769 lines
23 KiB
C++
769 lines
23 KiB
C++
/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef _GAZEBO_WORLD_HH_
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#define _GAZEBO_WORLD_HH_
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#ifdef _WIN32
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// Ensure that Winsock2.h is included before Windows.h, which can get
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// pulled in by anybody (e.g., Boost).
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#include <Winsock2.h>
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#endif
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#include <vector>
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#include <list>
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#include <set>
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#include <deque>
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#include <string>
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#include <boost/thread.hpp>
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#include <boost/enable_shared_from_this.hpp>
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#include <boost/shared_ptr.hpp>
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#include <sdf/sdf.hh>
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#include "gazebo/transport/TransportTypes.hh"
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#include "gazebo/msgs/msgs.hh"
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#include "gazebo/common/CommonTypes.hh"
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#include "gazebo/common/UpdateInfo.hh"
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#include "gazebo/common/Event.hh"
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#include "gazebo/physics/Base.hh"
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#include "gazebo/physics/PhysicsTypes.hh"
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#include "gazebo/physics/WorldState.hh"
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#include "gazebo/util/system.hh"
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// Added by zhangshuai based on zenglei 2019.03.19 ----Begin
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/// add for Tcp communication
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#include "gazebo/physics/TcpCommunication.hh"
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// Added by zhangshuai based on zenglei 2019.03.19 ----End
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// Added by zhangshuai 2019.04.01 ----Begin
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#include "gazebo/physics/Distribution.hh"
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// Added by zhangshuai 2019.04.01 ----End
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namespace gazebo
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{
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namespace physics
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{
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/// Forward declare private data class.
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class WorldPrivate;
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// struct CommunicationData;
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// class TcpServer;
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// class TcpClient;
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/// \addtogroup gazebo_physics
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/// \{
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/// \class World World.hh physics/physics.hh
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/// \brief The world provides access to all other object within a simulated
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/// environment.
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///
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/// The World is the container for all models and their components
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/// (links, joints, sensors, plugins, etc), and WorldPlugin instances.
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/// Many core function are also handled in the World, including physics
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/// update, model updates, and message processing.
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class GZ_PHYSICS_VISIBLE World : public boost::enable_shared_from_this<World>
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{
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/// \brief Constructor.
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/// Constructor for the World. Must specify a unique name.
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/// \param[in] _name Name of the world.
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public:
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explicit World(const std::string &_name = "");
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/// \brief Destructor.
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public:
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~World();
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/// \brief Load the world using SDF parameters.
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/// Load a world from and SDF pointer.
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/// \param[in] _sdf SDF parameters.
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public:
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void Load(sdf::ElementPtr _sdf);
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/// \brief Save a world to a file.
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/// Save the current world and its state to a file.
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/// \param[in] _filename Name of the file to save into.
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public:
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void Save(const std::string &_filename);
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/// \brief Initialize the world.
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/// This is called after Load.
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public:
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void Init();
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/// \brief Run the world in a thread.
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/// Run the update loop.
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/// \param[in] _iterations Run for this many iterations, then stop.
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/// A value of zero disables run stop.
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public:
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void Run(unsigned int _iterations = 0);
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/// \brief Return the running state of the world.
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/// \return True if the world is running.
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public:
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bool GetRunning() const;
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/// \brief Stop the world.
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/// Stop the update loop.
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public:
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void Stop();
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/// \brief Finalize the world.
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/// Call this function to tear-down the world.
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public:
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void Fini();
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/// \brief Remove all entities from the world.
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/// This function has delayed effect. Models are cleared at the end
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/// of the current update iteration.
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public:
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void Clear();
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/// \brief Get the name of the world.
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/// \return The name of the world.
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public:
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std::string GetName() const;
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/// \brief Return the physics engine.
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/// Get a pointer to the physics engine used by the world.
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/// \return Pointer to the physics engine.
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public:
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PhysicsEnginePtr GetPhysicsEngine() const;
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/// \brief Return the preset manager.
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/// \return Pointer to the preset manager.
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public:
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PresetManagerPtr GetPresetManager() const;
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/// \brief Return the spherical coordinates converter.
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/// \return Pointer to the spherical coordinates converter.
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public:
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common::SphericalCoordinatesPtr GetSphericalCoordinates() const;
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/// \brief Return the gravity vector.
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/// \return The gravity vector.
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public:
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ignition::math::Vector3d Gravity() const;
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/// \brief Set the gravity vector.
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/// \param[in] _gravity New gravity vector.
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public:
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void SetGravity(const ignition::math::Vector3d &_gravity);
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/// \brief Set the gravity sdf value.
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/// \param[in] _gravity New gravity vector.
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public:
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void SetGravitySDF(const ignition::math::Vector3d &_gravity);
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/// \brief Return the magnetic field vector.
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/// \return The magnetic field vector.
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public:
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virtual ignition::math::Vector3d MagneticField() const;
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/// \brief Set the magnetic field vector.
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/// \param[in] _mag New magnetic field vector.
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public:
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void SetMagneticField(const ignition::math::Vector3d &_mag);
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/// \brief Get the number of models.
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/// \return The number of models in the World.
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public:
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unsigned int GetModelCount() const;
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/// \brief Get a model based on an index.
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/// Get a Model using an index, where index must be greater than zero
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/// and less than World::GetModelCount()
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/// \param[in] _index The index of the model [0..GetModelCount)
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/// \return A pointer to the Model. NULL if _index is invalid.
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public:
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ModelPtr GetModel(unsigned int _index) const;
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/// \brief Get a list of all the models.
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/// \return A list of all the Models in the world.
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public:
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Model_V GetModels() const;
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/// \brief Get the number of lights.
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/// \return The number of lights in the World.
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public:
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unsigned int LightCount() const;
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/// \brief Get a list of all the lights.
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/// \return A list of all the Lights in the world.
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public:
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Light_V Lights() const;
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/// \brief Reset with options.
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/// The _type parameter specifies which type of eneities to reset. See
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/// Base::EntityType.
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/// \param[in] _type The type of reset.
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public:
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void ResetEntities(Base::EntityType _type = Base::BASE);
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/// \brief Reset simulation time back to zero.
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public:
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void ResetTime();
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/// \brief Reset time and model poses, configurations in simulation.
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public:
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void Reset();
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/// \brief Print Entity tree.
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/// Prints alls the entities to stdout.
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public:
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void PrintEntityTree();
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/// \brief Get the world simulation time, note if you want the PC
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/// wall clock call common::Time::GetWallTime.
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/// \return The current simulation time
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public:
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common::Time GetSimTime() const;
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/// \brief Set the sim time.
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/// \param[in] _t The new simulation time
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public:
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void SetSimTime(const common::Time &_t);
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/// \brief Get the amount of time simulation has been paused.
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/// \return The pause time.
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public:
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common::Time GetPauseTime() const;
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/// \brief Get the wall time simulation was started..
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/// \return The start time.
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public:
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common::Time GetStartTime() const;
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/// \brief Get the real time (elapsed time).
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/// \return The real time.
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public:
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common::Time GetRealTime() const;
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/// \brief Returns the state of the simulation true if paused.
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/// \return True if paused.
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public:
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bool IsPaused() const;
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/// \brief Set whether the simulation is paused.
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/// \param[in] _p True pauses the simulation. False runs the simulation.
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public:
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void SetPaused(bool _p);
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/// \brief Get an element by name.
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/// Searches the list of entities, and return a pointer to the model
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/// with a matching _name.
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/// \param[in] _name The name of the Model to find.
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/// \return A pointer to the entity, or NULL if no entity was found.
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public:
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BasePtr GetByName(const std::string &_name);
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/// \brief Get a model by name.
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/// This function is the same as GetByName, but limits the search to
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/// only models.
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/// \param[in] _name The name of the Model to find.
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/// \return A pointer to the Model, or NULL if no model was found.
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public:
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ModelPtr GetModel(const std::string &_name);
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/// \brief Get a light by name.
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/// This function is the same as GetByName, but limits the search to
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/// only lights.
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/// \param[in] _name The name of the Light to find.
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/// \return A pointer to the Light, or NULL if no light was found.
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public:
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LightPtr Light(const std::string &_name);
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/// \brief Get a pointer to an Entity based on a name.
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/// This function is the same as GetByName, but limits the search to
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/// only Entities.
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/// \param[in] _name The name of the Entity to find.
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/// \return A pointer to the Entity, or NULL if no Entity was found.
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public:
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EntityPtr GetEntity(const std::string &_name);
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/// \brief Get the nearest model below and not encapsulating a point.
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/// Only objects below the start point can be returned. Any object
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/// that encapsulates the start point can not be returned from this
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/// function.
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/// This function makes use of World::GetEntityBelowPoint.
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/// \param[in] _pt The 3D point to search below.
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/// \return A pointer to nearest Model, NULL if none is found.
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public:
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ModelPtr GetModelBelowPoint(const math::Vector3 &_pt);
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/// \brief Get the nearest entity below a point.
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/// Projects a Ray down (-Z axis) starting at the given point. The
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/// first entity hit by the Ray is returned.
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/// \param[in] _pt The 3D point to search below
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/// \return A pointer to nearest Entity, NULL if none is found.
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public:
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EntityPtr GetEntityBelowPoint(const math::Vector3 &_pt);
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/// \brief Set the current world state.
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/// \param _state The state to set the World to.
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public:
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void SetState(const WorldState &_state);
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/// \brief Insert a model from an SDF file.
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/// Spawns a model into the world base on and SDF file.
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/// \param[in] _sdfFilename The name of the SDF file (including path).
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public:
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void InsertModelFile(const std::string &_sdfFilename);
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/// \brief Insert a model from an SDF string.
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/// Spawns a model into the world base on and SDF string.
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/// \param[in] _sdfString A string containing valid SDF markup.
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public:
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void InsertModelString(const std::string &_sdfString);
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/// \brief Insert a model using SDF.
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/// Spawns a model into the world base on and SDF object.
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/// \param[in] _sdf A reference to an SDF object.
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public:
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void InsertModelSDF(const sdf::SDF &_sdf);
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/// \brief Return a version of the name with "<world_name>::" removed
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/// \param[in] _name Usually the name of an entity.
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/// \return The stripped world name.
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public:
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std::string StripWorldName(const std::string &_name) const;
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/// \brief Enable all links in all the models.
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/// Enable is a physics concept. Enabling means that the physics
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/// engine should update an entity.
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public:
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void EnableAllModels();
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/// \brief Disable all links in all the models.
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/// Disable is a physics concept. Disabling means that the physics
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/// engine should not update an entity.
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public:
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void DisableAllModels();
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/// \brief Step the world forward in time.
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/// \param[in] _steps The number of steps the World should take.
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public:
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void Step(unsigned int _steps);
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/// \brief Load a plugin
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/// \param[in] _filename The filename of the plugin.
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/// \param[in] _name A unique name for the plugin.
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/// \param[in] _sdf The SDF to pass into the plugin.
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public:
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void LoadPlugin(const std::string &_filename,
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const std::string &_name,
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sdf::ElementPtr _sdf);
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/// \brief Remove a running plugin.
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/// \param[in] _name The unique name of the plugin to remove.
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public:
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void RemovePlugin(const std::string &_name);
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/// \brief Get the set world pose mutex.
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/// \return Pointer to the mutex.
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public:
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boost::mutex *GetSetWorldPoseMutex() const;
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/// \brief check if physics engine is enabled/disabled.
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/// \param True if the physics engine is enabled.
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public:
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bool GetEnablePhysicsEngine();
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/// \brief enable/disable physics engine during World::Update.
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/// \param[in] _enable True to enable the physics engine.
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public:
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void EnablePhysicsEngine(bool _enable);
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/// \brief Update the state SDF value from the current state.
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public:
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void UpdateStateSDF();
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/// \brief Return true if the world has been loaded.
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/// \return True if World::Load has completed.
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public:
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bool IsLoaded() const;
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/// \brief Remove all entities from the world. Implementation of
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/// World::Clear
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public:
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void ClearModels();
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/// \brief Publish pose updates for a model.
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/// This list of models to publish is processed and cleared once every
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/// iteration.
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/// \param[in] _model Pointer to the model to publish.
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public:
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void PublishModelPose(physics::ModelPtr _model);
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/// \brief Publish scale updates for a model.
