Anonymous avatar Anonymous committed 5a45a6c

update some docs

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Files changed (4)

 
   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
 
-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

player/FiducialInterface.cc

       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;
   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);

release-notes.html

+<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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