This system provides a Gazebo Transport interface to execute commands while simulation is running. More...
#include <UserCommands.hh>
Public Member Functions | |
| UserCommands () | |
| Constructor. | |
| ~UserCommands () final | |
| Destructor. | |
| void | Configure (const Entity &_entity, const std::shared_ptr< const sdf::Element > &_sdf, EntityComponentManager &_ecm, EventManager &_eventMgr) override |
| Configure the system. | |
| System::PriorityType | ConfigurePriority () final |
| Documentation inherited. | |
| void | PreUpdate (const UpdateInfo &_info, EntityComponentManager &_ecm) final |
| All received commands are queued in order of reception and executed in order during PreUpdate. | |
Public Member Functions inherited from System | |
| System ()=default | |
| Constructor. | |
| virtual | ~System ()=default |
| Destructor. | |
Public Member Functions inherited from ISystemConfigure | |
| virtual | ~ISystemConfigure ()=default |
Public Member Functions inherited from ISystemConfigurePriority | |
| virtual | ~ISystemConfigurePriority ()=default |
Public Member Functions inherited from ISystemPreUpdate | |
| virtual | ~ISystemPreUpdate ()=default |
Additional Inherited Members | |
Public Types inherited from System | |
| using | PriorityType = int32_t |
| Signed integer type used for specifying priority of the execution order of PreUpdate and Update phases. | |
Static Public Attributes inherited from System | |
| static constexpr PriorityType | kDefaultPriority = {0} |
| Default priority value for execution order of the PreUpdate and Update phases. | |
| static constexpr std::string_view | kPriorityElementName |
| Name of the XML element from which the priority value will be parsed. | |
Detailed Description
This system provides a Gazebo Transport interface to execute commands while simulation is running.
- Todo:
- (louise) In the future, an interface undo/redo commands will also be provided.
Spawn entity
- Service:
/world/<world name>/create - Request type: gz.msgs.EntityFactory
- Response type: gz.msgs.Boolean
Spawn multiple entities
This service can spawn multiple entities in the same iteration, thereby eliminating simulation steps between entity spawn times.
- Service:
/world/<world name>/create_multiple - Request type: gz.msgs.EntityFactory_V
- Response type: gz.msgs.Boolean
Set entity pose
This service set the pose of entities
- Service:
/world/<world name>/set_pose - Request type: gz.msgs.Pose
- Response type: gz.msgs.Boolean
Set multiple entity poses
This service set the pose of multiple entities
- Service:
/world/<world name>/set_pose_vector - Request type: gz.msgs.Pose_V
- Response type: gz.msgs.Boolean
Try some examples described in examples/worlds/empty.sdf
Constructor & Destructor Documentation
◆ UserCommands()
|
explicit |
Constructor.
◆ ~UserCommands()
|
final |
Destructor.
Member Function Documentation
◆ Configure()
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overridevirtual |
Configure the system.
- Parameters
-
[in] _entity The entity this plugin is attached to. [in] _sdf The SDF Element associated with this system plugin. [in] _ecm The EntityComponentManager of the given simulation instance. [in] _eventMgr The EventManager of the given simulation instance.
Implements ISystemConfigure.
◆ ConfigurePriority()
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finalvirtual |
Documentation inherited.
Implements ISystemConfigurePriority.
◆ PreUpdate()
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finalvirtual |
All received commands are queued in order of reception and executed in order during PreUpdate.
- Parameters
-
[in] _info Contains information about the current simulation iteration. [in] _ecm The entity component manager.
Implements ISystemPreUpdate.
The documentation for this class was generated from the following file:
Public Member Functions inherited from