Revision: 7136 http://playerstage.svn.sourceforge.net/playerstage/?rev=7136&view=rev Author: natepak Date: 2008-11-12 21:01:10 +0000 (Wed, 12 Nov 2008)
Log Message: ----------- Added an ogre-1.4.9 branch Added Paths: ----------- code/gazebo/branches/ogre-1.4.9/ code/gazebo/branches/ogre-1.4.9/TODO Removed Paths: ------------- code/gazebo/branches/ogre-1.4.9/TODO Property changes on: code/gazebo/branches/ogre-1.4.9 ___________________________________________________________________ Added: svn:ignore + *.os config.log .sconsign.dblite *.so *.a .sconf_temp Ogre.log CEGUI.log gazebo Doxyfile gazeborc libgazeboServer.pc .settings .cproject .project .scons Added: svn:mergeinfo + Deleted: code/gazebo/branches/ogre-1.4.9/TODO =================================================================== --- code/gazebo/trunk/TODO 2008-11-12 20:46:33 UTC (rev 7134) +++ code/gazebo/branches/ogre-1.4.9/TODO 2008-11-12 21:01:10 UTC (rev 7136) @@ -1,124 +0,0 @@ -Open: -- Make headless -- Mouse picking - -Implement in CameraSensor class. -- Shadows draw on multiple surfaces(seem to pass through walls). -- Removing the sky results in a black screen -- 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. -- 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 - -- 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 -- 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 -- Replace all return int, with throws - - -Completed: -- Laser and Camera Interfaces -- Pose3d Interface. Thanks Toby -- Lights, and global ambient -- Enable/disable sky box, and set material -- New Coordinate system -- Pause and step simulation -- Set the screen size -- Toggle HUD display using tab -- Help overlay -- Show simTime, realTime, pauseTime -- XML include -- Check for player. -- Trimesh -- Move Sensors out of Body -- Laser retro and fiducial detection -- Truth -- Factory -- Fix Player include so that libgazebo doesn't link in player -- FLTK interface -- Write install instructions -- Write keyboard mappings -- Write a tutorial for creating custom models -- Write a tutorial for creating new controllers -- Write a tutorial for creating new sensors -- Write a tutorial for using player -- Heightmaps -- Handle GUI resizing - - -- Implement SimulationProxy. Removed truth controller -- Return the sim time from Gazebo in the simulation proxy -- Add mass property -- When nesting a camera in a pioneer model it cause the pioneer to flip over. -- Libagazebo/Player INterfaces crash when a client and playerv connects, and then one of them disconnects -- Implement Act array -- look into using FL::RUN. Using threads now -- Add in Pioneer blender models -- Add check for libxml2 -- Add uninstall (scons -c automatically handles this!) --- Find something shorter for: - std::ostringstreaom stream; - stream << "This is an error message of type[" << type << "]\n"; - gzthrow(stream.str()); - - Use the Contact information in the Collision Callback. See CVS version of Gazebo. Copied: code/gazebo/branches/ogre-1.4.9/TODO (from rev 7135, code/gazebo/trunk/TODO) =================================================================== --- code/gazebo/branches/ogre-1.4.9/TODO (rev 0) +++ code/gazebo/branches/ogre-1.4.9/TODO 2008-11-12 21:01:10 UTC (rev 7136) @@ -0,0 +1,125 @@ +Open: +- Make headless +- Mouse picking + -Implement in CameraSensor class. +- FSAA: See OgreCreator::CreateWindow +- Shadows draw on multiple surfaces(seem to pass through walls). +- Removing the sky results in a black screen +- 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. +- 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 + +- 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 +- 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 +- Replace all return int, with throws + + +Completed: +- Laser and Camera Interfaces +- Pose3d Interface. Thanks Toby +- Lights, and global ambient +- Enable/disable sky box, and set material +- New Coordinate system +- Pause and step simulation +- Set the screen size +- Toggle HUD display using tab +- Help overlay +- Show simTime, realTime, pauseTime +- XML include +- Check for player. +- Trimesh +- Move Sensors out of Body +- Laser retro and fiducial detection +- Truth +- Factory +- Fix Player include so that libgazebo doesn't link in player +- FLTK interface +- Write install instructions +- Write keyboard mappings +- Write a tutorial for creating custom models +- Write a tutorial for creating new controllers +- Write a tutorial for creating new sensors +- Write a tutorial for using player +- Heightmaps +- Handle GUI resizing + + +- Implement SimulationProxy. Removed truth controller +- Return the sim time from Gazebo in the simulation proxy +- Add mass property +- When nesting a camera in a pioneer model it cause the pioneer to flip over. +- Libagazebo/Player INterfaces crash when a client and playerv connects, and then one of them disconnects +- Implement Act array +- look into using FL::RUN. Using threads now +- Add in Pioneer blender models +- Add check for libxml2 +- Add uninstall (scons -c automatically handles this!) +-- Find something shorter for: + std::ostringstreaom stream; + stream << "This is an error message of type[" << type << "]\n"; + gzthrow(stream.str()); + + Use the Contact information in the Collision Callback. See CVS version of Gazebo. 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