137 lines
3.9 KiB
C++
137 lines
3.9 KiB
C++
|
/*
|
||
|
* 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.
|
||
|
*
|
||
|
*/
|
||
|
|
||
|
#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 "gazebo/physics/World.hh"
|
||
|
#include "gazebo/physics/LightState.hh"
|
||
|
#include "gazebo/physics/Light.hh"
|
||
|
|
||
|
using namespace gazebo;
|
||
|
using namespace physics;
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
Light::Light(BasePtr _parent)
|
||
|
: Entity(_parent)
|
||
|
{
|
||
|
this->AddType(LIGHT);
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
void Light::Init()
|
||
|
{
|
||
|
// Record the light's initial pose (for resetting)
|
||
|
ignition::math::Pose3d initPose =
|
||
|
this->sdf->Get<ignition::math::Pose3d>("pose");
|
||
|
this->SetInitialRelativePose(initPose);
|
||
|
this->SetRelativePose(initPose);
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
void Light::ProcessMsg(const msgs::Light &_msg)
|
||
|
{
|
||
|
// Get leaf name
|
||
|
std::string lightName = _msg.name();
|
||
|
size_t idx = lightName.rfind("::");
|
||
|
if (idx != std::string::npos)
|
||
|
lightName = lightName.substr(idx+2);
|
||
|
|
||
|
this->SetName(lightName);
|
||
|
if (_msg.has_pose())
|
||
|
{
|
||
|
this->worldPose = msgs::ConvertIgn(_msg.pose());
|
||
|
}
|
||
|
|
||
|
this->msg.MergeFrom(_msg);
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
void Light::FillMsg(msgs::Light &_msg)
|
||
|
{
|
||
|
_msg.MergeFrom(this->msg);
|
||
|
|
||
|
_msg.set_name(this->GetScopedName());
|
||
|
|
||
|
// TODO change to RelativePose once lights can be attached to links
|
||
|
// in link.proto and on the rendering side
|
||
|
// ignition::math::Pose3d pose = this->GetRelativePose().Ign();
|
||
|
ignition::math::Pose3d pose = this->GetWorldPose().Ign();
|
||
|
msgs::Set(_msg.mutable_pose(), pose);
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
void Light::SetState(const LightState &_state)
|
||
|
{
|
||
|
if (this->worldPose == math::Pose(_state.Pose()))
|
||
|
return;
|
||
|
|
||
|
this->worldPose = math::Pose(_state.Pose());
|
||
|
this->PublishPose();
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
void Light::PublishPose()
|
||
|
{
|
||
|
this->world->PublishLightPose(boost::dynamic_pointer_cast<Light>(
|
||
|
shared_from_this()));
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////
|
||
|
void Light::OnPoseChange()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////
|
||
|
const math::Pose &Light::GetWorldPose() const
|
||
|
{
|
||
|
// TODO add and use worldPoseDirty member variable
|
||
|
// If true, compute a new world pose value.
|
||
|
// if (this->worldPoseDirty)
|
||
|
EntityPtr parentEnt = boost::dynamic_pointer_cast<Entity>(this->parent);
|
||
|
if (!this->worldPose.IsFinite() && parentEnt)
|
||
|
{
|
||
|
this->worldPose = this->GetInitialRelativePose() +
|
||
|
parentEnt->GetWorldPose();
|
||
|
// this->worldPoseDirty = false;
|
||
|
}
|
||
|
|
||
|
return this->worldPose;
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////
|
||
|
void Light::SetWorldPoseDirty()
|
||
|
{
|
||
|
// Tell the light object that the next call to ::GetWorldPose should
|
||
|
// compute a new worldPose value.
|
||
|
|
||
|
// TODO add and use worldPoseDirty member variable
|
||
|
// instead of making the pose infinite. It was done to avoid breaking ABI
|
||
|
// this->worldPoseDirty = true;
|
||
|
double v = std::numeric_limits<double>::infinity();
|
||
|
this->worldPose.pos.Set(v, v, v);
|
||
|
|
||
|
/// TODO The following line is added as a workaround to update light pose on
|
||
|
/// the rendering side without breaking the API/ABI. Later we should update
|
||
|
/// link.proto and add a repeated light field (breaks ABI) and in rendering we
|
||
|
/// just attach the light scene node to the parent link node.
|
||
|
this->PublishPose();
|
||
|
}
|