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rtabmap/app/android/jni/scene.cpp

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/*
* Copyright 2014 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <tango-gl/conversions.h>
#include <tango-gl/gesture_camera.h>
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#include <tango-gl/util.h>
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#include <rtabmap/utilite/ULogger.h>
#include <rtabmap/utilite/UStl.h>
#include <rtabmap/utilite/UTimer.h>
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#include <rtabmap/core/util3d_filtering.h>
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#include <rtabmap/core/util3d_transforms.h>
#include <rtabmap/core/util3d_surface.h>
#include <pcl/common/transforms.h>
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#include <pcl/common/common.h>
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#include <glm/gtx/transform.hpp>
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#include "scene.h"
#include "util.h"
// We want to represent the device properly with respect to the ground so we'll
// add an offset in z to our origin. We'll set this offset to 1.3 meters based
// on the average height of a human standing with a Tango device. This allows us
// to place a grid roughly on the ground for most users.
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const glm::vec3 kHeightOffset = glm::vec3(0.0f, -1.3f, 0.0f);
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// Color of the motion tracking trajectory.
const tango_gl::Color kTraceColor(0.66f, 0.66f, 0.66f);
// Color of the ground grid.
const tango_gl::Color kGridColor(0.85f, 0.85f, 0.85f);
// Frustum scale.
const glm::vec3 kFrustumScale = glm::vec3(0.4f, 0.3f, 0.5f);
const std::string kGraphVertexShader =
"precision mediump float;\n"
"precision mediump int;\n"
"attribute vec3 vertex;\n"
"uniform vec3 color;\n"
"uniform mat4 mvp;\n"
"varying vec3 v_color;\n"
"void main() {\n"
" gl_Position = mvp*vec4(vertex.x, vertex.y, vertex.z, 1.0);\n"
" v_color = color;\n"
"}\n";
const std::string kGraphFragmentShader =
"precision mediump float;\n"
"precision mediump int;\n"
"varying vec3 v_color;\n"
"void main() {\n"
" gl_FragColor = vec4(v_color.z, v_color.y, v_color.x, 1.0);\n"
"}\n";
Scene::Scene() :
gesture_camera_(0),
axis_(0),
frustum_(0),
grid_(0),
box_(0),
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trace_(0),
graph_(0),
graphVisible_(true),
gridVisible_(true),
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traceVisible_(true),
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color_camera_to_display_rotation_(ROTATION_0),
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currentPose_(0),
graph_shader_program_(0),
blending_(true),
mapRendering_(true),
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meshRendering_(true),
meshRenderingTexture_(true),
pointSize_(5.0f),
boundingBoxRendering_(false),
lighting_(false),
backfaceCulling_(true),
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wireFrame_(false),
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r_(0.0f),
g_(0.0f),
b_(0.0f),
fboId_(0),
depthTexture_(0),
screenWidth_(0),
screenHeight_(0),
doubleTapOn_(false)
{
gesture_camera_ = new tango_gl::GestureCamera();
gesture_camera_->SetCameraType(
tango_gl::GestureCamera::kFirstPerson);
}
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Scene::~Scene() {
DeleteResources();
delete gesture_camera_;
}
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//Should only be called in OpenGL thread!
void Scene::InitGLContent()
{
if(axis_ != 0)
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{
DeleteResources();
}
UASSERT(axis_ == 0);
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axis_ = new tango_gl::Axis();
frustum_ = new tango_gl::Frustum();
trace_ = new tango_gl::Trace();
grid_ = new tango_gl::Grid();
box_ = new BoundingBoxDrawable();
currentPose_ = new rtabmap::Transform();
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axis_->SetScale(glm::vec3(0.5f,0.5f,0.5f));
frustum_->SetColor(kTraceColor);
trace_->ClearVertexArray();
trace_->SetColor(kTraceColor);
grid_->SetColor(kGridColor);
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grid_->SetPosition(kHeightOffset);
box_->SetShader();
box_->SetColor(1,0,0);
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PointCloudDrawable::createShaderPrograms();
if(graph_shader_program_ == 0)
{
graph_shader_program_ = tango_gl::util::CreateProgram(kGraphVertexShader.c_str(), kGraphFragmentShader.c_str());
UASSERT(graph_shader_program_ != 0);
}
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}
//Should only be called in OpenGL thread!
void Scene::DeleteResources() {
LOGI("Scene::DeleteResources()");
if(axis_)
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{
delete axis_;
axis_ = 0;
delete frustum_;
delete trace_;
delete grid_;
delete currentPose_;
delete box_;
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}
PointCloudDrawable::releaseShaderPrograms();
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if (graph_shader_program_) {
glDeleteShader(graph_shader_program_);
graph_shader_program_ = 0;
}
if(fboId_>0)
{
glDeleteFramebuffers(1, &fboId_);
fboId_ = 0;
glDeleteTextures(1, &depthTexture_);
depthTexture_ = 0;
}
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clear();
}
//Should only be called in OpenGL thread!
void Scene::clear()
{
LOGI("Scene::clear()");
for(std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
{
delete iter->second;
}
if(trace_)
{
trace_->ClearVertexArray();
}
if(graph_)
{
delete graph_;
graph_ = 0;
}
pointClouds_.clear();
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if(grid_)
{
grid_->SetPosition(kHeightOffset);
}
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}
//Should only be called in OpenGL thread!
void Scene::SetupViewPort(int w, int h) {
if (h == 0) {
LOGE("Setup graphic height not valid");
}
UASSERT(gesture_camera_ != 0);
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gesture_camera_->SetWindowSize(static_cast<float>(w), static_cast<float>(h));
glViewport(0, 0, w, h);
if(screenWidth_ != w || fboId_ == 0)
{
if(fboId_>0)
{
glDeleteFramebuffers(1, &fboId_);
fboId_ = 0;
glDeleteTextures(1, &depthTexture_);
depthTexture_ = 0;
}
// Create depth texture
glGenTextures(1, &depthTexture_);
glBindTexture(GL_TEXTURE_2D, depthTexture_);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// regenerate fbo texture
// create a framebuffer object, you need to delete them when program exits.
glGenFramebuffers(1, &fboId_);
glBindFramebuffer(GL_FRAMEBUFFER, fboId_);
// Set the texture to be at the depth attachment point of the FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture_, 0);
GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if ( status != GL_FRAMEBUFFER_COMPLETE)
{
LOGE("Frame buffer cannot be generated! Status: %in", status);
}
glBindFramebuffer(GL_FRAMEBUFFER,0);
}
screenWidth_ = w;
screenHeight_ = h;
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}
std::vector<glm::vec4> computeFrustumPlanes(const glm::mat4 & mat, bool normalize = true)
{
// http://www.txutxi.com/?p=444
std::vector<glm::vec4> planes(6);
// Left Plane
// col4 + col1
planes[0].x = mat[0][3] + mat[0][0];
planes[0].y = mat[1][3] + mat[1][0];
planes[0].z = mat[2][3] + mat[2][0];
planes[0].w = mat[3][3] + mat[3][0];
// Right Plane
// col4 - col1
planes[1].x = mat[0][3] - mat[0][0];
planes[1].y = mat[1][3] - mat[1][0];
planes[1].z = mat[2][3] - mat[2][0];
planes[1].w = mat[3][3] - mat[3][0];
// Bottom Plane
// col4 + col2
planes[2].x = mat[0][3] + mat[0][1];
planes[2].y = mat[1][3] + mat[1][1];
planes[2].z = mat[2][3] + mat[2][1];
planes[2].w = mat[3][3] + mat[3][1];
// Top Plane
// col4 - col2
planes[3].x = mat[0][3] - mat[0][1];
planes[3].y = mat[1][3] - mat[1][1];
planes[3].z = mat[2][3] - mat[2][1];
planes[3].w = mat[3][3] - mat[3][1];
// Near Plane
// col4 + col3
planes[4].x = mat[0][3] + mat[0][2];
planes[4].y = mat[1][3] + mat[1][2];
planes[4].z = mat[2][3] + mat[2][2];
planes[4].w = mat[3][3] + mat[3][2];
// Far Plane
// col4 - col3
planes[5].x = mat[0][3] - mat[0][2];
planes[5].y = mat[1][3] - mat[1][2];
planes[5].z = mat[2][3] - mat[2][2];
planes[5].w = mat[3][3] - mat[3][2];
//if(normalize)
{
for(unsigned int i=0;i<planes.size(); ++i)
{
if(normalize)
{
float d = std::sqrt(planes[i].x * planes[i].x + planes[i].y * planes[i].y + planes[i].z * planes[i].z); // for normalizing the coordinates
planes[i].x/=d;
planes[i].y/=d;
planes[i].z/=d;
planes[i].w/=d;
}
}
}
return planes;
}
/**
* Tells whether or not b is intersecting f.
* http://www.txutxi.com/?p=584
* @param f Viewing frustum.
* @param b An axis aligned bounding box.
* @return True if b intersects f, false otherwise.
*/
bool intersectFrustumAABB(
const std::vector<glm::vec4> &planes,
const pcl::PointXYZ &boxMin,
const pcl::PointXYZ &boxMax)
{
// Indexed for the 'index trick' later
const pcl::PointXYZ * box[] = {&boxMin, &boxMax};
// We only need to do 6 point-plane tests
for (unsigned int i = 0; i < planes.size(); ++i)
{
// This is the current plane
const glm::vec4 &p = planes[i];
// p-vertex selection (with the index trick)
// According to the plane normal we can know the
// indices of the positive vertex
const int px = p.x > 0.0f?1:0;
const int py = p.y > 0.0f?1:0;
const int pz = p.z > 0.0f?1:0;
// Dot product
// project p-vertex on plane normal
// (How far is p-vertex from the origin)
const float dp =
(p.x*box[px]->x) +
(p.y*box[py]->y) +
(p.z*box[pz]->z) + p.w;
// Doesn't intersect if it is behind the plane
if (dp < 0) {return false; }
}
return true;
}
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//Should only be called in OpenGL thread!
int Scene::Render() {
UASSERT(gesture_camera_ != 0);
glm::vec3 position(currentPose_->x(), currentPose_->y(), currentPose_->z());
Eigen::Quaternionf quat = currentPose_->getQuaternionf();
glm::quat rotation(quat.w(), quat.x(), quat.y(), quat.z());
glm::mat4 rotateM;
if(!currentPose_->isNull())
{
rotateM = glm::rotate<float>(float(color_camera_to_display_rotation_)*-1.57079632679489661923132169163975144, glm::vec3(0.0f, 0.0f, 1.0f));
if (gesture_camera_->GetCameraType() == tango_gl::GestureCamera::kFirstPerson)
{
// In first person mode, we directly control camera's motion.
gesture_camera_->SetPosition(position);
gesture_camera_->SetRotation(rotation*glm::quat(rotateM));
}
else
{
// In third person or top down mode, we follow the camera movement.
gesture_camera_->SetAnchorPosition(position, rotation*glm::quat(rotateM));
}
}
glm::mat4 projectionMatrix = gesture_camera_->GetProjectionMatrix();
glm::mat4 viewMatrix = gesture_camera_->GetViewMatrix();
rtabmap::Transform openglCamera = GetOpenGLCameraPose();//*rtabmap::Transform(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f);
// transform in same coordinate as frustum filtering
openglCamera *= rtabmap::Transform(
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f);
//Culling
std::vector<glm::vec4> planes = computeFrustumPlanes(projectionMatrix*viewMatrix, true);
std::vector<PointCloudDrawable*> cloudsToDraw(pointClouds_.size());
int oi=0;
for(std::map<int, PointCloudDrawable*>::const_iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
{
if(!mapRendering_ && iter->first > 0)
{
break;
}
if(iter->second->isVisible())
{
if(intersectFrustumAABB(planes,
iter->second->aabbMinWorld(),
iter->second->aabbMaxWorld()))
{
cloudsToDraw[oi++] = iter->second;
}
}
}
cloudsToDraw.resize(oi);
// First rendering to get depth texture
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glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if(backfaceCulling_)
{
glEnable(GL_CULL_FACE);
}
else
{
glDisable(GL_CULL_FACE);
}
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UTimer timer;
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bool onlineBlending = blending_ && gesture_camera_->GetCameraType()!=tango_gl::GestureCamera::kTopOrtho && mapRendering_ && meshRendering_ && cloudsToDraw.size()>1;
if(onlineBlending && fboId_)
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{
// set the rendering destination to FBO
glBindFramebuffer(GL_FRAMEBUFFER, fboId_);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glClearColor(1, 1, 1, 1);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// Draw scene
for(std::vector<PointCloudDrawable*>::const_iterator iter=cloudsToDraw.begin(); iter!=cloudsToDraw.end(); ++iter)
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{
// set large distance to cam to use low res polygons for fast processing
(*iter)->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, false, false, 999.0f);
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}
// back to normal window-system-provided framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, 0); // unbind
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
if(doubleTapOn_ && gesture_camera_->GetCameraType() != tango_gl::GestureCamera::kFirstPerson)
{
glClearColor(0, 0, 0, 0);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
for(std::vector<PointCloudDrawable*>::const_iterator iter=cloudsToDraw.begin(); iter!=cloudsToDraw.end(); ++iter)
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{
// set large distance to cam to use low res polygons for fast processing
(*iter)->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_*10.0f, false, false, 999.0f, 0, 0, 0, 0, 0, true);
}
GLubyte zValue[4];
glReadPixels(doubleTapPos_.x*screenWidth_, screenHeight_-doubleTapPos_.y*screenHeight_, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, zValue);
float fromFixed = 256.0f/255.0f;
float zValueF = float(zValue[0]/255.0f)*fromFixed + float(zValue[1]/255.0f)*fromFixed/255.0f + float(zValue[2]/255.0f)*fromFixed/65025.0f + float(zValue[3]/255.0f)*fromFixed/160581375.0f;
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if(zValueF != 0.0f)
{
zValueF = zValueF*2.0-1.0;//NDC
glm::vec4 point = glm::inverse(projectionMatrix*viewMatrix)*glm::vec4(doubleTapPos_.x*2.0f-1.0f, (1.0f-doubleTapPos_.y)*2.0f-1.0f, zValueF, 1.0f);
point /= point.w;
gesture_camera_->SetAnchorOffset(glm::vec3(point.x, point.y, point.z) - position);
}
}
doubleTapOn_ = false;
glClearColor(r_, g_, b_, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
if(!currentPose_->isNull())
{
if (gesture_camera_->GetCameraType() != tango_gl::GestureCamera::kFirstPerson)
{
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frustum_->SetPosition(position);
frustum_->SetRotation(rotation);
// Set the frustum scale to 4:3, this doesn't necessarily match the physical
// camera's aspect ratio, this is just for visualization purposes.
