pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/Light.hh

273 lines
9.7 KiB
C++

/*
* 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_RENDERING_LIGHT_HH_
#define _GAZEBO_RENDERING_LIGHT_HH_
#include <string>
#include <iostream>
#include <sdf/sdf.hh>
#include "gazebo/msgs/msgs.hh"
#include "gazebo/rendering/RenderTypes.hh"
#include "gazebo/common/Color.hh"
#include "gazebo/util/system.hh"
namespace Ogre
{
class Light;
}
namespace gazebo
{
namespace rendering
{
// Forward declare private data.
class LightPrivate;
/// \addtogroup gazebo_rendering
/// \{
/// \class Light Light.hh rendering/rendering.hh
/// \brief A light source.
///
/// There are three types of lights: Point, Spot, and Directional. This
/// class encapsulates all three. Point lights are light light bulbs,
/// spot lights project a cone of light, and directional lights are light
/// sun light.
class GZ_RENDERING_VISIBLE Light :
public boost::enable_shared_from_this<Light>
{
/// \brief Constructor.
/// \param[in] _scene Pointer to the scene that contains the Light.
public: Light(ScenePtr _scene);
/// \brief Destructor
public: virtual ~Light();
/// \brief Load the light using a set of SDF parameters.
/// \param[in] _sdf Pointer to the SDF containing the Light
/// description.
public: void Load(sdf::ElementPtr _sdf);
/// \brief Load the light using default parameters.
public: void Load();
/// \brief Load from a light message.
/// \param[in] _msg Containing the light information.
public: void LoadFromMsg(ConstLightPtr &_msg);
/// \brief Load from a light message.
/// \param[in] _msg Message containing the light information.
public: void LoadFromMsg(const msgs::Light &_msg);
/// \brief Set the name of the visual.
/// \param[in] _name Name of the light source.
public: void SetName(const std::string &_name);
/// \brief Get the name of the visual.
/// \return The light's name.
/// \deprecated See Name()
public: std::string GetName() const GAZEBO_DEPRECATED(7.0);
/// \brief Get the name of the visual.
/// \return The light's name.
public: std::string Name() const;
/// \brief Get the type of the light.
/// \return The light type: "point", "spot", "directional".
/// \deprecated See Type()
public: std::string GetType() const GAZEBO_DEPRECATED(7.0);
/// \brief Get the type of the light.
/// \return The light type: "point", "spot", "directional".
public: std::string Type() const;
/// \brief Set the position of the light
/// \param[in] _p New position for the light
/// \deprecated See SetPosition() that accepts an
/// ignition::math::Vector3d object.
public: void SetPosition(const math::Vector3 &_p) GAZEBO_DEPRECATED(7.0);
/// \brief Set the position of the light
/// \param[in] _p New position for the light
public: void SetPosition(const ignition::math::Vector3d &_p);
/// \brief Get the position of the light
/// \return The position of the light
/// \deprecated See Position()
public: math::Vector3 GetPosition() const GAZEBO_DEPRECATED(7.0);
/// \brief Get the position of the light
/// \return The position of the light
public: ignition::math::Vector3d Position() const;
/// \brief Set the rotation of the light
/// \param[in] _q New rotation for the light
/// \deprecated See SetRotation() that accepts an
/// ignition::math::Quaterniond object.
public: void SetRotation(const math::Quaternion &_q)
GAZEBO_DEPRECATED(7.0);
/// \brief Set the rotation of the light
/// \param[in] _q New rotation for the light
public: void SetRotation(const ignition::math::Quaterniond &_q);
/// \brief Get the rotation of the light
/// \return The rotation of the light
/// \deprecated See Rotation()
public: math::Quaternion GetRotation() const GAZEBO_DEPRECATED(7.0);
/// \brief Get the rotation of the light
/// \return The rotation of the light
public: ignition::math::Quaterniond Rotation() const;
/// \brief Set whether this entity has been selected by the user through
/// the gui.
/// \param[in] _s Set to True when the light is selected by the user.
public: virtual bool SetSelected(const bool _s);
// \brief Toggle light visual visibility
public: void ToggleShowVisual();
/// \brief Set whether to show the visual
/// \param[in] _s Set to true to draw a representation of the light.
public: void ShowVisual(const bool _s);
/// \brief Get whether the light is visible.
/// \return True if the light is visible.
/// \deprecated See Visible()
public: bool GetVisible() const GAZEBO_DEPRECATED(7.0);
/// \brief Get whether the light is visible.
/// \return True if the light is visible.
public: bool Visible() const;
/// \brief Set the light type.
/// \param[in] _type The light type: "point", "spot", "directional"
public: void SetLightType(const std::string &_type);
/// \brief Set the diffuse color
/// \param[in] _color Light diffuse color.
public: void SetDiffuseColor(const common::Color &_color);
/// \brief Get the diffuse color
/// \return The light's diffuse color.
/// \deprecated See DiffuseColor()
public: common::Color GetDiffuseColor() const GAZEBO_DEPRECATED(7.0);
/// \brief Get the diffuse color
/// \return The light's diffuse color.
public: common::Color DiffuseColor() const;
/// \brief Set the specular color
/// \param[in] _color The specular color
public: void SetSpecularColor(const common::Color &_color);
/// \brief Get the specular color
/// \return The specular color
/// \deprecated See SpecularColor()
public: common::Color GetSpecularColor() const GAZEBO_DEPRECATED(7.0);
/// \brief Get the specular color
/// \return The specular color
public: common::Color SpecularColor() const;
/// \brief Set the direction
/// \param[in] _dir Set the light's direction. Only applicable to spot and
/// directional lights.
/// \deprecated See SetDirection() that accepts an
/// ignition::math::Vector3d object.
public: void SetDirection(const math::Vector3 &_dir)
GAZEBO_DEPRECATED(7.0);
/// \brief Set the direction
/// \param[in] _dir Set the light's direction. Only applicable to spot and
/// directional lights.
public: void SetDirection(const ignition::math::Vector3d &_dir);
/// \brief Get the direction
/// \return The light's direction.
/// \deprecated See Direction()
public: math::Vector3 GetDirection() const GAZEBO_DEPRECATED(7.0);
/// \brief Get the direction
/// \return The light's direction.
public: ignition::math::Vector3d Direction() const;
/// \brief Set the attenuation
/// \param[in] _contant Constant attenuation
/// \param[in] _linear Linear attenuation
/// \param[in] _quadratic Quadratic attenuation
public: void SetAttenuation(double _constant, double _linear,
double _quadratic);
/// \brief Set the spot light inner angle
/// \param[in] _angle Inner angle in radians
public: void SetSpotInnerAngle(const double _angle);
/// \brief Set the spot light outer angle
/// \param[in] _angle Outer angle in radians
public: void SetSpotOuterAngle(const double _angle);
/// \brief Set the spot light falloff
/// \param[in] _value Falloff value
public: void SetSpotFalloff(const double _value);
/// \brief Set the range
/// \param[in] _range Rage of the light in meters.
public: void SetRange(const double _range);
/// \brief Set cast shadows
/// \param[in] _cast Set to true to cast shadows.
public: void SetCastShadows(const bool _cast);
/// \brief Fill the contents of a light message.
/// \param[out] _msg Message to fill.
public: void FillMsg(msgs::Light &_msg) const;
/// \brief Update a light source from a message.
/// \param[in] _msg Light message to update from
public: void UpdateFromMsg(ConstLightPtr &_msg);
/// \brief Clone the light with a new name
/// \param[in] _name Name of the cloned light.
/// \param[in] _scene Scene to contain the light.
/// \return a clone of the light
public: LightPtr Clone(const std::string &_name, ScenePtr _scene);
/// \brief On pose change callback
protected: virtual void OnPoseChange() {}
/// \private Helper node to create a visual representation of the light
private: void CreateVisual();
/// \brief Update the ogre light source based on SDF values
private: void Update();
/// \brief Update SDF value based on a message.
/// \param[in] _msg The light message to update from.
private: void UpdateSDFFromMsg(const msgs::Light &_msg);
/// \internal
/// \brief Pointer to private data.
private: std::unique_ptr<LightPrivate> dataPtr;
};
/// \}
}
}
#endif