Class DenseSpatialMap
- Namespace
- easyar
DenseSpatialMap is used for accurate three-dimensional dense reconstruction of the environment. The reconstructed model is represented by a triangle mesh, called mesh. DenseSpatialMap occupies 1 camera buffer.
Methods
isAvailable
Returns True when the device supports dense reconstruction; otherwise returns False.
bool easyar_DenseSpatialMap_isAvailable(void)
static bool isAvailable()
public static boolean isAvailable()
companion object fun isAvailable(): Boolean
+ (bool)isAvailable
public static func isAvailable() -> Bool
public static bool isAvailable()
Returns
| Type | Description |
|---|---|
| Boolean |
inputFrameSink
Input frame input port. DenseSpatialMap input frames must contain an image and the corresponding camera parameters and spatial information (cameraTransform and trackingStatus). See InputFrameSink. Note: camera supports pinhole and fisheye camera models. Using a fisheye camera affects performance.
void easyar_DenseSpatialMap_inputFrameSink(easyar_DenseSpatialMap * This, easyar_InputFrameSink * * Return)
std::shared_ptr<InputFrameSink> inputFrameSink()
public @Nonnull InputFrameSink inputFrameSink()
fun inputFrameSink(): InputFrameSink
- (easyar_InputFrameSink *)inputFrameSink
public func inputFrameSink() -> InputFrameSink
public virtual InputFrameSink inputFrameSink()
Returns
| Type | Description |
|---|---|
| InputFrameSink |
bufferRequirement
The number of camera buffers currently occupied by this component.
int easyar_DenseSpatialMap_bufferRequirement(easyar_DenseSpatialMap * This)
int bufferRequirement()
public int bufferRequirement()
fun bufferRequirement(): Int
- (int)bufferRequirement
public func bufferRequirement() -> Int32
public virtual int bufferRequirement()
Returns
| Type | Description |
|---|---|
| Int32 |
create
Creates a DenseSpatialMap object.
void easyar_DenseSpatialMap_create(easyar_DenseSpatialMap * * Return)
static std::shared_ptr<DenseSpatialMap> create()
public static @Nonnull DenseSpatialMap create()
companion object fun create(): DenseSpatialMap
+ (easyar_DenseSpatialMap *)create
public static func create() -> DenseSpatialMap
public static DenseSpatialMap create()
Returns
| Type | Description |
|---|---|
| DenseSpatialMap |
start
Starts reconstruction or resumes from pause and continues reconstruction.
bool easyar_DenseSpatialMap_start(easyar_DenseSpatialMap * This)
bool start()
public boolean start()
fun start(): Boolean
- (bool)start
public func start() -> Bool
public virtual bool start()
Returns
| Type | Description |
|---|---|
| Boolean |
stop
Pauses the reconstruction process. Call start to continue the reconstruction process.
void easyar_DenseSpatialMap_stop(easyar_DenseSpatialMap * This)
void stop()
public void stop()
fun stop(): Unit
- (void)stop
public func stop() -> Void
public virtual void stop()
Returns
| Type | Description |
|---|---|
| Void |
close
Closes the reconstruction process. It should not be used after close.
void easyar_DenseSpatialMap_close(easyar_DenseSpatialMap * This)
void close()
public void close()
fun close(): Unit
- (void)close
public func close() -> Void
public virtual void close()
Returns
| Type | Description |
|---|---|
| Void |
getMesh
Gets the mesh management object of type SceneMesh. Its contents are automatically updated after calling the updateSceneMesh function.
void easyar_DenseSpatialMap_getMesh(easyar_DenseSpatialMap * This, easyar_SceneMesh * * Return)
std::shared_ptr<SceneMesh> getMesh()
public @Nonnull SceneMesh getMesh()
fun getMesh(): SceneMesh
- (easyar_SceneMesh *)getMesh
public func getMesh() -> SceneMesh
public virtual SceneMesh getMesh()
Returns
| Type | Description |
|---|---|
| SceneMesh |
updateSceneMesh
Gets the recently updated mesh and saves it into the SceneMesh object obtained from getMesh. The parameter updateMeshAll specifies whether to perform a full update or an incremental update. When updateMeshAll is True, a full update is performed and all meshes are saved into SceneMesh; when updateMeshAll is False, an incremental update is performed and only the recently updated mesh is saved into SceneMesh. Performing a full update consumes additional time and memory and causes performance degradation.
bool easyar_DenseSpatialMap_updateSceneMesh(easyar_DenseSpatialMap * This, bool updateMeshAll)
bool updateSceneMesh(bool updateMeshAll)
public boolean updateSceneMesh(boolean updateMeshAll)
fun updateSceneMesh(updateMeshAll: Boolean): Boolean
- (bool)updateSceneMesh:(bool)updateMeshAll
public func updateSceneMesh(_ updateMeshAll: Bool) -> Bool
public virtual bool updateSceneMesh(bool updateMeshAll)
Parameters
| Name | Type | Description |
|---|---|---|
| updateMeshAll | Boolean |
Returns
| Type | Description |
|---|---|
| Boolean |