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3D Rendering: Added option to show graph's frustums, added option to filter floor and/or ceiling.
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@@ -355,11 +355,10 @@ void DepthCalibrationDialog::calibrate(
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_progressDialog->appendText(tr("Viewing the cloud (%1 points and %2 poses)...").arg(map->size()).arg(sequence.size()));
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_progressDialog->incrementStep();
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viewer->addCloud("map", map);
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Transform opticalRot(0, 0, 1, 0, -1, 0, 0, 0, 0, -1, 0, 0);
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for(std::map<int, SensorData>::iterator iter=sequence.begin(); iter!=sequence.end(); ++iter)
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{
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Transform baseToCamera = iter->second.cameraModels()[0].localTransform()*opticalRot.inverse();
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viewer->addOrUpdateFrustum(uFormat("frustum%d",iter->first), poses.at(iter->first) * baseToCamera, 0.2);
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Transform baseToCamera = iter->second.cameraModels()[0].localTransform();
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viewer->addOrUpdateFrustum(uFormat("frustum%d",iter->first), poses.at(iter->first), baseToCamera, 0.2);
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}
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_progressDialog->appendText(tr("Viewing the cloud (%1 points and %2 poses)... done.").arg(map->size()).arg(sequence.size()));
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