pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/CollisionState.cc

127 lines
3.2 KiB
C++

/*
* 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.
*
*/
#ifdef _WIN32
// Ensure that Winsock2.h is included before Windows.h, which can get
// pulled in by anybody (e.g., Boost).
#include <Winsock2.h>
#endif
#include "gazebo/physics/Collision.hh"
#include "gazebo/physics/World.hh"
#include "gazebo/physics/CollisionState.hh"
using namespace gazebo;
using namespace physics;
/////////////////////////////////////////////////
CollisionState::CollisionState()
: State()
{
}
/////////////////////////////////////////////////
CollisionState::CollisionState(const CollisionPtr _collision)
: State(_collision->GetName(), _collision->GetWorld()->GetRealTime(),
_collision->GetWorld()->GetSimTime(),
_collision->GetWorld()->GetIterations())
{
this->pose = _collision->GetRelativePose();
}
/////////////////////////////////////////////////
CollisionState::CollisionState(const sdf::ElementPtr _sdf)
: State()
{
// Load the state from SDF
this->Load(_sdf);
}
/////////////////////////////////////////////////
CollisionState::~CollisionState()
{
}
/////////////////////////////////////////////////
void CollisionState::Load(const sdf::ElementPtr _elem)
{
// Set the name
this->name = _elem->Get<std::string>("name");
// Set the pose
if (_elem->HasElement("pose"))
this->pose = _elem->Get<math::Pose>("pose");
else
this->pose.Set(0, 0, 0, 0, 0, 0);
}
/////////////////////////////////////////////////
const math::Pose &CollisionState::GetPose() const
{
return this->pose;
}
/////////////////////////////////////////////////
bool CollisionState::IsZero() const
{
return this->pose == math::Pose::Zero;
}
/////////////////////////////////////////////////
CollisionState &CollisionState::operator=(const CollisionState &_state)
{
State::operator=(_state);
this->pose = _state.pose;
return *this;
}
/////////////////////////////////////////////////
CollisionState CollisionState::operator-(const CollisionState &_state) const
{
CollisionState result;
result.name = this->name;
// Subtract the pose
result.pose.pos = this->pose.pos - _state.pose.pos;
result.pose.rot = _state.pose.rot.GetInverse() * this->pose.rot;
return result;
}
/////////////////////////////////////////////////
CollisionState CollisionState::operator+(const CollisionState &_state) const
{
CollisionState result;
result.name = this->name;
// Add the pose
result.pose.pos = this->pose.pos + _state.pose.pos;
result.pose.rot = _state.pose.rot * this->pose.rot;
return result;
}
/////////////////////////////////////////////////
void CollisionState::FillSDF(sdf::ElementPtr _sdf)
{
_sdf->ClearElements();
_sdf->GetAttribute("name")->Set(this->name);
_sdf->GetElement("pose")->Set(this->pose);
}