pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/SelectionObj.hh

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/*
* 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.
*
*/
#ifndef _SELECTIONOBJ_HH_
#define _SELECTIONOBJ_HH_
#include <string>
#include "gazebo/rendering/RenderTypes.hh"
#include "gazebo/util/system.hh"
namespace gazebo
{
namespace rendering
{
/// \addtogroup gazebo_rendering
/// \{
/// \class SelectionObj SelectionObj.hh
/// \brief Interactive selection object for models and links
class GZ_RENDERING_VISIBLE SelectionObj : public Visual
{
/// \enum Manipulation modes
/// \brief Unique identifiers for manipulation modes.
public: enum SelectionMode
{
/// \brief Translation in x
SELECTION_NONE = 0,
/// \brief Translation mode
TRANS,
/// \brief Rotation mode
ROT,
/// \brief Scale mode
SCALE,
/// \brief Translation in x
TRANS_X,
/// \brief Translation in y
TRANS_Y,
/// \brief Translation in z
TRANS_Z,
/// \brief Rotation in x
ROT_X,
/// \brief Rotation in y
ROT_Y,
/// \brief Rotation in z
ROT_Z,
/// \brief Scale in x
SCALE_X,
/// \brief Scale in y
SCALE_Y,
/// \brief Scale in z
SCALE_Z
};
/// \brief Constructor
/// \param[in] _name Name of selection object.
/// \param[in] _vis Parent visual that the selection object is
/// attached to.
public: SelectionObj(const std::string &_name, VisualPtr _vis);
/// \brief Deconstructor
public: virtual ~SelectionObj();
/// \brief Load
public: void Load();
// Documentation inherited.
public: virtual void Fini();
/// \brief Attach the selection object to the given visual
/// \param[in] _vis Pointer to visual to which the selection object
/// will be attached.
public: void Attach(rendering::VisualPtr _vis);
/// \brief Detach the selection object from the current visual.
public: void Detach();
/// \brief Set the manipulation mode.
/// \param[in] _mode Manipulation mode in string: translate rotate, scale.
public: void SetMode(const std::string &_mode);
/// \brief Set the selection mode.
/// \_name Selection mode: TRANS, ROT, SCALE.
public: void SetMode(SelectionMode _mode);
/// \brief Set state by highlighting the corresponding selection object
/// visual.
/// \param[in] _state Selection state in string format.
public: void SetState(const std::string &_state);
/// \brief Set state by highlighting the corresponding selection object
/// visual.
/// \param[in] _state Selection state.
/// \sa SelectionMode
public: void SetState(SelectionMode _state);
/// \brief Get the current selection state.
public: SelectionMode GetState();
/// \brief Get the current selection mode.
public: SelectionMode GetMode();
/// \brief Set selection object to ignore local transforms.
/// \param[in] _global True to set the visuals to be in global frame.
public: void SetGlobal(bool _global);
/// \brief Update selection object size to match the parent visual.
public: void UpdateSize();
/// \brief Set the visibility for a specific handle or handle group.
/// \param[in] _mode Manipulation mode corresponding to the handle.
/// \param[in] _visible Whether to show or not.
public: void SetHandleVisible(SelectionMode _mode, bool _visible);
/// \brief Get the visibility for a specific handle. If a handle group
/// is specified, the X component's visibility is returned.
/// \param[in] _mode Manipulation mode corresponding to the handle.
/// \return Whether it is visible or not.
public: bool GetHandleVisible(SelectionMode _mode) const;
/// \brief Set the material for a specific handle or handle group.
/// \param[in] _mode Manipulation mode corresponding to the handle.
/// \param[in] _material Material name.
/// \param[in] _unique True to make the material unique, which
/// allows the material to change without changing materials that
/// originally had the same name.
public: void SetHandleMaterial(SelectionMode _mode, const std::string
&_material, bool _unique = true);
/// \brief Helper function to create scale visuals.
private: void CreateScaleVisual();
/// \brief Helper function to create rotate visuals.
private: void CreateRotateVisual();
/// \brief Helper function to create translate visuals.
private: void CreateTranslateVisual();
};
/// \}
}
}
#endif