pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/World.hh

769 lines
23 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.
*
*/
#ifndef _GAZEBO_WORLD_HH_
#define _GAZEBO_WORLD_HH_
#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 <set>
#include <deque>
#include <string>
#include <boost/thread.hpp>
#include <boost/enable_shared_from_this.hpp>
#include <boost/shared_ptr.hpp>
#include <sdf/sdf.hh>
#include "gazebo/transport/TransportTypes.hh"
#include "gazebo/msgs/msgs.hh"
#include "gazebo/common/CommonTypes.hh"
#include "gazebo/common/UpdateInfo.hh"
#include "gazebo/common/Event.hh"
#include "gazebo/physics/Base.hh"
#include "gazebo/physics/PhysicsTypes.hh"
#include "gazebo/physics/WorldState.hh"
#include "gazebo/util/system.hh"
// Added by zhangshuai based on zenglei 2019.03.19 ----Begin
/// add for Tcp communication
#include "gazebo/physics/TcpCommunication.hh"
// Added by zhangshuai based on zenglei 2019.03.19 ----End
// Added by zhangshuai 2019.04.01 ----Begin
#include "gazebo/physics/Distribution.hh"
// Added by zhangshuai 2019.04.01 ----End
namespace gazebo
{
namespace physics
{
/// Forward declare private data class.
class WorldPrivate;
// struct CommunicationData;
// class TcpServer;
// class TcpClient;
/// \addtogroup gazebo_physics
/// \{
/// \class World World.hh physics/physics.hh
/// \brief The world provides access to all other object within a simulated
/// environment.
///
/// The World is the container for all models and their components
/// (links, joints, sensors, plugins, etc), and WorldPlugin instances.
/// Many core function are also handled in the World, including physics
/// update, model updates, and message processing.
class GZ_PHYSICS_VISIBLE World : public boost::enable_shared_from_this<World>
{
/// \brief Constructor.
/// Constructor for the World. Must specify a unique name.
/// \param[in] _name Name of the world.
public:
explicit World(const std::string &_name = "");
/// \brief Destructor.
public:
~World();
/// \brief Load the world using SDF parameters.
/// Load a world from and SDF pointer.
/// \param[in] _sdf SDF parameters.
public:
void Load(sdf::ElementPtr _sdf);
/// \brief Save a world to a file.
/// Save the current world and its state to a file.
/// \param[in] _filename Name of the file to save into.
public:
void Save(const std::string &_filename);
/// \brief Initialize the world.
/// This is called after Load.
public:
void Init();
/// \brief Run the world in a thread.
/// Run the update loop.
/// \param[in] _iterations Run for this many iterations, then stop.
/// A value of zero disables run stop.
public:
void Run(unsigned int _iterations = 0);
/// \brief Return the running state of the world.
/// \return True if the world is running.
public:
bool GetRunning() const;
/// \brief Stop the world.
/// Stop the update loop.
public:
void Stop();
/// \brief Finalize the world.
/// Call this function to tear-down the world.
public:
void Fini();
/// \brief Remove all entities from the world.
/// This function has delayed effect. Models are cleared at the end
/// of the current update iteration.
public:
void Clear();
/// \brief Get the name of the world.
/// \return The name of the world.
public:
std::string GetName() const;
/// \brief Return the physics engine.
/// Get a pointer to the physics engine used by the world.
/// \return Pointer to the physics engine.
public:
PhysicsEnginePtr GetPhysicsEngine() const;
/// \brief Return the preset manager.
/// \return Pointer to the preset manager.
public:
PresetManagerPtr GetPresetManager() const;
/// \brief Return the spherical coordinates converter.
/// \return Pointer to the spherical coordinates converter.
public:
common::SphericalCoordinatesPtr GetSphericalCoordinates() const;
/// \brief Return the gravity vector.
/// \return The gravity vector.
public:
ignition::math::Vector3d Gravity() const;
/// \brief Set the gravity vector.
/// \param[in] _gravity New gravity vector.
public:
void SetGravity(const ignition::math::Vector3d &_gravity);
/// \brief Set the gravity sdf value.
/// \param[in] _gravity New gravity vector.
public:
void SetGravitySDF(const ignition::math::Vector3d &_gravity);
/// \brief Return the magnetic field vector.
/// \return The magnetic field vector.
public:
virtual ignition::math::Vector3d MagneticField() const;
/// \brief Set the magnetic field vector.
/// \param[in] _mag New magnetic field vector.
public:
void SetMagneticField(const ignition::math::Vector3d &_mag);
/// \brief Get the number of models.
/// \return The number of models in the World.
public:
unsigned int GetModelCount() const;
/// \brief Get a model based on an index.
/// Get a Model using an index, where index must be greater than zero
/// and less than World::GetModelCount()
/// \param[in] _index The index of the model [0..GetModelCount)
/// \return A pointer to the Model. NULL if _index is invalid.
public:
ModelPtr GetModel(unsigned int _index) const;
/// \brief Get a list of all the models.
