void obstaclePoseCallback(const geometry_msgs::Pose::ConstPtr& msg) { std::cout << "Got PoseMessage" << std::endl; gvl->clearMap("myObjectVoxelmap"); object_position.x = msg->position.x; object_position.y = msg->position.y; object_position.z = msg->position.z; gvl->insertPointcloudFromFile("myObjectVoxelmap", "hals_vereinfacht.binvox", true, eBVM_OCCUPIED, false, object_position, 0.3); }
void jointStateCallback(const sensor_msgs::JointState::ConstPtr& msg) { //std::cout << "Got JointStateMessage" << std::endl; gvl->clearMap("myHandVoxellist"); for(size_t i = 0; i < msg->name.size(); i++) { myRobotJointValues[msg->name[i]] = msg->position[i]; } // update the robot joints: gvl->setRobotConfiguration("myUrdfRobot", myRobotJointValues); // insert the robot into the map: gvl->insertRobotIntoMap("myUrdfRobot", "myHandVoxellist", eBVM_OCCUPIED); }
int main(int argc, char* argv[]) { signal(SIGINT, ctrlchandler); signal(SIGTERM, killhandler); icl_core::logging::initialize(argc, argv); gvl = GpuVoxels::getInstance(); Vector3ui dim(89, 123, 74); float side_length = 1.f; // voxel side length gvl->initialize(dim.x, dim.y, dim.z, side_length); gvl->addMap(MT_PROBAB_VOXELMAP, "myProbVoxelMap1"); gvl->addMap(MT_PROBAB_VOXELMAP, "myProbVoxelMap2"); boost::shared_ptr<ProbVoxelMap> map_1(gvl->getMap("myProbVoxelMap1")->as<ProbVoxelMap>()); boost::shared_ptr<ProbVoxelMap> map_2(gvl->getMap("myProbVoxelMap2")->as<ProbVoxelMap>()); std::vector<Vector3f> this_testpoints1; std::vector<Vector3f> this_testpoints2; this_testpoints1 = createBoxOfPoints( Vector3f(2.1, 2.1, 2.1), Vector3f(4.1, 4.1, 4.1), 0.5); this_testpoints2 = createBoxOfPoints( Vector3f(3.1, 3.1, 3.1), Vector3f(5.1, 5.1, 5.1), 0.5); map_1->insertPointCloud(this_testpoints1, eBVM_OCCUPIED); map_2->insertPointCloud(this_testpoints2, eBVM_OCCUPIED); std::cout << "Collisions w offset: " << map_1->collideWith(map_2.get(), 0.1, Vector3i(-1,-0,-1)) << std::endl; std::cout << "Collisions w/o offset: " << map_1->collideWith(map_2.get(), 0.1) << std::endl; while(true) { gvl->visualizeMap("myProbVoxelMap1"); gvl->visualizeMap("myProbVoxelMap2"); sleep(1); } return 0; }
int main(int argc, char* argv[]) { signal(SIGINT, ctrlchandler); signal(SIGTERM, killhandler); ros::init(argc, argv, "gpu_voxels"); icl_core::logging::initialize(argc, argv); /* * First, we generate an API class, which defines the * volume of our space and the resolution. * Be careful here! The size is limited by the memory * of your GPU. Even if an empty Octree is small, a * Voxelmap will always require the full memory. */ gvl = GpuVoxels::getInstance(); gvl->initialize(200, 200, 200, 0.001); // ==> 200 Voxels, each one is 1 mm in size so the map represents 20x20x20 centimeter // Add a map: gvl->addMap(MT_PROBAB_VOXELMAP, "myObjectVoxelmap"); gvl->addMap(MT_BITVECTOR_VOXELLIST, "myHandVoxellist"); // And a robot, generated from a ROS URDF file: gvl->addRobot("myUrdfRobot", "svh-standalone.urdf", true); ros::NodeHandle n; ros::Subscriber sub1 = n.subscribe("joint_states", 1, jointStateCallback); ros::Subscriber sub2 = n.subscribe("obstacle_pose", 