pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/GpuLaser.cc

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2019-03-28 10:57:49 +08:00
/*
* Copyright (C) 2012 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <sstream>
#include <ignition/math/Helpers.hh>
#include <ignition/math/Pose3.hh>
#include <ignition/math/Vector3.hh>
#ifndef _WIN32
#include <dirent.h>
#else
// Ensure that Winsock2.h is included before Windows.h, which can get
// pulled in by anybody (e.g., Boost).
#include <Winsock2.h>
#include "gazebo/common/win_dirent.h"
#endif
#include "gazebo/rendering/ogre_gazebo.h"
#include "gazebo/common/Assert.hh"
#include "gazebo/common/Events.hh"
#include "gazebo/common/Console.hh"
#include "gazebo/common/Exception.hh"
#include "gazebo/common/Mesh.hh"
#include "gazebo/common/MeshManager.hh"
#include "gazebo/common/Timer.hh"
#include "gazebo/rendering/Visual.hh"
#include "gazebo/rendering/Conversions.hh"
#include "gazebo/rendering/Scene.hh"
#include "gazebo/rendering/GpuLaser.hh"
#include "gazebo/rendering/GpuLaserPrivate.hh"
using namespace gazebo;
using namespace rendering;
int GpuLaserPrivate::texCount = 0;
//////////////////////////////////////////////////
GpuLaser::GpuLaser(const std::string &_namePrefix, ScenePtr _scene,
const bool _autoRender)
: Camera(_namePrefix, _scene, _autoRender),
dataPtr(new GpuLaserPrivate)
{
this->dataPtr->laserBuffer = NULL;
this->dataPtr->laserScan = NULL;
this->dataPtr->matFirstPass = NULL;
this->dataPtr->matSecondPass = NULL;
for (int i = 0; i < 3; ++i)
this->dataPtr->firstPassTextures[i] = NULL;
this->dataPtr->secondPassTexture = NULL;
this->dataPtr->orthoCam = NULL;
this->dataPtr->w2nd = 0;
this->dataPtr->h2nd = 0;
this->cameraCount = 0;
this->dataPtr->textureCount = 0;
this->dataPtr->visual.reset();
}
//////////////////////////////////////////////////
GpuLaser::~GpuLaser()
{
delete [] this->dataPtr->laserBuffer;
delete [] this->dataPtr->laserScan;
for (unsigned int i = 0; i < this->dataPtr->textureCount; ++i)
{
if (this->dataPtr->firstPassTextures[i])
{
Ogre::TextureManager::getSingleton().remove(
this->dataPtr->firstPassTextures[i]->getName());
}
}
if (this->dataPtr->secondPassTexture)
{
Ogre::TextureManager::getSingleton().remove(
this->dataPtr->secondPassTexture->getName());
}
if (this->scene && this->dataPtr->orthoCam)
this->scene->OgreSceneManager()->destroyCamera(this->dataPtr->orthoCam);
this->dataPtr->visual.reset();
this->dataPtr->texIdx.clear();
this->dataPtr->texCount = 0;
}
//////////////////////////////////////////////////
void GpuLaser::Load(sdf::ElementPtr _sdf)
{
Camera::Load(_sdf);
}
//////////////////////////////////////////////////
void GpuLaser::Load()
{
Camera::Load();
}
//////////////////////////////////////////////////
void GpuLaser::Init()
{
Camera::Init();
this->dataPtr->visual.reset(new Visual(this->Name()+"second_pass_canvas",
this->GetScene()->WorldVisual()));
}
//////////////////////////////////////////////////
void GpuLaser::Fini()
{
Camera::Fini();
}
//////////////////////////////////////////////////
void GpuLaser::CreateLaserTexture(const std::string &_textureName)
{
this->camera->yaw(Ogre::Radian(this->horzHalfAngle));
this->CreateOrthoCam();
