C-Blox代码阅读

C-Blox代码阅读

1.play_rosbag.launch

<node name="cblox" pkg="cblox_ros" type="tsdf_submap_server" output="screen" args="-alsologtostderr" clear_params="true">

其中node的关键信息type对应的是**“必须有一个具有相同名称的相应可执行文件”**,那么我们转到这个文件

2.tsdf_submap_server_node.cc

#include <glog/logging.h>
#include <ros/ros.h>

#include <cblox_ros/submap_server.h>

int main(int argc, char** argv) {
    
    
  ros::init(argc, argv, "cblox");
  google::InitGoogleLogging(argv[0]);//使用glog之前必须先初始化库,要生成日志文件只需在开始log之前调用一次:
  google::ParseCommandLineFlags(&argc, &argv, false);// 初始化 gflag
  google::InstallFailureSignalHandler();//默认捕捉 SIGSEGV 
  ros::NodeHandle nh;
  ros::NodeHandle nh_private("~");

  cblox::SubmapServer<cblox::TsdfSubmap> node(nh, nh_private);// 关键语句,表明ros会捕捉并执行TsdfSubmap

  ros::MultiThreadedSpinner spinner;
  spinner.spin();
  return 0;
}

3.tsdf_submap.h

// Makes a submap by SHARING the underlying TsdfMap with another party.
// 通过与另一方共享底层TsdfMap来创建子映射。
TsdfSubmap(const Transformation& T_M_S, const SubmapID submap_id,
           TsdfMap::Ptr tsdf_map_ptr): Submap(T_M_S, submap_id), tsdf_map_(tsdf_map_ptr) {
    
    
    CHECK(tsdf_map_ptr);
    // I think uniform initialization wont work until c++14 apparently. Lame.
    config_.tsdf_voxel_size = tsdf_map_ptr->getTsdfLayer().voxel_size();
    config_.tsdf_voxels_per_side = tsdf_map_ptr->getTsdfLayer().voxels_per_side();
}

3.1 Tsdf_map.h

struct Config {
    
    
    EIGEN_MAKE_ALIGNED_OPERATOR_NEW

    FloatingPoint tsdf_voxel_size = 0.2;
    size_t tsdf_voxels_per_side = 16u;

    std::string print() const;
  };
explicit TsdfMap(const Config& config):tsdf_layer_(new Layer<TsdfVoxel>(config.tsdf_voxel_size,                         config.tsdf_voxels_per_side)),interpolator_(tsdf_layer_.get()) 
{
    
    
    block_size_ = config.tsdf_voxel_size * config.tsdf_voxels_per_side;
 }

这个函数可以看出TsdfMap中的存储中包含tsdf_layer__结构,并且还存储了block_size_。

3.2 layer.h

explicit Layer(FloatingPoint voxel_size, size_t voxels_per_side)
      : voxel_size_(voxel_size), voxels_per_side_(voxels_per_side) {
    
    
    // CHECK_GT定义如下所示#define CHECK_GT(val1, val2) CHECK_OP(_GT, > , val1, val2)
    // 意思是就判断第一个参数是否大于第二个参数
    CHECK_GT(voxel_size_, 0.0f);   
    voxel_size_inv_ = 1.0 / voxel_size_;

    block_size_ = voxel_size_ * voxels_per_side_;
    CHECK_GT(block_size_, 0.0f);
    block_size_inv_ = 1.0 / block_size_;
    CHECK_GT(voxels_per_side_, 0u);
    voxels_per_side_inv_ = 1.0f / static_cast<FloatingPoint>(voxels_per_side_);
  }

3.3 voxel.h

struct TsdfVoxel {
    
    
  float distance = 0.0f;
  float weight = 0.0f;
  Color color;
};

struct EsdfVoxel {
    
    
  float distance = 0.0f;

  bool observed = false;
  /**
   * Whether the voxel was copied from the TSDF (false) or created from a pose
   * or some other source (true). This member is not serialized!!!
   */
  bool hallucinated = false;
  bool in_queue = false;
  bool fixed = false;

  /**
   * Relative direction toward parent. If itself, then either uninitialized
   * or in the fixed frontier.
   */
  Eigen::Vector3i parent = Eigen::Vector3i::Zero();

  EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};

struct OccupancyVoxel {
    
    
  float probability_log = 0.0f;
  bool observed = false;
};

struct IntensityVoxel {
    
    
  float intensity = 0.0f;
  float weight = 0.0f;
};

在voxblox的存储结构中,在TsdfMap对应多个TsdfLayer,而Layer中又有block结构,block是由固定的voxel组成的(代码中定义体素大小0.2,每条边16个体素)。
但是在c-blox结构中,多了一个子图结构,子图可以收集生成map

4. cblox_ros/CMakeLists.txt

cs_add_library(${
    
    PROJECT_NAME}
  src/submap_server.cc
  src/active_submap_visualizer.cc
  src/trajectory_visualizer.cc
  src/submap_conversions.cc
)

依次阅读上述提到的依赖代码

4.1 submap_server.cc

可以获得几个信息,首先

TsdfSubmap::Ptr submap_ptr = submap_collection_ptr_->getSubmapPtr(submap_id);
voxblox::Layer<voxblox::TsdfVoxel>* layer = submap_ptr->getTsdfMapPtr()->getTsdfLayerPtr();

可知,layer是和submap对应的,之后对blocks中的voxels进行一些处理(包括weight和color)

  layer->getAllAllocatedBlocks(&block_list);
  int block_num = 0;
  for (const voxblox::BlockIndex& block_id : block_list) {
    
    
    if (!layer->hasBlock(block_id)) continue;
    voxblox::Block<voxblox::TsdfVoxel>::Ptr block =
        layer->getBlockPtrByIndex(block_id);
    for (size_t voxel_id = 0; voxel_id < block->num_voxels(); voxel_id++) {
    
    
      const voxblox::TsdfVoxel& voxel = block->getVoxelByLinearIndex(voxel_id);
      voxblox::Point position =
          submap_ptr->getPose() *
          block->computeCoordinatesFromLinearIndex(voxel_id);

      if (voxel.weight < 1e-6) {
    
    
        continue;
      }

      color_msg.r = 0.0;
      color_msg.g = 0.0;
      if (voxel.weight >= 1e-6) {
    
    
        color_msg.r = std::max(
            std::min((max_dist - voxel.distance) / 2.0 / max_dist, 1.0), 0.0);
        color_msg.g = std::max(
            std::min((max_dist + voxel.distance) / 2.0 / max_dist, 1.0), 0.0);
      }

      if (std::abs(position.z() - slice_height_) <
          submap_ptr->getTsdfMapPtr()->voxel_size() / 2) {
    
    
        vertex_marker.id =
            block_num +
            voxel_id * std::pow(10, std::round(std::log10(block_list.size())));
        tf::pointEigenToMsg(position.cast<double>(), point_msg);

        vertex_marker.points.push_back(point_msg); // 处理后的点转化为Msg进行可视化,以及color
        vertex_marker.colors.push_back(color_msg);
      }
    }
    block_num++;
  }

