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gazebo
physics
bullet
BulletLink.hh
Go to the documentation of this file.
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/*
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* Copyright 2011 Nate Koenig
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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/* Desc: Bullet Link class
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* Author: Nate Koenig
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* Date: 15 May 2009
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*/
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#ifndef _BULLETLINK_HH_
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#define _BULLETLINK_HH_
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#include "
physics/bullet/bullet_inc.h
"
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#include "
physics/bullet/BulletTypes.hh
"
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#include "
physics/Link.hh
"
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class
btRigidBody;
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namespace
gazebo
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{
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namespace
physics
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{
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class
BulletMotionState;
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class
BulletLink
:
public
Link
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{
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public
:
BulletLink
(
EntityPtr
_parent);
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public
:
virtual
~BulletLink
();
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public
:
virtual
void
Load
(
sdf::ElementPtr
_ptr);
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public
:
virtual
void
Init
();
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public
:
virtual
void
Fini
();
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public
:
virtual
void
Update
();
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public
:
virtual
void
OnPoseChange
();
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public
:
virtual
void
SetEnabled
(
bool
enable)
const
;
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public
:
virtual
bool
GetEnabled
()
const
{
return
true
;}
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public
:
virtual
void
UpdateCoM
();
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public
:
virtual
void
SetLinearVel
(
const
math::Vector3
&vel);
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public
:
virtual
void
SetAngularVel
(
const
math::Vector3
&vel);
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public
:
virtual
void
SetForce
(
const
math::Vector3
&force);
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public
:
virtual
void
SetTorque
(
const
math::Vector3
&force);
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public
:
virtual
math::Vector3
GetWorldLinearVel
()
const
;
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public
:
virtual
math::Vector3
GetWorldAngularVel
()
const
;
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public
:
virtual
math::Vector3
GetWorldForce
()
const
;
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public
:
virtual
math::Vector3
GetWorldTorque
()
const
;
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public
:
virtual
void
SetGravityMode
(
bool
mode);
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public
:
virtual
bool
GetGravityMode
();
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public
:
void
SetSelfCollide
(
bool
collide);
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public
: btRigidBody *
GetBulletLink
()
const
;
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public
:
virtual
void
SetLinearDamping
(
double
damping);
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public
:
virtual
void
SetAngularDamping
(
double
damping);
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/*public: void SetCollisionRelativePose(BulletCollision *collision,
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const math::Pose &newPose);
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*/
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public
:
virtual
void
AddForce
(
const
math::Vector3
&_force);
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public
:
virtual
void
AddRelativeForce
(
const
math::Vector3
&_force);
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public
:
virtual
void
AddForceAtWorldPosition
(
const
math::Vector3
&_force,
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const
math::Vector3
&_pos);
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public
:
virtual
void
AddForceAtRelativePosition
(
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const
math::Vector3
&_force,
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const
math::Vector3
&_relpos);
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public
:
virtual
void
AddTorque
(
const
math::Vector3
&_torque);
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public
:
virtual
void
AddRelativeTorque
(
const
math::Vector3
&_torque);
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public
:
virtual
void
SetAutoDisable
(
bool
_disable);
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private
: btCompoundShape *compoundShape;
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private
:
BulletMotionState
*motionState;
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private
: btRigidBody *rigidLink;
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private
:
BulletPhysicsPtr
bulletPhysics;
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protected
:
math::Pose
pose
;
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};
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}
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}
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#endif