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Include MoveTo Helper class to ign-rendering (#311)
* Include MoveTo Helper class to ign-rendering Signed-off-by: ahcorde <[email protected]> * make linters happy Signed-off-by: ahcorde <[email protected]> * Added feedback Signed-off-by: ahcorde <[email protected]> * Added MoveToHelper test Signed-off-by: ahcorde <[email protected]> * Added feedback Signed-off-by: ahcorde <[email protected]> * timeout as arg Signed-off-by: ahcorde <[email protected]>
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/* | ||
* Copyright (C) 2021 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. | ||
* | ||
*/ | ||
#ifndef IGNITION_RENDERING_MOVETOHELPER_HH_ | ||
#define IGNITION_RENDERING_MOVETOHELPER_HH_ | ||
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#include <memory> | ||
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#include <ignition/common/Animation.hh> | ||
#include <ignition/common/KeyFrame.hh> | ||
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#include <ignition/math/Box.hh> | ||
#include <ignition/math/Pose3.hh> | ||
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#include "ignition/rendering/Camera.hh" | ||
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namespace ignition | ||
{ | ||
namespace rendering | ||
{ | ||
// Inline bracket to help doxygen filtering. | ||
inline namespace IGNITION_RENDERING_VERSION_NAMESPACE { | ||
// forward declaration | ||
class MoveToHelperPrivate; | ||
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/// \brief Helper class for animating a user camera to move to a target | ||
/// entity | ||
class IGNITION_RENDERING_VISIBLE MoveToHelper | ||
{ | ||
public: MoveToHelper(); | ||
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public: ~MoveToHelper(); | ||
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/// \brief Move the camera to look at the specified target | ||
/// param[in] _camera Camera to be moved | ||
/// param[in] _target Target to look at | ||
/// param[in] _duration Duration of the move to animation, in seconds. | ||
/// param[in] _onAnimationComplete Callback function when animation is | ||
/// complete | ||
public: void MoveTo(const rendering::CameraPtr &_camera, | ||
const rendering::NodePtr &_target, double _duration, | ||
std::function<void()> _onAnimationComplete); | ||
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/// \brief Move the camera to the specified pose. | ||
/// param[in] _camera Camera to be moved | ||
/// param[in] _target Pose to move to | ||
/// param[in] _duration Duration of the move to animation, in seconds. | ||
/// param[in] _onAnimationComplete Callback function when animation is | ||
/// complete | ||
public: void MoveTo(const rendering::CameraPtr &_camera, | ||
const math::Pose3d &_target, double _duration, | ||
std::function<void()> _onAnimationComplete); | ||
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/// \brief Move the camera to look at the specified target | ||
/// param[in] _camera Camera to be moved | ||
/// param[in] _direction The pose to assume relative to the | ||
/// entit(y/ies), (0, 0, 0) indicates to return the camera back to the | ||
/// home pose originally loaded in from the sdf. | ||
/// param[in] _duration Duration of the move to animation, in seconds. | ||
/// param[in] _onAnimationComplete Callback function when animation is | ||
/// complete | ||
public: void LookDirection(const rendering::CameraPtr &_camera, | ||
const math::Vector3d &_direction, const math::Vector3d &_lookAt, | ||
double _duration, std::function<void()> _onAnimationComplete); | ||
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/// \brief Add time to the animation. | ||
/// \param[in] _time Time to add in seconds | ||
public: void AddTime(double _time); | ||
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/// \brief Get whether the move to helper is idle, i.e. no animation | ||
/// is being executed. | ||
/// \return True if idle, false otherwise | ||
public: bool Idle() const; | ||
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/// \brief Set the initial camera pose | ||
/// param[in] _pose The init pose of the camera | ||
public: void SetInitCameraPose(const math::Pose3d &_pose); | ||
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IGN_COMMON_WARN_IGNORE__DLL_INTERFACE_MISSING | ||
