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/*
* Copyright 2018 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 SDF_LIGHT_HH_
#define SDF_LIGHT_HH_
#include <memory>
#include <string>
#include <ignition/math/Pose3.hh>
#include <ignition/math/Angle.hh>
#include "sdf/Element.hh"
#include "sdf/SemanticPose.hh"
#include "sdf/Types.hh"
#include "sdf/sdf_config.h"
#include "sdf/system_util.hh"
namespace sdf
{
// Inline bracket to help doxygen filtering.
inline namespace SDF_VERSION_NAMESPACE {
//
// Forward declare private data class.
class LightPrivate;
struct PoseRelativeToGraph;
/// \enum LightType
/// \brief The set of light types. INVALID indicates that light type has
/// not been set, or has not been set correctly.
enum class LightType
{
/// \brief An invalid light. This indicates an error since a light type
/// is required to fully specify a light.
INVALID = 0,
/// \brief A point light source.
POINT = 1,
/// \brief A spot light source.
SPOT = 2,
/// \brief A directional light source.
DIRECTIONAL = 3,
};
/// \brief Provides a description of a light source. A light source can be
/// point, spot, or directional light.
class SDFORMAT_VISIBLE Light
{
/// \brief Default constructor
public: Light();
/// \brief Copy constructor
/// \param[in] _light Light to copy.
public: Light(const Light &_light);
/// \brief Move constructor
/// \param[in] _light Light to move.
public: Light(Light &&_light) noexcept;
/// \brief Destructor
public: ~Light();
/// \brief Move assignment operator.
/// \param[in] _light Light to move.
/// \return Reference to this.
public: Light &operator=(Light &&_light);
/// \brief Assignment operator.
/// \param[in] _light The light to set values from.
/// \return *this
public: Light &operator=(const Light &_light);
/// \brief Load the light based on a element pointer. This is *not* the
/// usual entry point. Typical usage of the SDF DOM is through the Root
/// object.
/// \param[in] _sdf The SDF Element pointer
/// \return Errors, which is a vector of Error objects. Each Error includes
/// an error code and message. An empty vector indicates no error.
public: Errors Load(ElementPtr _sdf);
/// \brief Get the light type.
/// \return The light type.
public: LightType Type() const;
/// \brief Set the light type.
/// \param[in] _type The light type.
public: void SetType(const LightType _type);
/// \brief Get the name of the light.
/// \return Name of the light.
public: std::string Name() const;
/// \brief Set the name of the light.
/// \param[in] _name Name of the light.
public: void SetName(const std::string &_name) const;
/// \brief Get the pose of the light. This is the pose of the light
/// as specified in SDF (<light> <pose> ... </pose></light>), and is
/// typically used to express the position and rotation of a light in a
/// global coordinate frame.
/// \return The pose of the light.
/// \deprecated See RawPose.
public: const ignition::math::Pose3d &Pose() const
SDF_DEPRECATED(9.0);
/// \brief Set the pose of the light.
/// \sa const ignition::math::Pose3d &Pose() const
/// \param[in] _pose The new light pose.
/// \deprecated See SetRawPose.
public: void SetPose(const ignition::math::Pose3d &_pose)
SDF_DEPRECATED(9.0);
/// \brief Get the pose of the light. This is the pose of the light
/// as specified in SDF (<light> <pose> ... </pose></light>), and is
/// typically used to express the position and rotation of a light in a
/// global coordinate frame.
/// \return The pose of the light.
public: const ignition::math::Pose3d &RawPose() const;
/// \brief Set the pose of the light.
/// \sa const ignition::math::Pose3d &RawPose() const
/// \param[in] _pose The new light pose.
public: void SetRawPose(const ignition::math::Pose3d &_pose);
/// \brief Get the name of the coordinate frame relative to which this
/// object's pose is expressed. An empty value indicates that the frame is
/// relative to the parent link/world coordinate frame.
/// \return The name of the pose relative-to frame.
public: const std::string &PoseRelativeTo() const;
/// \brief Set the name of the coordinate frame relative to which this
/// object's pose is expressed. An empty value indicates that the frame is
/// relative to the parent model/world coordinate frame.
/// \param[in] _frame The name of the pose relative-to frame.
public: void SetPoseRelativeTo(const std::string &_frame);
/// \brief Get the name of the coordinate frame in which this light's
/// pose is expressed. A empty value indicates that the frame is the
/// global/world coordinate frame.
/// \return The name of the pose frame.
/// \deprecated See PoseRelativeTo.
public: const std::string &PoseFrame() const
SDF_DEPRECATED(9.0);
/// \brief Set the name of the coordinate frame in which this light's
/// pose is expressed. A empty value indicates that the frame is the
/// global/world coordinate frame.
/// \param[in] _frame The name of the pose frame.
/// \deprecated See SetPoseRelativeTo.
public: void SetPoseFrame(const std::string &_frame)
SDF_DEPRECATED(9.0);
/// \brief Get SemanticPose object of this object to aid in resolving
/// poses.
/// \return SemanticPose object for this link.
public: sdf::SemanticPose SemanticPose() const;
/// \brief Get whether the light casts shadows.
/// \return True if the light casts shadows.
public: bool CastShadows() const;
/// \brief Set whether the light casts shadows.
/// \param[in] _cast True to indicate that the light casts shadows.
public: void SetCastShadows(const bool _cast);
/// \brief Get the diffuse color. The diffuse color is
/// specified by a set of three numbers representing red/green/blue,
/// each in the range of [0,1].
/// \return Diffuse color.
public: ignition::math::Color Diffuse() const;
/// \brief Set the diffuse color. The diffuse color is
/// specified by a set of three numbers representing red/green/blue,
/// each in the range of [0,1].
/// \param[in] _color Diffuse color.
public: void SetDiffuse(const ignition::math::Color &_color) const;
/// \brief Get the specular color. The specular color is
/// specified by a set of three numbers representing red/green/blue,
/// each in the range of [0,1].
/// \return Specular color.
public: ignition::math::Color Specular() const;
/// \brief Set the specular color. The specular color is
/// specified by a set of three numbers representing red/green/blue,
/// each in the range of [0,1].
/// \param[in] _color Specular color.
public: void SetSpecular(const ignition::math::Color &_color) const;
/// \brief Get the range of the light source in meters.
/// \return Range of the light source in meters.
public: double AttenuationRange() const;
/// \brief Set the range of the light source in meters.
/// \param[in] _factor Range of the light source in meters.
public: void SetAttenuationRange(const double _range);
/// \brief Get the linear attenuation factor. This value is clamped to
/// a value between 0 and 1, where 1 means attenuate evenly over the
/// distance.
/// \return Linear attentuation factor.
public: double LinearAttenuationFactor() const;
/// \brief Set the linear attenuation factor. This value is clamped to
/// a value between 0 and 1, where 1 means attenuate evenly over the
/// distance.
/// \param[in] _factor Linear attentuation factor.
public: void SetLinearAttenuationFactor(const double _factor);
/// \brief Get the constant attenuation factor. This value is clamped to
/// a value between 0 and 1, where 1.0 means never attenuate and 0.0 is
/// complete attenutation.
/// \return Constant attenuation factor.
public: double ConstantAttenuationFactor() const;
/// \brief Set the constant attenuation factor. This value is clamped to
/// a value between 0 and 1, where 1.0 means never attenuate and 0.0 is
/// complete attenutation.
/// \param[in] _factor Constant attenuation factor.
public: void SetConstantAttenuationFactor(const double _factor);
/// \brief Get the quadratic attenuation factor which adds a curvature to
/// the attenuation.
/// \return The quadratic attenuation factor.
public: double QuadraticAttenuationFactor() const;
/// \brief Set the quadratic attenuation factor which adds a curvature to
/// the attenuation.
/// \param[in] _factor The quadratic attenuation factor.
public: void SetQuadraticAttenuationFactor(const double _factor);
/// \brief Get the direction of the light source. This only has meaning
/// for spot and directional light types. The default value is
/// [0, 0, -1].
/// \return Light source direction.
public: ignition::math::Vector3d Direction() const;
/// \brief Set the direction of the light source. This only has meaning
/// for spot and directional light types.
/// \param[in] _dir Light source direction.
public: void SetDirection(const ignition::math::Vector3d &_dir);
/// \brief Get the angle covered by the bright inner cone.
/// \return The angle covered by the bright inner cone.
/// \note This function only has meaning for a spot light.
public: ignition::math::Angle SpotInnerAngle() const;
/// \brief Set the angle covered by the bright inner cone.
/// \param[in] _angle The angle covered by the bright inner cone.
/// \note This function only has meaning for a spot light.
public: void SetSpotInnerAngle(const ignition::math::Angle &_angle);
/// \brief Get the angle covered by the outer cone.
/// \return The angle covered by the outer cone.
/// \note This function only has meaning for a spot light.
public: ignition::math::Angle SpotOuterAngle() const;
/// \brief Set the angle covered by the outer cone.
/// \param[in] _angle The angle covered by the outer cone.
/// \note This function only has meaning for a spot light.
public: void SetSpotOuterAngle(const ignition::math::Angle &_angle);
/// \brief Get the rate of falloff between the inner and outer cones.
/// A value of 1.0 is a linear falloff, less than 1.0 is a slower falloff,
/// and a higher value indicates a faster falloff.
/// \return The spot falloff.
/// \note This function only has meaning for a spot light.
public: double SpotFalloff() const;
/// \brief Set the rate of falloff between the inner and outer cones.
/// A value of 1.0 is a linear falloff, less than 1.0 is a slower falloff,
/// and a higher value indicates a faster falloff.
/// \param[in] _falloff The spot falloff.
/// \note This function only has meaning for a spot light.
public: void SetSpotFalloff(const double _falloff);
/// \brief Get a pointer to the SDF element that was used during
/// load.
/// \return SDF element pointer. The value will be nullptr if Load has
/// not been called.
public: sdf::ElementPtr Element() const;
/// \brief Helper function to copy from another light
/// \param[in] _light Light to copy.
private: void CopyFrom(const Light &_light);
/// \brief Give the name of the xml parent of this object, to be used
/// for resolving poses. This is private and is intended to be called by
/// Link::SetPoseRelativeToGraph or World::Load.
/// \param[in] _xmlParentName Name of xml parent object.
private: void SetXmlParentName(const std::string &_xmlParentName);
/// \brief Give a weak pointer to the PoseRelativeToGraph to be used
/// for resolving poses. This is private and is intended to be called by
/// Link::SetPoseRelativeToGraph or World::Load.
/// \param[in] _graph Weak pointer to PoseRelativeToGraph.
private: void SetPoseRelativeToGraph(
std::weak_ptr<const PoseRelativeToGraph> _graph);
/// \brief Allow Link::SetPoseRelativeToGraph or World::Load to call
/// SetXmlParentName and SetPoseRelativeToGraph,
/// but Link::SetPoseRelativeToGraph is a private function, so we need
/// to befriend the entire class.
friend class Link;
friend class World;
/// \brief Private data pointer.
private: LightPrivate *dataPtr = nullptr;
};
}
}
#endif
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