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https://github.com/introlab/rtabmap.git
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Tango: Added Settings/Optimized Mesh/Sketchfab Upload
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@@ -42,6 +42,7 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <rtabmap/utilite/UEventsHandler.h>
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#include <boost/thread/mutex.hpp>
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#include <pcl/pcl_base.h>
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#include <pcl/TextureMesh.h>
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// RTABMapApp handles the application lifecycle and resources.
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class RTABMapApp : public UEventsHandler {
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@@ -113,6 +114,8 @@ class RTABMapApp : public UEventsHandler {
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void setMapCloudShown(bool shown);
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void setOdomCloudShown(bool shown);
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void setMeshRendering(bool enabled, bool withTexture);
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void setPointSize(float value);
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void setLighting(bool enabled);
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void setLocalizationMode(bool enabled);
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void setTrajectoryMode(bool enabled);
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void setGraphOptimization(bool enabled);
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@@ -132,7 +135,22 @@ class RTABMapApp : public UEventsHandler {
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void resetMapping();
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void save(const std::string & databasePath);
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bool exportMesh(const std::string & filePath);
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cv::Mat mergeTextures(pcl::TextureMesh & mesh, int textureSize) const;
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bool exportMesh(
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const std::string & filePath,
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float cloudVoxelSize,
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bool meshing,
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int textureSize,
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int normalK,
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bool optimized,
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float optimizedVoxelSize,
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int optimizedDepth,
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float optimizedDecimationFactor,
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float optimizedColorRadius,
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bool optimizedCleanWhitePolygons,
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bool optimizedColorWhitePolygons,
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bool blockRendering);
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bool postExportation(bool visualize);
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int postProcessing(int approach);
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protected:
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@@ -176,6 +194,11 @@ class RTABMapApp : public UEventsHandler {
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int lastDrawnCloudsCount_;
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float renderingTime_;
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bool visualizingMesh_;
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bool exportedMeshUpdated_;
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pcl::TextureMesh::Ptr exportedMesh_;
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cv::Mat exportedTexture_;
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// main_scene_ includes all drawable object for visualizing Tango device's
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// movement and point cloud.
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Scene main_scene_;
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@@ -145,6 +145,18 @@ Java_com_introlab_rtabmap_RTABMapLib_setMeshRendering(
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return app.setMeshRendering(enabled, withTexture);
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}
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JNIEXPORT void JNICALL
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Java_com_introlab_rtabmap_RTABMapLib_setPointSize(
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JNIEnv*, jobject, float value)
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{
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return app.setPointSize(value);
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}
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JNIEXPORT void JNICALL
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Java_com_introlab_rtabmap_RTABMapLib_setLighting(
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JNIEnv*, jobject, bool enabled)
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{
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return app.setLighting(enabled);
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}
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JNIEXPORT void JNICALL
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Java_com_introlab_rtabmap_RTABMapLib_setLocalizationMode(
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JNIEnv*, jobject, bool enabled)
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{
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@@ -262,11 +274,44 @@ Java_com_introlab_rtabmap_RTABMapLib_save(
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JNIEXPORT bool JNICALL
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Java_com_introlab_rtabmap_RTABMapLib_exportMesh(
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JNIEnv* env, jobject, jstring filePath)
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JNIEnv* env, jobject,
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jstring filePath,
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float cloudVoxelSize,
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bool meshing,
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int textureSize,
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int normalK,
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bool optimized,
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float optimizedVoxelSize,
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int optimizedDepth,
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float optimizedDecimationFactor,
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float optimizedColorRadius,
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bool optimizedCleanWhitePolygons,
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bool optimizedColorWhitePolygons,
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bool blockRendering)
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{
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std::string filePathC;
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GetJStringContent(env,filePath,filePathC);
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return app.exportMesh(filePathC);
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return app.exportMesh(
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filePathC,
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cloudVoxelSize,
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meshing,
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textureSize,
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normalK,
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optimized,
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optimizedVoxelSize,
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optimizedDepth,
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optimizedDecimationFactor,
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optimizedColorRadius,
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optimizedCleanWhitePolygons,
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optimizedColorWhitePolygons,
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blockRendering);
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}
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JNIEXPORT bool JNICALL
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Java_com_introlab_rtabmap_RTABMapLib_postExportation(
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JNIEnv* env, jobject, bool visualize)
