Struct opencv::ovis::WindowScene
source · pub struct WindowScene { /* private fields */ }
Expand description
A 3D viewport and the associated scene
Trait Implementations§
source§impl Boxed for WindowScene
impl Boxed for WindowScene
source§impl Drop for WindowScene
impl Drop for WindowScene
source§impl WindowSceneTrait for WindowScene
impl WindowSceneTrait for WindowScene
fn as_raw_mut_WindowScene(&mut self) -> *mut c_void
source§fn set_background(&mut self, image: &impl ToInputArray) -> Result<()>
fn set_background(&mut self, image: &impl ToInputArray) -> Result<()>
set window background to custom image/ color Read more
source§fn set_background_color(&mut self, color: Scalar) -> Result<()>
fn set_background_color(&mut self, color: Scalar) -> Result<()>
set window background to custom image/ color Read more
source§fn set_compositors(&mut self, names: &Vector<String>) -> Result<()>
fn set_compositors(&mut self, names: &Vector<String>) -> Result<()>
enable an ordered chain of full-screen post processing effects Read more
source§fn create_entity(
&mut self,
name: &str,
meshname: &str,
tvec: &impl ToInputArray,
rot: &impl ToInputArray
) -> Result<()>
fn create_entity( &mut self, name: &str, meshname: &str, tvec: &impl ToInputArray, rot: &impl ToInputArray ) -> Result<()>
place an entity of a mesh in the scene Read more
source§fn remove_entity(&mut self, name: &str) -> Result<()>
fn remove_entity(&mut self, name: &str) -> Result<()>
remove an entity from the scene Read more
source§fn set_entity_property(
&mut self,
name: &str,
prop: i32,
value: &str,
sub_entity_idx: i32
) -> Result<()>
fn set_entity_property( &mut self, name: &str, prop: i32, value: &str, sub_entity_idx: i32 ) -> Result<()>
set the property of an entity to the given value Read more
source§fn set_entity_property_1(
&mut self,
name: &str,
prop: i32,
value: Scalar
) -> Result<()>
fn set_entity_property_1( &mut self, name: &str, prop: i32, value: Scalar ) -> Result<()>
set the property of an entity to the given value Read more
source§fn get_entity_property(
&mut self,
name: &str,
prop: i32,
value: &mut impl ToOutputArray
) -> Result<()>
fn get_entity_property( &mut self, name: &str, prop: i32, value: &mut impl ToOutputArray ) -> Result<()>
get the property of an entity Read more
source§fn create_camera_entity(
&mut self,
name: &str,
k: &impl ToInputArray,
imsize: Size,
z_far: f32,
tvec: &impl ToInputArray,
rot: &impl ToInputArray,
color: Scalar
) -> Result<Rect2d>
fn create_camera_entity( &mut self, name: &str, k: &impl ToInputArray, imsize: Size, z_far: f32, tvec: &impl ToInputArray, rot: &impl ToInputArray, color: Scalar ) -> Result<Rect2d>
convenience method to visualize a camera position Read more
source§fn create_light_entity(
&mut self,
name: &str,
tvec: &impl ToInputArray,
rot: &impl ToInputArray,
diffuse_color: Scalar,
specular_color: Scalar
) -> Result<()>
fn create_light_entity( &mut self, name: &str, tvec: &impl ToInputArray, rot: &impl ToInputArray, diffuse_color: Scalar, specular_color: Scalar ) -> Result<()>
creates a point light in the scene Read more
source§fn update_entity_pose(
&mut self,
name: &str,
tvec: &impl ToInputArray,
rot: &impl ToInputArray
) -> Result<()>
fn update_entity_pose( &mut self, name: &str, tvec: &impl ToInputArray, rot: &impl ToInputArray ) -> Result<()>
update entity pose by transformation in the parent coordinate space. (pre-rotation) Read more
source§fn set_entity_pose(
&mut self,
name: &str,
tvec: &impl ToInputArray,
rot: &impl ToInputArray,
invert: bool
) -> Result<()>
fn set_entity_pose( &mut self, name: &str, tvec: &impl ToInputArray, rot: &impl ToInputArray, invert: bool ) -> Result<()>
set entity pose in the world coordinate space. Read more
