From: zhangqun <zha...@gm...> - 2010-06-19 14:54:54
|
Hi all, i got a problem when using a sicklms200 laser in gazebo 0.10.0. Laser beams can pass through the objects. In the old version, say gazebo 0.8pre3, the laser beams would be obstructed by object. How do i set this up in the new gazebo? Thanks in advance. Regards, Zhang Qun -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28934167.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. |
From: John H. <jo...@wi...> - 2010-06-19 16:55:12
|
Hi, can you post your world file so I can try and reproduce the issue? thanks, John On Jun 19, 2010 7:55 AM, "zhangqun" <zha...@gm...> wrote: Hi all, i got a problem when using a sicklms200 laser in gazebo 0.10.0. Laser beams can pass through the objects. In the old version, say gazebo 0.8pre3, the laser beams would be obstructed by object. How do i set this up in the new gazebo? Thanks in advance. Regards, Zhang Qun -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28934167.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. ------------------------------------------------------------------------------ ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo _______________________________________________ Playerstage-gazebo mailing list Pla...@li... https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo |
From: zhangqun <zha...@gm...> - 2010-06-20 03:26:23
|
Hi, John, thanks for your reply. I post my world file and sicklms200 laser model below. I only put one cylinder there for test. In the laser model, the tab <displayRays>, no matter i put fan, false or lines values, the laser beams still can pass through the objects. Actually, even the example world file coming with gazebo 0.10.0, like pioneer2dx.world, the laser beams can also pass through the object. So i dont think it is the world file problem. And I further test the new laser model (gazebo 0.10.0) in my old version gazebo (0.8pre3), and the laser beems work fine. Thanks. world file: <?xml version="1.0"?> <gazebo:world xmlns:xi="http://www.w3.org/2001/XInclude" xmlns:gazebo="http://playerstage.sourceforge.net/gazebo/xmlschema/#gz" xmlns:model="http://playerstage.sourceforge.net/gazebo/xmlschema/#model" xmlns:sensor="http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor" xmlns:window="http://playerstage.sourceforge.net/gazebo/xmlschema/#window" xmlns:param="http://playerstage.sourceforge.net/gazebo/xmlschema/#param" xmlns:body="http://playerstage.sourceforge.net/gazebo/xmlschema/#body" xmlns:geom="http://playerstage.sourceforge.net/gazebo/xmlschema/#geom" xmlns:joint="http://playerstage.sourceforge.net/gazebo/xmlschema/#joint" xmlns:interface="http://playerstage.sourceforge.net/gazebo/xmlschema/#interface" xmlns:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui" xmlns:rendering="http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering" xmlns:controller="http://playerstage.sourceforge.net/gazebo/xmlschema/#controller" xmlns:physics="http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" > <verbosity>5</verbosity> <physics:ode> <stepTime>0.03</stepTime> <gravity>0 0 -9.8</gravity> <cfm>10e-5</cfm> <erp>0.3</erp> <updateRate>0</updateRate> </physics:ode> <rendering:gui> <type>fltk</type> <size>800 600</size> <pos>0 0</pos> <xyz>0 0 0</xyz> <rpy>0 0 0</rpy> <updateRate>20</updateRate> <frames> <row height="100%"> <camera width="100%"> <xyz>0.35 -0.5 0.43</xyz> <rpy>0 14 111.5</rpy> </camera> </row> </frames> </rendering:gui> <rendering:ogre> <ambient>0.5 0.5 0.5 1.0</ambient> <sky> <material>Gazebo/CloudySky</material> </sky> <fog> <color>1.0 1.0 1.0</color> <linearStart>10</linearStart> <linearEnd>100</linearEnd> </fog> </rendering:ogre> <!-- Ground Plane --> <model:physical name="plane1_model"> <xyz>0 0 0</xyz> <rpy>0 0 0</rpy> <static>true</static> <body:plane name="plane1_body"> <geom:plane name="plane1_geom"> <normal>0 0 1</normal> <size>2000 2000</size> <segments>10 10</segments> <uvTile>100 100</uvTile> <material>Gazebo/Grey</material> </geom:plane> </body:plane> </model:physical> <model:physical name="cylinder1_model"> <xyz>3.15 1.68 .3</xyz> <rpy>0.0 0.0 0.0</rpy> <static>true</static> <body:cylinder name="cylinder1_body"> <geom:cylinder name="cylinder1_geom"> <size>0.5 1</size> <mass>1.0</mass> <visual> <scale>0.5 0.5 0.5</scale> <mesh>unit_cylinder</mesh> <material>Gazebo/Color</material> </visual> </geom:cylinder> </body:cylinder> </model:physical> <model:physical name="pioneer2dx_model1"> <xyz>0 0 0.145</xyz> <rpy>0.0 0.0 0.0</rpy> <model:physical name="laser"> <xyz>0.15 0 0.18</xyz> <attach> <parentBody>chassis_body</parentBody> <myBody>laser_body</myBody> </attach> <include embedded="true"> <xi:include href="models/sicklms200.model" /> </include> </model:physical> <include embedded="true"> <xi:include href="models/pioneer2dx.model" /> </include> </model:physical> <!-- White Directional light --> <model:renderable name="directional_white"> <light> <type>directional</type> <direction>0 -0.6 -0.4</direction> <diffuseColor>1.0 1.0 1.0</diffuseColor> <specularColor>0.2 0.2 0.2</specularColor> <range>20</range> <attenuation>1000 1.0 0.0 0</attenuation> </light> </model:renderable> </gazebo:world> part of laser model: <sensor:ray name="laser_1"> <rayCount>180</rayCount> <rangeCount>361</rangeCount> <origin>0.05 0.0 0</origin> <minAngle>-90</minAngle> <maxAngle>90</maxAngle> <minRange>0.1</minRange> <maxRange>8</maxRange> <displayRays>fan</displayRays> <!--<displayRays>lines</displayRays>--> <!--<displayRays>false</displayRays>--> <resRange>1</resRange> <controller:sicklms200_laser name="laser_controller_1"> <interface:laser name="laser_iface_0"/> <interface:fiducial name="fiducial_iface_0"/> </controller:sicklms200_laser> </sensor:ray> Hi, can you post your world file so I can try and reproduce the issue? thanks, John On Jun 19, 2010 7:55 AM, "zhangqun" <zha...@gm...> wrote: -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28938580.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. |
