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! 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