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PhotonVision/chameleon-client/src/components/3D/MiniMap.vue

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Add solvePNP, 3d tab on the UI, and some other misc bug fixes (#35) * Rebase solvePNP on master * added 3D tab minimap and csv reader * More solvePNP * Create draw pipe for pnp data * SolvePNP piping work * Move sorting into solvepnppipe * Create calibration pipeline * Update CalibrateSolvePNPPipeline.java * add camera tilt angle * Add calibration slider and snapshot button to 3D view * Mirror updates in the socket handler * add 3d calibration mode to the pipeline manager * created calibration functions in ui and backend * Start plumbing calibration * Add snapshot and other handling to the RequestHandler * added select resolution before starting calibration * Rename solvePNPPipe to bounding box solve pnp pipe * Update BoundingBoxSolvePNPPipe.java * Add Mat serializer and CameraCalibrationConfig * Begun calibration saving, fixed UI/Backend snapshot count mismatch * Add (unplumbed) option to set checkerboard size This will allow users to change the units their calibration is in * Create chessboard.png * Fix calibration NPE * changed string serialization to a json send * bug fixed cancellation button * Fix spelling of snapshot in 3d.vue * Plumb resolution change * Set resolution during config, start on config serialization * Update .gitignore * Config fixes * Start transition away from cvpipeline3d * fix NPE on uncalibrated cameras * clear list on fail * Fix video mode index error * ignore getters in camera calibration config * Create json constructor for jsonmat * get solvePNP mostly returning sane values * Fix solvePNP bug and add unit test * FIx calibration mat truncation * added capture amount model upload and minimap data * Standardize on meters in calibration and bounding box * fix json out of bounds and handle null calibration more gracefully * don't put text on calibrate image, go back to inches * convert distance to meters this means calibration will need to be in inches * Actually save raw contor * Update GroupContoursPipe.java * Add all calibration return to camera capture * hard code 2019 target * bugfixed draw2d added fail calib popup, merge end and cancel added the res index to the calib start * Clarify error message and draw more fancy rectangles * Cleanup memory in solvepnp * re did minimap component * fix npe if left/right is null * remove references to 2d * try-catch running the current pipeline * Add method to find corners using the harris corner detector * Possibly fix left/right missmatch * Fix 3D Tab error * FIx file permissions, mat serializer adjustments * fixed mini map for field coordinates * mini map changes fov * Update SolvePNPPipe.java * get rid of target corners * some memory leak fixes * fixed mini map location * added position under minimap * changed player fov look * put all targets in the web send * re did target send to ui added target tables, bugfix calibration * fixed y position * Add tilt angle to capture properties * maybe fix y axis in minimap * Add square size to onCalibrationEnding * Possibly add square size to UI * fix NPE with pitch * Fix bug with sending multiple targets * Only instantiate 3d stuff if we are in 3d mode * Fix array list exceptions * Fix bug in sort contors list was truncated too early * added download chess, tilt setting and ordinal tilt, * added square size connection * removed unused code * Update pom version to 2.1-RELEASE * Send camera calibrations to UI * Stream pose list to a LIst * Only stream necessary parts of the aux list entry * Make broadcastMessage synchronized to prevent ConcurrentModificationExceptions * added fps counter changed squaresize steps bug fixes in tables * bugfix camera settings cam wont change Authored-by: oriagranat9 <oriagranat9@gmail.com>
