705 lines
21 KiB
C++
705 lines
21 KiB
C++
/*
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* Copyright (C) 2012 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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#include "gazebo/rendering/ogre_gazebo.h"
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#include "gazebo/msgs/msgs.hh"
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#include "gazebo/common/Events.hh"
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#include "gazebo/common/Exception.hh"
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#include "gazebo/common/Console.hh"
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#include "gazebo/rendering/Scene.hh"
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#include "gazebo/rendering/DynamicLines.hh"
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#include "gazebo/rendering/Visual.hh"
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#include "gazebo/rendering/Light.hh"
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#include "gazebo/rendering/LightPrivate.hh"
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using namespace gazebo;
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using namespace rendering;
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unsigned int LightPrivate::lightCounter = 0;
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//////////////////////////////////////////////////
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Light::Light(ScenePtr _scene)
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: dataPtr(new LightPrivate)
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{
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this->dataPtr->line = NULL;
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this->dataPtr->scene = _scene;
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this->dataPtr->lightCounter++;
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this->dataPtr->sdf.reset(new sdf::Element);
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sdf::initFile("light.sdf", this->dataPtr->sdf);
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}
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//////////////////////////////////////////////////
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Light::~Light()
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{
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if (this->dataPtr->light)
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{
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this->dataPtr->scene->OgreSceneManager()->destroyLight(this->Name());
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}
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this->dataPtr->scene->OgreSceneManager()->destroyEntity(
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this->Name() + "_selection_sphere");
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if (this->dataPtr->visual)
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{
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this->dataPtr->visual->DeleteDynamicLine(this->dataPtr->line);
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this->dataPtr->scene->RemoveVisual(this->dataPtr->visual);
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this->dataPtr->visual.reset();
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}
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this->dataPtr->sdf->Reset();
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this->dataPtr->sdf.reset();
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this->dataPtr->scene.reset();
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}
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//////////////////////////////////////////////////
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void Light::Load(sdf::ElementPtr _sdf)
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{
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this->dataPtr->sdf->Copy(_sdf);
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this->Load();
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this->dataPtr->scene->AddLight(shared_from_this());
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}
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//////////////////////////////////////////////////
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void Light::Load()
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{
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math::Vector3 vec;
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try
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{
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this->dataPtr->light =
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this->dataPtr->scene->OgreSceneManager()->createLight(this->Name());
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}
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catch(Ogre::Exception &e)
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{
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gzthrow("Ogre Error:" << e.getFullDescription() << "\n" << \
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"Unable to create a light");
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}
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this->Update();
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this->dataPtr->visual.reset(new Visual(this->Name(),
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this->dataPtr->scene->WorldVisual(), false));
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this->dataPtr->visual->AttachObject(this->dataPtr->light);
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this->dataPtr->scene->AddVisual(this->dataPtr->visual);
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this->CreateVisual();
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}
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//////////////////////////////////////////////////
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void Light::Update()
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{
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this->SetCastShadows(this->dataPtr->sdf->Get<bool>("cast_shadows"));
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this->SetLightType(this->dataPtr->sdf->Get<std::string>("type"));
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this->SetDiffuseColor(
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this->dataPtr->sdf->GetElement("diffuse")->Get<common::Color>());
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this->SetSpecularColor(
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this->dataPtr->sdf->GetElement("specular")->Get<common::Color>());
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this->SetDirection(
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this->dataPtr->sdf->Get<ignition::math::Vector3d>("direction"));
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if (this->dataPtr->sdf->HasElement("attenuation"))
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{
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sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("attenuation");
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this->SetAttenuation(elem->Get<double>("constant"),
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elem->Get<double>("linear"),
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elem->Get<double>("quadratic"));
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this->SetRange(elem->Get<double>("range"));
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}
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if (this->dataPtr->sdf->HasElement("spot"))
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{
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sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("spot");
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this->SetSpotInnerAngle(elem->Get<double>("inner_angle"));
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this->SetSpotOuterAngle(elem->Get<double>("outer_angle"));
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this->SetSpotFalloff(elem->Get<double>("falloff"));
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}
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}
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//////////////////////////////////////////////////
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void Light::UpdateSDFFromMsg(const msgs::Light &_msg)
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{
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msgs::LightToSDF(_msg, this->dataPtr->sdf);
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}
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//////////////////////////////////////////////////
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void Light::UpdateFromMsg(ConstLightPtr &_msg)
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{
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this->UpdateSDFFromMsg(*_msg);
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this->Update();
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if (_msg->has_pose())
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{
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this->SetPosition(msgs::ConvertIgn(_msg->pose().position()));
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this->SetRotation(msgs::ConvertIgn(_msg->pose().orientation()));
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}
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}
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//////////////////////////////////////////////////
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void Light::LoadFromMsg(const msgs::Light &_msg)
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{
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this->UpdateSDFFromMsg(_msg);
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this->Load();
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if (_msg.has_pose())
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{
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this->SetPosition(msgs::ConvertIgn(_msg.pose().position()));
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this->SetRotation(msgs::ConvertIgn(_msg.pose().orientation()));
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}
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}
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//////////////////////////////////////////////////
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void Light::LoadFromMsg(ConstLightPtr &_msg)
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{
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this->LoadFromMsg(*_msg);
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}
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//////////////////////////////////////////////////
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void Light::SetName(const std::string &_name)
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{
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this->dataPtr->sdf->GetAttribute("name")->Set(_name);
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}
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//////////////////////////////////////////////////
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std::string Light::GetName() const
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{
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return this->Name();
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}
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//////////////////////////////////////////////////
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std::string Light::Name() const
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{
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return this->dataPtr->sdf->Get<std::string>("name");
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}
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//////////////////////////////////////////////////
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std::string Light::GetType() const
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{
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return this->Type();
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}
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//////////////////////////////////////////////////
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std::string Light::Type() const
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{
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return this->dataPtr->sdf->Get<std::string>("type");
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}
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//////////////////////////////////////////////////
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// The lines draw a visualization of the camera
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void Light::CreateVisual()
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{
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if (!this->dataPtr->visual)
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return;
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if (this->dataPtr->line)
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this->dataPtr->line->Clear();
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else
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{
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this->dataPtr->line =
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this->dataPtr->visual->CreateDynamicLine(RENDERING_LINE_LIST);
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this->dataPtr->line->setMaterial("Gazebo/LightOn");
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this->dataPtr->line->setVisibilityFlags(GZ_VISIBILITY_GUI);
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this->dataPtr->visual->SetVisible(true);
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// Create a visual to hold the light selection object.
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VisualPtr lightSelectionVis(new Visual(this->Name() + "_selection",
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this->dataPtr->visual, false));
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lightSelectionVis->Load();
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lightSelectionVis->SetType(Visual::VT_GUI);
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// Make sure the unit_sphere has been inserted.
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lightSelectionVis->InsertMesh("unit_sphere");
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lightSelectionVis->AttachMesh("unit_sphere");
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lightSelectionVis->SetMaterial("Gazebo/White");
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// Make sure the selection object is rendered only in the selection
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// buffer.
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lightSelectionVis->SetVisibilityFlags(GZ_VISIBILITY_SELECTABLE);
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lightSelectionVis->SetCastShadows(false);
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// Scale the selection object to roughly match the light visual size.
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lightSelectionVis->SetScale(ignition::math::Vector3d(0.25, 0.25, 0.25));
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}
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std::string lightType = this->dataPtr->sdf->Get<std::string>("type");
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if (lightType == "directional")
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{
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float s =.5;
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, -s));
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}
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if (lightType == "point")
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{
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float s = 0.1;
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, s));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, s));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, s));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, s));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, -s));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(-s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, -s));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, -s));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(s, -s, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, -s));
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}
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else if (lightType == "spot")
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{
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double innerAngle =
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this->dataPtr->light->getSpotlightInnerAngle().valueRadians();
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double outerAngle =
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this->dataPtr->light->getSpotlightOuterAngle().valueRadians();
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double angles[2];
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double range = 0.2;
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angles[0] = range * tan(outerAngle);
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angles[1] = range * tan(innerAngle);
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unsigned int i = 0;
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, 0));
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this->dataPtr->line->AddPoint(
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ignition::math::Vector3d(angles[i], angles[i], -range));
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for (i = 0; i < 2; i++)
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{
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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angles[i], angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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-angles[i], -angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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angles[i], -angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(0, 0, 0));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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-angles[i], angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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angles[i], angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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-angles[i], angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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-angles[i], angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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-angles[i], -angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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-angles[i], -angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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angles[i], -angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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angles[i], -angles[i], -range));
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this->dataPtr->line->AddPoint(ignition::math::Vector3d(
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angles[i], angles[i], -range));
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}
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}
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}
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//////////////////////////////////////////////////
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void Light::SetPosition(const math::Vector3 &_p)
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{
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this->SetPosition(_p.Ign());
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}
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//////////////////////////////////////////////////
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void Light::SetPosition(const ignition::math::Vector3d &_p)
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{
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this->dataPtr->visual->SetPosition(_p);
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}
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//////////////////////////////////////////////////
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math::Vector3 Light::GetPosition() const
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{
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return this->Position();
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}
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//////////////////////////////////////////////////
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ignition::math::Vector3d Light::Position() const
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{
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return this->dataPtr->visual->GetPosition().Ign();
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}
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//////////////////////////////////////////////////
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void Light::SetRotation(const math::Quaternion &_q)
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{
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this->SetRotation(_q.Ign());
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}
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//////////////////////////////////////////////////
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void Light::SetRotation(const ignition::math::Quaterniond &_q)
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{
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this->dataPtr->visual->SetRotation(_q);
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}
