Ignition Gazebo

API Reference

7.0.0~pre1
SceneManager Member List

This is the complete list of members for SceneManager, including all inherited members.

ActorAnimationAt(Entity _id, std::chrono::steady_clock::duration _time) constSceneManager
ActorMeshById(Entity _id) constSceneManager
ActorSkeletonById(Entity _id) constSceneManager
ActorSkeletonTransformsAt(Entity _id, std::chrono::steady_clock::duration _time) constSceneManager
AddSensor(Entity _gazeboId, const std::string &_sensorName, Entity _parentGazeboId=0)SceneManager
CreateActor(Entity _id, const sdf::Actor &_actor, const std::string &_name, Entity _parentId=0)SceneManager
CreateCollision(Entity _id, const sdf::Collision &_collision, Entity _parentId=0)SceneManager
CreateCOMVisual(Entity _id, const math::Inertiald &_inertial, Entity _parentId=0)SceneManager
CreateInertiaVisual(Entity _id, const math::Inertiald &_inertial, Entity _parentId=0)SceneManager
CreateJointVisual(Entity _id, const sdf::Joint &_joint, Entity _childId=0, Entity _parentId=0)SceneManager
CreateLight(Entity _id, const sdf::Light &_light, const std::string &_name, Entity _parentId)SceneManager
CreateLightVisual(Entity _id, const sdf::Light &_light, const std::string &_name, Entity _parentId)SceneManager
CreateLink(Entity _id, const sdf::Link &_link, Entity _parentId=0)SceneManager
CreateModel(Entity _id, const sdf::Model &_model, Entity _parentId=0)SceneManager
CreateParticleEmitter(Entity _id, const msgs::ParticleEmitter &_emitter, Entity _parentId)SceneManager
CreateVisual(Entity _id, const sdf::Visual &_visual, Entity _parentId=0)SceneManager
HasEntity(Entity _id) constSceneManager
NodeById(Entity _id) constSceneManager
RemoveEntity(Entity _id)SceneManager
Scene() constSceneManager
SceneManager()SceneManager
SetScene(rendering::ScenePtr _scene)SceneManager
SetWorldId(Entity _id)SceneManager
TopLevelNode(const rendering::NodePtr &_node) constSceneManager
TopLevelVisual(const rendering::VisualPtr &_visual) constSceneManager
UpdateJointParentPose(Entity _jointId)SceneManager
UpdateParticleEmitter(Entity _id, const msgs::ParticleEmitter &_emitter)SceneManager
UpdateTransparency(const rendering::NodePtr &_node, bool _makeTransparent)SceneManager
VisualById(Entity _id)SceneManager
WorldId() constSceneManager
~SceneManager()SceneManager