4.2 active_submap_visualizer.cc

void ActiveSubmapVisualizer::switchToSubmap(const SubmapID submap_id) {
    
    
  CHECK(tsdf_submap_collection_ptr_);
  active_submap_id_ = submap_id;
  if (mesh_layers_.find(submap_id) == mesh_layers_.end()) {
    
    
    if (verbose_) {
    
    
      ROS_INFO_STREAM("Creating mesh layer for submap id: " << submap_id);
    }
    createMeshLayer();
    updateIntegrator();
  } else {
    
    
    if (verbose_) {
    
    
      ROS_INFO_STREAM("Recovering mesh layer for submap id: " << submap_id);
    }
    recoverMeshLayer();
    updateIntegrator();
  }
}

4.2.1 mesh_layer.h

在submap_visualizer中涉及到了mesh的创建

 size_t new_index = 0u;
    for (const BlockIndex& block_index : mesh_indices) {
    
    
      Mesh::ConstPtr mesh = getMeshPtrByIndex(block_index);

      // Check assumption that all meshes have same configuration regarding
      // colors, normals and indices.
      if (!mesh->vertices.empty()) {
    
    
        CHECK_EQ(has_colors, mesh->hasColors());
        CHECK_EQ(has_normals, mesh->hasNormals());
        CHECK_EQ(has_indices, mesh->hasTriangles());
      }

      // Copy the mesh content into the combined mesh. This is done in triplets
      // for readability only, as one loop iteration will then copy one
      // triangle.
      for (size_t i = 0; i < mesh->vertices.size(); i += 3, new_index += 3) {
    
    
        CHECK_LT(new_index + 2, mesh_size);

        combined_mesh->vertices.push_back(mesh->vertices[i]);
        combined_mesh->vertices.push_back(mesh->vertices[i + 1]);
        combined_mesh->vertices.push_back(mesh->vertices[i + 2]);

        if (has_colors) {
    
    
          combined_mesh->colors.push_back(mesh->colors[i]);
          combined_mesh->colors.push_back(mesh->colors[i + 1]);
          combined_mesh->colors.push_back(mesh->colors[i + 2]);
        }
        if (has_normals) {
    
    
          combined_mesh->normals.push_back(mesh->normals[i]);
          combined_mesh->normals.push_back(mesh->normals[i + 1]);
          combined_mesh->normals.push_back(mesh->normals[i + 2]);
        }
        if (has_indices) {
    
    
          combined_mesh->indices.push_back(new_index);
          combined_mesh->indices.push_back(new_index + 1);
          combined_mesh->indices.push_back(new_index + 2);
        }
      }
    }

4.2.2 mesh_integrator.h

还涉及到了mesh的整合,其实就是从tsdf层中的blocks来生成mesh层

  void generateMesh(bool only_mesh_updated_blocks, bool clear_updated_flag) {
    
    
    CHECK(!clear_updated_flag || (sdf_layer_mutable_ != nullptr))
        << "If you would like to modify the updated flag in the blocks, please "
        << "use the constructor that provides a non-const link to the sdf "
        << "layer!";
    BlockIndexList all_tsdf_blocks;
    if (only_mesh_updated_blocks) {
    
    
      sdf_layer_const_->getAllUpdatedBlocks(Update::kMesh, &all_tsdf_blocks); // 这一行是仅对更新后的Blocks处理
    } else {
    
    
      sdf_layer_const_->getAllAllocatedBlocks(&all_tsdf_blocks); // 这一行是对所有的Blocks处理
    }

    // Allocate all the mesh memory
    for (const BlockIndex& block_index : all_tsdf_blocks) {
    
    
      mesh_layer_->allocateMeshPtrByIndex(block_index);
    }

    std::unique_ptr<ThreadSafeIndex> index_getter(
        new MixedThreadSafeIndex(all_tsdf_blocks.size()));

    std::list<std::thread> integration_threads;
    for (size_t i = 0; i < config_.integrator_threads; ++i) {
    
     // 多线程创建Mesh
      integration_threads.emplace_back(
          &MeshIntegrator::generateMeshBlocksFunction, this, all_tsdf_blocks,
          clear_updated_flag, index_getter.get());
    }

4.3 trajectory_visualizer.cc

void TrajectoryVisualizer::getTrajectoryMsg(
    nav_msgs::Path* path_msg_ptr) const {
    
    
  CHECK_NOTNULL(path_msg_ptr);
  // Note(alexmillane): The trajectory is being regenerated at each published
  // pose. This could become heavy... Perhaps building up the message
  // incrementally might be a good idea.
  for (const Transformation& T_G_C : T_G_C_array_) {
    
    
    geometry_msgs::PoseStamped pose_stamped; //声明一个空的位姿变量
    tf::poseKindrToMsg(T_G_C.cast<double>(), &pose_stamped.pose); //将该位姿中的pose转为对应的消息
    path_msg_ptr->poses.push_back(pose_stamped);
  }
}

4.4 submap_conversions.cc

4.4.1 conversions.h

//将voxblox中的color与Msg格式相互转换
colorVoxbloxToMsg(const Color& color,std_msgs::ColorRGBA* color_msg); 
colorMsgToVoxblox(const std_msgs::ColorRGBA& color_msg,Color* color); 
// 将点云格式转换为PCL的不同格式,保留不同数据
pointcloudToPclXYZRGB(const Pointcloud& ptcloud, const Colors& colors,pcl::PointCloud<pcl::PointXYZRGB>* ptcloud_pcl);
pointcloudToPclXYZ(const Pointcloud& ptcloud,pcl::PointCloud<pcl::PointXYZ>* ptcloud_pcl);
pointcloudToPclXYZI(const Pointcloud& ptcloud,const std::vector<float>&intensities,pcl::PointCloud<pcl::PointXYZI>* ptcloud_pcl);
// 将PCL点云类型转换为voxblox点云
convertPointcloud(const typename pcl::PointCloud<PCLPoint>& pointcloud_pcl,const std::shared_ptr<ColorMap>& color_map, Pointcloud* points_C,Colors* colors);

5. tsdf_submap_collection_integrator.h(cpp)

这块对应的显然是论文中的C部分,即tsdf_integrator

5.1 integratePointCloud(其中具体的代码得跳转很多遍)

  // Integrate a pointcloud to the currently active submap.
  // NOTE(alexmilane): T_G_S - Transformation between camera frame (C) and
  //                           the global tracking frame (G).
  void integratePointCloud(const Transformation& T_G_C,
                           const Pointcloud& points_C, const Colors& colors);

  void TsdfSubmapCollectionIntegrator::integratePointCloud(
    const Transformation& T_G_C, const Pointcloud& points_C,const Colors& colors) {
    
    
  CHECK(!tsdf_submap_collection_ptr_->empty())
      << "Can't integrate. No submaps in collection.";
  CHECK(tsdf_integrator_)
      << "Can't integrate. Need to update integration target.";
  // Getting the submap relative transform
  // NOTE(alexmilane): T_S_C - Transformation between Camera frame (C) and
  //                           the submap base frame (S).
  const Transformation T_S_C = getSubmapRelativePose(T_G_C); // 下面有相关代码
  // Passing data to the tsdf integrator
  tsdf_integrator_->integratePointCloud(T_S_C, points_C, colors); // 下面有相关代码
  }
  
  // 下面将摄像机跟踪提供的估计传感器姿态T_G_C转换为活动子体积帧
  // 即论文中的ΠA的活动子体积坐标(在全局坐标系下)转置乘以相机数据的第i帧的坐标(在全局坐标系下)
  // Transform to the currently targeted submap
  // NOTE(alexmilane): T_G_S - Transformation between Submap base frame (S) and
  //                           the global tracking frame (G).
  Transformation T_G_S_active_;
  Transformation TsdfSubmapCollectionIntegrator::getSubmapRelativePose(
    const Transformation& T_G_C) const {
    
    
  return (T_G_S_active_.inverse() * T_G_C);
  }   

5.1.1 SimpleTsdfIntegrator

  // 该simple方法即我们理解的所有voxel投影到当前相机的坐标系下,比较图像3d点的z和深度voxel的z的差获得tsdf。
  // 其中Simple和Merged都是voxblox中就使用的方法
  void SimpleTsdfIntegrator::integratePointCloud(const Transformation& T_G_C,
                                               const Pointcloud& points_C,
                                               const Colors& colors,
                                               const bool freespace_points) {
    
    
  timing::Timer integrate_timer("integrate/simple");
  CHECK_EQ(points_C.size(), colors.size());

  std::unique_ptr<ThreadSafeIndex> index_getter(
      ThreadSafeIndexFactory::get(config_.integration_order_mode, points_C));

  std::list<std::thread> integration_threads;
  for (size_t i = 0; i < config_.integrator_threads; ++i) {
    
    
    integration_threads.emplace_back(&SimpleTsdfIntegrator::integrateFunction,
                                     this, T_G_C, points_C, colors,
                                     freespace_points, index_getter.get());
  }

  for (std::thread& thread : integration_threads) {
    
    
    thread.join();
  }
  integrate_timer.Stop();

  timing::Timer insertion_timer("inserting_missed_blocks");
  updateLayerWithStoredBlocks();
  insertion_timer.Stop();
  } 

5.1.2 MergedTsdfIntegrator

  void MergedTsdfIntegrator::integratePointCloud(const Transformation& T_G_C,
                                               const Pointcloud& points_C,
                                               const Colors& colors,
                                               const bool freespace_points) {
    
    
  timing::Timer integrate_timer("integrate/merged");
  CHECK_EQ(points_C.size(), colors.size());

  // Pre-compute a list of unique voxels to end on.
  // Create a hashmap: VOXEL INDEX -> index in original cloud.
  LongIndexHashMapType<AlignedVector<size_t>>::type voxel_map;
  // This is a hash map (same as above) to all the indices that need to be cleared.
  LongIndexHashMapType<AlignedVector<size_t>>::type clear_map;

  std::unique_ptr<ThreadSafeIndex> index_getter(
      ThreadSafeIndexFactory::get(config_.integration_order_mode, points_C));
      
  // 计算世界坐标系下的点在哪个voxel里
  // 有些不valid的点是需要清除的(距离相机太近或太远之类,见IsValid函数)除此之外,那些投影到一个voxel_index下的不同poin_idx都会被push到voxel_map里。
  bundleRays(T_G_C, points_C, freespace_points, index_getter.get(), &voxel_map,
             &clear_map);
  // 求得属于一个voxel内的点的平均点和颜色      
  integrateRays(T_G_C, points_C, colors, config_.enable_anti_grazing, false,
                voxel_map, clear_map);

  timing::Timer clear_timer("integrate/clear");
  // 最后更新时采用的是一个体素中的全部点的平均值,提升了约20倍的效率(论文作者自述)
  integrateRays(T_G_C, points_C, colors, config_.enable_anti_grazing, true,
                voxel_map, clear_map);

  clear_timer.Stop();

  integrate_timer.Stop();
  }

5.1.3 FastTsdfIntegrator

这个方法是cblox中提出的新的方法

void FastTsdfIntegrator::integratePointCloud(const Transformation& T_G_C,
                                             const Pointcloud& points_C,
                                             const Colors& colors,
                                             const bool freespace_points) {
    
    
  timing::Timer integrate_timer("integrate/fast");
  CHECK_EQ(points_C.size(), colors.size());

  integration_start_time_ = std::chrono::steady_clock::now(); // 记录算法起始时间,记录算法执行时间用

  static int64_t reset_counter = 0;
    
  if ((++reset_counter) >= config_.clear_checks_every_n_frames) {
    
     // 算法默认clear_checks_every_n_frames = 1,意思是每次重新执行FastIntegrator算法时重新清空数组
    reset_counter = 0;
    start_voxel_approx_set_.resetApproxSet(); // 对应论文starting location集
    voxel_observed_approx_set_.resetApproxSet(); // 对应论文observed voxel集
    // resetApproxset对应数组还原置零
  }
  // ThreadSafeIndexFactory是保证多线程执行该积分任务时,同时操作索引同一个数组时的互斥性。
  std::unique_ptr<ThreadSafeIndex> index_getter(
      ThreadSafeIndexFactory::get(config_.integration_order_mode, points_C));
  // 多线程执行integrateFunction
  // 声明线程list,并使他们并发执行(这一方法在simple中是类似的并行执行的,但是merged没有这么执行)
  std::list<std::thread> integration_threads;
  for (size_t i = 0; i < config_.integrator_threads; ++i) {
    
    
    integration_threads.emplace_back(&FastTsdfIntegrator::integrateFunction,
                                     this, T_G_C, points_C, colors,
                                     freespace_points, index_getter.get());
  }
  
  for (std::thread& thread : integration_threads) {
    
    
    thread.join();
  }

  integrate_timer.Stop(); // 结束时间戳

  timing::Timer insertion_timer("inserting_missed_blocks"); // 记录insert的时间开始
  // 主要是去执行insertBlock函数,将全部已存储的block存入layer中,主要是有些block会在前面的步骤中忽略(没点),不知道理解的对不对,先打个问号这个函数
  updateLayerWithStoredBlocks(); // ??
  insertion_timer.Stop(); // 结束
 }
    
  void FastTsdfIntegrator::integrateFunction(const Transformation& T_G_C,
                                           const Pointcloud& points_C,
                                           const Colors& colors,
                                           const bool freespace_points,
                                           ThreadSafeIndex* index_getter) {
    
