pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/gui/ModelRightMenu.cc

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2019-03-28 10:57:49 +08:00
/*
* 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.
*
*/
#ifdef _WIN32
// Ensure that Winsock2.h is included before Windows.h, which can get
// pulled in by anybody (e.g., Boost).
#include <Winsock2.h>
#endif
#include <boost/bind.hpp>
#include "gazebo/transport/transport.hh"
#include "gazebo/rendering/UserCamera.hh"
#include "gazebo/rendering/Scene.hh"
#include "gazebo/rendering/Visual.hh"
#include "gazebo/gui/KeyEventHandler.hh"
#include "gazebo/gui/GuiEvents.hh"
#include "gazebo/gui/Actions.hh"
#include "gazebo/gui/GuiIface.hh"
#include "gazebo/gui/ApplyWrenchDialog.hh"
#include "gazebo/gui/ModelRightMenu.hh"
using namespace gazebo;
using namespace gui;
/////////////////////////////////////////////////
ModelRightMenu::ModelRightMenu()
{
KeyEventHandler::Instance()->AddReleaseFilter("ModelRightMenu",
boost::bind(&ModelRightMenu::OnKeyRelease, this, _1));
this->moveToAct = new QAction(tr("Move To"), this);
this->moveToAct->setStatusTip(tr("Move camera to the selection"));
connect(this->moveToAct, SIGNAL(triggered()), this, SLOT(OnMoveTo()));
this->followAct = new QAction(tr("Follow"), this);
this->followAct->setStatusTip(tr("Follow the selection"));
connect(this->followAct, SIGNAL(triggered()), this, SLOT(OnFollow()));
this->editAct = new QAction(tr("Edit model"), this);
this->editAct->setStatusTip(tr("Open on Model Editor"));
connect(this->editAct, SIGNAL(triggered()), this, SLOT(OnEdit()));
this->applyWrenchAct = new QAction(tr("Apply Force/Torque"), this);
this->applyWrenchAct->setStatusTip(tr("Apply force and torque to a link"));
connect(this->applyWrenchAct, SIGNAL(triggered()), this,
SLOT(OnApplyWrench()));
// \todo Reimplement
// this->snapBelowAct = new QAction(tr("Snap"), this);
// this->snapBelowAct->setStatusTip(tr("Snap to object below"));
// connect(this->snapBelowAct, SIGNAL(triggered()), this,
// SLOT(OnSnapBelow()));
// Create the delete action
g_deleteAct = new DeleteAction(tr("Delete"), this);
g_deleteAct->setStatusTip(tr("Delete a model"));
connect(g_deleteAct, SIGNAL(DeleteSignal(const std::string &)), this,
SLOT(OnDelete(const std::string &)));
connect(g_deleteAct, SIGNAL(triggered()), this,
SLOT(OnDelete()));
ViewState *state = new ViewState(this, "set_transparent", "set_opaque");
state->action = new QAction(tr("Transparent"), this);
state->action->setStatusTip(tr("Make model transparent"));
state->action->setCheckable(true);
connect(state->action, SIGNAL(triggered()), state, SLOT(Callback()));
this->viewStates.push_back(state);
state = new ViewState(this, "set_wireframe", "set_solid");
state->action = new QAction(tr("Wireframe"), this);
state->action->setStatusTip(tr("Wireframe mode"));
state->action->setCheckable(true);
connect(state->action, SIGNAL(triggered()), state, SLOT(Callback()));
this->viewStates.push_back(state);
state = new ViewState(this, "show_collision", "hide_collision");
state->action = new QAction(tr("Collisions"), this);
state->action->setStatusTip(tr("Show collision objects"));
state->action->setCheckable(true);
connect(state->action, SIGNAL(triggered()), state, SLOT(Callback()));
this->viewStates.push_back(state);
state = new ViewState(this, "show_joints", "hide_joints");
state->action = new QAction(tr("Joints"), this);
state->action->setStatusTip(tr("Show joints"));
state->action->setCheckable(true);
connect(state->action, SIGNAL(triggered()), state, SLOT(Callback()));
this->viewStates.push_back(state);
state = new ViewState(this, "show_com", "hide_com");
state->action = new QAction(tr("Center of mass"), this);
state->action->setStatusTip(tr("Show center of mass"));
state->action->setCheckable(true);
connect(state->action, SIGNAL(triggered()), state, SLOT(Callback()));
this->viewStates.push_back(state);
state = new ViewState(this, "show_inertia", "hide_inertia");
state->action = new QAction(tr("Inertia"), this);
state->action->setStatusTip(tr("Show moments of inertia"));
state->action->setCheckable(true);
connect(state->action, SIGNAL(triggered()), state, SLOT(Callback()));
this->viewStates.push_back(state);
state = new ViewState(this, "show_link_frame", "hide_link_frame");
state->action = new QAction(tr("Link Frames"), this);
state->action->setStatusTip(tr("Show link frames"));
state->action->setCheckable(true);
connect(state->action, SIGNAL(triggered()), state, SLOT(Callback()));
this->viewStates.push_back(state);
// \todo Reimplement
// this->skeletonAction = new QAction(tr("Skeleton"), this);
// this->skeletonAction->setStatusTip(tr("Show model skeleton"));
// this->skeletonAction->setCheckable(true);
// connect(this->skeletonAction, SIGNAL(triggered()), this,
// SLOT(OnSkeleton()));
// Window mode
this->windowMode = "Simulation";
// Event connections
this->connections.push_back(
gui::Events::ConnectWindowMode(
boost::bind(&ModelRightMenu::OnWindowMode, this, _1)));
}
//////////////////////////////////////////////////
bool ModelRightMenu::Init()
{
this->node = transport::NodePtr(new transport::Node());
this->node->TryInit(common::Time::Maximum());
this->requestSub = this->node->Subscribe("~/request",
&ModelRightMenu::OnRequest, this);
return true;
}
/////////////////////////////////////////////////
bool ModelRightMenu::OnKeyRelease(const common::KeyEvent &_event)
{
if (_event.key == Qt::Key_Escape)
{
rendering::UserCameraPtr cam = gui::get_active_camera();
cam->TrackVisual("");
gui::Events::follow("");
}
return false;
}
/////////////////////////////////////////////////
ModelRightMenu::~ModelRightMenu()
{
this->node->Fini();
}
/////////////////////////////////////////////////
void ModelRightMenu::Run(const std::string &_entityName, const QPoint &_pt,
EntityTypes _type)
{
// Find out the entity type
if (_type == EntityTypes::MODEL)
{
this->entityName = _entityName.substr(0, _entityName.find("::"));
}
else if (_type == EntityTypes::LINK || _type == EntityTypes::LIGHT)
{
this->entityName = _entityName;
}
QMenu menu;
// Move To
menu.addAction(this->moveToAct);
// Follow
menu.addAction(this->followAct);
// Apply Force/Torque
if (this->windowMode == "Simulation" &&
(_type == EntityTypes::MODEL || _type == EntityTypes::LINK))
menu.addAction(this->applyWrenchAct);
if (_type == EntityTypes::MODEL)
{
rendering::UserCameraPtr cam = gui::get_active_camera();
rendering::ScenePtr scene = cam->GetScene();
rendering::VisualPtr vis = scene->GetVisual(this->entityName);
// Edit Model
/// \todo Support editing planes
if (vis && !vis->IsPlane() && this->windowMode == "Simulation")
{
menu.addSeparator();
menu.addAction(this->editAct);
menu.addSeparator();
}
// menu.addAction(this->snapBelowAct);
// Create the view menu
QMenu *viewMenu = menu.addMenu(tr("View"));
for (std::vector<ViewState*>::iterator iter = this->viewStates.begin();
iter != this->viewStates.end(); ++iter)
{
viewMenu->addAction((*iter)->action);
std::map<std::string, bool>::iterator modelIter =
(*iter)->modelStates.find(this->entityName);
if (modelIter == (*iter)->modelStates.end())
(*iter)->action->setChecked((*iter)->globalEnable);
else
(*iter)->action->setChecked(modelIter->second);
}
}
if (this->windowMode == "Simulation" &&
(_type == EntityTypes::MODEL || _type == EntityTypes::LIGHT))
{
if (g_copyAct && g_pasteAct)
{
menu.addSeparator();
// Copy
menu.addAction(g_copyAct);
// Paste
menu.addAction(g_pasteAct);
}
menu.addSeparator();
// Delete
menu.addAction(g_deleteAct);
}
/// \todo Reimplement these features.
// menu.addAction(this->skeletonAction);
menu.exec(_pt);
}
/////////////////////////////////////////////////
void ModelRightMenu::OnMoveTo()
{
rendering::UserCameraPtr cam = gui::get_active_camera();
cam->MoveToVisual(this->entityName);
}
/////////////////////////////////////////////////
void ModelRightMenu::OnFollow()
{
rendering::UserCameraPtr cam = gui::get_active_camera();
cam->TrackVisual(this->entityName);
gui::Events::follow(this->entityName);
}
/////////////////////////////////////////////////
void ModelRightMenu::OnEdit()
{
g_editModelAct->trigger();
gui::Events::editModel(this->entityName);
}
/////////////////////////////////////////////////
void ModelRightMenu::OnApplyWrench()
{
ApplyWrenchDialog *applyWrenchDialog = new ApplyWrenchDialog();
rendering::VisualPtr vis = gui::get_active_camera()->GetScene()->
GetVisual(this->entityName);
if (!vis)
{
gzerr << "Can't find entity " << this->entityName << std::endl;
return;
}
std::string modelName, linkName;
if (vis == vis->GetRootVisual())
{
modelName = this->entityName;
// If model selected just take the first link
linkName = vis->GetChild(0)->GetName();
}
else
{
modelName = vis->GetRootVisual()->GetName();
linkName = this->entityName;
}
applyWrenchDialog->Init(modelName, linkName);
}
/////////////////////////////////////////////////
// void ModelRightMenu::OnSnapBelow()
// {
// rendering::UserCameraPtr cam = gui::get_active_camera();
// if (!cam)
// gzerr << "Invalid user camera\n";
//
// if (!cam->GetScene())
// gzerr << "Invalid user camera scene\n";
//
// // cam->GetScene()->SnapVisualToNearestBelow(this->entityName);
// }
/////////////////////////////////////////////////
void ModelRightMenu::OnDelete(const std::string &_name)
{
std::string name = _name;
if (name.empty())
name = this->entityName;
// Delete the entity
if (!name.empty())
{
transport::requestNoReply(this->node, "entity_delete", name);
// Remove the entity from all modelStates in each ViewState.
for (auto &viewState : this->viewStates)
viewState->modelStates.erase(this->entityName);
}
}
/////////////////////////////////////////////////
void ModelRightMenu::OnRequest(ConstRequestPtr &_msg)
{
// Process the request by looking at all the view states.
for (std::vector<ViewState*>::iterator iter = this->viewStates.begin();
iter != this->viewStates.end(); ++iter)
{
// Only proceed if the request matches one of the check or uncheck
// requests of the view state
if (_msg->request() == (*iter)->checkRequest ||
_msg->request() == (*iter)->uncheckRequest)
{
// Determine the value(state) of the view states
bool value = _msg->request() == (*iter)->checkRequest ? true : false;
// If the request is for all objects...
if (_msg->data() == "all")
{
// Set all model states within the view state to the value.
for (std::map<std::string, bool>::iterator modelIter =
(*iter)->modelStates.begin();
modelIter != (*iter)->modelStates.end(); ++modelIter)
{
modelIter->second = value;
}
// Use a globalEnable to handle the case when new models are added
(*iter)->globalEnable = value;
}
// Otherwise the request is for a single model...
else
{
// Set the state of the given model
(*iter)->modelStates[_msg->data()] = value;
}
}
}
}
/////////////////////////////////////////////////
ViewState::ViewState(ModelRightMenu *_parent,
const std::string &_checkRequest,
const std::string &_uncheckRequest)
: QObject(_parent)
{
this->globalEnable = false;
this->action = NULL;
this->parent = _parent;
this->checkRequest = _checkRequest;
this->uncheckRequest = _uncheckRequest;
}
/////////////////////////////////////////////////
void ViewState::Callback()
{
// Store the check state for the model
this->modelStates[this->parent->entityName] = this->action->isChecked();
// Send a message with the new check state. The Scene listens to these
// messages and updates the visualizations accordingly.
if (this->action->isChecked())
{
transport::requestNoReply(this->parent->node, this->checkRequest,
this->parent->entityName);
}
else
{
transport::requestNoReply(this->parent->node, this->uncheckRequest,
this->parent->entityName);
}
}
/////////////////////////////////////////////////
void ModelRightMenu::OnWindowMode(const std::string &_mode)
{
this->windowMode = _mode;
}
/// \todo Reimplement these functions.
/////////////////////////////////////////////////
// void ModelRightMenu::OnSkeleton()
// {
// this->skeletonActionState[this->entityName] =
// this->skeletonAction->isChecked();
//
// if (this->skeletonAction->isChecked())
// {
// this->requestMsg = msgs::CreateRequest("show_skeleton",
// this->entityName);
// this->requestMsg->set_dbl_data(1.0);
// }
// else
// {
// this->requestMsg = msgs::CreateRequest("show_skeleton",
// this->entityName);
// this->requestMsg->set_dbl_data(0.0);
// }
//
// this->requestPub->Publish(*this->requestMsg);
// }