Ignition Gazebo

API Reference

2.10.0
Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
 NignitionThis library is part of the Ignition Robotics project
 NgazeboGazebo is a leading open source robotics simulator, that provides high fidelity physics, rendering, and sensor simulation
 NcomponentsComponents represent data, such as position information. An Entity usually has one or more associated components
 CBaseComponentBase class for all components
 CComponentA 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
 CComponent< NoData, Identifier, Serializer >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
 CComponentDescriptorA class for an object responsible for creating components
 CComponentDescriptorBaseA base class for an object responsible for creating components
 CFactoryA factory that generates a component based on a string type
 CStorageDescriptorA class for an object responsible for creating storages
 CStorageDescriptorBaseA base class for an object responsible for creating storages
 NserializersA Serializer class is used to serialize and deserialize a component. It is passed in as the third template parameter to components::Component. Eg
 CComponentToMsgSerializerSerialization for that converts components data types to ignition::msgs. This assumes that convert<DataType> is defined
 CDefaultSerializerDefault serializer template to call stream operators only on types that support them. If the stream operator is not available, a warning message is printed
 CDefaultSerializer< components::NoData >Specialization of DefaultSerializer for NoData
 CJointTypeSerializer
 CLevelEntityNamesSerializer
 CPerformerLevelsSerializer
 CVectorDoubleSerializerSerializer for components that hold std::vector<double>
 Ntraits
 CIsInStreamableType trait that determines if a operator>> is defined on Stream and DataType, i.e, it checks if the function Stream& operator>>(Stream&, DataType&) exists. Example:
 CIsOutStreamableType trait that determines if a operator<< is defined on Stream and DataType, i.e, it checks if the function Stream& operator<<(Stream&, const DataType&) exists. Example:
 CIsSharedPtrHelper 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
 CEntityComponentManagerThe EntityComponentManager constructs, deletes, and returns components and entities. A component can be of any class which inherits from components::BaseComponent
 CEventManagerThe EventManager is used to send/receive notifications of simulator events
 CGuiRunner
 CGuiSystemBase class for a GUI System
 CISystemConfigureInterface for a system that implements optional configuration
 CISystemPostUpdateInterface for a system that uses the PostUpdate phase
 CISystemPreUpdateInterface for a system that uses the PreUpdate phase
 CISystemUpdateInterface for a system that uses the Update phase
 CLinkThis 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
 CModelThis 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
 CRenderUtil
 CSceneManagerScene manager class for loading and managing objects in the scene
 CSdfEntityCreatorProvides convenient functions to spawn entities and load their plugins from SDF elements, to remove them, and to change their hierarchy
 CServerThe server instantiates and controls simulation
 CServerConfigConfiguration parameters for a Server. An instance of this object can be used to construct a Server with a particular configuration
 CPluginInfoInformation 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
 CSystemBase class for a System
 CSystemLoaderClass for loading/unloading System plugins
 CTmpIfaceTemporary place to prototype transport interfaces while it's not clear where they will live
 CUpdateInfoInformation passed to systems on the update callback