mirror of
https://github.com/introlab/rtabmap.git
synced 2026-09-13 15:00:21 +08:00
iOS: fixed origin when we do New Scan while we were already mapping, improved FPV feedback in point cloud mode, showing camera overlay in visualization mode (pinch out to disable). Localization mode: Updated how marker detection transform are modified by gravity constraints.
This commit is contained in:
+41
-31
@@ -98,11 +98,11 @@ Scene::Scene() :
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b_(0.0f),
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fboId_(0),
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rboId_(0),
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depthTexture_(0),
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screenWidth_(0),
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screenHeight_(0),
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doubleTapOn_(false)
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{
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depthTextures_[0] = depthTextures_[1] = 0;
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gesture_camera_ = new tango_gl::GestureCamera();
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gesture_camera_->SetCameraType(
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tango_gl::GestureCamera::kThirdPersonFollow);
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@@ -179,8 +179,8 @@ void Scene::DeleteResources() {
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fboId_ = 0;
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glDeleteRenderbuffers(1, &rboId_);
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rboId_ = 0;
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glDeleteTextures(1, &depthTexture_);
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depthTexture_ = 0;
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glDeleteTextures(2, depthTextures_);
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depthTextures_[0] = depthTextures_[1] = 0;
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}
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clear();
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@@ -234,8 +234,8 @@ void Scene::SetupViewPort(int w, int h) {
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fboId_ = 0;
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glDeleteRenderbuffers(1, &rboId_);
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rboId_ = 0;
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glDeleteTextures(1, &depthTexture_);
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depthTexture_ = 0;
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glDeleteTextures(2, depthTextures_);
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depthTextures_[0] = depthTextures_[1] = 0;
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}
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GLint originid = 0;
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@@ -247,14 +247,22 @@ void Scene::SetupViewPort(int w, int h) {
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glBindFramebuffer(GL_FRAMEBUFFER, fboId_);
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// Create depth texture
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glGenTextures(1, &depthTexture_);
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glBindTexture(GL_TEXTURE_2D, depthTexture_);
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glGenTextures(2, depthTextures_);
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glBindTexture(GL_TEXTURE_2D, depthTextures_[0]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, depthTextures_[1]);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenRenderbuffers(1, &rboId_);
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glBindRenderbuffer(GL_RENDERBUFFER, rboId_);
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@@ -262,7 +270,7 @@ void Scene::SetupViewPort(int w, int h) {
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// Set the texture to be at the color attachment point of the FBO (we pack depth 32 bits in color)
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, depthTexture_, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, depthTextures_[0], 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboId_);
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GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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@@ -480,7 +488,7 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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UTimer timer;
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bool onlineBlending = (renderBackgroundCamera && occlusionMesh.cloud.get() && occlusionMesh.cloud->size()) || (blending_ && gesture_camera_->GetCameraType()!=tango_gl::GestureCamera::kTopOrtho && mapRendering_ && meshRendering_ && cloudsToDraw.size()>1);
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bool onlineBlending = (!meshRendering_ && occlusionMesh.cloud.get() && occlusionMesh.cloud->size()) || (blending_ && gesture_camera_->GetCameraType()!=tango_gl::GestureCamera::kTopOrtho && mapRendering_ && meshRendering_);
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if(onlineBlending && fboId_)
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{
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GLint originid = 0;
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@@ -492,24 +500,26 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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glClearColor(0, 0, 0, 0);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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if(renderBackgroundCamera && !meshRendering_ && occlusionMesh.cloud.get() && occlusionMesh.cloud->size())
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{
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PointCloudDrawable drawable(occlusionMesh);
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drawable.Render(projectionMatrix, viewMatrix, true, pointSize_, false, false, 999.0f, 0, 0, 0, 0, 0, true);
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}
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else
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{
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// Draw scene
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for(std::vector<PointCloudDrawable*>::const_iterator iter=cloudsToDraw.begin(); iter!=cloudsToDraw.end(); ++iter)
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{
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Eigen::Vector3f cloudToCamera(
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(*iter)->getPose().x() - openglCamera.x(),
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(*iter)->getPose().y() - openglCamera.y(),
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(*iter)->getPose().z() - openglCamera.z());
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float distanceToCameraSqr = cloudToCamera[0]*cloudToCamera[0] + cloudToCamera[1]*cloudToCamera[1] + cloudToCamera[2]*cloudToCamera[2];
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(*iter)->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, false, false, distanceToCameraSqr, 0, 0, 0, 0, 0, true);
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}
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}
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// Draw scene
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for(std::vector<PointCloudDrawable*>::const_iterator iter=cloudsToDraw.begin(); iter!=cloudsToDraw.end(); ++iter)
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{
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Eigen::Vector3f cloudToCamera(
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(*iter)->getPose().x() - openglCamera.x(),
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(*iter)->getPose().y() - openglCamera.y(),
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(*iter)->getPose().z() - openglCamera.z());
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float distanceToCameraSqr = cloudToCamera[0]*cloudToCamera[0] + cloudToCamera[1]*cloudToCamera[1] + cloudToCamera[2]*cloudToCamera[2];
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(*iter)->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, false, false, distanceToCameraSqr, 0, 0, 0, 0, 0, true);
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}
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glBindTexture(GL_TEXTURE_2D, depthTextures_[1]);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenWidth_, screenHeight_);
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glBindTexture(GL_TEXTURE_2D, 0);
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if(!meshRendering_ && occlusionMesh.cloud.get() && occlusionMesh.cloud->size())
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{
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PointCloudDrawable drawable(occlusionMesh);
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drawable.Render(projectionMatrix, viewMatrix, true, pointSize_, false, false, 0, 0, 0, 0, 0, 0, true);
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}
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// back to normal window-system-provided framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, originid); // unbind
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@@ -549,7 +559,7 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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glClearColor(r_, g_, b_, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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if(renderBackgroundCamera && (!onlineBlending || !meshRendering_))
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if(renderBackgroundCamera && !onlineBlending)
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{
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background_renderer_->Draw(uvsTransformed, 0, screenWidth_, screenHeight_, false);
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@@ -619,14 +629,14 @@ int Scene::Render(const float * uvsTransformed, glm::mat4 arViewMatrix, glm::mat
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cloud->getPose().z() - openglCamera.z());
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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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cloud->Render(projectionMatrix, viewMatrix, meshRendering_, pointSize_, meshRenderingTexture_, lighting_, distanceToCameraSqr, onlineBlending?depthTextures_[0]:0, screenWidth_, screenHeight_, gesture_camera_->getNearClipPlane(), gesture_camera_->getFarClipPlane(), false, wireFrame_);
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}
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if(onlineBlending)
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{
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if(renderBackgroundCamera && meshRendering_)
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if(renderBackgroundCamera)
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{
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background_renderer_->Draw(uvsTransformed, depthTexture_, screenWidth_, screenHeight_, mapping);
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background_renderer_->Draw(uvsTransformed, depthTextures_[1], screenWidth_, screenHeight_, meshRendering_?mapping:false);
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}
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glDisable (GL_BLEND);
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