2019-12-31 04:53:20 -08:00
<template>
<div>
<v-row style="width: 400px;" align="center">
<canvas id="canvasId" width="800" height="800"/>
</v-row>
<v-row style="width: 400px;" align="center" justify="middle">
<v-simple-table
style="text-align: center;background-color: transparent; display: block;margin: auto"
dense dark>
<template v-slot:default>
<thead>
<tr>
<th class="text-center">Target</th>
<th class="text-center">X</th>
<th class="text-center">Y</th>
<th class="text-center">Angle</th>
</tr>
</thead>
<tbody>
<tr v-for="(target, index) in targets" :key="index">
<td>{{ index}}</td>
<td>{{ target.pose.translation.x.toFixed(2) }}</td>
<td>{{ target.pose.translation.y.toFixed(2) }}</td>
<td>{{ target.pose.rotation.radians.toFixed(2) }}</td>
</tr>
</tbody>
</template>
</v-simple-table>
</v-row>
</div>
</template>
<script>
export default {
name: "MiniMap",
props: {
targets: Array,
horizontalFOV: Number
},
data() {
return {
ctx: undefined,
canvas: undefined,
x: 0,
y: 0,
targetWidth: 40,
targetHeight: 6
}
},
watch: {
targets: {
deep: true,
handler() {
this.draw();
}
},
horizontalFOV() {
this.draw();
}
},
methods: {
draw() {
this.clearBoard();
this.drawPlayer();
for (let index in this.targets) {
this.drawTarget(index, this.targets[index].pose);
}
},
drawTarget(index, target) {
// first save the untranslated/unrotated context
let x = 800 - (160 * target.translation.x); // getting meters as pixels
let y = 400 - (160 * target.translation.y);
this.ctx.save();
this.ctx.beginPath();
// move the rotation point to the center of the rect
this.ctx.translate(y + this.targetWidth / 2, x + this.targetHeight / 2); // wpi lib makes x forward and back and y left to right
// rotate the rect
this.ctx.rotate(target.rotation.radians);
// draw the rect on the transformed context
// Note: after transforming [0,0] is visually [x,y]
// so the rect needs to be offset accordingly when drawn
this.ctx.rect(-this.targetWidth / 2, -this.targetHeight / 2, this.targetWidth, this.targetHeight);
this.ctx.fillStyle = "#01a209";
this.ctx.fill();
// restore the context to its untranslated/unrotated state
this.ctx.restore();
this.ctx.fillStyle = "whitesmoke";
this.ctx.beginPath();
this.ctx.arc(y + this.targetWidth / 2, x + this.targetHeight / 2, 3, 0, 2 * Math.PI, true);
this.ctx.fill();
this.ctx.fillText(index, y - 30, x - 5);
},
drawPlayer() {
this.ctx.beginPath();
this.ctx.moveTo(400, 820);
this.ctx.lineTo(400 + this.hLen, 650);
this.ctx.lineTo(400 - this.hLen, 650);
this.ctx.closePath();
this.ctx.fillStyle = this.grad;
this.ctx.fill();
this.ctx.beginPath();
this.ctx.moveTo(400, 820);
this.ctx.lineTo(400 + this.hLen, 650);
this.ctx.stroke();
this.ctx.moveTo(400, 820);
this.ctx.lineTo(400 - this.hLen, 650);
this.ctx.stroke();
},
clearBoard() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); // clearing the canvas
}
},
computed: {
hLen: {
get() {
return Math.tan(this.horizontalFOV / 2 * Math.PI / 180) * 150;
}
}
},
mounted: function () {
const canvas = document.getElementById("canvasId"); // getting the canvas element
const ctx = canvas.getContext("2d"); // getting the canvas context
this.canvas = canvas; // setting the canvas as a vue variable
this.ctx = ctx; // setting the canvas context as a vue variable
this.grad = this.ctx.createLinearGradient(400, 800, 400, 600);
this.grad.addColorStop(0, "rgb(119,119,119)");
this.grad.addColorStop(0.05, "rgba(14,92,22,0.96)");
this.grad.addColorStop(0.8, "rgba(43,43,43,0.48)");
// setting canvas context values for drawing
this.ctx.font = "26px Arial";
this.ctx.strokeStyle = "whitesmoke";
this.ctx.lineWidth = 2;
this.$nextTick(function () {
this.drawPlayer();
});
}
}
</script>
<style scoped>
#canvasId {
width: 400px;
height: 400px;
background-color: #2b2b2b;
border-radius: 5px;
border: 2px solid grey;
box-shadow: 0 0 5px 1px;
}
th {
width: 80px;
text-align: center;
}
</style>