pxmlw6n2f/Gazebo_Distributed_MPI/gazebo/rendering/Visual.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 _GAZEBO_VISUAL_HH_
#define _GAZEBO_VISUAL_HH_
#include <boost/enable_shared_from_this.hpp>
#include <boost/function.hpp>
#include <string>
#include <utility>
#include <vector>
#include <sdf/sdf.hh>
#include "gazebo/common/Color.hh"
#include "gazebo/common/Mesh.hh"
#include "gazebo/common/Time.hh"
#include "gazebo/msgs/MessageTypes.hh"
#include "gazebo/math/Box.hh"
#include "gazebo/math/Pose.hh"
#include "gazebo/math/Quaternion.hh"
#include "gazebo/math/Vector3.hh"
#include "gazebo/rendering/RenderTypes.hh"
#include "gazebo/util/system.hh"
namespace Ogre
{
class MovableObject;
class SceneNode;
}
namespace gazebo
{
namespace rendering
{
class VisualPrivate;
/// \addtogroup gazebo_rendering
/// \{
/// \class Visual Visual.hh rendering/rendering.hh
/// \brief A renderable object
class GZ_RENDERING_VISIBLE Visual :
public std::enable_shared_from_this<Visual>
{
/// \brief Type of visual
public: enum VisualType
{
/// \brief Entity visual
VT_ENTITY,
/// \brief Model visual
VT_MODEL,
/// \brief Link visual
VT_LINK,
/// \brief Visual visual
VT_VISUAL,
/// \brief Collision visual
VT_COLLISION,
/// \brief Sensor visual
VT_SENSOR,
/// \brief GUI visual
VT_GUI,
/// \brief Physics data visual
VT_PHYSICS
};
/// \brief Constructor
/// \param[in] _name Name of the visual.
/// \param[in] _parent Parent of the visual.
/// \param[in] _useRTShader True if the visual should use the
/// real-time shader system (RTShader).
public: Visual(const std::string &_name, VisualPtr _parent,
bool _useRTShader = true);
/// \brief Constructor
/// \param[in] _name Name of the visual.
/// \param[in] _scene Scene containing the visual.
/// \param[in] _useRTShader True if the visual should use the
/// real-time shader system (RTShader).
public: Visual(const std::string &_name, ScenePtr _scene,
bool _useRTShader = true);
/// \brief Destructor
public: virtual ~Visual();
/// \brief Helper for the contructor
public: void Init();
/// \brief Helper for the destructor
public: virtual void Fini();
/// \brief Clone the visual with a new name.
/// \param[in] _name Name of the cloned Visual.
/// \param[in] _newParent Parent of the cloned Visual.
/// \return The visual.
public: VisualPtr Clone(const std::string &_name, VisualPtr _newParent);
/// \brief Load from a message.
/// \param[in] _msg A visual message.
public: void LoadFromMsg(ConstVisualPtr &_msg);
/// \brief Load the visual with a set of parameters.
/// \param[in] _sdf Load from an SDF element.
public: void Load(sdf::ElementPtr _sdf);
/// \brief Load the visual with default parameters.
public: virtual void Load();
/// \brief Update the visual.
public: void Update();
/// \brief Get the visual SDF. Note that visuals are abstract. This SDF
/// could be associated with a visual that represents a model, a link,
/// a visual (inside a link), or a visualization object
/// (e.g. LaserVisual). Therefore this SDF may store more fields than
/// actually used.
/// \return SDF of the visual.
public: sdf::ElementPtr GetSDF() const;
/// \brief Set the name of the visual
/// \param[in] _name Name of the visual
public: void SetName(const std::string &_name);
/// \brief Get the name of the visual.
/// \return The name of the visual.
public: std::string GetName() const;
/// \brief Attach a visual to this visual.
/// \param[in] _vis Visual to attach.
public: void AttachVisual(VisualPtr _vis);
/// \brief Detach a visual.
/// \param[in] _vis Visual to detach.
public: void DetachVisual(VisualPtr _vis);
/// \brief Detach a visual.
/// \param[in] _name Name of the visual to detach.
public: void DetachVisual(const std::string &_name);
/// \brief Attach a renerable object to the visual.
/// \param[in] _obj A movable object to attach to the visual.
public: void AttachObject(Ogre::MovableObject *_obj);
/// \brief Returns true if an object with _name is attached
/// \param[in] _name Name of an object to find.
public: bool HasAttachedObject(const std::string &_name);
/// \brief Return the number of attached movable objects.
/// \return The number of attached movable objects.
public: unsigned int GetAttachedObjectCount() const;
/// \brief Detach all objects.
public: void DetachObjects();
/// \brief Get the number of attached visuals.
/// \return The number of children.
public: unsigned int GetChildCount();
/// \brief Get an attached visual based on an index. Index should be
/// between 0 and Visual::GetChildCount.
/// \param[in] _index Index of the child to retreive.
/// \return Pointer to the child visual, NULL if index is invalid.
public: VisualPtr GetChild(unsigned int _index);
/// \brief Attach a mesh to this visual by name.
/// \param[in] _meshName Name of the mesh.
/// \param[in] _subMesh Name of the submesh. Empty string to use all
/// submeshes.
/// \param[in] _centerSubmesh True to center a submesh.
/// \param[in] _objName Name of the attached Object to put the mesh
/// onto.
public: Ogre::MovableObject *AttachMesh(const std::string &_meshName,
const std::string &_subMesh="",
bool _centerSubmesh = false,
const std::string &_objName="");
/// \brief Set the scale.
/// \param[in] _scale The scaling factor for the visual.
public: void SetScale(const math::Vector3 &_scale);
/// \brief Get the scale.
/// \return The scaling factor.
public: math::Vector3 GetScale();
/// \brief Get the scale of the visual as inherited from all parents.
/// \return The derived scaling factor.
public: ignition::math::Vector3d DerivedScale() const;
/// \brief Get whether or not lighting is enabled.
/// \return True if lighting is enabled.
public: bool GetLighting() const;
/// \brief Set whether or not to enable or disable lighting.
/// \param[in] _lighting True to enable lighting.
public: void SetLighting(bool _lighting);
/// \brief Set the material.
/// \param[in] _materialName The name of the material.
/// \param[in] _unique True to make the material unique, which
/// allows the material to change without changing materials that
/// originally had the same name.
/// \param[in] _cascade Whether to set this parameter in children too.
public: void SetMaterial(const std::string &_materialName,
bool _unique = true, const bool _cascade = true);
/// \brief Set a shader program parameter associated to this visual's
/// material
/// \param[in] _paramName Name of shader parameter
/// \param[in] _shaderType Type of shader. Supported types:
/// vertex, fragment
/// \param[in] _value Value to set the parameter to. The value string can
/// be a number (int, float) or a space delimited array of numbers
/// (floats). The value type must match the type defined in the shaders.
/// Note: Setting vec2/float2 params is only supported in ogre1.9+
public: void SetMaterialShaderParam(const std::string &_paramName,
const std::string &_shaderType, const std::string &_value);
/// \brief Set the ambient color of the visual.
/// \param[in] _color The ambient color.
/// \param[in] _cascade Whether to set this parameter in children too.
public: void SetAmbient(const common::Color &_color,
const bool _cascade = true);
/// \brief Set the diffuse color of the visual.
/// \param[in] _color Set the diffuse color.
/// \param[in] _cascade Whether to set this parameter in children too.
public: void SetDiffuse(const common::Color &_color,
const bool _cascade = true);
/// \brief Set the specular color of the visual.
/// \param[in] _color Specular color.
/// \param[in] _cascade Whether to set this parameter in children too.
public: void SetSpecular(const common::Color &_color,
const bool _cascade = true);
/// \brief Set the emissive value.
/// \param[in] _color The emissive color.
/// \param[in] _cascade Whether to set this parameter in children too.
public: virtual void SetEmissive(const common::Color &_color,
const bool _cascade = true);
/// \brief Get the ambient color of the visual.
/// \return Ambient color.
public: common::Color GetAmbient() const;
/// \brief Get the diffuse color of the visual.
/// \return Diffuse color.
public: common::Color GetDiffuse() const;
/// \brief Get the specular color of the visual.
/// \return Specular color.
public: common::Color GetSpecular() const;
/// \brief Get the emissive color of the visual.
/// \return Emissive color.
public: common::Color GetEmissive() const;
/// \brief Enable or disable wireframe for this visual.
/// \param[in] _show True to enable wireframe for this visual.
public: void SetWireframe(bool _show);
/// \brief Get whether wireframe is enabled for this visual.
/// \return True if wireframe is enabled for this visual.
public: bool Wireframe() const;
/// \brief Set the transparency of a single visual without calling
/// UpdateShaders.
/// \param[in] _sceneNode The target scene node.
private: void SetTransparencyInnerLoop(Ogre::SceneNode *_sceneNode);
/// \brief Set the transparency.
/// \param[in] _trans The transparency, between 0 and 1 where 0 is no
/// transparency.
public: void SetTransparency(float _trans);
/// \brief Get the transparency.
/// \return The transparency.
public: float GetTransparency();
/// \brief Get the transparency of the visual as inherited from all
/// parents.
/// \return The derived transparency.
public: float DerivedTransparency() const;
/// \brief Set whether to inherit transparency from parent
/// \param[in] _inherit True to inherit transparency.
public: void SetInheritTransparency(const bool _inherit);
/// \brief Get whether this visual inherits transparency from parent
/// \return True if the visual inherits transparency.
public: bool InheritTransparency() const;
/// \brief Set the visual to be visually highlighted. This is most
/// often used when an object is selected by a user via the GUI.
/// \param[in] _highlighted True to enable the highlighting.
public: virtual void SetHighlighted(bool _highlighted);
/// \brief Get whether or not the visual is visually highlighted. This is
/// most often means that an object is selected by a user via the GUI.
/// \return True if the visual is highlighted.
public: bool GetHighlighted() const;
/// \brief Get whether the visual casts shadows.
/// \return True if the visual casts shadows.
public: bool GetCastShadows() const;
/// \brief Set whether the visual should cast shadows.
/// \param[in] _shadows True to enable shadows.
public: void SetCastShadows(bool _shadows);
/// \brief Set whether the visual is visible.
/// \param[in] _visible set this node visible.
/// \param[in] _cascade setting this parameter in children too.
public: virtual void SetVisible(bool _visible, bool _cascade = true);
/// \brief Toggle whether this visual is visible.
public: void ToggleVisible();
/// \brief Get whether the visual is visible.
/// \return True if the visual is visible.
public: bool GetVisible() const;
/// \brief Set the position of the visual.
/// \param[in] _pos The position to set the visual to.
public: void SetPosition(const math::Vector3 &_pos);
/// \brief Set the rotation of the visual.
/// \param[in] _rot The rotation of the visual.
public: void SetRotation(const math::Quaternion &_rot);
/// \brief Set the pose of the visual.
/// \param[in] _pose The new pose of the visual.
public: void SetPose(const math::Pose &_pose);
/// \brief Get the position of the visual.
/// \return The visual's position.
public: math::Vector3 GetPosition() const;
/// \brief Get the rotation of the visual.
/// \return The visual's rotation.
public: math::Quaternion GetRotation() const;
/// \brief Get the pose of the visual.
/// \return The Visual's pose.
public: math::Pose GetPose() const;
/// \brief Get the initial relative pose of the visual.
/// \return The visual's initial relative pose.
public: ignition::math::Pose3d InitialRelativePose() const;
/// \brief Get the global pose of the node.
/// \return The pose in the world coordinate frame.
public: math::Pose GetWorldPose() const;
/// \brief Set the world pose of the visual.
/// \param[in] _pose Pose of the visual in the world coordinate frame.
public: void SetWorldPose(const math::Pose &_pose);
/// \brief Set the world linear position of the visual.
/// \param[in] _pose Position in the world coordinate frame.
public: void SetWorldPosition(const math::Vector3 &_pos);
/// \brief Set the world orientation of the visual
/// \param[in] _rot Rotation in the world coordinate frame.
public: void SetWorldRotation(const math::Quaternion &_rot);
/// \brief Return the scene Node of this visual entity.
/// \return The Ogre scene node.
public: Ogre::SceneNode *GetSceneNode() const;
/// \brief Make the visual objects static renderables.
public: void MakeStatic();
/// \brief Return true if the visual is a static geometry.
/// \return True if the visual is static.
public: bool IsStatic() const;
/// \brief Set one visual to track/follow another.
/// \param[in] _vis Visual to track.
public: void EnableTrackVisual(VisualPtr _vis);
/// \brief Disable tracking of a visual.
public: void DisableTrackVisual();
/// \brief Get the normal map.
/// \return The name of the normal map material.
public: std::string GetNormalMap() const;
/// \brief Set the normal map.
/// \param[in] _nmap Name of the normal map material.
public: void SetNormalMap(const std::string &_nmap);
/// \brief True on or off a ribbon trail.
/// \param[in] _value True to enable ribbon trail.
/// \param[in] _initialColor The initial color of the ribbon trail.
/// \param[in] _changeColor Color to change too as the trail grows.
public: void SetRibbonTrail(bool _value,
const common::Color &_initialColor,
const common::Color &_changeColor);
/// \brief Get the bounding box for the visual.
/// \return The bounding box in world coordinates.
public: math::Box GetBoundingBox() const;
/// \brief Add a line to the visual.
/// \param[in] _type The type of line to make.
/// \return A pointer to the new dynamic line.
public: DynamicLines *CreateDynamicLine(
RenderOpType _type = RENDERING_LINE_STRIP);
/// \brief Delete a dynamic line.
/// \param[in] _line Pointer to the line to delete.
public: void DeleteDynamicLine(DynamicLines *_line);
/// \brief Attach a vertex of a line to the position of the visual.
/// \param[in] _line Line to attach to this visual.
/// \param[in] _index Index of the line vertex to attach.
public: void AttachLineVertex(DynamicLines *_line,
unsigned int _index);
/// \brief Get the name of the material.
/// \return The name of the visual applied to this visual.
public: std::string GetMaterialName() const;
/// \brief Insert a mesh into Ogre.
/// \param[in] _meshName Name of the mesh to insert.
/// \param[in] _subMesh Name of the mesh within _meshName to insert.
/// \param[in] _centerSubmesh True to center the submesh.
public: void InsertMesh(const std::string &_meshName,
const std::string &_subMesh = "",
bool _centerSubmesh = false);
/// \brief Insert a mesh into Ogre.
/// \param[in] _mesh Pointer to the mesh to insert.
/// \param[in] _subMesh Name of the mesh within _meshName to insert.
/// \param[in] _centerSubmesh True to center the submesh.
public: static void InsertMesh(const common::Mesh *_mesh,
const std::string &_subMesh = "",
bool _centerSubmesh = false);
/// \brief Update a visual based on a message.
/// \param[in] _msg The visual message.
public: void UpdateFromMsg(ConstVisualPtr &_msg);
/// \brief Return true if the visual is a plane
/// \return True if a plane.
public: bool IsPlane() const;
/// \brief Get the parent visual, if one exists.
/// \return Pointer to the parent visual, NULL if no parent.
public: VisualPtr GetParent() const;
/// \brief Get the root visual
/// \return The root visual, which is one level below the world
/// visual.
public: VisualPtr GetRootVisual();
/// \brief Get the nth ancestor counting from the world visual.
/// GetNthAncestor(0) returns the world visual. GetNthAncestor(1) returns
/// the RootVisual. GetNthAncestor(2) returns the ancestor which is a
/// child of the root visual and so on.
/// \param[in] _n Depth of the ancestor.
/// \return The nth ancestor counting from the world.
public: VisualPtr GetNthAncestor(unsigned int _n);
/// \brief Check if this visual is an ancestor of another visual.
/// \param[in] _visual The other visual.
/// \return True if this visual is an ancestor.
public: bool IsAncestorOf(const rendering::VisualPtr _visual) const;
/// \brief Check if this visual is a descendant of another visual.
/// \param[in] _visual The other visual.
/// \return True if this visual is a descendant.
public: bool IsDescendantOf(const rendering::VisualPtr _visual) const;
/// \brief Get the depth of this visual, where 0 is the depth of the
/// world visual.
/// \return This visual's depth.
public: unsigned int GetDepth() const;
/// \brief Get the shader type.
/// \return String of the shader type: "vertex", "pixel",
/// "normal_map_object_space", "normal_map_tangent_space".
public: std::string GetShaderType() const;
/// \brief Set the shader type for the visual's material.
/// \param[in] _type Shader type string: "vertex", "pixel",
/// "normal_map_object_space", "normal_map_tangent_space".
public: void SetShaderType(const std::string &_type);
/// \brief Move to a pose and over a given time.
/// \param[in] _pose Pose the visual will end at.
/// \param[in] _time Time it takes the visual to move to the pose.
public: void MoveToPosition(const math::Pose &_pose, double _time);
/// \brief Move to a series of pose and over a given time.
/// \param[in] _poses Series of poses the visual will move to.
/// \param[in] _time Time it takes the visual to move to the pose.
/// \param[in] _onComplete Callback used when the move is complete.
public: void MoveToPositions(const std::vector<math::Pose> &_pts,
double _time,
boost::function<void()> _onComplete = NULL);
/// \brief Set visibility flags for this visual and all children.
/// \param[in] _flags The visiblity flags.
/// \sa GZ_VISIBILITY_ALL
/// \sa GZ_VISIBILITY_GUI
/// \sa GZ_VISIBILITY_SELECTABLE
public: void SetVisibilityFlags(uint32_t _flags);
/// \brief Get visibility flags for this visual and all children.
/// \return The visiblity flags.
/// \sa GZ_VISIBILITY_ALL
/// \sa GZ_VISIBILITY_GUI
/// \sa GZ_VISIBILITY_SELECTABLE
public: uint32_t GetVisibilityFlags();
/// \brief Display the bounding box visual.
public: void ShowBoundingBox();
/// \brief Display the collision visuals
/// \param[in] _show True to show visuals labeled as collision
/// objects.
public: void ShowCollision(bool _show);
/// \brief Display the skeleton visuals.
/// \param[in] _show True to show skeleton visuals.
public: void ShowSkeleton(bool _show);
/// \brief Set current scene.
/// \param[in] _scene Pointer to the scene.
public: void SetScene(ScenePtr _scene);
/// \brief Get current.
/// \return Pointer to the scene.
public: ScenePtr GetScene() const;
/// \brief Display joint visuals.
/// \param[in] _show True to show joint visualizations.
public: void ShowJoints(bool _show);
/// \brief Display Center of Mass visuals.
/// \param[in] _show True to show center of mass visualizations.
public: void ShowCOM(bool _show);
/// \brief Display inertia visuals.
/// \param[in] _show True to show inertia visualizations.
public: void ShowInertia(bool _show);
/// \brief Display link frame visuals.
/// \param[in] _show True to show link frame visualizations.
public: void ShowLinkFrame(bool _show);
/// \brief Set animation skeleton pose.
/// \param[in] _pose Skelton message
public: void SetSkeletonPose(const msgs::PoseAnimation &_pose);
/// \brief Load a plugin
/// \param _filename The filename of the plugin
/// \param _name A unique name for the plugin
/// \param _sdf The SDF to pass into the plugin.
public: void LoadPlugin(const std::string &_filename,
const std::string &_name,
sdf::ElementPtr _sdf);
/// \brief Remove a running plugin
/// \param _name The unique name of the plugin to remove
public: void RemovePlugin(const std::string &_name);
/// \brief Get the id associated with this visual
public: uint32_t GetId() const;
/// \brief Set the id associated with this visual
public: void SetId(uint32_t _id);
/// \brief Get the geometry type.
/// \return Type of geometry in string.
public: std::string GetGeometryType() const;
/// \brief Get the geometry size.
/// \return Size of geometry.
public: ignition::math::Vector3d GetGeometrySize() const;
/// \brief The name of the mesh set in the visual's SDF.
/// \return Name of the mesh.
public: std::string GetMeshName() const;
/// \brief Get the name of the sub mesh set in the visual's SDF.
/// \return Name of the submesh. Empty string if no submesh is
/// specified.
public: std::string GetSubMeshName() const;
/// \brief Clear parents.
public: void ClearParent();
/// \brief Toggle layer visibility. If the visual is
/// on the specified layer its visibility will be toggled.
/// \param[in] _layer Index of the layer to toggle.
public: void ToggleLayer(const int32_t _layer);
/// \brief Get type of visual.
