Hello,

The pyramid model that you include in your email work for me. At the
end of this email is the world file that I used.
I don't plan on putting in support for physX, primarily because it's
not opensource and I don't want to pay for a physics engine.

-nate

<?xml version="1.0"?>

<gazebo:world
  xmlns:xi="http://www.w3.org/2001/XInclude";
  xmlns:gazebo="http://playerstage.sourceforge.net/gazebo/xmlschema/#gz";
  xmlns:model="http://playerstage.sourceforge.net/gazebo/xmlschema/#model";
  xmlns:sensor="http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor";
  xmlns:body="http://playerstage.sourceforge.net/gazebo/xmlschema/#body";
  xmlns:geom="http://playerstage.sourceforge.net/gazebo/xmlschema/#geom";
  xmlns:joint="http://playerstage.sourceforge.net/gazebo/xmlschema/#joint";
  
xmlns:interface="http://playerstage.sourceforge.net/gazebo/xmlschema/#interface";
  
xmlns:rendering="http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering";
  
xmlns:renderable="http://playerstage.sourceforge.net/gazebo/xmlschema/#renderable";
  
xmlns:controller="http://playerstage.sourceforge.net/gazebo/xmlschema/#controller";
  xmlns:physics="http://playerstage.sourceforge.net/gazebo/xmlschema/#physics"; >

  <verbosity>5</verbosity>

  <physics:ode>
    <stepTime>0.02</stepTime>
    <gravity>0 0 -9.80665</gravity>
    <cfm>1e-5</cfm>
    <erp>0.8</erp>
  </physics:ode>

  <rendering:gui>
    <type>fltk</type>
    <size>640 480</size>
    <pos>0 0</pos>
  </rendering:gui>

  <rendering:ogre>
    <ambient>1.0 1.0 1.0 1.0</ambient>
    <sky>
      <material>Gazebo/CloudySky</material>
    </sky>
  </rendering:ogre>

  <model:physical name="plane1_model">
    <xyz>0 0 0</xyz>
    <rpy>0 0 0</rpy>
    <static>true</static>

    <body:plane name="plane1_body">
      <geom:plane name="plane1_geom">
        <normal>0 0 1</normal>
        <size>2000 2000</size>
        <segments>10 10</segments>
        <uvTile>100 100</uvTile>
        <material>Gazebo/GrassFloor</material>
      </geom:plane>
    </body:plane>
  </model:physical>

  <model:physical name="cam2_model">
    <xyz>0 3.5 0.9</xyz>
    <rpy>0 -15 90</rpy>
    <static>true</static>

    <body:empty name="cam2_body">
      <sensor:camera name="cam2_sensor">
        <imageSize>800 600</imageSize>
        <hfov>60</hfov>
        <nearClip>0.1</nearClip>
        <farClip>100</farClip>

        <saveFrames>false</saveFrames>
        <saveFramePath>frames</saveFramePath>
      </sensor:camera>
    </body:empty>
  </model:physical>

  <model:physical name="pyramid">
    <xyz>-2 0 1.5</xyz>
    <static>false</static>
    <body:trimesh name="pyramid_body">
      <geom:trimesh name="pyramid_geom">
        <xyz>0 0 0.25</xyz>
        <mesh>unitpyramid.mesh</mesh>
        <material>Gazebo/WoodPallet</material>
        <mass>1.0</mass>
      </geom:trimesh>
    </body:trimesh>
  </model:physical>

  <model:physical name="laser">
    <rpy> 0 0 180</rpy>
    <include embedded="false">
      <xi:include href="laser.model" />
    </include>
  </model:physical>

