mirror of
https://github.com/introlab/rtabmap_ros.git
synced 2026-10-04 00:37:46 +08:00
0.12.3: Increased Tango rendering performance, modified all handleEvent() with new interface (now returning bool)
This commit is contained in:
+153
-44
@@ -20,6 +20,7 @@
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#include <rtabmap/utilite/ULogger.h>
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#include <rtabmap/utilite/UStl.h>
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#include <rtabmap/core/util3d_filtering.h>
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#include <pcl/common/transforms.h>
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#include <glm/gtx/transform.hpp>
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@@ -153,6 +154,7 @@ Scene::Scene() :
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axis_(0),
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frustum_(0),
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grid_(0),
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box_(0),
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trace_(0),
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graph_(0),
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graphVisible_(true),
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@@ -168,6 +170,7 @@ Scene::Scene() :
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meshRenderingTexture_(true),
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pointSize_(5.0f),
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frustumCulling_(true),
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boundingBoxRendering_(false),
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lighting_(true),
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backfaceCulling_(true),
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r_(0.0f),
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@@ -199,6 +202,7 @@ void Scene::InitGLContent()
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frustum_ = new tango_gl::Frustum();
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trace_ = new tango_gl::Trace();
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grid_ = new tango_gl::Grid();
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box_ = new BoundingBoxDrawable();
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currentPose_ = new rtabmap::Transform();
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@@ -208,6 +212,8 @@ void Scene::InitGLContent()
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trace_->SetColor(kTraceColor);
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grid_->SetColor(kGridColor);
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grid_->SetPosition(-kHeightOffset);
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box_->SetShader();
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box_->SetColor(1,0,0);
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if(cloud_shader_program_ == 0)
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{
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@@ -238,6 +244,7 @@ void Scene::DeleteResources() {
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delete trace_;
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delete grid_;
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delete currentPose_;
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delete box_;
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}
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if (cloud_shader_program_) {
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@@ -287,6 +294,113 @@ void Scene::SetupViewPort(int w, int h) {
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glViewport(0, 0, w, h);
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}
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std::vector<glm::vec4> computeFrustumPlanes(const glm::mat4 & mat, bool normalize = true)
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{
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// http://www.txutxi.com/?p=444
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std::vector<glm::vec4> planes(6);
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// Left Plane
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// col4 + col1
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planes[0].x = mat[0][3] + mat[0][0];
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planes[0].y = mat[1][3] + mat[1][0];
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planes[0].z = mat[2][3] + mat[2][0];
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planes[0].w = mat[3][3] + mat[3][0];
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// Right Plane
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// col4 - col1
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planes[1].x = mat[0][3] - mat[0][0];
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planes[1].y = mat[1][3] - mat[1][0];
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planes[1].z = mat[2][3] - mat[2][0];
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planes[1].w = mat[3][3] - mat[3][0];
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// Bottom Plane
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// col4 + col2
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planes[2].x = mat[0][3] + mat[0][1];
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planes[2].y = mat[1][3] + mat[1][1];
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planes[2].z = mat[2][3] + mat[2][1];
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planes[2].w = mat[3][3] + mat[3][1];
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// Top Plane
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// col4 - col2
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planes[3].x = mat[0][3] - mat[0][1];
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planes[3].y = mat[1][3] - mat[1][1];
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planes[3].z = mat[2][3] - mat[2][1];
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planes[3].w = mat[3][3] - mat[3][1];
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// Near Plane
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// col4 + col3
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planes[4].x = mat[0][3] + mat[0][2];
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planes[4].y = mat[1][3] + mat[1][2];
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planes[4].z = mat[2][3] + mat[2][2];
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planes[4].w = mat[3][3] + mat[3][2];
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// Far Plane
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// col4 - col3
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planes[5].x = mat[0][3] - mat[0][2];
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planes[5].y = mat[1][3] - mat[1][2];
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planes[5].z = mat[2][3] - mat[2][2];
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planes[5].w = mat[3][3] - mat[3][2];
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//if(normalize)
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{
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for(unsigned int i=0;i<planes.size(); ++i)
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{
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if(normalize)
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{
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float d = std::sqrt(planes[i].x * planes[i].x + planes[i].y * planes[i].y + planes[i].z * planes[i].z); // for normalizing the coordinates
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planes[i].x/=d;
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planes[i].y/=d;
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planes[i].z/=d;
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planes[i].w/=d;
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}
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}
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}
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return planes;
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}
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/**
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* Tells whether or not b is intersecting f.
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* http://www.txutxi.com/?p=584
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* @param f Viewing frustum.
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* @param b An axis aligned bounding box.
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* @return True if b intersects f, false otherwise.
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*/
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bool intersectFrustumAABB(
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const std::vector<glm::vec4> &planes,
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const pcl::PointXYZ &boxMin,
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const pcl::PointXYZ &boxMax)
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{
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// Indexed for the 'index trick' later
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const pcl::PointXYZ * box[] = {&boxMin, &boxMax};
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// We only need to do 6 point-plane tests
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for (unsigned int i = 0; i < planes.size(); ++i)
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{
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// This is the current plane
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const glm::vec4 &p = planes[i];
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// p-vertex selection (with the index trick)
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// According to the plane normal we can know the
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// indices of the positive vertex
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const int px = p.x > 0.0f?1:0;
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const int py = p.y > 0.0f?1:0;
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const int pz = p.z > 0.0f?1:0;
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// Dot product
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// project p-vertex on plane normal
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// (How far is p-vertex from the origin)
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const float dp =
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(p.x*box[px]->x) +
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(p.y*box[py]->y) +
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(p.z*box[pz]->z) + p.w;
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// Doesn't intersect if it is behind the plane
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if (dp < 0) {return false; }
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}
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return true;
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}
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//Should only be called in OpenGL thread!
