Re: [PlayerStage-Gazebo] Question regarding how to use new version of Gazebo with Player

2012-01-30 Thread Nate Koenig
Gazebo is not tied to Willow Garage and ROS.

However, Willow Garage heavily supports Gazebo, so ROS support has
been more of a priority for Gazebo. We have begun fixing up the Player
interface to Gazebo. This effort will likely take a few more weeks. We
are always looking for help. Shoot me an email if you want to
contribute to the Gazebo project.

-nate

On Thu, Jan 26, 2012 at 10:21 AM, Allen, Hunter
hunter.al...@vanderbilt.edu wrote:
 The issue is that the willow garage gazebo is for ROS, not player. I 
 recommend you take a look at it. It's not the easiest task, but ROS is pretty 
 nice once you have used it.

 Or, use the one that Willie garage hasn't touched.

 Good luck,
 -Hunter A.
 Sent from my iPhone

 On Jan 25, 2012, at 1:21 PM, Shawn Walker wa...@yorku.ca wrote:

 Hi everyone,

 The way I used older versions of Gazebo was the following:

 1) In terminal #1..:
 gazebo foo.world

 2) In terminal #2..:
 robot-player foo.cfg

 3) In terminal #3..:
 ./run_robot_program_written_in_c


 So this would run my C code which moved the virtual robot, etc...

 What I am wondering is that how do you accomplish this same task in the new
 version of Gazebo by Willow Garage?

 In the quick start guide it talks about gzserver and gzclient, but I can't
 figure how to do the same thing as I described in the first part of this
 question.

 If anyone has any guidance with this I would greatly welcome your help.

 Thanks, and cheers.

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Re: [PlayerStage-Gazebo] Re pository idea

2011-06-01 Thread Nate Koenig
Hello,

Giving general commit access to a project is not a great idea. Some
controls and organization is necessary to prevent code duplication,
bad code, etc.

There is a system in place to submit patches to Gazebo. If you are a
regular contributor than we can give you commit access.

Thanks for the suggestion,

-nate

On Thu, May 12, 2011 at 8:23 AM, Neostek marco.cogne...@libero.it wrote:

 Hi all,
 every time I use Gazebo I have this idea and this is the right time to
 explain it: create a repository for gazebo where every user could commit and
 get libraries from that. My idea is to load the last stable Gazebo version
 (0.9)[or the 1.0 but we had some installation problems] on a svn repository
 where everyone could commit. In this way Gazebo could grow up. Obviously
 every user has to comment every code he/she develop.

 For istance, IMU doesn't work on that Gazebo version and I know that at
 least 4 people are working on it. If all people have access to others' code,
 the development would be surely faster (this is the svn powerfull).
 I hope this idea could help.

 Best,

 Marco
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Re: [PlayerStage-Gazebo] kforge.ros.org or sourceforge

2011-03-30 Thread Nate Koenig
Hi Peter,

Thanks for the email.

Gazebo is currently in transition from Sourceforge to a WillowGarage
supported system (kforge.ros.org). What this means is that we will
have more resources at our disposal for development and support. There
are no plans to tie Gazebo directly to ROS. Gazebo itself will remain
an independent library for use by the community.

While this transition is taking place over the next few weeks, please
use the Sourceforge resources. All patches and bug fixes will be
applied to both the SVN repo on Sourceforge and the Mercurial repo on
kforge.ros.org.

Look for a email on this list in the near future about a formal switch
to kforge.

Cheers,
-nate

On Wed, Mar 30, 2011 at 8:58 AM, Peter Nordin peter.nor...@liu.se wrote:
 Hi Jhon,

 After seeing that there is an issue tracker at
 https://kforge.ros.org/gazebo/trac/ I am wondering.

 Which bug tracker should we use, the sourceforge one or the ros one?

 Is kforge.ros only meant for ROS related Gazebo issues or for Player
 related ones to?

 I have seen that there is a WG branch of Gazebo on sourceforge. Is that
 the code that I can browse from the kforge.ros site or is that yet
 another version of the Gazebo code?

 Will ros related Gazebo fixes and additions be merged into the Gazebo
 trunk at sourceforge?

 Actually what I basically would like to know is if WillowGarage is
 taking over the main Gazebo development?

 /Peter


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Re: [PlayerStage-Gazebo] New Gazebo GPS interface

2011-02-25 Thread Nate Koenig
Hello,

A GPS sensor and interface would be a welcome addition to gazebo.
Could you please submit a patch through the sourceforge patch system?
http://sourceforge.net/tracker/?group_id=42445atid=433166

Thank you very much for your effort and willingness to contribute.
Please let me know if you have any problems.

Cheers,
-nate

On Fri, Feb 25, 2011 at 7:44 AM, Peter Nordin peter.nor...@liu.se wrote:
 Hello

 For me a GPS player interface would be of great use. I am running the
 same code against my real robot platform and Gazebo, where I have
 written my own custom robot controller that mimics my real robot. I am
 currently using the Position2d, Laser and IMU (which I have added
 myself) interfaces. The only thing that is missing compared to my real
 system is the GPS interface.

 I would also be interested in sending in my player IMU interface code as
 a patch. (I have tried before but I did not receive any feedback
 regarding the patch). The code makes some additions to the GenericIMU
 sensor in Gazebo but I would be willing to change my code if my changes
 are unsuitable. for example, I cheat a bit and take the known angular
 velocities and Euler angles directly from the simulator and output them
 without adding noise or bias.
 Adding some random noise to the angular velocities should not be that
 difficult but adding realistic Euler angle IMU errors is more difficult.
 I was hoping that someone else might add such features in the future if
 they would have use for it.

 Best regards
 Peter



 On 02/22/2011 09:39 AM, Raul Correal wrote:
 Hi,

 Due to my current project requirements, I've implemented a GPS interface for
 Gazebo that can be used either from libgazebo or thru Player. AFAIK there is
 no such feature in Gazebo 0.9 or later or in the C-Turle ROS Gazebo version.
 I was wondering if this may be of interest to the community to be included
 for future releases? I have also some world and model files and C++ example
 code using the GPS (both, libgazebo and Player).

 In such a case, could sb (Nate, r u still with this?) push me in the right
 direction to send/upload/include this code into the trunk version? I have
 developed some new files and modified some others.

 Regards,

 Some works with Gazebo:
 http://playerstage.sourceforge.net/wiki/GazeboUsers#Raul_Correal














 
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Re: [PlayerStage-Gazebo] gazebo compilation problem (gui/libgazebo_gui.so.0.10.0: undefined reference to `XineramaIsActive')

2010-11-02 Thread Nate Koenig
Hello,

Well, I haven't seen this problem before.

Could you try making the following change:

In gazebo_sources/server/gui/CMakeLists.txt

Modify:
target_link_libraries(gazebo_gui ${FLTK_LIBRARIES} Xpm)

To be:
target_link_libraries(gazebo_gui ${FLTK_LIBRARIES} Xpm Xinerama)

re-run cmake and make.

-nate


On Sat, Oct 30, 2010 at 8:43 AM, mizo_hazem_2 eng.hossa...@gmail.com wrote:

 Hi,

 I got the following error while trying to build gazebo

 [ 89%] Built target gazeboshm
 [ 89%] Built target gazebo_physics
 [ 89%] Built target gazebo_rendering
 [ 89%] Built target gazebo_physics_bullet
 [ 89%] Built target gazebo_physics_ode
 [ 89%] Built target gazebo_server
 [ 89%] Built target gazebo_gui
 [ 89%] Built target gazebo_av-shared
 Linking CXX executable gazebo
 gui/libgazebo_gui.so.0.10.0: undefined reference to `XineramaQueryScreens'
 gui/libgazebo_gui.so.0.10.0: undefined reference to `XineramaIsActive'
 collect2: ld returned 1 exit status
 make[2]: *** [server/gazebo] Error 1
 make[1]: *** [server/CMakeFiles/gazebo-exec.dir/all] Error 2
 make: *** [all] Error 2

 I searched for this error, but I have not find any solution

 Note:
 libxinerama-dev and libxxf86vm-dev are already installed

 helkh...@helkheer:/usr/lib$ ls | grep Xiner
 libXinerama.a
 libXinerama.so
 libXinerama.so.1
 libXinerama.so.1.0.0

 Is there anyone who can helping me solving this problem

 thanks in advance
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Re: [PlayerStage-Gazebo] Gazebo examples

2010-10-27 Thread Nate Koenig
Hello,

Have you tried the examples in: examples/player ?

-nate

On Sat, Oct 2, 2010 at 8:57 AM, deker de...@szm.sk wrote:

 Hello, im new to player/gazebo, i installed gazebo and player svn 
 succesfully. I was trying examples from examples/libgazebo, 
 http://playerstage.sourceforge.net/doc/Gazebo-manual-0.7.0-html/libgazebo_usage.html,
  http://playerstage.sourceforge.net/doc/Gazebo-manual-0.5-html/ but they are 
 not working. I would like to ask you, if there are some examples which works 
 with latest svn gazebo and player and if than where could i find them.
 Thank you for any help
 Deker


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Re: [PlayerStage-Gazebo] Laser beams passing through objects

2010-06-30 Thread Nate Koenig
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 zhangq@gmail.com 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 zhangq@gmail.com 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 natekoe...@gmail.com wrote:

 Hello,

 Can you send me your world file?

 -nate


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Re: [PlayerStage-Gazebo] Laser beams passing through objects

2010-06-28 Thread Nate Koenig
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 zhangq@gmail.com 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 natekoe...@gmail.com wrote:

 Hello,

 Can you send me your world file?

 -nate

 On Thu, Jun 24, 2010 at 6:30 AM, zhangqun zhangq@gmail.com 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
       rayCount180/rayCount
       rangeCount361/rangeCount
       origin0.05 0.0 0/origin
 
       minAngle-90/minAngle
       maxAngle90/maxAngle
 
       minRange0.1/minRange
       maxRange8/maxRange
       displayRaysfan/displayRays
 
       resRange1/resRange
 
       alwaysActivetrue/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
   alwaysActivetrue/alwaysActive
  /sensor:ray
 
  Which will force the sensor on.
 
  -nate
 
 
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Re: [PlayerStage-Gazebo] Laser beams passing through objects

2010-06-24 Thread Nate Koenig
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 zhangq@gmail.com 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
  alwaysActivetrue/alwaysActive
 /sensor:ray

 Which will force the sensor on.

 -nate


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Re: [PlayerStage-Gazebo] Laser beams passing through objects

2010-06-24 Thread Nate Koenig
Hello,

Can you send me your world file?

-nate

On Thu, Jun 24, 2010 at 6:30 AM, zhangqun zhangq@gmail.com 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
      rayCount180/rayCount
      rangeCount361/rangeCount
      origin0.05 0.0 0/origin

      minAngle-90/minAngle
      maxAngle90/maxAngle

      minRange0.1/minRange
      maxRange8/maxRange
      displayRaysfan/displayRays

      resRange1/resRange

      alwaysActivetrue/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
  alwaysActivetrue/alwaysActive
 /sensor:ray

 Which will force the sensor on.

 -nate


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Re: [PlayerStage-Gazebo] Problem in installation of gazebo-0.10.0 on debian 5 lenny

2010-06-23 Thread Nate Koenig
Hello,

This problem has been fixed in SVN.

But, you should be able to solve this problem by downloading and
installing assimp:
http://assimp.sourceforge.net/

-nate

On Mon, Jun 14, 2010 at 4:46 PM, Bushra Sabir finominalb...@hotmail.com wrote:

 Hey all , I am facing a problem in installation of gazebo-0.10.0, i have
 installed ode-0.11, ogre 1.6.5, bullet 2.76, I am facing problem in make
 command. Problem is as follow if anyone of u can help i will be really
 grateful

 # make
 Scanning dependencies of target assimp
 [  0%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/3DSConverter.o
 [  0%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/3DSLoader.o
 [  1%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ACLoader.o
 [  1%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ASELoader.o
 [  2%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ASEParser.o
 [  2%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/Assimp.o
 [  3%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/AssimpPCH.o
 [  3%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/B3DImporter.o
 [  3%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/BVHLoader.o
 [  4%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/BaseImporter.o
 [  4%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/BaseProcess.o
 [  5%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/CalcTangentsProcess.o
 [  5%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ColladaLoader.o
 [  6%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ColladaParser.o
 [  6%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ComputeUVMappingProcess.o
 [  6%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ConvertToLHProcess.o
 [  7%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/DXFLoader.o
 [  7%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/CSMLoader.o
 [  8%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/DefaultIOStream.o
 [  8%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/DefaultIOSystem.o
 [  9%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/DefaultLogger.o
 [  9%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/FindDegenerates.o
 [  9%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/FindInstancesProcess.o
 [ 10%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/FindInvalidDataProcess.o
 [ 10%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/FixNormalsStep.o
 [ 11%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/GenFaceNormalsProcess.o
 [ 11%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/GenVertexNormalsProcess.o
 [ 12%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/HMPLoader.o
 [ 12%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/IRRLoader.o
 [ 12%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/IRRMeshLoader.o
 [ 13%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/IRRShared.o
 [ 13%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/Importer.o
 [ 14%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ImproveCacheLocality.o
 [ 14%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/JoinVerticesProcess.o
 [ 15%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWOAnimation.o
 [ 15%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWOBLoader.o
 [ 15%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWOLoader.o
 [ 16%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWOMaterial.o
 [ 16%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWSLoader.o
 [ 17%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LimitBoneWeightsProcess.o
 [ 17%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MD2Loader.o
 [ 18%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MD3Loader.o
 [ 18%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MD5Loader.o
 [ 18%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MD5Parser.o
 [ 19%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MDCLoader.o
 [ 19%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MDLLoader.o
 [ 20%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MDLMaterialLoader.o
 [ 20%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MaterialSystem.o
 [ 21%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/NFFLoader.o
 [ 21%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/OFFLoader.o
 [ 21%] Building CXX object
 

Re: [PlayerStage-Gazebo] Animations in Gazebo

2010-06-23 Thread Nate Koenig
Hello,

This is something that I've been meaning to do, but unfortunately it's
not done yet.
If you'd like to take a stab at it, I could guide you.

-nate

On Tue, Jun 1, 2010 at 2:13 AM, Leonardo Scandolo lscand...@gmail.com wrote:
 Hello,
 I'm trying to build a planning algorithm test scenario in gazebo, and I
 would like to have humans in the simulation. Their actual physical
 representation is not important but it would be nice to be able to display
 an actual moving human model, not just a static mesh. I wasn't able to find
 any information in gazebo pertaining this, or any kind of animation, and
 building an actual human model (joints and all) is a bit cumbersome since it
 is not my main aim. So basically my question is: is there any way to have an
 animation as a visual representation of a simple object (box, cylinder,
 etc.) in gazebo? Or maybe there's a humanoid robot model somewhere I could
 use?

 Leonardo Scandolo
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Re: [PlayerStage-Gazebo] undefined references

2010-06-23 Thread Nate Koenig
Hello,

On your 64 bit machine, can you try running:

pkg-config --libs --cflags ode

If that doesn't work, can you find the following file: ode.pc

-nate

On Fri, Jun 11, 2010 at 12:44 PM, Baldassari, Francois
francois_baldass...@brown.edu wrote:
 Hi,

 I am trying to build gazebo from SVN. I had previously installed the stable
 release with little problem, i am not so lucky this time.

 I have been trying for a few day, and hence with a few different revisions
 (8753 - 8761). I am running the 64 bit version of Ubuntu 10.04.

 Every time, I get the following error message at about 94% during the make
 process
  [ 94%] Building CXX object server/CMakeFiles/gazebo-exec.dir/main.o
  Linking CXX executable gazebo
  physics/ode/libgazebo_physics_ode.so: undefined reference to
 `dBodySetMovedCallback'
  physics/ode/libgazebo_physics_ode.so: undefined reference to
 `dAllocateODEDataForThread'
  physics/ode/libgazebo_physics_ode.so: undefined reference to
 `dBodySetLinearDamping'
  physics/ode/libgazebo_physics_ode.so: undefined reference to
 `dBodySetAngularDamping'
  physics/ode/libgazebo_physics_ode.so: undefined reference to `dInitODE2'

 I tried to checkout the latest version of Ogre, ODE and Bullet from SVN,
 then reverted to the latest stable release for each of them. The problem
 remained.

 Interestingly enough, I cannot replicate the problem on my other ubuntu
 machine, which runs the 32bit version of 10.04. Instead, it compiles fine
 but gives the following error at runtime:

  terminate called after throwing an instance of
 'Ogre::InvalidParametersException'
  what(): OGRE EXCEPTION(2InvalidParametersException): Could not create gpu
 programs from render state in ProgramManager::acquireGpuPrograms at
 /home/lab/francois/ogre/Components/RTShaderSystem/src/OgreShaderProgramManager.cpp
 (line 102)
  aborted

 Any ideas?

 Francois
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Re: [PlayerStage-Gazebo] Problem with Starting Player

2010-06-23 Thread Nate Koenig
Hello,

What version of gazebo are you using?
wxgazebo has been removed from gazebo for a long time, so I'd suggest
getting the latest gazebo.

-nate

On Tue, Jun 8, 2010 at 2:10 PM, behsrw beh...@yahoo.com wrote:

 Hey all,
 I am doing research in the field of mobile robots and recently I got Linux
 (Ubuntu) machine and installed Gazebo and Player on it. I am able to play
 around with Gazebo but I failed to generate appropriate configuration file
 to run player. As the simplest example, I used the following Test.world
 file:

 ?xml version=1.0?
 gz:world xmlns:gz=http://playerstage.sourceforge.net/gazebo/xmlschema/#gz;
 xmlns:model=http://playerstage.sourceforge.net/gazebo/xmlschema/#model;
 xmlns:window=http://playerstage.sourceforge.net/gazebo/xmlschema/#window;
 xmlns:params=http://playerstage.sourceforge.net/gazebo/xmlschema/#params;

 model:Pioneer2DX
    idrobot1/id
    xyz0 0 0.200/xyz
    model:SickLMS200
      idlaser1/id
      xyz0.0 0.0 0.00/xyz
    /model:SickLMS200
  /model:Pioneer2DX

 /gz:world




 and then I used the following Test.cfg file:

 driver
 (
  name gazebo
  provides [simulation:0]
  plugin libgazeboplugin
  server_id default
 )

 driver
 (
  name gazebo
  provides [position2d:0]
  gz_id robot1
 )

 driver
 (
  name gazebo
  provides [laser:0]
  gz_id laser1
 )



 I run Gazebo (successfully) by
 wxgazebo Desktop/Behnam/Test/Test.world

 and then I tried to run player by
 player Desktop/Behnam/Test/Test.cfg

 but I got this error:

 Registering driver
 Player v.3.0.0-rc3

 * Part of the Player/Stage/Gazebo Project
 [http://playerstage.sourceforge.net].
 * Copyright (C) 2000 - 2009 Brian Gerkey, Richard Vaughan, Andrew Howard,
 * Nate Koenig, and contributors. Released under the GNU General Public
 License.
 * Player comes with ABSOLUTELY NO WARRANTY.  This is free software, and you
 * are welcome to redistribute it under certain conditions; see COPYING
 * for details.

 error   : Failed to load plugin libgazeboplugin.
 error   : libtool reports error: file not found
 error   : plugin search path:
 /home/amtcs7:Desktop/Behnam/Test:/usr/local/lib/
 error   : failed to load plugin: libgazeboplugin
 error   : failed to parse config file Desktop/Behnam/Test/Test.cfg driver
 blocks


 It should be preliminary problem, but I am new with player Do you have
 any idea where is my mistake? Configuration file itself? The way I run
 program or... ?

 Thanks a lot for your help.



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Re: [PlayerStage-Gazebo] Laser beams passing through objects

2010-06-23 Thread Nate Koenig
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
  alwaysActivetrue/alwaysActive
/sensor:ray

Which will force the sensor on.

-nate

On Tue, Jun 22, 2010 at 2:45 AM, John Hsu john...@willowgarage.com 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 sizeradius 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 zhangq@gmail.com 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;
 

  verbosity5/verbosity

  physics:ode
    stepTime0.03/stepTime
    gravity0 0 -9.8/gravity
    cfm10e-5/cfm
    erp0.3/erp
    updateRate0/updateRate
  /physics:ode

  rendering:gui
    typefltk/type
    size800 600/size
    pos0 0/pos
    xyz0 0 0/xyz
    rpy0 0 0/rpy
    updateRate20/updateRate

    frames
      row height=100%
        camera width=100%
          xyz0.35 -0.5 0.43/xyz
          rpy0 14 111.5/rpy
        /camera
      /row
    /frames
  /rendering:gui

  rendering:ogre
    ambient0.5 0.5 0.5 1.0/ambient
    sky
      materialGazebo/CloudySky/material
    /sky

    fog
      color1.0 1.0 1.0/color
      linearStart10/linearStart
      linearEnd100/linearEnd
    /fog
  /rendering:ogre

   !-- Ground Plane --
  model:physical name=plane1_model
    xyz0 0 0/xyz
    rpy0 0 0/rpy
    statictrue/static

    body:plane name=plane1_body
      geom:plane name=plane1_geom
        normal0 0 1/normal
        size2000 2000/size
        segments10 10/segments
        uvTile100 100/uvTile
        materialGazebo/Grey/material
      /geom:plane
    /body:plane
  /model:physical

  model:physical name=cylinder1_model
    xyz3.15 1.68 .3/xyz
    rpy0.0 0.0 0.0/rpy
    statictrue/static

    body:cylinder name=cylinder1_body
      geom:cylinder name=cylinder1_geom
        size0.5 1/size
        mass1.0/mass
        visual
          scale0.5 0.5 0.5/scale
          meshunit_cylinder/mesh
          materialGazebo/Color/material
        /visual
        /geom:cylinder
    /body:cylinder
  /model:physical


  model:physical name=pioneer2dx_model1
    xyz0 0 0.145/xyz
    rpy0.0 0.0 0.0/rpy


    model:physical name=laser
      xyz0.15 0 0.18/xyz

      attach
        parentBodychassis_body/parentBody
        myBodylaser_body/myBody
      /attach

      include embedded=true
        xi:include href=models/sicklms200.model /
      /include
    /model:physical


    include embedded=true
      xi:include 

Re: [PlayerStage-Gazebo] World File Syntax

2010-06-23 Thread Nate Koenig
Hello,

Currently, there is no good documentation for the world file syntax.
The best place to look is in the example world files.

-nate

On Sat, Jun 19, 2010 at 2:04 AM, zhangqun zhangq@gmail.com wrote:

 Dear all,

 anyone has a more detailed tutorial on gazebo world file syntax, because
 there are so many kinds of tabs, and the information from website seems so
 limited that only includes basic tabs.

 Thanks in advance.

 -Qun
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Re: [PlayerStage-Gazebo] Shadow support on gazebo 0.7

2010-05-11 Thread Nate Koenig
Hello,

I no longer support gazebo 0.7.

Please try the latest version of gazebo.

-nate

On Sun, Mar 7, 2010 at 4:49 AM, redouane kachach redo.ro...@gmail.com wrote:
 Hi All,

 I would like to know if there's some way to simulate shadows on gazebo 0.7 .
 I'm trying to simulate a highway and I'm
 interested in getting vehicles cast-shadows. Right now I'm using the below
 world file. Any help is more than welcome.

  model:GroundPlane
    idground1/id
    color1 1 1/color
    textureFiletextureRoad4_v1.jpg/textureFile
    textureSize16.0 15.0 /textureSize
  /model:GroundPlane

  model:LightSource
    id1/id
    xyz0 14 4/xyz
    rpy90 -190 90/rpy
    diffuseColor10 10 10/diffuseColor
    specularColor1 0 0/specularColor
    gravityfalse/gravity
    renderMethodglx/renderMethod
  /model:LightSource

  model:SimpleSolid
    idcar1/id
    xyz0 8 0/xyz
    rpy0.0 0.0 -30 /rpy
    size2 2 2/size
    color255 0 0/color
  /model:SimpleSolid


  model:SonyVID30
    idcamera1/id
    xyz0 0 6.5/xyz
    rpy0 38 90/rpy
    gravityfalse/gravity
    renderMethodglx/renderMethod
  /model:SonyVID30

 Thanks in advance,
 Redo.
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Re: [PlayerStage-Gazebo] Differential drive robot inertia in Gazebo

2010-04-01 Thread Nate Koenig
Hello,

You can reduce the torque parameter, and play with the masses.

You can also modify the friction of the wheels. To do this add a the
following parameters to a geom:

geom ...
  kp1/kp
  kd1.0/kd !-- Damping constraint --
  bounce0.0/bounce !-- How bouncy the surface is --
  bounceVel10/bounceVel !-- MAx velocity before bounce is applied --
  mu1 BIG NUMBER /mu1
  mu2 BIG NUMBER /mu2
  slip1 small number (0.01) /slip1
  slip2 small number (0.01)/slip2
/geom

The ODE manual has descriptions of all these parameters.

