Ignition Gazebo

API Reference

5.0.0
SceneManager.hh
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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 
38 
39 #include <ignition/rendering/RenderTypes.hh>
40 
41 #include <ignition/gazebo/config.hh>
43 #include <ignition/gazebo/rendering/Export.hh>
44 
45 namespace ignition
46 {
47 namespace gazebo
48 {
49 // Inline bracket to help doxygen filtering.
50 inline namespace IGNITION_GAZEBO_VERSION_NAMESPACE {
51  // Forward declaration
52  class SceneManagerPrivate;
53 
56  {
62  public: std::chrono::steady_clock::duration time;
63 
65  public: bool loop = false;
66 
68  public: bool followTrajectory = false;
69 
72 
76 
82 
85  public: bool valid = false;
86  };
87 
89  class IGNITION_GAZEBO_RENDERING_VISIBLE SceneManager
90  {
92  public: SceneManager();
93 
95  public: ~SceneManager();
96 
99  public: void SetScene(rendering::ScenePtr _scene);
100 
103  public: rendering::ScenePtr Scene() const;
104 
107  public: void SetWorldId(Entity _id);
108 
111  public: Entity WorldId() const;
112 
118  public: rendering::VisualPtr CreateModel(Entity _id,
119  const sdf::Model &_model, Entity _parentId = 0);
120 
126  public: rendering::VisualPtr CreateLink(Entity _id,
127  const sdf::Link &_link, Entity _parentId = 0);
128 
134  public: rendering::VisualPtr CreateVisual(Entity _id,
135  const sdf::Visual &_visual, Entity _parentId = 0);
136 
142  public: rendering::VisualPtr CreateCollision(Entity _id,
143  const sdf::Collision &_collision, Entity _parentId = 0);
144 
148  public: rendering::VisualPtr VisualById(Entity _id);
149 
155  public: rendering::VisualPtr CreateActor(Entity _id,
156  const sdf::Actor &_actor, Entity _parentId = 0);
157 
163  public: rendering::LightPtr CreateLight(Entity _id,
164  const sdf::Light &_light, Entity _parentId);
165 
171  public: rendering::VisualPtr CreateLightVisual(Entity _id,
172  const sdf::Light &_light, Entity _parentId);
173 
179  public: rendering::ParticleEmitterPtr CreateParticleEmitter(
180  Entity _id, const msgs::ParticleEmitter &_emitter, Entity _parentId);
181 
186  public: rendering::ParticleEmitterPtr UpdateParticleEmitter(Entity _id,
187  const msgs::ParticleEmitter &_emitter);
188 
196  public: bool AddSensor(Entity _gazeboId, const std::string &_sensorName,
197  Entity _parentGazeboId = 0);
198 
202  public: bool HasEntity(Entity _id) const;
203 
207  public: rendering::NodePtr NodeById(Entity _id) const;
208 
212  public: rendering::MeshPtr ActorMeshById(Entity _id) const;
213 
217  public: common::SkeletonPtr ActorSkeletonById(Entity _id) const;
218 
227  ActorMeshAnimationAt(
228  Entity _id, std::chrono::steady_clock::duration _time) const;
229 
236  public: std::map<std::string, math::Matrix4d> ActorSkeletonTransformsAt(
237  Entity _id, std::chrono::steady_clock::duration _time) const;
238 
246  public: AnimationUpdateData ActorAnimationAt(
247  Entity _id, std::chrono::steady_clock::duration _time) const;
248 
251  public: void RemoveEntity(Entity _id);
252 
258  public: Entity IGN_DEPRECATED(4)
259  EntityFromNode(const rendering::NodePtr &_node) const;
260 
267  private: rendering::GeometryPtr LoadGeometry(const sdf::Geometry &_geom,
268  math::Vector3d &_scale, math::Pose3d &_localPose);
269 
273  private: rendering::MaterialPtr LoadMaterial(
274  const sdf::Material &_material);
275 
281  public: rendering::VisualPtr TopLevelVisual(
282  const rendering::VisualPtr &_visual) const;
283 
289  public: rendering::NodePtr TopLevelNode(
290  const rendering::NodePtr &_node) const;
291 
294  private: std::unique_ptr<SceneManagerPrivate> dataPtr;
295  };
296 }
297 }
298 }
299 
300 #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:71
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:75
Data structure for updating skeleton animations.
Definition: SceneManager.hh:55
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:81
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:62
Component< NoData, class CollisionTag > Collision
A component that identifies an entity as being a collision.
Definition: Collision.hh:42
#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:89
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