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SdfEntityCreator.cc
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SdfEntityCreator.cc
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/*
* Copyright (C) 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.
*
*/
#include <ignition/common/Console.hh>
#include <ignition/common/Profiler.hh>
#include <sdf/Types.hh>
#include "ignition/gazebo/Events.hh"
#include "ignition/gazebo/SdfEntityCreator.hh"
#include "ignition/gazebo/components/Actor.hh"
#include "ignition/gazebo/components/AirPressureSensor.hh"
#include "ignition/gazebo/components/Altimeter.hh"
#include "ignition/gazebo/components/AngularVelocity.hh"
#include "ignition/gazebo/components/Atmosphere.hh"
#include "ignition/gazebo/components/Camera.hh"
#include "ignition/gazebo/components/CanonicalLink.hh"
#include "ignition/gazebo/components/CastShadows.hh"
#include "ignition/gazebo/components/ChildLinkName.hh"
#include "ignition/gazebo/components/Collision.hh"
#include "ignition/gazebo/components/ContactSensor.hh"
#include "ignition/gazebo/components/DepthCamera.hh"
#include "ignition/gazebo/components/Geometry.hh"
#include "ignition/gazebo/components/GpuLidar.hh"
#include "ignition/gazebo/components/Gravity.hh"
#include "ignition/gazebo/components/Imu.hh"
#include "ignition/gazebo/components/Inertial.hh"
#include "ignition/gazebo/components/Joint.hh"
#include "ignition/gazebo/components/JointAxis.hh"
#include "ignition/gazebo/components/JointType.hh"
#include "ignition/gazebo/components/LaserRetro.hh"
#include "ignition/gazebo/components/Lidar.hh"
#include "ignition/gazebo/components/Light.hh"
#include "ignition/gazebo/components/LightType.hh"
#include "ignition/gazebo/components/LinearAcceleration.hh"
#include "ignition/gazebo/components/LinearVelocity.hh"
#include "ignition/gazebo/components/Link.hh"
#include "ignition/gazebo/components/LogicalCamera.hh"
#include "ignition/gazebo/components/MagneticField.hh"
#include "ignition/gazebo/components/Magnetometer.hh"
#include "ignition/gazebo/components/Material.hh"
#include "ignition/gazebo/components/Model.hh"
#include "ignition/gazebo/components/Name.hh"
#include "ignition/gazebo/components/ParentLinkName.hh"
#include "ignition/gazebo/components/ParentEntity.hh"
#include "ignition/gazebo/components/Physics.hh"
#include "ignition/gazebo/components/Pose.hh"
#include "ignition/gazebo/components/RgbdCamera.hh"
#include "ignition/gazebo/components/Scene.hh"
#include "ignition/gazebo/components/SelfCollide.hh"
#include "ignition/gazebo/components/Sensor.hh"
#include "ignition/gazebo/components/SourceFilePath.hh"
#include "ignition/gazebo/components/Static.hh"
#include "ignition/gazebo/components/ThermalCamera.hh"
#include "ignition/gazebo/components/ThreadPitch.hh"
#include "ignition/gazebo/components/Transparency.hh"
#include "ignition/gazebo/components/Visibility.hh"
#include "ignition/gazebo/components/Visual.hh"
#include "ignition/gazebo/components/WindMode.hh"
#include "ignition/gazebo/components/World.hh"
class ignition::gazebo::SdfEntityCreatorPrivate
{
/// \brief Pointer to entity component manager. We don't assume ownership.
public: EntityComponentManager *ecm{nullptr};
/// \brief Pointer to event manager. We don't assume ownership.
public: EventManager *eventManager{nullptr};
/// \brief Keep track of new sensors being added, so we load their plugins
/// only after we have their scoped name.
public: std::map<Entity, sdf::ElementPtr> newSensors;
/// \brief Keep track of new models being added, so we load their plugins
/// only after we have their scoped name.
public: std::map<Entity, sdf::ElementPtr> newModels;
/// \brief Keep track of new visuals being added, so we load their plugins
/// only after we have their scoped name.
public: std::map<Entity, sdf::ElementPtr> newVisuals;
};
using namespace ignition;
using namespace gazebo;
/////////////////////////////////////////////////
/// \brief Resolve the pose of an SDF DOM object with respect to its relative_to
/// frame. If that fails, return the raw pose
static math::Pose3d ResolveSdfPose(const sdf::SemanticPose &_semPose)
{
math::Pose3d pose;
::sdf::Errors errors = _semPose.Resolve(pose);
if (!errors.empty())
{
pose = _semPose.RawPose();
}
return pose;
}
/////////////////////////////////////////////////
static std::optional<sdf::JointAxis> ResolveJointAxis(
const sdf::JointAxis &_unresolvedAxis)
{
math::Vector3d axisXyz;
const sdf::Errors resolveAxisErrors = _unresolvedAxis.ResolveXyz(axisXyz);
if (!resolveAxisErrors.empty())
{
ignerr << "Failed to resolve axis" << std::endl;
return std::nullopt;
}
sdf::JointAxis resolvedAxis = _unresolvedAxis;
const sdf::Errors setXyzErrors = resolvedAxis.SetXyz(axisXyz);
if (!setXyzErrors.empty())
{
ignerr << "Failed to resolve axis" << std::endl;
return std::nullopt;
}
resolvedAxis.SetXyzExpressedIn("");
return resolvedAxis;
}
//////////////////////////////////////////////////
/// \brief Find a descendent child link entity by name.
/// \param[in] _name The relative name of the link with "::" as the scope
/// delimiter
/// \param[in] _model Model entity that defines the scope
/// \param[in] _ecm Entity component manager
/// \return The Entity of the descendent link or kNullEntity if link was not
/// found
static Entity FindDescendentLinkEntityByName(const std::string &_name,
const Entity &_model,
const EntityComponentManager &_ecm)
{
auto ind = _name.find(sdf::kSdfScopeDelimiter);
std::vector<Entity> candidates;
if (ind != std::string::npos)
{
candidates = _ecm.ChildrenByComponents(
_model, components::Model(), components::Name(_name.substr(0, ind)));
if (candidates.size() != 1 || (ind + 2 >= _name.size()))
{
return kNullEntity;
}
return FindDescendentLinkEntityByName(_name.substr(ind + 2),
candidates.front(), _ecm);
}
else
{
candidates = _ecm.ChildrenByComponents(_model, components::Link(),
components::Name(_name));
if (candidates.size() != 1)
{
return kNullEntity;
}
return candidates.front();
}
}
//////////////////////////////////////////////////
SdfEntityCreator::SdfEntityCreator(EntityComponentManager &_ecm,
EventManager &_eventManager)
: dataPtr(std::make_unique<SdfEntityCreatorPrivate>())
{
this->dataPtr->ecm = &_ecm;
this->dataPtr->eventManager = &_eventManager;
}
/////////////////////////////////////////////////
SdfEntityCreator::SdfEntityCreator(const SdfEntityCreator &_creator)
: dataPtr(std::make_unique<SdfEntityCreatorPrivate>(*_creator.dataPtr))
{
}
/////////////////////////////////////////////////
SdfEntityCreator::SdfEntityCreator(SdfEntityCreator &&_creator) noexcept
= default;
//////////////////////////////////////////////////
SdfEntityCreator::~SdfEntityCreator() = default;
/////////////////////////////////////////////////
SdfEntityCreator &SdfEntityCreator::operator=(const SdfEntityCreator &_creator)
{
*this->dataPtr = (*_creator.dataPtr);
return *this;
}
/////////////////////////////////////////////////
SdfEntityCreator &SdfEntityCreator::operator=(SdfEntityCreator &&_creator)
noexcept = default;
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::World *_world)
{
IGN_PROFILE("SdfEntityCreator::CreateEntities(sdf::World)");
// World entity
Entity worldEntity = this->dataPtr->ecm->CreateEntity();
// World components
this->dataPtr->ecm->CreateComponent(worldEntity, components::World());
