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📄 lightsource.cc

📁 机器人人3D仿真工具,可以加入到Simbad仿真环境下应用。
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/* *  Gazebo - Outdoor Multi-Robot Simulator *  Copyright (C) 2003   *     Nate Koenig & Andrew Howard * *  This program is free software; you can redistribute it and/or modify *  it under the terms of the GNU General Public License as published by *  the Free Software Foundation; either version 2 of the License, or *  (at your option) any later version. * *  This program is distributed in the hope that it will be useful, *  but WITHOUT ANY WARRANTY; without even the implied warranty of *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the *  GNU General Public License for more details. * *  You should have received a copy of the GNU General Public License *  along with this program; if not, write to the Free Software *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA * *//* Desc: Model for a LightSource * Author: Nathan Koenig * Date: Nov 2004 * CVS: $Id: LightSource.cc,v 1.16 2005/05/06 17:09:27 natepak Exp $ *//// @addtogroup models/// @{ /** @defgroup LightSource Light SourceThe LightSource model simulates a single point light.@par libgazebo interfacesThis model has no libgazebo interface.@par Player driversThere are no Player drivers available.@par AttributesThe following attributes are supported.@htmlinclude default_attr_include.html- ambientColor (float tuple)  - Ambient color.  - Default: 0.2 0.2 0.2 1.0- diffuseColor (float tuple)  - Diffuse color.  - Default: 0.8 0.8 0.8 1.0- specularColor (float tuple)  - Specular color.  - Default: 0.2 0.2 0.2 1.0- attenuation (float tuple)  - Constant, Linear, Quadratic attenuation.  - Default: 1.0 0.0 0.0@par BodiesThe following bodies are created by this model.@htmlinclude default_body_include.html@par Example@verbatim<model:LightSource>  <xyz>0 0 0</xyz></model:LightSource>@endverbatim@par AuthorsNate Koenig, Andrew Howard*//// @}// General includes#include <assert.h>#include <math.h>// Local includes#include "gazebo.h"#include "Error.hh"#include "World.hh"#include "WorldFile.hh"#include "ModelFactory.hh"#include "Body.hh"#include "LightGeom.hh"#include "LightSource.hh"//////////////////////////////////////////////////////////////////////////////// Register this modelGZ_REGISTER_STATIC("LightSource", LightSource);//////////////////////////////////////////////////////////////////////////////// ConstructorLightSource::LightSource( World *world )    : Model( world ), lightOn(false){  this->body = NULL;  this->lightGeom = NULL;  return;}//////////////////////////////////////////////////////////////////////////////// DestructorLightSource::~LightSource(){  if (this->body)    delete this->body;  if (this->lightGeom)    delete this->lightGeom;  this->body = NULL;  this->lightGeom = NULL;}//////////////////////////////////////////////////////////////////////////////// Load the modelint LightSource::Load( WorldFile *file, WorldFileNode *node ){  // Lights are a finite resource, so check  if (!LightGeom::CheckAvailable())  {    PRINT_ERR("too many lights (check your GL driver limits)");    return -1;  }  // Create a dummy body to attach the light geom to  this->body = new Body(this->world, NULL, true);  this->AddBody(this->body, true);  // Create a light geom  this->lightGeom = new LightGeom(this->body, this->modelSpaceId);  // Set the light colors  this->lightGeom->SetAmbientColor(node->GetColor("ambientColor", GzColor(0.2, 0.2, 0.2)));  this->lightGeom->SetDiffuseColor(node->GetColor("diffuseColor", GzColor(0.8, 0.8, 0.8)));  this->lightGeom->SetSpecularColor(node->GetColor("specularColor", GzColor(0.2, 0.2, 0.2)));  // Set the attenuation factor  this->lightGeom->SetAttenuation(node->GetPosition("attenuation", GzVectorSet(1.0, 0, 0)));  /* FIX sometime  WorldFileNode *spotNode = node->GetChild("spot");  if (spotNode)  {    float exponent = spotNode->GetDouble("exponent",0);    float cutoff = spotNode->GetDouble("cutoff",0);    if (exponent != 0)      this->light->setSpotExponent(exponent);    if (exponent != 0)      this->light->setSpotCutoff(cutoff);  }  */    return 0;}//////////////////////////////////////////////////////////////////////////////// Initialize the modelint LightSource::Init( WorldFile *file, WorldFileNode *node ){  return 0;}//////////////////////////////////////////////////////////////////////////////// Finalize the modelint LightSource::Fini(){  return 0;}//////////////////////////////////////////////////////////////////////////////// Update the modelvoid LightSource::Update( double /*step*/ ){  /* FIX  //const GzVector pos = this->GetPosition();  //const GzQuatern rot = this->parent->GetRotation();  //printf("light %p %f %f %f\n", this->GetBody(), pos.x, pos.y, pos.z);  //this->lightBody->SetPosition(pos);  //this->lightBody->SetRotation(rot);  //this->light->setPosition( osg::Vec4(pos.x, pos.y, pos.z,1.0) );  //this->light->setDirection( osg::Vec3(rot.x, rot.y, rot.z) );  */    return;}//////////////////////////////////////////////////////////////////////////////// Returns whether the light is on or offbool LightSource::IsOn() const{  return this->lightOn;}//////////////////////////////////////////////////////////////////////////////// Turns the light source onvoid LightSource::On(){  if (!this->lightOn)  {    // TODO  }  this->lightOn = true;  return;}//////////////////////////////////////////////////////////////////////////////// Turns the light source offvoid LightSource::Off(){  if (this->lightOn)  {    // TODO  }  this->lightOn = false;}//////////////////////////////////////////////////////////////////////////////// Toggles the source on or offvoid LightSource::Toggle(){  // TODO}

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