Ignition Gazebo

API Reference

4.1.0
SceneManager.hh
Go to the documentation of this file.
1 /*
2  * Copyright (C) 2019 Open Source Robotics Foundation
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17 
18 #ifndef IGNITION_GAZEBO_SCENEMANAGER_HH_
19 #define IGNITION_GAZEBO_SCENEMANAGER_HH_
20 
21 #include <map>
22 #include <memory>
23 #include <string>
24 
25 #include <sdf/Geometry.hh>
26 #include <sdf/Actor.hh>
27 #include <sdf/Light.hh>
28 #include <sdf/Link.hh>
29 #include <sdf/Material.hh>
30 #include <sdf/Model.hh>
31 #include <sdf/Visual.hh>
32 
35 #include <ignition/common/graphics/Types.hh>
36 
37 #include <ignition/rendering/RenderTypes.hh>
38 
39 #include <ignition/gazebo/config.hh>
41 #include <ignition/gazebo/Export.hh>
42 
43 namespace ignition
44 {
45 namespace gazebo
46 {
47 // Inline bracket to help doxygen filtering.
48 inline namespace IGNITION_GAZEBO_VERSION_NAMESPACE {
49  // Forward declaration
50  class SceneManagerPrivate;
51 
54  {
60  public: std::chrono::steady_clock::duration time;
61 
63  public: bool loop = false;
64 
66  public: bool followTrajectory = false;
67 
70 
74 
80 
83  public: bool valid = false;
84  };
85 
87  class IGNITION_GAZEBO_VISIBLE SceneManager
88  {
90  public: SceneManager();
91 
93  public: ~SceneManager();
94 
97  public: void SetScene(rendering::ScenePtr _scene);
98 
101  public: rendering::ScenePtr Scene() const;
102 
105  public: void SetWorldId(Entity _id);
106 
109  public: Entity WorldId() const;
110 
116  public: rendering::VisualPtr CreateModel(Entity _id,
117  const sdf::Model &_model, Entity _parentId = 0);
118 
124  public: rendering::VisualPtr CreateLink(Entity _id,
125  const sdf::Link &_link, Entity _parentId = 0);
126 
132  public: rendering::VisualPtr CreateVisual(Entity _id,
133  const sdf::Visual &_visual, Entity _parentId = 0);
134 
140  public: rendering::VisualPtr CreateActor(Entity _id,
141  const sdf::Actor &_actor, Entity _parentId = 0);
142 
148  public: rendering::LightPtr CreateLight(Entity _id,
149  const sdf::Light &_light, Entity _parentId);
150 
158  public: bool AddSensor(Entity _gazeboId, const std::string &_sensorName,
159  Entity _parentGazeboId = 0);
160 
164  public: bool HasEntity(Entity _id) const;
165 
169  public: rendering::NodePtr NodeById(Entity _id) const;
170 
174  public: rendering::MeshPtr ActorMeshById(Entity _id) const;
175 
179  public: common::SkeletonPtr ActorSkeletonById(Entity _id) const;
180 
189  ActorMeshAnimationAt(
190  Entity _id, std::chrono::steady_clock::duration _time) const;
191 
198  public: std::map<std::string, math::Matrix4d> ActorSkeletonTransformsAt(
199  Entity _id, std::chrono::steady_clock::duration _time) const;
200 
208  public: AnimationUpdateData ActorAnimationAt(
209  Entity _id, std::chrono::steady_clock::duration _time) const;
210 
213  public: void RemoveEntity(Entity _id);
214 
220  public: Entity IGN_DEPRECATED(4)
221  EntityFromNode(const rendering::NodePtr &_node) const;
222 
229  private: rendering::GeometryPtr LoadGeometry(const sdf::Geometry &_geom,
230  math::Vector3d &_scale, math::Pose3d &_localPose);
231 
235  private: rendering::MaterialPtr LoadMaterial(
236  const sdf::Material &_material);
237 
243  public: rendering::VisualPtr TopLevelVisual(
244  const rendering::VisualPtr &_visual) const;
245 
251  public: rendering::NodePtr TopLevelNode(
252  const rendering::NodePtr &_node) const;
253 
256  private: std::unique_ptr<SceneManagerPrivate> dataPtr;
257  };
258 }
259 }
260 }
261 
262 #endif
Component< NoData, class VisualTag > Visual
A component that identifies an entity as being a visual.
Definition: Visual.hh:33
Component< sdf::Geometry, class GeometryTag, serializers::GeometrySerializer > Geometry
This component holds an entity&#39;s geometry.
Definition: Geometry.hh:46
common::TrajectoryInfo trajectory
Trajectory to be followed.
Definition: SceneManager.hh:69
std::string animationName
Name of animation to play. This field is set only if the actor is not animated by manually using skel...
Definition: SceneManager.hh:73
Data structure for updating skeleton animations.
Definition: SceneManager.hh:53
STL class.
Component< sdf::Scene, class SceneTag, serializers::SceneSerializer > Scene
This component holds scene properties of the world.
Definition: Scene.hh:45
math::Matrix4d rootTransform
Transform of the root node in the skeleton. The actor&#39;s skeleton&#39;s root node transform needs to be se...
Definition: SceneManager.hh:79
STL class.
Component< sdf::Material, class MaterialTag, serializers::MaterialSerializer > Material
This component holds an entity&#39;s material.
Definition: Material.hh:44
Component< NoData, class ModelTag > Model
A component that identifies an entity as being a model.
Definition: components/Model.hh:35
Component< sdf::Light, class LightTag, serializers::LightSerializer > Light
This component contains light source information. For more information on lights, see SDF&#39;s Light ele...
Definition: Light.hh:48
std::chrono::steady_clock::duration time
Timepoint in the animation. Note that animation time is different from sim time. An actor can have mu...
Definition: SceneManager.hh:60
#define IGN_DEPRECATED(version)
Component< NoData, class LinkTag > Link
A component that identifies an entity as being a link.
Definition: components/Link.hh:33
Scene manager class for loading and managing objects in the scene.
Definition: SceneManager.hh:87
Component< sdf::Actor, class ActorTag, serializers::ActorSerializer > Actor
This component contains actor source information. For more information on actors, see SDF&#39;s Actor ele...
Definition: Actor.hh:80
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