    
  DCHECK(index_getter != nullptr);

  size_t point_idx;
  // while判定条件为还有后续的点(同时)且处理的时间还未超过设定的max_integration_time_s,*1000000是因为前面通过系统时间获得的是微秒,而设定的时间单位为秒
      
  while (index_getter->getNextIndex(&point_idx) &&
         (std::chrono::duration_cast<std::chrono::microseconds>(
              std::chrono::steady_clock::now() - integration_start_time_)
              .count() < config_.max_integration_time_s * 1000000)) {
    
    
    const Point& point_C = points_C[point_idx];
    const Color& color = colors[point_idx];
    bool is_clearing;
    // 其中ray_distance = point_C.norm();,而这个norm在源码中指的是Frobenius norm,也就是平方和开根号,那么这个距离也就是距离相机原点的距离
    // 判定在1.射线的距离ray_distance小于设定的最小值(0.1)返回false,或者 
    //      2.在满足大于设定最大值(5.0)且满足(config_.allow_clear || freespace_point)返回true(超过极限距离,清除后续的点)
    //      3.其他情况返回true
    // 也就是说,太小的距离无效点,过大的时候有特殊情况是有效的,而中间距离的一律有效,判断有效后继续执行
    if (!isPointValid(point_C, freespace_points, &is_clearing)) {
    
    
      continue;
    }

    const Point origin = T_G_C.getPosition(); // 转换到世界坐标的原点坐标
    const Point point_G = T_G_C * point_C; // 获得当前点的世界坐标
    // Checks to see if another ray in this scan has already started 'close'
    // to this location. If it has then we skip ray casting this point. We
    // measure if a start location is 'close' to another points by inserting
    // the point into a set of voxels. This voxel set has a resolution
    // start_voxel_subsampling_factor times higher then the voxel size.
    // 作者定义的“起始位置”集
    GlobalIndex global_voxel_idx;
    // 这个getGridIndexFromPoint函数意思是取得某个点对应的网格坐标
    global_voxel_idx = getGridIndexFromPoint<GlobalIndex>(
        point_G, config_.start_voxel_subsampling_factor * voxel_size_inv_);
    if (!start_voxel_approx_set_.replaceHash(global_voxel_idx)) {
    
    
    // replaceHash作用将masked_hash中的元素替换为hash,也就是如果起始位置已经有点了,则跳过
      continue;
    }

    constexpr bool cast_from_origin = false;
    RayCaster ray_caster(origin, point_G, is_clearing,
                         config_.voxel_carving_enabled,
                         config_.max_ray_length_m, voxel_size_inv_,
                         config_.default_truncation_distance, cast_from_origin);
    
    int64_t consecutive_ray_collisions = 0;

    Block<TsdfVoxel>::Ptr block = nullptr;
    BlockIndex block_idx;
    while (ray_caster.nextRayIndex(&global_voxel_idx)) {
    
    
      // Check if the current voxel has been seen by any ray cast this scan.
      // If it has increment the consecutive_ray_collisions counter, otherwise
      // reset it. If the counter reaches a threshold we stop casting as the
      // ray is deemed to be contributing too little new information.
      // 对应的是“观察体素”集
      if (!voxel_observed_approx_set_.replaceHash(global_voxel_idx)) {
    
    
        ++consecutive_ray_collisions;// 如果该观察体素已存在
      } else {
    
    
        consecutive_ray_collisions = 0;
      }
      // 默认 max_consecutive_ray_collisions = 2,如果同一个体素遇到两次以上的冲突,即重复更新三次,则提前结束
      if (consecutive_ray_collisions > config_.max_consecutive_ray_collisions) {
    
    
        break;
      } 
       // 文章最开始有介绍,我们是有8X8X8的voxel组成一个block。只有在block里有的voxel才会被分配空间真正储存起来(有tsdf值,rgb值等)。下面这行函数就是检测该voxel是否已经属于某个block还是并不属于任何一个block,如果不,则新建一个block分配空间。返回在这个block里的对应index的voxel   
      TsdfVoxel* voxel =
          allocateStorageAndGetVoxelPtr(global_voxel_idx, &block, &block_idx);
      // 权重来自voxblox,近似简化后的RGBD模型与behind-surface下降模型结合
      const float weight = getVoxelWeight(point_C);
      // 终于,做了那么多准备,更新tsdf(同voxblox的merged)  
      updateTsdfVoxel(origin, point_G, global_voxel_idx, color, weight, voxel);
    }
  }
}

RayCaster::RayCaster(const Point& origin, const Point& point_G,
                     const bool is_clearing_ray,
                     const bool voxel_carving_enabled,
                     const FloatingPoint max_ray_length_m,
                     const FloatingPoint voxel_size_inv,
                     const FloatingPoint truncation_distance,
                     const bool cast_from_origin) {
    
    
  // 计算单位射线的长度,就是简单的求点到原点的差值,求得他们的norm(均方值)再每一个维度除以norm归一化。
  const Ray unit_ray = (point_G - origin).normalized();
 
  Point ray_start, ray_end;
  if (is_clearing_ray) {
    
     // 如果这个射线是需要清除的
    // norm()是取出二范数,也就是射线的模长
    FloatingPoint ray_length = (point_G - origin).norm();
    // std::max取出的是射线位于对应表面前的距离,除去截断距离。
    // std::min取出的是该差值与射线最值的较小值
    ray_length = std::min(std::max(ray_length - truncation_distance,
                                   static_cast<FloatingPoint>(0.0)),
                          max_ray_length_m);
    // origin到point_G
    ray_end = origin + unit_ray * ray_length;
    // 射线的开始点为原点(voxel_carving_enabled==true),为否,射线直接为0 end-end
    ray_start = voxel_carving_enabled ? origin : ray_end;
  } else {
    
    
    // 起始为目标点前后的截断距离
    ray_end = point_G + unit_ray * truncation_distance;
    ray_start = voxel_carving_enabled
                    ? origin
                    : (point_G - unit_ray * truncation_distance);
  }

  const Point start_scaled = ray_start * voxel_size_inv;
  const Point end_scaled = ray_end * voxel_size_inv;

  if (cast_from_origin) {
    
    
    setupRayCaster(start_scaled, end_scaled);
  } else {
    
    
    setupRayCaster(end_scaled, start_scaled);
  }
}

void RayCaster::setupRayCaster(const Point& start_scaled,
                               const Point& end_scaled) {
    
    
  // 点的起始或终点坐标无效
  if (std::isnan(start_scaled.x()) || std::isnan(start_scaled.y()) ||
      std::isnan(start_scaled.z()) || std::isnan(end_scaled.x()) ||
      std::isnan(end_scaled.y()) || std::isnan(end_scaled.z())) {
    
    
    ray_length_in_steps_ = 0;
    return;
  }

  curr_index_ = getGridIndexFromPoint<GlobalIndex>(start_scaled);
  const GlobalIndex end_index = getGridIndexFromPoint<GlobalIndex>(end_scaled);
  const GlobalIndex diff_index = end_index - curr_index_;

  current_step_ = 0;
  
  ray_length_in_steps_ = std::abs(diff_index.x()) + std::abs(diff_index.y()) +
                         std::abs(diff_index.z());

  const Ray ray_scaled = end_scaled - start_scaled;
  //ray_step_signs_很有意思,这个值的每个维度(x,y,z)只可能为3个值, 1,-1或者0. 我们会在后面看到它的用处  
  ray_step_signs_ = AnyIndex(signum(ray_scaled.x()), signum(ray_scaled.y()),
                             signum(ray_scaled.z()));

  const AnyIndex corrected_step(std::max(0, ray_step_signs_.x()),
                                std::max(0, ray_step_signs_.y()),
                                std::max(0, ray_step_signs_.z()));

  const Point start_scaled_shifted =
      start_scaled - curr_index_.cast<FloatingPoint>();