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//////////////////////////////////////////////////
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math::Quaternion Light::GetRotation() const
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{
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return this->Rotation();
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}
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//////////////////////////////////////////////////
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ignition::math::Quaterniond Light::Rotation() const
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{
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return this->dataPtr->visual->GetRotation().Ign();
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}
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//////////////////////////////////////////////////
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bool Light::SetSelected(const bool _s)
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{
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if (this->dataPtr->light->getType() != Ogre::Light::LT_DIRECTIONAL)
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{
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if (_s)
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this->dataPtr->line->setMaterial("Gazebo/PurpleGlow");
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else
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this->dataPtr->line->setMaterial("Gazebo/LightOn");
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}
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return true;
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}
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//////////////////////////////////////////////////
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void Light::ToggleShowVisual()
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{
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this->dataPtr->visual->ToggleVisible();
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}
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//////////////////////////////////////////////////
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void Light::ShowVisual(const bool _s)
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{
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this->dataPtr->visual->SetVisible(_s);
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}
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//////////////////////////////////////////////////
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bool Light::GetVisible() const
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{
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return this->Visible();
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}
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//////////////////////////////////////////////////
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bool Light::Visible() const
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{
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return this->dataPtr->visual->GetVisible();
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}
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//////////////////////////////////////////////////
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void Light::SetLightType(const std::string &_type)
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{
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// Set the light _type
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if (_type == "point")
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this->dataPtr->light->setType(Ogre::Light::LT_POINT);
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else if (_type == "directional")
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this->dataPtr->light->setType(Ogre::Light::LT_DIRECTIONAL);
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else if (_type == "spot")
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this->dataPtr->light->setType(Ogre::Light::LT_SPOTLIGHT);
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else
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{
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gzerr << "Unknown light type[" << _type << "]\n";
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}
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if (this->dataPtr->sdf->Get<std::string>("type") != _type)
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this->dataPtr->sdf->GetAttribute("type")->Set(_type);
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this->CreateVisual();
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}
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//////////////////////////////////////////////////
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void Light::SetDiffuseColor(const common::Color &_color)
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{
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sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("diffuse");
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if (_color != elem->Get<common::Color>())
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elem->Set(_color);
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this->dataPtr->light->setDiffuseColour(_color.r, _color.g, _color.b);
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}
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//////////////////////////////////////////////////
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common::Color Light::GetDiffuseColor() const
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{
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return this->DiffuseColor();
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}
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//////////////////////////////////////////////////
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common::Color Light::DiffuseColor() const
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{
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return this->dataPtr->sdf->GetElement("diffuse")->Get<common::Color>();
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}
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//////////////////////////////////////////////////
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common::Color Light::GetSpecularColor() const
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{
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return this->SpecularColor();
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}
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//////////////////////////////////////////////////
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common::Color Light::SpecularColor() const
