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ovis: add Ogre3D based visualizer module
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226
modules/ovis/include/opencv2/ovis.hpp
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226
modules/ovis/include/opencv2/ovis.hpp
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// This file is part of OpenCV project.
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// It is subject to the license terms in the LICENSE file found in the top-level directory
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// of this distribution and at http://opencv.org/license.html.
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#ifndef _OPENCV_OVIS_H_
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#define _OPENCV_OVIS_H_
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#include <opencv2/core.hpp>
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/**
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@defgroup ovis OGRE 3D Visualiser
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*/
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namespace cv {
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namespace ovis {
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//! @addtogroup ovis
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//! @{
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enum SceneSettings
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{
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/// the window will use a seperate scene. The scene will be shared otherwise.
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SCENE_SEPERATE = 1,
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/// allow the user to control the camera.
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SCENE_INTERACTIVE = 2,
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/// draw coordinate system crosses for debugging
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SCENE_SHOW_CS_CROSS = 4
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};
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enum MaterialProperty
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{
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MATERIAL_POINT_SIZE,
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MATERIAL_OPACITY,
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MATERIAL_EMISSIVE,
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MATERIAL_TEXTURE
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};
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/**
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* A 3D viewport and the associated scene
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*/
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class CV_EXPORTS_W WindowScene {
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public:
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virtual ~WindowScene();
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/**
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* set window background to custom image
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*
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* creates a texture named "<title>_Background"
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* @param image
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*/
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CV_WRAP virtual void setBackground(InputArray image) = 0;
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/**
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* place an entity of an mesh in the scene
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* @param name entity name
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* @param meshname mesh name
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* @param rot Rodrigues vector or 3x3 rotation matrix
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* @param tvec translation
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*/
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CV_WRAP virtual void createEntity(const String& name, const String& meshname,
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InputArray tvec = noArray(), InputArray rot = noArray()) = 0;
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/**
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* convenience method to visualize a camera position
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*
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* the entity uses a material with the same name that can be used to change the line color.
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* @param name entity name
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* @param K intrinsic matrix
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* @param imsize image size
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* @param zFar far plane in camera coordinates
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* @param rot Rodrigues vector or 3x3 rotation matrix
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* @param tvec translation
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* @return the extents of the Frustum at far plane, where the top left corner denotes the principal
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* point offset
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*/
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CV_WRAP virtual Rect2d createCameraEntity(const String& name, InputArray K, const Size& imsize,
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float zFar, InputArray tvec = noArray(),
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InputArray rot = noArray()) = 0;
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/**
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* creates a point light in the scene
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* @param name entity name
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* @param rot Rodrigues vector or 3x3 rotation matrix
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* @param tvec translation
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* @param diffuseColor
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* @param specularColor
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*/
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CV_WRAP virtual void createLightEntity(const String& name, InputArray tvec = noArray(),
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InputArray rot = noArray(),
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const Scalar& diffuseColor = Scalar::all(1),
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const Scalar& specularColor = Scalar::all(1)) = 0;
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/**
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* update entity pose by transformation in the parent coordinate space. (pre-rotation)
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* @param name entity name
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* @param rot Rodrigues vector or 3x3 rotation matrix
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* @param tvec translation
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*/
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CV_WRAP virtual void updateEntityPose(const String& name, InputArray tvec = noArray(),
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InputArray rot = noArray()) = 0;
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/**
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* set entity pose in the world coordinate space.
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* @param name enitity name
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* @param rot Rodrigues vector or 3x3 rotation matrix
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* @param tvec translation
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* @param invert use the inverse of the given pose
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*/
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CV_WRAP virtual void setEntityPose(const String& name, InputArray tvec = noArray(),
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InputArray rot = noArray(), bool invert = false) = 0;
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/**
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* read back image of last call to @ref renderOneFrame
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*/
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CV_WRAP virtual void getScreenshot(OutputArray frame) = 0;
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/**
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* convenience method to force the "up" axis to stay fixed
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*
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* works with both programmatic changes and SCENE_INTERACTIVE
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* @param useFixed whether to enforce the fixed yaw axis
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* @param up the axis to be fixed
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*/
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CV_WRAP virtual void fixCameraYawAxis(bool useFixed, InputArray up = noArray()) = 0;
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/**
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* Sets the current camera pose
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* @param rot Rodrigues vector or 3x3 rotation matrix
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* @param tvec translation
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* @param invert use the inverse of the given pose
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*/
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CV_WRAP virtual void setCameraPose(InputArray tvec = noArray(), InputArray rot = noArray(),
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bool invert = false) = 0;
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/**
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* convenience method to orient the camera to a specific entity
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* @param target entity name
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* @param offset offset from entity centre
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*/
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CV_WRAP virtual void setCameraLookAt(const String& target, InputArray offset = noArray()) = 0;
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/**
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* Retrieves the current camera pose
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* @param R 3x3 rotation matrix
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* @param tvec translation vector
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* @param invert return the inverted pose
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*/
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CV_WRAP virtual void getCameraPose(OutputArray R = noArray(), OutputArray tvec = noArray(),
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bool invert = false) = 0;
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/**
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* set intrinsics of the camera
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* @param K intrinsic matrix
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* @param imsize image size
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*/
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CV_WRAP virtual void setCameraIntrinsics(InputArray K, const Size& imsize) = 0;
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};
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/**
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* Add an additional resource location that is search for meshes, textures and materials
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*
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* must be called before the first createWindow. If give path does not exist, retries inside
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* Ogre Media Directory.
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* @param path folder or Zip archive.
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*/
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CV_EXPORTS_W void addResourceLocation(const String& path);
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/**
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* create a new rendering window/ viewport
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* @param title window title
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* @param size size of the window
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* @param flags @see SceneSettings
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*/
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CV_EXPORTS_W Ptr<WindowScene> createWindow(const String& title, const Size& size,
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int flags = SCENE_INTERACTIVE);
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/**
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* update all windows
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* @return true if this functian can be called again (i.e. continue rendering). false otherwise.
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*/
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CV_EXPORTS_W bool renderOneFrame();
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/**
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* set the property of a material to the given value
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* @param name material name
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* @param prop property @ref MaterialProperty
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* @param value the value
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*/
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CV_EXPORTS_W void setMaterialProperty(const String& name, int prop, const Scalar& value);
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/// @overload
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CV_EXPORTS_W void setMaterialProperty(const String& name, int prop, const String& value);
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/**
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* create a 2D plane, X right, Y down, Z up
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*
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* creates a material and a texture with the same name
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* @param name name of the mesh
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* @param size size in world units
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* @param image optional texture
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*/
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CV_EXPORTS_W void createPlaneMesh(const String& name, const Size2f& size, InputArray image = noArray());
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/**
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* creates a point cloud mesh
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*
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* creates a material with the same name
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* @param name name of the mesh
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* @param vertices float vector of positions
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* @param colors uchar vector of colors
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*/
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CV_EXPORTS_W void createPointCloudMesh(const String& name, InputArray vertices, InputArray colors = noArray());
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/**
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* creates a grid
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*
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* creates a material with the same name
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* @param name name of the mesh
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* @param size extents of the grid
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* @param segments number of segments per side
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*/
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CV_EXPORTS_W void createGridMesh(const String& name, const Size2f& size, const Size& segments = Size(1, 1));
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//! @}
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}
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}
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#endif
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