Example #1
0
void track(){
    //pcl::PointCloud<PointT>::Ptr cloudWithNormals = addNormalsToPointCloud(cloud_input);
    tracker_->setInputCloud(cloud);
    tracker_->compute();
    pcl::tracking::ParticleXYZRPY result = tracker_->getResult ();
    Eigen::Affine3f transformation = tracker_->toEigenMatrix (result);
    //transformation.translation () += Eigen::Vector3f (0.0f, 0.0f, -0.005f);
    Eigen::Affine3f transs = tracker_->getTrans();
    pcl::transformPointCloud<PointT>(*(tracker_->getReferenceCloud ()),*tracked_object,transformation);

    particles = tracker_->getParticles ();

    Eigen::Vector4f c;
    pcl::compute3DCentroid<PointT>(*tracked_object,c);
    tracked_object_centroid->clear();
    PointT pt;
    pt.x = c[0]; pt.y = c[1]; pt.z = c[2];
    tracked_object_centroid->push_back(pt);


    retrieved_object = findNearestObject();


}
Example #2
0
Color _renderPixel(const Scene &scene, const RenderParams &params, const Ray &ray, ObjectId prevObjectID, int depth, float rIndex) {
	ObjectId objectID;
	Vec3 pos, norm;
	Material *m;
	bool isInside = false;
	if (!findNearestObject(scene, params, ray, prevObjectID, false, objectID, pos, norm, &m, isInside)) {
		return scene.bgColor;
	}

	Color texture = { 1.0, 1.0, 1.0 };
	if (m->texFunc && objectID.type == TRIANGLE) {
		const Triangle &obj = scene.triangles[objectID.index];
		Vec3 f1 = obj.vertex[0] - pos;
		Vec3 f2 = obj.vertex[1] - pos;
		Vec3 f3 = obj.vertex[2] - pos;
		float a = glm::length(glm::cross(obj.vertex[0] - obj.vertex[1], obj.vertex[1] - obj.vertex[2]));
		float a1 = glm::length(glm::cross(f2, f3)) / a;
		float a2 = glm::length(glm::cross(f3, f1)) / a;
		float a3 = glm::length(glm::cross(f1, f2)) / a;
		texture = m->texFunc(obj.texCoord[0] * a1 + obj.texCoord[1] * a2 + obj.texCoord[2] * a3);
	}
	Color c = scene.bgColor * m->ambientFactor * texture;
	Vec3 reflectionDir = glm::normalize(glm::reflect(ray.dir, norm));
	for (const Light &light : scene.lights) {
		Vec3 lightDir;
		if (light.type == LT_POINT) {
			lightDir = glm::normalize(light.position - pos);
		}
		else if (light.type == LT_DIRECTIONAL) {
			lightDir = -light.position;
		}
		else if (light.type == LT_SPOT) {
			lightDir = glm::normalize(light.position - pos);
			float p = glm::dot(-lightDir, light.spotDir);
			if (p < light.spotCutoff)
				continue;
		}

		float s = glm::dot(norm, lightDir);
		if (s > 0.0f && !isShaded(scene, params, { pos, lightDir }, objectID)) {
			Color diffuse(s * light.intensity * texture);
			c += diffuse * light.color * m->diffuseFactor;
		}

		float t = glm::dot(lightDir, reflectionDir);
		if (t > 0.0f && !isShaded(scene, params, { pos, reflectionDir }, objectID)) {
			Color specular = Color(powf(t, m->shininess) * light.intensity);
			c += specular * light.color * m->specularFactor;
		}
	}

	if (depth < params.depthLimit) {
		c += _renderPixel(scene, params, { pos, reflectionDir }, objectID, depth + 1, rIndex) * m->reflectionFactor;
		if (m->refract) {
			float n = rIndex / m->refraction;
			Vec3 N = norm;
			if (isInside)
				N *= -1;
			float cosI = glm::dot(N, ray.dir);
			float cosT2 = 1.0f - n * n * (1.0f - cosI * cosI);
			Color r;
			if (cosT2 > 0.0f) {
				Vec3 refractionDir = n * ray.dir + (n * cosI - sqrtf(cosT2)) * N;
				// For refraction we don't exclude current object
				r = _renderPixel(scene, params, { pos + refractionDir * 1e-5f, refractionDir }, {}, depth + 1, m->refraction) * m->refractionFactor;
			}
			c = c * (1 - m->refractionFactor) + r;
		}
	}
	return glm::clamp(c, 0.0f, 1.0f);
}