00001 /* 00002 * Land.hpp 00003 * 00004 * Created on: Nov 10, 2011 00005 * Author: mriedel 00006 */ 00007 00008 #ifndef LAND_HPP_ 00009 #define LAND_HPP_ 00010 00011 #include <telekyb_defines/telekyb_defines.hpp> 00012 #include <tk_behavior/Behavior.hpp> 00013 00014 // plugin stuff 00015 //#include <pluginlib/class_list_macros.h> 00016 00017 using namespace TELEKYB_NAMESPACE; 00018 00019 namespace telekyb_behavior { 00020 00021 class Land : public Behavior { 00022 protected: 00023 Option<Position3D>* tLandDestination; 00024 Option<double>* tLandVelocity; 00025 Option<double>* tLandDestinationHeight; 00026 Option<bool>* tLandVertically; 00027 00028 Position3D actualLandDestination; 00029 double yawAngle; 00030 00031 00032 public: 00033 Land(); 00034 00035 virtual void initialize(); 00036 virtual void destroy(); 00037 00038 // Called directly after Change Event is registered. 00039 virtual bool willBecomeActive(const TKState& currentState, const Behavior& previousBehavior); 00040 // Called after actual Switch. Note: During execution trajectoryStepCreation is used 00041 virtual void didBecomeActive(const TKState& currentState, const Behavior& previousBehavior); 00042 // Called directly after Change Event is registered: During execution trajectoryStepTermination is used 00043 virtual void willBecomeInActive(const TKState& currentState, const Behavior& nextBehavior); 00044 // Called after actual Switch. Runs in seperate Thread. 00045 virtual void didBecomeInActive(const TKState& currentState, const Behavior& nextBehavior); 00046 00047 // called everytime a new TKState is available AND it is the NEW Behavior of an active Switch 00048 virtual void trajectoryStepCreation(const TKState& currentState, TKTrajectory& generatedTrajInput); 00049 00050 // called everytime a new TKState is available. Should return false if invalid (swtich to next behavior, or Hover if undef). 00051 virtual void trajectoryStepActive(const TKState& currentState, TKTrajectory& generatedTrajInput); 00052 00053 // called everytime a new TKState is available AND it is the OLD Behavior of an active Switch 00054 virtual void trajectoryStepTermination(const TKState& currentState, TKTrajectory& generatedTrajInput); 00055 00056 // Return true if the active Behavior is (still) valid. Initiate Switch otherwise 00057 virtual bool isValid(const TKState& currentState) const; 00058 }; 00059 00060 } 00061 00062 #endif /* LAND_HPP_ */