frustum_->SetScale(kFrustumScale);
frustum_->Render(projectionMatrix, viewMatrix);
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axis_->SetPosition(position);
axis_->SetRotation(rotation);
axis_->Render(projectionMatrix, viewMatrix);
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}
trace_->UpdateVertexArray(position);
if(traceVisible_)
{
trace_->Render(projectionMatrix, viewMatrix);
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}
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if(gridVisible_)
{
grid_->Render(projectionMatrix, viewMatrix);
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}
}
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if(graphVisible_ && graph_)
{
graph_->Render(projectionMatrix, viewMatrix);
}
if(onlineBlending)
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{
glEnable (GL_BLEND);
glDepthMask(GL_FALSE);
}
for(std::vector<PointCloudDrawable*>::const_iterator iter=cloudsToDraw.begin(); iter!=cloudsToDraw.end(); ++iter)
{
PointCloudDrawable * cloud = *iter;
if(boundingBoxRendering_)
{
box_->updateVertices(cloud->aabbMinWorld(), cloud->aabbMaxWorld());
box_->Render(projectionMatrix, viewMatrix);
}
Eigen::Vector3f cloudToCamera(
cloud->getPose().x() - openglCamera.x(),
cloud->getPose().y() - openglCamera.y(),
cloud->getPose().z() - openglCamera.z());
float distanceToCameraSqr = cloudToCamera[0]*cloudToCamera[0] + cloudToCamera[1]*cloudToCamera[1] + cloudToCamera[2]*cloudToCamera[2];
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cloud->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, meshRenderingTexture_, lighting_, distanceToCameraSqr, onlineBlending?depthTexture_:0, screenWidth_, screenHeight_, gesture_camera_->getNearClipPlane(), gesture_camera_->getFarClipPlane(), false, wireFrame_);
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}
if(onlineBlending)
{
glDisable (GL_BLEND);
glDepthMask(GL_TRUE);
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}
return (int)cloudsToDraw.size();
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}
void Scene::SetCameraType(tango_gl::GestureCamera::CameraType camera_type) {
gesture_camera_->SetCameraType(camera_type);
}
void Scene::SetCameraPose(const rtabmap::Transform & pose)
{
UASSERT(currentPose_ != 0);
UASSERT(!pose.isNull());
*currentPose_ = pose;
}
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void Scene::setFOV(float angle)
{
gesture_camera_->SetFieldOfView(angle);
}
void Scene::setOrthoCropFactor(float value)
{
gesture_camera_->SetOrthoCropFactor(value);
}
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void Scene::setGridRotation(float angleDeg)
{
float angleRad = angleDeg * DEGREE_2_RADIANS;
if(grid_)
{
glm::quat rot = glm::rotate(glm::quat(1,0,0,0), angleRad, glm::vec3(0, 1, 0));
grid_->SetRotation(rot);
}
}
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rtabmap::Transform Scene::GetOpenGLCameraPose(float * fov) const
{
if(fov)
{
*fov = gesture_camera_->getFOV();
}
return glmToTransform(gesture_camera_->GetTransformationMatrix());
}
void Scene::OnTouchEvent(int touch_count,
tango_gl::GestureCamera::TouchEvent event, float x0,
float y0, float x1, float y1) {
UASSERT(gesture_camera_ != 0);
if(touch_count == 3)
{
//doubletap
if(!doubleTapOn_)
{
doubleTapPos_.x = x0;
doubleTapPos_.y = y0;
doubleTapOn_ = true;
}
}
else
{
// rotate/translate/zoom
gesture_camera_->OnTouchEvent(touch_count, event, x0, y0, x1, y1);
}
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}
void Scene::updateGraph(
const std::map<int, rtabmap::Transform> & poses,
const std::multimap<int, rtabmap::Link> & links)
{
LOGI("updateGraph");
if(graph_)
{
delete graph_;
graph_ = 0;
}
//create
if(graphVisible_)
{
UASSERT(graph_shader_program_ != 0);
graph_ = new GraphDrawable(graph_shader_program_, poses, links);
}
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}
void Scene::setGraphVisible(bool visible)
{
graphVisible_ = visible;
}
void Scene::setGridVisible(bool visible)
{
gridVisible_ = visible;
}
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void Scene::setTraceVisible(bool visible)
{
traceVisible_ = visible;
}
//Should only be called in OpenGL thread!