private: std::unique_ptr<MoveToHelperPrivate> dataPtr; | ||
IGN_COMMON_WARN_RESUME__DLL_INTERFACE_MISSING | ||
}; | ||
} | ||
} | ||
} | ||
#endif |
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/* | ||
* Copyright (C) 2021 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. | ||
* | ||
*/ | ||
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#include "ignition/rendering/MoveToHelper.hh" | ||
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#include <memory> | ||
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#include <ignition/common/Animation.hh> | ||
#include <ignition/common/KeyFrame.hh> | ||
#include <ignition/math/Pose3.hh> | ||
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#include "ignition/rendering/Camera.hh" | ||
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class ignition::rendering::MoveToHelperPrivate | ||
{ | ||
/// \brief Pose animation object | ||
public: std::unique_ptr<common::PoseAnimation> poseAnim; | ||
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/// \brief Pointer to the camera being moved | ||
public: rendering::CameraPtr camera; | ||
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/// \brief Callback function when animation is complete. | ||
public: std::function<void()> onAnimationComplete; | ||
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/// \brief Initial pose of the camera used for view angles | ||
public: math::Pose3d initCameraPose; | ||
}; | ||
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using namespace ignition; | ||
using namespace rendering; | ||
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//////////////////////////////////////////////// | ||
MoveToHelper::MoveToHelper() : | ||
dataPtr(new MoveToHelperPrivate) | ||
{ | ||
} | ||
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//////////////////////////////////////////////// | ||
MoveToHelper::~MoveToHelper() = default; | ||
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//////////////////////////////////////////////// | ||
void MoveToHelper::MoveTo(const rendering::CameraPtr &_camera, | ||
const ignition::math::Pose3d &_target, | ||
double _duration, std::function<void()> _onAnimationComplete) | ||
{ | ||
this->dataPtr->camera = _camera; | ||
this->dataPtr->poseAnim = std::make_unique<common::PoseAnimation>( | ||
"move_to", _duration, false); | ||
this->dataPtr->onAnimationComplete = std::move(_onAnimationComplete); | ||
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math::Pose3d start = _camera->WorldPose(); | ||
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common::PoseKeyFrame *key = this->dataPtr->poseAnim->CreateKeyFrame(0); | ||
key->Translation(start.Pos()); | ||
key->Rotation(start.Rot()); | ||
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key = this->dataPtr->poseAnim->CreateKeyFrame(_duration); | ||
if (_target.Pos().IsFinite()) | ||
key->Translation(_target.Pos()); | ||
else | ||
key->Translation(start.Pos()); | ||
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if (_target.Rot().IsFinite()) | ||
key->Rotation(_target.Rot()); | ||
else | ||
key->Rotation(start.Rot()); | ||
} | ||
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//////////////////////////////////////////////// | ||
void MoveToHelper::MoveTo(const rendering::CameraPtr &_camera, | ||
const rendering::NodePtr &_target, | ||
double _duration, std::function<void()> _onAnimationComplete) | ||
{ | ||
this->dataPtr->camera = _camera; | ||
this->dataPtr->poseAnim = std::make_unique<common::PoseAnimation>( | ||
"move_to", _duration, false); | ||
this->dataPtr->onAnimationComplete = std::move(_onAnimationComplete); | ||
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math::Pose3d start = _camera->WorldPose(); | ||
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// todo(anyone) implement bounding box function in rendering to get | ||
// target size and center. | ||
// Assume fixed size and target world position is its center | ||
math::Box targetBBox(1.0, 1.0, 1.0); | ||
math::Vector3d targetCenter = _target->WorldPosition(); | ||
math::Vector3d dir = targetCenter - start.Pos(); | ||
dir.Correct(); | ||
dir.Normalize(); | ||
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// distance to move | ||
double maxSize = targetBBox.Size().Max(); | ||
double dist = start.Pos().Distance(targetCenter) - maxSize; | ||
