texture_mapping.hpp
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37 
38 #ifndef PCL_SURFACE_IMPL_TEXTURE_MAPPING_HPP_
39 #define PCL_SURFACE_IMPL_TEXTURE_MAPPING_HPP_
40 
41 #include <pcl/common/distances.h>
43 #include <pcl/search/octree.h>
44 #include <pcl/common/common.h> // for getAngle3D
45 
47 template<typename PointInT> std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> >
49  const Eigen::Vector3f &p1,
50  const Eigen::Vector3f &p2,
51  const Eigen::Vector3f &p3)
52 {
53  std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > tex_coordinates;
54  // process for each face
55  Eigen::Vector3f p1p2 (p2[0] - p1[0], p2[1] - p1[1], p2[2] - p1[2]);
56  Eigen::Vector3f p1p3 (p3[0] - p1[0], p3[1] - p1[1], p3[2] - p1[2]);
57  Eigen::Vector3f p2p3 (p3[0] - p2[0], p3[1] - p2[1], p3[2] - p2[2]);
58 
59  // Normalize
60  p1p2 = p1p2 / std::sqrt (p1p2.dot (p1p2));
61  p1p3 = p1p3 / std::sqrt (p1p3.dot (p1p3));
62  p2p3 = p2p3 / std::sqrt (p2p3.dot (p2p3));
63 
64  // compute vector normal of a face
65  Eigen::Vector3f f_normal = p1p2.cross (p1p3);
66  f_normal = f_normal / std::sqrt (f_normal.dot (f_normal));
67 
68  // project vector field onto the face: vector v1_projected = v1 - Dot(v1, n) * n;
69  Eigen::Vector3f f_vector_field = vector_field_ - vector_field_.dot (f_normal) * f_normal;
70 
71  // Normalize
72  f_vector_field = f_vector_field / std::sqrt (f_vector_field.dot (f_vector_field));
73 
74  // texture coordinates
75  Eigen::Vector2f tp1, tp2, tp3;
76 
77  double alpha = std::acos (f_vector_field.dot (p1p2));
78 
79  // distance between 3 vertices of triangles
80  double e1 = (p2 - p3).norm () / f_;
81  double e2 = (p1 - p3).norm () / f_;
82  double e3 = (p1 - p2).norm () / f_;
83 
84  // initialize
85  tp1[0] = 0.0;
86  tp1[1] = 0.0;
87 
88  tp2[0] = static_cast<float> (e3);
89  tp2[1] = 0.0;
90 
91  // determine texture coordinate tp3;
92  double cos_p1 = (e2 * e2 + e3 * e3 - e1 * e1) / (2 * e2 * e3);
93  double sin_p1 = sqrt (1 - (cos_p1 * cos_p1));
94 
95  tp3[0] = static_cast<float> (cos_p1 * e2);
96  tp3[1] = static_cast<float> (sin_p1 * e2);
97 
98  // rotating by alpha (angle between V and pp1 & pp2)
99  Eigen::Vector2f r_tp2, r_tp3;
100  r_tp2[0] = static_cast<float> (tp2[0] * std::cos (alpha) - tp2[1] * std::sin (alpha));
101  r_tp2[1] = static_cast<float> (tp2[0] * std::sin (alpha) + tp2[1] * std::cos (alpha));
102 
103  r_tp3[0] = static_cast<float> (tp3[0] * std::cos (alpha) - tp3[1] * std::sin (alpha));
104  r_tp3[1] = static_cast<float> (tp3[0] * std::sin (alpha) + tp3[1] * std::cos (alpha));
105 
106  // shifting
107  tp1[0] = tp1[0];
108  tp2[0] = r_tp2[0];
109  tp3[0] = r_tp3[0];
110  tp1[1] = tp1[1];
111  tp2[1] = r_tp2[1];
112  tp3[1] = r_tp3[1];
113 
114  float min_x = tp1[0];
115  float min_y = tp1[1];
116  if (min_x > tp2[0])
117  min_x = tp2[0];
118  if (min_x > tp3[0])
119  min_x = tp3[0];
120  if (min_y > tp2[1])
121  min_y = tp2[1];
122  if (min_y > tp3[1])
123  min_y = tp3[1];
124 
125  if (min_x < 0)
126  {
127  tp1[0] = tp1[0] - min_x;
128  tp2[0] = tp2[0] - min_x;
129  tp3[0] = tp3[0] - min_x;
130  }
131  if (min_y < 0)
132  {
133  tp1[1] = tp1[1] - min_y;
134  tp2[1] = tp2[1] - min_y;
135  tp3[1] = tp3[1] - min_y;
136  }
137 
138  tex_coordinates.push_back (tp1);
139  tex_coordinates.push_back (tp2);
140  tex_coordinates.push_back (tp3);
141  return (tex_coordinates);
142 }
143 
145 template<typename PointInT> void
147 {
148  // mesh information
149  int nr_points = tex_mesh.cloud.width * tex_mesh.cloud.height;
150  int point_size = static_cast<int> (tex_mesh.cloud.data.size ()) / nr_points;
151 
152  // temporary PointXYZ
153  float x, y, z;
154  // temporary face
155  Eigen::Vector3f facet[3];
156 
157  // texture coordinates for each mesh
158  std::vector<std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > >texture_map;
159 
160  for (size_t m = 0; m < tex_mesh.tex_polygons.size (); ++m)
161  {
162  // texture coordinates for each mesh
163 #if PCL_VERSION_COMPARE(>=, 1, 8, 0)
164  std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > texture_map_tmp;
165 #else
166  std::vector<Eigen::Vector2f> texture_map_tmp;
167 #endif
168 
169  // processing for each face
170  for (size_t i = 0; i < tex_mesh.tex_polygons[m].size (); ++i)
171  {
172  size_t idx;
173 
174  // get facet information
175  for (size_t j = 0; j < tex_mesh.tex_polygons[m][i].vertices.size (); ++j)
176  {
177  idx = tex_mesh.tex_polygons[m][i].vertices[j];
178  memcpy (&x, &tex_mesh.cloud.data[idx * point_size + tex_mesh.cloud.fields[0].offset], sizeof(float));
179  memcpy (&y, &tex_mesh.cloud.data[idx * point_size + tex_mesh.cloud.fields[1].offset], sizeof(float));
180  memcpy (&z, &tex_mesh.cloud.data[idx * point_size + tex_mesh.cloud.fields[2].offset], sizeof(float));
181  facet[j][0] = x;
182  facet[j][1] = y;
183  facet[j][2] = z;
184  }
185 
186  // get texture coordinates of each face
187  std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > tex_coordinates = mapTexture2Face (facet[0], facet[1], facet[2]);
188  for (size_t n = 0; n < tex_coordinates.size (); ++n)
189  texture_map_tmp.push_back (tex_coordinates[n]);
190  }// end faces
191 
192  // texture materials
193  std::stringstream tex_name;
194  tex_name << "material_" << m;
195  tex_name >> tex_material_.tex_name;
196  tex_material_.tex_file = tex_files_[m];
197  tex_mesh.tex_materials.push_back (tex_material_);
198 
199  // texture coordinates
200  tex_mesh.tex_coordinates.push_back (texture_map_tmp);
201  }// end meshes
202 }
203 
205 template<typename PointInT> void
207 {
208  // mesh information
209  int nr_points = tex_mesh.cloud.width * tex_mesh.cloud.height;
210  int point_size = static_cast<int> (tex_mesh.cloud.data.size ()) / nr_points;
211 
212  float x_lowest = 100000;
213  float x_highest = 0;
214  float y_lowest = 100000;
215  //float y_highest = 0 ;
216  float z_lowest = 100000;
217  float z_highest = 0;
218  float x_, y_, z_;
219 
220  for (int i = 0; i < nr_points; ++i)
221  {
222  memcpy (&x_, &tex_mesh.cloud.data[i * point_size + tex_mesh.cloud.fields[0].offset], sizeof(float));
223  memcpy (&y_, &tex_mesh.cloud.data[i * point_size + tex_mesh.cloud.fields[1].offset], sizeof(float));
224  memcpy (&z_, &tex_mesh.cloud.data[i * point_size + tex_mesh.cloud.fields[2].offset], sizeof(float));
225  // x
226  if (x_ <= x_lowest)
227  x_lowest = x_;
228  if (x_ > x_lowest)
229  x_highest = x_;
230 
231  // y
232  if (y_ <= y_lowest)
233  y_lowest = y_;
234  //if (y_ > y_lowest) y_highest = y_;
235 
236  // z
237  if (z_ <= z_lowest)
238  z_lowest = z_;
239  if (z_ > z_lowest)
240  z_highest = z_;
241  }
242  // x
243  float x_range = (x_lowest - x_highest) * -1;
244  float x_offset = 0 - x_lowest;
245  // x
246  // float y_range = (y_lowest - y_highest)*-1;
247  // float y_offset = 0 - y_lowest;
248  // z
249  float z_range = (z_lowest - z_highest) * -1;
250  float z_offset = 0 - z_lowest;
251 
252  // texture coordinates for each mesh
253  std::vector<std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > >texture_map;
254 
255  for (size_t m = 0; m < tex_mesh.tex_polygons.size (); ++m)
256  {
257  // texture coordinates for each mesh
258 #if PCL_VERSION_COMPARE(>=, 1, 8, 0)
259  std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > texture_map_tmp;
260 #else
261  std::vector<Eigen::Vector2f> texture_map_tmp;
262 #endif
263 
264  // processing for each face
265  for (size_t i = 0; i < tex_mesh.tex_polygons[m].size (); ++i)
266  {
267  size_t idx;
268  Eigen::Vector2f tmp_VT;
269  for (size_t j = 0; j < tex_mesh.tex_polygons[m][i].vertices.size (); ++j)
270  {
271  idx = tex_mesh.tex_polygons[m][i].vertices[j];
272  memcpy (&x_, &tex_mesh.cloud.data[idx * point_size + tex_mesh.cloud.fields[0].offset], sizeof(float));
273  memcpy (&y_, &tex_mesh.cloud.data[idx * point_size + tex_mesh.cloud.fields[1].offset], sizeof(float));