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void Scene::addCloud(
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int id,
const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud,
const pcl::IndicesPtr & indices,
const rtabmap::Transform & pose)
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{
LOGI("add cloud %d (%d points %d indices)", id, (int)cloud->size(), indices.get()?(int)indices->size():0);
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std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
delete iter->second;
pointClouds_.erase(iter);
}
//create
PointCloudDrawable * drawable = new PointCloudDrawable(cloud, indices);
drawable->setPose(pose);
pointClouds_.insert(std::make_pair(id, drawable));
}
void Scene::addMesh(
int id,
const Mesh & mesh,
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const rtabmap::Transform & pose,
bool createWireframe)
{
LOGI("add mesh %d", id);
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
delete iter->second;
pointClouds_.erase(iter);
}
//create
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PointCloudDrawable * drawable = new PointCloudDrawable(mesh, createWireframe);
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drawable->setPose(pose);
pointClouds_.insert(std::make_pair(id, drawable));
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if(!mesh.pose.isNull() && mesh.cloud->size() && (!mesh.cloud->isOrganized() || mesh.indices->size()))
{
UTimer time;
float height = 0.0f;
Eigen::Affine3f affinePose = mesh.pose.toEigen3f();
if(mesh.polygons.size())
{
for(unsigned int i=0; i<mesh.polygons.size(); ++i)
{
for(unsigned int j=0; j<mesh.polygons[i].vertices.size(); ++j)
{
pcl::PointXYZRGB pt = pcl::transformPoint(mesh.cloud->at(mesh.polygons[i].vertices[j]), affinePose);
if(pt.z < height)
{
height = pt.z;
}
}
}
}
else
{
if(mesh.cloud->isOrganized())
{
for(unsigned int i=0; i<mesh.indices->size(); ++i)
{
pcl::PointXYZRGB pt = pcl::transformPoint(mesh.cloud->at(mesh.indices->at(i)), affinePose);
if(pt.z < height)
{
height = pt.z;
}
}
}
else
{
for(unsigned int i=0; i<mesh.cloud->size(); ++i)
{
pcl::PointXYZRGB pt = pcl::transformPoint(mesh.cloud->at(i), affinePose);
if(pt.z < height)
{
height = pt.z;
}
}
}
}
if(grid_->GetPosition().y == kHeightOffset.y || grid_->GetPosition().y > height)
{
grid_->SetPosition(glm::vec3(0,height,0));
}
LOGD("compute min height %f s", time.ticks());
}
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}
void Scene::setCloudPose(int id, const rtabmap::Transform & pose)
{
UASSERT(!pose.isNull());
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
iter->second->setPose(pose);
}
}
void Scene::setCloudVisible(int id, bool visible)
{
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
iter->second->setVisible(visible);
}
}
bool Scene::hasCloud(int id) const
{
return pointClouds_.find(id) != pointClouds_.end();
}
bool Scene::hasMesh(int id) const
{
return pointClouds_.find(id) != pointClouds_.end() && pointClouds_.at(id)->hasMesh();
}
bool Scene::hasTexture(int id) const
{
return pointClouds_.find(id) != pointClouds_.end() && pointClouds_.at(id)->hasTexture();
}
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std::set<int> Scene::getAddedClouds() const
{
return uKeysSet(pointClouds_);
}
void Scene::updateCloudPolygons(int id, const std::vector<pcl::Vertices> & polygons)
{
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
iter->second->updatePolygons(polygons);
}
}
void Scene::updateMesh(int id, const Mesh & mesh)
{
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
iter->second->updateMesh(mesh);
}
}
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void Scene::updateGains(int id, float gainR, float gainG, float gainB)
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{
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
if(iter != pointClouds_.end())
{
iter->second->setGains(gainR, gainG, gainB);
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}
}
void Scene::setGridColor(float r, float g, float b)
{
if(grid_)
{
grid_->SetColor(r, g, b);
}
}