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IPos-public
models
Commits
e522ece4
Commit
e522ece4
authored
Jul 7, 2021
by
Johannes Mey
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add initial version of SimpleScene used for communcation with CeTI
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interfaces/SimpleScene/SimpleScene.proto
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interfaces/SimpleScene/SimpleScene.proto
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e522ece4
syntax
=
"proto3"
;
message
IposConfig
{
repeated
IposFrame
frame
=
1
;
repeated
IposObject
object
=
2
;
// an object must be either in this list
repeated
IposObjectConfig
objectConfig
=
3
;
// or in this list, not in both
}
message
IposObjectConfig
{
string
id
=
1
;
// unique for each object, but there may be multiple positioning sensors for that object
string
sensorId
=
2
;
// unique (each sensor localizes a single object)
string
type
=
3
;
// CeTI will send BOX,BIN,ZONE,ROBOT,HUMAN,OTHER
}
message
IposPositionUpdate
{
repeated
IposObject
object
=
1
;
}
message
IposObject
{
string
id
=
1
;
// unique for each object, but there may be multiple sensors
string
sensorId
=
2
;
//unique
string
type
=
3
;
// Applications may send BOX,BIN,ZONE,ROBOT,HUMAN,OTHER
IposRelativePosition
position
=
4
;
IposSimpleOrientation
orientation
=
5
;
string
lastPosUpdate
=
6
;
// https://en.wikipedia.org/wiki/ISO_8601
}
message
IposFrame
{
string
id
=
1
;
// unique for every frame, used for relative coordinates
IposSpace
space
=
2
;
// cube defining the extension, might be (0,0,0)
IposPosition
position
=
3
;
// centre of the "frame" cube, absolute
float
delta
=
4
;
// min. Position to trigger a position update
}
// relative coordinates
message
IposRelativePosition
{
string
IposFrame_id
=
1
;
IposPosition
pos
=
2
;
}
// relative coordinates
message
IposPosition
{
float
x
=
1
;
// pos in x direction in m
float
y
=
2
;
// pos in y direction in m
float
z
=
3
;
// pos in z direction in m (up)
float
accuracy
=
4
;
// object is with 95% probability within x metres of this point (gaussian distribution)
}
message
IposSpace
{
float
x
=
1
;
// size in x direction in m
float
y
=
2
;
// size in y direction in m
float
z
=
3
;
// size in z direction in m (height)
}
message
IposSimpleOrientation
{
float
x
=
1
;
// quaternion notation
float
y
=
2
;
// if the quaternion is (0,0,0,0)
float
z
=
3
;
// there is no orientation
float
w
=
4
;
// available
}
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