From: John H. <jo...@wi...> - 2010-06-22 10:09:31
|
I found a couple of things that might be giving you grief. Attached is a slightly modified cylinder1 model that should work. Mainly, the visual and collision geometry in your cylinder1 object model file do not match, collision size is specified by <size>radius length</size> and visual scale specifies the bounding box scale of a unit_cylinder. Your collision cylinder is 1m tall and 1m wide (0.5m radius), but visual cylinder is half of that in all three dimensions. This might be unrelated, but there appears to be a bug in gui manipulation of static bodies as well, I'll investigate further, but quick glance it seems that using the gazebo gui to drag a static body around does not actually move its collision geometry. hope this helps. John On Sat, Jun 19, 2010 at 8:26 PM, zhangqun <zha...@gm...> wrote: > > Hi, John, thanks for your reply. I post my world file and sicklms200 laser > model below. I only put one cylinder there for test. In the laser model, > the > tab <displayRays>, no matter i put fan, false or lines values, the laser > beams still can pass through the objects. Actually, even the example world > file coming with gazebo 0.10.0, like pioneer2dx.world, the laser beams can > also pass through the object. So i dont think it is the world file problem. > And I further test the new laser model (gazebo 0.10.0) in my old version > gazebo (0.8pre3), and the laser beems work fine. Thanks. > > world file: > > <?xml version="1.0"?> > > <gazebo:world > xmlns:xi="http://www.w3.org/2001/XInclude" > xmlns:gazebo="http://playerstage.sourceforge.net/gazebo/xmlschema/#gz" > xmlns:model="http://playerstage.sourceforge.net/gazebo/xmlschema/#model" > xmlns:sensor="http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor > " > xmlns:window="http://playerstage.sourceforge.net/gazebo/xmlschema/#window > " > xmlns:param="http://playerstage.sourceforge.net/gazebo/xmlschema/#param" > xmlns:body="http://playerstage.sourceforge.net/gazebo/xmlschema/#body" > xmlns:geom="http://playerstage.sourceforge.net/gazebo/xmlschema/#geom" > xmlns:joint="http://playerstage.sourceforge.net/gazebo/xmlschema/#joint" > > xmlns:interface=" > http://playerstage.sourceforge.net/gazebo/xmlschema/#interface" > xmlns:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui" > > xmlns:rendering=" > http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering" > > xmlns:controller=" > http://playerstage.sourceforge.net/gazebo/xmlschema/#controller" > > xmlns:physics=" > http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" > > > > <verbosity>5</verbosity> > > <physics:ode> > <stepTime>0.03</stepTime> > <gravity>0 0 -9.8</gravity> > <cfm>10e-5</cfm> > <erp>0.3</erp> > <updateRate>0</updateRate> > </physics:ode> > > <rendering:gui> > <type>fltk</type> > <size>800 600</size> > <pos>0 0</pos> > <xyz>0 0 0</xyz> > <rpy>0 0 0</rpy> > <updateRate>20</updateRate> > > <frames> > <row height="100%"> > <camera width="100%"> > <xyz>0.35 -0.5 0.43</xyz> > <rpy>0 14 111.5</rpy> > </camera> > </row> > </frames> > </rendering:gui> > > <rendering:ogre> > <ambient>0.5 0.5 0.5 1.0</ambient> > <sky> > <material>Gazebo/CloudySky</material> > </sky> > > <fog> > <color>1.0 1.0 1.0</color> > <linearStart>10</linearStart> > <linearEnd>100</linearEnd> > </fog> > </rendering:ogre> > > <!-- Ground Plane --> > <model:physical name="plane1_model"> > <xyz>0 0 0</xyz> > <rpy>0 0 0</rpy> > <static>true</static> > > <body:plane name="plane1_body"> > <geom:plane name="plane1_geom"> > <normal>0 0 1</normal> > <size>2000 2000</size> > <segments>10 10</segments> > <uvTile>100 100</uvTile> > <material>Gazebo/Grey</material> > </geom:plane> > </body:plane> > </model:physical> > > <model:physical name="cylinder1_model"> > <xyz>3.15 1.68 .3</xyz> > <rpy>0.0 0.0 0.0</rpy> > <static>true</static> > > <body:cylinder name="cylinder1_body"> > <geom:cylinder name="cylinder1_geom"> > <size>0.5 1</size> > <mass>1.0</mass> > <visual> > <scale>0.5 0.5 0.5</scale> > <mesh>unit_cylinder</mesh> > <material>Gazebo/Color</material> > </visual> > </geom:cylinder> > </body:cylinder> > </model:physical> > > > <model:physical name="pioneer2dx_model1"> > <xyz>0 0 0.145</xyz> > <rpy>0.0 0.0 0.0</rpy> > > > <model:physical name="laser"> > <xyz>0.15 0 0.18</xyz> > > <attach> > <parentBody>chassis_body</parentBody> > <myBody>laser_body</myBody> > </attach> > > <include embedded="true"> > <xi:include href="models/sicklms200.model" /> > </include> > </model:physical> > > > <include embedded="true"> > <xi:include href="models/pioneer2dx.model" /> > </include> > </model:physical> > > <!-- White Directional light --> > <model:renderable name="directional_white"> > <light> > <type>directional</type> > <direction>0 -0.6 -0.4</direction> > <diffuseColor>1.0 1.0 1.0</diffuseColor> > <specularColor>0.2 0.2 0.2</specularColor> > <range>20</range> > <attenuation>1000 1.0 0.0 0</attenuation> > </light> > </model:renderable> > > > </gazebo:world> > > part of laser model: > > <sensor:ray name="laser_1"> > <rayCount>180</rayCount> > <rangeCount>361</rangeCount> > <origin>0.05 0.0 0</origin> > > <minAngle>-90</minAngle> > <maxAngle>90</maxAngle> > > <minRange>0.1</minRange> > <maxRange>8</maxRange> > <displayRays>fan</displayRays> > > <!--<displayRays>lines</displayRays>--> > <!