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Signed-off-by: Louise Poubel <[email protected]>
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chapulina committed Jul 1, 2021
1 parent 1b80712 commit 79bbfa9
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46 changes: 0 additions & 46 deletions examples/plugin/Hello_world/HelloWorld.cc

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cmake_minimum_required(VERSION 3.10.2 FATAL_ERROR)

ign_find_package(ignition-cmake2 REQUIRED)
find_package(ignition-cmake2 REQUIRED)

project(Hello_world)

find_package(ignition-plugin1 REQUIRED COMPONENTS register)
ign_find_package(ignition-plugin1 REQUIRED COMPONENTS register)
set(IGN_PLUGIN_VER ${ignition-plugin1_VERSION_MAJOR})

ign_find_package(ignition-gazebo4 REQUIRED)
set(IGN_GAZEBO_VER ${ignition-gazebo4_VERSION_MAJOR})

add_library(HelloWorld SHARED HelloWorld)
set_property(TARGET HelloWorld PROPERTY CXX_STANDARD 17)
target_link_libraries(HelloWorld
PRIVATE ignition-plugin${IGN_PLUGIN_VER}::ignition-plugin${IGN_PLUGIN_VER}
PRIVATE ignition-gazebo4::ignition-gazebo4)
PRIVATE ignition-gazebo${IGN_GAZEBO_VER}::ignition-gazebo${IGN_GAZEBO_VER})
56 changes: 56 additions & 0 deletions examples/plugin/hello_world/HelloWorld.cc
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/*
* Copyright (C) 2021 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.
*
*/

// We'll use a string and the ignmsg command below for a brief example.
// Remove these includes if your plugin doesn't need them.
#include <string>
#include <ignition/common/Console.hh>

// This header is required to register plugins. It's good practice to place it
// in the cc file, like it's done here.
#include <ignition/plugin/Register.hh>

// Don't forget to include the plugin's header.
#include "HelloWorld.hh"

// This is required to register the plugin. Make sure the interfaces match
// what's in the header.
IGNITION_ADD_PLUGIN(
hello_world::HelloWorld,
ignition::gazebo::System,
hello_world::HelloWorld::ISystemPostUpdate)

using namespace hello_world;

// Here we implement the PostUpdate function, which is called at every
// iteration.
void HelloWorld::PostUpdate(const ignition::gazebo::UpdateInfo &_info,
const ignition::gazebo::EntityComponentManager &/*_ecm*/)
{
// This is a simple example of how to get information from UpdateInfo.
std::string msg = "Hello, world! Simulation is ";
if (!_info.paused)
msg += "not ";
msg += "paused.";

// Messages printed with ignmsg only show when running with verbosity 3 or
// higher (i.e. ign gazebo -v 3)
ignmsg << msg << std::endl;
}



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#ifndef SYSTEM_PLUGIN_HELLOWORLD_HH_
#define SYSTEM_PLUGIN_HELLOWORLD_HH_

// The only required include in the header is this one.
// All others will depend on what your plugin does.
#include <ignition/gazebo/System.hh>

// It's good practice to use a custom namespace for your project.
namespace hello_world
{

class HelloWorld:

// This is the main plugin's class. It must inherit from System and at least
// one other interface.
// Here we use `ISystemPostUpdate`, which is used to get results after
// physics runs. The opposite of that, `ISystemPreUpdate`, would be used by
// plugins that want to send commands.
class HelloWorld:
public ignition::gazebo::System,
public ignition::gazebo::ISystemPostUpdate

{

public: HelloWorld();

public: ~HelloWorld();

// Plugins inheriting ISystemPostUpdate must implement the PostUpdate
// callback. This is called at every simulation iteration after the physics
// updates the world. The _info variable provides information such as time,
// while the _ecm provides an interface to all entities and components in
// simulation.
public: void PostUpdate(const ignition::gazebo::UpdateInfo &_info,
const ignition::gazebo::EntityComponentManager &_ecm);
const ignition::gazebo::EntityComponentManager &_ecm) override;
};

}
#endif
#endif
42 changes: 42 additions & 0 deletions examples/plugin/hello_world/README.md
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# Hello world

This example contains the bare minimum that's necessary to create a Gazebo
system plugin.

## Build

From the root of the `ign-gazebo` repository, do the following to build the example:

~~~
cd ign-gazebo/examples/plugins/hello_world
mkdir build
cd build
cmake ..
make
~~~

This will generate the `HelloWorld` library under `build`.

## Run

The plugin must be attached to an entity to be loaded. This is demonstrated in
the `hello_world_plugin.sdf` file that's going to be loaded.

Before starting Gazebo, we must make sure it can find the plugin by doing:

~~~
cd ign-gazebo/examples/plugins/hello_world
export IGN_GAZEBO_SYSTEM_PLUGIN_PATH=`pwd`/build
~~~

Then load the example world:

ign gazebo -v 3 hello_world_plugin.sdf

You should see green messages on the terminal like:

```
[Msg] Hello, world! Simulation is paused.
```

Toggle the play / pause buttons to see the message change.
11 changes: 11 additions & 0 deletions examples/plugin/hello_world/hello_world_plugin.sdf
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<?xml version="1.0" ?>
<sdf version="1.6">
<world name="default">
<!--
System plugins can be loaded from <plugin> tags attached to entities like
the world, models, visuals, etc.
-->
<plugin filename="HelloWorld" name="hello_world::HelloWorld">
</plugin>
</world>
</sdf>

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