private Vector3 getVectFromMessage(GeometryPose pose, Vector3 vec)
        {
            Vector3 scale  = new Vector3(0.1f, 0.1f, 0.1f);
            Vector3 rosPos = new Vector3(pose.position.x, pose.position.z, pose.position.y);

            //rosPos.Scale(scale);
            return(rosPos + vec);
        }
Exemple #2
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 public NavigationMapMetaData()
 {
     map_load_time = null;
     resolution    = 0;
     width         = 0;
     height        = 0;
     origin        = new GeometryPose();
 }
Exemple #3
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        GeometryPose UpdateMessageContents(GameObject TargetModel)
        {
            GeometryPose TargetPose = new GeometryPose();

            Vector3    position = TargetModel.transform.position - UrdfModel.transform.position;
            Quaternion rotation = UrdfModel.transform.rotation * TargetModel.transform.rotation;

            TargetPose.position = GetGeometryPoint(position.Unity2Ros());
            TargetPose.position = new GeometryPoint {
                x = -TargetPose.position.x,
                y = -TargetPose.position.y,
                z = TargetPose.position.z
            };
            TargetPose.orientation = GetGeometryQuaternion(rotation.Unity2Ros());

            return(TargetPose);
        }
Exemple #4
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 public Marker()
 {
     header = new StandardHeader();
     ns     = "";
     id     = 0;
     type   = 0;
     action = 0;
     pose   = new GeometryPose();
     scale  = new GeometryVector3();
     color  = new ColorRGBA();
     //duration lifetime ???
     frame_locked  = false;
     points        = new GeometryPoint[0];
     colors        = new ColorRGBA[0];
     text          = "";
     mesh_resource = "";
     mesh_use_embedded_materials = false;
 }
Exemple #5
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 public GeometryPoseStamped()
 {
     header = new StandardHeader();
     pose   = new GeometryPose();
 }
Exemple #6
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 public GeometryPoseWithCovariance()
 {
     pose       = new GeometryPose();
     covariance = new float[36];
 }
 private Quaternion getQuadFromMsg(GeometryPose pose)
 {
     return(new Quaternion(pose.orientation.x, pose.orientation.y, pose.orientation.z, pose.orientation.w));
 }