Ignition Gazebo

API Reference

3.5.0
RenderUtil.hh
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1 /*
2  * Copyright (C) 2019 Open Source Robotics Foundation
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4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
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13  * See the License for the specific language governing permissions and
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17 #ifndef IGNITION_GAZEBO_RENDERUTIL_HH_
18 #define IGNITION_GAZEBO_RENDERUTIL_HH_
19 
20 #include <memory>
21 #include <string>
22 #include <vector>
23 
24 #include <sdf/Sensor.hh>
25 
26 #include <ignition/gazebo/config.hh>
27 #include <ignition/gazebo/Export.hh>
29 
32 
33 
34 namespace ignition
35 {
36 namespace gazebo
37 {
38 // Inline bracket to help doxygen filtering.
39 inline namespace IGNITION_GAZEBO_VERSION_NAMESPACE {
40  // forward declaration
41  class RenderUtilPrivate;
42 
44  class IGNITION_GAZEBO_VISIBLE RenderUtil
45  {
47  public: explicit RenderUtil();
48 
50  public: ~RenderUtil();
51 
53  public: void Init();
54 
60  public: int PendingSensors() const;
61 
63  public: void Update();
64 
67  public: rendering::ScenePtr Scene() const;
68 
70  public: void UpdateFromECM(const UpdateInfo &_info,
71  const EntityComponentManager &_ecm);
72 
75  public: void SetEngineName(const std::string &_engineName);
76 
79  public: std::string EngineName() const;
80 
83  public: void SetSceneName(const std::string &_sceneName);
84 
87  public: std::string SceneName() const;
88 
91  public: void SetBackgroundColor(const math::Color &_color);
92 
95  public: void SetAmbientLight(const math::Color &_ambient);
96 
99  public: void ShowGrid();
100 
103  public: void SetUseCurrentGLContext(bool _enable);
104 
110  public: void SetEnableSensors(bool _enable, std::function<
111  std::string(const sdf::Sensor &, const std::string &)>
112  _createSensorCb = {});
113 
116  public: class SceneManager &SceneManager();
117 
120  public: class MarkerManager &MarkerManager();
121 
125  public: std::chrono::steady_clock::duration SimTime() const;
126 
130  // NOLINTNEXTLINE
131  public: void SetSelectedEntity(rendering::NodePtr _node);
132 
137  public: Entity IGN_DEPRECATED(3)
138  EntityFromNode(const rendering::NodePtr &_node);
139 
143  public: rendering::NodePtr SelectedEntity() const;
144 
147  public: std::vector<Entity> SelectedEntities() const;
148 
150  public: void DeselectAllEntities();
151 
154  public: void SetTransformActive(bool _active);
155 
157  private: std::unique_ptr<RenderUtilPrivate> dataPtr;
158  };
159 }
160 }
161 }
162 #endif
Creates, deletes, and maintains marker visuals. Only the Scene class should instantiate and use this ...
Definition: MarkerManager.hh:35
Information passed to systems on the update callback.
Definition: Types.hh:37
Component< sdf::Scene, class SceneTag, serializers::SceneSerializer > Scene
This component holds scene properties of the world.
Definition: Scene.hh:45
STL class.
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
#define IGN_DEPRECATED(version)
Scene manager class for loading and managing objects in the scene.
Definition: SceneManager.hh:51
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
Component< NoData, class SensorTag > Sensor
A component that identifies an entity as being a link.
Definition: Sensor.hh:35
Definition: RenderUtil.hh:44