Hi, Yes, I would be interested. Could you submit a patch?
Thanks for all the work. -nate On 11/1/07, Jonas Lanvers <[EMAIL PROTECTED]> wrote: > Well, as far as I can see GetAngularVelocity returns something, but nothing I > can use. > In the end I just used the global pose to calculate the angular velocity. I > should have done this earlier, it's three lines of code ;-) > If anyone is interested in the gyro plugin, just ask me. > Thanks at all for your help! > > -----Ursprüngliche Nachricht----- > > Von: Gazebo developers <[email protected]> > > Gesendet: 30.10.07 09:17:59 > > An: Gazebo developers <[email protected]> > > Betreff: Re: [PlayerStage-Gazebo] Simulate gyroscope in gazebo > > > > > > I am using a simple cylinder and the function GetAngularVelocity from the > > body (not from the cylinder geom): > > GzQuatern angVel= this->body->GetAngularVel(); > > GzVector eulers = GzQuaternToEuler(angVel); > > printf("%f \n", eulers.z); returns values from -3.14 to +3.14 and they > > change in this spectrum even on a constant turning speed. > > I don't set the angular velocity, because it's the global variable. I think > > this is set automatically. > > > > The body is initialized like this: > > this->body = new Body( this->world ); > > this->AddBody(this->body, true); > > > > Jonas > > > > > -----Ursprüngliche Nachricht----- > > > Von: Gazebo developers <[email protected]> > > > Gesendet: 29.10.07 19:06:14 > > > An: "Gazebo developers" <[email protected]> > > > Betreff: Re: [PlayerStage-Gazebo] Simulate gyroscope in gazebo > > > > > > > > > > Can you provide some more information? What type of geometry are your > > > using? And exactly what function are you using to get/set the angular > > > velocity? > > > > > > -nate > > > > > > On 10/29/07, Jonas Lanvers <[EMAIL PROTECTED]> wrote: > > > > I tried this, but it didn't work. > > > > With a constant turning speed (that should propably result in a more or > > > > less constant angular velocity) I get values from -2 over 0 to 2. > > > > In my opinion angular velocity is, how much the angle on a specific > > > > axis changes in time. So the vaules should raise and then, stay > > > > constant. > > > > The values I get are sinus-like. > > > > > > > > Jonas > > > > - > > > > -----Ursprüngliche Nachricht----- > > > > Von: Gazebo developers <[email protected]> > > > > Betreff: Re: [PlayerStage-Gazebo] Simulate gyroscope in gazebo > > > > > > > > > > > > Hello, > > > > > > > > There is a function in gazebo's quaternion class to convert to Euler > > > > angles. It might be easier to work with. > > > > > > > > -nate > > > > > > > > On 10/29/07, Jonas Lanvers <[EMAIL PROTECTED]> wrote: > > > > > Hello again :-) > > > > > My quaternion to angle conversion seemed to be completely wrong. > > > > > Does anybody know how to convert the Quaternion from > > > > > Body->GetAngularVel() to degrees / second? > > > > > I tried a lot of formulas, but they all don't work. The output > > > > > becomes smaller and bigger although I run it with a constant rotation > > > > > speed. > > > > > So the angular velocity also has to be more or less constant, doesn't > > > > > it? > > > > > > > > > > Thanks in advance > > > > > > > > > > Jonas > > > > > -----Ursprüngliche Nachricht----- > > > > > Von: Gazebo developers <[email protected]> > > > > > Gesendet: 23.10.07 19:46:05 > > > > > An: "Gazebo developers" <[email protected]> > > > > > Betreff: Re: [PlayerStage-Gazebo] Simulate gyroscope in gazebo > > > > > > > > > > > > > > > Yeah, the drift does seem to be a problem. Are there any mathematical > > > > > models for drift, or simple ways to estimate it? If all else fails, > > > > > maybe adding a little gaussian noise will do the trick. However, take > > > > > that with a grain of salt, I'm no expert on gyroscopes. > > > > > > > > > > -nate > > > > > > > > > > On 10/23/07, Jonas Lanvers <[EMAIL PROTECTED]> wrote: > > > > > > Hi, > > > > > > > > > > > > The object does not have to spin. I only need orientation and drift. > > > > > > Orientation seems to be no problem, I got this by converting the > > > > > > Global Pose Quaternion. > > > > > > But drift seems to be a problem, doesn't it? > > > > > > > > > > > > Jonas > > > > > > > > > > > > -----Ursprüngliche Nachricht----- > > > > > > Von: Gazebo developers <[email protected]> > > > > > > Gesendet: 22.10.07 23:59:05 > > > > > > > > > > > > > > > > > > A gyroscope might be possible. Do you want an actively spinning > > > > > > object, or just a sensor that measures/maintains orientation? > > > > > > > > > > > > -nate > > > > > > > > > > > > On 10/18/07, Jonas Lanvers <[EMAIL PROTECTED]> wrote: > > > > > > > Is there any way (or better a plugin ) to simulate a gyroscope in > > > > > > > gazebo? > > > > > > > > > > > > > > Jonas > > _____________________________________________________________________ > Der WEB.DE SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! > http://smartsurfer.web.de/?mc=100071&distributionid=000000000066 > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Playerstage-gazebo mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo > ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Playerstage-gazebo mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
