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Commit 3d09f4d4 authored by simon.fanetti's avatar simon.fanetti
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...@@ -172,6 +172,8 @@ void Projection::buildFrame(cv::Mat_<float> &depth, cv::Mat_<cv::Point2i> &frame ...@@ -172,6 +172,8 @@ void Projection::buildFrame(cv::Mat_<float> &depth, cv::Mat_<cv::Point2i> &frame
/* /*
fill with value of the 1st non null neighbour fill with value of the 1st non null neighbour
Fixe only the holes formed by the deprojection round up coordinates (because deproject goes from 3D floats values to 2D uint),
not the big deprojection (like a hand moving above the sand).
*/ */
void Projection::holeFilling(cv::Mat_<cv::Vec3b> &dst, cv::Mat_<cv::Point2i> &frameMap){ void Projection::holeFilling(cv::Mat_<cv::Vec3b> &dst, cv::Mat_<cv::Point2i> &frameMap){
...@@ -183,8 +185,8 @@ void Projection::holeFilling(cv::Mat_<cv::Vec3b> &dst, cv::Mat_<cv::Point2i> &fr ...@@ -183,8 +185,8 @@ void Projection::holeFilling(cv::Mat_<cv::Vec3b> &dst, cv::Mat_<cv::Point2i> &fr
cv::Vec3b color; cv::Vec3b color;
bool found = false; bool found = false;
for(int d_y = -1; d_y <= 1 && !found; d_y++){ for(int d_y = -1; d_y <= 1; d_y++){
for(int d_x = -1; d_x <= 1 && !found; d_x++){ for(int d_x = -1; d_x <= 1; d_x++){
if(!(d_x == 0 && d_y == 0)){ if(!(d_x == 0 && d_y == 0)){
...@@ -193,9 +195,12 @@ void Projection::holeFilling(cv::Mat_<cv::Vec3b> &dst, cv::Mat_<cv::Point2i> &fr ...@@ -193,9 +195,12 @@ void Projection::holeFilling(cv::Mat_<cv::Vec3b> &dst, cv::Mat_<cv::Point2i> &fr
if( ((0 <= x && x < dst.cols) && (0 <= y && y < dst.rows)) && (frameMap.at<cv::Point2i>(y,x) != cv::Point2i(-1,-1)) ){ if( ((0 <= x && x < dst.cols) && (0 <= y && y < dst.rows)) && (frameMap.at<cv::Point2i>(y,x) != cv::Point2i(-1,-1)) ){
color = dst.at<cv::Vec3b>(y,x); color = dst.at<cv::Vec3b>(y,x);
found = true; found = true;
break;
} }
} }
} }
if(found)
break;
} }
if(found){ if(found){
......
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