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{
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return app.postExportation(visualize);
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}
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JNIEXPORT int JNICALL
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@@ -46,6 +46,7 @@ PointCloudDrawable::PointCloudDrawable(
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nPoints_(0),
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pose_(1.0f),
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visible_(true),
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hasNormals_(false),
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cloud_shader_program_(cloudShaderProgram),
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texture_shader_program_(textureShaderProgram),
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gain_(1.0f)
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@@ -63,6 +64,7 @@ PointCloudDrawable::PointCloudDrawable(
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nPoints_(0),
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pose_(1.0f),
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visible_(true),
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hasNormals_(false),
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cloud_shader_program_(cloudShaderProgram),
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texture_shader_program_(textureShaderProgram),
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gain_(1.0f)
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@@ -90,19 +92,20 @@ PointCloudDrawable::~PointCloudDrawable()
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void PointCloudDrawable::updatePolygons(const std::vector<pcl::Vertices> & polygons)
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{
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LOGD("Update polygons");
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polygons_.clear();
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if(polygons.size() && organizedToDenseIndices_.size())
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{
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int polygonSize = polygons[0].vertices.size();
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unsigned int polygonSize = polygons[0].vertices.size();
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UASSERT(polygonSize == 3);
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polygons_.resize(polygons.size() * polygonSize);
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int oi = 0;
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for(unsigned int i=0; i<polygons.size(); ++i)
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{
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UASSERT((int)polygons[i].vertices.size() == polygonSize);
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for(int j=0; j<polygonSize; ++j)
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UASSERT(polygons[i].vertices.size() == polygonSize);
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for(unsigned int j=0; j<polygonSize; ++j)
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{
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polygons_[oi++] = organizedToDenseIndices_.at((unsigned short)polygons[i].vertices[j]);
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polygons_[oi++] = organizedToDenseIndices_.at(polygons[i].vertices[j]);
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}
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}
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}
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@@ -110,7 +113,7 @@ void PointCloudDrawable::updatePolygons(const std::vector<pcl::Vertices> & polyg
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void PointCloudDrawable::updateCloud(const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud, const pcl::IndicesPtr & indices, float gain)
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{
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UASSERT(cloud.get() && !cloud->empty() && indices.get() && !indices->empty());
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UASSERT(cloud.get() && !cloud->empty());
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nPoints_ = 0;
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polygons_.clear();
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gain_ = gain;
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@@ -137,13 +140,31 @@ void PointCloudDrawable::updateCloud(const pcl::PointCloud<pcl::PointXYZRGB>::Pt
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}
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LOGI("Creating cloud buffer %d", vertex_buffers_);
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std::vector<float> vertices(indices->size()*4);
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for(unsigned int i=0; i<indices->size(); ++i)
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std::vector<float> vertices;
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int totalPoints = 0;
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if(indices.get() && indices->size())
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{
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vertices[i*4] = cloud->at(indices->at(i)).x;
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vertices[i*4+1] = cloud->at(indices->at(i)).y;
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vertices[i*4+2] = cloud->at(indices->at(i)).z;
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vertices[i*4+3] = cloud->at(indices->at(i)).rgb;
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totalPoints = indices->size();
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vertices.resize(indices->size()*4);
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for(unsigned int i=0; i<indices->size(); ++i)
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{
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vertices[i*4] = cloud->at(indices->at(i)).x;
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vertices[i*4+1] = cloud->at(indices->at(i)).y;
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vertices[i*4+2] = cloud->at(indices->at(i)).z;
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vertices[i*4+3] = cloud->at(indices->at(i)).rgb;
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}
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}
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else
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{
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totalPoints = cloud->size();
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vertices.resize(cloud->size()*4);
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for(unsigned int i=0; i<cloud->size(); ++i)
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{
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vertices[i*4] = cloud->at(i).x;
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vertices[i*4+1] = cloud->at(i).y;
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vertices[i*4+2] = cloud->at(i).z;
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vertices[i*4+3] = cloud->at(i).rgb;
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_);
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@@ -158,12 +179,12 @@ void PointCloudDrawable::updateCloud(const pcl::PointCloud<pcl::PointXYZRGB>::Pt
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return;
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}
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nPoints_ = indices->size();
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nPoints_ = totalPoints;
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}
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void PointCloudDrawable::updateMesh(const Mesh & mesh, const cv::Mat & texture)
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{
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UASSERT(mesh.cloud.get() && !mesh.cloud->empty() && mesh.indices.get() && !mesh.indices->empty());
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UASSERT(mesh.cloud.get() && !mesh.cloud->empty());
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nPoints_ = 0;
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if (vertex_buffers_)
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@@ -196,7 +217,6 @@ void PointCloudDrawable::updateMesh(const Mesh & mesh, const cv::Mat & texture)
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if(textureUpdate)
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{
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UASSERT(!mesh.cloud->is_dense);
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glGenTextures(1, &textures_);
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if(!textures_)
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{
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@@ -206,39 +226,155 @@ void PointCloudDrawable::updateMesh(const Mesh & mesh, const cv::Mat & texture)
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}
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}
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LOGI("Creating cloud buffer %d", vertex_buffers_);
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LOGD("Creating cloud buffer %d", vertex_buffers_);
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std::vector<float> vertices;
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organizedToDenseIndices_ = std::vector<int>(mesh.cloud->width*mesh.cloud->height, -1);
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if(textures_)
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int totalPoints = 0;
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std::vector<pcl::Vertices> polygons = mesh.polygons;
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hasNormals_ = mesh.normals.get() && mesh.normals->size() == mesh.cloud->size();
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UASSERT(!hasNormals_ || mesh.cloud->size() == mesh.normals->size());
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if(mesh.cloud->isOrganized()) // assume organized mesh
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{
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vertices = std::vector<float>(mesh.indices->size()*6);
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for(unsigned int i=0; i<mesh.indices->size(); ++i)
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organizedToDenseIndices_ = std::vector<unsigned int>(mesh.cloud->width*mesh.cloud->height, -1);
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totalPoints = mesh.indices->size();
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if(textures_ && polygons.size())
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{
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vertices[i*6] = mesh.cloud->at(mesh.indices->at(i)).x;
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vertices[i*6+1] = mesh.cloud->at(mesh.indices->at(i)).y;
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vertices[i*6+2] = mesh.cloud->at(mesh.indices->at(i)).z;
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LOGD("Organized mesh with texture");
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int items = hasNormals_?9:6;
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vertices = std::vector<float>(mesh.indices->size()*9);
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for(unsigned int i=0; i<mesh.indices->size(); ++i)
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{
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vertices[i*items] = mesh.cloud->at(mesh.indices->at(i)).x;
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vertices[i*items+1] = mesh.cloud->at(mesh.indices->at(i)).y;
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vertices[i*items+2] = mesh.cloud->at(mesh.indices->at(i)).z;
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// rgb
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vertices[i*6+3] = mesh.cloud->at(mesh.indices->at(i)).rgb;
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// rgb
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vertices[i*items+3] = mesh.cloud->at(mesh.indices->at(i)).rgb;
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// texture uv
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int index = mesh.indices->at(i);
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vertices[i*6+4] = float(index % mesh.cloud->width)/float(mesh.cloud->width); //u
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vertices[i*6+5] = float(index / mesh.cloud->width)/float(mesh.cloud->height); //v
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// texture uv
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int index = mesh.indices->at(i);
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vertices[i*items+4] = float(index % mesh.cloud->width)/float(mesh.cloud->width); //u
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vertices[i*items+5] = float(index / mesh.cloud->width)/float(mesh.cloud->height); //v
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organizedToDenseIndices_[mesh.indices->at(i)] = i;
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if(hasNormals_)
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{
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// normal
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vertices[i*items+6] = mesh.normals->at(mesh.indices->at(i)).normal_x;
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vertices[i*items+7] = mesh.normals->at(mesh.indices->at(i)).normal_y;
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vertices[i*items+8] = mesh.normals->at(mesh.indices->at(i)).normal_z;
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}
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organizedToDenseIndices_[mesh.indices->at(i)] = i;
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}
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}
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else
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{
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LOGD("Organized mesh");
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int items = hasNormals_?7:4;
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vertices = std::vector<float>(mesh.indices->size()*items);
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for(unsigned int i=0; i<mesh.indices->size(); ++i)
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{
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vertices[i*items] = mesh.cloud->at(mesh.indices->at(i)).x;
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vertices[i*items+1] = mesh.cloud->at(mesh.indices->at(i)).y;
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vertices[i*items+2] = mesh.cloud->at(mesh.indices->at(i)).z;
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vertices[i*items+3] = mesh.cloud->at(mesh.indices->at(i)).rgb;
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if(hasNormals_)
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{
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// normal
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vertices[i*items+4] = mesh.normals->at(mesh.indices->at(i)).normal_x;
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vertices[i*items+5] = mesh.normals->at(mesh.indices->at(i)).normal_y;
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vertices[i*items+6] = mesh.normals->at(mesh.indices->at(i)).normal_z;
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}
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organizedToDenseIndices_[mesh.indices->at(i)] = i;
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}
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}
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}
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else
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else // assume dense mesh with texCoords set to polygons
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{
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vertices = std::vector<float>(mesh.indices->size()*4);
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for(unsigned int i=0; i<mesh.indices->size(); ++i)
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totalPoints = mesh.cloud->size();
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if(textures_ && polygons.size() && mesh.normals->size())
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{
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vertices[i*4] = mesh.cloud->at(mesh.indices->at(i)).x;
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vertices[i*4+1] = mesh.cloud->at(mesh.indices->at(i)).y;
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vertices[i*4+2] = mesh.cloud->at(mesh.indices->at(i)).z;
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vertices[i*4+3] = mesh.cloud->at(mesh.indices->at(i)).rgb;
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organizedToDenseIndices_[mesh.indices->at(i)] = i;
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LOGD("Dense mesh with texture (%d texCoords %d points %d polygons %dx%d)",
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(int)mesh.texCoords.size(), (int)mesh.cloud->size(), (int)mesh.polygons.size(), texture.cols, texture.rows);
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// Texturing issue:
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// tex_coordinates should be linked to points, not
