@@ -45,7 +45,7 @@ void UnrealLidarSensor::getPointCloud(const msr::airlib::Pose& lidar_pose, const
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const msr::airlib::TTimeDelta delta_time, msr::airlib::vector<msr::airlib::real_T>& point_cloud, vector<int >& segmentation_cloud)
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{
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point_cloud.clear ();
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- segmentation_cloud.clear ();
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+ segmentation_cloud.clear ();
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msr::airlib::LidarSimpleParams params = getParams ();
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const auto number_of_lasers = params.number_of_channels ;
@@ -90,14 +90,14 @@ void UnrealLidarSensor::getPointCloud(const msr::airlib::Pose& lidar_pose, const
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continue ;
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Vector3r point;
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- int segmentationID = -1 ;
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+ int segmentationID = -1 ;
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// shoot laser and get the impact point, if any
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if (shootLaser (lidar_pose, vehicle_pose, laser, horizontal_angle, vertical_angle, params, point, segmentationID))
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{
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point_cloud.emplace_back (point.x ());
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point_cloud.emplace_back (point.y ());
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point_cloud.emplace_back (point.z ());
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- segmentation_cloud.emplace_back (segmentationID);
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+ segmentation_cloud.emplace_back (segmentationID);
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}
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}
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}
@@ -138,17 +138,17 @@ bool UnrealLidarSensor::shootLaser(const msr::airlib::Pose& lidar_pose, const ms
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if (is_hit)
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{
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- // Store the segmentation id of the hit object.
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- auto hitActor = hit_result.GetActor ();
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- if (hitActor != nullptr )
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- {
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- TArray<UMeshComponent*> meshComponents;
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- hitActor->GetComponents <UMeshComponent>(meshComponents);
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- for (int i = 0 ; i < meshComponents.Num (); i++)
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- {
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- segmentationID = segmentationID == -1 ? meshComponents[i]->CustomDepthStencilValue : segmentationID;
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- }
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- }
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+ // Store the segmentation id of the hit object.
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+ auto hitActor = hit_result.GetActor ();
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+ if (hitActor != nullptr )
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+ {
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+ TArray<UMeshComponent*> meshComponents;
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+ hitActor->GetComponents <UMeshComponent>(meshComponents);
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+ for (int i = 0 ; i < meshComponents.Num (); i++)
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+ {
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+ segmentationID = segmentationID == -1 ? meshComponents[i]->CustomDepthStencilValue : segmentationID;
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+ }
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+ }
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if (false && UAirBlueprintLib::IsInGameThread ())
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{
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