/// \return A list of all the Models in the world.
public:
Model_V GetModels() const;
/// \brief Get the number of lights.
/// \return The number of lights in the World.
public:
unsigned int LightCount() const;
/// \brief Get a list of all the lights.
/// \return A list of all the Lights in the world.
public:
Light_V Lights() const;
/// \brief Reset with options.
/// The _type parameter specifies which type of eneities to reset. See
/// Base::EntityType.
/// \param[in] _type The type of reset.
public:
void ResetEntities(Base::EntityType _type = Base::BASE);
/// \brief Reset simulation time back to zero.
public:
void ResetTime();
/// \brief Reset time and model poses, configurations in simulation.
public:
void Reset();
/// \brief Print Entity tree.
/// Prints alls the entities to stdout.
public:
void PrintEntityTree();
/// \brief Get the world simulation time, note if you want the PC
/// wall clock call common::Time::GetWallTime.
/// \return The current simulation time
public:
common::Time GetSimTime() const;
/// \brief Set the sim time.
/// \param[in] _t The new simulation time
public:
void SetSimTime(const common::Time &_t);
/// \brief Get the amount of time simulation has been paused.
/// \return The pause time.
public:
common::Time GetPauseTime() const;
/// \brief Get the wall time simulation was started..
/// \return The start time.
public:
common::Time GetStartTime() const;
/// \brief Get the real time (elapsed time).
/// \return The real time.
public:
common::Time GetRealTime() const;
/// \brief Returns the state of the simulation true if paused.
/// \return True if paused.
public:
bool IsPaused() const;
/// \brief Set whether the simulation is paused.
/// \param[in] _p True pauses the simulation. False runs the simulation.
public:
void SetPaused(bool _p);
/// \brief Get an element by name.
/// Searches the list of entities, and return a pointer to the model
/// with a matching _name.
/// \param[in] _name The name of the Model to find.
/// \return A pointer to the entity, or NULL if no entity was found.
public:
BasePtr GetByName(const std::string &_name);
/// \brief Get a model by name.
/// This function is the same as GetByName, but limits the search to
/// only models.
/// \param[in] _name The name of the Model to find.
/// \return A pointer to the Model, or NULL if no model was found.
public:
ModelPtr GetModel(const std::string &_name);
/// \brief Get a light by name.
/// This function is the same as GetByName, but limits the search to
/// only lights.
/// \param[in] _name The name of the Light to find.
/// \return A pointer to the Light, or NULL if no light was found.
public:
LightPtr Light(const std::string &_name);
/// \brief Get a pointer to an Entity based on a name.
/// This function is the same as GetByName, but limits the search to
/// only Entities.
/// \param[in] _name The name of the Entity to find.
/// \return A pointer to the Entity, or NULL if no Entity was found.
public:
EntityPtr GetEntity(const std::string &_name);
/// \brief Get the nearest model below and not encapsulating a point.
/// Only objects below the start point can be returned. Any object
/// that encapsulates the start point can not be returned from this
/// function.
/// This function makes use of World::GetEntityBelowPoint.
/// \param[in] _pt The 3D point to search below.
/// \return A pointer to nearest Model, NULL if none is found.
public:
ModelPtr GetModelBelowPoint(const math::Vector3 &_pt);
/// \brief Get the nearest entity below a point.
/// Projects a Ray down (-Z axis) starting at the given point. The
/// first entity hit by the Ray is returned.
/// \param[in] _pt The 3D point to search below
/// \return A pointer to nearest Entity, NULL if none is found.
public:
EntityPtr GetEntityBelowPoint(const math::Vector3 &_pt);
/// \brief Set the current world state.
/// \param _state The state to set the World to.
public:
void SetState(const WorldState &_state);
/// \brief Insert a model from an SDF file.
/// Spawns a model into the world base on and SDF file.
/// \param[in] _sdfFilename The name of the SDF file (including path).
public:
void InsertModelFile(const std::string &_sdfFilename);
/// \brief Insert a model from an SDF string.
/// Spawns a model into the world base on and SDF string.
/// \param[in] _sdfString A string containing valid SDF markup.
public:
void InsertModelString(const std::string &_sdfString);
/// \brief Insert a model using SDF.
/// Spawns a model into the world base on and SDF object.
/// \param[in] _sdf A reference to an SDF object.
public:
void InsertModelSDF(const sdf::SDF &_sdf);
/// \brief Return a version of the name with "<world_name>::" removed
/// \param[in] _name Usually the name of an entity.
/// \return The stripped world name.
public:
std::string StripWorldName(const std::string &_name) const;
/// \brief Enable all links in all the models.
/// Enable is a physics concept. Enabling means that the physics
/// engine should update an entity.
public:
void EnableAllModels();
/// \brief Disable all links in all the models.
/// Disable is a physics concept. Disabling means that the physics
/// engine should not update an entity.
public:
void DisableAllModels();
/// \brief Step the world forward in time.
/// \param[in] _steps The number of steps the World should take.
public:
void Step(unsigned int _steps);
/// \brief Load a plugin
/// \param[in] _filename The filename of the plugin.
/// \param[in] _name A unique name for the plugin.
/// \param[in] _sdf The SDF to pass into the plugin.
public:
void LoadPlugin(const std::string &_filename,
const std::string &_name,
sdf::ElementPtr _sdf);
/// \brief Remove a running plugin.
/// \param[in] _name The unique name of the plugin to remove.
public:
void RemovePlugin(const std::string &_name);
/// \brief Get the set world pose mutex.
/// \return Pointer to the mutex.
public:
boost::mutex *GetSetWorldPoseMutex() const;
/// \brief check if physics engine is enabled/disabled.
/// \param True if the physics engine is enabled.
public:
bool GetEnablePhysicsEngine();
/// \brief enable/disable physics engine during World::Update.
/// \param[in] _enable True to enable the physics engine.
public:
void EnablePhysicsEngine(bool _enable);
/// \brief Update the state SDF value from the current state.
public:
void UpdateStateSDF();
/// \brief Return true if the world has been loaded.
/// \return True if World::Load has completed.
public:
bool IsLoaded() const;
/// \brief Remove all entities from the world. Implementation of
/// World::Clear
public:
void ClearModels();
/// \brief Publish pose updates for a model.
/// This list of models to publish is processed and cleared once every
/// iteration.
/// \param[in] _model Pointer to the model to publish.
public:
void PublishModelPose(physics::ModelPtr _model);
/// \brief Publish scale updates for a model.
/// This list of models to publish is processed and cleared once every
/// iteration.
/// \param[in] _model Pointer to the model to publish.
public:
void PublishModelScale(physics::ModelPtr _model);
/// \brief Publish pose updates for a light.
/// Adds light to a list of lights to publish, which is processed and
/// cleared once every iteration.
/// \param[in] _light Pointer to the light to publish.
public:
void PublishLightPose(const physics::LightPtr _light);
/// \brief Get the total number of iterations.
/// \return Number of iterations that simulation has taken.
public:
uint32_t GetIterations() const;
/// \brief Get the current scene in message form.
/// \return The scene state as a protobuf message.
public:
msgs::Scene GetSceneMsg() const;
/// \brief Run the world. This call blocks.
/// Run the update loop.
/// \param[in] _iterations Run for this many iterations, then stop.
/// A value of zero disables run stop.
public:
void RunBlocking(unsigned int _iterations = 0);
/// \brief Remove a model. This function will block until
/// the physics engine is not locked. The duration of the block
/// is less than the time to complete a simulation iteration.
/// \param[in] _model Pointer to a model to remove.
public:
void RemoveModel(ModelPtr _model);
/// \brief Remove a model by name. This function will block until
/// the physics engine is not locked. The duration of the block
/// is less than the time to complete a simulation iteration.
/// \param[in] _name Name of the model to remove.
public:
void RemoveModel(const std::string &_name);
/// \brief Reset the velocity, acceleration, force and torque of
/// all child models.
public:
void ResetPhysicsStates();
/// \internal
/// \brief Inform the World that an Entity has moved. The Entity
/// is added to a list that will be processed by the World.
/// Only a physics engine implementation should call this function.
/// If you are unsure whether you should use this function, do not.
/// \param[in] _entity Entity that has moved.
public:
void _AddDirty(Entity *_entity);
/// \brief Get whether sensors have been initialized.
/// \return True if sensors have been initialized.
public:
bool SensorsInitialized() const;
/// \internal
/// \brief Set whether sensors have been initialized. This should only
/// be called by SensorManager.
/// \param[in] _init True if sensors have been initialized.
public:
void _SetSensorsInitialized(const bool _init);
/// \brief Get a model name which doesn't overlap with any existing
/// models, by appending numbers to the given name. If _name is already,
/// unique, the returned value is the same.
/// \param[in] _name Desired model name.
/// \return Unique model name.
public:
std::string UniqueModelName(const std::string &_name);
/// \cond
/// This is an internal function.
/// \brief Get a model by id.
/// Each Entity has a unique ID, this function finds a Model with
/// a passed in _id.
/// \param[in] _id The id of the Model
/// \return A pointer to the model, or NULL if no Model was found.
private:
ModelPtr GetModelById(unsigned int _id);
/// \endcond
/// \brief Load all plugins.
///
/// Load all plugins specified in the SDF for the model.
private:
void LoadPlugins();
/// \brief Create and load all entities.
/// \param[in] _sdf SDF element.
/// \param[in] _parent Parent of the model to load.
private:
void LoadEntities(sdf::ElementPtr _sdf, BasePtr _parent);
/// \brief Load a model.
/// \param[in] _sdf SDF element containing the Model description.
/// \param[in] _parent Parent of the model.
/// \return Pointer to the newly created Model.
private:
ModelPtr LoadModel(sdf::ElementPtr _sdf, BasePtr _parent);
/// \brief Load a light.
/// \param[in] _sdf SDF element containing the Light description.
/// \param[in] _parent Parent of the light.
/// \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