Tesseract
Motion Planning Environment
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Classes | |
class | Box |
class | Capsule |
class | Cone |
class | ConvexMesh |
class | Cylinder |
class | Geometry |
class | Mesh |
class | MeshMaterial |
Represents material information extracted from a mesh file. More... | |
class | MeshTexture |
Represents a texture and UV coordinates extracted from a mesh file. More... | |
class | Octree |
class | Plane |
class | PolygonMesh |
class | SDFMesh |
class | Sphere |
Typedefs | |
using | Geometrys = std::vector< Geometry::Ptr > |
using | GeometrysConst = std::vector< Geometry::ConstPtr > |
Enumerations | |
enum | GeometryType { UNINITIALIZED , SPHERE , CYLINDER , CAPSULE , CONE , BOX , PLANE , MESH , CONVEX_MESH , SDF_MESH , OCTREE , POLYGON_MESH } |
Functions | |
template<class T > | |
std::vector< std::shared_ptr< T > > | extractMeshData (const aiScene *scene, const aiNode *node, const aiMatrix4x4 &parent_transform, const Eigen::Vector3d &scale, tesseract_common::Resource::Ptr resource, bool normals, bool vertex_colors, bool material_and_texture) |
template<class T > | |
std::vector< std::shared_ptr< T > > | createMeshFromAsset (const aiScene *scene, const Eigen::Vector3d &scale, tesseract_common::Resource::Ptr resource, bool normals, bool vertex_colors, bool material_and_texture) |
Create list of meshes from the assimp scene. More... | |
template<class T > | |
std::vector< std::shared_ptr< T > > | createMeshFromPath (const std::string &path, Eigen::Vector3d scale=Eigen::Vector3d(1, 1, 1), bool triangulate=false, bool flatten=false, bool normals=false, bool vertex_colors=false, bool material_and_texture=false) |
Create a mesh using assimp from file path. More... | |
template<class T > | |
std::vector< std::shared_ptr< T > > | createMeshFromResource (tesseract_common::Resource::Ptr resource, Eigen::Vector3d scale=Eigen::Vector3d(1, 1, 1), bool triangulate=false, bool flatten=false, bool normals=false, bool vertex_colors=false, bool material_and_texture=false) |
Create a mesh using assimp from resource. More... | |
template<typename T > | |
static std::vector< std::shared_ptr< T > > | createMeshFromBytes (const std::string &url, const uint8_t *bytes, size_t bytes_len, Eigen::Vector3d scale=Eigen::Vector3d(1, 1, 1), bool triangulate=false, bool flatten=false, bool normals=false, bool vertex_colors=false, bool material_and_texture=false) |
Create a mesh from byte array. More... | |
bool | isIdentical (const Geometry &geom1, const Geometry &geom2) |
Check if two Geometries are identical. More... | |
Variables | |
static const std::vector< std::string > | GeometryTypeStrings |
using tesseract_geometry::Geometrys = typedef std::vector<Geometry::Ptr> |
using tesseract_geometry::GeometrysConst = typedef std::vector<Geometry::ConstPtr> |
std::vector< std::shared_ptr< T > > tesseract_geometry::createMeshFromAsset | ( | const aiScene * | scene, |
const Eigen::Vector3d & | scale, | ||
tesseract_common::Resource::Ptr | resource, | ||
bool | normals, | ||
bool | vertex_colors, | ||
bool | material_and_texture | ||
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Create list of meshes from the assimp scene.
scene | The assimp scene |
scale | Perform an axis scaling |
resource | The mesh resource that generated the scene |
normals | If true, loads mesh normals |
vertex_colors | If true, loads mesh vertex colors |
material_and_texture | If true, loads mesh materials and textures |
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Create a mesh from byte array.
url | The URL of source resource |
bytes | Byte array |
bytes_len | The length of bytes |
scale | Perform an axis scaling |
triangulate | If true the mesh will be triangulated. This should be done for visual meshes. In the case of collision meshes do not triangulate convex hull meshes. |
flatten | If true all meshes will be condensed into a single mesh. This should only be used for visual meshes, do not flatten collision meshes. |
normals | If true, loads mesh normals |
vertex_colors | If true, loads mesh vertex colors |
material_and_texture | If true, loads mesh materials and textures |
std::vector< std::shared_ptr< T > > tesseract_geometry::createMeshFromPath | ( | const std::string & | path, |
Eigen::Vector3d | scale = Eigen::Vector3d(1, 1, 1) , |
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bool | triangulate = false , |
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bool | flatten = false , |
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bool | normals = false , |
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bool | vertex_colors = false , |
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bool | material_and_texture = false |
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) |
Create a mesh using assimp from file path.
path | The file path to the mesh |
scale | Perform an axis scaling |
triangulate | If true the mesh will be triangulated. This should be done for visual meshes. In the case of collision meshes do not triangulate convex hull meshes. |
flatten | If true all meshes will be condensed into a single mesh. This should only be used for visual meshes, do not flatten collision meshes. |
normals | If true, loads mesh normals |
vertex_colors | If true, loads mesh vertex colors |
material_and_texture | If true, loads mesh materials and textures |
std::vector< std::shared_ptr< T > > tesseract_geometry::createMeshFromResource | ( | tesseract_common::Resource::Ptr | resource, |
Eigen::Vector3d | scale = Eigen::Vector3d(1, 1, 1) , |
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bool | triangulate = false , |
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bool | flatten = false , |
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bool | normals = false , |
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bool | vertex_colors = false , |
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bool | material_and_texture = false |
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) |
Create a mesh using assimp from resource.
resource | The located resource |
scale | Perform an axis scaling |
triangulate | If true the mesh will be triangulated. This should be done for visual meshes. In the case of collision meshes do not triangulate convex hull meshes. |
flatten | If true all meshes will be condensed into a single mesh. This should only be used for visual meshes, do not flatten collision meshes. |
normals | If true, loads mesh normals |
vertex_colors | If true, loads mesh vertex colors |
material_and_texture | If true, loads mesh materials and textures |
std::vector< std::shared_ptr< T > > tesseract_geometry::extractMeshData | ( | const aiScene * | scene, |
const aiNode * | node, | ||
const aiMatrix4x4 & | parent_transform, | ||
const Eigen::Vector3d & | scale, | ||
tesseract_common::Resource::Ptr | resource, | ||
bool | normals, | ||
bool | vertex_colors, | ||
bool | material_and_texture | ||
) |
The template type must have a constructor as follows Constructor(std::shared_ptr<tesseract_geometry::VectorVector3d> vertices, std::shared_ptr<std::vector<int>> faces, int face_count)
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