1, obstaclePoseCallback); // A an obstacle that can be moved with the ROS callback gvl->insertPointcloudFromFile("myObjectVoxelmap", "hals_vereinfacht.binvox", true, eBVM_OCCUPIED, false, object_position, 0.3); // update the robot joints: gvl->setRobotConfiguration("myUrdfRobot", myRobotJointValues); // insert the robot into the map: gvl->insertRobotIntoMap("myUrdfRobot", "myHandVoxellist", eBVM_OCCUPIED); /* * Now we start the main loop, that will read ROS messages and update the Robot. */ BitVectorVoxel bits_in_collision; size_t num_colls; while(ros::ok()) { ros::spinOnce(); num_colls = gvl->getMap("myHandVoxellist")->as<voxellist::BitVectorVoxelList>()->collideWithTypes(gvl->getMap("myObjectVoxelmap")->as<voxelmap::ProbVoxelMap>(), bits_in_collision); std::cout << "Detected " << num_colls << " collisiosn " << std::endl; //std::cout << "with bits \n" << bits_in_collision << std::endl; // tell the visualier that the map has changed: gvl->visualizeMap("myHandVoxellist"); gvl->visualizeMap("myObjectVoxelmap"); usleep(30000); } gvl.reset(); exit(EXIT_SUCCESS); }
int main(int argc, char* argv[]) { signal(SIGINT, ctrlchandler); signal(SIGTERM, killhandler); icl_core::config::GetoptParameter ident_parameter("device-identifier:", "id", "Identifer of the kinect device"); icl_core::config::addParameter(ident_parameter); icl_core::logging::initialize(argc, argv); std::string identifier = icl_core::config::Getopt::instance().paramOpt("device-identifier"); /* * First, we generate an API class, which defines the * volume of our space and the resolution. * Be careful here! The size is limited by the memory * of your GPU. Even if an empty Octree is small, a * Voxelmap will always require the full memory. */ gvl = GpuVoxels::getInstance(); gvl->initialize(200, 200, 100, 0.02); /* * Now we add a map, that will represent the robot. * The robot is inserted with deterministic poses, * so a deterministic map is sufficient here. */ gvl->addMap(MT_BITVECTOR_VOXELMAP, "myRobotMap"); /* * A second map will represent the environment. * As it is captured by a sensor, this map is probabilistic. */ gvl->addMap(MT_BITVECTOR_OCTREE, "myEnvironmentMap"); /* * Lets create a kinect driver and an according pointcloud. * To allow easy transformation of the Kinect pose, * we declare it as a robot and model a pan-tilt-unit. */ Kinect* kinect = new Kinect(identifier); kinect->run(); std::vector<std::string> kinect_link_names(6); kinect_link_names[0] = "z_translation"; kinect_link_names[1] = "y_translation"; kinect_link_names[2] = "x_translation"; kinect_link_names[3] = "pan"; kinect_link_names[4] = "tilt"; kinect_link_names[5] = "kinect"; std::vector<robot::DHParameters> kinect_dh_params(6); kinect_dh_params[0] = robot::DHParameters(0.0, 0.0, 0.0, -1.5708, 0.0, robot::PRISMATIC); // Params for Y translation kinect_dh_params[1] = robot::DHParameters(0.0, -1.5708, 0.0, -1.5708, 0.0, robot::PRISMATIC); // Params for X translation kinect_dh_params[2] = robot::DHParameters(0.0, 1.5708, 0.0, 1.5708, 0.0, robot::PRISMATIC); // Params for Pan axis kinect_dh_params[3] = robot::DHParameters(0.0, 1.5708, 0.0, 1.5708, 0.0, robot::REVOLUTE); // Params for Tilt axis kinect_dh_params[4] = robot::DHParameters(0.0, 0.0, 0.0, -3.1415, 0.0, robot::REVOLUTE); // Params for Kinect kinect_dh_params[5] = robot::DHParameters(0.0, 0.0, 0.0, 0.0, 0.0, robot::REVOLUTE); // Pseudo Param robot::JointValueMap kinect_joints; kinect_joints["z_translation"] = 0.6; // moves along the Z axis kinect_joints["y_translation"] = 1.0; // moves along the Y Axis kinect_joints["x_translation"] = 1.0; // moves along the X Axis kinect_joints["pan"] = -0.7; kinect_joints["tilt"] = 0.5; std::vector<Vector3f> kinect_pc(640*480); MetaPointCloud myKinectCloud; myKinectCloud.addCloud(kinect_pc, true, kinect_link_names[5]); gvl->addRobot("kinectData", kinect_link_names, kinect_dh_params, myKinectCloud); /* * Of course, we need a robot. At this point, you can choose between * describing your robot via ROS URDF or via conventional DH parameter. * In this example, we simply hardcode a DH robot: */ // First, we load the robot geometry which contains 9 links with 7 geometries: // Geometries are required to have the same names as links, if they should get transformed. std::vector<std::string> linknames(10); std::vector<std::string> paths_to_pointclouds(7); linknames[0] = "z_translation"; linknames[1] = "y_translation"; linknames[2] = "x_translation"; linknames[3] = paths_to_pointclouds[0] = "hollie/arm_0_link.xyz"; linknames[4] = paths_to_pointclouds[1] = "hollie/arm_1_link.xyz"; linknames[5] = paths_to_pointclouds[2] = "hollie/arm_2_link.xyz"; linknames[6] = paths_to_pointclouds[3] = "hollie/arm_3_link.xyz"; linknames[7] = paths_to_pointclouds[4] = "hollie/arm_4_link.xyz"; linknames[8] = paths_to_pointclouds[5] = "hollie/arm_5_link.xyz"; linknames[9] = paths_to_pointclouds[6] = "hollie/arm_6_link.xyz"; std::vector<robot::DHParameters> dh_params(10); // _d, _theta, _a, _alpha, _value, _type dh_params[0] = robot::DHParameters(0.0, 0.0, 0.0, -1.5708, 0.0, robot::PRISMATIC); // Params for Y translation dh_params[1] = robot::DHParameters(0.0, -1.5708, 0.0, -1.5708, 0.0, robot::PRISMATIC); // Params for X translation dh_params[2] = robot::DHParameters(0.0, 1.5708, 0.0, 1.5708, 0.0, robot::PRISMATIC); // Params for first Robot axis (visualized by 0_link) dh_params[3] = robot::DHParameters(0.0, 1.5708, 0.0, 1.5708, 0.0, robot::REVOLUTE); // Params for second Robot axis (visualized by 1_link) dh_params[4] = robot::DHParameters(0.0, 0.0, 0.35, -3.1415, 0.0, robot::REVOLUTE); // dh_params[5] = robot::DHParameters(0.0, 0.0, 0.0, 1.5708, 0.0, robot::REVOLUTE); // dh_params[6] = robot::DHParameters(0.0, 0.0, 0.365, -1.5708, 0.0, robot::REVOLUTE); // dh_params[7] = robot::DHParameters(0.0, 0.0, 0.0, 1.5708, 0.0, robot::REVOLUTE); // dh_params[8] = robot::DHParameters(0.0, 0.0, 0.0, 0.0, 0.0, robot::REVOLUTE); // Params for last Robot axis (visualized by 6_link) dh_params[9] = robot::DHParameters(0.0, 0.0, 0.0, 0.0, 0.0, robot::REVOLUTE); // Params for the not viusalized tool gvl->addRobot("myRobot", linknames, dh_params, paths_to_pointclouds, true); // initialize the joint interpolation std::size_t counter = 0; const float ratio_delta = 0.02; robot::JointValueMap min_joint_values; min_joint_values["z_translation"] = 0.0; // moves along the Z axis min_joint_values["y_translation"] = 0.5; // moves along the Y Axis min_joint_values["x_translation"] = 0.5; // moves along the X Axis min_joint_values["hollie/arm_0_link.xyz"] = 1.0; min_joint_values["hollie/arm_1_link.xyz"] = 1.0; min_joint_values["hollie/arm_2_link.xyz"] = 1.0; min_joint_values["hollie/arm_3_link.xyz"] = 1.0; min_joint_values["hollie/arm_4_link.xyz"] = 1.0; min_joint_values["hollie/arm_5_link.xyz"] = 1.0; min_joint_values["hollie/arm_6_link.xyz"] = 1.0; robot::JointValueMap max_joint_values; max_joint_values["z_translation"] = 0.0; // moves along the Z axis max_joint_values["y_translation"] = 2.5; // moves along the Y axis max_joint_values["x_translation"] = 2.5; // moves along the X Axis max_joint_values["hollie/arm_0_link.xyz"] = 1.5; max_joint_values["hollie/arm_1_link.xyz"] = 1.5; max_joint_values["hollie/arm_2_link.xyz"] = 1.5; max_joint_values["hollie/arm_3_link.xyz"] = 1.5; max_joint_values["hollie/arm_4_link.xyz"] = 1.5; max_joint_values["hollie/arm_5_link.xyz"] = 1.5; max_joint_values["hollie/arm_6_link.xyz"] = 1.5; const int num_swept_volumes = 50;// < BIT_VECTOR_LENGTH; /* * SWEPT VOLUME: * The robot moves and changes it's pose, so we "voxelize" * the links in every step and insert it into the robot map. * As the map is not cleared, this will generate a sweep. * The ID within the sweep is incremented with the single poses * so we can later identify, which pose created a collision. */ LOGGING_INFO(Gpu_voxels, "Generating Swept Volume..." << endl); robot::JointValueMap myRobotJointValues; for (int i = 0; i < num_swept_volumes; ++i) { myRobotJointValues = gpu_voxels::interpolateLinear(min_joint_values, max_joint_values, ratio_delta * counter++); gvl->setRobotConfiguration("myRobot", myRobotJointValues); BitVoxelMeaning v = BitVoxelMeaning(eBVM_SWEPT_VOLUME_START + 1 + i); gvl->insertRobotIntoMap("myRobot", "myRobotMap", v); } /* * MAIN LOOP: * In this loop we update the Kinect Pointcloud * and collide it with the Swept-Volume of the robot. */ LOGGING_INFO(Gpu_voxels, "Starting collision detection..." << endl); while (true) { // Insert Kinect data (in cam-coordinate system) gvl->updateRobotPart("kinectData", "kinect", kinect->getDataPtr()); // Call setRobotConfiguration to trigger transformation of Kinect data: gvl->setRobotConfiguration("kinectData", kinect_joints); // Insert the Kinect data (now in world coordinates) into the map gvl->insertRobotIntoMap("kinectData", "myEnvironmentMap", eBVM_OCCUPIED); size_t num_cols = 0; BitVectorVoxel collision_types; num_cols = gvl->getMap("myEnvironmentMap")->as<NTree::GvlNTreeDet>()->collideWithTypes(gvl->getMap("myRobotMap")->as<voxelmap::BitVectorVoxelMap>(), collision_types, 1.0f); LOGGING_INFO(Gpu_voxels, "Collsions: " << num_cols << endl); printf("Voxel types in collision:\n"); DrawTypes draw_types; for(size_t i = 0; i < BIT_VECTOR_LENGTH; ++i) { if(collision_types.bitVector().getBit(i)) { draw_types.draw_types[i] = 1; printf("%lu; ", i); } } printf("\n"); // this informs the visualizer which Sub-Volumes should be rendered gvl->getVisualization("myRobotMap")->setDrawTypes(draw_types); // tell the visualizer that the data has changed. gvl->visualizeMap("myRobotMap"); gvl->visualizeMap("myEnvironmentMap"); usleep(10000); // We only clear the environment to update it with new Kinect data. // The robot maps stays static to not loose the Sweeps. gvl->clearMap("myEnvironmentMap"); } }
void killhandler(int) { gvl.reset(); exit(EXIT_SUCCESS); }
void ctrlchandler(int) { gvl.reset(); exit(EXIT_SUCCESS); }
int main(int argc, char* argv[]) { signal(SIGINT, ctrlchandler); signal(SIGTERM, killhandler); icl_core::logging::initialize(argc, argv); gvl = GpuVoxels::getInstance(); Vector3ui dim(136, 136, 136); float side_length = 1.0; // voxel side length gvl->initialize(dim.x, dim.y, dim.z, side_length); gvl->addMap(MT_PROBAB_VOXELMAP, "myProbVoxelMap"); boost::shared_ptr<ProbVoxelMap> prob_map(gvl->getMap("myProbVoxelMap")->as<ProbVoxelMap>()); std::vector<Vector3f> boxpoints; boxpoints = createBoxOfPoints( Vector3f(10, 10, 30), Vector3f(30, 30, 50), 0.9); // choose large delta, so that only 1 point falls into each voxel (mostly) PointCloud box(boxpoints); Matrix4f shift_diag_up(Matrix4f::createFromRotationAndTranslation(Matrix3f::createIdentity(), Vector3f(0, 15, 15))); Matrix4f shift_down(Matrix4f::createFromRotationAndTranslation(Matrix3f::createIdentity(), Vector3f(0, 15, -15))); Matrix4f shift_diag_down(Matrix4f::createFromRotationAndTranslation(Matrix3f::createIdentity(), Vector3f(0, -15, -15))); // insert cube into map prob_map->insertPointCloud(box, eBVM_MAX_OCC_PROB); // = 254 box.transformSelf(&shift_diag_up); prob_map->insertPointCloud(box, eBVM_MAX_OCC_PROB); // = 254 box.transformSelf(&shift_diag_up); prob_map->insertPointCloud(box, BitVoxelMeaning(229)); box.transformSelf(&shift_diag_up); prob_map->insertPointCloud(box, BitVoxelMeaning(204)); box.transformSelf(&shift_diag_up); prob_map->insertPointCloud(box, BitVoxelMeaning(179)); box.transformSelf(&shift_diag_up); prob_map->insertPointCloud(box, BitVoxelMeaning(154)); box.transformSelf(&shift_down); // eBVM_UNCERTAIN_OCC_PROB); // = 129 prob_map->insertPointCloud(box, BitVoxelMeaning(104)); box.transformSelf(&shift_diag_down); prob_map->insertPointCloud(box, BitVoxelMeaning(79)); box.transformSelf(&shift_diag_down); prob_map->insertPointCloud(box, BitVoxelMeaning(54)); box.transformSelf(&shift_diag_down); prob_map->insertPointCloud(box, BitVoxelMeaning(29)); box.transformSelf(&shift_diag_down); prob_map->insertPointCloud(box, eBVM_MAX_FREE_PROB); // = 4 box.transformSelf(&shift_diag_down); prob_map->insertPointCloud(box, eBVM_MAX_FREE_PROB); // = 4 boxpoints = createBoxOfPoints( Vector3f(10, 5, 5), Vector3f(12, 130, 130), 0.9); // choose large delta, so that only 1 point falls into each voxel (mostly) box = PointCloud(boxpoints); prob_map->insertPointCloud(box, eBVM_UNCERTAIN_OCC_PROB); // = 129 // this will not influence voxels which were also set to other probabilities, as it converts to adding 0 to their values. while(true) { gvl->visualizeMap("myProbVoxelMap"); // this will show partly overlapping cubes, whose occupancy values will get summed up. // all "unknown" voxels will not get drawn, but the uncertain ones will (unkown = initialization value, uncertain = 0.5 probability) sleep(1); } return 0; }
int main(int argc, char* argv[]) { signal(SIGINT, ctrlchandler); signal(SIGTERM, killhandler); icl_core::logging::initialize(argc, argv); /* * First, we generate an API class, which defines the * volume of our space and the resolution. * Be careful here! The size is limited by the memory * of your GPU. Even if an empty Octree is small, a * Voxelmap will always require the full memory. */ gvl = GpuVoxels::getInstance(); gvl->initialize(200, 200, 200, 0.01); // Now we add some maps gvl->addMap(MT_PROBAB_VOXELMAP, "myProbabVoxmap"); gvl->addMap(MT_BITVECTOR_VOXELMAP, "myBitmapVoxmap"); gvl->addMap(MT_BITVECTOR_OCTREE, "myOctree"); gvl->addMap(MT_PROBAB_VOXELMAP, "myCoordinateSystemMap"); // And two different primitive types gvl->addPrimitives(primitive_array::ePRIM_SPHERE, "myPrims"); gvl->addPrimitives(primitive_array::ePRIM_CUBOID, "mySecondPrims"); std::vector<Vector4f> prim_positions(1000); std::vector<Vector4i> prim_positions2(1000); // These coordinates are used for three boxes that are inserted into the maps Vector3f center1_min(0.5,0.5,0.5); Vector3f center1_max(0.6,0.6,0.6); Vector3f center2_min(0.5,0.5,0.5); Vector3f center2_max(0.6,0.6,0.6); Vector3f center3_min(0.5,0.5,0.5); Vector3f center3_max(0.6,0.6,0.6); Vector3f corner1_min; Vector3f corner2_min; Vector3f corner3_min; Vector3f corner1_max; Vector3f corner2_max; Vector3f corner3_max; // We load the model of a coordinate system. if (!gvl->insertPointCloudFromFile("myCoordinateSystemMap", "coordinate_system_100.binvox", true, eBVM_OCCUPIED, true, Vector3f(0, 0, 0),0.5)) { LOGGING_WARNING(Gpu_voxels, "Could not insert the PCD file..." << endl); } /* * Now we start the main loop, that will animate the scene. */ float t = 0.0; int j = 0; while(true) { // Calculate new positions for the boxes float x = sin(t); float y = cos(t); t += 0.03; corner1_min = center1_min + Vector3f(0.2 * x, 0.2 * y, 0); corner1_max = center1_max + Vector3f(0.2 * x, 0.2 * y, 0); gvl->insertBoxIntoMap(corner1_min, corner1_max, "myProbabVoxmap", eBVM_OCCUPIED, 2); corner2_min = center2_min + Vector3f(0.0, 0.2 * x, 0.2 * y); corner2_max = center2_max + Vector3f(0.0, 0.2 * x, 0.2 * y); gvl->insertBoxIntoMap(corner3_min, corner3_max, "myBitmapVoxmap", eBVM_OCCUPIED, 2); corner3_min = center3_min + Vector3f(0.2 * x, 0.0, 0.2 * y); corner3_max = center3_max + Vector3f(0.2 * x, 0.0, 0.2 * y); gvl->insertBoxIntoMap(corner2_min, corner2_max, "myOctree", eBVM_OCCUPIED, 2); // generate info on the occuring collisions: LOGGING_INFO( Gpu_voxels, "Collsions myProbabVoxmap + myBitmapVoxmap: " << gvl->getMap("myProbabVoxmap")->as<voxelmap::ProbVoxelMap>()->collideWith(gvl->getMap("myBitmapVoxmap")->as<voxelmap::BitVectorVoxelMap>()) << endl << "Collsions myOctree + myBitmapVoxmap: " << gvl->getMap("myOctree")->as<NTree::GvlNTreeDet>()->collideWith(gvl->getMap("myBitmapVoxmap")->as<voxelmap::BitVectorVoxelMap>()) << endl << "Collsions myOctree + myProbabVoxmap: " << gvl->getMap("myOctree")->as<NTree::GvlNTreeDet>()->collideWith(gvl->getMap("myProbabVoxmap")->as<voxelmap::ProbVoxelMap>()) << endl); // tell the visualier that the maps have changed gvl->visualizeMap("myProbabVoxmap"); gvl->visualizeMap("myBitmapVoxmap"); gvl->visualizeMap("myOctree"); gvl->visualizeMap("myCoordinateSystemMap"); // update the primitves: for(size_t i = 0; i < prim_positions.size(); i++) { // x, y, z, size prim_positions[i] = Vector4f(0.2 + (i / 250.0), 0.2 + (sin(i/5.0)/50.0), (sin(j/5.0) / 50.0), 0.01); prim_positions2[i] = Vector4i(20 + (sin(i/5.0)/0.5), 20 + (sin(j/5.0) / 0.5), i / 2.5, 1); j++; } gvl->modifyPrimitives("myPrims", prim_positions); gvl->modifyPrimitives("mySecondPrims", prim_positions2); // tell the visualizier that the data has changed: gvl->visualizePrimitivesArray("myPrims"); gvl->visualizePrimitivesArray("mySecondPrims"); usleep(30000); // Reset the maps: gvl->clearMap("myProbabVoxmap"); gvl->clearMap("myBitmapVoxmap"); gvl->clearMap("myOctree"); } }
int main(int argc, char* argv[]) { signal(SIGINT, ctrlchandler); signal(SIGTERM, killhandler); icl_core::logging::initialize(argc, argv); gvl = GpuVoxels::getInstance(); gvl->initialize(200, 200, 100, 3.0); gvl->addMap(MT_BITVECTOR_VOXELLIST, "voxellist"); // This should result in two lines of points with equal spacing inbetween the points of each line. // The Primitives hover a bit above the pointcloud points. std::vector<Vector3f> listPoints; listPoints.push_back(Vector3f(30.0f, 9.0f, 12.0f)); listPoints.push_back(Vector3f(30.0f,15.0f, 12.0f)); listPoints.push_back(Vector3f(30.0f,21.0f, 12.0f)); listPoints.push_back(Vector3f(30.0f,27.0f, 12.0f)); std::vector<Vector3f> metric3Point; metric3Point.push_back(Vector3f(30.0f,9.0f,9.0f)); std::vector<Vector4f> metric4Point; metric4Point.push_back(Vector4f(30.0f,15.0f,9.0f,3.0f)); std::vector<Vector3i> voxel3Point; voxel3Point.push_back(Vector3i(10,7,3)); std::vector<Vector4i> voxel4Point; voxel4Point.push_back(Vector4i(10,9,3,1)); gvl->insertPointCloudIntoMap(listPoints, "voxellist", BitVoxelMeaning(1)); gvl->addPrimitives(primitive_array::ePRIM_SPHERE, "metric3Sphere"); bool prim = gvl->modifyPrimitives("metric3Sphere", metric3Point, 3.0f); gvl->addPrimitives(primitive_array::ePRIM_SPHERE, "metric4Sphere"); prim = gvl->modifyPrimitives("metric4Sphere", metric4Point); gvl->addPrimitives(primitive_array::ePRIM_SPHERE, "voxel3Sphere"); prim = gvl->modifyPrimitives("voxel3Sphere", voxel3Point, 1); gvl->addPrimitives(primitive_array::ePRIM_SPHERE, "voxel4Sphere"); prim = gvl->modifyPrimitives("voxel4Sphere", voxel4Point); std::cout << "Entering Draw Loop : " << prim << std::endl; while(true) { gvl->visualizeMap("voxellist"); gvl->visualizePrimitivesArray("metric3Sphere"); gvl->visualizePrimitivesArray("metric4Sphere"); gvl->visualizePrimitivesArray("voxel3Sphere"); gvl->visualizePrimitivesArray("voxel4Sphere"); } }
void killhandler(int) { //delete gvl; gvl.reset(); exit(EXIT_SUCCESS); }