274  memcpy (&z_, &tex_mesh.cloud.data[idx * point_size + tex_mesh.cloud.fields[2].offset], sizeof(float));
275 
276  // calculate uv coordinates
277  tmp_VT[0] = (x_ + x_offset) / x_range;
278  tmp_VT[1] = (z_ + z_offset) / z_range;
279  texture_map_tmp.push_back (tmp_VT);
280  }
281  }// end faces
282 
283  // texture materials
284  std::stringstream tex_name;
285  tex_name << "material_" << m;
286  tex_name >> tex_material_.tex_name;
287  tex_material_.tex_file = tex_files_[m];
288  tex_mesh.tex_materials.push_back (tex_material_);
289 
290  // texture coordinates
291  tex_mesh.tex_coordinates.push_back (texture_map_tmp);
292  }// end meshes
293 }
294 
296 template<typename PointInT> void
298 {
299 
300  if (tex_mesh.tex_polygons.size () != cams.size () + 1)
301  {
302  PCL_ERROR ("The mesh should be divided into nbCamera+1 sub-meshes.\n");
303  PCL_ERROR ("You provided %d cameras and a mesh containing %d sub-meshes.\n", cams.size (), tex_mesh.tex_polygons.size ());
304  return;
305  }
306 
307  PCL_INFO ("You provided %d cameras and a mesh containing %d sub-meshes.\n", cams.size (), tex_mesh.tex_polygons.size ());
308 
309  typename pcl::PointCloud<PointInT>::Ptr originalCloud (new pcl::PointCloud<PointInT>);
310  typename pcl::PointCloud<PointInT>::Ptr camera_transformed_cloud (new pcl::PointCloud<PointInT>);
311 
312  // convert mesh's cloud to pcl format for ease
313  pcl::fromPCLPointCloud2 (tex_mesh.cloud, *originalCloud);
314 
315  // texture coordinates for each mesh
316  std::vector<std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > > texture_map;
317 
318  for (size_t m = 0; m < cams.size (); ++m)
319  {
320  // get current camera parameters
321  Camera current_cam = cams[m];
322 
323  // get camera transform
324  Eigen::Affine3f cam_trans = current_cam.pose;
325 
326  // transform cloud into current camera frame
327  pcl::transformPointCloud (*originalCloud, *camera_transformed_cloud, cam_trans.inverse ());
328 
329  // vector of texture coordinates for each face
330 #if PCL_VERSION_COMPARE(>=, 1, 8, 0)
331  std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > texture_map_tmp;
332 #else
333  std::vector<Eigen::Vector2f> texture_map_tmp;
334 #endif
335 
336  // processing each face visible by this camera
337  PointInT pt;
338  size_t idx;
339  for (size_t i = 0; i < tex_mesh.tex_polygons[m].size (); ++i)
340  {
341  Eigen::Vector2f tmp_VT;
342  // for each point of this face
343  for (size_t j = 0; j < tex_mesh.tex_polygons[m][i].vertices.size (); ++j)
344  {
345  // get point
346  idx = tex_mesh.tex_polygons[m][i].vertices[j];
347  pt = camera_transformed_cloud->points[idx];
348 
349  // compute UV coordinates for this point
350  getPointUVCoordinates (pt, current_cam, tmp_VT);
351  texture_map_tmp.push_back (tmp_VT);
352 
353  }// end points
354  }// end faces
355 
356  // texture materials
357  std::stringstream tex_name;
358  tex_name << "material_" << m;
359  tex_name >> tex_material_.tex_name;
360  tex_material_.tex_file = current_cam.texture_file;
361  tex_mesh.tex_materials.push_back (tex_material_);
362 
363  // texture coordinates
364  tex_mesh.tex_coordinates.push_back (texture_map_tmp);
365  }// end cameras
366 
367  // push on extra empty UV map (for unseen faces) so that obj writer does not crash!
368 #if PCL_VERSION_COMPARE(>=, 1, 8, 0)
369  std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > texture_map_tmp;
370 #else
371  std::vector<Eigen::Vector2f> texture_map_tmp;
372 #endif
373  for (size_t i = 0; i < tex_mesh.tex_polygons[cams.size ()].size (); ++i)
374  for (size_t j = 0; j < tex_mesh.tex_polygons[cams.size ()][i].vertices.size (); ++j)
375  {
376  Eigen::Vector2f tmp_VT;
377  tmp_VT[0] = -1;
378  tmp_VT[1] = -1;
379  texture_map_tmp.push_back (tmp_VT);
380  }
381 
382  tex_mesh.tex_coordinates.push_back (texture_map_tmp);
383 
384  // push on an extra dummy material for the same reason
385  std::stringstream tex_name;
386  tex_name << "material_" << cams.size ();
387  tex_name >> tex_material_.tex_name;
388  tex_material_.tex_file = "occluded.jpg";
389  tex_mesh.tex_materials.push_back (tex_material_);
390 
391 }
392 
394 template<typename PointInT> bool
396 {
397  Eigen::Vector3f direction;
398  direction (0) = pt.x;
399  direction (1) = pt.y;
400  direction (2) = pt.z;
401 
402  std::vector<int> indices;
403 
404  PointCloudConstPtr cloud (new PointCloud());
405  cloud = octree->getInputCloud();
406 
407  double distance_threshold = octree->getResolution();
408 
409  // raytrace
410  octree->getIntersectedVoxelIndices(direction, -direction, indices);
411 
412  int nbocc = static_cast<int> (indices.size ());
413  for (size_t j = 0; j < indices.size (); j++)
414  {
415  // if intersected point is on the over side of the camera
416  if (pt.z * cloud->points[indices[j]].z < 0)
417  {
418  nbocc--;
419  continue;
420  }
421 
422  if (fabs (cloud->points[indices[j]].z - pt.z) <= distance_threshold)
423  {
424  // points are very close to each-other, we do not consider the occlusion
425  nbocc--;
426  }
427  }
428 
429  if (nbocc == 0)
430  return (false);
431  else
432  return (true);
433 }
434 
436 template<typename PointInT> void
438  PointCloudPtr &filtered_cloud,
439  const double octree_voxel_size, std::vector<int> &visible_indices,
440  std::vector<int> &occluded_indices)
441 {
442  // variable used to filter occluded points by depth
443  double maxDeltaZ = octree_voxel_size;
444 
445  // create an octree to perform rayTracing
446  OctreePtr octree (new Octree (octree_voxel_size));
447  // create octree structure
448  octree->setInputCloud (input_cloud);
449  // update bounding box automatically
450  octree->defineBoundingBox ();
451  // add points in the tree
452  octree->addPointsFromInputCloud ();
453 
454  visible_indices.clear ();
455 
456  // for each point of the cloud, raycast toward camera and check intersected voxels.
457  Eigen::Vector3f direction;
458  std::vector<int> indices;
459  for (size_t i = 0; i < input_cloud->points.size (); ++i)
460  {
461  direction (0) = input_cloud->points[i].x;
462  direction (1) = input_cloud->points[i].y;
463  direction (2) = input_cloud->points[i].z;
464 
465  // if point is not occluded
466  octree->getIntersectedVoxelIndices (direction, -direction, indices);
467 
468  int nbocc = static_cast<int> (indices.size ());
469  for (size_t j = 0; j < indices.size (); j++)
470  {
471  // if intersected point is on the over side of the camera
472  if (input_cloud->points[i].z * input_cloud->points[indices[j]].z < 0)
473  {
474  nbocc--;
475  continue;
476  }
477 
478  if (fabs (input_cloud->points[indices[j]].z - input_cloud->points[i].z) <= maxDeltaZ)
479  {
480  // points are very close to each-other, we do not consider the occlusion
481  nbocc--;
482  }
483  }
484 
485  if (nbocc == 0)
486  {
487  // point is added in the filtered mesh
488  filtered_cloud->points.push_back (input_cloud->points[i]);
489  visible_indices.push_back (static_cast<int> (i));
490  }
491  else
492  {
493  occluded_indices.push_back (static_cast<int> (i));
494  }
495  }
496 
497 }
498 
500 template<typename PointInT> void
501 pcl::TextureMapping<PointInT>::removeOccludedPoints (const pcl::TextureMesh &tex_mesh, pcl::TextureMesh &cleaned_mesh, const double octree_voxel_size)
502 {
503  // copy mesh
504  cleaned_mesh = tex_mesh;
505 
506  typename pcl::PointCloud<PointInT>::Ptr cloud (new pcl::PointCloud<PointInT>);
507  typename pcl::PointCloud<PointInT>::Ptr filtered_cloud (new pcl::PointCloud<PointInT>);
508 
509  // load points into a PCL format
510  pcl::fromPCLPointCloud2 (tex_mesh.cloud, *cloud);
511 
512  std::vector<int> visible, occluded;
513  removeOccludedPoints (cloud, filtered_cloud, octree_voxel_size, visible, occluded);
514 
515  // Now that we know which points are visible, let's iterate over each face.
516  // if the face has one invisible point => out!
517  for (size_t polygons = 0; polygons < cleaned_mesh.tex_polygons.size (); ++polygons)
518  {
519  // remove all faces from cleaned mesh
520  cleaned_mesh.tex_polygons[polygons].clear ();
521  // iterate over faces
522  for (size_t faces = 0; faces < tex_mesh.tex_polygons[polygons].size (); ++faces)
523  {
524  // check if all the face's points are visible
525  bool faceIsVisible = true;
526  std::vector<int>::iterator it;
527 
528  // iterate over face's vertex
529  for (size_t points = 0; points < tex_mesh.tex_polygons[polygons][faces].vertices.size (); ++points)
530  {
531  it = find (occluded.begin (), occluded.end (), tex_mesh.tex_polygons[polygons][faces].vertices[points]);
532 
533  if (it == occluded.end ())
534  {
535  // point is not in the occluded vector
536  // PCL_INFO (" VISIBLE!\n");
537  }
538  else
539  {
540  // point was occluded
541  // PCL_INFO(" OCCLUDED!\n");
542  faceIsVisible = false;
543  }
544  }
545 
546  if (faceIsVisible)
547  {
548  cleaned_mesh.tex_polygons[polygons].push_back (tex_mesh.tex_polygons[polygons][faces]);
549  }
550 
551  }
552  }
553 }
554 
556 template<typename PointInT> void
557 pcl::TextureMapping<PointInT>::removeOccludedPoints (const pcl::TextureMesh &tex_mesh, PointCloudPtr &filtered_cloud,
558  const double octree_voxel_size)
559 {
560  PointCloudPtr cloud (new PointCloud);
561 
562  // load points into a PCL format
563  pcl::fromPCLPointCloud2 (tex_mesh.cloud, *cloud);
564 
565  std::vector<int> visible, occluded;
566  removeOccludedPoints (cloud, filtered_cloud, octree_voxel_size, visible, occluded);
567 
568 }
569 
571 template<typename PointInT> int
572 pcl::TextureMapping<PointInT>::sortFacesByCamera (pcl::TextureMesh &tex_mesh, pcl::TextureMesh &sorted_mesh,
573  const pcl::texture_mapping::CameraVector &cameras, const double octree_voxel_size,
574  PointCloud &visible_pts)
575 {
576  if (tex_mesh.tex_polygons.size () != 1)
577  {
578  PCL_ERROR ("The mesh must contain only 1 sub-mesh!\n");
579  return (-1);
580  }
581 
582  if (cameras.size () == 0)
583  {
584  PCL_ERROR ("Must provide at least one camera info!\n");
585  return (-1);
586  }
587 
588  // copy mesh
589  sorted_mesh = tex_mesh;
590  // clear polygons from cleaned_mesh
591  sorted_mesh.tex_polygons.clear ();
592 
593  typename pcl::PointCloud<PointInT>::Ptr original_cloud (new pcl::PointCloud<PointInT>);
594  typename pcl::PointCloud<PointInT>::Ptr transformed_cloud (new pcl::PointCloud<PointInT>);
595  typename pcl::PointCloud<PointInT>::Ptr filtered_cloud (new pcl::PointCloud<PointInT>);
596 
597  // load points into a PCL format
598  pcl::fromPCLPointCloud2 (tex_mesh.cloud, *original_cloud);
599 
600  // for each camera
601  for (size_t cam = 0; cam < cameras.size (); ++cam)
602  {
603  // get camera pose as transform
604  Eigen::Affine3f cam_trans = cameras[cam].pose;
605 
606  // transform original cloud in camera coordinates
607  pcl::transformPointCloud (*original_cloud, *transformed_cloud, cam_trans.inverse ());
608 
609  // find occlusions on transformed cloud
610  std::vector<int> visible, occluded;
611  removeOccludedPoints (transformed_cloud, filtered_cloud, octree_voxel_size, visible, occluded);
612  visible_pts = *filtered_cloud;
613 
614  // find visible faces => add them to polygon N for camera N
615  // add polygon group for current camera in clean
616  std::vector<pcl::Vertices> visibleFaces_currentCam;
617  // iterate over the faces of the current mesh
618  for (size_t faces = 0; faces < tex_mesh.tex_polygons[0].size (); ++faces)
619  {
620  // check if all the face's points are visible
621  bool faceIsVisible = true;
622  std::vector<int>::iterator it;
623 
624  // iterate over face's vertex
625  for (size_t current_pt_indice = 0; faceIsVisible && current_pt_indice < tex_mesh.tex_polygons[0][faces].vertices.size (); ++current_pt_indice)
626  {
627  // TODO this is far too long! Better create an helper function that raycasts here.
628  it = find (occluded.begin (), occluded.end (), tex_mesh.tex_polygons[0][faces].vertices[current_pt_indice]);
629 
630  if (it == occluded.end ())
631  {
632  // point is not occluded
633  // does it land on the camera's image plane?
634  PointInT pt = transformed_cloud->points[tex_mesh.tex_polygons[0][faces].vertices[current_pt_indice]];
635  Eigen::Vector2f dummy_UV;
636  if (!getPointUVCoordinates (pt, cameras[cam], dummy_UV))
637  {
638  // point is not visible by the camera
639  faceIsVisible = false;
640  }
641  }
642  else
643  {
644  faceIsVisible = false;
645  }
646  }
647 
648  if (faceIsVisible)
649  {
650  // push current visible face into the sorted mesh
651  visibleFaces_currentCam.push_back (tex_mesh.tex_polygons[0][faces]);
652  // remove it from the unsorted mesh
653  tex_mesh.tex_polygons[0].erase (tex_mesh.tex_polygons[0].begin () + faces);
654  faces--;
655  }
656 
657  }
658  sorted_mesh.tex_polygons.push_back (visibleFaces_currentCam);
659  }
660 
661  // we should only have occluded and non-visible faces left in tex_mesh.tex_polygons[0]
662  // we need to add them as an extra polygon in the sorted mesh
663  sorted_mesh.tex_polygons.push_back (tex_mesh.tex_polygons[0]);
664  return (0);
665 }
666 
668 template<typename PointInT> void
670  pcl::PointCloud<pcl::PointXYZI>::Ptr &colored_cloud,
671  const double octree_voxel_size, const bool show_nb_occlusions,
672  const int max_occlusions)
673  {
674  // variable used to filter occluded points by depth
675  double maxDeltaZ = octree_voxel_size * 2.0;
676 
677  // create an octree to perform rayTracing
678  pcl::octree::OctreePointCloudSearch<PointInT> *octree;
679  octree = new pcl::octree::OctreePointCloudSearch<PointInT> (octree_voxel_size);
680  // create octree structure
681  octree->setInputCloud (input_cloud);
682  // update bounding box automatically
683  octree->defineBoundingBox ();
684  // add points in the tree
685  octree->addPointsFromInputCloud ();
686 
687  // ray direction
688  Eigen::Vector3f direction;
689 
690  std::vector<int> indices;
691  // point from where we ray-trace
692  pcl::PointXYZI pt;
693 
694  std::vector<double> zDist;
695  std::vector<double> ptDist;
696  // for each point of the cloud, ray-trace toward the camera and check intersected voxels.
697  for (size_t i = 0; i < input_cloud->points.size (); ++i)
698  {
699  direction (0) = input_cloud->points[i].x;
700  pt.x = input_cloud->points[i].x;
701  direction (1) = input_cloud->points[i].y;
702  pt.y = input_cloud->points[i].y;
703  direction (2) = input_cloud->points[i].z;
704  pt.z = input_cloud->points[i].z;
705 
706  // get number of occlusions for that point
707  indices.clear ();
708  int nbocc = octree->getIntersectedVoxelIndices (direction, -direction, indices);
709 
710  nbocc = static_cast<int> (indices.size ());
711 
712  // TODO need to clean this up and find tricks to get remove aliasaing effect on planes
713  for (size_t j = 0; j < indices.size (); j++)
714  {
715  // if intersected point is on the over side of the camera
716  if (pt.z * input_cloud->points[indices[j]].z < 0)
717  {
718  nbocc--;
719  }
720  else if (fabs (input_cloud->points[indices[j]].z - pt.z) <= maxDeltaZ)
721  {
722  // points are very close to each-other, we do not consider the occlusion
723  nbocc--;
724  }
725  else
726  {
727  zDist.push_back (fabs (input_cloud->points[indices[j]].z - pt.z));
728  ptDist.push_back (pcl::euclideanDistance (input_cloud->points[indices[j]], pt));
729  }
730  }
731 
732  if (show_nb_occlusions)
733  (nbocc <= max_occlusions) ? (pt.intensity = static_cast<float> (nbocc)) : (pt.intensity = static_cast<float> (max_occlusions));
734  else
735  (nbocc == 0) ? (pt.intensity = 0) : (pt.intensity = 1);
736 
737  colored_cloud->points.push_back (pt);
738  }
739 
740  if (zDist.size () >= 2)
741  {
742  std::sort (zDist.begin (), zDist.end ());
743  std::sort (ptDist.begin (), ptDist.end ());
744  }
745 }
746 
748 template<typename PointInT> void
749 pcl::TextureMapping<PointInT>::showOcclusions (pcl::TextureMesh &tex_mesh, pcl::PointCloud<pcl::PointXYZI>::Ptr &colored_cloud,
750  double octree_voxel_size, bool show_nb_occlusions, int max_occlusions)
751 {
752  // load points into a PCL format
753  typename pcl::PointCloud<PointInT>::Ptr cloud (new pcl::PointCloud<PointInT>);
754  pcl::fromPCLPointCloud2 (tex_mesh.cloud, *cloud);
755 
756  showOcclusions (cloud, colored_cloud, octree_voxel_size, show_nb_occlusions, max_occlusions);
757 }
758 
760 template<typename PointInT> void
762 {
763 
764  if (mesh.tex_polygons.size () != 1)
765  return;
766 
767  typename pcl::PointCloud<PointInT>::Ptr mesh_cloud (new pcl::PointCloud<PointInT>);
768 
769  pcl::fromPCLPointCloud2 (mesh.cloud, *mesh_cloud);
770 
771  std::vector<pcl::Vertices> faces;
772 
773  for (int current_cam = 0; current_cam < static_cast<int> (cameras.size ()); ++current_cam)
774  {
775  PCL_INFO ("Processing camera %d of %d.\n", current_cam+1, cameras.size ());
776 
777  // transform mesh into camera's frame
778  typename pcl::PointCloud<PointInT>::Ptr camera_cloud (new pcl::PointCloud<PointInT>);
779  pcl::transformPointCloud (*mesh_cloud, *camera_cloud, cameras[current_cam].pose.inverse ());
780 
781  // CREATE UV MAP FOR CURRENT FACES
782  pcl::PointCloud<pcl::PointXY>::Ptr projections (new pcl::PointCloud<pcl::PointXY>);
783  std::vector<bool> visibility;
784  visibility.resize (mesh.tex_polygons[current_cam].size ());
785  std::vector<UvIndex> indexes_uv_to_points;
786  // for each current face
787 
788  //TODO change this
789  pcl::PointXY nan_point;
790  nan_point.x = std::numeric_limits<float>::quiet_NaN ();
791  nan_point.y = std::numeric_limits<float>::quiet_NaN ();
792  UvIndex u_null;
793  u_null.idx_cloud = -1;
794  u_null.idx_face = -1;
795 
796  int cpt_invisible=0;
797  for (int idx_face = 0; idx_face < static_cast<int> (mesh.tex_polygons[current_cam].size ()); ++idx_face)
798  {
799  //project each vertice, if one is out of view, stop
800  pcl::PointXY uv_coord1;
801  pcl::PointXY uv_coord2;
802  pcl::PointXY uv_coord3;
803 
804  if (isFaceProjected (cameras[current_cam],
805  camera_cloud->points[mesh.tex_polygons[current_cam][idx_face].vertices[0]],
806  camera_cloud->points[mesh.tex_polygons[current_cam][idx_face].vertices[1]],
807  camera_cloud->points[mesh.tex_polygons[current_cam][idx_face].vertices[2]],
808  uv_coord1,
809  uv_coord2,
810  uv_coord3))
811  {
812  // face is in the camera's FOV
813 
814  // add UV coordinates
815  projections->points.push_back (uv_coord1);
816  projections->points.push_back (uv_coord2);
817  projections->points.push_back (uv_coord3);
818 
819  // remember corresponding face
820  UvIndex u1, u2, u3;
821  u1.idx_cloud = mesh.tex_polygons[current_cam][idx_face].vertices[0];
822  u2.idx_cloud = mesh.tex_polygons[current_cam][idx_face].vertices[1];
823  u3.idx_cloud = mesh.tex_polygons[current_cam][idx_face].vertices[2];
824  u1.idx_face = idx_face; u2.idx_face = idx_face; u3.idx_face = idx_face;
825  indexes_uv_to_points.push_back (u1);
826  indexes_uv_to_points.push_back (u2);
827  indexes_uv_to_points.push_back (u3);
828 
829  //keep track of visibility
830  visibility[idx_face] = true;
831  }
832  else
833  {
834  projections->points.push_back (nan_point);
835  projections->points.push_back (nan_point);
836  projections->points.push_back (nan_point);
837  indexes_uv_to_points.push_back (u_null);
838  indexes_uv_to_points.push_back (u_null);
839  indexes_uv_to_points.push_back (u_null);
840  //keep track of visibility
841  visibility[idx_face] = false;
842  cpt_invisible++;
843  }
844  }
845 
846  // projections contains all UV points of the current faces
847  // indexes_uv_to_points links a uv point to its point in the camera cloud
848  // visibility contains tells if a face was in the camera FOV (false = skip)
849 
850  // TODO handle case were no face could be projected
851  if (visibility.size () - cpt_invisible !=0)
852  {
853  //create kdtree
854  pcl::KdTreeFLANN<pcl::PointXY> kdtree;
855  kdtree.setInputCloud (projections);
856 
857  std::vector<int> idxNeighbors;
858  std::vector<float> neighborsSquaredDistance;
859  // af first (idx_pcan < current_cam), check if some of the faces attached to previous cameras occlude the current faces
860  // then (idx_pcam == current_cam), check for self occlusions. At this stage, we skip faces that were already marked as occluded
861  cpt_invisible = 0;
862  for (int idx_pcam = 0 ; idx_pcam <= current_cam ; ++idx_pcam)
863  {
864  // project all faces
865  for (int idx_face = 0; idx_face < static_cast<int> (mesh.tex_polygons[idx_pcam].size ()); ++idx_face)
866  {
867 
868  if (idx_pcam == current_cam && !visibility[idx_face])
869  {
870  // we are now checking for self occlusions within the current faces
871  // the current face was already declared as occluded.
872  // therefore, it cannot occlude another face anymore => we skip it
873  continue;
874  }
875 
876  // project each vertice, if one is out of view, stop
877  pcl::PointXY uv_coord1;
878  pcl::PointXY uv_coord2;
879  pcl::PointXY uv_coord3;
880 
881  if (isFaceProjected (cameras[current_cam],
882  camera_cloud->points[mesh.tex_polygons[idx_pcam][idx_face].vertices[0]],
883  camera_cloud->points[mesh.tex_polygons[idx_pcam][idx_face].vertices[1]],
884  camera_cloud->points[mesh.tex_polygons[idx_pcam][idx_face].vertices[2]],
885  uv_coord1,
886  uv_coord2,
887  uv_coord3))
888  {
889  // face is in the camera's FOV
890  //get its circumsribed circle
891  double radius;
892  pcl::PointXY center;
893  // getTriangleCircumcenterAndSize (uv_coord1, uv_coord2, uv_coord3, center, radius);
894  getTriangleCircumcscribedCircleCentroid(uv_coord1, uv_coord2, uv_coord3, center, radius); // this function yields faster results than getTriangleCircumcenterAndSize
895 
896  // get points inside circ.circle
897  if (kdtree.radiusSearch (center, radius, idxNeighbors, neighborsSquaredDistance) > 0 )
898  {
899  // for each neighbor
900  for (size_t i = 0; i < idxNeighbors.size (); ++i)
901  {
902  if (std::max (camera_cloud->points[mesh.tex_polygons[idx_pcam][idx_face].vertices[0]].z,
903  std::max (camera_cloud->points[mesh.tex_polygons[idx_pcam][idx_face].vertices[1]].z,
904  camera_cloud->points[mesh.tex_polygons[idx_pcam][idx_face].vertices[2]].z))
905  < camera_cloud->points[indexes_uv_to_points[idxNeighbors[i]].idx_cloud].z)
906  {
907  // neighbor is farther than all the face's points. Check if it falls into the triangle
908  if (checkPointInsideTriangle(uv_coord1, uv_coord2, uv_coord3, projections->points[idxNeighbors[i]]))
909  {
910  // current neighbor is inside triangle and is closer => the corresponding face
911  visibility[indexes_uv_to_points[idxNeighbors[i]].idx_face] = false;
912  cpt_invisible++;
913  //TODO we could remove the projections of this face from the kd-tree cloud, but I fond it slower, and I need the point to keep ordered to querry UV coordinates later
914  }
915  }
916  }
917  }
918  }
919  }
920  }
921  }
922 
923  // now, visibility is true for each face that belongs to the current camera
924  // if a face is not visible, we push it into the next one.
925 
926  if (static_cast<int> (mesh.tex_coordinates.size ()) <= current_cam)
927  {
928 #if PCL_VERSION_COMPARE(>=, 1, 8, 0)
929  std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > dummy_container;
930 #else
931  std::vector<Eigen::Vector2f> dummy_container;
932 #endif
933  mesh.tex_coordinates.push_back (dummy_container);
934  }
935  mesh.tex_coordinates[current_cam].resize (3 * visibility.size ());
936 
937  std::vector<pcl::Vertices> occluded_faces;
938  occluded_faces.resize (visibility.size ());
939  std::vector<pcl::Vertices> visible_faces;
940  visible_faces.resize (visibility.size ());
941 
942  int cpt_occluded_faces = 0;
943  int cpt_visible_faces = 0;
944 
945  for (size_t idx_face = 0 ; idx_face < visibility.size () ; ++idx_face)
946  {
947  if (visibility[idx_face])
948  {
949  // face is visible by the current camera copy UV coordinates
950  mesh.tex_coordinates[current_cam][cpt_visible_faces * 3](0) = projections->points[idx_face*3].x;
951  mesh.tex_coordinates[current_cam][cpt_visible_faces * 3](1) = projections->points[idx_face*3].y;
952 
953  mesh.tex_coordinates[current_cam][cpt_visible_faces * 3 + 1](0) = projections->points[idx_face*3 + 1].x;
954  mesh.tex_coordinates[current_cam][cpt_visible_faces * 3 + 1](1) = projections->points[idx_face*3 + 1].y;
955 
956  mesh.tex_coordinates[current_cam][cpt_visible_faces * 3 + 2](0) = projections->points[idx_face*3 + 2].x;
957  mesh.tex_coordinates[current_cam][cpt_visible_faces * 3 + 2](1) = projections->points[idx_face*3 + 2].y;
958 
959  visible_faces[cpt_visible_faces] = mesh.tex_polygons[current_cam][idx_face];
960 
961  cpt_visible_faces++;
962  }
963  else
964  {
965  // face is occluded copy face into temp vector
966  occluded_faces[cpt_occluded_faces] = mesh.tex_polygons[current_cam][idx_face];
967  cpt_occluded_faces++;
968  }
969  }
970  mesh.tex_coordinates[current_cam].resize (cpt_visible_faces*3);
971 
972  occluded_faces.resize (cpt_occluded_faces);
973  mesh.tex_polygons.push_back (occluded_faces);
974 
975  visible_faces.resize (cpt_visible_faces);
976  mesh.tex_polygons[current_cam].clear ();
977  mesh.tex_polygons[current_cam] = visible_faces;
978 
979  int nb_faces = 0;
980  for (int i = 0; i < static_cast<int> (mesh.tex_polygons.size ()); i++)
981  nb_faces += static_cast<int> (mesh.tex_polygons[i].size ());
982  }
983 
984  // we have been through all the cameras.
985  // if any faces are left, they were not visible by any camera
986  // we still need to produce uv coordinates for them
987 
988  if (mesh.tex_coordinates.size() <= cameras.size ())
989  {
990 #if PCL_VERSION_COMPARE(>=, 1, 8, 0)
991  std::vector<Eigen::Vector2f, Eigen::aligned_allocator<Eigen::Vector2f> > dummy_container;
992 #else
993  std::vector<Eigen::Vector2f> dummy_container;
994 #endif
995  mesh.tex_coordinates.push_back(dummy_container);
996  }
997 
998 
999  for(size_t idx_face = 0 ; idx_face < mesh.tex_polygons[cameras.size()].size() ; ++idx_face)
1000  {
1001  Eigen::Vector2f UV1, UV2, UV3;
1002  UV1(0) = -1.0; UV1(1) = -1.0;
1003  UV2(0) = -1.0; UV2(1) = -1.0;
1004  UV3(0) = -1.0; UV3(1) = -1.0;
1005  mesh.tex_coordinates[cameras.size()].push_back(UV1);
1006  mesh.tex_coordinates[cameras.size()].push_back(UV2);
1007  mesh.tex_coordinates[cameras.size()].push_back(UV3);
1008  }
1009 
1010 }
1011 
1013 {
1014 public:
1015  FaceInfo(float d,
1016  float a,
1017  float edge,
1018  bool facingCam,
1019  const pcl::PointXY & uv1,
1020  const pcl::PointXY & uv2,
1021  const pcl::PointXY & uv3,
1022  const pcl::PointXY & center) :
1023  distance(d),
1024  angle(a),
1025  longestEdgeSqrd(edge),
1026  facingTheCam(facingCam),
1027  uv_coord1(uv1),
1028  uv_coord2(uv2),
1029  uv_coord3(uv3),
1030  uv_center(center)
1031  {}
1032  float distance;
1033  float angle;
1036  pcl::PointXY uv_coord1;
1037  pcl::PointXY uv_coord2;
1038  pcl::PointXY uv_coord3;
1039  pcl::PointXY uv_center;
1040 };
1041 
1042 bool ptInTriangle(const pcl::PointXY & p0, const pcl::PointXY & p1, const pcl::PointXY & p2, const pcl::PointXY & p) {
1043  float A = 1/2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
1044  float sign = A < 0 ? -1 : 1;
1045  float s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
1046  float t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
1047 
1048  return s > 0 && t > 0 && (s + t) < 2 * A * sign;
1049 }
1050 
1052 template<typename PointInT> bool
1054  pcl::TextureMesh &mesh,
1055  const pcl::texture_mapping::CameraVector &cameras,
1056  const rtabmap::ProgressState * state,
1057  std::vector<std::map<int, pcl::PointXY> > * vertexToPixels,
1058  bool distanceToCamPolicy)
1059 {
1060 
1061  if (mesh.tex_polygons.size () != 1)
1062  return false;
1063 
1064  typename pcl::PointCloud<PointInT>::Ptr mesh_cloud (new pcl::PointCloud<PointInT>);
1065 
1066  pcl::fromPCLPointCloud2 (mesh.cloud, *mesh_cloud);
1067 
1068  std::vector<pcl::Vertices> faces;
1069  faces.swap(mesh.tex_polygons[0]);
1070 
1071  mesh.tex_polygons.clear();
1072  mesh.tex_polygons.resize(cameras.size()+1);
1073  mesh.tex_coordinates.clear();
1074  mesh.tex_coordinates.resize(cameras.size()+1);
1075 
1076  // pre compute all cam inverse and visibility
1077  std::vector<std::map<int, FaceInfo > > visibleFaces(cameras.size());
1078  std::vector<Eigen::Affine3f> invCamTransform(cameras.size());
1079  std::vector<std::list<int> > faceCameras(faces.size());
1080  std::string msg = uFormat("Computing visible faces per cam (%d faces, %d cams)", (int)faces.size(), (int)cameras.size());
1081  UINFO(msg.c_str());
1082  if(state && !state->callback(msg))
1083  {
1084  //cancelled!
1085  UWARN("Texturing cancelled!");
1086  return false;
1087  }
1088  for (unsigned int current_cam = 0; current_cam < cameras.size(); ++current_cam)
1089  {
1090  UDEBUG("Texture camera %d...", current_cam);
1091 
1092  typename pcl::PointCloud<PointInT>::Ptr camera_cloud (new pcl::PointCloud<PointInT>);
1093  pcl::transformPointCloud(*mesh_cloud, *camera_cloud, cameras[current_cam].pose.inverse());
1094 
1095  std::vector<int> visibilityIndices;
1096  visibilityIndices.resize (faces.size ());
1097  pcl::PointCloud<pcl::PointXY>::Ptr projections (new pcl::PointCloud<pcl::PointXY>);
1098  projections->resize(faces.size()*3);
1099  std::map<float, int> sortedVisibleFaces;
1100  int oi=0;
1101  for(unsigned int idx_face=0; idx_face<faces.size(); ++idx_face)
1102  {
1103  pcl::Vertices & face = faces[idx_face];
1104 
1105  int j=oi*3;
1106  pcl::PointXY & uv_coords1 = projections->at(j);
1107  pcl::PointXY & uv_coords2 = projections->at(j+1);
1108  pcl::PointXY & uv_coords3 = projections->at(j+2);
1109  PointInT & pt0 = camera_cloud->points[face.vertices[0]];
1110  PointInT & pt1 = camera_cloud->points[face.vertices[1]];
1111  PointInT & pt2 = camera_cloud->points[face.vertices[2]];
1112  if (isFaceProjected (cameras[current_cam],
1113  pt0,
1114  pt1,
1115  pt2,
1116  uv_coords1,
1117  uv_coords2,
1118  uv_coords3))
1119  {
1120  // check if the polygon is facing the camera, assuming counterclockwise normal
1121  Eigen::Vector3f v0(
1122  uv_coords2.x - uv_coords1.x,
1123  uv_coords2.y - uv_coords1.y,
1124  0);
1125  Eigen::Vector3f v1(
1126  uv_coords3.x - uv_coords1.x,
1127  uv_coords3.y - uv_coords1.y,
1128  0);
1129  Eigen::Vector3f normal = v0.cross(v1);
1130  float angle = normal.dot(Eigen::Vector3f(0.0f,0.0f,1.0f));
1131  bool facingTheCam = angle>0.0f;
1132  float distanceToCam = std::min(std::min(pt0.z, pt1.z), pt2.z);
1133  float angleToCam = 0.0f;
1134  Eigen::Vector3f e0 = Eigen::Vector3f(
1135  pt1.x - pt0.x,
1136  pt1.y - pt0.y,
1137  pt1.z - pt0.z);
1138  Eigen::Vector3f e1 = Eigen::Vector3f(
1139  pt2.x - pt0.x,
1140  pt2.y - pt0.y,
1141  pt2.z - pt0.z);
1142  Eigen::Vector3f e2 = Eigen::Vector3f(
1143  pt2.x - pt1.x,
1144  pt2.y - pt1.y,
1145  pt2.z - pt1.z);
1146  if(facingTheCam && this->max_angle_)
1147  {
1148  Eigen::Vector3f normal3D;
1149  normal3D = e0.cross(e1);
1150  angleToCam = pcl::getAngle3D(Eigen::Vector4f(normal3D[0], normal3D[1], normal3D[2], 0.0f), Eigen::Vector4f(0.0f,0.0f,-1.0f,0.0f));
1151  }
1152 
1153  // longest edge
1154  float e0norm2 = e0[0]*e0[0] + e0[1]*e0[1] + e0[2]*e0[2];
1155  float e1norm2 = e1[0]*e1[0] + e1[1]*e1[1] + e1[2]*e1[2];
1156  float e2norm2 = e2[0]*e2[0] + e2[1]*e2[1] + e2[2]*e2[2];
1157  float longestEdgeSqrd = std::max(std::max(e0norm2, e1norm2), e2norm2);
1158 
1159  pcl::PointXY center;
1160  center.x = (uv_coords1.x+uv_coords2.x+uv_coords3.x)/3.0f;
1161  center.y = (uv_coords1.y+uv_coords2.y+uv_coords3.y)/3.0f;
1162  visibleFaces[current_cam].insert(visibleFaces[current_cam].end(), std::make_pair(idx_face, FaceInfo(distanceToCam, angleToCam, longestEdgeSqrd, facingTheCam, uv_coords1, uv_coords2, uv_coords3, center)));
1163  sortedVisibleFaces.insert(std::make_pair(distanceToCam, idx_face));
1164  visibilityIndices[oi] = idx_face;
1165  ++oi;
1166  }
1167  }
1168  visibilityIndices.resize(oi);
1169  projections->resize(oi*3);
1170  UASSERT(projections->size() == visibilityIndices.size()*3);
1171 
1172  //filter occluded polygons
1173  //create kdtree
1174  pcl::KdTreeFLANN<pcl::PointXY> kdtree;
1175  kdtree.setInputCloud (projections);
1176 
1177  std::vector<int> idxNeighbors;
1178  std::vector<float> neighborsSquaredDistance;
1179  // af first (idx_pcan < current_cam), check if some of the faces attached to previous cameras occlude the current faces
1180  // then (idx_pcam == current_cam), check for self occlusions. At this stage, we skip faces that were already marked as occluded
1181  // project all faces
1182  std::set<int> occludedFaces;
1183  for (std::map<float, int>::iterator jter=sortedVisibleFaces.begin(); jter!=sortedVisibleFaces.end(); ++jter)
1184  //for (unsigned int idx = 0; idx<visibilityIndices.size(); ++idx)
1185  {
1186  int idx_face = jter->second;
1187  //int idx_face = visibilityIndices[idx];
1188  std::map<int, FaceInfo>::iterator iter= visibleFaces[current_cam].find(idx_face);
1189  UASSERT(iter != visibleFaces[current_cam].end());
1190 
1191  FaceInfo & info = iter->second;
1192 
1193  // face is in the camera's FOV
1194  //get its circumsribed circle
1195  double radius;
1196  pcl::PointXY center;
1197  // getTriangleCircumcenterAndSize (info.uv_coord1, info.uv_coord2, info.uv_coord3, center, radius);
1198  getTriangleCircumcscribedCircleCentroid(info.uv_coord1, info.uv_coord2, info.uv_coord3, center, radius); // this function yields faster results than getTriangleCircumcenterAndSize
1199 
1200  // get points inside circ.circle
1201  if (kdtree.radiusSearch (center, radius, idxNeighbors, neighborsSquaredDistance) > 0 )
1202  {
1203  // for each neighbor
1204  for (size_t i = 0; i < idxNeighbors.size (); ++i)
1205  {
1206  int neighborFaceIndex = idxNeighbors[i]/3;
1207  //std::map<int, FaceInfo>::iterator jter= visibleFaces[current_cam].find(visibilityIndices[neighborFaceIndex]);
1208  //if(jter != visibleFaces[current_cam].end())
1209  {
1210  if (std::max(camera_cloud->points[faces[idx_face].vertices[0]].z,
1211  std::max (camera_cloud->points[faces[idx_face].vertices[1]].z,
1212  camera_cloud->points[faces[idx_face].vertices[2]].z))
1213  < camera_cloud->points[faces[visibilityIndices[neighborFaceIndex]].vertices[idxNeighbors[i]%3]].z)
1214  //if (info.distance < jter->second.distance)
1215  {
1216  // neighbor is farther than all the face's points. Check if it falls into the triangle
1217  if (checkPointInsideTriangle(info.uv_coord1, info.uv_coord2, info.uv_coord3, projections->at(idxNeighbors[i])))
1218  {
1219  // current neighbor is inside triangle and is closer => the corresponding face
1220  occludedFaces.insert(visibilityIndices[neighborFaceIndex]);
1221  //TODO we could remove the projections of this face from the kd-tree cloud, but I fond it slower, and I need the point to keep ordered to querry UV coordinates later
1222  }
1223  }
1224  }
1225  }
1226  }
1227  }
1228 
1229  // remove occluded faces
1230  for(std::set<int>::iterator iter= occludedFaces.begin(); iter!=occludedFaces.end(); ++iter)
1231  {
1232  visibleFaces[current_cam].erase(*iter);
1233  }
1234 
1235  // filter clusters
1236  int clusterFaces = 0;
1237 
1238  std::vector<pcl::Vertices> polygons(visibleFaces[current_cam].size());
1239  std::vector<int> polygon_to_face_index(visibleFaces[current_cam].size());
1240  oi =0;
1241  for(std::map<int, FaceInfo>::iterator iter=visibleFaces[current_cam].begin(); iter!=visibleFaces[current_cam].end(); ++iter)
1242  {
1243  polygons[oi].vertices.resize(3);
1244  polygons[oi].vertices[0] = faces[iter->first].vertices[0];
1245  polygons[oi].vertices[1] = faces[iter->first].vertices[1];
1246  polygons[oi].vertices[2] = faces[iter->first].vertices[2];
1247  polygon_to_face_index[oi] = iter->first;
1248  ++oi;
1249  }
1250 
1251  std::vector<std::set<int> > neighbors;
1252  std::vector<std::set<int> > vertexToPolygons;
1254  (int)camera_cloud->size(),
1255  neighbors,
1256  vertexToPolygons);
1257  std::list<std::list<int> > clusters = rtabmap::util3d::clusterPolygons(
1258  neighbors,
1259  min_cluster_size_);
1260  std::set<int> polygonsKept;
1261  for(std::list<std::list<int> >::iterator iter=clusters.begin(); iter!=clusters.end(); ++iter)
1262  {
1263  for(std::list<int>::iterator jter=iter->begin(); jter!=iter->end(); ++jter)
1264  {
1265  polygonsKept.insert(polygon_to_face_index[*jter]);
1266  faceCameras[polygon_to_face_index[*jter]].push_back(current_cam);
1267  }
1268  }
1269 
1270  for(std::map<int, FaceInfo>::iterator iter=visibleFaces[current_cam].begin(); iter!=visibleFaces[current_cam].end();)
1271  {
1272  if(polygonsKept.find(iter->first) == polygonsKept.end())
1273  {
1274  visibleFaces[current_cam].erase(iter++);
1275  ++clusterFaces;
1276  }
1277  else
1278  {
1279  ++iter;
1280  }
1281  }
1282 
1283  msg = uFormat("Processed camera %d/%d: %d occluded and %d spurious polygons out of %d", (int)current_cam+1, (int)cameras.size(), (int)occludedFaces.size(), clusterFaces, (int)visibilityIndices.size());
1284  UINFO(msg.c_str());
1285  if(state && !state->callback(msg))
1286  {
1287  //cancelled!
1288  UWARN("Texturing cancelled!");
1289  return false;
1290  }
1291  }
1292 
1293  msg = uFormat("Texturing %d polygons...", (int)faces.size());
1294  UINFO(msg.c_str());
1295  if(state && !state->callback(msg))
1296  {
1297  //cancelled!
1298  UWARN("Texturing cancelled!");
1299  return false;
1300  }
1301  int textured = 0;
1302  if(vertexToPixels)
1303  {
1304  *vertexToPixels = std::vector<std::map<int, pcl::PointXY> >(mesh_cloud->size());
1305  }
1306  for(unsigned int idx_face=0; idx_face<faces.size(); ++idx_face)
1307  {
1308  if((idx_face+1)%10000 == 0)
1309  {
1310  UDEBUG("face %d/%d", idx_face+1, (int)faces.size());
1311  if(state && !state->callback(uFormat("Textured %d/%d of %d polygons", textured, idx_face+1, (int)faces.size())))
1312  {
1313  //cancelled!
1314  UWARN("Texturing cancelled!");
1315  return false;
1316  }
1317  }
1318  pcl::Vertices & face = faces[idx_face];
1319 
1320  int cameraIndex = -1;
1321  float smallestWeight = std::numeric_limits<float>::max();
1322  bool depthSet = false;
1323  pcl::PointXY uv_coords[3];
1324  for (std::list<int>::iterator camIter = faceCameras[idx_face].begin(); camIter!=faceCameras[idx_face].end(); ++camIter)
1325  {
1326  int current_cam = *camIter;
1327  std::map<int, FaceInfo>::iterator iter = visibleFaces[current_cam].find(idx_face);
1328  UASSERT(iter != visibleFaces[current_cam].end());
1329  if (iter->second.facingTheCam && (max_angle_ <=0.0f || iter->second.angle <= max_angle_))
1330  {
1331  float distanceToCam = iter->second.distance;
1332  float vx = (iter->second.uv_coord1.x+iter->second.uv_coord2.x+ iter->second.uv_coord3.x)/3.0f-0.5f;
1333  float vy = (iter->second.uv_coord1.y+iter->second.uv_coord2.y+ iter->second.uv_coord3.y)/3.0f-0.5f;
1334  float distanceToCenter = vx*vx+vy*vy;
1335 
1336  cv::Mat depth = cameras[current_cam].depth;
1337  bool currentDepthSet = false;
1338  float maxDepthError = max_depth_error_==0.0f?std::sqrt(iter->second.longestEdgeSqrd)*2.0f : max_depth_error_;
1339  if(!cameras[current_cam].depth.empty() && maxDepthError > 0.0f)
1340  {
1341  float d1 = depth.type() == CV_32FC1?
1342  depth.at<float>((1.0f-iter->second.uv_coord1.y)*depth.rows, iter->second.uv_coord1.x*depth.cols):
1343  float(depth.at<unsigned short>((1.0f-iter->second.uv_coord1.y)*depth.rows, iter->second.uv_coord1.x*depth.cols))/1000.0f;
1344  float d2 = depth.type() == CV_32FC1?
