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SceneManager.cc
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SceneManager.cc
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/*
* Copyright (C) 2019 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 <map>
#include <sdf/Box.hh>
#include <sdf/Capsule.hh>
#include <sdf/Collision.hh>
#include <sdf/Cylinder.hh>
#include <sdf/Ellipsoid.hh>
#include <sdf/Heightmap.hh>
#include <sdf/Mesh.hh>
#include <sdf/Pbr.hh>
#include <sdf/Plane.hh>
#include <sdf/Sphere.hh>
#include <ignition/common/Animation.hh>
#include <ignition/common/Console.hh>
#include <ignition/common/HeightmapData.hh>
#include <ignition/common/ImageHeightmap.hh>
#include <ignition/common/KeyFrame.hh>
#include <ignition/common/MeshManager.hh>
#include <ignition/common/Skeleton.hh>
#include <ignition/common/SkeletonAnimation.hh>
#include <ignition/msgs/Utility.hh>
#include "ignition/rendering/Capsule.hh"
#include <ignition/rendering/Geometry.hh>
#include <ignition/rendering/Heightmap.hh>
#include <ignition/rendering/HeightmapDescriptor.hh>
#include <ignition/rendering/Light.hh>
#include <ignition/rendering/LightVisual.hh>
#include <ignition/rendering/Material.hh>
#include <ignition/rendering/ParticleEmitter.hh>
#include <ignition/rendering/Scene.hh>
#include <ignition/rendering/Visual.hh>
#include "ignition/gazebo/Conversions.hh"
#include "ignition/gazebo/Util.hh"
#include "ignition/gazebo/rendering/SceneManager.hh"
using namespace ignition;
using namespace gazebo;
using namespace std::chrono_literals;
using TP = std::chrono::steady_clock::time_point;
/// \brief Private data class.
class ignition::gazebo::SceneManagerPrivate
{
/// \brief Keep track of world ID, which is equivalent to the scene's
/// root visual.
/// Defaults to zero, which is considered invalid by Ignition Gazebo.
public: Entity worldId{0};
//// \brief Pointer to the rendering scene
public: rendering::ScenePtr scene;
/// \brief Map of visual entity in Gazebo to visual pointers.
public: std::map<Entity, rendering::VisualPtr> visuals;
/// \brief Map of actor entity in Gazebo to actor pointers.
public: std::map<Entity, rendering::MeshPtr> actors;
/// \brief Map of actor entity in Gazebo to actor animations.
public: std::map<Entity, common::SkeletonPtr> actorSkeletons;
/// \brief Map of actor entity to the associated trajectories.
public: std::map<Entity, std::vector<common::TrajectoryInfo>>
actorTrajectories;
/// \brief Map of light entity in Gazebo to light pointers.
public: std::map<Entity, rendering::LightPtr> lights;
/// \brief Map of particle emitter entity in Gazebo to particle emitter
/// rendering pointers.
public: std::map<Entity, rendering::ParticleEmitterPtr> particleEmitters;
/// \brief Map of sensor entity in Gazebo to sensor pointers.
public: std::map<Entity, rendering::SensorPtr> sensors;
/// \brief Helper function to compute actor trajectory at specified tiime
/// \param[in] _id Actor entity's unique id
/// \param[in] _time Simulation time
/// \return AnimationUpdateData with trajectory related fields filled. It
/// also sets the time point in which the animation should be played
public: AnimationUpdateData ActorTrajectoryAt(
Entity _id, const std::chrono::steady_clock::duration &_time) const;
};
/////////////////////////////////////////////////
SceneManager::SceneManager()
: dataPtr(std::make_unique<SceneManagerPrivate>())
{
}
/////////////////////////////////////////////////
SceneManager::~SceneManager() = default;
/////////////////////////////////////////////////
void SceneManager::SetScene(rendering::ScenePtr _scene)
{
this->dataPtr->scene = std::move(_scene);
}
/////////////////////////////////////////////////
rendering::ScenePtr SceneManager::Scene() const
{
return this->dataPtr->scene;
}
/////////////////////////////////////////////////
void SceneManager::SetWorldId(Entity _id)
{
this->dataPtr->worldId = _id;
}
/////////////////////////////////////////////////
Entity SceneManager::WorldId() const
{
return this->dataPtr->worldId;
}
/////////////////////////////////////////////////
rendering::VisualPtr SceneManager::CreateModel(Entity _id,
const sdf::Model &_model, Entity _parentId)
{
if (!this->dataPtr->scene)
return rendering::VisualPtr();
if (this->dataPtr->visuals.find(_id) != this->dataPtr->visuals.end())
{
ignerr << "Entity with Id: [" << _id << "] already exists in the scene"
<< std::endl;
return rendering::VisualPtr();
}
std::string name = _model.Name().empty() ? std::to_string(_id) :
_model.Name();
rendering::VisualPtr parent;
if (_parentId != this->dataPtr->worldId)
{
auto it = this->dataPtr->visuals.find(_parentId);
if (it == this->dataPtr->visuals.end())
{
ignerr << "Parent entity with Id: [" << _parentId << "] not found. "
<< "Not adding model visual with ID[" << _id
<< "] and name [" << name << "] to the rendering scene."
<< std::endl;
return rendering::VisualPtr();
}
parent = it->second;
}
if (parent)
name = parent->Name() + "::" + name;
if (this->dataPtr->scene->HasVisualName(name))
{
ignerr << "Visual: [" << name << "] already exists" << std::endl;
return rendering::VisualPtr();
}
rendering::VisualPtr modelVis = this->dataPtr->scene->CreateVisual(name);
modelVis->SetUserData("gazebo-entity", static_cast<int>(_id));
modelVis->SetUserData("pause-update", static_cast<int>(0));
modelVis->SetLocalPose(_model.RawPose());
this->dataPtr->visuals[_id] = modelVis;
if (parent)
parent->AddChild(modelVis);
else
this->dataPtr->scene->RootVisual()->AddChild(modelVis);
return modelVis;
}
/////////////////////////////////////////////////
rendering::VisualPtr SceneManager::CreateLink(Entity _id,
const sdf::Link &_link, Entity _parentId)
{
if (!this->dataPtr->scene)
return rendering::VisualPtr();
if (this->dataPtr->visuals.find(_id) != this->dataPtr->visuals.end())
{
ignerr << "Entity with Id: [" << _id << "] already exists in the scene"
<< std::endl;
return rendering::VisualPtr();
}
rendering::VisualPtr parent;
if (_parentId != this->dataPtr->worldId)
{
auto it = this->dataPtr->visuals.find(_parentId);
if (it == this->dataPtr->visuals.end())
{
// It is possible to get here if the model entity is created then
// removed in between render updates.
return rendering::VisualPtr();
}
parent = it->second;
}
std::string name = _link.Name().empty() ? std::to_string(_id) :
_link.Name();
if (parent)
name = parent->Name() + "::" + name;
rendering::VisualPtr linkVis = this->dataPtr->scene->CreateVisual(name);
linkVis->SetUserData("gazebo-entity", static_cast<int>(_id));
linkVis->SetUserData("pause-update", static_cast<int>(0));
linkVis->SetLocalPose(_link.RawPose());
linkVis->SetUserData("gazebo-entity", static_cast<int>(_id));
this->dataPtr->visuals[_id] = linkVis;
if (parent)
parent->AddChild(linkVis);
return linkVis;
}
/////////////////////////////////////////////////
rendering::VisualPtr SceneManager::CreateVisual(Entity _id,
const sdf::Visual &_visual, Entity _parentId)
{
if (!this->dataPtr->scene)
return rendering::VisualPtr();
if (this->dataPtr->visuals.find(_id) != this->dataPtr->visuals.end())
{
ignerr << "Entity with Id: [" << _id << "] already exists in the scene"
<< std::endl;
return rendering::VisualPtr();
}
rendering::VisualPtr parent;
if (_parentId != this->dataPtr->worldId)
{
auto it = this->dataPtr->visuals.find(_parentId);
if (it == this->dataPtr->visuals.end())
{
// It is possible to get here if the model entity is created then
// removed in between render updates.
