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Fix various whitespace issues
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Signed-off-by: Pierre R. Mai <pmai@pmsf.de>
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pmai committed Jun 22, 2023
1 parent e6bb092 commit 0cf4e9f
Showing 1 changed file with 40 additions and 39 deletions.
79 changes: 40 additions & 39 deletions osi_object.proto
Original file line number Diff line number Diff line change
Expand Up @@ -523,7 +523,7 @@ message MovingObject
// \endrules
//
optional PedestrianAttributes pedestrian_attributes = 12;

//
// \brief The vehicle attributes for \c MovingObject (host or other).
//
Expand Down Expand Up @@ -1027,18 +1027,18 @@ message MovingObject
}
}

// Definition of vehicle roles.
// Definition of vehicle roles.
//
// The role specifies the perceived role of a vehicle. Therefore, a
// civil police car is set to ROLE_CIVIL as long as it cannot be
// perceived as a ROLE_POLICE.
// The normal use case will consist of 99% ROLE_CIVIL, as this role is
// The role specifies the perceived role of a vehicle. Therefore, a
// civil police car is set to ROLE_CIVIL as long as it cannot be
// perceived as a ROLE_POLICE.
// The normal use case will consist of 99% ROLE_CIVIL, as this role is
// used for normal vehicles.
// These roles may influence the behavior in traffic of the surrounding vehicles.
// To check whether a role is "active" (e.g. blue flashing light of an
// ambulance or an amber flashing light of a sweeper) can be looked up
// To check whether a role is "active" (e.g. blue flashing light of an
// ambulance or an amber flashing light of a sweeper) can be looked up
// in message LightState.
//
//
//
enum Role
{
Expand All @@ -1053,7 +1053,7 @@ message MovingObject
// The vehicle role is civil, e.g. a "normal" car.
//
ROLE_CIVIL = 2;

// The vehicle role is ambulance.
//
ROLE_AMBULANCE = 3;
Expand All @@ -1073,15 +1073,15 @@ message MovingObject
// The vehicle role is roadside assistance, e.g. tow truck.
//
ROLE_ROAD_ASSISTANCE = 7;

// The vehicle role is garbage collection, e.g. a garbage truck or sweeper.
//
ROLE_GARBAGE_COLLECTION = 8;

// The vehicle role is road construction, e.g. a excavator or tipper truck.
//
ROLE_ROAD_CONSTRUCTION = 9;

// The vehicle role is military, e.g. camouflaged truck.
//
ROLE_MILITARY = 10;
Expand All @@ -1091,37 +1091,37 @@ message MovingObject
//
// \brief Additional pedestrian data in case the moving object is a human.
//
// This is an extension to the \c MovingObject with additional information
// This is an extension to the \c MovingObject with additional information
// describing a pedestrian in more detail.
//
//
message PedestrianAttributes
{
// Position offset from the center of the bounding box to the current position
// of the root point of the pedestrian skeleton model.
//
//
optional Vector3d bbcenter_to_root = 1;

// List of all bones of the pedestrian.
//
// The number of bones may vary, based on the detail level of
// the pedestrian model used. For example, some simulators will not include
//
// The number of bones may vary, based on the detail level of
// the pedestrian model used. For example, some simulators will not include
// detailed data about the hands of a pedestrian.
//
//
repeated Bone skeleton_data = 2;

//
// \brief Bones in the skeleton of the pedestrian.
//
// Each point represents a joint, or otherwise important point in the skeleton
// of a pedestrian. For example pelvis, knee or shoulder. The naming convention
// Each point represents a joint, or otherwise important point in the skeleton
// of a pedestrian. For example pelvis, knee or shoulder. The naming convention
// should be followed for identifying bones.
//
message Bone
{
// Bones are identified by their type, combined with which body side
// they are on.
//
// To properly identify the bones the pre-defined naming convention
//
// To properly identify the bones the pre-defined naming convention
// must be used.
//
// \image html OSI_SkeletonNamingConvention.svg
Expand All @@ -1135,27 +1135,27 @@ message MovingObject
// need to be defined in order to create a complete chain!
//
// If information about bones are missing, they may be left empty.
//
//
optional Type type = 1;

// Position of the bone.
//
// Reference System is the root, defined by bbcenter_to_root
// (\c PedestrianAttributes::bbcenter_to_root).
//
//
// Reference System is the root, defined by bbcenter_to_root
// (\c PedestrianAttributes::bbcenter_to_root).
//
optional Vector3d position = 2;

// Orientation of the bone.
//
// Reference System is the root, defined by bbcenter_to_root
// (\c PedestrianAttributes::bbcenter_to_root).
// Reference System is the root, defined by bbcenter_to_root
// (\c PedestrianAttributes::bbcenter_to_root).
//
optional Orientation3d orientation = 3;

// Orientation of the bone.
//
// Reference System is the root, defined by bbcenter_to_root
// (\c PedestrianAttributes::bbcenter_to_root).
// Reference System is the root, defined by bbcenter_to_root
// (\c PedestrianAttributes::bbcenter_to_root).
//
optional float length = 4;

Expand All @@ -1169,14 +1169,15 @@ message MovingObject
// The type of the bone.
//
// \note Bone of each type can be assigned, or left empty depending
// on the desired level of detail, or present data. However, if a bone is
// defined, all bones in the chain from that bone back to the root
// point must be defined to create a complete chain.
// on the desired level of detail, or present data. However, if a
// bone is defined, all bones in the chain from that bone back to
// the root point must be defined to create a complete chain.
//
// \image html OSI_PedestrianModelHierarchy.jpg
//
enum Type {
// Root point of the pedestrian. Defined by bbcenter_to_root
enum Type
{
// Root point of the pedestrian. Defined by bbcenter_to_root
// (\c PedestrianAttributes::bbcenter_to_root).
//
TYPE_ROOT = 0;
Expand Down Expand Up @@ -1244,7 +1245,7 @@ message MovingObject
// Bone defines the left shin.
//
TYPE_LOWER_LEG_L = 16;

// Bone defines the right shin.
//
TYPE_LOWER_LEG_R = 17;
Expand Down

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