pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/OculusCamera.hh

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4.8 KiB
C++

/*
* Copyright (C) 2014 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_OCULUS_CAMERA_HH_
#define _GAZEBO_OCULUS_CAMERA_HH_
#include <string>
#include "gazebo/rendering/Camera.hh"
namespace gazebo
{
namespace rendering
{
class OculusCameraPrivate;
/// \addtogroup gazebo_rendering
/// \{
/// \class OculusCamera OculusCamera.hh rendering/rendering.hh
/// \brief A camera used for user visualization of a scene
class GZ_RENDERING_VISIBLE OculusCamera : public Camera
{
/// \brief Constructor
/// \param[in] _name Name of the camera.
/// \param[in] _scene Scene to put the camera in.
public: OculusCamera(const std::string &_name, ScenePtr _scene);
/// \brief Destructor
public: virtual ~OculusCamera();
/// \brief Load the user camera.
/// \param[in] _sdf Parameters for the camera.
public: void Load(sdf::ElementPtr _sdf);
/// \brief Generic load function
public: void Load();
/// \brief Initialize
public: void Init();
/// \brief Render the camera
public: virtual void Update();
/// \brief Post render
public: virtual void PostRender();
/// \brief Finialize
public: void Fini();
/// \brief Resize the camera.
/// \param[in] _w Width of the camera image.
/// \param[in] _h Height of the camera image.
public: void Resize(unsigned int _w, unsigned int _h);
/// \brief Move the camera to focus on a visual.
/// \param[in] _visual Visual to move the camera to.
public: void MoveToVisual(VisualPtr _visual);
// Doxygen automatically pulls in the correct documentation.
public: virtual bool MoveToPosition(const math::Pose &_pose,
double _time);
/// \brief Move the camera to focus on a visual.
/// \param[in] _visualName Name of the visual to move the camera to.
public: void MoveToVisual(const std::string &_visualName);
/// \brief Set to true to enable rendering
///
/// Use this only if you really know what you're doing.
/// \param[in] _target The new rendering target.
public: virtual void SetRenderTarget(Ogre::RenderTarget *_target);
/// \brief Change screen aspect ratio.
/// \param[in] _v Aspect ratio.
public: void AdjustAspect(double _v);
// Documentation inherited
public: virtual unsigned int GetImageWidth() const;
// Documentation inherited
public: virtual unsigned int GetImageHeight() const;
/// \brief Reset the Oculus Rift sensor orientation.
public: void ResetSensor();
/// \brief Used to check if Oculus is plugged in and can be used.
/// \return True when Oculus is ready to use.
public: bool Ready();
// Documentation inherited
protected: virtual void RenderImpl();
/// \brief Set the camera to be attached to a visual.
///
/// This causes the camera to move in relation to the specified visual.
/// \param[in] _visual The visual to attach to.
/// \param[in] _inheritOrientation True if the camera should also
/// rotate when the visual rotates.
/// \param[in] _minDist Minimum distance the camera can get to the
/// visual.
/// \param[in] _maxDist Maximum distance the camera can get from the
/// visual.
/// \return True if successfully attach to the visual.
protected: virtual bool AttachToVisualImpl(VisualPtr _visual,
bool _inheritOrientation, double _minDist = 0,
double _maxDist = 0);
/// \brief Set the camera to track a scene node.
///
/// Tracking just causes the camera to rotate to follow the visual.
/// \param[in] _visual Visual to track.
/// \return True if the camera is now tracking the visual.
protected: virtual bool TrackVisualImpl(VisualPtr _visual);
/// \brief Receive world control messages. Used to reset the oculus
/// sensor.
private: void OnControl(ConstWorldControlPtr &_data);
/// \brief Apply distorsion to the render target.
private: void Oculus();
/// \internal
/// \brief Pointer to private data.
private: OculusCameraPrivate *dataPtr;
};
/// \}
}
}
#endif