pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/gui/model/ModelData.hh

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/*
* Copyright (C) 2013 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#ifndef _GAZEBO_MODEL_DATA_HH_
#define _GAZEBO_MODEL_DATA_HH_
#include <map>
#include <string>
#include <vector>
#include "gazebo/rendering/Visual.hh"
#include "gazebo/gui/model/LinkInspector.hh"
namespace boost
{
class recursive_mutex;
}
namespace gazebo
{
namespace gui
{
class LinkInspector;
class ModelPluginInspector;
class GZ_GUI_VISIBLE ModelData
{
/// \brief Get a template SDF string of a simple model.
/// \return Template SDF string of a simple model.
public: static std::string GetTemplateSDFString();
/// \brief Get the default transparency setting for entities in model
/// editor.
public: static double GetEditTransparency();
/// \internal
/// \brief Update visual's render group. This is needed to fix an
/// alpha compositing issue in ogre when transparent objects overlap.
/// \param[in] _visual Visual to update
public: static void UpdateRenderGroup(rendering::VisualPtr _visual);
};
/// \brief Helper class to store nested models data.
class GZ_GUI_VISIBLE NestedModelData
{
/// \brief Set the name of the model.
/// \param[in] _name Name of model.
public: void SetName(const std::string &_name);
/// \brief Set the pose of the model.
/// \param[in] _pose Pose of model.
public: void SetPose(const ignition::math::Pose3d &_pose);
/// \brief Get the pose of the nested model.
/// \return Pose of nested model.
public: ignition::math::Pose3d Pose() const;
/// \brief Get the depth of the nested model. The root model has depth 1.
/// \return Depth of nested model. Returns -1 if depth cannot be found.
public: int Depth() const;
/// \brief SDF representing the model data.
public: sdf::ElementPtr modelSDF;
/// \brief Visual representing this model.
public: rendering::VisualPtr modelVisual;
/// \brief Models inside this model
public: std::map<std::string, rendering::VisualWeakPtr> models;
/// \brief Links inside this model
public: std::map<std::string, rendering::VisualWeakPtr> links;
};
/// \class LinkData LinkData.hh
/// \brief Helper class to store link data
class GZ_GUI_VISIBLE LinkData : public QObject
{
Q_OBJECT
/// \brief Constructor
public: LinkData();
/// \brief Destructor
public: ~LinkData();
/// \brief Get the link visual.
/// \return Link visual pointer.
public: rendering::VisualPtr LinkVisual() const;
/// \brief Set the link visual.
/// \param[in] Link visual pointer.
public: void SetLinkVisual(rendering::VisualPtr _linkVisual);
/// \brief Get the name of the link.
/// \return Name of link.
public: std::string GetName() const;
/// \brief Set the name of the link.
/// \param[in] _name Name of link.
public: void SetName(const std::string &_name);
/// \brief Get the pose of the link.
/// \return Pose of link.
public: ignition::math::Pose3d Pose() const;
/// \brief Set the pose of the link.
/// \param[in] _pose Pose of link.
public: void SetPose(const ignition::math::Pose3d &_pose3d);
/// \brief Load the link with data from SDF.
/// \param[in] _sdf Link SDF element.
public: void Load(sdf::ElementPtr _sdf);
/// \brief Get the scale of the link.
/// \return Scale of link.
public: ignition::math::Vector3d Scale() const;
/// \brief Set the scale of the link.
/// \param[in] _scale Scale of link.
public: void SetScale(const ignition::math::Vector3d &_scale);
/// \brief Add a visual to the link.
/// \param[in] _visual Visual to be added.
public: void AddVisual(rendering::VisualPtr _visual);
/// \brief Add a collision to the link.
/// \param[in] _collisionVis Visual representing the collision.
/// \param[in] _msg Optional message containing collision params.
public: void AddCollision(rendering::VisualPtr _collisionVis,
const msgs::Collision *_msg = NULL);
/// \brief Update the inspector widget if necessary.
public: void UpdateConfig();
/// \brief Clone the link data.
/// \param[in] _newName Name to give to the cloned link.
/// \return A clone of this link data.
public: LinkData *Clone(const std::string &_newName);
/// \brief Show or hide collision visuals.
/// \param[in] _show True to show, false to hide.
public slots: void ShowCollisions(const bool _show);
/// \brief Show or hide visual visuals.
/// \param[in] _show True to show, false to hide.
public slots: void ShowVisuals(const bool _show);
/// \brief Show or hide link frame visuals.
/// \param[in] _show True to show, false to hide.
public slots: void ShowLinkFrame(const bool _show);
/// \brief Update callback on PreRender.
private: void Update();
/// \brief Apply inspector configurations.
/// \return True if successful.
private: bool Apply();
/// \brief Qt Callback when link inspector configurations are to be
/// applied and inspector should be closed.
private slots: void OnAccept();
/// \brief Qt Callback when link inspector configurations are to be
/// applied.
private slots: void OnApply();
/// \brief Qt callback when a new visual is to be added.
/// \param[in] _name Name of visual.
private slots: void OnAddVisual(const std::string &_name);
/// \brief Qt callback when a new collision is to be added.
/// \param[in] _name Name of collision.
private slots: void OnAddCollision(const std::string &_name);
/// \brief Qt callback when a visual is to be removed.
/// \param[in] _name Name of visual.
private slots: void OnRemoveVisual(const std::string &_name);
/// \brief Qt callback when a collision is to be removed.
/// \param[in] _name Name of collision.
private slots: void OnRemoveCollision(const std::string &_name);
/// \brief Qt callback when a collision is to be shown/hidden.
/// \param[in] _show True to show.
/// \param[in] _name Name of collision.
private slots: void OnShowCollision(const bool _show,
const std::string &_name);
/// \brief Qt callback when a visual is to be shown/hidden.
/// \param[in] _show True to show.
/// \param[in] _name Name of visual.
private slots: void OnShowVisual(const bool _show,
const std::string &_name);
/// \brief Qt callback when the inspector is opened.
private slots: void OnInspectorOpened();
/// \brief All the event connections.
private: std::vector<event::ConnectionPtr> connections;
/// \brief Mutex to protect visual and collision update messages.
private: boost::recursive_mutex *updateMutex;
/// \brief SDF representing the link data.
public: sdf::ElementPtr linkSDF;
/// \brief mass.
private: double mass;
/// \brief Inertia ixx.
private: double inertiaIxx;
/// \brief Inertia iyy.
private: double inertiaIyy;
/// \brief Inertia izz.
private: double inertiaIzz;
/// \brief Scale of link.
public: ignition::math::Vector3d scale;
/// \brief Visual representing this link.
private: rendering::VisualPtr linkVisual;
/// \brief Visuals of the link.
public: std::map<rendering::VisualPtr, msgs::Visual> visuals;
/// \brief Deleted visuals of the link.
public: std::map<rendering::VisualPtr, msgs::Visual> deletedVisuals;
/// \brief Msgs for updating visuals.
public: std::vector<msgs::Visual *> visualUpdateMsgs;
/// \brief Msgs for updating collision visuals.
public: std::vector<msgs::Collision *> collisionUpdateMsgs;
/// \brief Collisions of the link.
public: std::map<rendering::VisualPtr, msgs::Collision> collisions;
/// \brief Deleted collisions of the link.
public: std::map<rendering::VisualPtr, msgs::Collision> deletedCollisions;
/// \brief Link frame visual.
public: rendering::LinkFrameVisualPtr linkFrameVis;
/// \brief Inspector for configuring link properties.
public: LinkInspector *inspector;
/// \brief Flag set to true if this is a link of a nested model.
public: bool nested;
/// \brief True if all collisions are currently visible, false otherwise.
public: bool showCollisions = true;
/// \brief True if all visuals are currently visible, false otherwise.
public: bool showVisuals = true;
/// \brief True if all link frames are currently visible, false otherwise.
public: bool showLinkFrame = true;
};
/// \brief Helper class to store model plugin data
class GZ_GUI_VISIBLE ModelPluginData : public QObject
{
Q_OBJECT
/// \brief Constructor
public: ModelPluginData();
/// \brief Destructor
public: ~ModelPluginData();
/// \brief Load data from the plugin SDF
/// \param[in] _pluginElem SDF element.
public: void Load(sdf::ElementPtr _pluginElem);
/// \brief Inspector for configuring model plugin properties.
public: ModelPluginInspector *inspector;
/// \brief SDF representing the model plugin data.
public: sdf::ElementPtr modelPluginSDF;
};
}
}
#endif