Re: [PlayerStage-Gazebo] Question regarding how to use new version of Gazebo with Player
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. -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Re pository idea
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 -- View this message in context: http://old.nabble.com/Repository-idea-tp31603616p31603616.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- Achieve unprecedented app performance and reliability What every C/C++ and Fortran developer should know. Learn how Intel has extended the reach of its next-generation tools to help boost performance applications - inlcuding clusters. http://p.sf.net/sfu/intel-dev2devmay ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Data protection magic? Nope - It's vRanger. Get your free trial download today. http://p.sf.net/sfu/quest-sfdev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] kforge.ros.org or sourceforge
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 -- Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] New Gazebo GPS interface
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 *La información contenida en este mensaje de correo electrónico es confidencial y puede revestir el carácter de reservada. * *Está dirigida exclusivamente a la persona destinataria. * *El acceso o cualquier uso por parte de cualquier otra persona de este mensaje no están autorizados y pueden ser ilegales.* *Si no es Ud. la persona destinataria, le rogamos que proceda a borrarlo. * *The information in this e-mail is confidential and may be legally privileged. * *It is intended solely for the addressee. * *Access or any use by any other person to this Internet e-mail is not authorised and may be unlawful. * *If you are not the intended recipient, please delete this e-mail. * -- Index, Search Analyze Logs and other IT data in Real-Time with Splunk Collect, index and harness all the fast moving IT data generated by your applications, servers and devices whether physical, virtual or in the cloud. Deliver compliance at lower cost and gain new business insights. Free Software Download: http://p.sf.net/sfu/splunk-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Free Software Download: Index, Search Analyze Logs and other IT data in Real-Time with Splunk. Collect, index and harness all the fast moving IT data generated by your applications, servers and devices whether physical, virtual or in the cloud. Deliver compliance at lower cost and gain new business insights. http://p.sf.net/sfu/splunk-dev2dev ___ Playerstage-gazebo mailing list
Re: [PlayerStage-Gazebo] gazebo compilation problem (gui/libgazebo_gui.so.0.10.0: undefined reference to `XineramaIsActive')
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 -- View this message in context: http://old.nabble.com/gazebo-compilation-problem-%28gui-libgazebo_gui.so.0.10.0%3A-undefined-reference-to-%60XineramaIsActive%27%29-tp30079637p30079637.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- Nokia and ATT present the 2010 Calling All Innovators-North America contest Create new apps games for the Nokia N8 for consumers in U.S. and Canada $10 million total in prizes - $4M cash, 500 devices, nearly $6M in marketing Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store http://p.sf.net/sfu/nokia-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Nokia and ATT present the 2010 Calling All Innovators-North America contest Create new apps games for the Nokia N8 for consumers in U.S. and Canada $10 million total in prizes - $4M cash, 500 devices, nearly $6M in marketing Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store http://p.sf.net/sfu/nokia-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Gazebo examples
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 --- reklama --- http://webhosting.szm.com - AKCIA, domeny a webhosting za najnizsie ceny Ziskaj vlastnu domenu, webstranku www.mojadomena.sk a vlastne maily cokol...@mojadomena.sk v cenach uz od 50Sk/mesiac. -- Nokia and ATT present the 2010 Calling All Innovators-North America contest Create new apps games for the Nokia N8 for consumers in U.S. and Canada $10 million total in prizes - $4M cash, 500 devices, nearly $6M in marketing Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store http://p.sf.net/sfu/nokia-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Nokia and ATT present the 2010 Calling All Innovators-North America contest Create new apps games for the Nokia N8 for consumers in U.S. and Canada $10 million total in prizes - $4M cash, 500 devices, nearly $6M in marketing Develop with Nokia Qt SDK, Web Runtime, or Java and Publish to Ovi Store http://p.sf.net/sfu/nokia-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Laser beams passing through objects
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 -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p29032123.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Laser beams passing through objects
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 -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982529.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Laser beams passing through objects
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 -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982398.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Laser beams passing through objects
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 -- View this message in context: http://old.nabble.com/Laser-beams-passing-through-objects-tp28934167p28982529.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Problem in installation of gazebo-0.10.0 on debian 5 lenny
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
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 -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] undefined references
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 -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Problem with Starting Player
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. -- View this message in context: http://old.nabble.com/Problem-with-Starting-Player-tp28823251p28823251.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Laser beams passing through objects
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
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 -- View this message in context: http://old.nabble.com/World-File-Syntax-tp28933481p28933481.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Shadow support on gazebo 0.7
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. -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Differential drive robot inertia in Gazebo
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Looking for Gazebo World file
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 -- 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. http://p.sf.net/sfu/rsaconf-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Problem of ~/.gazeborc file
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?
