mirror of
https://github.com/PhotonVision/photonvision
synced 2026-06-21 01:01:41 +00:00
* Rotate all solvePNP-ed poses to be 180 about Z facing camera * Run spotless * Fix test coordinate systems
269 lines
6.8 KiB
Vue
269 lines
6.8 KiB
Vue
<template>
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<div
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id="MapContainer"
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style="flex-grow:1"
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>
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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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</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
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id="canvasId"
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style="width:100%;height:100%"
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/>
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</v-col>
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<v-row>
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<v-col>
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<v-btn
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class="ml-10"
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color="secondary"
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@click="resetCamFirstPerson"
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>
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First Person
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</v-btn>
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</v-col>
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<v-col>
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<v-btn
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class="ml-10"
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color="secondary"
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@click="resetCamThirdPerson"
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>
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Third Person
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</v-btn>
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</v-col>
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</v-row>
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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 {
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ArrowHelper,
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BoxGeometry,
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ConeGeometry,
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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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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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}
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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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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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//Set up resize handlers
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this.onWindowResize();
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window.addEventListener( 'resize', this.onWindowResize, false );
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//Add the reference frame cues
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this.refFrameCues = []
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// coordinate system
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this.refFrameCues.push(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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0.1,
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0.1,
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))
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this.refFrameCues.push(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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0.1,
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0.1,
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))
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this.refFrameCues.push(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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0.1,
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0.1,
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))
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//something that looks vaguely like a camera
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const camSize = 0.2;
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const camBodyGeometry = new BoxGeometry(camSize, camSize, camSize);
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const camLensGeometry = new ConeGeometry(camSize*0.4, camSize*0.8, 30);
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const camMaterial = new MeshNormalMaterial();
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const camBody = new Mesh(camBodyGeometry, camMaterial);
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const camLens = new Mesh(camLensGeometry, camMaterial);
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camBody.position.set(0,0,0);
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camLens.rotateZ(Math.PI / 2);
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camLens.position.set(camSize*0.8,0,0);
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this.refFrameCues.push(camBody)
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this.refFrameCues.push(camLens)
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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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this.controls = controls;
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this.scene.add(...this.refFrameCues)
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this.resetCamFirstPerson();
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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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//camera.updateMatrixWorld();
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//console.log("================")
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//console.log(camera.position);
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//console.log(camera.rotation);
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//console.log(camera.up);
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}
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this.drawTargets()
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animate();
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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(0.3 / 5, 0.2, 0.2);
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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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0.1,
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0.1,
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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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0.1,
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0.1,
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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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0.1,
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0.1,
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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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resetCamThirdPerson(){
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//Sets camera to third person position
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this.controls.reset();
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this.camera.position.set(-1.39,-1.09,1.17);
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this.camera.up.set(0,0,1);
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this.controls.target.set(4.0,0.0,0.0);
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this.controls.update();
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this.scene.add(...this.refFrameCues)
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},
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resetCamFirstPerson(){
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//Sets camera to first person position
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this.controls.reset();
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this.camera.position.set(-0.1,0,0);
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this.camera.up.set(0,0,1);
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this.controls.target.set(0.0,0.0,0.0);
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this.controls.update();
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this.scene.remove(...this.refFrameCues)
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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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</style>
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