, -5, -60)).matrix();				// Position
		glUniform4fv(g_addrs->color_loc, 1, Vector4f(.0f, .7f, .9f, 1).data());			// Color
		m_plane->draw ( projection_transform, camera_transform, model_transform, "" );

		// Tree
		model_transform = std_model * Affine3d(Translation3d(4, -5, -40)).matrix();				// Position
		glUniform4fv( g_addrs->color_loc, 1, Vector4f( .0f, .6f ,.2f ,1 ).data());			// Color
		m_tree->draw( basis_id++, projection_transform, camera_transform, model_transform, "");

		// Leg
		model_transform = std_model * Affine3d(Translation3d(4, 1+2*(abs(20.0 - ((int)atime % 41)))/10, -40)).matrix();				// Position
		model_transform *= Affine3d(AngleAxisd((-PI / 60 * atime), Vector3d(0, 1, 0))).matrix();
		model_transform *= Affine3d(Translation3d(20, 0, 0)).matrix();
		m_bee->draw(basis_id++, projection_transform, camera_transform, model_transform, "");
	}
Пример #2
0
cv::Affine3d cv::viz::Widget3D::getPose() const
{
    vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this));
    CV_Assert("Widget is not 3D." && actor);
    if (!actor->GetUserMatrix())
    {
        return Affine3d(); // empty user matrix, return an identity transform.
    }
    return Affine3d(*actor->GetUserMatrix()->Element);
}
Пример #3
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void test_qtvector()
{
  // some non vectorizable fixed sizes
  CALL_SUBTEST(check_qtvector_matrix(Vector2f()));
  CALL_SUBTEST(check_qtvector_matrix(Matrix3f()));
  CALL_SUBTEST(check_qtvector_matrix(Matrix3d()));

  // some vectorizable fixed sizes
  CALL_SUBTEST(check_qtvector_matrix(Matrix2f()));
  CALL_SUBTEST(check_qtvector_matrix(Vector4f()));
  CALL_SUBTEST(check_qtvector_matrix(Matrix4f()));
  CALL_SUBTEST(check_qtvector_matrix(Matrix4d()));

  // some dynamic sizes
  CALL_SUBTEST(check_qtvector_matrix(MatrixXd(1,1)));
  CALL_SUBTEST(check_qtvector_matrix(VectorXd(20)));
  CALL_SUBTEST(check_qtvector_matrix(RowVectorXf(20)));
  CALL_SUBTEST(check_qtvector_matrix(MatrixXcf(10,10)));

  // some Transform
  CALL_SUBTEST(check_qtvector_transform(Affine2f()));
  CALL_SUBTEST(check_qtvector_transform(Affine3f()));
  CALL_SUBTEST(check_qtvector_transform(Affine3d()));
  //CALL_SUBTEST(check_qtvector_transform(Transform4d()));

  // some Quaternion
  CALL_SUBTEST(check_qtvector_quaternion(Quaternionf()));
  CALL_SUBTEST(check_qtvector_quaternion(Quaternionf()));
}
Пример #4
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void test_stdvector_overload()
{
  // some non vectorizable fixed sizes
  CALL_SUBTEST_1(check_stdvector_matrix(Vector2f()));
  CALL_SUBTEST_1(check_stdvector_matrix(Matrix3f()));
  CALL_SUBTEST_2(check_stdvector_matrix(Matrix3d()));

  // some vectorizable fixed sizes
  CALL_SUBTEST_1(check_stdvector_matrix(Matrix2f()));
  CALL_SUBTEST_1(check_stdvector_matrix(Vector4f()));
  CALL_SUBTEST_1(check_stdvector_matrix(Matrix4f()));
  CALL_SUBTEST_2(check_stdvector_matrix(Matrix4d()));

  // some dynamic sizes
  CALL_SUBTEST_3(check_stdvector_matrix(MatrixXd(1,1)));
  CALL_SUBTEST_3(check_stdvector_matrix(VectorXd(20)));
  CALL_SUBTEST_3(check_stdvector_matrix(RowVectorXf(20)));
  CALL_SUBTEST_3(check_stdvector_matrix(MatrixXcf(10,10)));

  // some Transform
  CALL_SUBTEST_4(check_stdvector_transform(Affine2f())); // does not need the specialization (2+1)^2 = 9
  CALL_SUBTEST_4(check_stdvector_transform(Affine3f()));
  CALL_SUBTEST_4(check_stdvector_transform(Affine3d()));