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. http://p.sf.net/sfu/rsaconf-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- 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. http://p.sf.net/sfu/rsaconf-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] New install : segmentation fault test.world
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
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 -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] compilation of gazebo 0.9 revision 8455
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
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 -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Problems Gazebo and Playernav PIoneer
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 ) -- Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
[PlayerStage-Gazebo] New iface names
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 -- Are you an open source citizen? Join us for the Open Source Bridge conference! Portland, OR, June 17-19. Two days of sessions, one day of unconference: $250. Need another reason to go? 24-hour hacker lounge. Register today! http://ad.doubleclick.net/clk;215844324;13503038;v?http://opensourcebridge.org ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Gazebo Segmentation Fault
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 -- View this message in context: http://www.nabble.com/Gazebo-Segmentation-Fault-tp23640195p23640195.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- Register Now for Creativity and Technology (CaT), June 3rd, NYC. CaT is a gathering of tech-side developers brand creativity professionals. Meet the minds behind Google Creative Lab, Visual Complexity, Processing, iPhoneDevCamp asthey present alongside digital heavyweights like Barbarian Group, R/GA, Big Spaceship. http://www.creativitycat.com ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- OpenSolaris 2009.06 is a cutting edge operating system for enterprises looking to deploy the next generation of Solaris that includes the latest innovations from Sun and the OpenSource community. Download a copy and enjoy capabilities such as Networking, Storage and Virtualization. Go to: http://p.sf.net/sfu/opensolaris-get ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Bug with SimulationData and SimulationInterface
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 -- View this message in context: http://www.nabble.com/Bug-with-SimulationData-and-SimulationInterface-tp23867988p23867988.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- OpenSolaris 2009.06 is a cutting edge operating system for enterprises looking to deploy the next generation of Solaris that includes the latest innovations from Sun and the OpenSource community. Download a copy and enjoy capabilities such as Networking, Storage and Virtualization. Go to: http://p.sf.net/sfu/opensolaris-get ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- OpenSolaris 2009.06 is a cutting edge operating system for enterprises looking to deploy the next generation of Solaris that includes the latest innovations from Sun and the OpenSource community. Download a copy and enjoy capabilities such as Networking, Storage and Virtualization. Go to: http://p.sf.net/sfu/opensolaris-get ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] how to set real time equal to simulation time?
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 -- View this message in context: http://www.nabble.com/how-to-set-real-time-equal-to-simulation-time--tp23619214p23619214.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- Register Now for Creativity and Technology (CaT), June 3rd, NYC. CaT is a gathering of tech-side developers brand creativity professionals. Meet the minds behind Google Creative Lab, Visual Complexity, Processing, iPhoneDevCamp asthey present alongside digital heavyweights like Barbarian Group, R/GA, Big Spaceship. http://www.creativitycat.com ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- OpenSolaris 2009.06 is a cutting edge operating system for enterprises looking to deploy the next generation of Solaris that includes the latest innovations from Sun and the OpenSource community. Download a copy and enjoy capabilities such as Networking, Storage and Virtualization. Go to: http://p.sf.net/sfu/opensolaris-get ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- OpenSolaris 2009.06 is a cutting edge operating system for enterprises looking to deploy the next generation of Solaris that includes the latest innovations from Sun and the OpenSource community. Download a copy and enjoy capabilities such as Networking, Storage and Virtualization. Go to: http://p.sf.net/sfu/opensolaris-get ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] position2dProxy in gazebo
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 -- View this message in context: http://www.nabble.com/position2dProxy-in-gazebo-tp23726082p23726082.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- OpenSolaris 2009.06 is a cutting edge operating system for enterprises looking to deploy the next generation of Solaris that includes the latest innovations from Sun and the OpenSource community. Download a copy and enjoy capabilities such as Networking, Storage and Virtualization. Go to: http://p.sf.net/sfu/opensolaris-get ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- OpenSolaris 2009.06 is a cutting edge operating system for enterprises looking to deploy the next generation of Solaris that includes the latest innovations from Sun and the OpenSource community. Download a copy and enjoy capabilities such as Networking, Storage and Virtualization. Go to: http://p.sf.net/sfu/opensolaris-get ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Problems with running Gazebo after installing - please help!
