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rs-measure.cpp
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rs-measure.cpp
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// License: Apache 2.0. See LICENSE file in root directory.
// Copyright(c) 2017 Intel Corporation. All Rights Reserved.
#include <librealsense2/rs.hpp> // Include RealSense Cross Platform API
#include <librealsense2/rsutil.h>
#include "example.hpp" // Include short list of convenience functions for rendering
// This example will require several standard data-structures and algorithms:
#define _USE_MATH_DEFINES
#include <math.h>
#include <queue>
#include <unordered_set>
#include <map>
#include <thread>
#include <atomic>
#include <mutex>
using pixel = std::pair<int, int>;
// Neighbors function returns 12 fixed neighboring pixels in an image
std::array<pixel, 12> neighbors(rs2::depth_frame frame, pixel p);
// Distance 3D is used to calculate real 3D distance between two pixels
float dist_3d(const rs2::depth_frame& frame, pixel u, pixel v);
// Distance 2D returns the distance in pixels between two pixels
float dist_2d(const pixel& a, const pixel& b);
// Toggle helper class will be used to render the two buttons
// controlling the edges of our ruler
struct toggle
{
toggle() : x(0.f), y(0.f) {}
toggle(float x, float y)
: x(std::min(std::max(x, 0.f), 1.f)),
y(std::min(std::max(y, 0.f), 1.f))
{}
// Move from [0,1] space to pixel space of specific frame
pixel get_pixel(rs2::depth_frame frame) const
{
int px = x * frame.get_width();
int py = y * frame.get_height();
return{ px, py };
}
void render(const window& app)
{
// Render a circle
const float r = 10;
const float segments = 16;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR);
glColor3f(0.f, 1.0f, 0.0f);
glLineWidth(2);
glBegin(GL_LINE_STRIP);
for (auto i = 0; i <= segments; i++)
{
auto t = 2 * M_PI * float(i) / segments;
glVertex2f(x * app.width() + cos(t) * r,
y * app.height() + sin(t) * r);
}
glEnd();
glDisable(GL_BLEND);
glColor3f(1.f, 1.f, 1.f);
}
// This helper function is used to find the button
// closest to the mouse cursor
// Since we are only comparing this distance, sqrt can be safely skipped
float dist_2d(const toggle& other) const
{
return pow(x - other.x, 2) + pow(y - other.y, 2);
}
float x;
float y;
bool selected = false;
};
// Application state shared between the main-thread and GLFW events
struct state
{
bool mouse_down = false;
toggle ruler_start;
toggle ruler_end;
};
// Helper function to register to UI events
void register_glfw_callbacks(window& app, state& app_state);
// Distance rendering functions:
// Simple distance is the classic pythagorean distance between 3D points
// This distance ignores the topology of the object and can cut both through
// air and through solid
void render_simple_distance(const rs2::depth_frame& depth,
const state& s,
const window& app);
// Shortest-path distance approximates the geodesic.
// Given two points on a surface it will follow with that surface
void render_shortest_path(const rs2::depth_frame& depth,
const std::vector<pixel>& path,
const window& app,
float total_dist);
int main(int argc, char * argv[]) try
{
// OpenGL textures for the color and depth frames
texture depth_image, color_image;
// Colorizer is used to visualize depth data
rs2::colorizer color_map;
// Decimation filter reduces the amount of data (while preserving best samples)
rs2::decimation_filter dec;
// If the demo is too slow, make sure you run in Release (-DCMAKE_BUILD_TYPE=Release)
// but you can also increase the following parameter to decimate depth more (reducing quality)
dec.set_option(RS2_OPTION_FILTER_MAGNITUDE, 2);
// Define transformations from and to Disparity domain
rs2::disparity_transform depth2disparity;
rs2::disparity_transform disparity2depth(false);
// Define spatial filter (edge-preserving)
rs2::spatial_filter spat;
// Enable hole-filling
// Hole filling is an agressive heuristic and it gets the depth wrong many times
// However, this demo is not built to handle holes
// (the shortest-path will always prefer to "cut" through the holes since they have zero 3D distance)
