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Introduces a component to request and receive ray intersections computed by the physics engine. This is currently only supported when using the DART physics engine with the collision detector set to `bullet`. --------- Signed-off-by: Rômulo Cerqueira <romulogcerqueira@gmail.com> Co-authored-by: Rômulo Cerqueira <rcerqueira@krakenrobotics.com> Co-authored-by: Addisu Z. Taddese <addisu@openrobotics.org>
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/* | ||
* Copyright (C) 2024 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. | ||
* | ||
*/ | ||
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#ifndef GZ_SIM_COMPONENTS_RAYCASTDATA_HH_ | ||
#define GZ_SIM_COMPONENTS_RAYCASTDATA_HH_ | ||
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#include <gz/math/Vector3.hh> | ||
#include <gz/sim/components/Factory.hh> | ||
#include <gz/sim/components/Component.hh> | ||
#include <gz/sim/components/Serialization.hh> | ||
#include <gz/sim/config.hh> | ||
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#include <istream> | ||
#include <ostream> | ||
#include <vector> | ||
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namespace gz | ||
{ | ||
namespace sim | ||
{ | ||
// Inline bracket to help doxygen filtering. | ||
inline namespace GZ_SIM_VERSION_NAMESPACE { | ||
namespace components | ||
{ | ||
/// \brief A struct that holds the information of a ray. | ||
struct RayInfo | ||
{ | ||
/// \brief Starting point of the ray in entity frame | ||
gz::math::Vector3d start; | ||
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/// \brief Ending point of the ray in entity frame | ||
gz::math::Vector3d end; | ||
}; | ||
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/// \brief A struct that holds the result of a raycasting operation. | ||
struct RaycastResultInfo | ||
{ | ||
/// \brief The hit point in entity frame | ||
gz::math::Vector3d point; | ||
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/// \brief The fraction of the ray length at the intersection/hit point. | ||
double fraction; | ||
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/// \brief The normal at the hit point in entity frame | ||
gz::math::Vector3d normal; | ||
}; | ||
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/// @brief A struct that holds the raycasting data, including ray and results | ||
struct RaycastDataInfo | ||
{ | ||
/// @brief The rays to cast from the entity. | ||
std::vector<RayInfo> rays; | ||
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/// @brief The results of the raycasting. | ||
std::vector<RaycastResultInfo> results; | ||
}; | ||
} | ||
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namespace serializers | ||
{ | ||
/// \brief Specialization of DefaultSerializer for RaycastDataInfo | ||
template<> class DefaultSerializer<components::RaycastDataInfo> | ||
{ | ||
public: static std::ostream &Serialize( | ||
std::ostream &_out, const components::RaycastDataInfo &) | ||
{ | ||
return _out; | ||
} | ||
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public: static std::istream &Deserialize( | ||
std::istream &_in, components::RaycastDataInfo &) | ||
{ | ||
return _in; | ||
} | ||
}; | ||
} | ||
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namespace components | ||
{ | ||
/// \brief A component type that contains the rays traced from an entity | ||
/// into a physics world, along with the results of the raycasting operation. | ||
/// | ||
/// This component is primarily used for applications that require raycasting. | ||
/// The target application defines the rays, and the physics system plugin | ||
/// updates the raycasting results during each update loop. | ||
using RaycastData = Component<RaycastDataInfo, class RaycastDataTag, | ||
serializers::DefaultSerializer<RaycastDataInfo>>; | ||
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GZ_SIM_REGISTER_COMPONENT("gz_sim_components.RaycastData", RaycastData) | ||
} | ||
} | ||
} | ||
} | ||
#endif // GZ_SIM_COMPONENTS_RAYCASTDATA_HH_ |
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