pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/RayShape.cc

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;
}