pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/bullet/BulletCollision.hh

115 lines
3.4 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: Collision class
* Author: Nate Koenig
* Date: 13 Feb 2006
*/
#ifndef _BULLET_COLLISION_HH_
#define _BULLET_COLLISION_HH_
#include <string>
/*
#include "gazebo/common/Param.hh"
#include "Entity.hh"
#include "gazebo/math/Pose.hh"
#include "gazebo/math/Vector3.hh"
#include "gazebo/physics/Collision.hh"
#include "gazebo/util/system.hh"
*/
#include "gazebo/physics/bullet/BulletTypes.hh"
#include "gazebo/physics/PhysicsTypes.hh"
#include "gazebo/physics/Collision.hh"
#include "gazebo/util/system.hh"
class btCollisionShape;
namespace gazebo
{
namespace physics
{
/// \ingroup gazebo_physics
/// \addtogroup gazebo_physics_bullet Bullet Physics
/// \{
/// \brief Bullet collisions
class GZ_PHYSICS_VISIBLE BulletCollision : public Collision
{
/// \brief Constructor
public: BulletCollision(LinkPtr _parent);
/// \brief Destructor
public: virtual ~BulletCollision();
/// \brief Load the collision
public: virtual void Load(sdf::ElementPtr _ptr);
/// \brief On pose change
public: virtual void OnPoseChange();
/// \brief Set the category bits, used during collision detection
/// \param bits The bits
public: virtual void SetCategoryBits(unsigned int _bits);
/// \brief Set the collide bits, used during collision detection
/// \param bits The bits
public: virtual void SetCollideBits(unsigned int _bits);
/// \brief Get the category bits, used during collision detection
/// \return The bits
public: virtual unsigned int GetCategoryBits() const;
/// \brief Get the collide bits, used during collision detection
/// \return The bits
public: virtual unsigned int GetCollideBits() const;
/// \brief Get the bounding box, defined by the physics engine
public: virtual math::Box GetBoundingBox() const;
/// \brief Set the collision shape
/// \param[in] _shape Collision shape
/// \param[in] _placeable True to make the object movable.
public: void SetCollisionShape(btCollisionShape *_shape,
bool _placeable = true);
/// \brief Get the bullet collision shape
public: btCollisionShape *GetCollisionShape() const;
/// \brief Set the index of the compound shape
public: void SetCompoundShapeIndex(int _index);
/// \brief Similar to Collision::GetSurface, but provides dynamically
/// casted pointer to BulletSurfaceParams.
/// \return Dynamically casted pointer to BulletSurfaceParams.
public: BulletSurfaceParamsPtr GetBulletSurface() const;
protected: btCollisionShape *collisionShape;
/// \brief Category bits for collision detection
private: unsigned int categoryBits;
/// \brief Collide bits for collision detection
private: unsigned int collideBits;
};
/// \}
}
}
#endif