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System.hh
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System.hh
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/*
* Copyright (C) 2018 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#ifndef IGNITION_GAZEBO_SYSTEM_HH_
#define IGNITION_GAZEBO_SYSTEM_HH_
#include <memory>
#include <ignition/gazebo/config.hh>
#include <ignition/gazebo/EntityComponentManager.hh>
#include <ignition/gazebo/EventManager.hh>
#include <ignition/gazebo/Export.hh>
#include <ignition/gazebo/Types.hh>
#include <sdf/Element.hh>
namespace ignition
{
namespace gazebo
{
// Inline bracket to help doxygen filtering.
inline namespace IGNITION_GAZEBO_VERSION_NAMESPACE {
/// \brief Namespace for all System plugins. Refer to the System class for
/// more information about systems.
namespace systems {}
/// \class System System.hh ignition/gazebo/System.hh
/// \brief Base class for a System.
///
/// A System operates on Entities that have certain Components. A System
/// will only operate on an Entity if it has all of the required
/// Components.
///
/// Systems are executed in three phases, with each phase for a given step
/// corresponding to the entities at time UpdateInfo::simTime:
/// * PreUpdate
/// * Has read-write access to world entities and components.
/// * This is where systems say what they'd like to happen at time
/// UpdateInfo::simTime.
/// * Can be used to modify state before physics runs, for example for
/// applying control signals or performing network syncronization.
/// * Update
/// * Has read-write access to world entities and components.
/// * Used for physics simulation step (i.e., simulates what happens at
/// time UpdateInfo::simTime).
/// * PostUpdate
/// * Has read-only access to world entities and components.
/// * Captures everything that happened at time UpdateInfo::simTime.
/// * Used to read out results at the end of a simulation step to be used
/// for sensor or controller updates.
///
/// It's important to note that UpdateInfo::simTime does not refer to the
/// current time, but the time reached after the PreUpdate and Update calls
/// have finished. So, if any of the *Update functions are called with
/// simulation paused, time does not advance, which means the time reached
/// after PreUpdate and Update is the same as the starting time. This
/// explains why UpdateInfo::simTime is initially 0 if simulation is started
/// paused, while UpdateInfo::simTime is initially UpdateInfo::dt if
/// simulation is started un-paused.
class System
{
/// \brief Constructor
public: System() = default;
/// \brief Destructor
public: virtual ~System() = default;
};
/// \class ISystemConfigure ISystem.hh ignition/gazebo/System.hh
/// \brief Interface for a system that implements optional configuration
///
/// Configure is called after the system is instatiated and all entities
/// and components are loaded from the corresponding SDF world, and before
/// simulation begins exectution.
class ISystemConfigure {
/// \brief Configure the system
/// \param[in] _entity The entity this plugin is attached to.
/// \param[in] _sdf The SDF Element associated with this system plugin.
/// \param[in] _ecm The EntityComponentManager of the given simulation
/// instance.
/// \param[in] _eventMgr The EventManager of the given simulation
/// instance.
public: virtual void Configure(
const Entity &_entity,
const std::shared_ptr<const sdf::Element> &_sdf,
EntityComponentManager &_ecm,
EventManager &_eventMgr) = 0;
};
/// \class ISystemPreUpdate ISystem.hh ignition/gazebo/System.hh
/// \brief Interface for a system that uses the PreUpdate phase
class ISystemPreUpdate {
public: virtual void PreUpdate(const UpdateInfo &_info,
EntityComponentManager &_ecm) = 0;
};
/// \class ISystemUpdate ISystem.hh ignition/gazebo/System.hh
/// \brief Interface for a system that uses the Update phase
class ISystemUpdate {
public: virtual void Update(const UpdateInfo &_info,
EntityComponentManager &_ecm) = 0;
};
/// \class ISystemPostUpdate ISystem.hh ignition/gazebo/System.hh
/// \brief Interface for a system that uses the PostUpdate phase
class ISystemPostUpdate{
public: virtual void PostUpdate(const UpdateInfo &_info,
const EntityComponentManager &_ecm) = 0;
};
}
}
}
#endif