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324 changes: 324 additions & 0 deletions ogre2/src/Ogre2FrustumVisual.cc
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/*
* Copyright (C) 2025 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.
*
*/

#ifdef __APPLE__
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#else
#ifndef _WIN32
#include <GL/gl.h>
#endif
#endif

#include <array>
#include <cmath>
#include <memory>
#include <string>
#include <vector>

#include <gz/common/Console.hh>
#include <gz/common/Profiler.hh>

#include "gz/rendering/ogre2/Ogre2Conversions.hh"
#include "gz/rendering/ogre2/Ogre2DynamicRenderable.hh"
#include "gz/rendering/ogre2/Ogre2FrustumVisual.hh"
#include "gz/rendering/ogre2/Ogre2RenderEngine.hh"
#include "gz/rendering/ogre2/Ogre2Scene.hh"
#include "gz/rendering/ogre2/Ogre2Marker.hh"
#include "gz/rendering/ogre2/Ogre2Geometry.hh"

#ifdef _MSC_VER
#pragma warning(push, 0)
#endif
#include <OgreItem.h>
#include <OgreMaterialManager.h>
#include <OgreRoot.h>
#include <OgreSceneNode.h>
#include <OgreTechnique.h>
#ifdef _MSC_VER
#pragma warning(pop)
#endif

class gz::rendering::Ogre2FrustumVisualPrivate
{
/// \brief Frustum Ray DynamicLines Object to display
public: std::vector<std::shared_ptr<Ogre2DynamicRenderable>> rayLines;

/// \brief The visibility of the visual
public: bool visible = true;

/// \brief Each corner of the frustum.
public: std::array<gz::math::Vector3d, 8> points;

/// \brief each edge of the frustum.
public: std::array<std::pair<gz::math::Vector3d,
gz::math::Vector3d>, 12> edges;
};

using namespace gz;
using namespace rendering;

//////////////////////////////////////////////////
Ogre2FrustumVisual::Ogre2FrustumVisual()
: dataPtr(new Ogre2FrustumVisualPrivate)
{
}

//////////////////////////////////////////////////
Ogre2FrustumVisual::~Ogre2FrustumVisual()
{
// no ops
}

//////////////////////////////////////////////////
void Ogre2FrustumVisual::PreRender()
{
// no ops
}

//////////////////////////////////////////////////
void Ogre2FrustumVisual::Destroy()
{
BaseFrustumVisual::Destroy();
}

//////////////////////////////////////////////////
void Ogre2FrustumVisual::Init()
{
BaseFrustumVisual::Init();
this->Create();
}

//////////////////////////////////////////////////
void Ogre2FrustumVisual::Create()
{
// enable GL_PROGRAM_POINT_SIZE so we can set gl_PointSize in vertex shader
auto engine = Ogre2RenderEngine::Instance();
std::string renderSystemName =
engine->OgreRoot()->getRenderSystem()->getFriendlyName();
if (renderSystemName.find("OpenGL") != std::string::npos)
{
#ifdef __APPLE__
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#else
#ifndef _WIN32
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
#endif
}
}

//////////////////////////////////////////////////
void Ogre2FrustumVisual::ClearVisualData()
{
this->dataPtr->rayLines.clear();
}

//////////////////////////////////////////////////
void Ogre2FrustumVisual::Update()
{
GZ_PROFILE("Ogre2FrustumVisual::Update");
std::shared_ptr<Ogre2DynamicRenderable> renderable;

// check if the renderable exists
if (this->dataPtr->rayLines.empty())
{
renderable = std::shared_ptr<Ogre2DynamicRenderable>(
new Ogre2DynamicRenderable(this->Scene()));
this->ogreNode->attachObject(renderable->OgreObject());

#if (!(OGRE_VERSION <= ((1 << 16) | (10 << 8) | 7)))
// the Materials are assigned here to avoid repetitive search for materials
Ogre::MaterialPtr rayLineMat =
Ogre::MaterialManager::getSingleton().getByName(
"Frustum/BlueRay");
#endif

