Ignition Gazebo

API Reference

3.5.0
Buoyancy.hh
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17 #ifndef IGNITION_GAZEBO_SYSTEMS_BUOYANCY_HH_
18 #define IGNITION_GAZEBO_SYSTEMS_BUOYANCY_HH_
19 
21 #include <memory>
22 
23 namespace ignition
24 {
25 namespace gazebo
26 {
27 // Inline bracket to help doxygen filtering.
28 inline namespace IGNITION_GAZEBO_VERSION_NAMESPACE {
29 namespace systems
30 {
31  // Forward declaration
32  class BuoyancyPrivate;
33 
60  class IGNITION_GAZEBO_VISIBLE Buoyancy
61  : public System,
62  public ISystemConfigure,
63  public ISystemPreUpdate
64  {
66  public: Buoyancy();
67 
69  public: ~Buoyancy() override = default;
70 
71  // Documentation inherited
72  public: void Configure(const Entity &_entity,
75  EventManager &_eventMgr) override;
76 
77  // Documentation inherited
78  public: void PreUpdate(
79  const ignition::gazebo::UpdateInfo &_info,
81 
83  private: std::unique_ptr<BuoyancyPrivate> dataPtr;
84  };
85  }
86 }
87 }
88 }
89 
90 #endif
A system that simulates buoyancy of objects immersed in fluid. All SDF parameters are optional...
Definition: Buoyancy.hh:60
Information passed to systems on the update callback.
Definition: Types.hh:37
The EntityComponentManager constructs, deletes, and returns components and entities. A component can be of any class which inherits from components::BaseComponent.
Definition: EntityComponentManager.hh:64
The EventManager is used to send/receive notifications of simulator events.
Definition: EventManager.hh:50
Interface for a system that implements optional configuration.
Definition: System.hh:88
This library is part of the Ignition Robotics project.
uint64_t Entity
An Entity identifies a single object in simulation such as a model, link, or light. At its core, an Entity is just an identifier.
Definition: Entity.hh:59
Interface for a system that uses the PreUpdate phase.
Definition: System.hh:105
Base class for a System.
Definition: System.hh:73