Discussion:
Objects sinking through floor
Rein Appeldoorn
2011-06-08 18:00:25 UTC
Permalink
Hi,

I'm working on a simulation of an autonomous football table. When I model
the ball, it's sinking through the floor. Because the geometry of the ball
is quite small (radius of 0.015), this sinking is not acceptable. Strange
enough, when I check the other objects, they're all sinking a little bit.
Does anybody have an explanation for this?

A thing I can do is scale up all models, this makes the relative errors much
less. Does anybody got experience with this fact? Is scaling a good
solution?

Thanks in advance!

Regards,

Rein
John Hsu
2011-06-08 18:33:56 UTC
Permalink
Hi,

you can check to see if contactSurfaceLayer is small, e.g.

<contactSurfaceLayer>0</contactSurfaceLayer>

in addition, you might want to make sure <CFM> is 0.

hope this helps.

John
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table. When I model
the ball, it's sinking through the floor. Because the geometry of the ball
is quite small (radius of 0.015), this sinking is not acceptable. Strange
enough, when I check the other objects, they're all sinking a little bit.
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative errors much
less. Does anybody got experience with this fact? Is scaling a good
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
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Rein Appeldoorn
2011-06-09 07:07:27 UTC
Permalink
I checked those two parameters but nothing changes. Is this a known fact or
is this just something weird? Here is the world file I'm using:

-----------------------------------------------------------------------------------

<?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:window="
http://playerstage.sourceforge.net/gazebo/xmlschema/#window"
xmlns:param="http://playerstage.sourceforge.net/gazebo/xmlschema/#param"

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:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui"
xmlns:rendering="
http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering"
xmlns:controller="
http://playerstage.sourceforge.net/gazebo/xmlschema/#controller"
xmlns:physics="
http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >

<verbosity>5</verbosity>

<physics:ode>
<stepTime>0.005</stepTime>
<gravity>0 0 -9.8</gravity>
<cfm>0</cfm>
<erp>0.8</erp>
<quickStep>true</quickStep>
<quickStepIters>100</quickStepIters>
<quickStepW>1.3</quickStepW>
<contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
<contactSurfaceLayer>0.0</contactSurfaceLayer>
<updateRate>0</updateRate>
</physics:ode>

<rendering:gui>
<type>fltk</type>
<size>800 600</size>
<pos>0 0</pos>
</rendering:gui>

<rendering:ogre>
<ambient>0.8 0.8 0.8 1.0</ambient>
<sky>
<material>Gazebo/CloudySky</material>
</sky>
<grid>false</grid>
<shadowTechnique>stencilModulative</shadowTechnique>
</rendering:ogre>

<!-- The Ground Plane -->
<model:physical name="groundplane_model">
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<static>true</static>

<body:plane name="ground_plane_body">
<geom:plane name="ground_plane_geom">
<normal>0 0 1</normal>
<size>1000 1000</size>
<segments>100 100</segments>
<uvTile>100 100</uvTile>
<material>Gazebo/GrassFloor</material>
<mu1>109999.0</mu1>
<mu2>1000.0</mu2>
</geom:plane>
</body:plane>
</model:physical>
<!-- End Ground Plane -->

<!-- The Ball Model -->
<model:physical name="ball_model">
<xyz>0.025 0 1</xyz>
<static>false</static>

<body:sphere name="ball_body">
<geom:sphere name="ball_geom">
<xyz>0 0 0</xyz>
<size>0.015</size>
<mass>0.02</mass>

<visual>
<size>0.03 0.03 0.03</size>
<mesh>unit_sphere</mesh>
<material>Gazebo/White</material>
</visual>
<mu1>109999.0</mu1>
</geom:sphere>
</body:sphere>
</model:physical>
<!-- End Ball Model -->


<!-- The White Point light -->
<model:renderable name="point_white">
<xyz>-3 0 5</xyz>
<static>true</static>
<light>
<type>point</type>
<diffuseColor>0.8 0.8 0.8</diffuseColor>
<specularColor>0.1 0.1 0.1</specularColor>
<range>20</range>

<!-- Constant(0-1) Linear(0-1) Quadratic -->
<attenuation>0.3 0.01 0</attenuation>
</light>
</model:renderable>
<!-- End White Point light -->

</gazebo:world>

-----------------------------------------------------------------------------------

Do you guys get the same behavior? If so, is there any fix or a way to get
rid of this?

Thanks in advance!

Rein
Post by John Hsu
Hi,
you can check to see if contactSurfaceLayer is small, e.g.
<contactSurfaceLayer>0</contactSurfaceLayer>
in addition, you might want to make sure <CFM> is 0.
hope this helps.
John
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table. When I model
the ball, it's sinking through the floor. Because the geometry of the
ball
Post by Rein Appeldoorn
is quite small (radius of 0.015), this sinking is not acceptable. Strange
enough, when I check the other objects, they're all sinking a little bit.
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative errors much
less. Does anybody got experience with this fact? Is scaling a good
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
Post by Rein Appeldoorn
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authoring tool. Experience the power of Track Changes, Inline Image
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Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
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Kamil Muszynski
2011-06-09 07:38:33 UTC
Permalink
Hello,

here is a sample ball model I'm using for my simulations. Notice the
<kd> and <kp> params and try to play with their values - they control
how much force
is applied to this specific ball model to prevent it from sinking:

<body:sphere name = "ball_body">
<dampingFactor>0.0001</dampingFactor>
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<geom:sphere name = "ball_geom">
<xyz>0 0 0.01</xyz>
<rpy>0 0 0 </rpy>
<size>0.02</size>
<mu1>0.3</mu1>
<kp>2e6</kp>
<kd>2e6</kd>
<bounce>120</bounce>
<bounceVel>0.5</bounceVel>

<slip1>0.7</slip1>
<slip2>0.7</slip2>

<mass>0.045</mass>
<visual>
<scale>0.02 0.02 0.02</scale>
<mesh>unit_sphere</mesh>
<material>Gazebo/Robocup_orange</material>
</visual>
</geom:sphere>
</body:sphere>


Also global parameters like step time, erp and cfm does matter, I'm
using those values:
<stepTime>0.002</stepTime>
<erp>0.9</erp>
<cfm>0.01</cfm>

