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Hi,
Thank you for the suggestion, we were also thinking about the same approaches and managed to implement the first one in the meantime.
Regarding it, we noticed that the ground_cloud and obstacle_cloud have a 4 byte structure, 3 being the RGB channels. We managed to move some of the points from ground to obstacle, based on their color.
This approach is fine, but they always have a maximum cost.
Do you have any suggestions on how to create the costmap with different costs, based on the color? We were also thinking about storing the required cost in the additional, unused (?) byte of the RGB structure. How could we embed this info in the 4th channel?
Thank you!
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