this->dataPtr->textureCount = this->cameraCount;
if (this->dataPtr->textureCount == 2)
{
this->dataPtr->cameraYaws[0] = -this->hfov/2;
this->dataPtr->cameraYaws[1] = +this->hfov;
this->dataPtr->cameraYaws[2] = 0;
this->dataPtr->cameraYaws[3] = -this->hfov/2;
}
else
{
this->dataPtr->cameraYaws[0] = -this->hfov;
this->dataPtr->cameraYaws[1] = +this->hfov;
this->dataPtr->cameraYaws[2] = +this->hfov;
this->dataPtr->cameraYaws[3] = -this->hfov;
}
for (unsigned int i = 0; i < this->dataPtr->textureCount; ++i)
{
std::stringstream texName;
texName << _textureName << "first_pass_" << i;
this->dataPtr->firstPassTextures[i] =
Ogre::TextureManager::getSingleton().createManual(
texName.str(), "General", Ogre::TEX_TYPE_2D,
this->ImageWidth(), this->ImageHeight(), 0,
Ogre::PF_FLOAT32_RGB, Ogre::TU_RENDERTARGET).getPointer();
this->Set1stPassTarget(
this->dataPtr->firstPassTextures[i]->getBuffer()->getRenderTarget(), i);
this->dataPtr->firstPassTargets[i]->setAutoUpdated(false);
}
this->dataPtr->matFirstPass = (Ogre::Material*)(
Ogre::MaterialManager::getSingleton().getByName("Gazebo/LaserScan1st").get());
this->dataPtr->matFirstPass->load();
this->dataPtr->matFirstPass->setCullingMode(Ogre::CULL_NONE);
this->dataPtr->secondPassTexture =
Ogre::TextureManager::getSingleton().createManual(
_textureName + "second_pass",
"General",
Ogre::TEX_TYPE_2D,
this->dataPtr->w2nd, this->dataPtr->h2nd, 0,
Ogre::PF_FLOAT32_RGB,
Ogre::TU_RENDERTARGET).getPointer();
this->Set2ndPassTarget(
this->dataPtr->secondPassTexture->getBuffer()->getRenderTarget());
this->dataPtr->secondPassTarget->setAutoUpdated(false);
this->dataPtr->matSecondPass = (Ogre::Material*)(
Ogre::MaterialManager::getSingleton().getByName("Gazebo/LaserScan2nd").get());
this->dataPtr->matSecondPass->load();
Ogre::TextureUnitState *texUnit;
for (unsigned int i = 0; i < this->dataPtr->textureCount; ++i)
{
unsigned int texIndex = this->dataPtr->texCount++;
Ogre::Technique *technique = this->dataPtr->matSecondPass->getTechnique(0);
GZ_ASSERT(technique, "GpuLaser material script error: technique not found");
Ogre::Pass *pass = technique->getPass(0);
GZ_ASSERT(pass, "GpuLaser material script error: pass not found");
if (!pass->getTextureUnitState(
this->dataPtr->firstPassTextures[i]->getName()))
{
texUnit = pass->createTextureUnitState(
this->dataPtr->firstPassTextures[i]->getName(), texIndex);
this->dataPtr->texIdx.push_back(texIndex);
texUnit->setTextureFiltering(Ogre::TFO_NONE);
texUnit->setTextureAddressingMode(Ogre::TextureUnitState::TAM_MIRROR);
}
}
this->CreateCanvas();
}
//////////////////////////////////////////////////
void GpuLaser::PostRender()
{
for (unsigned int i = 0; i < this->dataPtr->textureCount; ++i)
{
this->dataPtr->firstPassTargets[i]->swapBuffers();
}
this->dataPtr->secondPassTarget->swapBuffers();
if (this->newData && this->captureData)
{
Ogre::HardwarePixelBufferSharedPtr pixelBuffer;
unsigned int width = this->dataPtr->secondPassViewport->getActualWidth();
unsigned int height = this->dataPtr->secondPassViewport->getActualHeight();
// Get access to the buffer and make an image and write it to file
pixelBuffer = this->dataPtr->secondPassTexture->getBuffer();