return rendering::VisualPtr();
}
parent = it->second;
}
if (!_visual.Geom())
return rendering::VisualPtr();
std::string name = _visual.Name().empty() ? std::to_string(_id) :
_visual.Name();
if (parent)
name = parent->Name() + "::" + name;
rendering::VisualPtr visualVis = this->dataPtr->scene->CreateVisual(name);
visualVis->SetUserData("gazebo-entity", static_cast<int>(_id));
visualVis->SetUserData("pause-update", static_cast<int>(0));
visualVis->SetLocalPose(_visual.RawPose());
if (_visual.HasLaserRetro())
{
visualVis->SetUserData("laser_retro", _visual.LaserRetro());
}
math::Vector3d scale = math::Vector3d::One;
math::Pose3d localPose;
rendering::GeometryPtr geom =
this->LoadGeometry(*_visual.Geom(), scale, localPose);
if (geom)
{
/// localPose is currently used to handle the normal vector in plane visuals
/// In general, this can be used to store any local transforms between the
/// parent Visual and geometry.
if (localPose != math::Pose3d::Zero)
{
rendering::VisualPtr geomVis =
this->dataPtr->scene->CreateVisual(name + "_geom");
geomVis->AddGeometry(geom);
geomVis->SetLocalPose(localPose);
visualVis->AddChild(geomVis);
}
else
{
visualVis->AddGeometry(geom);
}
visualVis->SetLocalScale(scale);
// set material
rendering::MaterialPtr material{nullptr};
if (_visual.Geom()->Type() == sdf::GeometryType::HEIGHTMAP)
{
// Heightmap's material is loaded together with it.
}
else if (_visual.Material())
{
material = this->LoadMaterial(*_visual.Material());
}
// Don't set a default material for meshes because they
// may have their own
// TODO(anyone) support overriding mesh material
else if (_visual.Geom()->Type() != sdf::GeometryType::MESH)
{
// create default material
material = this->dataPtr->scene->Material("ign-grey");
if (!material)
{
material = this->dataPtr->scene->CreateMaterial("ign-grey");
material->SetAmbient(0.3, 0.3, 0.3);
material->SetDiffuse(0.7, 0.7, 0.7);
material->SetSpecular(1.0, 1.0, 1.0);
material->SetRoughness(0.2);
material->SetMetalness(1.0);
}
}
else
{
// meshes created by mesh loader may have their own materials
// update/override their properties based on input sdf element values
auto mesh = std::dynamic_pointer_cast<rendering::Mesh>(geom);
for (unsigned int i = 0; i < mesh->SubMeshCount(); ++i)
{
auto submesh = mesh->SubMeshByIndex(i);
auto submeshMat = submesh->Material();
if (submeshMat)
{
double productAlpha = (1.0-_visual.Transparency()) *
(1.0 - submeshMat->Transparency());
submeshMat->SetTransparency(1 - productAlpha);
submeshMat->SetCastShadows(_visual.CastShadows());
}
}
}
if (material)
{
// set transparency
material->SetTransparency(_visual.Transparency());
// cast shadows
material->SetCastShadows(_visual.CastShadows());
geom->SetMaterial(material);
// todo(anyone) SetMaterial function clones the input material.
// but does not take ownership of it so we need to destroy it here.
