#include "mesh_loader.h"
#include <OgrePrerequisites.h>
#include <resource_retriever/retriever.h>
#include <boost/filesystem.hpp>
#include <boost/algorithm/string.hpp>
#include <OgreSkeleton.h>
#include <OgreSkeletonManager.h>
#include <OgreSkeletonSerializer.h>
#include <OgreMeshManager.h>
#include <OgreTextureManager.h>
#include <OgreMaterialManager.h>
#include <OgreTexture.h>
#include <OgrePass.h>
#include <OgreTechnique.h>
#include <OgreMaterial.h>
#include <OgreTextureUnitState.h>
#include <OgreMeshSerializer.h>
#include <OgreSubMesh.h>
#include <OgreHardwareBufferManager.h>
#include <OgreSharedPtr.h>
#include <tinyxml2.h>
#include <ros/assert.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <boost/filesystem/operations.hpp>
Go to the source code of this file.
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void | rviz::buildMesh (const aiScene *scene, const aiNode *node, const Ogre::MeshPtr &mesh, Ogre::AxisAlignedBox &aabb, float &radius, std::vector< Ogre::MaterialPtr > &material_table, aiMatrix4x4 transform=aiMatrix4x4()) |
| Recursive mesh-building function. More...
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void | rviz::loadMaterials (const std::string &resource_path, const aiScene *scene, std::vector< Ogre::MaterialPtr > &material_table_out) |
| Load all materials needed by the given scene. More...
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Ogre::MeshPtr | rviz::loadMeshFromResource (const std::string &resource_path) |
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Ogre::SkeletonPtr | rviz::loadSkeletonFromResource (const std::string &resource_path) |
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void | rviz::loadTexture (const std::string &resource_path) |
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Ogre::MeshPtr | rviz::meshFromAssimpScene (const std::string &name, const aiScene *scene) |
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rviz
Author(s): Dave Hershberger, David Gossow, Josh Faust, William Woodall
autogenerated on Fri Aug 2 2024 08:43:10