Ignition Gazebo

API Reference

6.1.0
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>
23 
24 namespace ignition
25 {
26 namespace gazebo
27 {
28 // Inline bracket to help doxygen filtering.
29 inline namespace IGNITION_GAZEBO_VERSION_NAMESPACE {
30 namespace systems
31 {
32  // Forward declarations.
33  class FollowActorPrivate;
34 
56  class FollowActor:
57  public System,
58  public ISystemConfigure,
59  public ISystemPreUpdate
60  {
62  public: explicit FollowActor();
63 
65  public: ~FollowActor() override;
66 
67  // Documentation inherited
68  public: void Configure(const Entity &_entity,
71  EventManager &_eventMgr) final;
72 
74  public: void PreUpdate(const UpdateInfo &_info,
75  EntityComponentManager &_ecm) final;
76 
78  private: std::unique_ptr<FollowActorPrivate> dataPtr;
79  };
80  }
81 }
82 }
83 }
84 #endif
Information passed to systems on the update callback.
Definition: Types.hh:38
Make an actor follow a target entity in the world.
Definition: FollowActor.hh:56
The EntityComponentManager constructs, deletes, and returns components and entities. A component can be of any class which inherits from components::BaseComponent.
Definition: EntityComponentManager.hh:66
The EventManager is used to send/receive notifications of simulator events.
Definition: EventManager.hh:54
Interface for a system that implements optional configuration.
Definition: System.hh:88
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:105
Base class for a System.
Definition: System.hh:73