feat(slam): add rtabmap_ros

This commit is contained in:
X-lanni
2025-07-14 11:34:38 +08:00
parent 3b6641c1fb
commit 943ce5b06f
1635 changed files with 603092 additions and 0 deletions
+272
View File
@@ -0,0 +1,272 @@
/*
* Copyright 2014 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef TANGO_POINT_CLOUD_SCENE_H_
#define TANGO_POINT_CLOUD_SCENE_H_
#ifdef __ANDROID__
#include <jni.h>
#endif
#include <memory>
#include <set>
#include "CameraMobile.h"
#include <tango-gl/axis.h>
#include <tango-gl/camera.h>
#include <tango-gl/color.h>
#include <tango-gl/gesture_camera.h>
#include <tango-gl/grid.h>
#include <tango-gl/frustum.h>
#include <tango-gl/trace.h>
#include <tango-gl/transform.h>
#include <tango-gl/util.h>
#include <tango-gl/circle.h>
#include <rtabmap/core/Transform.h>
#include <rtabmap/core/Link.h>
#include "point_cloud_drawable.h"
#include "graph_drawable.h"
#include "bounding_box_drawable.h"
#include "background_renderer.h"
#include "text_drawable.h"
#include "quad_color.h"
#include <pcl/point_cloud.h>
#include <pcl/point_types.h>
// Scene provides OpenGL drawable objects and renders them for visualization.
class Scene {
public:
static const glm::vec3 kHeightOffset;
public:
// Constructor and destructor.
Scene();
~Scene();
// Allocate OpenGL resources for rendering.
void InitGLContent();
// Release non-OpenGL allocated resources.
void DeleteResources();
// Setup GL view port.
void SetupViewPort(int w, int h);
int getViewPortWidth() const {return screenWidth_;}
int getViewPortHeight() const {return screenHeight_;}
rtabmap::ScreenRotation getScreenRotation() const {return color_camera_to_display_rotation_;}
void setScreenRotation(rtabmap::ScreenRotation colorCameraToDisplayRotation) {color_camera_to_display_rotation_ = colorCameraToDisplayRotation;}
void clear(); // removed all point clouds
void clearLines();
void clearTexts();
void clearQuads();
void clearCircles();
// Render loop.
// @param: cur_pose_transformation, latest pose's transformation.
// @param: point_cloud_transformation, pose transformation at point cloud
// frame's timestamp.
// @param: point_cloud_vertices, point cloud's vertices of the current point
// frame.
int Render(const float * uvsTransformed = 0, glm::mat4 arViewMatrix = glm::mat4(0), glm::mat4 arProjectionMatrix=glm::mat4(0), const rtabmap::Mesh & occlusionMesh=rtabmap::Mesh(), bool mapping=false);
// Set render camera's viewing angle, first person, third person or top down.
//
// @param: camera_type, camera type includes first person, third person and
// top down
void SetCameraType(tango_gl::GestureCamera::CameraType camera_type);
tango_gl::GestureCamera::CameraType GetCameraType() const {return gesture_camera_->GetCameraType();}
void SetCameraPose(const rtabmap::Transform & pose); // opengl camera
rtabmap::Transform GetCameraPose() const {return currentPose_!=0?*currentPose_:rtabmap::Transform();}
rtabmap::Transform GetOpenGLCameraPose(float * fov = 0) const;
// Touch event passed from android activity. This function only support two
// touches.
//
// @param: touch_count, total count for touches.
// @param: event, touch event of current touch.
// @param: x0, normalized touch location for touch 0 on x axis.
// @param: y0, normalized touch location for touch 0 on y axis.
// @param: x1, normalized touch location for touch 1 on x axis.
// @param: y1, normalized touch location for touch 1 on y axis.
