pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/common/Material.cc

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2019-03-28 10:57:49 +08:00
/*
* Copyright (C) 2012 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.
*
*/
#include <boost/filesystem.hpp>
#include <algorithm>
#include <boost/lexical_cast.hpp>
#include "gazebo/common/SystemPaths.hh"
#include "gazebo/common/Material.hh"
#include "gazebo/common/Console.hh"
using namespace gazebo;
using namespace common;
unsigned int Material::counter = 0;
std::string Material::ShadeModeStr[SHADE_COUNT] = {"FLAT", "GOURAUD",
"PHONG", "BLINN"};
std::string Material::BlendModeStr[BLEND_COUNT] = {"ADD", "MODULATE",
"REPLACE"};
//////////////////////////////////////////////////
Material::Material()
{
this->name = "gazebo_material_" + boost::lexical_cast<std::string>(counter++);
this->blendMode = REPLACE;
this->shadeMode = GOURAUD;
this->transparency = 0;
this->shininess = 0;
this->ambient.Set(0.4, 0.4, 0.4, 1);
this->diffuse.Set(0.5, 0.5, 0.5, 1);
this->specular.Set(0, 0, 0, 1);
this->lighting = false;
this->dstBlendFactor = this->srcBlendFactor = 1.0;
}
//////////////////////////////////////////////////
Material::Material(const Color &_clr)
{
this->name = "gazebo_material_" + boost::lexical_cast<std::string>(counter++);
this->blendMode = REPLACE;
this->shadeMode = GOURAUD;
this->transparency = 0;
this->shininess = 0;
this->ambient = _clr;
this->diffuse = _clr;
this->lighting = false;
}
//////////////////////////////////////////////////
Material::~Material()
{
}
//////////////////////////////////////////////////
std::string Material::GetName() const
{
return this->name;
}
//////////////////////////////////////////////////
void Material::SetTextureImage(const std::string &_tex)
{
this->texImage = _tex;
}
//////////////////////////////////////////////////
void Material::SetTextureImage(const std::string &_tex,
const std::string &_resourcePath)
{
this->texImage = _resourcePath + "/" + _tex;
// If the texture image doesn't exist then try the next most likely path.
if (!boost::filesystem::exists(this->texImage))
{
this->texImage = _resourcePath + "/../materials/textures/" + _tex;
if (!boost::filesystem::exists(this->texImage))
{
this->texImage = SystemPaths::Instance()->FindFile(_tex);
if (!boost::filesystem::exists(this->texImage))
{
// this line is deprecated in gazebo8. A change in Material_TEST
// is necessary.
this->texImage = _resourcePath + "/../materials/textures/" + _tex;
gzerr << "Unable to find texture[" << _tex << "] in path["
<< _resourcePath << "]\n";
}
}
}
}
//////////////////////////////////////////////////
std::string Material::GetTextureImage() const
{
return this->texImage;
}
//////////////////////////////////////////////////
void Material::SetAmbient(const Color &_clr)
{
this->ambient = _clr;
}
//////////////////////////////////////////////////
Color Material::GetAmbient() const
{
return this->ambient;
}
//////////////////////////////////////////////////
void Material::SetDiffuse(const Color &_clr)
{
this->diffuse = _clr;
this->lighting = true;
}
//////////////////////////////////////////////////
Color Material::GetDiffuse() const
{
return this->diffuse;
}
//////////////////////////////////////////////////
void Material::SetSpecular(const Color &_clr)
{
this->specular = _clr;
this->lighting = true;
}
//////////////////////////////////////////////////
Color Material::GetSpecular() const
{
return this->specular;
}
//////////////////////////////////////////////////
void Material::SetEmissive(const Color &_clr)
{
this->emissive = _clr;
}
//////////////////////////////////////////////////
Color Material::GetEmissive() const
{
return this->emissive;
}
//////////////////////////////////////////////////
void Material::SetTransparency(double _t)
{
this->transparency = std::min(_t, 1.0);
this->transparency = std::max(this->transparency, 0.0);
this->lighting = true;
}
//////////////////////////////////////////////////
double Material::GetTransparency() const
{
return this->transparency;
}
//////////////////////////////////////////////////
void Material::SetShininess(double _s)
{
this->shininess = _s;
this->lighting = true;
}
//////////////////////////////////////////////////
double Material::GetShininess() const
{
return this->shininess;
}
//////////////////////////////////////////////////
void Material::SetBlendFactors(double _srcFactor, double _dstFactor)
{
this->srcBlendFactor = _srcFactor;
this->dstBlendFactor = _dstFactor;
}
//////////////////////////////////////////////////
void Material::GetBlendFactors(double &_srcFactor, double &_dstFactor)
{
_srcFactor = this->srcBlendFactor;
_dstFactor = this->dstBlendFactor;
}
//////////////////////////////////////////////////
void Material::SetBlendMode(BlendMode _b)
{
this->blendMode = _b;
}
//////////////////////////////////////////////////
Material::BlendMode Material::GetBlendMode() const
{
return this->blendMode;
}
//////////////////////////////////////////////////
void Material::SetShadeMode(ShadeMode _s)
{
this->shadeMode = _s;
}
//////////////////////////////////////////////////
Material::ShadeMode Material::GetShadeMode() const
{
return this->shadeMode;
}
//////////////////////////////////////////////////
void Material::SetPointSize(double _size)
{
this->pointSize = _size;
}
//////////////////////////////////////////////////
double Material::GetPointSize() const
{
return this->pointSize;
}
//////////////////////////////////////////////////
void Material::SetDepthWrite(bool _value)
{
this->depthWrite = _value;
}
//////////////////////////////////////////////////
bool Material::GetDepthWrite() const
{
return this->depthWrite;
}
//////////////////////////////////////////////////
void Material::SetLighting(bool _value)
{
this->lighting = _value;
}
//////////////////////////////////////////////////
bool Material::GetLighting() const
{
return this->lighting;
}