size_t size = Ogre::PixelUtil::getMemorySize(
width, height, 1, Ogre::PF_FLOAT32_RGB);
// Blit the depth buffer if needed
if (!this->dataPtr->laserBuffer)
this->dataPtr->laserBuffer = new float[size];
memset(this->dataPtr->laserBuffer, 255, size);
Ogre::PixelBox dstBox(width, height,
1, Ogre::PF_FLOAT32_RGB, this->dataPtr->laserBuffer);
pixelBuffer->blitToMemory(dstBox);
if (!this->dataPtr->laserScan)
{
int len = this->dataPtr->w2nd * this->dataPtr->h2nd * 3;
this->dataPtr->laserScan = new float[len];
}
memcpy(this->dataPtr->laserScan, this->dataPtr->laserBuffer,
this->dataPtr->w2nd * this->dataPtr->h2nd * 3 *
sizeof(this->dataPtr->laserScan[0]));
this->dataPtr->newLaserFrame(this->dataPtr->laserScan, this->dataPtr->w2nd,
this->dataPtr->h2nd, 3, "BLABLA");
}
this->newData = false;
}
/////////////////////////////////////////////////
void GpuLaser::UpdateRenderTarget(Ogre::RenderTarget *_target,
Ogre::Material *_material, Ogre::Camera *_cam,
const bool _updateTex)
{
Ogre::RenderSystem *renderSys;
Ogre::Viewport *vp = NULL;
Ogre::SceneManager *sceneMgr = this->scene->OgreSceneManager();
Ogre::Pass *pass;
renderSys = this->scene->OgreSceneManager()->getDestinationRenderSystem();
// Get pointer to the material pass
pass = _material->getBestTechnique()->getPass(0);
// Render the depth texture
// OgreSceneManager::_render function automatically sets farClip to 0.
// Which normally equates to infinite distance. We don't want this. So
// we have to set the distance every time.
_cam->setFarClipDistance(this->FarClip());
Ogre::AutoParamDataSource autoParamDataSource;
vp = _target->getViewport(0);
// Need this line to render the ground plane. No idea why it's necessary.
renderSys->_setViewport(vp);
sceneMgr->_setPass(pass, true, false);
autoParamDataSource.setCurrentPass(pass);
autoParamDataSource.setCurrentViewport(vp);
autoParamDataSource.setCurrentRenderTarget(_target);
autoParamDataSource.setCurrentSceneManager(sceneMgr);
autoParamDataSource.setCurrentCamera(_cam, true);
renderSys->setLightingEnabled(false);
renderSys->_setFog(Ogre::FOG_NONE);
#if OGRE_VERSION_MAJOR == 1 && OGRE_VERSION_MINOR == 6
pass->_updateAutoParamsNoLights(&autoParamDataSource);
#else
pass->_updateAutoParams(&autoParamDataSource, 1);
#endif
if (_updateTex)
{
pass->getFragmentProgramParameters()->setNamedConstant("tex1",
this->dataPtr->texIdx[0]);
if (this->dataPtr->texIdx.size() > 1)
{
pass->getFragmentProgramParameters()->setNamedConstant("tex2",
this->dataPtr->texIdx[1]);
if (this->dataPtr->texIdx.size() > 2)
pass->getFragmentProgramParameters()->setNamedConstant("tex3",
this->dataPtr->texIdx[2]);
}
}
// NOTE: We MUST bind parameters AFTER updating the autos
if (pass->hasVertexProgram())
{
renderSys->bindGpuProgram(
pass->getVertexProgram()->_getBindingDelegate());
#if OGRE_VERSION_MAJOR == 1 && OGRE_VERSION_MINOR == 6
renderSys->bindGpuProgramParameters(Ogre::GPT_VERTEX_PROGRAM,
pass->getVertexProgramParameters());
#else
renderSys->bindGpuProgramParameters(Ogre::GPT_VERTEX_PROGRAM,
pass->getVertexProgramParameters(), 1);
#endif
}
if (pass->hasFragmentProgram())
{
renderSys->bindGpuProgram(
pass->getFragmentProgram()->_getBindingDelegate());
#if OGRE_VERSION_MAJOR == 1 && OGRE_VERSION_MINOR == 6
renderSys->bindGpuProgramParameters(Ogre::GPT_FRAGMENT_PROGRAM,
pass->getFragmentProgramParameters());
#else
renderSys->bindGpuProgramParameters(Ogre::GPT_FRAGMENT_PROGRAM,
pass->getFragmentProgramParameters(), 1);
#endif
}
}
/////////////////////////////////////////////////
void GpuLaser::notifyRenderSingleObject(Ogre::Renderable *_rend,
const Ogre::Pass* /*pass*/, const Ogre::AutoParamDataSource* /*source*/,
const Ogre::LightList* /*lights*/, bool /*supp*/)
{
Ogre::Vector4 retro = Ogre::Vector4(0, 0, 0, 0);
try
{
retro = _rend->getCustomParameter(1);
}
catch(Ogre::ItemIdentityException& e)
{
_rend->setCustomParameter(1, Ogre::Vector4(0, 0, 0, 0));
}
Ogre::Pass *pass = this->dataPtr->currentMat->getBestTechnique()->getPass(0);
Ogre::RenderSystem *renderSys =
this->scene->OgreSceneManager()->getDestinationRenderSystem();
Ogre::AutoParamDataSource autoParamDataSource;
Ogre::Viewport *vp = this->dataPtr->currentTarget->getViewport(0);
renderSys->_setViewport(vp);
autoParamDataSource.setCurrentRenderable(_rend);
autoParamDataSource.setCurrentPass(pass);
autoParamDataSource.setCurrentViewport(vp);
autoParamDataSource.setCurrentRenderTarget(this->dataPtr->currentTarget);
autoParamDataSource.setCurrentSceneManager(this->scene->OgreSceneManager());
autoParamDataSource.setCurrentCamera(this->camera, true);
pass->_updateAutoParams(&autoParamDataSource,
Ogre::GPV_GLOBAL || Ogre::GPV_PER_OBJECT);
pass->getFragmentProgramParameters()->setNamedConstant("retro", retro[0]);
renderSys->bindGpuProgram(
pass->getVertexProgram()->_getBindingDelegate());
renderSys->bindGpuProgramParameters(Ogre::GPT_VERTEX_PROGRAM,
pass->getVertexProgramParameters(),
Ogre::GPV_GLOBAL || Ogre::GPV_PER_OBJECT);
renderSys->bindGpuProgram(
pass->getFragmentProgram()->_getBindingDelegate());
renderSys->bindGpuProgramParameters(Ogre::GPT_FRAGMENT_PROGRAM,
pass->getFragmentProgramParameters(),
Ogre::GPV_GLOBAL || Ogre::GPV_PER_OBJECT);
}
//////////////////////////////////////////////////
void GpuLaser::RenderImpl()
{
common::Timer firstPassTimer, secondPassTimer;
firstPassTimer.Start();
Ogre::SceneManager *sceneMgr = this->scene->OgreSceneManager();
sceneMgr->_suppressRenderStateChanges(true);
sceneMgr->addRenderObjectListener(this);
for (unsigned int i = 0; i < this->dataPtr->textureCount; ++i)
{
if (this->dataPtr->textureCount > 1)
{
// Cannot call Camera::RotateYaw because it rotates in world frame,
// but we need rotation in camera local frame
this->sceneNode->roll(Ogre::Radian(this->dataPtr->cameraYaws[i]));
}
this->dataPtr->currentMat = this->dataPtr->matFirstPass;
this->dataPtr->currentTarget = this->dataPtr->firstPassTargets[i];
this->UpdateRenderTarget(this->dataPtr->firstPassTargets[i],
this->dataPtr->matFirstPass, this->camera);
this->dataPtr->firstPassTargets[i]->update(false);
}
if (this->dataPtr->textureCount > 1)
this->sceneNode->roll(Ogre::Radian(this->dataPtr->cameraYaws[3]));
sceneMgr->removeRenderObjectListener(this);
double firstPassDur = firstPassTimer.GetElapsed().Double();
secondPassTimer.Start();
this->dataPtr->visual->SetVisible(true);
this->UpdateRenderTarget(this->dataPtr->secondPassTarget,
this->dataPtr->matSecondPass, this->dataPtr->orthoCam, true);
this->dataPtr->secondPassTarget->update(false);
this->dataPtr->visual->SetVisible(false);
sceneMgr->_suppressRenderStateChanges(false);
double secondPassDur = secondPassTimer.GetElapsed().Double();
this->dataPtr->lastRenderDuration = firstPassDur + secondPassDur;
}
//////////////////////////////////////////////////
const float* GpuLaser::GetLaserData()
{
return this->LaserData();
}
//////////////////////////////////////////////////
const float* GpuLaser::LaserData() const
{
return this->dataPtr->laserBuffer;
}
/////////////////////////////////////////////////
void GpuLaser::CreateOrthoCam()
{
this->dataPtr->pitchNodeOrtho =
this->GetScene()->WorldVisual()->GetSceneNode()->createChildSceneNode();
this->dataPtr->orthoCam = this->scene->OgreSceneManager()->createCamera(
this->dataPtr->pitchNodeOrtho->getName() + "_ortho_cam");
// Use X/Y as horizon, Z up
this->dataPtr->orthoCam->pitch(Ogre::Degree(90));
// Don't yaw along variable axis, causes leaning
this->dataPtr->orthoCam->setFixedYawAxis(true, Ogre::Vector3::UNIT_Z);
this->dataPtr->orthoCam->setDirection(1, 0, 0);
this->dataPtr->pitchNodeOrtho->attachObject(this->dataPtr->orthoCam);
this->dataPtr->orthoCam->setAutoAspectRatio(true);
if (this->dataPtr->orthoCam)
{
this->dataPtr->orthoCam->setNearClipDistance(0.01);
this->dataPtr->orthoCam->setFarClipDistance(0.02);
this->dataPtr->orthoCam->setRenderingDistance(0.02);
this->dataPtr->orthoCam->setProjectionType(Ogre::PT_ORTHOGRAPHIC);
}
}
/////////////////////////////////////////////////
Ogre::Matrix4 GpuLaser::BuildScaledOrthoMatrix(const float _left,
const float _right, const float _bottom, const float _top,
const float _near, const float _far)
{
float invw = 1 / (_right - _left);
float invh = 1 / (_top - _bottom);
float invd = 1 / (_far - _near);
Ogre::Matrix4 proj = Ogre::Matrix4::ZERO;
proj[0][0] = 2 * invw;
proj[0][3] = -(_right + _left) * invw;
proj[1][1] = 2 * invh;
proj[1][3] = -(_top + _bottom) * invh;
proj[2][2] = -2 * invd;
proj[2][3] = -(_far + _near) * invd;
proj[3][3] = 1;
return proj;
}
//////////////////////////////////////////////////
void GpuLaser::Set1stPassTarget(Ogre::RenderTarget *_target,
const unsigned int _index)
{
this->dataPtr->firstPassTargets[_index] = _target;
if (this->dataPtr->firstPassTargets[_index])
{
// Setup the viewport to use the texture
this->dataPtr->firstPassViewports[_index] =
this->dataPtr->firstPassTargets[_index]->addViewport(this->camera);
this->dataPtr->firstPassViewports[_index]->setClearEveryFrame(true);
this->dataPtr->firstPassViewports[_index]->setOverlaysEnabled(false);
this->dataPtr->firstPassViewports[_index]->setShadowsEnabled(false);
this->dataPtr->firstPassViewports[_index]->setSkiesEnabled(false);
this->dataPtr->firstPassViewports[_index]->setBackgroundColour(
Ogre::ColourValue(this->farClip, 0.0, 1.0));
this->dataPtr->firstPassViewports[_index]->setVisibilityMask(
GZ_VISIBILITY_ALL & ~(GZ_VISIBILITY_GUI | GZ_VISIBILITY_SELECTABLE));
}
if (_index == 0)
{
this->camera->setAspectRatio(this->RayCountRatio());
this->camera->setFOVy(Ogre::Radian(this->CosVertFOV()));
}
}
//////////////////////////////////////////////////
void GpuLaser::Set2ndPassTarget(Ogre::RenderTarget *_target)
{
this->dataPtr->secondPassTarget = _target;
if (this->dataPtr->secondPassTarget)
{
// Setup the viewport to use the texture
this->dataPtr->secondPassViewport =
this->dataPtr->secondPassTarget->addViewport(this->dataPtr->orthoCam);
this->dataPtr->secondPassViewport->setClearEveryFrame(true);
this->dataPtr->secondPassViewport->setOverlaysEnabled(false);
this->dataPtr->secondPassViewport->setShadowsEnabled(false);
this->dataPtr->secondPassViewport->setSkiesEnabled(false);
this->dataPtr->secondPassViewport->setBackgroundColour(
Ogre::ColourValue(0.0, 1.0, 0.0));
this->dataPtr->secondPassViewport->setVisibilityMask(
GZ_VISIBILITY_ALL & ~(GZ_VISIBILITY_GUI | GZ_VISIBILITY_SELECTABLE));
}
Ogre::Matrix4 p = this->BuildScaledOrthoMatrix(
0, static_cast<float>(this->dataPtr->w2nd / 10.0),
0, static_cast<float>(this->dataPtr->h2nd / 10.0),
0.01, 0.02);
this->dataPtr->orthoCam->setCustomProjectionMatrix(true, p);
}
/////////////////////////////////////////////////
void GpuLaser::SetRangeCount(const unsigned int _w, const unsigned int _h)
{
this->dataPtr->w2nd = _w;
this->dataPtr->h2nd = _h;
}
/////////////////////////////////////////////////
void GpuLaser::CreateMesh()
{
std::string meshName = this->Name() + "_undistortion_mesh";
common::Mesh *mesh = new common::Mesh();
mesh->SetName(meshName);
common::SubMesh *submesh = new common::SubMesh();
double dx, dy;
submesh->SetPrimitiveType(common::SubMesh::POINTS);
if (this->dataPtr->h2nd == 1)
{
dy = 0;
}
else
{
dy = 0.1;
}
dx = 0.1;
// startX ranges from 0 to -(w2nd/10) at dx=0.1 increments
// startY ranges from h2nd/10 to 0 at dy=0.1 decrements
// see GpuLaser::Set2ndPassTarget() on how the ortho cam is set up
double startX = dx;
double startY = this->dataPtr->h2nd/10.0;
// half of actual camera vertical FOV without padding
double phi = this->VertFOV() / 2;
double phiCamera = phi + std::abs(this->VertHalfAngle());
double theta = this->CosHorzFOV() / 2;
if (this->ImageHeight() == 1)
{
phi = 0;
}
// index of ray
unsigned int ptsOnLine = 0;
// total laser hfov
double thfov = this->dataPtr->textureCount * this->CosHorzFOV();
double hstep = thfov / (this->dataPtr->w2nd - 1);
double vstep = 2 * phi / (this->dataPtr->h2nd - 1);
if (this->dataPtr->h2nd == 1)
{
vstep = 0;
}
for (unsigned int j = 0; j < this->dataPtr->h2nd; ++j)
{
double gamma = 0;
if (this->dataPtr->h2nd != 1)
{
// gamma: current vertical angle w.r.t. camera
gamma = vstep * j - phi + this->VertHalfAngle();
}
for (unsigned int i = 0; i < this->dataPtr->w2nd; ++i)
{
// current horizontal angle from start of laser scan
double delta = hstep * i;
// index of texture that contains the depth value
unsigned int texture = delta / this->CosHorzFOV();
// cap texture index and horizontal angle
if (texture > this->dataPtr->textureCount-1)
{
texture -= 1;
delta -= hstep;
}
startX -= dx;
if (ptsOnLine == this->dataPtr->w2nd)
{
ptsOnLine = 0;
startX = 0;
startY -= dy;
}
ptsOnLine++;
// the texture/1000.0 value is used in the laser_2nd_pass.frag shader
// as a trick to determine which camera texture to use when stitching
// together the final depth image.
