In Ignition Gazebo, all systems are loaded as plugins at runtime. Each system is associated with an entity in simulation. Systems can be attached to the following entity types:
- World
- Model
- Sensor
- Actor
To create a system plugin for use in the simulation environment, follow the steps below.
Decide on interfaces to implement
The first step of implementing a system plugin is to determine the subset of available interfaces to implement. Aside from the base System
object, there are currently three additional available interfaces:
- ISystemConfigure
- Has read-write access to world entities and components.
- Executed once the moment the plugin is loaded.
- Can be used to get custom configuration from the SDF file, register events with the event manager, as well as modifying entities and components.
- ISystemPreUpdate
- Has read-write access to world entities and components.
- This is where systems say what they'd like to happen at time gz::sim::UpdateInfo::simTime.
- Can be used to modify state before physics runs, for example for applying control signals or performing network synchronization.
- ISystemUpdate
- Has read-write access to world entities and components.
- Used for physics simulation step (i.e., simulates what happens at time gz::sim::UpdateInfo::simTime).
- ISystemPostUpdate
- Has read-only access to world entities and components.
- Captures everything that happened at time gz::sim::UpdateInfo::simTime.
- Used to read out results at the end of a simulation step to be used for sensor or controller updates.
It's important to note that gz::sim::UpdateInfo::simTime does not refer to the current time, but the time reached after the PreUpdate
and Update
calls have finished. So, if any of the *Update
functions are called with simulation paused, time does not advance, which means the time reached after PreUpdate
and Update
is the same as the starting time. This explains why gz::sim::UpdateInfo::simTime is initially 0 if simulation is started paused, while gz::sim::UpdateInfo::simTime is initially gz::sim::UpdateInfo::dt if simulation is started un-paused.
Systems that are only used to read the current state of the world (sensors, graphics, and rendering) should implement ISystemPostUpdate
.
Generally, systems that do not manage physics stepping will not need to implement the ISystemUpdate
interface.
Controllers and systems that provide feedback based on the state of the world will need to implement ISystemPostUpdate
to read the state at the end of an update frame, as well as ISystemPreUpdate
to provide feedback at the beginning of the next frame.
Implement Header
The header should include the System
header:
Your System object should inherit from the System
object as well as from any interfaces that it provides. It should then implement the corresponding methods from the inherited interfaces.
Register Plugin
If the library will only contain one plugin:
If the library will contain multiple plugins, in one implementation do as above, and then for each successive implementation use:
Implement Source
Implement the system class as usual, for example:
Setup the build
In your CMakeLists.txt
add the following
Loading your plugin
In the SDF file representing your simulation, add the plugin to the world
section: