/* * 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: Contact Visualization Class * Author: Nate Koenig */ #ifdef _WIN32 // Ensure that Winsock2.h is included before Windows.h, which can get // pulled in by anybody (e.g., Boost). #include #endif #include #include "gazebo/common/MeshManager.hh" #include "gazebo/transport/Node.hh" #include "gazebo/transport/Subscriber.hh" #include "gazebo/msgs/msgs.hh" #include "gazebo/rendering/ogre_gazebo.h" #include "gazebo/rendering/Conversions.hh" #include "gazebo/rendering/Scene.hh" #include "gazebo/rendering/DynamicLines.hh" #include "gazebo/rendering/ContactVisualPrivate.hh" #include "gazebo/rendering/ContactVisual.hh" using namespace gazebo; using namespace rendering; ///////////////////////////////////////////////// ContactVisual::ContactVisual(const std::string &_name, VisualPtr _vis, const std::string &_topicName) : Visual(*new ContactVisualPrivate, _name, _vis) { ContactVisualPrivate *dPtr = reinterpret_cast(this->dataPtr); dPtr->type = VT_PHYSICS; dPtr->receivedMsg = false; dPtr->node = transport::NodePtr(new transport::Node()); dPtr->node->Init(dPtr->scene->Name()); dPtr->topicName = _topicName; dPtr->contactsSub = dPtr->node->Subscribe(dPtr->topicName, &ContactVisual::OnContact, this); common::MeshManager::Instance()->CreateSphere("contact_sphere", 0.02, 10, 10); // Add the mesh into OGRE if (!dPtr->sceneNode->getCreator()->hasEntity("contact_sphere") && common::MeshManager::Instance()->HasMesh("contact_sphere")) { const common::Mesh *mesh = common::MeshManager::Instance()->GetMesh("contact_sphere"); this->InsertMesh(mesh); } dPtr->connections.push_back( event::Events::ConnectPreRender( boost::bind(&ContactVisual::Update, this))); } ///////////////////////////////////////////////// ContactVisual::~ContactVisual() { } ///////////////////////////////////////////////// void ContactVisual::Update() { ContactVisualPrivate *dPtr = reinterpret_cast(this->dataPtr); boost::mutex::scoped_lock lock(dPtr->mutex); if (!dPtr->contactsMsg || !dPtr->receivedMsg) return; // The following values are used to calculate normal scaling factor based // on force value. double magScale = 100; double vMax = 0.5; double vMin = 0.1; double vRange = vMax - vMin; double offset = vRange - vMin; unsigned int c = 0; for (int i = 0; i < dPtr->contactsMsg->contact_size(); i++) { for (int j = 0; j < dPtr->contactsMsg->contact(i).position_size(); j++) { math::Vector3 pos = msgs::ConvertIgn( dPtr->contactsMsg->contact(i).position(j)); math::Vector3 normal = msgs::ConvertIgn( dPtr->contactsMsg->contact(i).normal(j)); double depth = dPtr->contactsMsg->contact(i).depth(j); math::Vector3 force = msgs::ConvertIgn( dPtr->contactsMsg->contact(i).wrench(j).body_1_wrench().force()); // Scaling factor for the normal line. // Eq in the family of Y = 1/(1+exp(-(x^2))) double normalScale = (2.0 * vRange) / (1 + exp (-force.GetSquaredLength() / magScale)) - offset; // Create a new contact visualization point if necessary if (c >= dPtr->points.size()) this->CreateNewPoint(); dPtr->points[c]->sceneNode->setVisible(true); dPtr->points[c]->sceneNode->setPosition(Conversions::Convert(pos)); dPtr->points[c]->normal->SetPoint(1, (normal*normalScale).Ign()); dPtr->points[c]->depth->SetPoint(1, (normal*-depth*10).Ign()); dPtr->points[c]->normal->setMaterial("Gazebo/LightOn"); dPtr->points[c]->depth->setMaterial("Gazebo/LightOff"); dPtr->points[c]->depth->Update(); dPtr->points[c]->normal->Update(); c++; } } for ( ; c < dPtr->points.size(); c++) dPtr->points[c]->sceneNode->setVisible(false); dPtr->receivedMsg = false; } ///////////////////////////////////////////////// void ContactVisual::OnContact(ConstContactsPtr &_msg) { ContactVisualPrivate *dPtr = reinterpret_cast(this->dataPtr); boost::mutex::scoped_lock lock(dPtr->mutex); if (dPtr->enabled) { dPtr->contactsMsg = _msg; dPtr->receivedMsg = true; } } ///////////////////////////////////////////////// void ContactVisual::SetEnabled(bool _enabled) { ContactVisualPrivate *dPtr = reinterpret_cast(this->dataPtr); boost::mutex::scoped_lock lock(dPtr->mutex); dPtr->enabled = _enabled; if (!dPtr->enabled) { dPtr->contactsSub.reset(); dPtr->contactsMsg.reset(); dPtr->receivedMsg = false; for (unsigned int c = 0 ; c < dPtr->points.size(); c++) dPtr->points[c]->sceneNode->setVisible(false); } else if (!dPtr->contactsSub) { dPtr->contactsSub = dPtr->node->Subscribe(dPtr->topicName, &ContactVisual::OnContact, this); } } ///////////////////////////////////////////////// void ContactVisual::CreateNewPoint() { ContactVisualPrivate *dPtr = reinterpret_cast(this->dataPtr); std::string objName = this->GetName() + "_contactpoint_" + boost::lexical_cast(dPtr->points.size()); /// \todo We can improve this by using instanced geometry. Ogre::Entity *obj = dPtr->scene->OgreSceneManager()->createEntity( objName, "contact_sphere"); obj->setMaterialName("Gazebo/BlueLaser"); ContactVisualPrivate::ContactPoint *cp = new ContactVisualPrivate::ContactPoint(); cp->sceneNode = dPtr->sceneNode->createChildSceneNode(objName + "_node"); cp->sceneNode->attachObject(obj); cp->normal = new DynamicLines(RENDERING_LINE_LIST); cp->depth = new DynamicLines(RENDERING_LINE_LIST); cp->normal->AddPoint(ignition::math::Vector3d(0, 0, 0)); cp->normal->AddPoint(ignition::math::Vector3d(0, 0, 0.1)); cp->depth->AddPoint(ignition::math::Vector3d(0, 0, 0)); cp->depth->AddPoint(ignition::math::Vector3d(0, 0, -1)); obj->setVisibilityFlags(GZ_VISIBILITY_GUI); cp->depth->setVisibilityFlags(GZ_VISIBILITY_GUI); cp->normal->setVisibilityFlags(GZ_VISIBILITY_GUI); cp->sceneNode->attachObject(cp->depth); cp->sceneNode->attachObject(cp->normal); cp->sceneNode->setVisible(false); dPtr->points.push_back(cp); }