RapyutaSimulationPlugins
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Provide ROS 2 interfaces to interact with UE4. This provide only ROS 2 interfaces and implementation is in ASimulationState. More...
#include <RRROS2SimulationStateClient.h>
Public Member Functions | |
virtual void | Init (UROS2NodeComponent *InROS2Node) |
Start ROSservices. More... | |
virtual bool | IsSupportedForNetworking () const override |
virtual void | GetLifetimeReplicatedProps (TArray< FLifetimeProperty > &OutLifetimeProps) const override |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native. More... | |
void | GetEntityStateSrv (UROS2GenericSrv *InService) |
Callback function of GetEntityState ROS 2 service. More... | |
void | SetEntityStateSrv (UROS2GenericSrv *InService) |
Callback function of SetEntityState ROS 2 service. More... | |
void | ServerSetEntityState (const FROSSetEntityStateReq &InRequest) |
RPC call to Server's SetEntityState. More... | |
void | AttachSrv (UROS2GenericSrv *InService) |
Callback function of Attach ROS 2 service. More... | |
void | ServerAttach (const FROSAttachReq &InRequest) |
RPC call to Server's Attach. More... | |
virtual void | SpawnEntitySrv (UROS2GenericSrv *InService) |
Callback function of SpawnEntity ROS 2 service. More... | |
virtual void | SpawnEntitiesSrv (UROS2GenericSrv *InService) |
Callback function of SpawnEntities ROS 2 service. More... | |
void | ServerSpawnEntity (const FROSSpawnEntityReq &InRequest) |
RPC call to Server's SpawnEntity. More... | |
void | DeleteEntitySrv (UROS2GenericSrv *InService) |
Callback function of DeleteEntity ROS 2 service. More... | |
void | ServerDeleteEntity (const FROSDeleteEntityReq &InRequest) |
RPC call to Server's DeleteEntity. More... | |
void | ServerAddEntity (AActor *InEntity) |
RPC call to Server's AddEntity. More... | |
void | SetNetworkPlayerId (const int32 InNetworkPlayerId) |
Set Player Id. More... | |
int32 | GetNetworkPlayerId () const |
Get Player Id. More... | |
Public Attributes | |
UROS2NodeComponent * | ROS2Node = nullptr |
ROS 2 node of each client's own in the network. More... | |
ASimulationState * | ServerSimState = nullptr |
Handle to server's main sim state which has ROS 2 interface implementation. More... | |
Protected Member Functions | |
virtual void | OnComponentCreated () override |
template<typename T > | |
bool | CheckEntity (TMap< FString, T > &InEntities, const FString &InEntityName, const bool bAllowEmpty=false) |
bool | CheckEntity (const FString &InEntityName, const bool bAllowEmpty=false) |
bool | CheckSpawnableEntity (const FString &InEntityName, const bool bAllowEmpty=false) |
virtual FROSSpawnEntityRes | SpawnEntityImpl (FROSSpawnEntityReq &InRequest) |
Protected Attributes | |
int32 | NetworkPlayerId |
NetworkPlayerId which is used to differenciate client in server. More... | |
Provide ROS 2 interfaces to interact with UE4. This provide only ROS 2 interfaces and implementation is in ASimulationState.
Supported interactions: GetEntityState, SetEntityState, Attach, SpawnEntity, DeleteEntity
void URRROS2SimulationStateClient::AttachSrv | ( | UROS2GenericSrv * | InService | ) |
Callback function of Attach ROS 2 service.
Attach actors if those are not attached and detach actors if those are attached.
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void URRROS2SimulationStateClient::DeleteEntitySrv | ( | UROS2GenericSrv * | InService | ) |
void URRROS2SimulationStateClient::GetEntityStateSrv | ( | UROS2GenericSrv * | InService | ) |
Callback function of GetEntityState ROS 2 service.
Return the pose from reference frame.
Service |
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overridevirtual |
Returns the properties used for network replication, this needs to be overridden by all actor classes with native.
replicated properties
OutLifetimeProps | Output lifetime properties |
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inlineoverridevirtual |
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void URRROS2SimulationStateClient::ServerAddEntity | ( | AActor * | InEntity | ) |
void URRROS2SimulationStateClient::ServerAttach | ( | const FROSAttachReq & | InRequest | ) |
void URRROS2SimulationStateClient::ServerDeleteEntity | ( | const FROSDeleteEntityReq & | InRequest | ) |
RPC call to Server's DeleteEntity.
InRequest |
void URRROS2SimulationStateClient::ServerSetEntityState | ( | const FROSSetEntityStateReq & | InRequest | ) |
RPC call to Server's SetEntityState.
InRequest |
void URRROS2SimulationStateClient::ServerSpawnEntity | ( | const FROSSpawnEntityReq & | InRequest | ) |
RPC call to Server's SpawnEntity.
InRequest |
void URRROS2SimulationStateClient::SetEntityStateSrv | ( | UROS2GenericSrv * | InService | ) |
Callback function of SetEntityState ROS 2 service.
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Callback function of SpawnEntities ROS 2 service.
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protectedvirtual |
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NetworkPlayerId which is used to differenciate client in server.
UROS2NodeComponent* URRROS2SimulationStateClient::ROS2Node = nullptr |
ROS 2 node of each client's own in the network.
ASimulationState* URRROS2SimulationStateClient::ServerSimState = nullptr |
Handle to server's main sim state which has ROS 2 interface implementation.
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn = "true"), Replicated)