Gazebo Sim

API Reference

8.6.0
RenderUtil Class Reference

#include <gz/sim/gui/plugins/RenderUtil.hh>

Public Member Functions

 RenderUtil ()
 Constructor. More...
 
 ~RenderUtil ()
 Destructor. More...
 
std::string ApiBackend () const
 Get the API backend the rendering engine used. More...
 
void CreateVisualsForEntities (const EntityComponentManager &_ecm, const std::set< Entity > &_entities)
 Helper function to create visuals for new entities created in ECM. This function is intended to be used by other GUI plugins when new entities are created on the GUI side. More...
 
void DeselectAllEntities ()
 Clears the set of selected entities and lowlights all of them. More...
 
void Destroy ()
 Destroy the renderer. Must be called in the rendering thread. More...
 
std::string EngineName () const
 Get the name of the rendering engine used. More...
 
bool HeadlessRendering () const
 Get the headless mode. More...
 
void Init ()
 Initialize the renderer. Must be called in the rendering thread. More...
 
void InitRenderEnginePluginPaths ()
 Init render engine plugins paths. This lets gz-rendering know paths to find render engine plugins. More...
 
class MarkerManagerMarkerManager ()
 Get the marker manager Returns reference to the marker manager. More...
 
int PendingSensors () const
 Count of pending sensors. Must be called in the rendering thread. More...
 
rendering::ScenePtr Scene () const
 Get a pointer to the scene. More...
 
class SceneManagerSceneManager ()
 Get the scene manager Returns reference to the scene manager. More...
 
std::string SceneName () const
 Get the name of the rendering scene used. More...
 
const std::vector< Entity > & SelectedEntities () const
 Get the entities currently selected, in order of selection. More...
 
void SetAmbientLight (const math::Color &_ambient)
 Set ambient light of render window. This will override other sources, such as from SDF. More...
 
void SetApiBackend (const std::string &_apiBackend)
 Set the API backend the rendering engine will use. More...
 
void SetBackgroundColor (const math::Color &_color)
 Set background color of render window. This will override other sources, such as from SDF. More...
 
void SetEnableSensors (bool _enable, std::function< std::string(const sim::Entity &, const sdf::Sensor &, const std::string &)> _createSensorCb={})
 Set whether to create rendering sensors. More...
 
void SetEngineName (const std::string &_engineName)
 Set the rendering engine to use. More...
 
void SetEventManager (EventManager *_mgr)
 Set the event manager to use. More...
 
void SetHeadlessRendering (const bool &_headless)
 Set the headless mode. More...
 
void SetRemoveSensorCb (std::function< void(const sim::Entity &)> _removeSensorCb)
 Set the callback function for removing the sensors. More...
 
void SetScene (const rendering::ScenePtr &_scene)
 Set the scene to use. More...
 
void SetSceneName (const std::string &_sceneName)
 Set the scene to use. More...
 
void SetSelectedEntity (const rendering::NodePtr &_node)
 Set the entity being selected. More...
 
void SetSkyEnabled (bool _enabled)
 Set whether to enable sky in the scene. More...
 
void SetTransformActive (bool _active)
 Set whether the transform controls are currently being dragged. More...
 
void SetUseCurrentGLContext (bool _enable)
 Set whether to use the current GL context. More...
 
void SetWinID (const std::string &_winID)
 Set the Window ID. More...
 
void ShowGrid ()
 Show grid view in the scene. More...
 
std::chrono::steady_clock::duration SimTime () const
 Get simulation time that the current rendering state corresponds to. More...
 
void Update ()
 Main update function. Must be called in the rendering thread. More...
 
void UpdateECM (const UpdateInfo &_info, EntityComponentManager &_ecm)
 Helper Update function for updating the scene. More...
 
void UpdateFromECM (const UpdateInfo &_info, const EntityComponentManager &_ecm)
 Helper PostUpdate function for updating the scene. More...
 
void ViewCollisions (const Entity &_entity)
 View collisions of specified entity which are shown in orange. More...
 
void ViewCOM (const Entity &_entity)
 View center of mass of specified entity. More...
 
void ViewInertia (const Entity &_entity)
 View inertia of specified entity. More...
 
void ViewJoints (const Entity &_entity)
 View joints of specified entity. More...
 
void ViewTransparent (const Entity &_entity)
 View an entity as transparent. More...
 
void ViewWireframes (const Entity &_entity)
 View wireframes of specified entity. More...
 

Constructor & Destructor Documentation

◆ RenderUtil()

RenderUtil ( )
explicit

Constructor.

◆ ~RenderUtil()

~RenderUtil ( )

Destructor.

Member Function Documentation

◆ ApiBackend()

std::string ApiBackend ( ) const

Get the API backend the rendering engine used.

Returns
Name of the API backend. May be empty.

◆ CreateVisualsForEntities()

void CreateVisualsForEntities ( const EntityComponentManager _ecm,
const std::set< Entity > &  _entities 
)

Helper function to create visuals for new entities created in ECM. This function is intended to be used by other GUI plugins when new entities are created on the GUI side.

Parameters
[in]_ecmConst reference to the entity component manager
[in]_entitiesEntities to create visuals for.

◆ DeselectAllEntities()

void DeselectAllEntities ( )

Clears the set of selected entities and lowlights all of them.

◆ Destroy()

void Destroy ( )

Destroy the renderer. Must be called in the rendering thread.

◆ EngineName()

std::string EngineName ( ) const

Get the name of the rendering engine used.

Returns
Name of the rendering engine

◆ HeadlessRendering()

bool HeadlessRendering ( ) const

Get the headless mode.

Returns
True if headless mode is enable, false otherwise.

◆ Init()

void Init ( )

Initialize the renderer. Must be called in the rendering thread.

◆ InitRenderEnginePluginPaths()

void InitRenderEnginePluginPaths ( )

Init render engine plugins paths. This lets gz-rendering know paths to find render engine plugins.

◆ MarkerManager()

Get the marker manager Returns reference to the marker manager.

◆ PendingSensors()

int PendingSensors ( ) const

Count of pending sensors. Must be called in the rendering thread.

Returns
Number of sensors to be added on the next Update call

In the case that RenderUtil has not been initialized, this method will return -1.

◆ Scene()

rendering::ScenePtr Scene ( ) const

Get a pointer to the scene.

Returns
Pointer to the scene

◆ SceneManager()

Get the scene manager Returns reference to the scene manager.

◆ SceneName()

std::string SceneName ( ) const

Get the name of the rendering scene used.

Returns
Name of the rendering scene.

◆ SelectedEntities()

const std::vector<Entity>& SelectedEntities ( ) const

Get the entities currently selected, in order of selection.

Returns
Vector of currently selected entities

◆ SetAmbientLight()

void SetAmbientLight ( const math::Color _ambient)

Set ambient light of render window. This will override other sources, such as from SDF.

Parameters
[in]_ambientColor of ambient light

◆ SetApiBackend()

void SetApiBackend ( const std::string _apiBackend)

Set the API backend the rendering engine will use.

Parameters
[in]_apiBackendName of the api backend. See –render-engine-server-api-backend for possible options

◆ SetBackgroundColor()

void SetBackgroundColor ( const math::Color _color)

Set background color of render window. This will override other sources, such as from SDF.

Parameters
[in]_colorColor of render window background

◆ SetEnableSensors()

void SetEnableSensors ( bool  _enable,
std::function< std::string(const sim::Entity &, const sdf::Sensor &, const std::string &)>  _createSensorCb = {} 
)

Set whether to create rendering sensors.

Parameters
[in]_enableTrue to create rendering sensors
[in]_createSensorCbCallback function for creating the sensors The callback function args are: sensor entity, sensor sdf and parent name, it returns the name of the rendering sensor created.

◆ SetEngineName()

void SetEngineName ( const std::string _engineName)

Set the rendering engine to use.

Parameters
[in]_engineNameName of the rendering engine.

◆ SetEventManager()

void SetEventManager ( EventManager _mgr)

Set the event manager to use.

Parameters
[in]_mgrEvent manager to set to.

◆ SetHeadlessRendering()

void SetHeadlessRendering ( const bool &  _headless)

Set the headless mode.

Parameters
[in]_headlessSet to true to enable headless mode.

◆ SetRemoveSensorCb()

void SetRemoveSensorCb ( std::function< void(const sim::Entity &)>  _removeSensorCb)

Set the callback function for removing the sensors.

Parameters
[in]_removeSensorCbCallback function for removing the sensors The callback function arg is the sensor entity to remove

◆ SetScene()

void SetScene ( const rendering::ScenePtr &  _scene)

Set the scene to use.

Parameters
[in]_scenePointer to the scene.

◆ SetSceneName()

void SetSceneName ( const std::string _sceneName)

Set the scene to use.

Parameters
[in]_sceneNameName of the engine.

◆ SetSelectedEntity()

void SetSelectedEntity ( const rendering::NodePtr &  _node)

Set the entity being selected.

Parameters
[in]_nodeNode representing the selected entity

◆ SetSkyEnabled()

void SetSkyEnabled ( bool  _enabled)

Set whether to enable sky in the scene.

Parameters
[in]_enabledTrue to enable sky, false to disable sky

◆ SetTransformActive()

void SetTransformActive ( bool  _active)

Set whether the transform controls are currently being dragged.

Parameters
[in]_activeTrue if active.

◆ SetUseCurrentGLContext()

void SetUseCurrentGLContext ( bool  _enable)

Set whether to use the current GL context.

Parameters
[in]_enableTrue to use the current GL context

◆ SetWinID()

void SetWinID ( const std::string _winID)

Set the Window ID.

Parameters
[in]_winIDWindow ID

◆ ShowGrid()

void ShowGrid ( )

Show grid view in the scene.

◆ SimTime()

std::chrono::steady_clock::duration SimTime ( ) const

Get simulation time that the current rendering state corresponds to.

Returns
Simulation time.

◆ Update()

void Update ( )

Main update function. Must be called in the rendering thread.

◆ UpdateECM()

void UpdateECM ( const UpdateInfo _info,
EntityComponentManager _ecm 
)

Helper Update function for updating the scene.

Parameters
[in]_infoSim update info
[in]_ecmMutable reference to the entity component manager

◆ UpdateFromECM()

void UpdateFromECM ( const UpdateInfo _info,
const EntityComponentManager _ecm 
)

Helper PostUpdate function for updating the scene.

◆ ViewCollisions()

void ViewCollisions ( const Entity _entity)

View collisions of specified entity which are shown in orange.

Parameters
[in]_entityEntity to view collisions

◆ ViewCOM()

void ViewCOM ( const Entity _entity)

View center of mass of specified entity.

Parameters
[in]_entityEntity to view center of mass

◆ ViewInertia()

void ViewInertia ( const Entity _entity)

View inertia of specified entity.

Parameters
[in]_entityEntity to view inertia

◆ ViewJoints()

void ViewJoints ( const Entity _entity)

View joints of specified entity.

Parameters
[in]_entityEntity to view joints

◆ ViewTransparent()

void ViewTransparent ( const Entity _entity)

View an entity as transparent.

Parameters
[in]_entityEntity to view as transparent

◆ ViewWireframes()

void ViewWireframes ( const Entity _entity)

View wireframes of specified entity.

Parameters
[in]_entityEntity to view wireframes

The documentation for this class was generated from the following file: