Class DenseSpatialMap
- Namespace
- easyar
DenseSpatialMap is used for accurate 3D dense reconstruction of the environment. The reconstructed model is represented by a triangular mesh, called mesh. DenseSpatialMap occupies 1 camera buffer.
Methods
isAvailable
Returns True when the device supports the dense reconstruction feature, 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
- Boolean
inputFrameSink
Input frame input port. DenseSpatialMap input frames must contain the image and corresponding camera parameters, spatial information (cameraTransform and trackingStatus). Refer to InputFrameSink. Note: The camera supports pinhole and fisheye camera models; performance will be affected when using a fisheye camera.
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
bufferRequirement
The number of camera buffers occupied by the current 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
- Int32
create
Create 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
start
Start reconstruction or resume from pause to continue 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
- Boolean
stop
Pause 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
- Void
close
Close the reconstruction process. 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
- Void
getMesh
Retrieve the mesh management object of type SceneMesh. The content will be 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
updateSceneMesh
Retrieve the most recently updated mesh and save it to the SceneMesh object obtained from getMesh. The parameter updateMeshAll indicates whether to perform a full update or an incremental update. When updateMeshAll is True, a full update is performed, and all meshes will be saved to SceneMesh; when updateMeshAll is False, an incremental update is performed, and only the most recently updated mesh is saved to SceneMesh. Performing a full update will take additional time and memory space, leading to 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
updateMeshAllBoolean
Returns
- Boolean