#ifndef EGL_RENDERER_VISUAL_SHAPE_CONVERTER_H #define EGL_RENDERER_VISUAL_SHAPE_CONVERTER_H #include "../../../Importers/ImportURDFDemo/UrdfRenderingInterface.h" struct EGLRendererVisualShapeConverter : public UrdfRenderingInterface { struct EGLRendererVisualShapeConverterInternalData* m_data; EGLRendererVisualShapeConverter(); virtual ~EGLRendererVisualShapeConverter(); virtual int convertVisualShapes(int linkIndex, const char* pathPrefix, const btTransform& localInertiaFrame, const UrdfLink* linkPtr, const UrdfModel* model, int orgGraphicsUniqueId, int bodyUniqueId, struct CommonFileIOInterface* fileIO); virtual int getNumVisualShapes(int bodyUniqueId); virtual int getVisualShapesData(int bodyUniqueId, int shapeIndex, struct b3VisualShapeData* shapeData); virtual int registerShapeAndInstance(const b3VisualShapeData& visualShape, const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType, int textureId, int orgGraphicsUniqueId, int bodyUniqueId, int linkIndex); virtual void updateShape(int shapeUniqueId, const btVector3* vertices, int numVertices, const btVector3* normals, int numNormals); virtual void changeRGBAColor(int bodyUniqueId, int linkIndex, int shapeIndex, const double rgbaColor[4]); virtual void changeInstanceFlags(int bodyUniqueId, int linkIndex, int shapeIndex, int flags); virtual void changeShapeTexture(int objectUniqueId, int linkIndex, int shapeIndex, int textureUniqueId); virtual void removeVisualShape(int shapeUid); virtual void setUpAxis(int axis); virtual void resetCamera(float camDist, float yaw, float pitch, float camPosX, float camPosY, float camPosZ); virtual void clearBuffers(struct TGAColor& clearColor); virtual void resetAll(); virtual void getWidthAndHeight(int& width, int& height); virtual void setWidthAndHeight(int width, int height); virtual void setLightDirection(float x, float y, float z); virtual void setLightColor(float x, float y, float z); virtual void setLightDistance(float dist); virtual void setLightAmbientCoeff(float ambientCoeff); virtual void setLightDiffuseCoeff(float diffuseCoeff); virtual void setLightSpecularCoeff(float specularCoeff); virtual void setShadow(bool hasShadow); virtual void setFlags(int flags); virtual void copyCameraImageData(unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels, int* segmentationMaskBuffer, int segmentationMaskSizeInPixels, int startPixelIndex, int* widthPtr, int* heightPtr, int* numPixelsCopied); void copyCameraImageDataGL(unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels, int* segmentationMaskBuffer, int segmentationMaskSizeInPixels, int startPixelIndex, int* widthPtr, int* heightPtr, int* numPixelsCopied); virtual void render(); virtual void render(const float viewMat[16], const float projMat[16]); virtual int loadTextureFile(const char* filename, struct CommonFileIOInterface* fileIO); virtual int registerTexture(unsigned char* texels, int width, int height); virtual int registerTextureInternal(unsigned char* texels, int width, int height); virtual void setProjectiveTextureMatrices(const float viewMatrix[16], const float projectionMatrix[16]); virtual void setProjectiveTexture(bool useProjectiveTexture); virtual void syncTransform(int shapeUid, const class btTransform& worldTransform, const class btVector3& localScaling); virtual void mouseMoveCallback(float x, float y); virtual void mouseButtonCallback(int button, int state, float x, float y); virtual bool getCameraInfo(int* width, int* height, float viewMatrix[16], float projectionMatrix[16], float camUp[3], float camForward[3], float hor[3], float vert[3], float* yaw, float* pitch, float* camDist, float cameraTarget[3]) const; }; #endif //EGL_RENDERER_VISUAL_SHAPE_CONVERTER_H