vendor: OpenCV 5.0.0 snapshot at 755e50675d97db9b7d449d8bd6b09888646f6c6e

This commit is contained in:
Gitea Mirror Bot
2026-08-22 00:11:13 +08:00
commit 12022378a3
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set(the_description "OGRE 3D Visualiser.")
find_package(OGRE QUIET CONFIG)
if(NOT OGRE_FOUND)
message(STATUS "Module opencv_ovis disabled because OGRE3D was not found")
ocv_module_disable(ovis)
elseif(OGRE_VERSION VERSION_LESS 1.11.5)
message(STATUS "Module opencv_ovis disabled because of incompatible OGRE3D version (${OGRE_VERSION})")
ocv_module_disable(ovis)
else() # we need C++11 for OGRE 1.11
if(MSVC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /Qstd=c++11")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
endif()
endif()
include_directories(${OGRE_INCLUDE_DIRS})
link_directories(${OGRE_LIBRARY_DIRS})
ocv_add_module(ovis opencv_core opencv_imgproc opencv_geometry WRAP python)
ocv_glob_module_sources()
ocv_module_include_directories()
ocv_create_module()
ocv_add_samples(opencv_objdetect opencv_aruco)
ocv_warnings_disable(CMAKE_CXX_FLAGS -Wunused-parameter)
ocv_target_link_libraries(${the_module} ${OGRE_LIBRARIES})
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OVIS Module
===========
allows you to render 3D data using the OGRE 3D engine and obtain the rendering as cv::Mat.
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// This file is part of OpenCV project.
// It is subject to the license terms in the LICENSE file found in the top-level directory
// of this distribution and at http://opencv.org/license.html.
#ifndef _OPENCV_OVIS_H_
#define _OPENCV_OVIS_H_
#include <opencv2/core.hpp>
/**
@defgroup ovis OGRE 3D Visualiser
ovis is a simplified rendering wrapper around [ogre3d](https://www.ogre3d.org/).
The [Ogre terminology](https://ogrecave.github.io/ogre/api/latest/_the-_core-_objects.html) is used in the API
and [Ogre Script](https://ogrecave.github.io/ogre/api/latest/_scripts.html) is assumed to be used for advanced customization.
Besides the API you see here, there are several environment variables that control the behavior of ovis.
They are documented in @ref createWindow.
## Loading geometry
You can create geometry [on the fly](@ref createTriangleMesh) or by loading Ogre `.mesh` files.
### Blender
For converting/ creating geometry [Blender](https://www.blender.org/) is recommended.
- Blender 2.7x is better tested, but Blender 2.8x should work too
- install [blender2ogre](https://github.com/OGRECave/blender2ogre) matching your Blender version
- download the [Ogre MSVC SDK](https://www.ogre3d.org/download/sdk/sdk-ogre) which contains `OgreXMLConverter.exe` (in `bin/`) and set the path in the blender2ogre settings
- get [ogre-meshviewer](https://github.com/OGRECave/ogre-meshviewer) to enable the preview function in blender2ogre as well as for verifying the exported files
- in case the exported materials are not exactly how you want them, consult the [Ogre Manual](https://ogrecave.github.io/ogre/api/latest/_material-_scripts.html)
### Assimp
When using Ogre 1.12.9 or later, enabling the Assimp plugin allows to load arbitrary geometry.
Simply pass `bunny.obj` instead of `bunny.mesh` as `meshname` in @ref WindowScene::createEntity.
You should still use ogre-meshviewer to verify that the geometry is converted correctly.
*/
namespace cv {
namespace ovis {
//! @addtogroup ovis
//! @{
enum SceneSettings
{
/// the window will use a separate scene. The scene will be shared otherwise.
SCENE_SEPARATE = 1,
/// allow the user to control the camera.
SCENE_INTERACTIVE = 2,
/// draw coordinate system crosses for debugging
SCENE_SHOW_CS_CROSS = 4,
/// Apply anti-aliasing. The first window determines the setting for all windows.
SCENE_AA = 8,
/// Render off-screen without a window. Allows separate AA setting. Requires manual update via @ref WindowScene::update
SCENE_OFFSCREEN = 16,
/// Enable real-time shadows in the scene. All entities cast shadows by default. Control via @ref ENTITY_CAST_SHADOWS
SCENE_SHADOWS = 32
};
enum MaterialProperty
{
MATERIAL_POINT_SIZE,
MATERIAL_LINE_WIDTH,
MATERIAL_OPACITY,
MATERIAL_EMISSIVE,
MATERIAL_DIFFUSE,
MATERIAL_TEXTURE0,
MATERIAL_TEXTURE = MATERIAL_TEXTURE0,
MATERIAL_TEXTURE1,
MATERIAL_TEXTURE2,
MATERIAL_TEXTURE3,
};
enum EntityProperty
{
ENTITY_MATERIAL,
ENTITY_SCALE,
ENTITY_AABB_WORLD,
ENTITY_ANIMBLEND_MODE,
ENTITY_CAST_SHADOWS
};
/**
* A 3D viewport and the associated scene
*/
class CV_EXPORTS_W WindowScene {
public:
virtual ~WindowScene();
/**
* set window background to custom image/ color
* @param image
*/
CV_WRAP virtual void setBackground(InputArray image) = 0;
/// @overload
CV_WRAP_AS(setBackgroundColor) virtual void setBackground(const Scalar& color) = 0;
/**
* enable an ordered chain of full-screen post processing effects
*
* this way you can add distortion or SSAO effects.
* The effects themselves must be defined inside Ogre .compositor scripts.
* @param names compositor names that will be applied in order of appearance
* @see addResourceLocation
*/
CV_WRAP virtual void setCompositors(const std::vector<String>& names) = 0;
/**
* place an entity of a mesh in the scene
*
* the mesh needs to be created beforehand. Either programmatically
* by e.g. @ref createPointCloudMesh or by placing the respective file in a resource location.
* @param name entity name
* @param meshname mesh name
* @param tvec translation
* @param rot @ref Rodrigues vector or 3x3 rotation matrix
* @see addResourceLocation
*/
CV_WRAP virtual void createEntity(const String& name, const String& meshname,
InputArray tvec = noArray(), InputArray rot = noArray()) = 0;
/**
* remove an entity from the scene
* @param name entity name
*/
CV_WRAP virtual void removeEntity(const String& name) = 0;
/**
* set the property of an entity to the given value
* @param name entity name
* @param prop @ref EntityProperty
* @param value the value
* @param subEntityIdx index of the sub-entity (default: all)
*/
CV_WRAP virtual void setEntityProperty(const String& name, int prop, const String& value,
int subEntityIdx = -1) = 0;
/// @overload
CV_WRAP virtual void setEntityProperty(const String& name, int prop, const Scalar& value) = 0;
/**
* get the property of an entity
* @param name entity name
* @param prop @ref EntityProperty
* @param value the value
*/
CV_WRAP virtual void getEntityProperty(const String& name, int prop, OutputArray value) = 0;
/**
* convenience method to visualize a camera position
*
* @param name entity name
* @param K intrinsic matrix
* @param imsize image size
* @param zFar far plane in camera coordinates
* @param tvec translation
* @param rot @ref Rodrigues vector or 3x3 rotation matrix
* @param color line color
* @return the extents of the Frustum at far plane, where the top left corner denotes the principal
* point offset
*/
CV_WRAP virtual Rect2d createCameraEntity(const String& name, InputArray K, const Size& imsize,
float zFar, InputArray tvec = noArray(),
InputArray rot = noArray(),
const Scalar& color = Scalar::all(1)) = 0;
/**
* creates a point light in the scene
* @param name entity name
* @param tvec translation
* @param rot @ref Rodrigues vector or 3x3 rotation matrix
* @param diffuseColor
* @param specularColor
*/
CV_WRAP virtual void createLightEntity(const String& name, InputArray tvec = noArray(),
InputArray rot = noArray(),
const Scalar& diffuseColor = Scalar::all(1),
const Scalar& specularColor = Scalar::all(1)) = 0;
/**
* update entity pose by transformation in the parent coordinate space. (pre-rotation)
* @param name entity name
* @param tvec translation
* @param rot @ref Rodrigues vector or 3x3 rotation matrix
*/
CV_WRAP virtual void updateEntityPose(const String& name, InputArray tvec = noArray(),
InputArray rot = noArray()) = 0;
/**
* set entity pose in the world coordinate space.
* @param name enitity name
* @param tvec translation
* @param rot @ref Rodrigues vector or 3x3 rotation matrix
* @param invert use the inverse of the given pose
*/
CV_WRAP virtual void setEntityPose(const String& name, InputArray tvec = noArray(),
InputArray rot = noArray(), bool invert = false) = 0;
/**
* Retrieves the current pose of an entity
* @param name entity name
* @param R 3x3 rotation matrix
* @param tvec translation vector
* @param invert return the inverted pose
*/
CV_WRAP virtual void getEntityPose(const String& name, OutputArray R = noArray(), OutputArray tvec = noArray(),
bool invert = false) = 0;
/**
* get a list of available entity animations
* @param name entity name
* @param out the animation names
*/
CV_WRAP virtual void getEntityAnimations(const String& name, std::vector<String>& out) = 0;
/**
* play entity animation
* @param name entity name
* @param animname animation name
* @param loop enable or disable animation loop
* @see getEntityAnimations
*/
CV_WRAP virtual void playEntityAnimation(const String& name, const String& animname,
bool loop = true) = 0;
/**
* stop entity animation
* @param name enitity name
* @param animname animation name
*/
CV_WRAP virtual void stopEntityAnimation(const String& name, const String& animname) = 0;
/**
* read back the image generated by the last call to @ref waitKey
*/
CV_WRAP virtual void getScreenshot(OutputArray frame) = 0;
/**
* read back the texture of an active compositor
* @param compname name of the compositor
* @param texname name of the texture inside the compositor
* @param mrtIndex if texture is a MRT, specifies the attachment
* @param out the texture contents
*/
CV_WRAP virtual void getCompositorTexture(const String& compname, const String& texname,
OutputArray out, int mrtIndex = 0) = 0;
/**
* get the depth for the current frame.
*
* return the per pixel distance to the camera in world units
*/
CV_WRAP virtual void getDepth(OutputArray depth) = 0;
/**
* convenience method to force the "up" axis to stay fixed
*
* works with both programmatic changes and SCENE_INTERACTIVE
* @param useFixed whether to enforce the fixed yaw axis
* @param up the axis to be fixed
*/
CV_WRAP virtual void fixCameraYawAxis(bool useFixed, InputArray up = noArray()) = 0;
/**
* Sets the current camera pose
* @param tvec translation
* @param rot @ref Rodrigues vector or 3x3 rotation matrix
* @param invert use the inverse of the given pose
*/
CV_WRAP virtual void setCameraPose(InputArray tvec = noArray(), InputArray rot = noArray(),
bool invert = false) = 0;
/**
* convenience method to orient the camera to a specific entity
* @param target entity name
* @param offset offset from entity centre
*/
CV_WRAP virtual void setCameraLookAt(const String& target, InputArray offset = noArray()) = 0;
/**
* convenience method to orient an entity to a specific entity.
* If target is an empty string the entity looks at the given offset point
* @param origin entity to make look at
* @param target name of target entity
* @param offset offset from entity centre
*/
CV_WRAP virtual void setEntityLookAt(const String& origin, const String& target, InputArray offset = noArray()) = 0;
/**
* Retrieves the current camera pose
* @param R 3x3 rotation matrix
* @param tvec translation vector
* @param invert return the inverted pose
*/
CV_WRAP virtual void getCameraPose(OutputArray R = noArray(), OutputArray tvec = noArray(),
bool invert = false) = 0;
/**
* set intrinsics of the camera
*
* @param K intrinsic matrix or noArray(). If noArray() is specified, imsize
* is ignored and zNear/ zFar can be set separately.
* @param imsize image size
* @param zNear near clip distance or -1 to keep the current
* @param zFar far clip distance or -1 to keep the current
*/
CV_WRAP virtual void setCameraIntrinsics(InputArray K, const Size& imsize,
float zNear = -1,
float zFar = -1) = 0;
/**
* render this window, but do not swap buffers. Automatically called by @ref ovis::waitKey
*/
CV_WRAP virtual void update() = 0;
};
/**
* Add an additional resource location that is search for meshes, textures and materials
*
* must be called before the first createWindow. If give path does not exist, retries inside
* Ogre Media Directory.
* @param path folder or Zip archive.
*/
CV_EXPORTS_W void addResourceLocation(const String& path);
/**
* create a new rendering window/ viewport
* @param title window title
* @param size size of the window
* @param flags a combination of @ref SceneSettings
*
* Furthermore, the behavior is controlled by the following environment variables
* - OPENCV_OVIS_VERBOSE_LOG: print all of OGRE log output
* - OPENCV_OVIS_RENDERSYSTEM: the name of the OGRE RenderSystem to use
* - OPENCV_OVIS_NOVSYNC: disable VSYNC for all windows
*/
CV_EXPORTS_W Ptr<WindowScene> createWindow(const String& title, const Size& size,
int flags = SCENE_INTERACTIVE | SCENE_AA);
/**
* update all windows and wait for keyboard event
*
* @param delay 0 is the special value that means "forever".
* Any positive number returns after sync to blank (typically 16ms).
* @return the code of the pressed key or -1 if no key was pressed
*/
CV_EXPORTS_W int waitKey(int delay = 0);
/**
* set the property of a material to the given value
* @param name material name
* @param prop @ref MaterialProperty
* @param value the value
*/
CV_EXPORTS_W void setMaterialProperty(const String& name, int prop, const Scalar& value);
/// @overload
CV_EXPORTS_W void setMaterialProperty(const String& name, int prop, const String& value);
/**
* set the texture of a material to the given value
* @param name material name
* @param prop @ref MaterialProperty
* @param value the texture data
*/
CV_EXPORTS_AS(setMaterialTexture) void setMaterialProperty(const String& name, int prop, InputArray value);
/**
* set the shader property of a material to the given value
* @param name material name
* @param prop property name
* @param value the value
*/
CV_EXPORTS_W void setMaterialProperty(const String& name, const String& prop, const Scalar& value);
/**
* create a 2D plane, X right, Y down, Z up
*
* creates a material with the same name
* @param name name of the mesh
* @param size size in world units
* @param image optional texture
*/
CV_EXPORTS_W void createPlaneMesh(const String& name, const Size2f& size, InputArray image = noArray());
/**
* creates a point cloud mesh
*
* creates a material with the same name
* @param name name of the mesh
* @param vertices float vector of positions
* @param colors uchar vector of colors
*/
CV_EXPORTS_W void createPointCloudMesh(const String& name, InputArray vertices, InputArray colors = noArray());
/**
* creates a grid
*
* creates a material with the same name
* @param name name of the mesh
* @param size extents of the grid
* @param segments number of segments per side
*/
CV_EXPORTS_W void createGridMesh(const String& name, const Size2f& size, const Size& segments = Size(1, 1));
/**
* creates a triangle mesh from vertex-vertex or face-vertex representation
*
* creates a material with the same name
* @param name name of the mesh
* @param vertices float vector of positions
* @param normals float vector of normals
* @param indices int vector of indices
*/
CV_EXPORTS_W void createTriangleMesh(const String& name, InputArray vertices, InputArray normals = noArray(), InputArray indices = noArray());
/// @deprecated use setMaterialProperty
CV_EXPORTS_W void updateTexture(const String& name, InputArray image);
//! @}
}
}
#endif
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#!/usr/bin/env python
import os
import numpy as np
import cv2 as cv
from tests_common import NewOpenCVTests
#from unittest import TestCase as NewOpenCVTests
class ovis_contrib_test(NewOpenCVTests):
def setUp(self):
super().setUp()
# use software rendering
os.environ["OPENCV_OVIS_RENDERSYSTEM"] = "Tiny Rendering Subsystem"
# in case something goes wrong
os.environ["OPENCV_OVIS_VERBOSE_LOG"] = "1"
def test_multiWindow(self):
win0 = cv.ovis.createWindow("main", (1, 1))
win1 = cv.ovis.createWindow("other", (1, 1))
del win1
win1 = cv.ovis.createWindow("other", (1, 1))
del win1
def test_addResourceLocation(self):
win0 = cv.ovis.createWindow("main", (1, 1))
with self.assertRaises(cv.error):
# must be called before the first createWindow
cv.ovis.addResourceLocation(".")
def test_texStride(self):
win = cv.ovis.createWindow("main", (1, 1))
data = np.zeros((200, 200), dtype=np.uint8)
cv.ovis.createPlaneMesh("plane", (1, 1), data[50:-50, 50:-50])
if __name__ == '__main__':
NewOpenCVTests.bootstrap()
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#include <opencv2/highgui.hpp>
#include <opencv2/geometry.hpp>
#include <opencv2/videoio.hpp>
#include <opencv2/ovis.hpp>
#include <opencv2/aruco.hpp>
#include <iostream>
#define KEY_ESCAPE 27
using namespace cv;
int main()
{
Mat img;
std::vector<std::vector<Point2f>> corners;
std::vector<int> ids;
std::vector<Vec3d> rvecs;
std::vector<Vec3d> tvecs;
const Size2i imsize(800, 600);
const double focal_length = 800.0;
// aruco
aruco::Dictionary adict = aruco::getPredefinedDictionary(aruco::DICT_4X4_50);
aruco::ArucoDetector detector(adict);
Mat out_img;
adict.generateImageMarker(0, 400, out_img);
imshow("marker", out_img);
// random calibration data, your mileage may vary
Mat1d cm = Mat1d::zeros(3, 3); // init empty matrix
cm.at<double>(0, 0) = focal_length; // f_x
cm.at<double>(1, 1) = focal_length; // f_y
cm.at<double>(2, 2) = 1; // f_z
Mat K = getDefaultNewCameraMatrix(cm, imsize, true);
// AR scene
ovis::addResourceLocation("packs/Sinbad.zip"); // shipped with Ogre
Ptr<ovis::WindowScene> win = ovis::createWindow(String("arucoAR"), imsize, ovis::SCENE_INTERACTIVE | ovis::SCENE_AA);
win->setCameraIntrinsics(K, imsize);
win->createEntity("sinbad", "Sinbad.mesh", Vec3i(0, 0, 5), Vec3f(1.57, 0.0, 0.0));
win->createLightEntity("sun", Vec3i(0, 0, 100));
// video capture
VideoCapture cap{0};
cap.set(CAP_PROP_FRAME_WIDTH, imsize.width);
cap.set(CAP_PROP_FRAME_HEIGHT, imsize.height);
std::cout << "Press ESCAPE to exit demo" << std::endl;
while (ovis::waitKey(1) != KEY_ESCAPE) {
cap.read(img);
win->setBackground(img);
detector.detectMarkers(img, corners, ids);
waitKey(1);
if (ids.size() == 0)
continue;
aruco::estimatePoseSingleMarkers(corners, 5, K, noArray(), rvecs, tvecs);
win->setCameraPose(tvecs.at(0), rvecs.at(0), true);
}
return 0;
}
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import numpy as np
import cv2 as cv
# aruco
adict = cv.aruco.getPredefinedDictionary(cv.aruco.DICT_4X4_50)
cv.imshow("marker", adict.generateImageMarker(0, 400))
# random calibration data. your mileage may vary.
imsize = (800, 600)
K = cv.getDefaultNewCameraMatrix(np.diag([800, 800, 1]), imsize, True)
# AR scene
cv.ovis.addResourceLocation("packs/Sinbad.zip") # shipped with Ogre
win = cv.ovis.createWindow("arucoAR", imsize, flags=0)
win.setCameraIntrinsics(K, imsize)
win.createEntity("figure", "Sinbad.mesh", (0, 0, 5), (1.57, 0, 0))
win.createLightEntity("sun", (0, 0, 100))
# video capture
cap = cv.VideoCapture(0)
cap.set(cv.CAP_PROP_FRAME_WIDTH, imsize[0])
cap.set(cv.CAP_PROP_FRAME_HEIGHT, imsize[1])
while cv.ovis.waitKey(1) != 27:
img = cap.read()[1]
win.setBackground(img)
corners, ids = cv.aruco.detectMarkers(img, adict)[:2]
cv.waitKey(1)
if ids is None:
continue
rvecs, tvecs = cv.aruco.estimatePoseSingleMarkers(corners, 5, K, None)[:2]
win.setCameraPose(tvecs[0].ravel(), rvecs[0].ravel(), invert=True)
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#include <opencv2/geometry.hpp>
#include <opencv2/videoio.hpp>
#include <opencv2/ovis.hpp>
#include <iostream>
#define KEY_ESCAPE 27
using namespace cv;
int main()
{
Mat R;
Vec3d t;
const Size2i imsize(800, 600);
const double focal_length = 800.0;
//add some external resources
ovis::addResourceLocation("packs/Sinbad.zip"); // shipped with Ogre
//camera intrinsics
Mat1d K = Mat1d::zeros(3, 3); // init empty matrix
K.at<double>(0, 0) = focal_length; // f_x
K.at<double>(1, 1) = focal_length; // f_y
K.at<double>(0, 2) = 400; // t_x
K.at<double>(1, 2) = 500; // t_y
K.at<double>(2, 2) = 1; // f_z
//observer scene
Ptr<ovis::WindowScene> owin = ovis::createWindow(String("VR"), imsize);
ovis::createGridMesh("ground", Size2i(10, 10), Size2i(10, 10));
owin->createEntity("ground", "ground", Vec3f(1.57, 0, 0));
owin->createCameraEntity("cam", K, imsize, 5);
owin->createEntity("sinbad", "Sinbad.mesh", Vec3i(0, 0, 5), Vec3f(CV_PI/2.0, 0.0, 0.0)); // externally defined mesh
owin->createLightEntity("sun", Vec3i(0, 0, -100));
// setup and play idle animation
owin->setEntityProperty("sinbad", ovis::EntityProperty::ENTITY_ANIMBLEND_MODE, Scalar(1)); // 1 = cumulative
owin->playEntityAnimation("sinbad", "IdleBase");
owin->playEntityAnimation("sinbad", "IdleTop");
//interaction scene
Ptr<ovis::WindowScene> iwin = ovis::createWindow(String("AR"), imsize, ovis::SCENE_SEPARATE | ovis::SCENE_INTERACTIVE);
iwin->createEntity("sinbad", "Sinbad.mesh", Vec3i(0, -5, 0), Vec3f(CV_PI, 0.0, 0.0));
iwin->createLightEntity("sun", Vec3i(0, 0, -100));
iwin->setCameraIntrinsics(K, imsize);
std::cout << "Press ESCAPE to exit demo" << std::endl;
while (ovis::waitKey(1) != KEY_ESCAPE) {
iwin->getCameraPose(R, t);
owin->setEntityPose("cam", t, R);
}
return 1;
}
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import numpy as np
import cv2 as cv
# add some external resources
cv.ovis.addResourceLocation("packs/Sinbad.zip")
# camera intrinsics
imsize = (800, 600)
K = np.diag([800, 800, 1])
K[:2, 2] = (400, 500) # offset pp
# observer scene
owin = cv.ovis.createWindow("VR", imsize)
cv.ovis.createGridMesh("ground", (10, 10), (10, 10))
owin.createEntity("ground", "ground", rot=(1.57, 0, 0))
owin.createCameraEntity("cam", K, imsize, 5)
owin.createEntity("sinbad", "Sinbad.mesh", tvec=(0, -5, 0), rot=(np.pi, 0, 0)) # externally defined mesh
owin.createLightEntity("sun", (0, 0, -100))
# setup and play idle animation
owin.setEntityProperty("sinbad", cv.ovis.ENTITY_ANIMBLEND_MODE, 1) # 1 = cumulative
owin.playEntityAnimation("sinbad", "IdleBase")
owin.playEntityAnimation("sinbad", "IdleTop")
# interaction scene
iwin = cv.ovis.createWindow("AR", imsize, cv.ovis.SCENE_SEPARATE | cv.ovis.SCENE_INTERACTIVE)
iwin.createEntity("sinbad", "Sinbad.mesh", tvec=(0, -5, 0), rot=(np.pi, 0, 0))
iwin.createLightEntity("sun", (0, 0, -100))
iwin.setCameraIntrinsics(K, imsize)
while cv.ovis.waitKey(1) != 27:
R, t = iwin.getCameraPose()
owin.setEntityPose("cam", t, R)
del iwin # must be destroyed in reverse creation order
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// This file is part of OpenCV project.
// It is subject to the license terms in the LICENSE file found in the top-level directory
// of this distribution and at http://opencv.org/license.html.
#include "precomp.hpp"
namespace cv
{
namespace ovis
{
using namespace Ogre;
void createPlaneMesh(const String& name, const Size2f& size, InputArray image)
{
CV_Assert(_app);
// material
MaterialPtr mat = MaterialManager::getSingleton().create(name, RESOURCEGROUP_NAME);
Pass* rpass = mat->getTechniques()[0]->getPasses()[0];
rpass->setCullingMode(CULL_NONE);
rpass->setEmissive(ColourValue::White);
if (!image.empty())
{
_createTexture(name, image.getMat());
rpass->createTextureUnitState(name);
}
// plane
MovablePlane plane(-Vector3::UNIT_Z, 0);
MeshPtr mesh = MeshManager::getSingleton().createPlane(
name, RESOURCEGROUP_NAME, plane, size.width, size.height, 1, 1, true, 1, 1, 1, -Vector3::UNIT_Y);
mesh->getSubMesh(0)->setMaterialName(name);
}
void createPointCloudMesh(const String& name, InputArray vertices, InputArray colors)
{
int color_type = colors.type();
CV_Assert(_app);
CV_CheckTypeEQ(vertices.type(), CV_32FC3, "vertices type must be Vec3f");
CV_Assert(vertices.isContinuous());
if (!colors.empty())
CV_CheckType(color_type, color_type == CV_8UC3 || color_type == CV_8UC4, "unsupported type");
// material
MaterialPtr mat = MaterialManager::getSingleton().create(name, RESOURCEGROUP_NAME);
Pass* rpass = mat->getTechniques()[0]->getPasses()[0];
rpass->setEmissive(ColourValue::White);
rpass->setPointSpritesEnabled(true);
// mesh
MeshPtr mesh = MeshManager::getSingleton().createManual(name, RESOURCEGROUP_NAME);
SubMesh* sub = mesh->createSubMesh();
sub->useSharedVertices = true;
sub->operationType = RenderOperation::OT_POINT_LIST;
sub->setMaterialName(name);
int n = vertices.rows();
mesh->sharedVertexData = new VertexData();
mesh->sharedVertexData->vertexCount = n;
VertexDeclaration* decl = mesh->sharedVertexData->vertexDeclaration;
// vertex data
HardwareBufferManager& hbm = HardwareBufferManager::getSingleton();
Mat _vertices = vertices.getMat();
int source = 0;
HardwareVertexBufferSharedPtr hwbuf;
decl->addElement(source, 0, VET_FLOAT3, VES_POSITION);
hwbuf = hbm.createVertexBuffer(decl->getVertexSize(source), n, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
hwbuf->writeData(0, hwbuf->getSizeInBytes(), _vertices.ptr(), true);
mesh->sharedVertexData->vertexBufferBinding->setBinding(source, hwbuf);
// color data
if (!colors.empty())
{
mat->setLightingEnabled(false);
source += 1;
Mat col4;
cvtColor(colors, col4, color_type == CV_8UC3 ? COLOR_BGR2RGBA : COLOR_BGRA2RGBA);
decl->addElement(source, 0, VET_COLOUR, VES_DIFFUSE);
hwbuf =
hbm.createVertexBuffer(decl->getVertexSize(source), n, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
hwbuf->writeData(0, hwbuf->getSizeInBytes(), col4.ptr(), true);
mesh->sharedVertexData->vertexBufferBinding->setBinding(source, hwbuf);
rpass->setVertexColourTracking(TVC_DIFFUSE);
}
AxisAlignedBox bounds(AxisAlignedBox::EXTENT_NULL);
for (int i = 0; i < n; i++)
{
Vec3f v = _vertices.at<Vec3f>(i);
bounds.merge(Vector3(v[0], v[1], v[2]));
}
mesh->_setBounds(bounds);
}
void createTriangleMesh(const String& name, InputArray vertices, InputArray normals, InputArray indices)
{
CV_CheckTypeEQ(vertices.type(), CV_32FC3, "vertices type must be Vec3f");
CV_Assert(vertices.isContinuous());
if(!normals.empty())
{
CV_CheckTypeEQ(normals.type(), CV_32FC3, "normals type must be Vec3f");
CV_Assert(normals.isContinuous());
CV_Assert(normals.size() == vertices.size());
}
if(!indices.empty())
{
CV_CheckTypeEQ(indices.type(), CV_32S, "indices type must be int");
CV_Assert(indices.isContinuous());
}
// default material
auto mat = MaterialManager::getSingleton().create(name, RESOURCEGROUP_NAME);
// mesh
MeshPtr mesh = MeshManager::getSingleton().createManual(name, RESOURCEGROUP_NAME);
SubMesh* sub = mesh->createSubMesh();
sub->useSharedVertices = true;
sub->operationType = RenderOperation::OT_TRIANGLE_LIST;
sub->setMaterialName(name);
int n = vertices.rows();
mesh->sharedVertexData = new VertexData();
mesh->sharedVertexData->vertexCount = n;
VertexDeclaration* decl = mesh->sharedVertexData->vertexDeclaration;
// vertex data
HardwareBufferManager& hbm = HardwareBufferManager::getSingleton();
Mat _vertices = vertices.getMat();
int source = 0;
HardwareVertexBufferSharedPtr hwbuf;
decl->addElement(source, 0, VET_FLOAT3, VES_POSITION);
hwbuf = hbm.createVertexBuffer(decl->getVertexSize(source), n, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
hwbuf->writeData(0, hwbuf->getSizeInBytes(), _vertices.ptr(), true);
mesh->sharedVertexData->vertexBufferBinding->setBinding(source, hwbuf);
// normals
if (!normals.empty())
{
source += 1;
Mat _normals = normals.getMat();
decl->addElement(source, 0, VET_FLOAT3, VES_NORMAL);
hwbuf =
hbm.createVertexBuffer(decl->getVertexSize(source), n, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
hwbuf->writeData(0, hwbuf->getSizeInBytes(), _normals.ptr(), true);
mesh->sharedVertexData->vertexBufferBinding->setBinding(source, hwbuf);
}
else
{
mat->setLightingEnabled(false);
}
// indices
if (!indices.empty())
{
Mat _indices = indices.getMat();
HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton().createIndexBuffer(
HardwareIndexBuffer::IT_32BIT, indices.total(), HardwareBuffer::HBU_STATIC_WRITE_ONLY);
ibuf->writeData(0, ibuf->getSizeInBytes(), _indices.ptr(), true);
sub->indexData->indexBuffer = ibuf;
sub->indexData->indexStart = 0;
sub->indexData->indexCount = indices.total();
}
AxisAlignedBox bounds(AxisAlignedBox::EXTENT_NULL);
for (int i = 0; i < n; i++)
{
Vec3f v = _vertices.at<Vec3f>(i);
bounds.merge(Vector3(v[0], v[1], v[2]));
}
mesh->_setBounds(bounds);
}
void createGridMesh(const String& name, const Size2f& size, const Size& segments)
{
CV_Assert_N(_app, !segments.empty());
// material
MaterialPtr mat = MaterialManager::getSingleton().create(name, RESOURCEGROUP_NAME);
Pass* rpass = mat->getTechniques()[0]->getPasses()[0];
rpass->setEmissive(ColourValue::White);
// mesh
MeshPtr mesh = MeshManager::getSingleton().createManual(name, RESOURCEGROUP_NAME);
SubMesh* sub = mesh->createSubMesh();
sub->useSharedVertices = true;
sub->operationType = RenderOperation::OT_LINE_LIST;
sub->setMaterialName(name);
int n = (segments.width + 1) * 2 + (segments.height + 1) * 2;
mesh->sharedVertexData = new VertexData();
mesh->sharedVertexData->vertexCount = n;
VertexDeclaration* decl = mesh->sharedVertexData->vertexDeclaration;
// vertex data
HardwareBufferManager& hbm = HardwareBufferManager::getSingleton();
int source = 0;
HardwareVertexBufferSharedPtr hwbuf;
decl->addElement(source, 0, VET_FLOAT2, VES_POSITION);
hwbuf = hbm.createVertexBuffer(decl->getVertexSize(source), n, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
mesh->sharedVertexData->vertexBufferBinding->setBinding(source, hwbuf);
Vector2 step = Vector2(size.width, size.height) / Vector2(segments.width, segments.height);
Vec2f* data = (Vec2f*)hwbuf->lock(HardwareBuffer::HBL_DISCARD);
for (int i = 0; i < segments.width + 1; i++)
{
data[i * 2] = Vec2f(-size.width / 2 + step.x * i, -size.height / 2);
data[i * 2 + 1] = Vec2f(-size.width / 2 + step.x * i, size.height / 2);
}
data += (segments.width + 1) * 2;
for (int i = 0; i < segments.height + 1; i++)
{
data[i * 2] = Vec2f(-size.width / 2, -size.height / 2 + step.y * i);
data[i * 2 + 1] = Vec2f(size.width / 2, -size.height / 2 + step.y * i);
}
hwbuf->unlock();
Vector3 sz(size.width, size.height, 0);
mesh->_setBounds(AxisAlignedBox(-sz/2, sz/2));
}
}
}
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// This file is part of OpenCV project.
// It is subject to the license terms in the LICENSE file found in the top-level directory
// of this distribution and at http://opencv.org/license.html.
#ifndef __OPENCV_PRECOMP_H__
#define __OPENCV_PRECOMP_H__
#include <opencv2/core.hpp>
#include <opencv2/imgproc.hpp>
#include "opencv2/ovis.hpp"
#include "opencv2/opencv_modules.hpp"
#include <Ogre.h>
namespace cv {
namespace ovis {
struct Application;
extern Ptr<Application> _app;
extern const char* RESOURCEGROUP_NAME;
void _createTexture(const String& name, Mat image);
}
}
#endif