public GLViewer(Resolution res) { image_handler = new ImageHandler(res); available = false; currentInstance = this; BBox_edges = new Simple3DObject(); BBox_faces = new Simple3DObject(); }
void addVert(ref Simple3DObject obj, float i_f, float limit, float height, float4 clr) { float3 p1 = new float3(i_f, height, -limit); float3 p2 = new float3(i_f, height, limit); float3 p3 = new float3(-limit, height, i_f); float3 p4 = new float3(limit, height, i_f); obj.addLine(p1, p2, clr); obj.addLine(p3, p4, clr); }
public GLViewer() { pointCloud = new PointCloud(); available = false; currentInstance = this; frustum = new Simple3DObject(true); clearInputs(); }
public GLViewer() { floor_grid = new Simple3DObject(true); zedModel = new Simple3DObject(false); zedPath = new Simple3DObject(false); vecPath = new List <float3>(); cam_pose = new Matrix4x4(); available = false; currentInstance = this; clearInputs(); }
void fillZED(int nb_tri, double[] vertices, List <int> triangles, float3 color, ref Simple3DObject zed_camera) { for (int p = 0; p < nb_tri * 3; p = p + 3) { int index = triangles[p] - 1; float4 clr = new float4(); clr.x = color.x; clr.y = color.y; clr.z = color.z; clr.w = 1; zed_camera.addPoint(new float3((float)vertices[index * 3], (float)vertices[index * 3 + 1], (float)vertices[index * 3 + 2]), clr); index = triangles[p + 1] - 1; zed_camera.addPoint(new float3((float)vertices[index * 3], (float)vertices[index * 3 + 1], (float)vertices[index * 3 + 2]), clr); index = triangles[p + 2] - 1; zed_camera.addPoint(new float3((float)vertices[index * 3], (float)vertices[index * 3 + 1], (float)vertices[index * 3 + 2]), clr); } }