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// polygon vertices. Points linked to multiple different texCoords (different textures) should
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// be duplicated.
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vertices = std::vector<float>(mesh.texCoords.size()*9);
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organizedToDenseIndices_ = std::vector<unsigned int>(mesh.texCoords.size(), -1);
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UASSERT_MSG(mesh.texCoords.size() == polygons[0].vertices.size()*polygons.size(),
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uFormat("%d vs %d x %d", (int)mesh.texCoords.size(), (int)polygons[0].vertices.size(), (int)polygons.size()).c_str());
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int items = hasNormals_?9:6;
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unsigned int oi=0;
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for(unsigned int i=0; i<polygons.size(); ++i)
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{
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pcl::Vertices & v = polygons[i];
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for(unsigned int j=0; j<v.vertices.size(); ++j)
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{
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UASSERT(oi < mesh.texCoords.size());
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UASSERT(v.vertices[j] < mesh.cloud->size());
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vertices[oi*items] = mesh.cloud->at(v.vertices[j]).x;
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vertices[oi*items+1] = mesh.cloud->at(v.vertices[j]).y;
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vertices[oi*items+2] = mesh.cloud->at(v.vertices[j]).z;
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// rgb
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vertices[oi*items+3] = mesh.cloud->at(v.vertices[j]).rgb;
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// texture uv
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if(mesh.texCoords[oi][0]>=0.0f)
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{
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vertices[oi*items+4] = mesh.texCoords[oi][0]; //u
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vertices[oi*items+5] = 1.0f-mesh.texCoords[oi][1]; //v
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}
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else
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{
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vertices[oi*items+4] = vertices[oi*items+5] = -1.0f;
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}
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if(hasNormals_)
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{
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// normal
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vertices[oi*items+6] = mesh.normals->at(v.vertices[j]).normal_x;
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vertices[oi*items+7] = mesh.normals->at(v.vertices[j]).normal_y;
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vertices[oi*items+8] = mesh.normals->at(v.vertices[j]).normal_z;
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}
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v.vertices[j] = (int)oi; // new vertex index
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UASSERT(oi < organizedToDenseIndices_.size());
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organizedToDenseIndices_[oi] = oi;
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++oi;
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}
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}
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}
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else
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{
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LOGD("Dense mesh");
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int items = hasNormals_?7:4;
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organizedToDenseIndices_ = std::vector<unsigned int>(mesh.cloud->size(), -1);
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vertices = std::vector<float>(mesh.cloud->size()*items);
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for(unsigned int i=0; i<mesh.cloud->size(); ++i)
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{
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vertices[i*items] = mesh.cloud->at(i).x;
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vertices[i*items+1] = mesh.cloud->at(i).y;
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vertices[i*items+2] = mesh.cloud->at(i).z;
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vertices[i*items+3] = mesh.cloud->at(i).rgb;
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if(hasNormals_)
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{
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vertices[i*items+4] = mesh.normals->at(i).normal_x;
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vertices[i*items+5] = mesh.normals->at(i).normal_y;
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vertices[i*items+6] = mesh.normals->at(i).normal_z;
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}
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organizedToDenseIndices_[i] = i;
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}
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}
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}
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@@ -256,6 +392,10 @@ void PointCloudDrawable::updateMesh(const Mesh & mesh, const cv::Mat & texture)
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if(textures_ && textureUpdate)
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{
|
||||
GLint maxTextureSize = 0;
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
|
||||
LOGI("maxTextureSize=%d", maxTextureSize);
|
||||
|
||||
// gen texture from image
|
||||
glBindTexture(GL_TEXTURE_2D, textures_);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
@@ -276,11 +416,11 @@ void PointCloudDrawable::updateMesh(const Mesh & mesh, const cv::Mat & texture)
|
||||
}
|
||||
}
|
||||
|
||||
nPoints_ = mesh.indices->size();
|
||||
nPoints_ = totalPoints;
|
||||
|
||||
if(polygons_.size() != mesh.polygons.size())
|
||||
if(polygons_.size() != polygons.size())
|
||||
{
|
||||
updatePolygons(mesh.polygons);
|
||||
updatePolygons(polygons);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -291,7 +431,12 @@ void PointCloudDrawable::setPose(const rtabmap::Transform & pose)
|
||||
pose_ = glmFromTransform(pose);
|
||||
}
|
||||
|
||||
void PointCloudDrawable::Render(const glm::mat4 & projectionMatrix, const glm::mat4 & viewMatrix, bool meshRendering, float pointSize, bool textureRendering) {
|
||||
void PointCloudDrawable::Render(const glm::mat4 & projectionMatrix,
|
||||
const glm::mat4 & viewMatrix,
|
||||
bool meshRendering,
|
||||
float pointSize,
|
||||
bool textureRendering,
|
||||
bool lighting) {
|
||||
|
||||
if(vertex_buffers_ && nPoints_ && visible_)
|
||||
{
|
||||
@@ -299,65 +444,144 @@ void PointCloudDrawable::Render(const glm::mat4 & projectionMatrix, const glm::m
|
||||
{
|
||||
glUseProgram(texture_shader_program_);
|
||||
|
||||
GLuint mvp_handle_ = glGetUniformLocation(texture_shader_program_, "mvp");
|
||||
glm::mat4 mvp_mat = projectionMatrix * viewMatrix * pose_;
|
||||
glUniformMatrix4fv(mvp_handle_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
|
||||
GLuint mvp_handle = glGetUniformLocation(texture_shader_program_, "uMVP");
|
||||
glm::mat4 mv_mat = viewMatrix * pose_;
|
||||
glm::mat4 mvp_mat = projectionMatrix * mv_mat;
|
||||
glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, glm::value_ptr(mvp_mat));
|
||||
|
||||
GLuint n_handle = glGetUniformLocation(texture_shader_program_, "uN");
|
||||
glm::mat3 normalMatrix(mv_mat);
|
||||
normalMatrix = glm::inverse(normalMatrix);
|
||||
normalMatrix = glm::transpose(normalMatrix);
|
||||
glUniformMatrix3fv(n_handle, 1, GL_FALSE, glm::value_ptr(normalMatrix));
|
||||
|
||||
if(!hasNormals_)
|
||||
{
|
||||
lighting = false;
|
||||
}
|
||||
|
||||
//lighting
|
||||
GLuint lighting_handle = glGetUniformLocation(texture_shader_program_, "uUseLighting");
|
||||
glUniform1i(lighting_handle, lighting?1:0);
|
||||
|
||||
if(lighting)
|
||||
{
|
||||
GLuint ambiant_handle = glGetUniformLocation(texture_shader_program_, "uAmbientColor");
|
||||
glUniform3f(ambiant_handle,0.6,0.6,0.6);
|
||||
|
||||
GLuint lightingDirection_handle = glGetUniformLocation(texture_shader_program_, "uLightingDirection");
|
||||
glUniform3f(lightingDirection_handle, 0.0, 0.0, 1.0); // from the camera
|
||||
}
|
||||
|
||||
// Texture activate unit 0
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
// Bind the texture to this unit.
|
||||
glBindTexture(GL_TEXTURE_2D, textures_);
|
||||
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
|
||||
GLuint texture_handle = glGetUniformLocation(texture_shader_program_, "u_Texture");
|
||||
GLuint texture_handle = glGetUniformLocation(texture_shader_program_, "uTexture");
|
||||
glUniform1i(texture_handle, 0);
|
||||
|
||||
GLuint gain_handle = glGetUniformLocation(texture_shader_program_, "u_gain");
|
||||
GLuint gain_handle = glGetUniformLocation(texture_shader_program_, "uGain");
|
||||
glUniform1f(gain_handle, gain_);
|
||||
|
||||
GLint attribute_vertex = glGetAttribLocation(texture_shader_program_, "vertex");
|
||||
GLint attribute_texture = glGetAttribLocation(texture_shader_program_, "a_TexCoordinate");
|
||||
GLint attribute_vertex = glGetAttribLocation(texture_shader_program_, "aVertex");
|
||||
GLint attribute_texture = glGetAttribLocation(texture_shader_program_, "aTexCoord");
|
||||
GLint attribute_normal=0;
|
||||
if(hasNormals_)
|
||||
{
|
||||
attribute_normal = glGetAttribLocation(texture_shader_program_, "aNormal");
|
||||
}
|
||||
|
||||
glEnableVertexAttribArray(attribute_vertex);
|
||||
glEnableVertexAttribArray(attribute_texture);
|
||||
if(hasNormals_)
|
||||
{
|
||||
glEnableVertexAttribArray(attribute_normal);
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_);
|
||||
glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), 0);
|
||||
glVertexAttribPointer(attribute_texture, 2, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), (GLvoid*) (4 * sizeof(GLfloat)));
|
||||
|
||||
glDrawElements(GL_TRIANGLES, polygons_.size(), GL_UNSIGNED_SHORT, polygons_.data());
|
||||
glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, (hasNormals_?9:6)*sizeof(GLfloat), 0);
|
||||
glVertexAttribPointer(attribute_texture, 2, GL_FLOAT, GL_FALSE, (hasNormals_?9:6)*sizeof(GLfloat), (GLvoid*) (4 * sizeof(GLfloat)));
|
||||
if(hasNormals_)
|
||||
{
|
||||
glVertexAttribPointer(attribute_normal, 3, GL_FLOAT, GL_FALSE, 9*sizeof(GLfloat), (GLvoid*) (6 * sizeof(GLfloat)));
|
||||
}
|
||||
glDrawElements(GL_TRIANGLES, polygons_.size(), GL_UNSIGNED_INT, polygons_.data());
|
||||
}
|
||||
else // point cloud or colored mesh
|
||||
{
|
||||
glUseProgram(cloud_shader_program_);
|
||||
|
||||
GLuint mvp_handle_ = glGetUniformLocation(cloud_shader_program_, "mvp");
|
||||
glm::mat4 mvp_mat = projectionMatrix * viewMatrix * pose_;
|
||||
GLuint mvp_handle_ = glGetUniformLocation(cloud_shader_program_, "uMVP");
|
||||
glm::mat4 mv_mat = viewMatrix * pose_;
|
||||
glm::mat4 mvp_mat = projectionMatrix * mv_mat;
|
||||
glUniformMatrix4fv(mvp_handle_, 1, GL_FALSE, glm::value_ptr(mvp_mat));
|
||||
|
||||
GLuint point_size_handle_ = glGetUniformLocation(cloud_shader_program_, "point_size");
|
||||
GLuint n_handle = glGetUniformLocation(texture_shader_program_, "uN");
|
||||
glm::mat3 normalMatrix(mv_mat);
|
||||
normalMatrix = glm::inverse(normalMatrix);
|
||||
normalMatrix = glm::transpose(normalMatrix);
|
||||
glUniformMatrix3fv(n_handle, 1, GL_FALSE, glm::value_ptr(normalMatrix));
|
||||
|
||||
if(!hasNormals_)
|
||||
{
|
||||
lighting = false;
|
||||
}
|
||||
|
||||
//lighting
|
||||
GLuint lighting_handle = glGetUniformLocation(texture_shader_program_, "uUseLighting");
|
||||
glUniform1i(lighting_handle, lighting?1:0);
|
||||
|
||||
if(lighting)
|
||||
{
|
||||
GLuint ambiant_handle = glGetUniformLocation(texture_shader_program_, "uAmbientColor");
|
||||
glUniform3f(ambiant_handle,0.6,0.6,0.6);
|
||||
|
||||
GLuint lightingDirection_handle = glGetUniformLocation(texture_shader_program_, "uLightingDirection");
|
||||
glUniform3f(lightingDirection_handle, 0.0, 0.0, 1.0); // from the camera
|
||||
}
|
||||
|
||||
GLuint point_size_handle_ = glGetUniformLocation(cloud_shader_program_, "uPointSize");
|
||||
glUniform1f(point_size_handle_, pointSize);
|
||||
|
||||
GLuint gain_handle = glGetUniformLocation(cloud_shader_program_, "u_gain");
|
||||
GLuint gain_handle = glGetUniformLocation(cloud_shader_program_, "uGain");
|
||||
glUniform1f(gain_handle, gain_);
|
||||
|
||||
GLint attribute_vertex = glGetAttribLocation(cloud_shader_program_, "vertex");
|
||||
GLint attribute_color = glGetAttribLocation(cloud_shader_program_, "color");
|
||||
