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Visualization tools for the ApplyForceTorque GUI plugin (#2051)
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Adds visualization tools to the new ApplyForceTorque GUI plugin. This allows the user to see the force (represented by an arrow) and the torque (represented by a circle) displayed on the scene at their application point before applying them.


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Signed-off-by: Henrique-BO <[email protected]>
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Henrique-BO authored Aug 23, 2023
1 parent 1e2a832 commit 30eeb62
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85 changes: 85 additions & 0 deletions include/gz/sim/rendering/WrenchVisualizer.hh
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/*
* Copyright (C) 2023 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#ifndef GZ_SIM_WRENCHVISUALIZER_HH_
#define GZ_SIM_WRENCHVISUALIZER_HH_

#include <memory>

#include <gz/sim/config.hh>
#include <gz/sim/rendering/Export.hh>
#include <gz/utils/ImplPtr.hh>

#include <gz/math/Vector3.hh>
#include <gz/rendering/RenderTypes.hh>

namespace gz
{
namespace sim
{
// Inline bracket to help doxygen filtering.
inline namespace GZ_SIM_VERSION_NAMESPACE
{
namespace detail
{
/// \brief Creates, deletes, and maintains force and torque visuals
class GZ_SIM_RENDERING_VISIBLE WrenchVisualizer
{
/// \brief Constructor
public: WrenchVisualizer();

/// \brief Destructor
public: ~WrenchVisualizer();

/// \brief Initialize the Wrench visualizer
/// \param[in] _scene The rendering scene where the visuals are created
/// \return True if the scene is valid
bool Init(rendering::ScenePtr _scene);

/// \brief Create a new force visual
/// \param[in] _material The material used for the visual
/// \return Pointer to the created ArrowVisual
public: rendering::ArrowVisualPtr CreateForceVisual(
rendering::MaterialPtr _material);

/// \brief Create a new torque visual
/// \param[in] _material The material used for the visual
/// \return Pointer to the created Visual
public: rendering::VisualPtr CreateTorqueVisual(
rendering::MaterialPtr _material);

/// \brief Update the visual of a vector to match its direction and position
/// \param[in] _visual Pointer to the vector visual to be updated
/// \param[in] _direction Direction of the vector
/// \param[in] _position Position of the arrow
/// \param[in] _size Size of the arrow in meters
/// \param[in] _tip True if _position specifies the tip of the vector,
/// false if it specifies tha base of the vector
public: void UpdateVectorVisual(rendering::VisualPtr _visual,
const math::Vector3d &_direction,
const math::Vector3d &_position,
const double _size,
const bool _tip = false);

/// \internal
/// \brief Private data pointer
GZ_UTILS_UNIQUE_IMPL_PTR(dataPtr)
};
}
}
}
}
#endif
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