-nate

On Sun, Mar 28, 2010 at 9:41 PM, David Michal michalrob...@knology.net wrote:
 I have modeled a differential drive robot in Gazebo.  The problem is
 that when I driver the robot from Player it seems to have quite a bit of
 inertia. When turning to the left or the right it overshoots the target
 quite a bit.  The real robot uses stepper motors so that once you tell
 it to stop turning it does.  Is there a way to get Gazebo to better
 model a stepper motor?  I am using Player 3.0.1, Gazebo 0.9.0, and ODE
 0.11.1.

 Here is what I have in the model file.

 body:cylinder name=left_wheel_body
  xyz0.0 0.1325 -0.2032/xyz
  rpy0 90 90/rpy
  geom:cylinder name=left_wheel_geom
    size.0635 .032/size
    mass0.5/mass
    visual
      rpy0 0 90/rpy
      size0.127 0.127 0.032/size
      meshdrivewheel.mesh/mesh
      materialGazebo/Black/material
    /visual
  /geom:cylinder
 /body:cylinder

 body:cylinder name=right_wheel_body
  xyz0.0 -0.1325 -0.2032/xyz
  rpy0 90 90/rpy
  geom:cylinder name=right_wheel_geom
    size.0635 .032/size
    mass0.5/mass
   visual
      rpy0 0 90/rpy
      size0.127 0.127 0.032/size
      meshdrivewheel.mesh/mesh
      materialGazebo/Black/material
    /visual
  /geom:cylinder
 /body:cylinder

 joint:hinge name=left_wheel_joint
  body1left_wheel_body/body1
  body2chassis_body/body2
  anchorleft_wheel_body/anchor
  anchorOffset0 0 0/anchorOffset
  axis0 1 0/axis
  erp0.8/erp
  cfm10e-5/cfm
 /joint:hinge

 joint:hinge name=right_wheel_joint
  body1right_wheel_body/body1
  body2chassis_body/body2
  anchorright_wheel_body/anchor
  anchorOffset0 0 0/anchorOffset
  axis0 1 0/axis
  erp0.8/erp
  cfm10e-5/cfm
 /joint:hinge

 controller:differential_position2d name=controller1
  leftJointright_wheel_joint/leftJoint
  rightJointleft_wheel_joint/rightJoint
  wheelSeparation0.265/wheelSeparation
  wheelDiameter0.127/wheelDiameter
  torque1/torque
  interface:position name=position_iface_0/
 /controller:differential_position2d



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Re: [PlayerStage-Gazebo] Looking for Gazebo World file

2010-03-08 Thread Nate Koenig
Hello,

Unfortunately, this world file no longer exists. You should look at
the pioneer2dx.world file, and modify it to your needs.

-nate

On Sun, Jan 17, 2010 at 7:35 PM, Brock Woolf brock.wo...@gmail.com wrote:
 Hi,

 On the Gazebo site on Sourceforge, there is a video that shows a robot moving 
 around hitting objects.
 It is on this page: http://playerstage.sourceforge.net/index.php?src=gazebo

 If you scroll down to Sample Videos, the very first video is called 
 Collision testing with one robot..
 I specifically want that world file to run in Gazebo.

 Here is the link to the movie that I mean: 
 http://robotics.usc.edu/~ahoward/movies/gazebo_collisions.mov

 Anyone know where I can get this world run from so that I can run it in 
 Gazebo?

 Cheers,
 Brock
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Re: [PlayerStage-Gazebo] Problem of ~/.gazeborc file

2010-01-15 Thread Nate Koenig
Hello,

can you run:

$ VERBOSE=1 make

and post the output relevant to the error that you're seeing.

-nate

On Thu, Jan 14, 2010 at 4:38 AM, pt523 piti...@gmail.com wrote:

 Sorry to bother you again. Now I'm trying to compile the last version of
 Gazebo as advised  by Luis (actually I'm a bit confused that you want me to
 try the last version or version 8335 ^_^). Anyway I'm trying the last
 version which I got by typing svn co
 https://playerstage.svn.sourceforge.net/svnroot/playerstage/code/gazebo/trunk
 gazebo

 When I compiled it, I got
 --
 [  1%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ACLoader.o
 /home/pitiwut/Downloads/Gazebo/lastest/gazebo/3rd_party/assimp/code/ACLoader.cpp:
 In member function ‘void
 Assimp::AC3DImporter::LoadObjectSection(std::vectorAssimp::AC3DImporter::Object,
 std::allocatorAssimp::AC3DImporter::Object )’:
 /home/pitiwut/Downloads/Gazebo/lastest/gazebo/3rd_party/assimp/code/ACLoader.cpp:179:
 warning: format ‘%lu’ expects type ‘long unsigned int’, but argument 3 has
 type ‘size_t’
 ...
 [ 19%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MD5Loader.o
 /home/pitiwut/Downloads/Gazebo/lastest/gazebo/3rd_party/assimp/code/MD5Loader.cpp:
 In member function ‘void Assimp::MD5Importer::LoadMD5CameraFile()’:
 /home/pitiwut/Downloads/Gazebo/lastest/gazebo/3rd_party/assimp/code/MD5Loader.cpp:698:
 warning: format ‘%lu’ expects type ‘long unsigned int’, but argument 3 has
 type ‘ptrdiff_t’
 /home/pitiwut/Downloads/Gazebo/lastest/gazebo/3rd_party/assimp/code/MD5Loader.cpp:698:
 warning: format ‘%lu’ expects type ‘long unsigned int’, but argument 4 has
 type ‘unsigned int’
 /home/pitiwut/Downloads/Gazebo/lastest/gazebo/3rd_party/assimp/code/MD5Loader.cpp:698:
 warning: format ‘%lu’ expects type ‘long unsigned int’, but argument 5 has
 type ‘unsigned int
 ...
 Linking CXX shared library libgazebo_av.so
 [ 91%] Built target gazebo_av-shared
 Scanning dependencies of target gazebo-exec
 [ 92%] Building CXX object server/CMakeFiles/gazebo-exec.dir/main.o
 Linking CXX executable gazebo
 physics/ode/libgazebo_physics_ode.so: undefined reference to
 `dBodySetMovedCallback'
 physics/ode/libgazebo_physics_ode.so: undefined reference to
 `dAllocateODEDataForThread'
 physics/ode/libgazebo_physics_ode.so: undefined reference to
 `dBodySetLinearDamping'
 physics/ode/libgazebo_physics_ode.so: undefined reference to
 `dMassSetTrimeshTotal'
 physics/ode/libgazebo_physics_ode.so: undefined reference to
 `dBodySetAngularDamping'
 physics/ode/libgazebo_physics_ode.so: undefined reference to `dInitODE2'
 collect2: ld returned 1 exit status
 make[2]: *** [server/gazebo] Error 1
 make[1]: *** [server/CMakeFiles/gazebo-exec.dir/all] Error 2
 make: *** [all] Error 2
 --

 I've already installed ode0.11.1, OGRE 1.6.4 and player 3.0.0. It seems like
 something wrong with ode, doesn't it. Did I do something wrong again?

 and This is the output from cmake
 --

 -- The C compiler identification is GNU
 -- The CXX compiler identification is GNU
 -- Check for working C compiler: /usr/bin/gcc
 -- Check for working C compiler: /usr/bin/gcc -- works
 -- Detecting C compiler ABI info
 -- Detecting C compiler ABI info - done
 -- Check for working CXX compiler: /usr/bin/c++
 -- Check for working CXX compiler: /usr/bin/c++ -- works
 -- Detecting CXX compiler ABI info
 -- Detecting CXX compiler ABI info - done
 -- Gazebo version 0.10.0
 --

 == Finding 3rd Party Packages ==
 -- Operating system is Linux
 -- Looking for XOpenDisplay in /usr/lib/libX11.so;/usr/lib/libXext.so
 -- Looking for XOpenDisplay in /usr/lib/libX11.so;/usr/lib/libXext.so -
 found
 -- Looking for gethostbyname
 -- Looking for gethostbyname - found
 -- Looking for connect
 -- Looking for connect - found
 -- Looking for remove
 -- Looking for remove - found
 -- Looking for shmat
 -- Looking for shmat - found
 -- Looking for IceConnectionNumber in ICE
 -- Looking for IceConnectionNumber in ICE - found
 -- Found X11: /usr/lib/libX11.so
 -- Found FLTK: fltk_images;fltk_forms;fltk_gl;/usr/lib/libGL.so;fltk
 -- checking for module 'ode=0.10.1'
 --   found ode, version 0.11.1
 -- checking for module 'freeimage=3.9.0'
 --   package 'freeimage=3.9.0' not found
 --   freeimage.pc not found, trying freeimage_include_dir and
 freeimage_library_dir flags.
 --   Looking for FreeImage.h - found
 --   Looking for libfreeimage - found
 -- checking for module 'OGRE=1.6.3'
 --   found OGRE, version 1.6.4
 -- checking for module 'libxml-2.0'
 --   found libxml-2.0, version 2.7.5
 -- checking for module 'xft'
 --   found xft, version 2.1.13
 -- checking for module 'openal'
 --   found openal, 

Re: [PlayerStage-Gazebo] Where is the Gazebo world file for this video?

2010-01-15 Thread Nate Koenig
Hello,

That video is from many many years ago, and the world file no longer exists.

There is a similar world file in the gazebo called pioneer2dx.world.
It has two pioneers, and two ramps. You should be able to modify this
file to suit your needs.

-nate

On Thu, Jan 14, 2010 at 5:47 PM, Brock Woolf brock.wo...@gmail.com wrote:
 Hi Guys,

 On the Gazebo site on Sourceforge, there is a video that shows a robot moving 
 around hitting objects.
 It is on this page: http://playerstage.sourceforge.net/index.php?src=gazebo

 If you scroll down to Sample Videos, the very first video is called 
 Collision testing with one robot..
 I specifically want that world file to run in Gazebo.

 Here is the link to the movie that I mean: 
 http://robotics.usc.edu/~ahoward/movies/gazebo_collisions.mov

 Anyone know where I can get this world run from so that I can run it in 
 Gazebo?

 Cheers,
 Brock
 --
 Throughout its 18-year history, RSA Conference consistently attracts the
 world's best and brightest in the field, creating opportunities for Conference
 attendees to learn about information security's most important issues through
 interactions with peers, luminaries and emerging and established companies.
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Re: [PlayerStage-Gazebo] New install : segmentation fault test.world

2010-01-13 Thread Nate Koenig
Hello,

I've fixed a few things in the SVN version of gazebo. Could you try
fetching this, and run either simpleshapes.world or pioneer2dx.world
to start?

Thanks,

-nate

On Mon, Jan 11, 2010 at 11:26 PM, brad17 b.sara...@curtin.edu.au wrote:

 strange indeed. I get very different results on different world files:
 * terrain opens up gazebo, but all i see is textured ground with a grid on
 it
 * pioneer2dx.world opens up gazebo, but the graphics are too strange to
 describe well. I can tell that there is a robot, but I see a kind of
 silhouete of it and a lot of white dots .
 * bumper.world opens up and shows me a rendered robot
 * simplecar and wizbot seg fault, differently to the one previously posted
 as shown below

 any suggestions?

 (gdb) run simplecar.world
 Starting program: /usr/local/bin/gazebo simplecar.world
 [Thread debugging using libthread_db enabled]
 Gazebo multi-robot simulator, version 0.9.0

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 models/simplecar.model:18: namespace error : Namespace prefix controller on
 steering_position2d is not defined
 controller:steering_position2d name=a car
                                            ^
 models/simplecar.model:43: namespace error : Namespace prefix interface on
 position is not defined
  interface:position name=position_iface_0/
                                             ^
 [/usr/src/gazebo-svn/server/GazeboConfig.cc:103]
  Gazebo Path[/usr/local/share/gazebo]
 [/usr/src/gazebo-svn/server/GazeboConfig.cc:115]
  Ogre Path[/usr/local/lib/OGRE]
 [New Thread 0xb63e76c0 (LWP 17081)]
 directory [/tmp/gazebo-bsaracik-0] already exists (previous crash?)
 but the owner gazebo server (pid=17075) is not running.
 deleting the old information of the directory [/tmp/gazebo-bsaracik-0]
 [/usr/src/gazebo-svn/server/sensors/Sensor.cc:155]
  cam1_sensor sensor has no controller.

 ODE INTERNAL ERROR 1: assertion bNormalizationResult failed in
 _dNormalize3() [../../../include/ode/odemath.h]

 Program received signal SIGABRT, Aborted.
 [Switching to Thread 0xb63e76c0 (LWP 17081)]
 0xb7f49430 in __kernel_vsyscall ()




 (gdb) run wizbot.world
 Starting program: /usr/local/bin/gazebo wizbot.world
 [Thread debugging using libthread_db enabled]
 Gazebo multi-robot simulator, version 0.9.0

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 models/wizbot.model:19: namespace error : Namespace prefix controller on
 holonome3sw_position2d is not defined
  controller:holonome3sw_position2d name=controller1
                                                       ^
 models/wizbot.model:37: namespace error : Namespace prefix interface on
 position is not defined
    interface:position name=position_iface_0/
                                               ^
 [/usr/src/gazebo-svn/server/GazeboConfig.cc:103]
  Gazebo Path[/usr/local/share/gazebo]
 [/usr/src/gazebo-svn/server/GazeboConfig.cc:115]
  Ogre Path[/usr/local/lib/OGRE]
 [New Thread 0xb65326c0 (LWP 16822)]
 directory [/tmp/gazebo-bsaracik-0] already exists (previous crash?)
 but the owner gazebo server (pid=16813) is not running.
 deleting the old information of the directory [/tmp/gazebo-bsaracik-0]
 [/usr/src/gazebo-svn/server/sensors/Sensor.cc:155]
  laser_1 sensor has no controller.
 Gazebo successfully initialized
 [New Thread 0xb1a79b90 (LWP 16827)]

 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread 0xb65326c0 (LWP 16822)]
 0xb61b839f in ?? () from /usr/lib/dri/swrast_dri.so
 (gdb) bt
 #0  0xb61b839f in ?? () from /usr/lib/dri/swrast_dri.so
 #1  0xb61c5f42 in ?? () from /usr/lib/dri/swrast_dri.so
 #2  0xb61c3d81 in _swrast_write_rgba_span () from /usr/lib/dri/swrast_dri.so
 #3  0xb61e0d4e in ?? () from /usr/lib/dri/swrast_dri.so
 #4  0xb61ddb51 in _swrast_add_spec_terms_triangle () from
 /usr/lib/dri/swrast_dri.so
 #5  0xb61b6eb0 in ?? () from /usr/lib/dri/swrast_dri.so
 #6  0xb61b60dd in _swrast_Triangle () from /usr/lib/dri/swrast_dri.so
 #7  0xb61eef1e in ?? () from /usr/lib/dri/swrast_dri.so
 #8  0xb6188433 in ?? () from /usr/lib/dri/swrast_dri.so
 #9  0xb6188904 in _tnl_RenderClippedPolygon () from
 /usr/lib/dri/swrast_dri.so
 #10 0xb6182583 in ?? () from /usr/lib/dri/swrast_dri.so
 #11 0xb6186fba in ?? () from /usr/lib/dri/swrast_dri.so
 #12 0xb6188a58 in ?? () from /usr/lib/dri/swrast_dri.so
 #13 0xb617fd04 in _tnl_run_pipeline () from /usr/lib/dri/swrast_dri.so
 #14 0xb6180275 in _tnl_draw_prims () from /usr/lib/dri/swrast_dri.so
 #15 0xb61786df in ?? () from /usr/lib/dri/swrast_dri.so
 #16 0xb617896c in ?? () from /usr/lib/dri/swrast_dri.so
 #17 0xb6365058 in Ogre::GLRenderSystem::_render (this=0xb6433f20,
 o...@0xb7ea8b4c)
    at OgreGLRenderSystem.cpp:2795
 #18 0xb7ce47f0 in Ogre::SceneManager

Re: [PlayerStage-Gazebo] problem when compiling gazebo

2010-01-11 Thread Nate Koenig
Hello,

The latest SVN version of gazebo has this fixed. Thanks for the message.

-nate

On Sat, Jan 9, 2010 at 10:29 PM, zhangqun zhangq@gmail.com wrote:
 Hi all,

 i encountered a new problems when I tried to compile gazebo from svn source
 at revision 8483. And there are not any things concerning about this problem
 on Internet.

  the following is the cmake and make process:

 cmake ..
 -- Gazebo version 0.9.0
 --

 == Finding 3rd Party Packages ==
 -- Operating system is Linux
 -- checking for module 'freeimage=3.9.0'
 --   package 'freeimage=3.9.0' not found
 --   freeimage.pc not found, trying freeimage_include_dir and
 freeimage_library_dir flags.
 --   Looking for FreeImage.h - found
 --   Looking for libfreeimage - found
 -- checking for module 'websim'
 --   package 'websim' not found
 -- Warning: Websim not found. Webgazebo will not be built
 -- Boost Include Path: /usr/include
 -- Boost Library Path: /usr/lib
 -- Boost Libraries:
 ;/usr/lib/libboost_thread-mt.so;/usr/lib/libboost_signals-mt.so
 -- Threadpool Include Path:
 -- Looking for avformat.h - found
 -- Looking for avcodec.h - found
 -- Looking for event.h - found
 -- Looking for ltdl.h - found
 -- Looking for libltdl - found
 -- Looking for dlfcn.h - found
 -- Looking for libdl - found
 -- Looking for btBulletDynamicsCommon.h - found
 -- Looking for bullet libraries - found
 -- 

 -- Cmake C Flags:
 -- Build Type: RELEASE
 -- Install path: /usr/local
 -- Configuration successful. Type make to compile gazebo
 -- Configuring done
 -- Generating done
 -- Build files have been written to: /home/zhangqun/gazebo/build

 make
 
 [ 72%] Building CXX object
 server/CMakeFiles/gazebo_server.dir/controllers/position2d/steering/FullWheel.o
 [ 73%] Building CXX object
 server/CMakeFiles/gazebo_server.dir/controllers/ptz/generic/Generic_PTZ.o
 [ 73%] Building CXX object
 server/CMakeFiles/gazebo_server.dir/controllers/audio/Audio.o
 /home/zhangqun/gazebo/server/controllers/audio/Audio.cc: In member function
 ‘void gazebo::AudioController::PutAudioData()’:
 /home/zhangqun/gazebo/server/controllers/audio/Audio.cc:160: error: cannot
 convert ‘gazebo::Time’ to ‘double’ in assignment
 make[2]: *** [server/CMakeFiles/gazebo_server.dir/controllers/audio/Audio.o]
 Error 1
 make[1]: *** [server/CMakeFiles/gazebo_server.dir/all] Error 2
 make: *** [all] Error 2

 the configuration for my case is:
 Ubuntu 9.10
 player 3.0
 gazebo svn
 ode 0.11.1
 ogre 1.6.3

 does anyone have some ideas? you help would be highly appreciated.

 Thanks.

 Qun
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Re: [PlayerStage-Gazebo] compilation of gazebo 0.9 revision 8455

2010-01-11 Thread Nate Koenig
Hello,

Make couldn't find the bullet libraries.
When you ran cmake, did it find bullet?

-nate

2009/12/14 François Beaufort ferrucci...@gmail.com:
 Hi,

 I would like to install gazebo 0.9

 At first, I tried to get the revision 8455
 (website :
 https://playerstage.svn.sourceforge.net/svnroot/playerstage/code/gazebo/trunk/)

 of svn with checkout, but it did not work :
 error message :
 svn: OPTIONS de '
 https://playerstage.svn.sourceforge.net/svnroot/playerstage/code/gazebo/trunk':
 Impossible de se connecter au serveur (
 https://playerstage.svn.sourceforge.net)



 so I took it manually.


 Then, I can execute cmake, but I have errors of compilation with the make :

 m...@myto-desktop:~/simulateur_MYTO/new_gazebo/trunk/build$ make
 Scanning dependencies of target assimp
 [  0%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/3DSConverter.o
 [  0%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/3DSLoader.o
 [  1%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ACLoader.o
 [  1%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ASELoader.o
 [  2%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ASEParser.o
 [  2%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/Assimp.o
 [  3%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/AssimpPCH.o
 [  3%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/B3DImporter.o
 [  4%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/BVHLoader.o
 [  4%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/BaseImporter.o
 [  5%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/BaseProcess.o
 [  5%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/CalcTangentsProcess.o
 [  6%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ColladaLoader.o
 [  6%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ColladaParser.o
 [  7%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ComputeUVMappingProcess.o
 [  7%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ConvertToLHProcess.o
 [  8%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/DXFLoader.o
 [  8%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/CSMLoader.o
 [  9%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/DefaultIOStream.o
 [  9%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/DefaultIOSystem.o
 [ 10%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/DefaultLogger.o
 [ 10%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/FindDegenerates.o
 [ 11%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/FindInstancesProcess.o
 [ 11%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/FindInvalidDataProcess.o
 [ 12%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/FixNormalsStep.o
 [ 12%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/GenFaceNormalsProcess.o
 [ 13%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/GenVertexNormalsProcess.o
 [ 13%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/HMPLoader.o
 [ 14%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/IRRLoader.o
 [ 14%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/IRRMeshLoader.o
 [ 15%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/IRRShared.o
 [ 15%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/Importer.o
 [ 16%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/ImproveCacheLocality.o
 [ 16%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/JoinVerticesProcess.o
 [ 17%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWOAnimation.o
 [ 17%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWOBLoader.o
 [ 18%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWOLoader.o
 [ 18%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWOMaterial.o
 [ 19%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LWSLoader.o
 [ 19%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/LimitBoneWeightsProcess.o
 [ 20%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MD2Loader.o
 [ 20%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MD3Loader.o
 [ 20%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MD5Loader.o
 [ 21%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MD5Parser.o
 [ 21%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MDCLoader.o
 [ 22%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MDLLoader.o
 [ 22%] Building CXX object
 3rd_party/assimp/code/CMakeFiles/assimp.dir/MDLMaterialLoader.o
 [ 23%] Building CXX object
 

Re: [PlayerStage-Gazebo] Gazebo install errors

2010-01-11 Thread Nate Koenig
Hello,

What the output of cmake?

What is the output of glxinfo?

-nate

On Sat, Jan 2, 2010 at 6:45 PM, Zhang Qun zhang...@nus.edu.sg wrote:
 Dear all,



 Sorry for that I am beginner with the mailing list system.



 I list the errors got while building gazebo using cmake under ubuntu,
 which really stuck me for a long time. Does any one have any ideas?



 Thanks very much!



 make

 [  5%] Built target gazeboshm

 [ 77%] Built target gazebo_server

 [ 83%] Built target gazebo_gui-shared

 [ 84%] Built target gazebo_av-shared

 Linking CXX executable gazebo

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glRasterPos2f'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glBegin'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glDisable'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glViewport'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glRasterPos2i'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glPixelStorei'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glCallLists'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glXUseXFont'

 libgazebo_server.so.0.9.0: undefined reference to `glXDestroyContext'

 libgazebo_server.so.0.9.0: undefined reference to `glXMakeCurrent'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glDrawPixels'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glReadBuffer'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glGetIntegerv'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glColor3ub'

 libgazebo_server.so.0.9.0: undefined reference to `glXCreateContext'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glVertex2i'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glLoadIdentity'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glEnd'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glCopyPixels'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glListBase'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glDrawBuffer'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glFlush'

 libgazebo_server.so.0.9.0: undefined reference to `glXChooseVisual'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glGenLists'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glXSwapBuffers'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glOrtho'

 gui/libgazebo_gui.so.0.9.0: undefined reference to `glDeleteLists'

 collect2: ld returned 1 exit status

 make[2]: *** [server/gazebo] Error 1

 make[1]: *** [server/CMakeFiles/gazebo-exec.dir/all] Error 2

 make: *** [all] Error 2









 Zhang Qun



 Edutainment Robotics Laboratory

 NUS Graduate School for Integrative Sciences  Engineering (NGS)

 National University of Singapore



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Re: [PlayerStage-Gazebo] Problems Gazebo and Playernav PIoneer

2009-10-28 Thread Nate Koenig
Hello,

Could you describe the strange behavior?

-nate

On Mon, Oct 5, 2009 at 12:26 AM, Andreas Vogt
andreas.v...@dfki-bremen.de wrote:
 Hi,

 I am using the the example pioneer2dx.world and pioneer2dx.model and the
 attached player.cfg file. The pioneer model is not working together with the
 playernav, the robot has a really strange behaviour. What could be the
 problems? Odometry errors? switched coordinate frames?

 Thanks for any help.