  // some Quaternion
  CALL_SUBTEST_5(check_stdvector_quaternion(Quaternionf()));
  CALL_SUBTEST_5(check_stdvector_quaternion(Quaterniond()));
}
Пример #5
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void test_stddeque()
{
  // some non vectorizable fixed sizes
  CALL_SUBTEST_1(check_stddeque_matrix(Vector2f()));
  CALL_SUBTEST_1(check_stddeque_matrix(Matrix3f()));
  CALL_SUBTEST_2(check_stddeque_matrix(Matrix3d()));

  // some vectorizable fixed sizes
  CALL_SUBTEST_1(check_stddeque_matrix(Matrix2f()));
  CALL_SUBTEST_1(check_stddeque_matrix(Vector4f()));
  CALL_SUBTEST_1(check_stddeque_matrix(Matrix4f()));
  CALL_SUBTEST_2(check_stddeque_matrix(Matrix4d()));

  // some dynamic sizes
  CALL_SUBTEST_3(check_stddeque_matrix(MatrixXd(1,1)));
  CALL_SUBTEST_3(check_stddeque_matrix(VectorXd(20)));
  CALL_SUBTEST_3(check_stddeque_matrix(RowVectorXf(20)));
  CALL_SUBTEST_3(check_stddeque_matrix(MatrixXcf(10,10)));

  // some Transform
  CALL_SUBTEST_4(check_stddeque_transform(Affine2f()));
  CALL_SUBTEST_4(check_stddeque_transform(Affine3f()));
  CALL_SUBTEST_4(check_stddeque_transform(Affine3d()));

  // some Quaternion
  CALL_SUBTEST_5(check_stddeque_quaternion(Quaternionf()));
  CALL_SUBTEST_5(check_stddeque_quaternion(Quaterniond()));
}
Пример #6
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cv::Affine3d cv::viz::makeTransformToGlobal(const Vec3d& axis_x, const Vec3d& axis_y, const Vec3d& axis_z, const Vec3d& origin)
{
    Affine3d::Mat3 R(axis_x[0], axis_y[0], axis_z[0],
                     axis_x[1], axis_y[1], axis_z[1],
                     axis_x[2], axis_y[2], axis_z[2]);

    return Affine3d(R, origin);
}
Пример #7
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	void update_camera( float animation_delta_time, Vector2d &window_steering )
	{
		const unsigned leeway = 70, border = 50;
		float degrees_per_frame = .02f * animation_delta_time;
		float meters_per_frame = 10.f * animation_delta_time; 
		cout << animation_time << endl;
																									// Determine camera rotation movement first
		Vector2f movement_plus  ( window_steering[0] + leeway, window_steering[1] + leeway );		// movement[] is mouse position relative to canvas center; leeway is a tolerance from the center.
		Vector2f movement_minus ( window_steering[0] - leeway, window_steering[1] - leeway );
		bool outside_border = false;
	
		for( int i = 0; i < 2; i++ )
			if ( abs( window_steering[i] ) > g.get_window_size()[i]/2 - border )	outside_border = true;		// Stop steering if we're on the outer edge of the canvas.

		for( int i = 0; looking && outside_border == false && i < 2; i++ )			// Steer according to "movement" vector, but don't start increasing until outside a leeway window from the center.
		{
			float angular_velocity = ( ( movement_minus[i] > 0) * movement_minus[i] + ( movement_plus[i] < 0 ) * movement_plus[i] ) * degrees_per_frame;	// Use movement's quantity conditionally
			camera_transform = Affine3d( AngleAxisd( angular_velocity, Vector3d( i, 1-i, 0 ) ) ) * camera_transform;			// On X step, rotate around Y axis, and vice versa.			
		}
		camera_transform = Affine3d(Translation3d( meters_per_frame * thrust )) * camera_transform;		// Now translation movement of camera, applied in local camera coordinate frame
	}
Пример #8
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void cv::viz::Widget3D::updatePose(const Affine3d &pose)
{
    vtkProp3D *actor = vtkProp3D::SafeDownCast(WidgetAccessor::getProp(*this));
    CV_Assert("Widget is not 3D." && actor);

    vtkSmartPointer<vtkMatrix4x4> matrix = actor->GetUserMatrix();
    if (!matrix)
    {
        setPose(pose);
        return;
    }

    Affine3d updated_pose = pose * Affine3d(*matrix->Element);
    matrix = vtkmatrix(updated_pose.matrix);

    actor->SetUserMatrix(matrix);
    actor->Modified();
}
Пример #9
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	void roll_right() { camera_transform *= Affine3d( AngleAxisd( 3 * PI /180, Vector3d( 0, 0, -1 ) ) ).matrix(); }