194 lines
5.2 KiB
C++
194 lines
5.2 KiB
C++
/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifdef _WIN32
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// Ensure that Winsock2.h is included before Windows.h, which can get
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// pulled in by anybody (e.g., Boost).
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#include <Winsock2.h>
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#endif
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#include <functional>
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#include <sstream>
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#include "gazebo/common/Events.hh"
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#include "gazebo/common/Exception.hh"
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#include "gazebo/physics/World.hh"
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#include "gazebo/rendering/DepthCamera.hh"
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#include "gazebo/rendering/RenderingIface.hh"
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#include "gazebo/rendering/RenderEngine.hh"
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#include "gazebo/rendering/Scene.hh"
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#include "gazebo/transport/transport.hh"
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#include "gazebo/sensors/SensorFactory.hh"
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#include "gazebo/sensors/DepthCameraSensorPrivate.hh"
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#include "gazebo/sensors/DepthCameraSensor.hh"
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using namespace gazebo;
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using namespace sensors;
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GZ_REGISTER_STATIC_SENSOR("depth", DepthCameraSensor)
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//////////////////////////////////////////////////
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DepthCameraSensor::DepthCameraSensor()
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: Sensor(sensors::IMAGE),
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dataPtr(new DepthCameraSensorPrivate)
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{
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this->dataPtr->rendered = false;
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this->connections.push_back(
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event::Events::ConnectRender(
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std::bind(&DepthCameraSensor::Render, this)));
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}
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//////////////////////////////////////////////////
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DepthCameraSensor::~DepthCameraSensor()
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{
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this->Fini();
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}
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//////////////////////////////////////////////////
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void DepthCameraSensor::Load(const std::string &_worldName,
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sdf::ElementPtr _sdf)
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{
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Sensor::Load(_worldName, _sdf);
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}
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//////////////////////////////////////////////////
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void DepthCameraSensor::Load(const std::string &_worldName)
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{
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Sensor::Load(_worldName);
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}
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//////////////////////////////////////////////////
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void DepthCameraSensor::Init()
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{
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if (rendering::RenderEngine::Instance()->GetRenderPathType() ==
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rendering::RenderEngine::NONE)
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{
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gzerr << "Unable to create DepthCameraSensor. Rendering is disabled.\n";
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return;
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}
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std::string worldName = this->world->GetName();
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if (!worldName.empty())
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{
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this->scene = rendering::get_scene(worldName);
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if (!this->scene)
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this->scene = rendering::create_scene(worldName, false, true);
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this->dataPtr->camera = this->scene->CreateDepthCamera(
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this->sdf->Get<std::string>("name"), false);
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if (!this->dataPtr->camera)
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{
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gzerr << "Unable to create depth camera sensor\n";
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return;
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}
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this->dataPtr->camera->SetCaptureData(true);
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sdf::ElementPtr cameraSdf = this->sdf->GetElement("camera");
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this->dataPtr->camera->Load(cameraSdf);
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// Do some sanity checks
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if (this->dataPtr->camera->ImageWidth() == 0 ||
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this->dataPtr->camera->ImageHeight() == 0)
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{
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gzthrow("image has zero size");
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}
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this->dataPtr->camera->Init();
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this->dataPtr->camera->CreateRenderTexture(this->Name() + "_RttTex_Image");
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this->dataPtr->camera->CreateDepthTexture(this->Name() + "_RttTex_Depth");
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this->dataPtr->camera->SetWorldPose(this->Pose());
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this->dataPtr->camera->AttachToVisual(this->ParentId(), true);
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}
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else
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gzerr << "No world name\n";
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// Disable clouds and moon on server side until fixed and also to improve
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// performance
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this->scene->SetSkyXMode(rendering::Scene::GZ_SKYX_ALL &
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~rendering::Scene::GZ_SKYX_CLOUDS &
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~rendering::Scene::GZ_SKYX_MOON);
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Sensor::Init();
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}
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//////////////////////////////////////////////////
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void DepthCameraSensor::Fini()
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{
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if (this->scene && this->dataPtr->camera)
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this->scene->RemoveCamera(this->dataPtr->camera->Name());
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this->scene.reset();
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this->dataPtr->camera.reset();
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Sensor::Fini();
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}
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//////////////////////////////////////////////////
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void DepthCameraSensor::SetActive(const bool value)
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{
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Sensor::SetActive(value);
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}
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//////////////////////////////////////////////////
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void DepthCameraSensor::Render()
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{
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if (!this->dataPtr->camera || !this->IsActive() || !this->NeedsUpdate())
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return;
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this->dataPtr->camera->Render();
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this->dataPtr->rendered = true;
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this->lastMeasurementTime = this->scene->SimTime();
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}
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//////////////////////////////////////////////////
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bool DepthCameraSensor::UpdateImpl(const bool /*_force*/)
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{
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// Sensor::Update(force);
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if (!this->dataPtr->rendered)
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return false;
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this->dataPtr->camera->PostRender();
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this->dataPtr->rendered = false;
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return true;
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}
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//////////////////////////////////////////////////
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bool DepthCameraSensor::SaveFrame(const std::string &_filename)
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{
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this->SetActive(true);
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return this->dataPtr->camera->SaveFrame(_filename);
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}
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//////////////////////////////////////////////////
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rendering::DepthCameraPtr DepthCameraSensor::GetDepthCamera() const
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{
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return this->DepthCamera();
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}
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//////////////////////////////////////////////////
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rendering::DepthCameraPtr DepthCameraSensor::DepthCamera() const
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{
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return this->dataPtr->camera;
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}
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