 Regards

 Andreas


 driver
 (
 name gazebo
   provides [simulation:0]
   plugin libgazeboplugin
   server_id default
 )

 driver
 (
   name gazebo
   provides [position2d:0]
   gz_id pioneer2dx_model1::position_iface_0
 )

 driver
 (
   name gazebo
   provides [laser:0]
   gz_id pioneer2dx_model1::laser::laser_iface_0
 )

 driver
 (
   name mapfile
   provides [map:0]
   filename /home/vogt/stage/worlds/bitmaps/cave.png
   resolution 0.05
 )

 driver
 (
        name vfh
        provides [position2d:1]
        requires [position2d:0 laser:0]
 #       safety_dist 0.1
        safety_dist_1ms 0.1
        max_speed 0.2
        min_turnrate 15
        max_turnrate_0ms 40
        max_turnrate_1ms 40
        distance_epsilon 0.3
        angle_epsilon 5
 )
 driver
 (
        name amcl
        provides [localize:0 position2d:2]
        requires [odometry:::position2d:1 laser:0 laser:::map:0]
        #init_pose [-3.900 -8.288 -2.105]
        laser_max_beams 10
        laser_range_max 4.095
        laser_range_bad 0.2
 )

 #
 #driver
 #(
 #  name amcl
 #  provides [localize:0]
 #  requires [odometry:::position2d:0 laser:0 laser:::map:0]
 #)


 driver
 (
        name wavefront
        provides [planner:0]
        requires [output:::position2d:1 input:::position2d:2 map:0]
        safety_dist 0.15
        distance_epsilon 0.3
        angle_epsilon 10
 )

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[PlayerStage-Gazebo] New iface names

2009-06-22 Thread Nate Koenig
Hello all,

There has been increased demand for a more useful iface naming scheme.
The common problem is that each sensor or controller needs to have a
uniquely named iface. If a world contains numerous robots of the same
type, it's inconvenient to rename each sensor and controller.

So, the names of the ifaces are now computed automatically as follows:

model_name_1::model_name_2::...::model_name_n::iface_name

The first model name is the top most model, followed by each nested model.

The result of this change means that your player files need to change as well.

Any and all feedback is welcome.

-nate

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Re: [PlayerStage-Gazebo] Gazebo Segmentation Fault

2009-06-05 Thread Nate Koenig
Hello,

I would recommend that you use the SVN version of Gazebo. It's much more stable.

-nate

On Wed, May 20, 2009 at 10:46 AM, lord1298 lord1298_pal...@hotmail.com wrote:


 Hi,

 I have been trying to run gazebo on my comuter for more than 2 weeks, but I
 keep getting this error: segmentation fault.
 I would really appricate it if someone can help me because I need this
 software for my research.
 I am using Ubutnu 8.10 .Here is a backtrace:

 GNU gdb 6.8-debian
 Copyright (C) 2008 Free Software Foundation, Inc.
 License GPLv3+: GNU GPL version 3 or later
 This is free software: you are free to change and redistribute it.
 There is NO WARRANTY, to the extent permitted by law.  Type show copying
 and show warranty for details.
 This GDB was configured as i486-linux-gnu...
 (gdb) run pioneer2dx1.world
 Starting program: /usr/local/bin/gazebo pioneer2dx1.world
 [Thread debugging using libthread_db enabled]
 ** Gazebo 0.8.0 **
 * Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 * Copyright 2000-2005 Brian Gerkey, Richard Vaughan, Andrew Howard,
 * Nate Koenig and contributors.
 * Released under the GNU General Public License.
 using display [:0.0]
 [New Thread 0xb6e61720 (LWP 32453)]

 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread 0xb6e61720 (LWP 32453)]
 Model::SetName (this=0x0, name=0x943e8c8 physical) at Model.cc:270
 270         if (this-name != NULL)
 (gdb) bt
 #0  Model::SetName (this=0x0, name=0x943e8c8 physical) at Model.cc:270
 #1  0x08062a69 in World::LoadModel (this=0x9432980, node=0x943b8d8,
 parent=0x0)
    at World.cc:297
 #2  0x08062bcd in World::LoadModel (this=0x9432980, node=0x9439610,
 parent=0x0)
    at World.cc:386
 #3  0x0806321c in World::Load (this=0x9432980, worldFile=0x9427490)
    at World.cc:254
 #4  0x080604f1 in Init () at main.cc:324
 #5  0x080609ca in main (argc=155350160, argv=0xbfc89244) at main.cc:435


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Re: [PlayerStage-Gazebo] Bug with SimulationData and SimulationInterface

2009-06-05 Thread Nate Koenig
Hello,

Thanks for the fix. Your change has been put back to Gazebo SVN.

-nate

On Thu, Jun 4, 2009 at 4:19 AM, adelinead_paiem...@yahoo.fr wrote:

 Hi,

 I am working with Gazebo SVN and Player 2.1 and I found a problem with the
 SimulationInterface in Gazebo:

 SimulationInterface.cc, in ProcessMessage() where the
 PLAYER_SIMULATION_REQ_GET_PROPERTY message is processed,
 SimulationData::simTime, SimulationData::pauseTime and
 SimulationData::realTime are copied as double (memcpy(req-value,
 this-iface-data-simTime, sizeof(double));) but they are float. This
 results in player getting bad values for them.

 Defining them as double in gazebo.h solved my problem, but maybe there was a
 good reason for them being defined as float?

 Adeline
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Re: [PlayerStage-Gazebo] how to set real time equal to simulation time?

2009-06-02 Thread Nate Koenig
Hello,

The latest SVN version of gazebo now lets to control the physics update loop.

Use the follow tags:

physics:ode
  updateRate # /updateRate
/physics:ode

The number you set updateRate to follows these rules:

 0 : Gazebo will attempt to run the simulation in real time
0 : Gazebo will run as fast as it can
 0: This number will represent the desired physics update frequency.


-nate

On Tue, May 26, 2009 at 6:17 AM, Cestmir Houska czest...@gmail.com wrote:
 Hi,

 I faced the same problem a while ago and nobody seemed to answer me. What
 did it for me was uncommenting part of the source code in
 server/Simulator.cc - namely in the Simulator::MainLoop() function. I didn't
 look at the current source code though, so take this advice as a mere hint.

 Regards,

 Cestmir CZestmyr Houska

 On Tue, May 19, 2009 at 5:57 PM, ximengzhu ximeng...@gmail.com wrote:


 Dear all,
 my question is the one of the title of the thread.
 For my purpose I need to use the real time equal to the simulation time.
 This means I need to set at one the multiplier of the real time.
 Anyone knows how to?
 Thanks in advance,
 Ximengzhu
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Re: [PlayerStage-Gazebo] position2dProxy in gazebo

2009-06-02 Thread Nate Koenig
Hello,

This may be a dumb question, but are you moving the robot?

-nate

On Wed, May 27, 2009 at 8:30 AM, rbpRenato 1030...@isep.ipp.pt wrote:

 Hello,

 I'm trying to make a simulation of car like robot in gazebo. The model and
 world file are made and the simulation its ok.
 When i try to read position of my robot on playerjoy -v it return all
 paratetres zero.

 It is my controler: (from world file)

    controller:steering_position2d name=controler1
    wheel
       jointrear_left_wheel_hinge/joint
       typedrive/type
       torque1/torque
    /wheel
    wheel
         jointrear_right_wheel_hinge/joint
       typedrive/type
       torque1/torque
    /wheel
    wheel
        jointfront_right_wheel_hinge/joint
       typesteer/type
       torque1/torque
       steerTorque1/steerTorque
    /wheel
    wheel
         jointfront_left_wheel_hinge/joint
       typesteer/type
       torque1/torque
       steerTorque1/steerTorque
    /wheel

    steerPD10.0 0.0/steerPD

    leftOdomJointfront_left_wheel_caster_hinge/leftOdomJoint
    rightOdomJointfront_right_wheel_caster_hinge/rightOdomJoint
    odomWheelSeparation0.3/odomWheelSeparation
    odomWheelDiameter0.15/odomWheelDiameter

 leftSteeringOdomJointfront_left_wheel_caster_hinge/leftSteeringOdomJoint

 rightSteeringOdomJointfront_right_wheel_caster_hinge/rightSteeringOdomJoint

    interface:position name=position_iface_0/
    interface:actarray name=wheels_actarray_iface/

 Any idea?

 Thanks for replaying http://www.nabble.com/file/p23726082/LINCE_PG.zip
 LINCE_PG.zip
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Re: [PlayerStage-Gazebo] Problems with running Gazebo after installing - please help!

2009-04-10 Thread Nate Koenig
Take a look at your ~/.gazeborc file. There should be one entry for
gazeboPath. If there is more than one entry, then gazebo will parse
multiple material files.

-nate

On Wed, Mar 18, 2009 at 3:01 PM, gte199t gte1...@prism.gatech.edu wrote:


 cdipa wrote:

 ...
 in my opinion there is a problem with parsing. Because it tries to parse
 Gazebo.material two times and I don't know why?
 is there a possibility to see which files are parsed? there is also no
 second file named Gazebo.materials anywhere.

 Would be really great if someone had some ideas! thanks



 I found Gazebo.material file in Media/materials/scripts/

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Re: [PlayerStage-Gazebo] Using pioneer with position3D on height map

2009-04-10 Thread Nate Koenig
You can use the simulation iface to get the true position of models in gazebo.

Take a look at the example here: gazebo_sources/examples/libgazebo/simiface

-nate

On Tue, Mar 31, 2009 at 9:19 AM, ximengzhu ximeng...@gmail.com wrote:

 Hello all,
 I'm new to gazebo and I'm trying to simulate a pioneer in a 3d environment.
 I'm using the last svn version (7561) on ubuntu 8.10, player 2.1.1, ogre1.6
 and ode0.11. I need to use the pioneer on a heightmap, receiving GPS and imu
 measures.
 I'm experimenting some issues in this work:

 first, I've read that gps and imu are not supported yet, so I'm trying to
 get the true 3d position from the simulator. However, I can't understand
 which controller I can use to get the 3d pose of the pioneer. The following
 is the model of the pioneer I'm using.

  model:physical name=pioneer2dx_model1
    xyz0 0 1.145/xyz
    rpy0.0 0.0 0.0/rpy

    controller:differential_position2d name=controller1
      leftJointleft_wheel_hinge/leftJoint
      rightJointright_wheel_hinge/rightJoint
      wheelSeparation0.39/wheelSeparation
      wheelDiameter0.15/wheelDiameter
      torque5/torque
      interface:position name=position_iface_0/
    /controller:differential_position2d

    include embedded=true
      xi:include href=../positions/pioneer2dx.model /
    /include

  /model:physical

 Of course, the pioneer2dx.model file is the standard model.
 the player cfg file that I use is:

 driver
 (
  name gazebo
  provides [simulation:0]
  plugin libgazeboplugin
  server_id default
  alwayson 1
 )

 driver
 (
  name gazebo
  provides [position3d:0]
  gz_id position_iface_0
 )

 However, when I read the position in my c++ project I always get the z, roll
 and pitch at 0.0. I think it is a problem of the controller (probably it is
 stupid to use a 2d controller to get a position3d, isn't it?) but I can't
 understand the right controller to use.

 Second, I've tried to put the pioneer on a height map, but there is no
 collision between the pioneer and the map. More, I've tried to put a ground
 plane at 1 m of elevation, (also the pioneer of course), but still no
 collision. In both cases, the result is that the pioneer falls on the ground
 plane at elevation 0.

 Any idea or suggestion?
 My best regards,
 XimengZhu (alias Paolo)
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Re: [PlayerStage-Gazebo] Running example worlds

2009-03-24 Thread Nate Koenig
Hello,

The first problem with the audio controller, should be fixed in SVN.
The next errors are all related to direct rendering and glx. Make sure
that you have glx loaded and direct rendering enabled. You can check
the status of both using the glxinfo command.

-nate

On Wed, Feb 4, 2009 at 11:36 AM, Rufino Bolado rbol...@gmail.com wrote:
 *Hello

 In the process of running the example worlds that come with Gazebo 0.8-pre3
 version. I have found problems running some of them:

 [system properties are: PC intel core2 duo, video card: ATI Technologies Inc
 RV516 Radeon X1300/X1550 Series], OS: Ubuntu 2.6.24-22-generic x86_64
 GNU/Linux]

 World: audio.world*
 *ruf...@rufino-desktop:/usr/local/share/gazebo/worlds$ gdb gazebo
 GNU gdb 6.8-debian
 Copyright (C) 2008 Free Software Foundation, Inc.
 License GPLv3+: GNU GPL version 3 or later http://gnu.org/licenses/gpl.html

 This is free software: you are free to change and redistribute it.
 There is NO WARRANTY, to the extent permitted by law.  Type show copying
 and show warranty for details.
 This GDB was configured as x86_64-linux-gnu...
 (gdb) run audio.world
 Starting program: /usr/local/bin/gazebo audio.world
 [Thread debugging using libthread_db enabled]
 Gazebo multi-robot simulator, version 0.8-pre3

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/usr/local/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib/OGRE]
 [New Thread 0x7f11102d06f0 (LWP 27957)]
 creating /tmp/gazebo-rufino-0
 found a pid file: pid=27949
 The gazebo process is not alive.
 creating /tmp/gazebo-rufino-0/simulation.default 112 145592
 Loading Gazebo
 server/Simulator.cc:194 : Exception: Failed to load the World
 server/controllers/ControllerFactory.cc:61 : Exception: Unable to make
 controller of type audio

 deleting /tmp/gazebo-rufino-0/simulation.default

 Program exited with code 0377.
 (gdb) bt
 No stack.*

 *World: bandit.world*
 *ruf...@rufino-desktop:/usr/local/share/gazebo/worlds$ gdb gazebo
 GNU gdb 6.8-debian
 Copyright (C) 2008 Free Software Foundation, Inc.
 License GPLv3+: GNU GPL version 3 or later http://gnu.org/licenses/gpl.html

 This is free software: you are free to change and redistribute it.
 There is NO WARRANTY, to the extent permitted by law.  Type show copying
 and show warranty for details.
 This GDB was configured as x86_64-linux-gnu...
 (gdb) run bandit.world
 Starting program: /usr/local/bin/gazebo bandit.world
 [Thread debugging using libthread_db enabled]
 Gazebo multi-robot simulator, version 0.8-pre3

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/usr/local/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib/OGRE]
 [New Thread 0x7f81efc9a6f0 (LWP 27972)]
 creating /tmp/gazebo-rufino-0
 found a pid file: pid=27957
 The gazebo process is not alive.
 creating /tmp/gazebo-rufino-0/simulation.default 112 145592
 creating /tmp/gazebo-rufino-0/position.position_iface_0 112 288
 creating /tmp/gazebo-rufino-0/stereo.bandit_stereo_iface 112 2457776
 creating /tmp/gazebo-rufino-0/camera.bandit_stereo_camera_left_iface 112
 921816
 creating /tmp/gazebo-rufino-0/camera.bandit_stereo_camera_right_iface 112
 921816
 Unable to read value with key[imageSize]
 Unable to read value with key[imageSize]
 creating /tmp/gazebo-rufino-0/actarray.bandit_actarray_iface 112 1048
 terminate called after throwing an instance of
 'Ogre::UnimplementedException'
  what():  OGRE EXCEPTION(9:UnimplementedException): glXChooseFBConfig()
 failed: Couldn't find a suitable pixel format in
 GLRenderTexture::createPBuffer at OgreGLXUtils.cpp (line 392)

 Program received signal SIGABRT, Aborted.
 [Switching to Thread 0x7f81efc9a6f0 (LWP 27972)]
 0x7f81ed416095 in raise () from /lib/libc.so.6
 (gdb) bt
 #0  0x7f81ed416095 in raise () from /lib/libc.so.6
 #1  0x7f81ed417af0 in abort () from /lib/libc.so.6
 #2  0x7f81edc9b0e4 in __gnu_cxx::__verbose_terminate_handler ()
   from /usr/lib/libstdc++.so.6
 #3  0x7f81edc99076 in ?? () from /usr/lib/libstdc++.so.6
 #4  0x7f81edc990a3 in std::terminate () from /usr/lib/libstdc++.so.6
 #5  0x7f81edc9918a in __cxa_throw () from /usr/lib/libstdc++.so.6
 #6  0x7f81e9e4ade0 in Ogre::GLXUtils::findBestMatch (dpy=value
 optimized out,
    scrnum=value optimized out, attribs=value optimized out,
    idealattribs=0x77e5c2d0) at OgreGLXUtils.cpp:392
 #7  0x7f81e9e48684 in Ogre::GLXPBuffer::createPBuffer (this=0x1f92a10)
    at OgreGLXRenderTexture.cpp:168
 #8  0x7f81e9e499fd in GLXPBuffer (this=0x1f92a10, format=value
 optimized out,
    width=value optimized out, height=value optimized out)
    at OgreGLXRenderTexture.cpp:66

Re: [PlayerStage-Gazebo] New to GAZEBO

2009-03-02 Thread Nate Koenig
Hello,

I have never successfully been able to run gazebo in vmware. Also,
gazebo-0.7 is no longer supported and is not compatible with player. I
would recommend getting a newer version of gazebo.

-nate

On Thu, Feb 26, 2009 at 6:45 PM, shen85 fire_w...@hotmail.com wrote:

 Hi,

 Many thanks to Toby for his replies. I have actually searched around and
 found a supposedly workable way to enable direct rendering using VMWare
 PLAYER but it did not work..

 Does anybody have any ideas?

 Rgds.
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Re: [PlayerStage-Gazebo] Segmentation fault at loading worlds files

2009-02-05 Thread Nate Koenig
Hello,

Could you please try to use the svn version of gazebo? It might fix the error.

You can get the SVN code using the following commnad:
  svn co 
https://playerstage.svn.sourceforge.net/svnroot/playerstage/code/gazebo/trunk
gazebo


-nate


On Tue, Feb 3, 2009 at 3:26 PM, Orivaldo Junior oriva...@gmail.com wrote:
 Hi,

 I am Orivaldo Santana, I from UFPE/Brasil and I want to work with
 simulation of walking robots with six legs.

 I'm getting a segmentation fault when I try to run gazebo, exemple:
 pioneer2at.world e  pioneer2dx.world;

 My workspace is: gazebo-0.8-pre3, ogre-1.4.9 and, Debian with Linux
 kernel 2.6.26-1-686 SMP,  nVidia Corporation G94 [GeForce 9600 GT].

 Tanks in advance.

 

 [Thread debugging using libthread_db enabled]
 [New Thread 0xb51fe6e0 (LWP 32194)]
 Gazebo multi-robot simulator, version 0.8-pre3

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/usr/local/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/local/lib/OGRE]
 creating /tmp/gazebo-oriva-0
 creating /tmp/gazebo-oriva-0/simulation.default 112 144496

 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread 0xb51fe6e0 (LWP 32194)]
 0xb7710606 in std::string::assign () from /usr/lib/libstdc++.so.6
 (gdb) bt
 #0  0xb7710606 in std::string::assign () from /usr/lib/libstdc++.so.6
 #1  0xb7710684 in std::string::operator= () from /usr/lib/libstdc++.so.6
 #2  0x080bfc5a in gazebo::Geom::Load (this=0x8b7ad18, node=0x8826148)
 at server/physics/Geom.cc:104
 #3  0x080b717c in gazebo::Body::LoadGeom (this=0x8b79f18,
 node=0x8826148) at server/physics/Body.cc:445
 #4  0x080b8913 in gazebo::Body::Load (this=0x8b79f18, node=0x8826120)
 at server/physics/Body.cc:117
 #5  0x0814224a in gazebo::Model::LoadBody (this=0x8b64f78,
 node=0x8826120) at server/Model.cc:512
 #6  0x08142659 in gazebo::Model::LoadPhysical (this=0x8b64f78,
 node=0x8826080) at server/Model.cc:718
 #7  0x081443fa in gazebo::Model::Load (this=0x8b64f78, node=0x8826080)
 at server/Model.cc:124
 #8  0x08134964 in gazebo::World::LoadModel (this=0x8b56a00,
 node=0x8826080, parent=0x0) at server/World.cc:326
 #9  0x08134d7e in gazebo::World::LoadEntities (this=0x8b56a00,
 node=0x8826080, parent=0x0) at server/World.cc:288
 #10 0x08134daa in gazebo::World::LoadEntities (this=0x8b56a00,
 node=0x8827038, parent=0x0) at server/World.cc:295
 #11 0x081363cd in gazebo::World::Load (this=0x8b56a00,
 rootNode=0x8827038, serverId=0) at server/World.cc:131
 #12 0x0814cae4 in gazebo::Simulator::Load (this=0x881d8a8,
 worldfilena...@0xbfe06250, serverId=0) at server/Simulator.cc:190
 #13 0x0812f72a in main (argc=0, argv=0x0) at server/main.cc:267


 ogre 1.4.9
 === Configuration summary ===
Target platform : GLX
OpenGL Ogre support : GLX
GUI library to use  : gtk
Use double precision arithmetic : no
Support for threading   : no
Use STLport : no
Use FreeType: yes
Use FreeImage   : yes
Use DevIL   : no
Build OGRE demos: yes
Build CEGUI demos   : true
Build the OpenEXR plugin: no
Build the Cg plugin : yes
Build the DirectX 9 plugin  : no
 ===



 --
 --
 ---
  --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- ---
 --- --- --- --- --- --- --- --- ---
  Orivaldo Vieira Santana Jr - http://www.cin.ufpe.br/~ovsj
  MSc Candidate in Computer Science - UFPE / http://cin.ufpe.br
  --- --- ---
  ... não vemos o mundo com nossos olhos, mas com os
  conceitos que habitam nossa mente... Osame Kinouchi
  --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- ---
 --- --- --- --- --- --- --- --- ---
 ---
 --
 -

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Re: [PlayerStage-Gazebo] Viewing Camera output in Gazebo

2009-02-05 Thread Nate Koenig
Hello,

Take a look at the pioneer2dx_camera.world. It has a camera mounted on a robot.

-nate

On Wed, Feb 4, 2009 at 9:39 AM, Monckton, Simon
simon.monck...@drdc-rddc.gc.ca wrote:
 I'm sure there is a trivial answer to this... how do you set up a camera on a 
 moving body and see the output in a Gazebo frame (and not player)?

 ===
 Simon Monckton

 Defence Research and Development Canada Suffield | Recherche et développement 
 pour la défense Canada Suffield

 Medicine Hat, AB, Canada T1A 8K6

 simon.monck...@drdc-rddc.gc.ca mailto:simon.monck...@drdc-rddc.gc.ca

 Telephone |Téléphone 403-544-4724 / Facsimile | Télécopieur 403-544-4704

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Re: [PlayerStage-Gazebo] Laser sensors in different directions

2009-02-05 Thread Nate Koenig
Hello,

Okay, I found the problem. Now it should really work. Get the SVN
head, and you should be all set.

-nate

On Sun, Feb 1, 2009 at 6:00 PM, rhys rhus...@aucklanduni.ac.nz wrote:

 Hey

 I tried the patch. but it didnt seem to solve the problem.  I have 3 lasers
 in gazebo, and even after applying the patch on this, when i run playerv and
 subscribe to the lasers, all of them point to the same direction.

 Any solution to it?



 Nate Koenig wrote:

 Hello,

 Could you check out the latest SVN version of gazebo, and try to get
 the pose of the laser?

 Let me know if it doesn't work.

 -nate

 On Fri, Dec 19, 2008 at 12:04 PM, Nate Koenig natekoe...@gmail.com
 wrote:
 Hello,

 Ahh, I misunderstood the original question.

 Gazebo is not sending the pose information. I will fix the problem
 over the weekend.

 -nate



 On 12/18/08, PeteSahat petesa...@gmx.org wrote:

 In the simulation the beams of each laser are spread over 30 degrees and
 the
 lasers are pointing to the correct directions.

 But the laser-position info doesn't seem to arrive at drivers like nd or
 amcl. When looking at the amcl_laser.cc source file, it is requesting
 PLAYER_LASER_REQ_GET_GEOM (see AMCLLaser::Setup(void) ) and it is using
 this
 info to set an offset to angle and position.
 At the sicklms200 driver for example, this geometry info is set in the
 player-config file.

 Is gazebo forwarding this laser geometry info from the world file?



 Nate Koenig wrote:

 Hello,

 You should be able to set the pose of each laser in your gazebo world
 file. When you get the data, it's up to you to interpret it properly.

 Do all the laser beams point forward in the simulation?

 -nate

 On Tue, Dec 9, 2008 at 8:13 AM, PeteSahat petesa...@gmx.org wrote:

 Hi,

 we're building a robot which has six sonar-sensors in different
 headings
 around the bot. Right now we're simulating them with sick-lasers in
 gazebo.
 The problem is, that the data arrives at playerv all heading to the
 same
 direction (to the front), altough they are correctly defined in the
 gazebo
 worldfile heading to different directions.

 In the player-config file, if I were using a real Sick-Laser, I could
 set
 the laser position in the sicklms200 driver, via this parameter:
 pose (length tuple)
* Default: [0.0 0.0 0.0]
* Pose (x,y,theta) of the laser, relative to its parent object
 (e.g.,
 the robot to which the laser is attached).

 Is there a similar parameter for my gazebo-laser which I can configure
 at
 the player-config?
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Re: [PlayerStage-Gazebo] Running Gazebo faster than real time

2009-01-28 Thread Nate Koenig
Hello,

If you're world is complex (lots of modles and/or sensors), then
running faster than real time will be very difficult.

You'll also need a pretty decent PC.

You can try adjusting the stepTime. By making this number larger,
ODE will take larger steps. The result will be a faster simulation,
but less accurate and it can lead to instability.

-nate

On Tue, Jan 27, 2009 at 11:13 AM, Jennifer Sheffield
jennifer.sheffi...@asdl.gatech.edu wrote:
 Hello,



 I am trying to if Gazebo can accurately run simulations faster than real
 time.  I was advised that the older versions of Gazebo had trouble running
 simulations faster than real time and gave funny results.  Has this issue
 been addressed?  Any advice you can give to help run fast simulations.