this->dataPtr->ecm->CreateComponent(worldEntity,
components::Name(_world->Name()));
// scene
if (_world->Scene())
{
this->dataPtr->ecm->CreateComponent(worldEntity,
components::Scene(*_world->Scene()));
}
// atmosphere
if (_world->Atmosphere())
{
this->dataPtr->ecm->CreateComponent(worldEntity,
components::Atmosphere(*_world->Atmosphere()));
}
// Models
for (uint64_t modelIndex = 0; modelIndex < _world->ModelCount();
++modelIndex)
{
auto model = _world->ModelByIndex(modelIndex);
auto modelEntity = this->CreateEntities(model);
this->SetParent(modelEntity, worldEntity);
}
// Actors
for (uint64_t actorIndex = 0; actorIndex < _world->ActorCount();
++actorIndex)
{
auto actor = _world->ActorByIndex(actorIndex);
auto actorEntity = this->CreateEntities(actor);
this->SetParent(actorEntity, worldEntity);
}
// Lights
for (uint64_t lightIndex = 0; lightIndex < _world->LightCount();
++lightIndex)
{
auto light = _world->LightByIndex(lightIndex);
auto lightEntity = this->CreateEntities(light);
this->SetParent(lightEntity, worldEntity);
}
// Gravity
this->dataPtr->ecm->CreateComponent(worldEntity,
components::Gravity(_world->Gravity()));
// Physics
// \todo(anyone) Support picking a specific physics profile
auto physics = _world->PhysicsByIndex(0);
if (!physics)
{
physics = _world->PhysicsDefault();
}
this->dataPtr->ecm->CreateComponent(worldEntity,
components::Physics(*physics));
// MagneticField
this->dataPtr->ecm->CreateComponent(worldEntity,
components::MagneticField(_world->MagneticField()));
this->dataPtr->eventManager->Emit<events::LoadPlugins>(worldEntity,
_world->Element());
// Store the world's SDF DOM to be used when saving the world to file
this->dataPtr->ecm->CreateComponent(
worldEntity, components::WorldSdf(*_world));
return worldEntity;
}
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::Model *_model)
{
IGN_PROFILE("SdfEntityCreator::CreateEntities(sdf::Model)");
auto ent = this->CreateEntities(_model, false);
// Load all model plugins afterwards, so we get scoped name for nested models.
for (const auto &[entity, element] : this->dataPtr->newModels)
{
this->dataPtr->eventManager->Emit<events::LoadPlugins>(entity, element);
}
this->dataPtr->newModels.clear();
// Load sensor plugins after model, so we get scoped name.
for (const auto &[entity, element] : this->dataPtr->newSensors)
{
this->dataPtr->eventManager->Emit<events::LoadPlugins>(entity, element);
}
this->dataPtr->newSensors.clear();
// Load visual plugins after model, so we get scoped name.
for (const auto &[entity, element] : this->dataPtr->newVisuals)
{
this->dataPtr->eventManager->Emit<events::LoadPlugins>(entity, element);
}
this->dataPtr->newVisuals.clear();
return ent;
}
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::Model *_model,
bool _staticParent)
{
// Entity
Entity modelEntity = this->dataPtr->ecm->CreateEntity();
// Components
this->dataPtr->ecm->CreateComponent(modelEntity, components::Model());
this->dataPtr->ecm->CreateComponent(modelEntity,
components::Pose(ResolveSdfPose(_model->SemanticPose())));
this->dataPtr->ecm->CreateComponent(modelEntity,
components::Name(_model->Name()));
bool isStatic = _model->Static() || _staticParent;
this->dataPtr->ecm->CreateComponent(modelEntity,
components::Static(isStatic));
this->dataPtr->ecm->CreateComponent(
modelEntity, components::WindMode(_model->EnableWind()));
this->dataPtr->ecm->CreateComponent(
modelEntity, components::SelfCollide(_model->SelfCollide()));
this->dataPtr->ecm->CreateComponent(
modelEntity, components::SourceFilePath(_model->Element()->FilePath()));
// NOTE: Pose components of links, visuals, and collisions are expressed in
// the parent frame until we get frames working.
// Links
const auto *canonicalLink = _model->CanonicalLink();
for (uint64_t linkIndex = 0; linkIndex < _model->LinkCount();
++linkIndex)
{
auto link = _model->LinkByIndex(linkIndex);
auto linkEntity = this->CreateEntities(link);
this->SetParent(linkEntity, modelEntity);
if (canonicalLink == link)
{
this->dataPtr->ecm->CreateComponent(linkEntity,
components::CanonicalLink());
}
// Set wind mode if the link didn't override it
if (!this->dataPtr->ecm->Component<components::WindMode>(linkEntity))
{
this->dataPtr->ecm->CreateComponent(
linkEntity, components::WindMode(_model->EnableWind()));
}
}
// Joints
for (uint64_t jointIndex = 0; jointIndex < _model->JointCount();
++jointIndex)
{
auto joint = _model->JointByIndex(jointIndex);
auto jointEntity = this->CreateEntities(joint);
this->SetParent(jointEntity, modelEntity);
}
// Nested Models
for (uint64_t modelIndex = 0; modelIndex < _model->ModelCount();
++modelIndex)
{
auto nestedModel = _model->ModelByIndex(modelIndex);
auto nestedModelEntity = this->CreateEntities(nestedModel, isStatic);
this->SetParent(nestedModelEntity, modelEntity);
}
// Find canonical link
const auto canonicalLinkPair = _model->CanonicalLinkAndRelativeName();
if (canonicalLinkPair.first)
{
Entity canonicalLinkEntity = FindDescendentLinkEntityByName(
canonicalLinkPair.second, modelEntity, *this->dataPtr->ecm);
if (kNullEntity != canonicalLinkEntity)
{
this->dataPtr->ecm->CreateComponent(
modelEntity, components::ModelCanonicalLink(canonicalLinkEntity));
}
else
{
ignerr << "Could not find the canonical link entity for "
<< canonicalLinkPair.second << "\n";
}
}
else
{
ignerr << "Could not resolve the canonical link for " << _model->Name()
<< "\n";
}
// Store the model's SDF DOM to be used when saving the world to file
this->dataPtr->ecm->CreateComponent(
modelEntity, components::ModelSdf(*_model));
// Keep track of models so we can load their plugins after loading the entire
// model and having its full scoped name.
this->dataPtr->newModels[modelEntity] = _model->Element();
return modelEntity;
}
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::Actor *_actor)
{
IGN_PROFILE("SdfEntityCreator::CreateEntities(sdf::Actor)");
// Entity
Entity actorEntity = this->dataPtr->ecm->CreateEntity();
// Components
this->dataPtr->ecm->CreateComponent(actorEntity, components::Actor(*_actor));
this->dataPtr->ecm->CreateComponent(actorEntity,
components::Pose(_actor->RawPose()));
this->dataPtr->ecm->CreateComponent(actorEntity,
components::Name(_actor->Name()));
// Actor plugins
this->dataPtr->eventManager->Emit<events::LoadPlugins>(actorEntity,
_actor->Element());
return actorEntity;
}
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::Light *_light)
{
IGN_PROFILE("SdfEntityCreator::CreateEntities(sdf::Light)");
// Entity
Entity lightEntity = this->dataPtr->ecm->CreateEntity();
// Components
this->dataPtr->ecm->CreateComponent(lightEntity, components::Light(*_light));
this->dataPtr->ecm->CreateComponent(lightEntity,
components::Pose(ResolveSdfPose(_light->SemanticPose())));
this->dataPtr->ecm->CreateComponent(lightEntity,
components::Name(_light->Name()));
this->dataPtr->ecm->CreateComponent(lightEntity,
components::LightType(convert(_light->Type())));
return lightEntity;
}
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::Link *_link)
{
IGN_PROFILE("SdfEntityCreator::CreateEntities(sdf::Link)");
// Entity
Entity linkEntity = this->dataPtr->ecm->CreateEntity();
// Components
this->dataPtr->ecm->CreateComponent(linkEntity, components::Link());
this->dataPtr->ecm->CreateComponent(linkEntity,
components::Pose(ResolveSdfPose(_link->SemanticPose())));
this->dataPtr->ecm->CreateComponent(linkEntity,
components::Name(_link->Name()));
this->dataPtr->ecm->CreateComponent(linkEntity,
components::Inertial(_link->Inertial()));
if (_link->EnableWind())
{
this->dataPtr->ecm->CreateComponent(
linkEntity, components::WindMode(_link->EnableWind()));
}
// Visuals
for (uint64_t visualIndex = 0; visualIndex < _link->VisualCount();
++visualIndex)
{
auto visual = _link->VisualByIndex(visualIndex);
auto visualEntity = this->CreateEntities(visual);
this->SetParent(visualEntity, linkEntity);
}
// Collisions
for (uint64_t collisionIndex = 0; collisionIndex < _link->CollisionCount();
++collisionIndex)
{
auto collision = _link->CollisionByIndex(collisionIndex);
auto collisionEntity = this->CreateEntities(collision);
this->SetParent(collisionEntity, linkEntity);
}
// Lights
for (uint64_t lightIndex = 0; lightIndex < _link->LightCount();
++lightIndex)
{
auto light = _link->LightByIndex(lightIndex);
auto lightEntity = this->CreateEntities(light);
this->SetParent(lightEntity, linkEntity);
}
// Sensors
for (uint64_t sensorIndex = 0; sensorIndex < _link->SensorCount();
++sensorIndex)
{
auto sensor = _link->SensorByIndex(sensorIndex);
auto sensorEntity = this->CreateEntities(sensor);
this->SetParent(sensorEntity, linkEntity);
}
return linkEntity;
}
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::Joint *_joint)
{
IGN_PROFILE("SdfEntityCreator::CreateEntities(sdf::Joint)");
// Entity
Entity jointEntity = this->dataPtr->ecm->CreateEntity();
// Components
this->dataPtr->ecm->CreateComponent(jointEntity,
components::Joint());
this->dataPtr->ecm->CreateComponent(jointEntity,
components::JointType(_joint->Type()));
if (_joint->Axis(0))
{
auto resolvedAxis = ResolveJointAxis(*_joint->Axis(0));
if (!resolvedAxis)
{
ignerr << "Failed to resolve joint axis 0 for joint '" << _joint->Name()
<< "'" << std::endl;
return kNullEntity;
}
this->dataPtr->ecm->CreateComponent(jointEntity,
components::JointAxis(std::move(*resolvedAxis)));
}
if (_joint->Axis(1))
{
auto resolvedAxis = ResolveJointAxis(*_joint->Axis(1));
if (!resolvedAxis)
{
ignerr << "Failed to resolve joint axis 1 for joint '" << _joint->Name()
<< "'" << std::endl;
return kNullEntity;
}
this->dataPtr->ecm->CreateComponent(jointEntity,
components::JointAxis2(std::move(*resolvedAxis)));
}
this->dataPtr->ecm->CreateComponent(jointEntity,
components::Pose(ResolveSdfPose(_joint->SemanticPose())));
this->dataPtr->ecm->CreateComponent(jointEntity ,
components::Name(_joint->Name()));
this->dataPtr->ecm->CreateComponent(jointEntity ,
components::ThreadPitch(_joint->ThreadPitch()));
std::string resolvedParentLinkName;
const auto resolveParentErrors =
_joint->ResolveParentLink(resolvedParentLinkName);
if (!resolveParentErrors.empty())
{
ignerr << "Failed to resolve parent link for joint '" << _joint->Name()
<< "' with parent name '" << _joint->ParentLinkName() << "'"
<< std::endl;
return kNullEntity;
}
this->dataPtr->ecm->CreateComponent(
jointEntity, components::ParentLinkName(resolvedParentLinkName));
std::string resolvedChildLinkName;
const auto resolveChildErrors =
_joint->ResolveChildLink(resolvedChildLinkName);
if (!resolveChildErrors.empty())
{
ignerr << "Failed to resolve child link for joint '" << _joint->Name()
<< "' with child name '" << _joint->ChildLinkName() << "'"
<< std::endl;
for (const auto &error : resolveChildErrors)
{
ignerr << error << std::endl;
}
return kNullEntity;
}
this->dataPtr->ecm->CreateComponent(
jointEntity, components::ChildLinkName(resolvedChildLinkName));
return jointEntity;
}
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::Visual *_visual)
{
IGN_PROFILE("SdfEntityCreator::CreateEntities(sdf::Visual)");
// Entity
Entity visualEntity = this->dataPtr->ecm->CreateEntity();
// Components
this->dataPtr->ecm->CreateComponent(visualEntity, components::Visual());
this->dataPtr->ecm->CreateComponent(visualEntity,
components::Pose(ResolveSdfPose(_visual->SemanticPose())));
this->dataPtr->ecm->CreateComponent(visualEntity,
components::Name(_visual->Name()));
this->dataPtr->ecm->CreateComponent(visualEntity,
components::CastShadows(_visual->CastShadows()));
this->dataPtr->ecm->CreateComponent(visualEntity,
components::Transparency(_visual->Transparency()));
this->dataPtr->ecm->CreateComponent(visualEntity,
components::VisibilityFlags(_visual->VisibilityFlags()));
if (_visual->HasLaserRetro())
{
this->dataPtr->ecm->CreateComponent(visualEntity,
components::LaserRetro(_visual->LaserRetro()));
}
if (_visual->Geom())
{
this->dataPtr->ecm->CreateComponent(visualEntity,
components::Geometry(*_visual->Geom()));
}
// \todo(louise) Populate with default material if undefined
if (_visual->Material())
{
this->dataPtr->ecm->CreateComponent(visualEntity,
components::Material(*_visual->Material()));
}
// Keep track of visuals so we can load their plugins after loading the
// entire model and having its full scoped name.
this->dataPtr->newVisuals[visualEntity] = _visual->Element();
return visualEntity;
}
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::Collision *_collision)
{
IGN_PROFILE("SdfEntityCreator::CreateEntities(sdf::Collision)");
// Entity
Entity collisionEntity = this->dataPtr->ecm->CreateEntity();
// Components
this->dataPtr->ecm->CreateComponent(collisionEntity,
components::Collision());
this->dataPtr->ecm->CreateComponent(collisionEntity,
components::Pose(ResolveSdfPose(_collision->SemanticPose())));
this->dataPtr->ecm->CreateComponent(collisionEntity,
components::Name(_collision->Name()));
if (_collision->Geom())
{
this->dataPtr->ecm->CreateComponent(collisionEntity,
components::Geometry(*_collision->Geom()));
}
this->dataPtr->ecm->CreateComponent(collisionEntity,
components::CollisionElement(*_collision));
return collisionEntity;
}
//////////////////////////////////////////////////
Entity SdfEntityCreator::CreateEntities(const sdf::Sensor *_sensor)
{
IGN_PROFILE("SdfEntityCreator::CreateEntities(sdf::Sensor)");
// Entity
Entity sensorEntity = this->dataPtr->ecm->CreateEntity();
// Components
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::Sensor());
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::Pose(ResolveSdfPose(_sensor->SemanticPose())));
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::Name(_sensor->Name()));
if (_sensor->Type() == sdf::SensorType::CAMERA)
{
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::Camera(*_sensor));
