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2023-08-10 11:40:24 -0500 edited answer How to access contact Information form via the EntityComponentManager?

Have a look at the touch plugin, and the waste bin system that I recently wrote. It shows how to retrieve collisions w

2023-08-10 10:08:16 -0500 answered a question How to access contact Information form via the EntityComponentManager?

Have a look at the touch plugin, and the wate bin system that I recently wrote. It shows how to retrieve collisions wi

2023-08-03 04:19:38 -0500 edited answer Gazebo garden : Plugin for FOV distortion model

I only gave it a quick look, but at first sight it seems that you will have to: Create an ImageFOVDistortionModel.cc s

2023-08-03 04:05:24 -0500 edited answer Gazebo garden : Plugin for FOV distortion model

I only gave it a quick look, but at first sight it seems that you will have to: Create an ImageFOVDistortionModel.cc s

2023-08-03 03:48:56 -0500 answered a question Gazebo garden : Plugin for FOV distortion model

I only gave it a quick look, but at first sight it seems that you will have to: Create an ImageFOVDistortionModel.cc s

2023-08-02 05:13:28 -0500 answered a question Gazebo sim code concepts

More or less by coincidence, I found this community meeting recording in which an overview is given of the concepts of g

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2023-07-12 16:56:13 -0500 answered a question tracked_vehicle_simple.sdf vehicle not moving?

See this GitHub issue.

2023-07-02 15:45:54 -0500 edited answer Should interia origin must align exactly with the point where axis of rotation is ?

It is perfectly possible to simulate a link with eccentric mass wrt the joint axis, so it is not required that the inert

2023-06-26 14:43:42 -0500 answered a question I would like to take a CAD design from Autodesk MAYA to Gazebo sim. How I can do that?

See this post. Afaik Maya can also export to FBX. You can also try to export straight to DAE. The dynamic parameters an

2023-06-26 14:34:27 -0500 answered a question Should interia origin must align exactly with the point where axis of rotation is ?

It is perfectly possible to simulate a link with eccentric mass wrt the joint acis, so it is not required that the inert

2023-06-25 02:53:24 -0500 commented question Gazebo ROS2 template build fail

In step 2, before the vcs import < template_workspace.yaml, edit the yaml file and change version: ros2 to version: h

2023-06-23 14:35:40 -0500 commented question Gazebo ROS2 template build fail

Did you see my suggestion here (in the comments)?

2023-06-23 14:34:39 -0500 commented question Gazebo ROS2 template build fail

Did you see my suggestion here?

2023-06-23 11:37:59 -0500 commented answer ISSUE : Missing packages for ROS2 humble - Gz Garden installation [closed]

I haven't had a chance to check this, but I think rosidl-pycommon is more recent than Humble. So you might have to check

2023-06-23 02:30:16 -0500 answered a question ISSUE : Missing packages for ROS2 humble - Gz Garden installation [closed]

actuator_msgs and gps_msgs are ROS packages, not Gazebo. According to the ros index I would assume this one and this one

2023-06-21 07:52:15 -0500 edited answer Some questions about <uri> in sdf files

I had a further look: Wrt. model://: Based on this documentation, I conclude that model:// is replaced by: GZ_SIM_

2023-06-21 07:51:29 -0500 edited answer Some questions about <uri> in sdf files

I had a further look: Wrt. model://: Based on this documentation, I conclude that model:// is replaced by: GZ_SIM_

2023-06-21 06:06:38 -0500 answered a question "gz sim world.sdf" refuses new changes [closed]

Check with ps aux if any gz processes remain after closing the gui (e.g. gz sim server). Kill those before restarting th

2023-06-20 08:06:10 -0500 commented answer Could I lock the joint at runtime?

Maybe you can use the detachable joint? I.e. add a fixed joint that you detatch when you need to adjust the angle?

2023-06-15 06:45:31 -0500 edited answer Some questions about <uri> in sdf files

I only had a quick look, but in the SDFormat changelog I found a reference to this PR, which probably discusses this. A

2023-06-15 06:44:57 -0500 answered a question Some questions about <uri> in sdf files

I only had a quick look, but in the SDFormat changelog I found a reference to this PR, which probably discusses this. A

2023-06-15 06:28:49 -0500 answered a question Could I lock the joint at runtime?

Why do you want it to be a revolute joint, and not a fixed joint? Is it because you want to simulate sometimes with the

2023-06-02 06:38:24 -0500 marked best answer Transparency with custom shader

Hi,

I'm trying to control transparency (of parts of a mesh) with a fragment shader.

