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Add normal computation
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This commit adds a normal computation and ports it to ros2 branch
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Jaeyoung-Lim committed Nov 27, 2023
1 parent ef21a5d commit 2089a1a
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8 changes: 8 additions & 0 deletions include/grid_map_geo/grid_map_geo.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -177,6 +177,14 @@ class GridMapGeo {
*/
bool AddLayerOffset(const double offset_distance, const std::string& layer_name);

/**
* @brief Compute normal vectors of the surface
*
* @param layer_name
* @param reference_layer
*/
void AddLayerNormals(std::string reference_layer);

protected:
grid_map::GridMap grid_map_;
double localorigin_e_{789823.93}; // duerrboden berghaus
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37 changes: 37 additions & 0 deletions src/grid_map_geo.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -329,3 +329,40 @@ void GridMapGeo::setGlobalOrigin(ESPG src_coord, const Eigen::Vector3d origin) {
maporigin_.espg = src_coord;
maporigin_.position = origin;
}

void GridMapGeo::AddLayerNormals(const std::string reference_layer) {
grid_map_.add(reference_layer + "_normal_x");
grid_map_.add(reference_layer + "_normal_y");
grid_map_.add(reference_layer + "_normal_z");

grid_map::Matrix &layer_elevation = grid_map_[reference_layer];
grid_map::Matrix &layer_normal_x = grid_map_[reference_layer + "_normal_x"];
grid_map::Matrix &layer_normal_y = grid_map_[reference_layer + "_normal_y"];
grid_map::Matrix &layer_normal_z = grid_map_[reference_layer + "_normal_z"];

unsigned width = grid_map_.getSize()(0);
unsigned height = grid_map_.getSize()(1);
double resolution = grid_map_.getResolution();
// Compute normals from elevation map
// Surface normal calculation from: https://www.flipcode.com/archives/Calculating_Vertex_Normals_for_Height_Maps.shtml
for (grid_map::GridMapIterator iterator(grid_map_); !iterator.isPastEnd(); ++iterator) {
const grid_map::Index gridMapIndex = *iterator;

/// TODO: Verify normal by visualization
int x = gridMapIndex(0);
int y = height - 1 - gridMapIndex(1);

float sx = layer_elevation(x < width - 1 ? x + 1 : x, y) - layer_elevation(x > 0 ? x - 1 : x, y);
if (x == 0 || x == width - 1) sx *= 2;

float sy = layer_elevation(x, y < height - 1 ? y + 1 : y) - layer_elevation(x, y > 0 ? y - 1 : y);
if (y == 0 || y == height - 1) sy *= 2;

Eigen::Vector3d normal(Eigen::Vector3d(sx, sy, 2 * resolution));
normal.normalize();

layer_normal_x(x, y) = normal(0);
layer_normal_y(x, y) = normal(1);
layer_normal_z(x, y) = normal(2);
}
}

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