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/* | |
MIT License | |
Copyright 2021 Stefan Novak | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated | |
documentation files (the "Software"), to deal in the Software without restriction, including without limitation the | |
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit | |
persons to whom the Software is furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the | |
Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE | |
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR | |
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR | |
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
*/ | |
import { PanelExtensionContext, RenderState } from "@foxglove/studio"; | |
// Babylon.js is used for overlaying a wireframe computed by pose estimation telemetry over camera sensor images. | |
import { Engine, Scene, Layer, DynamicTexture, UniversalCamera, Vector3, Quaternion, SceneLoader, Color3, | |
StandardMaterial, Axis, Nullable, TransformNode } from "@babylonjs/core"; | |
// Babylon.js provides a library for loading mesh data in glTF format, a file used for representing objects in a 3D | |
// scene. This file format is used for loading the spacecraft 3D model and rendering it as a wireframe. | |
import "@babylonjs/loaders/glTF"; | |
import ReactDOM from "react-dom"; | |
import { useLayoutEffect, useRef } from "react"; | |
// Webpack will use its internal JSON loader to ready the glTF data for the spacecraft model and embed that data as an | |
// object in the compiled JavaScript module. This allows us to directly embed spacecraft model geometry in our source | |
// code without having to statically serve the file -- which isn't readily supported in Foxglove Studio extensions yet. | |
import spacecraft_model from "./assets/spacecraft_model.gltf.json"; | |
function PoseVisualizationPanel({ context }: { context: PanelExtensionContext }): JSX.Element { | |
let engine: Engine; | |
let scene: Scene; | |
const canvas = useRef<HTMLCanvasElement>(null); | |
// The ROS topics used for subscribing to camera images and pose estimates. | |
const cameraTopicName = "/freeflyer/camera"; | |
const poseTopicName = "/freeflyer/pose"; | |
let transformNode: Nullable<TransformNode>; | |
useLayoutEffect(() => { | |
engine = new Engine(canvas.current, true); | |
scene = new Scene(engine); | |
// A transform node is used as the parent node for the imported mesh. By modifying its position and orientation | |
// from pose estimation telemetry, the wireframe mesh will be positioned correctly. | |
transformNode = new TransformNode("transform", scene); | |
const camera = new UniversalCamera("camera", Vector3.Zero(), scene); | |
// TODO: receive this from a sensor_msgs/CameraInfo message. | |
camera.fov = 0.785398; | |
camera.setTarget(new Vector3(0, 0, -1)); | |
// The camera sensor image message received from ROS will be used to update a DynamicTexture for a Layer. | |
const cameraImageLayer = new Layer("cameraImage", null, scene, true); | |
// TODO: receive image width/height from a sensor_msgs/CameraInfo message. Also hook up image resizer logic. | |
const cameraImageTexture = new DynamicTexture("cameraImage", {width: 800, height: 600}, scene, false); | |
cameraImageLayer.texture = cameraImageTexture; | |
const cameraImageTextureContext = cameraImageTexture.getContext(); | |
SceneLoader.ImportMesh("", "", `data:${JSON.stringify(spacecraft_model)}`, scene, (meshes) => { | |
const root = meshes[0]; | |
if (root) { | |
root.parent = transformNode; | |
root.rotate(Axis.X, Math.PI / 2); | |
root.rotate(Axis.Y, Math.PI / 2); | |
} | |
meshes.forEach((mesh, index) => { | |
const material = new StandardMaterial(`spacecraft_model-mesh-${index}`, scene); | |
material.wireframe = true; | |
material.emissiveColor = Color3.Green(); | |
mesh.material = material; | |
}); | |
context.onRender = async (renderState: RenderState, done: () => void) => { | |
const messages = {}; | |
renderState.currentFrame?.forEach(({topic, message}) => { | |
messages[topic] = message; | |
}); | |
if (cameraTopicName in messages) { | |
const cameraImageBlob = new Blob([messages[cameraTopicName].data], {'type': 'image/png'}); | |
const cameraImageBitmap = await createImageBitmap(cameraImageBlob); | |
cameraImageTextureContext.drawImage(cameraImageBitmap, 0, 0); | |
cameraImageBitmap.close(); | |
cameraImageTexture.update(); | |
} | |
if (poseTopicName in messages) { | |
const pose = messages[poseTopicName].pose; | |
// The sensor body frame coordinate system is different than BabylonJS's coordinate system, so | |
// apply a transform on-the-fly. | |
const position = new Vector3( | |
-pose.position.y, | |
pose.position.x, | |
-pose.position.z | |
); | |
const orientation = new Quaternion( | |
pose.orientation.y, | |
-pose.orientation.x, | |
pose.orientation.z, | |
pose.orientation.w | |
); | |
if (transformNode) { | |
transformNode.rotationQuaternion = orientation; | |
transformNode.position = position; | |
} | |
} | |
scene.afterRender = done; | |
scene.render(); | |
}; | |
context.watch("currentFrame"); | |
context.subscribe([poseTopicName, cameraTopicName]); | |
}); | |
}, []); | |
return ( | |
<canvas ref={canvas} width={800} height={600} /> | |
) | |
} | |
export function initPoseVisualizationPanel(context: PanelExtensionContext) { | |
ReactDOM.render(<PoseVisualizationPanel context={context} />, context.panelElement); | |
} |
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