v1
This commit is contained in:
71
src/vio.cpp
71
src/vio.cpp
@@ -831,8 +831,8 @@ int main(int argc, char** argv) {
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// Appended.
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// Appended.
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// ar_view.Activate(ar_3d_camera);
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ar_view.Activate(ar_3d_camera);
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ar_view.Activate();
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// ar_view.Activate();
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glColor3f(1.0, 1.0, 1.0);
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glColor3f(1.0, 1.0, 1.0);
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// Get the last image pose. (probably, it's T_w_i
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// Get the last image pose. (probably, it's T_w_i
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@@ -861,38 +861,6 @@ int main(int argc, char** argv) {
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// DrawImageTexture takes also the depth buffer when uploading, so we need clean it.
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// DrawImageTexture takes also the depth buffer when uploading, so we need clean it.
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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// TODO: Can I define it outside of the loop? There's no need I guess to
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// redefine the the projection matrix every time
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glMatrixMode(GL_PROJECTION);
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P.Load();
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// drawLinesCube pushes the matrices, therefore, I need to define in which
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// stack to push that matrices.
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glMatrixMode(GL_MODELVIEW);
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// ar_3d_camera.Follow((T_w_i * T_i_c).matrix());
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glPushMatrix();
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if (zeroOut){
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xSkew = 0;
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ySkew = 0;
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zSkew = 0;
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}
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if (drawCubeBool){
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DrawCube(cubeSize, xSkew, ySkew, zSkew);
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}
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if (drawLineCubeBool){
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drawLinesCube(xSkew, ySkew, zSkew, cubeSize);
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}
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// For the 6th sequence mono-kitti
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if (showCube1) {drawLinesCube(-5.5, 0.5, -35.0, cubeSize);}
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if (showCube2) {drawLinesCube(5.5, 0.5, -40.0, cubeSize);}
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if (showCube3) {drawLinesCube(-5.5, 1.0, -95.0, cubeSize);}
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if (showCube4) {drawLinesCube(5.5, 1.0, -150.0, cubeSize);}
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if (showCube5) {drawLinesCube(16.0, 4.8, -324.5, cubeSize);}
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if (showCube6) {drawLinesCube(32.8, 4.8, -324.5, cubeSize);}
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if (showCube7) {drawLinesCube(32.5, 4.8, -345.7, cubeSize);}
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glPopMatrix();
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// Ok, so here by the moment we are watching from the camera position and orientation.
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// Ok, so here by the moment we are watching from the camera position and orientation.
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// Drawing the cube from here might result in drawing the cube in the camera coordinate system.
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// Drawing the cube from here might result in drawing the cube in the camera coordinate system.
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@@ -1279,7 +1247,7 @@ void draw_scene(pangolin::View& view) {
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void draw_scene_no_camera(pangolin::View& view) {
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void draw_scene_no_camera(pangolin::View& view) {
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UNUSED(view);
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UNUSED(view);
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// view.Activate(ar_3d_camera);
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view.Activate(ar_3d_camera);
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// view.Activate();
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// view.Activate();
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// auto T_w_i = vio_T_w_i[show_frame];
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// auto T_w_i = vio_T_w_i[show_frame];
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// auto T_i_c = calib.T_i_c[0];
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// auto T_i_c = calib.T_i_c[0];
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@@ -1315,6 +1283,39 @@ void draw_scene_no_camera(pangolin::View& view) {
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// }
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// }
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// }
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// }
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// TODO: Can I define it outside of the loop? There's no need I guess to
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// redefine the the projection matrix every time
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glMatrixMode(GL_PROJECTION);
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P.Load();
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// drawLinesCube pushes the matrices, therefore, I need to define in which
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// stack to push that matrices.
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glMatrixMode(GL_MODELVIEW);
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// ar_3d_camera.Follow((T_w_i * T_i_c).matrix());
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glPushMatrix();
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if (zeroOut){
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xSkew = 0;
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ySkew = 0;
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zSkew = 0;
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}
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if (drawCubeBool){
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DrawCube(cubeSize, xSkew, ySkew, zSkew);
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}
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if (drawLineCubeBool){
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drawLinesCube(xSkew, ySkew, zSkew, cubeSize);
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}
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// For the 6th sequence mono-kitti
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if (showCube1) {drawLinesCube(-5.5, 0.5, -35.0, cubeSize);}
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if (showCube2) {drawLinesCube(5.5, 0.5, -40.0, cubeSize);}
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if (showCube3) {drawLinesCube(-5.5, 1.0, -95.0, cubeSize);}
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if (showCube4) {drawLinesCube(5.5, 1.0, -150.0, cubeSize);}
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if (showCube5) {drawLinesCube(16.0, 4.8, -324.5, cubeSize);}
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if (showCube6) {drawLinesCube(32.8, 4.8, -324.5, cubeSize);}
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if (showCube7) {drawLinesCube(32.5, 4.8, -345.7, cubeSize);}
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glPopMatrix();
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// For the 1st sequence mono-kitti
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// For the 1st sequence mono-kitti
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// drawLinesCube(0.0, 1.0, -95.0, cubeSize);
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// drawLinesCube(0.0, 1.0, -95.0, cubeSize);
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// drawLinesCube(0.0, 0.5, -35.0, cubeSize);
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// drawLinesCube(0.0, 0.5, -35.0, cubeSize);
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