Gazebo Rendering
API Reference
8.2.1
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src
gz-rendering
include
gz
rendering
Light.hh
Go to the documentation of this file.
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/*
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* Copyright (C) 2015 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef GZ_RENDERING_LIGHT_HH_
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#define GZ_RENDERING_LIGHT_HH_
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#include "gz/math/Color.hh"
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#include "gz/rendering/config.hh"
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#include "
gz/rendering/Node.hh
"
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namespace
gz
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{
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namespace
rendering
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{
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inline
namespace
GZ_RENDERING_VERSION_NAMESPACE {
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//
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class
GZ_RENDERING_VISIBLE
Light
:
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public
virtual
Node
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{
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public
:
virtual
~Light
();
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public
:
virtual
math::Color
DiffuseColor
()
const
= 0;
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public
:
virtual
void
SetDiffuseColor
(
double
_r,
double
_g,
double
_b,
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double
_a = 1.0) = 0;
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public
:
virtual
void
SetDiffuseColor
(
const
math::Color
&_color) = 0;
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public
:
virtual
math::Color
SpecularColor
()
const
= 0;
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public
:
virtual
void
SetSpecularColor
(
double
_r,
double
_g,
double
_b,
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double
_a = 1.0) = 0;
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public
:
virtual
void
SetSpecularColor
(
const
math::Color
&_color) = 0;
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public
:
virtual
double
AttenuationConstant
()
const
= 0;
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public
:
virtual
void
SetAttenuationConstant
(
double
_value) = 0;
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public
:
virtual
double
AttenuationLinear
()
const
= 0;
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public
:
virtual
void
SetAttenuationLinear
(
double
_value) = 0;
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public
:
virtual
double
AttenuationQuadratic
()
const
= 0;
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public
:
virtual
void
SetAttenuationQuadratic
(
double
_value) = 0;
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public
:
virtual
double
AttenuationRange
()
const
= 0;
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public
:
virtual
void
SetAttenuationRange
(
double
_range) = 0;
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public
:
virtual
bool
CastShadows
()
const
= 0;
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public
:
virtual
void
SetCastShadows
(
bool
_castShadows) = 0;
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public
:
virtual
double
Intensity
()
const
= 0;
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public
:
virtual
void
SetIntensity
(
double
_intensity) = 0;
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};
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class
GZ_RENDERING_VISIBLE
DirectionalLight
:
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public
virtual
Light
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{
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public
:
virtual
~DirectionalLight
();
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public
:
virtual
math::Vector3d
Direction
()
const
= 0;
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public
:
virtual
void
SetDirection
(
double
_x,
double
_y,
double
_z) = 0;
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public
:
virtual
void
SetDirection
(
const
math::Vector3d
&_dir) = 0;
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};
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class
GZ_RENDERING_VISIBLE
PointLight
:
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public
virtual
Light
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{
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public
:
virtual
~PointLight
();
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};
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class
GZ_RENDERING_VISIBLE
SpotLight
:
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public
virtual
Light
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{
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public
:
virtual
~SpotLight
();
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public
:
virtual
math::Vector3d
Direction
()
const
= 0;
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public
:
virtual
void
SetDirection
(
double
_x,
double
_y,
double
_z) = 0;
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public
:
virtual
void
SetDirection
(
const
math::Vector3d
&_dir) = 0;
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public
:
virtual
math::Angle
InnerAngle
()
const
= 0;
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public
:
virtual
void
SetInnerAngle
(
double
_radians) = 0;
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public
:
virtual
void
SetInnerAngle
(
const
math::Angle
&_angle) = 0;
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public
:
virtual
math::Angle
OuterAngle
()
const
= 0;
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public
:
virtual
void
SetOuterAngle
(
double
_radians) = 0;
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public
:
virtual
void
SetOuterAngle
(
const
math::Angle
&_angle) = 0;
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public
:
virtual
double
Falloff
()
const
= 0;
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public
:
virtual
void
SetFalloff
(
double
_falloff) = 0;
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};
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}
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}
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}
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#endif