Ejemplo n.º 1
0
    void Awake()
    {
        pointArr = new LidarPointArray();
        pointArr.Init(360 / degPerSweepInc * numSweepsLevels);

        int v = 0;

        foreach (string layerName in layerMaskNames)
        {
            int layer = LayerMask.NameToLayer(layerName);
            v |= 1 << layer;
        }

        collMask |= ~v;
    }
Ejemplo n.º 2
0
    public void SetConfig(float offset_x, float offset_y, float offset_z, float rot_x,
                          int _degPerSweepInc, float _degAngDown, float _degAngDelta, float _maxRange, float _noise, int _numSweepsLevels)
    {
        degPerSweepInc  = _degPerSweepInc;
        degAngDown      = _degAngDown;
        degAngDelta     = _degAngDelta;
        maxRange        = _maxRange;
        noise           = _noise;
        numSweepsLevels = _numSweepsLevels;

        if (offset_x != 0.0f || offset_y != 0.0f || offset_z != 0.0f)
        {
            transform.localPosition = new Vector3(offset_x, offset_y, offset_z);
        }

        if (rot_x != 0.0f)
        {
            transform.localEulerAngles = new Vector3(rot_x, 0.0f, 0.0f);
        }

        pointArr = new LidarPointArray();
        pointArr.Init(360 / degPerSweepInc * numSweepsLevels);
    }
Ejemplo n.º 3
0
    public LidarPointArray GetOutput()
    {
        pointArr = new LidarPointArray();
        pointArr.Init(360 / degPerSweepInc * numSweepsLevels);

        pointArr.lidarPos         = new V3(transform.position);
        pointArr.lidarOrientation = new V3(transform.rotation.eulerAngles);

        Ray ray = new Ray();

        ray.origin    = this.transform.position;
        ray.direction = this.transform.forward;

        //start out pointing a bit down.
        Quaternion rotDown = Quaternion.AngleAxis(degAngDown, transform.right);

        ray.direction = rotDown * ray.direction;

        int numSweep = 360 / degPerSweepInc;

        Quaternion rotSide = Quaternion.AngleAxis(degPerSweepInc, transform.up);
        Quaternion rotUp   = Quaternion.AngleAxis(degAngDelta, transform.right);

        RaycastHit hit;

        //Sample the output texture to create rays.
        int   iP = 0;
        float rx = 0.0f;
        float ry = 0.0f;

        for (int iS = 0; iS < numSweepsLevels; iS++)
        {
            for (int iA = 0; iA < numSweep; iA++)
            {
                if (Physics.Raycast(ray, out hit, maxRange, collMask))
                {
                    //sample that ray at the depth given by the pixel.
                    Vector3 pos = ray.GetPoint(hit.distance);

                    //make points relative to my pos.
                    pos = pos - transform.position;

                    //shouldn't hit this unless user is messing around in the interface with things running.
                    if (iP >= pointArr.points.Length)
                    {
                        break;
                    }

                    float noiseX = Mathf.PerlinNoise(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f));
                    float noiseY = Mathf.PerlinNoise(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f));
                    float noiseZ = Mathf.PerlinNoise(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f));
                    pos.x += noise * noiseX;
                    pos.y += noise * noiseY;
                    pos.z += noise * noiseZ;

                    //set iPoint
                    pointArr.points[iP] = new LidarPoint(pos, rx, ry);

                    ray.direction = rotSide * ray.direction;

                    iP++;
                }

                rx += degPerSweepInc;
            }

            ray.direction = rotUp * ray.direction;
            ry           += degAngDelta;
            rx            = 0.0f;
        }

        return(pointArr);
    }
Ejemplo n.º 4
0
    public LidarPointArray GetOutput()
    {
        int numSweep = (int)(360 / degPerSweepInc);

        pointArr = new LidarPointArray();
        pointArr.Init(numSweep * numSweepsLevels);

        Ray        ray = new Ray(transform.position, transform.forward);
        RaycastHit hit;

        // Vertical rotation
        Quaternion rotUp = Quaternion.AngleAxis(degAngDelta, transform.right);

        // Horizontal rotation
        Quaternion rotSide = Quaternion.AngleAxis(degPerSweepInc, transform.up);

        //Sample the output texture to create rays.
        int   iP = 0;
        float rx = 0.0f;
        float ry = 0.0f;

        for (int iS = 0; iS < numSweepsLevels; iS++)
        {
            // reset the orientation of the ray
            Quaternion rotDown = Quaternion.AngleAxis(degAngDown + iS * degAngDelta, transform.right);
            ray.direction = rotDown * transform.forward;
            rx            = 0.0f;

            for (int iA = 0; iA < numSweep; iA++)
            {
                if (Physics.Raycast(ray, out hit, maxRange, collMask))
                {
                    //sample that ray at the depth given by the pixel.
                    Vector3 pos      = hit.point - transform.position;
                    float   distance = hit.distance;

                    //shouldn't hit this unless user is messing around in the interface with things running.
                    if (iP >= pointArr.points.Length)
                    {
                        break;
                    }

                    // add some noise to the point position
                    float noiseX = Mathf.PerlinNoise(UnityEngine.Random.Range(-1f, 1f), UnityEngine.Random.Range(-1f, 1f));
                    float noiseY = Mathf.PerlinNoise(UnityEngine.Random.Range(-1f, 1f), UnityEngine.Random.Range(-1f, 1f));
                    float noiseZ = Mathf.PerlinNoise(UnityEngine.Random.Range(-1f, 1f), UnityEngine.Random.Range(-1f, 1f));
                    pos.x += noise * noiseX;
                    pos.y += noise * noiseY;
                    pos.z += noise * noiseZ;

                    //set iPoint
                    pointArr.points[iP] = new LidarPoint(pos, distance, rx, ry);
                    iP++;
                }

                ray.direction = rotSide * ray.direction;
                rx           += degPerSweepInc;
            }

            ray.direction = rotUp * ray.direction;
            ry           += degAngDelta;
        }

        return(pointArr);
    }
 void Awake()
 {
     pointArr = new LidarPointArray();
     pointArr.Init(360 / degPerSweepInc * numSweepsLevels);
 }