/* Copyright (c) 2010-2016, Mathieu Labbe - IntRoLab - Universite de Sherbrooke All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the Universite de Sherbrooke nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef TANGO_POINT_CLOUD_POINT_CLOUD_DRAWABLE_H_ #define TANGO_POINT_CLOUD_POINT_CLOUD_DRAWABLE_H_ #include #include #include #include #include #include #include #include "util.h" // PointCloudDrawable is responsible for the point cloud rendering. class PointCloudDrawable { public: PointCloudDrawable( GLuint cloudShaderProgram, GLuint textureShaderProgram, const pcl::PointCloud::Ptr & cloud, const pcl::IndicesPtr & indices, float gain); PointCloudDrawable( GLuint cloudShaderProgram, GLuint textureShaderProgram, const Mesh & mesh); virtual ~PointCloudDrawable(); void updatePolygons(const std::vector & polygons, const std::vector & polygonsLowRes = std::vector()); void updateCloud(const pcl::PointCloud::Ptr & cloud, const pcl::IndicesPtr & indices, float gain); void updateMesh(const Mesh & mesh); void setPose(const rtabmap::Transform & pose); void setVisible(bool visible) {visible_=visible;} void setGain(float gain) {gain_ = gain;} rtabmap::Transform getPose() const {return pose_;} const glm::mat4 & getPoseGl() const {return poseGl_;} bool isVisible() const {return visible_;} bool hasMesh() const {return polygons_.size()!=0;} bool hasTexture() const {return textures_ != 0;} const pcl::PointXYZ & aabbMinModel() const {return aabbMinModel_;} const pcl::PointXYZ & aabbMaxModel() const {return aabbMaxModel_;} const pcl::PointXYZ & aabbMinWorld() const {return aabbMinWorld_;} const pcl::PointXYZ & aabbMaxWorld() const {return aabbMaxWorld_;} // Update current point cloud data. // // @param projection_mat: projection matrix from current render camera. // @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, bool lighting = true, float distanceToCamSqr = 0.0f); private: template void updateAABBMinMax(const PointT & pt, pcl::PointXYZ & min, pcl::PointXYZ & max) { if(pt.xmax.x) max.x = pt.x; if(pt.y>max.y) max.y = pt.y; if(pt.z>max.z) max.z = pt.z; } void updateAABBWorld(const rtabmap::Transform & pose); private: // Vertex buffer of the point cloud geometry. GLuint vertex_buffers_; GLuint textures_; std::vector polygons_; std::vector polygonsLowRes_; std::vector verticesLowRes_; std::vector verticesLowLowRes_; int nPoints_; rtabmap::Transform pose_; glm::mat4 poseGl_; bool visible_; bool hasNormals_; std::vector organizedToDenseIndices_; GLuint cloud_shader_program_; GLuint texture_shader_program_; float gain_; pcl::PointXYZ aabbMinModel_; pcl::PointXYZ aabbMaxModel_; pcl::PointXYZ aabbMinWorld_; pcl::PointXYZ aabbMaxWorld_; }; #endif // TANGO_POINT_CLOUD_POINT_CLOUD_DRAWABLE_H_