Gazebo Rendering

API Reference

9.0.0~pre2
BaseRayQuery.hh
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1/*
2 * Copyright (C) 2017 Open Source Robotics Foundation
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 *
16 */
17#ifndef GZ_RENDERING_BASE_BASERAYQUERY_HH_
18#define GZ_RENDERING_BASE_BASERAYQUERY_HH_
19
20#include <gz/math/Matrix4.hh>
21#include <gz/math/Vector3.hh>
22
24#include "gz/rendering/Scene.hh"
25
26namespace gz
27{
28 namespace rendering
29 {
30 inline namespace GZ_RENDERING_VERSION_NAMESPACE {
31 //
35 template <class T>
37 public virtual RayQuery,
38 public T
39 {
41 protected: BaseRayQuery();
42
44 public: virtual ~BaseRayQuery() override;
45
46 // Documentation inherited
47 public: virtual void SetOrigin(const math::Vector3d &_origin) override;
48
49 // Documentation inherited
50 public: virtual math::Vector3d Origin() const override;
51
52 // Documentation inherited
53 public: virtual void SetDirection(const math::Vector3d &_dir) override;
54
55 // Documentation inherited
56 public: virtual math::Vector3d Direction() const override;
57
58 // Documentation inherited
59 public: virtual void SetFromCamera(const CameraPtr &_camera,
60 const math::Vector2d &_coord) override;
61
62 // Documentation inherited
63 public: void SetPreferGpu(bool _preferGpu) override;
64
65 // Documentation inherited
66 public: bool UsesGpu() const override;
67
68 // Documentation inherited
70 bool _forceSceneUpdate = true) override;
71
74
77 };
78
80 template <class T>
84
86 template <class T>
90
92 template <class T>
94 {
95 this->origin = _origin;
96 }
97
99 template <class T>
101 {
102 return this->origin;
103 }
104
106 template <class T>
108 {
109 this->direction = _dir;
110 }
111
113 template <class T>
115 {
116 return this->direction;
117 }
118
120 template <class T>
122 const gz::math::Vector2d &_coord)
123 {
124 math::Matrix4d projectionMatrix = _camera->ProjectionMatrix();
125 math::Matrix4d viewMatrix = _camera->ViewMatrix();
126 math::Vector3d start(_coord.X(), _coord.Y(), -1.0);
127 math::Vector3d end(_coord.X(), _coord.Y(), 0.0);
128 math::Matrix4d viewProjInv = (projectionMatrix * viewMatrix).Inverse();
129
130 // rotate start and end
131 // gz math does not support matrix4 * vec4
132 // so calc homogeneous coordinate w ourselves
133 double startw = viewProjInv(3, 0) * start[0] +
134 viewProjInv(3, 1) * start[1] +
135 viewProjInv(3, 2) * start[2] + viewProjInv(3, 3);
136 double endw = viewProjInv(3, 0) * end[0] +
137 viewProjInv(3, 1) * end[1] +
138 viewProjInv(3, 2) * end[2] + viewProjInv(3, 3);
139 start = viewProjInv * start;
140 end = viewProjInv * end;
141 // normalize
142 start = start / startw;
143 end = end / endw;
144 math::Vector3d dir = (end - start).Normalize();
145
146 this->origin = start;
147 this->direction = dir;
148 }
149
151 template <class T>
152 void BaseRayQuery<T>::SetPreferGpu(bool /*_preferGpu*/) // NOLINT
153 {
154 }
155
157 template <class T>
159 {
160 return false;
161 }
162
164 template <class T>
166 bool /*_forceSceneUpdate*/) // NOLINT
167 {
168 // TODO(anyone): implement a generic ray query here?
169 RayQueryResult result;
170 result.distance = -1;
171 return result;
172 }
173 }
174 }
175}
176#endif