Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
▼Nignition | This library is part of the Ignition Robotics project |
▼Ngazebo | Gazebo is a leading open source robotics simulator, that provides high fidelity physics, rendering, and sensor simulation |
▼Ncomponents | Components represent data, such as position information. An Entity usually has one or more associated components |
CBaseComponent | Base class for all components |
CComponent | A component type that wraps any data type. The intention is for this class to be used to create simple components while avoiding a lot of boilerplate code. The Identifier must be a unique type so that type aliases can be used to create new components. However the type does not need to be defined anywhere eg. using Static = Component<bool, class StaticTag>; |
CComponent< NoData, Identifier > | Specialization for components that don't wrap any data. This class to be used to create simple components that represent just a "tag", while avoiding a lot of boilerplate code. The Identifier must be a unique type so that type aliases can be used to create new components. However the type does not need to be defined anywhere eg |
CComponentDescriptor | A class for an object responsible for creating components |
CComponentDescriptorBase | A base class for an object responsible for creating components |
CComponentPrivate | |
CFactory | A factory that generates a component based on a string type |
CLevelEntityNames | A component that holds a list of names of entities to be loaded in a level |
CStorageDescriptor | A class for an object responsible for creating storages |
CStorageDescriptorBase | A base class for an object responsible for creating storages |
CEntityComponentManager | The EntityComponentManager constructs, deletes, and returns components and entities. A component can be of any class which inherits from components::BaseComponent |
CEventManager | The EventManager is used to send/receive notifications of simulator events |
CISystemConfigure | Interface for a system that implements optional configuration |
CISystemPostUpdate | Interface for a system that uses the PostUpdate phase |
CISystemPreUpdate | Interface for a system that uses the PreUpdate phase |
CISystemUpdate | Interface for a system that uses the Update phase |
CLink | This class provides wrappers around entities and components which are more convenient and straight-forward to use than dealing with the EntityComponentManager directly. All the functions provided here are meant to be used with a link entity |
CModel | This class provides wrappers around entities and components which are more convenient and straight-forward to use than dealing with the EntityComponentManager directly. All the functions provided here are meant to be used with a model entity |
CSdfEntityCreator | Provides convenient functions to spawn entities and load their plugins from SDF elements, to remove them, and to change their hierarchy |
CServer | The server instantiates and controls simulation |
▼CServerConfig | Configuration parameters for a Server. An instance of this object can be used to construct a Server with a particular configuration |
CPluginInfo | Information about a plugin that should be loaded by the server. Currently supports attaching a plugin to an entity given its type and name, but it can't tell apart multiple entities with the same name in different parts of the entity tree |
CSystem | Base class for a System |
CSystemLoader | Class for loading/unloading System plugins |
CTmpIface | Temporary place to prototype transport interfaces while it's not clear where they will live |
CUpdateInfo | Information passed to systems on the update callback |
CIsSharedPtr | Helper trait to determine if a type is shared_ptr or not |
CIsSharedPtr< std::shared_ptr< T > > | Helper trait to determine if a type is shared_ptr or not |