GLint attribute_vertex = glGetAttribLocation(cloud_shader_program_, "aVertex");
|
||||
GLint attribute_color = glGetAttribLocation(cloud_shader_program_, "aColor");
|
||||
GLint attribute_normal=0;
|
||||
if(hasNormals_)
|
||||
{
|
||||
attribute_normal = glGetAttribLocation(cloud_shader_program_, "aNormal");
|
||||
}
|
||||
|
||||
glEnableVertexAttribArray(attribute_vertex);
|
||||
glEnableVertexAttribArray(attribute_color);
|
||||
if(hasNormals_)
|
||||
{
|
||||
glEnableVertexAttribArray(attribute_normal);
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffers_);
|
||||
if(textures_)
|
||||
{
|
||||
glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), 0);
|
||||
glVertexAttribPointer(attribute_color, 3, GL_UNSIGNED_BYTE, GL_TRUE, 6*sizeof(GLfloat), (GLvoid*) (3 * sizeof(GLfloat)));
|
||||
glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, (hasNormals_?9:6)*sizeof(GLfloat), 0);
|
||||
glVertexAttribPointer(attribute_color, 3, GL_UNSIGNED_BYTE, GL_TRUE, (hasNormals_?9:6)*sizeof(GLfloat), (GLvoid*) (3 * sizeof(GLfloat)));
|
||||
if(hasNormals_)
|
||||
{
|
||||
glVertexAttribPointer(attribute_normal, 3, GL_FLOAT, GL_FALSE, 9*sizeof(GLfloat), (GLvoid*) (6 * sizeof(GLfloat)));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), 0);
|
||||
glVertexAttribPointer(attribute_color, 3, GL_UNSIGNED_BYTE, GL_TRUE, 4*sizeof(GLfloat), (GLvoid*) (3 * sizeof(GLfloat)));
|
||||
glVertexAttribPointer(attribute_vertex, 3, GL_FLOAT, GL_FALSE, (hasNormals_?7:4)*sizeof(GLfloat), 0);
|
||||
glVertexAttribPointer(attribute_color, 3, GL_UNSIGNED_BYTE, GL_TRUE, (hasNormals_?7:4)*sizeof(GLfloat), (GLvoid*) (3 * sizeof(GLfloat)));
|
||||
if(hasNormals_)
|
||||
{
|
||||
glVertexAttribPointer(attribute_normal, 3, GL_FLOAT, GL_FALSE, 7*sizeof(GLfloat), (GLvoid*) (4 * sizeof(GLfloat)));
|
||||
}
|
||||
}
|
||||
if(meshRendering && polygons_.size())
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, polygons_.size(), GL_UNSIGNED_SHORT, polygons_.data());
|
||||
glDrawElements(GL_TRIANGLES, polygons_.size(), GL_UNSIGNED_INT, polygons_.data());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -61,6 +61,7 @@ class PointCloudDrawable {
|
||||
void setVisible(bool visible) {visible_=visible;}
|
||||
rtabmap::Transform getPose() const {return glmToTransform(pose_);}
|
||||
bool isVisible() const {return visible_;}
|
||||
bool hasMesh() const {return polygons_.size()!=0;}
|
||||
bool hasTexture() const {return textures_ != 0;}
|
||||
|
||||
// Update current point cloud data.
|
||||
@@ -69,17 +70,23 @@ class PointCloudDrawable {
|
||||
// @param view_mat: view matrix from current render camera.
|
||||
// @param model_mat: model matrix for this point cloud frame.
|
||||
// @param vertices: all vertices in this point cloud frame.
|
||||
void Render(const glm::mat4 & projectionMatrix, const glm::mat4 & viewMatrix, bool meshRendering = true, float pointSize = 3.0f, bool textureRendering = false);
|
||||
void Render(const glm::mat4 & projectionMatrix,
|
||||
const glm::mat4 & viewMatrix,
|
||||
bool meshRendering = true,
|
||||
float pointSize = 3.0f,
|
||||
bool textureRendering = false,
|
||||
bool lighting = true);
|
||||
|
||||
private:
|
||||
// Vertex buffer of the point cloud geometry.
|
||||
GLuint vertex_buffers_;
|
||||
GLuint textures_;
|
||||
std::vector<GLushort> polygons_;
|
||||
std::vector<GLuint> polygons_;
|
||||
int nPoints_;
|
||||
glm::mat4 pose_;
|
||||
bool visible_;
|
||||
std::vector<int> organizedToDenseIndices_;
|
||||
bool hasNormals_;
|
||||
std::vector<unsigned int> organizedToDenseIndices_;
|
||||
|
||||
GLuint cloud_shader_program_;
|
||||
GLuint texture_shader_program_;
|
||||
|
||||
@@ -42,47 +42,87 @@ const glm::vec3 kFrustumScale = glm::vec3(0.4f, 0.3f, 0.5f);
|
||||
const std::string kPointCloudVertexShader =
|
||||
"precision mediump float;\n"
|
||||
"precision mediump int;\n"
|
||||
"attribute vec3 vertex;\n"
|
||||
"attribute vec3 color;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"uniform float point_size;\n"
|
||||
"varying vec3 v_color;\n"
|
||||
"attribute vec3 aVertex;\n"
|
||||
"attribute vec3 aNormal;\n"
|
||||
"attribute vec3 aColor;\n"
|
||||
|
||||
"uniform mat4 uMVP;\n"
|
||||
"uniform mat3 uN;\n"
|
||||
"uniform vec3 uAmbientColor;\n"
|
||||
