Пример #1
0
 int PolygonTool::processMouseEvent( rviz::ViewportMouseEvent& event )
 {
   if( !moving_flag_node_ )
   {
     return Render;
   }
   Ogre::Vector3 intersection;
   Ogre::Plane ground_plane( Ogre::Vector3::UNIT_Z, 0.0f );
   if( rviz::getPointOnPlaneFromWindowXY( event.viewport,
   ground_plane,
   event.x, event.y, intersection ))
   {
     moving_flag_node_->setVisible( true );
     moving_flag_node_->setPosition( intersection );
     current_flag_property_->setVector( intersection );
     if( event.leftDown() )
     {
       makeFlag( intersection );
       current_flag_property_ = NULL;
       return Render | Finished;
     }
   }
   else
   {
     moving_flag_node_->setVisible( false ); 
   }
   return Render;
 }
Пример #2
0
Ogre::Vector3 PoseTool::getPositionFromMouseXY( Ogre::Viewport* viewport, int mouse_x, int mouse_y )
{
  int width = viewport->getActualWidth();
  int height = viewport->getActualHeight();

  Ogre::Ray mouse_ray = viewport->getCamera()->getCameraToViewportRay( (float)mouse_x / (float)width, (float)mouse_y / (float)height );
  Ogre::Plane ground_plane( Ogre::Vector3::UNIT_Z, 0.0f );
  std::pair<bool, Ogre::Real> intersection = mouse_ray.intersects( ground_plane );
  if ( !intersection.first )
  {
    return Ogre::Vector3::ZERO;
  }

  return mouse_ray.getPoint( intersection.second );
}
Пример #3
0
bool XYOrbitViewController::intersectGroundPlane( Ogre::Ray mouse_ray, Ogre::Vector3 &intersection_3d )
{
  //convert rays into reference frame
  mouse_ray.setOrigin( target_scene_node_->convertWorldToLocalPosition( mouse_ray.getOrigin() ) );
  mouse_ray.setDirection( target_scene_node_->convertWorldToLocalOrientation( Ogre::Quaternion::IDENTITY ) * mouse_ray.getDirection() );

  Ogre::Plane ground_plane( Ogre::Vector3::UNIT_Z, 0 );

  std::pair<bool, Ogre::Real> intersection = mouse_ray.intersects(ground_plane);
  if (!intersection.first)
  {
    return false;
  }

  intersection_3d = mouse_ray.getPoint(intersection.second);
  return true;
}
Пример #4
0
void PovExp::convert(std::string filename ){
	FILE * out;
	std::string file = filename + extension;
	out = fopen( file.c_str(),"w" );
	header(out);
	camera(out,0,3,2,15,0,0,1,1,1);
	parallel_light(out,0,5,5,15,15,15,1,1,1);
	ground_plane(out,0,0.5,0.5,0.5);
	lego(out, "Lego_2x2",0,0,0,0,1,0,0);
	lego(out, "Lego_1x3",3,0,3,90,1,1,0);
	fclose(out);
	//camera(out, TX, TY, TZ, RX, RY, RZ, SX, SY, SZ);




}
// Handling mouse events
// ^^^^^^^^^^^^^^^^^^^^^
//
// processMouseEvent() is sort of the main function of a Tool, because
// mouse interactions are the point of Tools.
//
// We use the utility function rviz::getPointOnPlaneFromWindowXY() to
// see where on the ground plane the user's mouse is pointing, then
// move the moving flag to that point and update the VectorProperty.
//
// If this mouse event was a left button press, we want to save the
// current flag location.  Therefore we make a new flag at the same
// place and drop the pointer to the VectorProperty.  Dropping the
// pointer means when the tool is deactivated the VectorProperty won't
// be deleted, which is what we want.
int PottingTool::processMouseEvent( rviz::ViewportMouseEvent& event )
{
  if( !moving_flag_node_ )
  {
    return Render;
  }
  Ogre::Vector3 intersection;
  Ogre::Plane ground_plane( Ogre::Vector3::UNIT_Z, 0.0f );
  if( rviz::getPointOnPlaneFromWindowXY( event.viewport,
                                         ground_plane,
                                         event.x, event.y, intersection ))
  {
    // set the area the obstacle can be settled
    if ((abs(intersection.x)<10)&&(abs(intersection.y)<10))
    {
      moving_flag_node_->setVisible( true );
      moving_flag_node_->setPosition( intersection );
      current_flag_property_->setVector( intersection );

