pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/bullet/BulletCollision.cc

197 lines
5.6 KiB
C++
Raw Normal View History

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.
*
*/
#include "gazebo/common/Assert.hh"
#include "gazebo/physics/PlaneShape.hh"
#include "gazebo/physics/bullet/bullet_inc.h"
#include "gazebo/physics/bullet/BulletLink.hh"
#include "gazebo/physics/bullet/BulletCollision.hh"
#include "gazebo/physics/bullet/BulletSurfaceParams.hh"
using namespace gazebo;
using namespace physics;
//////////////////////////////////////////////////
BulletCollision::BulletCollision(LinkPtr _parent)
: Collision(_parent)
{
this->SetName("Bullet_Collision");
this->collisionShape = NULL;
this->surface.reset(new BulletSurfaceParams());
this->collideBits = GZ_ALL_COLLIDE;
}
//////////////////////////////////////////////////
BulletCollision::~BulletCollision()
{
/*
delete this->collisionShape;
this->collisionShape = NULL;
*/
}
//////////////////////////////////////////////////
void BulletCollision::Load(sdf::ElementPtr _sdf)
{
Collision::Load(_sdf);
if (this->IsStatic())
{
this->collideBits = ~GZ_FIXED_COLLIDE;
}
else
{
this->collideBits = this->GetSurface()->collideBitmask;
}
}
//////////////////////////////////////////////////
void BulletCollision::OnPoseChange()
{
// math::Pose pose = this->GetRelativePose();
// BulletLinkPtr bbody =
// boost::dynamic_pointer_cast<BulletLink>(this->parent);
// bbody->motionState.setWorldTransform(this, pose);
}
//////////////////////////////////////////////////
void BulletCollision::SetCategoryBits(unsigned int _bits)
{
gzwarn << "SetCategoryBits is not implemented" << std::endl;
// Prevent unused variable warning
this->categoryBits = _bits;
}
//////////////////////////////////////////////////
void BulletCollision::SetCollideBits(unsigned int _bits)
{
// Collide bits apply to the whole rigid body, so all sibling
// collisions on the same link must have identical collide bits
auto numChildren = this->link->GetChildCount();
for (decltype(numChildren) c = 0; c < numChildren; ++c)
{
BasePtr child = this->link->GetChild(c);
if (child->HasType(COLLISION))
{
BulletCollision *col = dynamic_cast<BulletCollision *>(&*child);
col->GetSurface()->collideBitmask = _bits;
}
}
BulletLink *bulletLink = dynamic_cast<BulletLink *>(&*this->parent);
// Set mask and group because BulletRayShape still uses them, TODO remove
btRigidBody *bod = bulletLink->GetBulletLink();
if (nullptr != bod)
{
// Need a rigid body in the world before bits on proxy can be changed
btBroadphaseProxy *proxy = bod->getBroadphaseProxy();
GZ_ASSERT(nullptr != proxy, "body must be added to world for collide bits");
proxy->m_collisionFilterMask = _bits;
proxy->m_collisionFilterGroup = _bits;
// CollideBits are checked in the overlappingFilterCallback which is
// only called when objects are added to the world
bulletLink->RemoveAndAddBody();
}
}
//////////////////////////////////////////////////
unsigned int BulletCollision::GetCategoryBits() const
{
gzwarn << "GetCategoryBits is not implemented" << std::endl;
// Prevent unused variable warning
return this->categoryBits;
}
//////////////////////////////////////////////////
unsigned int BulletCollision::GetCollideBits() const
{
return this->GetSurface()->collideBitmask;
}
//////////////////////////////////////////////////
/*Mass BulletCollision::GetLinkMassMatrix()
{
Mass result;
return result;
}*/
//////////////////////////////////////////////////
math::Box BulletCollision::GetBoundingBox() const
{
math::Box result;
if (this->collisionShape)
{
btVector3 btMin, btMax;
this->collisionShape->getAabb(btTransform::getIdentity(), btMin, btMax);
result = math::Box(math::Vector3(btMin.x(), btMin.y(), btMin.z()),
math::Vector3(btMax.x(), btMax.y(), btMax.z()));
if (this->GetShapeType() & PLANE_SHAPE)
{
PlaneShapePtr plane =
boost::dynamic_pointer_cast<PlaneShape>(this->shape);
math::Vector3 normal = plane->GetNormal();
if (normal == math::Vector3::UnitZ)
{
// Should check altitude, but it's not implemented
result.max.z = 0.0;
}
}
}
return result;
}
//////////////////////////////////////////////////
void BulletCollision::SetCollisionShape(btCollisionShape *_shape,
bool _placeable)
{
Collision::SetPlaceable(_placeable);
this->collisionShape = _shape;
// btmath::Vector3 vec;
// this->collisionShape->calculateLocalInertia(this->mass.GetAsDouble(), vec);
// this->mass.SetCoG(this->GetRelativePose().pos);
// this->collisionShape->setFriction(1.0);
// this->collisionShape->setAnisotropicFriction(btVector3(0, 0, 0));
}
//////////////////////////////////////////////////
btCollisionShape *BulletCollision::GetCollisionShape() const
{
return this->collisionShape;
}
//////////////////////////////////////////////////
void BulletCollision::SetCompoundShapeIndex(int /*_index*/)
{
// this->compoundShapeIndex = 0;
}
/////////////////////////////////////////////////
BulletSurfaceParamsPtr BulletCollision::GetBulletSurface() const
{
return boost::dynamic_pointer_cast<BulletSurfaceParams>(this->surface);
}