On Jul 14, 2008, at 2:57 PM, Nate Koenig wrote:

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.

Thanks, Nate, I'd like to see that.

In the meantime, I ran with your idea and wrote a little parser to find axis-aligned rectangles in the 2D map (code courtesy of Stage) and output boxes in XML. This works fine, and improves performance noticeably.

However, it's still slower than I was expecting, and I wonder if I'm doing something wrong.

Attached is a simple .world file that includes a second world file. The second file contains my auto-generated walls, basically about 700 boxes, plus one more to form a ground plane. The boxes each look like this:

  <body:box name="wall_0_body">
    <xyz>  4.700   25.550  1.0</xyz>
    <rpy>   0.0    0.0    0.0</rpy>
    <static>true</static>
      <geom:box name="wall_0_geom">
        <mesh>default</mesh>
        <size> 34.500   0.200  2.0</size>
        <visual>
          <size> 34.500   0.200  2.0</size>
          <material>Gazebo/PioneerBody</material>
          <mesh>unit_box</mesh>
        </visual>
      </geom:box>
     </body:box>

Judging from the sim time and real time counters in the GUI, I'd say that Gazebo is running at about 1/4 of real time on this world. I'm surprised by that, since it's all static objects. What can I tweak to make things run faster?

Apologies in advance for anything obvious that I've missed. I'm coming back to Gazebo after years of not using it....

        brian.

Attachment: walls-only.world
Description: Binary data


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