forked from IntelRealSense/librealsense
-
Notifications
You must be signed in to change notification settings - Fork 2
/
rs-trajectory.cpp
498 lines (445 loc) · 16.6 KB
/
rs-trajectory.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
// License: Apache 2.0. See LICENSE file in root directory.
// Copyright(c) 2019 Intel Corporation. All Rights Reserved.
#include <librealsense2/rs.hpp>
#include "example.hpp" // Include short list of convenience functions for rendering
#include <cstring>
struct short3
{
uint16_t x, y, z;
};
#include "t265.h"
// Struct to store trajectory points
struct tracked_point
{
rs2_vector point;
unsigned int confidence;
};
// Class to store the trajectory and draw it
class tracker
{
public:
// Calculates transformation matrix based on pose data from the device
void calc_transform(rs2_pose& pose_data, float mat[16])
{
auto q = pose_data.rotation;
auto t = pose_data.translation;
// Set the matrix as column-major for convenient work with OpenGL and rotate by 180 degress (by negating 1st and 3rd columns)
mat[0] = -(1 - 2 * q.y*q.y - 2 * q.z*q.z); mat[4] = 2 * q.x*q.y - 2 * q.z*q.w; mat[8] = -(2 * q.x*q.z + 2 * q.y*q.w); mat[12] = t.x;
mat[1] = -(2 * q.x*q.y + 2 * q.z*q.w); mat[5] = 1 - 2 * q.x*q.x - 2 * q.z*q.z; mat[9] = -(2 * q.y*q.z - 2 * q.x*q.w); mat[13] = t.y;
mat[2] = -(2 * q.x*q.z - 2 * q.y*q.w); mat[6] = 2 * q.y*q.z + 2 * q.x*q.w; mat[10] = -(1 - 2 * q.x*q.x - 2 * q.y*q.y); mat[14] = t.z;
mat[3] = 0.0f; mat[7] = 0.0f; mat[11] = 0.0f; mat[15] = 1.0f;
}
// Updates minimum and maximum coordinates of the trajectory, used in order to scale the viewport accordingly
void update_min_max(rs2_vector point)
{
max_coord.x = std::max(max_coord.x, point.x);
max_coord.y = std::max(max_coord.y, point.y);
max_coord.z = std::max(max_coord.z, point.z);
min_coord.x = std::min(min_coord.x, point.x);
min_coord.y = std::min(min_coord.y, point.y);
min_coord.z = std::min(min_coord.z, point.z);
}
// Register new point in the trajectory
void add_to_trajectory(tracked_point& p)
{
// If first element, add to trajectory and initialize minimum and maximum coordinates
if (trajectory.size() == 0)
{
trajectory.push_back(p);
max_coord = p.point;
min_coord = p.point;
}
else
{
// Check if new element is far enough - more than 1 mm (to keep trajectory vector as small as possible)
rs2_vector prev = trajectory.back().point;
rs2_vector curr = p.point;
if (sqrt(pow((curr.x - prev.x), 2) + pow((curr.y - prev.y), 2) + pow((curr.z - prev.z), 2)) < 0.001)
{
// If new point is too close to previous point and has higher confidence, replace the previous point with the new one
if (p.confidence > trajectory.back().confidence)
{
trajectory.back() = p;
update_min_max(p.point);
}
}
else
{
// If new point is far enough, add it to trajectory
trajectory.push_back(p);
update_min_max(p.point);
}
}
}
// Draw trajectory with colors according to point confidence
void draw_trajectory()
{
float3 colors[]{
{ 0.7f, 0.7f, 0.7f },
{ 1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f },
};
glLineWidth(2.0f);
glBegin(GL_LINE_STRIP);
for (auto&& v : trajectory)
{
auto c = colors[v.confidence];
glColor3f(c.x, c.y, c.z);
glVertex3f(v.point.x, v.point.y, v.point.z);
}
glEnd();
glLineWidth(0.5f);
}
rs2_vector get_max_coord()
{
return max_coord;
}
rs2_vector get_min_coord()
{
return min_coord;
}
private:
std::vector<tracked_point> trajectory;
rs2_vector max_coord;
rs2_vector min_coord;
};
// Class that handles rendering of the T265 3D model
class camera_renderer
{
public:
// Initialize renderer with data needed to draw the camera
camera_renderer()
{
uncompress_t265_obj(positions, normals, indexes);
}
// Render the camera model
void render_camera()
{
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
// Scale camera drawing to match view
glScalef(0.001, 0.001, 0.001);
glBegin(GL_TRIANGLES);
// Draw the camera
for (auto& i : indexes)
{
glVertex3fv(&positions[i.x].x);
glVertex3fv(&positions[i.y].x);
glVertex3fv(&positions[i.z].x);
glColor4f(0.036f, 0.044f, 0.051f, 0.3f);
}
glEnd();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
private:
std::vector<float3> positions, normals;
std::vector<short3> indexes;
};
// Renders grid for the 3D view
void draw_grid()
{
glPushMatrix();
glBegin(GL_LINES);
glColor4f(0.4f, 0.4f, 0.4f, 1.f);
for (int i = 0; i <= 8; i++)
{
glVertex3i(-i + 4, -4, 0);
glVertex3i(-i + 4, 4, 0);
glVertex3i(4, -i+4, 0);
glVertex3i(-4, -i+4, 0);
}
glEnd();
glPopMatrix();
}
// Sets the 3D view and handles user manipulations
void render_scene(glfw_state app_state)
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glColor3f(1.0, 1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, 4 / 3, 0.5, 100);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1, -1, 4, 0, 1, 0, 0, 0, 1);
glTranslatef(0, 0, app_state.offset_y);
glRotated(app_state.pitch, -1, 0, 0);
glRotated(app_state.yaw, 0, 0, -1);
draw_grid();
}
// Draws seprating lines between viewports
void draw_borders()
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4f(0.4f, 0.4f, 0.4f, 1.f);
glBegin(GL_LINE_STRIP);
glVertex2i(1, 0);
glVertex2i(-1, 0);
glVertex2i(0, 0);
glVertex2i(0, 1);
glVertex2i(0, -1);
glEnd();
}
// Calculates and prints the scale of the viewport in meters
float display_scale(float scale_factor, float x_pos, float y_pos)
{
glColor3f(1.0f, 1.0f, 1.0f);
// Set default width for the scale bar (in OpenGL units)
float bar_width = 0.1;
// Calculate the ratio of the default width to the current scale factor
float bar_scale = bar_width / scale_factor;
// If scale is less than 1 meter, display it as is
if (bar_scale > 1)
{
// If scale is between 1 and 2, round to 1
bar_scale = floor(bar_scale);
// If scale is above 2, round down to the nearest multiple of 5
if (bar_scale > 2)
{
int diff = 5 - int(bar_scale) % 5;
bar_scale = bar_scale + diff;
}
// Calculate the bar width matching the calculated scale
bar_width = scale_factor * bar_scale;
}
// Print scale
std::stringstream ss;
ss << bar_scale << " m";
auto str = ss.str();
draw_text(x_pos, y_pos, str.c_str());
ss.clear(); ss.str("");
return bar_width;
}
// Draw x, y, z axes
void draw_axes()
{
glBegin(GL_LINES);
glColor3f(1, 0, 0); glVertex3f(0, 0, 0); glVertex3f(-1, 0, 0);
glColor3f(0, 1, 0); glVertex3f(0, 0, 0); glVertex3f(0, -1, 0);
glColor3f(0, 0, 1); glVertex3f(0, 0, 0); glVertex3f(0, 0, 1);
glEnd();
}
typedef float rs2_vector::* pos;
// Base class for rendering a viewport
class view
{
public:
view(float width, float height, tracker& tracker, camera_renderer& r)
: width(width), height(height), aspect (height / width), t(tracker), renderer(r) { }
// Setup viewport
void load_matrices(float2 pos, float app_width, float app_height)
{
width = app_width;
height = app_height;
aspect = height / width;
// Set viewport to 1/4 of the app window and enable scissor test to avoid rendering outside the current viewport
glViewport(pos.x, pos.y, width / 2, height / 2);
glEnable(GL_SCISSOR_TEST);
glScissor(pos.x, pos.y, width / 2, height / 2);
// Setup orthogonal projection matrix
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glOrtho(-1.0, 1.0, -1.0 * aspect, 1.0 * aspect, -100.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
// Return to default setup
void clean_matrices()
{
// Pop LookAt matrix
glPopMatrix();
// Pop Projection matrix
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// Set viewport back to full screen
glViewport(0, 0, width, height);
glDisable(GL_SCISSOR_TEST);
}
// Draw trajectoy and render camera according to the given transformation matrix
void draw_cam_trajectory(float angle, float3 axes, float r[16])
{
glPushMatrix();
// Set initial camera position (rotate by given angle)
glRotatef(angle, axes.x, axes.y, axes.z);
t.draw_trajectory();
glMultMatrixf(r);
renderer.render_camera();
glPopMatrix();
}
protected:
float width, height;
float aspect;
tracker& t;
private:
camera_renderer& renderer;
};
// Class for rendering 2d view of the camera and trajectory
class view_2d : public view
{
public:
view_2d(float width, float height, tracker& tracker, camera_renderer& renderer, rs2_vector lookat_eye, pos a, pos b, pos c)
: view(width, height, tracker, renderer), a(a), b(b), c(c), lookat_eye(lookat_eye), window_borders{ 1, aspect }
{ }
// Renders a viewport on 1/4 of the app window
void draw_view(float2 pos, float width, float height, float2 scale_pos, float r[16])
{
// Calculate and print scale in meters
float bar_width = display_scale(scale_factor, scale_pos.x, scale_pos.y);
rs2_vector min_coord = t.get_min_coord();
rs2_vector max_coord = t.get_max_coord();
// Prepare viewport for rendering
load_matrices(pos, width, height);
glBegin(GL_LINES);
// Draw scale bar
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(0.8, -0.9 * aspect, 0); glVertex3f(0.8 + bar_width, -0.9 * aspect, 0);
glEnd();
// Set a 2D view using OpenGL's LookAt matrix
gluLookAt(lookat_eye.x, lookat_eye.y, lookat_eye.z, 0, 0, 0, 0, 1, 0);
// Draw axes (only two are visible)
draw_axes();
// Scale viewport according to current scale factor
glScalef(scale_factor, scale_factor, scale_factor);
// If trajectory reached one of the viewport's borders, zoom out and update scale factor
if (min_coord.*a < -window_borders.x || max_coord.*a > window_borders.x
|| min_coord.*b < -window_borders.y || max_coord.*b > window_borders.y)
{
glScalef(0.5, 0.5, 0.5);
scale_factor *= 0.5;
window_borders.x = window_borders.x * 2;
window_borders.y = window_borders.y * 2;
}
// Draw trajectory and camera
draw_cam_trajectory(180, { 0, 1, 0 }, r);
// Return the default configuration of OpenGL's matrices
clean_matrices();
}
private:
float2 window_borders;
float scale_factor = 1.0;
rs2_vector lookat_eye;
pos a, b, c;
};
// Class for rendering 3D view of the camera and trajectory
class view_3d : public view
{
public:
view_3d(float width, float height, tracker& tracker, camera_renderer& renderer)
: view(width, height, tracker, renderer) { }
void draw_view(float2 pos, float app_width, float app_height, glfw_state app_state, float r[16])
{
// Prepare viewport for rendering
load_matrices(pos, app_width, app_height);
// Set the scene configuration and handle user's manipulations
render_scene(app_state);
// Draw trajectory and camera
draw_cam_trajectory(90, { 1, 0, 0 }, r);
// // Return the default configuration of OpenGL's matrices
clean_matrices();
}
};
class split_screen_renderer
{
public:
split_screen_renderer(float app_width, float app_height, tracker& tracker, camera_renderer& renderer)
: top(app_width, app_height, tracker, renderer, rs2_vector{ 0, 10, -(1e-3f) }, &rs2_vector::x, &rs2_vector::z, &rs2_vector::y),
front(app_width, app_height, tracker, renderer, rs2_vector{ 0, 0, -10 }, &rs2_vector::x, &rs2_vector::y, &rs2_vector::z),
side(app_width, app_height, tracker, renderer, rs2_vector{ 10, 0, 0 }, &rs2_vector::z, &rs2_vector::y, &rs2_vector::x),
three_dim(app_width, app_height, tracker, renderer)
{ }
void draw_windows(float app_width, float app_height, glfw_state app_state, float r[16])
{
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Upper left window: top perspective (x and z axes)
top.draw_view({ 0, app_height / 2 }, app_width, app_height, float2{ float(0.457) * app_width, float(0.49) * app_height }, r);
// Lower left window: front perspective (x and y axes)
front.draw_view({ 0, 0 }, app_width, app_height, float2{ float(0.457) * app_width, float(0.99) * app_height }, r);
// Lower right window: side perspective (y and z axes)
side.draw_view({ app_width / 2, 0 }, app_width, app_height, float2{ float(0.957) * app_width, float(0.99) * app_height }, r);
// Upper right window: 3D view
three_dim.draw_view({ app_width / 2, app_height / 2 }, app_width, app_height, app_state, r);
// Draw viewport titles
glColor3f(1.0f, 1.0f, 1.0f);
draw_text(0.005 * app_width, 0.02 * app_height, "TOP");
draw_text(0.005 * app_width, 0.52 * app_height, "FRONT");
draw_text(0.505 * app_width, 0.52 * app_height, "SIDE");
draw_text(0.505 * app_width, 0.02 * app_height, "3D");
// Label axes
glColor3f(1.0f, 0.0f, 0.0f);
draw_text(0.494 * app_width, 0.261 * app_height, "x");
draw_text(0.494 * app_width, 0.761 * app_height, "x");
glColor3f(0.0f, 0.0f, 1.0f);
draw_text(0.245 * app_width, 0.01 * app_height, "z");
draw_text(0.503 * app_width, 0.761 * app_height, "z");
glColor3f(0.0f, 1.0f, 0.0f);
draw_text(0.245 * app_width, 0.995 * app_height, "y");
draw_text(0.745 * app_width, 0.995 * app_height, "y");
// Draw lines bounding each viewport
draw_borders();
}
private:
view_2d top, front, side;
view_3d three_dim;
};
// In this example, we show how to track the camera's motion using a T265 device
int main(int argc, char * argv[]) try
{
// Initialize window for rendering
window app(1280, 720, "RealSense Trajectory Example");
// Construct an object to manage view state
glfw_state app_state(0.0, 0.0);
// Register callbacks to allow manipulation of the view state
register_glfw_callbacks(app, app_state);
// Create objects for rendering the camera, the trajectory and the split screen
camera_renderer cam_renderer;
tracker tracker;
split_screen_renderer screen_renderer(app.width(), app.height(), tracker, cam_renderer);
// Declare RealSense pipeline, encapsulating the actual device and sensors
rs2::pipeline pipe;
// Create a configuration for configuring the pipeline with a non default profile
rs2::config cfg;
// Add pose stream
cfg.enable_stream(RS2_STREAM_POSE, RS2_FORMAT_6DOF);
// Start pipeline with chosen configuration
pipe.start(cfg);
// Main loop
while (app)
{
// Wait for the next set of frames from the camera
auto frames = pipe.wait_for_frames();
// Get a frame from the pose stream
auto f = frames.first_or_default(RS2_STREAM_POSE);
// Cast the frame to pose_frame and get its data
auto pose_data = f.as<rs2::pose_frame>().get_pose_data();
float r[16];
// Calculate current transformation matrix
tracker.calc_transform(pose_data, r);
// From the matrix we found, get the new location point
rs2_vector tr{ r[12], r[13], r[14] };
// Create a new point to be added to the trajectory
tracked_point p{ tr , pose_data.tracker_confidence };
// Register the new point
tracker.add_to_trajectory(p);
// Draw the trajectory from different perspectives
screen_renderer.draw_windows(app.width(), app.height(), app_state, r);
}
return EXIT_SUCCESS;
}
catch (const rs2::error & e)
{
std::cerr << "RealSense error calling " << e.get_failed_function() << "(" << e.get_failed_args() << "):\n " << e.what() << std::endl;
return EXIT_FAILURE;
}
catch (const std::exception& e)
{
std::cerr << e.what() << std::endl;
return EXIT_FAILURE;
}