Tesseract
Motion Planning Environment
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Namespaces | Functions
mesh_parser.h File Reference
#include <tesseract_common/macros.h>
#include <fstream>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <console_bridge/console.h>
#include <tesseract_common/types.h>
#include <tesseract_common/resource_locator.h>
#include <regex>
#include <boost/filesystem/path.hpp>
#include <tesseract_geometry/impl/mesh_material.h>
Include dependency graph for mesh_parser.h:
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Go to the source code of this file.

Namespaces

namespace  tesseract_geometry
 

Functions

template<class T >
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)
 
template<class T >
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)
 Create list of meshes from the assimp scene. More...
 
template<class T >
std::vector< std::shared_ptr< T > > tesseract_geometry::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 > > tesseract_geometry::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 > > tesseract_geometry::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...