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Main.cc
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317 lines (274 loc) · 9.47 KB
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/*
* Copyright (C) 2020 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.
*
*/
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
#elif not defined(_WIN32)
#include <GL/glew.h>
#include <GL/gl.h>
#include <GL/glut.h>
#endif
#include <iostream>
#include <vector>
#include <gz/common/Console.hh>
#include <gz/rendering.hh>
#include "example_config.hh"
#include "GlutWindow.hh"
using namespace gz;
using namespace rendering;
const std::string RESOURCE_PATH =
common::joinPaths(std::string(PROJECT_BINARY_PATH), "media");
// paramters for the LidarVisual and GpuRays API are initialised here
const double hMinAngle = -2.26889;
const double hMaxAngle = 2.26889;
const double vMinAngle = 0;
const double vMaxAngle = 0;
const double minRange = 0.08;
const double maxRange = 10.0;
const int hRayCount = 640;
const int vRayCount = 1;
std::vector<double> pts;
gz::math::Pose3d testPose(gz::math::Vector3d(0, 0, 0.5),
gz::math::Quaterniond::Identity);
//////////////////////////////////////////////////
void OnNewGpuRaysFrame(float *_scanDest, const float *_scan,
unsigned int _width, unsigned int _height,
unsigned int _channels,
const std::string &/*_format*/)
{
float f;
int size = _width * _height * _channels;
memcpy(_scanDest, _scan, size * sizeof(f));
}
//////////////////////////////////////////////////
void buildScene(ScenePtr _scene)
{
// initialize _scene
_scene->SetAmbientLight(0.3, 0.3, 0.3);
_scene->SetBackgroundColor(0.3, 0.3, 0.3);
VisualPtr root = _scene->RootVisual();
// create directional light
DirectionalLightPtr light0 = _scene->CreateDirectionalLight();
light0->SetDirection(0.5, 0.5, -1);
light0->SetDiffuseColor(0.8, 0.8, 0.8);
light0->SetSpecularColor(0.5, 0.5, 0.5);
root->AddChild(light0);
// create gray material
MaterialPtr gray = _scene->CreateMaterial();
gray->SetAmbient(0.7, 0.7, 0.7);
gray->SetDiffuse(0.7, 0.7, 0.7);
gray->SetSpecular(0.7, 0.7, 0.7);
// create red material
MaterialPtr red = _scene->CreateMaterial();
red->SetAmbient(1.0, 0.2, 0.1);
red->SetDiffuse(1.0, 0.2, 0.1);
red->SetSpecular(1.0, 0.2, 0.1);
// create green material
MaterialPtr green = _scene->CreateMaterial();
green->SetAmbient(0.1, 1, 0.1);
green->SetDiffuse(0.1, 1, 0.1);
green->SetSpecular(0.1, 1, 0.1);
// create yellow material
MaterialPtr yellow = _scene->CreateMaterial();
yellow->SetAmbient(1, 1, 0.01);
yellow->SetDiffuse(1, 1, 0.01);
yellow->SetSpecular(1, 1, 0.01);
// create grid visual
GridPtr gridGeom = _scene->CreateGrid();
if (gridGeom)
{
VisualPtr grid = _scene->CreateVisual();
gridGeom->SetCellCount(20);
gridGeom->SetCellLength(1);
gridGeom->SetVerticalCellCount(0);
grid->AddGeometry(gridGeom);
grid->SetLocalPosition(3, 0, 0.0);
grid->SetMaterial(gray);
root->AddChild(grid);
}
gz::math::Pose3d box01Pose(gz::math::Vector3d(6, 0, 0.5),
gz::math::Quaterniond::Identity);
VisualPtr visualBox1 = _scene->CreateVisual("UnitBox1");
visualBox1->AddGeometry(_scene->CreateBox());
visualBox1->SetWorldPosition(box01Pose.Pos());
visualBox1->SetWorldRotation(box01Pose.Rot());
visualBox1->SetMaterial(red);
root->AddChild(visualBox1);
gz::math::Pose3d box02Pose(gz::math::Vector3d(6, 6, 0.5),
gz::math::Quaterniond::Identity);
VisualPtr visualBox2 = _scene->CreateVisual("UnitBox2");
visualBox2->AddGeometry(_scene->CreateBox());
visualBox2->SetWorldPosition(box02Pose.Pos());
visualBox2->SetWorldRotation(box02Pose.Rot());
visualBox2->SetMaterial(green);
root->AddChild(visualBox2);
gz::math::Pose3d sphere01Pose(gz::math::Vector3d(1, -3, 0.5),
gz::math::Quaterniond::Identity);
VisualPtr visualSphere1 = _scene->CreateVisual("UnitSphere1");
visualSphere1->AddGeometry(_scene->CreateSphere());
visualSphere1->SetWorldPosition(sphere01Pose.Pos());
visualSphere1->SetWorldRotation(sphere01Pose.Rot());
visualSphere1->SetMaterial(yellow);
root->AddChild(visualSphere1);
// create camera
CameraPtr camera = _scene->CreateCamera("camera");
camera->SetLocalPosition(0.0, 0.0, 2.0);
camera->SetLocalRotation(0.0, 0.5, 0.0);
camera->SetImageWidth(1200);
camera->SetImageHeight(900);
camera->SetAntiAliasing(2);
camera->SetAspectRatio(1.333);
camera->SetHFOV(GZ_PI / 2);
root->AddChild(camera);
}
//////////////////////////////////////////////////
GpuRaysPtr createGpuRaySensor(ScenePtr _scene)
{
// set parameters for GPU lidar sensor and visualisations
// parameters are based on a sample 2D planar laser sensor
// add GPU lidar sensor and set parameters
GpuRaysPtr gpuRays = _scene->CreateGpuRays("gpu_rays");
gpuRays->SetWorldPosition(testPose.Pos());
gpuRays->SetWorldRotation(testPose.Rot());
gpuRays->SetNearClipPlane(minRange);
gpuRays->SetFarClipPlane(maxRange);
gpuRays->SetAngleMin(hMinAngle);
gpuRays->SetAngleMax(hMaxAngle);
gpuRays->SetRayCount(hRayCount);
gpuRays->SetVerticalAngleMin(vMinAngle);
gpuRays->SetVerticalAngleMax(vMaxAngle);
gpuRays->SetVerticalRayCount(vRayCount);
VisualPtr root = _scene->RootVisual();
root->AddChild(gpuRays);
unsigned int channels = gpuRays->Channels();
float *scan = new float[hRayCount * vRayCount * channels];
common::ConnectionPtr c =
gpuRays->ConnectNewGpuRaysFrame(
std::bind(&::OnNewGpuRaysFrame, scan,
std::placeholders::_1, std::placeholders::_2, std::placeholders::_3,
std::placeholders::_4, std::placeholders::_5));
// update the sensor data
gpuRays->Update();
pts.clear();
for (int j = 0; j < vRayCount; j++)
{
for (int i = 0; i < gpuRays->RayCount(); ++i)
{
pts.push_back(scan[j*channels*gpuRays->RayCount() + i * channels]);
}
}
return gpuRays;
}
//////////////////////////////////////////////////
LidarVisualPtr createLidar(ScenePtr _scene)
{
// create lidar visual
LidarVisualPtr lidar = _scene->CreateLidarVisual();
lidar->SetMinHorizontalAngle(hMinAngle);
lidar->SetHorizontalRayCount(hRayCount);
lidar->SetMaxHorizontalAngle(hMaxAngle);
lidar->SetVerticalRayCount(vRayCount);
lidar->SetMinVerticalAngle(vMinAngle);
lidar->SetMaxVerticalAngle(vMaxAngle);
lidar->SetMaxRange(maxRange);
lidar->SetMinRange(minRange);
lidar->SetSize(5.0);
// the types can be set as follows:-
// LVT_POINTS -> Lidar Points at the range value
// LVT_RAY_LINES -> Lines along the lidar sensor to the obstacle
// LVT_TRIANGLE_STRIPS -> Coloured triangle strips denoting hitting and
// non-hitting parts of the scan
lidar->SetType(LidarVisualType::LVT_TRIANGLE_STRIPS);
lidar->SetPoints(pts);
VisualPtr root = _scene->RootVisual();
root->AddChild(lidar);
// set this value to false if only the rays that are hitting another obstacle
// are to be displayed.
lidar->SetDisplayNonHitting(true);
lidar->SetWorldPosition(testPose.Pos());
lidar->SetWorldRotation(testPose.Rot());
// update lidar visual
lidar->Update();
return lidar;
}
//////////////////////////////////////////////////
CameraPtr createCamera(const std::string &_engineName,
const std::map<std::string, std::string>& _params)
{
// create and populate scene
RenderEngine *engine = rendering::engine(_engineName, _params);
if (!engine)
{
gzwarn << "Engine '" << _engineName
<< "' is not supported" << std::endl;
return CameraPtr();
}
ScenePtr scene = engine->CreateScene("scene");
buildScene(scene);
// return camera sensor
SensorPtr sensor = scene->SensorByName("camera");
return std::dynamic_pointer_cast<Camera>(sensor);
}
//////////////////////////////////////////////////
int main(int _argc, char** _argv)
{
glutInit(&_argc, _argv);
// Expose engine name to command line because we can't instantiate both
// ogre and ogre2 at the same time
std::string ogreEngineName("ogre");
if (_argc > 1)
{
ogreEngineName = _argv[1];
}
GraphicsAPI graphicsApi = defaultGraphicsAPI();
if (_argc > 2)
{
graphicsApi = GraphicsAPIUtils::Set(std::string(_argv[2]));
}
common::Console::SetVerbosity(4);
std::vector<std::string> engineNames;
std::vector<CameraPtr> cameras;
std::vector<LidarVisualPtr> nodes;
std::vector<GpuRaysPtr> sensors;
engineNames.push_back(ogreEngineName);
for (const auto &engineName : engineNames)
{
std::cout << "Starting engine [" << engineName << "]" << std::endl;
try
{
std::map<std::string, std::string> params;
if (engineName == "ogre2"
&& graphicsApi == GraphicsAPI::METAL)
{
params["metal"] = "1";
}
CameraPtr camera = createCamera(engineName, params);
if (camera)
{
cameras.push_back(camera);
sensors.push_back(createGpuRaySensor(camera->Scene()));
nodes.push_back(createLidar(camera->Scene()));
}
}
catch (...)
{
std::cerr << "Error starting up: " << engineName << std::endl;
}
}
run(cameras, nodes, nodes[0]->Points());
return 0;
}