Data streaming is now much faster (up to 40%). Also added the option to save to binary PLY which is faster than ASCII.

This commit is contained in:
marek
2015-11-09 16:34:26 +01:00
parent 51129eaf30
commit 128645d299
12 changed files with 193 additions and 66 deletions
+40 -14
View File
@@ -217,7 +217,7 @@ namespace KinectServer
if (!oSettings.bMergeScansForSave)
{
string outputFilename = outDir + "\\" + nFrames.ToString().PadLeft(5, '0') + i.ToString() + ".ply";
saveToPly(outputFilename, lFrameVertsAllDevices[i], lFrameRGBAllDevices[i]);
saveToPly(outputFilename, lFrameVertsAllDevices[i], lFrameRGBAllDevices[i], oSettings.bSaveAsBinaryPLY);
}
}
@@ -225,7 +225,7 @@ namespace KinectServer
if (oSettings.bMergeScansForSave)
{
string outputFilename = outDir + "\\" + nFrames.ToString().PadLeft(5, '0') + ".ply";
saveToPly(outputFilename, lFrameVerts, lFrameRGB);
saveToPly(outputFilename, lFrameVerts, lFrameRGB, oSettings.bSaveAsBinaryPLY);
}
}
}
@@ -450,27 +450,53 @@ namespace KinectServer
refineWorker.RunWorkerAsync();
}
private void saveToPly(string filename, List<Single> vertices, List<byte> colors)
private void saveToPly(string filename, List<Single> vertices, List<byte> colors, bool binary)
{
int nVertices = vertices.Count / 3;
System.IO.StreamWriter file = new System.IO.StreamWriter(filename);
FileStream fileStream = File.Open(filename, FileMode.Create);
System.IO.StreamWriter streamWriter = new System.IO.StreamWriter(fileStream);
System.IO.BinaryWriter binaryWriter = new System.IO.BinaryWriter(fileStream);
//PLY file header is written here.
file.WriteLine("ply\nformat ascii 1.0");
file.WriteLine("element vertex " + nVertices.ToString());
file.WriteLine("property float x\nproperty float y\nproperty float z\nproperty uchar red\nproperty uchar green\nproperty uchar blue\nend_header");
if (binary)
streamWriter.WriteLine("ply\nformat binary_little_endian 1.0");
else
streamWriter.WriteLine("ply\nformat ascii 1.0\n");
streamWriter.Write("element vertex " + nVertices.ToString() + "\n");
streamWriter.Write("property float x\nproperty float y\nproperty float z\nproperty uchar red\nproperty uchar green\nproperty uchar blue\nend_header\n");
streamWriter.Flush();
//Vertex and color data are written here.
for (int j = 0; j < vertices.Count / 3; j++)
if (binary)
{
string s = "";
for (int k = 0; k < 3; k++) s += vertices[j * 3 + k].ToString(CultureInfo.InvariantCulture) + " ";
for (int k = 0; k < 3; k++) s += colors[j * 3 + k].ToString(CultureInfo.InvariantCulture) + " ";
file.WriteLine(s);
for (int j = 0; j < vertices.Count / 3; j++)
{
for (int k = 0; k < 3; k++)
binaryWriter.Write(vertices[j * 3 + k]);
for (int k = 0; k < 3; k++)
{
byte temp = colors[j * 3 + k];
binaryWriter.Write(temp);
}
}
}
file.Close();
else
{
for (int j = 0; j < vertices.Count / 3; j++)
{
string s = "";
for (int k = 0; k < 3; k++)
s += vertices[j * 3 + k].ToString(CultureInfo.InvariantCulture) + " ";
for (int k = 0; k < 3; k++)
s += colors[j * 3 + k].ToString(CultureInfo.InvariantCulture) + " ";
streamWriter.WriteLine(s);
}
}
streamWriter.Flush();
binaryWriter.Flush();
fileStream.Close();
}
void RestartUpdateWorker()