// This is not ideal. We should let ign-rendering handle the lifetime
// of this material
this->dataPtr->scene->DestroyMaterial(material);
}
}
else
{
ignerr << "Failed to load geometry for visual: " << _visual.Name()
<< std::endl;
}
// visibility flags
visualVis->SetVisibilityFlags(_visual.VisibilityFlags());
this->dataPtr->visuals[_id] = visualVis;
if (parent)
parent->AddChild(visualVis);
return visualVis;
}
/////////////////////////////////////////////////
rendering::VisualPtr SceneManager::VisualById(Entity _id)
{
if (this->dataPtr->visuals.find(_id) == this->dataPtr->visuals.end())
{
ignerr << "Could not find visual for entity: " << _id << std::endl;
return nullptr;
}
return this->dataPtr->visuals[_id];
}
/////////////////////////////////////////////////
rendering::VisualPtr SceneManager::CreateCollision(Entity _id,
const sdf::Collision &_collision, Entity _parentId)
{
sdf::Material material;
material.SetAmbient(math::Color(1, 0.5088, 0.0468, 0.7));
material.SetDiffuse(math::Color(1, 0.5088, 0.0468, 0.7));
sdf::Visual visual;
visual.SetGeom(*_collision.Geom());
visual.SetMaterial(material);
visual.SetCastShadows(false);
visual.SetRawPose(_collision.RawPose());
visual.SetName(_collision.Name());
rendering::VisualPtr collisionVis = CreateVisual(_id, visual, _parentId);
return collisionVis;
}
/////////////////////////////////////////////////
rendering::GeometryPtr SceneManager::LoadGeometry(const sdf::Geometry &_geom,
math::Vector3d &_scale, math::Pose3d &_localPose)
{
if (!this->dataPtr->scene)
return rendering::GeometryPtr();
math::Vector3d scale = math::Vector3d::One;
math::Pose3d localPose = math::Pose3d::Zero;
rendering::GeometryPtr geom{nullptr};
if (_geom.Type() == sdf::GeometryType::BOX)
{
geom = this->dataPtr->scene->CreateBox();
scale = _geom.BoxShape()->Size();
}
else if (_geom.Type() == sdf::GeometryType::CAPSULE)
{
auto capsule = this->dataPtr->scene->CreateCapsule();
capsule->SetRadius(_geom.CapsuleShape()->Radius());
capsule->SetLength(_geom.CapsuleShape()->Length());
geom = capsule;
}
else if (_geom.Type() == sdf::GeometryType::CYLINDER)
{
geom = this->dataPtr->scene->CreateCylinder();
scale.X() = _geom.CylinderShape()->Radius() * 2;
scale.Y() = scale.X();
scale.Z() = _geom.CylinderShape()->Length();
}
else if (_geom.Type() == sdf::GeometryType::ELLIPSOID)
{
geom = this->dataPtr->scene->CreateSphere();
scale.X() = _geom.EllipsoidShape()->Radii().X() * 2;
scale.Y() = _geom.EllipsoidShape()->Radii().Y() * 2;
scale.Z() = _geom.EllipsoidShape()->Radii().Z() * 2;
}
else if (_geom.Type() == sdf::GeometryType::PLANE)
{
geom = this->dataPtr->scene->CreatePlane();
scale.X() = _geom.PlaneShape()->Size().X();
scale.Y() = _geom.PlaneShape()->Size().Y();
// Create a rotation for the plane mesh to account for the normal vector.
// The rotation is the angle between the +z(0,0,1) vector and the
// normal, which are both expressed in the local (Visual) frame.
math::Vector3d normal = _geom.PlaneShape()->Normal();
localPose.Rot().From2Axes(math::Vector3d::UnitZ, normal.Normalized());
}
else if (_geom.Type() == sdf::GeometryType::SPHERE)
{
geom = this->dataPtr->scene->CreateSphere();
scale.X() = _geom.SphereShape()->Radius() * 2;
scale.Y() = scale.X();
scale.Z() = scale.X();
}
else if (_geom.Type() == sdf::GeometryType::MESH)
{
auto fullPath = asFullPath(_geom.MeshShape()->Uri(),
_geom.MeshShape()->FilePath());
if (fullPath.empty())
{
ignerr << "Mesh geometry missing uri" << std::endl;
return geom;
}
rendering::MeshDescriptor descriptor;
// Assume absolute path to mesh file
descriptor.meshName = fullPath;
descriptor.subMeshName = _geom.MeshShape()->Submesh();
descriptor.centerSubMesh = _geom.MeshShape()->CenterSubmesh();
ignition::common::MeshManager *meshManager =
ignition::common::MeshManager::Instance();
descriptor.mesh = meshManager->Load(descriptor.meshName);
geom = this->dataPtr->scene->CreateMesh(descriptor);
scale = _geom.MeshShape()->Scale();
}
else if (_geom.Type() == sdf::GeometryType::HEIGHTMAP)
{
auto fullPath = asFullPath(_geom.HeightmapShape()->Uri(),
_geom.HeightmapShape()->FilePath());
if (fullPath.empty())
{
ignerr << "Heightmap geometry missing URI" << std::endl;
return geom;
}
auto data = std::make_shared<common::ImageHeightmap>();
if (data->Load(fullPath) < 0)
{
ignerr << "Failed to load heightmap image data from [" << fullPath << "]"
<< std::endl;
return geom;
}
rendering::HeightmapDescriptor descriptor;
descriptor.SetData(data);
descriptor.SetSize(_geom.HeightmapShape()->Size());
descriptor.SetSampling(_geom.HeightmapShape()->Sampling());
for (uint64_t i = 0; i < _geom.HeightmapShape()->TextureCount(); ++i)
{
auto textureSdf = _geom.HeightmapShape()->TextureByIndex(i);
rendering::HeightmapTexture textureDesc;
textureDesc.SetSize(textureSdf->Size());
textureDesc.SetDiffuse(asFullPath(textureSdf->Diffuse(),
_geom.HeightmapShape()->FilePath()));
textureDesc.SetNormal(asFullPath(textureSdf->Normal(),
_geom.HeightmapShape()->FilePath()));
descriptor.AddTexture(textureDesc);
}
for (uint64_t i = 0; i < _geom.HeightmapShape()->BlendCount(); ++i)
{
auto blendSdf = _geom.HeightmapShape()->BlendByIndex(i);
rendering::HeightmapBlend blendDesc;
blendDesc.SetMinHeight(blendSdf->MinHeight());
blendDesc.SetFadeDistance(blendSdf->FadeDistance());
descriptor.AddBlend(blendDesc);
}
geom = this->dataPtr->scene->CreateHeightmap(descriptor);
if (nullptr == geom)
{
ignerr << "Failed to create heightmap [" << fullPath << "]" << std::endl;
}
scale = _geom.HeightmapShape()->Size();
}
else
{
ignerr << "Unsupported geometry type" << std::endl;
}
_scale = scale;
_localPose = localPose;
return geom;
}
/////////////////////////////////////////////////
rendering::MaterialPtr SceneManager::LoadMaterial(
const sdf::Material &_material)
{
if (!this->dataPtr->scene)
return rendering::MaterialPtr();
rendering::MaterialPtr material = this->dataPtr->scene->CreateMaterial();
material->SetAmbient(_material.Ambient());
material->SetDiffuse(_material.Diffuse());
material->SetSpecular(_material.Specular());
material->SetEmissive(_material.Emissive());
material->SetRenderOrder(_material.RenderOrder());
// parse PBR params
const sdf::Pbr *pbr = _material.PbrMaterial();
if (pbr)
{
sdf::PbrWorkflow *workflow = nullptr;
const sdf::PbrWorkflow *metal =
pbr->Workflow(sdf::PbrWorkflowType::METAL);
if (metal)
{
double roughness = metal->Roughness();
double metalness = metal->Metalness();
material->SetRoughness(roughness);
material->SetMetalness(metalness);
// roughness map
std::string roughnessMap = metal->RoughnessMap();
if (!roughnessMap.empty())
{
std::string fullPath = common::findFile(
asFullPath(roughnessMap, _material.FilePath()));
if (!fullPath.empty())
material->SetRoughnessMap(fullPath);
else
ignerr << "Unable to find file [" << roughnessMap << "]\n";
}
// metalness map
std::string metalnessMap = metal->MetalnessMap();
if (!metalnessMap.empty())
{
std::string fullPath = common::findFile(
asFullPath(metalnessMap, _material.FilePath()));
if (!fullPath.empty())
material->SetMetalnessMap(fullPath);
else
ignerr << "Unable to find file [" << metalnessMap << "]\n";
}
workflow = const_cast<sdf::PbrWorkflow *>(metal);
}
else
{
ignerr << "PBR material: currently only metal workflow is supported"
<< std::endl;
}
// albedo map
std::string albedoMap = workflow->AlbedoMap();
if (!albedoMap.empty())
{
std::string fullPath = common::findFile(
asFullPath(albedoMap, _material.FilePath()));
if (!fullPath.empty())
{
material->SetTexture(fullPath);
// Use alpha channel for transparency
material->SetAlphaFromTexture(true, 0.5, _material.DoubleSided());
}
else
ignerr << "Unable to find file [" << albedoMap << "]\n";
}
// normal map
std::string normalMap = workflow->NormalMap();
if (!normalMap.empty())
{
std::string fullPath = common::findFile(
asFullPath(normalMap, _material.FilePath()));
if (!fullPath.empty())
material->SetNormalMap(fullPath);
else
ignerr << "Unable to find file [" << normalMap << "]\n";
}
// environment map
std::string environmentMap = workflow->EnvironmentMap();
if (!environmentMap.empty())
{
std::string fullPath = common::findFile(
asFullPath(environmentMap, _material.FilePath()));
if (!fullPath.empty())
material->SetEnvironmentMap(fullPath);
else
ignerr << "Unable to find file [" << environmentMap << "]\n";
}
// emissive map
std::string emissiveMap = workflow->EmissiveMap();
if (!emissiveMap.empty())
{
std::string fullPath = common::findFile(
asFullPath(emissiveMap, _material.FilePath()));
if (!fullPath.empty())
material->SetEmissiveMap(fullPath);
else
ignerr << "Unable to find file [" << emissiveMap << "]\n";
}
// light map
std::string lightMap = workflow->LightMap();
if (!lightMap.empty())
{
std::string fullPath = common::findFile(
asFullPath(lightMap, _material.FilePath()));
if (!fullPath.empty())
{
unsigned int uvSet = workflow->LightMapTexCoordSet();
material->SetLightMap(fullPath, uvSet);
}
else
{
ignerr << "Unable to find file [" << lightMap << "]\n";
}
}
}
return material;
}
/////////////////////////////////////////////////
rendering::VisualPtr SceneManager::CreateActor(Entity _id,
const sdf::Actor &_actor, Entity _parentId)
{
if (!this->dataPtr->scene)
return rendering::VisualPtr();
// creating an actor needs to create the visual and the mesh
// the visual is stored in: this->dataPtr->visuals
// the mesh is stored in: this->dataPtr->actors
if (this->dataPtr->visuals.find(_id) != this->dataPtr->visuals.end())
{
ignerr << "Entity with Id: [" << _id << "] already exists in the scene"
<< std::endl;
return rendering::VisualPtr();
}
std::string name = _actor.Name().empty() ? std::to_string(_id) :
_actor.Name();
rendering::VisualPtr parent;
if (_parentId != this->dataPtr->worldId)
{
auto it = this->dataPtr->visuals.find(_parentId);
if (it == this->dataPtr->visuals.end())
{
ignerr << "Parent entity with Id: [" << _parentId << "] not found. "
<< "Not adding actor with ID[" << _id
<< "] and name [" << name << "] to the rendering scene."
<< std::endl;
return rendering::VisualPtr();
}
parent = it->second;
}
if (parent)
name = parent->Name() + "::" + name;
rendering::MeshDescriptor descriptor;
descriptor.meshName = asFullPath(_actor.SkinFilename(), _actor.FilePath());
common::MeshManager *meshManager = common::MeshManager::Instance();
descriptor.mesh = meshManager->Load(descriptor.meshName);
if (nullptr == descriptor.mesh)
{
ignerr << "Actor skin mesh [" << descriptor.meshName << "] not found."
<< std::endl;
return rendering::VisualPtr();
}
// todo(anyone) create a copy of meshSkel so we don't modify the original
// when adding animations!
common::SkeletonPtr meshSkel = descriptor.mesh->MeshSkeleton();
if (nullptr == meshSkel)
{
ignerr << "Mesh skeleton in [" << descriptor.meshName << "] not found."
<< std::endl;
return rendering::VisualPtr();
}
unsigned int numAnims = 0;
std::map<std::string, unsigned int> mapAnimNameId;
mapAnimNameId[descriptor.meshName] = numAnims++;
// Load all animations
for (unsigned i = 0; i < _actor.AnimationCount(); ++i)
{
std::string animName = _actor.AnimationByIndex(i)->Name();
std::string animFilename = asFullPath(
_actor.AnimationByIndex(i)->Filename(),
_actor.AnimationByIndex(i)->FilePath());
double animScale = _actor.AnimationByIndex(i)->Scale();
std::string extension = animFilename.substr(animFilename.rfind('.') + 1,
animFilename.size());
std::transform(extension.begin(), extension.end(),
extension.begin(), ::tolower);
if (extension == "bvh")
{
// do not add duplicate animation
// start checking from index 1 since index 0 is reserved by skin mesh
bool addAnim = true;
for (unsigned int a = 1; a < meshSkel->AnimationCount(); ++a)
{
if (meshSkel->Animation(a)->Name() == animFilename)
{
addAnim = false;
break;
}
}
if (addAnim)
meshSkel->AddBvhAnimation(animFilename, animScale);
mapAnimNameId[animName] = numAnims++;
}
else if (extension == "dae")
{
// Load the mesh if it has not been loaded before
const common::Mesh *animMesh = nullptr;
if (!meshManager->HasMesh(animFilename))
{
animMesh = meshManager->Load(animFilename);
if (animMesh->MeshSkeleton()->AnimationCount() > 1)
{
ignwarn << "File [" << animFilename
<< "] has more than one animation, but only the 1st one is used."
<< std::endl;
}
}
animMesh = meshManager->MeshByName(animFilename);
// add the first animation
auto firstAnim = animMesh->MeshSkeleton()->Animation(0);
if (nullptr == firstAnim)
{
ignerr << "Failed to get animations from [" << animFilename
<< "]" << std::endl;
return nullptr;
}
// do not add duplicate animation
// start checking from index 1 since index 0 is reserved by skin mesh
bool addAnim = true;
for (unsigned int a = 1; a < meshSkel->AnimationCount(); ++a)
{
if (meshSkel->Animation(a)->Name() == animName)
{
addAnim = false;
break;
}
}
if (addAnim)
{
// collada loader loads animations with name that defaults to
// "animation0", "animation"1", etc causing conflicts in names
// when multiple animations are added to meshSkel.
// We have to clone the skeleton animation before giving it a unique
// name otherwise if mulitple instances of the same animation were added
// to meshSkel, changing the name that would also change the name of
// other instances of the animation
// todo(anyone) cloning is inefficient and error-prone. We should
// add a copy constructor to animation classes in ign-common.
// The proper fix is probably to update ign-rendering to allow it to
// load multiple animations of the same name
common::SkeletonAnimation *skelAnim =
new common::SkeletonAnimation(animName);
for (unsigned int j = 0; j < meshSkel->NodeCount(); ++j)
{
common::SkeletonNode *node = meshSkel->NodeByHandle(j);
common::NodeAnimation *nodeAnim = firstAnim->NodeAnimationByName(
node->Name());
if (!nodeAnim)
continue;
for (unsigned int k = 0; k < nodeAnim->FrameCount(); ++k)
{
std::pair<double, math::Matrix4d> keyFrame = nodeAnim->KeyFrame(k);
skelAnim->AddKeyFrame(
node->Name(), keyFrame.first, keyFrame.second);
}
}
meshSkel->AddAnimation(skelAnim);
}
mapAnimNameId[animName] = numAnims++;
}
}
this->dataPtr->actorSkeletons[_id] = meshSkel;
std::vector<common::TrajectoryInfo> trajectories;
if (_actor.TrajectoryCount() != 0)
{
// Load all trajectories specified in sdf
for (unsigned i = 0; i < _actor.TrajectoryCount(); i++)
{
const sdf::Trajectory *trajSdf = _actor.TrajectoryByIndex(i);
if (nullptr == trajSdf)
{
ignerr << "Null trajectory SDF for [" << _actor.Name() << "]"
<< std::endl;
continue;
}
common::TrajectoryInfo trajInfo;
trajInfo.SetId(trajSdf->Id());
trajInfo.SetAnimIndex(mapAnimNameId[trajSdf->Type()]);
if (trajSdf->WaypointCount() != 0)
{
std::map<TP, math::Pose3d> waypoints;
for (unsigned j = 0; j < trajSdf->WaypointCount(); j++)
{
auto point = trajSdf->WaypointByIndex(j);
TP pointTp(std::chrono::milliseconds(
static_cast<int>(point->Time()*1000)));
waypoints[pointTp] = point->Pose();
}
trajInfo.SetWaypoints(waypoints);
// Animations are offset by 1 because index 0 is taken by the mesh name
auto animation = _actor.AnimationByIndex(trajInfo.AnimIndex()-1);
if (animation && animation->InterpolateX())
{
// warn if no x displacement can be interpolated
// warn only once per mesh
static std::unordered_set<std::string> animInterpolateCheck;
if (animInterpolateCheck.count(animation->Filename()) == 0)
{
std::string rootNodeName = meshSkel->RootNode()->Name();
common::SkeletonAnimation *skelAnim =
meshSkel->Animation(trajInfo.AnimIndex());
common::NodeAnimation *rootNode = skelAnim->NodeAnimationByName(
rootNodeName);
math::Matrix4d lastPos = rootNode->KeyFrame(
rootNode->FrameCount() - 1).second;
math::Matrix4d firstPos = rootNode->KeyFrame(0).second;
if (!math::equal(firstPos.Translation().X(),
lastPos.Translation().X()))
{
trajInfo.Waypoints()->SetInterpolateX(animation->InterpolateX());
}
else
{
ignwarn << "Animation has no x displacement. "
<< "Ignoring <interpolate_x> for the animation in '"
<< animation->Filename() << "'." << std::endl;
}
animInterpolateCheck.insert(animation->Filename());
}
}
}
else
{
trajInfo.SetTranslated(false);
}
trajectories.push_back(trajInfo);
}
}
// if there are no trajectories, but there are animations, add a trajectory
else
{
auto skel = this->dataPtr->actorSkeletons[_id];
common::TrajectoryInfo trajInfo;
trajInfo.SetId(0);
trajInfo.SetAnimIndex(0);
trajInfo.SetStartTime(TP(0ms));
auto timepoint = std::chrono::milliseconds(
static_cast<int>(skel->Animation(0)->Length() * 1000));
trajInfo.SetEndTime(TP(timepoint));
trajInfo.SetTranslated(false);
trajectories.push_back(trajInfo);
}
// sequencing all trajectories
auto delayStartTime = std::chrono::milliseconds(
static_cast<int>(_actor.ScriptDelayStart() * 1000));
TP time(delayStartTime);
for (auto &trajectory : trajectories)
{
auto dura = trajectory.Duration();
trajectory.SetStartTime(time);
time += dura;
trajectory.SetEndTime(time);
}
// loop flag: add a placeholder trajectory to indicate no loop
if (!_actor.ScriptLoop())
{
common::TrajectoryInfo noLoopTrajInfo;
noLoopTrajInfo.SetId(0);
noLoopTrajInfo.SetAnimIndex(0);
noLoopTrajInfo.SetStartTime(time);
noLoopTrajInfo.SetEndTime(time);
noLoopTrajInfo.SetTranslated(false);
trajectories.push_back(noLoopTrajInfo);
}
this->dataPtr->actorTrajectories[_id] = trajectories;
// create mesh with animations
rendering::MeshPtr actorMesh = this->dataPtr->scene->CreateMesh(
descriptor);
if (nullptr == actorMesh)
{
ignerr << "Actor skin file [" << descriptor.meshName << "] not found."
<< std::endl;
return rendering::VisualPtr();
}
rendering::VisualPtr actorVisual = this->dataPtr->scene->CreateVisual(name);
actorVisual->SetLocalPose(_actor.RawPose());
actorVisual->AddGeometry(actorMesh);
actorVisual->SetUserData("gazebo-entity", static_cast<int>(_id));
actorVisual->SetUserData("pause-update", static_cast<int>(0));
this->dataPtr->visuals[_id] = actorVisual;
this->dataPtr->actors[_id] = actorMesh;
if (parent)
parent->AddChild(actorVisual);
else
this->dataPtr->scene->RootVisual()->AddChild(actorVisual);
return actorVisual;
}
/////////////////////////////////////////////////
rendering::VisualPtr SceneManager::CreateLightVisual(Entity _id,
const sdf::Light &_light, Entity _parentId)
{
if (!this->dataPtr->scene)
return rendering::VisualPtr();
if (this->dataPtr->visuals.find(_id) != this->dataPtr->visuals.end())
{