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https://github.com/PhotonVision/photonvision
synced 2026-06-23 01:21:40 +00:00
Initial AprilTag support (#458)
(Very) beta AprilTag support in PhotonVision. Disables Picam GPU acceleration until we can debug auto exposure in the MMAL driver. Co-authored-by: Banks Troutman <btrout.dhrs@gmail.com> Co-authored-by: Matt <matthew.morley.ca@gmail.com> Co-authored-by: Chris Gerth <gerth2@users.noreply.github.com> Co-authored-by: Chris <chrisgerth010592@gmail.com> Co-authored-by: mdurrani808 <mdurrani808@gmail.com>
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@@ -1,154 +1,199 @@
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<template>
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<div>
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<div id="MapContainer" style="flex-grow:1">
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<v-row>
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<v-col
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align="center"
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cols="12"
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>
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<span class="white--text">Target Location</span>
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<canvas
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id="canvasId"
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class="mt-2"
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width="800"
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height="800"
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/>
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<span class="white--text" >Target Location</span>
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</v-col>
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</v-row>
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<v-row>
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<v-col
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align="center"
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cols="12"
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align-self="stretch"
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>
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<canvas id="canvasId" style="width:100%;height:100%"/>
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</v-col>
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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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import theme from "../../../theme";
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export default {
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name: "MiniMap",
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props: {
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// eslint-disable-next-line vue/require-default-prop
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targets: Array,
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// eslint-disable-next-line vue/require-default-prop
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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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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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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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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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import {
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ArrowHelper,
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BoxGeometry,
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Mesh,
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MeshNormalMaterial,
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PerspectiveCamera,
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Quaternion,
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Scene,
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TrackballControls,
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Vector3,
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Color,
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WebGLRenderer
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} from "three-full";
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// setting canvas context values for drawing
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export default {
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name: "MiniMap",
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props: {
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// eslint-disable-next-line vue/require-default-prop
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targets: Array,
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// eslint-disable-next-line vue/require-default-prop
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horizontalFOV: Number
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},
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data() {
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return {
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scene: undefined,
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cubes: [],
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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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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.x); // getting meters as pixels
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let y = 400 - (160 * target.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.rot * -1 * Math.PI / 180.0);
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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 = theme.accent;
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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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}
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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.drawTargets();
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}
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},
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},
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methods: {
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drawTargets() {
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this.scene.remove(...this.cubes)
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this.cubes = []
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for (const target of this.targets) {
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const geometry = new BoxGeometry(0.2, 0.2, 0.3 / 5);
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const material = new MeshNormalMaterial();
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let quat = (new Quaternion(
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target.pose.qx,
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target.pose.qy,
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target.pose.qz,
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target.pose.qw,
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))
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const cube = new Mesh(geometry, material);
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cube.position.set(target.pose.x, target.pose.y, target.pose.z)
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cube.rotation.setFromQuaternion(quat);
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this.cubes.push(cube)
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let arrow = (new ArrowHelper(new Vector3(1, 0, 0).normalize(), new Vector3(0, 0, 0),
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1, // length
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0xff0000,
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0.2,
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0.2,
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));
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arrow.rotation.setFromQuaternion(quat)
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arrow.rotateZ(-Math.PI / 2)
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arrow.position.set(target.pose.x, target.pose.y, target.pose.z)
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this.cubes.push(arrow);
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arrow = (new ArrowHelper(new Vector3(1, 0, 0).normalize(), new Vector3(0, 0, 0),
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1, // length
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0x00ff00,
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0.2,
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0.2,
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));
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arrow.rotation.setFromQuaternion(quat)
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// arrow.rotateX(Math.PI / 2)
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arrow.position.set(target.pose.x, target.pose.y, target.pose.z)
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this.cubes.push(arrow);
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arrow = (new ArrowHelper(new Vector3(1, 0, 0).normalize(), new Vector3(0, 0, 0),
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1, // length
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0x0000ff,
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0.2,
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0.2,
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));
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arrow.setRotationFromQuaternion(quat)
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arrow.rotateX(Math.PI / 2)
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arrow.position.set(target.pose.x, target.pose.y, target.pose.z)
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this.cubes.push(arrow);
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}
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if(this.cubes.length > 0)
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this.scene.add(...this.cubes);
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},
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onWindowResize() {
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var container = document.getElementById("MapContainer")
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if(container){
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this.canvas.width = container.clientWidth * 0.95;
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this.canvas.height = container.clientWidth * 0.85;
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this.camera.aspect = this.canvas.width / this.canvas.height;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize( this.canvas.width, this.canvas.height );
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}
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},
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},
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mounted() {
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const scene = new Scene();
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this.scene = scene;
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const camera = new PerspectiveCamera(75, 800 / 800, 0.1, 1000);
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this.camera = camera;
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const canvas = document.getElementById("canvasId"); // getting the canvas element
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this.canvas = canvas;
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const renderer = new WebGLRenderer({"canvas": canvas});
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this.renderer = renderer;
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scene.background = new Color(0xa9a9a9)
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this.onWindowResize();
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window.addEventListener( 'resize', this.onWindowResize, false );
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scene.add(new ArrowHelper(new Vector3(1, 0, 0).normalize(), new Vector3(0, 0, 0),
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1, // length
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0xff0000,
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0.5,
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0.5,
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))
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scene.add(new ArrowHelper(new Vector3(0, 1, 0).normalize(), new Vector3(0, 0, 0),
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1, // length
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0x00ff00,
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0.5,
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0.5,
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))
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scene.add(new ArrowHelper(new Vector3(0, 0, 1).normalize(), new Vector3(0, 0, 0),
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1, // length
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0x0000ff,
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0.5,
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0.5,
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))
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var controls = new TrackballControls(
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camera,
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renderer.domElement
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);
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controls.rotateSpeed = 1.0;
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controls.zoomSpeed = 1.2;
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controls.panSpeed = 0.8;
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controls.noZoom = false;
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controls.noPan = false;
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controls.staticMoving = true;
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controls.dynamicDampingFactor = 0.3;
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controls.keys = [65, 83, 68];
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camera.position.set(-0.1,0,0);
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camera.rotation.set(-90, 0, 90);
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camera.up.set(0,0,1);
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controls.update();
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function animate() {
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requestAnimationFrame(animate);
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controls.update();
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renderer.render(scene, camera);
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}
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this.drawTargets()
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animate();
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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: #232C37;
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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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@@ -153,7 +153,7 @@
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v-model="currentPipelineType"
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name="Type"
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tooltip="Changes the pipeline type, which changes the type of processing that will happen on input frames"
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:list="['Reflective Tape', 'Colored Shape']"
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:list="['Reflective Tape', 'Colored Shape', 'AprilTag']"
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@input="e => showTypeDialog(e)"
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/>
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</v-col>
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