给定一个octomap::OcTree
,我如何获得被占用单元格的笛卡尔坐标?
double printOccupied(boost::shared_ptr<octomap::OcTree> octree) {
// Get some octomap config data
auto res = octree->getResolution();
unsigned int max_depth = octree->getTreeDepth();
// Iterate over nodes
int count = 0;
std::cout << "printOccupied: octree res = " << res << std::endl;
std::cout << "printOccupied: octree max depth = " << max_depth << std::endl;
std::cout << "printOccupied: iterating over nodes..." << std::endl;
for (octomap::OcTree::iterator it = octree->begin(); it != octree->end(); ++it) {
if (octree->isNodeOccupied(*it) && it.getDepth() < max_depth) {
count++;
// Fetching the coordinates in octomap-space
std::cout << " x = " << it.getX() << std::endl;
std::cout << " y = " << it.getY() << std::endl;
std::cout << " z = " << it.getZ() << std::endl;
std::cout << " size = " << it.getSize() << std::endl;
std::cout << " depth = " << it.getDepth() << std::endl;
// Then convert to meters???
auto cell = std::make_tuple(it.getX() * res,
it.getY() * res,
it.getZ() * res);
}
}
std::cout << "printOccupied: number of occupied cells = " << count << std::endl;
}
不出所料,当我传入一个从空PlanningScene
生成的octree
时,我得到的是0个占用的单元格。当我使用一个已知在xyz坐标(0.1,0.8,0.1)处半径为0.05米的场景时,根据场景的参考帧(也是米),我会得到以下输出:
printOccupied: octree res = 0.02
printOccupied: octree max depth = 16
printOccupied: iterating over nodes...
x = -327.68
y = -327.68
z = -327.68
size = 655.36
depth = 1
x = 327.68
y = -327.68
z = -327.68
size = 655.36
depth = 1
x = -491.52
y = 491.52
z = -491.52
size = 327.68
depth = 2
x = 327.68
y = 327.68
z = -327.68
size = 655.36
depth = 1
x = -92.16
y = 624.64
z = 51.2
size = 20.48
depth = 6
x = -81.92
y = 409.6
z = 245.76
size = 163.84
depth = 3
x = -419.84
y = 624.64
z = 378.88
size = 20.48
depth = 6
x = -409.6
y = 409.6
z = 573.44
size = 163.84
depth = 3
x = 327.68
y = 327.68
z = 327.68
size = 655.36
depth = 1
printOccupied: number of occupied cells = 9
当然,必须进行一些转换,因为这些octomap xyz值并不像预期的那样对应于单个小球体。这是什么转换?
发布于 2018-07-03 14:33:45
我发现问题出在你使用迭代器的方式上。八叉树具有树的结构,您使用的迭代器在树中导航,而不考虑单元格的深度。
深度从树根开始计数,因此您显示为输出的单元格是高级单元格,由于其大小,通常不应用于冲突检查目的(depth=1是树的根,它包含4个深度为2的单元格...然后递归地进行,直到max_depth
,它通常是16)。
我知道您想知道哪些叶单元(较小的单元)被占用,并且您有一个迭代器可以帮助您做到这一点。我是这样做的:
for(OcTree::leaf_iterator it = octree->begin_leafs(), end = octree->end_leafs(); it != end; ++it){
// Fetching the coordinates in octomap-space
std::cout << " x = " << it.getX() << std::endl;
std::cout << " y = " << it.getY() << std::endl;
std::cout << " z = " << it.getZ() << std::endl;
std::cout << " size = " << it.getSize() << std::endl;
std::cout << " depth = " << it.getDepth() << std::endl;
}
}
不需要转换,xyz已经在地图的全局坐标中。
注意:如果您只需要在边界框内的单元格中导航,请查看octree->begin_leafs_bbx()
和end_leafs_bbx()
方法来创建迭代器。如果你需要限制叶子的深度,我想你也可以用这些方法来实现。
我希望这能帮到你。诚挚的问候,
阿德里安
编辑:由于begin_leafs()
的返回类型错误,更改了答案中的代码。此外,还注意到根据Octomap,begin_leafs()
和end_leafs()
具有与begin()
和end()
相同的行为。
https://stackoverflow.com/questions/51029513
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