/*
 * 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.
 *
 */

// clang-format off
#include "Physics.hh"

#include <ignition/msgs/contact.pb.h>
#include <ignition/msgs/contacts.pb.h>
#include <ignition/msgs/entity.pb.h>
#include <ignition/msgs/Utility.hh>

#include <algorithm>
#include <iostream>
#include <deque>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>

#include <ignition/common/MeshManager.hh>
#include <ignition/common/Profiler.hh>
#include <ignition/common/SystemPaths.hh>
#include <ignition/math/AxisAlignedBox.hh>
#include <ignition/math/eigen3/Conversions.hh>
#include <ignition/math/Vector3.hh>
#include <ignition/physics/config.hh>
#include <ignition/physics/FeatureList.hh>
#include <ignition/physics/FeaturePolicy.hh>
#include <ignition/physics/RelativeQuantity.hh>
#include <ignition/physics/RequestEngine.hh>

#include <ignition/physics/BoxShape.hh>
#include <ignition/physics/CylinderShape.hh>
#include <ignition/physics/ForwardStep.hh>
#include <ignition/physics/FrameSemantics.hh>
#include <ignition/physics/FreeGroup.hh>
#include <ignition/physics/FixedJoint.hh>
#include <ignition/physics/GetContacts.hh>
#include <ignition/physics/GetBoundingBox.hh>
#include <ignition/physics/Joint.hh>
#include <ignition/physics/Link.hh>
#include <ignition/physics/RemoveEntities.hh>
#include <ignition/physics/Shape.hh>
#include <ignition/physics/SphereShape.hh>
#include <ignition/physics/mesh/MeshShape.hh>
#include <ignition/physics/sdf/ConstructCollision.hh>
#include <ignition/physics/sdf/ConstructJoint.hh>
#include <ignition/physics/sdf/ConstructLink.hh>
#include <ignition/physics/sdf/ConstructModel.hh>
#include <ignition/physics/sdf/ConstructNestedModel.hh>
#include <ignition/physics/sdf/ConstructWorld.hh>
#include <ignition/plugin/Loader.hh>
#include <ignition/plugin/PluginPtr.hh>
#include <ignition/plugin/Register.hh>

// SDF
#include <sdf/Collision.hh>
#include <sdf/Joint.hh>
#include <sdf/Link.hh>
#include <sdf/Mesh.hh>
#include <sdf/Model.hh>
#include <sdf/Surface.hh>
#include <sdf/World.hh>

#include "ignition/gazebo/EntityComponentManager.hh"
#include "ignition/gazebo/Util.hh"

// Components
#include "ignition/gazebo/components/AngularAcceleration.hh"
#include "ignition/gazebo/components/AngularVelocity.hh"
#include "ignition/gazebo/components/AngularVelocityCmd.hh"
#include "ignition/gazebo/components/AxisAlignedBox.hh"
#include "ignition/gazebo/components/BatterySoC.hh"
#include "ignition/gazebo/components/CanonicalLink.hh"
#include "ignition/gazebo/components/ChildLinkName.hh"
#include "ignition/gazebo/components/Collision.hh"
#include "ignition/gazebo/components/ContactSensorData.hh"
#include "ignition/gazebo/components/Geometry.hh"
#include "ignition/gazebo/components/Gravity.hh"
#include "ignition/gazebo/components/Inertial.hh"
#include "ignition/gazebo/components/DetachableJoint.hh"
#include "ignition/gazebo/components/Joint.hh"
#include "ignition/gazebo/components/JointAxis.hh"
#include "ignition/gazebo/components/JointPosition.hh"
#include "ignition/gazebo/components/JointPositionReset.hh"
#include "ignition/gazebo/components/JointType.hh"
#include "ignition/gazebo/components/JointVelocity.hh"
#include "ignition/gazebo/components/JointVelocityCmd.hh"
#include "ignition/gazebo/components/JointVelocityReset.hh"
#include "ignition/gazebo/components/LinearAcceleration.hh"
#include "ignition/gazebo/components/LinearVelocity.hh"
#include "ignition/gazebo/components/LinearVelocityCmd.hh"
#include "ignition/gazebo/components/Link.hh"
#include "ignition/gazebo/components/Model.hh"
#include "ignition/gazebo/components/Name.hh"
#include "ignition/gazebo/components/ParentEntity.hh"
#include "ignition/gazebo/components/ParentLinkName.hh"
#include "ignition/gazebo/components/ExternalWorldWrenchCmd.hh"
#include "ignition/gazebo/components/JointForceCmd.hh"
#include "ignition/gazebo/components/PhysicsEnginePlugin.hh"
#include "ignition/gazebo/components/Pose.hh"
#include "ignition/gazebo/components/PoseCmd.hh"
#include "ignition/gazebo/components/SelfCollide.hh"
#include "ignition/gazebo/components/SlipComplianceCmd.hh"
#include "ignition/gazebo/components/Static.hh"
#include "ignition/gazebo/components/ThreadPitch.hh"
#include "ignition/gazebo/components/World.hh"

#include "EntityFeatureMap.hh"

// Extra components
#include "scenario/gazebo/components/ExternalWorldWrenchCmdWithDuration.h"
#include "scenario/gazebo/components/HistoryOfAppliedJointForces.h"
#include "scenario/gazebo/components/JointAcceleration.h"
#include <ignition/gazebo/components/JointForce.hh>
#include "scenario/gazebo/components/SimulatedTime.h"

using namespace ignition;
using namespace ignition::gazebo;
using namespace ignition::gazebo::systems;
using namespace ignition::gazebo::systems::physics_system;
namespace components = ignition::gazebo::components;


// Private data class.
class ignition::gazebo::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 : ignition::physics::FeatureList<
          ignition::physics::FindFreeGroupFeature,
          ignition::physics::SetFreeGroupWorldPose,
          ignition::physics::FreeGroupFrameSemantics,
          ignition::physics::LinkFrameSemantics,
          ignition::physics::ForwardStep,
          ignition::physics::RemoveEntities,
          ignition::physics::sdf::ConstructSdfLink,
          ignition::physics::sdf::ConstructSdfModel,
          ignition::physics::sdf::ConstructSdfWorld
          >{};

  /// \brief Engine type with just the minimum features.
  public: using EnginePtrType = ignition::physics::EnginePtr<
            ignition::physics::FeaturePolicy3d, MinimumFeatureList>;

  /// \brief World type with just the minimum features.
  public: using WorldPtrType = ignition::physics::WorldPtr<
            ignition::physics::FeaturePolicy3d, MinimumFeatureList>;

  /// \brief Model type with just the minimum features.
  public: using ModelPtrType = ignition::physics::ModelPtr<
            ignition::physics::FeaturePolicy3d, MinimumFeatureList>;

  /// \brief Link type with just the minimum features.
  public: using LinkPtrType = ignition::physics::LinkPtr<
            ignition::physics::FeaturePolicy3d, MinimumFeatureList>;

  /// \brief Free group type with just the minimum features.
  public: using FreeGroupPtrType = ignition::physics::FreeGroupPtr<
            ignition::physics::FeaturePolicy3d, MinimumFeatureList>;

  /// \brief Create physics entities
  /// \param[in] _ecm Constant reference to ECM.
  public: void CreatePhysicsEntities(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,
                             const ignition::gazebo::UpdateInfo& _info);

  /// \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: ignition::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.
  public: std::unordered_map<Entity, physics::FrameData3d> ChangedLinks(
              EntityComponentManager &_ecm,
              const ignition::physics::ForwardStep::Output &_updatedLinks);

  /// \brief Update components from physics simulation
  /// \param[in] _ecm Mutable reference to ECM.
  /// \param[in] _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,
              const std::unordered_map<
                Entity, physics::FrameData3d> &_linkFrameData,
              const ignition::gazebo::UpdateInfo &_info);

  /// \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 ign-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: ignition::math::Pose3d RelativePose(const Entity &_from,
      const Entity &_to, const EntityComponentManager &_ecm) const;

  /// \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, ignition::math::Pose3d> linkWorldPoses;

  /// \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 used to store whether physics objects have been created.
  public: bool initialized = false;

  /// \brief Pointer to the underlying ign-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 Environment variable which holds paths to look for engine plugins
  public: std::string pluginPathEnv = "IGN_GAZEBO_PHYSICS_ENGINE_PATH";

  //////////////////////////////////////////////////
  ////////////// Optional Features /////////////////
  //////////////////////////////////////////////////

  //////////////////////////////////////////////////
  // Slip Compliance

  /// \brief Feature list to process `FrictionPyramidSlipCompliance` components.
  public: struct FrictionPyramidSlipComplianceFeatureList
      : physics::FeatureList<
            MinimumFeatureList,
            ignition::physics::GetShapeFrictionPyramidSlipCompliance,
            ignition::physics::SetShapeFrictionPyramidSlipCompliance>{};
  //////////////////////////////////////////////////
  // Joints

  /// \brief Feature list to handle joints.
  public: struct JointFeatureList : ignition::physics::FeatureList<
            MinimumFeatureList,
            ignition::physics::GetBasicJointProperties,
            ignition::physics::GetBasicJointState,
            ignition::physics::SetBasicJointState,
            ignition::physics::sdf::ConstructSdfJoint>{};


  //////////////////////////////////////////////////
  // Detachable joints

  /// \brief Feature list to process `DetachableJoint` components.
  public: struct DetachableJointFeatureList : physics::FeatureList<
            JointFeatureList,
            physics::AttachFixedJointFeature,
            physics::DetachJointFeature,
            physics::SetJointTransformFromParentFeature>{};

  //////////////////////////////////////////////////
  // Collisions

  /// \brief Feature list to handle collisions.
  public: struct CollisionFeatureList : ignition::physics::FeatureList<
            MinimumFeatureList,
            ignition::physics::GetContactsFromLastStepFeature,
            ignition::physics::sdf::ConstructSdfCollision>{};

  /// \brief Collision type with collision features.
  public: using ShapePtrType = ignition::physics::ShapePtr<
            ignition::physics::FeaturePolicy3d, CollisionFeatureList>;

  /// \brief World type with just the minimum features. Non-pointer.
  public: using WorldShapeType = ignition::physics::World<
            ignition::physics::FeaturePolicy3d, CollisionFeatureList>;

  //////////////////////////////////////////////////
  // Collision filtering with bitmasks

  /// \brief Feature list to filter collisions with bitmasks.
  public: struct CollisionMaskFeatureList : ignition::physics::FeatureList<
          CollisionFeatureList,
          ignition::physics::CollisionFilterMaskFeature>{};

  //////////////////////////////////////////////////
  // Link force
  /// \brief Feature list for applying forces to links.
  public: struct LinkForceFeatureList : ignition::physics::FeatureList<
            ignition::physics::AddLinkExternalForceTorque>{};


  //////////////////////////////////////////////////
  // Bounding box
  /// \brief Feature list for model bounding box.
  public: struct BoundingBoxFeatureList : ignition::physics::FeatureList<
            MinimumFeatureList,
            ignition::physics::GetModelBoundingBox>{};


  //////////////////////////////////////////////////
  // Joint velocity command
  /// \brief Feature list for set joint velocity command.
  public: struct JointVelocityCommandFeatureList : physics::FeatureList<
            physics::SetJointVelocityCommandFeature>{};

  //////////////////////////////////////////////////
  // World velocity command
  public: struct WorldVelocityCommandFeatureList :
            ignition::physics::FeatureList<
              ignition::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>{};

  //////////////////////////////////////////////////
  // Nested Models

  /// \brief Feature list to construct nested models
  public: struct NestedModelFeatureList : ignition::physics::FeatureList<
            MinimumFeatureList,
            ignition::physics::sdf::ConstructSdfNestedModel>{};

  //////////////////////////////////////////////////
  /// \brief World EntityFeatureMap
  public: using WorldEntityMap = EntityFeatureMap3d<
          physics::World,
          MinimumFeatureList,
          CollisionFeatureList,
          NestedModelFeatureList>;

  /// \brief A map between world entity ids in the ECM to World Entities in
  /// ign-physics.
  public: WorldEntityMap entityWorldMap;

  /// \brief Model EntityFeatureMap
  public: using ModelEntityMap = EntityFeatureMap3d<
            physics::Model,
            MinimumFeatureList,
            JointFeatureList,
            BoundingBoxFeatureList,
            NestedModelFeatureList>;

  /// \brief A map between model entity ids in the ECM to Model Entities in
  /// ign-physics.
  public: ModelEntityMap entityModelMap;

  /// \brief Link EntityFeatureMap
  public: using EntityLinkMap = EntityFeatureMap3d<
            physics::Link,
            MinimumFeatureList,
            DetachableJointFeatureList,
            CollisionFeatureList,
            LinkForceFeatureList,
            MeshFeatureList>;

  /// \brief A map between link entity ids in the ECM to Link Entities in
  /// ign-physics.
  public: EntityLinkMap entityLinkMap;

  /// \brief Joint EntityFeatureMap
  public: using EntityJointMap = EntityFeatureMap3d<
            physics::Joint,
            JointFeatureList,
            DetachableJointFeatureList,
            JointVelocityCommandFeatureList
            >;

  /// \brief A map between joint entity ids in the ECM to Joint Entities in
  /// ign-physics
  public: EntityJointMap entityJointMap;

  /// \brief Collision EntityFeatureMap
  public: using EntityCollisionMap = EntityFeatureMap3d<
            physics::Shape,
            CollisionFeatureList,
            CollisionMaskFeatureList,
            FrictionPyramidSlipComplianceFeatureList
            >;

  /// \brief A map between collision entity ids in the ECM to Shape Entities in
  /// ign-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 ign-physics.
  public: EntityFreeGroupMap entityFreeGroupMap;

  /// \brief Boolean value that is true only the first call of Configure and
  /// PreUpdate.
  bool firstRun = 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 = "libignition-physics-dartsim-plugin.so";
  }

  // 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;});
  }

  // Find engine shared library
  // Look in:
  // * Paths from environment variable
  // * Engines installed with ign-physics
  common::SystemPaths systemPaths;
  systemPaths.SetPluginPathEnv(this->dataPtr->pluginPathEnv);
  systemPaths.AddPluginPaths({IGNITION_PHYSICS_ENGINE_INSTALL_DIR});

  auto pathToLib = systemPaths.FindSharedLibrary(pluginLib);
  if (pathToLib.empty())
  {
    ignerr << "Failed to find plugin [" << pluginLib
           << "]. Have you checked the " << this->dataPtr->pluginPathEnv
           << " environment variable?" << std::endl;
    return;
  }

  // Load engine plugin
  ignition::plugin::Loader pluginLoader;
  auto plugins = pluginLoader.LoadLib(pathToLib);
  if (plugins.empty())
  {
    ignerr << "Unable to load the [" << pathToLib << "] library.\n";
    return;
  }

  auto classNames = pluginLoader.AllPlugins();
  if (classNames.empty())
  {
    ignerr << "No 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)
      continue;

    this->dataPtr->engine = ignition::physics::RequestEngine<
      ignition::physics::FeaturePolicy3d,
      PhysicsPrivate::MinimumFeatureList>::From(plugin);

    if (nullptr != this->dataPtr->engine)
    {
      igndbg << "Loaded [" << className << "] from library ["
             << pathToLib << "]" << std::endl;
      break;
    }

    auto missingFeatures = ignition::physics::RequestEngine<
        ignition::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;
    }
    ignwarn << msg.str();
  }

  if (nullptr == this->dataPtr->engine)
  {
    ignerr << "Failed to load a valid physics engine from [" << pathToLib
           << "]."
           << std::endl;
  }
}

//////////////////////////////////////////////////
Physics::~Physics() = default;

//////////////////////////////////////////////////
void Physics::Update(const UpdateInfo &_info, EntityComponentManager &_ecm)
{
  IGN_PROFILE("Physics::Update");

  // \TODO(anyone) Support rewind
  if (_info.dt < std::chrono::steady_clock::duration::zero())
  {
    ignwarn << "Detected jump back in time ["
        << std::chrono::duration_cast<std::chrono::seconds>(_info.dt).count()
        << "s]. System may not work properly." << std::endl;
  }

  // Update the component with the time in seconds that the simulation
  // will have after the step
  _ecm.Each<components::World, components::SimulatedTime>(
              [&](const Entity& worldEntity,
              const components::World*,
              components::SimulatedTime*) {

      scenario::gazebo::utils::setExistingComponentData<
              components::SimulatedTime>(&_ecm, worldEntity, _info.simTime);
      return true;
  });

  if (this->dataPtr->engine)
  {
    this->dataPtr->CreatePhysicsEntities(_ecm);
    this->dataPtr->UpdatePhysics(_ecm, _info);
    ignition::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, _info);

    // 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 PhysicsPrivate::CreatePhysicsEntities(const EntityComponentManager &_ecm)
{
  // Get all the new worlds
  auto processWorld =
      [&](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))
        {
          ignwarn << "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);

        return true;
      };

  auto processModel =
      [&](const Entity &_entity,
          const components::Model *,
          const components::Name *_name,
          const components::Pose *_pose,
          const components::ParentEntity *_parent)->bool
      {
        // Check if model already exists
        if (this->entityModelMap.HasEntity(_entity))
        {
          ignwarn << "Model entity [" << _entity
                  << "] marked as new, but it's already on the map."
                  << std::endl;
          return true;
        }
        // TODO(anyone) Don't load models unless they have collisions

        // Check if parent world / model exists
        sdf::Model model;
        model.SetName(_name->Data());
        model.SetRawPose(_pose->Data());
        auto staticComp = _ecm.Component<components::Static>(_entity);
        if (staticComp && staticComp->Data())
        {
          model.SetStatic(staticComp->Data());
          this->staticEntities.insert(_entity);
        }
        auto selfCollideComp = _ecm.Component<components::SelfCollide>(_entity);
        if (selfCollideComp && selfCollideComp ->Data())
        {
          model.SetSelfCollide(selfCollideComp->Data());
        }

        // check if parent is a world
        if (auto worldPtrPhys =
                this->entityWorldMap.Get(_parent->Data()))
        {
          // Use the ConstructNestedModel feature for nested models
          if (model.ModelCount() > 0)
          {
            auto nestedModelFeature =
                this->entityWorldMap.EntityCast<NestedModelFeatureList>(
                    _parent->Data());
            if (!nestedModelFeature)
            {
              static bool informed{false};
              if (!informed)
              {
                igndbg << "Attempting to construct nested models, but the "
                       << "phyiscs engine doesn't support feature "
                       << "[ConstructSdfNestedModelFeature]. "
                       << "Nested model will be ignored."
                       << std::endl;
                informed = true;
              }
              return true;
            }
            auto modelPtrPhys = nestedModelFeature->ConstructNestedModel(model);
            this->entityModelMap.AddEntity(_entity, modelPtrPhys);
            this->topLevelModelMap.insert(std::make_pair(_entity,
                topLevelModel(_entity, _ecm)));
          }
          else
          {
            auto modelPtrPhys = worldPtrPhys->ConstructModel(model);
            this->entityModelMap.AddEntity(_entity, modelPtrPhys);
            this->topLevelModelMap.insert(std::make_pair(_entity,
                topLevelModel(_entity, _ecm)));
          }
        }
        // check if parent is a model (nested model)
        else
        {
          if (auto parentPtrPhys = this->entityModelMap.Get(_parent->Data()))
          {
            auto nestedModelFeature =
                this->entityModelMap.EntityCast<NestedModelFeatureList>(
                    _parent->Data());
            if (!nestedModelFeature)
            {
              static bool informed{false};
              if (!informed)
              {
                igndbg << "Attempting to construct nested models, but the "
                       << "physics engine doesn't support feature "
                       << "[ConstructSdfNestedModelFeature]. "
                       << "Nested model will be ignored."
                       << std::endl;
                informed = true;
              }
              return true;
            }

            // override static property only if parent is static.
            auto parentStaticComp =
              _ecm.Component<components::Static>(_parent->Data());
            if (parentStaticComp && parentStaticComp->Data())
            {
              model.SetStatic(true);
              this->staticEntities.insert(_entity);
            }

            auto modelPtrPhys = nestedModelFeature->ConstructNestedModel(model);
            if (modelPtrPhys)
            {
              this->entityModelMap.AddEntity(_entity, modelPtrPhys);
              this->topLevelModelMap.insert(std::make_pair(_entity,
                  topLevelModel(_entity, _ecm)));
            }
            else
            {
              ignerr << "Model: '" << _name->Data() << "' not loaded. "
                     << "Failed to create nested model."
                     << std::endl;
            }
          }
          else
          {
            ignwarn << "Model's parent entity [" << _parent->Data()
                    << "] not found on world / model map." << std::endl;
            return true;
          }
        }

        return true;
      };

  auto processLink =
      [&](const Entity &_entity,
        const components::Link * /* _link */,
        const components::Name *_name,
        const components::Pose *_pose,
        const components::ParentEntity *_parent)->bool
      {
        // Check if link already exists
        if (this->entityLinkMap.HasEntity(_entity))
        {
          ignwarn << "Link entity [" << _entity
                  << "] marked as new, but it's already on the map."
                  << std::endl;
          return true;
        }

        // TODO(anyone) Don't load links unless they have collisions

        // Check if parent model exists
        if (!this->entityModelMap.HasEntity(_parent->Data()))
        {
          ignwarn << "Link's parent entity [" << _parent->Data()
                  << "] not found on model map." << std::endl;
          return true;
        }
        auto modelPtrPhys =
            this->entityModelMap.Get(_parent->Data());

        sdf::Link link;
        link.SetName(_name->Data());
        link.SetRawPose(_pose->Data());

        if (this->staticEntities.find(_parent->Data()) !=
            this->staticEntities.end())
        {
          this->staticEntities.insert(_entity);
        }

        // get link inertial
        auto inertial = _ecm.Component<components::Inertial>(_entity);
        if (inertial)
        {
          link.SetInertial(inertial->Data());
        }

        auto linkPtrPhys = modelPtrPhys->ConstructLink(link);
        this->entityLinkMap.AddEntity(_entity, linkPtrPhys);
        this->topLevelModelMap.insert(std::make_pair(_entity,
            topLevelModel(_entity, _ecm)));

        return true;
      };

  // We don't need to add visuals to the physics engine.

  // collisions
  auto processCollision =
      [&](const Entity &_entity,
          const components::Collision *,
          const components::Name *_name,
          const components::Pose *_pose,
          const components::Geometry *_geom,
          const components::CollisionElement *_collElement,
          const components::ParentEntity *_parent) -> bool
      {
        if (this->entityCollisionMap.HasEntity(_entity))
        {
           ignwarn << "Collision entity [" << _entity
                   << "] marked as new, but it's already on the map."
                   << std::endl;
          return true;
        }

        // Check if parent link exists
        if (!this->entityLinkMap.HasEntity(_parent->Data()))
        {
          ignwarn << "Collision's parent entity [" << _parent->Data()
                  << "] not found on link map." << std::endl;
          return true;
        }
        auto linkPtrPhys = this->entityLinkMap.Get(_parent->Data());

        // Make a copy of the collision DOM so we can set its pose which has
        // been resolved and is now expressed w.r.t the parent link of the
        // collision.
        sdf::Collision collision = _collElement->Data();
        collision.SetRawPose(_pose->Data());
        collision.SetPoseRelativeTo("");
        auto collideBitmask = collision.Surface()->Contact()->CollideBitmask();

        ShapePtrType collisionPtrPhys;
        if (_geom->Data().Type() == sdf::GeometryType::MESH)
        {
          const sdf::Mesh *meshSdf = _geom->Data().MeshShape();
          if (nullptr == meshSdf)
          {
            ignwarn << "Mesh geometry for collision [" << _name->Data()
                    << "] missing mesh shape." << std::endl;
            return true;
          }

          auto &meshManager = *ignition::common::MeshManager::Instance();
          auto fullPath = asFullPath(meshSdf->Uri(), meshSdf->FilePath());
          auto *mesh = meshManager.Load(fullPath);
          if (nullptr == mesh)
          {
            ignwarn << "Failed to load mesh from [" << fullPath
                    << "]." << std::endl;
            return true;
          }

          auto linkMeshFeature =
              this->entityLinkMap.EntityCast<MeshFeatureList>(_parent->Data());
          if (!linkMeshFeature)
          {
            static bool informed{false};
            if (!informed)
            {
              igndbg << "Attempting to process mesh geometries, but the physics"
                     << " engine doesn't support feature "
                     << "[AttachMeshShapeFeature]. Meshes will be ignored."
                     << std::endl;
              informed = true;
            }
            return true;
          }

          collisionPtrPhys = linkMeshFeature->AttachMeshShape(_name->Data(),
              *mesh,
              math::eigen3::convert(_pose->Data()),
              math::eigen3::convert(meshSdf->Scale()));
        }
        else
        {
          auto linkCollisionFeature =
              this->entityLinkMap.EntityCast<CollisionFeatureList>(
                  _parent->Data());
          if (!linkCollisionFeature)
          {
            static bool informed{false};
            if (!informed)
            {
              igndbg << "Attempting to process collisions, but the physics "
                     << "engine doesn't support feature "
                     << "[ConstructSdfCollision]. Collisions will be ignored."
                     << std::endl;
              informed = true;
            }
            return true;
          }

          collisionPtrPhys =
              linkCollisionFeature->ConstructCollision(collision);
        }

        this->entityCollisionMap.AddEntity(_entity, collisionPtrPhys);

        // Check that the physics engine has a filter mask feature
        // Set the collide_bitmask if it does
        auto filterMaskFeature =
            this->entityCollisionMap.EntityCast<CollisionMaskFeatureList>(
                _entity);
        if (filterMaskFeature)
        {
          filterMaskFeature->SetCollisionFilterMask(collideBitmask);
        }
        else
        {
          static bool informed{false};
          if (!informed)
          {
            igndbg << "Attempting to set collision bitmasks, but the physics "
                   << "engine doesn't support feature [CollisionFilterMask]. "
                   << "Collision bitmasks will be ignored." << std::endl;
            informed = true;
          }
        }

        this->topLevelModelMap.insert(std::make_pair(_entity,
            topLevelModel(_entity, _ecm)));
        return true;
      };

  // joints
  auto processJoint =
      [&](const Entity &_entity,
          const components::Joint * /* _joint */,
          const components::Name *_name,
          const components::JointType *_jointType,
          const components::Pose *_pose,
          const components::ThreadPitch *_threadPitch,
          const components::ParentEntity *_parentModel,
          const components::ParentLinkName *_parentLinkName,
          const components::ChildLinkName *_childLinkName) -> bool
      {
        // Check if joint already exists
        if (this->entityJointMap.HasEntity(_entity))
        {
          ignwarn << "Joint entity [" << _entity
                  << "] marked as new, but it's already on the map."
                  << std::endl;
          return true;
        }

        // Check if parent model exists
        if (!this->entityModelMap.HasEntity(_parentModel->Data()))
        {
          ignwarn << "Joint's parent entity [" << _parentModel->Data()
                  << "] not found on model map." << std::endl;
          return true;
        }
        auto modelPtrPhys = this->entityModelMap.Get(_parentModel->Data());

        auto modelJointFeature =
            this->entityModelMap.EntityCast<JointFeatureList>(
                _parentModel->Data());
        if (!modelJointFeature)
        {
          static bool informed{false};
          if (!informed)
          {
            igndbg << "Attempting to process joints, but the physics "
                   << "engine doesn't support joint features. "
                   << "Joints will be ignored." << std::endl;
            informed = true;
          }

          // Break Each call since no joints can be processed
          return false;
        }

        sdf::Joint joint;
        joint.SetName(_name->Data());
        joint.SetType(_jointType->Data());
        joint.SetRawPose(_pose->Data());
        joint.SetThreadPitch(_threadPitch->Data());

        joint.SetParentLinkName(_parentLinkName->Data());
        joint.SetChildLinkName(_childLinkName->Data());

        auto jointAxis = _ecm.Component<components::JointAxis>(_entity);
        auto jointAxis2 = _ecm.Component<components::JointAxis2>(_entity);

        // Since we're making copies of the joint axes that were created using
        // `Model::Load`, frame semantics should work for resolving their xyz
        // axis
        if (jointAxis)
          joint.SetAxis(0, jointAxis->Data());
        if (jointAxis2)
          joint.SetAxis(1, jointAxis2->Data());

        // Use the parent link's parent model as the model of this joint
        auto jointPtrPhys = modelJointFeature->ConstructJoint(joint);

        if (jointPtrPhys.Valid())
        {
          // Some joints may not be supported, so only add them to the map if
          // the physics entity is valid
          this->entityJointMap.AddEntity(_entity, jointPtrPhys);
          this->topLevelModelMap.insert(std::make_pair(_entity,
              topLevelModel(_entity, _ecm)));
        }
        return true;
      };

  auto processBatterySoC =
      [&](const Entity & _entity, const components::BatterySoC *)->bool
      {
        // Parent entity of battery is model entity
        this->entityOffMap.insert(std::make_pair(
          _ecm.ParentEntity(_entity), false));
        return true;
      };

  // Detachable joints
  auto processDetachableJoint =
      [&](const Entity &_entity,
          const components::DetachableJoint *_jointInfo) -> bool
      {
        if (_jointInfo->Data().jointType != "fixed")
        {
          ignerr << "Detachable joint type [" << _jointInfo->Data().jointType
                 << "] is currently not supported" << std::endl;
          return true;
        }
        // Check if joint already exists
        if (this->entityJointMap.HasEntity(_entity))
        {
          ignwarn << "Joint entity [" << _entity
                  << "] marked as new, but it's already on the map."
                  << std::endl;
          return true;
        }

        // Check if the link entities exist in the physics engine
        auto parentLinkPhys =
            this->entityLinkMap.Get(_jointInfo->Data().parentLink);
        if (!parentLinkPhys)
        {
          ignwarn << "DetachableJoint's parent link entity ["
                  << _jointInfo->Data().parentLink << "] not found in link map."
                  << std::endl;
          return true;
        }

        auto childLinkEntity = _jointInfo->Data().childLink;

        // Get child link
        auto childLinkPhys = this->entityLinkMap.Get(childLinkEntity);
        if (!childLinkPhys)
        {
          ignwarn << "Failed to find joint's child link [" << childLinkEntity
                  << "]." << std::endl;
          return true;
        }

        auto childLinkDetachableJointFeature =
            this->entityLinkMap.EntityCast<DetachableJointFeatureList>(
                childLinkEntity);
        if (!childLinkDetachableJointFeature)
        {
          static bool informed{false};
          if (!informed)
          {
            igndbg << "Attempting to create a detachable joint, but the physics"
                   << " engine doesn't support feature "
                   << "[AttachFixedJointFeature]. Detachable joints will be "
                   << "ignored." << std::endl;
            informed = true;
          }

          // Break Each call since no DetachableJoints can be processed
          return false;
        }

        const auto poseParent =
            parentLinkPhys->FrameDataRelativeToWorld().pose;
        const auto poseChild =
            childLinkDetachableJointFeature->FrameDataRelativeToWorld().pose;

        // Pose of child relative to parent
        auto poseParentChild = poseParent.inverse() * poseChild;
        auto jointPtrPhys =
            childLinkDetachableJointFeature->AttachFixedJoint(parentLinkPhys);
        if (jointPtrPhys.Valid())
        {
          // We let the joint be at the origin of the child link.
          jointPtrPhys->SetTransformFromParent(poseParentChild);

          igndbg << "Creating detachable joint [" << _entity << "]"
                 << std::endl;
          this->entityJointMap.AddEntity(_entity, jointPtrPhys);
          this->topLevelModelMap.insert(std::make_pair(_entity,
              topLevelModel(_entity, _ecm)));
        }
        else
        {
          ignwarn << "DetachableJoint could not be created." << std::endl;
        }
        return true;
      };

  if (this->firstRun)
  {
    this->firstRun = false;

    _ecm.Each<components::World, components::Name, components::Gravity>(
                processWorld);

    _ecm.Each<components::Model,
            components::Name,
            components::Pose,
            components::ParentEntity>(processModel);

    _ecm.Each<components::Link,
            components::Name,
            components::Pose,
            components::ParentEntity>(processLink);

    _ecm.Each<components::Collision,
            components::Name,
            components::Pose,
            components::Geometry,
            components::CollisionElement,
            components::ParentEntity>(processCollision);

    _ecm.Each<components::Joint,
            components::Name,
            components::JointType,
            components::Pose,
            components::ThreadPitch,
            components::ParentEntity,
            components::ParentLinkName,
            components::ChildLinkName>(processJoint);

    _ecm.Each<components::BatterySoC>(processBatterySoC);

    _ecm.Each<components::DetachableJoint>(processDetachableJoint);
  }
  else
  {
    _ecm.EachNew<components::World, components::Name, components::Gravity>(
                processWorld);

    _ecm.EachNew<components::Model,
            components::Name,
            components::Pose,
            components::ParentEntity>(processModel);

    _ecm.EachNew<components::Link,
            components::Name,
            components::Pose,
            components::ParentEntity>(processLink);

    _ecm.EachNew<components::Collision,
            components::Name,
            components::Pose,
            components::Geometry,
            components::CollisionElement,
            components::ParentEntity>(processCollision);

    _ecm.EachNew<components::Joint,
            components::Name,
            components::JointType,
            components::Pose,
            components::ThreadPitch,
            components::ParentEntity,
            components::ParentLinkName,
            components::ChildLinkName>(processJoint);

    _ecm.EachNew<components::BatterySoC>(processBatterySoC);

    _ecm.EachNew<components::DetachableJoint>(processDetachableJoint);
  }
}

//////////////////////////////////////////////////
void PhysicsPrivate::RemovePhysicsEntities(const EntityComponentManager &_ecm)
{
  // Assume the world will not be erased
  // Only removing models is supported by ign-physics right now so we only
  // remove links, joints and collisions if they are children of the removed
  // model.
  // We assume the links, joints and collisions will be removed from the
  // physics engine when the containing model gets removed so, here, we only
  // remove the entities from the gazebo entity->physics entity map.
  _ecm.EachRemoved<components::Model>(
      [&](const Entity &_entity, const components::Model *
          /* _model */) -> bool
      {
        // Remove model if found
        if (auto modelPtrPhys = this->entityModelMap.Get(_entity))
        {
          // Remove child links, collisions and joints first
          for (const auto &childLink :
               _ecm.ChildrenByComponents(_entity, components::Link()))
          {
            for (const auto &childCollision :
                 _ecm.ChildrenByComponents(childLink, components::Collision()))
            {
              this->entityCollisionMap.Remove(childCollision);
              this->topLevelModelMap.erase(childCollision);
            }
            this->entityLinkMap.Remove(childLink);
            this->topLevelModelMap.erase(childLink);
            this->staticEntities.erase(childLink);
            this->linkWorldPoses.erase(childLink);
          }

          for (const auto &childJoint :
               _ecm.ChildrenByComponents(_entity, components::Joint()))
          {
            this->entityJointMap.Remove(childJoint);
            this->topLevelModelMap.erase(childJoint);
          }

          this->entityFreeGroupMap.Remove(_entity);
          // Remove the model from the physics engine
          modelPtrPhys->Remove();
          this->entityModelMap.Remove(_entity);
          this->topLevelModelMap.erase(_entity);
          this->staticEntities.erase(_entity);
          this->modelWorldPoses.erase(_entity);
        }
        return true;
      });

  _ecm.EachRemoved<components::DetachableJoint>(
      [&](const Entity &_entity, const components::DetachableJoint *) -> bool
      {
        if (!this->entityJointMap.HasEntity(_entity))
        {
          ignwarn << "Failed to find joint [" << _entity
                  << "]." << std::endl;
          return true;
        }

        auto castEntity =
            this->entityJointMap.EntityCast<DetachableJointFeatureList>(
                _entity);
        if (!castEntity)
        {
          static bool informed{false};
          if (!informed)
          {
            igndbg << "Attempting to detach a joint, but the physics "
                   << "engine doesn't support feature "
                   << "[DetachJointFeature]. Joint won't be detached."
                   << std::endl;
            informed = true;
          }

          // Break Each call since no DetachableJoints can be processed
          return false;
        }

        igndbg << "Detaching joint [" << _entity << "]" << std::endl;
        castEntity->Detach();
        return true;
      });
}

//////////////////////////////////////////////////
void PhysicsPrivate::UpdatePhysics(EntityComponentManager &_ecm,
                                   const ignition::gazebo::UpdateInfo &_info)
{
  IGN_PROFILE("PhysicsPrivate::UpdatePhysics");
  // Battery state
  _ecm.Each<components::BatterySoC>(
      [&](const Entity & _entity, const components::BatterySoC *_bat)
      {
        if (_bat->Data() <= 0)
          entityOffMap[_ecm.ParentEntity(_entity)] = true;
        else
          entityOffMap[_ecm.ParentEntity(_entity)] = false;
        return true;
      });

  // Handle joint state
  _ecm.Each<components::Joint, components::Name>(
      [&](const Entity &_entity, const components::Joint *,
          const components::Name *_name)
      {
        auto jointPhys = this->entityJointMap.Get(_entity);
        if (nullptr == jointPhys)
          return true;

        // Model is out of battery
        if (this->entityOffMap[_ecm.ParentEntity(_entity)])
        {
          std::size_t nDofs = jointPhys->GetDegreesOfFreedom();
          for (std::size_t i = 0; i < nDofs; ++i)
          {
            jointPhys->SetForce(i, 0);
          }
          return true;
        }

        auto posReset = _ecm.Component<components::JointPositionReset>(
            _entity);
        auto velReset = _ecm.Component<components::JointVelocityReset>(
            _entity);

        // Reset the velocity
        if (velReset)
        {
          auto& jointVelocity = velReset->Data();

          if (jointVelocity.size() != jointPhys->GetDegreesOfFreedom())
          {
            ignwarn << "There is a mismatch in the degrees of freedom "
                    << "between Joint [" << _name->Data() << "(Entity="
                    << _entity << ")] and its JointVelocityReset "
                    << "component. The joint has "
                    << jointPhys->GetDegreesOfFreedom()
                    << " while the component has "
                    << jointVelocity.size() << ".\n";
            }

            std::size_t nDofs = std::min(
                jointVelocity.size(), jointPhys->GetDegreesOfFreedom());

            for (std::size_t i = 0; i < nDofs; ++i)
            {
              jointPhys->SetVelocity(i, jointVelocity[i]);
            }
        }

        // Reset the position
        if (posReset)
        {
          auto &jointPosition = posReset->Data();

          if (jointPosition.size() != jointPhys->GetDegreesOfFreedom())
          {
            ignwarn << "There is a mismatch in the degrees of freedom "
                    << "between Joint [" << _name->Data() << "(Entity="
                    << _entity << ")] and its JointPositionyReset "
                    << "component. The joint has "
                    << jointPhys->GetDegreesOfFreedom()
                    << " while the component has "
                    << jointPosition.size() << ".\n";
            }
            std::size_t nDofs = std::min(
                jointPosition.size(), jointPhys->GetDegreesOfFreedom());
            for (std::size_t i = 0; i < nDofs; ++i)
            {
              jointPhys->SetPosition(i, jointPosition[i]);
            }
        }

        auto force = _ecm.Component<components::JointForceCmd>(_entity);
        auto velCmd = _ecm.Component<components::JointVelocityCmd>(_entity);

        if (force)
        {
          if (force->Data().size() != jointPhys->GetDegreesOfFreedom())
          {
            ignwarn << "There is a mismatch in the degrees of freedom between "
                    << "Joint [" << _name->Data() << "(Entity=" << _entity
                    << ")] and its JointForceCmd component. The joint has "
                    << jointPhys->GetDegreesOfFreedom() << " while the "
                    << " component has " << force->Data().size() << ".\n";
          }
          std::size_t nDofs = std::min(force->Data().size(),
                                       jointPhys->GetDegreesOfFreedom());
          for (std::size_t i = 0; i < nDofs; ++i)
          {
            jointPhys->SetForce(i, force->Data()[i]);
          }
        }
        // Only set joint velocity if joint force is not set.
        // If both the cmd and reset components are found, cmd is ignored.
        else if (velCmd)
        {
          auto velocityCmd = velCmd->Data();

          if (velReset)
          {
            ignwarn << "Found both JointVelocityReset and "
                    << "JointVelocityCmd components for Joint ["
                    << _name->Data() << "(Entity=" << _entity
                    << "]). Ignoring JointVelocityCmd component."
                    << std::endl;
            return true;
          }

          if (velocityCmd.size() != jointPhys->GetDegreesOfFreedom())
          {
            ignwarn << "There is a mismatch in the degrees of freedom"
                    << " between Joint [" << _name->Data()
                    << "(Entity=" << _entity<< ")] and its "
                    << "JointVelocityCmd component. The joint has "
                    << jointPhys->GetDegreesOfFreedom()
                    << " while the component has "
                    << velocityCmd.size() << ".\n";
          }

          auto jointVelFeature =
              this->entityJointMap.EntityCast<JointVelocityCommandFeatureList>(
                  _entity);
          if (!jointVelFeature)
          {
            return true;
          }

          std::size_t nDofs = std::min(
            velocityCmd.size(),
            jointPhys->GetDegreesOfFreedom());

          for (std::size_t i = 0; i < nDofs; ++i)
          {
            jointVelFeature->SetVelocityCommand(i, velocityCmd[i]);
          }
        }

        return true;
      });

  // Link wrenches
  _ecm.Each<components::ExternalWorldWrenchCmd>(
      [&](const Entity &_entity,
          const components::ExternalWorldWrenchCmd *_wrenchComp)
      {
        if (!this->entityLinkMap.HasEntity(_entity))
        {
          ignwarn << "Failed to find link [" << _entity
                  << "]." << std::endl;
          return true;
        }

        auto linkForceFeature =
            this->entityLinkMap.EntityCast<LinkForceFeatureList>(_entity);
        if (!linkForceFeature)
        {
          static bool informed{false};
          if (!informed)
          {
            igndbg << "Attempting to apply a wrench, but the physics "
                   << "engine doesn't support feature "
                   << "[AddLinkExternalForceTorque]. Wrench will be ignored."
                   << std::endl;
            informed = true;
          }

          // Break Each call since no ExternalWorldWrenchCmd's can be processed
          return false;
        }

        math::Vector3 force = msgs::Convert(_wrenchComp->Data().force());
        math::Vector3 torque = msgs::Convert(_wrenchComp->Data().torque());
        linkForceFeature->AddExternalForce(math::eigen3::convert(force));
        linkForceFeature->AddExternalTorque(math::eigen3::convert(torque));

        return true;
      });

  // Link wrenches with duration
  if (!_info.paused)
  {
    _ecm.Each<components::ExternalWorldWrenchCmdWithDuration>(
        [&](const Entity& _entity,
            components::ExternalWorldWrenchCmdWithDuration*
                _wrenchWithDurComp)
    {
      if (!this->entityLinkMap.HasEntity(_entity))
      {
        ignwarn << "Failed to find link [" << _entity << "]."
                << std::endl;
        return true;
      }

      auto linkForceFeature =
           this->entityLinkMap.EntityCast<LinkForceFeatureList>(_entity);
      if (!linkForceFeature) {
          static bool informed{false};
          if (!informed)
          {
            igndbg << "Attempting to apply a wrench, but the physics "
                   << "engine doesn't support feature "
                   << "[AddLinkExternalForceTorque]. Wrench will be ignored."
                   << std::endl;
            informed = true;
          }

          // Break Each call since no ExternalWorldWrenchCmd's can be processed
          return false;
      }

      const auto& totalWrench =  _wrenchWithDurComp->Data().totalWrench();
      const math::Vector3 force = msgs::Convert(totalWrench.force());
      const math::Vector3 torque = msgs::Convert(totalWrench.torque());

      linkForceFeature->AddExternalForce(math::eigen3::convert(force));
      linkForceFeature->AddExternalTorque(math::eigen3::convert(torque));

      // NOTE: Cleaning could be moved to UpdateSim, but let's
      //       keep things all together for now
      auto simTimeAfterStep = _info.simTime;
      _wrenchWithDurComp->Data().cleanExpired(simTimeAfterStep);

      return true;
    });
  }

  // Update model pose
  auto olderWorldPoseCmdsToRemove = std::move(this->worldPoseCmdsToRemove);
  this->worldPoseCmdsToRemove.clear();

  _ecm.Each<components::Model, components::WorldPoseCmd>(
      [&](const Entity &_entity, const components::Model *,
          const components::WorldPoseCmd *_poseCmd)
      {
        this->worldPoseCmdsToRemove.insert(_entity);

        auto modelPtrPhys = this->entityModelMap.Get(_entity);
        if (nullptr == modelPtrPhys)
          return true;

        // world pose cmd currently not supported for nested models
        if (_entity != this->topLevelModelMap[_entity])
        {
          ignerr << "Unable to set world pose for nested models."
                 << std::endl;
          return true;
        }

        // TODO(addisu) Store the free group instead of searching for it at
        // every iteration
        auto freeGroup = modelPtrPhys->FindFreeGroup();
        if (!freeGroup)
          return true;

        // Get root link offset
        const auto linkEntity =
            this->entityLinkMap.Get(freeGroup->RootLink());
        if (linkEntity == kNullEntity)
          return true;

        // set world pose of root link in freegroup
        // root link might be in a nested model so use RelativePose to get
        // its pose relative to this model
        math::Pose3d linkPose =
            this->RelativePose(_entity, linkEntity, _ecm);

        freeGroup->SetWorldPose(math::eigen3::convert(_poseCmd->Data() *
                                linkPose));

        // Process pose commands for static models here, as one-time changes
        if (this->staticEntities.find(_entity) != this->staticEntities.end())
        {
          auto worldPoseComp = _ecm.Component<components::Pose>(_entity);
          if (worldPoseComp)
          {
            auto state = worldPoseComp->SetData(_poseCmd->Data(),
                this->pose3Eql) ?
                ComponentState::OneTimeChange :
                ComponentState::NoChange;
            _ecm.SetChanged(_entity, components::Pose::typeId, state);
          }
        }

        return true;
      });

  // Remove world commands from previous iteration. We let them rotate one
  // iteration so other systems have a chance to react to them too.
  for (const Entity &entity : olderWorldPoseCmdsToRemove)
  {
    _ecm.RemoveComponent<components::WorldPoseCmd>(entity);
  }

  // Slip compliance on Collisions
  _ecm.Each<components::SlipComplianceCmd>(
      [&](const Entity &_entity,
          const components::SlipComplianceCmd *_slipCmdComp)
      {
        if (!this->entityCollisionMap.HasEntity(_entity))
        {
          ignwarn << "Failed to find shape [" << _entity << "]." << std::endl;
          return true;
        }

        auto slipComplianceShape =
            this->entityCollisionMap
                .EntityCast<FrictionPyramidSlipComplianceFeatureList>(_entity);

        if (!slipComplianceShape)
        {
          ignwarn << "Can't process Wheel Slip component, physics engine "
                  << "missing SetShapeFrictionPyramidSlipCompliance"
                  << std::endl;

          // Break Each call since no SlipCompliances can be processed
          return false;
        }

        if (_slipCmdComp->Data().size() == 2)
        {
          slipComplianceShape->SetPrimarySlipCompliance(
              _slipCmdComp->Data()[0]);
          slipComplianceShape->SetSecondarySlipCompliance(
              _slipCmdComp->Data()[1]);
        }

        return true;
      });

  // Update model angular velocity
  _ecm.Each<components::Model, components::AngularVelocityCmd>(
      [&](const Entity &_entity, const components::Model *,
          const components::AngularVelocityCmd *_angularVelocityCmd)
      {
        auto modelPtrPhys = this->entityModelMap.Get(_entity);
        if (nullptr == modelPtrPhys)
          return true;

        // angular vel cmd currently not supported for nested models
        if (_entity != this->topLevelModelMap[_entity])
        {
          ignerr << "Unable to set angular velocity for nested models."
                 << std::endl;
          return true;
        }

        auto freeGroup = modelPtrPhys->FindFreeGroup();
        if (!freeGroup)
          return true;
        this->entityFreeGroupMap.AddEntity(_entity, freeGroup);

        const components::Pose *poseComp =
            _ecm.Component<components::Pose>(_entity);
        math::Vector3d worldAngularVel = poseComp->Data().Rot() *
            _angularVelocityCmd->Data();

        auto worldAngularVelFeature =
            this->entityFreeGroupMap
                .EntityCast<WorldVelocityCommandFeatureList>(_entity);
        if (!worldAngularVelFeature)
        {
          static bool informed{false};
          if (!informed)
          {
            igndbg << "Attempting to set model angular velocity, but the "
                   << "physics engine doesn't support velocity commands. "
                   << "Velocity won't be set."
                   << std::endl;
            informed = true;
          }
          return true;
        }

        worldAngularVelFeature->SetWorldAngularVelocity(
            math::eigen3::convert(worldAngularVel));

        return true;
      });

  // Update model linear velocity
  _ecm.Each<components::Model, components::LinearVelocityCmd>(
      [&](const Entity &_entity, const components::Model *,
          const components::LinearVelocityCmd *_linearVelocityCmd)
      {
        auto modelPtrPhys = this->entityModelMap.Get(_entity);
        if (nullptr == modelPtrPhys)
          return true;

        // linear vel cmd currently not supported for nested models
        if (_entity != this->topLevelModelMap[_entity])
        {
          ignerr << "Unable to set linear velocity for nested models."
                 << std::endl;
          return true;
        }

        auto freeGroup = modelPtrPhys->FindFreeGroup();
        if (!freeGroup)
          return true;

        this->entityFreeGroupMap.AddEntity(_entity, freeGroup);

        const components::Pose *poseComp =
            _ecm.Component<components::Pose>(_entity);
        math::Vector3d worldLinearVel = poseComp->Data().Rot() *
            _linearVelocityCmd->Data();

        auto worldLinearVelFeature =
            this->entityFreeGroupMap
                .EntityCast<WorldVelocityCommandFeatureList>(_entity);
        if (!worldLinearVelFeature)
        {
          static bool informed{false};
          if (!informed)
          {
            igndbg << "Attempting to set model linear velocity, but the "
                   << "physics engine doesn't support velocity commands. "
                   << "Velocity won't be set."
                   << std::endl;
            informed = true;
          }
          return true;
        }

        worldLinearVelFeature->SetWorldLinearVelocity(
            math::eigen3::convert(worldLinearVel));

        return true;
      });

  // Populate bounding box info
  // Only compute bounding box if component exists to avoid unnecessary
  // computations
  _ecm.Each<components::Model, components::AxisAlignedBox>(
      [&](const Entity &_entity, const components::Model *,
          components::AxisAlignedBox *_bbox)
      {
        if (!this->entityModelMap.HasEntity(_entity))
        {
          ignwarn << "Failed to find model [" << _entity << "]." << std::endl;
          return true;
        }

        auto bbModel =
            this->entityModelMap.EntityCast<BoundingBoxFeatureList>(_entity);

        if (!bbModel)
        {
          static bool informed{false};
          if (!informed)
          {
            igndbg << "Attempting to get a bounding box, but the physics "
                   << "engine doesn't support feature "
                   << "[GetModelBoundingBox]. Bounding box won't be populated."
                   << std::endl;
            informed = true;
          }

