I realize this thread is ancient, but I'm very interested in seeing the code used here. I can't seem to find if it was ever added to the CVS.
jonasl wrote: > > Well, as far as I can see GetAngularVelocity returns something, but > nothing I can use. > In the end I just used the global pose to calculate the angular velocity. > I should have done this earlier, it's three lines of code ;-) > If anyone is interested in the gyro plugin, just ask me. > Thanks at all for your help! >> -----Ursprüngliche Nachricht----- >> Von: Gazebo developers <playerstage-gazebo@lists.sourceforge.net> >> Gesendet: 30.10.07 09:17:59 >> An: Gazebo developers <playerstage-gazebo@lists.sourceforge.net> >> Betreff: Re: [PlayerStage-Gazebo] Simulate gyroscope in gazebo > > >> >> I am using a simple cylinder and the function GetAngularVelocity from the >> body (not from the cylinder geom): >> GzQuatern angVel= this->body->GetAngularVel(); >> GzVector eulers = GzQuaternToEuler(angVel); >> printf("%f \n", eulers.z); returns values from -3.14 to +3.14 and they >> change in this spectrum even on a constant turning speed. >> I don't set the angular velocity, because it's the global variable. I >> think this is set automatically. >> >> The body is initialized like this: >> this->body = new Body( this->world ); >> this->AddBody(this->body, true); >> >> Jonas >> >> > -----Ursprüngliche Nachricht----- >> > Von: Gazebo developers <playerstage-gazebo@lists.sourceforge.net> >> > Gesendet: 29.10.07 19:06:14 >> > An: "Gazebo developers" <playerstage-gazebo@lists.sourceforge.net> >> > Betreff: Re: [PlayerStage-Gazebo] Simulate gyroscope in gazebo >> >> >> > >> > Can you provide some more information? What type of geometry are your >> > using? And exactly what function are you using to get/set the angular >> > velocity? >> > >> > -nate >> > >> > On 10/29/07, Jonas Lanvers <jon...@web.de> wrote: >> > > I tried this, but it didn't work. >> > > With a constant turning speed (that should propably result in a more >> or less constant angular velocity) I get values from -2 over 0 to 2. >> > > In my opinion angular velocity is, how much the angle on a specific >> axis changes in time. So the vaules should raise and then, stay constant. >> > > The values I get are sinus-like. >> > > >> > > Jonas >> > > - >> > > -----Ursprüngliche Nachricht----- >> > > Von: Gazebo developers <playerstage-gazebo@lists.sourceforge.net> >> > > Betreff: Re: [PlayerStage-Gazebo] Simulate gyroscope in gazebo >> > > >> > > >> > > Hello, >> > > >> > > There is a function in gazebo's quaternion class to convert to Euler >> > > angles. It might be easier to work with. >> > > >> > > -nate >> > > >> > > On 10/29/07, Jonas Lanvers <jon...@web.de> wrote: >> > > > Hello again :-) >> > > > My quaternion to angle conversion seemed to be completely wrong. >> > > > Does anybody know how to convert the Quaternion from >> Body->GetAngularVel() to degrees / second? >> > > > I tried a lot of formulas, but they all don't work. The output >> becomes smaller and bigger although I run it with a constant rotation >> speed. >> > > > So the angular velocity also has to be more or less constant, >> doesn't it? >> > > > >> > > > Thanks in advance >> > > > >> > > > Jonas >> > > > -----Ursprüngliche Nachricht----- >> > > > Von: Gazebo developers <playerstage-gazebo@lists.sourceforge.net> >> > > > Gesendet: 23.10.07 19:46:05 >> > > > An: "Gazebo developers" <playerstage-gazebo@lists.sourceforge.net> >> > > > Betreff: Re: [PlayerStage-Gazebo] Simulate gyroscope in gazebo >> > > > >> > > > >> > > > Yeah, the drift does seem to be a problem. Are there any >> mathematical >> > > > models for drift, or simple ways to estimate it? If all else fails, >> > > > maybe adding a little gaussian noise will do the trick. However, >> take >> > > > that with a grain of salt, I'm no expert on gyroscopes. >> > > > >> > > > -nate >> > > > >> > > > On 10/23/07, Jonas Lanvers <jon...@web.de> wrote: >> > > > > Hi, >> > > > > >> > > > > The object does not have to spin. I only need orientation and >> drift. >> > > > > Orientation seems to be no problem, I got this by converting the >> Global Pose Quaternion. >> > > > > But drift seems to be a problem, doesn't it? >> > > > > >> > > > > Jonas >> > > > > >> > > > > -----Ursprüngliche Nachricht----- >> > > > > Von: Gazebo developers <playerstage-gazebo@lists.sourceforge.net> >> > > > > Gesendet: 22.10.07 23:59:05 >> > > > > >> > > > > >> > > > > A gyroscope might be possible. Do you want an actively spinning >> > > > > object, or just a sensor that measures/maintains orientation? >> > > > > >> > > > > -nate >> > > > > >> > > > > On 10/18/07, Jonas Lanvers <jon...@web.de> wrote: >> > > > > > Is there any way (or better a plugin ) to simulate a gyroscope >> in gazebo? >> > > > > > >> > > > > > Jonas > > _____________________________________________________________________ > Der WEB.DE SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! > http://smartsurfer.web.de/?mc=100071&distributionid=000000000066 > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? 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