v01
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6
thirdparty/Pangolin/examples/SimpleScene/CMakeLists.txt
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thirdparty/Pangolin/examples/SimpleScene/CMakeLists.txt
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# Find Pangolin (https://github.com/stevenlovegrove/Pangolin)
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find_package(Pangolin 0.4 REQUIRED)
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include_directories(${Pangolin_INCLUDE_DIRS})
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add_executable(SimpleScene main.cpp)
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target_link_libraries(SimpleScene ${Pangolin_LIBRARIES})
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40
thirdparty/Pangolin/examples/SimpleScene/main.cpp
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thirdparty/Pangolin/examples/SimpleScene/main.cpp
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#include <pangolin/pangolin.h>
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#include <pangolin/scene/axis.h>
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#include <pangolin/scene/scenehandler.h>
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int main( int /*argc*/, char** /*argv*/ )
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{
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pangolin::CreateWindowAndBind("Main",640,480);
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glEnable(GL_DEPTH_TEST);
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// Define Projection and initial ModelView matrix
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pangolin::OpenGlRenderState s_cam(
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pangolin::ProjectionMatrix(640,480,420,420,320,240,0.2,100),
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pangolin::ModelViewLookAt(-2,2,-2, 0,0,0, pangolin::AxisY)
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);
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pangolin::Renderable tree;
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tree.Add( std::make_shared<pangolin::Axis>() );
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// Create Interactive View in window
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pangolin::SceneHandler handler(tree, s_cam);
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pangolin::View& d_cam = pangolin::CreateDisplay()
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.SetBounds(0.0, 1.0, 0.0, 1.0, -640.0f/480.0f)
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.SetHandler(&handler);
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d_cam.SetDrawFunction([&](pangolin::View& view){
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view.Activate(s_cam);
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tree.Render();
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});
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while( !pangolin::ShouldQuit() )
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{
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// Clear screen and activate view to render into
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Swap frames and Process Events
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pangolin::FinishFrame();
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}
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return 0;
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}
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