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// Scale to fit in view | ||
double hfov = this->dataPtr->camera->HFOV().Radian(); | ||
double offset = maxSize*0.5 / std::tan(hfov/2.0); | ||
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// End position and rotation | ||
math::Vector3d endPos = start.Pos() + dir*(dist - offset); | ||
math::Quaterniond endRot = | ||
math::Matrix4d::LookAt(endPos, targetCenter).Rotation(); | ||
math::Pose3d end(endPos, endRot); | ||
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common::PoseKeyFrame *key = this->dataPtr->poseAnim->CreateKeyFrame(0); | ||
key->Translation(start.Pos()); | ||
key->Rotation(start.Rot()); | ||
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key = this->dataPtr->poseAnim->CreateKeyFrame(_duration); | ||
key->Translation(end.Pos()); | ||
key->Rotation(end.Rot()); | ||
} | ||
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//////////////////////////////////////////////// | ||
void MoveToHelper::LookDirection(const rendering::CameraPtr &_camera, | ||
const math::Vector3d &_direction, const math::Vector3d &_lookAt, | ||
double _duration, std::function<void()> _onAnimationComplete) | ||
{ | ||
this->dataPtr->camera = _camera; | ||
this->dataPtr->poseAnim = std::make_unique<common::PoseAnimation>( | ||
"view_angle", _duration, false); | ||
this->dataPtr->onAnimationComplete = std::move(_onAnimationComplete); | ||
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math::Pose3d start = _camera->WorldPose(); | ||
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// Look at world origin unless there are visuals selected | ||
// Keep current distance to look at target | ||
math::Vector3d camPos = _camera->WorldPose().Pos(); | ||
double distance = std::fabs((camPos - _lookAt).Length()); | ||
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// Calculate camera position | ||
math::Vector3d endPos = _lookAt - _direction * distance; | ||
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// Calculate camera orientation | ||
math::Quaterniond endRot = | ||
ignition::math::Matrix4d::LookAt(endPos, _lookAt).Rotation(); | ||
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// Move camera to that pose | ||
common::PoseKeyFrame *key = this->dataPtr->poseAnim->CreateKeyFrame(0); | ||
key->Translation(start.Pos()); | ||
key->Rotation(start.Rot()); | ||
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// Move camera back to initial pose | ||
if (_direction == math::Vector3d::Zero) | ||
{ | ||
endPos = this->dataPtr->initCameraPose.Pos(); | ||
endRot = this->dataPtr->initCameraPose.Rot(); | ||
} | ||
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key = this->dataPtr->poseAnim->CreateKeyFrame(_duration); | ||
key->Translation(endPos); | ||
key->Rotation(endRot); | ||
} | ||
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//////////////////////////////////////////////// | ||
void MoveToHelper::AddTime(double _time) | ||
{ | ||
if (!this->dataPtr->camera || !this->dataPtr->poseAnim) | ||
return; | ||
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common::PoseKeyFrame kf(0); | ||
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this->dataPtr->poseAnim->AddTime(_time); | ||
this->dataPtr->poseAnim->InterpolatedKeyFrame(kf); | ||
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math::Pose3d offset(kf.Translation(), kf.Rotation()); | ||
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this->dataPtr->camera->SetWorldPose(offset); | ||
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if (this->dataPtr->poseAnim->Length() <= this->dataPtr->poseAnim->Time()) | ||
{ | ||
if (this->dataPtr->onAnimationComplete) | ||
{ | ||
this->dataPtr->onAnimationComplete(); | ||
} | ||
this->dataPtr->camera.reset(); | ||
this->dataPtr->poseAnim.reset(); | ||
this->dataPtr->onAnimationComplete = nullptr; | ||
} | ||
} | ||
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//////////////////////////////////////////////// | ||
bool MoveToHelper::Idle() const | ||
{ | ||
return this->dataPtr->poseAnim == nullptr; | ||
} | ||
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//////////////////////////////////////////////// | ||
void MoveToHelper::SetInitCameraPose(const math::Pose3d &_pose) | ||
{ | ||
this->dataPtr->initCameraPose = _pose; | ||
} |
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