17 #ifndef IGNITION_GAZEBO_RENDERUTIL_HH_ 18 #define IGNITION_GAZEBO_RENDERUTIL_HH_ 24 #include <sdf/Sensor.hh> 26 #include <ignition/gazebo/config.hh> 27 #include <ignition/gazebo/rendering/Export.hh> 39 inline namespace IGNITION_GAZEBO_VERSION_NAMESPACE {
41 class RenderUtilPrivate;
60 public:
int PendingSensors()
const;
63 public:
void Update();
67 public: rendering::ScenePtr
Scene()
const;
72 public:
void UpdateECM(
const UpdateInfo &_info,
76 public:
void UpdateFromECM(
const UpdateInfo &_info,
81 public:
void SetEngineName(
const std::string &_engineName);
89 public:
void SetHeadlessRendering(
const bool &_headless);
93 public:
bool HeadlessRendering()
const;
97 public:
void SetSceneName(
const std::string &_sceneName);
105 public:
void SetScene(
const rendering::ScenePtr &_scene);
109 public:
void SetBackgroundColor(
const math::Color &_color);
113 public:
void SetAmbientLight(
const math::Color &_ambient);
117 public:
void SetSkyEnabled(
bool _enabled);
120 public:
void ShowGrid();
124 public:
void SetUseCurrentGLContext(
bool _enable);
142 public :
void SetRemoveSensorCb(
147 public:
void ViewTransparent(
const Entity &_entity);
151 public:
void ViewCOM(
const Entity &_entity);
155 public:
void ViewInertia(
const Entity &_entity);
159 public:
void ViewJoints(
const Entity &_entity);
163 public:
void ViewWireframes(
const Entity &_entity);
167 public:
void ViewCollisions(
const Entity &_entity);
180 public: std::chrono::steady_clock::duration SimTime()
const;
184 public:
void SetSelectedEntity(
const rendering::NodePtr &_node);
191 public:
void DeselectAllEntities();
200 private:
void HideWireboxes(
const Entity &_entity);
204 public:
void SetTransformActive(
bool _active);
Creates, deletes, and maintains marker visuals. Only the Scene class should instantiate and use this ...
Definition: MarkerManager.hh:37
Information passed to systems on the update callback.
Definition: Types.hh:38
Component< sdf::Scene, class SceneTag, serializers::SceneSerializer > Scene
This component holds scene properties of the world.
Definition: Scene.hh:45
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
Scene manager class for loading and managing objects in the scene.
Definition: SceneManager.hh:90
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
Component< NoData, class SensorTag > Sensor
A component that identifies an entity as being a sensor.
Definition: Sensor.hh:35
Definition: RenderUtil.hh:44