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model_blobfinder.cc
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model_blobfinder.cc
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///////////////////////////////////////////////////////////////////////////
//
// File: model_blobfinder.c
// Author: Richard Vaughan
// Date: 10 June 2004
//
// CVS info:
// $Source: /home/tcollett/stagecvs/playerstage-cvs/code/stage/libstage/model_blobfinder.cc,v $
// $Author: rtv $
// $Revision$
//
///////////////////////////////////////////////////////////////////////////
//#define DEBUG
#include <sys/time.h>
#include "stage.hh"
#include "option.hh"
#include "worldfile.hh"
using namespace Stg;
static const watts_t DEFAULT_BLOBFINDERWATTS = 2.0;
static const meters_t DEFAULT_BLOBFINDERRANGE = 12.0;
static const radians_t DEFAULT_BLOBFINDERFOV = M_PI/3.0;
static const radians_t DEFAULT_BLOBFINDERPAN = 0.0;
static const unsigned int DEFAULT_BLOBFINDERINTERVAL_MS = 100;
static const unsigned int DEFAULT_BLOBFINDERRESOLUTION = 1;
static const unsigned int DEFAULT_BLOBFINDERSCANWIDTH = 80;
static const unsigned int DEFAULT_BLOBFINDERSCANHEIGHT = 60;
/**
@ingroup model
@defgroup model_blobfinder Blobfinder model
The blobfinder model simulates a color-blob-finding vision device,
like a CMUCAM2, or the ACTS image processing software. It can track
areas of color in a simulated 2D image, giving the location and size
of the color 'blobs'. Multiple colors can be tracked at once; they are
separated into channels, so that e.g. all red objects are tracked as
channel one, blue objects in channel two, etc. The color associated
with each channel is configurable.
API: Stg::ModelBlobfinder
<h2>Worldfile properties</h2>
@par Summary and default values
@verbatim
blobfinder
(
# blobfinder properties
colors_count 0
colors [ ]
image[ 80 60 ]
range 12.0
fov 3.14159/3.0
pan 0.0
# model properties
size [ 0.0 0.0 0.0 ]
)
@endverbatim
@par Details
- colors_count <int>
- number of colors being tracked
- colors [ col1:<string> col2:<string> ... ]
- A list of quoted strings defining the colors detected in each channel, using color names from the X11-style color database (ex. "black", "red").
- The number of strings should match colors_count.
- image [ width:<int> height:<int> ]
- dimensions of the image in pixels. This determines the blobfinder's resolution
- range <float>
- maximum range of the sensor in meters.
*/
ModelBlobfinder::ModelBlobfinder( World* world,
Model* parent,
const std::string& type ) :
Model( world, parent, type ),
vis( world ),
blobs(),
colors(),
fov( DEFAULT_BLOBFINDERFOV ),
pan( DEFAULT_BLOBFINDERPAN ),
range( DEFAULT_BLOBFINDERRANGE ),
scan_height( DEFAULT_BLOBFINDERSCANHEIGHT ),
scan_width( DEFAULT_BLOBFINDERSCANWIDTH )
{
PRINT_DEBUG2( "Constructing ModelBlobfinder %d (%s)\n",
id, type.c_str() );
ClearBlocks();
AddVisualizer( &this->vis, true );
}
ModelBlobfinder::~ModelBlobfinder( void )
{
}
static bool blob_match( Model* candidate,
Model* finder,
const void* dummy )
{
(void)dummy; // avoid warning about unused var
return( ! finder->IsRelated( candidate ));
}
static bool ColorMatchIgnoreAlpha( Color a, Color b )
{
double epsilon = 1e-5; // small
return( fabs(a.r - b.r) < epsilon &&
fabs(a.g - b.g) < epsilon &&
fabs(a.b - b.b) < epsilon );
}
void ModelBlobfinder::ModelBlobfinder::AddColor( Color col )
{
colors.push_back( col );
}
/** Stop tracking blobs with this color */
void ModelBlobfinder::RemoveColor( Color col )
{
FOR_EACH( it, colors )
{
if( (*it) == col )
it = colors.erase(it);
}
}
/** Stop tracking all colors. Call this to clear the defaults, then
add colors individually with AddColor(); */
void ModelBlobfinder::RemoveAllColors()
{
colors.clear();
}
void ModelBlobfinder::Load( void )
{
Model::Load();
Worldfile* wf = world->GetWorldFile();
scan_width = (int)wf->ReadTupleFloat( wf_entity, "image", 0, scan_width );
scan_height= (int)wf->ReadTupleFloat( wf_entity, "image", 1, scan_height );
range = wf->ReadFloat( wf_entity, "range", range );
fov = wf->ReadAngle( wf_entity, "fov", fov );
pan = wf->ReadAngle( wf_entity, "pan", pan );
if( wf->PropertyExists( wf_entity, "colors" ) )
{
RemoveAllColors(); // empty the color list to start from scratch
unsigned int count = wf->ReadInt( wf_entity, "colors_count", 0 );
for( unsigned int c=0; c<count; c++ )
{
const char* colorstr =
wf->ReadTupleString( wf_entity, "colors", c, NULL );
if( ! colorstr )
break;
else
AddColor( Color( colorstr ));
}
}
}
void ModelBlobfinder::Update( void )
{
// generate a scan for post-processing into a blob image
RaytraceResult* samples = new RaytraceResult[scan_width];
Raytrace( pan, range, fov, blob_match, NULL, samples, scan_width, false );
// now the colors and ranges are filled in - time to do blob detection
double yRadsPerPixel = fov / scan_height;
blobs.clear();
// scan through the samples looking for color blobs
for(unsigned int s=0; s < scan_width; s++ )
{
if( samples[s].mod == NULL )
continue; // we saw nothing
unsigned int right = s;
Color blobcol = samples[s].color;
//printf( "blob start %d color %X\n", blobleft, blobcol );
// loop until we hit the end of the blob
// there has to be a gap of >1 pixel to end a blob
// this avoids getting lots of crappy little blobs
while( s < scan_width && samples[s].mod &&
ColorMatchIgnoreAlpha( samples[s].color, blobcol) )
{
//printf( "%u blobcol %X block %p %s color %X\n", s, blobcol, samples[s].block, samples[s].block->Model()->Token(), samples[s].block->Color() );
s++;
}
unsigned int left = s - 1;
//if we have color filters in place, check to see if we're looking for this color
if( colors.size() )
{
bool found = false;
for( unsigned int c=0; c<colors.size(); c++ )
if( ColorMatchIgnoreAlpha( blobcol, colors[c]))
{
found = true;
break;
}
if( ! found )
continue; // continue scanning array for next blob
}
//printf( "blob end %d %X\n", blobright, blobcol );
double robotHeight = 0.6; // meters
// find the average range to the blob;
meters_t range = 0;
for( unsigned int t=right; t<=left; t++ )
range += samples[t].range;
range /= left-right + 1;
double startyangle = atan2( robotHeight/2.0, range );
double endyangle = -startyangle;
int blobtop = scan_height/2 - (int)(startyangle/yRadsPerPixel);
int blobbottom = scan_height/2 -(int)(endyangle/yRadsPerPixel);
blobtop = std::max( blobtop, 0 );
blobbottom = std::min( blobbottom, (int)scan_height );
// fill in an array entry for this blob
Blob blob;
blob.color = blobcol;
blob.left = scan_width - left - 1;
blob.top = blobtop;
blob.right = scan_width - right - 1;;
blob.bottom = blobbottom;
blob.range = range;
//printf( "Robot %p sees %d xpos %d ypos %d\n",
// mod, blob.color, blob.xpos, blob.ypos );
// add the blob to our stash
//g_array_append_val( blobs, blob );
blobs.push_back( blob );
}
delete [] samples;
Model::Update();
}
void ModelBlobfinder::Startup( void )
{
Model::Startup();
PRINT_DEBUG( "blobfinder startup" );
// start consuming power
SetWatts( DEFAULT_BLOBFINDERWATTS );
}
void ModelBlobfinder::Shutdown( void )
{
PRINT_DEBUG( "blobfinder shutdown" );
// stop consuming power
SetWatts( 0 );
// clear the data - this will unrender it too
blobs.clear();
Model::Shutdown();
}
//******************************************************************************
// visualization
//TODO make instance attempt to register an option (as customvisualizations do)
// Option ModelBlobfinder::showBlobData( "Show Blobfinder", "show_blob", "", true, NULL );
ModelBlobfinder::Vis::Vis( World* world )
: Visualizer( "Blobfinder", "blobfinder_vis" )
{
//world->RegisterOption( &showArea );
//world->RegisterOption( &showStrikes );
//world->RegisterOption( &showFov );
//world->RegisterOption( &showBeams );
}
void ModelBlobfinder::Vis::Visualize( Model* mod, Camera* cam )
{
ModelBlobfinder* bf( dynamic_cast<ModelBlobfinder*>(mod) );
if( bf->debug )
{
// draw the FOV
GLUquadric* quadric = gluNewQuadric();
bf->PushColor( 0,0,0,0.2 );
gluQuadricDrawStyle( quadric, GLU_SILHOUETTE );
gluPartialDisk( quadric,
0,
bf->range,
20, // slices
1, // loops
rtod( M_PI/2.0 + bf->fov/2.0 - bf->pan), // start angle
rtod(-bf->fov) ); // sweep angle
gluDeleteQuadric( quadric );
bf->PopColor();
}
if( bf->subs < 1 )
return;
glPushMatrix();
// return to global rotation frame
Pose gpose( bf->GetGlobalPose() );
glRotatef( rtod(-gpose.a),0,0,1 );
// place the "screen" a little away from the robot
glTranslatef( -2.5, -1.5, 0.5 );
// rotate to face screen
float yaw, pitch;
pitch = - cam->pitch();
yaw = - cam->yaw();
float robotAngle = -rtod(bf->pose.a);
glRotatef( robotAngle - yaw, 0,0,1 );
glRotatef( -pitch, 1,0,0 );
// convert blob pixels to meters scale - arbitrary
glScalef( 0.025, 0.025, 1 );
// draw a white screen with a black border
bf->PushColor( 1,1,1,1 );
glRectf( 0,0, bf->scan_width, bf->scan_height );
bf->PopColor();
glTranslatef(0,0,0.01 );
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
bf->PushColor( 1,0,0,1 );
glRectf( 0,0, bf->scan_width, bf->scan_height );
bf->PopColor();
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
// draw the blobs on the screen
for( unsigned int s=0; s<bf->blobs.size(); s++ )
{
Blob* b = &bf->blobs[s];
//blobfinder_blob_t* b =
//&g_array_index( blobs, blobfinder_blob_t, s);
bf->PushColor( b->color );
glRectf( b->left, b->top, b->right, b->bottom );
//printf( "%u l %u t%u r %u b %u\n", s, b->left, b->top, b->right, b->bottom );
bf->PopColor();
}
glPopMatrix();
}