Gazebo Sim

API Reference

7.9.0
gz/sim/rendering/SceneManager.hh
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2  * Copyright (C) 2019 Open Source Robotics Foundation
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
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8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
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13  * See the License for the specific language governing permissions and
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16  */
17 
18 #ifndef GZ_SIM_SCENEMANAGER_HH_
19 #define GZ_SIM_SCENEMANAGER_HH_
20 
21 #include <map>
22 #include <memory>
23 #include <string>
24 #include <unordered_map>
25 #include <utility>
26 #include <vector>
27 
28 #include <sdf/Geometry.hh>
29 #include <sdf/Actor.hh>
30 #include <sdf/Joint.hh>
31 #include <sdf/Light.hh>
32 #include <sdf/Link.hh>
33 #include <sdf/Material.hh>
34 #include <sdf/Model.hh>
35 #include <sdf/Visual.hh>
36 
37 #include <gz/common/KeyFrame.hh>
38 #include <gz/common/Animation.hh>
39 #include <gz/common/graphics/Types.hh>
40 
41 #include <gz/math/Inertial.hh>
42 #include <gz/math/Matrix4.hh>
43 #include <gz/math/Pose3.hh>
44 #include <gz/math/SphericalCoordinates.hh>
45 #include <gz/math/Vector3.hh>
46 
47 #include <gz/msgs/particle_emitter.pb.h>
48 
49 #include <gz/rendering/RenderTypes.hh>
50 
51 #include <gz/sim/config.hh>
52 #include <gz/sim/Entity.hh>
53 #include <gz/sim/rendering/Export.hh>
54 
55 namespace gz
56 {
57 namespace sim
58 {
59 // Inline bracket to help doxygen filtering.
60 inline namespace GZ_SIM_VERSION_NAMESPACE {
61  // Forward declaration
62  class SceneManagerPrivate;
63 
66  {
72  public: std::chrono::steady_clock::duration time;
73 
75  public: bool loop = false;
76 
78  public: bool followTrajectory = false;
79 
82 
86 
92 
95  public: bool valid = false;
96  };
97 
99  class GZ_SIM_RENDERING_VISIBLE SceneManager
100  {
102  public: SceneManager();
103 
105  public: ~SceneManager();
106 
109  public: void SetScene(rendering::ScenePtr _scene);
110 
113  public: rendering::ScenePtr Scene() const;
114 
117  public: void SetWorldId(Entity _id);
118 
121  public: Entity WorldId() const;
122 
126  public: void SetSphericalCoordinates(
127  const math::SphericalCoordinates &_sphericalCoordinates);
128 
134  public: rendering::VisualPtr CreateModel(Entity _id,
135  const sdf::Model &_model, Entity _parentId = 0);
136 
142  public: rendering::VisualPtr CreateLink(Entity _id,
143  const sdf::Link &_link, Entity _parentId = 0);
144 
153  public: std::vector<rendering::NodePtr> Filter(const std::string &_node,
154  std::function<bool(
155  const rendering::NodePtr _nodeToFilter)> _filter) const;
156 
167  Entity _id, const std::string &_visual, Entity _parentId = 0);
168 
174  public: rendering::VisualPtr CreateVisual(Entity _id,
175  const sdf::Visual &_visual, Entity _parentId = 0);
176 
182  public: rendering::VisualPtr CreateCOMVisual(Entity _id,
183  const math::Inertiald &_inertial, Entity _parentId = 0);
184 
190  public: rendering::VisualPtr CreateInertiaVisual(Entity _id,
191  const math::Inertiald &_inertial, Entity _parentId = 0);
192 
199  public: rendering::VisualPtr CreateJointVisual(Entity _id,
200  const sdf::Joint &_joint, Entity _childId = 0,
201  Entity _parentId = 0);
202 
208  public: rendering::VisualPtr CreateCollision(Entity _id,
209  const sdf::Collision &_collision, Entity _parentId = 0);
210 
214  public: rendering::VisualPtr VisualById(Entity _id);
215 
220  LoadAnimations(const sdf::Actor &_actor);
221 
225  public: void SequenceTrajectories(
227  std::chrono::steady_clock::time_point _time);
228 
235  public: rendering::VisualPtr CreateActor(Entity _id,
236  const sdf::Actor &_actor, const std::string &_name,
237  Entity _parentId = 0);
238 
245  public: rendering::LightPtr CreateLight(Entity _id,
246  const sdf::Light &_light, const std::string &_name, Entity _parentId);
247 
254  public: rendering::VisualPtr CreateLightVisual(Entity _id,
255  const sdf::Light &_light, const std::string &_name, Entity _parentId);
256 
262  public: rendering::ParticleEmitterPtr CreateParticleEmitter(
263  Entity _id, const msgs::ParticleEmitter &_emitter, Entity _parentId);
264 
269  public: rendering::ParticleEmitterPtr UpdateParticleEmitter(Entity _id,
270  const msgs::ParticleEmitter &_emitter);
271 
277  public: rendering::ProjectorPtr CreateProjector(
278  Entity _id, const sdf::Projector &_projector, Entity _parentId);
279 
287  public: bool AddSensor(Entity _simId, const std::string &_sensorName,
288  Entity _parentGazeboId = 0);
289 
293  public: bool HasEntity(Entity _id) const;
294 
298  public: rendering::NodePtr NodeById(Entity _id) const;
299 
303  public: rendering::MeshPtr ActorMeshById(Entity _id) const;
304 
308  public: common::SkeletonPtr ActorSkeletonById(Entity _id) const;
309 
316  public: std::map<std::string, math::Matrix4d> ActorSkeletonTransformsAt(
317  Entity _id, std::chrono::steady_clock::duration _time) const;
318 
326  public: AnimationUpdateData ActorAnimationAt(
327  Entity _id, std::chrono::steady_clock::duration _time) const;
328 
331  public: void RemoveEntity(Entity _id);
332 
339  private: rendering::GeometryPtr LoadGeometry(const sdf::Geometry &_geom,
340  math::Vector3d &_scale, math::Pose3d &_localPose);
341 
345  private: rendering::MaterialPtr LoadMaterial(
346  const sdf::Material &_material);
347 
353  public: rendering::VisualPtr TopLevelVisual(
354  const rendering::VisualPtr &_visual) const;
355 
361  public: rendering::NodePtr TopLevelNode(
362  const rendering::NodePtr &_node) const;
363 
371  public: void UpdateTransparency(const rendering::NodePtr &_node,
372  bool _makeTransparent);
373 
377  public: void UpdateJointParentPose(Entity _jointId);
378 
382  public: Entity UniqueId() const;
383 
387  public: void Clear();
388 
391  private: std::unique_ptr<SceneManagerPrivate> dataPtr;
392  };
393 }
394 }
395 }
396 
397 #endif