Fix setting cast_shadows for visuals without material #1015
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Signed-off-by: Ian Chen ichen@osrfoundation.org
🦟 Bug fix
Summary
The
<cast_shadows>
SDF element has no effect for svisuals with no<material>
element. The reason is that the cast shadows property change is not propagated to the parent submesh. This PR works around the issue by setting the material back to the submesh.To test:
Download the Electrical Box. Modify the model.sdf file in your fuel cache, i.e.:
~/.ignition/fuel/fuel.ignitionrobotics.org/openrobotics/models/electrical box/3/model.sdf
, and add the following to the<visual>
SDF element.Launch ign-gazebo with this world and insert the Electrical Box model to see that it no longer casts shadows.
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge