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16#include "behaviortree_cpp/action_node.h"
17#include "behaviortree_cpp/actions/always_failure_node.h"
18#include "behaviortree_cpp/actions/always_success_node.h"
19#include "behaviortree_cpp/actions/script_condition.h"
20#include "behaviortree_cpp/actions/script_node.h"
21#include "behaviortree_cpp/actions/set_blackboard_node.h"
22#include "behaviortree_cpp/actions/sleep_node.h"
23#include "behaviortree_cpp/actions/test_node.h"
24#include "behaviortree_cpp/actions/unset_blackboard_node.h"
25#include "behaviortree_cpp/actions/updated_action.h"
26#include "behaviortree_cpp/condition_node.h"
27#include "behaviortree_cpp/controls/fallback_node.h"
28#include "behaviortree_cpp/controls/if_then_else_node.h"
29#include "behaviortree_cpp/controls/parallel_all_node.h"
30#include "behaviortree_cpp/controls/parallel_node.h"
31#include "behaviortree_cpp/controls/reactive_fallback.h"
32#include "behaviortree_cpp/controls/reactive_sequence.h"
33#include "behaviortree_cpp/controls/sequence_node.h"
34#include "behaviortree_cpp/controls/sequence_with_memory_node.h"
35#include "behaviortree_cpp/controls/switch_node.h"
36#include "behaviortree_cpp/controls/try_catch_node.h"
37#include "behaviortree_cpp/controls/while_do_else_node.h"
38#include "behaviortree_cpp/decorators/delay_node.h"
39#include "behaviortree_cpp/decorators/force_failure_node.h"
40#include "behaviortree_cpp/decorators/force_success_node.h"
41#include "behaviortree_cpp/decorators/inverter_node.h"
42#include "behaviortree_cpp/decorators/keep_running_until_failure_node.h"
43#include "behaviortree_cpp/decorators/loop_node.h"
44#include "behaviortree_cpp/decorators/repeat_node.h"
45#include "behaviortree_cpp/decorators/retry_node.h"
46#include "behaviortree_cpp/decorators/run_once_node.h"
47#include "behaviortree_cpp/decorators/script_precondition.h"
48#include "behaviortree_cpp/decorators/subtree_node.h"
49#include "behaviortree_cpp/decorators/timeout_node.h"
50#include "behaviortree_cpp/decorators/updated_decorator.h"
57void applyRecursiveVisitor(
const TreeNode* root_node,
58 const std::function<
void(
const TreeNode*)>& visitor);
61void applyRecursiveVisitor(
TreeNode* root_node,
62 const std::function<
void(
TreeNode*)>& visitor);
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80 SerializedTreeStatus& serialized_buffer);
97const char* LibraryVersionString();
99int LibraryVersionNumber();
The ActionNodeBase is the base class to use to create any kind of action. A particular derived class ...
Definition: action_node.h:35
The ConditionNode is a leaf node used to check a condition.
Definition: condition_node.h:32
The ControlNode is the base class for nodes that can have multiple children.
Definition: control_node.h:32
The DecoratorNode is the base class for nodes that have exactly one child.
Definition: decorator_node.h:19
The SubTreeNode is a way to wrap an entire Subtree, creating a separated BlackBoard....
Definition: subtree_node.h:53
Abstract base class for Behavior Tree Nodes.
Definition: tree_node.h:154
Definition: action_node.h:24
void printTreeRecursively(const TreeNode *root_node, std::ostream &stream=std::cout)
NodeType
Enumerates the possible types of nodes.
Definition: basic_types.h:21
void buildSerializedStatusSnapshot(const TreeNode *root_node, SerializedTreeStatus &serialized_buffer)
buildSerializedStatusSnapshot can be used to create a buffer that can be stored (or sent to a client ...
NodeType getType()
Definition: behavior_tree.h:85