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Tango: Added Rendering Options... -> Mesh Rendering -> Mesh Decimation
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@@ -44,20 +44,24 @@ class PointCloudDrawable {
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PointCloudDrawable(
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GLuint cloudShaderProgram,
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GLuint textureShaderProgram,
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const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud);
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const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud,
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const pcl::IndicesPtr & indices,
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float gain);
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PointCloudDrawable(
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GLuint cloudShaderProgram,
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GLuint textureShaderProgram,
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const Mesh & mesh);
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const Mesh & mesh,
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const cv::Mat & texture);
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virtual ~PointCloudDrawable();
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void updatePolygons(const std::vector<pcl::Vertices> & polygons);
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void updateCloud(const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud);
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void updateMesh(const Mesh & mesh);
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void updateCloud(const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud, const pcl::IndicesPtr & indices, float gain);
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void updateMesh(const Mesh & mesh, const cv::Mat & texture);
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void setPose(const rtabmap::Transform & pose);
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void setVisible(bool visible) {visible_=visible;}
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rtabmap::Transform getPose() const {return glmToTransform(pose_);}
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bool isVisible() const {return visible_;}
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bool hasTexture() const {return textures_ != 0;}
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// Update current point cloud data.
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//
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@@ -75,9 +79,12 @@ class PointCloudDrawable {
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int nPoints_;
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glm::mat4 pose_;
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bool visible_;
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std::vector<int> organizedToDenseIndices_;
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GLuint cloud_shader_program_;
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GLuint texture_shader_program_;
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float gain_;
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};
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#endif // TANGO_POINT_CLOUD_POINT_CLOUD_DRAWABLE_H_
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