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)