184 lines
5.4 KiB
C++
184 lines
5.4 KiB
C++
/*
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* Copyright (C) 2017 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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#include <map>
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#include <mutex>
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#include <vector>
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#include <ignition/math/Pose3.hh>
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#include "gazebo/physics/physics.hh"
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#include "gazebo/transport/Node.hh"
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#include "plugins/AttachLightPlugin.hh"
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namespace gazebo
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{
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/// \brief Private data class for the AttachLightPlugin class
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class AttachLightPluginPrivate
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{
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/// \brief Event connections
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public: std::vector<event::ConnectionPtr> connections;
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/// \brief Pointer to parent model
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public: physics::ModelPtr model;
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/// \brief Pointer to the world
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public: physics::WorldPtr world;
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/// \brief List of link and light pointers and the light pose offset
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public: std::map<physics::LinkPtr, std::map<physics::LightPtr,
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ignition::math::Pose3d>> linkLights;
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/// \brief Mutex to protect linkLights
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public: std::mutex mutex;
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/// \brief Communication Node
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public: transport::NodePtr node;
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/// \brief Subscribe to the request topic
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public: transport::SubscriberPtr requestSub;
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};
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}
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using namespace gazebo;
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GZ_REGISTER_MODEL_PLUGIN(AttachLightPlugin)
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/////////////////////////////////////////////////
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AttachLightPlugin::AttachLightPlugin()
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: dataPtr(new AttachLightPluginPrivate)
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{
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}
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/////////////////////////////////////////////////
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void AttachLightPlugin::Load(physics::ModelPtr _model, sdf::ElementPtr _sdf)
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{
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gzwarn << "The AttachLightPlugin is being deprecated. Consider using the "
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<< "new SDF spec that allows <light> to be added as a child of <link> "
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<< "elements" << std::endl;
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this->dataPtr->model = _model;
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this->dataPtr->world = _model->GetWorld();
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if (!_sdf->HasElement("link"))
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{
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gzerr << "No <link> sdf elements found." << std::endl;
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return;
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}
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// load links
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sdf::ElementPtr linkElem = _sdf->GetElement("link");
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while (linkElem)
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{
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std::string linkName;
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if (linkElem->HasElement("link_name"))
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{
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linkName = linkElem->Get<std::string>("link_name");
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physics::LinkPtr link = this->dataPtr->model->GetLink(linkName);
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if (!link)
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{
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gzerr << "Link: '" << linkName << "' not found." << std::endl;
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}
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else
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{
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// load lights
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if (linkElem->HasElement("light"))
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{
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sdf::ElementPtr lightElem = linkElem->GetElement("light");
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while (lightElem)
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{
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std::string lightName = lightElem->Get<std::string>("light_name");
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physics::LightPtr light = this->dataPtr->world->Light(lightName);
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// lights are loaded before models so we should be able to find them
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if (!light)
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{
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gzerr << "Light: '" << lightName << "' not found." << std::endl;
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}
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else
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{
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// pose is optional
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ignition::math::Pose3d pose;
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if (lightElem->HasElement("pose"))
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pose = lightElem->Get<ignition::math::Pose3d>("pose");
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auto &lights = this->dataPtr->linkLights[link];
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lights[light] = pose;
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}
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lightElem = lightElem->GetNextElement("light");
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}
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}
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}
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}
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linkElem = linkElem->GetNextElement("link");
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}
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if (this->dataPtr->linkLights.empty())
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return;
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this->dataPtr->node = transport::NodePtr(new transport::Node());
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this->dataPtr->node->Init();
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// listen for delete events to remove lens flare if light gets deleted.
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this->dataPtr->requestSub = this->dataPtr->node->Subscribe("~/request",
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&AttachLightPlugin::OnRequest, this);
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this->dataPtr->connections.push_back(event::Events::ConnectWorldUpdateEnd(
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std::bind(&AttachLightPlugin::OnUpdate, this)));
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}
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/////////////////////////////////////////////////
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void AttachLightPlugin::OnUpdate()
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{
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std::lock_guard<std::mutex> lock(this->dataPtr->mutex);
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// update light pose based on link pose
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for (auto &it : this->dataPtr->linkLights)
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{
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physics::LinkPtr link = it.first;
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std::map<physics::LightPtr, ignition::math::Pose3d> &lights = it.second;
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for (auto &lightIt : lights)
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{
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physics::LightPtr light = lightIt.first;
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ignition::math::Pose3d pose = lightIt.second;
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light->SetWorldPose(pose + link->GetWorldPose().Ign());
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}
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}
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}
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//////////////////////////////////////////////////
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void AttachLightPlugin::OnRequest(ConstRequestPtr &_msg)
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{
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std::lock_guard<std::mutex> lock(this->dataPtr->mutex);
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if (_msg->request() != "entity_delete")
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return;
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for (auto &it : this->dataPtr->linkLights)
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{
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physics::LinkPtr link = it.first;
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std::map<physics::LightPtr, ignition::math::Pose3d> &lights = it.second;
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for (auto lightIt = lights.begin(); lightIt != lights.end(); ++lightIt)
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{
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physics::LightPtr light = lightIt->first;
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if (light->GetScopedName() == _msg->data())
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{
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lights.erase(lightIt);
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return;
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}
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}
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}
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}
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