Ignition Gazebo

API Reference

7.0.0~pre1
GzSceneManager Class Reference

Updates a 3D scene based on information coming from the ECM. This plugin doesn't instantiate a new 3D scene. Instead, it relies on another plugin being loaded alongside it that will create and paint the scene to the window, such as ignition::gui::plugins::Scene3D. More...

#include <GzSceneManager.hh>

Public Member Functions

 GzSceneManager ()
 Constructor. More...
 
 ~GzSceneManager () override
 Destructor. More...
 
void LoadConfig (const tinyxml2::XMLElement *_pluginElem) override
 
void Update (const UpdateInfo &_info, EntityComponentManager &_ecm) override
 Update callback called every time the system is stepped. This is called at an Ignition transport thread, so any interaction with Qt should be done through signals and slots. More...
 

Detailed Description

Updates a 3D scene based on information coming from the ECM. This plugin doesn't instantiate a new 3D scene. Instead, it relies on another plugin being loaded alongside it that will create and paint the scene to the window, such as ignition::gui::plugins::Scene3D.

Constructor & Destructor Documentation

◆ GzSceneManager()

Constructor.

◆ ~GzSceneManager()

~GzSceneManager ( )
override

Destructor.

Member Function Documentation

◆ LoadConfig()

void LoadConfig ( const tinyxml2::XMLElement *  _pluginElem)
override

◆ Update()

void Update ( const UpdateInfo _info,
EntityComponentManager _ecm 
)
overridevirtual

Update callback called every time the system is stepped. This is called at an Ignition transport thread, so any interaction with Qt should be done through signals and slots.

Parameters
[in]_infoCurrent simulation information, such as time.
[in]_ecmMutable reference to the ECM, so the system can read and write entities and their components.

Reimplemented from GuiSystem.


The documentation for this class was generated from the following file: