[−][src]Trait opencv::hub_prelude::WindowScene
A 3D viewport and the associated scene
Required methods
pub fn as_raw_WindowScene(&self) -> *const c_void
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pub fn as_raw_mut_WindowScene(&mut self) -> *mut c_void
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Provided methods
pub fn set_background(&mut self, image: &dyn ToInputArray) -> Result<()>
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pub fn set_background_color(&mut self, color: Scalar) -> Result<()>
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pub fn set_compositors(&mut self, names: &Vector<String>) -> Result<()>
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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.
See also
addResourceLocation
Parameters
- names: compositor names that will be applied in order of appearance
pub fn create_entity(
&mut self,
name: &str,
meshname: &str,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray
) -> Result<()>
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&mut self,
name: &str,
meshname: &str,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray
) -> Result<()>
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 an Ogre .mesh file in a resource location.
See also
addResourceLocation
Parameters
- name: entity name
- meshname: mesh name
- rot: @ref Rodrigues vector or 3x3 rotation matrix
- tvec: translation
C++ default parameters
- tvec: noArray()
- rot: noArray()
pub fn remove_entity(&mut self, name: &str) -> Result<()>
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pub fn set_entity_property(
&mut self,
name: &str,
prop: i32,
value: Scalar
) -> Result<()>
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&mut self,
name: &str,
prop: i32,
value: Scalar
) -> Result<()>
set the property of an entity to the given value
Parameters
- name: entity name
- prop: @ref EntityProperty
- value: the value
pub fn set_entity_property_1(
&mut self,
name: &str,
prop: i32,
value: &str,
sub_entity_idx: i32
) -> Result<()>
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&mut self,
name: &str,
prop: i32,
value: &str,
sub_entity_idx: i32
) -> Result<()>
set the property of an entity to the given value
Parameters
- name: entity name
- prop: @ref EntityProperty
- value: the value
Overloaded parameters
C++ default parameters
- sub_entity_idx: -1
pub fn get_entity_property(
&mut self,
name: &str,
prop: i32,
value: &mut dyn ToOutputArray
) -> Result<()>
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&mut self,
name: &str,
prop: i32,
value: &mut dyn ToOutputArray
) -> Result<()>
get the property of an entity
Parameters
- name: entity name
- prop: @ref EntityProperty
- value: the value
pub fn create_camera_entity(
&mut self,
name: &str,
k: &dyn ToInputArray,
imsize: Size,
z_far: f32,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray,
color: Scalar
) -> Result<Rect2d>
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&mut self,
name: &str,
k: &dyn ToInputArray,
imsize: Size,
z_far: f32,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray,
color: Scalar
) -> Result<Rect2d>
convenience method to visualize a camera position
Parameters
- name: entity name
- K: intrinsic matrix
- imsize: image size
- zFar: far plane in camera coordinates
- rot: @ref Rodrigues vector or 3x3 rotation matrix
- tvec: translation
- color: line color
Returns
the extents of the Frustum at far plane, where the top left corner denotes the principal point offset
C++ default parameters
- tvec: noArray()
- rot: noArray()
- color: Scalar::all(1)
pub fn create_light_entity(
&mut self,
name: &str,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray,
diffuse_color: Scalar,
specular_color: Scalar
) -> Result<()>
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&mut self,
name: &str,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray,
diffuse_color: Scalar,
specular_color: Scalar
) -> Result<()>
creates a point light in the scene
Parameters
- name: entity name
- rot: @ref Rodrigues vector or 3x3 rotation matrix
- tvec: translation
- diffuseColor:
- specularColor:
C++ default parameters
- tvec: noArray()
- rot: noArray()
- diffuse_color: Scalar::all(1)
- specular_color: Scalar::all(1)
pub fn update_entity_pose(
&mut self,
name: &str,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray
) -> Result<()>
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&mut self,
name: &str,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray
) -> Result<()>
update entity pose by transformation in the parent coordinate space. (pre-rotation)
Parameters
- name: entity name
- rot: @ref Rodrigues vector or 3x3 rotation matrix
- tvec: translation
C++ default parameters
- tvec: noArray()
- rot: noArray()
pub fn set_entity_pose(
&mut self,
name: &str,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray,
invert: bool
) -> Result<()>
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&mut self,
name: &str,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray,
invert: bool
) -> Result<()>
set entity pose in the world coordinate space.
Parameters
- name: enitity name
- rot: @ref Rodrigues vector or 3x3 rotation matrix
- tvec: translation
- invert: use the inverse of the given pose
C++ default parameters
- tvec: noArray()
- rot: noArray()
- invert: false
pub fn get_entity_pose(
&mut self,
name: &str,
r: &mut dyn ToOutputArray,
tvec: &mut dyn ToOutputArray,
invert: bool
) -> Result<()>
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&mut self,
name: &str,
r: &mut dyn ToOutputArray,
tvec: &mut dyn ToOutputArray,
invert: bool
) -> Result<()>
Retrieves the current pose of an entity
Parameters
- name: entity name
- R: 3x3 rotation matrix
- tvec: translation vector
- invert: return the inverted pose
C++ default parameters
- r: noArray()
- tvec: noArray()
- invert: false
pub fn get_entity_animations(
&mut self,
name: &str,
out: &mut Vector<String>
) -> Result<()>
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&mut self,
name: &str,
out: &mut Vector<String>
) -> Result<()>
pub fn play_entity_animation(
&mut self,
name: &str,
animname: &str,
loop_: bool
) -> Result<()>
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&mut self,
name: &str,
animname: &str,
loop_: bool
) -> Result<()>
play entity animation
Parameters
- name: entity name
- animname: animation name
- loop: enable or disable animation loop
See also
getEntityAnimations
C++ default parameters
- loop_: true
pub fn stop_entity_animation(
&mut self,
name: &str,
animname: &str
) -> Result<()>
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&mut self,
name: &str,
animname: &str
) -> Result<()>
pub fn get_screenshot(&mut self, frame: &mut dyn ToOutputArray) -> Result<()>
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read back the image generated by the last call to @ref waitKey
pub fn get_compositor_texture(
&mut self,
compname: &str,
texname: &str,
out: &mut dyn ToOutputArray,
mrt_index: i32
) -> Result<()>
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&mut self,
compname: &str,
texname: &str,
out: &mut dyn ToOutputArray,
mrt_index: i32
) -> Result<()>
read back the texture of an active compositor
Parameters
- compname: name of the compositor
- texname: name of the texture inside the compositor
- mrtIndex: if texture is a MRT, specifies the attachment
- out: the texture contents
C++ default parameters
- mrt_index: 0
pub fn get_depth(&mut self, depth: &mut dyn ToOutputArray) -> Result<()>
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get the depth for the current frame.
return the per pixel distance to the camera in world units
pub fn fix_camera_yaw_axis(
&mut self,
use_fixed: bool,
up: &dyn ToInputArray
) -> Result<()>
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&mut self,
use_fixed: bool,
up: &dyn ToInputArray
) -> Result<()>
convenience method to force the "up" axis to stay fixed
works with both programmatic changes and SCENE_INTERACTIVE
Parameters
- useFixed: whether to enforce the fixed yaw axis
- up: the axis to be fixed
C++ default parameters
- up: noArray()
pub fn set_camera_pose(
&mut self,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray,
invert: bool
) -> Result<()>
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&mut self,
tvec: &dyn ToInputArray,
rot: &dyn ToInputArray,
invert: bool
) -> Result<()>
Sets the current camera pose
Parameters
- rot: @ref Rodrigues vector or 3x3 rotation matrix
- tvec: translation
- invert: use the inverse of the given pose
C++ default parameters
- tvec: noArray()
- rot: noArray()
- invert: false
pub fn set_camera_look_at(
&mut self,
target: &str,
offset: &dyn ToInputArray
) -> Result<()>
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&mut self,
target: &str,
offset: &dyn ToInputArray
) -> Result<()>
convenience method to orient the camera to a specific entity
Parameters
- target: entity name
- offset: offset from entity centre
C++ default parameters
- offset: noArray()
pub fn set_entity_look_at(
&mut self,
origin: &str,
target: &str,
offset: &dyn ToInputArray
) -> Result<()>
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&mut self,
origin: &str,
target: &str,
offset: &dyn ToInputArray
) -> Result<()>
convenience method to orient an entity to a specific entity. If target is an empty string the entity looks at the given offset point
Parameters
- origin: entity to make look at
- target: name of target entity
- offset: offset from entity centre
C++ default parameters
- offset: noArray()
pub fn get_camera_pose(
&mut self,
r: &mut dyn ToOutputArray,
tvec: &mut dyn ToOutputArray,
invert: bool
) -> Result<()>
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&mut self,
r: &mut dyn ToOutputArray,
tvec: &mut dyn ToOutputArray,
invert: bool
) -> Result<()>
Retrieves the current camera pose
Parameters
- R: 3x3 rotation matrix
- tvec: translation vector
- invert: return the inverted pose
C++ default parameters
- r: noArray()
- tvec: noArray()
- invert: false
pub fn set_camera_intrinsics(
&mut self,
k: &dyn ToInputArray,
imsize: Size,
z_near: f32,
z_far: f32
) -> Result<()>
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&mut self,
k: &dyn ToInputArray,
imsize: Size,
z_near: f32,
z_far: f32
) -> Result<()>
set intrinsics of the camera
Parameters
- K: intrinsic matrix or noArray(). If noArray() is specified, imsize is ignored and zNear/ zFar can be set separately.
- imsize: image size
- zNear: near clip distance or -1 to keep the current
- zFar: far clip distance or -1 to keep the current
C++ default parameters
- z_near: -1
- z_far: -1
pub fn update(&mut self) -> Result<()>
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render this window, but do not swap buffers. Automatically called by @ref ovis::waitKey