mirror of
https://github.com/PhotonVision/photonvision
synced 2026-06-25 01:41:40 +00:00
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>
This commit is contained in:
165
chameleon-client/src/components/3D/MiniMap.vue
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165
chameleon-client/src/components/3D/MiniMap.vue
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<template>
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<div>
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<v-row style="width: 400px;" align="center">
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<canvas id="canvasId" width="800" height="800"/>
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</v-row>
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<v-row style="width: 400px;" align="center" justify="middle">
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<v-simple-table
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style="text-align: center;background-color: transparent; display: block;margin: auto"
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dense dark>
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<template v-slot:default>
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<thead>
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<tr>
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<th class="text-center">Target</th>
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<th class="text-center">X</th>
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<th class="text-center">Y</th>
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<th class="text-center">Angle</th>
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</tr>
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</thead>
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<tbody>
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<tr v-for="(target, index) in targets" :key="index">
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<td>{{ index}}</td>
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<td>{{ target.pose.translation.x.toFixed(2) }}</td>
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<td>{{ target.pose.translation.y.toFixed(2) }}</td>
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<td>{{ target.pose.rotation.radians.toFixed(2) }}</td>
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</tr>
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</tbody>
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</template>
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</v-simple-table>
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</v-row>
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</div>
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</template>
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<script>
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export default {
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name: "MiniMap",
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props: {
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targets: Array,
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horizontalFOV: Number
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},
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data() {
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return {
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ctx: undefined,
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canvas: undefined,
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x: 0,
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y: 0,
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targetWidth: 40,
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targetHeight: 6
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}
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},
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watch: {
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targets: {
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deep: true,
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handler() {
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this.draw();
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}
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},
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horizontalFOV() {
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this.draw();
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}
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},
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methods: {
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draw() {
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this.clearBoard();
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this.drawPlayer();
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for (let index in this.targets) {
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this.drawTarget(index, this.targets[index].pose);
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}
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},
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drawTarget(index, target) {
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// first save the untranslated/unrotated context
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let x = 800 - (160 * target.translation.x); // getting meters as pixels
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let y = 400 - (160 * target.translation.y);
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this.ctx.save();
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this.ctx.beginPath();
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// move the rotation point to the center of the rect
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this.ctx.translate(y + this.targetWidth / 2, x + this.targetHeight / 2); // wpi lib makes x forward and back and y left to right
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// rotate the rect
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this.ctx.rotate(target.rotation.radians);
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// draw the rect on the transformed context
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// Note: after transforming [0,0] is visually [x,y]
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// so the rect needs to be offset accordingly when drawn
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this.ctx.rect(-this.targetWidth / 2, -this.targetHeight / 2, this.targetWidth, this.targetHeight);
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this.ctx.fillStyle = "#01a209";
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this.ctx.fill();
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// restore the context to its untranslated/unrotated state
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this.ctx.restore();
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this.ctx.fillStyle = "whitesmoke";
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this.ctx.beginPath();
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this.ctx.arc(y + this.targetWidth / 2, x + this.targetHeight / 2, 3, 0, 2 * Math.PI, true);
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this.ctx.fill();
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this.ctx.fillText(index, y - 30, x - 5);
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},
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drawPlayer() {
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this.ctx.beginPath();
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this.ctx.moveTo(400, 820);
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this.ctx.lineTo(400 + this.hLen, 650);
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this.ctx.lineTo(400 - this.hLen, 650);
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this.ctx.closePath();
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this.ctx.fillStyle = this.grad;
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this.ctx.fill();
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this.ctx.beginPath();
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this.ctx.moveTo(400, 820);
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this.ctx.lineTo(400 + this.hLen, 650);
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this.ctx.stroke();
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this.ctx.moveTo(400, 820);
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this.ctx.lineTo(400 - this.hLen, 650);
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this.ctx.stroke();
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},
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clearBoard() {
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); // clearing the canvas
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}
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},
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computed: {
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hLen: {
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get() {
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return Math.tan(this.horizontalFOV / 2 * Math.PI / 180) * 150;
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}
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}
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},
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mounted: function () {
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const canvas = document.getElementById("canvasId"); // getting the canvas element
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const ctx = canvas.getContext("2d"); // getting the canvas context
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this.canvas = canvas; // setting the canvas as a vue variable
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this.ctx = ctx; // setting the canvas context as a vue variable
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this.grad = this.ctx.createLinearGradient(400, 800, 400, 600);
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this.grad.addColorStop(0, "rgb(119,119,119)");
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this.grad.addColorStop(0.05, "rgba(14,92,22,0.96)");
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this.grad.addColorStop(0.8, "rgba(43,43,43,0.48)");
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// setting canvas context values for drawing
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this.ctx.font = "26px Arial";
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this.ctx.strokeStyle = "whitesmoke";
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this.ctx.lineWidth = 2;
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this.$nextTick(function () {
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this.drawPlayer();
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});
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}
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}
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</script>
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<style scoped>
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#canvasId {
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width: 400px;
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height: 400px;
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background-color: #2b2b2b;
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border-radius: 5px;
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border: 2px solid grey;
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box-shadow: 0 0 5px 1px;
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}
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th {
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width: 80px;
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text-align: center;
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}
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</style>
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