Gazebo Sim

API Reference

9.0.0~pre1
Migration from Gazebo-classic: Light API

When migrating plugins from Gazebo-classic to Gazebo, developers will notice that the C++ APIs for both simulators are quite different. Be sure to check the plugin migration tutorial to get a high-level view of the architecture differences before using this guide.

This tutorial is meant to serve as a reference guide for developers migrating functions from the gazebo::rendering::Light class.

If you're trying to use some API which doesn't have an equivalent on Gazebo yet, feel free to ticket an issue.

Light API

Gazebo-classic has 2 Light classes:

In Gazebo, the light APIs has been consolidated into a single Light class with some of generic functions available through other utility / core classes. You'll find the APIs below on the following headers:

It's worth remembering that most of this functionality can be performed using the EntityComponentManager directly.

As an example the Light::Pose() is a convienient function for querying the Pose component from the EntityComponentManager, i.e.

math::Pose3d pose = _ecm.Component<components::Pose>(lightEntityId)->Data();

The functions presented in the sections below exist for convenience and readability. The items marked as TODO means that the equivalent API is not implemented yet in Gazebo.

Properties

Most of Gazebo-classic's Light API is related to setting and getting properties. These functions are great candidates to have equivalents on Gazebo because the Entity-Component-System architecture is perfect for setting components (properties) into entities such as lights. This section focuses on migrating from APIs provided through the gazebo::rendering::Light class.


Classic Gazebo
CastShadows gz::sim::Light::CastShadows
Clone TODO
DiffuseColor gz::sim::Light::DiffuseColor
Direction gz::sim::Light::Direction
FillMsg TODO
Id gz::sim::Light::Entity
LightType gz::sim::Light::Type
Name gz::sim::Light::Name
Position gz::sim::Light::Pose
Rotation gz::sim::Light::Pose
SetAttenuation use gz::sim::Light::SetAttenuation*
SetCastShadows gz::sim::Light::SetCastShadows
SetDiffuseColor gz::sim::Light::SetDiffuseColor
SetDirection gz::sim::Light::SetDirection
SetLightType TODO
SetName TODO
SetPosition TODO
SetRange gz::sim::Light::SetAttenuationRange
SetRotation TODO
SetSelected Selection is client-specific, not porting
SetSpecularColor gz::sim::Light::SetSpecularColor
SetSpotFalloff gz::sim::Light::SetSpotFalloff
SetSpotInnerAngle gz::sim::Light::SetSpotInnerAngle
SetSpotOuterAngle gz::sim::Light::SetSpotOuterAngle
SetVisible TODO
ShowVisual TODO
SpecularColor gz::sim::Light::SetSpecularColor
ToggleShowVisual TODO
Type gz::sim::Light::Type
Visible TODO
WorldPose TODO

Read family

These APIs deal with reading information related to child / parent relationships. As mentioned earlier, these APIs in Gazebo classic are provided by the gazebo::physics::Light class. Most of the APIs are inherited from the base gazebo::physics::Entity class in classic. We will only list the relevant ones here.

The main difference in these APIs across Gazebo generations is that on classic, they deal with shared pointers to entities, while on Gazebo, they deal with entity IDs.


Classic Gazebo
GetParent gz::sim::Light::Parent
GetParentId gz::sim::Light::Parent
GetWorld gz::sim::worldEntity

Write family

These functions deal with modifying the entity tree, attaching children to new parents. As mentioned earlier, these APIs in Gazebo classic are provided by the gazebo::physics::Light class. Most of the APIs are inherited from the base gazebo::physics::Entity class in classic. We will only list the relevant ones here. As seen below, APIs for changing a Light's entity tree structure are currently not implemented yet.


Classic Gazebo
AddChild Not supported
RemoveChild Not supported
RemoveChildren Not supported
SetParent TODO
SetWorld TODO

Lifecycle

These functions are related to the light's lifecycle, like loading and updating its properties.


Classic Gazebo
Load gz::sim::SdfEntityCreator::CreateEntities
LoadFromMsg gz::sim::SdfEntityCreator::CreateEntities
UpdateFromMsg TODO