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

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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.
*
*/
/* Desc: A ray
* Author: Nate Koenig
* Date: 24 May 2009
*/
#ifndef _BULLETRAYGEOM_HH_
#define _BULLETRAYGEOM_HH_
#include <string>
#include "gazebo/physics/RayShape.hh"
#include "gazebo/util/system.hh"
namespace gazebo
{
namespace physics
{
/// \ingroup gazebo_physics
/// \addtogroup gazebo_physics_bullet Bullet Physics
/// \{
/// \brief Ray shape for bullet
class GZ_PHYSICS_VISIBLE BulletRayShape : public RayShape
{
public: BulletRayShape(PhysicsEnginePtr _physicsEngine);
/// \brief Constructor
/// \param body Link the ray is attached to
public: BulletRayShape(CollisionPtr _collision);
/// \brief Destructor
public: virtual ~BulletRayShape();
/// \brief Update the ray collision
public: virtual void Update();
/// \brief Get the nearest intersection
public: virtual void GetIntersection(double &_dist, std::string &_entity);
/// \brief Set the ray based on starting and ending points relative to
/// the body
/// \param posStart Start position, relative the body
/// \param posEnd End position, relative to the body
public: void SetPoints(const math::Vector3 &_posStart,
const math::Vector3 &_posEnd);
/// \brief Pointer to the Bullet physics engine
private: BulletPhysicsPtr physicsEngine;
};
/// \}
}
}
#endif