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SceneBroadcaster.cc
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SceneBroadcaster.cc
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/*
* Copyright (C) 2018 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/msgs/scene.pb.h>
#include <ignition/math/graph/Graph.hh>
#include <ignition/plugin/RegisterMore.hh>
#include <ignition/transport/Node.hh>
#include "ignition/gazebo/components/Geometry.hh"
#include "ignition/gazebo/components/Link.hh"
#include "ignition/gazebo/components/Material.hh"
#include "ignition/gazebo/components/Model.hh"
#include "ignition/gazebo/components/Name.hh"
#include "ignition/gazebo/components/ParentEntity.hh"
#include "ignition/gazebo/components/Pose.hh"
#include "ignition/gazebo/components/Visual.hh"
#include "ignition/gazebo/components/World.hh"
#include "ignition/gazebo/Conversions.hh"
#include "ignition/gazebo/EntityComponentManager.hh"
#include "ignition/gazebo/systems/SceneBroadcaster.hh"
using namespace ignition;
using namespace gazebo;
using namespace systems;
//////////////////////////////////////////////////
void AddVisuals(msgs::LinkSharedPtr _msg,
const EntityId _id,
const math::graph::DirectedGraph<
std::shared_ptr<google::protobuf::Message>, bool> &_graph)
{
if (!_msg)
return;
for (const auto &vertex : _graph.AdjacentsFrom(_id))
{
auto visualMsg = std::dynamic_pointer_cast<msgs::Visual>(
vertex.second.get().Data());
if (!visualMsg)
continue;
_msg->add_visual()->CopyFrom(*visualMsg.get());
}
}
//////////////////////////////////////////////////
void AddLinks(msgs::ModelSharedPtr _msg,
const EntityId _id,
const math::graph::DirectedGraph<
std::shared_ptr<google::protobuf::Message>, bool> &_graph)
{
if (!_msg)
return;
for (const auto &vertex : _graph.AdjacentsFrom(_id))
{
auto linkMsg = std::dynamic_pointer_cast<msgs::Link>(
vertex.second.get().Data());
if (!linkMsg)
continue;
// Visuals
AddVisuals(linkMsg, vertex.second.get().Id(), _graph);
_msg->add_link()->CopyFrom(*linkMsg.get());
}
}
//////////////////////////////////////////////////
template<typename T>
void AddModels(T _msg,
const EntityId _id,
const math::graph::DirectedGraph<
std::shared_ptr<google::protobuf::Message>, bool> &_graph)
{
for (const auto &vertex : _graph.AdjacentsFrom(_id))
{
auto modelMsg = std::dynamic_pointer_cast<msgs::Model>(
vertex.second.get().Data());
if (!modelMsg)
continue;
// Nested models
AddModels(modelMsg, vertex.second.get().Id(), _graph);
// Links
AddLinks(modelMsg, vertex.second.get().Id(), _graph);
_msg->add_model()->CopyFrom(*modelMsg.get());
}
}
// Private data class.
class ignition::gazebo::systems::SceneBroadcasterPrivate
{
/// \brief Setup Ignition transport services and publishers
/// \param[in] _worldName Name of world.
public: void SetupTransport(const std::string &_worldName);
/// \brief Callback for scene info service.
/// \param[out] _res Response containing the latest scene message.
/// \return True if successful.
public: bool SceneInfoService(ignition::msgs::Scene &_res);
/// \brief Callback for scene graph service.
/// \param[out] _res Response containing the the scene graph in DOT format.
/// \return True if successful.
public: bool SceneGraphService(ignition::msgs::StringMsg &_res);
/// \brief Transport node.
public: transport::Node node;
/// \brief Pose publisher.
public: transport::Node::Publisher posePub;
/// \brief Graph containing latest information from entities.
public: math::graph::DirectedGraph<
std::shared_ptr<google::protobuf::Message>, bool> sceneGraph;
/// \brief Keep the id of the world entity so we know how to traverse the
/// graph.
public: EntityId worldId;
/// \brief Protects scene graph.
public: std::mutex graphMutex;
};
//////////////////////////////////////////////////
SceneBroadcaster::SceneBroadcaster()
: System(), dataPtr(std::make_unique<SceneBroadcasterPrivate>())
{
}
//////////////////////////////////////////////////
SceneBroadcaster::~SceneBroadcaster()
{
}
//////////////////////////////////////////////////
void SceneBroadcaster::PostUpdate(const UpdateInfo &/*_info*/,
const EntityComponentManager &_manager)
{
std::lock_guard<std::mutex> lock(this->dataPtr->graphMutex);
// TODO(louise) Get <scene> from SDF
// TODO(louise) Fill message header
// Populate a graph with latest information from all entities
// TODO(louise) once we know what entities are added/deleted process only
// those. For now, recreating graph at every iteration.
this->dataPtr->sceneGraph = math::graph::DirectedGraph<
std::shared_ptr<google::protobuf::Message>, bool>();
// Populate pose message
msgs::Pose_V poseMsg;
// World
// \todo(anyone) It would be convenient to have the following functions:
// * _manager.Has<components::World, components::Name>: to tell whether there
// is an entity which has a given set of components.
