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update some docs
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robotos committed Oct 17, 2009
1 parent 4b7c656 commit 84d4b98
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1 change: 1 addition & 0 deletions README
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Expand Up @@ -47,6 +47,7 @@ The latest installation instructions can be found on-line, at

http://playerstage.sourceforge.net/doc/

or in these sources under the doc/ directory.

General information (changelog, etc) can be found in the wiki pages, at

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103 changes: 53 additions & 50 deletions TODO
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@@ -1,83 +1,86 @@
Open:
- Make headless
- Mouse picking
///////////////////////////////////////
OPEN
///////////////////////////////////////

GUI
- Hand of god
- Select models and get info
- Move models
-Implement in CameraSensor class.
- Allow person to display and change XML parameters through the GUI.
- Better fonts
- Better camera movement. Translate is too slow over long distances

Rendering
- FSAA: See OgreCreator::CreateWindow
- Shadows draw on multiple surfaces(seem to pass through walls).
- Removing the sky results in a black screen
- Paging heightmaps.
- Positioning the current heightmap is a big hack
- BSP loader and worlds
- Fog
- Anti Aliasing
- Better lights
- GLSL per pixel lighting. Make this user selectable.
- Dynamic textures


Physics
- Apply Linear and Angular Damping, see OGREODE sources.
- A static geom which is offset does not actually move the geom, so collision
detection does not work
- Force sensors
- Why order on hinge and hinge2 joints matters? Should we avoid this?
- Add spring force between bodies of a model to keep the together. See ODE example test_joints.cpp
- Python scripts to models, allow dynamic (movable) meshes
- Slider has to be the first in the XML file, when loading a bunch of joints in a model.
- Merge PAL patch http://sourceforge.net/tracker/index.php?func=detail&aid=1881646&group_id=42445&atid=433166

Simulator
- Force sensors
- Python/Ruby scripts to models, controllers, sensors, allow dynamic (movable) meshes
- Add note in Controller tutorial about the Controller Factory
- Overlays in Gazebo with Mac doesn't work
- Implement Speech interface
- Add in user adjustment of simple solids texture units
- Fix sicklms200 PutFiducialData. Breaks when using large angles
- Paging heightmaps.
- Positioning the current heightmap is a big hack

- Intelligent positioning of nested models
- BSP worlds

- Apply patches for OSX from Nathan Michael. Add a OSX howto to the docs.
- Pioneer2DX

- Create libraries so that it's easy to include the core of gazebo without linking in Ogre, fltk, etc, etc.

- Write a tutorial for creating new meshes
- Install for OSX

- Graphics3d interface
- Improve build system. Put all the platform checks in on place.

- BSP loader

- Replace our Time class with boost

- GPS
- WiFi

- Google Earth API interface
- Check laser sampling rate
- The bodies set their scenenode based on a global pose. They should set their scenenodes based a pose relative to the model. The model currently doesn't move it's scene node, so it's always at (0,0,0). Basically should make all Body Pose stuff relative to the parent.
- Look into COLLADA, OPAL
- Multilevel map extruder

-run gprof, and valgrind

- Hand of god
- Select models and get info
- Move models
- Better fonts
- reorganize the Media
- Better camera movement. Translate is too slow over long distances

-Fog
- Anti Aliasing
Software-Engineering
- Improve build system. Put all the platform checks in on place.
- Replace our Time class with boost
- Create libraries so that it's easy to include the core of gazebo without linking in Ogre, fltk, etc, etc.
- run gprof, and valgrind
- Threading. Make use of dual-core machines.
- Implement triggers with callbacks.

- Better lights
- GLSL per pixel lighting. Make this user selectable.

- Pick a formatting standard for XML file
- Dynamic textures
- Scripting interface for models and sensors
- Google Earth API interface
- Check laser sampling rate
- Standardize internal API
- Data Logger
- The bodies set their scenenode based on a global pose. They should set their scenenodes based a pose relative to the model. The model currently doesn't move it's scene node, so it's always at (0,0,0). Basically should make all Body Pose stuff relative to the parent.
-Allow person to display and change XML parameters through the GUI.
-Look into COLLADA, OPAL
-Merge PAL patch http://sourceforge.net/tracker/index.php?func=detail&aid=1881646&group_id=42445&atid=433166
-Add "Angle" class, will handle ROTD and DTOR.
-Templatize Vector, Quaternion, Pose
- Rethink media organization
- Templatize Vector, Quaternion, Pose
- Replace all return int, with throws


Completed:
Platform-specific
- Install for OSX
- Overlays in Gazebo with Mac doesn't work
- Apply patches for OSX from Nathan Michael. Add a OSX howto to the docs.




///////////////////////////////////////
COMPLETED
///////////////////////////////////////
-Add "Angle" class, will handle ROTD and DTOR.
- Make headless
- Laser and Camera Interfaces
- Pose3d Interface. Thanks Toby
- Lights, and global ambient
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4 changes: 1 addition & 3 deletions player/FiducialInterface.cc
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Expand Up @@ -191,8 +191,6 @@ void FiducialInterface::Update()
this->data.fiducials = new player_fiducial_item_t[this->data.fiducials_count];
}

std::cout << "fiducial count " << this->iface->data->count << std::endl;

for (i = 0; i < this->iface->data->count; i++)
{
fid = this->iface->data->fids + i;
Expand Down Expand Up @@ -233,7 +231,7 @@ void FiducialInterface::Subscribe()
catch (std::string e)
{
//std::ostringstream stream;
std::cout << "Error Subscribing to Gazebo Fiducial Interface\n"
std::cerr << "Error Subscribing to Gazebo Fiducial Interface\n"
<< e << "\n";
//gzthrow(stream.str());
exit(0);
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6 changes: 6 additions & 0 deletions release-notes.html
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@@ -1,3 +1,9 @@
<h2>0.4 - 0.9</h2>

This file is outdated.
Updated information can be found in the
<a href="http://playerstage.sourceforge.net/wiki/Gazebo_roadmap">The Gazebo wiki</a>.


<h2> 0.4.0 </h2>

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