197 lines
4.6 KiB
C++
197 lines
4.6 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.
|
|
*
|
|
*/
|
|
/* Desc: A ray shape
|
|
* Author: Nate Koenig
|
|
* Date: 14 Oct 2009
|
|
*/
|
|
|
|
#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 <vector>
|
|
#include <list>
|
|
#include <string>
|
|
#include <boost/enable_shared_from_this.hpp>
|
|
#include <boost/shared_ptr.hpp>
|
|
|
|
#include <sdf/sdf.hh>
|
|
|
|
#include "gazebo/transport/TransportTypes.hh"
|
|
|
|
#include "gazebo/math/Helpers.hh"
|
|
|
|
#include "gazebo/common/CommonTypes.hh"
|
|
#include "gazebo/common/Event.hh"
|
|
|
|
#include "gazebo/physics/PhysicsTypes.hh"
|
|
#include "gazebo/physics/Collision.hh"
|
|
#include "gazebo/physics/RayShape.hh"
|
|
|
|
using namespace gazebo;
|
|
using namespace physics;
|
|
|
|
//////////////////////////////////////////////////
|
|
RayShape::RayShape(PhysicsEnginePtr /*_physicsEngine*/)
|
|
: Shape(CollisionPtr())
|
|
{
|
|
this->AddType(RAY_SHAPE);
|
|
this->SetName("Ray");
|
|
|
|
this->contactLen = GZ_DBL_MAX;
|
|
this->contactRetro = 0.0;
|
|
this->contactFiducial = -1;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
RayShape::RayShape(CollisionPtr _parent)
|
|
: Shape(_parent)
|
|
{
|
|
this->AddType(RAY_SHAPE);
|
|
this->SetName("Ray");
|
|
|
|
this->contactLen = GZ_DBL_MAX;
|
|
this->contactRetro = 0.0;
|
|
this->contactFiducial = -1;
|
|
|
|
if (collisionParent)
|
|
this->collisionParent->SetSaveable(false);
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
RayShape::~RayShape()
|
|
{
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::SetPoints(const math::Vector3 &_posStart,
|
|
const math::Vector3 &_posEnd)
|
|
{
|
|
math::Vector3 dir;
|
|
|
|
this->relativeStartPos = _posStart;
|
|
this->relativeEndPos = _posEnd;
|
|
|
|
if (this->collisionParent)
|
|
{
|
|
this->globalStartPos =
|
|
this->collisionParent->GetWorldPose().CoordPositionAdd(
|
|
this->relativeStartPos);
|
|
this->globalEndPos =
|
|
this->collisionParent->GetWorldPose().CoordPositionAdd(
|
|
this->relativeEndPos);
|
|
}
|
|
else
|
|
{
|
|
this->globalStartPos = this->relativeStartPos;
|
|
this->globalEndPos = this->relativeEndPos;
|
|
}
|
|
|
|
// Compute the direction of the ray
|
|
dir = this->globalEndPos - this->globalStartPos;
|
|
dir.Normalize();
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::GetRelativePoints(math::Vector3 &_posA, math::Vector3 &_posB)
|
|
{
|
|
_posA = this->relativeStartPos;
|
|
_posB = this->relativeEndPos;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::GetGlobalPoints(math::Vector3 &_posA, math::Vector3 &_posB)
|
|
{
|
|
_posA = this->globalStartPos;
|
|
_posB = this->globalEndPos;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::SetLength(double _len)
|
|
{
|
|
this->contactLen = _len;
|
|
|
|
math::Vector3 dir = this->relativeEndPos - this->relativeStartPos;
|
|
dir.Normalize();
|
|
|
|
this->relativeEndPos = dir * _len + this->relativeStartPos;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::SetScale(const math::Vector3 &_scale)
|
|
{
|
|
if (this->scale == _scale)
|
|
return;
|
|
|
|
this->scale = _scale;
|
|
|
|
/// TODO RayShape::SetScale not yet implemented.
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
double RayShape::GetLength() const
|
|
{
|
|
return this->contactLen;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::SetRetro(float _retro)
|
|
{
|
|
this->contactRetro = _retro;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
float RayShape::GetRetro() const
|
|
{
|
|
return this->contactRetro;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::SetFiducial(int _fid)
|
|
{
|
|
this->contactFiducial = _fid;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
int RayShape::GetFiducial() const
|
|
{
|
|
return this->contactFiducial;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::Init()
|
|
{
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::FillMsg(msgs::Geometry &/*_msg*/)
|
|
{
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
void RayShape::ProcessMsg(const msgs::Geometry &/*_msg*/)
|
|
{
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
double RayShape::ComputeVolume() const
|
|
{
|
|
return 0;
|
|
}
|