Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Moved ScreenToPlane and ScreenToScene from ign-gui to ign-rendering #363

Merged
merged 8 commits into from
Jul 20, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
6 changes: 6 additions & 0 deletions include/ignition/rendering/RayQuery.hh
Original file line number Diff line number Diff line change
Expand Up @@ -45,6 +45,12 @@ namespace ignition
/// \brief Intersected object id
public: unsigned int objectId = 0;

/// \brief Returns false if result is not valid
public: operator bool() const
{
return distance > 0;
}

/// \brief Returns false if result is not valid
public: operator bool()
{
Expand Down
49 changes: 49 additions & 0 deletions include/ignition/rendering/Utils.hh
Original file line number Diff line number Diff line change
Expand Up @@ -18,9 +18,14 @@
#define IGNITION_RENDERING_UTILS_HH_

#include <ignition/math/Helpers.hh>
#include <ignition/math/Vector2.hh>
#include <ignition/math/Vector3.hh>

#include "ignition/rendering/Camera.hh"
#include "ignition/rendering/config.hh"
#include "ignition/rendering/Export.hh"
#include "ignition/rendering/RayQuery.hh"


namespace ignition
{
Expand All @@ -30,6 +35,50 @@ namespace ignition
// Inline bracket to help doxygen filtering.
inline namespace IGNITION_RENDERING_VERSION_NAMESPACE {
//
/// \brief Retrieve the first point on a surface in the 3D scene hit by a
/// ray cast from the given 2D screen coordinates.
/// \param[in] _screenPos 2D coordinates on the screen, in pixels.
/// \param[in] _camera User camera
/// \param[in] _rayQuery Ray query for mouse clicks
/// \param[in] _maxDistance maximum distance to check the collision
/// \return 3D coordinates of a point in the 3D scene.
IGNITION_RENDERING_VISIBLE
math::Vector3d ScreenToScene(
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

global functions start with lower case. Can we change this to screenToScene? Same goes for the other functions added in this class.

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

ahh I'm a few mins late

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

const math::Vector2i &_screenPos,
const CameraPtr &_camera,
const RayQueryPtr &_rayQuery,
float maxDistance = 10.0);

/// \brief Retrieve the first point on a surface in the 3D scene hit by a
/// ray cast from the given 2D screen coordinates.
/// \param[in] _screenPos 2D coordinates on the screen, in pixels.
/// \param[in] _camera User camera
/// \param[in] _rayQuery Ray query for mouse clicks
/// \param[inout] _rayResult Ray query result
/// \param[in] _maxDistance maximum distance to check the collision
/// \return 3D coordinates of a point in the 3D scene.
IGNITION_RENDERING_VISIBLE
math::Vector3d ScreenToScene(
const math::Vector2i &_screenPos,
const CameraPtr &_camera,
const RayQueryPtr &_rayQuery,
RayQueryResult &_rayResult,
ahcorde marked this conversation as resolved.
Show resolved Hide resolved
float maxDistance = 10.0);

/// \brief Retrieve the point on a plane at z = 0 in the 3D scene hit by a
/// ray cast from the given 2D screen coordinates.
/// \param[in] _screenPos 2D coordinates on the screen, in pixels.
/// \param[in] _camera User camera
/// \param[in] _rayQuery Ray query for mouse clicks
/// \param[in] _offset Offset along the plane normal
/// \return 3D coordinates of a point in the 3D scene.
IGNITION_RENDERING_VISIBLE
math::Vector3d ScreenToPlane(
const math::Vector2i &_screenPos,
const CameraPtr &_camera,
const RayQueryPtr &_rayQuery,
const float offset = 0.0);

/// \brief Get the screen scaling factor.
/// \return The screen scaling factor.
IGNITION_RENDERING_VISIBLE
Expand Down
71 changes: 71 additions & 0 deletions src/Utils.cc
Original file line number Diff line number Diff line change
Expand Up @@ -20,6 +20,12 @@
#include <X11/Xresource.h>
#endif

#include "ignition/math/Plane.hh"
#include "ignition/math/Vector2.hh"
#include "ignition/math/Vector3.hh"

