18 #ifndef GAZEBO_PHYSICS_LIGHTSTATE_HH_
19 #define GAZEBO_PHYSICS_LIGHTSTATE_HH_
22 #include <ignition/math/Pose3.hh>
52 const common::Time &_simTime,
const uint64_t _iterations);
58 public:
explicit LightState(
const sdf::ElementPtr _sdf);
64 public:
virtual void Load(
const sdf::ElementPtr _elem);
75 const common::Time &_simTime,
const uint64_t _iterations);
79 public:
const ignition::math::Pose3d Pose()
const;
83 public:
bool IsZero()
const;
87 public:
void FillSDF(sdf::ElementPtr _sdf);
108 public:
inline friend std::ostream &
operator<<(std::ostream &_out,
111 ignition::math::Vector3d q(_state.pose.Rot().Euler());
112 _out << std::fixed <<std::setprecision(3)
113 <<
"<light name='" << _state.
GetName() <<
"'>"
115 << _state.pose.Pos().X() <<
" "
116 << _state.pose.Pos().Y() <<
" "
117 << _state.pose.Pos().Z() <<
" "
129 private: ignition::math::Pose3d pose;
std::string GetName() const
Get the name associated with this State.
State of an entity.
Definition: State.hh:49
Store state information of a Light object.
Definition: LightState.hh:38
friend std::ostream & operator<<(std::ostream &_out, const gazebo::physics::LightState &_state)
Stream insertion operator.
Definition: LightState.hh:108
boost::shared_ptr< Light > LightPtr
Definition: PhysicsTypes.hh:105
A Time class, can be used to hold wall- or sim-time.
Definition: Time.hh:44