  Ray distance_to_boundaries(corrected_step.cast<FloatingPoint>() -
                             start_scaled_shifted);

  t_to_next_boundary_ = Ray((std::abs(ray_scaled.x()) < 0.0)
                                ? 2.0
                                : distance_to_boundaries.x() / ray_scaled.x(),
                            (std::abs(ray_scaled.y()) < 0.0)
                                ? 2.0
                                : distance_to_boundaries.y() / ray_scaled.y(),
                            (std::abs(ray_scaled.z()) < 0.0)
                                ? 2.0
                                : distance_to_boundaries.z() / ray_scaled.z());

  // Distance to cross one grid cell along the ray in t.
  // Same as absolute inverse value of delta_coord.
  t_step_size_ = Ray(
      (std::abs(ray_scaled.x()) < 0.0) ? 2.0
                                       : ray_step_signs_.x() / ray_scaled.x(),
      (std::abs(ray_scaled.y()) < 0.0) ? 2.0
                                       : ray_step_signs_.y() / ray_scaled.y(),
      (std::abs(ray_scaled.z()) < 0.0) ? 2.0
                                       : ray_step_signs_.z() / ray_scaled.z());
}

5.2 switchToActiveSubmap

这一个函数应当是将活动子卷和对应的TSDF层相关联,并获取位姿变换

// Changes the active submap to the last one on the collection
// 定期创建一个新的子卷,标记为活动的子卷,最后一个活动子卷被转移到集合中,从而增加映射。对应的cblox_ros代码
/*
  // Creating the submap
  const SubmapID submap_id = submap_collection_ptr_->createNewSubmap(T_G_C);
  // Activating the submap in the frame integrator
  tsdf_submap_collection_integrator_ptr_->switchToActiveSubmap();
  // Resetting current submap counters
  num_integrated_frames_current_submap_ = 0;

  // Updating the active submap mesher
  active_submap_visualizer_ptr_->switchToActiveSubmap();
*/
void TsdfSubmapCollectionIntegrator::switchToActiveSubmap() {
    
    
  // Setting the server members to point to this submap
  // NOTE(alexmillane): This is slightly confusing because the collection is
  //                    increased in size elsewhere but we change the
  //                    integration target to the new submap here. The result is
  //                    that between new submap creation and activation the
  //                    integrator wont be affecting the latest submap in the
  //                    collection.
  updateIntegratorTarget(tsdf_submap_collection_ptr_->getActiveTsdfMapPtr()); // 括号里获取最后一个TSDF地图的指针
  T_G_S_active_ = tsdf_submap_collection_ptr_->getActiveSubmapPose(); // 获得这个活动子卷的世界位姿
}

template <typename SubmapType>
TsdfMap::Ptr SubmapCollection<SubmapType>::getActiveTsdfMapPtr() {
    
    
  const auto it = id_to_submap_.find(active_submap_id_);
  CHECK(it != id_to_submap_.end());
  return (it->second)->getTsdfMapPtr();
}

void TsdfSubmapCollectionIntegrator::updateIntegratorTarget(
    const TsdfMap::Ptr& tsdf_map_ptr) {
    
    
  CHECK(tsdf_map_ptr);
  // Creating the integrator if not yet created.
  // Otherwise, changing the integration target.
  if (tsdf_integrator_ == nullptr) {
    
    
    initializeIntegrator(tsdf_map_ptr); // 如果没有integrator,则初始化一个并整合该tsdf地图
  } else {
    
    
    tsdf_integrator_->setLayer(tsdf_map_ptr->getTsdfLayerPtr());
  }
}

void TsdfSubmapCollectionIntegrator::initializeIntegrator(
    const TsdfMap::Ptr& tsdf_map_ptr) {
    
    
  CHECK(tsdf_map_ptr);
  // Creating with the voxblox provided factory
  tsdf_integrator_ = voxblox::TsdfIntegratorFactory::create(
      method_, tsdf_integrator_config_, tsdf_map_ptr->getTsdfLayerPtr());
}

void TsdfIntegratorBase::setLayer(Layer<TsdfVoxel>* layer) {
    
    
  CHECK_NOTNULL(layer);

  layer_ = layer;

  voxel_size_ = layer_->voxel_size();
  block_size_ = layer_->block_size();
  voxels_per_side_ = layer_->voxels_per_side();

  voxel_size_inv_ = 1.0 / voxel_size_;
  block_size_inv_ = 1.0 / block_size_;
  voxels_per_side_inv_ = 1.0 / voxels_per_side_;
}

6. submap_collection.h(submap_collection_inl.h)

显然这个算法对应的论文E部分,实现的是子地图融合。(不清楚是不是同时包括D部分)

6.1 SubmapCollection

// 构造函数。从tsdf子图列表构造子图集合
template <typename SubmapType>
SubmapCollection<SubmapType>::SubmapCollection(
    const typename SubmapType::Config& submap_config,
    const std::vector<typename SubmapType::Ptr>& tsdf_sub_maps)
    : submap_config_(submap_config) {
    
    
  // Constructing from a list of existing submaps
  // NOTE(alexmillane): Relies on the submaps having unique submap IDs...
  // 只是根据ID的唯一性生成一个新的子图集合
  for (const auto& tsdf_submap_ptr : tsdf_sub_maps) {
    
    
    const auto ret =
        id_to_submap_.insert({
    
    tsdf_submap_ptr->getID(), tsdf_submap_ptr});
    CHECK(ret.second) << "Attempted to construct collection from vector of "
                         "submaps containing at least one duplicate ID.";
  }
}

6.2 createNewSubmap(不重要)

有两种刚创建新的子图的方法,一种是指定一个submap——id,另一种只是给一个位姿变换。

template <typename SubmapType>
void SubmapCollection<SubmapType>::createNewSubmap(const Transformation& T_G_S,
                                                   const SubmapID submap_id) {
    
    
  // Checking if the submap already exists
  // NOTE(alexmillane): This hard fails the program if the submap already
  // exists. This is fairly brittle behaviour and we may want to change it at a
  // later date. Currently the onus is put in the caller to exists() before
  // creating a submap.
  const auto it = id_to_submap_.find(submap_id);
  CHECK(it == id_to_submap_.end());
  // Creating the new submap and adding it to the list 加入子图列表
  typename SubmapType::Ptr tsdf_sub_map(
      new SubmapType(T_G_S, submap_id, submap_config_));
  id_to_submap_.emplace(submap_id, std::move(tsdf_sub_map));
  // Updating the active submap,该新的子图设定为活动子图
  active_submap_id_ = submap_id;
}

template <typename SubmapType>
SubmapID SubmapCollection<SubmapType>::createNewSubmap(
    const Transformation& T_G_S) {
    
