pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/LinkState.hh

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/*
* Copyright (C) 2012 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.
*
*/
/* Desc: A link state
* Author: Nate Koenig
*/
#ifndef _LINKSTATE_HH_
#define _LINKSTATE_HH_
#include <iostream>
#include <vector>
#include <string>
#include <sdf/sdf.hh>
#include "gazebo/physics/State.hh"
#include "gazebo/physics/CollisionState.hh"
#include "gazebo/math/Pose.hh"
#include "gazebo/util/system.hh"
namespace gazebo
{
namespace physics
{
/// \addtogroup gazebo_physics
/// \{
/// \class LinkState LinkState.hh physics/physics.hh
/// \brief Store state information of a physics::Link object
///
/// This class captures the entire state of a Link at one
/// specific time during a simulation run.
///
/// State of a Link includes the state of itself all its child Collision
/// entities.
class GZ_PHYSICS_VISIBLE LinkState : public State
{
/// \brief Default constructor
public: LinkState();
/// \brief Constructor
///
/// Build a LinkState from an existing Link.
/// \param[in] _model Pointer to the Link from which to gather state
/// info.
/// \param[in] _realTime Real time stamp.
/// \param[in] _simTime Sim time stamp
/// \param[in] _iterations Simulation iterations.
public: LinkState(const LinkPtr _link, const common::Time &_realTime,
const common::Time &_simTime, const uint64_t _iterations);
/// \brief Constructor
///
/// Build a LinkState from an existing Link.
/// \param[in] _model Pointer to the Link from which to gather state
/// info.
public: explicit LinkState(const LinkPtr _link);
/// \brief Constructor
///
/// Build a LinkState from SDF data
/// \param[in] _sdf SDF data to load a link state from.
public: explicit LinkState(const sdf::ElementPtr _sdf);
/// \brief Destructor.
public: virtual ~LinkState();
/// \brief Load a LinkState from a Link pointer.
///
/// Build a LinkState from an existing Link.
/// \param[in] _model Pointer to the Link 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 LinkPtr _link, const common::Time &_realTime,
const common::Time &_simTime, const uint64_t _iterations);
/// \brief Load state from SDF element.
///
/// Load LinkState 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 Get the link pose.
/// \return The math::Pose of the Link.
public: const math::Pose &GetPose() const;
/// \brief Get the link velocity.
/// \return The velocity represented as a math::Pose.
public: const math::Pose &GetVelocity() const;
/// \brief Get the link acceleration.
/// \return The acceleration represented as a math::Pose.
public: const math::Pose &GetAcceleration() const;
/// \brief Get the force applied to the Link.
/// \return Magnitude of the force.
public: const math::Pose &GetWrench() const;
/// \brief Get the number of link states.
///
/// This returns the number of Collisions recorded.
/// \return Number of CollisionState recorded.
public: unsigned int GetCollisionStateCount() const;
/// \brief Get a collision state.
///
/// Get a Collision State based on an index, where index is in the
/// range of 0...LinkState::GetCollisionStateCount.
/// \param[in] _index Index of the CollisionState.
/// \return State of the Collision.
/// \throws common::Exception When _index is invalid.
public: CollisionState GetCollisionState(unsigned int _index) const;
/// \brief Get a link state by link name.
///
/// Searches through all CollisionStates.
/// Returns the CollisionState with the matching name, if any.
/// \param[in] _collisionName Name of the CollisionState
/// \return State of the Collision.
/// \throws common::Exception When _collisionName is invalid
public: CollisionState GetCollisionState(
const std::string &_collisionName) const;
/// \brief Get the collision states.
/// \return A vector of collision states.
public: const std::vector<CollisionState> &GetCollisionStates() 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 Set the wall time when this state was generated
/// \param[in] _time The absolute clock time when the State
/// data was recorded.
public: virtual void SetWallTime(const common::Time &_time);
/// \brief Set the real time when this state was generated
/// \param[in] _time Clock time since simulation was stated.
public: virtual void SetRealTime(const common::Time &_time);
/// \brief Set the sim time when this state was generated
/// \param[in] _time Simulation time when the data was recorded.
public: virtual void SetSimTime(const common::Time &_time);
/// \brief Set the simulation iterations when this state was generated
/// \param[in] _iterations Simulation iterations when the data was
/// recorded.
public: virtual void SetIterations(const uint64_t _iterations);
/// \brief Assignment operator
/// \param[in] _state State value
/// \return this
public: LinkState &operator=(const LinkState &_state);
/// \brief Subtraction operator.
/// \param[in] _pt A state to substract.
/// \return The resulting state.
public: LinkState operator-(const LinkState &_state) const;
/// \brief Addition operator.
/// \param[in] _pt A state to add.
/// \return The resulting state.
public: LinkState operator+(const LinkState &_state) const;
/// \brief Stream insertion operator
/// \param[in] _out output stream
/// \param[in] _state Link state to output
/// \return the stream
public: inline friend std::ostream &operator<<(std::ostream &_out,
const gazebo::physics::LinkState &_state)
{
math::Vector3 q(_state.pose.rot.GetAsEuler());
_out.unsetf(std::ios_base::floatfield);
_out << std::setprecision(4)
<< "<link name='" << _state.name << "'>"
<< "<pose>"
<< ignition::math::precision(_state.pose.pos.x, 4) << " "
<< ignition::math::precision(_state.pose.pos.y, 4) << " "
<< ignition::math::precision(_state.pose.pos.z, 4) << " "
<< ignition::math::precision(q.x, 4) << " "
<< ignition::math::precision(q.y, 4) << " "
<< ignition::math::precision(q.z, 4) << " "
<< "</pose>";
if (_state.RecordVelocity())
{
/// Disabling this for efficiency.
q = _state.velocity.rot.GetAsEuler();
_out.unsetf(std::ios_base::floatfield);
_out << std::setprecision(4)
<< "<velocity>"
<< ignition::math::precision(_state.velocity.pos.x, 4) << " "
<< ignition::math::precision(_state.velocity.pos.y, 4) << " "
<< ignition::math::precision(_state.velocity.pos.z, 4) << " "
<< ignition::math::precision(q.x, 4) << " "
<< ignition::math::precision(q.y, 4) << " "
<< ignition::math::precision(q.z, 4) << " "
<< "</velocity>";
}
// << "<acceleration>" << _state.acceleration << "</acceleration>"
// << "<wrench>" << _state.wrench << "</wrench>";
/// Disabling this for efficiency.
// for (std::vector<CollisionState>::const_iterator iter =
// _state.collisionStates.begin();
// iter != _state.collisionStates.end(); ++iter)
// {
// _out << *iter;
// }
_out << "</link>";
return _out;
}
/// \brief Set whether to record link velocity
/// \param[in] _record True to record link velocity, false to leave it
/// out of the log
public: void SetRecordVelocity(const bool _record);
/// \brief Get whether link velocity is recorded
/// \return True if link velocity is recorded
public: bool RecordVelocity() const;
/// \brief 3D pose of the link relative to the model.
private: math::Pose pose;
/// \brief Velocity of the link (linear and angular).
private: math::Pose velocity;
/// \brief Acceleration of the link (linear and angular).
private: math::Pose acceleration;
/// \brief Force on the link(linear and angular).
private: math::Pose wrench;
/// \brief State of all the child Collision objects.
private: std::vector<CollisionState> collisionStates;
};
/// \}
}
}
#endif