1345  depth.at<float>((1.0f-iter->second.uv_coord2.y)*depth.rows, iter->second.uv_coord2.x*depth.cols):
1346  float(depth.at<unsigned short>((1.0f-iter->second.uv_coord2.y)*depth.rows, iter->second.uv_coord2.x*depth.cols))/1000.0f;
1347  float d3 = depth.type() == CV_32FC1?
1348  depth.at<float>((1.0f-iter->second.uv_coord3.y)*depth.rows, iter->second.uv_coord3.x*depth.cols):
1349  float(depth.at<unsigned short>((1.0f-iter->second.uv_coord3.y)*depth.rows, iter->second.uv_coord3.x*depth.cols))/1000.0f;
1350  if(d1 <= 0.0f || !std::isfinite(d1) || d2 <= 0.0f || !std::isfinite(d2) || d3 <= 0.0f || !std::isfinite(d3))
1351  {
1352  if(depthSet)
1353  {
1354  // ignore pixels with no depth
1355  continue;
1356  }
1357  else if(d1 > 0.0f && std::isfinite(d1) && fabs(d1 - distanceToCam) > maxDepthError)
1358  {
1359  // ignore pixels with too much depth error
1360  continue;
1361  }
1362  else if(d2 > 0.0f && std::isfinite(d2) && fabs(d2 - distanceToCam) > maxDepthError)
1363  {
1364  // ignore pixels with too much depth error
1365  continue;
1366  }
1367  else if(d3 > 0.0f && std::isfinite(d3) && fabs(d3 - distanceToCam) > maxDepthError)
1368  {
1369  // ignore pixels with too much depth error
1370  continue;
1371  }
1372  //else it could be a window for which no depth is available on any cameras
1373  }
1374  else
1375  {
1376  if(fabs(d1 - distanceToCam) > maxDepthError ||
1377  fabs(d2 - distanceToCam) > maxDepthError ||
1378  fabs(d3 - distanceToCam) > maxDepthError)
1379  {
1380  // ignore pixels with too much depth error
1381  continue;
1382  }
1383  currentDepthSet = true;
1384  }
1385  }
1386 
1387  if(vertexToPixels)
1388  {
1389  vertexToPixels->at(face.vertices[0]).insert(std::make_pair(current_cam, iter->second.uv_coord1));
1390  vertexToPixels->at(face.vertices[1]).insert(std::make_pair(current_cam, iter->second.uv_coord2));
1391  vertexToPixels->at(face.vertices[2]).insert(std::make_pair(current_cam, iter->second.uv_coord3));
1392  }
1393 
1394  //UDEBUG("Process polygon %d cam =%d distanceToCam=%f", idx_face, current_cam, distanceToCam);
1395 
1396  float distance = distanceToCenter;
1397  if(distanceToCamPolicy)
1398  {
1399  distance = distanceToCam;
1400  }
1401  if(distance <= smallestWeight || (!depthSet && currentDepthSet))
1402  {
1403  cameraIndex = current_cam;
1404  smallestWeight = distance;
1405  uv_coords[0] = iter->second.uv_coord1;
1406  uv_coords[1] = iter->second.uv_coord2;
1407  uv_coords[2] = iter->second.uv_coord3;
1408  if(!depthSet && currentDepthSet)
1409  {
1410  depthSet = true;
1411  }
1412  }
1413  }
1414  }
1415 
1416  if(cameraIndex >= 0)
1417  {
1418  ++textured;
1419  mesh.tex_polygons[cameraIndex].push_back(face);
1420  mesh.tex_coordinates[cameraIndex].push_back(Eigen::Vector2f(uv_coords[0].x, uv_coords[0].y));
1421  mesh.tex_coordinates[cameraIndex].push_back(Eigen::Vector2f(uv_coords[1].x, uv_coords[1].y));
1422  mesh.tex_coordinates[cameraIndex].push_back(Eigen::Vector2f(uv_coords[2].x, uv_coords[2].y));
1423  }
1424  else
1425  {
1426  mesh.tex_polygons[cameras.size()].push_back(face);
1427  mesh.tex_coordinates[cameras.size()].push_back(Eigen::Vector2f(-1.0,-1.0));
1428  mesh.tex_coordinates[cameras.size()].push_back(Eigen::Vector2f(-1.0,-1.0));
1429  mesh.tex_coordinates[cameras.size()].push_back(Eigen::Vector2f(-1.0,-1.0));
1430  }
1431  }
1432  UINFO("Process %d polygons...done! (%d textured)", (int)faces.size(), textured);
1433 
1434  return true;
1435 }
1436 
1438 template<typename PointInT> inline void
1439 pcl::TextureMapping<PointInT>::getTriangleCircumcenterAndSize(const pcl::PointXY &p1, const pcl::PointXY &p2, const pcl::PointXY &p3, pcl::PointXY &circomcenter, double &radius)
1440 {
1441  // we simplify the problem by translating the triangle's origin to its first point
1442  pcl::PointXY ptB, ptC;
1443  ptB.x = p2.x - p1.x; ptB.y = p2.y - p1.y; // B'=B-A
1444  ptC.x = p3.x - p1.x; ptC.y = p3.y - p1.y; // C'=C-A
1445 
1446  double D = 2.0*(ptB.x*ptC.y - ptB.y*ptC.x); // D'=2(B'x*C'y - B'y*C'x)
1447 
1448  // Safety check to avoid division by zero
1449  if(D == 0)
1450  {
1451  circomcenter.x = p1.x;
1452  circomcenter.y = p1.y;
1453  }
1454  else
1455  {
1456  // compute squares once
1457  double bx2 = ptB.x * ptB.x; // B'x^2
1458  double by2 = ptB.y * ptB.y; // B'y^2
1459  double cx2 = ptC.x * ptC.x; // C'x^2
1460  double cy2 = ptC.y * ptC.y; // C'y^2
1461 
1462  // compute circomcenter's coordinates (translate back to original coordinates)
1463  circomcenter.x = static_cast<float> (p1.x + (ptC.y*(bx2 + by2) - ptB.y*(cx2 + cy2)) / D);
1464  circomcenter.y = static_cast<float> (p1.y + (ptB.x*(cx2 + cy2) - ptC.x*(bx2 + by2)) / D);
1465  }
1466 
1467  radius = sqrt( (circomcenter.x - p1.x)*(circomcenter.x - p1.x) + (circomcenter.y - p1.y)*(circomcenter.y - p1.y));//2.0* (p1.x*(p2.y - p3.y) + p2.x*(p3.y - p1.y) + p3.x*(p1.y - p2.y));
1468 }
1469 
1471 template<typename PointInT> inline void
1472 pcl::TextureMapping<PointInT>::getTriangleCircumcscribedCircleCentroid ( const pcl::PointXY &p1, const pcl::PointXY &p2, const pcl::PointXY &p3, pcl::PointXY &circumcenter, double &radius)
1473 {
1474  // compute centroid's coordinates (translate back to original coordinates)
1475  circumcenter.x = static_cast<float> (p1.x + p2.x + p3.x ) / 3;
1476  circumcenter.y = static_cast<float> (p1.y + p2.y + p3.y ) / 3;
1477  double r1 = (circumcenter.x - p1.x) * (circumcenter.x - p1.x) + (circumcenter.y - p1.y) * (circumcenter.y - p1.y) ;
1478  double r2 = (circumcenter.x - p2.x) * (circumcenter.x - p2.x) + (circumcenter.y - p2.y) * (circumcenter.y - p2.y) ;
1479  double r3 = (circumcenter.x - p3.x) * (circumcenter.x - p3.x) + (circumcenter.y - p3.y) * (circumcenter.y - p3.y) ;
1480 
1481  // radius
1482  radius = std::sqrt( std::max( r1, std::max( r2, r3) )) ;
1483 }
1484 
1485 
1487 template<typename PointInT> inline bool
1488 pcl::TextureMapping<PointInT>::getPointUVCoordinates(const PointInT &pt, const Camera &cam, pcl::PointXY &UV_coordinates)
1489 {
1490  if (pt.z > 0 && (max_distance_<=0.0f || pt.z<max_distance_))
1491  {
1492  // compute image center and dimension
1493  double sizeX = cam.width;
1494  double sizeY = cam.height;
1495  double cx, cy;
1496  if (cam.center_w > 0)
1497  cx = cam.center_w;
1498  else
1499  cx = sizeX / 2.0;
1500  if (cam.center_h > 0)
1501  cy = cam.center_h;
1502  else
1503  cy = sizeY / 2.0;
1504 
1505  double focal_x, focal_y;
1506  if (cam.focal_length_w > 0)
1507  focal_x = cam.focal_length_w;
1508  else
1509  focal_x = cam.focal_length;
1510  if (cam.focal_length_h > 0)
1511  focal_y = cam.focal_length_h;
1512  else
1513  focal_y = cam.focal_length;
1514 
1515  // project point on camera's image plane
1516  UV_coordinates.x = static_cast<float> ((focal_x * (pt.x / pt.z) + cx) / sizeX); //horizontal
1517  UV_coordinates.y = static_cast<float> ((focal_y * (pt.y / pt.z) + cy) / sizeY); //vertical
1518 
1519  if(cam.roi.size() == 4)
1520  {
1521  if( UV_coordinates.x < cam.roi[0]/sizeX ||
1522  UV_coordinates.y < cam.roi[1]/sizeY ||
1523  UV_coordinates.x > (cam.roi[0]+cam.roi[2])/sizeX ||
1524  UV_coordinates.y > (cam.roi[1]+cam.roi[3])/sizeY)
1525  {
1526  // point is NOT in region of interest of the camera
1527  UV_coordinates.x = -1.0f;
1528  UV_coordinates.y = -1.0f;
1529  return false;
1530  }
1531  }
1532 
1533  // point is visible!
1534  if (UV_coordinates.x >= 0.0 && UV_coordinates.x <= 1.0 && UV_coordinates.y >= 0.0 && UV_coordinates.y <= 1.0)
1535  {
1536  // point is visible by the camera
1537  // original code of PCL inverted y
1538  UV_coordinates.y = 1.0f - UV_coordinates.y;
1539  return (true);
1540  }
1541  }
1542 
1543  // point is NOT visible by the camera
1544  UV_coordinates.x = -1.0f;
1545  UV_coordinates.y = -1.0f;
1546  return (false); // point was not visible by the camera
1547 }
1548 
1550 template<typename PointInT> inline bool
1551 pcl::TextureMapping<PointInT>::checkPointInsideTriangle(const pcl::PointXY &p1, const pcl::PointXY &p2, const pcl::PointXY &p3, const pcl::PointXY &pt)
1552 {
1553  // Compute vectors
1554  Eigen::Vector2d v0, v1, v2;
1555  v0(0) = p3.x - p1.x; v0(1) = p3.y - p1.y; // v0= C - A
1556  v1(0) = p2.x - p1.x; v1(1) = p2.y - p1.y; // v1= B - A
1557  v2(0) = pt.x - p1.x; v2(1) = pt.y - p1.y; // v2= P - A
1558 
1559  // Compute dot products
1560  double dot00 = v0.dot(v0); // dot00 = dot(v0, v0)
1561  double dot01 = v0.dot(v1); // dot01 = dot(v0, v1)
1562  double dot02 = v0.dot(v2); // dot02 = dot(v0, v2)
1563  double dot11 = v1.dot(v1); // dot11 = dot(v1, v1)
1564  double dot12 = v1.dot(v2); // dot12 = dot(v1, v2)
1565 
1566  // Compute barycentric coordinates
1567  double invDenom = 1.0 / (dot00*dot11 - dot01*dot01);
1568  double u = (dot11*dot02 - dot01*dot12) * invDenom;
1569  double v = (dot00*dot12 - dot01*dot02) * invDenom;
1570 
1571  // Check if point is in triangle
1572  return ((u >= 0) && (v >= 0) && (u + v < 1));
1573 }
1574 
1576 template<typename PointInT> inline bool
1577 pcl::TextureMapping<PointInT>::isFaceProjected (const Camera &camera, const PointInT &p1, const PointInT &p2, const PointInT &p3, pcl::PointXY &proj1, pcl::PointXY &proj2, pcl::PointXY &proj3)
1578 {
1579  return getPointUVCoordinates(p1, camera, proj1)
1580  &&
1581  getPointUVCoordinates(p2, camera, proj2)
1582  &&
1583  getPointUVCoordinates(p3, camera, proj3);
1584 }
1585 
1586 #define PCL_INSTANTIATE_TextureMapping(T) \
1587  template class PCL_EXPORTS pcl::TextureMapping<T>;
1588 
1589 #endif /* TEXTURE_MAPPING_HPP_ */
1590 
rtabmap::CameraThread * cam
int sortFacesByCamera(pcl::TextureMesh &tex_mesh, pcl::TextureMesh &sorted_mesh, const pcl::texture_mapping::CameraVector &cameras, const double octree_voxel_size, PointCloud &visible_pts)
Segment faces by camera visibility. Point-based segmentation.
bool isFaceProjected(const Camera &camera, const PointInT &p1, const PointInT &p2, const PointInT &p3, pcl::PointXY &proj1, pcl::PointXY &proj2, pcl::PointXY &proj3)
Returns true if all the vertices of one face are projected on the camera&#39;s image plane.
GLM_FUNC_DECL bool isfinite(genType const &x)
Test whether or not a scalar or each vector component is a finite value. (From GLM_GTX_compatibility)...
GLM_FUNC_DECL genType min(genType const &x, genType const &y)
pcl::PointCloud< pcl::PointXYZ >::Ptr RTABMAP_EXP transformPointCloud(const pcl::PointCloud< pcl::PointXYZ >::Ptr &cloud, const Transform &transform)
f
pcl::PointXY uv_coord3
x
bool textureMeshwithMultipleCameras2(pcl::TextureMesh &mesh, const pcl::texture_mapping::CameraVector &cameras, const rtabmap::ProgressState *callback=0, std::vector< std::map< int, pcl::PointXY > > *vertexToPixels=0, bool distanceToCamPolicy=false)
std::vector< Camera, Eigen::aligned_allocator< Camera > > CameraVector
GLM_FUNC_DECL vecType< T, P > sqrt(vecType< T, P > const &x)
pcl::PointXY uv_coord2
const float maxDepthError
Definition: CameraTango.cpp:43
bool isPointOccluded(const PointInT &pt, const OctreePtr octree)
Check if a point is occluded using raycasting on octree.
bool checkPointInsideTriangle(const pcl::PointXY &p1, const pcl::PointXY &p2, const pcl::PointXY &p3, const pcl::PointXY &pt)
Returns True if a point lays within a triangle.
FaceInfo(float d, float a, float edge, bool facingCam, const pcl::PointXY &uv1, const pcl::PointXY &uv2, const pcl::PointXY &uv3, const pcl::PointXY &center)
void getTriangleCircumcscribedCircleCentroid(const pcl::PointXY &p1, const pcl::PointXY &p2, const pcl::PointXY &p3, pcl::PointXY &circumcenter, double &radius)
Returns the centroid of a triangle and the corresponding circumscribed circle&#39;s radius.
pcl::octree::OctreePointCloudSearch< PointInT > Octree
GLM_FUNC_DECL genType sign(genType const &x)
std::vector< double > roi
#define UASSERT(condition)
GLM_FUNC_DECL genType cos(genType const &angle)
bool ptInTriangle(const pcl::PointXY &p0, const pcl::PointXY &p1, const pcl::PointXY &p2, const pcl::PointXY &p)
Structure that links a uv coordinate to its 3D point and face.
Structure to store camera pose and focal length.
pcl::PointXY uv_center
GLM_FUNC_DECL genType sin(genType const &angle)
std::list< std::list< int > > RTABMAP_EXP clusterPolygons(const std::vector< std::set< int > > &neighborPolygons, int minClusterSize=0)
virtual bool callback(const std::string &msg) const
Definition: ProgressState.h:39
pcl::PointCloud< PointInT > PointCloud
void mapTexture2MeshUV(pcl::TextureMesh &tex_mesh)
Map texture to a mesh UV mapping.
PointCloud::Ptr PointCloudPtr
void textureMeshwithMultipleCameras(pcl::TextureMesh &mesh, const pcl::texture_mapping::CameraVector &cameras)
Segment and texture faces by camera visibility. Face-based segmentation.
void mapMultipleTexturesToMeshUV(pcl::TextureMesh &tex_mesh, pcl::texture_mapping::CameraVector &cams)
Map textures acquired from a set of cameras onto a mesh.
void mapTexture2Mesh(pcl::TextureMesh &tex_mesh)
Map texture to a mesh synthesis algorithm.
std::vector< Eigen::Vector2f, Eigen::aligned_allocator< Eigen::Vector2f > > mapTexture2Face(const Eigen::Vector3f &p1, const Eigen::Vector3f &p2, const Eigen::Vector3f &p3)
Map texture to a face.
RecoveryProgressState state
pcl::PointXY uv_coord1
void showOcclusions(const PointCloudPtr &input_cloud, pcl::PointCloud< pcl::PointXYZI >::Ptr &colored_cloud, const double octree_voxel_size, const bool show_nb_occlusions=true, const int max_occlusions=4)
Colors a point cloud, depending on its occlusions.
void getTriangleCircumcenterAndSize(const pcl::PointXY &p1, const pcl::PointXY &p2, const pcl::PointXY &p3, pcl::PointXY &circumcenter, double &radius)
Returns the circumcenter of a triangle and the circle&#39;s radius.
#define UDEBUG(...)
GLM_FUNC_DECL genType max(genType const &x, genType const &y)
float longestEdgeSqrd
void removeOccludedPoints(const PointCloudPtr &input_cloud, PointCloudPtr &filtered_cloud, const double octree_voxel_size, std::vector< int > &visible_indices, std::vector< int > &occluded_indices)
Remove occluded points from a point cloud.
void RTABMAP_EXP createPolygonIndexes(const std::vector< pcl::Vertices > &polygons, int cloudSize, std::vector< std::set< int > > &neighborPolygons, std::vector< std::set< int > > &vertexPolygons)
Given a set of polygons, create two indexes: polygons to neighbor polygons and vertices to polygons...
kdtree
GLM_FUNC_DECL genType acos(genType const &x)
#define UWARN(...)
bool getPointUVCoordinates(const PointInT &pt, const Camera &cam, Eigen::Vector2f &UV_coordinates)
computes UV coordinates of point, observed by one particular camera
const int d1
Definition: SuperPoint.cc:20
PointCloud::ConstPtr PointCloudConstPtr
std::string UTILITE_EXP uFormat(const char *fmt,...)
end
#define UINFO(...)


rtabmap
Author(s): Mathieu Labbe
autogenerated on Mon Jan 23 2023 03:38:57