--<displayRays>false</displayRays>--> > > <resRange>1</resRange> > > <controller:sicklms200_laser name="laser_controller_1"> > <interface:laser name="laser_iface_0"/> > <interface:fiducial name="fiducial_iface_0"/> > </controller:sicklms200_laser> > </sensor:ray> > > > > > Hi, > can you post your world file so I can try and reproduce the issue? thanks, > John > > On Jun 19, 2010 7:55 AM, "zhangqun" <zha...@gm...> wrote: > > > > -- > View this message in context: > http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28938580.html > Sent from the playerstage-gazebo mailing list archive at Nabble.com. > > > > ------------------------------------------------------------------------------ > ThinkGeek and WIRED's GeekDad team up for the Ultimate > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > lucky parental unit. See the prize list and enter to win: > http://p.sf.net/sfu/thinkgeek-promo > _______________________________________________ > Playerstage-gazebo mailing list > Pla...@li... > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo > |
From: Nate K. <nat...@gm...> - 2010-06-23 14:12:11
|
The problem may also be related to a "feature" that has been added to gazebo. Sensors will not generate data unless an external program requests data. So, if you run gazebo without connecting to the laser via shared memory, Player, or through ROS then the laser will not generate data and it will seem to pass through objects. You can also add the <alwaysActive> tag to a sensor: <sensor:ray> <alwaysActive>true</alwaysActive> </sensor:ray> Which will force the sensor on. -nate On Tue, Jun 22, 2010 at 2:45 AM, John Hsu <jo...@wi...> wrote: > I found a couple of things that might be giving you grief. Attached is a > slightly modified cylinder1 model that should work. Mainly, the visual and > collision geometry in your cylinder1 object model file do not match, > collision size is specified by <size>radius length</size> and visual scale > specifies the bounding box scale of a unit_cylinder. Your collision > cylinder is 1m tall and 1m wide (0.5m radius), but visual cylinder is half > of that in all three dimensions. > This might be unrelated, but there appears to be a bug in gui manipulation > of static bodies as well, I'll investigate further, but quick glance it > seems that using the gazebo gui to drag a static body around does not > actually move its collision geometry. > > hope this helps. > John > > On Sat, Jun 19, 2010 at 8:26 PM, zhangqun <zha...@gm...> wrote: > >> >> Hi, John, thanks for your reply. I post my world file and sicklms200 laser >> model below. I only put one cylinder there for test. In the laser model, >> the >> tab <displayRays>, no matter i put fan, false or lines values, the laser >> beams still can pass through the objects. Actually, even the example world >> file coming with gazebo 0.10.0, like pioneer2dx.world, the laser beams can >> also pass through the object. So i dont think it is the world file problem. >> And I further test the new laser model (gazebo 0.10.0) in my old version >> gazebo (0.8pre3), and the laser beems work fine. Thanks. >> >> world file: >> >> <?xml version="1.0"?> >> >> <gazebo:world >> xmlns:xi="http://www.w3.org/2001/XInclude" >> xmlns:gazebo="http://playerstage.sourceforge.net/gazebo/xmlschema/#gz" >> xmlns:model="http://playerstage.sourceforge.net/gazebo/xmlschema/#model" >> xmlns:sensor="http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor >> " >> xmlns:window="http://playerstage.sourceforge.net/gazebo/xmlschema/#window >> " >> xmlns:param="http://playerstage.sourceforge.net/gazebo/xmlschema/#param" >> xmlns:body="http://playerstage.sourceforge.net/gazebo/xmlschema/#body" >> xmlns:geom="http://playerstage.sourceforge.net/gazebo/xmlschema/#geom" >> xmlns:joint="http://playerstage.sourceforge.net/gazebo/xmlschema/#joint" >> >> xmlns:interface=" >> http://playerstage.sourceforge.net/gazebo/xmlschema/#interface" >> xmlns:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui" >> >> xmlns:rendering=" >> http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering" >> >> xmlns:controller=" >> http://playerstage.sourceforge.net/gazebo/xmlschema/#controller" >> >> xmlns:physics=" >> http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >> > >> >> <verbosity>5</verbosity> >> >> <physics:ode> >> <stepTime>0.03</stepTime> >> <gravity>0 0 -9.8</gravity> >> <cfm>10e-5</cfm> >> <erp>0.3</erp> >> <updateRate>0</updateRate> >> </physics:ode> >> >> <rendering:gui> >> <type>fltk</type> >> <size>800 600</size> >> <pos>0 0</pos> >> <xyz>0 0 0</xyz> >> <rpy>0 0 0</rpy> >> <updateRate>20</updateRate> >> >> <frames> >> <row height="100%"> >> <camera width="100%"> >> <xyz>0.35 -0.5 0.43</xyz> >> <rpy>0 14 111.5</rpy> >> </camera> >> </row> >> </frames> >> </rendering:gui> >> >> <rendering:ogre> >> <ambient>0.5 0.5 0.5 1.0</ambient> >> <sky> >> <material>Gazebo/CloudySky</material> >> </sky> >> >> <fog> >> <color>1.0 1.0 1.0</color> >> <linearStart>10</linearStart> >> <linearEnd>100</linearEnd> >> </fog> >> </rendering:ogre> >> >> <!-- Ground Plane --> >> <model:physical name="plane1_model"> >> <xyz>0 0 0</xyz> >> <rpy>0 0 0</rpy> >> <static>true</static> >> >> <body:plane name="plane1_body"> >> <geom:plane name="plane1_geom"> >> <normal>0 0 1</normal> >> <size>2000 2000</size> >> <segments>10 10</segments> >> <uvTile>100 100</uvTile> >> <material>Gazebo/Grey</material> >> </geom:plane> >> </body:plane> >> </model:physical> >> >> <model:physical name="cylinder1_model"> >> <xyz>3.15 1.68 .3</xyz> >> <rpy>0.0 0.0 0.0</rpy> >> <static>true</static> >> >> <body:cylinder name="cylinder1_body"> >> <geom:cylinder name="cylinder1_geom"> >> <size>0.5 1</size> >> <mass>1.0</mass> >> <visual> >> <scale>0.5 0.5 0.5</scale> >> <mesh>unit_cylinder</mesh> >> <material>Gazebo/Color</material> >> </visual> >> </geom:cylinder> >> </body:cylinder> >> </model:physical> >> >> >> <model:physical name="pioneer2dx_model1"> >> <xyz>0 0 0.145</xyz> >> <rpy>0.0 0.0 0.0</rpy> >> >> >> <model:physical name="laser"> >> <xyz>0.15 0 0.18</xyz> >> >> <attach> >> <parentBody>chassis_body</parentBody> >> <myBody>laser_body</myBody> >> </attach> >> >> <include embedded="true"> >> <xi:include href="models/sicklms200.model" /> >> </include> >> </model:physical> >> >> >> <include embedded="true"> >> <xi:include href="models/pioneer2dx.model" /> >> </include> >> </model:physical> >> >> <!-- White Directional light --> >> <model:renderable name="directional_white"> >> <light> >> <type>directional</type> >> <direction>0 -0.6 -0.4</direction> >> <diffuseColor>1.0 1.0 1.0</diffuseColor> >> <specularColor>0.2 0.2 0.2</specularColor> >> <range>20</range> >> <attenuation>1000 1.0 0.0 0</attenuation> >> </light> >> </model:renderable> >> >> >> </gazebo:world> >> >> part of laser model: >> >> <sensor:ray name="laser_1"> >> <rayCount>180</rayCount> >> <rangeCount>361</rangeCount> >> <origin>0.05 0.0 0</origin> >> >> <minAngle>-90</minAngle> >> <maxAngle>90</maxAngle> >> >> <minRange>0.1</minRange> >> <maxRange>8</maxRange> >> <displayRays>fan</displayRays> >> >> <!--<displayRays>lines</displayRays>--> >> <!--<displayRays>false</displayRays>--> >> >> <resRange>1</resRange> >> >> <controller:sicklms200_laser name="laser_controller_1"> >> <interface:laser name="laser_iface_0"/> >> <interface:fiducial name="fiducial_iface_0"/> >> </controller:sicklms200_laser> >> </sensor:ray> >> >> >> >> >> Hi, >> can you post your world file so I can try and reproduce the issue? thanks, >> John >> >> On Jun 19, 2010 7:55 AM, "zhangqun" <zha...@gm...> wrote: >> >> >> >> -- >> View this message in context: >> http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28938580.html >> Sent from the playerstage-gazebo mailing list archive at Nabble.com. >> >> >> >> ------------------------------------------------------------------------------ >> ThinkGeek and WIRED's GeekDad team up for the Ultimate >> GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the >> lucky parental unit. See the prize list and enter to win: >> http://p.sf.net/sfu/thinkgeek-promo >> _______________________________________________ >> Playerstage-gazebo mailing list >> Pla...@li... >> https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo >> > > ------------------------------------------------------------------------------ > ThinkGeek and WIRED's GeekDad team up for the Ultimate > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > lucky parental unit. See the prize list and enter to win: > http://p.sf.net/sfu/thinkgeek-promo > _______________________________________________ > Playerstage-gazebo mailing list > Pla...@li... > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo > > |
From: zhangqun <zha...@gm...> - 2010-06-24 13:50:32
|
Hi, nate, thanks. I add the tag <alwaysActive> into the sicklms200.model like below, but seems not work. The laser beams still look passing through the objects in gazebo gui. Does that mean i have to write a controller to request the data in such a way that the laser beams would display correct? <sensor:ray name="laser_1"> <rayCount>180</rayCount> <rangeCount>361</rangeCount> <origin>0.05 0.0 0</origin> <minAngle>-90</minAngle> <maxAngle>90</maxAngle> <minRange>0.1</minRange> <maxRange>8</maxRange> <displayRays>fan</displayRays> <resRange>1</resRange> <alwaysActive>true</alwaysActive> <controller:sicklms200_laser name="laser_controller_1"> <interface:laser name="laser_iface_0"/> <interface:fiducial name="fiducial_iface_0"/> </controller:sicklms200_laser> </sensor:ray> -qun The problem may also be related to a "feature" that has been added to gazebo. Sensors will not generate data unless an external program requests data. So, if you run gazebo without connecting to the laser via shared memory, Player, or through ROS then the laser will not generate data and it will seem to pass through objects. You can also add the <alwaysActive> tag to a sensor: <sensor:ray> <alwaysActive>true</alwaysActive> </sensor:ray> Which will force the sensor on. -nate -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982529.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. |
From: Nate K. <nat...@gm...> - 2010-06-24 13:55:30
|
Hello, Can you send me your world file? -nate On Thu, Jun 24, 2010 at 6:30 AM, zhangqun <zha...@gm...> wrote: > > Hi, nate, thanks. I add the tag <alwaysActive> into the sicklms200.model like > below, but seems not work. The laser beams still look passing through the > objects in gazebo gui. Does that mean i have to write a controller to > request the data in such a way that the laser beams would display correct? > > <sensor:ray name="laser_1"> > <rayCount>180</rayCount> > <rangeCount>361</rangeCount> > <origin>0.05 0.0 0</origin> > > <minAngle>-90</minAngle> > <maxAngle>90</maxAngle> > > <minRange>0.1</minRange> > <maxRange>8</maxRange> > <displayRays>fan</displayRays> > > <resRange>1</resRange> > > <alwaysActive>true</alwaysActive> > > <controller:sicklms200_laser name="laser_controller_1"> > <interface:laser name="laser_iface_0"/> > <interface:fiducial name="fiducial_iface_0"/> > </controller:sicklms200_laser> > </sensor:ray> > > -qun > > > > The problem may also be related to a "feature" that has been added to > gazebo. > > Sensors will not generate data unless an external program requests > data. So, if you run gazebo without connecting to the laser via shared > memory, Player, or through ROS then the laser will not generate data > and it will seem to pass through objects. > > You can also add the <alwaysActive> tag to a sensor: > > <sensor:ray> > <alwaysActive>true</alwaysActive> > </sensor:ray> > > Which will force the sensor on. > > -nate > > > -- > View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982529.html > Sent from the playerstage-gazebo mailing list archive at Nabble.com. > > > ------------------------------------------------------------------------------ > ThinkGeek and WIRED's GeekDad team up for the Ultimate > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > lucky parental unit. See the prize list and enter to win: > http://p.sf.net/sfu/thinkgeek-promo > _______________________________________________ > Playerstage-gazebo mailing list > Pla...@li... > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo > |
From: zhangqun <zha...@gm...> - 2010-06-26 03:05:46
|
Hi, nate, pls see the world files and sicklms200.model attached. I also attached the sample world pioneer2dx.world comes with gazebo0.10.0 where the laser beams of the two robots got the same problem. Thanks so much for your help. best regards, -qun On Thu, Jun 24, 2010 at 6:55 AM, Nate Koenig <nat...@gm...> wrote: > Hello, > > Can you send me your world file? > > -nate > > On Thu, Jun 24, 2010 at 6:30 AM, zhangqun <zha...@gm...> wrote: > > > > Hi, nate, thanks. I add the tag <alwaysActive> into the sicklms200.model > like > > below, but seems not work. The laser beams still look passing through the > > objects in gazebo gui. Does that mean i have to write a controller to > > request the data in such a way that the laser beams would display > correct? > > > > <sensor:ray name="laser_1"> > > <rayCount>180</rayCount> > > <rangeCount>361</rangeCount> > > <origin>0.05 0.0 0</origin> > > > > <minAngle>-90</minAngle> > > <maxAngle>90</maxAngle> > > > > <minRange>0.1</minRange> > > <maxRange>8</maxRange> > > <displayRays>fan</displayRays> > > > > <resRange>1</resRange> > > > > <alwaysActive>true</alwaysActive> > > > > <controller:sicklms200_laser name="laser_controller_1"> > > <interface:laser name="laser_iface_0"/> > > <interface:fiducial name="fiducial_iface_0"/> > > </controller:sicklms200_laser> > > </sensor:ray> > > > > -qun > > > > > > > > The problem may also be related to a "feature" that has been added to > > gazebo. > > > > Sensors will not generate data unless an external program requests > > data. So, if you run gazebo without connecting to the laser via shared > > memory, Player, or through ROS then the laser will not generate data > > and it will seem to pass through objects. > > > > You can also add the <alwaysActive> tag to a sensor: > > > > <sensor:ray> > > <alwaysActive>true</alwaysActive> > > </sensor:ray> > > > > Which will force the sensor on. > > > > -nate > > > > > > -- > > View this message in context: > http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982529.html > > Sent from the playerstage-gazebo mailing list archive at Nabble.com. > > > > > > > ------------------------------------------------------------------------------ > > ThinkGeek and WIRED's GeekDad team up for the Ultimate > > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > > lucky parental unit. See the prize list and enter to win: > > http://p.sf.net/sfu/thinkgeek-promo > > _______________________________________________ > > Playerstage-gazebo mailing list > > Pla...@li... > > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo > > > |
From: zhangqun <zha...@gm...> - 2010-06-24 13:07:21
|
Hi, John, thanks for reply. Yes, there seems mismatch between collision geometry and visual geometry. For the laser beams problem, as Nate mentioned below, it maybe related to the new features of gazebo. -qun I found a couple of things that might be giving you grief. Attached is a slightly modified cylinder1 model that should work. Mainly, the visual and collision geometry in your cylinder1 object model file do not match, collision size is specified by <size>radius length</size> and visual scale specifies the bounding box scale of a unit_cylinder. Your collision cylinder is 1m tall and 1m wide (0.5m radius), but visual cylinder is half of that in all three dimensions. This might be unrelated, but there appears to be a bug in gui manipulation of static bodies as well, I'll investigate further, but quick glance it seems that using the gazebo gui to drag a static body around does not actually move its collision geometry. hope this helps. John -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982300.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. |
From: zhangqun <zha...@gm...> - 2010-06-24 13:18:45
|
Hi nate, thanks. Does that mean if i do not connect with any controller, the sensors (e.g. laser beams) would not display correct in gui? May I ask, can we just make the laser beams look normal, say obstructed by obstacles in gazebo gui without a controller, as in the old gazebo versions? -qun The problem may also be related to a "feature" that has been added to gazebo. Sensors will not generate data unless an external program requests data. So, if you run gazebo without connecting to the laser via shared memory, Player, or through ROS then the laser will not generate data and it will seem to pass through objects. You can also add the <alwaysActive> tag to a sensor: <sensor:ray> <alwaysActive>true</alwaysActive> </sensor:ray> Which will force the sensor on. -nate -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982398.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. |
From: Nate K. <nat...@gm...> - 2010-06-24 13:24:09
|
Hi Qun, You can add the <alwaysActive> flag to a sensor to force them on. Then they will produce correct results even when a controller is not connected to them. -nate On Thu, Jun 24, 2010 at 6:18 AM, zhangqun <zha...@gm...> wrote: > > Hi nate, thanks. Does that mean if i do not connect with any controller, the > sensors (e.g. laser beams) would not display correct in gui? May I ask, can > we just make the laser beams look normal, say obstructed by obstacles in > gazebo gui without a controller, as in the old gazebo versions? > > -qun > > > > The problem may also be related to a "feature" that has been added to > gazebo. > > Sensors will not generate data unless an external program requests > data. So, if you run gazebo without connecting to the laser via shared > memory, Player, or through ROS then the laser will not generate data > and it will seem to pass through objects. > > You can also add the <alwaysActive> tag to a sensor: > > <sensor:ray> > <alwaysActive>true</alwaysActive> > </sensor:ray> > > Which will force the sensor on. > > -nate > > > -- > View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982398.html > Sent from the playerstage-gazebo mailing list archive at Nabble.com. > > > ------------------------------------------------------------------------------ > ThinkGeek and WIRED's GeekDad team up for the Ultimate > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > lucky parental unit. See the prize list and enter to win: > http://p.sf.net/sfu/thinkgeek-promo > _______________________________________________ > Playerstage-gazebo mailing list > Pla...@li... > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo > |
From: Nate K. <nat...@gm...> - 2010-06-28 17:04:21
|
Hello, The world files work just fine. I suggest you try reinstalling the SVN version of gazebo. -nate On Fri, Jun 25, 2010 at 8:05 PM, zhangqun <zha...@gm...> wrote: > Hi, nate, pls see the world files and sicklms200.model attached. I also > attached the sample world pioneer2dx.world comes with gazebo0.10.0 where the > laser beams of the two robots got the same problem. > > Thanks so much for your help. > best regards, > -qun > > On Thu, Jun 24, 2010 at 6:55 AM, Nate Koenig <nat...@gm...> wrote: >> >> Hello, >> >> Can you send me your world file? >> >> -nate >> >> On Thu, Jun 24, 2010 at 6:30 AM, zhangqun <zha...@gm...> wrote: >> > >> > Hi, nate, thanks. I add the tag <alwaysActive> into the sicklms200.model >> > like >> > below, but seems not work. The laser beams still look passing through >> > the >> > objects in gazebo gui. Does that mean i have to write a controller to >> > request the data in such a way that the laser beams would display >> > correct? >> > >> > <sensor:ray name="laser_1"> >> > <rayCount>180</rayCount> >> > <rangeCount>361</rangeCount> >> > <origin>0.05 0.0 0</origin> >> > >> > <minAngle>-90</minAngle> >> > <maxAngle>90</maxAngle> >> > >> > <minRange>0.1</minRange> >> > <maxRange>8</maxRange> >> > <displayRays>fan</displayRays> >> > >> > <resRange>1</resRange> >> > >> > <alwaysActive>true</alwaysActive> >> > >> > <controller:sicklms200_laser name="laser_controller_1"> >> > <interface:laser name="laser_iface_0"/> >> > <interface:fiducial name="fiducial_iface_0"/> >> > </controller:sicklms200_laser> >> > </sensor:ray> >> > >> > -qun >> > >> > >> > >> > The problem may also be related to a "feature" that has been added to >> > gazebo. >> > >> > Sensors will not generate data unless an external program requests >> > data. So, if you run gazebo without connecting to the laser via shared >> > memory, Player, or through ROS then the laser will not generate data >> > and it will seem to pass through objects. >> > >> > You can also add the <alwaysActive> tag to a sensor: >> > >> > <sensor:ray> >> > <alwaysActive>true</alwaysActive> >> > </sensor:ray> >> > >> > Which will force the sensor on. >> > >> > -nate >> > >> > >> > -- >> > View this message in context: >> > http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982529.html >> > Sent from the playerstage-gazebo mailing list archive at Nabble.com. >> > >> > >> > >> > ------------------------------------------------------------------------------ >> > ThinkGeek and WIRED's GeekDad team up for the Ultimate >> > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the >> > lucky parental unit. See the prize list and enter to win: >> > http://p.sf.net/sfu/thinkgeek-promo >> > _______________________________________________ >> > Playerstage-gazebo mailing list >> > Pla...@li... >> > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo >> > > > |
From: Luc B. <lb...@pr...> - 2010-06-28 19:11:58
|
Hi, I am trying to compile the latest version of Gazebo from svn (revision 8805) and I get the following errors at around the 92% mark. /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc: In static member function ‘static void GazeboClient::Init(int, const char*)’: /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:51: error: invalid use of incomplete type ‘struct gazebo::Client’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:35: error: forward declaration of ‘struct gazebo::Client’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:55: error: invalid use of incomplete type ‘struct gazebo::Client’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:35: error: forward declaration of ‘struct gazebo::Client’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:63: error: invalid use of incomplete type ‘struct gazebo::SimulationIface’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:34: error: forward declaration of ‘struct gazebo::SimulationIface’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:67: error: invalid use of incomplete type ‘struct gazebo::SimulationIface’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:34: error: forward declaration of ‘struct gazebo::SimulationIface’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc: In static member function ‘static void GazeboClient::Fini()’: /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:92: error: invalid use of incomplete type ‘struct gazebo::SimulationIface’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:34: error: forward declaration of ‘struct gazebo::SimulationIface’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:94: error: invalid use of incomplete type ‘struct gazebo::Client’ /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:35: error: forward declaration of ‘struct gazebo::Client’ make[2]: *** [player/CMakeFiles/gazeboplugin.dir/GazeboClient.o] Error 1 make[1]: *** [player/CMakeFiles/gazeboplugin.dir/all] Error 2 make: *** [all] Error 2 I have ogre 1.7.1 installed with ode 0.11.1. Am I missing something? Is there a particular revision I can revert to that would fix this error? Thanks, Luc |
From: Nate K. <nat...@gm...> - 2010-06-29 14:52:53
|
Thanks Luc, This was a namespace issue that I overlooked. It should be fixed now with the latest SVN (rev. 8808). -nate On Mon, Jun 28, 2010 at 12:12 PM, Luc Brunet <lb...@pr...> wrote: > Hi, I am trying to compile the latest version of Gazebo from svn > (revision 8805) and I get the following errors at around the 92% mark. > > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc: In > static member function ‘static void GazeboClient::Init(int, const char*)’: > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:51: > error: invalid use of incomplete type ‘struct gazebo::Client’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:35: > error: forward declaration of ‘struct gazebo::Client’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:55: > error: invalid use of incomplete type ‘struct gazebo::Client’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:35: > error: forward declaration of ‘struct gazebo::Client’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:63: > error: invalid use of incomplete type ‘struct gazebo::SimulationIface’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:34: > error: forward declaration of ‘struct gazebo::SimulationIface’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:67: > error: invalid use of incomplete type ‘struct gazebo::SimulationIface’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:34: > error: forward declaration of ‘struct gazebo::SimulationIface’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc: In > static member function ‘static void GazeboClient::Fini()’: > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:92: > error: invalid use of incomplete type ‘struct gazebo::SimulationIface’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:34: > error: forward declaration of ‘struct gazebo::SimulationIface’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.cc:94: > error: invalid use of incomplete type ‘struct gazebo::Client’ > /home/lbrunet/Downloads/gazebo_svn/gazebo/player/GazeboClient.hh:35: > error: forward declaration of ‘struct gazebo::Client’ > make[2]: *** [player/CMakeFiles/gazeboplugin.dir/GazeboClient.o] Error 1 > make[1]: *** [player/CMakeFiles/gazeboplugin.dir/all] Error 2 > make: *** [all] Error 2 > > > I have ogre 1.7.1 installed with ode 0.11.1. Am I missing something? > Is there a particular revision I can revert to that would fix this error? > > Thanks, > > Luc > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by Sprint > What will you do first with EVO, the first 4G phone? > Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first > _______________________________________________ > Playerstage-gazebo mailing list > Pla...@li... > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo > |
From: zhangqun <zha...@gm...> - 2010-06-30 08:40:59
|
Hi nate, i try the SVN version of gazebo (rev.8808 and rev.8809) which can make well with Ogre 1.7.1, but gazebo doesnot run correctly, the error is below: Gazebo successfully initialized terminate called after throwing an instance of 'Ogre::InvalidParametersException' what(): OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at /home/zhangqun/player/ogre_src_v1-7-1/OgreMain/src/OgreGpuProgramParams.cpp (line 1423) Aborted Then I tried old version of Ogre 1.6.4, this time with compile errors below: [ 17%] Building CXX object server/rendering/CMakeFiles/gazebo_rendering.dir/OgreVisual.o /home/zhangqun/gazebo/server/rendering/OgreVisual.cc: In constructor ‘gazebo::OgreVisual::OgreVisual(gazebo::OgreVisual*, gazebo::Entity*)’: /home/zhangqun/gazebo/server/rendering/OgreVisual.cc:73: error: no matching function for call to ‘Ogre::SceneManager::createMovableObject(const char [12])’ /usr/local/include/OGRE/OgreSceneManager.h:2883: note: candidates are: virtual Ogre::MovableObject* Ogre::SceneManager::createMovableObject(const Ogre::String&, const Ogre::String&, const Ogre::NameValuePairList*) make[2]: *** [server/rendering/CMakeFiles/gazebo_rendering.dir/OgreVisual.o] Error 1 make[1]: *** [server/rendering/CMakeFiles/gazebo_rendering.dir/all] Error 2 make: *** [all] Error 2 Could you pls advise which Ogre is compatible with the SVN version of gazebo? Thanks. -qun Hello, The world files work just fine. I suggest you try reinstalling the SVN version of gazebo. -nate On Fri, Jun 25, 2010 at 8:05 PM, zhangqun <zha...@gm...> wrote: > Hi, nate, pls see the world files and sicklms200.model attached. I also > attached the sample world pioneer2dx.world comes with gazebo0.10.0 where > the > laser beams of the two robots got the same problem. > > Thanks so much for your help. > best regards, > -qun > > On Thu, Jun 24, 2010 at 6:55 AM, Nate Koenig <nat...@gm...> wrote: >> >> Hello, >> >> Can you send me your world file? >> >> -nate >> -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p29032123.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. |
From: Nate K. <nat...@gm...> - 2010-06-30 15:03:04
|
Hello, This error might be due to your graphic card. I've added in a little bit of code to gazebo to check if your card supports GLSL. Could you please SVN up again, reinstall and try again? -nate On Wed, Jun 30, 2010 at 1:40 AM, zhangqun <zha...@gm...> wrote: > > Hi nate, i try the SVN version of gazebo (rev.8808 and rev.8809) which can > make well with Ogre 1.7.1, but gazebo doesnot run correctly, the error is > below: > > Gazebo successfully initialized > terminate called after throwing an instance of > 'Ogre::InvalidParametersException' > what(): OGRE EXCEPTION(2:InvalidParametersException): Named constants > have not been initialised, perhaps a compile error. in > GpuProgramParameters::_findNamedConstantDefinition at > /home/zhangqun/player/ogre_src_v1-7-1/OgreMain/src/OgreGpuProgramParams.cpp > (line 1423) > Aborted > > Then I tried old version of Ogre 1.6.4, this time with compile errors below: > > [ 17%] Building CXX object > server/rendering/CMakeFiles/gazebo_rendering.dir/OgreVisual.o > /home/zhangqun/gazebo/server/rendering/OgreVisual.cc: In constructor > ‘gazebo::OgreVisual::OgreVisual(gazebo::OgreVisual*, gazebo::Entity*)’: > /home/zhangqun/gazebo/server/rendering/OgreVisual.cc:73: error: no matching > function for call to ‘Ogre::SceneManager::createMovableObject(const char > [12])’ > /usr/local/include/OGRE/OgreSceneManager.h:2883: note: candidates are: > virtual Ogre::MovableObject* Ogre::SceneManager::createMovableObject(const > Ogre::String&, const Ogre::String&, const Ogre::NameValuePairList*) > make[2]: *** [server/rendering/CMakeFiles/gazebo_rendering.dir/OgreVisual.o] > Error 1 > make[1]: *** [server/rendering/CMakeFiles/gazebo_rendering.dir/all] Error 2 > make: *** [all] Error 2 > > Could you pls advise which Ogre is compatible with the SVN version of > gazebo? > > Thanks. > > -qun > > Hello, > > The world files work just fine. I suggest you try reinstalling the SVN > version of gazebo. > > -nate > > On Fri, Jun 25, 2010 at 8:05 PM, zhangqun <zha...@gm...> wrote: >> Hi, nate, pls see the world files and sicklms200.model attached. I also >> attached the sample world pioneer2dx.world comes with gazebo0.10.0 where >> the >> laser beams of the two robots got the same problem. >> >> Thanks so much for your help. >> best regards, >> -qun >> >> On Thu, Jun 24, 2010 at 6:55 AM, Nate Koenig <nat...@gm...> wrote: >>> >>> Hello, >>> >>> Can you send me your world file? >>> >>> -nate >>> > > -- > View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p29032123.html > Sent from the playerstage-gazebo mailing list archive at Nabble.com. > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by Sprint > What will you do first with EVO, the first 4G phone? > Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first > _______________________________________________ > Playerstage-gazebo mailing list > Pla...@li... > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo > |
From: zhangqun <zha...@gm...> - 2010-07-01 07:49:58
|
Hi, the new revision 8810 works fine with Ogre 1.7.1. Thanks. Just a small problem that to minimize the gui window will always cause gazebo to close and show that "Gazebo done". -qun Hello, This error might be due to your graphic card. I've added in a little bit of code to gazebo to check if your card supports GLSL. Could you please SVN up again, reinstall and try again? -nate On Wed, Jun 30, 2010 at 1:40 AM, zhangqun <zha...@gm...> wrote: > > Hi nate, i try the SVN version of gazebo (rev.8808 and rev.8809) which can > make well with Ogre 1.7.1, but gazebo doesnot run correctly, the error is > below: > > Gazebo successfully initialized > terminate called after throwing an instance of > 'Ogre::InvalidParametersException' > what(): OGRE EXCEPTION(2:InvalidParametersException): Named constants > have not been initialised, perhaps a compile error. in > GpuProgramParameters::_findNamedConstantDefinition at > /home/zhangqun/player/ogre_src_v1-7-1/OgreMain/src/OgreGpuProgramParams.cpp > (line 1423) > Aborted > > Then I tried old version of Ogre 1.6.4, this time with compile errors > below: > > [ 17%] Building CXX object > server/rendering/CMakeFiles/gazebo_rendering.dir/OgreVisual.o > /home/zhangqun/gazebo/server/rendering/OgreVisual.cc: In constructor > ‘gazebo::OgreVisual::OgreVisual(gazebo::OgreVisual*, gazebo::Entity*)’: > /home/zhangqun/gazebo/server/rendering/OgreVisual.cc:73: error: no > matching > function for call to ‘Ogre::SceneManager::createMovableObject(const char > [12])’ > /usr/local/include/OGRE/OgreSceneManager.h:2883: note: candidates are: > virtual Ogre::MovableObject* Ogre::SceneManager::createMovableObject(const > Ogre::String&, const Ogre::String&, const Ogre::NameValuePairList*) > make[2]: *** > [server/rendering/CMakeFiles/gazebo_rendering.dir/OgreVisual.o] > Error 1 > make[1]: *** [server/rendering/CMakeFiles/gazebo_rendering.dir/all] Error > 2 > make: *** [all] Error 2 > > Could you pls advise which Ogre is compatible with the SVN version of > gazebo? > > Thanks. > > -qun -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p29042892.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. |