Generate Entities at Run-Time
There are two options for generating entities during run-time:
Make use of the
generate_rate,generate_count,generate_start_time, andgenerate_time_varianceXML tags defined in Mission XML Tag Definitions.Create a plugin that publishes the
scrimmage_msgs::GenerateEntitymessage on the “GenerateEntity” topic.
This document describes how to accomplish the second option.
Mission File Setup
The first step is to create a valid entity block in your mission XML file with
an entity tag and a count of zero. For example, the start of the
following entity block has a tag of “gen_straight” and a count of zero,
which prevents it from being generated at the start of the simulation.
<!-- Entity that is generated during runtime by other plugins -->
<entity tag="gen_straight">
<count>0</count>
...
</entity>
Create the GenerateEntity Message
The second step is to publish a scrimmage_msgs::GenerateEntity message on
the “GenerateEntity” topic (GlobalNetwork) in a plugin (any type of plugin).
Your plugin should include the appropriate protobuf header files:
#include <scrimmage/pubsub/Publisher.h>
#include <scrimmage/proto/State.pb.h>
#include <scrimmage/msgs/Event.pb.h>
#include <scrimmage/proto/ProtoConversions.h>
In the plugin’s init() function, create the publisher:
// PublisherPtr pub_gen_ents_; is declared in the header file
pub_gen_ents_ = advertise("GlobalNetwork", "GenerateEntity");
When you want to generate an entity during the simulation, you refer to the
entity’s XML tag and create a state for this entity when constructing the
GenerateEntity message.
// Create a state for the entity and place it at position (10, 10, 100) with
// a roll, pitch, and yaw of (0 deg, 45 deg, 45 deg).
State s;
s.pos() << 10, 10, 100;
s.quat() = scrimmage::Quaternion(0, M_PI / 4.0, M_PI / 4.0);
// Create the GenerateEntity message
auto msg = std::make_shared<Message<scrimmage_msgs::GenerateEntity>>();
// Copy the new state into the message
sc::set(msg->data.mutable_state(), s);
// Set the entity_tag that references the entity to be generated in the
// mission XML file.
msg->data.set_entity_tag("gen_straight");
// Publish the GenerateEntity message
pub_gen_ents_->publish(msg);
Modify Entity Block Properties
Before publishing the message, you can modify other properties of the entity
block, such as the autonomy, color, health, visual_model, etc.,
by adding an entity block key-value pair to the GenerateEntity message:
// Modify the entity's color
auto kv_color = msg->data.add_entity_param();
kv_color->set_key("color");
kv_color->set_value("255, 255, 0");
// Modify the entity's visual model
auto kv_visual = msg->data.add_entity_param();
kv_visual->set_key("visual_model");
kv_visual->set_value("sphere");
// Publish the GenerateEntity message
pub_gen_ents_->publish(msg);
Modify Plugin Parameters
Before publishing the message, you can modify the XML attributes of specific plugins
by adding an entity plugin key-value-attr block to the GenerateEntity message:
// Modify the entity's plugin speed
auto autonomy_speed = msg->data.add_plugin_param();
autonomy_speed->set_plugin_type("autonomy0");
autonomy_speed->set_tag_name("speed");
autonomy_speed->set_tag_value("100")
Here the plugin_type represents the type of plugin, like motion_model, autonomy (Note the
autonomy plugin is referenced as autonomy# by the GUI, where autonomy0 is the first instance
and increments if there are multiple autonomy plugins in one entity), or controller. The tag_name
represents the plugin specific tag that should be updated, like speed for the Straight autonomy
plugin. The tag_value represents the value of the corresponding plugin specific tag.
The above change in the plugin parameter for the GenerateEntity message does not affect
the stored parsed Mission XML plugin attribute value used by SimControl.cpp. For example,
if the above block was only executed for a given conditional, entities without a block changing
their speed would default to the Mission XML defined speed.
Another way to generate entities with different plugin parameters involves either using multiple entity
blocks with different entity tags or creating new plugin XML files that have differently
configured default parameters. For example, you could copy and rename the Straight.xml file to
MyStraight.xml and then modify the plugin parameters in MyStraight.xml.
In your entity, you can load the MyStraight autonomy plugin by referencing it directly as long
as it is in your SCRIMMAGE_PLUGIN_PATH:
<entity tag="gen_my_straight">
<count>0</count>
...
<autonomy>MyStraight</autonomy>
...
</entity>
In your entity generation plugin, you can modify the autonomy tag before
publishing the GenerateEntity message:
auto kv_autonomy = msg->data.add_entity_param();
kv_autonomy->set_key("autonomy");
kv_autonomy->set_value("MyStraight2"); // Load parameters from MyStraight2.xml