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* aruco_pose: Unhardcode contour refinement Besides, this was basically a no-op anyway, since dynamic parameters overwrote that anyway. * aruco_pose: Late-construct objects that use ROS * aruco_map: Don't create/store node handle * aruco_pose: Don't assume dist_coeffs size * aruco_pose: more const == more better * aruco_pose: Be more obvious about changing variables * aruco_pose: Fix building for Kinetic * aruco_pose: Remove global add_definitions
138 lines
3.7 KiB
C++
138 lines
3.7 KiB
C++
/*
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* Utility functions
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* Copyright (C) 2018 Copter Express Technologies
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*
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* Author: Oleg Kalachev <okalachev@gmail.com>
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*
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* Distributed under MIT License (available at https://opensource.org/licenses/MIT).
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*/
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#pragma once
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#include <cmath>
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#include <ros/ros.h>
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#include <tf/transform_datatypes.h>
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#include <geometry_msgs/Quaternion.h>
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#include <geometry_msgs/Pose.h>
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#include <geometry_msgs/Vector3.h>
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#include <sensor_msgs/CameraInfo.h>
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#include <opencv2/opencv.hpp>
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// Read required param or shutdown the node
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template<typename T>
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static void param(ros::NodeHandle nh, const std::string& param_name, T& param_val)
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{
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if (!nh.getParam(param_name, param_val)) {
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ROS_FATAL("Required param %s is not defined", param_name.c_str());
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ros::shutdown();
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}
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}
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static void parseCameraInfo(const sensor_msgs::CameraInfoConstPtr& cinfo, cv::Mat& matrix, cv::Mat& dist)
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{
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for (unsigned int i = 0; i < 3; ++i)
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for (unsigned int j = 0; j < 3; ++j)
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matrix.at<double>(i, j) = cinfo->K[3 * i + j];
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dist = cv::Mat(cinfo->D, true);
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}
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inline void rotatePoint(cv::Point3f& p, cv::Point3f origin, float angle)
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{
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float s = sin(angle);
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float c = cos(angle);
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// translate point back to origin:
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p.x -= origin.x;
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p.y -= origin.y;
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// rotate point
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float xnew = p.x * c - p.y * s;
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float ynew = p.x * s + p.y * c;
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// translate point back:
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p.x = xnew + origin.x;
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p.y = ynew + origin.y;
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}
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inline void fillPose(geometry_msgs::Pose& pose, const cv::Vec3d& rvec, const cv::Vec3d& tvec)
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{
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pose.position.x = tvec[0];
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pose.position.y = tvec[1];
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pose.position.z = tvec[2];
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double angle = norm(rvec);
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cv::Vec3d axis = rvec / angle;
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tf2::Quaternion q;
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q.setRotation(tf2::Vector3(axis[0], axis[1], axis[2]), angle);
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pose.orientation.w = q.w();
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pose.orientation.x = q.x();
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pose.orientation.y = q.y();
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pose.orientation.z = q.z();
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}
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inline void fillTransform(geometry_msgs::Transform& transform, const cv::Vec3d& rvec, const cv::Vec3d& tvec)
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{
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transform.translation.x = tvec[0];
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transform.translation.y = tvec[1];
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transform.translation.z = tvec[2];
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double angle = norm(rvec);
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cv::Vec3d axis = rvec / angle;
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tf2::Quaternion q;
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q.setRotation(tf2::Vector3(axis[0], axis[1], axis[2]), angle);
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transform.rotation.w = q.w();
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transform.rotation.x = q.x();
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transform.rotation.y = q.y();
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transform.rotation.z = q.z();
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}
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inline void fillTranslation(geometry_msgs::Vector3& translation, const cv::Vec3d& tvec)
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{
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translation.x = tvec[0];
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translation.y = tvec[1];
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translation.z = tvec[2];
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}
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inline bool isFlipped(tf::Quaternion& q)
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{
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double yaw, pitch, roll;
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tf::Matrix3x3(q).getEulerYPR(yaw, pitch, roll);
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return (abs(pitch) > M_PI / 2) || (abs(roll) > M_PI / 2);
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}
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/* Set roll and pitch from "from" to "to", keeping yaw */
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inline void snapOrientation(geometry_msgs::Quaternion& to, const geometry_msgs::Quaternion& from, bool auto_flip = false)
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{
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tf::Quaternion _from, _to;
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tf::quaternionMsgToTF(from, _from);
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tf::quaternionMsgToTF(to, _to);
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if (auto_flip) {
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if (!isFlipped(_from)) {
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static const tf::Quaternion flip = tf::createQuaternionFromRPY(M_PI, 0, 0);
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_from *= flip; // flip "from"
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}
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}
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auto diff = tf::Matrix3x3(_to).transposeTimes(tf::Matrix3x3(_from));
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double _, yaw;
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diff.getRPY(_, _, yaw);
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auto q = tf::createQuaternionFromRPY(0, 0, -yaw);
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_from = _from * q; // set yaw from "to" to "from"
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tf::quaternionTFToMsg(_from, to); // set "from" to "to"
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}
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inline void transformToPose(const geometry_msgs::Transform& transform, geometry_msgs::Pose& pose)
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{
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pose.position.x = transform.translation.x;
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pose.position.y = transform.translation.y;
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pose.position.z = transform.translation.z;
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pose.orientation = transform.rotation;
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}
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