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/ -- View this message in context: http://www.nabble.com/Problems-with-running-Gazebo-after-installing---please-help%21-tp22479286p22589523.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are powering Web 2.0 with engaging, cross-platform capabilities. Quickly and easily build your RIAs with Flex Builder, the Eclipse(TM)based development software that enables intelligent coding and step-through debugging. Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Using pioneer with position3D on height map
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) -- View this message in context: http://www.nabble.com/Using-pioneer-with-position3D-on-height-map-tp22805219p22805219.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Running example worlds
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
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. -- View this message in context: http://www.nabble.com/New-to-GAZEBO-tp21545418p22238581.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Segmentation fault at loading worlds files
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 --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- -- - -- Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM) software. With Adobe AIR, Ajax developers can use existing skills and code to build responsive, highly engaging applications that combine the power of local resources and data with the reach of the web. Download the Adobe AIR SDK and Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM) software. With Adobe AIR, Ajax developers can use existing skills and code to build responsive, highly engaging applications
Re: [PlayerStage-Gazebo] Viewing Camera output in Gazebo
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 Government of Canada | Gouvernement du Canada -- Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM) software. With Adobe AIR, Ajax developers can use existing skills and code to build responsive, highly engaging applications that combine the power of local resources and data with the reach of the web. Download the Adobe AIR SDK and Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM) software. With Adobe AIR, Ajax developers can use existing skills and code to build responsive, highly engaging applications that combine the power of local resources and data with the reach of the web. Download the Adobe AIR SDK and Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Laser sensors in different directions
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? -- View this message in context: http://www.nabble.com/Laser-sensors-in-different-directions-tp20915654p20915654.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- View this message in context: http://www.nabble.com/Laser-sensors-in-different-directions-tp20915654p21081761.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Sent from Gmail for mobile | mobile.google.com -- ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- View this message in context: http://www.nabble.com/Laser
Re: [PlayerStage-Gazebo] Running Gazebo faster than real time
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 -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
[PlayerStage-Gazebo] Fwd: Gazebo GUI runs too slow
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
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?
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 -- View this message in context: http://www.nabble.com/Animated-ogre-meshes--tp21259099p21259099.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Using Gazebo and Linux
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. -- View this message in context: http://www.nabble.com/Using-Gazebo-and-Linux-tp21409043p21409043.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] External simulators and Gazebo
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 -- View this message in context: http://www.nabble.com/External- simulators-and-Gazebo-tf4337753.html#a12355928 Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- --- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Gazebo GUI runs too slow
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 -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Gazebo bug??
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! -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Compiling error
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 -- View this message in context: http://www.nabble.com/Compiling-error-tp21587178p21587178.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] How to animate Ogre entities in Gazebo
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 -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This SF.net email is sponsored by: SourcForge Community SourceForge wants to tell your story. http://p.sf.net/sfu/sf-spreadtheword ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] External simulators and Gazebo
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 -- View this message in context: http://www.nabble.com/External- simulators-and-Gazebo-tf4337753.html#a12355928 Sent from the playerstage-gazebo
Re: [PlayerStage-Gazebo] Laser sensors in different directions
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? -- View this message in context: http://www.nabble.com/Laser-sensors-in-different-directions-tp20915654p20915654.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- View this message in context: http://www.nabble.com/Laser-sensors-in-different-directions-tp20915654p21081761.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Sent from Gmail for mobile | mobile.google.com -- ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Segmentation fault
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. -- View this message in context: http://www.nabble.com/Segmentation-fault-tp21093634p21093634.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Sent from Gmail for mobile | mobile.google.com -- ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Laser sensors in different directions
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? -- View this message in context: http://www.nabble.com/Laser-sensors-in-different-directions-tp20915654p20915654.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- View this message in context: http://www.nabble.com/Laser-sensors-in-different-directions-tp20915654p21081761.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Sent from Gmail for mobile | mobile.google.com -- ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Possible problem with the laser iface in gazebo
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 -- View this message in context: http://www.nabble.com/Possible-problem-with-the-laser-iface-in-gazebo-tp20691610p20949419.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] gazebo under MAC OSX Leopard
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. -- Daniel Asmar -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] collision detection problem
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Ogre exception on trying to load terrain.world
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 -- David J. Mackay [EMAIL PROTECTED] - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- View this message in context: http://www.nabble.com/Ogre-exception-on-trying-to-load-terrain.world-tp19417463p20685132.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Is it possible to control Hinge2 using actarray?