spat.set_option(RS2_OPTION_HOLES_FILL, 5); // 5 = fill all the zero pixels
// Define temporal filter
rs2::temporal_filter temp;
// Spatially align all streams to depth viewport
// We do this because:
// a. Usually depth has wider FOV, and we only really need depth for this demo
// b. We don't want to introduce new holes
rs2::align align_to(RS2_STREAM_DEPTH);
// Declare RealSense pipeline, encapsulating the actual device and sensors
rs2::pipeline pipe;
rs2::config cfg;
cfg.enable_stream(RS2_STREAM_DEPTH); // Enable default depth
// For the color stream, set format to RGBA
// To allow blending of the color frame on top of the depth frame
cfg.enable_stream(RS2_STREAM_COLOR, RS2_FORMAT_RGBA8);
auto profile = pipe.start(cfg);
auto sensor = profile.get_device().first<rs2::depth_sensor>();
// TODO: At the moment the SDK does not offer a closed enum for D400 visual presets
// (because they keep changing)
// As a work-around we try to find the High-Density preset by name
// We do this to reduce the number of black pixels
// The hardware can perform hole-filling much better and much more power efficient then our software
auto range = sensor.get_option_range(RS2_OPTION_VISUAL_PRESET);
for (auto i = range.min; i < range.max; i += range.step)
if (std::string(sensor.get_option_value_description(RS2_OPTION_VISUAL_PRESET, i)) == "High Density")
sensor.set_option(RS2_OPTION_VISUAL_PRESET, i);
auto stream = profile.get_stream(RS2_STREAM_DEPTH).as<rs2::video_stream_profile>();
// Create a simple OpenGL window for rendering:
window app(stream.width(), stream.height(), "RealSense Measure Example");
// Define application state and position the ruler buttons
state app_state;
app_state.ruler_start = { 0.45f, 0.5f };
app_state.ruler_end = { 0.55f, 0.5f };
register_glfw_callbacks(app, app_state);
// After initial post-processing, frames will flow into this queue:
rs2::frame_queue postprocessed_frames;
// In addition, depth frames will also flow into this queue:
rs2::frame_queue pathfinding_queue;
// Alive boolean will signal the worker threads to finish-up
std::atomic_bool alive{ true };
// The pathfinding thread will write its output to this memory:
std::vector<pixel> path;
float total_dist = 0.f;
std::mutex path_mutex; // It is protected by a mutex
// Video-processing thread will fetch frames from the camera,
// apply post-processing and send the result to the main thread for rendering
// It recieves synchronized (but not spatially aligned) pairs
// and outputs synchronized and aligned pairs
std::thread video_processing_thread([&]() {
// In order to generate new composite frames, we have to wrap the processing
// code in a lambda
rs2::processing_block frame_processor(
[&](rs2::frameset data, // Input frameset (from the pipeline)
rs2::frame_source& source) // Frame pool that can allocate new frames
{
// First make the frames spatially aligned
data = data.apply_filter(align_to);
// Decimation will reduce the resultion of the depth image,
// closing small holes and speeding-up the algorithm
data = data.apply_filter(dec);
// To make sure far-away objects are filtered proportionally
// we try to switch to disparity domain
data = data.apply_filter(depth2disparity);
// Apply spatial filtering
data = data.apply_filter(spat);
// Apply temporal filtering
data = data.apply_filter(temp);
// If we are in disparity domain, switch back to depth
data = data.apply_filter(disparity2depth);
// Send the post-processed depth for path-finding
pathfinding_queue.enqueue(data.get_depth_frame());
//Apply color map for visualization of depth
data = data.apply_filter(color_map);
// Send the composite frame for rendering
source.frame_ready(data);
});
// Indicate that we want the results of frame_processor
// to be pushed into postprocessed_frames queue
frame_processor >> postprocessed_frames;
while (alive)
{
// Fetch frames from the pipeline and send them for processing
rs2::frameset fs;
if (pipe.poll_for_frames(&fs)) frame_processor.invoke(fs);
}
});
// Shortest-path thread is recieving depth frame and
// runs classic Dijkstra on it to find the shortest path (in 3D)
// between the two points the user have chosen
