DenseSpatialMap Class¶
Description¶
DenseSpatialMap is used to reconstruct the environment accurately and densely. The reconstructed model is represented by triangle mesh, which is denoted simply by mesh.
DenseSpatialMap occupies 1 buffers of camera.
isAvailable¶
Returns True when the device supports dense reconstruction, otherwise returns False.
- C
bool easyar_DenseSpatialMap_isAvailable(void)
- C++17
static bool isAvailable()
- C++03
static bool isAvailable()
- Java
public static boolean isAvailable()
- Kotlin
companion object fun isAvailable(): Boolean
- Objective-C
+ (bool)isAvailable
- Swift
public static func isAvailable() -> Bool
- C#
public static bool isAvailable()
inputFrameSink¶
Input port for input frame. For DenseSpatialMap to work, the inputFrame must include image and it's camera parameters and spatial information (cameraTransform and trackingStatus). See also InputFrameSink .
- C
void easyar_DenseSpatialMap_inputFrameSink(easyar_DenseSpatialMap * This, easyar_InputFrameSink * * Return)
- C++17
std::shared_ptr<InputFrameSink> inputFrameSink()
- C++03
void inputFrameSink(InputFrameSink * * Return)
- Java
public @Nonnull InputFrameSink inputFrameSink()
- Kotlin
fun inputFrameSink(): InputFrameSink
- Objective-C
- (easyar_InputFrameSink *)inputFrameSink
- Swift
public func inputFrameSink() -> InputFrameSink
- C#
public virtual InputFrameSink inputFrameSink()
bufferRequirement¶
Camera buffers occupied in this component.
- C
int easyar_DenseSpatialMap_bufferRequirement(easyar_DenseSpatialMap * This)
- C++17
int bufferRequirement()
- C++03
int bufferRequirement()
- Java
public int bufferRequirement()
- Kotlin
fun bufferRequirement(): Int
- Objective-C
- (int)bufferRequirement
- Swift
public func bufferRequirement() -> Int32
- C#
public virtual int bufferRequirement()
create¶
Create DenseSpatialMap object.
- C
void easyar_DenseSpatialMap_create(easyar_DenseSpatialMap * * Return)
- C++17
static std::shared_ptr<DenseSpatialMap> create()
- C++03
static void create(DenseSpatialMap * * Return)
- Java
public static @Nonnull DenseSpatialMap create()
- Kotlin
companion object fun create(): DenseSpatialMap
- Objective-C
+ (easyar_DenseSpatialMap *)create
- Swift
public static func create() -> DenseSpatialMap
- C#
public static DenseSpatialMap create()
start¶
Start or continue runninng DenseSpatialMap algorithm.
- C
bool easyar_DenseSpatialMap_start(easyar_DenseSpatialMap * This)
- C++17
bool start()
- C++03
bool start()
- Java
public boolean start()
- Kotlin
fun start(): Boolean
- Objective-C
- (bool)start
- Swift
public func start() -> Bool
- C#
public virtual bool start()
stop¶
Pause the reconstruction algorithm. Call start to resume reconstruction.
- C
void easyar_DenseSpatialMap_stop(easyar_DenseSpatialMap * This)
- C++17
void stop()
- C++03
void stop()
- Java
public void stop()
- Kotlin
fun stop(): Unit
- Objective-C
- (void)stop
- Swift
public func stop() -> Void
- C#
public virtual void stop()
close¶
Close DenseSpatialMap algorithm.
- C
void easyar_DenseSpatialMap_close(easyar_DenseSpatialMap * This)
- C++17
void close()
- C++03
void close()
- Java
public void close()
- Kotlin
fun close(): Unit
- Objective-C
- (void)close
- Swift
public func close() -> Void
- C#
public virtual void close()
getMesh¶
Get the mesh management object of type SceneMesh . The contents will automatically update after calling the DenseSpatialMap.updateSceneMesh function.
- C
void easyar_DenseSpatialMap_getMesh(easyar_DenseSpatialMap * This, easyar_SceneMesh * * Return)
- C++17
std::shared_ptr<SceneMesh> getMesh()
- C++03
void getMesh(SceneMesh * * Return)
- Java
public @Nonnull SceneMesh getMesh()
- Kotlin
fun getMesh(): SceneMesh
- Objective-C
- (easyar_SceneMesh *)getMesh
- Swift
public func getMesh() -> SceneMesh
- C#
public virtual SceneMesh getMesh()
updateSceneMesh¶
Get the lastest updated mesh and save it to the SceneMesh object obtained by DenseSpatialMap.getMesh .
The parameter updateMeshAll indicates whether to perform a full update or an incremental update. When updateMeshAll is True, full update is performed. All meshes are saved to SceneMesh . When updateMeshAll is False, incremental update is performed, and only the most recently updated mesh is saved to SceneMesh .
Full update will take extra time and memory space, causing performance degradation.
- C
bool easyar_DenseSpatialMap_updateSceneMesh(easyar_DenseSpatialMap * This, bool updateMeshAll)
- C++17
bool updateSceneMesh(bool updateMeshAll)
- C++03
bool updateSceneMesh(bool updateMeshAll)
- Java
public boolean updateSceneMesh(boolean updateMeshAll)
- Kotlin
fun updateSceneMesh(updateMeshAll: Boolean): Boolean
- Objective-C
- (bool)updateSceneMesh:(bool)updateMeshAll
- Swift
public func updateSceneMesh(_ updateMeshAll: Bool) -> Bool
- C#
public virtual bool updateSceneMesh(bool updateMeshAll)