pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/physics/bullet/BulletMultiRayShape.cc

66 lines
2.0 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.
*
*/
#include "gazebo/common/Exception.hh"
#include "gazebo/physics/World.hh"
#include "gazebo/physics/bullet/BulletTypes.hh"
#include "gazebo/physics/bullet/BulletLink.hh"
#include "gazebo/physics/bullet/BulletCollision.hh"
#include "gazebo/physics/bullet/BulletPhysics.hh"
#include "gazebo/physics/bullet/BulletRayShape.hh"
#include "gazebo/physics/bullet/BulletMultiRayShape.hh"
using namespace gazebo;
using namespace physics;
//////////////////////////////////////////////////
BulletMultiRayShape::BulletMultiRayShape(CollisionPtr _parent)
: MultiRayShape(_parent)
{
this->SetName("Bullet Multiray Shape");
this->physicsEngine = boost::static_pointer_cast<BulletPhysics>(
this->collisionParent->GetWorld()->GetPhysicsEngine());
}
//////////////////////////////////////////////////
BulletMultiRayShape::~BulletMultiRayShape()
{
}
//////////////////////////////////////////////////
void BulletMultiRayShape::UpdateRays()
{
std::vector<RayShapePtr>::iterator iter;
for (iter = this->rays.begin(); iter != this->rays.end(); ++iter)
{
(*iter)->Update();
}
}
//////////////////////////////////////////////////
void BulletMultiRayShape::AddRay(const math::Vector3 &_start,
const math::Vector3 &_end)
{
MultiRayShape::AddRay(_start, _end);
BulletRayShapePtr ray(new BulletRayShape(this->collisionParent));
ray->SetPoints(_start, _end);
this->rays.push_back(ray);
}