Namespace for all events. Refer to the EventManager class for more information about events. More...
Typedefs | |
using | CollectContactSurfaceProperties = gz::common::EventT< void(const Entity &, const Entity &, const math::Vector3d &, const std::optional< math::Vector3d >, const std::optional< math::Vector3d >, const std::optional< double >, const size_t, physics::SetContactPropertiesCallbackFeature::ContactSurfaceParams< Policy > &), struct CollectContactSurfacePropertiesTag > |
This event is called when the physics engine needs to collect what customizations it should do to the surface of a contact point. It is called during the Update phase after collision checking has been finished and before the physics update has happened. The event subscribers are expected to change the params argument. More... | |
using | LoadPlugins = common::EventT< void(Entity, sdf::ElementPtr), struct LoadPluginsTag > |
Event used to load plugins for an entity into simulation. Pass in the entity which will own the plugins, and an SDF element for the entity, which may contain multiple <plugin> tags. More... | |
using | Pause = gz::common::EventT< void(bool), struct PauseTag > |
The pause event can be used to pause or unpause simulation. Emit a value of true to pause simulation, and emit a value of false to unpause simulation. More... | |
using | Policy = physics::FeaturePolicy3d |
using | PostRender = gz::common::EventT< void(void), struct PostRenderTag > |
The render event is emitted after rendering updates. The event is emitted in the rendering thread so rendering calls can ben make in this event callback. More... | |
using | PreRender = gz::common::EventT< void(void), struct PreRenderTag > |
The render event is emitted before rendering updates. The event is emitted in the rendering thread so rendering calls can ben make in this event callback. More... | |
using | Stop = gz::common::EventT< void(void), struct StopTag > |
The stop event can be used to terminate simulation. Emit this signal to terminate an active simulation. More... | |
Detailed Description
Namespace for all events. Refer to the EventManager class for more information about events.
Typedef Documentation
◆ CollectContactSurfaceProperties
using CollectContactSurfaceProperties = gz::common::EventT< void( const Entity& , const Entity& , const math::Vector3d & , const std::optional<math::Vector3d> , const std::optional<math::Vector3d> , const std::optional<double> , const size_t , physics::SetContactPropertiesCallbackFeature:: ContactSurfaceParams<Policy>& ), struct CollectContactSurfacePropertiesTag> |
This event is called when the physics engine needs to collect what customizations it should do to the surface of a contact point. It is called during the Update phase after collision checking has been finished and before the physics update has happened. The event subscribers are expected to change the params
argument.
◆ LoadPlugins
using LoadPlugins = common::EventT<void(Entity, sdf::ElementPtr), struct LoadPluginsTag> |
Event used to load plugins for an entity into simulation. Pass in the entity which will own the plugins, and an SDF element for the entity, which may contain multiple <plugin>
tags.
◆ Pause
using Pause = gz::common::EventT<void(bool), struct PauseTag> |
The pause event can be used to pause or unpause simulation. Emit a value of true to pause simulation, and emit a value of false to unpause simulation.
For example, to pause simulation use:
◆ Policy
using Policy = physics::FeaturePolicy3d |
◆ PostRender
using PostRender = gz::common::EventT<void(void), struct PostRenderTag> |
The render event is emitted after rendering updates. The event is emitted in the rendering thread so rendering calls can ben make in this event callback.
For example:
◆ PreRender
using PreRender = gz::common::EventT<void(void), struct PreRenderTag> |
The render event is emitted before rendering updates. The event is emitted in the rendering thread so rendering calls can ben make in this event callback.
For example:
◆ Stop
using Stop = gz::common::EventT<void(void), struct StopTag> |
The stop event can be used to terminate simulation. Emit this signal to terminate an active simulation.
For example: