pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/LightState.hh

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/*
* Copyright (C) 2015 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 _GAZEBO_LIGHT_STATE_HH_
#define _GAZEBO_LIGHT_STATE_HH_
#include <iomanip>
#include "gazebo/physics/State.hh"
namespace gazebo
{
namespace physics
{
/// \addtogroup gazebo_physics
/// \{
/// \class LightState LightState.hh physics/physics.hh
/// \brief Store state information of a Light object
///
/// This class captures the entire state of a Light at one
/// specific time during a simulation run.
class GZ_PHYSICS_VISIBLE LightState : public State
{
/// \brief Default constructor.
public: LightState() = default;
/// \brief Constructor.
///
/// Build a LightState from an existing Light.
/// \param[in] _light Pointer to the light from which to gather state
/// info.
/// \param[in] _realTime Real time stamp.
/// \param[in] _simTime Sim time stamp.
/// \param[in] _iterations Simulation iterations.
public: LightState(const LightPtr _light, const common::Time &_realTime,
const common::Time &_simTime, const uint64_t _iterations);
/// \brief Constructor
///
/// Build a LightState from SDF data
/// \param[in] _sdf SDF data to load a light state from.
public: explicit LightState(const sdf::ElementPtr _sdf);
/// \brief Load state from SDF element.
///
/// Load LightState information from stored data in and SDF::Element
/// \param[in] _elem Pointer to the SDF::Element containing state info.
public: virtual void Load(const sdf::ElementPtr _elem);
/// \brief Load state from Light pointer.
///
/// Build a LightState from an existing Light.
/// \param[in] _light Pointer to the light from which to gather state
/// info.
/// \param[in] _realTime Real time stamp.
/// \param[in] _simTime Sim time stamp.
/// \param[in] _iterations Simulation iterations.
public: void Load(const LightPtr _light, const common::Time &_realTime,
const common::Time &_simTime, const uint64_t _iterations);
/// \brief Get the stored light pose.
/// \return Pose of the Light.
public: const ignition::math::Pose3d Pose() const;
/// \brief Return true if the values in the state are zero.
/// \return True if the values in the state are zero.
public: bool IsZero() const;
/// \brief Populate a state SDF element with data from the object.
/// \param[out] _sdf SDF element to populate.
public: void FillSDF(sdf::ElementPtr _sdf);
/// \brief Assignment operator
/// \param[in] _state State value
/// \return this
public: LightState &operator=(const LightState &_state);
/// \brief Subtraction operator.
/// \param[in] _pt A state to substract.
/// \return The resulting state.
public: LightState operator-(const LightState &_state) const;
/// \brief Addition operator.
/// \param[in] _pt A state to substract.
/// \return The resulting state.
public: LightState operator+(const LightState &_state) const;
/// \brief Stream insertion operator.
/// \param[in] _out output stream.
/// \param[in] _state Light state to output.
/// \return The stream.
public: inline friend std::ostream &operator<<(std::ostream &_out,
const gazebo::physics::LightState &_state)
{
ignition::math::Vector3d q(_state.pose.Rot().Euler());
_out << std::fixed <<std::setprecision(3)
<< "<light name='" << _state.GetName() << "'>"
<< "<pose>"
<< _state.pose.Pos().X() << " "
<< _state.pose.Pos().Y() << " "
<< _state.pose.Pos().Z() << " "
<< q.X() << " "
<< q.Y() << " "
<< q.Z() << " "
<< "</pose>";
_out << "</light>";
return _out;
}
/// \brief Pose of the light.
private: ignition::math::Pose3d pose;
};
/// \}
}
}
#endif