}
else if (_sensor->Type() == sdf::SensorType::GPU_LIDAR)
{
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::GpuLidar(*_sensor));
}
else if (_sensor->Type() == sdf::SensorType::LIDAR)
{
// \todo(anyone) Implement CPU-base lidar
// this->dataPtr->ecm->CreateComponent(sensorEntity,
// components::Lidar(*_sensor));
ignwarn << "Sensor type LIDAR not supported yet. Try using"
<< "a GPU LIDAR instead." << std::endl;
}
else if (_sensor->Type() == sdf::SensorType::DEPTH_CAMERA)
{
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::DepthCamera(*_sensor));
}
else if (_sensor->Type() == sdf::SensorType::RGBD_CAMERA)
{
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::RgbdCamera(*_sensor));
}
else if (_sensor->Type() == sdf::SensorType::THERMAL_CAMERA)
{
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::ThermalCamera(*_sensor));
}
else if (_sensor->Type() == sdf::SensorType::AIR_PRESSURE)
{
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::AirPressureSensor(*_sensor));
// create components to be filled by physics
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::WorldPose(math::Pose3d::Zero));
}
else if (_sensor->Type() == sdf::SensorType::ALTIMETER)
{
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::Altimeter(*_sensor));
// create components to be filled by physics
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::WorldPose(math::Pose3d::Zero));
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::WorldLinearVelocity(math::Vector3d::Zero));
}
else if (_sensor->Type() == sdf::SensorType::IMU)
{
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::Imu(*_sensor));
// create components to be filled by physics
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::WorldPose(math::Pose3d::Zero));
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::AngularVelocity(math::Vector3d::Zero));
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::LinearAcceleration(math::Vector3d::Zero));
}
else if (_sensor->Type() == sdf::SensorType::LOGICAL_CAMERA)
{
auto elem = _sensor->Element();
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::LogicalCamera(elem));
// create components to be filled by physics
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::WorldPose(math::Pose3d::Zero));
}
else if (_sensor->Type() == sdf::SensorType::MAGNETOMETER)
{
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::Magnetometer(*_sensor));
// create components to be filled by physics
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::WorldPose(math::Pose3d::Zero));
}
else if (_sensor->Type() == sdf::SensorType::CONTACT)
{
auto elem = _sensor->Element();
this->dataPtr->ecm->CreateComponent(sensorEntity,
components::ContactSensor(elem));
// We will let the contact system create the necessary components for
// physics to populate.
}
else
{
ignwarn << "Sensor type [" << static_cast<int>(_sensor->Type())
<< "] not supported yet." << std::endl;
}
// Keep track of sensors so we can load their plugins after loading the entire
// model and having its full scoped name.
this->dataPtr->newSensors[sensorEntity] = _sensor->Element();
return sensorEntity;
}
//////////////////////////////////////////////////
void SdfEntityCreator::RequestRemoveEntity(Entity _entity, bool _recursive)
{
// Leave children parentless
if (!_recursive)
{
auto childEntities = this->dataPtr->ecm->ChildrenByComponents(_entity,
components::ParentEntity(_entity));
for (const auto childEntity : childEntities)
{
this->dataPtr->ecm->RemoveComponent<components::ParentEntity>(
childEntity);
}
}
this->dataPtr->ecm->RequestRemoveEntity(_entity, _recursive);
}
//////////////////////////////////////////////////
void SdfEntityCreator::SetParent(Entity _child, Entity _parent)
{
// TODO(louise) Figure out a way to avoid duplication while keeping all
// state in components and also keeping a convenient graph in the ECM
this->dataPtr->ecm->SetParentEntity(_child, _parent);
this->dataPtr->ecm->CreateComponent(_child,
components::ParentEntity(_parent));
}