private void RenderView(int view) { Vector3 newView = _vm.SetView(view); _drm.SetCameraView(newView); _currentRendering = _drm.GetDepthRendering(); HashSet <Vector3> pointCloud = _pcm.CreatePointSet(_currentRendering); _ogm.AddPoints(pointCloud); }
public void RenderView(int viewIndex) { //Redners the current view of the index SetView(viewIndex); _currentRendering = _drm.GetDepthRendering(); HashSet <Vector3> pointCloud = _pcm.CreatePointSet(_currentRendering); _ogm.AddPoints(pointCloud); _rm.ComputeRewards(); }
void Update() { if (Input.GetKeyDown(KeyCode.I)) //Changes the camera view { NextView(); } if (Input.GetKeyDown(KeyCode.O)) //Changes the study object { NextObject(); } if (Input.GetKeyDown(KeyCode.L)) //Sets the view to the index of the serialized field { SetView(); } if (Input.GetKeyDown(KeyCode.K))//Skips 10 candidate view indices forward { Vector3 v = _vm.SetNeighbouringView(10); _drm.SetCameraView(v); } if (Input.GetKeyDown(KeyCode.Z)) // Renders and adds current view to pointcloud { Texture2D _currentRendering = _drm.GetDepthRendering(); HashSet <Vector3> pointCloud = _pcm.CreatePointSet(_currentRendering); _ogm.AddPoints(pointCloud); } if (Input.GetKeyDown(KeyCode.X)) // Generates a occupancy grid object on the scene { _ogm.BuildGrid(); } if (Input.GetKeyDown(KeyCode.C)) //Renders the view from image to point cloud to occupancy grid { RenderView(); } if (Input.GetKeyDown(KeyCode.B)) //Builds the occupancy grid of the current view { Texture2D _currentRendering = _drm.GetDepthRendering(); HashSet <Vector3> pointCloud = _pcm.CreatePointSet(_currentRendering); _pcm.BuildPointCloudObjectFromCloud(new Vector3(4, 0, 0), pointCloud, Vector3.one); _ogm.AddPoints(pointCloud); _ogm.BuildGrid(); } if (Input.GetKeyDown(KeyCode.G)) //Shows the ground truth of the current object { VisualizeGrountTruth(); } if (Input.GetKeyDown(KeyCode.Y)) //Logs the distance between the views { UnityEngine.Debug.Log(_vm.GetDistance(_vm.GetCurrentViewIndex(), _compareViewWith).ToString()); } if (Input.GetKeyDown(KeyCode.M)) //Shows the view sphere representation { _vm.BuildSphere(Vector3.zero); } if (Input.GetKeyDown(KeyCode.N)) //Shows the view sphere representation { _vm.VisualizePath(); } if (Input.GetKeyDown(KeyCode.P)) //Shows the view sphere representation { _som.PrepareStudyObject(_setObject); } }