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Modifying lights in component inspector not working #1022

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jennuine opened this issue Sep 10, 2021 · 2 comments · Fixed by #1580
Closed

Modifying lights in component inspector not working #1022

jennuine opened this issue Sep 10, 2021 · 2 comments · Fixed by #1580
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bug Something isn't working 🏯 fortress Ignition Fortress OOBE 📦✨ Out-of-box experience

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@jennuine
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Environment

  • OS Version: Ubuntu 20.04
  • Source or binary build?

Source, main branch, commit 1fb3207

Description

  • Expected behavior: Lights to change color when using the component inspector
  • Actual behavior: Most of the time nothing happens (sometimes will change color but only seems to be once). When changing one of the RGBA sliders then changing another, the first slider will reset back. For example, if I change R then B, R seems to reset back.

Peek 2021-09-10 16-08

Steps to reproduce

  1. Apply fix from Fixed GUI's ComponentInspector light parameter #1018
  2. ign gazebo -v 4 lights.sdf
  3. Attempt to change the color of any of the lights
@jennuine jennuine added bug Something isn't working 🏯 fortress Ignition Fortress labels Sep 10, 2021
@ahcorde
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ahcorde commented Sep 29, 2021

I'm debugging this issue and something is weird here.

the flow is: The data is generated by the GUI -> UserCommand will receive the new light data -> renderutil should read this new data and modify the light

  • The data is fine in the two first steps. UserCommand receive the data properly. The first iteration when this method run, the LightCmd component is created, and renderutil is able to read this new data, in the _ecm.Each<components::LightCmd>
  • but when this method run for the second time, the data remains with the data of the first iteration.
  • I'm removing the LightCmd component with _ecm.RemoveComponent<components::LightCmd>
  • I check that the state has OneTimeChange activated

Why lightCmd does not change ?

I tried this with GzScene3D and MinimalScene, the result is the same in both cases.

@ahcorde
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ahcorde commented Sep 29, 2021

This issues is also extensible to ParticleEmitterCMD. I tried particle_emitter2.sdf world.

I tried to change the rate with this command:

ign topic -t /model/fog_generator/link/fog_link/particle_emitter/emitter/cmd -m ignition.msgs.ParticleEmitter -p 'rate: {data: 100}'

but the particuleEmitterCMD is setted to the first value when the CMD was created.

@adlarkin adlarkin self-assigned this Sep 30, 2021
@chapulina chapulina added the OOBE 📦✨ Out-of-box experience label Mar 21, 2022
@chapulina chapulina self-assigned this Mar 21, 2022
@jennuine jennuine mentioned this issue Jul 7, 2022
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Labels
bug Something isn't working 🏯 fortress Ignition Fortress OOBE 📦✨ Out-of-box experience
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4 participants