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Tango: Optimized memory for created meshes (keeping dense clouds instead of organized clouds)
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@@ -100,16 +100,18 @@ class Scene {
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void addCloud(
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int id,
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const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud,
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const std::vector<pcl::Vertices> & polygons,
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const rtabmap::Transform & pose,
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const cv::Mat & image = cv::Mat());
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const rtabmap::Transform & pose);
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void addMesh(
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int id,
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const Mesh & mesh,
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const rtabmap::Transform & pose);
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void setCloudPose(int id, const rtabmap::Transform & pose);
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void setCloudVisible(int id, bool visible);
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bool hasCloud(int id) const;
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std::set<int> getAddedClouds() const;
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void updateCloudPolygons(int id, const std::vector<pcl::Vertices> & polygons);
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void updateCloudColors(int id, const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud, const cv::Mat & image = cv::Mat());
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void updateMesh(int id, const Mesh & mesh);
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void setMapRendering(bool enabled) {mapRendering_ = enabled;}
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void setMeshRendering(bool enabled, bool withTexture) {meshRendering_ = enabled; meshRenderingTexture_ = withTexture;}
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