Thanks! I'm making some progress, having discovered a transform
error...things are looking up!

Nathan Michael wrote:
> 
>> Is there a way to enlarge
>> the rendered volume w.r.t. the ObserverCam?
> The near and far clips, horizontal field of view, and image size  
> control the rendered volume defined by the ObserverCam. Each one can  
> be set in the world file. You could also enable frustrum displaying  
> to see the outlines of the volume that will be rendered.
> 
> Nate
> 
>>
>> Simon
>>
>> Nathan Michael wrote:
>>>
>>> Hi Simon,
>>>
>>> Try:
>>>
>>> this->body->SetPose(GzPose pose)
>>>
>>> or
>>>
>>> this->body->SetPosition(GzVector pos)
>>> this->body->SetRotation(GzQuatern rot)
>>>
>>> See:
>>>
>>> http://playerstage.sourceforge.net/doc/Gazebo-manual-0.7.0-html/
>>> classBody.html#a6d32b9b81d5e09ebaec8bc852184837
>>>
>>> Nate
>>>
>>> On Aug 27, 2007, at 3:24 PM, smonckton wrote:
>>>
>>>>
>>>> Hello All,
>>>>
>>>> I'm a newbie to libgazebo and trying to figure out the best way of
>>>> driving
>>>> an aircraft model in gazebo through an external aviation simulator.
>>>> I'm not
>>>> using player, since we use (IMHO) a more flexible device server
>>>> (MIRO, for
>>>> those that are interested), so I'm talking directly to libgazebo.
>>>> I've tried
>>>> a few experiments setting positions, which works...sort of. If I set
>>>> position directly, I get odd results that makes me think I'm
>>>> fighting ODE.
>>>> Basically, I just want to feed the aircraft state directly to a  
>>>> plugin
>>>> model. I noticed that in the AvatarHeli model, the following
>>>> approach is
>>>> used in AvatarHeli::PositionGetCmd():
>>>> void AvatarHeli::PositionGetCmd()
>>>> {
>>>>   gz_position_lock(this->position, 1);
>>>>
>>>>   this->cmdLinVel = GzVectorSet(this->position->data->cmd_vel_pos 
>>>> [0],
>>>>                              this->position->data->cmd_vel_pos[1],
>>>>                              this->position->data->cmd_vel_pos[2]);
>>>>
>>>>   this->cmdAngVel = GzVectorSet(this->position->data->cmd_vel_rot 
>>>> [0],
>>>>                                 this->position->data->cmd_vel_rot 
>>>> [1],
>>>>                                 this->position->data->cmd_vel_rot 
>>>> [2]);
>>>>
>>>>   gz_position_unlock(this->position);
>>>>
>>>>   return;
>>>> }
>>>>
>>>> and then in Update():
>>>>       this->PositionGetCmd();
>>>>   // Rotate velocities into global cs
>>>>     pose = this->GetPose();
>>>>     lv = GzCoordPositionAdd(this->cmdLinVel, GzVectorSet(0, 0, 0),
>>>> pose.rot);
>>>>     av = GzCoordPositionAdd(this->cmdAngVel, GzVectorSet(0, 0, 0),
>>>> pose.rot);
>>>>
>>>>     // Dumb controller
>>>>     this->body->SetLinearVel(lv);
>>>>     this->body->SetAngularVel(av);
>>>>
>>>>
>>>> ...which is a 'back door' method of setting the state. Over the
>>>> long haul
>>>> the position within the external simulator and gazebo would diverge
>>>> using
>>>> this method. A similar technique is used in Blimp. So the question
>>>> is: " Is
>>>> there a way of directly setting the state of an actor in libgazebo
>>>> other
>>>> than through derivative terms?"
>>>>
>>>> Simon
>>>> -- 
>>>> View this message in context: http://www.nabble.com/External-
>>>> simulators-and-Gazebo-tf4337753.html#a12355928
>>>> Sent from the playerstage-gazebo mailing list archive at Nabble.com.
>>>>
>>>>
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>>>
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>>
>> -- 
>> View this message in context: http://www.nabble.com/External- 
>> simulators-and-Gazebo-tf4337753.html#a12357858
>> Sent from the playerstage-gazebo mailing list archive at Nabble.com.
>>
>>
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