pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/RayQuery.hh

76 lines
2.5 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_RAYQUERY_HH_
#define _GAZEBO_RAYQUERY_HH_
#include <vector>
#include "gazebo/math/Vector3.hh"
#include "gazebo/rendering/RenderTypes.hh"
#include "gazebo/rendering/ogre_gazebo.h"
#include "gazebo/util/system.hh"
namespace gazebo
{
/// \ingroup gazebo_rendering
/// \brief Rendering namespace
namespace rendering
{
class RayQueryPrivate;
/// \addtogroup gazebo_rendering
/// \{
/// \class RayQuery RayQuery.hh rendering/rendering.hh
/// \brief A Ray Query class used for retrieving mesh data of a visual,
/// adapted from Ogre3D wiki.
class GZ_RENDERING_VISIBLE RayQuery
{
/// \brief Constructor
/// \param[in] _camera Pointer to camera used for ray casting.
public: RayQuery(CameraPtr _camera);
/// \brief Destructor
public: ~RayQuery();
/// \brief Select a triangle on mesh given screen coordinates
/// \param[in] _x X position on screen in pixels.
/// \param[in] _y Y position on screen in pixels.
/// \param[in] _visual Visual containing the mesh to be selected.
/// \param[out] _intersect Intersection point.
/// \param[out] _vertices Vertices of the selected triangle on the mesh.
/// \return True if the ray intersects with a triangle on the mesh,
/// false otherwise
public: bool SelectMeshTriangle(int _x, int _y, VisualPtr _visual,
math::Vector3 &_intersect, std::vector<math::Vector3> &_vertices);
/// \brief Helper method to recursively find all visuals that have a mesh.
/// \param[in] _visual Parent visual to be traversed.
/// \param[out] _visuals A list of visuals with mesh.
private: void GetMeshVisuals(rendering::VisualPtr _visual,
std::vector<rendering::VisualPtr> &_visuals);
/// \internal
/// \brief Pointer to private data.
private: RayQueryPrivate *dataPtr;
};
/// \}
}
}
#endif