"uniform vec3 uLightingDirection;\n"
|
||||
"uniform bool uUseLighting;\n"
|
||||
|
||||
"uniform float uPointSize;\n"
|
||||
"varying vec3 vColor;\n"
|
||||
"varying float vLightWeighting;\n"
|
||||
|
||||
"void main() {\n"
|
||||
" gl_Position = mvp*vec4(vertex.x, vertex.y, vertex.z, 1.0);\n"
|
||||
" gl_PointSize = point_size;\n"
|
||||
" v_color = color;\n"
|
||||
" gl_Position = uMVP*vec4(aVertex.x, aVertex.y, aVertex.z, 1.0);\n"
|
||||
" gl_PointSize = uPointSize;\n"
|
||||
" if (!uUseLighting) {\n"
|
||||
" vLightWeighting = vec3(1.0, 1.0, 1.0);\n"
|
||||
" } else {\n"
|
||||
" vec3 transformedNormal = uN * aNormal;\n"
|
||||
" vLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);\n"
|
||||
" if(vLightWeighting<0.1) vLightWeighting=0.1;\n"
|
||||
" }\n"
|
||||
" vColor = aColor;\n"
|
||||
"}\n";
|
||||
const std::string kPointCloudFragmentShader =
|
||||
"precision mediump float;\n"
|
||||
"precision mediump int;\n"
|
||||
"uniform float u_gain;\n"
|
||||
"varying vec3 v_color;\n"
|
||||
"uniform float uGain;\n"
|
||||
"varying vec3 vColor;\n"
|
||||
"varying float vLightWeighting;\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = vec4(v_color.z*u_gain, v_color.y*u_gain, v_color.x*u_gain, 1.0);\n"
|
||||
" vec4 textureColor = vec4(vColor.z*uGain, vColor.y*uGain, vColor.x*uGain, 1.0);\n"
|
||||
" gl_FragColor = vec4(textureColor.rgb * uGain * vLightWeighting, textureColor.a);\n"
|
||||
"}\n";
|
||||
|
||||
const std::string kTextureMeshVertexShader =
|
||||
"precision mediump float;\n"
|
||||
"precision mediump int;\n"
|
||||
"attribute vec3 vertex;\n"
|
||||
"attribute vec2 a_TexCoordinate;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 v_TexCoordinate;\n"
|
||||
"attribute vec3 aVertex;\n"
|
||||
"attribute vec3 aNormal;\n"
|
||||
"attribute vec2 aTexCoord;\n"
|
||||
|
||||
"uniform mat4 uMVP;\n"
|
||||
"uniform mat3 uN;\n"
|
||||
"uniform vec3 uAmbientColor;\n"
|
||||
"uniform vec3 uLightingDirection;\n"
|
||||
"uniform bool uUseLighting;\n"
|
||||
|
||||
"varying vec2 vTexCoord;\n"
|
||||
"varying float vLightWeighting;\n"
|
||||
|
||||
"void main() {\n"
|
||||
" gl_Position = mvp*vec4(vertex.x, vertex.y, vertex.z, 1.0);\n"
|
||||
" v_TexCoordinate = a_TexCoordinate;\n"
|
||||
" gl_Position = uMVP*vec4(aVertex.x, aVertex.y, aVertex.z, 1.0);\n"
|
||||
|
||||
" if(aTexCoord.x < 0.0) {\n"
|
||||
" vTexCoord.x = 1.0;\n"
|
||||
" vTexCoord.y = 1.0;\n" // bottom right corner
|
||||
" } else {\n"
|
||||
" vTexCoord = aTexCoord;\n"
|
||||
" }\n"
|
||||
|
||||
" if (!uUseLighting) {\n"
|
||||
" vLightWeighting = vec3(1.0, 1.0, 1.0);\n"
|
||||
" } else {\n"
|
||||
" vec3 transformedNormal = uN * aNormal;\n"
|
||||
" vLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);\n"
|
||||
" if(vLightWeighting<0.1) vLightWeighting=0.1;\n"
|
||||
" }\n"
|
||||
"}\n";
|
||||
const std::string kTextureMeshFragmentShader =
|
||||
"precision mediump float;\n"
|
||||
"precision mediump int;\n"
|
||||
"uniform sampler2D u_Texture;\n"
|
||||
"uniform float u_gain;\n"
|
||||
"varying vec2 v_TexCoordinate;\n"
|
||||
"uniform sampler2D uTexture;\n"
|
||||
"uniform float uGain;\n"
|
||||
"varying vec2 vTexCoord;\n"
|
||||
"varying float vLightWeighting;\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = texture2D(u_Texture, v_TexCoordinate);\n"
|
||||
" gl_FragColor.x *= u_gain;\n"
|
||||
" gl_FragColor.y *= u_gain;\n"
|
||||
" gl_FragColor.z *= u_gain;\n"
|
||||
" vec4 textureColor = texture2D(uTexture, vTexCoord);\n"
|
||||
" gl_FragColor = vec4(textureColor.rgb * uGain * vLightWeighting, textureColor.a);\n"
|
||||
"}\n";
|
||||
|
||||
const std::string kGraphVertexShader =
|
||||
@@ -123,21 +163,31 @@ Scene::Scene() :
|
||||
mapRendering_(true),
|
||||
meshRendering_(true),
|
||||
meshRenderingTexture_(true),
|
||||
pointSize_(3.0f) {}
|
||||
pointSize_(5.0f),
|
||||
frustumCulling_(true),
|
||||
lighting_(true)
|
||||
{
|
||||
gesture_camera_ = new tango_gl::GestureCamera();
|
||||
gesture_camera_->SetCameraType(
|
||||
tango_gl::GestureCamera::kFirstPerson);
|
||||
}
|
||||
|
||||
Scene::~Scene() {DeleteResources();}
|
||||
Scene::~Scene() {
|
||||
DeleteResources();
|
||||
delete gesture_camera_;
|
||||
}
|
||||
|
||||
//Should only be called in OpenGL thread!
|
||||
void Scene::InitGLContent()
|
||||
{
|
||||
if(gesture_camera_ != 0)
|
||||
if(axis_ != 0)
|
||||
{
|
||||
DeleteResources();
|
||||
}
|
||||
|
||||
UASSERT(gesture_camera_ == 0);
|
||||
UASSERT(axis_ == 0);
|
||||
|
||||
|
||||
gesture_camera_ = new tango_gl::GestureCamera();
|
||||
axis_ = new tango_gl::Axis();
|
||||
frustum_ = new tango_gl::Frustum();
|
||||
trace_ = new tango_gl::Trace();
|
||||
@@ -151,8 +201,6 @@ void Scene::InitGLContent()
|
||||
trace_->SetColor(kTraceColor);
|
||||
grid_->SetColor(kGridColor);
|
||||
grid_->SetPosition(-kHeightOffset);
|
||||
gesture_camera_->SetCameraType(
|
||||
tango_gl::GestureCamera::kFirstPerson);
|
||||
|
||||
if(cloud_shader_program_ == 0)
|
||||
{
|
||||
@@ -175,15 +223,14 @@ void Scene::InitGLContent()
|
||||
void Scene::DeleteResources() {
|
||||
|
||||
LOGI("Scene::DeleteResources()");
|
||||
if(gesture_camera_)
|
||||
if(axis_)
|
||||
{
|
||||
delete gesture_camera_;
|
||||
delete axis_;
|
||||
axis_ = 0;
|
||||
delete frustum_;
|
||||
delete trace_;
|
||||
delete grid_;
|
||||
delete currentPose_;
|
||||
gesture_camera_ = 0;
|
||||
}
|
||||
|
||||
if (cloud_shader_program_) {
|
||||
@@ -288,9 +335,8 @@ int Scene::Render() {
|
||||
gesture_camera_->GetViewMatrix());
|
||||
}
|
||||
|
||||
bool frustumCulling = true;
|
||||
int cloudDrawn=0;
|
||||
if(mapRendering_ && frustumCulling)
|
||||
if(mapRendering_ && frustumCulling_)
|
||||
{
|
||||
//Use camera frustum to cull nodes that don't need to be drawn
|
||||
pcl::PointCloud<pcl::PointXYZ>::Ptr cloud(new pcl::PointCloud<pcl::PointXYZ>);
|
||||
@@ -336,7 +382,7 @@ int Scene::Render() {
|
||||
for(unsigned int i=0; i<indices->size(); ++i)
|
||||
{
|
||||
++cloudDrawn;
|
||||
pointClouds_.find(ids[indices->at(i)])->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_);
|
||||
pointClouds_.find(ids[indices->at(i)])->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_, lighting_);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -347,7 +393,7 @@ int Scene::Render() {
|
||||
if((mapRendering_ || iter->first < 0) && iter->second->isVisible())
|
||||
{
|
||||
++cloudDrawn;
|
||||
iter->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_);
|
||||
iter->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_, lighting_);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -426,7 +472,7 @@ void Scene::addCloud(
|
||||
const pcl::IndicesPtr & indices,
|
||||
const rtabmap::Transform & pose)
|
||||
{
|
||||
LOGI("add cloud %d", id);
|
||||
LOGI("add cloud %d (%d points %d indices)", id, (int)cloud->size(), indices.get()?(int)indices->size():0);
|
||||
std::map<int, PointCloudDrawable*>::iterator iter=pointClouds_.find(id);
|
||||
if(iter != pointClouds_.end())
|
||||
{
|
||||
@@ -496,6 +542,11 @@ 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();
|
||||
|
||||
@@ -111,6 +111,7 @@ class Scene {
|
||||
void setCloudPose(int id, const rtabmap::Transform & pose);
|
||||
void setCloudVisible(int id, bool visible);
|
||||
bool hasCloud(int id) const;
|
||||
bool hasMesh(int id) const;
|
||||
bool hasTexture(int id) const;
|
||||
std::set<int> getAddedClouds() const;
|
||||
void updateCloudPolygons(int id, const std::vector<pcl::Vertices> & polygons);
|
||||
@@ -119,9 +120,14 @@ class Scene {
|
||||
void setMapRendering(bool enabled) {mapRendering_ = enabled;}
|
||||
void setMeshRendering(bool enabled, bool withTexture) {meshRendering_ = enabled; meshRenderingTexture_ = withTexture;}
|
||||
void setPointSize(float size) {pointSize_ = size;}
|
||||
void setFrustumCulling(bool enabled) {frustumCulling_ = enabled;}
|
||||
void setLighting(bool enabled) {lighting_ = enabled;}
|
||||
|
||||
bool isMeshRendering() const {return meshRendering_;}
|
||||
bool isMeshTexturing() const {return meshRendering_ && meshRenderingTexture_;}
|
||||
float getPointSize() const {return pointSize_;}
|
||||
bool isFrustumCulling() const {return frustumCulling_;}
|
||||
bool isLighting() const {return lighting_;}
|
||||
|
||||
private:
|
||||
// Camera object that allows user to use touch input to interact with.
|
||||
@@ -156,6 +162,8 @@ class Scene {
|
||||
bool meshRendering_;
|
||||
bool meshRenderingTexture_;
|
||||
float pointSize_;
|
||||
bool frustumCulling_;
|
||||
bool lighting_;
|
||||
};
|
||||
|
||||
#endif // TANGO_POINT_CLOUD_SCENE_H_
|
||||
|
||||
@@ -143,15 +143,26 @@ inline rtabmap::Transform glmToTransform(const glm::mat4 & mat)
|
||||
return transform;
|
||||
}
|
||||
|
||||
struct Mesh
|
||||
class Mesh
|
||||
{
|
||||
public:
|
||||
Mesh() :
|
||||
cloud(new pcl::PointCloud<pcl::PointXYZRGB>),
|
||||
normals(new pcl::PointCloud<pcl::Normal>),
|
||||
indices(new std::vector<int>),
|
||||
visible(true),
|
||||
gain(1.0f)
|
||||
{}
|
||||
|
||||
pcl::PointCloud<pcl::PointXYZRGB>::Ptr cloud; // organized cloud
|
||||
pcl::PointCloud<pcl::Normal>::Ptr normals;
|
||||
pcl::IndicesPtr indices;
|
||||
std::vector<pcl::Vertices> polygons;
|
||||
rtabmap::Transform pose; // in rtabmap coordinates
|
||||
bool visible;
|
||||
rtabmap::CameraModel cameraModel;
|
||||
float gain;
|
||||
std::vector<Eigen::Vector2f> texCoords;
|
||||
};
|
||||
|
||||
#endif /* UTIL_H_ */
|
||||
|
||||
Reference in New Issue
Block a user