Revision: 8296
          http://playerstage.svn.sourceforge.net/playerstage/?rev=8296&view=rev
Author:   robotos
Date:     2009-10-17 09:04:54 +0000 (Sat, 17 Oct 2009)

Log Message:
-----------
update some docs

Modified Paths:
--------------
    code/gazebo/trunk/README
    code/gazebo/trunk/TODO
    code/gazebo/trunk/player/FiducialInterface.cc
    code/gazebo/trunk/release-notes.html

Modified: code/gazebo/trunk/README
===================================================================
--- code/gazebo/trunk/README    2009-10-16 17:47:32 UTC (rev 8295)
+++ code/gazebo/trunk/README    2009-10-17 09:04:54 UTC (rev 8296)
@@ -47,6 +47,7 @@
 
   http://playerstage.sourceforge.net/doc/
 
+or in these sources under the doc/ directory.
 
 General information (changelog, etc) can be found in the wiki pages, at
 

Modified: code/gazebo/trunk/TODO
===================================================================
--- code/gazebo/trunk/TODO      2009-10-16 17:47:32 UTC (rev 8295)
+++ code/gazebo/trunk/TODO      2009-10-17 09:04:54 UTC (rev 8296)
@@ -1,83 +1,86 @@
-Open:
-- Make headless
-- Mouse picking
+///////////////////////////////////////
+  OPEN
+///////////////////////////////////////
+
+GUI
+- Hand of god
+  - Select models and get info
+  - Move models
   -Implement in CameraSensor class.
+- Allow person to display and change XML parameters through the GUI.
+- Better fonts
+- Better camera movement. Translate is too slow over long distances
+
+Rendering
 - FSAA: See OgreCreator::CreateWindow
 - Shadows draw on multiple surfaces(seem to pass through walls).
 - Removing the sky results in a black screen
+- Paging heightmaps. 
+  - Positioning the current heightmap is a big hack
+- BSP loader and worlds
+- Fog
+- Anti Aliasing
+- Better lights
+  - GLSL per pixel lighting. Make this user selectable.
+- Dynamic textures
+
+
+Physics
 - Apply Linear and Angular Damping, see OGREODE sources.
 - A static geom which is offset does not actually move the geom, so collision
   detection does not work
-- Force sensors
 - Why order on hinge and hinge2 joints matters? Should we avoid this?
 - Add spring force between bodies of a model to keep the together. See ODE 
example test_joints.cpp
-- Python scripts to models, allow dynamic (movable) meshes
 - Slider has to be the first in the XML file, when loading a bunch of joints 
in a model.
+- Merge PAL patch 
http://sourceforge.net/tracker/index.php?func=detail&aid=1881646&group_id=42445&atid=433166
+
+Simulator
+- Force sensors
+- Python/Ruby scripts to models, controllers, sensors, allow dynamic (movable) 
meshes
 - Add note in Controller tutorial about the Controller Factory
-- Overlays in Gazebo with Mac doesn't work
 - Implement Speech interface
 - Add in user adjustment of simple solids texture units
 - Fix sicklms200 PutFiducialData. Breaks when using large angles
-- Paging heightmaps. 
-  - Positioning the current heightmap is a big hack
-
 - Intelligent positioning of nested models
-- BSP worlds
-
-- Apply patches for OSX from Nathan Michael. Add a OSX howto to the docs.
 - Pioneer2DX
-
-- Create libraries so that it's easy to include the core of gazebo without 
linking in Ogre, fltk, etc, etc. 
-
 - Write a tutorial for creating new meshes
-- Install for OSX
-
 - Graphics3d interface
-- Improve build system. Put all the platform checks in on place. 
-
-- BSP loader
-
-- Replace our Time class with boost
-
 - GPS 
 - WiFi
-
+- Google Earth API interface
+- Check laser sampling rate
+- The bodies set their scenenode based on a global pose. They should set their 
scenenodes based a pose relative to the model. The model currently doesn't move 
it's scene node, so it's always at (0,0,0). Basically should make all Body Pose 
stuff relative to the parent.
+- Look into COLLADA, OPAL
 - Multilevel map extruder
 
--run gprof, and valgrind
-
-- Hand of god
-  - Select models and get info
-  - Move models
-- Better fonts
-- reorganize the Media
-- Better camera movement. Translate is too slow over long distances
-
--Fog
-- Anti Aliasing
+Software-Engineering
+- Improve build system. Put all the platform checks in on place. 
+- Replace our Time class with boost
+- Create libraries so that it's easy to include the core of gazebo without 
linking in Ogre, fltk, etc, etc. 
+- run gprof, and valgrind
 - Threading. Make use of dual-core machines.
 - Implement triggers with callbacks.
-
-- Better lights
-  - GLSL per pixel lighting. Make this user selectable.
-
 - Pick a formatting standard for XML file
-- Dynamic textures
-- Scripting interface for models and sensors
-- Google Earth API interface
-- Check laser sampling rate
 - Standardize internal API
 - Data Logger
-- The bodies set their scenenode based on a global pose. They should set their 
scenenodes based a pose relative to the model. The model currently doesn't move 
it's scene node, so it's always at (0,0,0). Basically should make all Body Pose 
stuff relative to the parent.
--Allow person to display and change XML parameters through the GUI.
--Look into COLLADA, OPAL
--Merge PAL patch 
http://sourceforge.net/tracker/index.php?func=detail&aid=1881646&group_id=42445&atid=433166
--Add "Angle" class, will handle ROTD and DTOR.
--Templatize Vector, Quaternion, Pose
+- Rethink media organization 
+- Templatize Vector, Quaternion, Pose
 - Replace all return int, with throws
 
 
-Completed:
+Platform-specific
+- Install for OSX
+- Overlays in Gazebo with Mac doesn't work
+- Apply patches for OSX from Nathan Michael. Add a OSX howto to the docs.
+
+
+
+
+///////////////////////////////////////
+COMPLETED
+///////////////////////////////////////
+-Add "Angle" class, will handle ROTD and DTOR.
+- Make headless
 - Laser and Camera Interfaces
 - Pose3d Interface. Thanks Toby
 - Lights, and global ambient

Modified: code/gazebo/trunk/player/FiducialInterface.cc
===================================================================
--- code/gazebo/trunk/player/FiducialInterface.cc       2009-10-16 17:47:32 UTC 
(rev 8295)
+++ code/gazebo/trunk/player/FiducialInterface.cc       2009-10-17 09:04:54 UTC 
(rev 8296)
@@ -191,8 +191,6 @@
       this->data.fiducials = new 
player_fiducial_item_t[this->data.fiducials_count];
     }
 
-    std::cout << "fiducial count " << this->iface->data->count << std::endl;
-
     for (i = 0; i < this->iface->data->count; i++)
     {
       fid = this->iface->data->fids + i;
@@ -233,7 +231,7 @@
   catch (std::string e)
   {
     //std::ostringstream stream;
-    std::cout << "Error Subscribing to Gazebo Fiducial Interface\n"
+    std::cerr << "Error Subscribing to Gazebo Fiducial Interface\n"
     << e << "\n";
     //gzthrow(stream.str());
     exit(0);

Modified: code/gazebo/trunk/release-notes.html
===================================================================
--- code/gazebo/trunk/release-notes.html        2009-10-16 17:47:32 UTC (rev 
8295)
+++ code/gazebo/trunk/release-notes.html        2009-10-17 09:04:54 UTC (rev 
8296)
@@ -1,4 +1,10 @@
+<h2>0.4 - 0.9</h2>
 
+This file is outdated.
+Updated information can be found in the 
+<a href="http://playerstage.sourceforge.net/wiki/Gazebo_roadmap";>The Gazebo 
wiki</a>.
+
+
 <h2> 0.4.0 </h2>
 
 <p>This release of Gazebo includes a number of new models and


This was sent by the SourceForge.net collaborative development platform, the 
world's largest Open Source development site.

------------------------------------------------------------------------------
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
_______________________________________________
Playerstage-commit mailing list
Playerstage-commit@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/playerstage-commit

Reply via email to