mirror of
https://github.com/introlab/rtabmap_ros.git
synced 2026-10-04 08:47:45 +08:00
Tango: added online blending option, background color option, double tap, fixed meshes jiggering on touch, removed raw mesh option
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+11
-4
@@ -78,7 +78,7 @@ class Scene {
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void SetCameraPose(const rtabmap::Transform & pose);
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rtabmap::Transform GetCameraPose() const {return currentPose_!=0?*currentPose_:rtabmap::Transform();}
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rtabmap::Transform GetOpenGLCameraPose(float * fov) const;
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rtabmap::Transform GetOpenGLCameraPose(float * fov = 0) const;
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// Touch event passed from android activity. This function only support two
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// touches.
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@@ -120,19 +120,20 @@ class Scene {
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void updateMesh(int id, const Mesh & mesh);
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void updateGains(int id, float gainR, float gainG, float gainB);
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void setBlending(bool enabled) {blending_ = enabled;}
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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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void setPointSize(float size) {pointSize_ = size;}
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void setFrustumCulling(bool enabled) {frustumCulling_ = enabled;}
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void setLighting(bool enabled) {lighting_ = enabled;}
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void setBackfaceCulling(bool enabled) {backfaceCulling_ = enabled;}
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void setBackgroundColor(float r, float g, float b) {r_=r; g_=g; b_=b;} // 0.0f <> 1.0f
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void setGridColor(float r, float g, float b);
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bool isBlending() const {return blending_;}
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bool isMapRendering() const {return mapRendering_;}
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bool isMeshRendering() const {return meshRendering_;}
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bool isMeshTexturing() const {return meshRendering_ && meshRenderingTexture_;}
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float getPointSize() const {return pointSize_;}
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bool isFrustumCulling() const {return frustumCulling_;}
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bool isLighting() const {return lighting_;}
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bool isBackfaceCulling() const {return backfaceCulling_;}
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@@ -170,17 +171,23 @@ class Scene {
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GLuint texture_mesh_shader_program_;
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GLuint graph_shader_program_;
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bool blending_;
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bool mapRendering_;
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bool meshRendering_;
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bool meshRenderingTexture_;
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float pointSize_;
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bool frustumCulling_;
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bool boundingBoxRendering_;
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bool lighting_;
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bool backfaceCulling_;
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float r_;
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float g_;
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float b_;
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GLuint fboId_;
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GLuint depthTexture_;
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GLsizei screenWidth_;
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GLsizei screenHeight_;
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bool doubleTapOn_;
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cv::Point2f doubleTapPos_;
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};
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#endif // TANGO_POINT_CLOUD_SCENE_H_
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