gz/sim/Actor.hh
uint64_t Entity
An Entity identifies a single object in simulation such as a model, link, or light....
Definition: gz/sim/Entity.hh:58
This library is part of the Gazebo project.
STL class.
The EntityComponentManager constructs, deletes, and returns components and entities....
Definition: gz/sim/EntityComponentManager.hh:66
void ResetEntity(gazebo::Entity _newEntity)
Reset Entity to a new one.
std::optional< std::string > AnimationName(const EntityComponentManager &_ecm) const
Get the name of animation used by the actor.
std::optional< math::Pose3d > Pose(const EntityComponentManager &_ecm) const
Get the pose of the actor. If the actor has a trajectory, this will only return the origin pose of th...
void SetAnimationName(EntityComponentManager &_ecm, const std::string &_name)
Set the name of animation to use for this actor.
std::optional< std::string > Name(const EntityComponentManager &_ecm) const
Get the actor's unscoped name.
void SetTrajectoryPose(EntityComponentManager &_ecm, const math::Pose3d &_pose)
Set the trajectory pose of the actor. There are two ways that the actor can follow a trajectory: 1) S...
This class provides wrappers around entities and components which are more convenient and straight-fo...
Definition: gz/sim/Actor.hh:59
Component< gz::math::Pose3d, class PoseTag > Pose
A component type that contains pose, gz::math::Pose3d, information.
Definition: gz/sim/components/Pose.hh:35
const Entity kNullEntity
Indicates a non-existant or invalid Entity.
Definition: gz/sim/Entity.hh:61
Component< sdf::Actor, class ActorTag, serializers::ActorSerializer > Actor
This component contains actor source information. For more information on actors, see SDF's Actor ele...
Definition: gz/sim/components/Actor.hh:80
bool Valid(const EntityComponentManager &_ecm) const
Check whether this actor correctly refers to an entity that has a components::Actor.
std::optional< math::Pose3d > WorldPose(const EntityComponentManager &_ecm) const
Get the world pose of the actor. This returns the current world pose of the actor computed by gazebo....
std::optional< std::chrono::steady_clock::duration > AnimationTime(const EntityComponentManager &_ecm) const
Get the time of animation for this actor.
std::optional< math::Pose3d > TrajectoryPose(const EntityComponentManager &_ecm) const
Get the trajectory pose of the actor. There are two ways that the actor can follow a trajectory: 1) S...
gazebo::Entity Entity() const
Get the entity which this Actor is related to.
void SetAnimationTime(EntityComponentManager &_ecm, const std::chrono::steady_clock::duration &_time)
Set the time of animation for this actor.
Component< std::string, class NameTag, serializers::StringSerializer > Name
This component holds an entity's name. The component has no concept of scoped names nor does it care ...
Definition: gz/sim/components/Name.hh:37