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Refactored texture projection (avoid saving image on disk at this step)
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@@ -73,18 +73,18 @@ public:
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void apply(
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int id,
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pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud);
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pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud) const;
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void apply(
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int id,
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pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud,
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const pcl::IndicesPtr & indices);
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const pcl::IndicesPtr & indices) const;
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void apply(
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int id,
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pcl::PointCloud<pcl::PointXYZRGBNormal>::Ptr & cloud,
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const pcl::IndicesPtr & indices);
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const pcl::IndicesPtr & indices) const;
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void apply(
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int id,
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cv::Mat & image);
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cv::Mat & image) const;
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double getGain(int id) const;
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int getIndex(int id) const;
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@@ -136,8 +136,6 @@ pcl::TextureMesh::Ptr RTABMAP_EXP createTextureMesh(
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const pcl::PolygonMesh::Ptr & mesh,
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const std::map<int, Transform> & poses,
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const std::map<int, CameraModel> & cameraModels,
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const std::map<int, cv::Mat> & images,
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const std::string & tmpDirectory = ".",
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int kNormalSearch = 20); // if mesh doesn't have normals, compute them with k neighbors
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pcl::PointCloud<pcl::Normal>::Ptr RTABMAP_EXP computeNormals(
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