submesh->AddVertex(texture/1000.0, startX, startY);
// first compute angle from the start of current camera's horizontal
// min angle, then set delta to be angle from center of current camera.
delta = delta - (texture * this->CosHorzFOV());
delta = delta - theta;
// adjust uv coordinates of depth texture to match projection of current
// laser ray the depth image plane.
double u = 0.5 - tan(delta) / (2.0 * tan(theta));
double v = 0.5 - (tan(gamma) * cos(theta)) /
(2.0 * tan(phiCamera) * cos(delta));
submesh->AddTexCoord(u, v);
submesh->AddIndex(this->dataPtr->w2nd * j + i);
}
}
mesh->AddSubMesh(submesh);
this->dataPtr->undistMesh = mesh;
common::MeshManager::Instance()->AddMesh(this->dataPtr->undistMesh);
}
/////////////////////////////////////////////////
void GpuLaser::CreateCanvas()
{
this->CreateMesh();
Ogre::Node *parent = this->dataPtr->visual->GetSceneNode()->getParent();
parent->removeChild(this->dataPtr->visual->GetSceneNode());
this->dataPtr->pitchNodeOrtho->addChild(
this->dataPtr->visual->GetSceneNode());
this->dataPtr->visual->InsertMesh(this->dataPtr->undistMesh);
std::ostringstream stream;
std::string meshName = this->dataPtr->undistMesh->GetName();
stream << this->dataPtr->visual->GetSceneNode()->getName()
<< "_ENTITY_" << meshName;
this->dataPtr->object = (Ogre::MovableObject*)
(this->dataPtr->visual->GetSceneNode()->getCreator()->createEntity(
stream.str(), meshName));
this->dataPtr->visual->AttachObject(this->dataPtr->object);
this->dataPtr->object->setVisibilityFlags(GZ_VISIBILITY_ALL
& ~GZ_VISIBILITY_SELECTABLE);
ignition::math::Pose3d pose;
pose.Pos() = ignition::math::Vector3d(0.01, 0, 0);
pose.Rot().Euler(ignition::math::Vector3d(0, 0, 0));
this->dataPtr->visual->SetPose(pose);
this->dataPtr->visual->SetMaterial("Gazebo/Green");
this->dataPtr->visual->SetAmbient(common::Color(0, 1, 0, 1));
this->dataPtr->visual->SetVisible(true);
this->scene->AddVisual(this->dataPtr->visual);
}
//////////////////////////////////////////////////
void GpuLaser::SetHorzHalfAngle(const double _angle)
{
this->horzHalfAngle = _angle;
}
//////////////////////////////////////////////////
void GpuLaser::SetVertHalfAngle(const double _angle)
{
this->vertHalfAngle = _angle;
}
//////////////////////////////////////////////////
double GpuLaser::GetHorzHalfAngle() const
{
return this->HorzHalfAngle();
}
//////////////////////////////////////////////////
double GpuLaser::HorzHalfAngle() const
{
return this->horzHalfAngle;
}
//////////////////////////////////////////////////
double GpuLaser::GetVertHalfAngle() const
{
return this->VertHalfAngle();
}
//////////////////////////////////////////////////
double GpuLaser::VertHalfAngle() const
{
return this->vertHalfAngle;
}
//////////////////////////////////////////////////
void GpuLaser::SetIsHorizontal(const bool _horizontal)
{
this->isHorizontal = _horizontal;
}
//////////////////////////////////////////////////
bool GpuLaser::IsHorizontal() const
{
return this->isHorizontal;
}
//////////////////////////////////////////////////
double GpuLaser::GetHorzFOV() const
{
return this->HorzFOV();
}
//////////////////////////////////////////////////
double GpuLaser::HorzFOV() const
{