I hope that will help you,

Best regards,
Kamil Muszyński
Post by Rein Appeldoorn
I checked those two parameters but nothing changes. Is this a known fact or
-----------------------------------------------------------------------------------
<?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:window="
http://playerstage.sourceforge.net/gazebo/xmlschema/#window"
   xmlns:param="http://playerstage.sourceforge.net/gazebo/xmlschema/#param"
   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:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui"
   xmlns:rendering="
http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering"
   xmlns:controller="
http://playerstage.sourceforge.net/gazebo/xmlschema/#controller"
   xmlns:physics="
http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >
   <verbosity>5</verbosity>
   <physics:ode>
       <stepTime>0.005</stepTime>
       <gravity>0 0 -9.8</gravity>
       <cfm>0</cfm>
       <erp>0.8</erp>
       <quickStep>true</quickStep>
       <quickStepIters>100</quickStepIters>
       <quickStepW>1.3</quickStepW>
       <contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
       <contactSurfaceLayer>0.0</contactSurfaceLayer>
       <updateRate>0</updateRate>
   </physics:ode>
   <rendering:gui>
       <type>fltk</type>
       <size>800 600</size>
       <pos>0 0</pos>
   </rendering:gui>
   <rendering:ogre>
       <ambient>0.8 0.8 0.8 1.0</ambient>
       <sky>
           <material>Gazebo/CloudySky</material>
       </sky>
       <grid>false</grid>
       <shadowTechnique>stencilModulative</shadowTechnique>
   </rendering:ogre>
   <!-- The Ground Plane -->
   <model:physical name="groundplane_model">
       <xyz>0 0 0</xyz>
       <rpy>0 0 0</rpy>
       <static>true</static>
       <body:plane name="ground_plane_body">
           <geom:plane name="ground_plane_geom">
               <normal>0 0 1</normal>
               <size>1000 1000</size>
               <segments>100 100</segments>
               <uvTile>100 100</uvTile>
               <material>Gazebo/GrassFloor</material>
               <mu1>109999.0</mu1>
               <mu2>1000.0</mu2>
           </geom:plane>
       </body:plane>
   </model:physical>
   <!-- End Ground Plane -->
   <!-- The Ball Model -->
   <model:physical name="ball_model">
       <xyz>0.025 0 1</xyz>
       <static>false</static>
       <body:sphere name="ball_body">
           <geom:sphere name="ball_geom">
               <xyz>0 0 0</xyz>
               <size>0.015</size>
               <mass>0.02</mass>
               <visual>
                   <size>0.03 0.03 0.03</size>
                   <mesh>unit_sphere</mesh>
                   <material>Gazebo/White</material>
               </visual>
               <mu1>109999.0</mu1>
           </geom:sphere>
       </body:sphere>
   </model:physical>
   <!-- End Ball Model -->
   <!-- The White Point light -->
   <model:renderable name="point_white">
       <xyz>-3 0 5</xyz>
       <static>true</static>
       <light>
           <type>point</type>
           <diffuseColor>0.8 0.8 0.8</diffuseColor>
           <specularColor>0.1 0.1 0.1</specularColor>
           <range>20</range>
           <!-- Constant(0-1) Linear(0-1) Quadratic -->
           <attenuation>0.3 0.01 0</attenuation>
       </light>
   </model:renderable>
   <!-- End White Point light -->
</gazebo:world>
-----------------------------------------------------------------------------------
Do you guys get the same behavior? If so, is there any fix or a way to get
rid of this?
Thanks in advance!
Rein
Post by John Hsu
Hi,
you can check to see if contactSurfaceLayer is small, e.g.
<contactSurfaceLayer>0</contactSurfaceLayer>
in addition, you might want to make sure <CFM> is 0.
hope this helps.
John
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table. When I model
the ball, it's sinking through the floor. Because the geometry of the
ball
Post by Rein Appeldoorn
is quite small (radius of 0.015), this sinking is not acceptable. Strange
enough, when I check the other objects, they're all sinking a little bit.
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative errors much
less. Does anybody got experience with this fact? Is scaling a good
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
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--
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Senior Research Engineer
Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
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authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
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Rein Appeldoorn
2011-06-09 08:41:31 UTC
Permalink
Hi,

Thanks, when I play with kp and kd, I can prevent the ball from sinking. Now
another thing what is different from my ball model and yours:

Is it right that you set the parameters of a ball with a radius of 0.02 as
follows:

<size>0.02</size>
<visual>
<size>0.04 0.04 0.04</size>
</visual>

When I check this in my gazebo-simulation, it seems to be right. But in your
model you use: <scale> instead of <size>, is this right?

It's really weird because the examples use both (simpleshapes.world /
pioneer2dx.world).

Thanks,

Rein



here is a sample ball model I'm using for my simulations. Notice the
Post by Kamil Muszynski
<kd> and <kp> params and try to play with their values - they control
how much force
<body:sphere name = "ball_body">
<dampingFactor>0.0001</dampingFactor>
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<geom:sphere name = "ball_geom">
<xyz>0 0 0.01</xyz>
<rpy>0 0 0 </rpy>
<size>0.02</size>
<mu1>0.3</mu1>
<kp>2e6</kp>
<kd>2e6</kd>
<bounce>120</bounce>
<bounceVel>0.5</bounceVel>
<slip1>0.7</slip1>
<slip2>0.7</slip2>
<mass>0.045</mass>
<visual>
<scale>0.02 0.02 0.02</scale>
<mesh>unit_sphere</mesh>
<material>Gazebo/Robocup_orange</material>
</visual>
</geom:sphere>
</body:sphere>
Also global parameters like step time, erp and cfm does matter, I'm
<stepTime>0.002</stepTime>
<erp>0.9</erp>
<cfm>0.01</cfm>
I hope that will help you,
Best regards,
Kamil Muszyński
Post by Rein Appeldoorn
I checked those two parameters but nothing changes. Is this a known fact
or
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
<?xml version="1.0"?>
<gazebo:world
xmlns:xi="http://www.w3.org/2001/XInclude"
xmlns:gazebo="http://playerstage.sourceforge.net/gazebo/xmlschema/#gz
"
Post by Rein Appeldoorn
xmlns:model="
http://playerstage.sourceforge.net/gazebo/xmlschema/#model"
Post by Rein Appeldoorn
xmlns:sensor="
http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor"
xmlns:window="
http://playerstage.sourceforge.net/gazebo/xmlschema/#window"
xmlns:param="
http://playerstage.sourceforge.net/gazebo/xmlschema/#param"
Post by Rein Appeldoorn
xmlns:body="http://playerstage.sourceforge.net/gazebo/xmlschema/#body
"
Post by Rein Appeldoorn
xmlns:geom="http://playerstage.sourceforge.net/gazebo/xmlschema/#geom
"
Post by Rein Appeldoorn
xmlns:joint="
http://playerstage.sourceforge.net/gazebo/xmlschema/#joint"
Post by Rein Appeldoorn
xmlns:interface="
http://playerstage.sourceforge.net/gazebo/xmlschema/#interface"
xmlns:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui"
xmlns:rendering="
http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering"
xmlns:controller="
http://playerstage.sourceforge.net/gazebo/xmlschema/#controller"
xmlns:physics="
http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >
<verbosity>5</verbosity>
<physics:ode>
<stepTime>0.005</stepTime>
<gravity>0 0 -9.8</gravity>
<cfm>0</cfm>
<erp>0.8</erp>
<quickStep>true</quickStep>
<quickStepIters>100</quickStepIters>
<quickStepW>1.3</quickStepW>
<contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
<contactSurfaceLayer>0.0</contactSurfaceLayer>
<updateRate>0</updateRate>
</physics:ode>
<rendering:gui>
<type>fltk</type>
<size>800 600</size>
<pos>0 0</pos>
</rendering:gui>
<rendering:ogre>
<ambient>0.8 0.8 0.8 1.0</ambient>
<sky>
<material>Gazebo/CloudySky</material>
</sky>
<grid>false</grid>
<shadowTechnique>stencilModulative</shadowTechnique>
</rendering:ogre>
<!-- The Ground Plane -->
<model:physical name="groundplane_model">
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<static>true</static>
<body:plane name="ground_plane_body">
<geom:plane name="ground_plane_geom">
<normal>0 0 1</normal>
<size>1000 1000</size>
<segments>100 100</segments>
<uvTile>100 100</uvTile>
<material>Gazebo/GrassFloor</material>
<mu1>109999.0</mu1>
<mu2>1000.0</mu2>
</geom:plane>
</body:plane>
</model:physical>
<!-- End Ground Plane -->
<!-- The Ball Model -->
<model:physical name="ball_model">
<xyz>0.025 0 1</xyz>
<static>false</static>
<body:sphere name="ball_body">
<geom:sphere name="ball_geom">
<xyz>0 0 0</xyz>
<size>0.015</size>
<mass>0.02</mass>
<visual>
<size>0.03 0.03 0.03</size>
<mesh>unit_sphere</mesh>
<material>Gazebo/White</material>
</visual>
<mu1>109999.0</mu1>
</geom:sphere>
</body:sphere>
</model:physical>
<!-- End Ball Model -->
<!-- The White Point light -->
<model:renderable name="point_white">
<xyz>-3 0 5</xyz>
<static>true</static>
<light>
<type>point</type>
<diffuseColor>0.8 0.8 0.8</diffuseColor>
<specularColor>0.1 0.1 0.1</specularColor>
<range>20</range>
<!-- Constant(0-1) Linear(0-1) Quadratic -->
<attenuation>0.3 0.01 0</attenuation>
</light>
</model:renderable>
<!-- End White Point light -->
</gazebo:world>
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
Do you guys get the same behavior? If so, is there any fix or a way to
get
Post by Rein Appeldoorn
rid of this?
Thanks in advance!
Rein
Post by John Hsu
Hi,
you can check to see if contactSurfaceLayer is small, e.g.
<contactSurfaceLayer>0</contactSurfaceLayer>
in addition, you might want to make sure <CFM> is 0.
hope this helps.
John
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table. When I
model
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
the ball, it's sinking through the floor. Because the geometry of the
ball
Post by Rein Appeldoorn
is quite small (radius of 0.015), this sinking is not acceptable.
Strange
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
enough, when I check the other objects, they're all sinking a little
bit.
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative
errors
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
much
less. Does anybody got experience with this fact? Is scaling a good
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
Playerstage-gazebo mailing list
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--
John Hsu, Ph.D.
Senior Research Engineer
Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by John Hsu
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
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Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced content
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Editing and ensure content is compliant with Accessibility Checking.
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Kamil Muszynski
2011-06-09 08:49:08 UTC
Permalink
Well, I always use <scale> for visual section - please check if the
bounding boxes used for collision detection are OK when you use <size>
instead of <scale>. You can do that from gazebo GUI.

I think we need to look into gazebo code to solve this difference;)
Post by Rein Appeldoorn
Hi,
Thanks, when I play with kp and kd, I can prevent the ball from sinking. Now
Is it right that you set the parameters of a ball with a radius of 0.02 as
<size>0.02</size>
<visual>
   <size>0.04 0.04 0.04</size>
</visual>
When I check this in my gazebo-simulation, it seems to be right. But in your
model you use: <scale> instead of <size>, is this right?
It's really weird because the examples use both (simpleshapes.world /
pioneer2dx.world).
Thanks,
Rein
here is a sample ball model I'm using for my simulations. Notice the
Post by Kamil Muszynski
<kd> and <kp> params and try to play with their values - they control
how much force
<body:sphere name = "ball_body">
        <dampingFactor>0.0001</dampingFactor>
        <xyz>0 0 0</xyz>
       <rpy>0 0 0</rpy>
        <geom:sphere name = "ball_geom">
                <xyz>0 0 0.01</xyz>
                <rpy>0 0 0 </rpy>
                <size>0.02</size>
               <mu1>0.3</mu1>
               <kp>2e6</kp>
               <kd>2e6</kd>
               <bounce>120</bounce>
               <bounceVel>0.5</bounceVel>
               <slip1>0.7</slip1>
               <slip2>0.7</slip2>
               <mass>0.045</mass>
               <visual>
                       <scale>0.02 0.02 0.02</scale>
                       <mesh>unit_sphere</mesh>
                       <material>Gazebo/Robocup_orange</material>
               </visual>
       </geom:sphere>
</body:sphere>
Also global parameters like step time, erp and cfm does matter, I'm
<stepTime>0.002</stepTime>
<erp>0.9</erp>
<cfm>0.01</cfm>
I hope that will help you,
Best regards,
Kamil Muszyński
Post by Rein Appeldoorn
I checked those two parameters but nothing changes. Is this a known fact
or
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
<?xml version="1.0"?>
<gazebo:world
   xmlns:xi="http://www.w3.org/2001/XInclude"
   xmlns:gazebo="http://playerstage.sourceforge.net/gazebo/xmlschema/#gz
"
Post by Rein Appeldoorn
   xmlns:model="
http://playerstage.sourceforge.net/gazebo/xmlschema/#model"
Post by Rein Appeldoorn
   xmlns:sensor="
http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor"
   xmlns:window="
http://playerstage.sourceforge.net/gazebo/xmlschema/#window"
   xmlns:param="
http://playerstage.sourceforge.net/gazebo/xmlschema/#param"
Post by Rein Appeldoorn
   xmlns:body="http://playerstage.sourceforge.net/gazebo/xmlschema/#body
"
Post by Rein Appeldoorn
   xmlns:geom="http://playerstage.sourceforge.net/gazebo/xmlschema/#geom
"
Post by Rein Appeldoorn
   xmlns:joint="
http://playerstage.sourceforge.net/gazebo/xmlschema/#joint"
Post by Rein Appeldoorn
   xmlns:interface="
http://playerstage.sourceforge.net/gazebo/xmlschema/#interface"
   xmlns:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui"
   xmlns:rendering="
http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering"
   xmlns:controller="
http://playerstage.sourceforge.net/gazebo/xmlschema/#controller"
   xmlns:physics="
http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >
   <verbosity>5</verbosity>
   <physics:ode>
       <stepTime>0.005</stepTime>
       <gravity>0 0 -9.8</gravity>
       <cfm>0</cfm>
       <erp>0.8</erp>
       <quickStep>true</quickStep>
       <quickStepIters>100</quickStepIters>
       <quickStepW>1.3</quickStepW>
       <contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
       <contactSurfaceLayer>0.0</contactSurfaceLayer>
       <updateRate>0</updateRate>
   </physics:ode>
   <rendering:gui>
       <type>fltk</type>
       <size>800 600</size>
       <pos>0 0</pos>
   </rendering:gui>
   <rendering:ogre>
       <ambient>0.8 0.8 0.8 1.0</ambient>
       <sky>
           <material>Gazebo/CloudySky</material>
       </sky>
       <grid>false</grid>
       <shadowTechnique>stencilModulative</shadowTechnique>
   </rendering:ogre>
   <!-- The Ground Plane -->
   <model:physical name="groundplane_model">
       <xyz>0 0 0</xyz>
       <rpy>0 0 0</rpy>
       <static>true</static>
       <body:plane name="ground_plane_body">
           <geom:plane name="ground_plane_geom">
               <normal>0 0 1</normal>
               <size>1000 1000</size>
               <segments>100 100</segments>
               <uvTile>100 100</uvTile>
               <material>Gazebo/GrassFloor</material>
               <mu1>109999.0</mu1>
               <mu2>1000.0</mu2>
           </geom:plane>
       </body:plane>
   </model:physical>
   <!-- End Ground Plane -->
   <!-- The Ball Model -->
   <model:physical name="ball_model">
       <xyz>0.025 0 1</xyz>
       <static>false</static>
       <body:sphere name="ball_body">
           <geom:sphere name="ball_geom">
               <xyz>0 0 0</xyz>
               <size>0.015</size>
               <mass>0.02</mass>
               <visual>
                   <size>0.03 0.03 0.03</size>
                   <mesh>unit_sphere</mesh>
                   <material>Gazebo/White</material>
               </visual>
               <mu1>109999.0</mu1>
           </geom:sphere>
       </body:sphere>
   </model:physical>
   <!-- End Ball Model -->
   <!-- The White Point light -->
   <model:renderable name="point_white">
       <xyz>-3 0 5</xyz>
       <static>true</static>
       <light>
           <type>point</type>
           <diffuseColor>0.8 0.8 0.8</diffuseColor>
           <specularColor>0.1 0.1 0.1</specularColor>
           <range>20</range>
           <!-- Constant(0-1) Linear(0-1) Quadratic -->
           <attenuation>0.3 0.01 0</attenuation>
       </light>
   </model:renderable>
   <!-- End White Point light -->
</gazebo:world>
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
Do you guys get the same behavior? If so, is there any fix or a way to
get
Post by Rein Appeldoorn
rid of this?
Thanks in advance!
Rein
Post by John Hsu
Hi,
you can check to see if contactSurfaceLayer is small, e.g.
<contactSurfaceLayer>0</contactSurfaceLayer>
in addition, you might want to make sure <CFM> is 0.
hope this helps.
John
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table. When I
model
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
the ball, it's sinking through the floor. Because the geometry of the
ball
Post by Rein Appeldoorn
is quite small (radius of 0.015), this sinking is not acceptable.
Strange
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
enough, when I check the other objects, they're all sinking a little
bit.
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative
errors
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
much
less. Does anybody got experience with this fact? Is scaling a good
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
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_______________________________________________
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--
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Senior Research Engineer
Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by John Hsu
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
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------------------------------------------------------------------------------
Post by Rein Appeldoorn
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Editing and ensure content is compliant with Accessibility Checking.
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Rein Appeldoorn
2011-06-09 09:01:11 UTC
Permalink
The boundingboxes seem to be right in both cases. But what I thought is that
the <size> in the <geom>-section presented the radius of the ball, when I
check this with my GUI of Gazebo, it seems to be right. When I use your
model, the XYZ values are not (in my opinion). Have you already checked
these values?



On Thu, Jun 9, 2011 at 10:49 AM, Kamil Muszynski
Post by Kamil Muszynski
Well, I always use <scale> for visual section - please check if the
bounding boxes used for collision detection are OK when you use <size>
instead of <scale>. You can do that from gazebo GUI.
I think we need to look into gazebo code to solve this difference;)
Post by Rein Appeldoorn
Hi,
Thanks, when I play with kp and kd, I can prevent the ball from sinking.
Now
Post by Rein Appeldoorn
Is it right that you set the parameters of a ball with a radius of 0.02
as
Post by Rein Appeldoorn
<size>0.02</size>
<visual>
<size>0.04 0.04 0.04</size>
</visual>
When I check this in my gazebo-simulation, it seems to be right. But in
your
Post by Rein Appeldoorn
model you use: <scale> instead of <size>, is this right?
It's really weird because the examples use both (simpleshapes.world /
pioneer2dx.world).
Thanks,
Rein
here is a sample ball model I'm using for my simulations. Notice the
Post by Kamil Muszynski
<kd> and <kp> params and try to play with their values - they control
how much force
<body:sphere name = "ball_body">
<dampingFactor>0.0001</dampingFactor>
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<geom:sphere name = "ball_geom">
<xyz>0 0 0.01</xyz>
<rpy>0 0 0 </rpy>
<size>0.02</size>
<mu1>0.3</mu1>
<kp>2e6</kp>
<kd>2e6</kd>
<bounce>120</bounce>
<bounceVel>0.5</bounceVel>
<slip1>0.7</slip1>
<slip2>0.7</slip2>
<mass>0.045</mass>
<visual>
<scale>0.02 0.02 0.02</scale>
<mesh>unit_sphere</mesh>
<material>Gazebo/Robocup_orange</material>
</visual>
</geom:sphere>
</body:sphere>
Also global parameters like step time, erp and cfm does matter, I'm
<stepTime>0.002</stepTime>
<erp>0.9</erp>
<cfm>0.01</cfm>
I hope that will help you,
Best regards,
Kamil Muszyński
Post by Rein Appeldoorn
I checked those two parameters but nothing changes. Is this a known
fact
Post by Rein Appeldoorn
Post by Kamil Muszynski
or
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
<?xml version="1.0"?>
<gazebo:world
xmlns:xi="http://www.w3.org/2001/XInclude"
xmlns:gazebo="
http://playerstage.sourceforge.net/gazebo/xmlschema/#gz
Post by Rein Appeldoorn
Post by Kamil Muszynski
"
Post by Rein Appeldoorn
xmlns:model="
http://playerstage.sourceforge.net/gazebo/xmlschema/#model"
Post by Rein Appeldoorn
xmlns:sensor="
http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor"
xmlns:window="
http://playerstage.sourceforge.net/gazebo/xmlschema/#window"
xmlns:param="
http://playerstage.sourceforge.net/gazebo/xmlschema/#param"
Post by Rein Appeldoorn
xmlns:body="
http://playerstage.sourceforge.net/gazebo/xmlschema/#body
Post by Rein Appeldoorn
Post by Kamil Muszynski
"
Post by Rein Appeldoorn
xmlns:geom="
http://playerstage.sourceforge.net/gazebo/xmlschema/#geom
Post by Rein Appeldoorn
Post by Kamil Muszynski
"
Post by Rein Appeldoorn
xmlns:joint="
http://playerstage.sourceforge.net/gazebo/xmlschema/#joint"
Post by Rein Appeldoorn
xmlns:interface="
http://playerstage.sourceforge.net/gazebo/xmlschema/#interface"
xmlns:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui"
xmlns:rendering="
http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering"
xmlns:controller="
http://playerstage.sourceforge.net/gazebo/xmlschema/#controller"
xmlns:physics="
http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >
<verbosity>5</verbosity>
<physics:ode>
<stepTime>0.005</stepTime>
<gravity>0 0 -9.8</gravity>
<cfm>0</cfm>
<erp>0.8</erp>
<quickStep>true</quickStep>
<quickStepIters>100</quickStepIters>
<quickStepW>1.3</quickStepW>
<contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
<contactSurfaceLayer>0.0</contactSurfaceLayer>
<updateRate>0</updateRate>
</physics:ode>
<rendering:gui>
<type>fltk</type>
<size>800 600</size>
<pos>0 0</pos>
</rendering:gui>
<rendering:ogre>
<ambient>0.8 0.8 0.8 1.0</ambient>
<sky>
<material>Gazebo/CloudySky</material>
</sky>
<grid>false</grid>
<shadowTechnique>stencilModulative</shadowTechnique>
</rendering:ogre>
<!-- The Ground Plane -->
<model:physical name="groundplane_model">
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<static>true</static>
<body:plane name="ground_plane_body">
<geom:plane name="ground_plane_geom">
<normal>0 0 1</normal>
<size>1000 1000</size>
<segments>100 100</segments>
<uvTile>100 100</uvTile>
<material>Gazebo/GrassFloor</material>
<mu1>109999.0</mu1>
<mu2>1000.0</mu2>
</geom:plane>
</body:plane>
</model:physical>
<!-- End Ground Plane -->
<!-- The Ball Model -->
<model:physical name="ball_model">
<xyz>0.025 0 1</xyz>
<static>false</static>
<body:sphere name="ball_body">
<geom:sphere name="ball_geom">
<xyz>0 0 0</xyz>
<size>0.015</size>
<mass>0.02</mass>
<visual>
<size>0.03 0.03 0.03</size>
<mesh>unit_sphere</mesh>
<material>Gazebo/White</material>
</visual>
<mu1>109999.0</mu1>
</geom:sphere>
</body:sphere>
</model:physical>
<!-- End Ball Model -->
<!-- The White Point light -->
<model:renderable name="point_white">
<xyz>-3 0 5</xyz>
<static>true</static>
<light>
<type>point</type>
<diffuseColor>0.8 0.8 0.8</diffuseColor>
<specularColor>0.1 0.1 0.1</specularColor>
<range>20</range>
<!-- Constant(0-1) Linear(0-1) Quadratic -->
<attenuation>0.3 0.01 0</attenuation>
</light>
</model:renderable>
<!-- End White Point light -->
</gazebo:world>
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Do you guys get the same behavior? If so, is there any fix or a way to
get
Post by Rein Appeldoorn
rid of this?
Thanks in advance!
Rein
Post by John Hsu
Hi,
you can check to see if contactSurfaceLayer is small, e.g.
<contactSurfaceLayer>0</contactSurfaceLayer>
in addition, you might want to make sure <CFM> is 0.
hope this helps.
John
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table. When I
model
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
the ball, it's sinking through the floor. Because the geometry of
the
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
ball
Post by Rein Appeldoorn
is quite small (radius of 0.015), this sinking is not acceptable.
Strange
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
enough, when I check the other objects, they're all sinking a
little
Post by Rein Appeldoorn
Post by Kamil Muszynski
bit.
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative
errors
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
much
less. Does anybody got experience with this fact? Is scaling a good
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced
content
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility
Checking.
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
Playerstage-gazebo mailing list
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--
John Hsu, Ph.D.
Senior Research Engineer
Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
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------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
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Post by Rein Appeldoorn
Post by Kamil Muszynski
EditLive Enterprise is the world's most technically advanced content
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Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced content
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Editing and ensure content is compliant with Accessibility Checking.
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Kamil Muszynski
2011-06-09 09:09:53 UTC
Permalink
By XYZ do you mean ball dimensions along X, Y, Z axis? So the model
using my scale params is two times smaller?
I can check it later for you, but I'm pretty sure those values are correct.
Post by Rein Appeldoorn
The boundingboxes seem to be right in both cases. But what I thought is that
the <size> in the <geom>-section presented the radius of the ball, when I
check this with my GUI of Gazebo, it seems to be right. When I use your
model, the XYZ values are not (in my opinion). Have you already checked
these values?
On Thu, Jun 9, 2011 at 10:49 AM, Kamil Muszynski
Post by Kamil Muszynski
Well, I always use <scale> for visual section - please check if the
bounding boxes used for collision detection are OK when you use <size>
instead of <scale>. You can do that from gazebo GUI.
I think we need to look into gazebo code to solve this difference;)
Post by Rein Appeldoorn
Hi,
Thanks, when I play with kp and kd, I can prevent the ball from sinking.
Now
Post by Rein Appeldoorn
Is it right that you set the parameters of a ball with a radius of 0.02
as
Post by Rein Appeldoorn
<size>0.02</size>
<visual>
   <size>0.04 0.04 0.04</size>
</visual>
When I check this in my gazebo-simulation, it seems to be right. But in
your
Post by Rein Appeldoorn
model you use: <scale> instead of <size>, is this right?
It's really weird because the examples use both (simpleshapes.world /
pioneer2dx.world).
Thanks,
Rein
here is a sample ball model I'm using for my simulations. Notice the
Post by Kamil Muszynski
<kd> and <kp> params and try to play with their values - they control
how much force
<body:sphere name = "ball_body">
        <dampingFactor>0.0001</dampingFactor>
        <xyz>0 0 0</xyz>
       <rpy>0 0 0</rpy>
        <geom:sphere name = "ball_geom">
                <xyz>0 0 0.01</xyz>
                <rpy>0 0 0 </rpy>
                <size>0.02</size>
               <mu1>0.3</mu1>
               <kp>2e6</kp>
               <kd>2e6</kd>
               <bounce>120</bounce>
               <bounceVel>0.5</bounceVel>
               <slip1>0.7</slip1>
               <slip2>0.7</slip2>
               <mass>0.045</mass>
               <visual>
                       <scale>0.02 0.02 0.02</scale>
                       <mesh>unit_sphere</mesh>
                       <material>Gazebo/Robocup_orange</material>
               </visual>
       </geom:sphere>
</body:sphere>
Also global parameters like step time, erp and cfm does matter, I'm
<stepTime>0.002</stepTime>
<erp>0.9</erp>
<cfm>0.01</cfm>
I hope that will help you,
Best regards,
Kamil Muszyński
Post by Rein Appeldoorn
I checked those two parameters but nothing changes. Is this a known
fact
Post by Rein Appeldoorn
Post by Kamil Muszynski
or
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
<?xml version="1.0"?>
<gazebo:world
   xmlns:xi="http://www.w3.org/2001/XInclude"
   xmlns:gazebo="
http://playerstage.sourceforge.net/gazebo/xmlschema/#gz
Post by Rein Appeldoorn
Post by Kamil Muszynski
"
Post by Rein Appeldoorn
   xmlns:model="
http://playerstage.sourceforge.net/gazebo/xmlschema/#model"
Post by Rein Appeldoorn
   xmlns:sensor="
http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor"
   xmlns:window="
http://playerstage.sourceforge.net/gazebo/xmlschema/#window"
   xmlns:param="
http://playerstage.sourceforge.net/gazebo/xmlschema/#param"
Post by Rein Appeldoorn
   xmlns:body="
http://playerstage.sourceforge.net/gazebo/xmlschema/#body
Post by Rein Appeldoorn
Post by Kamil Muszynski
"
Post by Rein Appeldoorn
   xmlns:geom="
http://playerstage.sourceforge.net/gazebo/xmlschema/#geom
Post by Rein Appeldoorn
Post by Kamil Muszynski
"
Post by Rein Appeldoorn
   xmlns:joint="
http://playerstage.sourceforge.net/gazebo/xmlschema/#joint"
Post by Rein Appeldoorn
   xmlns:interface="
http://playerstage.sourceforge.net/gazebo/xmlschema/#interface"
   xmlns:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui"
   xmlns:rendering="
http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering"
   xmlns:controller="
http://playerstage.sourceforge.net/gazebo/xmlschema/#controller"
   xmlns:physics="
http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >
   <verbosity>5</verbosity>
   <physics:ode>
       <stepTime>0.005</stepTime>
       <gravity>0 0 -9.8</gravity>
       <cfm>0</cfm>
       <erp>0.8</erp>
       <quickStep>true</quickStep>
       <quickStepIters>100</quickStepIters>
       <quickStepW>1.3</quickStepW>
       <contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
       <contactSurfaceLayer>0.0</contactSurfaceLayer>
       <updateRate>0</updateRate>
   </physics:ode>
   <rendering:gui>
       <type>fltk</type>
       <size>800 600</size>
       <pos>0 0</pos>
   </rendering:gui>
   <rendering:ogre>
       <ambient>0.8 0.8 0.8 1.0</ambient>
       <sky>
           <material>Gazebo/CloudySky</material>
       </sky>
       <grid>false</grid>
       <shadowTechnique>stencilModulative</shadowTechnique>
   </rendering:ogre>
   <!-- The Ground Plane -->
   <model:physical name="groundplane_model">
       <xyz>0 0 0</xyz>
       <rpy>0 0 0</rpy>
       <static>true</static>
       <body:plane name="ground_plane_body">
           <geom:plane name="ground_plane_geom">
               <normal>0 0 1</normal>
               <size>1000 1000</size>
               <segments>100 100</segments>
               <uvTile>100 100</uvTile>
               <material>Gazebo/GrassFloor</material>
               <mu1>109999.0</mu1>
               <mu2>1000.0</mu2>
           </geom:plane>
       </body:plane>
   </model:physical>
   <!-- End Ground Plane -->
   <!-- The Ball Model -->
   <model:physical name="ball_model">
       <xyz>0.025 0 1</xyz>
       <static>false</static>
       <body:sphere name="ball_body">
           <geom:sphere name="ball_geom">
               <xyz>0 0 0</xyz>
               <size>0.015</size>
               <mass>0.02</mass>
               <visual>
                   <size>0.03 0.03 0.03</size>
                   <mesh>unit_sphere</mesh>
                   <material>Gazebo/White</material>
               </visual>
               <mu1>109999.0</mu1>
           </geom:sphere>
       </body:sphere>
   </model:physical>
   <!-- End Ball Model -->
   <!-- The White Point light -->
   <model:renderable name="point_white">
       <xyz>-3 0 5</xyz>
       <static>true</static>
       <light>
           <type>point</type>
           <diffuseColor>0.8 0.8 0.8</diffuseColor>
           <specularColor>0.1 0.1 0.1</specularColor>
           <range>20</range>
           <!-- Constant(0-1) Linear(0-1) Quadratic -->
           <attenuation>0.3 0.01 0</attenuation>
       </light>
   </model:renderable>
   <!-- End White Point light -->
</gazebo:world>
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Do you guys get the same behavior? If so, is there any fix or a way to
get
Post by Rein Appeldoorn
rid of this?
Thanks in advance!
Rein
Post by John Hsu
Hi,
you can check to see if contactSurfaceLayer is small, e.g.
<contactSurfaceLayer>0</contactSurfaceLayer>
in addition, you might want to make sure <CFM> is 0.
hope this helps.
John
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table. When I
model
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
the ball, it's sinking through the floor. Because the geometry of
the
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
ball
Post by Rein Appeldoorn
is quite small (radius of 0.015), this sinking is not acceptable.
Strange
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
enough, when I check the other objects, they're all sinking a
little
Post by Rein Appeldoorn
Post by Kamil Muszynski
bit.
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative
errors
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
much
less. Does anybody got experience with this fact? Is scaling a good
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced
content
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility
Checking.
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
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--
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Senior Research Engineer
Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
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Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
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EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
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Editing and ensure content is compliant with Accessibility Checking.
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Rein Appeldoorn
2011-06-09 09:19:54 UTC
Permalink
What do you mean with the size, the radius of the diameter? I just checked
both models but I'm pretty sure it's the radius. When you use <size> in your
visual-section, you've to set the "diameter" there; when you use scale, the
radius will do.

That's what I think.

On Thu, Jun 9, 2011 at 11:09 AM, Kamil Muszynski
Post by Kamil Muszynski
By XYZ do you mean ball dimensions along X, Y, Z axis? So the model
using my scale params is two times smaller?
I can check it later for you, but I'm pretty sure those values are correct.
Post by Rein Appeldoorn
The boundingboxes seem to be right in both cases. But what I thought is
that
Post by Rein Appeldoorn
the <size> in the <geom>-section presented the radius of the ball, when I
check this with my GUI of Gazebo, it seems to be right. When I use your
model, the XYZ values are not (in my opinion). Have you already checked
these values?
On Thu, Jun 9, 2011 at 10:49 AM, Kamil Muszynski
Post by Kamil Muszynski
Well, I always use <scale> for visual section - please check if the
bounding boxes used for collision detection are OK when you use <size>
instead of <scale>. You can do that from gazebo GUI.
I think we need to look into gazebo code to solve this difference;)
Post by Rein Appeldoorn
Hi,
Thanks, when I play with kp and kd, I can prevent the ball from
sinking.
Post by Rein Appeldoorn
Post by Kamil Muszynski
Now
Post by Rein Appeldoorn
Is it right that you set the parameters of a ball with a radius of
0.02
Post by Rein Appeldoorn
Post by Kamil Muszynski
as
Post by Rein Appeldoorn
<size>0.02</size>
<visual>
<size>0.04 0.04 0.04</size>
</visual>
When I check this in my gazebo-simulation, it seems to be right. But
in
Post by Rein Appeldoorn
Post by Kamil Muszynski
your
Post by Rein Appeldoorn
model you use: <scale> instead of <size>, is this right?
It's really weird because the examples use both (simpleshapes.world /
pioneer2dx.world).
Thanks,
Rein
here is a sample ball model I'm using for my simulations. Notice the
Post by Kamil Muszynski
<kd> and <kp> params and try to play with their values - they control
how much force
<body:sphere name = "ball_body">
<dampingFactor>0.0001</dampingFactor>
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<geom:sphere name = "ball_geom">
<xyz>0 0 0.01</xyz>
<rpy>0 0 0 </rpy>
<size>0.02</size>
<mu1>0.3</mu1>
<kp>2e6</kp>
<kd>2e6</kd>
<bounce>120</bounce>
<bounceVel>0.5</bounceVel>
<slip1>0.7</slip1>
<slip2>0.7</slip2>
<mass>0.045</mass>
<visual>
<scale>0.02 0.02 0.02</scale>
<mesh>unit_sphere</mesh>
<material>Gazebo/Robocup_orange</material>
</visual>
</geom:sphere>
</body:sphere>
Also global parameters like step time, erp and cfm does matter, I'm
<stepTime>0.002</stepTime>
<erp>0.9</erp>
<cfm>0.01</cfm>
I hope that will help you,
Best regards,
Kamil Muszyński
Post by Rein Appeldoorn
I checked those two parameters but nothing changes. Is this a known
fact
Post by Rein Appeldoorn
Post by Kamil Muszynski
or
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
<?xml version="1.0"?>
<gazebo:world
xmlns:xi="http://www.w3.org/2001/XInclude"
xmlns:gazebo="
http://playerstage.sourceforge.net/gazebo/xmlschema/#gz
Post by Rein Appeldoorn
Post by Kamil Muszynski
"
Post by Rein Appeldoorn
xmlns:model="
http://playerstage.sourceforge.net/gazebo/xmlschema/#model"
Post by Rein Appeldoorn
xmlns:sensor="
http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor"
xmlns:window="
http://playerstage.sourceforge.net/gazebo/xmlschema/#window"
xmlns:param="
http://playerstage.sourceforge.net/gazebo/xmlschema/#param"
Post by Rein Appeldoorn
xmlns:body="
http://playerstage.sourceforge.net/gazebo/xmlschema/#body
Post by Rein Appeldoorn
Post by Kamil Muszynski
"
Post by Rein Appeldoorn
xmlns:geom="
http://playerstage.sourceforge.net/gazebo/xmlschema/#geom
Post by Rein Appeldoorn
Post by Kamil Muszynski
"
Post by Rein Appeldoorn
xmlns:joint="
http://playerstage.sourceforge.net/gazebo/xmlschema/#joint"
Post by Rein Appeldoorn
xmlns:interface="
http://playerstage.sourceforge.net/gazebo/xmlschema/#interface"
xmlns:ui="
http://playerstage.sourceforge.net/gazebo/xmlschema/#ui"
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
xmlns:rendering="
http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering"
xmlns:controller="
http://playerstage.sourceforge.net/gazebo/xmlschema/#controller"
xmlns:physics="
http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >
<verbosity>5</verbosity>
<physics:ode>
<stepTime>0.005</stepTime>
<gravity>0 0 -9.8</gravity>
<cfm>0</cfm>
<erp>0.8</erp>
<quickStep>true</quickStep>
<quickStepIters>100</quickStepIters>
<quickStepW>1.3</quickStepW>
<contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
<contactSurfaceLayer>0.0</contactSurfaceLayer>
<updateRate>0</updateRate>
</physics:ode>
<rendering:gui>
<type>fltk</type>
<size>800 600</size>
<pos>0 0</pos>
</rendering:gui>
<rendering:ogre>
<ambient>0.8 0.8 0.8 1.0</ambient>
<sky>
<material>Gazebo/CloudySky</material>
</sky>
<grid>false</grid>
<shadowTechnique>stencilModulative</shadowTechnique>
</rendering:ogre>
<!-- The Ground Plane -->
<model:physical name="groundplane_model">
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<static>true</static>
<body:plane name="ground_plane_body">
<geom:plane name="ground_plane_geom">
<normal>0 0 1</normal>
<size>1000 1000</size>
<segments>100 100</segments>
<uvTile>100 100</uvTile>
<material>Gazebo/GrassFloor</material>
<mu1>109999.0</mu1>
<mu2>1000.0</mu2>
</geom:plane>
</body:plane>
</model:physical>
<!-- End Ground Plane -->
<!-- The Ball Model -->
<model:physical name="ball_model">
<xyz>0.025 0 1</xyz>
<static>false</static>
<body:sphere name="ball_body">
<geom:sphere name="ball_geom">
<xyz>0 0 0</xyz>
<size>0.015</size>
<mass>0.02</mass>
<visual>
<size>0.03 0.03 0.03</size>
<mesh>unit_sphere</mesh>
<material>Gazebo/White</material>
</visual>
<mu1>109999.0</mu1>
</geom:sphere>
</body:sphere>
</model:physical>
<!-- End Ball Model -->
<!-- The White Point light -->
<model:renderable name="point_white">
<xyz>-3 0 5</xyz>
<static>true</static>
<light>
<type>point</type>
<diffuseColor>0.8 0.8 0.8</diffuseColor>
<specularColor>0.1 0.1 0.1</specularColor>
<range>20</range>
<!-- Constant(0-1) Linear(0-1) Quadratic -->
<attenuation>0.3 0.01 0</attenuation>
</light>
</model:renderable>
<!-- End White Point light -->
</gazebo:world>
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Do you guys get the same behavior? If so, is there any fix or a way
to
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
get
Post by Rein Appeldoorn
rid of this?
Thanks in advance!
Rein
Post by John Hsu
Hi,
you can check to see if contactSurfaceLayer is small, e.g.
<contactSurfaceLayer>0</contactSurfaceLayer>
in addition, you might want to make sure <CFM> is 0.
hope this helps.
John
On Wed, Jun 8, 2011 at 11:00 AM, Rein Appeldoorn <
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table.
When I
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
model
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
the ball, it's sinking through the floor. Because the geometry
of
Post by Rein Appeldoorn
Post by Kamil Muszynski
the
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
ball
Post by Rein Appeldoorn
is quite small (radius of 0.015), this sinking is not
acceptable.
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Strange
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
enough, when I check the other objects, they're all sinking a
little
Post by Rein Appeldoorn
Post by Kamil Muszynski
bit.
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative
errors
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
much
less. Does anybody got experience with this fact? Is scaling a
good
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced
content
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
authoring tool. Experience the power of Track Changes, Inline
Image
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
Editing and ensure content is compliant with Accessibility
Checking.
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
Playerstage-gazebo mailing list
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--
John Hsu, Ph.D.
Senior Research Engineer
Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
EditLive Enterprise is the world's most technically advanced
content
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
authoring tool. Experience the power of Track Changes, Inline
Image
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
Editing and ensure content is compliant with Accessibility
Checking.
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by John Hsu
http://p.sf.net/sfu/ephox-dev2dev
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------------------------------------------------------------------------------
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Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced
content
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
Post by Kamil Muszynski
Post by Rein Appeldoorn
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility
Checking.
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John Hsu
2011-06-09 19:02:32 UTC
Permalink
Hi Rein,

I just ran your world, and the ball does not sink through the floor.
which gazebo revision are you running?

John
Post by Rein Appeldoorn
I checked those two parameters but nothing changes. Is this a known fact or
-----------------------------------------------------------------------------------
<?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:window="
http://playerstage.sourceforge.net/gazebo/xmlschema/#window"
xmlns:param="http://playerstage.sourceforge.net/gazebo/xmlschema/#param
"
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:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui"
xmlns:rendering="
http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering"
xmlns:controller="
http://playerstage.sourceforge.net/gazebo/xmlschema/#controller"
xmlns:physics="
http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >
<verbosity>5</verbosity>
<physics:ode>
<stepTime>0.005</stepTime>
<gravity>0 0 -9.8</gravity>
<cfm>0</cfm>
<erp>0.8</erp>
<quickStep>true</quickStep>
<quickStepIters>100</quickStepIters>
<quickStepW>1.3</quickStepW>
<contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
<contactSurfaceLayer>0.0</contactSurfaceLayer>
<updateRate>0</updateRate>
</physics:ode>
<rendering:gui>
<type>fltk</type>
<size>800 600</size>
<pos>0 0</pos>
</rendering:gui>
<rendering:ogre>
<ambient>0.8 0.8 0.8 1.0</ambient>
<sky>
<material>Gazebo/CloudySky</material>
</sky>
<grid>false</grid>
<shadowTechnique>stencilModulative</shadowTechnique>
</rendering:ogre>
<!-- The Ground Plane -->
<model:physical name="groundplane_model">
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<static>true</static>
<body:plane name="ground_plane_body">
<geom:plane name="ground_plane_geom">
<normal>0 0 1</normal>
<size>1000 1000</size>
<segments>100 100</segments>
<uvTile>100 100</uvTile>
<material>Gazebo/GrassFloor</material>
<mu1>109999.0</mu1>
<mu2>1000.0</mu2>
</geom:plane>
</body:plane>
</model:physical>
<!-- End Ground Plane -->
<!-- The Ball Model -->
<model:physical name="ball_model">
<xyz>0.025 0 1</xyz>
<static>false</static>
<body:sphere name="ball_body">
<geom:sphere name="ball_geom">
<xyz>0 0 0</xyz>
<size>0.015</size>
<mass>0.02</mass>
<visual>
<size>0.03 0.03 0.03</size>
<mesh>unit_sphere</mesh>
<material>Gazebo/White</material>
</visual>
<mu1>109999.0</mu1>
</geom:sphere>
</body:sphere>
</model:physical>
<!-- End Ball Model -->
<!-- The White Point light -->
<model:renderable name="point_white">
<xyz>-3 0 5</xyz>
<static>true</static>
<light>
<type>point</type>
<diffuseColor>0.8 0.8 0.8</diffuseColor>
<specularColor>0.1 0.1 0.1</specularColor>
<range>20</range>
<!-- Constant(0-1) Linear(0-1) Quadratic -->
<attenuation>0.3 0.01 0</attenuation>
</light>
</model:renderable>
<!-- End White Point light -->
</gazebo:world>
-----------------------------------------------------------------------------------
Do you guys get the same behavior? If so, is there any fix or a way to get
rid of this?
Thanks in advance!
Rein
Post by John Hsu
Hi,
you can check to see if contactSurfaceLayer is small, e.g.
<contactSurfaceLayer>0</contactSurfaceLayer>
in addition, you might want to make sure <CFM> is 0.
hope this helps.
John
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table. When I
model
Post by John Hsu
Post by Rein Appeldoorn
the ball, it's sinking through the floor. Because the geometry of the
ball
Post by Rein Appeldoorn
is quite small (radius of 0.015), this sinking is not acceptable.
Strange
Post by John Hsu
Post by Rein Appeldoorn
enough, when I check the other objects, they're all sinking a little
bit.
Post by John Hsu
Post by Rein Appeldoorn
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative errors much
less. Does anybody got experience with this fact? Is scaling a good
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
Post by John Hsu
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
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--
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Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
Post by John Hsu
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
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------------------------------------------------------------------------------
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Editing and ensure content is compliant with Accessibility Checking.
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_______________________________________________
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--
John Hsu, Ph.D.
Senior Research Engineer
Willow Garage Inc.
+1-650-475-2809
Rein Appeldoorn
2011-06-10 17:18:54 UTC
Permalink
I am running Gazebo 0.09 at the moment. First, I used 0.10 but I had some
problems with the controlling of the hinges. For some reason, everything
worked fine in 0.09 so I'm using this version now.

Regards,

Rein
Post by John Hsu
Hi Rein,
I just ran your world, and the ball does not sink through the floor.
which gazebo revision are you running?
John
Post by Rein Appeldoorn
I checked those two parameters but nothing changes. Is this a known fact
or
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
<?xml version="1.0"?>
<gazebo:world
xmlns:xi="http://www.w3.org/2001/XInclude"
xmlns:gazebo="http://playerstage.sourceforge.net/gazebo/xmlschema/#gz
"
Post by Rein Appeldoorn
xmlns:model="
http://playerstage.sourceforge.net/gazebo/xmlschema/#model
Post by Rein Appeldoorn
"
xmlns:sensor="
http://playerstage.sourceforge.net/gazebo/xmlschema/#sensor"
xmlns:window="
http://playerstage.sourceforge.net/gazebo/xmlschema/#window"
xmlns:param="
http://playerstage.sourceforge.net/gazebo/xmlschema/#param
Post by Rein Appeldoorn
"
xmlns:body="http://playerstage.sourceforge.net/gazebo/xmlschema/#body
"
Post by Rein Appeldoorn
xmlns:geom="http://playerstage.sourceforge.net/gazebo/xmlschema/#geom
"
Post by Rein Appeldoorn
xmlns:joint="
http://playerstage.sourceforge.net/gazebo/xmlschema/#joint
Post by Rein Appeldoorn
"
xmlns:interface="
http://playerstage.sourceforge.net/gazebo/xmlschema/#interface"
xmlns:ui="http://playerstage.sourceforge.net/gazebo/xmlschema/#ui"
xmlns:rendering="
http://playerstage.sourceforge.net/gazebo/xmlschema/#rendering"
xmlns:controller="
http://playerstage.sourceforge.net/gazebo/xmlschema/#controller"
xmlns:physics="
http://playerstage.sourceforge.net/gazebo/xmlschema/#physics" >
<verbosity>5</verbosity>
<physics:ode>
<stepTime>0.005</stepTime>
<gravity>0 0 -9.8</gravity>
<cfm>0</cfm>
<erp>0.8</erp>
<quickStep>true</quickStep>
<quickStepIters>100</quickStepIters>
<quickStepW>1.3</quickStepW>
<contactMaxCorrectingVel>100.0</contactMaxCorrectingVel>
<contactSurfaceLayer>0.0</contactSurfaceLayer>
<updateRate>0</updateRate>
</physics:ode>
<rendering:gui>
<type>fltk</type>
<size>800 600</size>
<pos>0 0</pos>
</rendering:gui>
<rendering:ogre>
<ambient>0.8 0.8 0.8 1.0</ambient>
<sky>
<material>Gazebo/CloudySky</material>
</sky>
<grid>false</grid>
<shadowTechnique>stencilModulative</shadowTechnique>
</rendering:ogre>
<!-- The Ground Plane -->
<model:physical name="groundplane_model">
<xyz>0 0 0</xyz>
<rpy>0 0 0</rpy>
<static>true</static>
<body:plane name="ground_plane_body">
<geom:plane name="ground_plane_geom">
<normal>0 0 1</normal>
<size>1000 1000</size>
<segments>100 100</segments>
<uvTile>100 100</uvTile>
<material>Gazebo/GrassFloor</material>
<mu1>109999.0</mu1>
<mu2>1000.0</mu2>
</geom:plane>
</body:plane>
</model:physical>
<!-- End Ground Plane -->
<!-- The Ball Model -->
<model:physical name="ball_model">
<xyz>0.025 0 1</xyz>
<static>false</static>
<body:sphere name="ball_body">
<geom:sphere name="ball_geom">
<xyz>0 0 0</xyz>
<size>0.015</size>
<mass>0.02</mass>
<visual>
<size>0.03 0.03 0.03</size>
<mesh>unit_sphere</mesh>
<material>Gazebo/White</material>
</visual>
<mu1>109999.0</mu1>
</geom:sphere>
</body:sphere>
</model:physical>
<!-- End Ball Model -->
<!-- The White Point light -->
<model:renderable name="point_white">
<xyz>-3 0 5</xyz>
<static>true</static>
<light>
<type>point</type>
<diffuseColor>0.8 0.8 0.8</diffuseColor>
<specularColor>0.1 0.1 0.1</specularColor>
<range>20</range>
<!-- Constant(0-1) Linear(0-1) Quadratic -->
<attenuation>0.3 0.01 0</attenuation>
</light>
</model:renderable>
<!-- End White Point light -->
</gazebo:world>
-----------------------------------------------------------------------------------
Post by Rein Appeldoorn
Do you guys get the same behavior? If so, is there any fix or a way to
get
Post by Rein Appeldoorn
rid of this?
Thanks in advance!
Rein
Post by John Hsu
Hi,
you can check to see if contactSurfaceLayer is small, e.g.
<contactSurfaceLayer>0</contactSurfaceLayer>
in addition, you might want to make sure <CFM> is 0.
hope this helps.
John
Post by Rein Appeldoorn
Hi,
I'm working on a simulation of an autonomous football table. When I
model
Post by John Hsu
Post by Rein Appeldoorn
the ball, it's sinking through the floor. Because the geometry of the
ball
Post by Rein Appeldoorn
is quite small (radius of 0.015), this sinking is not acceptable.
Strange
Post by John Hsu
Post by Rein Appeldoorn
enough, when I check the other objects, they're all sinking a little
bit.
Post by John Hsu
Post by Rein Appeldoorn
Does anybody have an explanation for this?
A thing I can do is scale up all models, this makes the relative
errors
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
much
less. Does anybody got experience with this fact? Is scaling a good
solution?
Thanks in advance!
Regards,
Rein
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by John Hsu
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
Playerstage-gazebo mailing list
https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
--
John Hsu, Ph.D.
Senior Research Engineer
Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
Post by Rein Appeldoorn
Post by John Hsu
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
Playerstage-gazebo mailing list
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------------------------------------------------------------------------------
Post by Rein Appeldoorn
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
Playerstage-gazebo mailing list
https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
--
John Hsu, Ph.D.
Senior Research Engineer
Willow Garage Inc.
+1-650-475-2809
------------------------------------------------------------------------------
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
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