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Physics.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 "Physics.hh"
#include <gz/msgs/contact.pb.h>
#include <gz/msgs/contacts.pb.h>
#include <gz/msgs/entity.pb.h>
#include <gz/msgs/Utility.hh>
#include <algorithm>
#include <iostream>
#include <deque>
#include <map>
#include <set>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include <utility>
#include <gz/common/geospatial/Dem.hh>
#include <gz/common/geospatial/HeightmapData.hh>
#include <gz/common/geospatial/ImageHeightmap.hh>
#include <gz/common/MeshManager.hh>
#include <gz/common/Profiler.hh>
#include <gz/common/StringUtils.hh>
#include <gz/common/SystemPaths.hh>
#include <gz/common/Uuid.hh>
#include <gz/math/AxisAlignedBox.hh>
#include <gz/math/eigen3/Conversions.hh>
#include <gz/math/Vector3.hh>
#include <gz/physics/config.hh>
#include <gz/physics/FeatureList.hh>
#include <gz/physics/FeaturePolicy.hh>
#include <gz/physics/heightmap/HeightmapShape.hh>
#include <gz/physics/InstallationDirectories.hh>
#include <gz/physics/RelativeQuantity.hh>
#include <gz/physics/RequestEngine.hh>
#include <gz/physics/BoxShape.hh>
#include <gz/physics/ConeShape.hh>
#include <gz/physics/ContactProperties.hh>
#include <gz/physics/CylinderShape.hh>
#include <gz/physics/ForwardStep.hh>
#include <gz/physics/FrameSemantics.hh>
#include <gz/physics/FreeGroup.hh>
#include <gz/physics/FixedJoint.hh>
#include <gz/physics/GetContacts.hh>
#include <gz/physics/GetBoundingBox.hh>
#include <gz/physics/GetEntities.hh>
#include <gz/physics/Joint.hh>
#include <gz/physics/Link.hh>
#include <gz/physics/RemoveEntities.hh>
#include <gz/physics/Shape.hh>
#include <gz/physics/SphereShape.hh>
#include <gz/physics/World.hh>
#include <gz/physics/mesh/MeshShape.hh>
#include <gz/physics/sdf/ConstructCollision.hh>
#include <gz/physics/sdf/ConstructJoint.hh>
#include <gz/physics/sdf/ConstructLink.hh>
#include <gz/physics/sdf/ConstructModel.hh>
#include <gz/physics/sdf/ConstructNestedModel.hh>
#include <gz/physics/sdf/ConstructWorld.hh>
#include <gz/plugin/Loader.hh>
#include <gz/plugin/PluginPtr.hh>
#include <gz/plugin/Register.hh>
// SDF
#include <sdf/Collision.hh>
#include <sdf/Heightmap.hh>
#include <sdf/Joint.hh>
#include <sdf/Link.hh>
#include <sdf/Mesh.hh>
#include <sdf/Model.hh>
#include <sdf/Polyline.hh>
#include <sdf/Surface.hh>
#include <sdf/World.hh>
#include "gz/sim/EntityComponentManager.hh"
#include "gz/sim/Model.hh"
#include "gz/sim/System.hh"
#include "gz/sim/Util.hh"
// Components
#include "gz/sim/components/Actor.hh"
#include "gz/sim/components/AngularAcceleration.hh"
#include "gz/sim/components/AngularVelocity.hh"
#include "gz/sim/components/AngularVelocityCmd.hh"
#include "gz/sim/components/AxisAlignedBox.hh"
#include "gz/sim/components/BatterySoC.hh"
#include "gz/sim/components/CanonicalLink.hh"
#include "gz/sim/components/ChildLinkName.hh"
#include "gz/sim/components/Collision.hh"
#include "gz/sim/components/ContactSensorData.hh"
#include "gz/sim/components/Geometry.hh"
#include "gz/sim/components/Gravity.hh"
#include "gz/sim/components/Inertial.hh"
#include "gz/sim/components/DetachableJoint.hh"
#include "gz/sim/components/Joint.hh"
#include "gz/sim/components/JointAxis.hh"
#include "gz/sim/components/JointEffortLimitsCmd.hh"
#include "gz/sim/components/JointPosition.hh"
#include "gz/sim/components/JointPositionLimitsCmd.hh"
#include "gz/sim/components/JointPositionReset.hh"
#include "gz/sim/components/JointType.hh"
#include "gz/sim/components/JointVelocity.hh"
#include "gz/sim/components/JointVelocityCmd.hh"
#include "gz/sim/components/JointVelocityLimitsCmd.hh"
#include "gz/sim/components/JointVelocityReset.hh"
#include "gz/sim/components/LinearAcceleration.hh"
#include "gz/sim/components/LinearVelocity.hh"
#include "gz/sim/components/LinearVelocityCmd.hh"
#include "gz/sim/components/Link.hh"
#include "gz/sim/components/Model.hh"
#include "gz/sim/components/Name.hh"
#include "gz/sim/components/ParentEntity.hh"
#include "gz/sim/components/ParentLinkName.hh"
#include "gz/sim/components/ExternalWorldWrenchCmd.hh"
#include "gz/sim/components/JointTransmittedWrench.hh"
#include "gz/sim/components/JointForceCmd.hh"
#include "gz/sim/components/Physics.hh"
#include "gz/sim/components/PhysicsEnginePlugin.hh"
#include "gz/sim/components/Pose.hh"
#include "gz/sim/components/PoseCmd.hh"
#include "gz/sim/components/Recreate.hh"
#include "gz/sim/components/SelfCollide.hh"
#include "gz/sim/components/SlipComplianceCmd.hh"
#include "gz/sim/components/SphericalCoordinates.hh"
#include "gz/sim/components/Static.hh"
#include "gz/sim/components/ThreadPitch.hh"
#include "gz/sim/components/World.hh"
#include "gz/sim/components/HaltMotion.hh"
#include "CanonicalLinkModelTracker.hh"
// Events
#include "gz/sim/physics/Events.hh"
#include "EntityFeatureMap.hh"
using namespace gz;
using namespace gz::sim;
using namespace gz::sim::systems;
using namespace gz::sim::systems::physics_system;
namespace components = gz::sim::components;
// Private data class.
class gz::sim::systems::PhysicsPrivate
{
/// \brief This is the minimum set of features that any physics engine must
/// implement to be supported by this system.
/// New features can't be added to this list in minor / patch releases, in
/// order to maintain backwards compatibility with downstream physics plugins.
public: struct MinimumFeatureList : physics::FeatureList<
physics::FindFreeGroupFeature,
physics::SetFreeGroupWorldPose,
physics::FreeGroupFrameSemantics,
physics::LinkFrameSemantics,
physics::ForwardStep,
physics::RemoveModelFromWorld,
physics::sdf::ConstructSdfModel,
physics::sdf::ConstructSdfWorld,
physics::GetLinkFromModel,
physics::GetShapeFromLink
>{};
/// \brief Engine type with just the minimum features.
public: using EnginePtrType = physics::EnginePtr<
physics::FeaturePolicy3d, MinimumFeatureList>;
/// \brief World type with just the minimum features.
public: using WorldPtrType = physics::WorldPtr<
physics::FeaturePolicy3d, MinimumFeatureList>;
/// \brief Model type with just the minimum features.
public: using ModelPtrType = physics::ModelPtr<
physics::FeaturePolicy3d, MinimumFeatureList>;
/// \brief Link type with just the minimum features.
public: using LinkPtrType = physics::LinkPtr<
physics::FeaturePolicy3d, MinimumFeatureList>;
/// \brief Free group type with just the minimum features.
public: using FreeGroupPtrType = physics::FreeGroupPtr<
physics::FeaturePolicy3d, MinimumFeatureList>;
/// \brief Create physics entities
/// \param[in] _ecm Constant reference to ECM.
/// \param[in] _warnIfEntityExists True to emit warnings if the same entity
/// already exists in the physics system
public: void CreatePhysicsEntities(const EntityComponentManager &_ecm,
bool _warnIfEntityExists = true);
/// \brief Create world entities
/// \param[in] _ecm Constant reference to ECM.
/// \param[in] _warnIfEntityExists True to emit warnings if the same entity
/// already exists in the physics system
public: void CreateWorldEntities(const EntityComponentManager &_ecm,
bool _warnIfEntityExists = true);
/// \brief Create model entities
/// \param[in] _ecm Constant reference to ECM.
/// \param[in] _warnIfEntityExists True to emit warnings if the same entity
/// already exists in the physics system
public: void CreateModelEntities(const EntityComponentManager &_ecm,
bool _warnIfEntityExists = true);
/// \brief Create link entities
/// \param[in] _ecm Constant reference to ECM.
/// \param[in] _warnIfEntityExists True to emit warnings if the same entity
/// already exists in the physics system
public: void CreateLinkEntities(const EntityComponentManager &_ecm,
bool _warnIfEntityExists = true);
/// \brief Create collision entities
/// \param[in] _ecm Constant reference to ECM.
