117 lines
4.1 KiB
C++
117 lines
4.1 KiB
C++
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/*
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* Copyright (C) 2014 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 _GAZEBO_MODEL_SNAP_HH_
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#define _GAZEBO_MODEL_SNAP_HH_
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#include <string>
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#include <vector>
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#include "gazebo/common/MouseEvent.hh"
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#include "gazebo/common/KeyEvent.hh"
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#include "gazebo/math/Pose.hh"
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#include "gazebo/rendering/RenderTypes.hh"
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#include "gazebo/common/SingletonT.hh"
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#include "gazebo/util/system.hh"
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namespace gazebo
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{
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namespace gui
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{
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class ModelSnapPrivate;
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/// \class ModelSnap ModelSnap.hh gui/Gui.hh
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/// \brief A gui tool for snapping one model to another.
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class GZ_GUI_VISIBLE ModelSnap : public SingletonT<ModelSnap>
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{
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/// \brief Constructor
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private: ModelSnap();
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/// \brief Destructor
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private: virtual ~ModelSnap();
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/// \brief Initialize the model snapping tool.
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public: void Init();
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/// \brief Clear the model snapping tool. This explicity cleans up the
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/// internal state of the singleton and prepares it for exit.
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public: void Clear();
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/// \brief Reset the model snapping tool.
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public: void Reset();
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/// \brief Clean up the model snap tool.
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public: void Fini();
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/// \brief Calculate the translation and rotation needed to snap the
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/// centroid of a mesh triangle of a visual to another, taking into
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/// account any pose offsets.
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/// \param[in] _triangleSrc vertices of target triangle being snapped to.
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/// \param[in] _triangleDest vertices of the other triangle that will be
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/// moved.
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/// \param[in] _visualSrc Visual being moved by the snap action.
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public: void Snap(const std::vector<math::Vector3> &_triangleSrc,
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const std::vector<math::Vector3> &_triangleDest,
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rendering::VisualPtr _visualSrc);
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/// \brief Calculate the translation and rotation needed to snap the
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/// centroid of a mesh triangle of a visual to another, taking into
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/// account any pose offsets.
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/// \param[in] _triangleSrc vertices of target triangle being snapped to.
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/// \param[in] _triangleDest vertices of the other triangle that will be
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/// moved.
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/// \param[in] _poseSrc Pose offset of triangleB relative to its model
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/// visual.
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/// \param[out] _trans Translation output.
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/// \param[out] _rotation Rotation output.
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public: void GetSnapTransform(
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const std::vector<math::Vector3> &_triangleSrc,
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const std::vector<math::Vector3> &_triangleDest,
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const math::Pose &_poseSrc, math::Vector3 &_trans,
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math::Quaternion &_rot);
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/// \brief Process an object translate mouse press event.
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/// \param[in] _event Mouse event.
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public: void OnMousePressEvent(const common::MouseEvent &_event);
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/// \brief Process an object translate mouse move event.
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/// \param[in] _event Mouse event.
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public: void OnMouseMoveEvent(const common::MouseEvent &_event);
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/// \brief Process an object translate mouse release event.
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/// \param[in] _event Mouse event.
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public: void OnMouseReleaseEvent(const common::MouseEvent &_event);
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/// \brief Publish visual's pose to the server
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/// \param[in] _vis Pointer to the visual whose pose is to be published.
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private: void PublishVisualPose(rendering::VisualPtr _vis);
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/// \brief Update the visual representation of the snap spot.
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private: void Update();
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/// \brief This is a singleton class.
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private: friend class SingletonT<ModelSnap>;
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/// \internal
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/// \brief Pointer to private data.
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private: ModelSnapPrivate *dataPtr;
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};
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}
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}
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#endif
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