|
void | addResourcePaths (const std::vector< std::string > &_paths={}) |
| Add resource paths based on latest environment variables. This will update the SDF and Ignition environment variables, and optionally add more paths to the list. More...
|
|
std::string | asFullPath (const std::string &_uri, const std::string &_filePath) |
| Combine a URI and a file path into a full path. If the URI is already a full path or contains a scheme, it won't be modified. If the URI is a relative path, the file path will be prepended. More...
|
|
ComponentTypeId | entityTypeId (const Entity &_entity, const EntityComponentManager &_ecm) |
| Generally, each entity will be of some specific high-level type, such as World, Sensor, Collision, etc, and one type only. The entity type is usually marked by having some component that represents that type, such as components::Visual . More...
|
|
std::string | entityTypeStr (const Entity &_entity, const EntityComponentManager &_ecm) |
| Generally, each entity will be of some specific high-level type, such as "world", "sensor", "collision", etc, and one type only. More...
|
|
std::string | removeParentScope (const std::string &_name, const std::string &_delim) |
| Helper function to remove a parent scope from a given name. This removes the first name found before the delimiter. More...
|
|
std::vector< std::string > | resourcePaths () |
| Get resource paths based on latest environment variables. More...
|
|
std::string | scopedName (const Entity &_entity, const EntityComponentManager &_ecm, const std::string &_delim="/", bool _includePrefix=true) |
| Helper function to generate scoped name for an entity. More...
|
|
Entity | topLevelModel (const Entity &_entity, const EntityComponentManager &_ecm) |
| Get the top level model of an entity. More...
|
|
Entity | worldEntity (const Entity &_entity, const EntityComponentManager &_ecm) |
| Get the world to which the given entity belongs. More...
|
|
math::Pose3d | worldPose (const Entity &_entity, const EntityComponentManager &_ecm) |
| Helper function to compute world pose of an entity. More...
|
|