Gazebo Rendering
API Reference
9.3.0
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src
gz-rendering
include
gz
rendering
Utils.hh
Go to the documentation of this file.
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/*
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* Copyright (C) 2019 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_UTILS_HH_
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#define GZ_RENDERING_UTILS_HH_
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#include <vector>
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#include <memory>
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#include <
gz/math/Helpers.hh
>
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#include <
gz/math/AxisAlignedBox.hh
>
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#include <
gz/math/Vector2.hh
>
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#include <
gz/math/Vector3.hh
>
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#include <
gz/math/Pose3.hh
>
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#include "
gz/rendering/Camera.hh
"
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#include "gz/rendering/config.hh"
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#include "gz/rendering/Export.hh"
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#include "
gz/rendering/GraphicsAPI.hh
"
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#include "
gz/rendering/RayQuery.hh
"
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#include "
gz/rendering/Image.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 bracket to help doxygen filtering.
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inline
namespace
GZ_RENDERING_VERSION_NAMESPACE {
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//
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GZ_RENDERING_VISIBLE
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math::Vector3d
screenToScene
(
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const
math::Vector2i
&_screenPos,
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const
CameraPtr
&_camera,
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const
RayQueryPtr
&_rayQuery,
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float
_maxDistance = 10.0);
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GZ_RENDERING_VISIBLE
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math::Vector3d
screenToScene
(
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const
math::Vector2i
&_screenPos,
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const
CameraPtr
&_camera,
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const
RayQueryPtr
&_rayQuery,
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RayQueryResult
&_rayResult,
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float
_maxDistance = 10.0);
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GZ_RENDERING_VISIBLE
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math::Vector3d
screenToPlane
(
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const
math::Vector2i
&_screenPos,
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const
CameraPtr
&_camera,
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const
RayQueryPtr
&_rayQuery,
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const
float
_offset = 0.0);
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GZ_RENDERING_VISIBLE
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float
screenScalingFactor
();
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GZ_RENDERING_VISIBLE
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gz::math::AxisAlignedBox
transformAxisAlignedBox
(
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const
gz::math::AxisAlignedBox
&_box,
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const
gz::math::Pose3d
&_pose);
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GZ_RENDERING_VISIBLE
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gz::math::Matrix3d
projectionToCameraIntrinsic
(
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const
gz::math::Matrix4d
&_projectionMatrix,
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double
_width,
double
_height);
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GZ_RENDERING_VISIBLE
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Image
convertRGBToBayer
(
const
Image
&_image,
PixelFormat
_bayerFormat);
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GZ_RENDERING_VISIBLE
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GraphicsAPI
defaultGraphicsAPI
();
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}
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}
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}
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#endif