/* * 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 link state * Author: Nate Koenig */ #ifndef _LINKSTATE_HH_ #define _LINKSTATE_HH_ #include #include #include #include #include "gazebo/physics/State.hh" #include "gazebo/physics/CollisionState.hh" #include "gazebo/math/Pose.hh" #include "gazebo/util/system.hh" namespace gazebo { namespace physics { /// \addtogroup gazebo_physics /// \{ /// \class LinkState LinkState.hh physics/physics.hh /// \brief Store state information of a physics::Link object /// /// This class captures the entire state of a Link at one /// specific time during a simulation run. /// /// State of a Link includes the state of itself all its child Collision /// entities. class GZ_PHYSICS_VISIBLE LinkState : public State { /// \brief Default constructor public: LinkState(); /// \brief Constructor /// /// Build a LinkState from an existing Link. /// \param[in] _model Pointer to the Link from which to gather state /// info. /// \param[in] _realTime Real time stamp. /// \param[in] _simTime Sim time stamp /// \param[in] _iterations Simulation iterations. public: LinkState(const LinkPtr _link, const common::Time &_realTime, const common::Time &_simTime, const uint64_t _iterations); /// \brief Constructor /// /// Build a LinkState from an existing Link. /// \param[in] _model Pointer to the Link from which to gather state /// info. public: explicit LinkState(const LinkPtr _link); /// \brief Constructor /// /// Build a LinkState from SDF data /// \param[in] _sdf SDF data to load a link state from. public: explicit LinkState(const sdf::ElementPtr _sdf); /// \brief Destructor. public: virtual ~LinkState(); /// \brief Load a LinkState from a Link pointer. /// /// Build a LinkState from an existing Link. /// \param[in] _model Pointer to the Link from which to gather state /// info. /// \param[in] _realTime Real time stamp. /// \param[in] _simTime Sim time stamp. /// \param[in] _iterations Simulation iterations. public: void Load(const LinkPtr _link, const common::Time &_realTime, const common::Time &_simTime, const uint64_t _iterations); /// \brief Load state from SDF element. /// /// Load LinkState information from stored data in and SDF::Element. /// \param[in] _elem Pointer to the SDF::Element containing state info. public: virtual void Load(const sdf::ElementPtr _elem); /// \brief Get the link pose. /// \return The math::Pose of the Link. public: const math::Pose &GetPose() const; /// \brief Get the link velocity. /// \return The velocity represented as a math::Pose. public: const math::Pose &GetVelocity() const; /// \brief Get the link acceleration. /// \return The acceleration represented as a math::Pose. public: const math::Pose &GetAcceleration() const; /// \brief Get the force applied to the Link. /// \return Magnitude of the force. public: const math::Pose &GetWrench() const; /// \brief Get the number of link states. /// /// This returns the number of Collisions recorded. /// \return Number of CollisionState recorded. public: unsigned int GetCollisionStateCount() const; /// \brief Get a collision state. /// /// Get a Collision State based on an index, where index is in the /// range of 0...LinkState::GetCollisionStateCount. /// \param[in] _index Index of the CollisionState. /// \return State of the Collision. /// \throws common::Exception When _index is invalid. public: CollisionState GetCollisionState(unsigned int _index) const; /// \brief Get a link state by link name. /// /// Searches through all CollisionStates. /// Returns the CollisionState with the matching name, if any. /// \param[in] _collisionName Name of the CollisionState /// \return State of the Collision. /// \throws common::Exception When _collisionName is invalid public: CollisionState GetCollisionState( const std::string &_collisionName) const; /// \brief Get the collision states. /// \return A vector of collision states. public: const std::vector &GetCollisionStates() const; /// \brief Return true if the values in the state 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 iterations 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 this public: LinkState &operator=(const LinkState &_state); /// \brief Subtraction operator. /// \param[in] _pt A state to substract. /// \return The resulting state. public: LinkState operator-(const LinkState &_state) const; /// \brief Addition operator. /// \param[in] _pt A state to add. /// \return The resulting state. public: LinkState operator+(const LinkState &_state) const; /// \brief Stream insertion operator /// \param[in] _out output stream /// \param[in] _state Link state to output /// \return the stream public: inline friend std::ostream &operator<<(std::ostream &_out, const gazebo::physics::LinkState &_state) { math::Vector3 q(_state.pose.rot.GetAsEuler()); _out.unsetf(std::ios_base::floatfield); _out << std::setprecision(4) << "" << "" << ignition::math::precision(_state.pose.pos.x, 4) << " " << ignition::math::precision(_state.pose.pos.y, 4) << " " << ignition::math::precision(_state.pose.pos.z, 4) << " " << ignition::math::precision(q.x, 4) << " " << ignition::math::precision(q.y, 4) << " " << ignition::math::precision(q.z, 4) << " " << ""; if (_state.RecordVelocity()) { /// Disabling this for efficiency. q = _state.velocity.rot.GetAsEuler(); _out.unsetf(std::ios_base::floatfield); _out << std::setprecision(4) << "" << ignition::math::precision(_state.velocity.pos.x, 4) << " " << ignition::math::precision(_state.velocity.pos.y, 4) << " " << ignition::math::precision(_state.velocity.pos.z, 4) << " " << ignition::math::precision(q.x, 4) << " " << ignition::math::precision(q.y, 4) << " " << ignition::math::precision(q.z, 4) << " " << ""; } // << "" << _state.acceleration << "" // << "" << _state.wrench << ""; /// Disabling this for efficiency. // for (std::vector::const_iterator iter = // _state.collisionStates.begin(); // iter != _state.collisionStates.end(); ++iter) // { // _out << *iter; // } _out << ""; return _out; } /// \brief Set whether to record link velocity /// \param[in] _record True to record link velocity, false to leave it /// out of the log public: void SetRecordVelocity(const bool _record); /// \brief Get whether link velocity is recorded /// \return True if link velocity is recorded public: bool RecordVelocity() const; /// \brief 3D pose of the link relative to the model. private: math::Pose pose; /// \brief Velocity of the link (linear and angular). private: math::Pose velocity; /// \brief Acceleration of the link (linear and angular). private: math::Pose acceleration; /// \brief Force on the link(linear and angular). private: math::Pose wrench; /// \brief State of all the child Collision objects. private: std::vector collisionStates; }; /// \} } } #endif