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{
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return this->dataPtr->sdf->GetElement("specular")->Get<common::Color>();
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}
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//////////////////////////////////////////////////
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void Light::SetSpecularColor(const common::Color &_color)
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{
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sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("specular");
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if (elem->Get<common::Color>() != _color)
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elem->Set(_color);
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this->dataPtr->light->setSpecularColour(_color.r, _color.g, _color.b);
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}
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//////////////////////////////////////////////////
|
|
void Light::SetDirection(const math::Vector3 &_dir)
|
|
{
|
|
this->SetDirection(_dir.Ign());
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void Light::SetDirection(const ignition::math::Vector3d &_dir)
|
|
{
|
|
// Set the direction which the light points
|
|
math::Vector3 vec = _dir;
|
|
vec.Normalize();
|
|
|
|
if (vec != this->dataPtr->sdf->Get<math::Vector3>("direction"))
|
|
this->dataPtr->sdf->GetElement("direction")->Set(vec);
|
|
|
|
this->dataPtr->light->setDirection(vec.x, vec.y, vec.z);
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
math::Vector3 Light::GetDirection() const
|
|
{
|
|
return this->Direction();
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
ignition::math::Vector3d Light::Direction() const
|
|
{
|
|
return this->dataPtr->sdf->Get<ignition::math::Vector3d>("direction");
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void Light::SetAttenuation(double constant, double linear, double quadratic)
|
|
{
|
|
// Constant factor. 1.0 means never attenuate, 0.0 is complete attenuation
|
|
if (constant < 0)
|
|
constant = 0;
|
|
else if (constant > 1.0)
|
|
constant = 1.0;
|
|
|
|
// Linear factor. 1 means attenuate evenly over the distance
|
|
if (linear < 0)
|
|
linear = 0;
|
|
else if (linear > 1.0)
|
|
linear = 1.0;
|
|
|
|
sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("attenuation");
|
|
elem->GetElement("constant")->Set(constant);
|
|
elem->GetElement("linear")->Set(linear);
|
|
elem->GetElement("quadratic")->Set(quadratic);
|
|
|
|
// Set attenuation
|
|
this->dataPtr->light->setAttenuation(elem->Get<double>("range"),
|
|
constant, linear, quadratic);
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////
|
|
void Light::SetRange(const double _range)
|
|
{
|
|
sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("attenuation");
|
|
|
|
elem->GetElement("range")->Set(_range);
|
|
|
|
this->dataPtr->light->setAttenuation(elem->Get<double>("range"),
|
|
elem->Get<double>("constant"),
|
|
elem->Get<double>("linear"),
|
|
elem->Get<double>("quadratic"));
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void Light::SetCastShadows(const bool /*_cast*/)
|
|
{
|
|
this->dataPtr->light->setCastShadows(true);
|
|
/*if (this->dataPtr->light->getType() == Ogre::Light::LT_SPOTLIGHT ||
|
|
this->dataPtr->light->getType() == Ogre::Light::LT_DIRECTIONAL)
|
|
{
|
|
this->dataPtr->light->setCastShadows(_cast);
|
|
}
|
|
else
|
|
{
|
|
this->dataPtr->light->setCastShadows(false);
|
|
}*/
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void Light::SetSpotInnerAngle(const double _angle)
|
|
{
|
|
sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("spot");
|
|
elem->GetElement("inner_angle")->Set(_angle);
|
|
|
|
if (this->dataPtr->light->getType() == Ogre::Light::LT_SPOTLIGHT)
|
|
{
|
|
this->dataPtr->light->setSpotlightRange(
|
|
Ogre::Radian(elem->Get<double>("inner_angle")),
|
|
Ogre::Radian(elem->Get<double>("outer_angle")),
|
|
elem->Get<double>("falloff"));
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void Light::SetSpotOuterAngle(const double _angle)
|
|
{
|
|
sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("spot");
|
|
elem->GetElement("outer_angle")->Set(_angle);
|
|
|
|
if (this->dataPtr->light->getType() == Ogre::Light::LT_SPOTLIGHT)
|
|
{
|
|
this->dataPtr->light->setSpotlightRange(
|
|
Ogre::Radian(elem->Get<double>("inner_angle")),
|
|
Ogre::Radian(elem->Get<double>("outer_angle")),
|
|
elem->Get<double>("falloff"));
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void Light::SetSpotFalloff(const double _angle)
|
|
{
|
|
sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("spot");
|
|
elem->GetElement("falloff")->Set(_angle);
|
|
|
|
if (this->dataPtr->light->getType() == Ogre::Light::LT_SPOTLIGHT)
|
|
{
|
|
this->dataPtr->light->setSpotlightRange(
|
|
Ogre::Radian(elem->Get<double>("inner_angle")),
|
|
Ogre::Radian(elem->Get<double>("outer_angle")),
|
|
elem->Get<double>("falloff"));
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void Light::FillMsg(msgs::Light &_msg) const
|
|
{
|
|
std::string lightType = this->dataPtr->sdf->Get<std::string>("type");
|
|
|
|
_msg.set_name(this->Name());
|
|
|
|
if (lightType == "point")
|
|
_msg.set_type(msgs::Light::POINT);
|
|
else if (lightType == "spot")
|
|
_msg.set_type(msgs::Light::SPOT);
|
|
else if (lightType == "directional")
|
|
_msg.set_type(msgs::Light::DIRECTIONAL);
|
|
|
|
msgs::Set(_msg.mutable_pose()->mutable_position(), this->Position());
|
|
msgs::Set(_msg.mutable_pose()->mutable_orientation(),
|
|
this->Rotation());
|
|
msgs::Set(_msg.mutable_diffuse(), this->DiffuseColor());
|
|
msgs::Set(_msg.mutable_specular(), this->SpecularColor());
|
|
msgs::Set(_msg.mutable_direction(), this->Direction());
|
|
|
|
_msg.set_cast_shadows(this->dataPtr->light->getCastShadows());
|
|
|
|
sdf::ElementPtr elem = this->dataPtr->sdf->GetElement("attenuation");
|
|
_msg.set_attenuation_constant(elem->Get<double>("constant"));
|
|
_msg.set_attenuation_linear(elem->Get<double>("linear"));
|
|
_msg.set_attenuation_quadratic(elem->Get<double>("quadratic"));
|
|
_msg.set_range(elem->Get<double>("range"));
|
|
|
|
if (lightType == "spot")
|
|
{
|
|
elem = this->dataPtr->sdf->GetElement("spot");
|
|
_msg.set_spot_inner_angle(elem->Get<double>("inner_angle"));
|
|
_msg.set_spot_outer_angle(elem->Get<double>("outer_angle"));
|
|
_msg.set_spot_falloff(elem->Get<double>("falloff"));
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
LightPtr Light::Clone(const std::string &_name, ScenePtr _scene)
|
|
{
|
|
LightPtr result(new Light(_scene));
|
|
sdf::ElementPtr sdfCopy(new sdf::Element);
|
|
sdfCopy->Copy(this->dataPtr->sdf);
|
|
sdfCopy->GetAttribute("name")->Set(_name);
|
|
result->Load(sdfCopy);
|
|
|
|
result->SetPosition(this->Position());
|
|
result->SetRotation(this->Rotation());
|
|
|
|
return result;
|
|
}
|