source§fn get_entity_pose(
&mut self,
name: &str,
r: &mut impl ToOutputArray,
tvec: &mut impl ToOutputArray,
invert: bool
) -> Result<()>
fn get_entity_pose( &mut self, name: &str, r: &mut impl ToOutputArray, tvec: &mut impl ToOutputArray, invert: bool ) -> Result<()>
Retrieves the current pose of an entity Read more
source§fn get_entity_animations(
&mut self,
name: &str,
out: &mut Vector<String>
) -> Result<()>
fn get_entity_animations( &mut self, name: &str, out: &mut Vector<String> ) -> Result<()>
get a list of available entity animations Read more
source§fn play_entity_animation(
&mut self,
name: &str,
animname: &str,
loop_: bool
) -> Result<()>
fn play_entity_animation( &mut self, name: &str, animname: &str, loop_: bool ) -> Result<()>
play entity animation Read more
source§fn stop_entity_animation(&mut self, name: &str, animname: &str) -> Result<()>
fn stop_entity_animation(&mut self, name: &str, animname: &str) -> Result<()>
stop entity animation Read more
source§fn get_screenshot(&mut self, frame: &mut impl ToOutputArray) -> Result<()>
fn get_screenshot(&mut self, frame: &mut impl ToOutputArray) -> Result<()>
read back the image generated by the last call to [waitKey]
source§fn get_compositor_texture(
&mut self,
compname: &str,
texname: &str,
out: &mut impl ToOutputArray,
mrt_index: i32
) -> Result<()>
fn get_compositor_texture( &mut self, compname: &str, texname: &str, out: &mut impl ToOutputArray, mrt_index: i32 ) -> Result<()>
read back the texture of an active compositor Read more
source§fn get_depth(&mut self, depth: &mut impl ToOutputArray) -> Result<()>
fn get_depth(&mut self, depth: &mut impl ToOutputArray) -> Result<()>
get the depth for the current frame. Read more
source§fn fix_camera_yaw_axis(
&mut self,
use_fixed: bool,
up: &impl ToInputArray
) -> Result<()>
fn fix_camera_yaw_axis( &mut self, use_fixed: bool, up: &impl ToInputArray ) -> Result<()>
convenience method to force the “up” axis to stay fixed Read more
source§fn set_camera_pose(
&mut self,
tvec: &impl ToInputArray,
rot: &impl ToInputArray,
invert: bool
) -> Result<()>
fn set_camera_pose( &mut self, tvec: &impl ToInputArray, rot: &impl ToInputArray, invert: bool ) -> Result<()>
Sets the current camera pose Read more
source§fn set_camera_look_at(
&mut self,
target: &str,
offset: &impl ToInputArray
) -> Result<()>
fn set_camera_look_at( &mut self, target: &str, offset: &impl ToInputArray ) -> Result<()>
convenience method to orient the camera to a specific entity Read more
source§fn set_entity_look_at(
&mut self,
origin: &str,
target: &str,
offset: &impl ToInputArray
) -> Result<()>
fn set_entity_look_at( &mut self, origin: &str, target: &str, offset: &impl 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 Read more
source§fn get_camera_pose(
&mut self,
r: &mut impl ToOutputArray,
tvec: &mut impl ToOutputArray,
invert: bool
) -> Result<()>
fn get_camera_pose( &mut self, r: &mut impl ToOutputArray, tvec: &mut impl ToOutputArray, invert: bool ) -> Result<()>
Retrieves the current camera pose Read more
source§fn set_camera_intrinsics(
&mut self,
k: &impl ToInputArray,
imsize: Size,
z_near: f32,
z_far: f32
) -> Result<()>
fn set_camera_intrinsics( &mut self, k: &impl ToInputArray, imsize: Size, z_near: f32, z_far: f32 ) -> Result<()>
set intrinsics of the camera Read more
source§impl WindowSceneTraitConst for WindowScene
impl WindowSceneTraitConst for WindowScene
fn as_raw_WindowScene(&self) -> *const c_void
impl Send for WindowScene
Auto Trait Implementations§
impl RefUnwindSafe for WindowScene
impl !Sync for WindowScene
impl Unpin for WindowScene
impl UnwindSafe for WindowScene
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more