return this->hfov;
}
//////////////////////////////////////////////////
double GpuLaser::GetVertFOV() const
{
return this->VertFOV();
}
//////////////////////////////////////////////////
double GpuLaser::VertFOV() const
{
return this->vfov;
}
//////////////////////////////////////////////////
void GpuLaser::SetHorzFOV(const double _hfov)
{
this->hfov = _hfov;
}
//////////////////////////////////////////////////
void GpuLaser::SetVertFOV(const double _vfov)
{
this->vfov = _vfov;
}
//////////////////////////////////////////////////
double GpuLaser::GetCosHorzFOV() const
{
return this->CosHorzFOV();
}
//////////////////////////////////////////////////
double GpuLaser::CosHorzFOV() const
{
return this->chfov;
}
//////////////////////////////////////////////////
void GpuLaser::SetCosHorzFOV(const double _chfov)
{
this->chfov = _chfov;
}
//////////////////////////////////////////////////
double GpuLaser::GetCosVertFOV() const
{
return this->CosVertFOV();
}
//////////////////////////////////////////////////
double GpuLaser::CosVertFOV() const
{
return this->cvfov;
}
//////////////////////////////////////////////////
void GpuLaser::SetCosVertFOV(const double _cvfov)
{
this->cvfov = _cvfov;
}
//////////////////////////////////////////////////
double GpuLaser::GetNearClip() const
{
return this->NearClip();
}
//////////////////////////////////////////////////
double GpuLaser::NearClip() const
{
return this->nearClip;
}
//////////////////////////////////////////////////
double GpuLaser::GetFarClip() const
{
return this->FarClip();
}
//////////////////////////////////////////////////
double GpuLaser::FarClip() const
{
return this->farClip;
}
//////////////////////////////////////////////////
void GpuLaser::SetNearClip(const double _near)
{
this->nearClip = _near;
}
//////////////////////////////////////////////////
void GpuLaser::SetFarClip(const double _far)
{
this->farClip = _far;
}
//////////////////////////////////////////////////
double GpuLaser::GetCameraCount() const
{
return this->CameraCount();
}
//////////////////////////////////////////////////
unsigned int GpuLaser::CameraCount() const
{
return this->cameraCount;
}
//////////////////////////////////////////////////
void GpuLaser::SetCameraCount(const unsigned int _cameraCount)
{
this->cameraCount = _cameraCount;
}
//////////////////////////////////////////////////
double GpuLaser::GetRayCountRatio() const
{
return this->RayCountRatio();
}
//////////////////////////////////////////////////
double GpuLaser::RayCountRatio() const
{
return this->rayCountRatio;
}
//////////////////////////////////////////////////
void GpuLaser::SetRayCountRatio(const double _rayCountRatio)
{
this->rayCountRatio = _rayCountRatio;
}
//////////////////////////////////////////////////
event::ConnectionPtr GpuLaser::ConnectNewLaserFrame(
std::function<void (const float *_frame, unsigned int _width,
unsigned int _height, unsigned int _depth,
const std::string &_format)> _subscriber)
{
return this->dataPtr->newLaserFrame.Connect(_subscriber);
}
//////////////////////////////////////////////////
void GpuLaser::DisconnectNewLaserFrame(event::ConnectionPtr &_c)
{
this->dataPtr->newLaserFrame.Disconnect(_c);
}