Skip to content
New issue

Have a question about this project? # for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “#”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? # to your account

Unreal Lidar incorrectly casting traces #2142

Closed
WouterJansen opened this issue Aug 19, 2019 · 1 comment
Closed

Unreal Lidar incorrectly casting traces #2142

WouterJansen opened this issue Aug 19, 2019 · 1 comment

Comments

@WouterJansen
Copy link
Contributor

Steps to reproduce bug:

  • Create a lidar sensor with an offset location from the vehicle origin
  • Turn on DrawDebugPoints for observing more easily the problem
  • Drive/fly the car/drone and make sure to rotate
  • Observe the incorrect lidar pointcloud being made

Reason:
UnrealLidarSensor::shootLaser() in UnrealLidarSensor.cpp creates the starting location of the trace as
Vector3r start = lidar_pose.position + vehicle_pose.position; (currently line 113)

If the lidar does not share the vehicle origin's X and Y position, this will start introducing an incorrect starting position for the trace as the vehicle starts rotating as the rotation of vehicle/lidar is completely ignored.

Fix:
To fix one can change this line to
Vector3r start = VectorMath::add(lidar_pose, vehicle_pose).position;

@ironclownfish
Copy link
Contributor

Thanks, PR approved!

# for free to join this conversation on GitHub. Already have an account? # to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants