void display () { float* reference = new float[range_likelihood_->getRowHeight() * range_likelihood_->getColWidth()]; const float* depth_buffer = range_likelihood_->getDepthBuffer(); // Copy one image from our last as a reference. for (int i=0, n=0; i<range_likelihood_->getRowHeight(); ++i) { for (int j=0; j<range_likelihood_->getColWidth(); ++j) { reference[n++] = depth_buffer[i*range_likelihood_->getWidth() + j]; } } std::vector<Eigen::Isometry3d, Eigen::aligned_allocator<Eigen::Isometry3d> > poses; std::vector<float> scores; int n = range_likelihood_->getRows ()*range_likelihood_->getCols (); for (int i = 0; i < n; ++i) { Camera camera(*camera_); camera.move(0.0,i*0.02,0.0); //camera.move(0.0,i*0.02,0.0); poses.push_back (camera.getPose ()); } range_likelihood_->computeLikelihoods (reference, poses, scores); range_likelihood_->computeLikelihoods (reference, poses, scores); std::cout << "score: "; for (size_t i = 0; i<scores.size (); ++i) { std::cout << " " << scores[i]; } std::cout << std::endl; std::cout << "camera: " << camera_->getX () << " " << camera_->getY () << " " << camera_->getZ () << " " << camera_->getRoll () << " " << camera_->getPitch () << " " << camera_->getYaw () << std::endl; delete [] reference; glDrawBuffer (GL_BACK); glReadBuffer (GL_BACK); // Draw the resulting images from the range_likelihood glViewport (range_likelihood_->getWidth (), 0, range_likelihood_->getWidth (), range_likelihood_->getHeight ()); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glMatrixMode (GL_MODELVIEW); glLoadIdentity (); // Draw the color image glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColorMask (true, true, true, true); glDisable (GL_DEPTH_TEST); glRasterPos2i (-1,-1); glDrawPixels (range_likelihood_->getWidth (), range_likelihood_->getHeight (), GL_RGB, GL_UNSIGNED_BYTE, range_likelihood_->getColorBuffer ()); // Draw the depth image glViewport (0, 0, range_likelihood_->getWidth (), range_likelihood_->getHeight ()); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glMatrixMode (GL_MODELVIEW); glLoadIdentity (); // display_depth_image (range_likelihood_->getDepthBuffer ()); display_depth_image (range_likelihood_->getDepthBuffer (), range_likelihood_->getWidth (), range_likelihood_->getHeight ()); // Draw the score image glViewport (0, range_likelihood_->getHeight (), range_likelihood_->getWidth (), range_likelihood_->getHeight ()); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glMatrixMode (GL_MODELVIEW); glLoadIdentity (); display_score_image (range_likelihood_->getScoreBuffer ()); glutSwapBuffers (); if (write_file_) { range_likelihood_->addNoise (); pcl::RangeImagePlanar rangeImage; range_likelihood_->getRangeImagePlanar (rangeImage); pcl::PointCloud<pcl::PointXYZRGB>::Ptr pc_out (new pcl::PointCloud<pcl::PointXYZRGB>); // Optional argument to save point cloud in global frame: // Save camera relative: //range_likelihood_->getPointCloud(pc_out); // Save in global frame - applying the camera frame: //range_likelihood_->getPointCloud(pc_out,true,camera_->pose()); // Save in local frame range_likelihood_->getPointCloud (pc_out,false,camera_->getPose ()); // TODO: what to do when there are more than one simulated view? pcl::PCDWriter writer; writer.write ("simulated_range_image.pcd", *pc_out, false); cout << "finished writing file\n"; // pcl::visualization::CloudViewer viewer ("Simple Cloud Viewer"); // viewer.showCloud (pc_out); boost::shared_ptr<pcl::visualization::PCLVisualizer> viewer; viewer = simpleVis(pc_out); while (!viewer->wasStopped ()) { viewer->spinOnce (100); boost::this_thread::sleep (boost::posix_time::microseconds (100000)); } // doesnt work: // viewer->~PCLVisualizer(); // viewer.reset(); cout << "done\n"; // Problem: vtk and opengl dont seem to play very well together // vtk seems to misbehave after a little while and wont keep the window on the screen // method1: kill with [x] - but eventually it crashes: //while (!viewer.wasStopped ()){ //} // method2: eventually starts ignoring cin and pops up on screen and closes almost // immediately // cout << "enter 1 to cont\n"; // cin >> pause; // viewer.wasStopped (); // method 3: if you interact with the window with keys, the window is not closed properly // TODO: use pcl methods as this time stuff is probably not cross playform // struct timespec t; // t.tv_sec = 100; // //t.tv_nsec = (time_t)(20000000); // short sleep // t.tv_nsec = (time_t)(0); // long sleep - normal speed // nanosleep (&t, NULL); write_file_ = 0; } }
void display() { glViewport(range_likelihood_->width(), 0, range_likelihood_->width(), range_likelihood_->height()); float* reference = new float[range_likelihood_->row_height() * range_likelihood_->col_width()]; const float* depth_buffer = range_likelihood_->depth_buffer(); // Copy one image from our last as a reference. for (int i=0, n=0; i<range_likelihood_->row_height(); ++i) { for (int j=0; j<range_likelihood_->col_width(); ++j) { reference[n++] = depth_buffer[i*range_likelihood_->width() + j]; } } std::vector<Eigen::Isometry3d, Eigen::aligned_allocator<Eigen::Isometry3d> > poses; std::vector<float> scores; int n = range_likelihood_->rows()*range_likelihood_->cols(); for (int i=0; i<n; ++i) { // This is used when there is Camera camera(*camera_); camera.move(0.0,0.0,0.0); //camera.move(0.0,i*0.02,0.0); poses.push_back(camera.pose()); } float* depth_field =NULL; bool do_depth_field =false; range_likelihood_->compute_likelihoods(reference, poses, scores,depth_field,do_depth_field); // range_likelihood_->compute_likelihoods(reference, poses, scores); delete [] reference; delete [] depth_field; std::cout << "score: "; for (size_t i=0; i<scores.size(); ++i) { std::cout << " " << scores[i]; } std::cout << std::endl; // Draw the depth image // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glColorMask(true, true, true, true); glDisable(GL_DEPTH_TEST); glViewport(0, 0, range_likelihood_->width(), range_likelihood_->height()); //glViewport(0, 0, range_likelihood_->width(), range_likelihood_->height()); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //glRasterPos2i(-1,-1); //glDrawPixels(range_likelihood_->width(), range_likelihood_->height(), GL_LUMINANCE, GL_FLOAT, range_likelihood_->depth_buffer()); display_depth_image(range_likelihood_->depth_buffer()); glutSwapBuffers(); if (write_file_){ range_likelihood_->addNoise(); pcl::RangeImagePlanar rangeImage; range_likelihood_->getRangeImagePlanar(rangeImage); pcl::PointCloud<pcl::PointXYZRGB>::Ptr pc_out (new pcl::PointCloud<pcl::PointXYZRGB>); // Optional argument to save point cloud in global frame: // Save camera relative: //range_likelihood_->getPointCloud(pc_out); // Save in global frame - applying the camera frame: //range_likelihood_->getPointCloud(pc_out,true,camera_->pose()); // Save in local frame range_likelihood_->getPointCloud(pc_out,false,camera_->pose()); // TODO: what to do when there are more than one simulated view? pcl::PCDWriter writer; writer.write ("simulated_range_image.pcd", *pc_out, false); cout << "finished writing file\n"; pcl::visualization::CloudViewer viewer ("Simple Cloud Viewer"); viewer.showCloud (pc_out); // Problem: vtk and opengl dont seem to play very well together // vtk seems to misbehavew after a little while and wont keep the window on the screen // method1: kill with [x] - but eventually it crashes: //while (!viewer.wasStopped ()){ //} // method2: eventually starts ignoring cin and pops up on screen and closes almost // immediately // cout << "enter 1 to cont\n"; // cin >> pause; // viewer.wasStopped (); // method 3: if you interact with the window with keys, the window is not closed properly // TODO: use pcl methods as this time stuff is probably not cross playform struct timespec t; t.tv_sec = 100; //t.tv_nsec = (time_t)(20000000); // short sleep t.tv_nsec = (time_t)(0); // long sleep - normal speed nanosleep(&t, NULL); write_file_ =0; } }