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/// This list of models to publish is processed and cleared once every
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/// iteration.
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/// \param[in] _model Pointer to the model to publish.
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public:
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void PublishModelScale(physics::ModelPtr _model);
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/// \brief Publish pose updates for a light.
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/// Adds light to a list of lights to publish, which is processed and
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/// cleared once every iteration.
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/// \param[in] _light Pointer to the light to publish.
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public:
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void PublishLightPose(const physics::LightPtr _light);
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/// \brief Get the total number of iterations.
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/// \return Number of iterations that simulation has taken.
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public:
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uint32_t GetIterations() const;
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/// \brief Get the current scene in message form.
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/// \return The scene state as a protobuf message.
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public:
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msgs::Scene GetSceneMsg() const;
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/// \brief Run the world. This call blocks.
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/// Run the update loop.
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/// \param[in] _iterations Run for this many iterations, then stop.
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/// A value of zero disables run stop.
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public:
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void RunBlocking(unsigned int _iterations = 0);
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/// \brief Remove a model. This function will block until
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/// the physics engine is not locked. The duration of the block
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/// is less than the time to complete a simulation iteration.
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/// \param[in] _model Pointer to a model to remove.
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public:
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void RemoveModel(ModelPtr _model);
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/// \brief Remove a model by name. This function will block until
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/// the physics engine is not locked. The duration of the block
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/// is less than the time to complete a simulation iteration.
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/// \param[in] _name Name of the model to remove.
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public:
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void RemoveModel(const std::string &_name);
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/// \brief Reset the velocity, acceleration, force and torque of
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/// all child models.
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public:
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void ResetPhysicsStates();
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/// \internal
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/// \brief Inform the World that an Entity has moved. The Entity
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/// is added to a list that will be processed by the World.
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/// Only a physics engine implementation should call this function.
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/// If you are unsure whether you should use this function, do not.
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/// \param[in] _entity Entity that has moved.
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public:
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void _AddDirty(Entity *_entity);
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/// \brief Get whether sensors have been initialized.
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/// \return True if sensors have been initialized.
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public:
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bool SensorsInitialized() const;
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/// \internal
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/// \brief Set whether sensors have been initialized. This should only
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/// be called by SensorManager.
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/// \param[in] _init True if sensors have been initialized.
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public:
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void _SetSensorsInitialized(const bool _init);
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/// \brief Get a model name which doesn't overlap with any existing
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/// models, by appending numbers to the given name. If _name is already,
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/// unique, the returned value is the same.
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/// \param[in] _name Desired model name.
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/// \return Unique model name.
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public:
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std::string UniqueModelName(const std::string &_name);
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/// \cond
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/// This is an internal function.
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/// \brief Get a model by id.
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/// Each Entity has a unique ID, this function finds a Model with
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/// a passed in _id.
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/// \param[in] _id The id of the Model
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/// \return A pointer to the model, or NULL if no Model was found.
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private:
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ModelPtr GetModelById(unsigned int _id);
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/// \endcond
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/// \brief Load all plugins.
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///
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/// Load all plugins specified in the SDF for the model.
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private:
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void LoadPlugins();
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/// \brief Create and load all entities.
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/// \param[in] _sdf SDF element.
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/// \param[in] _parent Parent of the model to load.
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private:
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void LoadEntities(sdf::ElementPtr _sdf, BasePtr _parent);
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/// \brief Load a model.
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/// \param[in] _sdf SDF element containing the Model description.
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/// \param[in] _parent Parent of the model.
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/// \return Pointer to the newly created Model.
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private:
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ModelPtr LoadModel(sdf::ElementPtr _sdf, BasePtr _parent);
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/// \brief Load a light.
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/// \param[in] _sdf SDF element containing the Light description.
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/// \param[in] _parent Parent of the light.
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|
/// \return Pointer to the newly created Light.
|
|
public:
|
|
LightPtr LoadLight(const sdf::ElementPtr &_sdf,
|
|
const BasePtr &_parent);
|
|
|
|
/// \brief Load an actor.
|
|
/// \param[in] _sdf SDF element containing the Actor description.
|
|
/// \param[in] _parent Parent of the Actor.
|
|
/// \return Pointer to the newly created Actor.
|
|
private:
|
|
ActorPtr LoadActor(sdf::ElementPtr _sdf, BasePtr _parent);
|
|
|
|
/// \brief Load a road.
|
|
/// \param[in] _sdf SDF element containing the Road description.
|
|
/// \param[in] _parent Parent of the Road.
|
|
/// \return Pointer to the newly created Road.
|
|
private:
|
|
RoadPtr LoadRoad(sdf::ElementPtr _sdf, BasePtr _parent);
|
|
|
|
/// \brief Function to run physics. Used by physicsThread.
|
|
private:
|
|
void RunLoop();
|
|
|
|
/// \brief Step the world once.
|
|
private:
|
|
void Step();
|
|
|
|
/// \brief Step the world once by reading from a log file.
|
|
private:
|
|
void LogStep();
|
|
|
|
/// \brief Update the world.
|
|
private:
|
|
void Update();
|
|
|
|
/// \brief Pause callback.
|
|
/// \param[in] _p True if paused.
|
|
private:
|
|
void OnPause(bool _p);
|
|
|
|
/// \brief Step callback.
|
|
private:
|
|
void OnStep();
|
|
|
|
/// \brief Called when a world control message is received.
|
|
/// \param[in] _data The world control message.
|
|
private:
|
|
void OnControl(ConstWorldControlPtr &_data);
|
|
|
|
/// \brief Called when log playback control message is received.
|
|
/// \param[in] _data The log playback control message.
|
|
private:
|
|
void OnPlaybackControl(ConstLogPlaybackControlPtr &_data);
|
|
|
|
/// \brief Called when a request message is received.
|
|
/// \param[in] _msg The request message.
|
|
private:
|
|
void OnRequest(ConstRequestPtr &_msg);
|
|
|
|
/// \brief Construct a scene message from the known world state
|
|
/// \param[out] _scene Scene message to build.
|
|
/// \param[in] _entity Pointer to entity from which to build the scene
|
|
/// message.
|
|
private:
|
|
void BuildSceneMsg(msgs::Scene &_scene, BasePtr _entity);
|
|
|
|
/// \brief Logs joint information.
|
|
/// \param[in] _msg Incoming joint message.
|
|
private:
|
|
void JointLog(ConstJointPtr &_msg);
|
|
|
|
/// \brief Called when a factory message is received.
|
|
/// \param[in] _data The factory message.
|
|
private:
|
|
void OnFactoryMsg(ConstFactoryPtr &_data);
|
|
|
|
/// \brief Called when a model message is received.
|
|
/// \param[in] _msg The model message.
|
|
private:
|
|
void OnModelMsg(ConstModelPtr &_msg);
|
|
|
|
/// \brief TBB version of model updating.
|
|
private:
|
|
void ModelUpdateTBB();
|
|
|
|
/// \brief Single loop version of model updating.
|
|
private:
|
|
void ModelUpdateSingleLoop();
|
|
|
|
/// \brief Helper function to load a plugin from SDF.
|
|
/// \param[in] _sdf SDF plugin description.
|
|
private:
|
|
void LoadPlugin(sdf::ElementPtr _sdf);
|
|
|
|
/// \brief Fills a model message with data from a model
|
|
/// \param[out] _msg Model message to fill.
|
|
/// \param[in] _model Pointer to the model to get the data from.
|
|
private:
|
|
void FillModelMsg(msgs::Model &_msg, ModelPtr _model);
|
|
|
|
/// \brief Process all received entity messages.
|
|
/// Must only be called from the World::ProcessMessages function.
|
|
private:
|
|
void ProcessEntityMsgs();
|
|
|
|
/// \brief Process all received request messages.
|
|
/// Must only be called from the World::ProcessMessages function.
|
|
private:
|
|
void ProcessRequestMsgs();
|
|
|
|
/// \brief Process all received factory messages.
|
|
/// Must only be called from the World::ProcessMessages function.
|
|
private:
|
|
void ProcessFactoryMsgs();
|
|
|
|
/// \brief Process all received model messages.
|
|
/// Must only be called from the World::ProcessMessages function.
|
|
private:
|
|
void ProcessModelMsgs();
|
|
|
|
/// \brief Process all received light factory messages.
|
|
/// Must only be called from the World::ProcessMessages function.
|
|
private:
|
|
void ProcessLightFactoryMsgs();
|
|
|
|
/// \brief Process all received light modify messages.
|
|
/// Must only be called from the World::ProcessMessages function.
|
|
private:
|
|
void ProcessLightModifyMsgs();
|
|
|
|
/// \brief Process all received log playback control messages.
|
|
/// Must only be called from the World::ProcessMessages function.
|
|
private:
|
|
void ProcessPlaybackControlMsgs();
|
|
|
|
/// \brief Log callback. This is where we write out state info.
|
|
private:
|
|
bool OnLog(std::ostringstream &_stream);
|
|
|
|
/// \brief Save model resources while recording a log, such as meshes
|
|
/// and textures.
|
|
private:
|
|
void LogModelResources();
|
|
|
|
/// \brief Process all incoming messages.
|
|
private:
|
|
void ProcessMessages();
|
|
|
|
/// \brief Publish the world stats message.
|
|
private:
|
|
void PublishWorldStats();
|
|
|
|
/// \brief Thread function for logging state data.
|
|
private:
|
|
void LogWorker();
|
|
|
|
/// \brief Callback when a light message is received.
|
|
/// \param[in] _msg Pointer to the light message.
|
|
/// \deprecated Topic ~/light deprecated.
|
|
/// See OnLightFactoryMsg which subscribes to ~/factory/light and
|
|
/// OnLightModifyMsg which subscribes to ~/light/modify
|
|
private:
|
|
void OnLightMsg(ConstLightPtr &_msg);
|
|
|
|
/// \brief Callback when a light message is received in the
|
|
/// ~/factory/light topic.
|
|
/// \param[in] _msg Pointer to the light message.
|
|
private:
|
|
void OnLightFactoryMsg(ConstLightPtr &_msg);
|
|
|
|
/// \brief Callback when a light message is received in the
|
|
/// ~/light/modify topic.
|
|
/// \param[in] _msg Pointer to the light message.
|
|
private:
|
|
void OnLightModifyMsg(ConstLightPtr &_msg);
|
|
|
|
/// \internal
|
|
/// \brief Private data pointer.
|
|
private:
|
|
WorldPrivate *dataPtr;
|
|
|
|
/// Friend DARTLink so that it has access to dataPtr->dirtyPoses
|
|
private:
|
|
friend class DARTLink;
|
|
|
|
/// Friend SimbodyPhysics so that it has access to dataPtr->dirtyPoses
|
|
private:
|
|
friend class SimbodyPhysics;
|
|
|
|
// Added by zhangshuai based on zenglei 2019.03.19 ----Begin
|
|
/// add for Tcp communication
|
|
private:
|
|
TcpClient gazeboOne;
|
|
|
|
private:
|
|
TcpServer gazeboZero;
|
|
|
|
// private:
|
|
// std::string ip;
|
|
|
|
// private:
|
|
// int type_; //0:server:gazeboZero; 1:client:gazeboOne;
|
|
|
|
private:
|
|
int port;
|
|
|
|
private:
|
|
int flag;
|
|
|
|
// private:
|
|
// unsigned int simula_entity_num;
|
|
|
|
// private:
|
|
// unsigned int shadow_entity_num;
|
|
|
|
private:
|
|
CommunicationData infor[50];
|
|
// Added by zhangshuai based on zenglei 2019.03.19 ----End
|
|
|
|
// Added by zhangshuai 2019.04.01 ----Begin
|
|
/// \brief the .
|
|
private:
|
|
unsigned int gazeboLocalID;
|
|
|
|
/// \brief the .
|
|
private:
|
|
// Distribution_V distributions;
|
|
DistributionPtr distribution;
|
|
|
|
public:
|
|
DistributionPtr GetDistribution();
|
|
|
|
public:
|
|
unsigned int GetGazeboLocalID();
|
|
|
|
public:
|
|
unsigned int GetFlag();
|
|
// Added by zhangshuai 2019.04.01 ----End
|
|
};
|
|
/// \}
|
|
} // namespace physics
|
|
} // namespace gazebo
|
|
#endif
|