    
  // Creating a submap with a generated SubmapID
  // NOTE(alexmillane): rbegin() returns the pair with the highest key.
  SubmapID new_ID = 0;
  if (!id_to_submap_.empty()) {
    
     // 只要id_to_submap_也就是子图列表不为空,取出其中id的最大值加一,设定为该Submap的ID
    new_ID = id_to_submap_.rbegin()->first + 1;
  }
  createNewSubmap(T_G_S, new_ID);
  return new_ID;
}

6.3 fuseSubmapPair(应当是核心)

// 给定两个子体积π_i和π_j在参考系M_i和M_j下被融合;然后找到它们与全局地图之间的转换。
template <typename SubmapType>
void SubmapCollection<SubmapType>::fuseSubmapPair(
    const SubmapIdPair& submap_id_pair) {
    
    
  // Extracting the submap IDs
  SubmapID submap_id_1 = submap_id_pair.first;
  SubmapID submap_id_2 = submap_id_pair.second;
  LOG(INFO) << "Fusing submap pair: (" << submap_id_1 << ", " << submap_id_2
            << ")";
  // Getting the requested submaps
  const auto id_submap_pair_1_it = id_to_submap_.find(submap_id_1);
  const auto id_submap_pair_2_it = id_to_submap_.find(submap_id_2);
  // If the submaps are found
  if ((id_submap_pair_1_it != id_to_submap_.end()) &&
      (id_submap_pair_2_it != id_to_submap_.end())) {
    
    
    // Getting the submaps
    typename SubmapType::Ptr submap_ptr_1 = (*id_submap_pair_1_it).second;
    typename SubmapType::Ptr submap_ptr_2 = (*id_submap_pair_2_it).second;
    // Checking that we're not trying to fuse a submap into itself. This can
    // occur due to fusing submap pairs in a triangle.
    if (submap_ptr_1->getID() == submap_ptr_2->getID()) {
    
    
      return;
    }
    // Getting the tsdf submap and its pose
    const Transformation& T_G_S1 = submap_ptr_1->getPose();
    const Transformation& T_G_S2 = submap_ptr_2->getPose();
    const Transformation T_S1_S2 = T_G_S1.inverse() * T_G_S2;
    // Merging the submap layers
    // 提供了naiveTransformLayer和transformLayer两种方法
    mergeLayerAintoLayerB(submap_ptr_2->getTsdfMap().getTsdfLayer(), T_S1_S2,
                          submap_ptr_1->getTsdfMapPtr()->getTsdfLayerPtr());
    // Deleting Submap #2
    const size_t num_erased = id_to_submap_.erase(submap_id_2);
    CHECK_EQ(num_erased, 1);
    LOG(INFO) << "Erased the submap: " << submap_ptr_2->getID()
              << " from the submap collection";

  } else {
    
    
    LOG(WARNING) << "Could not find the requested submap pair during fusion.";
  }
}

6.3.1 naiveTransformLayer

/**
 * Similar to transformLayer in functionality, however the system only makes
 * use of the forward transform and nearest neighbor interpolation. This will
 * result in artifacts and other issues in the result, however it should be
 * several orders of magnitude faster.
 */
template <typename VoxelType>
void naiveTransformLayer(const Layer<VoxelType>& layer_in,
                         const Transformation& T_out_in,
                         Layer<VoxelType>* layer_out) {
    
    
  BlockIndexList block_idx_list_in;
  // 将所有的block取出并存入block_idx_list_in中,这是一个索引list
  layer_in.getAllAllocatedBlocks(&block_idx_list_in);
  // 线性插值函数
  Interpolator<VoxelType> interpolator(&layer_in);
  
  for (const BlockIndex& block_idx : block_idx_list_in) {
    
    
      // 按照block列表中索引依次取出
    const Block<VoxelType>& input_block = layer_in.getBlockByIndex(block_idx);

    for (IndexElement input_linear_voxel_idx = 0;
         input_linear_voxel_idx <
         static_cast<IndexElement>(input_block.num_voxels());
         ++input_linear_voxel_idx) {
    
    
      // find voxel centers location in the output
      // 是先找到in的center,然后转换到out的center point
      const Point voxel_center =
          T_out_in *
          input_block.computeCoordinatesFromLinearIndex(input_linear_voxel_idx);
      // grid(应当是global体素坐标)
      const GlobalIndex global_output_voxel_idx =
          getGridIndexFromPoint<GlobalIndex>(voxel_center,
                                             layer_out->voxel_size_inv());

      // allocate it in the output,分配空间
      typename Block<VoxelType>::Ptr output_block =
          layer_out->allocateBlockPtrByIndex(getBlockIndexFromGlobalVoxelIndex(
              global_output_voxel_idx, layer_out->voxels_per_side_inv()));

      if (output_block == nullptr) {
    
    
        std::cerr << "invalid block" << std::endl;
      }

      // get the output voxel,寻找到out的local体素
      VoxelType& output_voxel =
          output_block->getVoxelByVoxelIndex(getLocalFromGlobalVoxelIndex(
              global_output_voxel_idx, layer_out->voxels_per_side()));
      // 前面的一系列操作只是为了找到in体素的center与out体素的center(都是对应各自local坐标系)
      // 对in和out有两种体素处理的方法,分别如下
      if (interpolator.getVoxel(voxel_center, &output_voxel, false)) {
    
    
        // 清空out
        output_block->has_data() = true;
      }
    }
  }
}

template <typename VoxelType>
bool Interpolator<VoxelType>::getInterpVoxel(const Point& pos,
                                             VoxelType* voxel) const {
    
    
  CHECK_NOTNULL(voxel);

  // get voxels of 8 surrounding voxels and weights vector
  const VoxelType* voxels[8];
  InterpVector q_vector;
  // 先获取周围八个体素的信息
  if (!getVoxelsAndQVector(pos, voxels, &q_vector)) {
    
    
    return false;
  } else {
    
    
   /*
   采用下面这个矩阵进行插值,包括weight、color、sdf值
   (InterpTable() <<
        1,  0,  0,  0,  0,  0,  0,  0,
       -1,  0,  0,  0,  1,  0,  0,  0,
       -1,  0,  1,  0,  0,  0,  0,  0,
       -1,  1,  0,  0,  0,  0,  0,  0,
        1,  0, -1,  0, -1,  0,  1,  0,
        1, -1, -1,  1,  0,  0,  0,  0,
        1, -1,  0,  0, -1,  1,  0,  0,
       -1,  1,  1, -1,  1, -1, -1,  1
       )
   */
    *voxel = interpVoxel(q_vector, voxels);
    return true;
  }
}

template <typename VoxelType>
bool Interpolator<VoxelType>::getNearestVoxel(const Point& pos,
                                              VoxelType* voxel) const {
    
    
  CHECK_NOTNULL(voxel);
  // 获取in的block指针,确保有对应
  typename Layer<VoxelType>::BlockType::ConstPtr block_ptr =
      layer_->getBlockPtrByCoordinates(pos);
  if (block_ptr == nullptr) {
    
    
    return false;
  }
  // 获取in的体素
  *voxel = block_ptr->getVoxelByCoordinates(pos);
  // 如果该体素确实被观察到,也就是之前射线处理过,应该就是意味着这种方法直接用in的体素了
  return utils::isObservedVoxel(*voxel);
}

6.3.2 transformLayer(和naive差不多,只不过会涉及到反向transform,时间开销更高一点)

/**
 * Performs a 3D transform on the input layer and writes the results to the
 * output layer. During the transformation resampling occurs so that the voxel
 * and block size of the input and output layer can differ.
 */
template <typename VoxelType>
void transformLayer(const Layer<VoxelType>& layer_in,
                    const Transformation& T_out_in,
                    Layer<VoxelType>* layer_out) {
    
    
  CHECK_NOTNULL(layer_out);

  // first mark all the blocks in the output layer that may be filled by the
  // input layer (we are conservative here approximating the input blocks as
  // spheres of diameter sqrt(3)*block_size)
  IndexSet block_idx_set;

  BlockIndexList block_idx_list_in;
  layer_in.getAllAllocatedBlocks(&block_idx_list_in);

  for (const BlockIndex& block_idx : block_idx_list_in) {
    
    
    const Point c_in =
        getCenterPointFromGridIndex(block_idx, layer_in.block_size());

    // forwards transform of center
    const Point c_out = T_out_in * c_in;

    // Furthest center point of neighboring blocks.
    FloatingPoint offset =
        kUnitCubeDiagonalLength * layer_in.block_size() * 0.5;

    // Add index of all blocks in range to set.
    for (FloatingPoint x = c_out.x() - offset; x < c_out.x() + offset;
         x += layer_out->block_size()) {
    
    
      for (FloatingPoint y = c_out.y() - offset; y < c_out.y() + offset;
           y += layer_out->block_size()) {
    
    
        for (FloatingPoint z = c_out.z() - offset; z < c_out.z() + offset;
             z += layer_out->block_size()) {
    
    
          const Point current_center_out = Point(x, y, z);
          BlockIndex current_idx = getGridIndexFromPoint<BlockIndex>(
              current_center_out, 1.0f / layer_out->block_size());
          block_idx_set.insert(current_idx);
        }
      }
    }
  }

  // get inverse transform
  const Transformation T_in_out = T_out_in.inverse();

  Interpolator<VoxelType> interpolator(&layer_in);

  // we now go through all the blocks in the output layer and interpolate the
  // input layer at the center of each output voxel position
  for (const BlockIndex& block_idx : block_idx_set) {
    
    
    typename Block<VoxelType>::Ptr block =
        layer_out->allocateBlockPtrByIndex(block_idx);

    for (IndexElement voxel_idx = 0;
         voxel_idx < static_cast<IndexElement>(block->num_voxels());
         ++voxel_idx) {
    
    
      VoxelType& voxel = block->getVoxelByLinearIndex(voxel_idx);

      // find voxel centers location in the input
      const Point voxel_center =
          T_in_out * block->computeCoordinatesFromLinearIndex(voxel_idx);

      // interpolate voxel
      if (interpolator.getVoxel(voxel_center, &voxel, true)) {
    
    
        block->has_data() = true;

        // if interpolated value fails use nearest
      } else if (interpolator.getVoxel(voxel_center, &voxel, false)) {
    
    
        block->has_data() = true;
      }
    }

    if (!block->has_data()) {
    
    
      layer_out->removeBlock(block_idx);
    }
  }
}

6.4 getProjectedMap (生成一个TSDF map)

template <typename SubmapType>
TsdfMap::Ptr SubmapCollection<SubmapType>::getProjectedMap() const {
    
    
  // Creating the global tsdf map and getting its tsdf layer
  TsdfMap::Ptr projected_tsdf_map_ptr =
      TsdfMap::Ptr(new TsdfMap(submap_config_));
  Layer<TsdfVoxel>* combined_tsdf_layer_ptr =
      projected_tsdf_map_ptr->getTsdfLayerPtr();
  // Looping over the current submaps
  for (const auto& id_submap_pair : id_to_submap_) {
    
    
    // Getting the tsdf submap and its pose
    const TsdfMap& tsdf_map = (id_submap_pair.second)->getTsdfMap();
    const Transformation& T_G_S = (id_submap_pair.second)->getPose();
    // Merging layers the submap into the global layer
    mergeLayerAintoLayerB(tsdf_map.getTsdfLayer(), T_G_S,
                          combined_tsdf_layer_ptr);
  }
  // Returning the new map
  return projected_tsdf_map_ptr;
}

7.merge_integrator(evaluateLayerRmseAtPoses)

应该是其中关于D部分的实现,主要是地图的融合过程中需要判定一些度量。

/**
 * This function will align layer B to layer A, transforming and interpolating
 * layer B into voxel grid A for every transformation in `transforms_A_B` and
 * evaluate them. If `aligned_layers_and_error_layers` is set, this function
 * returns a vector containing the aligned layer_B and an error layer for every
 * transformation. The error layer contains the absolute SDF error for every
 * voxel of the comparison between layer_A and aligned layer_B. This function
 * currently only supports SDF type layers, like TsdfVoxel and EsdfVoxel.
 */
template <typename VoxelType>
void evaluateLayerRmseAtPoses(
    const utils::VoxelEvaluationMode& voxel_evaluation_mode,
    const Layer<VoxelType>& layer_A, const Layer<VoxelType>& layer_B,
    const std::vector<Transformation>& transforms_A_B,
    std::vector<utils::VoxelEvaluationDetails>* voxel_evaluation_details_vector,
    std::vector<std::pair<typename voxblox::Layer<VoxelType>::Ptr,
                          typename voxblox::Layer<VoxelType>::Ptr>>*
        aligned_layers_and_error_layers = nullptr) {
    
    
  CHECK_NOTNULL(voxel_evaluation_details_vector);

  // Check if layers are compatible.
  CHECK_NEAR(layer_A.voxel_size(), layer_B.voxel_size(), 1e-8);
  CHECK_EQ(layer_A.voxels_per_side(), layer_B.voxels_per_side());

  // Check if world TSDF layer agrees with merged object at all object poses.

  for (size_t i = 0u; i < transforms_A_B.size(); ++i) {
    
    
    const Transformation& transform_A_B = transforms_A_B[i];

    // Layer B transformed to the coordinate frame A.
    typename Layer<VoxelType>::Ptr aligned_layer_B(
        new Layer<VoxelType>(layer_B.voxel_size(), layer_B.voxels_per_side()));

    Layer<VoxelType>* error_layer = nullptr;
    if (aligned_layers_and_error_layers != nullptr) {
    
    
      if (aligned_layers_and_error_layers->size() != transforms_A_B.size()) {
    
    
        aligned_layers_and_error_layers->clear();
        aligned_layers_and_error_layers->resize(transforms_A_B.size());
      }

      // Initialize and get ptr to error layer to fill out later.
      (*aligned_layers_and_error_layers)[i].second =
          typename voxblox::Layer<VoxelType>::Ptr(new voxblox::Layer<VoxelType>(
              layer_A.voxel_size(), layer_A.voxels_per_side()));
      error_layer = (*aligned_layers_and_error_layers)[i].second.get();

      // Store the aligned object as well.
      (*aligned_layers_and_error_layers)[i].first = aligned_layer_B;
    }

    // Transform merged object into the world frame.
    transformLayer<VoxelType>(layer_B, transform_A_B, aligned_layer_B.get());

    utils::VoxelEvaluationDetails voxel_evaluation_details;
    // Evaluate the RMSE of the merged object layer in the world layer.
    utils::evaluateLayersRmse(layer_A, *aligned_layer_B, voxel_evaluation_mode,
                              &voxel_evaluation_details, error_layer);
    voxel_evaluation_details_vector->push_back(voxel_evaluation_details);
  }
}


7.1 evaluateLayersRmse

template <typename VoxelType>
void evaluateLayerRmseAtPoses(
    const utils::VoxelEvaluationMode& voxel_evaluation_mode,
    const Layer<VoxelType>& layer_A, const Layer<VoxelType>& layer_B,
    const std::vector<Eigen::Matrix<float, 4, 4>,
                      Eigen::aligned_allocator<Eigen::Matrix<float, 4, 4>>>&
        transforms_A_B,
    std::vector<utils::VoxelEvaluationDetails>* voxel_evaluation_details_vector,
    std::vector<std::pair<typename voxblox::Layer<VoxelType>::Ptr,
                          typename voxblox::Layer<VoxelType>::Ptr>>*
        aligned_layers_and_error_layers = nullptr) {
    
    
  CHECK_NOTNULL(voxel_evaluation_details_vector);
  std::vector<Transformation> kindr_transforms_A_B;
  for (const Eigen::Matrix<float, 4, 4>& transform_A_B : transforms_A_B) {
    
    
    kindr_transforms_A_B.emplace_back(transform_A_B);
  }
  evaluateLayerRmseAtPoses(
      voxel_evaluation_mode, layer_A, layer_B, kindr_transforms_A_B,
      voxel_evaluation_details_vector, aligned_layers_and_error_layers);
}

template <typename VoxelType>
FloatingPoint evaluateLayersRmse(
    const Layer<VoxelType>& layer_gt, const Layer<VoxelType>& layer_test,
    const VoxelEvaluationMode& voxel_evaluation_mode,
    VoxelEvaluationDetails* evaluation_result = nullptr,
    Layer<VoxelType>* error_layer = nullptr) {
    
    
  // Iterate over all voxels in the test layer and look them up in the ground
  // truth layer. Then compute RMSE.
  BlockIndexList block_list;
  layer_test.getAllAllocatedBlocks(&block_list);
  size_t vps = layer_test.voxels_per_side();
  size_t num_voxels_per_block = vps * vps * vps;

  VoxelEvaluationDetails evaluation_details;

  double total_squared_error = 0.0;

  for (const BlockIndex& block_index : block_list) {
    
    
    const Block<VoxelType>& test_block =
        layer_test.getBlockByIndex(block_index);

    if (!layer_gt.hasBlock(block_index)) {
    
    
      for (size_t linear_index = 0u; linear_index < num_voxels_per_block;
           ++linear_index) {
    
    
        const VoxelType& voxel = test_block.getVoxelByLinearIndex(linear_index);
        if (isObservedVoxel(voxel)) {
    
    
          ++evaluation_details.num_non_overlapping_voxels;
        }
      }
      continue;
    }
    const Block<VoxelType>& gt_block = layer_gt.getBlockByIndex(block_index);

    typename Block<VoxelType>::Ptr error_block;
    if (error_layer != nullptr) {
    
    
      error_block = error_layer->allocateBlockPtrByIndex(block_index);
    }

    for (size_t linear_index = 0u; linear_index < num_voxels_per_block;
         ++linear_index) {
    
    
      FloatingPoint error = 0.0;
      const VoxelEvaluationResult result =
          computeVoxelError(gt_block.getVoxelByLinearIndex(linear_index),
                            test_block.getVoxelByLinearIndex(linear_index),
                            voxel_evaluation_mode, &error);

      switch (result) {
    
    
        case VoxelEvaluationResult::kEvaluated:
          total_squared_error += error * error;
          evaluation_details.min_error =
              std::min(evaluation_details.min_error, std::abs(error));
          evaluation_details.max_error =
              std::max(evaluation_details.max_error, std::abs(error));
          ++evaluation_details.num_evaluated_voxels;
          ++evaluation_details.num_overlapping_voxels;

          if (error_block) {
    
    
            VoxelType& error_voxel =
                error_block->getVoxelByLinearIndex(linear_index);
            setVoxelSdf<VoxelType>(std::abs(error), &error_voxel);
            setVoxelWeight<VoxelType>(1.0, &error_voxel);
          }

          break;
        case VoxelEvaluationResult::kIgnored:
          ++evaluation_details.num_ignored_voxels;
          ++evaluation_details.num_overlapping_voxels;
          break;
        case VoxelEvaluationResult::kNoOverlap:
          ++evaluation_details.num_non_overlapping_voxels;
          break;
        default:
          LOG(FATAL) << "Unkown voxel evaluation result: "
                     << static_cast<int>(result);
      }
    }
  }

  // Iterate over all blocks in the grond truth layer and look them up in the
  // test truth layer. This is only done to get the exact number of
  // non-overlapping voxels.
  BlockIndexList gt_block_list;
  layer_gt.getAllAllocatedBlocks(&gt_block_list);
  for (const BlockIndex& gt_block_index : gt_block_list) {
    
    
    const Block<VoxelType>& gt_block = layer_gt.getBlockByIndex(gt_block_index);
    if (!layer_test.hasBlock(gt_block_index)) {
    
    
      for (size_t linear_index = 0u; linear_index < num_voxels_per_block;
           ++linear_index) {
    
    
        const VoxelType& voxel = gt_block.getVoxelByLinearIndex(linear_index);
        if (isObservedVoxel(voxel)) {
    
    
          ++evaluation_details.num_non_overlapping_voxels;
        }
      }
    }
  }

  // Return the RMSE.
  if (evaluation_details.num_evaluated_voxels == 0) {
    
    
    evaluation_details.rmse = 0.0;
  } else {
    
    
    evaluation_details.rmse =
        sqrt(total_squared_error / evaluation_details.num_evaluated_voxels);
  }

  // If the details are requested, output them.
  if (evaluation_result != nullptr) {
    
    
    *evaluation_result = evaluation_details;
  }

  VLOG(2) << evaluation_details.toString();

  return evaluation_details.rmse;
}

Reference:

ROS之roslaunch中node标签解读_launch中node节点_宗而研之的博客-CSDN博客

glog 的常用函数介绍_cmake链接glog_liumengyang1992的博客-CSDN博客

Google Glog使用_google-glog_瞻邈的博客-CSDN博客

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转载自blog.csdn.net/qq_20184333/article/details/129854258