Gazebo Rendering
API Reference
8.2.1
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src
gz-rendering
include
gz
rendering
Mesh.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_MESH_HH_
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#define GZ_RENDERING_MESH_HH_
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#include <map>
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#include <string>
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#include <unordered_map>
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#include <gz/math/Matrix4.hh>
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#include "gz/rendering/config.hh"
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#include "
gz/rendering/Geometry.hh
"
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#include "
gz/rendering/MeshDescriptor.hh
"
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#include "
gz/rendering/Object.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
Mesh
:
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public
virtual
Geometry
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{
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public
:
virtual
~Mesh
();
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public
:
virtual
bool
HasSkeleton
()
const
= 0;
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public
:
virtual
std::map<std::string, math::Matrix4d>
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SkeletonLocalTransforms
()
const
= 0;
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public
:
virtual
void
SetSkeletonLocalTransforms
(
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const
std::map<std::string, math::Matrix4d>
&_tfs) = 0;
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public
:
virtual
std::unordered_map<std::string, float>
SkeletonWeights
()
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const
= 0;
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public
:
virtual
void
SetSkeletonWeights
(
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const
std::unordered_map<std::string, float>
&_weights) = 0;
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public
:
virtual
void
SetSkeletonAnimationEnabled
(
const
std::string
&_name,
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bool
_enabled,
bool
_loop =
true
,
float
_weight = 1.0) = 0;
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public
:
virtual
bool
SkeletonAnimationEnabled
(
const
std::string
&_name)
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const
= 0;
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public
:
virtual
void
UpdateSkeletonAnimation
(
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std::chrono::steady_clock::duration _time) = 0;
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public
:
virtual
unsigned
int
SubMeshCount
()
const
= 0;
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public
:
virtual
bool
HasSubMesh
(
ConstSubMeshPtr
_subMesh)
const
= 0;
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public
:
virtual
bool
HasSubMeshName
(
const
std::string
&_name)
const
= 0;
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public
:
virtual
SubMeshPtr
SubMeshByName
(
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const
std::string
&_name)
const
= 0;
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public
:
virtual
SubMeshPtr
SubMeshByIndex
(
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unsigned
int
_index)
const
= 0;
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public
:
virtual
void
SetDescriptor
(
const
MeshDescriptor
&_desc) = 0;
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public
:
virtual
const
MeshDescriptor
&
Descriptor
()
const
= 0;
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};
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class
GZ_RENDERING_VISIBLE
SubMesh
:
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public
virtual
Object
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{
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public
:
virtual
~SubMesh
();
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public
:
virtual
MaterialPtr
Material
()
const
= 0;
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public
:
virtual
void
SetMaterial
(
const
std::string
&_name,
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bool
_unique =
true
) = 0;
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public
:
virtual
void
SetMaterial
(
MaterialPtr
_material,
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bool
_unique =
true
) = 0;
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};
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}
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}
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}
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#endif