// * _manager.EntityCount<components::World, components::Name>: returns the
// number of entities which have all the given components.
this->dataPtr->worldId = kNullEntity;
_manager.Each<components::World,
components::Name>(
[&](const EntityId &_entity,
const components::World */*_worldComp*/,
const components::Name *_nameComp)
{
if (kNullEntity != this->dataPtr->worldId)
{
ignerr << "Internal error, more than one world found." << std::endl;
return;
}
this->dataPtr->worldId = _entity;
if (!this->dataPtr->posePub)
{
this->dataPtr->SetupTransport(_nameComp->Data());
}
// Add to graph
this->dataPtr->sceneGraph.AddVertex(_nameComp->Data(), nullptr, _entity);
});
if (kNullEntity == this->dataPtr->worldId)
{
ignerr << "Failed to find world entity" << std::endl;
return;
}
// Models
_manager.Each<components::Model,
components::Name,
components::ParentEntity,
components::Pose>(
[&](const EntityId &_entity,
const components::Model */*_modelComp*/,
const components::Name *_nameComp,
const components::ParentEntity *_parentComp,
const components::Pose *_poseComp)
{
auto modelMsg = std::make_shared<msgs::Model>();
modelMsg->set_id(_entity);
modelMsg->set_name(_nameComp->Data());
modelMsg->mutable_pose()->CopyFrom(msgs::Convert(
_poseComp->Data()));
// Add to graph
this->dataPtr->sceneGraph.AddVertex(_nameComp->Data(), modelMsg, _entity);
this->dataPtr->sceneGraph.AddEdge({_parentComp->Id(), _entity}, true);
// Add to pose msg
auto pose = poseMsg.add_pose();
msgs::Set(pose, _poseComp->Data());
pose->set_name(_nameComp->Data());
pose->set_id(_entity);
});
// Links
_manager.Each<components::Link,
components::Name,
components::ParentEntity,
components::Pose>(
[&](const EntityId &_entity,
const components::Link */*_linkComp*/,
const components::Name *_nameComp,
const components::ParentEntity *_parentComp,
const components::Pose *_poseComp)
{
auto linkMsg = std::make_shared<msgs::Link>();
linkMsg->set_id(_entity);
linkMsg->set_name(_nameComp->Data());
linkMsg->mutable_pose()->CopyFrom(msgs::Convert(
_poseComp->Data()));
// Add to graph
this->dataPtr->sceneGraph.AddVertex(_nameComp->Data(), linkMsg, _entity);
this->dataPtr->sceneGraph.AddEdge({_parentComp->Id(), _entity}, true);
// Add to pose msg
auto pose = poseMsg.add_pose();
msgs::Set(pose, _poseComp->Data());
pose->set_name(_nameComp->Data());
pose->set_id(_entity);
});
// Visuals
_manager.Each<components::Visual,
components::Name,
components::ParentEntity,
components::Pose>(
[&](const EntityId &_entity,
const components::Visual */*_visualComp*/,
const components::Name *_nameComp,
const components::ParentEntity *_parentComp,
const components::Pose *_poseComp)
{
auto visualMsg = std::make_shared<msgs::Visual>();
visualMsg->set_id(_entity);
visualMsg->set_parent_id(_parentComp->Id());
visualMsg->set_name(_nameComp->Data());
visualMsg->mutable_pose()->CopyFrom(msgs::Convert(
_poseComp->Data()));
// Geometry is optional
auto geometryComp = _manager.Component<components::Geometry>(_entity);
if (geometryComp)
{
visualMsg->mutable_geometry()->CopyFrom(
Convert<msgs::Geometry>(geometryComp->Data()));
}
// Material is optional
auto materialComp = _manager.Component<components::Material>(_entity);
if (materialComp)
{
visualMsg->mutable_material()->CopyFrom(
Convert<msgs::Material>(materialComp->Data()));
}
// Add to graph
this->dataPtr->sceneGraph.AddVertex(
_nameComp->Data(), visualMsg, _entity);
this->dataPtr->sceneGraph.AddEdge(
{_parentComp->Id(), _entity}, true);
// Add to pose msg
auto pose = poseMsg.add_pose();
msgs::Set(pose, _poseComp->Data());
pose->set_name(_nameComp->Data());
pose->set_id(_entity);
});
this->dataPtr->posePub.Publish(poseMsg);
}
//////////////////////////////////////////////////
void SceneBroadcasterPrivate::SetupTransport(const std::string &_worldName)
{
// Scene info service
std::string infoService{"/world/" + _worldName + "/scene/info"};
this->node.Advertise(infoService, &SceneBroadcasterPrivate::SceneInfoService,
this);
ignmsg << "Serving scene information on [" << infoService << "]" << std::endl;
// Scene graph service
std::string graphService{"/world/" + _worldName + "/scene/graph"};
this->node.Advertise(graphService,
&SceneBroadcasterPrivate::SceneGraphService, this);
ignmsg << "Serving scene graph on [" << graphService << "]" << std::endl;
// Pose info publisher
std::string topic{"/world/" + _worldName + "/pose/info"};
transport::AdvertiseMessageOptions advertOpts;
advertOpts.SetMsgsPerSec(60);
this->posePub = this->node.Advertise<msgs::Pose_V>(topic, advertOpts);
ignmsg << "Publishing pose messages on [" << topic << "]" << std::endl;
}
//////////////////////////////////////////////////
bool SceneBroadcasterPrivate::SceneInfoService(ignition::msgs::Scene &_res)
{
std::lock_guard<std::mutex> lock(this->graphMutex);
_res.Clear();
// Populate scene message
AddModels(&_res, this->worldId, this->sceneGraph);
return true;
}
//////////////////////////////////////////////////
bool SceneBroadcasterPrivate::SceneGraphService(ignition::msgs::StringMsg &_res)
{
std::lock_guard<std::mutex> lock(this->graphMutex);
_res.Clear();
std::stringstream graphStr;
graphStr << this->sceneGraph;
_res.set_data(graphStr.str());
return true;
}
IGNITION_ADD_PLUGIN(ignition::gazebo::systems::SceneBroadcaster,
ignition::gazebo::System,
SceneBroadcaster::ISystemPostUpdate)