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📄 scenecomponents.h

📁 3D仿真组实物机器人环境下的机器人模型的设计工具。可以查看和修改现有模型的详细参数
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                                                      TJointList & joints                           );                bool         parseCylinderNode      ( string str, TSceneNode * parrent,                                                      TNodeList & nodes,                                                      TJointList & joints                           );                bool         parseBoxNode           ( string & str, TSceneNode * parrent,                                                      TNodeList & nodes,                                                      TJointList & joints                           );                bool         parseTransformNode     ( string str, TSceneNode * parrent,                                                      TNodeList & nodes,                                                      TJointList & joints                           );                /// Methods that deal with saving the node                void         saveInformation        ( ostream & os, string strGap                   ) const;  public:                TSceneNode                          (                                               );              ~ TSceneNode                          (                                               );    virtual     bool         update                 (                                               );    virtual     bool         render                 (                                               );    virtual     bool         setPosition            ( const VecPosition & pos                       );                unsigned     getID                  (                                               ) const;                void         resize                 (                                               );                void         rePosition             ( TSceneNode * caller_node = NULL               );                string       getName                (                                               ) const;                void         setName                ( string name                                   );                string       getNodeName            (                                               ) const;                void         setNodeName            ( string name                                   );                TShape       getShape               (                                               ) const;                void         setShape               ( TShape shape                                  );                double       getLength              (                                               ) const;                void         setLength              ( double length                                 );                double       getWidth               (                                               ) const;                void         setWidth               ( double width                                  );                double       getHeight              (                                               ) const;                void         setHeight              ( double height                                 );                double       getRadius              (                                               ) const;                void         setRadius              ( double radius                                 );                double       getMass                (                                               ) const;                void         setMass                ( double mass                                   );                TMaterial    getMaterial            (                                               ) const;                void         setMaterial            ( TMaterial material                            );                bool         isSaved                (                                               ) const;                void         setNotSaved            (                                               );                            void         addJoint               ( TSceneJoint * joint                           );                bool         removeJoint            ( TSceneJoint * joint                           );                bool         initialized            (                                               ) const;     static     VecPosition  parsePositions         ( string & str, unsigned & index                );                bool         parseAndLoad           ( string str, TSceneNode * parrent,                                                      TNodeList & nodes,                                                      TJointList & joints                           );                void         queryNodes             ( TNodeList & nodes                             );                void         queryJoints            ( TJointList & joints                           );                TSceneNode * getParrent             (                                               ) const;                void         setParrent             ( TSceneNode * parrent                          );                void         addChild               ( TSceneNode * child                            );                void         clearChildren          ( TNodeList & nodes                             );                void         removeChild            ( TNodeList & list, TSceneNode * child          );                void         eraseChild             ( TSceneNode * child                            );                void         saveToStream           ( ostream & os, string strGap                   ) const;    friend      ostream &    operator <<            ( ostream &os, const TSceneNode & data          );    friend      ostream &    operator <<            ( ostream &os, const TSceneNode * data          );                ostream &    show                   ( ostream & os = cout                           ) const;};/*******************************************************************************//********************************  TSceneJoint  ********************************//*******************************************************************************//*! TJoint is a representation of a joint of a robot */class TSceneJoint : public TOpenGLSphere{  protected:            TJoint       m_Joint;                 /*!< This is the type of the joint*/            VecPosition  m_Axis[2];               /*!< This is the axises of the motors */            VecPosition  m_Anchor;                /*!< This is the anchor the joint */            double       m_MaxMotorForce[2];      /*!< These are the maximum motor force*/            string       m_EffectorName;          /*!< This is the effector name of the motor */            string       m_PercetorName;          /*!< This is the perceptor name of the motor */            VecPosition  m_PosRelParrent;         /*!< Position relative to the parrent */            VecPosition  m_PosRelChild;           /*!< Position relative to the child */            TSceneNode*  m_Parrent;               /*!< Parrent of the joint */            TSceneNode*  m_Child;                 /*!< Child of the joint */            int          m_Number;                /*!< Number of the joint */    mutable bool         m_Saved;                 /*!< Is this joint saved before */            bool         m_Renderable;            /*!< Can the joint be rendered */            bool         isEffector              ( string & str                               ) const;            bool         parseEffector           ( string & str                               );            bool         isPerceptor             ( string & str                               ) const;            bool         parsePerceptor          ( string & str                               );            bool         parseAttach             ( string & str,                                                   TSceneNode * parrent,                                                   TNodeList & nodes                          );            bool         parseAnchor             ( string & str                               );            bool         parseAxis               ( string & str                               );            bool         parseMotorForce         ( string & str                               );            void         assignNumber            ( TJointList & joints                        );            void         saveInformation         ( ostream & os,                                                   string strGap,                                                   TSceneNode* thisNode                       );  public:                        TSceneJoint (                                                         );    virtual           ~ TSceneJoint (                                                         );    virtual bool        update      (                                                         );    virtual bool        render      (                                                         );            bool        parseAndLoad( string & str,                                      TSceneNode * parrent,                                      TNodeList & nodes,                                      TJointList & joints                                     );            TJoint      getType     (                                                         ) const;            void        setType     ( TJoint type                                             );            VecPosition getAxis     ( int number = 1                                          ) const;            void        setAxis     ( VecPosition axis, int number = 1                        );            VecPosition getAnchor   (                                                         ) const;            void        setAnchor   ( VecPosition anchor                                      );            double      getMaxMotorForce( int number = 1                                      ) const;            void        setMaxMotorForce( double max_force, int number = 1                    );            string      getEffectorName(                                                      ) const;            void        setEffectorName( string name                                          );            string      getPerceptorName(                                                     ) const;            void        setPerceptorName( string name                                         );            VecPosition getPosRelParrent(                                                     ) const;            void        setPosRelParrent( VecPosition pos                                     );            VecPosition getPosRelChild(                                                       ) const;            void        setPosRelChild( VecPosition pos                                       );            TSceneNode *getParrent  (                                                         ) const;            void        setParrent  ( TSceneNode * parrent                                    );            TSceneNode *getChild    (                                                         ) const;            void        setChild    ( TSceneNode * child                                      );                        bool        isRenderable(                                                         ) const;            void        setRenderable( bool renderable                                        );            int         getNumber   (                                                         ) const;            void        setNumber   ( int num                                                 );            bool        isSaved     (                                                         ) const;            void        setNotSaved (                                                         );            void        calculateRelativePositions(                                           );            bool        initialized (                                                         ) const;            void        saveToStream( ostream & os,                                      string strGap,                                      const TSceneNode* thisNode                              ) const;    friend  ostream&    operator << ( ostream &os, const TSceneJoint & joint                  );    friend  ostream&    operator << ( ostream &os, const TSceneJoint * joint                  );            ostream &   show        ( ostream & os = cout                                     ) const;};#endif // _SCENE_COMPONENTS_ 

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