DepthCamera.cs 4.2 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System;
  4. using UnityEngine;
  5. using UnityEngine.Rendering;
  6. using Unity.Collections;
  7. using ROS2;
  8. [RequireComponent(typeof(Camera))]
  9. [ExecuteInEditMode]
  10. public class DepthCamera : MonoBehaviour
  11. {
  12. private Queue<AsyncGPUReadbackRequest> requests = new Queue<AsyncGPUReadbackRequest>();
  13. public float timeBetweenRequests = 0.2f;
  14. public string TopicName = "rt/depth_image";
  15. public string frame_id = null;
  16. public ComputeShader shader;
  17. private RenderTexture m_RenderTexture;
  18. private float timer = 0.0f;
  19. private ComputeBuffer buffer;
  20. private float[] output;
  21. private int kernel;
  22. private ROS2UnityComponent ros2Unity;
  23. private ROS2Node ros2Node;
  24. private IPublisher<sensor_msgs.msg.Image> chatter_pub;
  25. void Start()
  26. {
  27. ros2Unity = GetComponent<ROS2UnityComponent>();
  28. if (ros2Unity.Ok())
  29. {
  30. if (ros2Node == null)
  31. {
  32. ros2Node = ros2Unity.CreateNode("ROS2LFRdepthcamera");
  33. }
  34. chatter_pub = ros2Node.CreatePublisher<sensor_msgs.msg.Image>(TopicName);
  35. }
  36. Camera camera = GetComponent<Camera>();
  37. camera.depthTextureMode = camera.depthTextureMode | DepthTextureMode.Depth;
  38. m_RenderTexture = camera.targetTexture;
  39. m_RenderTexture.depth = 32;
  40. m_RenderTexture.enableRandomWrite = true; // ik wijzig texture niet dus niet nodig?
  41. camera.Render();
  42. Debug.Log("In depthcamera, depth: " + m_RenderTexture.depth.ToString());
  43. Debug.Log("In depthcamera, camsize width:" + m_RenderTexture.width.ToString() + " height:" + m_RenderTexture.height.ToString());
  44. buffer = new ComputeBuffer(m_RenderTexture.width * m_RenderTexture.height, sizeof(float));
  45. kernel = shader.FindKernel("CSMain");
  46. shader.SetTexture(kernel, "tex", m_RenderTexture);
  47. shader.SetBuffer(kernel, "output", buffer);
  48. }
  49. void Update()
  50. {
  51. // Handle Request Timer
  52. timer += Time.deltaTime;
  53. if (timer > timeBetweenRequests)
  54. {
  55. shader.Dispatch(kernel, m_RenderTexture.width/8, m_RenderTexture.height/8, 1);
  56. timer = timer - timeBetweenRequests;
  57. sensor_msgs.msg.Image img = CreateImageWithoutData();
  58. Debug.Log(img);
  59. img.Data = GetBytes(output);
  60. if (ros2Unity.Ok() && chatter_pub != null)
  61. {
  62. chatter_pub.Publish(img);
  63. }
  64. }
  65. }
  66. /*void ReadbackData(AsyncGPUReadbackRequest request)
  67. {
  68. var input = request.GetData<float>().ToArray(); //float is 32 bits
  69. //Debug.Log("Got a AsyncGPUReadbackRequest with size " + input.Length.ToString() + " and require size " + (MyCamera.pixelWidth * MyCamera.pixelHeight).ToString() + ", discarding it");
  70. sensor_msgs.msg.Image img = CreateImageWithoutData();
  71. img.Data = GetBytes(input);
  72. if (ros2Unity.Ok())
  73. {
  74. chatter_pub.Publish(img);
  75. }
  76. }*/
  77. private byte[] GetBytes(float[] input)
  78. {
  79. byte[] messageinput = new byte[input.Length * 4];
  80. for (int i = 0; i < input.Length; i++)
  81. {
  82. byte[] newbytes = BitConverter.GetBytes(input[i]);
  83. for (int j = 0; j < newbytes.Length; j++)
  84. {
  85. messageinput[i * 4 + j] = newbytes[j];
  86. }
  87. }
  88. return messageinput;
  89. }
  90. private sensor_msgs.msg.Image CreateImageWithoutData()
  91. {
  92. sensor_msgs.msg.Image img = new sensor_msgs.msg.Image();
  93. // Image Header
  94. std_msgs.msg.Header header = new std_msgs.msg.Header();
  95. builtin_interfaces.msg.Time time = new builtin_interfaces.msg.Time();
  96. System.DateTime now = System.DateTime.UtcNow;
  97. time.Sec = now.Second;
  98. header.Stamp = time;
  99. header.Frame_id = frame_id;
  100. // Image Details
  101. img.Height = (uint) m_RenderTexture.height;
  102. img.Width = (uint) m_RenderTexture.width;
  103. img.Encoding = "32FC1";
  104. img.Is_bigendian = 0;
  105. img.Step = img.Width;
  106. return img;
  107. }
  108. private void OnDestroy()
  109. {
  110. //buffer.Dispose();
  111. }
  112. }