std::thread shortest_path_thread([&]() {
while (alive)
{
// Try to fetch frames from the pathfinding_queue
rs2::frame depth;
if (pathfinding_queue.poll_for_frame(&depth))
{
// Define vertex+distance struct
using dv = std::pair<float, pixel>;
// Define source, target and a terminator pixel
pixel src = app_state.ruler_start.get_pixel(depth);
pixel trg = app_state.ruler_end.get_pixel(depth);
pixel token{ -1, -1 }; // When we see this value we know we reached source
// Dist holds distances of every pixel from source
std::map<pixel, float> dist;
// Parent map is used to reconsturct the shortest-path
std::map<pixel, pixel> parent;
// Priority queue holds pixels (ordered by their distance)
std::priority_queue<dv, std::vector<dv>, std::greater<dv>> q;
// Initialize the source pixel:
dist[src] = 0.f;
parent[src] = token;
q.emplace(0.f, src);
// To save calculation we apply a heuristic
// Don't visit pixels that are too far away in 2D space
// It is very rare for objects in 3D space to violate this
auto max_2d_dist = dist_2d(src, trg) * 1.2;
while (!q.empty() && alive)
{
// Fetch the closest pixel from the queue
pixel u = q.top().second; q.pop();
// If we reached the max radius, don't continue to expand
if (dist_2d(src, u) > max_2d_dist) continue;
// Fetch the list of neighboring pixels
auto n = neighbors(depth, u);
for (auto&& v : n)
{
// If this pixel was not yet visited, initialize
// its distance as +INF
if (dist.find(v) == dist.end()) dist[v] = INFINITY;
// Calculate distance in 3D between the two neighboring pixels
auto d = dist_3d(depth, u, v);
// Calculate total distance from source
auto total_dist = dist[u] + d;
// If we encounter a potential improvement,
if (dist[v] > total_dist)
{
// Update parent and distance
parent[v] = u;
dist[v] = total_dist;
// And re-visit that pixel by re-introducing it to the queue
q.emplace(total_dist, v);
}
}
}
{
// Write the shortest-path to the path variable
std::lock_guard<std::mutex> lock(path_mutex);
total_dist = dist[trg];
path.clear();
// Iterate until encounter token special pixel
while (trg != token)
{
// Handle the case we didn't find a path
if (trg == parent[trg]) break;
path.emplace_back(trg);
trg = parent[trg];
}
}
}
}
});
while(app) // Application still alive?
{
// Fetch the latest available post-processed frameset
static rs2::frameset current_frameset;
postprocessed_frames.poll_for_frame(¤t_frameset);
if (current_frameset)
{
auto depth = current_frameset.get_depth_frame();
auto color = current_frameset.get_color_frame();
auto colorized_depth = current_frameset.first(RS2_STREAM_DEPTH, RS2_FORMAT_RGB8);
glEnable(GL_BLEND);
// Use the Alpha channel for blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// First render the colorized depth image
depth_image.render(colorized_depth, { 0, 0, app.width(), app.height() });
// Next, set global alpha for the color image to 90%
// (to make it slightly translucent)
//glColor4f(1.f, 1.f, 1.f, 0.9f);
// Render the color frame (since we have selected RGBA format
// pixels out of FOV will appear transparent)
color_image.render(color, { 0, 0, app.width(), app.height() });
{
// Take the lock, to make sure the path is not modified
// while we are rendering it
std::lock_guard<std::mutex> lock(path_mutex);
// Use 1-Color model to invert background colors
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR);
// Render the shortest-path as calculated
render_shortest_path(depth, path, app, total_dist);
// Render the simple pythagorean distance
render_simple_distance(depth, app_state, app);
// Render the ruler
app_state.ruler_start.render(app);
app_state.ruler_end.render(app);
glColor3f(1.f, 1.f, 1.f);
}
glDisable(GL_BLEND);
}
}
// Signal threads to finish and wait until they do
alive = false;
video_processing_thread.join();
shortest_path_thread.join();
return EXIT_SUCCESS;
}
catch (const rs2::error & e)
{
std::cerr << "RealSense error calling " << e.get_failed_function() << "(" << e.get_failed_args() << "):\n " << e.what() << std::endl;
return EXIT_FAILURE;
}
catch (const std::exception& e)
{
std::cerr << e.what() << std::endl;
return EXIT_FAILURE;
}
std::array<pixel, 12> neighbors(rs2::depth_frame frame, pixel p)
{
// Define 12 neighboring pixels in some fixed pattern
int px = p.first;
int py = p.second;
std::array<pixel, 12> res{
pixel{ px, py - 1 },
pixel{ px - 1, py },
pixel{ px + 1, py },
pixel{ px, py + 1 },
pixel{ px - 1, py - 2 },
pixel{ px + 1, py - 2 },
pixel{ px - 1, py + 2 },
pixel{ px + 1, py + 2 },
pixel{ px - 2, py - 1 },
pixel{ px + 2, py - 1 },
pixel{ px - 2, py + 1 },
pixel{ px + 2, py + 1 }
};
for (auto&& r : res)
{
r.first = std::min(std::max(r.first, 0), frame.get_width() - 1);
r.second = std::min(std::max(r.second, 0), frame.get_height() - 1);
}
return res;
}
float dist_3d(const rs2::depth_frame& frame, pixel u, pixel v)
{
float upixel[2]; // From pixel
float upoint[3]; // From point (in 3D)
float vpixel[2]; // To pixel
float vpoint[3]; // To point (in 3D)
// Copy pixels into the arrays (to match rsutil signatures)
upixel[0] = u.first;
upixel[1] = u.second;
vpixel[0] = v.first;
vpixel[1] = v.second;
// Query the frame for distance
// Note: this can be optimized
// It is not recommended to issue an API call for each pixel
// (since the compiler can't inline these)
// However, in this example it is not one of the bottlenecks
auto udist = frame.get_distance(upixel[0], upixel[1]);
auto vdist = frame.get_distance(vpixel[0], vpixel[1]);
// Deproject from pixel to point in 3D
rs2_intrinsics intr = frame.get_profile().as<rs2::video_stream_profile>().get_intrinsics(); // Calibration data
rs2_deproject_pixel_to_point(upoint, &intr, upixel, udist);
rs2_deproject_pixel_to_point(vpoint, &intr, vpixel, vdist);
// Calculate euclidean distance between the two points
return sqrt(pow(upoint[0] - vpoint[0], 2) +
pow(upoint[1] - vpoint[1], 2) +
pow(upoint[2] - vpoint[2], 2));
}
float dist_2d(const pixel& a, const pixel& b)
{
return pow(a.first - b.first, 2) + pow(a.second - b.second, 2);
}
void render_simple_distance(const rs2::depth_frame& depth,
const state& s,
const window& app)
{
pixel center;
glColor3f(1.f, 0.0f, 1.0f);
glPushAttrib(GL_ENABLE_BIT);
glLineStipple(1, 0x00ff);
glEnable(GL_LINE_STIPPLE);
glLineWidth(5);
glBegin(GL_LINE_STRIP);
glVertex2f(s.ruler_start.x * app.width(),
s.ruler_start.y * app.height());
glVertex2f(s.ruler_end.x * app.width(),
s.ruler_end.y * app.height());
glEnd();
glPopAttrib();
auto from_pixel = s.ruler_start.get_pixel(depth);
auto to_pixel = s.ruler_end.get_pixel(depth);
float air_dist = dist_3d(depth, from_pixel, to_pixel);
center.first = (from_pixel.first + to_pixel.first) / 2;
center.second = (from_pixel.second + to_pixel.second) / 2;
std::stringstream ss;
ss << int(air_dist * 100) << " cm";
auto str = ss.str();
auto x = (float(center.first) / depth.get_width()) * app.width();
auto y = (float(center.second) / depth.get_height()) * app.height();
draw_text(x + 15, y + 15, str.c_str());
}
void render_shortest_path(const rs2::depth_frame& depth,
const std::vector<pixel>& path,
const window& app,
float total_dist)
{
pixel center;
glColor3f(0.f, 1.0f, 0.0f);
glLineWidth(5);
glBegin(GL_LINE_STRIP);
for (int i = 0; i < path.size(); i++)
{
auto&& pixel = path[i];
auto x = (float(pixel.first) / depth.get_width()) * app.width();
auto y = (float(pixel.second) / depth.get_height()) * app.height();
glVertex2f(x, y);
if (i == path.size() / 2) center = { x, y };
}
glEnd();
if (path.size() > 1)
{
std::stringstream ss;
ss << int(total_dist * 100) << " cm";
auto str = ss.str();
draw_text(center.first + 15, center.second + 15, str.c_str());
}
}
// Implement drag&drop behaviour for the buttons:
void register_glfw_callbacks(window& app, state& app_state)
{
app.on_left_mouse = [&](bool pressed)
{
app_state.mouse_down = pressed;
};
app.on_mouse_move = [&](double x, double y)
{
toggle cursor{ float(x) / app.width(), float(y) / app.height() };
std::vector<toggle*> toggles{
&app_state.ruler_start,
&app_state.ruler_end };
if (app_state.mouse_down)
{
toggle* best = toggles.front();
for (auto&& t : toggles)
{
if (t->dist_2d(cursor) < best->dist_2d(cursor))
{
best = t;
}
}
best->selected = true;
}
else
{
for (auto&& t : toggles) t->selected = false;
}
for (auto&& t : toggles)
{
if (t->selected) *t = cursor;
}
};
}