/// \param[in] _warnIfEntityExists True to emit warnings if the same entity
/// already exists in the physics system
public: void CreateCollisionEntities(const EntityComponentManager &_ecm,
bool _warnIfEntityExists = true);
/// \brief Create joint entities
/// \param[in] _ecm Constant reference to ECM.
/// \param[in] _warnIfEntityExists True to emit warnings if the same entity
/// already exists in the physics system
public: void CreateJointEntities(const EntityComponentManager &_ecm,
bool _warnIfEntityExists = true);
/// \brief Create Battery entities
/// \param[in] _ecm Constant reference to ECM.
public: void CreateBatteryEntities(const EntityComponentManager &_ecm);
/// \brief Remove physics entities if they are removed from the ECM
/// \param[in] _ecm Constant reference to ECM.
public: void RemovePhysicsEntities(const EntityComponentManager &_ecm);
/// \brief Update physics from components
/// \param[in] _ecm Mutable reference to ECM.
public: void UpdatePhysics(EntityComponentManager &_ecm);
/// \brief Reset physics from components
/// \param[in] _ecm Constant reference to ECM.
public: void ResetPhysics(EntityComponentManager &_ecm);
/// \brief Step the simulation for each world
/// \param[in] _dt Duration
/// \returns Output data from the physics engine (this currently contains
/// data for links that experienced a pose change in the physics step)
public: gz::physics::ForwardStep::Output Step(
const std::chrono::steady_clock::duration &_dt);
/// \brief Get data of links that were updated in the latest physics step.
/// \param[in] _ecm Mutable reference to ECM.
/// \param[in] _updatedLinks Updated link poses from the latest physics step
/// that were written to by the physics engine (some physics engines may
/// not write this data to ForwardStep::Output. If not, _ecm is used to get
/// this updated link pose data).
/// \return A map of gazebo link entities to their updated pose data.
/// std::map is used because canonical links must be in topological order
/// to ensure that nested models with multiple canonical links are updated
/// properly (models must be updated in topological order).
public: std::map<Entity, physics::FrameData3d> ChangedLinks(
EntityComponentManager &_ecm,
const gz::physics::ForwardStep::Output &_updatedLinks);
/// \brief Helper function to update the pose of a model.
/// \param[in] _model The model to update.
/// \param[in] _canonicalLink The canonical link of _model.
/// \param[in] _ecm The entity component manager.
/// \param[in, out] _linkFrameData Links that experienced a pose change in the
/// most recent physics step. The key is the entity of the link, and the
/// value is the updated frame data corresponding to that entity. The
/// canonical links of _model's nested models are added to _linkFrameData to
/// ensure that all of _model's nested models are marked as models to be
/// updated (if a parent model's pose changes, all nested model poses must be
/// updated since nested model poses are saved w.r.t. the parent model).
public: void UpdateModelPose(const Entity _model,
const Entity _canonicalLink, EntityComponentManager &_ecm,
std::map<Entity, physics::FrameData3d> &_linkFrameData);
/// \brief Get an entity's frame data relative to world from physics.
/// \param[in] _entity The entity.
/// \param[in, out] _data The frame data to populate.
/// \return True if _data was populated with frame data for _entity, false
/// otherwise.
public: bool GetFrameDataRelativeToWorld(const Entity _entity,
physics::FrameData3d &_data);
/// \brief Update components from physics simulation
/// \param[in] _ecm Mutable reference to ECM.
/// \param[in, out] _linkFrameData Links that experienced a pose change in the
/// most recent physics step. The key is the entity of the link, and the
/// value is the updated frame data corresponding to that entity.
public: void UpdateSim(EntityComponentManager &_ecm,
std::map<Entity, physics::FrameData3d> &_linkFrameData);
/// \brief Update collision components from physics simulation
/// \param[in] _ecm Mutable reference to ECM.
public: void UpdateCollisions(EntityComponentManager &_ecm);
/// \brief FrameData relative to world at a given offset pose
/// \param[in] _link gz-physics link
/// \param[in] _pose Offset pose in which to compute the frame data
/// \returns FrameData at the given offset pose
public: physics::FrameData3d LinkFrameDataAtOffset(
const LinkPtrType &_link, const math::Pose3d &_pose) const;
/// \brief Get transform from one ancestor entity to a descendant entity
/// that are in the same model.
/// \param[in] _from An ancestor of the _to entity.
/// \param[in] _to A descendant of the _from entity.
/// \return Pose transform between the two entities
public: math::Pose3d RelativePose(const Entity &_from,
const Entity &_to, const EntityComponentManager &_ecm) const;
/// \brief Enable contact surface customization for the given world.
/// \param[in] _world The world to enable it for.
public: void EnableContactSurfaceCustomization(const Entity &_world);
/// \brief Disable contact surface customization for the given world.
/// \param[in] _world The world to disable it for.
public: void DisableContactSurfaceCustomization(const Entity &_world);
/// \brief Cache the top-level model for each entity.
/// The key is an entity and the value is its top level model.
public: std::unordered_map<Entity, Entity> topLevelModelMap;
/// \brief Keep track of what entities are static (models and links).
public: std::unordered_set<Entity> staticEntities;
/// \brief Keep track of poses for links attached to non-static models.
/// This allows for skipping pose updates if a link's pose didn't change
/// after a physics step.
public: std::unordered_map<Entity, gz::math::Pose3d> linkWorldPoses;
/// \brief Keep a mapping of canonical links to models that have this
/// canonical link. Useful for updating model poses efficiently after a
/// physics step
public: CanonicalLinkModelTracker canonicalLinkModelTracker;
/// \brief Keep track of non-static model world poses. Since non-static
/// models may not move on a given iteration, we want to keep track of the
/// most recent model world pose change that took place.
public: std::unordered_map<Entity, math::Pose3d> modelWorldPoses;
/// \brief A map between model entity ids in the ECM to whether its battery
/// has drained.
public: std::unordered_map<Entity, bool> entityOffMap;
/// \brief Entities whose pose commands have been processed and should be
/// deleted the following iteration.
public: std::unordered_set<Entity> worldPoseCmdsToRemove;
/// \brief IDs of the ContactSurfaceHandler callbacks registered for worlds
public: std::unordered_map<Entity, std::string> worldContactCallbackIDs;
/// \brief used to store whether physics objects have been created.
public: bool initialized = false;
/// \brief Pointer to the underlying gz-physics Engine entity.
public: EnginePtrType engine = nullptr;
/// \brief Vector3d equality comparison function.
public: std::function<bool(const math::Vector3d &, const math::Vector3d &)>
vec3Eql { [](const math::Vector3d &_a, const math::Vector3d &_b)
{
return _a.Equal(_b, 1e-6);
}};
/// \brief Pose3d equality comparison function.
public: std::function<bool(const math::Pose3d &, const math::Pose3d &)>
pose3Eql { [](const math::Pose3d &_a, const math::Pose3d &_b)
{
return _a.Pos().Equal(_b.Pos(), 1e-6) &&
_a.Rot().Equal(_b.Rot(), 1e-6);
}};
/// \brief AxisAlignedBox equality comparison function.
public: std::function<bool(const math::AxisAlignedBox &,
const math::AxisAlignedBox&)>
axisAlignedBoxEql { [](const math::AxisAlignedBox &_a,
const math::AxisAlignedBox &_b)
{
return _a == _b;
}};
/// \brief msgs::Contacts equality comparison function.
public: std::function<bool(const msgs::Contacts &,
const msgs::Contacts &)>
contactsEql { [](const msgs::Contacts &_a,
const msgs::Contacts &_b)
{
if (_a.contact_size() != _b.contact_size())
{
return false;
}
for (int i = 0; i < _a.contact_size(); ++i)
{
if (_a.contact(i).position_size() !=
_b.contact(i).position_size())
{
return false;
}
for (int j = 0; j < _a.contact(i).position_size();
++j)
{
auto pos1 = _a.contact(i).position(j);
auto pos2 = _b.contact(i).position(j);
if (!math::equal(pos1.x(), pos2.x(), 1e-6) ||
!math::equal(pos1.y(), pos2.y(), 1e-6) ||
!math::equal(pos1.z(), pos2.z(), 1e-6))
{
return false;
}
}
}
return true;
}};
/// \brief msgs::Wrench equality comparison function.
public: std::function<bool(const msgs::Wrench &, const msgs::Wrench &)>
wrenchEql{
[](const msgs::Wrench &_a, const msgs::Wrench &_b)
{
return math::equal(_a.torque().x(), _b.torque().x(), 1e-6) &&
math::equal(_a.torque().y(), _b.torque().y(), 1e-6) &&
math::equal(_a.torque().z(), _b.torque().z(), 1e-6) &&
math::equal(_a.force().x(), _b.force().x(), 1e-6) &&
math::equal(_a.force().y(), _b.force().y(), 1e-6) &&
math::equal(_a.force().z(), _b.force().z(), 1e-6);
}};
/// \brief Environment variable which holds paths to look for engine plugins
public: std::string pluginPathEnv = "GZ_SIM_PHYSICS_ENGINE_PATH";
public: std::string pluginPathEnvDeprecated = \
"IGN_GAZEBO_PHYSICS_ENGINE_PATH";
//////////////////////////////////////////////////
////////////// Optional Features /////////////////
//////////////////////////////////////////////////
//////////////////////////////////////////////////
// Slip Compliance
/// \brief Feature list to process `FrictionPyramidSlipCompliance` components.
public: struct FrictionPyramidSlipComplianceFeatureList
: physics::FeatureList<
MinimumFeatureList,
physics::GetShapeFrictionPyramidSlipCompliance,
physics::SetShapeFrictionPyramidSlipCompliance>{};
//////////////////////////////////////////////////
// Joints
/// \brief Feature list to handle joints.
public: struct JointFeatureList : physics::FeatureList<
MinimumFeatureList,
physics::GetJointFromModel,
physics::GetBasicJointProperties,
physics::GetBasicJointState,
physics::SetBasicJointState>{};
/// \brief Feature list to construct joints
public: struct ConstructSdfJointFeatureList : gz::physics::FeatureList<
JointFeatureList,
gz::physics::sdf::ConstructSdfJoint>{};
/// \brief Feature list for mimic constraints
public: struct MimicConstraintJointFeatureList : gz::physics::FeatureList<
physics::SetMimicConstraintFeature>{};
//////////////////////////////////////////////////
// Detachable joints
/// \brief Feature list to process `DetachableJoint` components.
public: struct DetachableJointFeatureList : physics::FeatureList<
JointFeatureList,
physics::AttachFixedJointFeature,
physics::DetachJointFeature,
physics::SetJointTransformFromParentFeature>{};
//////////////////////////////////////////////////
// Joint transmitted wrench
/// \brief Feature list for getting joint transmitted wrenches.
public: struct JointGetTransmittedWrenchFeatureList : physics::FeatureList<
physics::GetJointTransmittedWrench>{};
//////////////////////////////////////////////////
// Collisions
/// \brief Feature list to handle collisions.
public: struct CollisionFeatureList : physics::FeatureList<
MinimumFeatureList,
physics::sdf::ConstructSdfCollision>{};
/// \brief Feature list to handle contacts information.
public: struct ContactFeatureList : physics::FeatureList<
CollisionFeatureList,
physics::GetContactsFromLastStepFeature>{};
/// \brief Feature list to change contacts before they are applied to physics.
public: struct SetContactPropertiesCallbackFeatureList :
physics::FeatureList<
ContactFeatureList,
physics::SetContactPropertiesCallbackFeature>{};
/// \brief Collision type with collision features.
public: using ShapePtrType = physics::ShapePtr<
physics::FeaturePolicy3d, CollisionFeatureList>;
/// \brief World type with just the minimum features. Non-pointer.
public: using WorldShapeType = physics::World<
physics::FeaturePolicy3d, ContactFeatureList>;
//////////////////////////////////////////////////
// Collision filtering with bitmasks
/// \brief Feature list to filter collisions with bitmasks.
public: struct CollisionMaskFeatureList : physics::FeatureList<
CollisionFeatureList,
physics::CollisionFilterMaskFeature>{};
//////////////////////////////////////////////////
// Link force
/// \brief Feature list for applying forces to links.
public: struct LinkForceFeatureList : physics::FeatureList<
physics::AddLinkExternalForceTorque>{};
//////////////////////////////////////////////////
// Bounding box
/// \brief Feature list for model bounding box.
public: struct BoundingBoxFeatureList : physics::FeatureList<
MinimumFeatureList,
physics::GetModelBoundingBox>{};
//////////////////////////////////////////////////
// Joint velocity command
/// \brief Feature list for set joint velocity command.
public: struct JointVelocityCommandFeatureList : physics::FeatureList<
physics::SetJointVelocityCommandFeature>{};
//////////////////////////////////////////////////
// Joint position limits command
/// \brief Feature list for setting joint position limits.
public: struct JointPositionLimitsCommandFeatureList : physics::FeatureList<
physics::SetJointPositionLimitsFeature>{};
//////////////////////////////////////////////////
// Joint velocity limits command
/// \brief Feature list for setting joint velocity limits.
public: struct JointVelocityLimitsCommandFeatureList : physics::FeatureList<
physics::SetJointVelocityLimitsFeature>{};
//////////////////////////////////////////////////
// Joint effort limits command
/// \brief Feature list for setting joint effort limits.
public: struct JointEffortLimitsCommandFeatureList : physics::FeatureList<
physics::SetJointEffortLimitsFeature>{};
//////////////////////////////////////////////////
// World velocity command
public: struct WorldVelocityCommandFeatureList :
physics::FeatureList<
physics::SetFreeGroupWorldVelocity>{};
//////////////////////////////////////////////////
// Meshes
/// \brief Feature list for meshes.
/// Include MinimumFeatureList so created collision can be automatically
/// up-cast.
public: struct MeshFeatureList : physics::FeatureList<
CollisionFeatureList,
physics::mesh::AttachMeshShapeFeature>{};
//////////////////////////////////////////////////
// Construct Links
/// \brief Feature list for constructing links
public: struct ConstructSdfLinkFeatureList : gz::physics::FeatureList<
MinimumFeatureList,
gz::physics::sdf::ConstructSdfLink>{};
//////////////////////////////////////////////////
// Heightmap
/// \brief Feature list for heightmaps.
/// Include MinimumFeatureList so created collision can be automatically
/// up-cast.
public: struct HeightmapFeatureList : gz::physics::FeatureList<
CollisionFeatureList,
physics::heightmap::AttachHeightmapShapeFeature>{};
//////////////////////////////////////////////////
// Collision detector
/// \brief Feature list for setting and getting the collision detector
public: struct CollisionDetectorFeatureList : gz::physics::FeatureList<
gz::physics::CollisionDetector>{};
//////////////////////////////////////////////////
// Solver
/// \brief Feature list for setting and getting the solver
public: struct SolverFeatureList : gz::physics::FeatureList<
gz::physics::Solver>{};
//////////////////////////////////////////////////
// CollisionPairMaxContacts
/// \brief Feature list for setting and getting the max total contacts for
/// collision pairs
public: struct CollisionPairMaxContactsFeatureList :
gz::physics::FeatureList<
gz::physics::CollisionPairMaxContacts>{};
//////////////////////////////////////////////////
// Nested Models
/// \brief Feature list to construct nested models
public: struct NestedModelFeatureList : physics::FeatureList<
MinimumFeatureList,
physics::sdf::ConstructSdfNestedModel>{};
//////////////////////////////////////////////////
// World models (used for world joints)
public: struct WorldModelFeatureList : physics::FeatureList<
MinimumFeatureList,
physics::WorldModelFeature>{};
//////////////////////////////////////////////////
/// \brief World EntityFeatureMap
public: using WorldEntityMap = EntityFeatureMap3d<
physics::World,
MinimumFeatureList,
CollisionFeatureList,
ContactFeatureList,
SetContactPropertiesCallbackFeatureList,
NestedModelFeatureList,
CollisionDetectorFeatureList,
SolverFeatureList,
WorldModelFeatureList,
CollisionPairMaxContactsFeatureList
>;
/// \brief A map between world entity ids in the ECM to World Entities in
/// gz-physics.
public: WorldEntityMap entityWorldMap;
/// \brief Model EntityFeatureMap
public: using ModelEntityMap = EntityFeatureMap3d<
physics::Model,
MinimumFeatureList,
JointFeatureList,
BoundingBoxFeatureList,
NestedModelFeatureList,
ConstructSdfLinkFeatureList,
ConstructSdfJointFeatureList>;
/// \brief A map between model entity ids in the ECM to Model Entities in
/// gz-physics.
public: ModelEntityMap entityModelMap;
/// \brief Link EntityFeatureMap
public: using EntityLinkMap = EntityFeatureMap3d<
physics::Link,
MinimumFeatureList,
DetachableJointFeatureList,
CollisionFeatureList,
HeightmapFeatureList,
LinkForceFeatureList,
MeshFeatureList>;
/// \brief A map between link entity ids in the ECM to Link Entities in
/// gz-physics.
public: EntityLinkMap entityLinkMap;
/// \brief Joint EntityFeatureMap
public: using EntityJointMap = EntityFeatureMap3d<
physics::Joint,
JointFeatureList,
DetachableJointFeatureList,
MimicConstraintJointFeatureList,
JointVelocityCommandFeatureList,
JointGetTransmittedWrenchFeatureList,
JointPositionLimitsCommandFeatureList,
JointVelocityLimitsCommandFeatureList,
JointEffortLimitsCommandFeatureList
>;
/// \brief A map between joint entity ids in the ECM to Joint Entities in
/// gz-physics
public: EntityJointMap entityJointMap;
/// \brief Collision EntityFeatureMap
public: using EntityCollisionMap = EntityFeatureMap3d<
physics::Shape,
CollisionFeatureList,
ContactFeatureList,
CollisionMaskFeatureList,
FrictionPyramidSlipComplianceFeatureList
>;
/// \brief A map between collision entity ids in the ECM to Shape Entities in
/// gz-physics.