#include "ignition/rendering/Camera.hh"
#include "ignition/rendering/RayQuery.hh"
#include "ignition/rendering/Utils.hh"

namespace ignition
Expand All @@ -28,6 +34,71 @@ namespace rendering
{
inline namespace IGNITION_RENDERING_VERSION_NAMESPACE {
//
/////////////////////////////////////////////////
math::Vector3d ScreenToScene(
const math::Vector2i &_screenPos,
const CameraPtr &_camera,
const RayQueryPtr &_rayQuery,
RayQueryResult &_rayResult,
float _maxDistance)
{
// Normalize point on the image
double width = _camera->ImageWidth();
double height = _camera->ImageHeight();

double nx = 2.0 * _screenPos.X() / width - 1.0;
double ny = 1.0 - 2.0 * _screenPos.Y() / height;

// Make a ray query
_rayQuery->SetFromCamera(
_camera, math::Vector2d(nx, ny));

_rayResult = _rayQuery->ClosestPoint();
if (_rayResult)
return _rayResult.point;

// Set point to be maxDistance m away if no intersection found
return _rayQuery->Origin() +
_rayQuery->Direction() * _maxDistance;
}

/////////////////////////////////////////////////
math::Vector3d ScreenToScene(
const math::Vector2i &_screenPos,
const CameraPtr &_camera,
const RayQueryPtr &_rayQuery,
float _maxDistance)
{
RayQueryResult rayResult;
return ScreenToScene(_screenPos, _camera, _rayQuery, rayResult, _maxDistance);
}

/////////////////////////////////////////////////
math::Vector3d ScreenToPlane(
const math::Vector2i &_screenPos,
const CameraPtr &_camera,
const RayQueryPtr &_rayQuery,
const float offset)
{
// Normalize point on the image
double width = _camera->ImageWidth();
double height = _camera->ImageHeight();

double nx = 2.0 * _screenPos.X() / width - 1.0;
double ny = 1.0 - 2.0 * _screenPos.Y() / height;

// Make a ray query
_rayQuery->SetFromCamera(
_camera, math::Vector2d(nx, ny));

ignition::math::Planed plane(ignition::math::Vector3d(0, 0, 1), offset);

math::Vector3d origin = _rayQuery->Origin();
math::Vector3d direction = _rayQuery->Direction();
double distance = plane.Distance(origin, direction);
return origin + direction * distance;
}

/////////////////////////////////////////////////
float screenScalingFactor()
{
Expand Down
167 changes: 167 additions & 0 deletions src/Utils_TEST.cc
Original file line number Diff line number Diff line change
@@ -0,0 +1,167 @@
/* * Copyright (C) 2021 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include <gtest/gtest.h>

#include <ignition/common/Console.hh>

#include "ignition/rendering/Camera.hh"
#include "ignition/rendering/RayQuery.hh"
#include "ignition/rendering/RenderEngine.hh"
#include "ignition/rendering/RenderingIface.hh"
#include "ignition/rendering/Scene.hh"
#include "ignition/rendering/Utils.hh"
#include "ignition/rendering/Visual.hh"

#include "test_config.h" // NOLINT(build/include)

using namespace ignition;
using namespace rendering;

class UtilTest : public testing::Test,
public testing::WithParamInterface<const char *>
{
// Documentation inherited
public: void SetUp() override
{
ignition::common::Console::SetVerbosity(4);
}

public: void ClickToScene(const std::string &_renderEngine);
};

void UtilTest::ClickToScene(const std::string &_renderEngine)
{
RenderEngine *engine = rendering::engine(_renderEngine);
if (!engine)
{
igndbg << "Engine '" << _renderEngine
<< "' is not supported" << std::endl;
return;
}
ScenePtr scene = engine->CreateScene("scene");

CameraPtr camera(scene->CreateCamera());
EXPECT_TRUE(camera != nullptr);

camera->SetLocalPosition(0.0, 0.0, 15);
camera->SetLocalRotation(0.0, IGN_PI / 2, 0.0);

unsigned int width = 640u;
unsigned int height = 480u;
camera->SetImageWidth(width);
camera->SetImageHeight(height);

const int halfWidth = static_cast<int>(width / 2);
const int halfHeight = static_cast<int>(height / 2);
const ignition::math::Vector2i centerClick(halfWidth, halfHeight);

RayQueryPtr rayQuery = scene->CreateRayQuery();
EXPECT_TRUE(rayQuery != nullptr);

// ScreenToPlane
math::Vector3d result = ScreenToPlane(centerClick, camera, rayQuery);

EXPECT_NEAR(0.0, result.Z(), 1e-10);
EXPECT_NEAR(0.0, result.X(), 2e-6);
EXPECT_NEAR(0.0, result.Y(), 2e-6);

// call with non-zero plane offset
result = ScreenToPlane(centerClick, camera, rayQuery, 5.0);

EXPECT_NEAR(5.0, result.Z(), 1e-10);
EXPECT_NEAR(0.0, result.X(), 2e-6);
EXPECT_NEAR(0.0, result.Y(), 2e-6);

// ScreenToScene
// API without RayQueryResult and default max distance
result = ScreenToScene(centerClick, camera, rayQuery);

// No objects currently in the scene, so return a point max distance in
// front of camera
// The default max distance is 10 meters away
EXPECT_NEAR(5.0 - camera->NearClipPlane(), result.Z(), 4e-6);
EXPECT_NEAR(0.0, result.X(), 2e-6);
EXPECT_NEAR(0.0, result.Y(), 2e-6);

// Try with different max distance
RayQueryResult rayResult;
result = ScreenToScene(centerClick, camera, rayQuery, rayResult, 20.0);

EXPECT_NEAR(-5.0 - camera->NearClipPlane(), result.Z(), 4e-6);
EXPECT_NEAR(0.0, result.X(), 4e-6);
EXPECT_NEAR(0.0, result.Y(), 4e-6);
EXPECT_FALSE(rayResult);
EXPECT_EQ(0u, rayResult.objectId);

VisualPtr root = scene->RootVisual();

// create box visual to collide with the ray
VisualPtr box = scene->CreateVisual();
box->AddGeometry(scene->CreateBox());
box->SetOrigin(0.0, 0.0, 0.0);
box->SetLocalPosition(0.0, 0.0, 0.0);
box->SetLocalRotation(0.0, 0.0, 0.0);
box->SetLocalScale(1.0, 1.0, 1.0);
root->AddChild(box);

// API without RayQueryResult and default max distance
result = ScreenToScene(centerClick, camera, rayQuery, rayResult);

EXPECT_NEAR(0.5, result.Z(), 1e-10);
EXPECT_NEAR(0.0, result.X(), 2e-6);
EXPECT_NEAR(0.0, result.Y(), 2e-6);
EXPECT_TRUE(rayResult);
EXPECT_NEAR(14.5 - camera->NearClipPlane(), rayResult.distance, 4e-6);
EXPECT_EQ(box->Id(), rayResult.objectId);

result = ScreenToScene(centerClick, camera, rayQuery, rayResult, 20.0);

EXPECT_NEAR(0.5, result.Z(), 1e-10);
EXPECT_NEAR(0.0, result.X(), 2e-6);
EXPECT_NEAR(0.0, result.Y(), 2e-6);
EXPECT_TRUE(rayResult);
EXPECT_NEAR(14.5 - camera->NearClipPlane(), rayResult.distance, 4e-6);
EXPECT_EQ(box->Id(), rayResult.objectId);

// Move camera closer to box
camera->SetLocalPosition(0.0, 0.0, 7.0);
camera->SetLocalRotation(0.0, IGN_PI / 2, 0.0);

result = ScreenToScene(centerClick, camera, rayQuery, rayResult);

EXPECT_NEAR(0.5, result.Z(), 1e-10);
EXPECT_NEAR(0.0, result.X(), 2e-6);
EXPECT_NEAR(0.0, result.Y(), 2e-6);
EXPECT_TRUE(rayResult);
EXPECT_NEAR(6.5 - camera->NearClipPlane(), rayResult.distance, 4e-6);
EXPECT_EQ(box->Id(), rayResult.objectId);
}

/////////////////////////////////////////////////
TEST_P(UtilTest, ClickToScene)
{
ClickToScene(GetParam());
}

INSTANTIATE_TEST_CASE_P(ClickToScene, UtilTest,
RENDER_ENGINE_VALUES,
ignition::rendering::PrintToStringParam());

int main(int argc, char **argv)
{
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}