          // Break Each call since no AxisAlignedBox'es can be processed
          return false;
        }

        math::AxisAlignedBox bbox =
            math::eigen3::convert(bbModel->GetAxisAlignedBoundingBox());
        auto state = _bbox->SetData(bbox, this->axisAlignedBoxEql) ?
            ComponentState::OneTimeChange :
            ComponentState::NoChange;
        _ecm.SetChanged(_entity, components::AxisAlignedBox::typeId, state);

        return true;
      });
}

//////////////////////////////////////////////////
ignition::physics::ForwardStep::Output PhysicsPrivate::Step(
    const std::chrono::steady_clock::duration &_dt)
{
  IGN_PROFILE("PhysicsPrivate::Step");
  ignition::physics::ForwardStep::Input input;
  ignition::physics::ForwardStep::State state;
  ignition::physics::ForwardStep::Output output;

  input.Get<std::chrono::steady_clock::duration>() = _dt;

  for (const auto &world : this->entityWorldMap.Map())
  {
    world.second->Step(output, state, input);
  }

  return output;
}

//////////////////////////////////////////////////
ignition::math::Pose3d PhysicsPrivate::RelativePose(const Entity &_from,
  const Entity &_to, const EntityComponentManager &_ecm) const
{
  math::Pose3d transform;

  if (_from == _to)
    return transform;

  auto currentEntity = _to;
  auto parentComp = _ecm.Component<components::ParentEntity>(_to);
  while (parentComp)
  {
    auto parentEntity = parentComp->Data();

    // get the entity pose
    auto entityPoseComp =
      _ecm.Component<components::Pose>(currentEntity);

    // update transform
    transform = entityPoseComp->Data() * transform;

    if (parentEntity == _from)
      break;

    // set current entity to parent
    currentEntity = parentEntity;

    // get entity's parent
    parentComp = _ecm.Component<components::ParentEntity>(
      parentEntity);
  }

  return transform;
}

//////////////////////////////////////////////////
std::unordered_map<Entity, physics::FrameData3d> PhysicsPrivate::ChangedLinks(
    EntityComponentManager &_ecm,
    const ignition::physics::ForwardStep::Output &_updatedLinks)
{
  IGN_PROFILE("Links Frame Data");

  std::unordered_map<Entity, physics::FrameData3d> linkFrameData;

  // Check to see if the physics engine gave a list of changed poses. If not, we
  // will iterate through all of the links via the ECM to see which ones changed
  if (_updatedLinks.Has<ignition::physics::ChangedWorldPoses>())
  {
    for (const auto &link :
        _updatedLinks.Query<ignition::physics::ChangedWorldPoses>()->entries)
    {
      // get the gazebo entity that matches the updated physics link entity
      const auto linkPhys = this->entityLinkMap.GetPhysicsEntityPtr(link.body);
      if (nullptr == linkPhys)
      {
        ignerr << "Internal error: a physics entity ptr with an ID of ["
          << link.body << "] does not exist." << std::endl;
        continue;
      }
      auto entity = this->entityLinkMap.Get(linkPhys);
      if (entity == kNullEntity)
      {
        ignerr << "Internal error: no gazebo entity matches the physics entity "
          << "with ID [" << link.body << "]." << std::endl;
        continue;
      }

      auto frameData = linkPhys->FrameDataRelativeToWorld();
      linkFrameData[entity] = frameData;
    }
  }
  else
  {
    _ecm.Each<components::Link>(
      [&](const Entity &_entity, components::Link *) -> bool
      {
        if (this->staticEntities.find(_entity) != this->staticEntities.end())
          return true;

        auto linkPhys = this->entityLinkMap.Get(_entity);
        if (nullptr == linkPhys)
        {
          ignerr << "Internal error: link [" << _entity
                 << "] not in entity map" << std::endl;
          return true;
        }

        auto frameData = linkPhys->FrameDataRelativeToWorld();

        // update the link pose if this is the first update,
        // or if the link pose has changed since the last update
        // (if the link pose hasn't changed, there's no need for a pose update)
        const auto worldPoseMath3d = ignition::math::eigen3::convert(
            frameData.pose);
        // if ((this->linkWorldPoses.find(_entity) == this->linkWorldPoses.end())
        //     || !this->pose3Eql(this->linkWorldPoses[_entity], worldPoseMath3d))
        // {
          // cache the updated link pose to check if the link pose has changed
          // during the next iteration
          this->linkWorldPoses[_entity] = worldPoseMath3d;

          linkFrameData[_entity] = frameData;
        // }

        return true;
      });
  }

  return linkFrameData;
}

//////////////////////////////////////////////////
void PhysicsPrivate::UpdateSim(EntityComponentManager &_ecm,
    const std::unordered_map<Entity, physics::FrameData3d> &_linkFrameData,
    const ignition::gazebo::UpdateInfo &_info)
{
  IGN_PROFILE("PhysicsPrivate::UpdateSim");

  IGN_PROFILE_BEGIN("Models");

  _ecm.Each<components::Model, components::ModelCanonicalLink>(
      [&](const Entity &_entity, components::Model *,
          components::ModelCanonicalLink *_canonicalLink) -> bool
      {
        // If the model's canonical link did not move, we don't need to update
        // the model's pose
        auto linkFrameIt = _linkFrameData.find(_canonicalLink->Data());
        if (linkFrameIt == _linkFrameData.end())
          return true;

        std::optional<math::Pose3d> parentWorldPose;

        // If this model is nested, we assume the pose of the parent model has
        // already been updated. We expect to find the updated pose in
        // this->modelWorldPoses. If not found, this must not be nested, so
        // this model's pose component would reflect it's absolute pose.
        auto parentModelPoseIt =
          this->modelWorldPoses.find(
              _ecm.Component<components::ParentEntity>(_entity)->Data());
        if (parentModelPoseIt != this->modelWorldPoses.end())
        {
          parentWorldPose = parentModelPoseIt->second;
        }

        // Given the following frame names:
        // W: World/inertial frame
        // P: Parent frame (this could be a parent model or the World frame)
        // M: This model's frame
        // L: The frame of this model's canonical link
        //
        // And the following quantities:
        // (See http://sdformat.org/tutorials?tut=specify_pose for pose
        // convention)
        // parentWorldPose (X_WP): Pose of the parent frame w.r.t the world
        // linkPoseFromModel (X_ML): Pose of the canonical link frame w.r.t the
        // model frame
        // linkWorldPose (X_WL): Pose of the canonical link w.r.t the world
        // modelWorldPose (X_WM): Pose of this model w.r.t the world
        //
        // The Pose component of this model entity stores the pose of M w.r.t P
        // (X_PM) and is calculated as
        //   X_PM = (X_WP)^-1 * X_WM
        //
        // And X_WM is calculated from X_WL, which is obtained from physics as:
        //   X_WM = X_WL * (X_ML)^-1
        auto linkPoseFromModel =
            this->RelativePose(_entity, linkFrameIt->first, _ecm);
        const auto &linkWorldPose = linkFrameIt->second.pose;
        const auto &modelWorldPose =
            math::eigen3::convert(linkWorldPose) * linkPoseFromModel.Inverse();

        this->modelWorldPoses[_entity] = modelWorldPose;

        // update model's pose
        auto modelPose = _ecm.Component<components::Pose>(_entity);
        if (parentWorldPose)
        {
          *modelPose =
              components::Pose(parentWorldPose->Inverse() * modelWorldPose);
        }
        else
        {
          // This is a non-nested model and parentWorldPose would be identity
          // because it would be the pose of the parent (world) w.r.t the world.
          *modelPose = components::Pose(modelWorldPose);
        }

        _ecm.SetChanged(_entity, components::Pose::typeId,
                        ComponentState::PeriodicChange);
        return true;
      });
  IGN_PROFILE_END();

  // Link poses, velocities...
  IGN_PROFILE_BEGIN("Links");
  for (const auto &[entity, frameData] : _linkFrameData)
  {
    IGN_PROFILE_BEGIN("Local pose");
    auto canonicalLink =
        _ecm.Component<components::CanonicalLink>(entity);

    const auto &worldPose = frameData.pose;
    const auto parentEntity = _ecm.ParentEntity(entity);

    if (!canonicalLink)
    {
      // Compute the relative pose of this link from the parent model
      auto parentModelPoseIt = this->modelWorldPoses.find(parentEntity);
      if (parentModelPoseIt == this->modelWorldPoses.end())
      {
        ignerr << "Internal error: parent model [" << parentEntity
              << "] does not have a world pose available" << std::endl;
        continue;
      }
      const math::Pose3d &parentWorldPose = parentModelPoseIt->second;

      // Unlike canonical links, pose of regular links can move relative.
      // to the parent. Same for links inside nested models.
      auto pose = _ecm.Component<components::Pose>(entity);
      *pose = components::Pose(parentWorldPose.Inverse() *
                                math::eigen3::convert(worldPose));
      _ecm.SetChanged(entity, components::Pose::typeId,
          ComponentState::PeriodicChange);
    }
    IGN_PROFILE_END();

    // Populate world poses, velocities and accelerations of the link. For
    // now these components are updated only if another system has created
    // the corresponding component on the entity.
    auto worldPoseComp = _ecm.Component<components::WorldPose>(entity);
    if (worldPoseComp)
    {
      auto state =
          worldPoseComp->SetData(math::eigen3::convert(frameData.pose),
          this->pose3Eql) ?
          ComponentState::PeriodicChange :
          ComponentState::NoChange;
      _ecm.SetChanged(entity, components::WorldPose::typeId, state);
    }

    // Velocity in world coordinates
    auto worldLinVelComp =
        _ecm.Component<components::WorldLinearVelocity>(entity);
    if (worldLinVelComp)
    {
      auto state = worldLinVelComp->SetData(
            math::eigen3::convert(frameData.linearVelocity),
            this->vec3Eql) ?
            ComponentState::PeriodicChange :
            ComponentState::NoChange;
      _ecm.SetChanged(entity,
          components::WorldLinearVelocity::typeId, state);
    }

    // Angular velocity in world frame coordinates
    auto worldAngVelComp =
        _ecm.Component<components::WorldAngularVelocity>(entity);
    if (worldAngVelComp)
    {
      auto state = worldAngVelComp->SetData(
          math::eigen3::convert(frameData.angularVelocity),
          this->vec3Eql) ?
          ComponentState::PeriodicChange :
          ComponentState::NoChange;
      _ecm.SetChanged(entity,
          components::WorldAngularVelocity::typeId, state);
    }

    // Acceleration in world frame coordinates
    auto worldLinAccelComp =
        _ecm.Component<components::WorldLinearAcceleration>(entity);
    if (worldLinAccelComp)
    {
      auto state = worldLinAccelComp->SetData(
          math::eigen3::convert(frameData.linearAcceleration),
          this->vec3Eql) ?
          ComponentState::PeriodicChange :
          ComponentState::NoChange;
      _ecm.SetChanged(entity,
          components::WorldLinearAcceleration::typeId, state);
    }

    // Angular acceleration in world frame coordinates
    auto worldAngAccelComp =
        _ecm.Component<components::WorldAngularAcceleration>(entity);

    if (worldAngAccelComp)
    {
      auto state = worldAngAccelComp->SetData(
          math::eigen3::convert(frameData.angularAcceleration),
          this->vec3Eql) ?
          ComponentState::PeriodicChange :
          ComponentState::NoChange;
      _ecm.SetChanged(entity,
          components::WorldAngularAcceleration::typeId, state);
    }

    const Eigen::Matrix3d R_bs = worldPose.linear().transpose(); // NOLINT

    // Velocity in body-fixed frame coordinates
    auto bodyLinVelComp =
        _ecm.Component<components::LinearVelocity>(entity);
    if (bodyLinVelComp)
    {
      Eigen::Vector3d bodyLinVel = R_bs * frameData.linearVelocity;
      auto state =
          bodyLinVelComp->SetData(math::eigen3::convert(bodyLinVel),
          this->vec3Eql) ?
          ComponentState::PeriodicChange :
          ComponentState::NoChange;
      _ecm.SetChanged(entity, components::LinearVelocity::typeId, state);
    }

    // Angular velocity in body-fixed frame coordinates
    auto bodyAngVelComp =
        _ecm.Component<components::AngularVelocity>(entity);
    if (bodyAngVelComp)
    {
      Eigen::Vector3d bodyAngVel = R_bs * frameData.angularVelocity;
      auto state =
          bodyAngVelComp->SetData(math::eigen3::convert(bodyAngVel),
          this->vec3Eql) ?
          ComponentState::PeriodicChange :
          ComponentState::NoChange;
      _ecm.SetChanged(entity, components::AngularVelocity::typeId,
          state);
    }

    // Acceleration in body-fixed frame coordinates
    auto bodyLinAccelComp =
        _ecm.Component<components::LinearAcceleration>(entity);
    if (bodyLinAccelComp)
    {
      Eigen::Vector3d bodyLinAccel = R_bs * frameData.linearAcceleration;
      auto state =
          bodyLinAccelComp->SetData(math::eigen3::convert(bodyLinAccel),
          this->vec3Eql)?
          ComponentState::PeriodicChange :
          ComponentState::NoChange;
      _ecm.SetChanged(entity, components::LinearAcceleration::typeId,
          state);
    }

    // Angular acceleration in world frame coordinates
    auto bodyAngAccelComp =
        _ecm.Component<components::AngularAcceleration>(entity);
    if (bodyAngAccelComp)
    {
      Eigen::Vector3d bodyAngAccel = R_bs * frameData.angularAcceleration;
      auto state =
          bodyAngAccelComp->SetData(math::eigen3::convert(bodyAngAccel),
          this->vec3Eql) ?
          ComponentState::PeriodicChange :
          ComponentState::NoChange;
      _ecm.SetChanged(entity, components::AngularAcceleration::typeId,
          state);
    }
  }
  IGN_PROFILE_END();

  // history of applied joint forces (commands)
  _ecm.Each<components::Joint,
            components::JointForceCmd,
            components::HistoryOfAppliedJointForces>(
       [&](const Entity& /*_entity*/,
           components::Joint* /*_joint*/,
           components::JointForceCmd* _forceCmd,
           components::HistoryOfAppliedJointForces* _history) -> bool
  {
      // Since the operation is an append, we have to perform it only when
      // the physics step is actually performed
      if (_info.paused)
      {
          return true;
      }

      // Get the history queue
      auto& history = _history->Data();

      // Get the data from the component
      auto jointForceCmdData = _forceCmd->Data();

      // Append values to the queue
      for (const auto& jointForceCmd : jointForceCmdData)
      {
        history.push(jointForceCmd);
      }

      return true;
  });

  // pose/velocity/acceleration of non-link entities such as sensors /
  // collisions. These get updated only if another system has created a
  // components::WorldPose component for the entity.
  // Populated components:
  // * WorldPose
  // * WorldLinearVelocity
  // * AngularVelocity
  // * LinearAcceleration

  IGN_PROFILE_BEGIN("Sensors / collisions");
  // world pose
  _ecm.Each<components::Pose, components::WorldPose,
            components::ParentEntity>(
      [&](const Entity &,
          const components::Pose *_pose, components::WorldPose *_worldPose,
          const components::ParentEntity *_parent)->bool
      {
        // check if parent entity is a link, e.g. entity is sensor / collision
        if (auto linkPhys = this->entityLinkMap.Get(_parent->Data()))
        {
          const auto entityFrameData =
              this->LinkFrameDataAtOffset(linkPhys, _pose->Data());

          *_worldPose = components::WorldPose(
              math::eigen3::convert(entityFrameData.pose));
        }

        return true;
      });

  // world linear velocity
  _ecm.Each<components::Pose, components::WorldLinearVelocity,
            components::ParentEntity>(
      [&](const Entity &,
          const components::Pose *_pose,
          components::WorldLinearVelocity *_worldLinearVel,
          const components::ParentEntity *_parent)->bool
      {
        // check if parent entity is a link, e.g. entity is sensor / collision
        if (auto linkPhys = this->entityLinkMap.Get(_parent->Data()))
        {
          const auto entityFrameData =
              this->LinkFrameDataAtOffset(linkPhys, _pose->Data());

          // set entity world linear velocity
          *_worldLinearVel = components::WorldLinearVelocity(
              math::eigen3::convert(entityFrameData.linearVelocity));
        }

        return true;
      });

  // body angular velocity
  _ecm.Each<components::Pose, components::AngularVelocity,
            components::ParentEntity>(
      [&](const Entity &,
          const components::Pose *_pose,
          components::AngularVelocity *_angularVel,
          const components::ParentEntity *_parent)->bool
      {
        // check if parent entity is a link, e.g. entity is sensor / collision
        if (auto linkPhys = this->entityLinkMap.Get(_parent->Data()))
        {
          const auto entityFrameData =
              this->LinkFrameDataAtOffset(linkPhys, _pose->Data());

          auto entityWorldPose = math::eigen3::convert(entityFrameData.pose);
          ignition::math::Vector3d entityWorldAngularVel =
              math::eigen3::convert(entityFrameData.angularVelocity);

          auto entityBodyAngularVel =
              entityWorldPose.Rot().RotateVectorReverse(entityWorldAngularVel);
          *_angularVel = components::AngularVelocity(entityBodyAngularVel);
        }

        return true;
      });

  // body linear acceleration
  _ecm.Each<components::Pose, components::LinearAcceleration,
            components::ParentEntity>(
      [&](const Entity &,
          const components::Pose *_pose,
          components::LinearAcceleration *_linearAcc,
          const components::ParentEntity *_parent)->bool
      {
        if (auto linkPhys = this->entityLinkMap.Get(_parent->Data()))
        {
          const auto entityFrameData =
              this->LinkFrameDataAtOffset(linkPhys, _pose->Data());

          auto entityWorldPose = math::eigen3::convert(entityFrameData.pose);
          ignition::math::Vector3d entityWorldLinearAcc =
              math::eigen3::convert(entityFrameData.linearAcceleration);

          auto entityBodyLinearAcc =
              entityWorldPose.Rot().RotateVectorReverse(entityWorldLinearAcc);
          *_linearAcc = components::LinearAcceleration(entityBodyLinearAcc);
        }

        return true;
      });
  IGN_PROFILE_END();

  // Clear reset components
  IGN_PROFILE_BEGIN("Clear / reset components");
  std::vector<Entity> entitiesPositionReset;
  _ecm.Each<components::JointPositionReset>(
      [&](const Entity &_entity, components::JointPositionReset *) -> bool
      {
        entitiesPositionReset.push_back(_entity);
        return true;
      });

  for (const auto entity : entitiesPositionReset)
  {
    _ecm.RemoveComponent<components::JointPositionReset>(entity);
  }

  std::vector<Entity> entitiesVelocityReset;
  _ecm.Each<components::JointVelocityReset>(
      [&](const Entity &_entity, components::JointVelocityReset *) -> bool
      {
        entitiesVelocityReset.push_back(_entity);
        return true;
      });

  for (const auto entity : entitiesVelocityReset)
  {
    _ecm.RemoveComponent<components::JointVelocityReset>(entity);
  }

  // Clear pending commands
  _ecm.Each<components::JointForceCmd>(
      [&](const Entity &, components::JointForceCmd *_force) -> bool
      {
        std::fill(_force->Data().begin(), _force->Data().end(), 0.0);
        return true;
      });

  _ecm.Each<components::ExternalWorldWrenchCmd >(
      [&](const Entity &, components::ExternalWorldWrenchCmd *_wrench) -> bool
      {
        _wrench->Data().Clear();
        return true;
      });

  _ecm.Each<components::JointVelocityCmd>(
      [&](const Entity &, components::JointVelocityCmd *_vel) -> bool
      {
        std::fill(_vel->Data().begin(), _vel->Data().end(), 0.0);
        return true;
      });

  _ecm.Each<components::SlipComplianceCmd>(
      [&](const Entity &, components::SlipComplianceCmd *_slip) -> bool
      {
        std::fill(_slip->Data().begin(), _slip->Data().end(), 0.0);
        return true;
      });
  IGN_PROFILE_END();

  // Update joint positions
  IGN_PROFILE_BEGIN("Joints");
  _ecm.Each<components::Joint, components::JointPosition>(
      [&](const Entity &_entity, components::Joint *,
          components::JointPosition *_jointPos) -> bool
      {
        if (auto jointPhys = this->entityJointMap.Get(_entity))
        {
          _jointPos->Data().resize(jointPhys->GetDegreesOfFreedom());
          for (std::size_t i = 0; i < jointPhys->GetDegreesOfFreedom();
               ++i)
          {
            _jointPos->Data()[i] = jointPhys->GetPosition(i);
          }
          _ecm.SetChanged(_entity, components::JointPosition::typeId,
              ComponentState::PeriodicChange);
        }
        return true;
      });

  // Update joint Velocities
  _ecm.Each<components::Joint, components::JointVelocity>(
      [&](const Entity &_entity, components::Joint *,
          components::JointVelocity *_jointVel) -> bool
      {
        if (auto jointPhys = this->entityJointMap.Get(_entity))
        {
          _jointVel->Data().resize(jointPhys->GetDegreesOfFreedom());
          for (std::size_t i = 0; i < jointPhys->GetDegreesOfFreedom();
               ++i)
          {
            _jointVel->Data()[i] = jointPhys->GetVelocity(i);
          }
        }
        return true;
      });

  // Update joint accelerations
  _ecm.Each<components::Joint, components::JointAcceleration>(
      [&](const Entity& _entity,
          components::Joint*,
          components::JointAcceleration* _jointAcc) -> bool
  {
    if (auto jointPhys = this->entityJointMap.Get(_entity))
    {
      _jointAcc->Data().resize(jointPhys->GetDegreesOfFreedom());
      for (std::size_t i = 0; i < jointPhys->GetDegreesOfFreedom(); ++i)
      {
        _jointAcc->Data()[i] = jointPhys->GetAcceleration(i);
      }
    }
    return true;
  });

  // Update joint forces
  _ecm.Each<components::Joint, components::JointForce>(
      [&](const Entity& _entity,
          components::Joint*,
          components::JointForce* _jointForce) -> bool
  {
    if (auto jointPhys = this->entityJointMap.Get(_entity))
    {
      _jointForce->Data().resize(jointPhys->GetDegreesOfFreedom());
      for (std::size_t i = 0; i < jointPhys->GetDegreesOfFreedom(); ++i)
      {
          _jointForce->Data()[i] = jointPhys->GetForce(i);
      }
    }
    return true;
  });

  IGN_PROFILE_END();

  // TODO(louise) Skip this if there are no collision features
  this->UpdateCollisions(_ecm);
}

//////////////////////////////////////////////////
void PhysicsPrivate::UpdateCollisions(EntityComponentManager &_ecm)
{
  IGN_PROFILE("PhysicsPrivate::UpdateCollisions");
  // Quit early if the ContactData component hasn't been created. This means
  // there are no systems that need contact information
  if (!_ecm.HasComponentType(components::ContactSensorData::typeId))
    return;

  // TODO(addisu) If systems are assumed to only have one world, we should
  // capture the world Entity in a Configure call
  Entity worldEntity = _ecm.EntityByComponents(components::World());

  // Check if there is at least one collision that requires contact data.
  // The previous check does not block the scenario where all the collisions
  // start enabled and then get disabled.
  bool hasContactSensorData = false;
  _ecm.Each<components::ContactSensorData, components::Collision>(
      [&](const Entity&,
          components::ContactSensorData*,
          components::Collision*) -> bool
  {
      hasContactSensorData = true;
      return false;
  });

  // Quit early if the ContactData component was created and then removed.
  // This means there are no systems that need contact information.
  if (!hasContactSensorData)
    return;

  if (worldEntity == kNullEntity)
  {
    ignerr << "Missing world entity.\n";
    return;
  }

  if (!this->entityWorldMap.HasEntity(worldEntity))
  {
    ignwarn << "Failed to find world [" << worldEntity << "]." << std::endl;
    return;
  }

  auto worldCollisionFeature =
      this->entityWorldMap.EntityCast<CollisionFeatureList>(worldEntity);
  if (!worldCollisionFeature)
  {
    static bool informed{false};
    if (!informed)
    {
      igndbg << "Attempting process contacts, but the physics "
             << "engine doesn't support collision features. "
             << "Contacts won't be computed."
             << std::endl;
      informed = true;
    }
    return;
  }

  // Struct containing pointer of contact data
  struct AllContactData
  {
      const WorldShapeType::ContactPoint* point;
      const WorldShapeType::ExtraContactData* extra;
  };

  // Each contact object we get from ign-physics contains the EntityPtrs of the
  // two colliding entities and other data about the contact such as the
  // position. This map groups contacts so that it is easy to query all the
  // contacts of one entity.
  using EntityContactMap = std::unordered_map<Entity,
      std::deque<AllContactData>>;

  // This data structure is essentially a mapping between a pair of entities and
  // a list of pointers to their contact object. We use a map inside a map to
  // create msgs::Contact objects conveniently later on.
  std::unordered_map<Entity, EntityContactMap> entityContactMap;

  // Note that we are temporarily storing pointers to elements in this
  // ("allContacts") container. Thus, we must make sure it doesn't get destroyed
  // until the end of this function.
  auto allContacts = worldCollisionFeature->GetContactsFromLastStep();
  for (const auto &contactComposite : allContacts)
  {
    // Get the RequireData
    const auto &contact = contactComposite.Get<WorldShapeType::ContactPoint>();
    auto coll1Entity = this->entityCollisionMap.Get(contact.collision1);
    auto coll2Entity = this->entityCollisionMap.Get(contact.collision2);

    // Check the ExpectData
    const auto* extraContactData =
        contactComposite.Query<WorldShapeType::ExtraContactData>();

    if (coll1Entity != kNullEntity && coll2Entity != kNullEntity)
    {
      AllContactData allContactData;
      allContactData.point = &contact;

      if (extraContactData)
      {
        allContactData.extra = extraContactData;
      }

      // Note that the ExtraContactData is valid only when the first
      // collision is the first body. Quantities like the force and
      // the normal must be flipped in the second case.
      entityContactMap[coll1Entity][coll2Entity].push_back(
        allContactData);
      entityContactMap[coll2Entity][coll1Entity].push_back(
        allContactData);
    }
  }

  // Go through each collision entity that has a ContactData component and
  // set the component value to the list of contacts that correspond to
  // the collision entity
  _ecm.Each<components::Collision, components::ContactSensorData>(
      [&](const Entity &_collEntity1, components::Collision *,
          components::ContactSensorData *_contacts) -> bool
      {
        if (entityContactMap.find(_collEntity1) == entityContactMap.end())
        {
          // Clear the last contact data
          *_contacts = components::ContactSensorData();
          return true;
        }

        const auto &contactMap = entityContactMap[_collEntity1];

        msgs::Contacts contactsComp;

        for (const auto &[collEntity2, contactData] : contactMap)
        {
          msgs::Contact *contactMsg = contactsComp.add_contact();
          contactMsg->mutable_collision1()->set_id(_collEntity1);
          contactMsg->mutable_collision2()->set_id(collEntity2);

          for (const auto &contact : contactData)
          {
            auto *position = contactMsg->add_position();
            position->set_x(contact.point->point.x());
            position->set_y(contact.point->point.y());
            position->set_z(contact.point->point.z());

            if (contact.extra)
            {
              // Add the penetration depth
              contactMsg->add_depth(contact.extra->depth);

              // Get the name of the collisions
              auto collisionName1 =
                  _ecm.Component<components::Name>(_collEntity1)->Data();
              auto collisionName2 =
                  _ecm.Component<components::Name>(collEntity2)->Data();

              // Add the wrench (only the force component)
              auto* wrench = contactMsg->add_wrench();
              wrench->set_body_1_name(collisionName1);
              wrench->set_body_2_name(collisionName2);
              auto* wrench1 = wrench->mutable_body_1_wrench();
              auto* wrench2 = wrench->mutable_body_2_wrench();

              auto* force1 = wrench1->mutable_force();
              auto* force2 = wrench2->mutable_force();
              auto* torque1 = wrench1->mutable_torque();
              auto* torque2 = wrench2->mutable_torque();

              // The same ContactPoint and ExtraContactData are
              // used for the contact between collision1 and
              // collision2. In those structures there is some
              // data, like the force and normal, that cannot
              // commute.
              if (_collEntity1 == this->entityCollisionMap.Get(
                          ShapePtrType(contact.point->collision1)))
              {
                assert(collEntity2 == this->entityCollisionMap.Get(
                           ShapePtrType(contact.point->collision2)));
                // Use the data as it is
                *force1 = msgs::Convert(math::eigen3::convert(contact.extra->force));
                *force2 = msgs::Convert(-math::eigen3::convert(contact.extra->force));
                // Add the wrench normal
                auto* normal = contactMsg->add_normal();
                normal->set_x(contact.extra->normal.x());
                normal->set_y(contact.extra->normal.y());
                normal->set_z(contact.extra->normal.z());
              }
              else
              {
                assert(collEntity2 == this->entityCollisionMap.Get(
                           ShapePtrType(contact.point->collision1)));
                // Flip the force
                *force1 = msgs::Convert(-math::eigen3::convert(contact.extra->force));
                *force2 = msgs::Convert(math::eigen3::convert(contact.extra->force));
                // Flip the normal
                auto* normal = contactMsg->add_normal();
                normal->set_x(-contact.extra->normal.x());
                normal->set_y(-contact.extra->normal.y());
                normal->set_z(-contact.extra->normal.z());
              }

              *torque1 = msgs::Convert(math::Vector3d::Zero);
              *torque2 = msgs::Convert(math::Vector3d::Zero);
            }
          }
        }
        *_contacts = components::ContactSensorData(contactsComp);

        return true;
      });
}

physics::FrameData3d PhysicsPrivate::LinkFrameDataAtOffset(
      const LinkPtrType &_link, const math::Pose3d &_pose) const
{
  physics::FrameData3d parent;
  parent.pose = math::eigen3::convert(_pose);
  physics::RelativeFrameData3d relFrameData(_link->GetFrameID(), parent);
  return this->engine->Resolve(relFrameData, physics::FrameID::World());
}

IGNITION_ADD_PLUGIN(Physics,
                    ignition::gazebo::System,
                    Physics::ISystemConfigure,
                    Physics::ISystemUpdate)

IGNITION_ADD_PLUGIN_ALIAS(Physics, "ignition::gazebo::systems::Physics")
IGNITION_ADD_PLUGIN_ALIAS(Physics, "scenario::plugins::gazebo::Physics")
