Example #1
0
    public void onPclData(NetMQMessage m)
    {
        //UnityEngine.Debug.Log("onPclData" + m[0].BufferSize);
        //This contains the pointcloud data
        PCLMsg pcl = new PCLMsg(m[0].Buffer);

        pcl.fillMesh(m[1].Buffer);
        //pcl_frames.Enqueue(pcl);
        pcl_frames.Enqueue(pcl);

        clientUnity.currentlyreceiving = true;
    }
Example #2
0
    void Update()
    {
        //If the app didn't click and a done mapping arrived, go to save plan
        if (done != true && MapperModule.state == MapperModule.MapperState.DONE)
        {
            MapperModule.state = MapperModule.MapperState.IDLE;
            SaveAndGoToPlanSelectionv2();
        }
        else if (done)
        {
            return;
        }
        //If a last PC deleted arrived, enter here
        if (MapperModule.lastPointCloudDeletedBool)
        {
            //If this is  the app that deleted the PC, exit
            if (lastPCDeleted)
            {
                lastPCDeleted = false;
            }
            else
            {
                if (savedPointCloud.PointCloud.Count > 0)
                {
                    Destroy(this.transform.GetChild(this.transform.childCount - 1).gameObject);
                    PointCloudID pointCloudToDelete = savedPointCloud.PointCloud[savedPointCloud.PointCloud.Count - 1].pointCloudID;
                    savedPointCloud.PointCloud.RemoveAt(savedPointCloud.PointCloud.Count - 1);

                    numAdded--;
                }
            }
            MapperModule.lastPointCloudDeletedBool = false;
        }
        //Same as above but for every PC
        if (MapperModule.allPointCloudsDeletedBool)
        {
            if (allPointCloudDeleted)
            {
                allPointCloudDeleted = false;
            }
            else
            {
                for (int i = 0; i < savedPointCloud.PointCloud.Count; i++)
                {
                    Destroy(this.transform.GetChild(i).gameObject);
                }
                savedPointCloud.PointCloud.Clear();

                numAdded = 0;
            }
            MapperModule.allPointCloudsDeletedBool = false;
        }
        //We obtain the message of the pointcloud with the structure that contains the points, rotation and ID
        PCLMsg pclmsg = MapperModule.DequeuePCLFrame();

        if (pclmsg != null)
        {
            //PCLMsg pclmsg = queue.Dequeue();
            //If there are too many pointclouds, delete the last from local. In our tests the app didn't seem to reach a limit.
            if (numDrawn > (CLOUDS_TO_RENDER - 1))
            {
                Destroy(GameObject.Find("cloudgo" + (numDrawn - CLOUDS_TO_RENDER)));
            }
            //Gets the points and rotation
            PCLMesh cm = pclmsg.getCloudMesh();

            // Instantiate pointclouds in gameobjects
            GameObject instance = GameObject.Instantiate(prefab_cloud_go, this.transform, true);
            instance.name = "cloudgo" + numDrawn.ToString();
            instance.GetComponent <MeshFilter>().sharedMesh      = new Mesh();
            instance.GetComponent <MeshFilter>().sharedMesh.name = "cmesh" + numDrawn.ToString();

            /*
             * instance.GetComponent<MeshFilter>().sharedMesh.vertices = cm.points;
             * instance.GetComponent<MeshFilter>().sharedMesh.SetIndices(cm.indices, MeshTopology.Points, 0, true);
             * instance.GetComponent<MeshFilter>().sharedMesh.normals = cm.normals;
             * instance.GetComponent<MeshFilter>().sharedMesh.colors = cm.colors;
             */
            //UnityEngine.Debug.Log("Puntets: " + cm.points[0]);

            //Executes the compute shader that turns the points in triangles
            runComputeShader(ref cm.points, ref cm.normals);
            Triangle[] result = new Triangle[cm.points.Length];
            triangles.GetData(result); //GPU-> CPU
            releaseCSBuffers();        // It is necessary to release compute buffers after using them

            // insert the compute shader results in vectors
            // TODO: from compute shader write directly in a buffer[numpoints*3] instead of buffer.p1, buffer.p2, buffer.3
            Vector3[] allVertices = new Vector3[cm.points.Length * 3];
            Vector3[] allNormals  = new Vector3[cm.points.Length * 3];
            Color[]   allColors   = new Color[cm.points.Length * 3];
            int[]     allIndices  = new int[cm.points.Length * 3];
            //After obtaining the vertex from gpu, the mesh is created
            for (int i = 0, j = 0; i < cm.points.Length * 3; i += 3, j++)
            {
                allVertices[i]     = result[j].p1;
                allVertices[i + 1] = result[j].p2;
                allVertices[i + 2] = result[j].p3;
                CalculateBounds(allVertices[i], allVertices[i + 1], allVertices[i + 2]);

                allIndices[i]     = i;
                allIndices[i + 1] = i + 1;
                allIndices[i + 2] = i + 2;

                allNormals[i]     = cm.normals[j];
                allNormals[i + 1] = cm.normals[j];
                allNormals[i + 2] = cm.normals[j];

                allColors[i]     = cm.colors[j];
                allColors[i + 1] = cm.colors[j];
                allColors[i + 2] = cm.colors[j];
            }

            //TODO: replace de loop above by using Graphics.DrawProceduralIndirect (on a Camera script) and an appendBuffer in other CompShader (consumer). Tried it but didn't work. Didn't have much time to seriously try
            //https://www.digital-dust.com/single-post/2017/07/10/Marching-cubes-on-the-GPU-in-Unity
            // attach vertices, colors, and normals to the mesh
            instance.GetComponent <MeshFilter>().sharedMesh.vertices = allVertices;
            instance.GetComponent <MeshFilter>().sharedMesh.SetIndices(allIndices, MeshTopology.Triangles, 0, true);
            instance.GetComponent <MeshFilter>().sharedMesh.normals = allNormals;
            instance.GetComponent <MeshFilter>().sharedMesh.colors  = allColors;
            instance.GetComponent <MeshFilter>().sharedMesh.RecalculateBounds();
#if POZYX_TRANSFORM_COORDS
            // Converting coords from Pozyx to Unity, mm to meters, and angles from right-handed to left-handed
            Matrix4x4 toUnityCoordsMat = Matrix4x4.TRS(new Vector3(pclmsg.hdr.x * 0.001f, pclmsg.hdr.z * 0.001f, pclmsg.hdr.y * 0.001f),
                                                       Quaternion.Euler(pclmsg.hdr.pitch * -180f / 3.141592f, pclmsg.hdr.yaw * -180f / 3.141592f, pclmsg.hdr.roll * -180f / 3.141592f),
                                                       new Vector3(1, 1, 1));

            instance.transform.rotation = toUnityCoordsMat.rotation;
            instance.transform.position = new Vector3(toUnityCoordsMat.m03, toUnityCoordsMat.m13, toUnityCoordsMat.m23);

            //instance.transform.RotateAround(drone.transform.position, new Vector3(1, 0, 0), toUnityCoordsMat.rotation.eulerAngles.x);
            //instance.transform.RotateAround(drone.transform.position, new Vector3(0, 1, 0), -toUnityCoordsMat.rotation.eulerAngles.y);
            //instance.transform.RotateAround(drone.transform.position, new Vector3(0, 0, 1), toUnityCoordsMat.rotation.eulerAngles.z);
            //UnityEngine.Debug.Log(toUnityCoordsMat);

            //instance.transform.localScale = new Vector3(-1 * instance.transform.localScale.x, instance.transform.localScale.y, instance.transform.localScale.z);
#endif

            //The loop that checks if a pointcloud needs to be substitutedw
            numDrawn++;
            int posOfOldPointCloud = savedPointCloud.isTheCloudAlreadyIn(pclmsg.hdr.pointCloudID);
            if (posOfOldPointCloud != -1)
            {
                GameObject aux = GameObject.Find("cloudgo" + pclmsg.hdr.pointCloudID.i + "" + pclmsg.hdr.pointCloudID.j + "" + pclmsg.hdr.pointCloudID.k + "" + pclmsg.hdr.pointCloudID.heading);
                if (aux != null)
                {
                    //Destroying the gameobject
                    Destroy(aux);
                    //UnityEngine.Debug.Log("Destroyed");
                }
                else
                {
                    //search on saved DISK
                }
                //UnityEngine.Debug.Log("Removed");
                //And remove it from the array
                savedPointCloud.PointCloud.RemoveAt(posOfOldPointCloud);
            }
            //Renaming the pointcloud to manage it better
            instance.name = "cloudgo" + pclmsg.hdr.pointCloudID.i + "" + pclmsg.hdr.pointCloudID.j + "" + pclmsg.hdr.pointCloudID.k + "" + pclmsg.hdr.pointCloudID.heading;



            //savedPointCloud.PointCloud.Add(new SavedMeshPointCloud(allVertices, allColors, Matrix4x4.TRS(new Vector3(pclmsg.hdr.x * 0.001f, pclmsg.hdr.z * 0.001f, pclmsg.hdr.y * 0.001f),
            //    Quaternion.Euler(pclmsg.hdr.pitch * -180f / 3.141592f, pclmsg.hdr.yaw * -180f / 3.141592f, pclmsg.hdr.roll * -180f / 3.141592f), new Vector3(1, 1, 1)), new Vector3(pclmsg.hdr.pointCloudID.i, pclmsg.hdr.pointCloudID.j, pclmsg.hdr.pointCloudID.k), pclmsg.hdr.pointCloudID.heading));
            //Adding the pointcloud to the array
            savedPointCloud.PointCloud.Add(new SavedMeshPointCloud(new Vector3(pclmsg.hdr.pointCloudID.i, pclmsg.hdr.pointCloudID.j, pclmsg.hdr.pointCloudID.k), pclmsg.hdr.pointCloudID.heading));
        }

        //LoadFile();

        // Código a ejecutar cuando ya hemos pintado la nube de puntos entera
        //if (numDrawn == NUMCLOUDFILES)
        //{
        //    // Ajustamos todos los parámetros de las cámaras para centrarlas sobre la nube de puntos y tratar de abarcarla entera
        //    AdjustCameras();
        //
        //    canvas.SetActive(true);
        //
        //    numDrawn++;
        //}
    }