 Thanks,

 Jennifer Sheffield

 jshef...@gmail.com

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[PlayerStage-Gazebo] Fwd: Gazebo GUI runs too slow

2009-01-28 Thread Nate Koenig
 tried a gazebo world and it is rendering much faster, around 50 FPS.

On the other hand, my ultimate goal is to simulate a Khepera-robot
type performing a behavioral-learning based task in a simple world. I
would like to know if there is any groundwork or examples relating the
Khepera-robot virtual simulation by using Gazebo? I am asking this
because all the example worlds and info that I have been able to find,
mostly relates to the pioneer structure.

Regards,

Rufo
On Wed, Jan 28, 2009 at 5:04 PM, Nate Koenig natekoe...@gmail.com wrote:

 Hello,

 You should look online for help getting DRI (direct rendering) enabled.

 The output from glxinfo should have the line:
  direct rendering: Yes

 -nate


 On Wed, Jan 28, 2009 at 6:39 AM, Rufino Bolado rbol...@gmail.com wrote:
  Hi
 
  I am a bit unfamiliar with this graphics driver set-up process. I run these
  two commands at the terminal prompt with the following results:
 
  $glxinfo
  name of display: :1.0
  display: :1  screen: 0
  direct rendering: No (If you want to find out why, try setting
  LIBGL_DEBUG=verbose)
  server glx vendor string: SGI
  server glx version string: 1.2
  server glx extensions:
  GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
  GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
  GLX_OML_swap_method,
  GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_hyperpipe,
  GLX_SGIX_swap_barrier, GLX_SGIX_fbconfig
  client glx vendor string: SGI
  client glx version string: 1.4
  client glx extensions:
  GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
  GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
  GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
  GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control,
  GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
  GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,
  GLX_EXT_texture_from_pixmap
  GLX version: 1.2
  GLX extensions:
  GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
  GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method,
  GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
  GLX_EXT_texture_from_pixmap
  OpenGL vendor string: Mesa project: www.mesa3d.org
  OpenGL renderer string: Mesa GLX Indirect
  OpenGL version string: 1.2 (2.1 Mesa 7.0.3)
  OpenGL extensions:
  GL_ARB_depth_texture, GL_ARB_fragment_program, GL_ARB_imaging,
  GL_ARB_multitexture, GL_ARB_point_parameters, GL_ARB_point_sprite,
  GL_ARB_shadow, GL_ARB_shadow_ambient, GL_ARB_texture_border_clamp,
  GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
  GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
  GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat,
  GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,
  GL_ARB_transpose_matrix, GL_ARB_vertex_program, GL_ARB_window_pos,
  GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
  GL_EXT_blend_func_separate,
  GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
  GL_EXT_clip_volume_hint, GL_EXT_copy_texture,
  GL_EXT_draw_range_elements,
  GL_EXT_fog_coord, GL_EXT_framebuffer_object, GL_EXT_multi_draw_arrays,
  GL_EXT_packed_pixels, GL_EXT_point_parameters, GL_EXT_polygon_offset,
  GL_EXT_rescale_normal, GL_EXT_secondary_color,
  GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,
  GL_EXT_stencil_wrap,
  GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,
  GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
  GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
  GL_EXT_texture_lod_bias, GL_EXT_texture_object,
  GL_EXT_texture_rectangle,
  GL_EXT_vertex_array, GL_APPLE_packed_pixels,
  GL_ATI_texture_env_combine3,
  GL_ATI_texture_mirror_once, GL_ATIX_texture_env_combine3,
  GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
  GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_NV_blend_square,
  GL_NV_point_sprite, GL_NV_texgen_reflection, GL_NV_texture_rectangle,
  GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
  GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
  GL_SGIX_shadow, GL_SGIX_shadow_ambient, GL_SUN_multi_draw_arrays
 
 visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
   id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
  --
  0x2c 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
  0x2d 24 tc  0 32  0 r  .  .  8  8  8  8  0  0  0  0  0  0  0  0 0 None
  0x2e 32 tc  0 32  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  0 0 Ncon
  0x2f 32 tc  0 32  0 r  .  .  8  8  8  8  0  0  0  0  0  0  0  0 0 Ncon
 
  $fglrxinfo
  display: :1.0  screen: 0
  OpenGL vendor string: Mesa project: www.mesa3d.org
  OpenGL renderer string: Mesa GLX Indirect
  OpenGL

Re: [PlayerStage-Gazebo] Segmentation fault

2009-01-26 Thread Nate Koenig
Hello,

I think this problem is now fixed in SVN head.

-nate

On Mon, Dec 22, 2008 at 1:46 AM, patua yosh...@gmail.com wrote:

 Forget the previous message...

 Here it is the complete backtrace:

 
 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/usr/local/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib/OGRE]
 [New Thread 0xb7fd6750 (LWP 3138)]
 Detaching after fork from child process 3148.
 creating /tmp/gazebo-yoshy-0
 found a pid file: pid=3009
 The gazebo process is not alive.
 Detaching after fork from child process 3150.
 creating /tmp/gazebo-yoshy-0/simulation.default 112 138336

 Program received signal SIGSEGV, Segmentation fault.
 0x in ?? ()
 Missing separate debuginfos, use: debuginfo-install
 OpenEXR-libs-1.6.1-4.fc10.i386 atk-1.24.0-1.fc10.i386
 boost-1.34.1-17.fc10.i386 cairo-1.8.0-1.fc10.i386
 e2fsprogs-libs-1.41.3-2.fc10.i386 expat-2.0.1-5.i386 fltk-1.1.9-1.fc10.i386
 fontconfig-2.6.0-3.fc10.i386 freetype-2.3.7-2.fc10.i386
 glib2-2.18.3-2.fc10.i386 glibc-2.9-3.i686 gtk2-2.14.5-3.fc10.i386
 ilmbase-1.0.1-2.fc9.i386 lcms-libs-1.17-6.fc10.i386 libICE-1.0.4-4.fc10.i386
 libSM-1.1.0-2.fc10.i386 libX11-1.1.4-6.fc10.i386 libXau-1.0.4-1.fc10.i386
 libXaw-1.0.4-3.fc10.i386 libXcomposite-0.4.0-5.fc10.i386
 libXcursor-1.1.9-3.fc10.i386 libXdamage-1.1.1-4.fc9.i386
 libXdmcp-1.0.2-6.fc10.i386 libXext-1.0.4-1.fc9.i386
 libXfixes-4.0.3-4.fc10.i386 libXft-2.1.13-1.fc10.i386 libXi-1.1.3-4.fc9.i386
 libXinerama-1.0.3-2.fc10.i386 libXmu-1.0.4-1.fc9.i386
 libXpm-3.5.7-4.fc9.i386 libXrandr-1.2.3-1.fc10.i386
 libXrender-0.9.4-3.fc9.i386 libXt-1.0.5-1.fc10.i386
 libXxf86vm-1.0.2-1.fc10.i386 libdrm-2.4.0-0.21.fc10.i386 libgcc-4.3.2-7.i386
 libjpeg-6b-43.fc10.i386 libmng-1.0.9-7.i386 libpng-1.2.33-1.fc10.i386
 libselinux-2.0.73-1.fc10.i386 libstdc++-4.3.2-7.i386
 libtiff-3.8.2-11.fc10.i386 libtool-ltdl-1.5.26-4.fc10.i386
 libxcb-1.1.91-5.fc10.i386 libxml2-2.7.2-2.fc10.i386
 mesa-dri-drivers-7.2-0.15.fc10.i386 mesa-libGL-7.2-0.15.fc10.i386
 mesa-libGLU-7.2-0.15.fc10.i386 ode-0.10.1-1.fc10.i386 ogre-1.6.0-2.fc10.i386
 openjpeg-libs-1.3-2.fc9.i386 pango-1.22.3-1.fc10.i386
 pixman-0.12.0-2.fc10.i386 zlib-1.2.3-18.fc9.i386 zziplib-0.13.49-5.fc9.i386
 (gdb) backtrace
 #0  0x in ?? ()
 #1  0x01049473 in ?? () from /usr/lib/OGRE/RenderSystem_GL.so
 #2  0x047aa41f in Ogre::SceneManager::_setPass ()
   from /usr/lib/libOgreMain-1.6.0.so
 #3  0x047a5989 in Ogre::SceneManager::SceneMgrQueuedRenderableVisitor::visit
 ()
   from /usr/lib/libOgreMain-1.6.0.so
 #4  0x0475fc8a in Ogre::QueuedRenderableCollection::acceptVisitorGrouped ()
   from /usr/lib/libOgreMain-1.6.0.so
 #5  0x047603a1 in Ogre::QueuedRenderableCollection::acceptVisitor ()
   from /usr/lib/libOgreMain-1.6.0.so
 #6  0x047a8657 in Ogre::SceneManager::renderObjects ()
   from /usr/lib/libOgreMain-1.6.0.so
 #7  0x047a86e3 in Ogre::SceneManager::renderBasicQueueGroupObjects ()
   from /usr/lib/libOgreMain-1.6.0.so
 #8  0x047a7e87 in Ogre::SceneManager::_renderQueueGroupObjects ()
   from /usr/lib/libOgreMain-1.6.0.so
 #9  0x047a8e55 in Ogre::SceneManager::renderVisibleObjectsDefaultSequence ()
   from /usr/lib/libOgreMain-1.6.0.so
 #10 0x047a8fef in Ogre::SceneManager::_renderVisibleObjects ()
   from /usr/lib/libOgreMain-1.6.0.so
 #11 0x07fb4add in Ogre::TerrainSceneManager::_renderVisibleObjects ()
   from /usr/lib/OGRE/Plugin_OctreeSceneManager.so
 #12 0x047a969e in Ogre::SceneManager::_renderScene ()
 ---Type return to continue, or q return to quit---
   from /usr/lib/libOgreMain-1.6.0.so
 #13 0x07fb4c16 in Ogre::TerrainSceneManager::_renderScene ()
   from /usr/lib/OGRE/Plugin_OctreeSceneManager.so
 #14 0x0460da3e in Ogre::Camera::_renderScene ()
   from /usr/lib/libOgreMain-1.6.0.so
 #15 0x048806f0 in Ogre::Viewport::update () from
 /usr/lib/libOgreMain-1.6.0.so
 #16 0x0477bfbd in Ogre::RenderTarget::updateImpl ()
   from /usr/lib/libOgreMain-1.6.0.so
 #17 0x0477b92c in Ogre::RenderTarget::update ()
   from /usr/lib/libOgreMain-1.6.0.so
 #18 0x081443ee in gazebo::OgreAdaptor::UpdateWindow (this=0x8228c08,
window=0x8754fa0, camera=0x87539b8) at
 server/rendering/OgreAdaptor.cc:463
 #19 0x08164017 in gazebo::UserCamera::Update (this=0x87539b8)
at server/rendering/UserCamera.cc:95
 #20 0x0819f2cf in gazebo::GLWindow::Update (this=0x8576e68)
at server/gui/GLWindow.cc:145
 #21 0x081a8ab5 in gazebo::GLFrame::Update (this=0x8562a60)
at server/gui/GLFrame.cc:142
 #22 0x081a6068 in gazebo::GLFrameManager::Update (this=0x82540b8)
at server/gui/GLFrameManager.cc:188
 #23 0x0819caf5 in gazebo::Gui::Update (this=0x824c9f8) at
 server/gui/Gui.cc:150
 #24 0x081cdb3e in gazebo::Simulator::MainLoop (this=0x821bd88)
at server/Simulator.cc:333
 ---Type return to continue

Re: [PlayerStage-Gazebo] Animated ogre meshes?

2009-01-26 Thread Nate Koenig
There currently is not a mechanism to achieve this, but I'm willing to
help you make one.

-nate

On Fri, Jan 2, 2009 at 2:02 PM, chrivo christian.voll...@gmx.net wrote:

 Hi all,

 is there a way to put animated ogre meshes into gazebo and let gazebo update
 their animation state automatically?

 Thanks
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Re: [PlayerStage-Gazebo] Using Gazebo and Linux

2009-01-26 Thread Nate Koenig
Hello,

Yes, Gazebo runs only on Linux.

I would recommend reading some Linux beginner guides, which can easily
be found using google.

Gazebo is written i C++ and provides a C shared memory interface. You
can also communicate with gazebo via Player. I like C and would
recommend you use it too.

-nate

On Sun, Jan 11, 2009 at 10:20 PM, shen85 fire_w...@hotmail.com wrote:

 Hi All,

 I know there is something called mailing list etiquette which requires me to
 search if my questions were being answered. But i have a nagging feeling
 that the questions i will be asking are very newbie and completely no
 idea what i am getting into questions as i have not gotten the program n
 LINUX and i am just preparing myself for it.

 Firstly, i have been looking around and it seems that gazebo cannot run on
 WINDOWS unless you do 'special' things to it like VMWare or running it as a
 CD. So can i say that there is no WINDOWS version at all?

 Secondly, if there is no windows version, means i have to use LINUX. Any
 basic commands i should know to get me up and running in LINUX when using
 gazebo?

 Thirdly, as i have not actually seen gazebo work on the LINUX yet, can
 anyone please tell me which is the language i should be writing in for
 gazebo?

 Fourthly, i know that player and gazebo are linked. Can i say that player
 simulates the robot and gazebo simulates the environment?

 Lastly, i would like to apologise again if these questions were being asked
 before and i humbly ask for your help!

 Rgds.

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Re: [PlayerStage-Gazebo] External simulators and Gazebo

2009-01-26 Thread Nate Koenig
If you want to pass 3D poses to Gazebo, and have Gazebo move the model
to each of these points then you will get snapping - unless the
relative differences between the 3D poses is small. You could write a
controller that interpolates between 3D poses, kind of like
keyframing. This will produce a smooth motion.

-nate

On Tue, Jan 13, 2009 at 3:30 PM, smonckton
simon.monck...@drdc-rddc.gc.ca wrote:

 Well, after being away from this for awhile I'm back at this project trying
 to get an aircraft (driven by an external simulator) to render in gazebo
 (svn version). Of course everything has changed so I'm trying to figure out
 the best way of doing this. I can see how a custom (invisible) controller
 could be used to move an aircraft model around the 'world' ...is there a
 better way? If I use simIface, I can only set modelPose and thus get the
 snapping effect I encountered in my earlier experience in 0.7.0.

 Suggestions?


 smonckton wrote:

 Hmmm, I tried this before (and I tried it again just to be sure). Using
 only SetPose (or the other Sets) snaps the model from point to point. Ok,
 I can understand that, I'm only updating the model at 3 Hz and no
 velocities are set. So if I then add the velocities put out by the
 external simulator the results are smoother...but still odd. I think I may
 have some coordinate transform issues here! In any case tracking the
 results is hard since the UAV moves out of the rendered area very quickly.
 Is there a way to enlarge the rendered volume w.r.t. the ObserverCam?

 Simon

 Nathan Michael wrote:

 Hi Simon,

 Try:

 this-body-SetPose(GzPose pose)

 or

 this-body-SetPosition(GzVector pos)
 this-body-SetRotation(GzQuatern rot)

 See:

 http://playerstage.sourceforge.net/doc/Gazebo-manual-0.7.0-html/
 classBody.html#a6d32b9b81d5e09ebaec8bc852184837

 Nate

 On Aug 27, 2007, at 3:24 PM, smonckton wrote:


 Hello All,

 I'm a newbie to libgazebo and trying to figure out the best way of
 driving
 an aircraft model in gazebo through an external aviation simulator.
 I'm not
 using player, since we use (IMHO) a more flexible device server
 (MIRO, for
 those that are interested), so I'm talking directly to libgazebo.
 I've tried
 a few experiments setting positions, which works...sort of. If I set
 position directly, I get odd results that makes me think I'm
 fighting ODE.
 Basically, I just want to feed the aircraft state directly to a plugin
 model. I noticed that in the AvatarHeli model, the following
 approach is
 used in AvatarHeli::PositionGetCmd():
 void AvatarHeli::PositionGetCmd()
 {
   gz_position_lock(this-position, 1);

   this-cmdLinVel = GzVectorSet(this-position-data-cmd_vel_pos[0],
  this-position-data-cmd_vel_pos[1],
  this-position-data-cmd_vel_pos[2]);

   this-cmdAngVel = GzVectorSet(this-position-data-cmd_vel_rot[0],
 this-position-data-cmd_vel_rot[1],
 this-position-data-cmd_vel_rot[2]);

   gz_position_unlock(this-position);

   return;
 }

 and then in Update():
   this-PositionGetCmd();
   // Rotate velocities into global cs
 pose = this-GetPose();
 lv = GzCoordPositionAdd(this-cmdLinVel, GzVectorSet(0, 0, 0),
 pose.rot);
 av = GzCoordPositionAdd(this-cmdAngVel, GzVectorSet(0, 0, 0),
 pose.rot);

 // Dumb controller
 this-body-SetLinearVel(lv);
 this-body-SetAngularVel(av);


 ...which is a 'back door' method of setting the state. Over the
 long haul
 the position within the external simulator and gazebo would diverge
 using
 this method. A similar technique is used in Blimp. So the question
 is:  Is
 there a way of directly setting the state of an actor in libgazebo
 other
 than through derivative terms?

 Simon
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Re: [PlayerStage-Gazebo] Gazebo GUI runs too slow

2009-01-26 Thread Nate Koenig
Do you have GLX and DRI up and running? You can check the status via
the glxinfo command.

-nate

On Mon, Jan 19, 2009 at 8:06 AM, Rufino Bolado rbol...@gmail.com wrote:
 Hi

 I have just started to get familiar with the player/gazebo environment with
 the idea to implement a 3D virtual simulation for my PhD project. My system
 properties are: PC intel core2 duo, video card: ATI Technologies Inc RV516
 [Radeon X1300/X1550 Series], OS: Ubuntu 2.6.24-22-generic x86_64 GNU/Linux.
 I have installed Player/Stage/Gazebo software following the instructions on:

 - http://www.irobotics.org/gazebo08.f8.html

 I run one of the given worlds:
 $ gazebo /usr/local/share/gazebo/worlds/pioneer2dx.world
 Gazebo multi-robot simulator, version 0.8-pre3

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/usr/local/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib/OGRE]
 creating /tmp/gazebo-rufino-0
 creating /tmp/gazebo-rufino-0/simulation.default 112 145592
 creating /tmp/gazebo-rufino-0/position.position_iface_0 112 288

 It works but the gui runs too slow and when I tried to move the agent around
 using the suggested player/gazebo config file
 'gazebo_rev6886.cfghttp://www.irobotics.org/files/gazebo_rev6886.cfg'
 (from web page mentioned above). Any help to improve this problem?

 Thanks for your time

 Rufo
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Re: [PlayerStage-Gazebo] Gazebo bug??

2009-01-26 Thread Nate Koenig
Hello,

I believe the latest SVN version has this fixed, as of a couple days ago.

-nate

On Wed, Jan 21, 2009 at 3:50 AM, Andrés Faína Rodrí­guez-Vila
afa...@udc.es wrote:
 Hi,

 I installed in two different computers the revision 7212 of gazebo svn
 and I found the same error in both computers. When I run  gazebo,
 sometimes it works fine but sometimes I found this error:

 f...@failiz:tesis$ gazebo world.xml
 Gazebo multi-robot simulator, version 0.8-pre3

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/opt/gazebo-0.8/x86_64/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib/OGRE/]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib64/OGRE/]
 [server/GazeboConfig.cc:92]
  Ogre Path[/opt/ogre/x86_64/lib/OGRE/]
 Error: [server/rendering/OgreCreator.cc:596]
   Unable to create the rendering window
 Segmentation Fault

 and the backtrace shows:

 Core was generated by `gazebo world.xml'.
 Program terminated with signal 11, Segmentation fault.
 [New process 16815]
 #0  0x0050d268 in gazebo::OgreCreator::CreateWindow
 (display=9146352, screen=0, winId=92274716, width=388, height=360) at
 server/rendering/OgreCreator.cc:599
 599   window-setActive(true);
 (gdb) backtrace
 #0  0x0050d268 in gazebo::OgreCreator::CreateWindow
 (display=9146352, screen=0, winId=92274716, width=388, height=360) at
 server/rendering/OgreCreator.cc:599
 #1  0x0050d3b2 in gazebo::OgreCreator::CreateWindow
 (flWindow=0xc17520, width=388, height=360) at
 server/rendering/OgreCreator.cc:558
 #2  0x00531180 in UserCamera (this=0xe71b60,
 parentWindow=0xc17520) at server/rendering/UserCamera.cc:49
 #3  0x00569c64 in gazebo::GLWindow::Init (this=0xc17520) at
 server/gui/GLWindow.cc:99
 #4  0x00572d9d in gazebo::GLFrame::Init (this=0xc164a0) at
 server/gui/GLFrame.cc:126
 #5  0x005702a6 in gazebo::GLFrameManager::Init (this=0x8c1770)
 at server/gui/GLFrameManager.cc:176
 #6  0x0056763a in gazebo::Gui::Init (this=0x8b8d80) at
 server/gui/Gui.cc:142
 #7  0x00596d0b in gazebo::Simulator::Load (this=0x819480,
 worldfilena...@0x7fff48310390, serverId=0) at server/Simulator.cc:189
 #8  0x0057610d in main (argc=2, argv=0x7fff48310498) at
 server/main.cc:267


 I have installed the ogre-1.6.0. Any ideas?


 Best regards!


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Re: [PlayerStage-Gazebo] Compiling error

2009-01-26 Thread Nate Koenig
Hello,

Could you try updating again, and see if the problem still occurs?

Thanks,

-nate

On Wed, Jan 21, 2009 at 8:49 AM, rdesgagn
rene.desgag...@drdc-rddc.gc.ca wrote:

 Hi everyone,

  I have just checked out the latest Gazebo SVN version and
 there is a problem about libgazeboav.
 Here is the message I get when it compiles gazebo  :  /usr/bin/ld: cannot
 find -lgazeboav .
 I removed gazeboav in SConstruct file in /gazebo but after doing that the
 compiler complains about OpenAL which is already installed.

 Do you have any idea what can cause the libgazeboav problem and how to solve
 it ?


 Thanks,

 René


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Re: [PlayerStage-Gazebo] How to animate Ogre entities in Gazebo

2009-01-26 Thread Nate Koenig
Hello,

You'll need to create a controller and an interface for this. There
have been a few people requesting this feature. If you have the time
to make this happen in Gazebo, please submit a patch. Let me know if
you need any help.

-nate

On Sat, Jan 24, 2009 at 9:30 PM, Christian Vollmer
christian.voll...@gmx.net wrote:
 Hi All,

 I have an animated Ogre mesh model (a walking person). Is there a way
 to put that into Gazebo and just update the animation state
 externally. Can I somehow put the person into gazebo and control it's
 position via a plugin model?

 Thanks

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Re: [PlayerStage-Gazebo] External simulators and Gazebo

2009-01-26 Thread Nate Koenig
Hello,

Gazebo does provide a mechanism for actuator arrays. This will allow
you to specify either speeds, or target angles for each joint.

If you have special equations then, you should write your own controller.

-nate

On Mon, Jan 26, 2009 at 10:53 AM, smonckton
simon.monck...@drdc-rddc.gc.ca wrote:

 Thanks, Yes, I anticipated the controller solution...but that seemed awkward
 to me. In effect I would be adding a series of (albeit simple)
 constraint/controller equations to the system of equations rather than
 supplying data directly to ODE's integrator. I haven't written controllers
 for Gazebo before, but I would assume that they have to exploit existing
 joint types rather than (for example) a generic 6DOF joint and controller
 that simply assigns 6 position/velocity values.

 If I have to use existing joint types, I suppose I will have to build (an
 invisible) a serial manipulator to move the object around the world (a
 3-prismatic, 3-revolute joint for example) and accompanying controllers.

 Comments?


 Nate Koenig wrote:

 If you want to pass 3D poses to Gazebo, and have Gazebo move the model
 to each of these points then you will get snapping - unless the
 relative differences between the 3D poses is small. You could write a
 controller that interpolates between 3D poses, kind of like
 keyframing. This will produce a smooth motion.

 -nate

 On Tue, Jan 13, 2009 at 3:30 PM, smonckton
 simon.monck...@drdc-rddc.gc.ca wrote:

 Well, after being away from this for awhile I'm back at this project
 trying
 to get an aircraft (driven by an external simulator) to render in gazebo
 (svn version). Of course everything has changed so I'm trying to figure
 out
 the best way of doing this. I can see how a custom (invisible) controller
 could be used to move an aircraft model around the 'world' ...is there a
 better way? If I use simIface, I can only set modelPose and thus get the
 snapping effect I encountered in my earlier experience in 0.7.0.

 Suggestions?


 smonckton wrote:

 Hmmm, I tried this before (and I tried it again just to be sure). Using
 only SetPose (or the other Sets) snaps the model from point to point.
 Ok,
 I can understand that, I'm only updating the model at 3 Hz and no
 velocities are set. So if I then add the velocities put out by the
 external simulator the results are smoother...but still odd. I think I
 may
 have some coordinate transform issues here! In any case tracking the
 results is hard since the UAV moves out of the rendered area very
 quickly.
 Is there a way to enlarge the rendered volume w.r.t. the ObserverCam?

 Simon

 Nathan Michael wrote:

 Hi Simon,

 Try:

 this-body-SetPose(GzPose pose)

 or

 this-body-SetPosition(GzVector pos)
 this-body-SetRotation(GzQuatern rot)

 See:

 http://playerstage.sourceforge.net/doc/Gazebo-manual-0.7.0-html/
 classBody.html#a6d32b9b81d5e09ebaec8bc852184837

 Nate

 On Aug 27, 2007, at 3:24 PM, smonckton wrote:


 Hello All,

 I'm a newbie to libgazebo and trying to figure out the best way of
 driving
 an aircraft model in gazebo through an external aviation simulator.
 I'm not
 using player, since we use (IMHO) a more flexible device server
 (MIRO, for
 those that are interested), so I'm talking directly to libgazebo.
 I've tried
 a few experiments setting positions, which works...sort of. If I set
 position directly, I get odd results that makes me think I'm
 fighting ODE.
 Basically, I just want to feed the aircraft state directly to a plugin
 model. I noticed that in the AvatarHeli model, the following
 approach is
 used in AvatarHeli::PositionGetCmd():
 void AvatarHeli::PositionGetCmd()
 {
   gz_position_lock(this-position, 1);

   this-cmdLinVel = GzVectorSet(this-position-data-cmd_vel_pos[0],
  this-position-data-cmd_vel_pos[1],
  this-position-data-cmd_vel_pos[2]);

   this-cmdAngVel = GzVectorSet(this-position-data-cmd_vel_rot[0],
 this-position-data-cmd_vel_rot[1],
 this-position-data-cmd_vel_rot[2]);

   gz_position_unlock(this-position);

   return;
 }

 and then in Update():
   this-PositionGetCmd();
   // Rotate velocities into global cs
 pose = this-GetPose();
 lv = GzCoordPositionAdd(this-cmdLinVel, GzVectorSet(0, 0, 0),
 pose.rot);
 av = GzCoordPositionAdd(this-cmdAngVel, GzVectorSet(0, 0, 0),
 pose.rot);

 // Dumb controller
 this-body-SetLinearVel(lv);
 this-body-SetAngularVel(av);


 ...which is a 'back door' method of setting the state. Over the
 long haul
 the position within the external simulator and gazebo would diverge
 using
 this method. A similar technique is used in Blimp. So the question
 is:  Is
 there a way of directly setting the state of an actor in libgazebo
 other
 than through derivative terms?

 Simon
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Re: [PlayerStage-Gazebo] Laser sensors in different directions

2008-12-22 Thread Nate Koenig
Hello,

Could you check out the latest SVN version of gazebo, and try to get
the pose of the laser?

Let me know if it doesn't work.

-nate

On Fri, Dec 19, 2008 at 12:04 PM, Nate Koenig natekoe...@gmail.com wrote:
 Hello,

 Ahh, I misunderstood the original question.

 Gazebo is not sending the pose information. I will fix the problem
 over the weekend.

 -nate



 On 12/18/08, PeteSahat petesa...@gmx.org wrote:

 In the simulation the beams of each laser are spread over 30 degrees and the
 lasers are pointing to the correct directions.

 But the laser-position info doesn't seem to arrive at drivers like nd or
 amcl. When looking at the amcl_laser.cc source file, it is requesting
 PLAYER_LASER_REQ_GET_GEOM (see AMCLLaser::Setup(void) ) and it is using this
 info to set an offset to angle and position.
 At the sicklms200 driver for example, this geometry info is set in the
 player-config file.

 Is gazebo forwarding this laser geometry info from the world file?



 Nate Koenig wrote:

 Hello,

 You should be able to set the pose of each laser in your gazebo world
 file. When you get the data, it's up to you to interpret it properly.

 Do all the laser beams point forward in the simulation?

 -nate

 On Tue, Dec 9, 2008 at 8:13 AM, PeteSahat petesa...@gmx.org wrote:

 Hi,

 we're building a robot which has six sonar-sensors in different headings
 around the bot. Right now we're simulating them with sick-lasers in
 gazebo.
 The problem is, that the data arrives at playerv all heading to the same
 direction (to the front), altough they are correctly defined in the
 gazebo
 worldfile heading to different directions.

 In the player-config file, if I were using a real Sick-Laser, I could set
 the laser position in the sicklms200 driver, via this parameter:
 pose (length tuple)
* Default: [0.0 0.0 0.0]
* Pose (x,y,theta) of the laser, relative to its parent object (e.g.,
 the robot to which the laser is attached).

 Is there a similar parameter for my gazebo-laser which I can configure at
 the player-config?
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Re: [PlayerStage-Gazebo] Segmentation fault

2008-12-19 Thread Nate Koenig
Hello,

Can you please provide a backtrace?

-nate



On 12/19/08, patua yosh...@gmail.com wrote:

 Hello everybody!

 I'm using the lastest version of Gazebo, downloaded from the SVN repository.
 I'm currently using a Fedora 10 distro. I installed gazebo after I had
 installed the latest versions of OGRE and ODE. after I installed gazebo,
 everytime I try to run it it gives me a segmentation fault regardless
 whatever the world file I use. It doesn't gives me any kind of information
 about what is the problem. Here is the content of the shell:

 [server/GazeboConfig.cc:84]
 Gazebo Path[/usr/local/share/gazebo]
 [server/GazeboConfig.cc_92]
 Ogre Path[/usr/lib/OGRE]
 creating /tmp/gazebo-root-0
 found a pid file: pid= 6319
 The gazebo process is not alive.
 creating /tmp/gazebo-root-0/simulation.default 112 138336
 Segmentation fault

 And that's it! It gives me no information about what is the problem. Can
 someone help? thanks in advance.
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Re: [PlayerStage-Gazebo] Laser sensors in different directions

2008-12-19 Thread Nate Koenig
Hello,

Ahh, I misunderstood the original question.

Gazebo is not sending the pose information. I will fix the problem
over the weekend.

-nate



On 12/18/08, PeteSahat petesa...@gmx.org wrote:

 In the simulation the beams of each laser are spread over 30 degrees and the
 lasers are pointing to the correct directions.

 But the laser-position info doesn't seem to arrive at drivers like nd or
 amcl. When looking at the amcl_laser.cc source file, it is requesting
 PLAYER_LASER_REQ_GET_GEOM (see AMCLLaser::Setup(void) ) and it is using this
 info to set an offset to angle and position.
 At the sicklms200 driver for example, this geometry info is set in the
 player-config file.

 Is gazebo forwarding this laser geometry info from the world file?



 Nate Koenig wrote:

 Hello,

 You should be able to set the pose of each laser in your gazebo world
 file. When you get the data, it's up to you to interpret it properly.

 Do all the laser beams point forward in the simulation?

 -nate

 On Tue, Dec 9, 2008 at 8:13 AM, PeteSahat petesa...@gmx.org wrote:

 Hi,

 we're building a robot which has six sonar-sensors in different headings
 around the bot. Right now we're simulating them with sick-lasers in
 gazebo.
 The problem is, that the data arrives at playerv all heading to the same
 direction (to the front), altough they are correctly defined in the
 gazebo
 worldfile heading to different directions.

 In the player-config file, if I were using a real Sick-Laser, I could set
 the laser position in the sicklms200 driver, via this parameter:
 pose (length tuple)
* Default: [0.0 0.0 0.0]
* Pose (x,y,theta) of the laser, relative to its parent object (e.g.,
 the robot to which the laser is attached).

 Is there a similar parameter for my gazebo-laser which I can configure at
 the player-config?
 --
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Re: [PlayerStage-Gazebo] Possible problem with the laser iface in gazebo

2008-12-17 Thread Nate Koenig
Hello,

After digging around for a while, it turns out that that intelligently
replacing parts of of the xml code is difficult.

I would recommend defining your own laser model that doesn't include
the sensor.../sensor portion. Then you can use this new laser in
your world file.

-nate

On Wed, Dec 10, 2008 at 9:03 PM, gte199t gte1...@prism.gatech.edu wrote:

 Hi Nate, I get no difference by moving the embedded section before the sensor
 section.  The only changes occur when I modify the .model file (which
 doesn't really help the cause).


 Nate Koenig wrote:

 Hello,

 What happens when you put the embedded portion before the sensor tag?

 -nate


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Re: [PlayerStage-Gazebo] gazebo under MAC OSX Leopard

2008-12-17 Thread Nate Koenig
Hello,

Look at the CheckODELib function in the build.py file. This function
trys to make the following chunk of code:

#include ode/ode.h
int main()
{
  dGeomTriMeshDataCreate();
  return 0;
}

Could you try creating a seperate program, similar to the one above,
that contains the dGeomTriMeshDataCreate function. Let me know what
you had to change in order for OSX to compile it.

Thanks for you help,

-nate


On Thu, Dec 11, 2008 at 4:23 AM, danny asmar danny.as...@gmail.com wrote:
 Hi,

 Has anyone managed to install gazebo under MAC OSX leopard? I am having a
 problem with SCONS recognizing that ODE was built with trimesh support even
 though I did build it with the OPCODE support enabled.

 Innovate:gazebo-0.8-pre3 D$ scons
 scons: Reading SConscript files ...
 detected CPU atributes:
 Checking for [pkg-config --cflags --libs OGRE]
  Success
 Checking for [xml2-config --cflags --libs]
  Success
 Checking for [ode-config --cflags --libs]
  Success
 Checking for [fltk-config --cflags --libs --ldflags --use-gl --use-images]
  Success
 Checking for [pkg-config --cflags --libs xft]
  Success
 Checking for C++ library ltdl... no
  Warning: Failed to find ltdl, no plugin support will be included
 Checking for C header file ode/ode.h... yes
 Checking for ODE...no
  Error: ODE not compiled with trimesh support.


 Thank you for your help.


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Re: [PlayerStage-Gazebo] collision detection problem

2008-12-10 Thread Nate Koenig
All geoms (except the plane) in gazebo are incased within a
GeomTransform. So your code is working correctly.

-nate

On Sat, Nov 22, 2008 at 9:56 AM, Alexis Mackenzie [EMAIL PROTECTED] wrote:
 We have created a sensor representation of a BoxGeom in Gazebo and we'd like 
 to test when this box collides with RayGeoms which are being emitted from a 
 laser on another robot.  Currently the only collisions we're getting are 
 between class types 77 or 47 which are GeomTransforms and GeomPlanes.  Any 
 ideas on what we could be doing wrong?  I've attached our code.  Because 
 we've been trying to many things, some parts may be commented out.  We tried 
 to base our sensor off the gazebo ray sensor.

 Thanks.
 ~Lexi

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Re: [PlayerStage-Gazebo] Ogre exception on trying to load terrain.world

2008-12-10 Thread Nate Koenig
Hello,

Could you try using the SVN version of Gazebo? Make sure you have Ogre
1.6 installed.

-nate

On Tue, Nov 25, 2008 at 8:50 AM, MANSIMAR S ANEJA
[EMAIL PROTECTED] wrote:

 Hello All,

 Hey David,

I have been trying to load the gazebo pioneer2dx.world on gazebo pre 3
 using fedora core 9. Turns out I have met with the same problem.

 Problem reported:
 terminate called after throwing an instance of
 'Ogre::InvalidParametersException'

 what(): OGRE EXCEPTION(2:InvalidParametersException): World geometry is not
 supported by the generic SceneManager. in SceneManager::setWorldGeometry at
 OgreSceneManager.cpp (line 1315)

 I managed to load up the pioneerat.world but am facing this problem with
 terrain.world and pioneer2dx.world

 Any help will be much appreciated.

 Best

 Mansimar

 David J. Mackay wrote:

 Hi All,

 When trying to load the trunk/worlds/terrain.world file with gazebo (svn
 7019), I'm seeing the following exception Ogre (1.4.9) exception:

 terminate called after throwing an instance of
 'Ogre::InvalidParametersException'
   what():  OGRE EXCEPTION(2:InvalidParametersException): World geometry
 is not supported by the generic SceneManager. in
 SceneManager::setWorldGeometry at OgreSceneManager.cpp (line 1315)

 What's amiss?  Is this a fault with my installation?  TIA

 --
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Re: [PlayerStage-Gazebo] Is it possible to control Hinge2 using actarray?

2008-12-10 Thread Nate Koenig
Hello,

What controller are you using?

Controlling joints using SetSpeedConfig of MoveAtSpeed is not yet
implemented. You can implement this by modifying the Generic_Actarray
controller and the libgazebo.

-nate

On Sat, Nov 22, 2008 at 5:37 AM, Bassam Jalgha [EMAIL PROTECTED] wrote:
 Hello,

 I am using hinge2, the following is my XML code


   joint:hinge2 name=torso_left_fakhed_hinge
 body1torso_body/body1
 body2left_fakhed_body/body2
 anchorleft_fakhed_body/anchor
 anchorOffset0 0 0/anchorOffset
 axis10 1 0/axis1
 axis21 0 0/axis2
 highStop100/highStop
 lowStop-100/lowStop

   /joint:hinge2


 and in the controller:

 joint name=torso_left_fakhed_pitch_hinge
   force1/force
   gain2/gain
 /joint

 But that is not working.. how can i define the joints in the
 controller so that i can control Hinge2 joint?

 1 more question, is it possible to control actuator speeds in Gazebo
 using SetSpeedConfig or MoveAtSpeed in actarrayproxy?
 Because i tried, and it's not working. If that is the case, how can i
 control actuator speed?

 Thank you for your time,
 Bassam Jalgha


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Re: [PlayerStage-Gazebo] camera saved frame cut off

2008-12-10 Thread Nate Koenig
Hello,

Could you post an image of the error. I can't reproduce the problem.

What version of OGRE are you running?

Ignore the baseline tag, it's currently unused.

-nate


On Sat, Nov 29, 2008 at 8:35 PM, jungle [EMAIL PROTECTED] wrote:

 Thanks for the help with the factory problem.  SVN fixed it.

 I have a different problem.  I'm forking a thread to save camera frames
 every 1/24 seconds.  The program runs fine with no errors printed.  However,
 when I look at the saved frames, the pictures have a single black bar on the
 right side.

 I have experimented with the xml world file declaration of the camera with
 the following results.

 1. Setting image size to 320x240 and FOV to 60 gets rid of the bars, but I
 want the image size to be at least 640x480

 2. Not setting image size (default seems to be 640x480) and not setting fov
 (i think default is 60)  results in the black bar on the right side.

 3. setting only fov to 90 makes the black bar shrink a little, but it's
 still there.

 My camera declaration:
 model:physical name=cam1_model
xyz   0.78 4.18 5.79/xyz
rpy   0 42.00 -73.50/rpy

body:empty name=cam1_body
  sensor:camera name=cam1_sensor
imageSize800 600/imageSize
hfov60/hfov
nearClip0.1/nearClip
farClip1000/farClip
saveFramesfalse/saveFrames
saveFramePathframes_trimesh/saveFramePath
!--baseline0.2/baseline--

controller:generic_camera name=cam1_controller
  interface:camera name=camera_iface_0 /
/controller:generic_camera

  /sensor:camera
/body:empty
  /model:physical

 setting 800x600 crashes gazebo with a failed assertion (not enough room for
 the image in the buffer i think).

 Also, what does baseline do?

 Setting saveFrames to true produces the same results as my manual save code.

 Lastly, this seems to be a new problem since pre3.  I wonder if it is an
 OGRE problem, as that was upgraded too.

 Thanks,
 Bill
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Re: [PlayerStage-Gazebo] simIface set_pos3d possible bug

2008-12-10 Thread Nate Koenig
Hello,

This problem should now be fixed in SVN.

Thanks for the test program.

-nate

On Sun, Nov 30, 2008 at 6:03 PM, jungle [EMAIL PROTECTED] wrote:

 Small update.  Another thought occurred to me, and I've confirmed that it has
 nothing to do with the actual angle.  Nor does it have to do with being
 sequential angles.

 I changed the program to set to M_PI/4 every time and checked to see which
 one started to not match the others.  It turns out the the culprit is
 actually the 42nd request.  Until the 42nd request, the block does not move
 at all (except to get to 45 degrees the first time).  If you look closely,
 you can see the slightest deviation when you get to iteration 41 (starts
 from 0).   I paused in between each iteration.

 I hope that will point y'all in the right direction.

 bill


 jungle wrote:

 I feel like I'm just causing headaches for the developers, but I may have
 found another bug in the SVN version.  I just updated to the latest svn,
 and the bug is still there.

 Description:  The final goal is to make the camera focus on a single point
 while moving, but my code was not working.  I traced the problem to when I
 set the 3d position of the camera using the simIface.
 I've since switched to a block to try to elminate as many variables as
 possible in the situation.

 As you can see in the code, i set the position to (2,2,2) (0,0,yaw) where
 yaw goes from start to end.  I'm using radians for the variables, but the
 start and end are input from the keyboard in degrees and then converted.

 When you go from 0 to 70 degrees, everything is fine until you hit about
 53.  At that point, the cube rotates quickly in the wrong direction and
 subsequent attempts to change the yaw have no effect.  For a while the
 numbers in the simulation window will still reflect the attempted change.
 Once you hit about 68 all three rpy go to 90.  At this point, they will
 never change no matter what you set them to until you restart gazebo.
 Once the cube has rotated incorrectly, you can't change it's yaw again.

 I've taken out every possible thing out of the world file and c++ code,
 and we're left with barebones stuff copied from example files.  I've even
 looked through the gazebo source code and can't find a problem.  For me
 the bug is reproducable every time I run the program.  I've just tried
 substituting pitch for yaw, and the bug exists for that as well.

 bill

  http://www.nabble.com/file/p20764685/bug.tar.bz2 bug.tar.bz2


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Re: [PlayerStage-Gazebo] Height map problems Object subtractio

2008-12-10 Thread Nate Koenig
Hello,

Gazebo is not a modelling application, so it doesn't support boolean
operations one objects.

The heightmap should work fine. Couldy you post your world file along
with your hieghtmap?

You can also try using the map geometry. This takes a grayscale
image as well, but instead of creating a triangle mesh it approximates
the image using boxes. See gazebo/worlds/map.world as an example.

-nate

On Mon, Dec 1, 2008 at 5:33 PM, Daniel Clarke [EMAIL PROTECTED] wrote:

 I am using gazebo 0.8-pre3 and I am trying to create a cylindrical arena. Ie 
 I want a 'hollow' cylindrical shape. I have created one using height maps, 
 but it is not interacting with objects, the objects fall through the surface 
 and the pioneer2dx drives through the wall. The other option I may have is 
 object subtraction. Is there any way to subtract one object mass from 
 another? If so how?

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Re: [PlayerStage-Gazebo] Problem with using 2 Sonyvid30 Camera

2008-11-20 Thread Nate Koenig
Hello,

This is a design problem that I'm still trying to resolve nicely.

What you can do in the mean time is to create two different sonyvid30
model files. In each file, name the model differently.

-nate

On Wed, Nov 19, 2008 at 8:05 AM, Dong.Chen [EMAIL PROTECTED] wrote:
 Hello*,

 I am now working on simulating 2 robots with cameras in the gazebo . But run
 the my world it terminate called after throwing an instance of
 'Ogre::ItemIdentityException'
  what():  OGRE EXCEPTION(4:ItemIdentityException): Resource with the name
 sonyvid30_camera_sensor_RttTex already exists*.
 It seems i can't creat two cameras interface in this situation.

 In my world file i just add my another Pioneer2d robot with including of the
 sony3d model. I have also tried to include the same Model file with
 difference in the interface name .But it seems doesn't work.
  Does anybody has a idea how should i deal with this problem ?
 thanks a lot°°
 --
 MFG
 ChenDong
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Re: [PlayerStage-Gazebo] Factory delete model segfaults

2008-11-20 Thread Nate Koenig
Hello,

Thanks for the info. The problem has been fixed in SVN. Let me know if
you have any more problems.

-nate

On Sun, Nov 16, 2008 at 9:40 AM, jungle [EMAIL PROTECTED] wrote:

 It's a pretty straight-forward problem.

 I'm using a slightly modified version of the example libgazebo factory.cc
 The following is the relevant part.

 stream  model:physical name='box1_model_  i  ';
  streamxyz  i i 0.5   /xyz;
  streambody:box name='box1_body';
  stream geom:box name='box1_geom';
  stream   size1 1 1/size;
  stream   mass0.1/mass;
  stream   visual;
  stream size1 1 1/size;
  stream meshunit_box/mesh;
  stream  materialGazebo/Rocky/material;
  stream/visual;
  stream  /geom:box;
  stream/body:box;
  stream  /model:physical;


  printf(Creating[%d]\n,i);
  strcpy((char*)factoryIface-data-newModel, stream.str().c_str());

 ... and later

  stream  box1_model_  i;

  printf(Deleting[%d]\n,i);
  strcpy((char*)factoryIface-data-deleteModel, stream.str().c_str());


 These are the only changes to the original code.  The problem is the
 following.
 The program factory executes and exits without a problem.  The blocks show
 up in the simulation as they are created.  However, they do not disappear
 when they are deleted.  When I click on a block that should have been
 deleted, gazebo segfaults (understandably) with no error messages.
 Backtrace follows:

 Program received signal SIGSEGV, Segmentation fault.
 [Switching to Thread -1210378512 (LWP 16610)]
 0x48889c0d in __dynamic_cast () from /usr/lib/libstdc++.so.6
 (gdb) bt
 #0  0x48889c0d in __dynamic_cast () from /usr/lib/libstdc++.so.6
 #1  0x080ea07e in gazebo::OgreAdaptor::GetEntityAt (this=0x821e3c8,
camera=0x8ce2c20, [EMAIL PROTECTED])
at server/rendering/OgreAdaptor.cc:487
 #2  0x0812b144 in gazebo::GLWindow::HandleMouseRelease (this=0x82d3190)
at server/gui/GLWindow.cc:204
 #3  0x0812b25e in gazebo::GLWindow::handle (this=0x82d3190, event=2)
at server/gui/GLWindow.cc:407
 #4  0xb7ddff4a in Fl::pushed () from /usr/lib/libfltk.so.1.1
 #5  0xb7de1a03 in Fl::handle () from /usr/lib/libfltk.so.1.1
 #6  0xb7e30b10 in fl_handle () from /usr/lib/libfltk.so.1.1
 #7  0xb7e31b47 in fl_handle () from /usr/lib/libfltk.so.1.1
 #8  0xb7e31d9b in fl_wait () from /usr/lib/libfltk.so.1.1
 #9  0xb7de0827 in Fl::wait () from /usr/lib/libfltk.so.1.1
 #10 0xb7de0866 in Fl::check () from /usr/lib/libfltk.so.1.1
 #11 0x08128a62 in gazebo::Gui::Update (this=0x8238580) at
 server/gui/Gui.cc:146
 #12 0x08150a21 in gazebo::Simulator::MainLoop (this=0x82111e0)
at server/Simulator.cc:329
 #13 0x08134eb8 in main (argc=1221596980, argv=0xb7f23558) at
 server/main.cc:293


 Is this a bug, or am I doing something wrong?

 Thanks,
 Bill


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Re: [PlayerStage-Gazebo] shaking joints with actarray

2008-11-20 Thread Nate Koenig
Hello,

The latest SVN version of Gazebo should now have this problem fixed.

Thanks for the info.

-nate

On Mon, Nov 17, 2008 at 1:25 PM, Bassam Jalgha [EMAIL PROTECTED] wrote:
 Hello everybody,

 I am new to player/gazebo. so please help me out and try to guide me
 as much as possible.


 I am working on a Humanoid biped model on gazebo(SVN) and I am using
 actarray interface. But the problem that i keep having (even when
 working with the bandit model) is that whenever i move any joint, it
 moves to the right angle, but it keeps shaking. for example if i move
 the shoulder joint to angle 45 degrees , it moves to 45degrees but
 keeps oscillating around 45 degrees.

 I tried to modify the model ODE parameters CFM and ERP, but nothing works..

 what could be the problem?


 Thank you
 Bassam Jalgha


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Re: [PlayerStage-Gazebo] Gazebo: the Poor output image quality

2008-11-13 Thread Nate Koenig
Hello,

Is there a directory path_to_gazebo_install/share/gazebo/Media?

If this directory doesn't exist then copy the directory from the gazebo sources.

-nate



On Wed, Nov 12, 2008 at 9:48 PM, Yang Song [EMAIL PROTECTED] wrote:
 Hello everyone,
 It is me again...
 First Thank Dan and Nate's answering.

 1. I have updated the OGRE binary to 1.6 and reinstalled Gazebo SVN with Cg
 support.
   Some files I open by gazebo have poor displaying outputs as one attached
 pic's showing;  (No matter what kind of RTTMode is: PBuffers/FBO/copy)
 2. Still I have some errors when open some files:

  terminate called after throwing an instance of
 'Ogre::FileNotFoundException'
  what():  OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource
 Mesh.mesh in resource group General or any other group. in
 ResourceGroupManager::openResource at OgreResourceGroupManager.cpp (line
 753)

 or errors below when opening some files

 terminate called after throwing an instance of
 'Ogre::RenderingAPIException'
  what():  OGRE EXCEPTION(3:RenderingAPIException): Invalid
 externalWindowHandle (wrong server or screen) in GLXWindow::create at
 OgreGLXWindow.cpp (line 239)
 Aborted

 (BTW, I think my glx is ok, since I have:
 _#glxinfo |grep rendering
 direct rendering: Yes_)
 Thank you for your concern!
   With kind regards
 yang

 Nate Koenig wrote:

 Also, in your gazeborc file are two path definitions. One is called
 the gaeboPath and it defines the location of the Media directory
 (which is typically installed to /usr/local/share/gazebo), and the
 other is the location of the OGRE libraries. Make sure these paths are
 set correctly.

 -nate

 On Mon, Nov 10, 2008 at 11:25 AM, Daniel Carr [EMAIL PROTECTED] wrote:

 Depending on which version of Gazebo you are using, it may not be compatible
 with OGRE 1.4.6 (the latest (via SVN builds) are compatible with 1.6, as I
 recall).

 As far as PBuffers goes, you may need to change your rendering method - I
 believe this is in the gazeborc file - other methods are: FBO and Copy (in
 order of performance, high to low).  Try changing to FBO and seeing if
 gazebo will run then.  If not, you may need to upgrade your video drivers
 and if neither of those work, Copy should allow you to run gazebo, but with
 poor performance.

 Best,
 Dan

 On Mon, Nov 10, 2008 at 10:32 AM, Yang Song [EMAIL PROTECTED] wrote:


 I also met a problem on OGRE, here is my error message:

 terminate called after throwing an instance of
 'Ogre::UnimplementedException'
 what():  OGRE EXCEPTION(9:UnimplementedException): Floating point
 PBuffers not supported on this hardware in
 GLRenderTexture::createPBuffer at OgreGLXRenderTexture.cpp (line 111)

 However, I installed OGRE by yum, so the version is 1.4.6. And I can not
 find the file OgreGLXRenderTexture.cpp.

 Could anybody give a hint on this problem, please?
 Thanks in advance
   With kind regards
Yang Song
 jiapei100:


 I was told (by google searching) that Gazebo SVN is now compatible with


 OGRE


 SVN, but I always get the following annoying errors. Is it a OGRE error?


 Or


 a Gazebo error??


 terminate called after throwing an instance of
 'Ogre::InvalidParametersException'
 what(): OGRE EXCEPTION(2:InvalidParametersException): Sky dome material
 'Gazebo/CloudySky' not found. in SceneManager::setSkyDome at
 OgreSceneManager.cpp (line 1782)
 Aborted


 Best Regards
 JIA Pei


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Re: [PlayerStage-Gazebo] Gazebo SVN with ogre SVN - always wrong...

2008-11-11 Thread Nate Koenig
Hello,

You have to run gazebo first.

$ gazebo /path/to/gazebo/world/file.world

-nate

On Mon, Nov 10, 2008 at 7:39 AM, jiapei100 [EMAIL PROTECTED] wrote:


 Run the demo here
 http://www.irobotics.org/gazebo08.html

 player /path/to/your/gazebo_rev6886.cfg

 got the following errors... What's wrong?


 Error[Failed to allocate semaphore [No such file or directory]
 The server does not appear to be running]
 Error[Failed to allocate semaphore [No such file or directory]
 The server does not appear to be running]




 -
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 http://www.visionopen.com http://www.visionopen.com

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 View this message in context: 
 http://www.nabble.com/Gazebo-SVN-with-ogre-SVN---always-wrong...-tp20422275p20422275.html
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Re: [PlayerStage-Gazebo] OGRE SVN (1.7.0) doesn't work with Gazebo SVN (0.8-pre3)

2008-11-11 Thread Nate Koenig
Also, in your gazeborc file are two path definitions. One is called
the gaeboPath and it defines the location of the Media directory
(which is typically installed to /usr/local/share/gazebo), and the
other is the location of the OGRE libraries. Make sure these paths are
set correctly.

-nate

On Mon, Nov 10, 2008 at 11:25 AM, Daniel Carr [EMAIL PROTECTED] wrote:
 Depending on which version of Gazebo you are using, it may not be compatible
 with OGRE 1.4.6 (the latest (via SVN builds) are compatible with 1.6, as I
 recall).

 As far as PBuffers goes, you may need to change your rendering method - I
 believe this is in the gazeborc file - other methods are: FBO and Copy (in
 order of performance, high to low).  Try changing to FBO and seeing if
 gazebo will run then.  If not, you may need to upgrade your video drivers
 and if neither of those work, Copy should allow you to run gazebo, but with
 poor performance.

 Best,
 Dan

 On Mon, Nov 10, 2008 at 10:32 AM, Yang Song [EMAIL PROTECTED] wrote:

 I also met a problem on OGRE, here is my error message:

 terminate called after throwing an instance of
 'Ogre::UnimplementedException'
  what():  OGRE EXCEPTION(9:UnimplementedException): Floating point
 PBuffers not supported on this hardware in
 GLRenderTexture::createPBuffer at OgreGLXRenderTexture.cpp (line 111)

 However, I installed OGRE by yum, so the version is 1.4.6. And I can not
 find the file OgreGLXRenderTexture.cpp.

 Could anybody give a hint on this problem, please?
 Thanks in advance
 With kind regards
  Yang Song
 jiapei100:
  I was told (by google searching) that Gazebo SVN is now compatible with
 OGRE
  SVN, but I always get the following annoying errors. Is it a OGRE error?
 Or
  a Gazebo error??
 
 
  terminate called after throwing an instance of
  'Ogre::InvalidParametersException'
  what(): OGRE EXCEPTION(2:InvalidParametersException): Sky dome material
  'Gazebo/CloudySky' not found. in SceneManager::setSkyDome at
  OgreSceneManager.cpp (line 1782)
  Aborted
 
 
  Best Regards
  JIA Pei
 
 
  -
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  http://www.visionopen.com http://www.visionopen.com
 
 


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Re: [PlayerStage-Gazebo] Fw: Re: scons for gazebo

2008-11-06 Thread Nate Koenig
The problem is a version mismatch between gazebo and Ogre.

If you are running gazebo from SVN, then you need Ogre 1.6
if you are running gazebo 0.8-pre3 then you need Ogre 1.4.9

-nate

On Mon, Nov 3, 2008 at 5:51 AM,  [EMAIL PROTECTED] wrote:
 could be it the problem ? thanks..
 --
 Checking for C++ library ltdl... (cached) no
 Warning: Failed to find ltdl, no plugin support will be included
 -
 -
 server/rendering/OgreCreator.cc: In static member function 'static void
 gazebo::OgreCreator::DrawGrid()':
 server/rendering/OgreCreator.cc:460: error: cannot allocate an object of
 abstract type 'MovableText'
 server/rendering/MovableText.hh:36: note:   because the following virtual
 functions are pure within 'MovableText':
 /usr/local/include/OGRE/OgreMovableObject.h:485: note:  virtual void
 Ogre::MovableObject::visitRenderables(Ogre::Renderable::Visitor*, bool)
 server/rendering/OgreCreator.cc:508: error: cannot allocate an object of
 abstract type 'MovableText'
 server/rendering/MovableText.hh:36: note:   since type 'MovableText' has
 pure virtual functions
 scons: *** [server/rendering/OgreCreator.o] Error 1
 scons: building terminated because of errors.








 - Original Message 
Da: [EMAIL PROTECTED]
To: playerstage-gazebo@lists.sourceforge.net
 playerstage-gazebo@lists.sourceforge.net
Oggetto: Re: [PlayerStage-Gazebo]  scons for gazebo
Data: 30/10/08 01:25






   - Original Message 
   Da: [EMAIL PROTECTED]
   To: Gazebo developers playerstage-gazebo@lists.sourceforge.net
   Oggetto: Re: [PlayerStage-Gazebo] [?? Probable Spam] scons for gazebo
   Data: 29/10/08 22:10




 i have installed 1.6 version. directly from the main site..
 but how i can check if does it work in the right way??
 
 
  Hello,
 
  If you are using Gazebo 0.8-pre3, then your version of ogre should be
 1.5.
  If you are using Gazebo SVN, then your version of ogre should be 1.6.
 
  -nate
 
  On Sat, Oct 25, 2008 at 3:18 PM, Vladimir [EMAIL PROTECTED]
 wrote:
   Hi. you check your ogre is working???
   - Original Message -
   From: [EMAIL PROTECTED]
   To: playerstage-gazebo@lists.sourceforge.net
   Sent: Friday, October 24, 2008 1:47 PM
   Subject: [?? Probable Spam] [PlayerStage-Gazebo] scons for gazebo
  
  
   hi,
   my name is Valerio,
   i have just a problem during the installation of gazebo. infact, by
   terminal, i type scons and i receive:
  
   OgreCreator::DrawGrid()':
   server/rendering/OgreCreator.cc:460: error: cannot allocate an object
 of
   abstract type 'MovableText'
   server/rendering/MovableText.hh:36: note:   because the following
 virtual
   functions are pure within 'MovableText':
   /usr/local/include/OGRE/OgreMovableObject.h:485: note: virtual void
   Ogre::MovableObject::visitRenderables(Ogre::Renderable::Visitor*,
 bool)
   server/rendering/OgreCreator.cc:508: error: cannot allocate an object
 of
   abstract type 'MovableText'
   server/rendering/MovableText.hh:36: note:   since type 'MovableText'
 has
   pure virtual functions
   scons: *** [server/rendering/OgreCreator.o] Error 1
   scons: building terminated because of errors.
  
   an advice?? thanks..
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Re: [PlayerStage-Gazebo] creating custom cuboids

2008-11-06 Thread Nate Koenig
Hello,

Gazebo only has a few built in shapes (unit_cube, unit_sphere,
unit_cylinder). If you need other shapes, then you'll have to model
these using 3D modeling utility like Blender.

Take a look at gazebo/worlds/models/bandit.model for an example of a
custom humanoid using custom meshes.

-nate

On Mon, Nov 3, 2008 at 5:58 AM, Cappy [EMAIL PROTECTED] wrote:

 Hello,

 I'm very new to gazebo, so I apologize if this is all stupid. I'm sure with
 some help and with time I can grow up to be able to make valuable
 contributions.

 I'm using gazebo 0.8 pre3 and I would like to create a custom model of a
 humanoid robot. I want to build it from cuboids, which I need to shape a
 bit, because the body parts are not exactly perfect cubes. I can't figure
 out how to do that and I don't know where else to look for information.

 I read the documentation
 http://playerstage.sourceforge.net/doc/Gazebo-manual-0.8.0-pre1-html/tutorial_model.html
 and the example given there doesn't work. I suggest using this model as an
 example:

 model:physical name=box_model
  xyz0 0 5/xyz
  rpy0.0 0.0 0.0/rpy
  canonicalBodybox1_body/canonicalBody
  staticfalse/static

  body:box name=box1_body
  xyz0 0 0/xyz
  rpy0.0 0.0 0.0/rpy
geom:box name=box_geom

  size1 1 1/size
  mass1.0/mass

  visual
xyz0.0 0.0 0.0/xyz
rpy0.0 0.0 0.0/rpy
meshunit_box/mesh
materialGazebo/BumpyMetal/material
  /visual

/geom:box
  /body:box
 /model:physical

 The example drops a unit cube from a height of 5 meters. The value of the
 canonicalBody property of the model container has to precisely match the
 name of the body container inside the model, or you get a segmentation
 fault. I couldn't figure out what density does, but if you change it to
 mass you can influence the mass of the object and make it bounce more or
 less for example. The mesh and the material have to be enclosed in a visual
 container, this was missing in the documentation. And the default mesh
 didn't work for me. I found the unit_cube in the examples that came with
 gazebo.

 Well now I tried to create a simple cuboid model, which is not a perfect
 cube. But if I use the unit_cube as a mesh, the visual appearance doesn't
 reflect the shape of the body correctly. Is there a mesh that I can shape
 with parameters? Or do I need to create a custom mesh for every distinct
 cuboid I create?


 Thanks
 Cappy
 --
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Re: [PlayerStage-Gazebo] Wavefront Implementation

2008-10-29 Thread Nate Koenig
Hello,

It would be difficult to use the true position of the robot from the
simulation.

What exactly do you mean when you say the position doesn't correspond
to the simulation? You should make sure that your map that you provide
to amcl matches up with gazebo in terms of scale and position. You can
visually check this using playerv.

You can print out the position of the robot using the Simulation
interface. This will give you some debug output.

-nate

On Mon, Oct 20, 2008 at 12:04 PM, Jan Schulte Landwehr
[EMAIL PROTECTED] wrote:
 Hi, I'm trying to implement a simple planer using wavefront. I'm using 
 gazebo0.8 and player 2.1.1. Is there a posibilty to run wavefront not with 
 the position provided by the amcl driver, but with the real position auf the 
 simulation? I just want to know wether wavefront plans a correct path. If i 
 start my script the robot moves to the right position provided by the amcl 
 but this position is doesnt correspond to the position the robot has in the 
 simulation.
 This is my code. What I'm doing wrong?


 driver
 (
  name gazebo
  provides [simulation:0]
  plugin libgazeboplugin
  alwayson 1
 )

 driver
 (
  name gazebo
  provides [odometry:::position2d:0]
  gz_id robot1
 )

 driver
 (
  name gazebo
  provides [laser:0]
  gz_id laser_iface_0
 )

 driver
 (
  name vfh
  provides [position2d:1]
  requires [position2d:0 laser:0]
  #safety_dist 0.1
  distance_epsilon 0.3
  angle_epsilon 5
 )

 driver
 (
  name mapfile
  provides [map:0]
  filename wavefront.pgm
  resolution 0.1
 )

 driver
 (
  name amcl
  provides [position2d:2]
  init_pose [0.0 0.0 0.0]
  requires [odometry:::position2d:1 laser:0 laser:::map:0]
 )

 driver
 (
  name wavefront
  provides [planner:0]
  requires [output:::position2d:1 input:::position2d:2 map:0]
  safety_dist 0.15
  distance_epsilon 0.5
  angle_epsilon 10
 )


 ?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; 
 

  verbosity5/verbosity

  physics:ode
stepTime0.03/stepTime
gravity0 0 -9.8/gravity
cfm10e-5/cfm
erp0.3/erp
  /physics:ode

  rendering:gui
typefltk/type
size800 600/size
pos0 0/pos
xyz0 0 0/xyz
rpy0 0 0/rpy
  /rendering:gui

  rendering:ogre
ambient0.5 0.5 0.5 1.0/ambient
sky
  materialGazebo/CloudySky/material
/sky

fog
  color1.0 1.0 1.0/color
  linearStart10/linearStart
  linearEnd100/linearEnd
/fog
  /rendering:ogre

   !-- Ground Plane --
  model:physical name=plane1_model
xyz0 0 0/xyz
rpy0 0 0/rpy
statictrue/static

body:plane name=plane1_body
  geom:plane name=plane1_geom
normal0 0 1/normal
size2000 2000/size
segments10 10/segments
uvTile100 100/uvTile
materialGazebo/Grey/material
  /geom:plane
/body:plane
  /model:physical

  model:physical name=wall0_model
body:box name=wall_0_body
  xyz  0.00   10.00  0.50/xyz
  rpy   0.000.000.00/rpy
  statictrue/static
   geom:box name=wall_0_geom
 meshdefault/mesh
 size 20.00   0.20  1.00/size
 visual
   size 20.00   0.20  1.00/size
   materialGazebo/PioneerBody/material
   meshunit_box/mesh
 /visual
   /geom:box
  /body:box
  /model:physical

  model:physical name=wall1_model
body:box name=wall_1_body
  xyz  0.00   -10.00  0.50/xyz
  rpy   0.000.000.00/rpy
  statictrue/static
   geom:box name=wall_1_geom
 meshdefault/mesh
 size 20.00   0.20  1.00/size
 visual
   size 20.00  0.20  1.00/size
   materialGazebo/PioneerBody/material
   meshunit_box/mesh
 /visual
   /geom:box
  /body:box
  /model:physical

  model:physical name=wall2_model
body:box name=wall_2_body
  xyz  -10.10   0.00  0.50/xyz
  rpy   0.000.0090.00/rpy
  statictrue/static
   geom:box name=wall_2_geom
 meshdefault/mesh
 size 20.00   0.20  1.00/size
 

Re: [PlayerStage-Gazebo] scons with gazebo

2008-10-29 Thread Nate Koenig
Hello,

I believe you need to install Ogre 1.6 to fix that problem.

-nate

On Fri, Oct 24, 2008 at 5:33 AM,  [EMAIL PROTECTED] wrote:

 hi,
 my name is Valerio,
 i have just a problem during the installation of gazebo. infact, by
 terminal, i type scons and i receive:

 OgreCreator::DrawGrid()':
 server/rendering/OgreCreator.cc:460: error: cannot allocate an object of
 abstract type 'MovableText'
 server/rendering/MovableText.hh:36: note: because the following virtual
 functions are pure within 'MovableText':
 /usr/local/include/OGRE/OgreMovableObject.h:485: note: virtual void
 Ogre::MovableObject::visitRenderables(Ogre::Renderable::Visitor*, bool)
 server/rendering/OgreCreator.cc:508: error: cannot allocate an object of
 abstract type 'MovableText'
 server/rendering/MovableText.hh:36: note: since type 'MovableText' has
 pure virtual functions
 scons: *** [server/rendering/OgreCreator.o] Error 1
 scons: building terminated because of errors.

 an advice?? thanks..
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Re: [PlayerStage-Gazebo] [?? Probable Spam] scons for gazebo

2008-10-29 Thread Nate Koenig
Hello,

If you are using Gazebo 0.8-pre3, then your version of ogre should be 1.5.
If you are using Gazebo SVN, then your version of ogre should be 1.6.

-nate

On Sat, Oct 25, 2008 at 3:18 PM, Vladimir [EMAIL PROTECTED] wrote:
 Hi. you check your ogre is working???
 - Original Message -
 From: [EMAIL PROTECTED]
 To: playerstage-gazebo@lists.sourceforge.net
 Sent: Friday, October 24, 2008 1:47 PM
 Subject: [?? Probable Spam] [PlayerStage-Gazebo] scons for gazebo


 hi,
 my name is Valerio,
 i have just a problem during the installation of gazebo. infact, by
 terminal, i type scons and i receive:

 OgreCreator::DrawGrid()':
 server/rendering/OgreCreator.cc:460: error: cannot allocate an object of
 abstract type 'MovableText'
 server/rendering/MovableText.hh:36: note:   because the following virtual
 functions are pure within 'MovableText':
 /usr/local/include/OGRE/OgreMovableObject.h:485: note: virtual void
 Ogre::MovableObject::visitRenderables(Ogre::Renderable::Visitor*, bool)
 server/rendering/OgreCreator.cc:508: error: cannot allocate an object of
 abstract type 'MovableText'
 server/rendering/MovableText.hh:36: note:   since type 'MovableText' has
 pure virtual functions
 scons: *** [server/rendering/OgreCreator.o] Error 1
 scons: building terminated because of errors.

 an advice?? thanks..
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Re: [PlayerStage-Gazebo] direct Torque control from c++ ?

2008-10-23 Thread Nate Koenig
Hello,

I'm not really following what you are asking.

By c++ program, I'm assuming you mean you own control code that is
external to gazebo.

A controller is only accessible via libgazebo or player interfaces.
You're external control code should not try to directly access a
controller.

All that a controller does is act as a middleman between sensors and
actuators, and libgazebo. Controllers basically filter data to fit
interfaces and sensors/actuators.

So, if you have some program that should access an actarray, it should
communicate with the libgazebo actarray interface.

Hope that helps.

-nate

On Fri, Oct 17, 2008 at 3:47 PM, MML [EMAIL PROTECTED] wrote:

 Hello again Nate

 I have looked into the examples you told me about, but I still have a
 problem... I cant figure out the call from my c++ program to load any
 controller... let me elaberate.
 I undestand that a controller has to be made in the model file and that this
 controller can be accessed from the c++ program... when I looked at the
 Bandit_Actarray.hh the constructor - Bandit_Actarray(Entity *parent ); -
 takes an input and i cant figure out what I should put here.. I imagine I
 have to specify the name of the controller or model that I want my c program
 to control... (I have tried a lot of crazy ideas...)
 If you (or anybody else) have an example of calling any function that
 requires the (Entity *parent) as input, and the corresponding
 model/controller name in the model or world file I would be very thankfull.
 - it doesnt have to be to the bandit_actarray, as the same input is required
 for all controllers if I am not mistaken.

 I am using eclipse as my environment... please dont tell me i should just
 leave the input as (Entity *parent), and i have made an error in the setup
 of my compiler..

 Kindly
 Morten


 MML wrote:

 Hi Nate

 Great!!!

 just was I was looking for.


 Nate Koenig-4 wrote:

 Hello,

 In order to control a custom model, you need to write a controller
 class. There are examples in gazebo/server/controllers. I would
 recommend looking at gazebo/server/controllers/actarray/bandit. This
 controller implements joint control of a humanoid robot.

 Then take a look at worlds/models/banit.model to see how the
 controller is specified in the model.


 -nate





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Re: [PlayerStage-Gazebo] Using cameras in Gazebo with Player

2008-10-22 Thread Nate Koenig
Hi Sandy,

The default value for the saveFrames tag is now false.

I've also updated the PTZ controller to stop the ODE error.

-nate



On Fri, Oct 17, 2008 at 2:17 PM, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 Dear Nate:
   Changing the static field to false enabled the acquisition of images but I 
 believe there may be another issue with the Sony camera model. When static is 
 set to true, the camera does not move. When static is set to false, the ptz 
 joints are out of control. Sometimes the camera starts bouncing and other 
 times it just spins in a circle. When I try to connect to the ptz interface 
 through player, Gazebo segfaults with an error of ODE INTERNAL ERROR 1: 
 assertion bNormalizationResult failed in _dNormalize4() 
 [../../include/ode/odemath.h]

   Also, is it possible for the default value of the saveframes variable to be 
 set to false? Saving frames is probably not a very common task but it can 
 easily take up a lot of disk space.

 Sandy
 --
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Re: [PlayerStage-Gazebo] Segmentation Fault using GetIntensity()

2008-10-17 Thread Nate Koenig
Hello,

I've added a laser example to SVN head (gazebo/examples/player/laser)

The code to access range and intensity works fine on my end. I would
check to make sure that the index you're using it not out of range.

-nate

On Mon, Oct 13, 2008 at 6:56 AM, Stenzel, Jonas
[EMAIL PROTECTED] wrote:
 Hi,



 I'm running gazebo from the svn-repository in combination with player
 2.1.1 and ogre 1.6rc.

 I tried out the sample laserobstacleavoid program and everything
 worked fine. But when I try to call the GetIntensity() method of the
 LaserProxy class I get a Segmentation Fault.



 I just added the following two lines two the read-think-act loop of the
 program and recompiled it:

 int intensity;

 intensity=lp.GetIntensity(20);



 For debugging purposes I made a backtrace with gdb:



 Starting program:
 /home/jonas/ps/share/player/examples/libplayerc++/laserobstacleavoid

 [Thread debugging using libthread_db enabled]

 [New Thread 0xb7b4c6c0 (LWP 6533)]

 localhost: 6665



 Program received signal SIGSEGV, Segmentation fault.

 [Switching to Thread 0xb7b4c6c0 (LWP 6533)]

 0x0804a32e in PlayerCc::ClientProxy::GetVarint ()

 Current language:  auto; currently asm

 (gdb) bt

 #0  0x0804a32e in PlayerCc::ClientProxy::GetVarint ()

 #1  0x0804a39e in PlayerCc::LaserProxy::GetIntensity ()

 #2  0x08049c7d in main ()



 When I start the program a second time while it is already running, no
 error occurs.

 For me, it looks like something has not been initialized...



 May anyone help me with that issue?



 Thanks a lot,



 Jonas



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Re: [PlayerStage-Gazebo] Gazebo Assertion `ms_Singleton' failed.

2008-10-11 Thread Nate Koenig
Hello,

Gazebo SVN works much better with Ogre 1.6. Try upgrading, and see how it works.

-nate

On Fri, Oct 10, 2008 at 11:21 AM, Gwendolyn Voskuilen
[EMAIL PROTECTED] wrote:
 I am running gazebo 0.8pre-3 on Ubuntu Hardy. I have Ogre 1.6 which resolved
 a segmentation fault but I now get the following error when running one of
 the example worlds:

 [EMAIL PROTECTED]:/usr/lib/OGRE$ gazebo
 /usr/local/share/gazebo/worlds/pioneer2dx.world
 Gazebo multi-robot simulator, version 0.8-pre3

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/usr/local/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib/OGRE]
 gazebo: OgreHardwareBufferManager.cpp:45: static
 Ogre::HardwareBufferManager Ogre::HardwareBufferManager::getSingleton():
 Assertion `ms_Singleton' failed.
 Aborted


 I ran a backtrace using gdb and got the following:

 [EMAIL PROTECTED]:/usr/local/share/gazebo/worlds$ gdb gazebo
 GNU gdb 6.8-debian
 Copyright (C) 2008 Free Software Foundation, Inc.
 License GPLv3+: GNU GPL version 3 or later http://gnu.org/licenses/gpl.html

 This is free software: you are free to change and redistribute it.
 There is NO WARRANTY, to the extent permitted by law.  Type show copying
 and show warranty for details.
 This GDB was configured as i486-linux-gnu...
 (gdb) run pioneer2dx.world
 Starting program: /usr/local/bin/gazebo pioneer2dx.world
 [Thread debugging using libthread_db enabled]
 Gazebo multi-robot simulator, version 0.8-pre3

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/usr/local/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib/OGRE]
 [New Thread 0xb659f720 (LWP 31796)]
 gazebo: OgreHardwareBufferManager.cpp:45: static
 Ogre::HardwareBufferManager Ogre::HardwareBufferManager::getSingleton():
 Assertion `ms_Singleton' failed.

 Program received signal SIGABRT, Aborted.
 [Switching to Thread 0xb659f720 (LWP 31796)]
 0xb7f56410 in __kernel_vsyscall ()
 (gdb) bt
 #0  0xb7f56410 in __kernel_vsyscall ()
 #1  0xb753d085 in raise () from /lib/tls/i686/cmov/libc.so.6
 #2  0xb753ea01 in abort () from /lib/tls/i686/cmov/libc.so.6
 #3  0xb753610e in __assert_fail () from /lib/tls/i686/cmov/libc.so.6
 #4  0xb7b9a09e in Ogre::HardwareBufferManager::getSingleton ()
at OgreHardwareBufferManager.cpp:45
 #5  0xb7e00c38 in VertexData (this=0x8264c40) at OgreVertexIndexData.cpp:46
 #6  0xb7ca59f4 in Ogre::PrefabFactory::createPlane (mesh=0x82646d0)
at OgrePrefabFactory.cpp:78
 #7  0xb7ca5e95 in Ogre::PrefabFactory::createPrefab (mesh=0x82646d0)
at OgrePrefabFactory.cpp:44
 #8  0xb7c3c688 in Ogre::MeshManager::loadResource (this=0x823c4e0,
 res=0x82646d0)
at OgreMeshManager.cpp:393
 #9  0xb7ce10b0 in Ogre::Resource::load (this=0x82646d0, background=false)
at OgreResource.cpp:156
 #10 0xb7c3d04b in Ogre::MeshManager::createPrefabPlane (this=0x823c4e0)
at OgreMeshManager.cpp:351
 #11 0xb7c3d1c2 in Ogre::MeshManager::_initialise (this=0x823c4e0)
at OgreMeshManager.cpp:80
 #12 0xb7cfcffe in Ogre::Root::oneTimePostWindowInit (this=0x82281e8)
at OgreRoot.cpp:1119
 #13 0xb7cfe7f8 in Ogre::Root::createRenderWindow (this=0x82281e8,
 [EMAIL PROTECTED],
width=1, height=1, fullScreen=false, miscParams=0xbfaa0b90) at
 OgreRoot.cpp:987
 #14 0x08142307 in gazebo::OgreCreator::CreateWindow (display=136676856,
 screen=0,
winId=54525954, width=1, height=1) at
 server/rendering/OgreCreator.cc:580
 #15 0x0814247d in gazebo::OgreCreator::CreateWindow (flWindow=0x82584a0,
 width=1,
height=1) at server/rendering/OgreCreator.cc:559
 #16 0x08198437 in Gui (this=0x82584a0, x=0, y=0, width=800, height=600,
 ---Type return to continue, or q return to quit---
   [EMAIL PROTECTED]) at server/gui/Gui.cc:97
 #17 0x081c7c84 in gazebo::Simulator::Load (this=0x821f218,
 [EMAIL PROTECTED], serverId=0) at server/Simulator.cc:160
 #18 0x081a68c4 in main (argc=Cannot access memory at address 0x7c34) at
 server/main.cc:267


 Any ideas? Thank you!

 Gwen
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Re: [PlayerStage-Gazebo] direct Torque control from c++ ?

2008-10-07 Thread Nate Koenig
Hello,

In order to control a custom model, you need to write a controller
class. There are examples in gazebo/server/controllers. I would
recommend looking at gazebo/server/controllers/actarray/bandit. This
controller implements joint control of a humanoid robot.

Then take a look at worlds/models/banit.model to see how the
controller is specified in the model.


-nate

On Mon, Oct 6, 2008 at 7:14 AM, MML [EMAIL PROTECTED] wrote:

 Hi all

 Hope you can help me with this one.
 how is it possible to control the torque, in a joint, from a c++ program?

 I have created a world and a model file. now i would like to build my own
 controller for the joints in the model, using a c++ program, but i can not
 figure out how the syntax should be?
 It looks like i have to include the joint.hh and the header for the type of
 joint i am using but i am sort of stuck when it comes to loading the joint
 into the c++ program. I checked the ODE and it looks like there is an
 interface to the joints here too, which supports torque control, but i am
 kind of stuck when it comes to the (XMLconfig *node) which, as i see it
 should be used to tell the c++ program what and where the joint is... So
 whether I go directly through gazebos joint.hh header or through ode.h i
 am stuck at the XMLconfig thing.
 If it is possible an example would be greatly appreciated, since I am no
 code expert.

 Kindly Morten

 -
 Morten
 --
 View this message in context: 
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Re: [PlayerStage-Gazebo] Sonar device for player

2008-10-01 Thread Nate Koenig
Hello,

Sonar in Gazebo is not yet implemented, and your contribution would be
greatly appreciated.

As a starting point you should look at the Ray sensor
(gazebo/server/sensors/ray). This sensor class is used to simulate
laser beams. It will provide you with the general class structure for
your sonar sensor.

You will also need to create a libgazebo interface. You'll add the
interface to then of the gazebo.h file (gazebo/libgazebo/gazebo.h).
This file contains many examples, so you should be able to mostly
cut-and-paste.

Finally, you'll need to create a controller. A controller connects a
sensor (or actuator) to a libgazebo interface. Think of it as
interpreting the sensor data, and filling in the libgazebo iface.
Again there are plenty of examples in (gazebo/server/controllers).
Look at the laser interfaces for inspiration.

Let me know if you have any questions or problems. I'm more than happy to help.

Once you are done, you can submit a patch via the sourceforge patch
system (https://sourceforge.net/tracker/?atid=433166group_id=42445func=browse)

-nate

On Wed, Oct 1, 2008 at 5:47 AM, Freyr Magnússon
[EMAIL PROTECTED] wrote:
 Hi,

 I'm interested in the status of the sonar device for the gazebo.  I saw a
 few posts on this mailing list where others where asking the same thing.

 Was there a functional sonar device earlier?  if so what happened to it?

 I made a simulated sonar using ogre and ogreopcode a while back for a
 spatial mapping project.  I tried to use collision volumes to generete
 contacts but found it inadequate since it only generated contacts along the
 intersecting borders of the cone shape I used.  So I made a ray cast spead
 in stead with much better results and returned the least distance found.

 If there is no sonar device available I'm interested in making one based on
 ray cast spread which can be configured depending on the requirements of the
 simulation resolution and performance requirements.  From a single on-axis
 ray cast to randomly distributed spherical spread based on sonar angle
 possibly off-axis density decay. (trying to make it sound fancy :P).

 what sould I be looking at for pointer regarding this?

 regards,
 Freyr
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Re: [PlayerStage-Gazebo] Gazebo SVN: dependency on Ogre 1.6

2008-10-01 Thread Nate Koenig
Hello,

At this point it's not possible to use the latest SVN version of
Gazebo with Ogre 1.4. It's difficult to maintain a code base
compatible with various versions of 3rd party libraries. I would
recommend either using an older version of the SVN repository, or
upgrading Ogre to the latest release.

-nate

On Wed, Oct 1, 2008 at 3:26 AM, Séverin Lemaignan
[EMAIL PROTECTED] wrote:
 Hello,

 I saw this morning that Gazebo SVN now support Ogre 1.6. Is it possible
 to still compile it against Ogre 1.4? the compilation through a simple
 scons install breaks...

 Regards,
 Severin Lemaignan

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Re: [PlayerStage-Gazebo] Hinge2 HighStop lowStop

2008-09-29 Thread Nate Koenig
Hello,

The second axis of a hinge2 joint can't have limits. This is due to
ODE, see section 7.3.5 of the ODE manual
(http://ode.org/ode-latest-userguide.html).

Can you describe what you mean by updates in the code. Do you want
descriptions of all the commits to SVN?

-nate


On Tue, Sep 23, 2008 at 12:34 PM, MML [EMAIL PROTECTED] wrote:

 Hi all

 I am a pretty new user of both gazebo an linux - so let me know if i am
 doing something wrong with regards to posting and using nable.

 anyways here is my question:
 How do you set the high and low stop for a hinge2, for the axis2?

 code:
 joint:hinge2 name=something_hinge
  body1something2_body/body1
  body2something_body/body2
  anchorsomething_body/anchor
  anchorOffset0 0.1 -0.05/anchorOffset
  axis11 0 0/axis1
  axis20 1 0/axis2
lowStop1-45/lowStop1
highStop145/highStop1
lowStop2-45/lowStop2
highStop245/highStop2
  erp0.8/erp
  cfm10e-5/cfm
 /joint:hinge2

 Which doesnt seem to work for axis2
 But if i switch the axis like this:
  axis10 1 0/axis1
  axis21 0 0/axis2

 it seems to work for axis1 - the one around the second axis 0 1 0

 if I use a normal hinge it also works...

 I am using gazebo 0.8 pre 3 and a normal c++ program with gazebo.h included,
 on fedora 9 and using eclipse...
 BTW. does anybody know how to get an overview of the updates in the code for
 gazebo - i have used google so far and it is a bit timeconsuming...

 thanks for a great program and a great forum and please excuse my English as
 it is not my native tongue.

 -
 Morten
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Re: [PlayerStage-Gazebo] Gazebo crash in batch mode

2008-09-12 Thread Nate Koenig
Hello,

You should try getting rid of the GL error that you are seeing. Run
glxinfo, an it will probably say that direct rendering is not enabled.
You'll most likely need to install drivers for your graphic card.

-nate

On Wed, Sep 10, 2008 at 10:30 AM, Andrés Faína Rodrí­guez-Vila
[EMAIL PROTECTED] wrote:
 Hi,

 I installed Gazebo-0.8-pre3 into a cluster of computers to do
 experiments in batch mode. Gazebo works fine with the GUI, although it
 reported a libGL error:

 [EMAIL PROTECTED] ~]$ gazebo /opt/gazebo/share/gazebo/worlds/pioneer2dx.world
 Gazebo multi-robot simulator, version 0.8-pre3

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/opt/gazebo/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib64/OGRE]
 *libGL error: open DRM failed (Operation not permitted)
 libGL error: reverting to (slow) indirect rendering*
 creating /home/fai/tmp/gazebo-fai-0
 creating /home/fai/tmp/gazebo-fai-0/simulation.default 112 145592
 creating /home/fai/tmp/gazebo-fai-0/position.position_iface_0 112 288
 creating /home/fai/tmp/gazebo-fai-0/laser.laser_iface_0 112 12512
 creating /home/fai/tmp/gazebo-fai-0/fiducial.fiducial_iface_0 112 22600
 deleting /home/fai/tmp/gazebo-fai-0/position.position_iface_0
 deleting /home/fai/tmp/gazebo-fai-0/laser.laser_iface_0
 deleting /home/fai/tmp/gazebo-fai-0/fiducial.fiducial_iface_0
 deleting /home/fai/tmp/gazebo-fai-0/simulation.default
 deleting /home/fai/tmp/gazebo-fai-0
 Done.


 but crashed without the GUI:
 [EMAIL PROTECTED] ~]$ gazebo -g 
 /opt/gazebo/share/gazebo/worlds/pioneer2dx.world
 Gazebo multi-robot simulator, version 0.8-pre3

 Part of the Player/Stage Project [http://playerstage.sourceforge.net].
 Copyright (C) 2003 Nate Koenig, Andrew Howard, and contributors.
 Released under the GNU General Public License.

 [server/GazeboConfig.cc:84]
  Gazebo Path[/opt/gazebo/share/gazebo]
 [server/GazeboConfig.cc:92]
  Ogre Path[/usr/lib64/OGRE]
 libGL error: open DRM failed (Operation not permitted)
 libGL error: reverting to (slow) indirect rendering
 X Error of failed request:  BadMatch (invalid parameter attributes)
  Major opcode of failed request:  143 (GLX)
  Minor opcode of failed request:  5 (X_GLXMakeCurrent)
  Serial number of failed request:  21
  Current serial number in output stream:  21
 Locking assertion failure.  Backtrace:
 #0 /usr/lib64/libxcb-xlib.so.0 [0x7fd00cd3091c]
 #1 /usr/lib64/libxcb-xlib.so.0(xcb_xlib_lock+0x17) [0x7fd00cd30a97]
 #2 /usr/lib64/libX11.so.6 [0x7fd010ef5061]
 #3 /usr/lib64/libGL.so.1 [0x7fd0125c8e97]
 #4 /usr/lib64/libGL.so.1(glXDestroyContext+0x9) [0x7fd0125c8f3c]
 #5 gazebo(_ZN6gazebo11OgreAdaptorD0Ev+0x22) [0x4620a2]
 #6 /lib64/libc.so.6(exit+0x9d) [0x7fd0101be85d]
 #7 /usr/lib64/libX11.so.6(_XDefaultWireError+0) [0x7fd010eecc04]
 #8 /usr/lib64/libX11.so.6(_XError+0x1a4) [0x7fd010eecdbf]
 #9 /usr/lib64/libX11.so.6(_XReply+0x2b0) [0x7fd010ef6e80]
 #10 /usr/lib64/libGL.so.1 [0x7fd0125cae34]
 #11 /usr/lib64/libGL.so.1(glXMakeCurrentReadSGI+0x12e) [0x7fd0125cb0db]
 #12 /usr/lib64/libGL.so.1(glXMakeCurrent+0xf) [0x7fd0125cb32c]
 #13 gazebo(_ZN6gazebo11OgreAdaptor4InitEPNS_13XMLConfigNodeE+0x1c1)
 [0x464b01]
 #14 gazebo(_ZN6gazebo9Simulator4LoadERKSsj+0xec) [0x4beb4c]
 #15 gazebo(main+0xd3) [0x4a7c93]
 #16 /lib64/libc.so.6(__libc_start_main+0xe6) [0x7fd0101a8316]
 #17 gazebo [0x439009]

 Any Ideas?


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Re: [PlayerStage-Gazebo] Truth interface

2008-09-10 Thread Nate Koenig
Hello,

The simulation interface is available through player.
The simulation interface is separate from the position interface(s).
The simulation interface cannot be exposed as a position interface.
They are separate, and should remain so.

-nate

On Tue, Sep 9, 2008 at 6:47 PM, Cameron Stone
[EMAIL PROTECTED] wrote:
 On Wednesday 3 September 2008 11:55:18 pm Nate Koenig wrote:
 A truth interface is deprecated in PSG.  Instead, use the simulation
 interface to request the pose of objects in the world.

 Can you confirm a few things here:

 1) this is available through player
 2) this is separate to the gazebo position interface(s)

 Also, can this be exposed through player as a position interface using a
 suitable configuration?

 Thanks,
Cameron.
 --
 ===

 That really burns my craw!

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 ===

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Re: [PlayerStage-Gazebo] Missing Param.cc

2008-09-09 Thread Nate Koenig
Patch applied to trunk.

-nate

On Fri, Sep 5, 2008 at 6:56 AM, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 Here is a very simple patch to enable SetOdometry support in the differential 
 position 2d controller.  I needed to change the UpdateChild to use one large 
 lock instead of two smaller locks because it may be possible for a client to 
 set the odometry in between the locks and the change would then be lost.  It 
 does not handle current velocity (prevUpdateTime) since I do not know what is 
 the expected behavior.  This may need to be changed.  The issue is that a 
 client could set the odometry just before gazebo is about to update the 
 model/controller.  In this case, the odometry may receive too great of a 
 change (especially if the robot/model is maintaining a large velocity).  
 Since I do not have the ability to test this on a real pioneer, I am unsure 
 what the correct behavior should be.  An equivalent fix may be needed in 
 other controllers but I have not looked.

 Index: server/controllers/position2d/differential/Differential_Position2d.cc
 ===
 --- server/controllers/position2d/differential/Differential_Position2d.cc 
 (revision 7002)
 +++ server/controllers/position2d/differential/Differential_Position2d.cc 
 (working copy)
 @@ -158,6 +158,7 @@
 double dr, da;
 double stepTime;
 + this-myIface-Lock(1);
 this-GetPositionCmd();
 wd = **(this-wheelDiamP);
 @@ -206,6 +207,7 @@
 }*/
 this-PutPositionData();
 + this-myIface-Unlock();
 }
 
 @@ -221,9 +223,13 @@
 {
 double vr, va;
 - if (this-myIface-Lock(1))
 - {
 + //if (this-myIface-Lock(1))
 + //{
 + this-odomPose[0] = this-myIface-data-pose.pos.x;
 + this-odomPose[1] = this-myIface-data-pose.pos.y;
 + this-odomPose[2] = this-myIface-data-pose.yaw;
 +
 vr = this-myIface-data-cmdVelocity.pos.x;
 va = this-myIface-data-cmdVelocity.yaw;
 @@ -232,16 +238,16 @@
 this-wheelSpeed[LEFT] = vr + va * **(this-wheelSepP) / 2;
 this-wheelSpeed[RIGHT] = vr - va * **(this-wheelSepP) / 2;
 - this-myIface-Unlock();
 - }
 + //this-myIface-Unlock();
 + //}
 }
 //
 // Update the data in the interface
 void Differential_Position2d::PutPositionData()
 {
 - if (this-myIface-Lock(1))
 - {
 + //if (this-myIface-Lock(1))
 + //{
 // TODO: Data timestamp
 this-myIface-data-head.time = Simulator::Instance()-GetSimTime();
 @@ -255,6 +261,6 @@
 // TODO
 this-myIface-data-stall = 0;
 - this-myIface-Unlock();
 - }
 + //this-myIface-Unlock();
 + //}
 }


 Sandy
 --
 [EMAIL PROTECTED]
 www.sanfordfreedman.com

 I have yet to see any problem, however complicated, which, when you looked 
 at it in the right way, did not become still more complicated.
 - Poul Anderson
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Re: [PlayerStage-Gazebo] About creating an outside world

2008-09-09 Thread Nate Koenig
Hello,



On Thu, Sep 4, 2008 at 8:36 PM, ts2883 [EMAIL PROTECTED] wrote:
 1. I need to create an outside world with several buildings (with windows,
 doors, 2-3 floors, stairs, etc.) and several days of googling, researching,
 trial-and-errors didn't help. I am guessing that there is no easy GUI way of
 creating them. I know this could be vague, but could you please tell me (as
 much in detail as possible) how to create them or at least point me to the
 right direction?

I would use large blocks covered with a texture. The texture can
contain the windows and doors. This is assuming that you don't need a
functionally correct building.

 2. In line with the above question, how would you create an object like a
 tree? Do you just build a solid block and cover it with a skin?

You are correct. Use a block, and then apply a skin. I would suggest
using Blender (a 3D modeling app) to create ogre compatible meshes.
http://www.ogre3d.org/wiki/index.php/Tools:_Blender

 3. Are there any Gazebo tutorial books available?

No books, just an online manual
(http://playerstage.sourceforge.net/doc/Gazebo-manual-svn-html/)
Also, code examples are in the sources (gazebo/examples/)

 4. Are there any other good Gazebo forum available?

As far as I know this is the only gazebo forum.

-nate

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Re: [PlayerStage-Gazebo] Truth interface

2008-09-03 Thread Nate Koenig
Hello,

A truth interface is deprecated in PSG.  Instead, use the simulation
interface to request the pose of objects in the world.

-nate

On Tue, Sep 2, 2008 at 5:52 PM, Cameron Stone
[EMAIL PROTECTED] wrote:
 I noticed this in the release notes in svn. Has someone got a partial or full
 implementation going? I'd very much like to have access to the true gazebo
 pose to use in my experimental results.

 Failing that, can someone point me to where/how to start implementing this
 myself.

 Cameron.
 --
 ===

 Let's pair up into threes.

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 ===

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Re: [PlayerStage-Gazebo] Simulation Interface GetPose2d and GetPose3d issues

2008-09-01 Thread Nate Koenig
Hello Sandy,

Thanks for the patch. The latest SVN version of Gazebo should be fixed.

-nate

On Thu, Aug 28, 2008 at 12:59 PM, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 I think I may have found an issue with the Simulation Interface while using 
 Player 2.1.1 and Gazebo revision 6982.  I was able to set the position of a 
 Pioneer2DX with both SetPose2d and SetPose3d but neither of the equivalent 
 get functions would operate correctly.  The GetPose2d function resulted in a 
 error message being displayed in the gazebo terminal about an unknown request 
 type.  GetPose3d simply crashed player and my test application.  After 
 looking at the gazebo source, I managed to make a few changes to get the 
 functions to work correctly.  I have included a patch of my changes.  The 
 patch also includes the addition of a #include string.h to one file for an 
 unrelated reason.  I am using GCC 4.3.1 so standard header files need to be 
 added to nearly every application to get them to compile.  I have also 
 included my world file, player cfg file, and my minimal test application.

 Sandy

 Patch File:
 Index: player/SimulationInterface.cc
 ===
 --- player/SimulationInterface.cc (revision 6982)
 +++ player/SimulationInterface.cc (working copy)
 @@ -162,7 +162,7 @@
   else if (Message::MatchMessage(hdr, PLAYER_MSGTYPE_REQ,
  PLAYER_SIMULATION_REQ_GET_POSE2D, 
 this-device_addr))
   {
 -gazebo::SimulationRequestData *gzReq = NULL;
 +gazebo::SimulationRequestData * gzReq = NULL;
 player_simulation_pose2d_req_t *req =
   (player_simulation_pose2d_req_t*)(data);

 @@ -175,6 +175,7 @@
 strcpy((char*)gzReq-modelName, req-name);
 this-iface-Unlock();
 +
   }
   else if (Message::MatchMessage(hdr, PLAYER_MSGTYPE_REQ,
  PLAYER_SIMULATION_REQ_GET_PROPERTY,
 @@ -250,8 +251,8 @@
 {
   player_simulation_pose3d_req_t req;

 -  strcpy(req.name, response-modelName);
 -  req.name_count = strlen(req.name);
 +  //strcpy(req.name, response-modelName);
 +  req.name_count = 0;//strlen(req.n ame);

   req.pose.px = response-modelPose.pos.x;
   req.pose.py = response-modelPose.pos.y;
 @@ -271,8 +272,8 @@
 {
   player_simulation_pose2d_req_t req;

 -  strcpy(req.name, response-modelName);
 -  req.name_count = strlen(req.name);
 +  //strcpy(req.name, response-modelName);
 +  req.name_count = 0;//strlen(req.name) + 1;

   req.pose.px = response-modelPose.pos.x;
 n bsp; req.pose.py = response-modelPose.pos.y;
 Index: server/gui/StatusBar.cc
 ===
 --- server/gui/StatusBar.cc (revision 6982)
 +++ server/gui/StatusBar.cc (working copy)
 @@ -25,6 +25,7 @@
  */

  #include stdio.h
 +#include string.h
  #include FL/Fl_Value_Output.H
  #include FL/Fl_Output.H
  #include FL/Fl_Button.H
 Index: server/World.cc
 ===
 --- server/World.cc (revision 6982)
 +++ server/World.cc (working copy)
 @@ -517,8 +517,6 @@
  // Update the simulation interface
  void World::UpdateSimulationIface()
  {
 -  SimulationRequestData *response = NULL;
 -
   //TODO: Move this method to simulator? Hard because of the models
   this-simIface-Lock(1);
   BR@@ -528,7 +526,7 @@
 return;
   }

 -  response = this-simIface-data-responses;
 +  //response = this-simIface-data-responses;

   this-simIface-data-simTime = Simulator::Instance()-GetSimTime();
   this-simIface-data-pauseTime = Simulator::Instance()-GetPauseTime();
 @@ -549,6 +547,7 @@
   for (unsigned int i=0; i  requestCount; i++)
   {
 SimulationRequestData *req = (this-simIface-data-requests[i]);
 +SimulationRequestData *response = 
 (this-simIface-data-responses[this-simIface-data-responseCount]);

 switch (req-type)
 {
 @@ -608,7 +607,7 @@
 response-mod elPose.pitch = rot.y;
 response-modelPose.yaw = rot.z;

 -response++;
 +//response++;
 this-simIface-data-responseCount += 1;
   }
   else
 @@ -641,14 +640,42 @@
   break;
 }

 +  case SimulationRequestData::GET_POSE2D:
 + {
 +  Model *model = this-GetModelByName((char*)req-modelName);
 +   nbs p;  if (model)
 +  {
 +Pose3d pose = model-GetPose();
 + Vector3 rot = pose.rot.GetAsEuler();
 +
 + response-type = req-type;
 +
 + strcpy(response-modelName, req-modelName);
 +response-modelPose.pos.x = pose.pos.x;
 +response-modelPose.pos.y = pose.pos.y;
 +response-modelPose.pos.z = pose.pos.z;
 +
 +response-modelPose.roll = rot.x;
 +respons e-modelPose.pitch = rot.y;
 +response-modelPose.yaw = rot.z;
 +
 + //response++;
 + 

Re: [PlayerStage-Gazebo] Missing Param.cc

2008-09-01 Thread Nate Koenig
Sorry about that, it's been fixed.

-nate

On Mon, Sep 1, 2008 at 6:20 PM, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 Dear Nate:
   I think a file named server/Param.cc may be missing from the svn 
 repository.  I just tried to compile rev. 7000 and the process complained it 
 could not find the file.  I tried simply removing the reference from the 
 server/SConscript file and received a number of undefined references.


 Sandy
 --
 [EMAIL PROTECTED]
 www.sanfordfreedman.com

 I have yet to see any problem, however complicated, which, when you looked 
 at it in the right way, did not become still more complicated.
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Re: [PlayerStage-Gazebo] Problem in gazebo-0.8-pre3

2008-08-25 Thread Nate Koenig
Hello,

This is interesting, because Gazebo doesn't directly call glEnable.
All opengl calls are generated via OGRE.

What version of Ogre are you running?

Can you provide a backtrace of the crash?

I assume that nothing else has changed on your machines, and
gazebo-0.8-pre1 still compiles and runs?

-nate

On Mon, Aug 25, 2008 at 5:32 AM, Andrés Faína Rodrí­guez-Vila
[EMAIL PROTECTED] wrote:
 Hello,

 I was trying to update the gazebo-0.8-pre1 to the gazebo0.8-pre3 into a
 cluster to run batch experiments without a gui. I had to activate the
 DRI to work with the gazebo-0.8-pre1. But now, when gazebo calls to the
 function glEnable() the program crash. The same compilation works great
 in other machines. The video cards of the cluster are ATI ES1000 (rev 02).

 Any Ideas?

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Re: [PlayerStage-Gazebo] Simulation Interface segfaults since r6896

2008-08-21 Thread Nate Koenig
Hello,

It looks like you have your code setup properly. What exactly is the problem?

-nate

On Thu, Aug 21, 2008 at 5:07 AM, Benjamin Kloster
[EMAIL PROTECTED] wrote:
 Hello again,
 after delving into the player documentation, I think I found what I need. Or
 so I thought. This is what I do now:

 // Initialization: Set data mode to pull, tell player with SetReplaceRule to
 discard old messages in the queue.
 client = new PlayerCc::PlayerClient(host, port);
 client-SetDataMode(PLAYER_DATAMODE_PULL);
 client-SetReplaceRule(true, PLAYER_MSGTYPE_DATA, -1, -1);
 simulation = new PlayerCc::SimulationProxy(client);
 //simulation-SetReplaceRule(true, PLAYER_MSGTYPE_DATA, -1);
 // [...]
 //Read out the sensors:
   if(client-Peek()) {
 client-Read();
 // [...]
 simulation-GetProperty(world, sim_time, sim_time, sizeof(double));
   }

 The SetReplaceRule should take care of the queue overflow, at least
 according to the player documentation. Am I doing something wrong or do I
 have to change something in the server settings for this to work?

 Thanks for your help,
 Ben

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Re: [PlayerStage-Gazebo] Missing Param.hh from recent gazebo check ins?

2008-08-20 Thread Nate Koenig
Sorry about that. I've just put them in.

-nate

On Wed, Aug 20, 2008 at 4:02 PM, Toby Collett
[EMAIL PROTECTED] wrote:
 Did this file get missed, getting build errors about it.

 Toby

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Re: [PlayerStage-Gazebo] Default position of the camera

2008-08-20 Thread Nate Koenig
Hello,

There are now two types of cameras in gazebo. The first type are those
used to visualize the world for your eyes. The second type simulates
cameras, and provides camera data through libgazebo.

The first kind of camera is declared within the rendering:gui xml
block. Take a look at worlds/test.world for a good example.

The second kind is either a monocamera or a stereocamera.

For example:

model
...
sensor:monocamera
...
/sensor:monocamera

/model

-nate

On Sat, Aug 16, 2008 at 6:34 AM, Andrés Faína Rodrí­guez-Vila
[EMAIL PROTECTED] wrote:
 Hello,

 I downloaded and installed the gazebo svn rev. 6938 and I can not change
 the default position and orientation of the camera. In gazebo-0.8-pre2 I
 include this statements in the world file to change it:

  !-- The camera --
  model:physical name=cam1_model
xyz-3 -4.5 2/xyz
rpy0 14 50/rpy
statictrue/static

body:empty name=cam1_body
  sensor:camera name=cam1_sensor
imageSize640 480/imageSize
hfov60/hfov
nearClip0.1/nearClip
farClip100/farClip
  /sensor:camera
/body:empty
  /model:physical

 Another thing, I found some little errors in the libgazebo examples
 files. All the catch statements must catch a std::string object
 instead a gazebo::GazeboError (or change the Cient.cc and the Iface.cc
 tho thrown a gazebo::GazeboError)

 Regards Fai

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Re: [PlayerStage-Gazebo] Simulation Interface segfaults since r6896

2008-08-20 Thread Nate Koenig
Hello,

How often are your requesting the simulation and pose of a robot?

-nate

On Thu, Aug 14, 2008 at 8:06 AM, Benjamin Kloster [EMAIL PROTECTED] wrote:
 Hi,
 yep, it's fixed now, thank you. But I have noticed another strange thing. 
 Querying the simulation time and / or the pose of a robot leads to quite a 
 lag in the communication between the player server and client (the simulation 
 speed itself doesn't seem to be affected), up to a disconnect. An actuator 
 array and a few of my custom controllers work fine. Has anyone had a similar 
 problem?

 Regards,
 Ben


  Original-Nachricht 
 Datum: Sun, 10 Aug 2008 14:12:42 -0700
 Von: Nate Koenig [EMAIL PROTECTED]
 An: Gazebo developers playerstage-gazebo@lists.sourceforge.net
 Betreff: Re: [PlayerStage-Gazebo] Simulation Interface segfaults since r6896

 Hello,

 Thanks for the info. The latest SVN version of gazebo should fix this
 problem.

 -nate

 On Mon, Aug 4, 2008 at 6:01 AM, Benjamin Kloster [EMAIL PROTECTED]
 wrote:
  Hi,
  telling the player client to do this:
  simulation-GetProperty(world, sim_time, sim_time, sizeof(double));
 
  results in this backtrace of the player server:
 
  #0  QueuePointer::DecRef (this=0x732e6e69) at message.cc:738
  #1  0xb7ef5abd in ~QueuePointer (this=0x732e6e69) at message.cc:640
  #2  0xb5e86aaf in gazebo::SimulationInterface::ProcessMessage
 (this=0x8055868, [EMAIL PROTECTED], hdr=0x8064098, data=0x8063df0) at
 player/SimulationInterface.cc:69
  #3  0xb5e853fc in gazebo::GazeboDriver::ProcessMessage (this=0x8062870,
 [EMAIL PROTECTED], hdr=0x8064098, data=0x8063df0) at
 player/GazeboDriver.cc:157
  #4  0xb7eed365 in Driver::ProcessMessages (this=0x8062870, maxmsgs=1) at
 driver.cc:393
  #5  0xb7eed535 in Driver::ProcessMessages (this=0x8062870) at
 driver.cc:373
  #6  0xb5e8545f in gazebo::GazeboDriver::Update (this=0x8062870) at
 player/GazeboDriver.cc:209
  #7  0xb7eef2a8 in DeviceTable::UpdateDevices (this=0x804d008) at
 devicetable.cc:256
  #8  0x08049f79 in main (argc=134626504, argv=0x8063bf0) at server.cc:315
 
  Regards,
  Ben
  --
  GMX startet ShortView.de. Hier findest Du Leute mit Deinen Interessen!
  Jetzt dabei sein:
 http://www.shortview.de/[EMAIL PROTECTED]
 
 
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Re: [PlayerStage-Gazebo] Changing SimpleSolid properties at runtime

2008-08-20 Thread Nate Koenig
Hello,

Change model attributes at runtime is currently not implemented. This
would be a nice feature. And the best way to solve this problem is
through a python interface. There are the beginings of such an
interface in server/Model.cc. But it needs a whole lot of work.

I'm willing to help you out if you want to tackle this problem. Let me
know if you're interested.

-nate

On Thu, Aug 14, 2008 at 1:19 AM, Willi Richert [EMAIL PROTECTED] wrote:
 Hi,

 for a multi-robot experiment I need the robots to communicate their
 emotional state via some kind of LED. I thought of simply extending the
 robot by a SimpleSolid2 that changes its color at run-time. As this does not
 change the dynamics this should be of no problem. However, I didn't find
 where I can access that color.

 Any hints?

 Regards,

 wr

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Re: [PlayerStage-Gazebo] virtual Model::SetPose()

2008-08-20 Thread Nate Koenig
Hello,

Are you using gazebo-0.7? If so, you might want to switch over to the
latest version of gazebo. This problem and many others have been
fixed.

-nate

On Wed, Aug 13, 2008 at 2:12 AM, Willi Richert [EMAIL PROTECTED] wrote:
 Hi,

 I found a little bug in Gazebo: If you reset the the simulation in a batch
 experiment (in Python with sim.data.reset = 1) then only the positions are
 resetted, not the odometry of the Pioneer2DX. Because of that I implemented
 the following (as Pioneer2DXE):

 void Pioneer2DXE::SetPose( GzPose pose )

 {

 Model::SetPose(pose);

 int isXInitVal = pose.pos.x == this-initPose.pos.x;

 int isYInitVal = pose.pos.y == this-initPose.pos.y;

 int isZInitVal = pose.pos.z == this-initPose.pos.z;

 if (isXInitVal  isYInitVal % isZInitVal)

 {

 this-resetOdometry();

 }

 }

 void Pioneer2DXE::resetOdometry()

 {

 // Reset odometric pose

 this-odomPose[0] = 0.0;

 this-odomPose[1] = 0.0;

 this-odomPose[2] = 0.0;

 // Reset odometric velocity

 this-odomVel[0] = 0.0;

 this-odomVel[1] = 0.0;

 this-odomVel[2] = 0.0;

 }

 This, of course, only works with a virtual SetPose()

 public: virtual void SetPose( GzPose pose );

 in Model.hh. In all the gazebo versions, however, it is not virtual.

 Is there some rationale behind that? Is it ok, if it is changed in the
 repository?

 With kind regards,

 wr

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Re: [PlayerStage-Gazebo] IMU support of gazebo

2008-08-20 Thread Nate Koenig
Hello,

The truth widget no longer exists, and an IMU sensor doesn't either.
However, you can get accurate pose of a model through the Simulation
Interface. See examples/player/simiface, or
example/libgazebo/position.

It is possible to create a simulated IMU. I be more than willing to
point you in the right direction if you are interested in implementing
this.

-nate

On Mon, Aug 11, 2008 at 1:10 AM, Sabrina Kliegl [EMAIL PROTECTED] wrote:
 Hi,

 I'm using gazebo-pre-0.8 with player-2.1.0rc1.
 On the gazebo website, it is mentioned, that gazebo already supports the
 simulation of IMU sensors. But I could not find any IMU-like sensor.
 So, my questions are:

 1. When is the IMU going to be implemented in gazebo?

 2. Is it possible to get IMU-data from gazebo for player anyway?
 I already read that it is possible to use the Truth Widget for this
 purpose, but I did not figure out how to do it exactly. Can you give me
 some hint?

 Thank you in advance,
 Sabrina Kliegl

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Re: [PlayerStage-Gazebo] Minor patches

2008-08-20 Thread Nate Koenig
Hi David,

Sorry it took so long. Your patches are great, and have been
incorporated into gazebo.

-nate

On Fri, Aug 1, 2008 at 8:10 PM, David Olsen [EMAIL PROTECTED] wrote:
 Hi,

 I just submitted a bunch of little patches to gazebo. Despite being a
 couple of lines each, I decided to keep them separate. The important
 ones, in my opinion, are:

 Visuals are offset:
 http://sourceforge.net/tracker/index.php?func=detailaid=2035566group_id=42445atid=433166

 The conical friction model was turned off:
 http://sourceforge.net/tracker/index.php?func=detailaid=2035579group_id=42445atid=433166

 Less importantly:
 There's a couple of minor problems with the simulation main loop:
 http://sourceforge.net/tracker/index.php?func=detailaid=2035572group_id=42445atid=433166

 And since I'd like to set the cfm of joints, I'd prefer it did the
 intuitive thing:
 http://sourceforge.net/tracker/index.php?func=detailaid=2035591group_id=42445atid=433166

 One last thing. I'd quite like it if my actarray patch was applied, so
 that actuators can be controlled properly from playerv. Unlike the
 others, it's been around for a little while:
 http://sourceforge.net/tracker/index.php?func=detailaid=2003623group_id=42445atid=433166

 I'd appreciate it if someone could have a look at these. At least the
 top two, since my simulation isn't much good without them.

 Thank you,
 David

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Re: [PlayerStage-Gazebo] Missing Param.hh from recent gazebo check ins?

2008-08-20 Thread Nate Koenig
You're right. Changes made.

-nate

On Wed, Aug 20, 2008 at 4:54 PM, Toby Collett [EMAIL PROTECTED] wrote:
 Gazebo builds fine now, but I think Param.hh needs to be in the list of
 installed headers as well,

 Toby


 2008/8/21 Nate Koenig [EMAIL PROTECTED]

 Sorry about that. I've just put them in.

 -nate

 On Wed, Aug 20, 2008 at 4:02 PM, Toby Collett
 [EMAIL PROTECTED] wrote:
  Did this file get missed, getting build errors about it.
 
  Toby
 
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Re: [PlayerStage-Gazebo] Problem with GoTo Function

2008-08-20 Thread Nate Koenig
Hello,

You have to enable the motors first.

pp.SetMotorEnable(true);

-nate

On Thu, Jul 31, 2008 at 7:29 PM, mansi aneja [EMAIL PROTECTED] wrote:
 Hi,

 I have been trying to get the pp.GoTo function working in gazebo . However
 the robot fails to respond to the GoTo command. My source code , world and
 cfg  files will be found below :

 

 #include iostream
 #include libplayerc++/playerc++.h

 int
 main(int argc, char *argv[])
 {
   using namespace PlayerCc;

   PlayerClientrobot(localhost);
   Position2dProxy pp(robot, 1);


   pp.GoTo(2,1,dtor(30));


   for (;;)
   {
 robot.Read();
   }

 }
 ___
 Pioneer2dx.world
 ___
 ?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;


   verbosity5/verbosity

   physics:ode
 stepTime0.03/stepTime
 gravity0 0 -9.8/gravity
 cfm10e-5/cfm
 erp0.8/erp
   /physics:ode

   rendering:gui
 typefltk/type
 size640 480/size
 pos0 0/pos
   /rendering:gui

   rendering:ogre
 ambient0.5 0.5 0.5 1.0/ambient
 sky
   materialGazebo/CloudySky/material
 /sky
   /rendering:ogre

!-- Ground Plane --
   model:physical name=plane1_model
 xyz0 0 0/xyz
 rpy0 0 0/rpy
 statictrue/static

 body:plane name=plane1_body
   geom:plane name=plane1_geom
 normal0 0 1/normal
 size2000 2000/size
 segments10 10/segments
 uvTile100 100/uvTile
 materialGazebo/GrassFloor/material
   /geom:plane
 /body:plane
   /model:physical

   !-- The camera --
   model:physical name=cam1_model
 xyz0.07 -1.10 0.5/xyz
 rpy0 12 52.5/rpy
 statictrue/static

 body:empty name=cam1_body
   sensor:camera name=cam1_sensor
 imageSize640 480/imageSize
 hfov60/hfov
 nearClip0.1/nearClip
 farClip100/farClip

 !--saveFramestrue/saveFrames
 saveFramePathframes/saveFramePath
 --
   /sensor:camera
 /body:empty
   /model:physical

  !-- model:physical name=cylinder1_model
 xyz1 -1.5 0.5/xyz
 rpy0.0 0.0 0.0/rpy

 body:cylinder name=cylinder1_body
   geom:cylinder name=cylinder1_geom
 size0.5 1/size
 mass1.0/mass
 visual
   meshunit_cylinder/mesh
   materialGazebo/RustyBarrel/material
 /visual
   /geom:cylinder
 /body:cylinder
   /model:physical --

 !-- model:physical name=cylinder2_model
 xyz2 0 0/xyz
 rpy0.0 0.0 0.0/rpy

 body:cylinder name=cylinder2_body
   geom:cylinder name=cylinder2_geom
 size0.5 1/size
 mass1.0/mass
 visual
   meshunit_cylinder/mesh
   materialGazebo/RustyBarrel/material
 /visual
   /geom:cylinder
 /body:cylinder
   /model:physical --


   !--
   Include the complete model described in the .model file
   This assumes the root node is a model:...
   --
   !--  include embedded=false
 xi:include href=pioneer2dx.model /
   /include
   --

   model:physical name=pioneer2dx_model1
 xyz0 0 0.145/xyz
 rpy0.0 0.0 0.0/rpy

 controller:differential_position2d name=controller1
   leftJointleft_wheel_hinge/leftJoint
   rightJointright_wheel_hinge/rightJoint
   wheelSeparation0.34/wheelSeparation
   wheelDiameter0.15/wheelDiameter
   torque5/torque
   interface:position name=position_iface_0/
 /controller:differential_position2d

 model:physical name=laser
   xyz0.15 0 0.18/xyz

   attach
 parentBodychassis_body/parentBody
 myBodylaser_body/myBody
   /attach

   include embedded=true
 xi:include href=models/laser.model /
   /include
 /model:physical

 !--
 The include should be last within a model. All previous statements
 will override those in the included file
 --
 include 

Re: [PlayerStage-Gazebo] Stereo Camera depth map

2008-08-20 Thread Nate Koenig
Hello,

I'm using Ogre 1.4.9, ode 10.1.

Can you run the ogre demo programs?

What error messages are you seeing?

-nate


On Mon, Jul 21, 2008 at 11:27 AM, DanSC [EMAIL PROTECTED] wrote:

 Nate,

 I have updated to the latest SVN (6895), cleaned and recompiled, however I
 am now having some issues with OGRE, which I believe are unrelated to the
 new gazebo.  What version of OGRE (and other libs) are you using?  I'd like
 to keep my build system as close to yours as possible to avoid version
 issues across the 3rd party libs.

 Thank you,
 Dan


 Nate Koenig-4 wrote:

 Hi Dan,

 Could you get the latest SVN version of gazebo. A few improvements to
 the stereo code have been made.

 Gazebo does not output a disparity image. Instead it uses the Opengl
 Z-buffer to generate a depth map. I have changed the names of the
 image arrays in libgazebo to reflect this.

 The best way to use the depth information is to access the depth
 buffer directly, which is an array of float values that correspond to
 the distance from the camera to an object.

 -nate

 On Thu, Jul 17, 2008 at 3:39 PM, Daniel Carr [EMAIL PROTECTED] wrote:
 Hi All,

 I have been trying to use the examples/libgazebo/stereo/stereo.cc to
 generate depth maps using the stereocamera.world file.  I start up gazebo
 and then, using another terminal, start stereo with ./stereo and let it
 run for a bit (such that it will generate anywhere from 10-a few hundred
 frame.pgm's).  I have been running gazebo both through a SSH X
 terminal and directly on the machine with gazebo (using SVN from the last
 couple of days) and it produces either blank .pgm's (all 255) or somewhat
 'random' black-and-white shapes that do not appear to be any of the
 viewpoints available through gazebo (let alone any sort of depth map for
 a square or plane/horizon).

 Is this feature currently implemented?  Do I need to be set to
 View|Stereo(1) in gazebo before capturing (not that it has made any
 difference)?

 I have attempted to add debug code by printing the disparity data after
 it's written to the file, and all that appears is 1.0's (usually, unless
 I have the random black and white shapes in which case it is 0.0's or
 1.0's).  The machine that runs gazebo is a relatively new Dell with an
 NVidia 7900GS using proprietary drivers and a fairly new processor.  It
 can easily run gazebo at over 30 fps when displaying and moving through
 an empty scene.

 If you need any more information, please don't hesitate to ask.

 Thank you,
 Dan


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Re: [PlayerStage-Gazebo] Simulation Interface segfaults since r6896

2008-08-10 Thread Nate Koenig
Hello,

Thanks for the info. The latest SVN version of gazebo should fix this problem.

-nate

On Mon, Aug 4, 2008 at 6:01 AM, Benjamin Kloster [EMAIL PROTECTED] wrote:
 Hi,
 telling the player client to do this:
 simulation-GetProperty(world, sim_time, sim_time, sizeof(double));

 results in this backtrace of the player server:

 #0  QueuePointer::DecRef (this=0x732e6e69) at message.cc:738
 #1  0xb7ef5abd in ~QueuePointer (this=0x732e6e69) at message.cc:640
 #2  0xb5e86aaf in gazebo::SimulationInterface::ProcessMessage 
 (this=0x8055868, [EMAIL PROTECTED], hdr=0x8064098, data=0x8063df0) at 
 player/SimulationInterface.cc:69
 #3  0xb5e853fc in gazebo::GazeboDriver::ProcessMessage (this=0x8062870, 
 [EMAIL PROTECTED], hdr=0x8064098, data=0x8063df0) at 
 player/GazeboDriver.cc:157
 #4  0xb7eed365 in Driver::ProcessMessages (this=0x8062870, maxmsgs=1) at 
 driver.cc:393
 #5  0xb7eed535 in Driver::ProcessMessages (this=0x8062870) at driver.cc:373
 #6  0xb5e8545f in gazebo::GazeboDriver::Update (this=0x8062870) at 
 player/GazeboDriver.cc:209
 #7  0xb7eef2a8 in DeviceTable::UpdateDevices (this=0x804d008) at 
 devicetable.cc:256
 #8  0x08049f79 in main (argc=134626504, argv=0x8063bf0) at server.cc:315

 Regards,
 Ben
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Re: [PlayerStage-Gazebo] gz_sim missing

2008-07-22 Thread Nate Koenig
Hello,

Sonar is not yet in gazebo, or I should say it has to be
reimplemented. You are more than welcome to have a go at this.

The output from player looks perfectly normal.

-nate

On Mon, Jul 21, 2008 at 6:43 PM, d'chu [EMAIL PROTECTED] wrote:


 Thank you nate,  can you check this whether it runs correctly or not.
 Cause I'm not so sure about it. I know  there's no 'errors', which is good,
 but it doesn't look like as it is said on the manual. (libgazebo msg :
 opening  ...)

 besides, I have error with 'sonar' driver about
 'Gazebo driver doesn't support interface type 5'.
 so I commented out for the time being. (and I'm digging up the problem)

 So... here the symptom. I run Player with modified 'gazebo.cfg' I have this
 message

 [EMAIL PROTECTED] ~]$ player local/share/player/config/gazebo.cfgMod
 Registering driver
 Player v.2.2.0

 * Part of the Player/Stage/Gazebo Project
 [http://playerstage.sourceforge.net].
 * Copyright (C) 2000 - 2006 Brian Gerkey, Richard Vaughan, Andrew Howard,
 * Nate Koenig, and contributors. Released under the GNU General Public
 License.
 * Player comes with ABSOLUTELY NO WARRANTY.  This is free software, and you
 * are welcome to redistribute it under certain conditions; see COPYING
 * for details.

 trying to load /home/imager/local/share/player/config/libgazeboplugin...
 success
 invoking player_driver_init()...

  * Part of the Player/Stage Project [http://playerstage.sourceforge.net]
  * Copyright 2000-2006 Richard Vaughan, Andrew Howard, Brian Gerkey, Nathan
 Koenig
  * and contributors. Released under the GNU General Public License v2.
 success
  Gazebo Plugin driver creating 1 device
6665.31.0 is  a simulation interface.
 opening /tmp/gazebo-imager-0
 opening /tmp/gazebo-imager-0/simulation.default 112 704
  Gazebo Plugin driver creating 1 device
6665.30.0 is  a position3d interface.
  Gazebo Plugin driver creating 1 device
6665.6.0 is  a laser interface.
  Gazebo Plugin driver creating 1 device
6665.3.0 is  a gripper interface.
  Gazebo Plugin driver creating 1 device
6665.40.0 is  a camera interface.
 listening on 6665
 Added file watch 5
 Added file watch 6
 Listening on ports: 6665


 and here' the modified cfg file


 driver
 (
  name gazebo
  provides [simulation:0]
  plugin libgazeboplugin
  server_id default
 )

 #driver
 #(
 #  name gazebo
 #  provides [simulation:0]
 #  alwayson 1
 #)

 driver
 (
  name gazebo
  provides [position3d:0]
  gz_id robot1
 )

 driver
 (
  name gazebo
  provides [laser:0]
  gz_id laser1
 )

 #driver
 #(
 #  name gazebo
 #  provides [sonar:0]
 #  gz_id sonar1
 #)

 driver
 (
  name gazebo
  provides [gripper:0]
  gz_id gripper1
 )

 driver
 (
  name gazebo
  provides [camera:0]
  gz_id camera1
 )

 #driver
 #(
 #  name gazebo
 #  provides [left_disparity::camera:1]
 #  gz_id stereo1
 #)




 Nate Koenig-4 wrote:

 Hello,

 Look at the gazebo.cfg file in gazebo/player/ directory. All the
 gz_* in you player config file should be gazebo.

 -nate



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