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] camera saved frame cut off
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 -- View this message in context: http://www.nabble.com/camera-saved-frame-cut-off-tp20754524p20754524.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] simIface set_pos3d possible bug
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 -- View this message in context: http://www.nabble.com/simIface-set_pos3d-possible-bug-tp20764685p20764959.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Height map problems Object subtractio
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? _ Net yourself a bargain. Find great deals on eBay. http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Frover%2Eebay%2Ecom%2Frover%2F1%2F705%2D10129%2D5668%2D323%2F4%3Fid%3D10_t=763807330_r=hotmailTAGLINES_m=EXT - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Problem with using 2 Sonyvid30 Camera
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Factory delete model segfaults
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 -- View this message in context: http://www.nabble.com/Factory-delete-model-segfaults-tp20527833p20527833.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] shaking joints with actarray
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Gazebo: the Poor output image quality
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 - Welcome to Vision Open http://www.visionopen.com http://www.visionopen.com - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Gazebo SVN with ogre SVN - always wrong...
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] - Welcome to Vision Open http://www.visionopen.com http://www.visionopen.com -- View this message in context: http://www.nabble.com/Gazebo-SVN-with-ogre-SVN---always-wrong...-tp20422275p20422275.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] OGRE SVN (1.7.0) doesn't work with Gazebo SVN (0.8-pre3)
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 - Welcome to Vision Open http://www.visionopen.com http://www.visionopen.com - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Fw: Re: scons for gazebo
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.. -- Email.it, the professional e-mail, gratis per te: http://www.email.it/f Sponsor: CheBanca! La prima banca che ti dà gli interessi in anticipo. Fino al 4,70% sul Conto Deposito, zero spese e interessi subito. Aprilo! Clicca qui: http://adv.email.it/cgi-bin/foclick.cgi?mid=7919d=20081024 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is
Re: [PlayerStage-Gazebo] creating custom cuboids
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 -- View this message in context: http://www.nabble.com/creating-custom-cuboids-tp20303222p20303222.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Wavefront Implementation
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
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.. -- Email.it, the professional e-mail, gratis per te: http://www.email.it/f Sponsor: Scegli la tua suoneria! Il meglio della musica sul tuo cellulare! Clicca qui: http://adv.email.it/cgi-bin/foclick.cgi?mid=8269d=20081024 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] [?? Probable Spam] scons for gazebo
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.. -- Email.it, the professional e-mail, gratis per te: http://www.email.it/f Sponsor: CheBanca! La prima banca che ti dà gli interessi in anticipo. Fino al 4,70% sul Conto Deposito, zero spese e interessi subito. Aprilo! Clicca qui: http://adv.email.it/cgi-bin/foclick.cgi?mid=7919d=20081024 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] direct Torque control from c++ ?
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 - Morten -- View this message in context: http://www.nabble.com/direct-Torque-control-from-c%2B%2B---tp19838798p20042194.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Using cameras in Gazebo with Player
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 -- [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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Segmentation Fault using GetIntensity()
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Gazebo Assertion `ms_Singleton' failed.
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's
Re: [PlayerStage-Gazebo] direct Torque control from c++ ?
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: http://www.nabble.com/direct-Torque-control-from-c%2B%2B---tp19838798p19838798.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Sonar device for player
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Gazebo SVN: dependency on Ogre 1.6
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Hinge2 HighStop lowStop
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 -- View this message in context: http://www.nabble.com/Hinge2-HighStop-lowStop-tp19630493p19630493.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Gazebo crash in batch mode
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? - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Truth interface
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! Cameron Stone[EMAIL PROTECTED] === - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Missing Param.cc
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] About creating an outside world
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Truth interface
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. Cameron Stone[EMAIL PROTECTED] === - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Simulation Interface GetPose2d and GetPose3d issues
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
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. - Poul Anderson - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Problem in gazebo-0.8-pre3
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? - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Simulation Interface segfaults since r6896
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Missing Param.hh from recent gazebo check ins?
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 -- This email is intended for the addressee only and may contain privileged and/or confidential information - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Default position of the camera
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Simulation Interface segfaults since r6896
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] - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- Ist Ihr Browser Vista-kompatibel? Jetzt die neuesten Browser-Versionen downloaden: http://www.gmx.net/de/go/browser - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Changing SimpleSolid properties at runtime
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] virtual Model::SetPose()
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] IMU support of gazebo
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Minor patches
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 - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Missing Param.hh from recent gazebo check ins?
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 -- This email is intended for the addressee only and may contain privileged and/or confidential information - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo -- This email is intended for the addressee only and may contain privileged and/or confidential information - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] Problem with GoTo Function
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
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 -- View this message in context: http://www.nabble.com/Stereo-Camera-depth-map-tp18519351p18574569.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
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] - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
Re: [PlayerStage-Gazebo] gz_sim missing
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 -- View this message in context: http://www.nabble.com/%22gz_sim%22-missing-tp17512772p18580818.html Sent from the playerstage-gazebo mailing list archive at Nabble.com. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Playerstage-gazebo mailing list Playerstage-gazebo@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo