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Fix projector pose and update mascot position #16

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merged 5 commits into from
Sep 25, 2023
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iche033
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@iche033 iche033 commented Sep 22, 2023

🦟 Bug fix

Summary

Updated the pose of the projector to better the match the mesh files. The red cube shows the updated projector location:

mascot_projector

Because the projector is now tilted upwards, it was projecting part of the texture onto the ceiling at the original location (on top of the desk). So I moved the harmonic mascot down to the floor in front of the bed

mascot_location

Checklist

  • Signed all commits for DCO
  • Added tests
  • Updated documentation (as needed)
  • Updated migration guide (as needed)
  • Consider updating Python bindings (if the library has them)
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  • All tests passed (See test coverage)
  • While waiting for a review on your PR, please help review another open pull request to support the maintainers

Note to maintainers: Remember to use Squash-Merge and edit the commit message to match the pull request summary while retaining Signed-off-by messages.

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@azeey azeey left a comment

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LGTM!

I noticed a few things:

  • The projection seems to go through walls
    image
  • Having the projector slows down orbit view on my system
  • The Harmonic mascot looks washed out. e.g. you can't see the edge of the box in the following. Maybe turning down ambient light might help
    image

@ColeOSRF
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I added some lights to the house which will help with the washed out look.

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iche033 commented Sep 22, 2023

The projection seems to go through walls

unfortunately that's another limitation of ogre2's implementation. It does not do occlusion checking so the projector shines through. I moved the mascot to the side of the bed so it does not project through to the vanity.

Having the projector slows down orbit view on my system

hmm is it on gpu machine?

The Harmonic mascot looks washed out. e.g. you can't see the edge of the box in the following. Maybe turning down ambient light might help

that's due to lack of lights so the rendering is quite flat. Lights added in #18 will help.

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iche033 commented Sep 22, 2023

While testing the projector, I found an issue that point lights are casting shadows on the rotation tool visual, ticketed gazebosim/gz-rendering#916. So I disabled <cast_shadows> for the point lights added in #18. I also toned down the specular property and soften the point lights so that the walls and other objects do not end up looking too shiny. FYI @ColeOSRF.

@iche033 iche033 merged commit 6ab96ce into main Sep 25, 2023
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3 participants