pxmlw6n2f/Gazebo_Distributed_MPI/gazebo/sensors/DepthCameraSensor.cc

194 lines
5.2 KiB
C++

/*
* 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.
*
*/
#ifdef _WIN32
// Ensure that Winsock2.h is included before Windows.h, which can get
// pulled in by anybody (e.g., Boost).
#include <Winsock2.h>
#endif
#include <functional>
#include <sstream>
#include "gazebo/common/Events.hh"
#include "gazebo/common/Exception.hh"
#include "gazebo/physics/World.hh"
#include "gazebo/rendering/DepthCamera.hh"
#include "gazebo/rendering/RenderingIface.hh"
#include "gazebo/rendering/RenderEngine.hh"
#include "gazebo/rendering/Scene.hh"
#include "gazebo/transport/transport.hh"
#include "gazebo/sensors/SensorFactory.hh"
#include "gazebo/sensors/DepthCameraSensorPrivate.hh"
#include "gazebo/sensors/DepthCameraSensor.hh"
using namespace gazebo;
using namespace sensors;
GZ_REGISTER_STATIC_SENSOR("depth", DepthCameraSensor)
//////////////////////////////////////////////////
DepthCameraSensor::DepthCameraSensor()
: Sensor(sensors::IMAGE),
dataPtr(new DepthCameraSensorPrivate)
{
this->dataPtr->rendered = false;
this->connections.push_back(
event::Events::ConnectRender(
std::bind(&DepthCameraSensor::Render, this)));
}
//////////////////////////////////////////////////
DepthCameraSensor::~DepthCameraSensor()
{
this->Fini();
}
//////////////////////////////////////////////////
void DepthCameraSensor::Load(const std::string &_worldName,
sdf::ElementPtr _sdf)
{
Sensor::Load(_worldName, _sdf);
}
//////////////////////////////////////////////////
void DepthCameraSensor::Load(const std::string &_worldName)
{
Sensor::Load(_worldName);
}
//////////////////////////////////////////////////
void DepthCameraSensor::Init()
{
if (rendering::RenderEngine::Instance()->GetRenderPathType() ==
rendering::RenderEngine::NONE)
{
gzerr << "Unable to create DepthCameraSensor. Rendering is disabled.\n";
return;
}
std::string worldName = this->world->GetName();
if (!worldName.empty())
{
this->scene = rendering::get_scene(worldName);
if (!this->scene)
this->scene = rendering::create_scene(worldName, false, true);
this->dataPtr->camera = this->scene->CreateDepthCamera(
this->sdf->Get<std::string>("name"), false);
if (!this->dataPtr->camera)
{
gzerr << "Unable to create depth camera sensor\n";
return;
}
this->dataPtr->camera->SetCaptureData(true);
sdf::ElementPtr cameraSdf = this->sdf->GetElement("camera");
this->dataPtr->camera->Load(cameraSdf);
// Do some sanity checks
if (this->dataPtr->camera->ImageWidth() == 0 ||
this->dataPtr->camera->ImageHeight() == 0)
{
gzthrow("image has zero size");
}
this->dataPtr->camera->Init();
this->dataPtr->camera->CreateRenderTexture(this->Name() + "_RttTex_Image");
this->dataPtr->camera->CreateDepthTexture(this->Name() + "_RttTex_Depth");
this->dataPtr->camera->SetWorldPose(this->Pose());
this->dataPtr->camera->AttachToVisual(this->ParentId(), true);
}
else
gzerr << "No world name\n";
// Disable clouds and moon on server side until fixed and also to improve
// performance
this->scene->SetSkyXMode(rendering::Scene::GZ_SKYX_ALL &
~rendering::Scene::GZ_SKYX_CLOUDS &
~rendering::Scene::GZ_SKYX_MOON);
Sensor::Init();
}
//////////////////////////////////////////////////
void DepthCameraSensor::Fini()
{
if (this->scene && this->dataPtr->camera)
this->scene->RemoveCamera(this->dataPtr->camera->Name());
this->scene.reset();
this->dataPtr->camera.reset();
Sensor::Fini();
}
//////////////////////////////////////////////////
void DepthCameraSensor::SetActive(const bool value)
{
Sensor::SetActive(value);
}
//////////////////////////////////////////////////
void DepthCameraSensor::Render()
{
if (!this->dataPtr->camera || !this->IsActive() || !this->NeedsUpdate())
return;
this->dataPtr->camera->Render();
this->dataPtr->rendered = true;
this->lastMeasurementTime = this->scene->SimTime();
}
//////////////////////////////////////////////////
bool DepthCameraSensor::UpdateImpl(const bool /*_force*/)
{
// Sensor::Update(force);
if (!this->dataPtr->rendered)
return false;
this->dataPtr->camera->PostRender();
this->dataPtr->rendered = false;
return true;
}
//////////////////////////////////////////////////
bool DepthCameraSensor::SaveFrame(const std::string &_filename)
{
this->SetActive(true);
return this->dataPtr->camera->SaveFrame(_filename);
}
//////////////////////////////////////////////////
rendering::DepthCameraPtr DepthCameraSensor::GetDepthCamera() const
{
return this->DepthCamera();
}
//////////////////////////////////////////////////
rendering::DepthCameraPtr DepthCameraSensor::DepthCamera() const
{
return this->dataPtr->camera;
}