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int Scene::Render() {
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UASSERT(gesture_camera_ != 0);
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@@ -353,7 +467,7 @@ int Scene::Render() {
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}
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float fov = 45.0f;
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rtabmap::Transform openglCamera = GetOpenGLCameraPose(&fov)*rtabmap::Transform(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f);
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rtabmap::Transform openglCamera = GetOpenGLCameraPose(&fov);//*rtabmap::Transform(0.0f, 0.0f, 3.0f, 0.0f, 0.0f, 0.0f);
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// transform in same coordinate as frustum filtering
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openglCamera *= rtabmap::Transform(
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0.0f, 0.0f, 1.0f, 0.0f,
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@@ -363,50 +477,30 @@ int Scene::Render() {
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int cloudDrawn=0;
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if(mapRendering_ && frustumCulling_)
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{
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//Use camera frustum to cull nodes that don't need to be drawn
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pcl::PointCloud<pcl::PointXYZ>::Ptr cloud(new pcl::PointCloud<pcl::PointXYZ>);
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std::vector<int> ids(pointClouds_.size());
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cloud->resize(pointClouds_.size());
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ids.resize(pointClouds_.size());
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int oi=0;
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std::vector<glm::vec4> planes = computeFrustumPlanes(gesture_camera_->GetProjectionMatrix()*gesture_camera_->GetViewMatrix(), true);
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for(std::map<int, PointCloudDrawable*>::const_iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
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{
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if(!iter->second->getPose().isNull() && iter->second->isVisible())
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if(iter->second->isVisible())
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{
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(*cloud)[oi] = pcl::PointXYZ(iter->second->getPose().x(), iter->second->getPose().y(), iter->second->getPose().z());
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ids[oi++] = iter->first;
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}
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}
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cloud->resize(oi);
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ids.resize(oi);
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if(intersectFrustumAABB(planes,
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iter->second->aabbMinWorld(),
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iter->second->aabbMaxWorld()))
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{
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if(boundingBoxRendering_)
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{
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box_->updateVertices(iter->second->aabbMinWorld(), iter->second->aabbMaxWorld());
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box_->Render(gesture_camera_->GetProjectionMatrix(),
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gesture_camera_->GetViewMatrix());
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}
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if(oi)
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{
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pcl::IndicesPtr indices = rtabmap::util3d::frustumFiltering(
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cloud,
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pcl::IndicesPtr(new std::vector<int>),
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openglCamera,
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fov*2.0f,
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fov*2.0f,
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0.1f,
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100.0f);
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//LOGI("Frustum poses filtered = %d (showing %d/%d)",
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// (int)(pointClouds_.size()-indices->size()),
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// (int)indices->size(),
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// (int)pointClouds_.size());
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for(unsigned int i=0; i<indices->size(); ++i)
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{
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++cloudDrawn;
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std::map<int, PointCloudDrawable*>::const_iterator iter = pointClouds_.find(ids[indices->at(i)]);
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Eigen::Vector3f cloudToCamera(
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iter->second->getPose().x() - openglCamera.x(),
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iter->second->getPose().y() - openglCamera.y(),
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iter->second->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->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_, lighting_, distanceToCameraSqr);
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++cloudDrawn;
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Eigen::Vector3f cloudToCamera(
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iter->second->getPose().x() - openglCamera.x(),
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iter->second->getPose().y() - openglCamera.y(),
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iter->second->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->second->Render(gesture_camera_->GetProjectionMatrix(), gesture_camera_->GetViewMatrix(), meshRendering_, pointSize_, meshRenderingTexture_, lighting_, distanceToCameraSqr);
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}
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}
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}
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}
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@@ -414,8 +508,20 @@ int Scene::Render() {
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{
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for(std::map<int, PointCloudDrawable*>::const_iterator iter=pointClouds_.begin(); iter!=pointClouds_.end(); ++iter)
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{
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if((mapRendering_ || iter->first < 0) && iter->second->isVisible())
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if(!mapRendering_ && iter->first > 0)
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{
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break;
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}
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if(iter->second->isVisible())
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{
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if(boundingBoxRendering_)
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{
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box_->updateVertices(iter->second->aabbMinWorld(), iter->second->aabbMaxWorld());
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box_->Render(gesture_camera_->GetProjectionMatrix(),
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gesture_camera_->GetViewMatrix());
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}
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++cloudDrawn;
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Eigen::Vector3f cloudToCamera(
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iter->second->getPose().x() - openglCamera.x(),
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@@ -475,8 +581,11 @@ void Scene::updateGraph(
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}
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//create
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UASSERT(graph_shader_program_ != 0);
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graph_ = new GraphDrawable(graph_shader_program_, poses, links);
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if(graphVisible_)
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{
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UASSERT(graph_shader_program_ != 0);
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graph_ = new GraphDrawable(graph_shader_program_, poses, links);
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}
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}
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void Scene::setGraphVisible(bool visible)
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