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Lu!! *********************************************************************/ #ifndef ROBOT_COSTMAP_2D_VOXEL_LAYER_H_ #define ROBOT_COSTMAP_2D_VOXEL_LAYER_H_ #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace robot_costmap_2d { class VoxelLayer : public ObstacleLayer { public: VoxelLayer() : robot_voxel_grid_(0, 0, 0) { costmap_ = NULL; // this is the unsigned char* member of parent class's parent class Costmap2D. } virtual ~VoxelLayer(); virtual void onInitialize(); virtual void updateBounds(double robot_x, double robot_y, double robot_yaw, double* min_x, double* min_y, double* max_x, double* max_y); void updateOrigin(double new_origin_x, double new_origin_y); bool isDiscretized() { return true; } virtual void matchSize(); virtual void reset(); LayerType getType() const override { return LayerType::VOXEL_LAYER; } protected: virtual void resetMaps(); private: bool getParams(const std::string& config_file_name, robot::NodeHandle &nh); void clearNonLethal(double wx, double wy, double w_size_x, double w_size_y, bool clear_no_info); virtual void raytraceFreespace(const robot_costmap_2d::Observation& clearing_observation, double* min_x, double* min_y, double* max_x, double* max_y); // bool raytraceDepthFrustum(double* min_x, double* min_y, double* max_x, double* max_y); bool raytraceDepthFrustum(const robot_costmap_2d::DepthCameraObservation& observation, double* min_x, double* min_y, double* max_x, double* max_y); bool readDepthMeters(const robot_sensor_msgs::Image& depth, unsigned int u, unsigned int v, double& depth_m, bool& is_valid) const; /// True when the invalid pixel at (u, v) is an isolated hole surrounded by /// valid returns (a flying pixel, safe to clear), false when it belongs to a /// structurally invalid region such as the stereo no-disparity strip on the /// left image edge (no free-space evidence, must be left untouched). bool invalidPixelIsIsolated(const robot_sensor_msgs::Image& depth, unsigned int u, unsigned int v) const; void updateDepthRayCache(unsigned int width, unsigned int height, unsigned int pixel_step, double fx, double fy, double cx, double cy); bool clipRaytraceEndpoint(double ox, double oy, double oz, double& wx, double& wy, double& wz); bool clearVoxelRay(double ox, double oy, double oz, double wx, double wy, double wz, double raytrace_range, unsigned int cell_raytrace_range, double* min_x, double* min_y, double* max_x, double* max_y); bool clearDepthColumns(double ox, double oy, double cover_distance, double far_distance, double min_range, double max_range, double skip_dist, double* min_x, double* min_y, double* max_x, double* max_y); bool clipColumnSegment(double& sx, double& sy, double& ex, double& ey) const; bool publish_voxel_; robot_voxel_grid::VoxelGrid robot_voxel_grid_; double z_resolution_, origin_z_; /// Scratch for the full-column clearing pass (config lives per observation /// source in DepthFrustumConfig): per depth-image pixel column, the nearest /// return inside the obstacle height band certifies "no obstacle in this /// direction closer than d". Cells along that 2D beam get their whole voxel /// column cleared, removing marked voxels the per-pixel 3D rays cannot /// reach (above the vertical FOV at close range). struct DepthColumnStat { double min_band_dist = -1.0; ///< horizontal distance of nearest in-band return; < 0 = none double azimuth = 0.0; ///< beam direction in the global frame double best_row_delta = std::numeric_limits::infinity(); bool has_ray = false; ///< column had at least one readable pixel bool has_valid_return = false; ///< column had at least one valid depth measurement }; std::vector depth_column_stats_; unsigned int unknown_threshold_, mark_threshold_, size_z_; robot_sensor_msgs::PointCloud clearing_endpoints_; std::vector rolling_costmap_scratch_; std::vector rolling_voxel_scratch_; struct DepthRay { unsigned int u; unsigned int v; unsigned int col; ///< pixel-column index in the cache (border column included) double x; double y; double z; }; std::vector depth_ray_cache_; unsigned int cached_column_count_ = 0; unsigned int cached_depth_width_ = 0; unsigned int cached_depth_height_ = 0; unsigned int cached_depth_pixel_step_ = 0; double cached_fx_ = 0.0; double cached_fy_ = 0.0; double cached_cx_ = 0.0; double cached_cy_ = 0.0; inline bool worldToMap3DFloat(double wx, double wy, double wz, double& mx, double& my, double& mz) { if (wx < origin_x_ || wy < origin_y_ || wz < origin_z_) return false; mx = ((wx - origin_x_) / resolution_); my = ((wy - origin_y_) / resolution_); mz = ((wz - origin_z_) / z_resolution_); if (mx < size_x_ && my < size_y_ && mz < size_z_) return true; return false; } inline bool worldToMap3D(double wx, double wy, double wz, unsigned int& mx, unsigned int& my, unsigned int& mz) { if (wx < origin_x_ || wy < origin_y_ || wz < origin_z_) return false; mx = (int)((wx - origin_x_) / resolution_); my = (int)((wy - origin_y_) / resolution_); mz = (int)((wz - origin_z_) / z_resolution_); if (mx < size_x_ && my < size_y_ && mz < size_z_) return true; return false; } inline void mapToWorld3D(unsigned int mx, unsigned int my, unsigned int mz, double& wx, double& wy, double& wz) { // returns the center point of the cell wx = origin_x_ + (mx + 0.5) * resolution_; wy = origin_y_ + (my + 0.5) * resolution_; wz = origin_z_ + (mz + 0.5) * z_resolution_; } inline double dist(double x0, double y0, double z0, double x1, double y1, double z1) { return sqrt((x1 - x0) * (x1 - x0) + (y1 - y0) * (y1 - y0) + (z1 - z0) * (z1 - z0)); } }; } // namespace robot_costmap_2d #endif // ROBOT_COSTMAP_2D_VOXEL_LAYER_H_