47       public: 
unsigned int id;
    78       public: 
virtual ~
Actor();
    82       public: 
void Load(sdf::ElementPtr _sdf);
    85       public: 
virtual void Init();
    88       public: 
virtual void Play();
    91       public: 
virtual void Stop();
    94       public: 
virtual bool IsActive();
    97       public: 
void Update();
   100       public: 
virtual void Fini();
   104       public: 
virtual void UpdateParameters(sdf::ElementPtr _sdf);
   108       public: 
virtual const sdf::ElementPtr GetSDF();
   115       private: 
void AddSphereInertia(
const sdf::ElementPtr &_linkSdf,
   116                    const ignition::math::Pose3d &_pose,
   117                    const double _mass, 
const double _radius);
   124       private: 
void AddSphereCollision(
const sdf::ElementPtr &_linkSdf,
   125                    const std::string &_name,
   126                    const ignition::math::Pose3d &_pose,
   127                    const double _radius);
   136       private: 
void AddSphereVisual(
const sdf::ElementPtr &_linkSdf,
   137                    const std::string &_name,
   138                    const ignition::math::Pose3d &_pose, 
const double _radius,
   139                    const std::string &_material, 
const common::Color &_ambient);
   148       private: 
void AddBoxVisual(
const sdf::ElementPtr &_linkSdf,
   149                    const std::string &_name,
   150                    const ignition::math::Pose3d &_pose,
   151                    const ignition::math::Vector3d &_size,
   152                    const std::string &_material,
   159       private: 
void AddActorVisual(
const sdf::ElementPtr &_linkSdf,
   160                    const std::string &_name,
   161                    const ignition::math::Pose3d &_pose);
   165       private: 
void LoadAnimation(sdf::ElementPtr _sdf);
   169       private: 
void LoadScript(sdf::ElementPtr _sdf);
   175       private: 
void SetPose(
   176                    std::map<std::string, ignition::math::Matrix4d> _frame,
   177                    std::map<std::string, std::string> _skelMap, 
double _time);
   219       protected: std::map<unsigned int, common::PoseAnimation*> 
trajectories;
   225       protected: std::map<std::string, common::SkeletonAnimation*>
   229       protected: std::map<std::string, std::map<std::string, std::string> >
 transport::PublisherPtr bonePosePub
Where to send bone info. 
Definition: Actor.hh:251
 
A 3D mesh. 
Definition: Mesh.hh:44
 
boost::shared_ptr< Link > LinkPtr
Definition: PhysicsTypes.hh:100
 
A skeleton. 
Definition: Skeleton.hh:53
 
Forward declarations for the common classes. 
Definition: Animation.hh:33
 
double startTime
Start time of the trajectory. 
Definition: Actor.hh:56
 
ignition::math::Vector3d lastPos
Last position of the actor. 
Definition: Actor.hh:236
 
bool loop
True if the animation should loop. 
Definition: Actor.hh:201
 
std::vector< TrajectoryInfo > trajInfo
Trajectory information. 
Definition: Actor.hh:222
 
Actor class enables GPU based mesh model / skeleton scriptable animation. 
Definition: Actor.hh:71
 
boost::shared_ptr< Publisher > PublisherPtr
Definition: TransportTypes.hh:49
 
unsigned int id
ID of the trajectory. 
Definition: Actor.hh:47
 
double scriptLength
Time length of a scipt. 
Definition: Actor.hh:195
 
std::string skinFile
Filename for the skin. 
Definition: Actor.hh:186
 
double lastScriptTime
Time the scipt was last updated. 
Definition: Actor.hh:198
 
const common::Mesh * mesh
Pointer to the actor's mesh. 
Definition: Actor.hh:180
 
A model is a collection of links, joints, and plugins. 
Definition: Model.hh:53
 
uint32_t visualId
ID for this visual. 
Definition: Actor.hh:248
 
Information about a trajectory for an Actor. 
Definition: Actor.hh:41
 
double endTime
End time of the trajectory. 
Definition: Actor.hh:59
 
double duration
Duration of the trajectory. 
Definition: Actor.hh:53
 
std::string visualName
Name of the visual. 
Definition: Actor.hh:245
 
std::map< unsigned int, common::PoseAnimation * > trajectories
All the trajectories. 
Definition: Actor.hh:219
 
bool translated
True if the trajectory is tranlated. 
Definition: Actor.hh:62
 
std::map< std::string, std::map< std::string, std::string > > skelNodesMap
Skeleton to naode map. 
Definition: Actor.hh:230
 
Defines a color. 
Definition: Color.hh:36
 
bool autoStart
True if the actor should start running automatically. 
Definition: Actor.hh:207
 
LinkPtr mainLink
Base link. 
Definition: Actor.hh:210
 
GAZEBO_VISIBLE void Init(google::protobuf::Message &_message, const std::string &_id="")
Initialize a message. 
 
double skinScale
Scaling factor to apply to the skin. 
Definition: Actor.hh:189
 
std::string oldAction
THe old action. 
Definition: Actor.hh:254
 
double pathLength
Length of the actor's path. 
Definition: Actor.hh:239
 
bool active
True if the actor is being updated. 
Definition: Actor.hh:204
 
common::Skeleton * skeleton
The actor's skeleton. 
Definition: Actor.hh:183
 
unsigned int lastTraj
THe last trajectory. 
Definition: Actor.hh:242
 
common::Time prevFrameTime
Time of the previous frame. 
Definition: Actor.hh:213
 
common::Time playStartTime
Time when the animation was started. 
Definition: Actor.hh:216
 
double startDelay
Amount of time to delay start by. 
Definition: Actor.hh:192
 
std::string type
Type of trajectory. 
Definition: Actor.hh:50
 
std::map< std::string, bool > interpolateX
True to interpolate along x direction. 
Definition: Actor.hh:233
 
boost::shared_ptr< Base > BasePtr
Definition: PhysicsTypes.hh:72
 
std::map< std::string, common::SkeletonAnimation * > skelAnimation
Skeleton animations. 
Definition: Actor.hh:226
 
A Time class, can be used to hold wall- or sim-time. 
Definition: Time.hh:44