pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/simbody/SimbodyRayShape.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.
*
*/
#include "gazebo/physics/World.hh"
#include "gazebo/physics/simbody/SimbodyLink.hh"
#include "gazebo/physics/simbody/SimbodyPhysics.hh"
#include "gazebo/physics/simbody/SimbodyTypes.hh"
#include "gazebo/physics/simbody/SimbodyCollision.hh"
#include "gazebo/physics/simbody/SimbodyRayShape.hh"
using namespace gazebo;
using namespace physics;
//////////////////////////////////////////////////
SimbodyRayShape::SimbodyRayShape(PhysicsEnginePtr _physicsEngine)
: RayShape(_physicsEngine)
{
this->SetName("Simbody Ray Shape");
this->physicsEngine =
boost::static_pointer_cast<SimbodyPhysics>(_physicsEngine);
}
//////////////////////////////////////////////////
SimbodyRayShape::SimbodyRayShape(CollisionPtr _parent)
: RayShape(_parent)
{
this->SetName("Simbody Ray Shape");
this->physicsEngine = boost::static_pointer_cast<SimbodyPhysics>(
this->collisionParent->GetWorld()->GetPhysicsEngine());
}
//////////////////////////////////////////////////
SimbodyRayShape::~SimbodyRayShape()
{
}
//////////////////////////////////////////////////
void SimbodyRayShape::Update()
{
}
//////////////////////////////////////////////////
void SimbodyRayShape::GetIntersection(double &_dist, std::string &_entity)
{
_dist = 0;
_entity = "";
if (this->physicsEngine)
{
}
}
//////////////////////////////////////////////////
void SimbodyRayShape::SetPoints(const math::Vector3 &_posStart,
const math::Vector3 &_posEnd)
{
this->globalStartPos = _posStart;
this->globalEndPos = _posEnd;
}