pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/common/MeshManager.hh

294 lines
12 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_MESHMANAGER_HH_
#define _GAZEBO_MESHMANAGER_HH_
#include <map>
#include <utility>
#include <string>
#include <vector>
#include <boost/thread/mutex.hpp>
#include <ignition/math/Plane.hh>
#include <ignition/math/Matrix3.hh>
#include <ignition/math/Matrix4.hh>
#include <ignition/math/Vector2.hh>
#include "gazebo/math/Vector3.hh"
#include "gazebo/math/Vector2d.hh"
#include "gazebo/math/Vector2i.hh"
#include "gazebo/math/Pose.hh"
#include "gazebo/math/Plane.hh"
#include "gazebo/common/SingletonT.hh"
#include "gazebo/common/CommonTypes.hh"
#include "gazebo/util/system.hh"
namespace gazebo
{
namespace common
{
class ColladaLoader;
class ColladaExporter;
class STLLoader;
class Mesh;
class Plane;
class SubMesh;
/// \addtogroup gazebo_common Common
/// \{
/// \class MeshManager MeshManager.hh common/common.hh
/// \brief Maintains and manages all meshes
class GZ_COMMON_VISIBLE MeshManager : public SingletonT<MeshManager>
{
/// \brief Constructor
private: MeshManager();
/// \brief Destructor.
///
/// Destroys the collada loader, the stl loader and all the meshes
private: virtual ~MeshManager();
/// \brief Load a mesh from a file
/// \param[in] _filename the path to the mesh
/// \return a pointer to the created mesh
public: const Mesh *Load(const std::string &_filename);
/// \brief Export a mesh to a file
/// \param[in] _mesh Pointer to the mesh to be exported
/// \param[in] _filename Exported file's path and name
/// \param[in] _extension Exported file's format ("dae" for Collada)
/// \param[in] _exportTextures True to export texture images to
/// '../materials/textures' folder
public: void Export(const Mesh *_mesh, const std::string &_filename,
const std::string &_extension, bool _exportTextures = false);
/// \brief Checks a path extension against the list of valid extensions.
/// \return true if the file extension is loadable
public: bool IsValidFilename(const std::string &_filename);
/// \brief Get mesh aabb and center.
/// \param[in] _mesh the mesh
/// \param[out] _center the AAB center position
/// \param[out] _min_xyz the bounding box minimum
/// \param[out] _max_xyz the bounding box maximum
public: void GetMeshAABB(const Mesh *_mesh,
ignition::math::Vector3d &_center,
ignition::math::Vector3d &_min_xyz,
ignition::math::Vector3d &_max_xyz);
/// \brief generate spherical texture coordinates
/// \param[in] _mesh Pointer to the mesh
/// \param[in] _center Center of the mesh
public: void GenSphericalTexCoord(const Mesh *_mesh,
const ignition::math::Vector3d &_center);
/// \brief Add a mesh to the manager.
///
/// This MeshManager takes ownership of the mesh and will destroy it.
/// See ~MeshManager.
/// \param[in] the mesh to add.
public: void AddMesh(Mesh *_mesh);
/// \brief Get a mesh by name.
/// \param[in] _name the name of the mesh to look for
/// \return the mesh or NULL if not found
public: const Mesh *GetMesh(const std::string &_name) const;
/// \brief Return true if the mesh exists.
/// \param[in] _name the name of the mesh
public: bool HasMesh(const std::string &_name) const;
/// \brief Create a sphere mesh.
/// \param[in] _name the name of the mesh
/// \param[in] _radius radius of the sphere in meter
/// \param[in] _rings number of circles on th y axis
/// \param[in] _segments number of segment per circle
public: void CreateSphere(const std::string &_name, float _radius,
int _rings, int _segments);
/// \brief Create a Box mesh
/// \param[in] _name the name of the new mesh
/// \param[in] _sides the x y x dimentions of eah side in meter
/// \param[in] _uvCoords the texture coordinates
public: void CreateBox(const std::string &_name,
const ignition::math::Vector3d &_sides,
const ignition::math::Vector2d &_uvCoords);
/// \brief Create an extruded mesh from polylines. The polylines are
/// assumed to be closed and non-intersecting. Delaunay triangulation is
/// applied to create the resulting mesh. If there is more than one
/// polyline, a ray casting algorithm will be used to identify the
/// exterior/interior edges and remove holes from the 2D shape before
/// extrusion.
/// \param[in] _name the name of the new mesh
/// \param[in] _vertices A multidimensional vector of polylines and their
/// vertices. Each element in the outer vector consists of a vector of
/// vertices that describe one polyline.
/// edges and remove the holes in the shape.
/// \param[in] _height the height of extrusion
public: void CreateExtrudedPolyline(const std::string &_name,
const std::vector<std::vector<ignition::math::Vector2d> >
&_vertices, double _height);
/// \brief Create a cylinder mesh
/// \param[in] _name the name of the new mesh
/// \param[in] _radius the radius of the cylinder in the x y plane
/// \param[in] _height the height along z
/// \param[in] _rings the number of circles along the height
/// \param[in] _segments the number of segment per circle
public: void CreateCylinder(const std::string &_name,
float _radius,
float _height,
int _rings,
int _segments);
/// \brief Create a cone mesh
/// \param[in] _name the name of the new mesh
/// \param[in] _radius the radius of the cylinder in the x y plane
/// \param[in] _height the height along z
/// \param[in] _rings the number of circles along the height
/// \param[in] _segments the number of segment per circle
public: void CreateCone(const std::string &_name,
float _radius,
float _height,
int _rings,
int _segments);
/// \brief Create a tube mesh.
///
/// Generates rings inside and outside the cylinder
/// Needs at least two rings and 3 segments
/// \param[in] _name the name of the new mesh
/// \param[in] _innerRadius the inner radius of the tube in the x y plane
/// \param[in] _outterRadius the outer radius of the tube in the x y plane
/// \param[in] _height the height along z
/// \param[in] _rings the number of circles along the height
/// \param[in] _segments the number of segment per circle
/// \param[in] _arc the arc angle in radians
public: void CreateTube(const std::string &_name,
float _innerRadius,
float _outterRadius,
float _height,
int _rings,
int _segments,
double _arc = 2.0 * M_PI);
/// \brief Create mesh for a plane
/// \param[in] _name
/// \param[in] _plane plane parameters
/// \param[in] _segments number of segments in x and y
/// \param[in] _uvTile the texture tile size in x and y
public: void CreatePlane(const std::string &_name,
const ignition::math::Planed &_plane,
const ignition::math::Vector2d &_segments,
const ignition::math::Vector2d &_uvTile);
/// \brief Create mesh for a plane
/// \param[in] _name the name of the new mesh
/// \param[in] _normal the normal to the plane
/// \param[in] _d distance from the origin along normal
/// \param[in] _size the size of the plane in x and y
/// \param[in] _segments the number of segments in x and y
/// \param[in] _uvTile the texture tile size in x and y
public: void CreatePlane(const std::string &_name,
const ignition::math::Vector3d &_normal,
const double _d,
const ignition::math::Vector2d &_size,
const ignition::math::Vector2d &_segments,
const ignition::math::Vector2d &_uvTile);
/// \brief Tesselate a 2D mesh
///
/// Makes a zigzag pattern compatible with strips
/// \param[in] _sm the mesh to tesselate
/// \param[in] _meshWith mesh width
/// \param[in] _meshHeight the mesh height
/// \param[in] _doubleSided flag to specify single or double sided
private: void Tesselate2DMesh(SubMesh *_sm,
int _meshWidth,
int _meshHeight,
bool _doubleSided);
/// \brief Create a Camera mesh
/// \param[in] _name name of the new mesh
/// \param[in] _scale scaling factor for the camera
public: void CreateCamera(const std::string &_name, float _scale);
#ifdef HAVE_GTS
/// \brief Create a boolean mesh from two meshes
/// \param[in] _name the name of the new mesh
/// \param[in] _m1 the parent mesh in the boolean operation
/// \param[in] _m2 the child mesh in the boolean operation
/// \param[in] _operation the boolean operation applied to the two meshes
/// \param[in] _offset _m2's pose offset from _m1
public: void CreateBoolean(const std::string &_name, const Mesh *_m1,
const Mesh *_m2, const int _operation,
const ignition::math::Pose3d &_offset = ignition::math::Pose3d::Zero);
#endif
/// \brief Converts a vector of polylines into a table of vertices and
/// a list of edges (each made of 2 points from the table of vertices.
/// \param[in] _polys the polylines
/// \param[in] _tol tolerence for 2 vertices to be considered the same
/// \param[out] _vertices a table of unique vertices
/// \param[out] _edges a list of edges (made of start/end point indices
/// from the vertex table)
private: static void ConvertPolylinesToVerticesAndEdges(
const std::vector<std::vector<ignition::math::Vector2d> >
&_polys,
double _tol,
std::vector<ignition::math::Vector2d> &_vertices,
std::vector<ignition::math::Vector2i> &_edges);
/// \brief Check a point againts a list, and only adds it to the list
/// if it is not there already.
/// \param[in] _vertices the vertex table where points are stored
/// \param[in] _p the point coordinates
/// \param[in] _tol the maximum distance under which 2 points are
/// considered to be the same point.
/// \return the index of the point.
private: static size_t AddUniquePointToVerticesTable(
std::vector<ignition::math::Vector2d> &_vertices,
const ignition::math::Vector2d &_p,
double _tol);
/// \brief 3D mesh loader for COLLADA files
private: ColladaLoader *colladaLoader;
/// \brief 3D mesh exporter for COLLADA files
private: ColladaExporter *colladaExporter;
/// \brief 3D mesh loader for STL files
private: STLLoader *stlLoader;
/// \brief Dictionary of meshes, indexed by name
private: std::map<std::string, Mesh*> meshes;
/// \brief supported file extensions for meshes
private: std::vector<std::string> fileExtensions;
private: boost::mutex mutex;
/// \brief Singleton implementation
private: friend class SingletonT<MeshManager>;
};
/// \}
}
}
#endif