      if( event.leftDown() )
      {
        makeFlag( intersection );
        ofstream myfile("obstacles.txt",ios::app);  //example.txt是你要输出的文件的名字
        if(!myfile)
        {
          cout<<"error !";
        }
        else
        {
          myfile<<2<<endl<<intersection.x+6.5<<endl<<intersection.y+6.5<<endl;
          myfile.close();
        }
        current_flag_property_ = NULL; // Drop the reference so that deactivate() won't remove it.
        return Render | Finished;
      }
      
    }
    
  }
  else
  {
    moving_flag_node_->setVisible( false ); // If the mouse is not pointing at the ground plane, don't show the flag.
  }
  return Render;
}
Пример #6
0
void RenderField(Field *field) {

	Lightcycle *players = field->player;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	field_w = field->width;
	field_h = field->height;

	place_camera(field);

	ground_plane(field_w, field_h);
	render_axes();

	while (players != 0) {
		render_player(players);
		players = players->next;
	}

	glFlush();
}
Пример #7
0
int PoseTool::processMouseEvent( ViewportMouseEvent& event )
{
    int flags = 0;

    if( event.leftDown() )
    {
        ROS_ASSERT( state_ == Position );

        Ogre::Vector3 intersection;
        Ogre::Plane ground_plane( Ogre::Vector3::UNIT_Z, 0.0f );
        if( getPointOnPlaneFromWindowXY( event.viewport,
                                         ground_plane,
                                         event.x, event.y, intersection ))
        {
            pos_ = intersection;
            arrow_->setPosition( pos_ );

            state_ = Orientation;
            flags |= Render;
        }
    }
    else if( event.type == QEvent::MouseMove && event.left() )
    {
        if( state_ == Orientation )
        {
            //compute angle in x-y plane
            Ogre::Vector3 cur_pos;
            Ogre::Plane ground_plane( Ogre::Vector3::UNIT_Z, 0.0f );
            if( getPointOnPlaneFromWindowXY( event.viewport,
                                             ground_plane,
                                             event.x, event.y, cur_pos ))
            {
                double angle = atan2( cur_pos.y - pos_.y, cur_pos.x - pos_.x );

                arrow_->getSceneNode()->setVisible( true );

                //we need base_orient, since the arrow goes along the -z axis by default (for historical reasons)
                Ogre::Quaternion orient_x = Ogre::Quaternion( Ogre::Radian(-Ogre::Math::HALF_PI), Ogre::Vector3::UNIT_Y );

                arrow_->setOrientation( Ogre::Quaternion( Ogre::Radian(angle), Ogre::Vector3::UNIT_Z ) * orient_x );

                flags |= Render;
            }
        }
    }
    else if( event.leftUp() )
    {
        if( state_ == Orientation )
        {
            //compute angle in x-y plane
            Ogre::Vector3 cur_pos;
            Ogre::Plane ground_plane( Ogre::Vector3::UNIT_Z, 0.0f );
            if( getPointOnPlaneFromWindowXY( event.viewport,
                                             ground_plane,
                                             event.x, event.y, cur_pos ))
            {
                double angle = atan2( cur_pos.y - pos_.y, cur_pos.x - pos_.x );

                onPoseSet(pos_.x, pos_.y, angle);

