1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512
|
/*
* Copyright 2019 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 SDF_ACTOR_HH_
#define SDF_ACTOR_HH_
#include <memory>
#include <string>
#include <ignition/math/Pose3.hh>
#include "sdf/Element.hh"
#include "sdf/Types.hh"
#include "sdf/Link.hh"
#include "sdf/Joint.hh"
#include "sdf/sdf_config.h"
#include "sdf/system_util.hh"
namespace sdf
{
// Inline bracke to help doxygen filtering.
inline namespace SDF_VERSION_NAMESPACE {
//
// Forward declare private data class.
class AnimationPrivate;
// Forward declare private data class.
class WaypointPrivate;
// Forward declare private data class.
class TrajectoryPrivate;
// Forward declare private data class.
class ActorPrivate;
/// \brief Animation in Actor.
class SDFORMAT_VISIBLE Animation
{
/// \brief Default constructor
public: Animation();
/// \brief Copy constructor
/// \param[in] _animation Animation to copy.
public: Animation(const Animation &_animation);
/// \brief Move constructor
/// \param[in] _animation Animation to move.
public: Animation(Animation &&_animation) noexcept;
/// \brief Destructor
public: ~Animation();
/// \brief Move assignment operator.
/// \param[in] _animation Animation to move.
/// \return Reference to this.
public: Animation &operator=(Animation &&_animation);
/// \brief Assignment operator.
/// \param[in] _animation The animation to set values from.
/// \return *this
public: Animation &operator=(const Animation &_animation);
/// \brief Load the animation based on a element pointer. This is *not* the
/// usual entry point. Typical usage of the SDF DOM is through the Root
/// object.
/// \param[in] _sdf The SDF Element pointer
/// \return Errors, which is a vector of Error objects. Each Error includes
/// an error code and message. An empty vector indicates no error.
public: Errors Load(ElementPtr _sdf);
/// \brief Get the name of the animation.
/// \return Name of the animation.
public: const std::string &Name() const;
/// \brief Set the name of the animation.
/// \param[in] _name Name of the animation.
public: void SetName(const std::string &_name);
/// \brief Get the animation filename.
/// \return Filename of the animation.
public: const std::string &Filename() const;
/// \brief Set the filename of the animation.
/// \param[in] _filename Path to animation file.
public: void SetFilename(const std::string &_filename);
/// \brief The path to the file where this element was loaded from.
/// \return Full path to the file on disk.
public: const std::string &FilePath() const;
/// \brief Set the path to the file where this element was loaded from.
/// \paramp[in] _filePath Full path to the file on disk.
public: void SetFilePath(const std::string &_filePath);
/// \brief Get the scale for the animation skeleton.
/// \return Scale of the animation skeleton.
public: double Scale() const;
/// \brief Set the scale of the animation skeleton.
/// \param[in] _scale Scale for animation skeleton.
public: void SetScale(double _scale);
/// \brief Get whether the animation is interpolated on X.
/// \return True if interpolated on X.
public: bool InterpolateX() const;
/// \brief Set whether the animation is interpolated on X.
/// \param[in] _interpolateX True to indicate interpolation on X.
public: void SetInterpolateX(bool _interpolateX);
/// \brief Copy animation from an Animation instance.
/// \param[in] _animation The animation to set values from.
public: void CopyFrom(const Animation &_animation);
/// \brief Private data pointer.
private: AnimationPrivate *dataPtr = nullptr;
};
/// \brief Waypoint for Trajectory.
class SDFORMAT_VISIBLE Waypoint
{
/// \brief Default constructor
public: Waypoint();
/// \brief Copy constructor
/// \param[in] _waypoint Waypoint to copy.
public: Waypoint(const Waypoint &_waypoint);
/// \brief Move constructor
/// \param[in] _waypoint Waypoint to move.
public: Waypoint(Waypoint &&_waypoint) noexcept;
/// \brief Destructor
public: ~Waypoint();
/// \brief Move assignment operator.
/// \param[in] _waypoint Waypoint to move.
/// \return Reference to this.
public: Waypoint &operator=(Waypoint &&_waypoint);
/// \brief Assignment operator.
/// \param[in] _waypoint The waypoint to set values from.
/// \return *this
public: Waypoint &operator=(const Waypoint &_waypoint);
/// \brief Load the waypoint based on a element pointer. This is *not* the
/// usual entry point. Typical usage of the SDF DOM is through the Root
/// object.
/// \param[in] _sdf The SDF Element pointer
/// \return Errors, which is a vector of Error objects. Each Error includes
/// an error code and message. An empty vector indicates no error.
public: Errors Load(ElementPtr _sdf);
/// \brief Get the time in seconds when the pose should be reached.
/// \return Time in seconds.
public: double Time() const;
/// \brief Set the time in seconds when the pose should be reached.
/// \param[in] _time Time in seconds for the pose to be reached.
public: void SetTime(double _time);
/// \brief Get the pose to be reached.
/// \return Pose to be reached.
public: ignition::math::Pose3d Pose() const;
/// \brief Set the pose to be reached.
/// \param[in] _pose Pose to be reached.
public: void SetPose(const ignition::math::Pose3d &_pose);
/// \brief Copy waypoint from an Waypoint instance.
/// \param[in] _waypoint The waypoint to set values from.
public: void CopyFrom(const Waypoint &_waypoint);
/// \brief Private data pointer.
private: WaypointPrivate *dataPtr = nullptr;
};
/// \brief Trajectory for Animation.
class SDFORMAT_VISIBLE Trajectory
{
/// \brief Default constructor
public: Trajectory();
/// \brief Copy constructor
/// \param[in] _trajectory Trajectory to copy.
public: Trajectory(const Trajectory &_trajectory);
/// \brief Move constructor
/// \param[in] _trajectory Trajectory to move.
public: Trajectory(Trajectory &&_trajectory) noexcept;
/// \brief Destructor
public: ~Trajectory();
/// \brief Move assignment operator.
/// \param[in] _trajectory Trajectory to move.
/// \return Reference to this.
public: Trajectory &operator=(Trajectory &&_trajectory);
/// \brief Assignment operator.
/// \param[in] _trajectory The trajectory to set values from.
/// \return *this
public: Trajectory &operator=(const Trajectory &_trajectory);
/// \brief Load the trajectory based on a element pointer. This is *not* the
/// usual entry point. Typical usage of the SDF DOM is through the Root
/// object.
/// \param[in] _sdf The SDF Element pointer
/// \return Errors, which is a vector of Error objects. Each Error includes
/// an error code and message. An empty vector indicates no error.
public: Errors Load(ElementPtr _sdf);
/// \brief Get the unique id of the trajectory.
/// \return Trajectory id.
public: uint64_t Id() const;
/// \brief Set the ID of the trajectory.
/// \param[in] _id Trajectory Id.
public: void SetId(uint64_t _id);
/// \brief Get the type of the trajectory.
/// \return Type of the trajectory.
public: const std::string &Type() const;
/// \brief Set the animation type of the trajectory.
/// (should match the animation name).
/// \param[in] _type Animation type to be played.
public: void SetType(const std::string &_type);
/// \brief Get the tension of the trajectory spline.
/// \return Tension of the trajectory spline.
public: double Tension() const;
/// \brief Set the tension of trajectory spline.
/// \param[in] _tension Tension for the trajectory spline.
public: void SetTension(double _tension);
/// \brief Get the number of waypoints.
/// \return Number of waypoints.
public: uint64_t WaypointCount() const;
/// \brief Get a waypoint based on an index.
/// \param[in] _index Index of the waypoint. The index should be in the
/// range [0..WaypointCount()).
/// \return Pointer to the waypoint. Nullptr if the index does not exist.
/// \sa uint64_t WaypointCount() const
public: const Waypoint *WaypointByIndex(uint64_t _index) const;
/// \brief Add a new waypoint.
/// \param[in] _waypoint Waypoint to be added.
public: void AddWaypoint(const Waypoint &_waypoint);
/// \brief Copy trajectory from a trajectory instance.
/// \param[in] _trajectory The trajectory to set values from.
public: void CopyFrom(const Trajectory &_trajectory);
/// \brief Private data pointer.
private: TrajectoryPrivate *dataPtr = nullptr;
};
/// \brief Provides a description of an actor.
class SDFORMAT_VISIBLE Actor
{
/// \brief Default constructor
public: Actor();
/// \brief Copy constructor
/// \param[in] _actor Actor to copy.
public: Actor(const Actor &_actor);
/// \brief Move constructor
/// \param[in] _actor Actor to move.
public: Actor(Actor &&_actor) noexcept;
/// \brief Destructor
public: ~Actor();
/// \brief Move assignment operator.
/// \param[in] _actor Actor to move.
/// \return Reference to this.
public: Actor &operator=(Actor &&_actor);
/// \brief Assignment operator.
/// \param[in] _actor The actor to set values from.
/// \return *this
public: Actor &operator=(const Actor &_actor);
/// \brief Copy dataPtr from an actor instance.
/// \param[in] _actor The actor to set values from.
public: void CopyFrom(const Actor &_actor);
/// \brief Load the actor based on a element pointer. This is *not* the
/// usual entry point. Typical usage of the SDF DOM is through the Root
/// object.
/// \param[in] _sdf The SDF Element pointer
/// \return Errors, which is a vector of Error objects. Each Error includes
/// an error code and message. An empty vector indicates no error.
public: Errors Load(ElementPtr _sdf);
/// \brief Get the name of the actor.
/// \return Name of the actor.
public: std::string &Name() const;
/// \brief Set the name of the actor.
/// \param[in] _name Name of the actor.
public: void SetName(const std::string &_name);
/// \brief Get the pose of the actor. This is the pose of the actor
/// as specified in SDF (<actor> <pose> ... </pose></actor>), and is
/// typically used to express the position and rotation of an actor in a
/// global coordinate frame.
/// \return The pose of the actor.
/// \deprecated See RawPose.
public: const ignition::math::Pose3d &Pose() const
SDF_DEPRECATED(9.0);
/// \brief Set the pose of the actor.
/// \sa const ignition::math::Pose3d &Pose() const
/// \param[in] _pose The new actor pose.
/// \deprecated See SetRawPose.
public: void SetPose(const ignition::math::Pose3d &_pose)
SDF_DEPRECATED(9.0);
/// \brief Get the pose of the actor. This is the pose of the actor
/// as specified in SDF (<actor> <pose> ... </pose></actor>), and is
/// typically used to express the position and rotation of an actor in a
/// global coordinate frame.
/// \return The pose of the actor.
public: const ignition::math::Pose3d &RawPose() const;
/// \brief Set the pose of the actor.
/// \sa const ignition::math::Pose3d &RawPose() const
/// \param[in] _pose The new actor pose.
public: void SetRawPose(const ignition::math::Pose3d &_pose);
/// \brief Get the name of the coordinate frame relative to which this
/// object's pose is expressed. An empty value indicates that the frame is
/// relative to the world frame.
/// \return The name of the pose relative-to frame.
public: const std::string &PoseRelativeTo() const;
/// \brief Set the name of the coordinate frame relative to which this
/// object's pose is expressed. An empty value indicates that the frame is
/// relative to the world frame.
/// \param[in] _frame The name of the pose relative-to frame.
public: void SetPoseRelativeTo(const std::string &_frame);
/// \brief Get the name of the coordinate frame in which this actor's
/// pose is expressed. A empty value indicates that the frame is the
/// global/world coordinate frame.
/// \return The name of the pose frame.
/// \deprecated See PoseRelativeTo.
public: const std::string &PoseFrame() const
SDF_DEPRECATED(9.0);
/// \brief Set the name of the coordinate frame in which this actor's
/// pose is expressed. A empty value indicates that the frame is the
/// global/world coordinate frame.
/// \param[in] _frame The name of the pose frame.
/// \deprecated See SetPoseRelativeTo.
public: void SetPoseFrame(const std::string &_frame)
SDF_DEPRECATED(9.0);
/// \brief The path to the file where this element was loaded from.
/// \return Full path to the file on disk.
public: const std::string &FilePath() const;
/// \brief Set the path to the file where this element was loaded from.
/// \paramp[in] _filePath Full path to the file on disk.
public: void SetFilePath(const std::string &_filePath);
/// \brief Get the skin filename.
/// \return Constant skin filename.
public: const std::string &SkinFilename() const;
/// \brief Set the skin filename.
/// \param[in] _skinFilename Skin filename.
public: void SetSkinFilename(std::string _skinFilename);
/// \brief Get the skin scale.
/// \return Constant skin filename.
public: double SkinScale() const;
/// \brief Set the skin scale.
/// \param[in] _skinScale Skin scale.
public: void SetSkinScale(double _skinScale);
/// \brief Get the number of animations.
/// \return Number of animations.
public: uint64_t AnimationCount() const;
/// \brief Get an animation based on an index.
/// \param[in] _index Index of the animation. The index should be in the
/// range [0..AnimationCount()).
/// \return Pointer to the animation. Nullptr if the index does not exist.
/// \sa uint64_t AnimationCount() const
public: const Animation *AnimationByIndex(uint64_t _index) const;
/// \brief Get whether an animation name exists.
/// \param[in] _name Name of the animation to check.
/// \return True if there exists an animation with the given name.
public: bool AnimationNameExists(const std::string &_name) const;
/// \brief Add a new animation.
/// \param[in] _anim Animation to be added.
public: void AddAnimation(const Animation &_anim);
/// \brief Get whether the animation plays in loop.
/// \return True if the animation plays in loop.
public: bool ScriptLoop() const;
/// \brief Set whether the animation plays in loop.
/// \param[in] _scriptLoop True to indicate that the animation
/// plays in loop.
public: void SetScriptLoop(bool _scriptLoop);
/// \brief Get the time (in seconds) of delay to start.
/// \return Time of delay to start.
public: double ScriptDelayStart() const;
/// \brief Set the delay time to start.
/// \param[in] _scriptDelayStart Time of delay to start.
public: void SetScriptDelayStart(double _scriptDelayStart);
/// \brief Get whether the animation plays when simulation starts.
/// \return True if the animation plays when simulation starts.
public: bool ScriptAutoStart() const;
/// \brief Set whether the animation plays when simulation starts.
/// \param[in] _staticAutoStart True to indicate that the animation
/// plays when simulation starts.
public: void SetScriptAutoStart(bool _scriptAutoStart);
/// \brief Get the number of trajectories.
/// \return Number of trajectories.
public: uint64_t TrajectoryCount() const;
/// \brief Get a trajectory based on an index.
/// \param[in] _index Index of the trajectory. The index should be in the
/// range [0..TrajectoryCount()).
/// \return Pointer to the trajectory. Nullptr if the index does not exist.
/// \sa uint64_t TrajectoryCount() const
public: const Trajectory *TrajectoryByIndex(uint64_t _index) const;
/// \brief Get whether a trajectory id exists.
/// \param[in] _id Id of the trajectory to check.
/// \return True if there exists a trajectory with the given name.
public: bool TrajectoryIdExists(uint64_t _id) const;
/// \brief Add a new trajectory.
/// \param[in] _traj Trajectory to be added.
public: void AddTrajectory(const Trajectory &_traj);
/// \brief Get the number of links.
/// \return Number of links.
public: uint64_t LinkCount() const;
/// \brief Get a link based on an index.
/// \param[in] _index Index of the link. The index should be in the
/// range [0..LinkCount()).
/// \return Pointer to the link. Nullptr if the index does not exist.
/// \sa uint64_t LinkCount() const
public: const Link *LinkByIndex(uint64_t _index) const;
/// \brief Get whether a link name exists.
/// \param[in] _name Name of the link to check.
/// \return True if there exists a link with the given name.
public: bool LinkNameExists(const std::string &_name) const;
/// \brief Get the number of joints.
/// \return Number of joints.
public: uint64_t JointCount() const;
/// \brief Get a joint based on an index.
/// \param[in] _index Index of the joint. The index should be in the
/// range [0..JointCount()).
/// \return Pointer to the joint. Nullptr if the index does not exist.
/// \sa uint64_t JointCount() const
public: const Joint *JointByIndex(uint64_t _index) const;
/// \brief Get whether a joint name exists.
/// \param[in] _name Name of the joint to check.
/// \return True if there exists a joint with the given name.
public: bool JointNameExists(const std::string &_name) const;
/// \brief Get a pointer to the SDF element that was used during
/// load.
/// \return SDF element pointer. The value will be nullptr if Load has
/// not been called.
public: sdf::ElementPtr Element() const;
/// \brief Private data pointer.
private: ActorPrivate *dataPtr = nullptr;
};
}
}
#endif
|