Files
PhotonVision/photon-client/src/components/pipeline/3D/MiniMap.vue
Matt 07904589df Rotate all solvePNP-ed poses to be 180 about Z facing camera (#500)
* Rotate all solvePNP-ed poses to be 180 about Z facing camera

* Run spotless

* Fix test coordinate systems
2022-10-16 17:48:30 -07:00

269 lines
6.8 KiB
Vue

<template>
<div
id="MapContainer"
style="flex-grow:1"
>
<v-row>
<v-col
align="center"
cols="12"
>
<span class="white--text">Target Location</span>
</v-col>
</v-row>
<v-row>
<v-col
align="center"
cols="12"
align-self="stretch"
>
<canvas
id="canvasId"
style="width:100%;height:100%"
/>
</v-col>
<v-row>
<v-col>
<v-btn
class="ml-10"
color="secondary"
@click="resetCamFirstPerson"
>
First Person
</v-btn>
</v-col>
<v-col>
<v-btn
class="ml-10"
color="secondary"
@click="resetCamThirdPerson"
>
Third Person
</v-btn>
</v-col>
</v-row>
</v-row>
</div>
</template>
<script>
import {
ArrowHelper,
BoxGeometry,
ConeGeometry,
Mesh,
MeshNormalMaterial,
PerspectiveCamera,
Quaternion,
Scene,
TrackballControls,
Vector3,
Color,
WebGLRenderer
} from "three-full";
export default {
name: "MiniMap",
props: {
// eslint-disable-next-line vue/require-default-prop
targets: Array,
// eslint-disable-next-line vue/require-default-prop
horizontalFOV: Number
},
data() {
return {
scene: undefined,
cubes: [],
}
},
watch: {
targets: {
deep: true,
handler() {
this.drawTargets();
}
},
},
mounted() {
const scene = new Scene();
this.scene = scene;
const camera = new PerspectiveCamera(75, 800 / 800, 0.1, 1000);
this.camera = camera;
const canvas = document.getElementById("canvasId"); // getting the canvas element
this.canvas = canvas;
const renderer = new WebGLRenderer({"canvas": canvas});
this.renderer = renderer;
scene.background = new Color(0xa9a9a9)
//Set up resize handlers
this.onWindowResize();
window.addEventListener( 'resize', this.onWindowResize, false );
//Add the reference frame cues
this.refFrameCues = []
// coordinate system
this.refFrameCues.push(new ArrowHelper(new Vector3(1, 0, 0).normalize(), new Vector3(0, 0, 0),
1, // length
0xff0000,
0.1,
0.1,
))
this.refFrameCues.push(new ArrowHelper(new Vector3(0, 1, 0).normalize(), new Vector3(0, 0, 0),
1, // length
0x00ff00,
0.1,
0.1,
))
this.refFrameCues.push(new ArrowHelper(new Vector3(0, 0, 1).normalize(), new Vector3(0, 0, 0),
1, // length
0x0000ff,
0.1,
0.1,
))
//something that looks vaguely like a camera
const camSize = 0.2;
const camBodyGeometry = new BoxGeometry(camSize, camSize, camSize);
const camLensGeometry = new ConeGeometry(camSize*0.4, camSize*0.8, 30);
const camMaterial = new MeshNormalMaterial();
const camBody = new Mesh(camBodyGeometry, camMaterial);
const camLens = new Mesh(camLensGeometry, camMaterial);
camBody.position.set(0,0,0);
camLens.rotateZ(Math.PI / 2);
camLens.position.set(camSize*0.8,0,0);
this.refFrameCues.push(camBody)
this.refFrameCues.push(camLens)
var controls = new TrackballControls(
camera,
renderer.domElement
);
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
controls.keys = [65, 83, 68];
this.controls = controls;
this.scene.add(...this.refFrameCues)
this.resetCamFirstPerson();
controls.update();
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
//camera.updateMatrixWorld();
//console.log("================")
//console.log(camera.position);
//console.log(camera.rotation);
//console.log(camera.up);
}
this.drawTargets()
animate();
},
methods: {
drawTargets() {
this.scene.remove(...this.cubes)
this.cubes = []
for (const target of this.targets) {
const geometry = new BoxGeometry(0.3 / 5, 0.2, 0.2);
const material = new MeshNormalMaterial();
let quat = (new Quaternion(
target.pose.qx,
target.pose.qy,
target.pose.qz,
target.pose.qw,
))
const cube = new Mesh(geometry, material);
cube.position.set(target.pose.x, target.pose.y, target.pose.z)
cube.rotation.setFromQuaternion(quat);
this.cubes.push(cube)
let arrow = (new ArrowHelper(new Vector3(1, 0, 0).normalize(), new Vector3(0, 0, 0),
1, // length
0xff0000,
0.1,
0.1,
));
arrow.rotation.setFromQuaternion(quat)
arrow.rotateZ(-Math.PI / 2)
arrow.position.set(target.pose.x, target.pose.y, target.pose.z)
this.cubes.push(arrow);
arrow = (new ArrowHelper(new Vector3(1, 0, 0).normalize(), new Vector3(0, 0, 0),
1, // length
0x00ff00,
0.1,
0.1,
));
arrow.rotation.setFromQuaternion(quat)
// arrow.rotateX(Math.PI / 2)
arrow.position.set(target.pose.x, target.pose.y, target.pose.z)
this.cubes.push(arrow);
arrow = (new ArrowHelper(new Vector3(1, 0, 0).normalize(), new Vector3(0, 0, 0),
1, // length
0x0000ff,
0.1,
0.1,
));
arrow.setRotationFromQuaternion(quat)
arrow.rotateX(Math.PI / 2)
arrow.position.set(target.pose.x, target.pose.y, target.pose.z)
this.cubes.push(arrow);
}
if(this.cubes.length > 0)
this.scene.add(...this.cubes);
},
onWindowResize() {
var container = document.getElementById("MapContainer")
if(container){
this.canvas.width = container.clientWidth * 0.95;
this.canvas.height = container.clientWidth * 0.85;
this.camera.aspect = this.canvas.width / this.canvas.height;
this.camera.updateProjectionMatrix();
this.renderer.setSize( this.canvas.width, this.canvas.height );
}
},
resetCamThirdPerson(){
//Sets camera to third person position
this.controls.reset();
this.camera.position.set(-1.39,-1.09,1.17);
this.camera.up.set(0,0,1);
this.controls.target.set(4.0,0.0,0.0);
this.controls.update();
this.scene.add(...this.refFrameCues)
},
resetCamFirstPerson(){
//Sets camera to first person position
this.controls.reset();
this.camera.position.set(-0.1,0,0);
this.camera.up.set(0,0,1);
this.controls.target.set(0.0,0.0,0.0);
this.controls.update();
this.scene.remove(...this.refFrameCues)
},
}
}
</script>
<style scoped>
</style>