对于一个学校项目,我的小组正在使用 OpenCV 来捕获视频。从这些(自上而下)图像中,提取对象的位置并将其转换为点列表。然后使用http://code.google.com/p/poly2tri/对这些点进行三角测量(以克服可能的非凸对象的问题)。然后,使用三角地窗格的坐标,我们使用 freeglut 在 3D 中绘制对象。(侧面和顶部窗格使用地面窗格坐标计算)。我们遇到的问题是,当我们删除旧的点列表时,应用程序会随机崩溃。有时 1 秒后,有时 30 秒后,有时几分钟后。我们得到的错误是“访问冲突写入位置 0xCCCCCCCC”
我们的代码:
void WorldLayoutBuilder::update()
{
pointList.clear();
// Capture image
<code to capture image and get countours>
for(size_t i = 0; i < contours.size(); i++)
{
if(contours[i].size() > 50)
{
approxPolyDP(contours[i], approxShape, cv::arcLength(cv::Mat(contours[i]), true)*0.04, true);
drawContours(drawing, contours, i, cv::Scalar(255, 0, 0), 0);
std::vector<Point> newObject;
for(size_t j = 0; j < contours[i].size(); j++)
{
cv::Point newPoint = contours[i][j];
newObject.push_back(Point((float) newPoint.x / 100, 0.0f,(float) newPoint.y / 100));
}
pointList.push_back(newObject);
}
}
ObjectCreator3D::createObjects(&pointList);
contours.clear();
<code to release images, etc>
}
这会捕获图像,检索对象的坐标,然后调用 ObjectCreator3D::createObjects():
void ObjectCreator3D::createObjects(std::list<std::vector<Point>>* inputList)
{
std::list<WorldObject>* tempObjects = new std::list<WorldObject>;
for(std::vector<Point>&pointObject : *inputList)
{
WorldObject worldObject(&pointObject);
tempObjects->push_back(worldObject);
}
DataStorage::getInstance()->setObjects(tempObjects);
}
所有对象都变成 WorldObjects:
#include <list>
#include <iostream>
#include <GL/glut.h>
#include <GL/freeglut.h>
#include <time.h>
#include "WorldObject.h"
#include "Point.h"
//Constant height - adjustable/randomized solution is partially implemented in the constructor.
const float WorldObject::HEIGHT = 5.0f;
template <class C> void FreeClear(C & cntr)
{
for(typename C::iterator it = cntr.begin(); it != cntr.end(); ++it)
{
delete * it;
}
cntr.clear();
}
WorldObject::WorldObject(std::vector<Point>* pointList)
{
//TODO, when we have time. Seems difficult because height will change each update...
/*srand (time(NULL));
float fGeneratedY = (rand() % 20 + 2) / 2.0f;*/
cdt = nullptr;
for (Point &point : *pointList)
//point.setY(fGeneratedY);
point.setY(HEIGHT);
this->pointList = pointList;
}
WorldObject::~WorldObject()
{
//Cleanup
delete cdt;
FreeClear(polyPoints);
}
/*
Author Tim Cocu & Bas Rops
Function for drawing the WorldObject
*/
void WorldObject::draw()
{
glPushMatrix();
glColor3f(0.8f, 0.8f, 0.8f);
//Calculate our bottom pane
calculateTriangles();
//BOTTOM PANE
for (unsigned int i = 0; i < calculatedTriangles.size(); i++)
{
p2t::Triangle& t = *calculatedTriangles[i];
p2t::Point& a = *t.GetPoint(0);
p2t::Point& b = *t.GetPoint(1);
p2t::Point& c = *t.GetPoint(2);
glBegin(GL_TRIANGLES);
glNormal3f(0, -1, 0);
glVertex3f((GLfloat)a.x, (GLfloat)0.0f, (GLfloat)a.y);
glVertex3f((GLfloat)b.x, (GLfloat)0.0f, (GLfloat)b.y);
glVertex3f((GLfloat)c.x, (GLfloat)0.0f, (GLfloat)c.y);
glEnd();
}
//TOP PANE
for (unsigned int i = 0; i < calculatedTriangles.size(); i++)
{
p2t::Triangle& t = *calculatedTriangles[i];
p2t::Point& a = *t.GetPoint(0);
p2t::Point& b = *t.GetPoint(1);
p2t::Point& c = *t.GetPoint(2);
glBegin(GL_TRIANGLES);
glNormal3f(0, 1, 0);
glVertex3f((GLfloat)a.x, (GLfloat)HEIGHT, (GLfloat)a.y);
glVertex3f((GLfloat)b.x, (GLfloat)HEIGHT, (GLfloat)b.y);
glVertex3f((GLfloat)c.x, (GLfloat)HEIGHT, (GLfloat)c.y);
glEnd();
}
glColor3f(1.0f, 1.0f, 1.0f);
//SIDE PANES
for(std::size_t iPaneCounter = 0; iPaneCounter < pointList->size(); iPaneCounter++)
{
Point firstPoint = (*pointList)[iPaneCounter];
Point secondPoint (0.0f, 0.0f, 0.0f);
if(iPaneCounter + 1 < pointList->size())
secondPoint.set((*pointList)[iPaneCounter + 1].getX(), (*pointList)[iPaneCounter + 1].getY(), (*pointList)[iPaneCounter + 1].getZ() );
else
secondPoint.set((*pointList)[0].getX(), (*pointList)[0].getY(), (*pointList)[0].getZ());
glBegin(GL_POLYGON);
float fNormalX = (firstPoint.getY() * secondPoint.getZ()) - (firstPoint.getZ() * secondPoint.getY());
float fNormalY = -((secondPoint.getZ() * firstPoint.getX()) - (secondPoint.getX() * firstPoint.getZ()));
float fNormalZ = (firstPoint.getX() * secondPoint.getY()) - (firstPoint.getY() * secondPoint.getX());
glNormal3f(fNormalX, fNormalY, fNormalZ);
glVertex3f(firstPoint.getX(), 0.0f, firstPoint.getZ());
glVertex3f(secondPoint.getX(), 0.0f, secondPoint.getZ());
glVertex3f(secondPoint.getX(), secondPoint.getY(), secondPoint.getZ());
glVertex3f(firstPoint.getX(), firstPoint.getY(), firstPoint.getZ());
glEnd();
}
}
/*
Calculates triangles that make a ground or top pane. Used for calculating possible non-convex objects
*/
void WorldObject::calculateTriangles()
{
//Empty the polyPoints list
if(polyPoints.size() > 0)
FreeClear(polyPoints);
//Convert our Points to p2t::Points
for(std::size_t iBottomIndex = 0; iBottomIndex < pointList->size(); iBottomIndex++)
polyPoints.push_back(new p2t::Point((*pointList)[iBottomIndex].getX(), (*pointList)[iBottomIndex].getZ()));
if(cdt == nullptr)
//Create CDT (Constrained Delaunay Triangulation) and add primary polyPoints
//NOTE: polyPoints must be a simple polygon. The polyPoints' points constitute constrained edges. No repeating points are allowed!
cdt = new p2t::CDT(polyPoints);
//Turn our polyPoints into p2t::Triangles
cdt->Triangulate();
//Set the triangles to use for drawing
calculatedTriangles = cdt->GetTriangles();
}
/*
Retrieve a pointer to a list of Points
*/
std::vector<Point>* WorldObject::getPoints()
{
return pointList;
}
/*
Retrieve a pointer to a list of p2t::Triangles
*/
std::vector<p2t::Triangle*> WorldObject::getCalculatedTriangles()
{
return calculatedTriangles;
}
当所有 WorldObjects 被创建后,它们被存储在 DataStorage 中,DataStorage::getInstance()->setObjects() 被调用:
void DataStorage::setObjects(std::list<WorldObject>* objectList)
{
delete this->objectList;
this->objectList = objectList;
}
应用程序似乎在删除 this->objectList 时崩溃;在 setObjects() 中,所以我们认为应用程序正在尝试删除他无法删除的内容。
任何帮助将不胜感激,我们已经为此工作了几天