/// \return Visual type.
public: Visual::VisualType GetType() const;
/// \brief Set type of visual.
/// \param[in] _type Visual type.
public: void SetType(const Visual::VisualType _type);
/// \brief Get whether this visual uses RT shader system.
/// \return True if RT shader is used.
public: bool UseRTShader() const;
/// \brief Set a message specific for this visual type. For example, a
/// link visual will have a link message.
/// \param[in] _msg Message for this visual.
public: void SetTypeMsg(const google::protobuf::Message *_msg);
/// \brief Push a message for a child of this visual which hasn't been
/// loaded yet.
/// \param[in] _pair Pair with the child visual type and the message for
/// the child.
public: void AddPendingChild(std::pair<VisualType,
const google::protobuf::Message *> _pair);
/// \brief Convert from msgs::Visual::Type to VisualType.
/// \param[in] _type A msgs::Visual::Type enum.
/// \return VisualType enum.
public: static Visual::VisualType ConvertVisualType(
const msgs::Visual::Type &_type);
/// \brief Convert from msgs::Visual::Type to VisualType.
/// \param[in] _type VisualType enum.
/// \return A msgs::Visual::Type enum.
public: static msgs::Visual::Type ConvertVisualType(
const Visual::VisualType &_type);
/// \internal
/// \brief Constructor used by inherited classes
/// \param[in] _dataPtr Pointer to private data.
/// \param[in] _name Name of the visual.
/// \param[in] _parent Parent of the visual.
/// \param[in] _useRTShader True if the visual should use the
/// real-time shader system (RTShader).
protected: Visual(VisualPrivate &_dataPtr,
const std::string &_name, VisualPtr _parent,
bool _useRTShader = true);
/// \internal
/// \brief Constructor used by inherited classes
/// \param[in] _dataPtr Pointer to private data.
/// \param[in] _name Name of the visual.
/// \param[in] _scene Scene containing the visual.
/// \param[in] _useRTShader True if the visual should use the
/// real-time shader system (RTShader).
protected: Visual(VisualPrivate &_dataPtr,
const std::string &_name, ScenePtr _scene,
bool _useRTShader = true);
/// \brief Helper function for initializing the visual with a scene as
/// its parent.
/// \param[in] _name Name of the visual.
/// \param[in] _scene Scene containing the visual.
/// \param[in] _useRTShader True if the visual should use the
/// real-time shader system (RTShader).
private: void Init(const std::string &_name, ScenePtr _scene,
bool _useRTShader);
/// \brief Helper function for initializing the visual with a visual as
/// its parent.
/// \param[in] _name Name of the visual.
/// \param[in] _scene Scene containing the visual.
/// \param[in] _useRTShader True if the visual should use the
/// real-time shader system (RTShader).
private: void Init(const std::string &_name, VisualPtr _parent,
bool _useRTShader);
/// \brief Load all plugins
/// Load all plugins specified in the SDF for the model.
private: void LoadPlugins();
private: void LoadPlugin(sdf::ElementPtr _sdf);
/// \brief Helper function to get the bounding box for a visual.
/// \param[in] _node Pointer to the Ogre Node to process.
/// \param[in] _box Current bounding box information.
private: void GetBoundsHelper(Ogre::SceneNode *_node,
math::Box &_box) const;
/// \brief Return true if the submesh should be centered.
/// \return True if the submesh should be centered when it's inserted
/// into OGRE.
private: bool GetCenterSubMesh() const;
/// \brief Destroy all the movable objects attached to a scene node.
/// \param[in] _sceneNode Pointer to the scene node to process.
private: void DestroyAllAttachedMovableObjects(
Ogre::SceneNode *_sceneNode);
/// \brief Helper function to update the geometry object size based on
/// the scale of the visual.
/// \param[in] _scale Scale of visual
private: void UpdateGeomSize(const ignition::math::Vector3d &_scale);
/// \brief Helper function to update the transparency of the visual
/// \param[in] _cascade True to update the children's transparency too.
private: void UpdateTransparency(const bool _cascade = true);
/// \internal
/// \brief Pointer to private data.
protected: VisualPrivate *dataPtr;
};
/// \}
}
}
#endif