Microsoft.Robotics.Simulation.Engine Namespace
Microsoft Robotics Class Reference
Classes
Class | Description | |
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AttachedChildCamera |
This camera is meant to be attached to another entity. It sets its orientation based on the pose of its associated Camera entity. It moves in yaw, pitch, and roll. It does not respond to keyboard or mouse input.
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BeginPlayback |
Begin playback of entity movements from a .plb file
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BeginPlaybackRequest |
A request to begin playback of entity movements
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BeginRecording |
Begin recording entity movements to a .plb file
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BeginRecordingRequest |
A request to begin recording entity movements
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BumperArrayEntity |
Models an array of contact sensors
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CachedEffect |
Encapsulated xna Effect that handles reloading
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CachedEffectParameter |
Encapsulated xna effect parameter that handles reloading
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Camera |
Simple base camera class that moves and rotates. The base class records mouse and keyboard input for use by a derived class, and keeps common state.
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CameraEntity |
Models a camera sensor
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CameraSprite |
Camera sprite.
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CameraView |
Specifies a camera position and look-at point
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Contract |
Service contract
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DeleteSimulationEntity |
Delete entity
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DepthCamBasedRaycastSensorEntity |
Models a sensor that uses a simulated depth cam to make raycasts
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DepthCameraEntity |
Models a camera sensor
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DepthCameraEntity. . :: . .DepthCameraProperties |
Properties for the depth camera
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DepthCameraEntity. . :: . .DepthCameraResult |
Current depth image
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DepthCameraEntity. . :: . .StandardShaders |
Contains definitions for a standard set of shader files used for depth camera simulations
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DifferentialDriveEntity |
Models a differential drive motor base with two active wheels and one caster
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DisplayEntity |
Display sprite.
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DoorAttributes |
Attributes of the door item
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EntityNameSprite |
Camera sprite.
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EntitySubscribeRequestType |
Name of entity to subscribe for
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EntityWithMaterials |
Entity with material that it uses for its mesh, rather than using the material specified by the mesh.
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FinishPlayback |
Finish playback of entity movements from a .plb file
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FinishPlaybackRequest |
A request to Finish playback of entity movements
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FinishRecording |
Finish recording entity movements to a .plb file
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FinishRecordingRequest |
A request to Finish recording entity movements
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FirstPersonCamera |
Simple first person camera class that moves and rotates. It allows yaw and pitch but not roll. It uses keyboard and cursor to respond to keyboard and mouse input and updates the view matrix based on input.
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FloorplanEntity |
Models a building with walls, doors, and windows as well as other structures such as mazes and even lines painted on the floor.
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FloorplanItem |
Base class for items that make up a floor plan
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FloorplanItemInstance |
A user-instance of a floorplan item
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FloorplanRenderInfo |
Information about the 2D rendering surface
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FrameUpdate |
Frame update message, send once a frame from arbitrary thread context
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Get |
Get
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GlobalJointEntity |
Entity that holds a list of joints used in a Collada scene.
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HeightFieldEntity |
Models a terrain composed out of height field samples
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InsertSimulationEntity |
Insert entity
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IntersectRay |
Intersect ray with visual entities (must have meshes)
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IREntity |
Models an infrared sensor using a depth camera
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IRobotCreate |
IRobotCreate variant of the motor base entity. It just specifies different physical properties in its custom constructor, otherwise uses the base class as is.
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KinectCameraEntity |
Models a kinect sensor
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KinectEntity |
Models a kinect sensor base
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KukaLBR3Entity |
Models KUKA LBR3 robotic arm
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KukaLBR3Entity. . :: . .CustomJointSingleShapeEntity |
Defines a new entity type that overrides the ParentJoint with custom joint properties. It also handles serialization and deserialization properly.
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LaserRangeFinderEntity |
Models a laser range finder using physics raycasting to determine impact points
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LegoNXTTribot |
Lego NXT variant of the motor base entity. It just specifies different physical properties in its custom constructor, otherwise uses the base class as is.
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LightSourceEntity |
Illuminates the scene
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MatrixTransforms |
Transforms
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MeshEntity |
An entity that has one or more physics shapes based on a mesh.
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MicrosoftGpsEntity |
An entity simulating a Microsoft GPS device. NOTE: Prototype, not functioning yet
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MotorBase |
MotorBase is an implementation of the differential drive entity.
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MultiShapeEntity |
Models an entity with multiple shapes, with fixed pose with respect to each other.
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Pioneer3DX |
MobileRobots Pioneer3DX implementation of the differential entity. It just specifies different physical properties in its custom constructor, otherwise uses the base class as is.
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PlaybackInstance |
Playback data
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QuerySimulationEntity |
Query for Entity
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QuerySimulationEntityResponseType |
The response to a QuerySimulationEntity request
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QuerySimulatorConfiguration |
Query for Simulator Configuration
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Replace |
Replace
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RequiresParentAttribute |
Add to entity types to note if they require a parent or not This is an optinal attribute
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ResourceCache |
Manages graphics resources to minimize duplicate instances
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SceneGeometry |
Simulation internal use. Captures physics engine geometry of all simulated shapes
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SimplifiedConvexMeshEnvironmentEntity |
Generates a simplified convex hull for physics collisitions, using convex mesh data
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SimulationEngine |
Simulation Engine content pipeline methods
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SimulationEngine. . :: . .SimulatorEditorSettings |
Simulation engine configuration
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SimulationEnginePort |
Simulation engine operations port
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SimulatorConfiguration |
Simulation engine configuration
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SingleShapeEntity |
Models a single geometric shape with physical properties.
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SkyDomeEntity |
Sky entity that uses a 2D dome texture rather than a cube map.
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SkyEntity |
Rendering only (not part of physics simulation) entity used to render a sky
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SonarEntity |
Models an sonar sensor using a depth camera
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SpriteEntity |
Base entity for all sprites
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SubscribeForSimulationEntity |
Subscribe for entity
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TerrainEntity |
Basic terrain entity, read from file height data and builds a matrix of ageia heightfields, a rendering mesh is created for each chunk rendering uses frustum culling to reduce chunks to be rendered
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TerrainEntityLOD |
LOD rendering terrain entity, read from file height data and builds a matrix of ageia heightfields, a rendering mesh is created for each chunk rendering uses frustum culling to reduce chunks to be rendered chunks are rendered with different level of detail, detail is selected and updated depending on the camera position
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TriangleMeshEnvironmentEntity |
Generates a physics collision mesh using the same exact geometry as a triangle based graphics mesh
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TypeConversion |
Helper type conversion routines
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UpdateCameraView |
Update main camera view
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UpdatePhysicsTimeStep |
Update simulation timestep programatically via message
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UpdateSimulationEntity |
Update entity
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UpdateSimulatorConfiguration |
Update simulator configuration
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Utilities |
Misc utility functionality
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VisualEntity |
Visual simulation entity. Used to render an entity in the simulation.
RemarksVisual entities can participate in the simulated physics if they have a PhysicsEntity instance. If PhysicsEntity is not set and the derived class did not add it explicitly to the physics engine, the Visual entity will be purely kinematic, aka it will not interact physically with the world |
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VisualEntityMesh |
Manages rendering of a triangulated mesh
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VisualEntityOperation |
Base operation for Visual entity update and render operations
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WallAttributes |
Wall Attributes
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WheelEntity |
Rendering wrapper around PhysicsWheel shape. If you are not interested in rendering just use PhysicsWheel directly
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WindowAttributes |
Attributes of the window item
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Structures
Structure | Description | |
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ExtendedMaterial |
File based material
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Material |
Material definition
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Position |
Simulation internal use. A vertex element definition which includes position information.
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Position4DNormalTexturedColored |
Simulation internal use. A vertex element definition which includes position, normal, texture, and color information.
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PositionColored |
Simulation internal use. A vertex element definition which includes position and color information.
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PositionNormal |
Simulation internal use. A vertex element definition which includes position and normal information.
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PositionNormalInstanced |
Simulation internal use. A vertex element definition which includes position, normal, and instance ID information.
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PositionNormalTextured |
Simulation internal use. A vertex element definition which includes position, normal, and texture information.
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PositionNormalTexturedColored |
Simulation internal use. A vertex element definition which includes position, normal, texture, and color information.
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PositionNormalTexturedColoredInstanced |
Simulation internal use. A vertex element definition which includes position, normal, texture, color, and instance id information.
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PositionNormalTexturedInstanced |
Simulation internal use. A vertex element definition which includes position, normal, texture, and instance information.
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PositionTextured |
Simulation internal use. A vertex element definition which includes position, texture, and instance information.
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PositionTexturedInstanced |
Simulation internal use. A vertex element definition which includes position, texture, and instance information.
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Triangle |
Triangle, expressed as three points. Hopefully something better will come along from Xna.
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TriangleIntersectionRecord |
Recorded information about an intersection with a triangle
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Interfaces
Interface | Description | |
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IVisualEntity |
Behavior aspect of simulation entities. State is tracks as part of the Entity class
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Delegates
Delegate | Description | |
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CachedEffect. . :: . .RenderFunc |
Delegate for rendering things using the effect
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Enumerations
Enumeration | Description | |
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CameraEntity. . :: . .CameraModelType |
Flags to specify the camera model
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CameraEntity. . :: . .ShadowDisplayMode |
Flags to enable or disable shadow rendering by the camera
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CameraKeys |
Used to map keys to the camera
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Constraint |
Defines the mouse movement constraints in the sim editor
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FloorplanItemType |
The types of items supported by the floorplan entity
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LightSourceEntityType |
Types of light sources
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MeshEntityType |
Types of mesh entities
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OperationResult |
Used by entities to report the result of long operations
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SimulationEngine. . :: . .GraphicsQuality |
Quality settings for the simulator graphics
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SimulationEngine. . :: . .IntersectInvisFlags |
Flags for intersecting rays with entities whose rendering is disabled
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SimulationEngine. . :: . .SimModeType |
Types of modes that the simulator can be in
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SpritePivotType |
Type of Sprite Pivots
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SpritePositioningType |
Type of Sprite Positioning
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VisualEntity. . :: . .ReferenceFrames |
Specifies the meaning of the entity's position.
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VisualEntity. . :: . .RenderMode |
Flag for how a mesh should be rendered
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VisualEntityProperties |
Visual entity properties
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