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()
¶
-
Traditional C++:
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)
¶
-
Traditional C++:
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()
¶
-
Traditional C++:
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)
¶
-
Traditional C++:
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()
¶
-
Traditional C++:
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()
¶
-
Traditional C++:
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()
¶
-
Traditional C++:
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)
¶
-
Traditional C++:
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)
¶
-
Traditional C++:
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)
¶