public: EntityCollisionMap entityCollisionMap;
/// \brief FreeGroup EntityFeatureMap
public: using EntityFreeGroupMap = EntityFeatureMap3d<
physics::FreeGroup,
MinimumFeatureList,
WorldVelocityCommandFeatureList
>;
/// \brief A map between collision entity ids in the ECM to FreeGroup Entities
/// in gz-physics.
public: EntityFreeGroupMap entityFreeGroupMap;
/// \brief Event manager from simulation runner.
public: EventManager *eventManager = nullptr;
/// \brief Keep track of what entities use customized contact surfaces.
/// Map keys are expected to be world entities so that we keep a set of
/// entities with customizations per world.
public: std::unordered_map<Entity, std::unordered_set<Entity>>
customContactSurfaceEntities;
/// \brief Set of links that were added to an existing model. This set
/// is used to track links that were added to an existing model, such as
/// through the GUI model editor, so that we can avoid premature creation
/// of links and collision elements. This also lets us suppress some
/// invalid error messages.
public: std::set<Entity> linkAddedToModel;
/// \brief Set of joints that were added to an existing model. This set
/// is used to track joints that were added to an existing model, such as
/// through the GUI model editor, so that we can avoid premature creation
/// of joints. This also lets us suppress some invalid error messages.
public: std::set<Entity> jointAddedToModel;
/// \brief Flag to store whether the names of colliding entities should
/// be populated in the contact points.
public: bool contactsEntityNames = true;
};
//////////////////////////////////////////////////
Physics::Physics() : System(), dataPtr(std::make_unique<PhysicsPrivate>())
{
}
//////////////////////////////////////////////////
void Physics::Configure(const Entity &_entity,
const std::shared_ptr<const sdf::Element> &_sdf,
EntityComponentManager &_ecm,
EventManager &_eventMgr)
{
std::string pluginLib;
// 1. Engine from component (from command line / ServerConfig)
auto engineComp = _ecm.Component<components::PhysicsEnginePlugin>(_entity);
if (engineComp && !engineComp->Data().empty())
{
pluginLib = engineComp->Data();
}
// 2. Engine from SDF
else if (_sdf->HasElement("engine"))
{
auto sdfClone = _sdf->Clone();
auto engineElem = sdfClone->GetElement("engine");
pluginLib = engineElem->Get<std::string>("filename", pluginLib).first;
}
// 3. Use DART by default
if (pluginLib.empty())
{
pluginLib = "gz-physics-dartsim-plugin";
}
// Update component
if (!engineComp)
{
_ecm.CreateComponent(_entity, components::PhysicsEnginePlugin(pluginLib));
}
else
{
engineComp->SetData(pluginLib,
[](const std::string &_a, const std::string &_b){return _a == _b;});
}
// Check if entity names should be populated in contact points.
auto contactsElement = _sdf->FindElement("contacts");
if (contactsElement)
{
this->dataPtr->contactsEntityNames = contactsElement->Get<bool>(
"include_entity_names", true).first;
}
// Find engine shared library
// Look in:
// * Paths from environment variable
// * Engines installed with gz-physics
common::SystemPaths systemPaths;
systemPaths.SetPluginPathEnv(this->dataPtr->pluginPathEnv);
systemPaths.AddPluginPaths(gz::physics::getEngineInstallDir());
auto pathToLib = systemPaths.FindSharedLibrary(pluginLib);
if (pathToLib.empty())
{
gzerr << "Failed to find plugin [" << pluginLib
<< "]. Have you checked the " << this->dataPtr->pluginPathEnv
<< " environment variable?" << std::endl;
return;
}
// Load engine plugin
plugin::Loader pluginLoader;
auto plugins = pluginLoader.LoadLib(pathToLib);
if (plugins.empty())
{
gzerr << "Unable to load the [" << pathToLib << "] library.\n";
return;
}
auto classNames = pluginLoader.PluginsImplementing<
physics::ForwardStep::Implementation<
physics::FeaturePolicy3d>>();
if (classNames.empty())
{
gzerr << "No physics plugins found in library [" << pathToLib << "]."
<< std::endl;
return;
}
// Get the first plugin that works
for (auto className : classNames)
{
auto plugin = pluginLoader.Instantiate(className);
if (!plugin)
{
gzwarn << "Failed to instantiate [" << className << "] from ["
<< pathToLib << "]" << std::endl;
continue;
}
this->dataPtr->engine = physics::RequestEngine<
physics::FeaturePolicy3d,
PhysicsPrivate::MinimumFeatureList>::From(plugin);
if (nullptr != this->dataPtr->engine)
{
gzdbg << "Loaded [" << className << "] from library ["
<< pathToLib << "]" << std::endl;
break;
}
auto missingFeatures = physics::RequestEngine<
physics::FeaturePolicy3d,
PhysicsPrivate::MinimumFeatureList>::MissingFeatureNames(plugin);
std::stringstream msg;
msg << "Plugin [" << className << "] misses required features:"
<< std::endl;
for (auto feature : missingFeatures)
{
msg << "- " << feature << std::endl;
}
gzwarn << msg.str();
}
if (nullptr == this->dataPtr->engine)
{
gzerr << "Failed to load a valid physics engine from [" << pathToLib
<< "]."
<< std::endl;
return;
}
this->dataPtr->eventManager = &_eventMgr;
}
//////////////////////////////////////////////////
Physics::~Physics() = default;
//////////////////////////////////////////////////
void Physics::Update(const UpdateInfo &_info, EntityComponentManager &_ecm)
{
GZ_PROFILE("Physics::Update");
if (this->dataPtr->engine)
{
this->dataPtr->CreatePhysicsEntities(_ecm);
this->dataPtr->UpdatePhysics(_ecm);
gz::physics::ForwardStep::Output stepOutput;
// Only step if not paused.
if (!_info.paused)
{
stepOutput = this->dataPtr->Step(_info.dt);
}
auto changedLinks = this->dataPtr->ChangedLinks(_ecm, stepOutput);
this->dataPtr->UpdateSim(_ecm, changedLinks);
// Entities scheduled to be removed should be removed from physics after the
// simulation step. Otherwise, since the to-be-removed entity still shows up
// in the ECM::Each the UpdatePhysics and UpdateSim calls will have an error
this->dataPtr->RemovePhysicsEntities(_ecm);
}
}
//////////////////////////////////////////////////
void Physics::Reset(const UpdateInfo &, EntityComponentManager &_ecm)
{
GZ_PROFILE("Physics::Reset");
if (this->dataPtr->engine)
{
gzdbg << "Resetting Physics\n";
this->dataPtr->ResetPhysics(_ecm);
}
}
//////////////////////////////////////////////////
void PhysicsPrivate::CreatePhysicsEntities(const EntityComponentManager &_ecm,
bool _warnIfEntityExists)
{
// Clear the set of links that were added to a model.
this->linkAddedToModel.clear();
this->jointAddedToModel.clear();
this->CreateWorldEntities(_ecm, _warnIfEntityExists);
this->CreateModelEntities(_ecm, _warnIfEntityExists);
this->CreateLinkEntities(_ecm, _warnIfEntityExists);
// We don't need to add visuals to the physics engine.
this->CreateCollisionEntities(_ecm, _warnIfEntityExists);
this->CreateJointEntities(_ecm, _warnIfEntityExists);
this->CreateBatteryEntities(_ecm);
}
//////////////////////////////////////////////////
void PhysicsPrivate::CreateWorldEntities(const EntityComponentManager &_ecm,
bool _warnIfEntityExists)
{
// Get all the new worlds
_ecm.EachNew<components::World, components::Name, components::Gravity>(
[&](const Entity &_entity,
const components::World * /* _world */,
const components::Name *_name,
const components::Gravity *_gravity)->bool
{
// Check if world already exists
if (this->entityWorldMap.HasEntity(_entity))
{
if (_warnIfEntityExists)
{
gzwarn << "World entity [" << _entity
<< "] marked as new, but it's already on the map."
<< std::endl;
}
return true;
}
sdf::World world;
world.SetName(_name->Data());
world.SetGravity(_gravity->Data());
auto worldPtrPhys = this->engine->ConstructWorld(world);
this->entityWorldMap.AddEntity(_entity, worldPtrPhys);
// Optional world features
auto collisionDetectorComp =
_ecm.Component<components::PhysicsCollisionDetector>(_entity);
if (collisionDetectorComp)
{
auto collisionDetectorFeature =
this->entityWorldMap.EntityCast<CollisionDetectorFeatureList>(
_entity);
if (!collisionDetectorFeature)
{
static bool informed{false};
if (!informed)
{
gzdbg << "Attempting to set physics options, but the "