pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/LightState.cc

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2019-03-28 10:57:49 +08:00
/*
* 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.
*
*/
#include "gazebo/physics/Light.hh"
#include "gazebo/physics/LightState.hh"
using namespace gazebo;
using namespace physics;
/////////////////////////////////////////////////
LightState::LightState(const LightPtr _light, const common::Time &_realTime,
const common::Time &_simTime, const uint64_t _iterations)
: State(_light->GetName(), _realTime, _simTime, _iterations)
{
this->pose = _light->GetWorldPose().Ign();
}
/////////////////////////////////////////////////
LightState::LightState(const sdf::ElementPtr _sdf)
: State()
{
this->Load(_sdf);
}
/////////////////////////////////////////////////
void LightState::Load(const sdf::ElementPtr _elem)
{
// Set the name
this->name = _elem->Get<std::string>("name");
// Set the light pose
if (_elem->HasElement("pose"))
this->pose = _elem->Get<ignition::math::Pose3d>("pose");
else
this->pose.Set(0, 0, 0, 0, 0, 0);
}
/////////////////////////////////////////////////
void LightState::Load(const LightPtr _light, const common::Time &_realTime,
const common::Time &_simTime, const uint64_t _iterations)
{
this->name = _light->GetName();
this->wallTime = common::Time::GetWallTime();
this->realTime = _realTime;
this->simTime = _simTime;
this->iterations = _iterations;
this->pose = _light->GetWorldPose().Ign();
}
/////////////////////////////////////////////////
const ignition::math::Pose3d LightState::Pose() const
{
return this->pose;
}
/////////////////////////////////////////////////
bool LightState::IsZero() const
{
return this->pose == ignition::math::Pose3d::Zero;
}
/////////////////////////////////////////////////
LightState &LightState::operator=(const LightState &_state)
{
State::operator=(_state);
// Copy the pose
this->pose = _state.pose;
return *this;
}
/////////////////////////////////////////////////
LightState LightState::operator-(const LightState &_state) const
{
LightState result;
result.name = this->name;
result.pose.Pos() = this->pose.Pos() - _state.pose.Pos();
result.pose.Rot() = _state.pose.Rot().Inverse() * this->pose.Rot();
return result;
}
/////////////////////////////////////////////////
LightState LightState::operator+(const LightState &_state) const
{
LightState result;
result.name = this->name;
result.pose.Pos() = this->pose.Pos() + _state.pose.Pos();
result.pose.Rot() = _state.pose.Rot() * this->pose.Rot();
return result;
}
/////////////////////////////////////////////////
void LightState::FillSDF(sdf::ElementPtr _sdf)
{
_sdf->ClearElements();
_sdf->GetAttribute("name")->Set(this->name);
_sdf->GetElement("pose")->Set(this->pose);
}