update GLIR camera
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@@ -25,10 +25,10 @@ p.loadSDF(path)
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start = time.time()
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start = time.time()
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plot = False
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plot = True
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try:
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try:
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for i in range(10):
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for i in range(10):
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hight, width, img_arr, deept_arr, obj_arr = p.getCameraImage(80,80)
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hight, width, img_arr, deept_arr, obj_arr = p.getCameraImage(128,128)
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if plot:
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if plot:
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plt.imshow(img_arr[:,:,:3])
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plt.imshow(img_arr[:,:,:3])
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plt.show()
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plt.show()
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@@ -166,6 +166,7 @@ struct TinyRendererVisualShapeConverterInternalData
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m_instancingRenderer->resize(m_swWidth,m_swHeight);
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m_instancingRenderer->resize(m_swWidth,m_swHeight);
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m_instancingRenderer->InitShaders();
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m_instancingRenderer->InitShaders();
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m_instancingRenderer->setActiveCamera(&m_camera);
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m_instancingRenderer->setActiveCamera(&m_camera);
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m_instancingRenderer->updateCamera();
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m_instancingRenderer->setLightPosition(m_lightDirection);
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m_instancingRenderer->setLightPosition(m_lightDirection);
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}
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}
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@@ -875,6 +876,8 @@ void TinyRendererVisualShapeConverter::setUpAxis(int axis)
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m_data->m_upAxis = axis;
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m_data->m_upAxis = axis;
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m_data->m_camera.setCameraUpAxis(axis);
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m_data->m_camera.setCameraUpAxis(axis);
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m_data->m_camera.update();
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m_data->m_camera.update();
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m_data->m_instancingRenderer->updateCamera();
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}
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}
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void TinyRendererVisualShapeConverter::resetCamera(float camDist, float yaw, float pitch, float camPosX,float camPosY, float camPosZ)
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void TinyRendererVisualShapeConverter::resetCamera(float camDist, float yaw, float pitch, float camPosX,float camPosY, float camPosZ)
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{
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{
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@@ -884,7 +887,7 @@ void TinyRendererVisualShapeConverter::resetCamera(float camDist, float yaw, flo
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m_data->m_camera.setCameraTargetPosition(camPosX,camPosY,camPosZ);
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m_data->m_camera.setCameraTargetPosition(camPosX,camPosY,camPosZ);
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m_data->m_camera.setAspectRatio((float)m_data->m_swWidth/(float)m_data->m_swHeight);
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m_data->m_camera.setAspectRatio((float)m_data->m_swWidth/(float)m_data->m_swHeight);
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m_data->m_camera.update();
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m_data->m_camera.update();
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m_data->m_instancingRenderer->updateCamera();
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}
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}
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void TinyRendererVisualShapeConverter::clearBuffers(TGAColor& clearColor)
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void TinyRendererVisualShapeConverter::clearBuffers(TGAColor& clearColor)
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