realsense d435i measure
realsense d435i measure
// 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>; // Distance 3D is used to calculate real 3D distance between two pixels float dist_3d(const rs2::depth_frame& frame, pixel u, pixel v); // 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 xl, float yl) : x(std::min(std::max(xl, 0.f), 1.f)), y(std::min(std::max(yl, 0.f), 1.f)) {} // Move from [0,1] space to pixel space of specific frame pixel get_pixel(rs2::depth_frame frm) const { int px = static_cast<int>(x * frm.get_width()); int py = static_cast<int>(y * frm.get_height()); return{ px, py }; } void render(const window& app) { glColor4f(0.f, 0.0f, 0.0f, 0.2f); render_circle(app, 10); render_circle(app, 8); glColor4f(1.f, 0.9f, 1.0f, 1.f); render_circle(app, 6); } void render_circle(const window& app, float r) { const float segments = 16; glBegin(GL_TRIANGLE_STRIP); for (auto i = 0; i <= segments; i++) { auto t = 2 * PI_FL * float(i) / segments; glVertex2f(x * app.width() + cos(t) * r, y * app.height() + sin(t) * r); glVertex2f(x * app.width(), y * app.height()); } glEnd(); } // 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 static_cast<float>(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); 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; // Use black to white color map color_map.set_option(RS2_OPTION_COLOR_SCHEME, 2.f); // 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>(); // Set the device to High Accuracy preset of the D400 stereoscopic cameras if (sensor && sensor.is<rs2::depth_stereo_sensor>()) { sensor.set_option(RS2_OPTION_VISUAL_PRESET, RS2_RS400_VISUAL_PRESET_HIGH_ACCURACY); } 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; // Alive boolean will signal the worker threads to finish-up std::atomic_bool alive{ true }; // 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([&]() { while (alive) { // Fetch frames from the pipeline and send them for processing rs2::frameset data; if (pipe.poll_for_frames(&data)) { // 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); //// Apply color map for visualization of depth data = data.apply_filter(color_map); // Send resulting frames for visualization in the main thread postprocessed_frames.enqueue(data); } } }); rs2::frameset current_frameset; while(app) // Application still alive? { // Fetch the latest available post-processed 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() }); // 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() }); // 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(); 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; } 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] = static_cast<float>(u.first); upixel[1] = static_cast<float>(u.second); vpixel[0] = static_cast<float>(v.first); vpixel[1] = static_cast<float>(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(static_cast<int>(upixel[0]), static_cast<int>(upixel[1])); auto vdist = frame.get_distance(static_cast<int>(vpixel[0]), static_cast<int>(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.f) + pow(upoint[1] - vpoint[1], 2.f) + pow(upoint[2] - vpoint[2], 2.f)); } void draw_line(float x0, float y0, float x1, float y1, int width) { glPushAttrib(GL_ENABLE_BIT); glLineStipple(1, 0x00ff); glEnable(GL_LINE_STIPPLE); glLineWidth(static_cast<float>(width)); glBegin(GL_LINE_STRIP); glVertex2f(x0, y0); glVertex2f(x1, y1); glEnd(); glPopAttrib(); } void render_simple_distance(const rs2::depth_frame& depth, const state& s, const window& app) { pixel center; glColor4f(0.f, 0.0f, 0.0f, 0.2f); draw_line(s.ruler_start.x * app.width(), s.ruler_start.y * app.height(), s.ruler_end.x * app.width(), s.ruler_end.y * app.height(), 9); glColor4f(0.f, 0.0f, 0.0f, 0.3f); draw_line(s.ruler_start.x * app.width(), s.ruler_start.y * app.height(), s.ruler_end.x * app.width(), s.ruler_end.y * app.height(), 7); glColor4f(1.f, 1.0f, 1.0f, 1.f); draw_line(s.ruler_start.x * app.width(), s.ruler_start.y * app.height(), s.ruler_end.x * app.width(), s.ruler_end.y * app.height(), 3); 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() + 15; auto y = (float(center.second) / depth.get_height()) * app.height() + 15; auto w = stb_easy_font_width((char*)str.c_str()); // Draw dark background for the text label glColor4f(0.f, 0.f, 0.f, 0.4f); glBegin(GL_TRIANGLES); glVertex2f(x - 3, y - 10); glVertex2f(x + w + 2, y - 10); glVertex2f(x + w + 2, y + 2); glVertex2f(x + w + 2, y + 2); glVertex2f(x - 3, y + 2); glVertex2f(x - 3, y - 10); glEnd(); // Draw white text label glColor4f(1.f, 1.f, 1.f, 1.f); draw_text(static_cast<int>(x), static_cast<int>(y), str.c_str()); } // Implement drag & drop behavior 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; } }; }
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