Gazebo Sim

API Reference

7.9.0
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 gz::gui::plugins::MinimalScene. 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 a Gazebo 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 gz::gui::plugins::MinimalScene.

Only one GzSceneManager can be used at a time.

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 a Gazebo 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: