Пример #1
0
crosshair_object::crosshair_object(const Eigen::Vector3f& vertex, Eigen::Vector4f color, float size, float line_width, bool casts_shadows) : crosshair_object(vertices_t(1, vertex), color, size, line_width, casts_shadows) {
}
Пример #2
0
void renderDepth(const WorldModel& wm, const ProjectionMatrix& P, const geo::Pose3D& sensor_pose, Result& res)
{
    // Parameters
    double near_clip_z = -0.1;

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    const std::vector<Triangle>& triangles = wm.triangles();
    const std::vector<geo::Vec3>& vertices = wm.vertices();

    // transform points
    std::vector<geo::Vec3> vertices_t(vertices.size());
    std::vector<geo::Vec2i> vertices_proj(vertices.size());

    geo::Pose3D sensor_pose_inv = sensor_pose.inverse();

    for(unsigned int i = 0; i < vertices.size(); ++i)
    {
        vertices_t[i] = sensor_pose_inv * vertices[i];
        vertices_proj[i] = P.project3Dto2D(vertices_t[i]);
    }

    for(const auto& t : triangles)
    {
        const geo::Vec3& p1_3d = vertices_t[t.i1];
        const geo::Vec3& p2_3d = vertices_t[t.i2];
        const geo::Vec3& p3_3d = vertices_t[t.i3];

        res.triangleHook(t, p1_3d, p2_3d, p3_3d);

        int n_verts_in = 0;
        bool v1_in = false;
        bool v2_in = false;
        bool v3_in = false;
        const geo::Vec3* vIn[3];

        if (p1_3d.z < near_clip_z) {
            ++n_verts_in;
            v1_in = true;
        }

        if (p2_3d.z < near_clip_z) {
            ++n_verts_in;
            v2_in = true;
        }

        if (p3_3d.z < near_clip_z) {
            ++n_verts_in;
            v3_in = true;
        }

        if (n_verts_in == 1)
        {
            if (v1_in) { vIn[0] = &(p1_3d); vIn[1] = &(p2_3d); vIn[2] = &(p3_3d); }
            if (v2_in) { vIn[0] = &(p2_3d); vIn[1] = &(p3_3d); vIn[2] = &(p1_3d); }
            if (v3_in) { vIn[0] = &(p3_3d); vIn[1] = &(p1_3d); vIn[2] = &(p2_3d); }

            //Parametric line stuff
            // p = v0 + v01*t
            geo::Vec3 v01 = *vIn[1] - *vIn[0];

            float t1 = ((near_clip_z - (*vIn[0]).z) / v01.z );

            geo::Vec3 new2(vIn[0]->x + v01.x * t1, vIn[0]->y + v01.y * t1, near_clip_z);

            // Second vert point
            geo::Vec3 v02 = *vIn[2] - *vIn[0];

            float t2 = ((near_clip_z - (*vIn[0]).z) / v02.z);

            geo::Vec3 new3(vIn[0]->x + v02.x * t2, vIn[0]->y + v02.y * t2, near_clip_z);

            drawTriangle(*vIn[0], new2, new3, P, res);
        }
        else if (n_verts_in == 2)
        {
            if (!v1_in) { vIn[0]=&(p2_3d); vIn[1]=&(p3_3d); vIn[2]=&(p1_3d); }
            if (!v2_in) { vIn[0]=&(p3_3d); vIn[1]=&(p1_3d); vIn[2]=&(p2_3d); }
            if (!v3_in) { vIn[0]=&(p1_3d); vIn[1]=&(p2_3d); vIn[2]=&(p3_3d); }

            //Parametric line stuff
            // p = v0 + v01*t
            geo::Vec3 v01 = *vIn[2] - *vIn[0];

            float t1 = ((near_clip_z - (*vIn[0]).z)/v01.z );

            geo::Vec3 new2((*vIn[0]).x + v01.x * t1,(*vIn[0]).y + v01.y * t1, near_clip_z);

            // Second point
            geo::Vec3 v02 = *vIn[2] - *vIn[1];

            float t2 = ((near_clip_z - (*vIn[1]).z)/v02.z);

            geo::Vec3 new3((*vIn[1]).x + v02.x * t2, (*vIn[1]).y + v02.y * t2, near_clip_z);

            drawTriangle(*vIn[0], *vIn[1], new2, P, res);

            drawTriangle(new2, *vIn[1], new3, P, res);

        }
        else if (n_verts_in == 3)
        {
            const geo::Vec2i& p1_2d = vertices_proj[t.i1];
            const geo::Vec2i& p2_2d = vertices_proj[t.i2];
            const geo::Vec2i& p3_2d = vertices_proj[t.i3];

            drawTriangle2D(geo::Vec3f(p1_2d.x, p1_2d.y, 1.0f / -p1_3d.z),
                           geo::Vec3f(p2_2d.x, p2_2d.y, 1.0f / -p2_3d.z),
                           geo::Vec3f(p3_2d.x, p3_2d.y, 1.0f / -p3_3d.z),
                           res);
        }
    }
}