1 #ifndef __SCENE_THREEDOUT_WRAPPER_HH__
2 #define __SCENE_THREEDOUT_WRAPPER_HH__
4 #include <bias_config.h>
6 #include <Utils/ThreeDOut.hh>
7 #include <GLviewer/Scenes/SceneBase.hh>
8 #include <Base/Math/Vector3.hh>
9 #include <GLviewer/TriangleMeshSplatRendering.hh>
14 DRAW_ELLIPSOIDS = 1<<1,
15 DRAW_CAM_ELLIPSOIDS = 1<<2
28 if (ownerOfThreeDOut_)
29 if (threeDOutObject_!=NULL)
delete threeDOutObject_;
30 threeDOutObject_ = NULL;
34 RenderFlags_ = RENDER_CAMERA;
35 ownerOfThreeDOut_ =
false;
36 cameraColor_.Set(0,0,0,0);
37 covarianceColor_.Set(0,0,0,0);}
42 threeDOutObject_ = threeDOutObject;
43 triangleSplatting_.AddThreeDOut(threeDOutObject_);
48 void SetFlag(
unsigned long int Flag);
49 void UnsetFlag(
unsigned long int Flag);
50 bool GetFlag(
unsigned long int Flag);
54 inline bool HasObject()
const {
return(threeDOutObject_!=NULL);};
55 virtual void MoveScene(
const double& delta = 1.0);
void SetCameraColor(BIAS::RGBAuc color)
unsigned long int RenderFlags_
Unified output of 3D entities via OpenGL or VRML.
Scene for rendering multiple triangle meshes generated from depth maps.
virtual ~SceneThreeDOutWrapper()
void SetThreeDOutObjectOwnership(bool o)
void SetCovarianceColor(BIAS::RGBAuc color)
BIAS::ThreeDOut * threeDOutObject_
BIAS::TriangleMeshSplatRendering triangleSplatting_
Base class for all scenes.
void LinkWithThreeDOut(BIAS::ThreeDOut *threeDOutObject)
Wrapping ThreeDOut OpenGL-functionality.
BIAS::RGBAuc covarianceColor_