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/*
* Copyright 2019 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_SCENE_HH_
#define SDF_SCENE_HH_
#include <ignition/math/Color.hh>
#include "sdf/Element.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 declarations.
class ScenePrivate;
class SDFORMAT_VISIBLE Scene
{
/// \brief Default constructor
public: Scene();
/// \brief Copy constructor
/// \param[in] _scene Scene element to copy.
public: Scene(const Scene &_scene);
/// \brief Move constructor
/// \param[in] _scene Scene to move.
public: Scene(Scene &&_scene) noexcept;
/// \brief Destructor
public: ~Scene();
/// \brief Assignment operator.
/// \param[in] _scene The scene to set values from.
/// \return *this
public: Scene &operator=(const Scene &_scene);
/// \brief Move assignment operator.
/// \param[in] _workflow The scene to move from.
/// \return *this
public: Scene &operator=(Scene &&_scene);
/// \brief Load the scene 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 ambient color of the scene
/// \return Scene ambient color
public: ignition::math::Color Ambient() const;
/// \brief Set the ambient color of the scene
/// \param[in] _ambient Ambient color to set to
public: void SetAmbient(const ignition::math::Color &_ambient);
/// \brief Get the background color of the scene
/// \return Scene background color
public: ignition::math::Color Background() const;
/// \brief Set the background color of the scene
/// \param[in] _background Background color to set to
public: void SetBackground(const ignition::math::Color &_background);
/// \brief Get whether grid is enabled
/// \return True if grid is enabled
public: bool Grid() const;
/// \brief Set whether the grid should be enabled
/// \param[in] enabled True to enable grid
public: void SetGrid(const bool _enabled);
/// \brief Get whether origin visual is enabled
/// \return True if origin visual is enabled
public: bool OriginVisual() const;
/// \brief Set whether the origin visual should be enabled
/// \param[in] enabled True to enable origin visual
public: void SetOriginVisual(const bool _enabled);
/// \brief Get whether shadows are enabled
/// \return True if shadows are enabled
public: bool Shadows() const;
/// \brief Set whether shadows should be enabled
/// \param[in] enabled True to enable shadows
public: void SetShadows(const bool _shadows);
/// \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 Private data pointer.
private: ScenePrivate *dataPtr = nullptr;
};
}
}
#endif
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