dart
SkeletonAspect.hpp
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32 
33 #ifndef DART_DYNAMICS_DETAIL_SKELETONASPECT_HPP_
34 #define DART_DYNAMICS_DETAIL_SKELETONASPECT_HPP_
35 
36 #include <Eigen/Core>
37 #include "dart/common/Composite.hpp"
38 #include "dart/common/EmbeddedAspect.hpp"
39 #include "dart/common/ProxyAspect.hpp"
40 #include "dart/common/RequiresAspect.hpp"
41 
42 namespace dart {
43 namespace dynamics {
44 
45 class Skeleton;
46 
47 namespace detail {
48 
49 //==============================================================================
54 {
56  std::string mName;
57 
61  bool mIsMobile;
62 
64  Eigen::Vector3d mGravity;
65 
67  double mTimeStep;
68 
72 
77 
80  const std::string& _name = "Skeleton",
81  bool _isMobile = true,
82  const Eigen::Vector3d& _gravity = Eigen::Vector3d(0.0, 0.0, -9.81),
83  double _timeStep = 0.001,
84  bool _enabledSelfCollisionCheck = false,
85  bool _enableAdjacentBodyCheck = false);
86 
87  virtual ~SkeletonAspectProperties() = default;
88 };
89 
90 //==============================================================================
91 using BodyNodeStateVector = std::vector<common::Composite::State>;
92 using BodyNodePropertiesVector = std::vector<common::Composite::Properties>;
93 using JointStateVector = std::vector<common::Composite::State>;
94 using JointPropertiesVector = std::vector<common::Composite::Properties>;
95 
96 //==============================================================================
97 void setAllBodyNodeStates(Skeleton* skel, const BodyNodeStateVector& states);
98 
99 //==============================================================================
100 BodyNodeStateVector getAllBodyNodeStates(const Skeleton* skel);
101 
102 //==============================================================================
103 void setAllBodyNodeProperties(
104  Skeleton* skel, const BodyNodePropertiesVector& properties);
105 
106 //==============================================================================
107 BodyNodePropertiesVector getAllBodyNodeProperties(const Skeleton* skel);
108 
109 //==============================================================================
112  Skeleton,
113  BodyNodeStateVector,
114  &setAllBodyNodeStates,
115  &getAllBodyNodeStates>;
116 
117 //==============================================================================
120  Skeleton,
121  BodyNodePropertiesVector,
122  &setAllBodyNodeProperties,
123  &getAllBodyNodeProperties>;
124 
125 //==============================================================================
127  Skeleton,
130 
131 //==============================================================================
132 void setAllJointStates(Skeleton* skel, const JointStateVector& states);
133 
134 //==============================================================================
135 JointStateVector getAllJointStates(const Skeleton* skel);
136 
137 //==============================================================================
138 void setAllJointProperties(
139  Skeleton* skel, const JointPropertiesVector& properties);
140 
141 //==============================================================================
142 JointPropertiesVector getAllJointProperties(const Skeleton* skel);
143 
144 //==============================================================================
146  common::Aspect::State,
147  Skeleton,
148  JointStateVector,
149  &setAllJointStates,
150  &getAllJointStates>;
151 
152 //==============================================================================
154  common::Aspect::Properties,
155  Skeleton,
156  JointPropertiesVector,
157  &setAllJointProperties,
158  &getAllJointProperties>;
159 
160 //==============================================================================
162  Skeleton,
165 
166 //==============================================================================
169 
170 //==============================================================================
172  Skeleton,
175 
176 } // namespace detail
177 } // namespace dynamics
178 } // namespace dart
179 
180 #endif // DART_DYNAMICS_DETAIL_SKELETONASPECT_HPP_
std::string mName
Name of the Skeleton.
Definition: SkeletonAspect.hpp:56
RequiresAspect allows classes that inherit Composite to know which Aspects are required for their ope...
Definition: RequiresAspect.hpp:49
double mTimeStep
Time step for implicit joint damping force.
Definition: SkeletonAspect.hpp:67
If your Aspect has Properties, then that Properties class should inherit this Aspect::Properties clas...
Definition: Aspect.hpp:85
bool mEnabledSelfCollisionCheck
True if self collision check is enabled.
Definition: SkeletonAspect.hpp:71
Definition: ProxyAspect.hpp:57
Definition: Aspect.cpp:40
If your Aspect has a State, then that State class should inherit this Aspect::State class...
Definition: Aspect.hpp:64
bool mIsMobile
If the skeleton is not mobile, its dynamic effect is equivalent to having infinite mass...
Definition: SkeletonAspect.hpp:61
The Properties of this Skeleton which are independent of the components within the Skeleton...
Definition: SkeletonAspect.hpp:53
Definition: Cloneable.hpp:139
Eigen::Vector3d mGravity
Gravity vector.
Definition: SkeletonAspect.hpp:64
SkeletonAspectProperties(const std::string &_name="Skeleton", bool _isMobile=true, const Eigen::Vector3d &_gravity=Eigen::Vector3d(0.0, 0.0, -9.81), double _timeStep=0.001, bool _enabledSelfCollisionCheck=false, bool _enableAdjacentBodyCheck=false)
Default constructor.
Definition: Skeleton.cpp:178
This is an alternative to EmbedProperties which allows your class to also inherit other Composite obj...
Definition: EmbeddedAspect.hpp:237
class Skeleton
Definition: Skeleton.hpp:55
bool mEnabledAdjacentBodyCheck
True if self collision check is enabled, including adjacent bodies.
Definition: SkeletonAspect.hpp:76