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ignitionrobotics -> gazebosim
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Signed-off-by: methylDragon <methylDragon@gmail.com>
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methylDragon committed May 23, 2022
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2 changes: 1 addition & 1 deletion CONTRIBUTING.md
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See the [Gazebo contributing guide](https://ignitionrobotics.org/docs/all/contributing).
See the [Gazebo contributing guide](https://gazebosim.org/docs/all/contributing).
2 changes: 1 addition & 1 deletion NEWS
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http://ignitionrobotics.org
http://gazebosim.org
8 changes: 4 additions & 4 deletions README.md
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Expand Up @@ -47,12 +47,12 @@ of libraries designed to rapidly develop robot applications.

# Install

See the [installation tutorial](https://ignitionrobotics.org/api/rendering/5.0/installation.html).
See the [installation tutorial](https://gazebosim.org/api/rendering/5.0/installation.html).

# Usage

The Ign Rendering API can be found in the documentation. See the
[installation tutorial](https://ignitionrobotics.org/api/rendering/5.0/installation.html)
[installation tutorial](https://gazebosim.org/api/rendering/5.0/installation.html)
on how to build the documentation files using Doxygen.

You can also take a look at the sample applications in the `examples` folder.
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# Contributing

Please see
[CONTRIBUTING.md](https://ignitionrobotics.org/docs/all/contributing).
[CONTRIBUTING.md](https://gazebosim.org/docs/all/contributing).

# Code of Conduct

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# Versioning

This library uses [Semantic Versioning](https://semver.org/). Additionally, this library is part of the [Gazebo project](https://ignitionrobotics.org) which periodically releases a versioned set of compatible and complimentary libraries. See the [Gazebo website](https://ignitionrobotics.org) for version and release information.
This library uses [Semantic Versioning](https://semver.org/). Additionally, this library is part of the [Gazebo project](https://gazebosim.org) which periodically releases a versioned set of compatible and complimentary libraries. See the [Gazebo website](https://gazebosim.org) for version and release information.

# License

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2 changes: 1 addition & 1 deletion tutorials/02_install.md
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\page installation Installation

These instructions are for installing only Gazebo Rendering.
If you're interested in using all the Ignition libraries, check out this [Ignition installation](https://ignitionrobotics.org/docs/latest/install).
If you're interested in using all the Ignition libraries, check out this [Ignition installation](https://gazebosim.org/docs/latest/install).

We recommend following the Binary Install instructions to get up and running as quickly and painlessly as possible.

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6 changes: 3 additions & 3 deletions tutorials/04_lightmap.md
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Expand Up @@ -70,7 +70,7 @@ Model with baked in lighting (Blender Viewport Shading turned on):

### Step 6: Test/Export

Light maps are great for working with bigger scenes. With baked-in lighting, complex meshes can show realistic lighting without using heavy computation (the [Depot](https://app.ignitionrobotics.org/OpenRobotics/fuel/models/Depot) model below is a good example of complex scene with a baked light map).
Light maps are great for working with bigger scenes. With baked-in lighting, complex meshes can show realistic lighting without using heavy computation (the [Depot](https://app.gazebosim.org/OpenRobotics/fuel/models/Depot) model below is a good example of complex scene with a baked light map).

To export light map image go to `UV editor` > `Image` > `Save as`

Expand All @@ -85,9 +85,9 @@ Light map baking applied to a more complex scene:
When baking we have the option to either bake in all the lighting, both indirect and direct, or just the indirect lighting, also known as global illumination or bounced lighting, and use real time lights in Ignition for the direct lighting and shadows. With the latter method we get sharper lighting and shadow detail as well as more accurate lighting on our dynamic objects however performance will be impacted by having more real time lights. Even with all the lighting baked it’s still a good idea to have one real time light such as a large point light or directional light works particularly well in order to enhance the effects of the physically based materials.

Lightmaps can be applied to a mesh in Ignition the same way as other texture maps. Create an `gz::rendering::Material` and specify a light map texture by calling
[SetLightMap](https://ignitionrobotics.org/api/rendering/5.0/classignition_1_1rendering_1_1Material.html#addc6eb6206e0a17ab82aeaea543e8c71). Recall that when creating the light map UV texture in Step 2, we typically use a secondary UV set for light maps. Make sure to specify the index of the light map UV set as the second argument to this function.
[SetLightMap](https://gazebosim.org/api/rendering/5.0/classignition_1_1rendering_1_1Material.html#addc6eb6206e0a17ab82aeaea543e8c71). Recall that when creating the light map UV texture in Step 2, we typically use a secondary UV set for light maps. Make sure to specify the index of the light map UV set as the second argument to this function.

There are existing example models on Gazebo Fuel that use light maps. The [Depot](https://app.ignitionrobotics.org/OpenRobotics/fuel/models/Depot) model mentioned earlier is one such example, and another one is the [Indoor Lightmap](https://app.ignitionrobotics.org/OpenRobotics/fuel/models/Indoor%20light map) model. To see the Indoor Lightmap model with [Gazebo](https://ignitionrobotics.org/docs/all/getstarted), you can run the following command (requires Gazebo Edifice or above):
There are existing example models on Gazebo Fuel that use light maps. The [Depot](https://app.gazebosim.org/OpenRobotics/fuel/models/Depot) model mentioned earlier is one such example, and another one is the [Indoor Lightmap](https://app.gazebosim.org/OpenRobotics/fuel/models/Indoor%20light map) model. To see the Indoor Lightmap model with [Gazebo](https://gazebosim.org/docs/all/getstarted), you can run the following command (requires Gazebo Edifice or above):

```
ign gazebo -v lightmap.sdf
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4 changes: 2 additions & 2 deletions tutorials/14_camera_tracking_tutorial.md
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Expand Up @@ -61,10 +61,10 @@ You'll see:

There are two main functions in the `Camera` class that allow us to track and follow the object:

[SetTrackTarget](https://ignitionrobotics.org/api/rendering/4.0/classignition_1_1rendering_1_1Camera.html#a492d6ad21711d6050ccda1a96676f8fe): Set a node for camera to track. The camera will automatically change its orientation to face the target being tracked. If a null node is specified, tracking is disabled. In contrast to `SetFollowTarget` the camera does not change its position when tracking is enabled.
[SetTrackTarget](https://gazebosim.org/api/rendering/4.0/classignition_1_1rendering_1_1Camera.html#a492d6ad21711d6050ccda1a96676f8fe): Set a node for camera to track. The camera will automatically change its orientation to face the target being tracked. If a null node is specified, tracking is disabled. In contrast to `SetFollowTarget` the camera does not change its position when tracking is enabled.

\snippet examples/camera_tracking/GlutWindow.cc camera track

[SetFollowTarget](https://ignitionrobotics.org/api/rendering/4.0/classignition_1_1rendering_1_1Camera.html#ae5dac859964f1c47eba4d46d6d3ef9f9): Set a node for camera to follow. The camera will automatically update its position to keep itself at the specified offset distance from the target being followed. If a null node is specified, camera follow is disabled. In contrast to `SetTrackTarget`, the camera does not change its orientation when following is enabled.
[SetFollowTarget](https://gazebosim.org/api/rendering/4.0/classignition_1_1rendering_1_1Camera.html#ae5dac859964f1c47eba4d46d6d3ef9f9): Set a node for camera to follow. The camera will automatically update its position to keep itself at the specified offset distance from the target being followed. If a null node is specified, camera follow is disabled. In contrast to `SetTrackTarget`, the camera does not change its orientation when following is enabled.

\snippet examples/camera_tracking/GlutWindow.cc camera follow

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