bullet3/examples/Importers/ImportURDFDemo/UrdfRenderingInterface.h
Erwin Coumans 1bd82e7d81 allow rendering of (textured) heightfield in TinyRenderer and EGL.
Also update normals, if heightfield is updated.
2020-09-20 16:03:56 -07:00

116 lines
5.4 KiB
C++

#ifndef URDF_RENDERING_INTERFACE_H
#define URDF_RENDERING_INTERFACE_H
///UrdfLink and UrdfModel are the main URDF structures to define a robot
struct UrdfLink;
struct UrdfModel;
///btTransform is a position and 3x3 matrix, as defined in Bullet/src/LinearMath/btTransform
class btTransform;
class btVector3;
///UrdfRenderingInterface is a simple rendering interface, mainly for URDF-based robots.
///There is an implementation in
///bullet3\examples\SharedMemory\plugins\tinyRendererPlugin\TinyRendererVisualShapeConverter.cpp
struct UrdfRenderingInterface
{
virtual ~UrdfRenderingInterface() {}
///given a URDF link, convert all visual shapes into internal renderer (loading graphics meshes, textures etc)
///use the visualShapeUniqueId as a unique identifier to synchronize the world transform and to remove the visual shape.
virtual int convertVisualShapes(int linkIndex, const char* pathPrefix, const btTransform& localInertiaFrame, const UrdfLink* linkPtr, const UrdfModel* model, int visualShapeUniqueId, int bodyUniqueId, struct CommonFileIOInterface* fileIO) = 0;
virtual int registerShapeAndInstance(const struct b3VisualShapeData& visualShape, const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType, int textureId, int orgGraphicsUniqueId, int bodyUniqueId, int linkIndex)=0;
virtual void updateShape(int shapeUniqueId, const btVector3* vertices, int numVertices, const btVector3* normals, int numNormals) = 0;
///remove a visual shapes, based on the shape unique id (shapeUid)
virtual void removeVisualShape(int collisionObjectUid) = 0;
///update the world transform + scaling of the visual shape, using the shapeUid
virtual void syncTransform(int collisionObjectUid, const class btTransform& worldTransform, const class btVector3& localScaling) = 0;
///return the number of visual shapes, for a particular body unique id
virtual int getNumVisualShapes(int bodyUniqueId) = 0;
///return the visual shape information, for a particular body unique id and 'shape index'
virtual int getVisualShapesData(int bodyUniqueId, int shapeIndex, struct b3VisualShapeData* shapeData) = 0;
///change the RGBA color for some visual shape.
virtual void changeRGBAColor(int bodyUniqueId, int linkIndex, int shapeIndex, const double rgbaColor[4]) = 0;
//change the instance flags, double-sided rendering
virtual void changeInstanceFlags(int bodyUniqueId, int linkIndex, int shapeIndex, int flags) = 0;
///select a given texture for some visual shape.
virtual void changeShapeTexture(int objectUniqueId, int linkIndex, int shapeIndex, int textureUniqueId) = 0;
///pick the up-axis, either Y (1) or Z (2)
virtual void setUpAxis(int axis) = 0;
///compute the view matrix based on those parameters
virtual void resetCamera(float camDist, float yaw, float pitch, float camPosX, float camPosY, float camPosZ) = 0;
///clear the render buffer with a particular color.
virtual void clearBuffers(struct TGAColor& clearColor) = 0;
///remove all visual shapes.
virtual void resetAll() = 0;
///return the frame buffer width and height for the renderer
virtual void getWidthAndHeight(int& width, int& height) = 0;
///set the frame buffer width and height for the renderer
virtual void setWidthAndHeight(int width, int height) = 0;
///set the light direction, in world coordinates
virtual void setLightDirection(float x, float y, float z) = 0;
///set the ambient light color, in world coordinates
virtual void setLightColor(float x, float y, float z) = 0;
///set the light distance
virtual void setLightDistance(float dist) = 0;
///set the light ambient coefficient
virtual void setLightAmbientCoeff(float ambientCoeff) = 0;
///set the light diffuse coefficient
virtual void setLightDiffuseCoeff(float diffuseCoeff) = 0;
///set the light specular coefficient
virtual void setLightSpecularCoeff(float specularCoeff) = 0;
///enable or disable rendering of shadows
virtual void setShadow(bool hasShadow) = 0;
///some undocumented flags for experimentation (todo: document)
virtual void setFlags(int flags) = 0;
///provide the image pixels as a part of a stream.
virtual void copyCameraImageData(unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels, int* segmentationMaskBuffer, int segmentationMaskSizeInPixels, int startPixelIndex, int* widthPtr, int* heightPtr, int* numPixelsCopied) = 0;
///render an image, using some arbitraty view and projection matrix
virtual void render() = 0;
///render an image using the provided view and projection matrix
virtual void render(const float viewMat[16], const float projMat[16]) = 0;
///load a texture from file, in png or other popular/supported format
//virtual int loadTextureFile(const char* filename) = 0;
virtual int loadTextureFile(const char* filename, struct CommonFileIOInterface* fileIO)=0;
///register a texture using an in-memory pixel buffer of a given width and height
virtual int registerTexture(unsigned char* texels, int width, int height) = 0;
virtual void setProjectiveTextureMatrices(const float viewMatrix[16], const float projectionMatrix[16]) {}
virtual void setProjectiveTexture(bool useProjectiveTexture) {}
virtual bool getCameraInfo(int* width, int* height, float viewMatrix[16], float projectionMatrix[16], float camUp[3], float camForward[3], float hor[3], float vert[3], float* yaw, float* pitch, float* camDist, float cameraTarget[3]) const
{
return false;
}
};
#endif //LINK_VISUAL_SHAPES_CONVERTER_H