#include "mesh_loader.h"
#include <resource_retriever/retriever.h>
#include <boost/filesystem.hpp>
#include "ogre_helpers/stl_loader.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 <tinyxml.h>
#include <ros/assert.h>
#include <assimp/assimp.hpp>
#include <assimp/aiScene.h>
#include <assimp/aiPostProcess.h>
#include <assimp/IOStream.h>
#include <assimp/IOSystem.h>
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, const float scale, std::vector< Ogre::MaterialPtr > &material_table) |
| Recursive mesh-building function. More...
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float | rviz::getMeshUnitRescale (const std::string &resource_path) |
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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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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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