pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/WorldState.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 world state
* Author: Nate Koenig
*/
#ifndef _WORLDSTATE_HH_
#define _WORLDSTATE_HH_
#include <string>
#include <vector>
#include <sdf/sdf.hh>
#include "gazebo/physics/State.hh"
#include "gazebo/physics/ModelState.hh"
#include "gazebo/physics/LightState.hh"
#include "gazebo/util/system.hh"
namespace gazebo
{
namespace physics
{
/// \addtogroup gazebo_physics
/// \{
/// \class WorldState WorldState.hh physics/physics.hh
/// \brief Store state information of a physics::World object
///
/// Instances of this class contain the state of a World at a specific
/// time. World state includes the state of all models, and their
/// children.
class GZ_PHYSICS_VISIBLE WorldState : public State
{
/// \brief Default constructor
public: WorldState();
/// \brief Constructor.
///
/// Generate a WorldState from an instance of a World.
/// \param[in] _world Pointer to a world
public: explicit WorldState(const WorldPtr _world);
/// \brief Constructor
///
/// Build a WorldState from SDF data
/// \param[in] _sdf SDF data to load a world state from.
public: explicit WorldState(const sdf::ElementPtr _sdf);
/// \brief Destructor.
public: virtual ~WorldState();
/// \brief Load from a World pointer.
///
/// Generate a WorldState from an instance of a World.
/// \param[in] _world Pointer to a world
public: void Load(const WorldPtr _world);
/// \brief Load from a World pointer.
///
/// Generate a WorldState from an instance of a World.
/// \param[in] _world Pointer to a world
/// \param[in] _filter String for filtering models states
public: void LoadWithFilter(const WorldPtr _world,
const std::string &_filter);
/// \brief Load state from SDF element.
///
/// Set a WorldState from an SDF element containing WorldState info.
/// \param[in] _elem Pointer to the WorldState SDF element.
public: virtual void Load(const sdf::ElementPtr _elem);
/// \brief Set the world.
/// \param[in] _world Pointer to the world.
public: void SetWorld(const WorldPtr _world);
/// \brief Get model states based on a regular expression.
/// \param[in] _regex The regular expression.
/// \return List of model states whose names match the regular
/// expression.
public: ModelState_M GetModelStates(const boost::regex &_regex) const;
/// \brief Get the model states.
/// \return A vector of model states.
public: const ModelState_M &GetModelStates() const;
/// \brief Get the light states.
/// \return A vector of light states.
public: const LightState_M &LightStates() const;
/// \brief Get the number of model states.
///
/// Returns the number of models in this instance.
/// \return Number of models.
public: unsigned int GetModelStateCount() const;
/// \brief Get the number of light states.
///
/// Returns the number of lights in this instance.
/// \return Number of lights.
public: unsigned int LightStateCount() const;
/// \brief Get a model state by model name.
/// \param[in] _modelName Name of the model state to get.
/// \return The model state.
/// \throws common::Exception When the _modelName doesn't exist.
public: ModelState GetModelState(const std::string &_modelName) const;
/// \brief Get a light state by light name.
/// \param[in] _lightName Name of the light state to get.
/// \return The light state.
/// \throws common::Exception When the _lightName doesn't exist.
public: LightState GetLightState(const std::string &_lightName) const;
/// \brief Return true if WorldState has a ModelState with the given
/// name.
/// \param[in] _modelName Name of the model to search for.
/// \return True if the ModelState exists.
public: bool HasModelState(const std::string &_modelName) const;
/// \brief Return true if WorldState has a LightState with the given
/// name.
/// \param[in] _lightName Name of the light to search for.
/// \return True if the LightState exists.
public: bool HasLightState(const std::string &_lightName) const;
/// \brief Get the vector of SDF insertions.
/// \return A vector of SDF blocks. Each block contains the SDF of the
/// model to be spawned in the simulation, without the <sdf> tag wrapping
/// it.
public: const std::vector<std::string> &Insertions() const;
/// \brief Set a new vector of SDF insertions.
/// \param[in] _insertions Vector containing SDF blocks. Each block should
/// contain the SDF of the new model, light or actor spawned in the
/// current simulation frame. The block could either come wrapped in an
/// <sdf> tag or not.
public: void SetInsertions(const std::vector<std::string> &_insertions);
/// \brief Get the vector of SDF deletions.
/// \return A vector containing the names of entities deleted in the
/// current state.
public: const std::vector<std::string> &Deletions() const;
/// \brief Set a new vector of SDF deletions.
/// \param[in] _deletions Vector containing names of entities removed
/// in the current simulation frame.
public: void SetDeletions(const std::vector<std::string> &_deletions);
/// \brief Return true if the values in the state are zero.
///
/// This will check to see if the all model states 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 interations 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 Reference to this
public: WorldState &operator=(const WorldState &_state);
/// \brief Subtraction operator.
/// \param[in] _pt A state to substract.
/// \return The resulting state.
public: WorldState operator-(const WorldState &_state) const;
/// \brief Addition operator.
/// \param[in] _pt A state to add.
/// \return The resulting state.
public: WorldState operator+(const WorldState &_state) const;
/// \brief Stream insertion operator
/// \param[in] _out output stream
/// \param[in] _state World state to output
/// \return the stream
public: inline friend std::ostream &operator<<(std::ostream &_out,
const gazebo::physics::WorldState &_state)
{
_out << "<state world_name='" << _state.name << "'>"
<< "<sim_time>" << _state.simTime << "</sim_time>"
<< "<wall_time>" << _state.wallTime << "</wall_time>"
<< "<real_time>" << _state.realTime << "</real_time>"
<< "<iterations>" << _state.iterations << "</iterations>";
// List all of the inserted models
if (_state.insertions.size() > 0)
{
_out << "<insertions>";
for (std::vector<std::string>::const_iterator iter =
_state.insertions.begin();
iter != _state.insertions.end(); ++iter)
{
_out << *iter;
}
_out << "</insertions>";
}
// List all of the deleted models
if (_state.deletions.size() > 0)
{
_out << "<deletions>";
for (std::vector<std::string>::const_iterator iter =
_state.deletions.begin();
iter != _state.deletions.end(); ++iter)
{
_out << "<name>" << (*iter) << "</name>";
}
_out << "</deletions>";
}
// List the model states
for (const auto &model : _state.modelStates)
{
_out << model.second;
}
// List the light states
for (const auto &light : _state.lightStates)
{
_out << light.second;
}
_out << "</state>";
return _out;
}
/// \brief State of all the models.
private: ModelState_M modelStates;
/// \brief A map between all the light names and their states.
private: LightState_M lightStates;
/// \brief List of new added models. The
/// value is the SDF that describes the model.
private: std::vector<std::string> insertions;
/// \brief List of deleted models. Each string is the name of the
/// deleted model.
private: std::vector<std::string> deletions;
/// \brief Pointer to the world.
private: WorldPtr world;
};
/// \}
}
}
#endif