#if (OGRE_VERSION <= ((1 << 16) | (10 << 8) | 7))
MaterialPtr mat = this->Scene()->Material("Frustum/BlueRay");
#else
MaterialPtr mat = this->Scene()->Material("Frustum/BlueRay");
#endif

renderable->SetMaterial(mat, false);
renderable->SetOperationType(MT_LINE_LIST);
this->dataPtr->rayLines.push_back(renderable);
}
else
{
// clear the existing renderable
renderable = this->dataPtr->rayLines.front();
renderable->Clear();
}

// Tangent of half the field of view.
double tanFOV2 = std::tan(this->hfov() * 0.5);

// Half-width of near plane (distance from optical axis to plane edge).
double nearWidth = tanFOV2 * this->nearClip;

// Half-height of near plane.
double nearHeight = nearWidth / this->aspectRatio;

// Half-width of far plane.
double farWidth = tanFOV2 * this->farClip;

// Half-height of far plane.
double farHeight = farWidth / this->aspectRatio;

// Up, right, and forward unit vectors.
gz::math::Vector3d forward =
this->pose.Rot().RotateVector(gz::math::Vector3d::UnitX);
gz::math::Vector3d up =
this->pose.Rot().RotateVector(gz::math::Vector3d::UnitZ);
gz::math::Vector3d right =
this->pose.Rot().RotateVector(-gz::math::Vector3d::UnitY);

// Near plane center
gz::math::Vector3d nearCenter = this->pose.Pos() + forward * this->nearClip;

// Far plane center
gz::math::Vector3d farCenter = this->pose.Pos() + forward * this->farClip;

// Half-extent vectors used to offset each plane center to a corner.
gz::math::Vector3d upNearHeight2 = up * nearHeight;
gz::math::Vector3d rightNearWidth2 = right * nearWidth;
gz::math::Vector3d upFarHeight2 = up * farHeight;
gz::math::Vector3d rightFarWidth2 = right * farWidth;

// Compute the vertices of the near plane
gz::math::Vector3d nearTopLeft =
nearCenter + upNearHeight2 - rightNearWidth2;
gz::math::Vector3d nearTopRight =
nearCenter + upNearHeight2 + rightNearWidth2;
gz::math::Vector3d nearBottomLeft =
nearCenter - upNearHeight2 - rightNearWidth2;
gz::math::Vector3d nearBottomRight =
nearCenter - upNearHeight2 + rightNearWidth2;

// Compute the vertices of the far plane
gz::math::Vector3d farTopLeft = farCenter + upFarHeight2 - rightFarWidth2;
gz::math::Vector3d farTopRight = farCenter + upFarHeight2 + rightFarWidth2;
gz::math::Vector3d farBottomLeft = farCenter - upFarHeight2 - rightFarWidth2;
gz::math::Vector3d farBottomRight = farCenter - upFarHeight2 + rightFarWidth2;

// Save these vertices
this->dataPtr->points[0] = nearTopLeft;
this->dataPtr->points[1] = nearTopRight;
this->dataPtr->points[2] = nearBottomLeft;
this->dataPtr->points[3] = nearBottomRight;
this->dataPtr->points[4] = farTopLeft;
this->dataPtr->points[5] = farTopRight;
this->dataPtr->points[6] = farBottomLeft;
this->dataPtr->points[7] = farBottomRight;

// Save the edges
this->dataPtr->edges[0] = {nearTopLeft, nearTopRight};
this->dataPtr->edges[1] = {nearTopLeft, nearBottomLeft};
this->dataPtr->edges[2] = {nearTopLeft, farTopLeft};
this->dataPtr->edges[3] = {nearTopRight, nearBottomRight};
this->dataPtr->edges[4] = {nearTopRight, farTopRight};
this->dataPtr->edges[5] = {nearBottomLeft, nearBottomRight};
this->dataPtr->edges[6] = {nearBottomLeft, farBottomLeft};
this->dataPtr->edges[7] = {farTopLeft, farTopRight};
this->dataPtr->edges[8] = {farTopLeft, farBottomLeft};
this->dataPtr->edges[9] = {farTopRight, farBottomRight};
this->dataPtr->edges[10] = {farBottomLeft, farBottomRight};
this->dataPtr->edges[11] = {farBottomRight, nearBottomRight};

gz::math::Vector3d leftCenter =
(farTopLeft + nearTopLeft + farBottomLeft + nearBottomLeft) / 4.0;

gz::math::Vector3d rightCenter =
(farTopRight + nearTopRight + farBottomRight + nearBottomRight) / 4.0;

gz::math::Vector3d topCenter =
(farTopRight + nearTopRight + farTopLeft + nearTopLeft) / 4.0;

gz::math::Vector3d bottomCenter =
(farBottomRight + nearBottomRight + farBottomLeft + nearBottomLeft) / 4.0;

// For creating the frustum visuals
renderable->AddPoint(math::Vector3d(this->nearClip, nearWidth, nearHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, nearWidth, -nearHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, nearWidth, -nearHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, -nearWidth, -nearHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, -nearWidth, -nearHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, -nearWidth, nearHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, -nearWidth, nearHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, nearWidth, nearHeight));
renderable->AddPoint(math::Vector3d(this->farClip, farWidth, farHeight));
renderable->AddPoint(math::Vector3d(this->farClip, farWidth, -farHeight));
renderable->AddPoint(math::Vector3d(this->farClip, farWidth, -farHeight));
renderable->AddPoint(math::Vector3d(this->farClip, -farWidth, -farHeight));
renderable->AddPoint(math::Vector3d(this->farClip, -farWidth, -farHeight));
renderable->AddPoint(math::Vector3d(this->farClip, -farWidth, farHeight));
renderable->AddPoint(math::Vector3d(this->farClip, -farWidth, farHeight));
renderable->AddPoint(math::Vector3d(this->farClip, farWidth, farHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, nearWidth, nearHeight));
renderable->AddPoint(math::Vector3d(this->farClip, farWidth, farHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, -nearWidth, nearHeight));
renderable->AddPoint(math::Vector3d(this->farClip, -farWidth, farHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, -nearWidth, -nearHeight));
renderable->AddPoint(math::Vector3d(this->farClip, -farWidth, -farHeight));
renderable->AddPoint(math::Vector3d(this->nearClip, nearWidth, -nearHeight));
renderable->AddPoint(math::Vector3d(this->farClip, farWidth, -farHeight));

// Compute plane offsets
// Set the planes, where the first value is the plane normal and the
// second the plane offset
gz::math::Vector3d norm = gz::math::Vector3d::Normal(
nearTopLeft, nearTopRight, nearBottomLeft);
this->planes[FrustumVisualPlane::FRUSTUM_PLANE_NEAR].Set(
norm, nearCenter.Dot(norm));

norm = gz::math::Vector3d::Normal(
farTopRight, farTopLeft, farBottomLeft);
this->planes[FrustumVisualPlane::FRUSTUM_PLANE_FAR].Set(
norm, farCenter.Dot(norm));

norm = gz::math::Vector3d::Normal(
farTopLeft, nearTopLeft, nearBottomLeft);
this->planes[FrustumVisualPlane::FRUSTUM_PLANE_LEFT].Set(
norm, leftCenter.Dot(norm));

norm = gz::math::Vector3d::Normal(
nearTopRight, farTopRight, farBottomRight);
this->planes[FrustumVisualPlane::FRUSTUM_PLANE_RIGHT].Set(
norm, rightCenter.Dot(norm));

norm = gz::math::Vector3d::Normal(
nearTopLeft, farTopLeft, nearTopRight);
this->planes[FrustumVisualPlane::FRUSTUM_PLANE_TOP].Set(
norm, topCenter.Dot(norm));

norm = gz::math::Vector3d::Normal(
nearBottomLeft, nearBottomRight, farBottomRight);
this->planes[FrustumVisualPlane::FRUSTUM_PLANE_BOTTOM].Set(
norm, bottomCenter.Dot(norm));

renderable->Update();
this->SetVisible(this->dataPtr->visible);
}

//////////////////////////////////////////////////
void Ogre2FrustumVisual::SetVisible(bool _visible)
{
this->dataPtr->visible = _visible;
this->ogreNode->setVisible(this->dataPtr->visible);
}
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