Hi Brian,

I had a method for creating efficient maps from 2D maps in an older
version of gazebo. It essentially created boxes to fit the occupied
space. I haven't put this functionality back into the current version
of Gazebo.

I still have the code kicking around, so I guess now is a good time.

I'll see what I can do tonight, and I'll get back to you tomorrow with
either something that works or at least a starting point that you can
run with.

-nate

On Mon, Jul 14, 2008 at 2:17 PM, Brian Gerkey <[EMAIL PROTECTED]> wrote:
> hi,
>
> Is there a way to create a compact 3D world for Gazebo by extruding a
> 2D map?  Specifically, I have a 2D bitmap that represents free and
> occupied space, and I want the 3D extruded version of it to appear in
> Gazebo.  The input map is what you'd expect from a SLAM system.
>
> I've tried using a 'geom:heightmap' tag.  This appears to work, but
> results in a *lot* of polygons, so many that it nearly halts the
> simulator when it comes time to raytrace laser hits.  Also, the laser
> sometimes sees through walls, which I believe is caused by the fact
> that the extrusion contains lots of really really skinny triangles.
>
> In the wireframe view, it looks Gazebo is converting each pixel in my
> bitmap into a vertically oriented rectangular polygon, comprising 12
> triangles: 8 skinny ones around the sides, and 4 others on the top and
> bottom.
>
> Is there a way to get Gazebo to produce a more compact model than
> this?  While one could get arbitrarily sophisticated in make the model
> compact, my first cut would be to find axis-aligned rectangular
> obstacles in the 2D map and extrude the rectangle, in place of the
> constituent pixels.
>
> I went to implement this in Gazebo, but found that Gazebo is actually
> handing off the heightmap construction to OGRE (server/physics/
> HeightmapGeom.cc, HeightmapGeom::LoadChild).
>
> Any ideas?
>
>        brian.
>
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