Ignition Gazebo

API Reference

4.1.0
FollowActor.hh
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17 #ifndef IGNITION_GAZEBO_SYSTEMS_FOLLOWACTOR_HH_
18 #define IGNITION_GAZEBO_SYSTEMS_FOLLOWACTOR_HH_
19 
20 #include <memory>
21 #include <ignition/gazebo/config.hh>
22 #include <ignition/gazebo/Export.hh>
24 
25 namespace ignition
26 {
27 namespace gazebo
28 {
29 // Inline bracket to help doxygen filtering.
30 inline namespace IGNITION_GAZEBO_VERSION_NAMESPACE {
31 namespace systems
32 {
33  // Forward declarations.
34  class FollowActorPrivate;
35 
57  class IGNITION_GAZEBO_VISIBLE FollowActor:
58  public System,
59  public ISystemConfigure,
60  public ISystemPreUpdate
61  {
63  public: explicit FollowActor();
64 
66  public: ~FollowActor() override;
67 
68  // Documentation inherited
69  public: void Configure(const Entity &_entity,
72  EventManager &_eventMgr) final;
73 
75  public: void PreUpdate(const UpdateInfo &_info,
76  EntityComponentManager &_ecm) final;
77 
79  private: std::unique_ptr<FollowActorPrivate> dataPtr;
80  };
81  }
82 }
83 }
84 }
85 #endif
Information passed to systems on the update callback.
Definition: Types.hh:36
Make an actor follow a target entity in the world.
Definition: FollowActor.hh:57
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:77
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:94
Base class for a System.
Definition: System.hh:62