</gazebo:world>


On Dec 3, 2007 10:18 AM, Volker Darius <[EMAIL PROTECTED]> wrote:
> Hello list,
>
> I do have some problems with trimesh files in Gazebo. Ok, many people
> had problems with that before, I know, but.. in the end I tried a very
> simple example of a pyramid (see attached Ogre XML), which worked fine
> for visualization but not for collision / physics. The config file works
> fine for other, even far more complex meshes. By trying several
> variations, I found out that it must have something to do with the order
> of faces/vertices. Manually transforming a Cube to a Pyramid works, too
> (different face/vertice order..) and I do not really see the problem
> within that pyramid mesh file. Does anyone have an idea?
>
> The mesh file is exported from Maya via the Ogre-Exporter Plugin, which
> works with many, but unfortunately not all meshes. I attached the XML
> Code of the pyramid which can be easily converted to a mesh file using
> the OgreXMLExport tool which comes with Ogre.
>
> Btw, has someone thought about integrating PhysX into Gazebo, as it
> seems to be a bit more powerful with trimesh-trimesh collisions and can
> support a higher number of objects?
>
> Kind regards,
>
> Volker
>
> \\ ------------------------ UnitPyramid.mesh.xml
> ------------------------
> <mesh>
> <submeshes>
> <submesh material="lambert1" usesharedvertices="false"
> use32bitindexes="false" operationtype="triangle_list">
> <faces count="6">
>   <face v1="0" v2="1" v3="2" />
>   <face v1="3" v2="4" v3="5" />
>   <face v1="6" v2="7" v3="8" />
>   <face v1="9" v2="10" v3="11" />
>   <face v1="12" v2="13" v3="14" />
>   <face v1="15" v2="16" v3="17" />
> </faces>
> <geometry vertexcount="18">
> <vertexbuffer positions="true" texture_coord_dimensions_0="2"
> texture_coords="1">
> <vertex>
> <position x="-0.5" y="-0.353553" z="-0.5" />
> <texcoord u="0.5" v="1" />
> </vertex>
> <vertex>
> <position x="0.5" y="-0.353553" z="-0.5" />
> <texcoord u="0.75" v="0.75" />
> </vertex>
> <vertex>
> <position x="-0.5" y="-0.353553" z="0.5" />
> <texcoord u="0.25" v="0.75" />
> </vertex>
> <vertex>
> <position x="-0.5" y="-0.353553" z="0.5" />
> <texcoord u="0.25" v="0.75" />
> </vertex>
> <vertex>
> <position x="0.5" y="-0.353553" z="-0.5" />
> <texcoord u="0.75" v="0.75" />
> </vertex>
> <vertex>
> <position x="0.5" y="-0.353553" z="0.5" />
> <texcoord u="0.5" v="0.5" />
> </vertex>
> <vertex>
> <position x="-0.5" y="-0.353553" z="-0.5" />
> <texcoord u="0.5" v="1" />
> </vertex>
> <vertex>
> <position x="-0.5" y="-0.353553" z="0.5" />
> <texcoord u="0.25" v="0.75" />
> </vertex>
> <vertex>
> <position x="0" y="0.353553" z="0" />
> <texcoord u="0.5" v="-0" />
> </vertex>
> <vertex>
> <position x="-0.5" y="-0.353553" z="0.5" />
> <texcoord u="0.25" v="0.75" />
> </vertex>
> <vertex>
> <position x="0.5" y="-0.353553" z="0.5" />
> <texcoord u="0.5" v="0.5" />
> </vertex>
> <vertex>
> <position x="0" y="0.353553" z="0" />
> <texcoord u="0.5" v="-0" />
> </vertex>
> <vertex>
> <position x="0.5" y="-0.353553" z="0.5" />
> <texcoord u="0.5" v="0.5" />
> </vertex>
> <vertex>
> <position x="0.5" y="-0.353553" z="-0.5" />
> <texcoord u="0.75" v="0.75" />
> </vertex>
> <vertex>
> <position x="0" y="0.353553" z="0" />
> <texcoord u="0.5" v="-0" />
> </vertex>
> <vertex>
> <position x="0.5" y="-0.353553" z="-0.5" />
> <texcoord u="0.75" v="0.75" />
> </vertex>
> <vertex>
> <position x="-0.5" y="-0.353553" z="-0.5" />
> <texcoord u="0.5" v="1" />
> </vertex>
> <vertex>
> <position x="0" y="0.353553" z="0" />
> <texcoord u="0.5" v="-0" />
> </vertex>
> </vertexbuffer>
> </geometry>
> </submesh>
> </submeshes>
> </mesh>
> \\ ------------------------ UnitPyramid.mesh.xml
> ------------------------
> __
>
> volker darius
>
>
>
>
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