add pybullet getCameraImage, replacing renderImage, cleaner API:
always pass in width, hight and viewMatrix, projectionMatrix, optionally lightDir added helper methods computeViewMatrix, computeViewMatrixFromYawPitchRoll, computeProjectionMatrix, computeProjectionMatrixFOV see Bullet/examples/pybullet/testrender.py + testrender_np.py for example use add missing base_link.stl for husky.urdf
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@@ -73,14 +73,17 @@ struct TinyRendererVisualShapeConverterInternalData
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b3AlignedObjectArray<MyTexture2> m_textures;
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b3AlignedObjectArray<float> m_depthBuffer;
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b3AlignedObjectArray<int> m_segmentationMaskBuffer;
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btVector3 m_lightDirection;
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bool m_hasLightDirection;
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SimpleCamera m_camera;
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TinyRendererVisualShapeConverterInternalData()
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:m_upAxis(2),
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m_swWidth(START_WIDTH),
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m_swHeight(START_HEIGHT),
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m_rgbColorBuffer(START_WIDTH,START_HEIGHT,TGAImage::RGB)
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m_rgbColorBuffer(START_WIDTH,START_HEIGHT,TGAImage::RGB),
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m_hasLightDirection(false)
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{
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m_depthBuffer.resize(m_swWidth*m_swHeight);
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m_segmentationMaskBuffer.resize(m_swWidth*m_swHeight,-1);
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@@ -108,7 +111,11 @@ TinyRendererVisualShapeConverter::~TinyRendererVisualShapeConverter()
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delete m_data;
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}
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void TinyRendererVisualShapeConverter::setLightDirection(float x, float y, float z)
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{
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m_data->m_lightDirection.setValue(x, y, z);
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m_data->m_hasLightDirection = true;
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}
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void convertURDFToVisualShape(const UrdfVisual* visual, const char* urdfPathPrefix, const btTransform& visualTransform, btAlignedObjectArray<GLInstanceVertex>& verticesOut, btAlignedObjectArray<int>& indicesOut, btAlignedObjectArray<MyTexture2>& texturesOut, b3VisualShapeData& visualShapeOut)
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@@ -677,16 +684,23 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
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btVector3 lightDirWorld(-5,200,-40);
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switch (m_data->m_upAxis)
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{
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case 1:
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lightDirWorld = btVector3(-50.f,100,30);
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break;
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case 2:
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lightDirWorld = btVector3(-50.f,30,100);
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break;
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default:{}
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};
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if (m_data->m_hasLightDirection)
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{
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lightDirWorld = m_data->m_lightDirection;
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}
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else
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{
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switch (m_data->m_upAxis)
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{
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case 1:
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lightDirWorld = btVector3(-50.f, 100, 30);
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break;
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case 2:
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lightDirWorld = btVector3(-50.f, 30, 100);
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break;
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default: {}
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};
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}
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lightDirWorld.normalize();
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