                flags |= (Finished|Render);
            }
        }
    }

    return flags;
}
Пример #8
0
// Handling mouse events
// ^^^^^^^^^^^^^^^^^^^^^
//
// processMouseEvent() is sort of the main function of a Tool, because
// mouse interactions are the point of Tools.
//
// We use the utility function rviz::getPointOnPlaneFromWindowXY() to
// see where on the ground plane the user's mouse is pointing, then
// move the moving flag to that point and update the VectorProperty.
//
// If this mouse event was a left button press, we want to save the
// current flag location.  Therefore we make a new flag at the same
// place and drop the pointer to the VectorProperty.  Dropping the
// pointer means when the tool is deactivated the VectorProperty won't
// be deleted, which is what we want.
int FlagTool3D::processMouseEvent( rviz::ViewportMouseEvent& event )
{

    if( !moving_flag_node_ )
    {
        return Render;
    }

    Ogre::Vector3 intersection,intersection1;
    Ogre::Plane ground_plane( Ogre::Vector3::UNIT_Z, 0.0f );



    if( rviz::getPointOnPlaneFromWindowXY( event.viewport,
                                           ground_plane,
                                           event.x, event.y, intersection ))
    {
        //moving_flag_node_->setVisible( true );
        moving_flag_node_->setPosition( intersection );
        current_flag_property_->setVector( intersection );

        if( event.leftDown() )
        {
            std::cout << "Computing projection for " << pcd.size() << " points.\n";
            for( size_t i = 0; i < pcd.size(); i++ ) {
                Ogre::Vector3 temp3D(pcd.points[i].x,pcd.points[i].y,pcd.points[i].z);
                Ogre::Vector2 temp2D = rviz::project3DPointToViewportXY(event.viewport,temp3D);
                //std::cout << "\t3D - x: " << temp3D.x << " y: " << temp3D.y << " z: " << temp3D.z << "\t";
                //std::cout << "2D - x: " << temp2D.x << " y: " << temp2D.y << "\n";
                correspondences.push_back(std::make_pair(temp3D,temp2D));
            }

            Ogre::Vector2 mouse_pos(event.x,event.y),closest;
            std::cout << "Mouse position - x: " << event.x << " y: " << event.y << "\n";

            std::cout << "Computing distances for " << correspondences.size() << " points:\n";
            double min_dist = 1000000;
            for(std::vector<std::pair<Ogre::Vector3,Ogre::Vector2> >::iterator it=correspondences.begin(); it != correspondences.end(); ++it){
                std::pair<Ogre::Vector3,Ogre::Vector2> pair = *it;
                double dist = FlagTool3D::computeDistance(mouse_pos,pair.second);
                //std::cout << "\t2D Point - x: " << pair.second.x << " y: " << pair.second.y << "\tdistance: " << dist << "\n";
                if(dist < min_dist) {
                    min_dist = dist;
                    intersection1 = pair.first;
                    closest = pair.second;
                }
            }
            std::cout << "Closest point - x: " << closest.x << " y: " << closest.y << "\n";
            std::cout << "Distance: " << min_dist << "\n";
            std::cout << "3D point - x: " << intersection1.x << " y: " << intersection1.y << " z: " << intersection1.z << "\n";

            moving_flag_node_->setVisible( true );

            makeFlag( intersection1 );

            //std::cout << "Ogre 3D point - x: " << intersection.x << " y: " << intersection.y << " z: " << intersection.z << "\n";
            //std::cout << "--------------------------------------------------------------------------------------------------\n";

            //Adding flag pose to the list
            geometry_msgs::Pose wp_pose;
            wp_pose.position.x = intersection1.x;
            wp_pose.position.y = intersection1.y;
            wp_pose.position.z = intersection1.z;
            wplist.poses.push_back(wp_pose);

            current_flag_property_ = NULL; // Drop the reference so that deactivate() won't remove it.
            return Render | Finished;
        }

        if( event.rightDown() ){
            //Publishing the flag pose
            pub.publish(wplist);

            return Render | Finished;
        }
    }
    else
    {
        moving_flag_node_->setVisible( false ); // If the mouse is not pointing at the ground plane, don't show the flag.
    }
    correspondences.clear();
    return Render;

}