As a first test, I tried to adapt the deformable sphere example by changing the alpha value in deform_fs.glsl:

i.e. change

fragColor = vec4(finalColor, 1);

into

fragColor = vec4(finalColor, 0.5);

But it remains opaque.

Defining another visual in the sdf without shaders but with element <transparency>0.5</transparency> does yield a transparent object. Adding the <transparency> element to the visual with the shaders has no effect.

Is there a way to do this in the fragment shader?

2023-06-02 06:38:19 -0500 answered a question Transparency with custom shader

The answer is here

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2023-06-02 06:37:12 -0500 marked best answer Physically Based Rendering howto

Hello,

I've seen the ROSCon presentation (video - slides) on "How to Achieve Realistic Visuals in Ignition Gazebo", and this community meeting recording on the same topic.

Both give a nice overview of the possibilities, but don't really discuss the "how" to do this, other than mentioning Zbrush, Substance painter, 3ds max and blender.

In the ROSCon video also a "custom 3ds max script" is mentioned to export to sdf, but i found no further references to that script.

I found this plugin to export Albedo/Roughness/Emission/etc from Blender, and I succeeded in generating some png's, but I can't get them to show from the sdf.

Would there be any more info on how to do this?

2023-06-02 06:36:53 -0500 marked best answer How to pass parameters to vertex shader at runtime

The ShaderParam plugin can be used to define shader parameters in the sdf file. However, except for the 'time' variable, these are all constant values.

What is the preferred way to set such variables during runtime?

E.g. for the deformable sphere example: let's say we want to change color of the sphere at runtime, based on user input. How could this be done?

Is there a way to do this on a per-model basis? E.g. if you'd spawn multiple of those spheres, change the color of a specific one.

2023-06-02 06:36:44 -0500 answered a question How to pass parameters to vertex shader at runtime

The answer is here.

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2023-05-27 08:35:54 -0500 commented answer Is it possible to simulate a wide angle camera in ignition fortress ?

There is also an example world wide_angle_camera.sdf.

2023-05-27 08:19:29 -0500 edited answer Is it possible to simulate a wide angle camera in ignition fortress ?

The tutorial you refer to, discusses the use of the wide angle camera plugin (e.g. for fisheye cameras). As far as I can

2023-05-27 00:46:22 -0500 answered a question Is it possible to simulate a wide angle camera in ignition fortress ?

The tutorial you refer to, discusses the user of the wide angle camera plugin (e.g. for fisheye cameras). As far as I ca

2023-05-26 08:43:23 -0500 answered a question Gazebo Fortress ECM documentation

I think another good starting point can be the joint_controller and joint_position_controller plugins. It is the physic

2023-05-26 08:24:56 -0500 answered a question List of per-physics engine capabilities/compatibility/known incompatibilities

And here is the comparison between Dartsim and TPE.

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2023-05-05 13:41:57 -0500 asked a question How to pass parameters to vertex shader at runtime

How to pass parameters to vertex shader at runtime The ShaderParam plugin can be used to define shader parameters in the

2023-05-05 13:26:38 -0500 asked a question What drives question views

What drives question views I am intrigued by the large difference in number of views accross different questions. Consi

2023-05-03 14:03:22 -0500 edited question Transparency with custom shader

Transparancy with custom shader Hi, I'm trying to control transparency (of parts of a mesh) with a fragment shader. A

2023-05-03 10:37:20 -0500 edited question Transparency with custom shader

Transparancy with custom shader Hi, I'm trying to control transparency (of parts of a mesh) with a fragment shader. A

2023-05-03 10:33:39 -0500 asked a question Transparency with custom shader

Transparancy with custom shader Hi, I'm trying to control transparency (of parts of a mesh) with a fragment shader. A

2023-04-21 03:56:57 -0500 edited answer Physically Based Rendering howto

I intended to write a real tutorial, but given the lack of time and somebody recently asking the same question, I decide

2023-04-21 02:56:41 -0500 edited answer Physically Based Rendering howto

I intended to write a real tutorial, but given the lack of time and somebody recently asking the same question, I decide

2023-04-21 02:55:51 -0500 edited answer Physically Based Rendering howto

I intended to write a real tutorial, but given the lack of time and somebody recently asking the same question, I decide

2023-04-21 02:53:25 -0500 answered a question Physically Based Rendering howto

I intended to write a real tutorial, but given the lack of time and somebody recently asking the same question, I decide

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