pinocchio  2.7.1
A fast and flexible implementation of Rigid Body Dynamics algorithms and their analytical derivatives
GeometryPhongMaterial Struct Reference

#include <pinocchio/multibody/fcl.hpp>

Public Member Functions

 GeometryPhongMaterial (const Eigen::Vector4d &meshEmissionColor, const Eigen::Vector4d &meshSpecularColor, double meshShininess)
 

Public Attributes

Eigen::Vector4d meshEmissionColor {Eigen::Vector4d(0., 0., 0., 1.)}
 RGBA emission (ambient) color value of the GeometryObject::geometry object.
 
double meshShininess {0.}
 Shininess associated to the specular lighting model. More...
 
Eigen::Vector4d meshSpecularColor {Eigen::Vector4d(0., 0., 0., 1.)}
 RGBA specular color value of the GeometryObject::geometry object.
 

Detailed Description

Mesh material based on the Phong lighting model. Diffuse color is stored in GeometryObject::meshColor.

Definition at line 135 of file fcl.hpp.

Member Data Documentation

◆ meshShininess

double meshShininess {0.}

Shininess associated to the specular lighting model.

This value must normalized between 0 and 1.

Definition at line 155 of file fcl.hpp.


The documentation for this struct was generated from the following file: