Gazebo Sim

API Reference

9.0.0~pre1
Light.hh
Go to the documentation of this file.
1/*
2 * Copyright (C) 2023 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
7 *
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,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 *
16 */
17#ifndef GZ_SIM_LIGHT_HH_
18#define GZ_SIM_LIGHT_HH_
19
20#include <memory>
21#include <optional>
22#include <string>
23#include <vector>
24
25#include <gz/utils/ImplPtr.hh>
26
27#include <gz/math/Angle.hh>
28#include <gz/math/Color.hh>
29#include <gz/math/Pose3.hh>
30#include <gz/math/Vector3.hh>
31
32#include "gz/sim/config.hh"
34#include "gz/sim/Export.hh"
35#include "gz/sim/Types.hh"
36
37namespace gz
38{
39 namespace sim
40 {
41 // Inline bracket to help doxygen filtering.
42 inline namespace GZ_SIM_VERSION_NAMESPACE {
43 //
63 class GZ_SIM_VISIBLE Light
64 {
67 public: explicit Light(sim::Entity _entity = kNullEntity);
68
71 public: sim::Entity Entity() const;
72
75 public: void ResetEntity(sim::Entity _newEntity);
76
81 public: bool Valid(const EntityComponentManager &_ecm) const;
82
87 public: std::optional<std::string> Name(
88 const EntityComponentManager &_ecm) const;
89
96 public: std::optional<math::Pose3d> Pose(
97 const EntityComponentManager &_ecm) const;
98
103 public: std::optional<std::string> Type(
104 const EntityComponentManager &_ecm) const;
105
110 public: std::optional<math::Color> DiffuseColor(
111 const EntityComponentManager &_ecm) const;
112
117 public: std::optional<math::Color> SpecularColor(
118 const EntityComponentManager &_ecm) const;
119
124 public: std::optional<bool> CastShadows(
125 const EntityComponentManager &_ecm) const;
126
131 public: std::optional<double> Intensity(
132 const EntityComponentManager &_ecm) const;
133
138 public: std::optional<math::Vector3d> Direction(
139 const EntityComponentManager &_ecm) const;
140
146 public: std::optional<double> AttenuationRange(
147 const EntityComponentManager &_ecm) const;
148
154 public: std::optional<double> AttenuationConstant(
155 const EntityComponentManager &_ecm) const;
156
162 public: std::optional<double> AttenuationLinear(
163 const EntityComponentManager &_ecm) const;
164
170 public: std::optional<double> AttenuationQuadratic(
171 const EntityComponentManager &_ecm) const;
172
177 public: std::optional<math::Angle> SpotInnerAngle(
178 const EntityComponentManager &_ecm) const;
179
184 public: std::optional<math::Angle> SpotOuterAngle(
185 const EntityComponentManager &_ecm) const;
186
191 public: std::optional<double> SpotFalloff(
192 const EntityComponentManager &_ecm) const;
193
198 public: void SetPose(EntityComponentManager &_ecm,
199 const math::Pose3d &_pose);
200
205 const math::Color &_color);
206
211 const math::Color &_color);
212
217 bool _castShadows);
218
223 double _value);
224
230 const math::Vector3d &_dir);
231
237 double _range);
238
244 double _value);
245
251 double _value);
252
258 double _value);
259
264 const math::Angle &_angle);
265
270 const math::Angle &_angle);
271
276 double _falloff);
277
282 public: std::optional<sim::Entity> Parent(
283 const EntityComponentManager &_ecm) const;
284
286 GZ_UTILS_IMPL_PTR(dataPtr)
287 };
288 }
289 }
290}
291#endif