Gazebo Sim
API Reference
9.0.0
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src
gz-sim
include
gz
sim
rendering
RenderUtil.hh
Go to the documentation of this file.
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/*
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* Copyright (C) 2019 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef GZ_SIM_RENDERUTIL_HH_
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#define GZ_SIM_RENDERUTIL_HH_
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#include <memory>
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#include <set>
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#include <string>
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#include <vector>
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#include <sdf/Sensor.hh>
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#include <gz/sim/config.hh>
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#include <gz/sim/rendering/Export.hh>
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#include <
gz/sim/System.hh
>
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#include "
gz/sim/rendering/SceneManager.hh
"
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#include "
gz/sim/rendering/MarkerManager.hh
"
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namespace
gz
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{
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namespace
sim
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{
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// Inline bracket to help doxygen filtering.
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inline
namespace
GZ_SIM_VERSION_NAMESPACE {
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// forward declaration
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class
RenderUtilPrivate;
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class
GZ_SIM_RENDERING_VISIBLE
RenderUtil
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{
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public
:
explicit
RenderUtil
();
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public
:
~RenderUtil
();
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public
:
void
Init
();
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public
:
void
Destroy
();
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public
:
int
PendingSensors
()
const
;
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public
:
void
Update
();
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public
: rendering::ScenePtr
Scene
()
const
;
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public
:
void
UpdateECM
(
const
UpdateInfo
&_info,
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EntityComponentManager
&_ecm);
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public
:
void
UpdateFromECM
(
const
UpdateInfo
&_info,
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const
EntityComponentManager
&_ecm);
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public
:
void
CreateVisualsForEntities
(
const
EntityComponentManager
&_ecm,
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const
std::set<Entity>
&_entities);
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public
:
void
SetEngineName
(
const
std::string
&_engineName);
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public
:
std::string
EngineName
()
const
;
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public
:
void
SetApiBackend
(
const
std::string
&_apiBackend);
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public
:
std::string
ApiBackend
()
const
;
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public
:
void
SetHeadlessRendering
(
const
bool
&_headless);
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public
:
bool
HeadlessRendering
()
const
;
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public
:
void
SetSceneName
(
const
std::string
&_sceneName);
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public
:
std::string
SceneName
()
const
;
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public
:
void
SetScene
(
const
rendering::ScenePtr &_scene);
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public
:
void
SetBackgroundColor
(
const
math::Color
&_color);
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public
:
void
SetAmbientLight
(
const
math::Color
&_ambient);
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public
:
void
SetSkyEnabled
(
bool
_enabled);
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public
:
void
ShowGrid
();
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public
:
void
SetUseCurrentGLContext
(
bool
_enable);
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public
:
void
SetWinID
(
const
std::string
&_winID);
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public
:
void
SetEnableSensors
(
bool
_enable,
std::function
<
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std::string
(
const
sim::Entity
&,
const
sdf::Sensor &,
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const
std::string
&)> _createSensorCb = {});
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public :
void
SetRemoveSensorCb
(
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std::function
<
void
(
const
sim::Entity
&)> _removeSensorCb);
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public
:
void
ViewTransparent
(
const
Entity
&_entity);
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public
:
void
ViewCOM
(
const
Entity
&_entity);
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public
:
void
ViewInertia
(
const
Entity
&_entity);
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public
:
void
ViewJoints
(
const
Entity
&_entity);
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public
:
void
ViewWireframes
(
const
Entity
&_entity);
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public
:
void
ViewCollisions
(
const
Entity
&_entity);
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public
:
class
SceneManager
&
SceneManager
();
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public
:
class
MarkerManager
&
MarkerManager
();
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public
: std::chrono::steady_clock::duration
SimTime
()
const
;
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public
:
void
SetSelectedEntity
(
const
rendering::NodePtr &_node);
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public
:
const
std::vector<Entity>
&
SelectedEntities
()
const
;
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public
:
void
DeselectAllEntities
();
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public
:
void
InitRenderEnginePluginPaths
();
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private
:
std::vector<Entity>
FindChildLinks(
const
Entity
&_entity);
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private
:
void
HideWireboxes(
const
Entity
&_entity);
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public
:
void
SetTransformActive
(
bool
_active);
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public
:
void
SetEventManager
(
EventManager
*_mgr);
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private
:
std::unique_ptr<RenderUtilPrivate>
dataPtr;
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};
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}
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}
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}
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#endif