void OnTouchEvent(int touch_count, tango_gl::GestureCamera::TouchEvent event,
float x0, float y0, float x1, float y1);
void updateGraph(
const std::map<int, rtabmap::Transform> & poses,
const std::multimap<int, rtabmap::Link> & links);
void setGraphVisible(bool visible);
void setGridVisible(bool visible);
void setTraceVisible(bool visible);
void setFrustumVisible(bool visible);
void addMarker(int id, const rtabmap::Transform & pose);
void setMarkerPose(int id, const rtabmap::Transform & pose);
bool hasMarker(int id) const;
void removeMarker(int id);
std::set<int> getAddedMarkers() const;
void addCloud(
int id,
const pcl::PointCloud<pcl::PointXYZRGB>::Ptr & cloud,
const pcl::IndicesPtr & indices,
const rtabmap::Transform & pose);
void removeCloudOrMesh(int id);
void addMesh(
int id,
const rtabmap::Mesh & mesh,
const rtabmap::Transform & pose,
bool createWireframe = false);
void addLine(
int id,
const cv::Point3f & pt1,
const cv::Point3f & pt2,
const tango_gl::Color & color = tango_gl::Color(1.0f, 1.0f, 1.0f));
void removeLine(int id);
void addText(
int id,
const std::string & text,
const rtabmap::Transform & pose,
float size,
const tango_gl::Color & color);
void removeText(int id);
void addQuad(
int id,
float size,
const rtabmap::Transform & pose,
const tango_gl::Color & color,
float alpha = 1.0f);
void addQuad(
int id,
float widthLeft,
float widthRight,
float heightBottom,
float heightTop,
const rtabmap::Transform & pose,
const tango_gl::Color & color,
float alpha =1.0f);
void removeQuad(int id);
bool hasQuad(int id) const;
void addCircle(
int id,
float radius,
const rtabmap::Transform & pose,
const tango_gl::Color & color,
float alpha = 1.0f);
void removeCircle(int id);
bool hasCircle(int id) const;
void setCloudPose(int id, const rtabmap::Transform & pose);
void setCloudVisible(int id, bool visible);
bool hasCloud(int id) const;
bool hasMesh(int id) const;
bool hasTexture(int id) const;
std::set<int> getAddedClouds() const;
void updateCloudPolygons(int id, const std::vector<pcl::Vertices> & polygons);
void updateMesh(int id, const rtabmap::Mesh & mesh);
void updateGains(int id, float gainR, float gainG, float gainB);
void setBlending(bool enabled) {blending_ = enabled;}
void setMapRendering(bool enabled) {mapRendering_ = enabled;}
void setMeshRendering(bool enabled, bool withTexture) {meshRendering_ = enabled; meshRenderingTexture_ = withTexture;}
void setPointSize(float size) {pointSize_ = size;}
void setFOV(float angle);
void setOrthoCropFactor(float value);
void setGridRotation(float angleDeg);
void setLighting(bool enabled) {lighting_ = enabled;}
void setBackfaceCulling(bool enabled) {backfaceCulling_ = enabled;}
void setWireframe(bool enabled) {wireFrame_ = enabled;}
void setTextureColorSeamsHidden(bool hidden) {textureColorSeamsHidden_ = hidden;}
void setBackgroundColor(float r, float g, float b) {r_=r; g_=g; b_=b;} // 0.0f <> 1.0f
void setGridColor(float r, float g, float b);
bool isBlending() const {return blending_;}
bool isMapRendering() const {return mapRendering_;}
bool isMeshRendering() const {return meshRendering_;}
bool isMeshTexturing() const {return meshRendering_ && meshRenderingTexture_;}
float getPointSize() const {return pointSize_;}
bool isLighting() const {return lighting_;}
bool isBackfaceCulling() const {return backfaceCulling_;}
bool isWireframe() const {return wireFrame_;}
BackgroundRenderer * background_renderer_;
private:
// Camera object that allows user to use touch input to interact with.
tango_gl::GestureCamera* gesture_camera_;
// Device axis (in device frame of reference).
tango_gl::Axis* axis_;
// Device frustum.
tango_gl::Frustum* frustum_;
// Ground grid.
tango_gl::Grid* grid_;
// Bounding box
BoundingBoxDrawable * box_;
// Trace of pose data.
tango_gl::Trace* trace_;
GraphDrawable * graph_;
bool graphVisible_;
bool gridVisible_;
bool traceVisible_;
bool frustumVisible_;
std::map<int, tango_gl::Axis*> markers_;
rtabmap::ScreenRotation color_camera_to_display_rotation_;
std::map<int, PointCloudDrawable*> pointClouds_;
std::map<int, tango_gl::Line*> lines_;
std::map<int, TextDrawable*> texts_;
std::map<int, QuadColor*> quads_;
std::map<int, tango_gl::Circle*> circles_;
rtabmap::Transform * currentPose_;
// Shader to display point cloud.
GLuint graph_shader_program_;
bool blending_;
bool mapRendering_;
bool meshRendering_;
bool meshRenderingTexture_;
float pointSize_;
bool boundingBoxRendering_;
bool lighting_;
bool backfaceCulling_;
bool wireFrame_;
bool textureColorSeamsHidden_;
float r_;
float g_;
float b_;
GLuint fboId_;
GLuint rboId_;
GLuint depthTexture_; // 0=objects+occlusion
GLsizei screenWidth_;
GLsizei screenHeight_;
bool doubleTapOn_;
cv::Point2f doubleTapPos_;
};
#endif // TANGO_POINT_CLOUD_SCENE_H_