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The MoveIt Motion Planning Framework for ROS 2.
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mesh_filter::StereoCameraModel Class Reference

Model for Disparity based devices. E.g stereo camera systems or OpenNI compatible devices. More...

#include <stereo_camera_model.h>

Inheritance diagram for mesh_filter::StereoCameraModel:
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Collaboration diagram for mesh_filter::StereoCameraModel:
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Classes

class  Parameters
 Parameters for Stereo-like devices. More...
 

Static Public Attributes

static const StereoCameraModel::ParametersREGISTERED_PSDK_PARAMS
 predefined sensor model for OpenNI compatible devices (e.g., PrimeSense, Kinect, Asus Xtion) More...
 
static const std::string RENDER_VERTEX_SHADER_SOURCE
 source code of the vertex shader used to render the meshes More...
 
static const std::string RENDER_FRAGMENT_SHADER_SOURCE
 source code of the fragment shader used to render the meshes More...
 
static const std::string FILTER_VERTEX_SHADER_SOURCE
 source code of the vertex shader used to filter the depth map More...
 
static const std::string FILTER_FRAGMENT_SHADER_SOURCE
 source code of the fragment shader used to filter the depth map More...
 

Additional Inherited Members

- Public Member Functions inherited from mesh_filter::SensorModel
 MOVEIT_CLASS_FORWARD (Parameters)
 
virtual ~SensorModel ()
 virtual destructor More...
 

Detailed Description

Model for Disparity based devices. E.g stereo camera systems or OpenNI compatible devices.

Author
Suat Gedikli gedik.nosp@m.li@w.nosp@m.illow.nosp@m.gara.nosp@m.ge.co.nosp@m.m

Definition at line 50 of file stereo_camera_model.h.

Member Data Documentation

◆ FILTER_FRAGMENT_SHADER_SOURCE

const std::string mesh_filter::StereoCameraModel::FILTER_FRAGMENT_SHADER_SOURCE
static

source code of the fragment shader used to filter the depth map

Definition at line 165 of file stereo_camera_model.h.

◆ FILTER_VERTEX_SHADER_SOURCE

const std::string mesh_filter::StereoCameraModel::FILTER_VERTEX_SHADER_SOURCE
static
Initial value:
=
"#version 120\n"
"void main ()"
"{"
" gl_FrontColor = gl_Color;"
" gl_TexCoord[0] = gl_MultiTexCoord0;"
" gl_Position = gl_Vertex;"
" gl_Position.w = 1.0;"
"}"

source code of the vertex shader used to filter the depth map

Definition at line 162 of file stereo_camera_model.h.

◆ REGISTERED_PSDK_PARAMS

const mesh_filter::StereoCameraModel::Parameters & mesh_filter::StereoCameraModel::REGISTERED_PSDK_PARAMS
static
Initial value:
=
mesh_filter::StereoCameraModel::Parameters(640, 480, 0.4, 10.0, 525, 525, 319.5, 239.5, 0.075, 0.125)
Parameters for Stereo-like devices.

predefined sensor model for OpenNI compatible devices (e.g., PrimeSense, Kinect, Asus Xtion)

Definition at line 153 of file stereo_camera_model.h.

◆ RENDER_FRAGMENT_SHADER_SOURCE

const std::string mesh_filter::StereoCameraModel::RENDER_FRAGMENT_SHADER_SOURCE
static
Initial value:
= "#version 120\n"
"void main()"
"{"
" gl_FragColor = gl_Color;"
"}"

source code of the fragment shader used to render the meshes

Definition at line 159 of file stereo_camera_model.h.

◆ RENDER_VERTEX_SHADER_SOURCE

const std::string mesh_filter::StereoCameraModel::RENDER_VERTEX_SHADER_SOURCE
static
Initial value:
=
"#version 120\n"
"uniform vec3 padding_coefficients;"
"void main()"
"{"
" gl_FrontColor = gl_Color;"
" gl_BackColor = gl_Color;"
" vec4 vertex = gl_ModelViewMatrix * gl_Vertex;"
" vec3 normal = normalize(gl_NormalMatrix * gl_Normal);"
" float lambda = padding_coefficients.x * vertex.z * vertex.z + padding_coefficients.y * vertex.z + "
"padding_coefficients.z;"
" gl_Position = gl_ProjectionMatrix * (vertex + lambda * vec4(normal,0) );"
" gl_Position.y = -gl_Position.y;"
"}"

source code of the vertex shader used to render the meshes

Definition at line 156 of file stereo_camera_model.h.


The documentation for this class was generated from the following files: