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methylDragon authored Jun 28, 2022
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2 changes: 1 addition & 1 deletion CMakeLists.txt
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Expand Up @@ -125,7 +125,7 @@ endif()

# Plugin install dirs
set(GZ_RENDERING_ENGINE_INSTALL_DIR
${CMAKE_INSTALL_PREFIX}/${IGN_LIB_INSTALL_DIR}/ign-${IGN_DESIGNATION}-${PROJECT_VERSION_MAJOR}/engine-plugins
${CMAKE_INSTALL_PREFIX}/${IGN_LIB_INSTALL_DIR}/gz-${IGN_DESIGNATION}-${PROJECT_VERSION_MAJOR}/engine-plugins
)

#--------------------------------------
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20 changes: 10 additions & 10 deletions Changelog.md
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Expand Up @@ -194,7 +194,7 @@
1. Fix particle effect randomness
* [Pull request #388](https://github.com/gazebosim/gz-rendering/pull/388)

1. Update test config to run ogre 1.x tests in ign-rendering6 on macOS
1. Update test config to run ogre 1.x tests in gz-rendering6 on macOS
* [Pull request #407](https://github.com/gazebosim/gz-rendering/pull/407)
* [Pull request #409](https://github.com/gazebosim/gz-rendering/pull/409)
* [Pull request #409](https://github.com/gazebosim/gz-rendering/pull/409)
Expand Down Expand Up @@ -334,7 +334,7 @@
* [Pull request #398](https://github.com/gazebosim/gz-rendering/pull/398)
* [Pull request #389](https://github.com/gazebosim/gz-rendering/pull/389)

1. Set OGRE minimal version to 1.8. Warn on versions not supported (ign-rendering3)
1. Set OGRE minimal version to 1.8. Warn on versions not supported (gz-rendering3)
* [Pull request #376](https://github.com/gazebosim/gz-rendering/pull/376)

1. 👩‍🌾 Remove bitbucket-pipelines.yml
Expand All @@ -343,7 +343,7 @@
1. [macOS] support OpenGL < 4.2 in PBS shader
* [Pull request #377](https://github.com/gazebosim/gz-rendering/pull/377)

1. Moved ScreenToPlane and ScreenToScene from ign-gui to ign-rendering
1. Moved ScreenToPlane and ScreenToScene from gz-gui to gz-rendering
* [Pull request #363](https://github.com/gazebosim/gz-rendering/pull/363)
* [Pull request #368](https://github.com/gazebosim/gz-rendering/pull/368)

Expand Down Expand Up @@ -388,7 +388,7 @@
1. Test re-enabling depth camera integration test on mac
* [Pull request #335](https://github.com/gazebosim/gz-rendering/pull/335)

1. Include MoveTo Helper class to ign-rendering
1. Include MoveTo Helper class to gz-rendering
* [Pull request #311](https://github.com/gazebosim/gz-rendering/pull/311)

1. Remove `tools/code_check` and update codecov
Expand Down Expand Up @@ -455,7 +455,7 @@
1. ogre2: explicitly request OpenGL 3.3 core profile context.
* [Pull request #244](https://github.com/gazebosim/gz-rendering/pull/244)

1. Bump in edifice: ign-common4
1. Bump in edifice: gz-common4
* [Pull request #209](https://github.com/gazebosim/gz-rendering/pull/209)

1. Support setting horizontal and vertical resolution for GpuRays
Expand Down Expand Up @@ -496,7 +496,7 @@
* [Pull request #378](https://github.com/gazebosim/gz-rendering/pull/378)
* [Pull request #383](https://github.com/gazebosim/gz-rendering/pull/383)

1. All changes merged forward from ign-rendering3
1. All changes merged forward from gz-rendering3
* [Pull request #382](https://github.com/gazebosim/gz-rendering/pull/382)
* [Pull request #398](https://github.com/gazebosim/gz-rendering/pull/398)

Expand All @@ -521,7 +521,7 @@
1. Fix floating point precision bug handling alpha channel (#332)
* [Pull request #333](https://github.com/gazebosim/gz-rendering/pull/333)

1. Include MoveTo Helper class to ign-rendering
1. Include MoveTo Helper class to gz-rendering
* [Pull request #311](https://github.com/gazebosim/gz-rendering/pull/311)

1. Remove `tools/code_check` and update codecov
Expand Down Expand Up @@ -741,7 +741,7 @@
1. Ogre: Do not assume that ogre plugins have lib prefix on macOS
* [Pull request 454](https://github.com/gazebosim/gz-rendering/pull/454)

1. Moved ScreenToPlane and ScreenToScene from ign-gui to ign-rendering
1. Moved ScreenToPlane and ScreenToScene from gz-gui to gz-rendering
* [Pull request 363](https://github.com/gazebosim/gz-rendering/pull/363)
* [Pull request 368](https://github.com/gazebosim/gz-rendering/pull/368)

Expand All @@ -760,7 +760,7 @@

### Gazebo Rendering 3.5.0 (2021-05-25)

1. Include MoveTo Helper class to ign-rendering
1. Include MoveTo Helper class to gz-rendering
* [Pull request 311](https://github.com/gazebosim/gz-rendering/pull/311)

1. Remove tools/code_check and update codecov
Expand Down Expand Up @@ -835,7 +835,7 @@

### Gazebo Rendering 3.1.0 (2020-03-05)

1. Use default material properties from ign-common PBR material when loading a mesh
1. Use default material properties from gz-common PBR material when loading a mesh
* [BitBucket pull request 242](https://osrf-migration.github.io/ignition-gh-pages/#!/ignitionrobotics/ign-rendering/pull-requests/242)

1. Fix build for ogre version >= 1.12.0
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10 changes: 10 additions & 0 deletions Migration.md
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Expand Up @@ -27,6 +27,16 @@ release will remove the deprecated code.
3. `IGN_VISIBILITY_SELECTION`
4. `IGN_VISIBILITY_GUI`
5. `IGN_VISIBILITY_SELECTABLE`

### Breaking Changes

1. The project name has been changed to use the `gz-` prefix, you **must** use the `gz` prefix!
* This also means that any generated code that use the project name (e.g. CMake variables, in-source macros) would have to be migrated.
* Some non-exhaustive examples of this include:
* `GZ_<PROJECT>_<VISIBLE/HIDDEN>`
* CMake `-config` files
* Paths that depend on the project name

## Gazebo Rendering 6.2.1 to 6.X

### Modifications
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -74,7 +74,7 @@ Rendering engine plugin implementation code is stored in their own folders

* `ogre` : OGRE 1.x rendering engine plugin

* `ogre2` : OGRE 2.x rendering engine plugin (available in versions >= ign-rendering1)
* `ogre2` : OGRE 2.x rendering engine plugin (available in versions >= gz-rendering1)

* `optix` : OptiX rendering engine plugin

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4 changes: 2 additions & 2 deletions api.md.in
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@@ -1,6 +1,6 @@
## Ignition @IGN_DESIGNATION_CAP@
## Gazebo @IGN_DESIGNATION_CAP@

Ignition @IGN_DESIGNATION_CAP@ is a component in Gazebo, a set of libraries
Gazebo @IGN_DESIGNATION_CAP@ is a component in Gazebo, a set of libraries
designed to rapidly develop robot and simulation applications.

## License
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6 changes: 3 additions & 3 deletions examples/hello_world_plugin/README.md
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Expand Up @@ -5,7 +5,7 @@ Gazebo Rendering and how to load it with Gazebo.

## Build

From the root of the `ign-rendering` repository, do the following to build the example:
From the root of the `gz-rendering` repository, do the following to build the example:

~~~
cd examples/hello_world_plugin
Expand All @@ -32,11 +32,11 @@ export GZ_SIM_RENDER_ENGINE_PATH=$PWD
to set the environment variable accordingly.


Now you can run `ign gazebo` with the name of the resultant library file (without the `lib` prefix
Now you can run `gz sim` with the name of the resultant library file (without the `lib` prefix
or the file extension, i.e., libHelloWorldPlugin.so -> HelloWorldPlugin):

~~~
ign gazebo --render-engine HelloWorldPlugin
gz sim --render-engine HelloWorldPlugin
~~~

You should see a blank screen within the Gazebo GUI, as this mocked plugin provides no implementation
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2 changes: 1 addition & 1 deletion examples/simple_demo_qml/CMakeLists.txt
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Expand Up @@ -13,7 +13,7 @@ find_package(gz-cmake3 REQUIRED)
set(GZ_CMAKE_VER ${gz-cmake3_VERSION_MAJOR})

#------------------------------------------------------------------------
# Find ign-rendering
# Find gz-rendering
find_package(gz-rendering7)

#======================================
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6 changes: 3 additions & 3 deletions ogre/include/gz/rendering/ogre/OgreConversions.hh
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Expand Up @@ -62,7 +62,7 @@ namespace gz
/// \return ign-math vector
public: static math::Vector3d Convert(const Ogre::Vector3 &_vector);

/// \brief Ign-math quaternion to Ogre quaternion
/// \brief gz-math quaternion to Ogre quaternion
/// \param[in] _quat ign-math quaternion
/// \return Ogre quaternion
public: static Ogre::Quaternion Convert(const math::Quaterniond &_quat);
Expand All @@ -72,7 +72,7 @@ namespace gz
/// return ign-math quaternion
public: static math::Quaterniond Convert(const Ogre::Quaternion &_quat);

/// \brief Ign-math angle to Ogre angle
/// \brief gz-math angle to Ogre angle
/// \param[in] _angle ign-math angle
/// \return Ogre angle
public: static Ogre::Radian Convert(const math::Angle &_angle);
Expand All @@ -92,7 +92,7 @@ namespace gz
/// \return Ogre Matrix4
public: static Ogre::Matrix4 Convert(const math::Matrix4d &_m);

/// \brief Ign-rendering PixelFormat to Ogre PixelFormat
/// \brief gz-rendering PixelFormat to Ogre PixelFormat
/// \param[in] _format Ign-rendering PixelFormat
/// return Ogre PixelFormat
public: static Ogre::PixelFormat Convert(PixelFormat _format);
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2 changes: 1 addition & 1 deletion ogre/src/OgreDistortionPass.cc
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Expand Up @@ -55,7 +55,7 @@ namespace gz
public: unsigned int distortionTexHeight = 0u;

/// \brief Distortion compositor listener
/// uses <gz/utils/ImplPtr.hh> from ign-rendering7
/// uses <gz/utils/ImplPtr.hh> from gz-rendering7
GZ_UTILS_WARN_IGNORE__DLL_INTERFACE_MISSING
public: std::shared_ptr<DistortionCompositorListener>
distortionCompositorListener;
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6 changes: 3 additions & 3 deletions ogre2/include/gz/rendering/ogre2/Ogre2Conversions.hh
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Expand Up @@ -74,7 +74,7 @@ namespace gz
/// \return ign-math vector
public: static math::Vector3d Convert(const Ogre::Vector3 &_vector);

/// \brief Ign-math quaternion to Ogre quaternion
/// \brief gz-math quaternion to Ogre quaternion
/// \param[in] _quat ign-math quaternion
/// \return Ogre quaternion
public: static Ogre::Quaternion Convert(const math::Quaterniond &_quat);
Expand All @@ -84,7 +84,7 @@ namespace gz
/// return ign-math quaternion
public: static math::Quaterniond Convert(const Ogre::Quaternion &_quat);

/// \brief Ign-math angle to Ogre angle
/// \brief gz-math angle to Ogre angle
/// \param[in] _angle ign-math angle
/// \return Ogre angle
public: static Ogre::Radian Convert(const math::Angle &_angle);
Expand All @@ -104,7 +104,7 @@ namespace gz
/// \return Ogre Matrix4
public: static Ogre::Matrix4 Convert(const math::Matrix4d &_m);

/// \brief Ign-rendering PixelFormat to Ogre PixelFormat
/// \brief gz-rendering PixelFormat to Ogre PixelFormat
/// \param[in] _format Ign-rendering PixelFormat
/// return Ogre PixelFormat
public: static Ogre::PixelFormatGpu Convert(PixelFormat _format);
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2 changes: 1 addition & 1 deletion ogre2/src/Ogre2Material.cc
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Expand Up @@ -592,7 +592,7 @@ void Ogre2Material::SetLightMap(const std::string &_name, unsigned int _uvSet)
this->lightMapName = _name;
this->lightMapUvSet = _uvSet;

// in ign-rendering5 + ogre 2.1, we reserved detail map 0 for light map
// in gz-rendering5 + ogre 2.1, we reserved detail map 0 for light map
// and set a blend mode (PBSM_BLEND_OVERLAY AND PBSM_BLEND_MULTIPLY2X
// produces better results) to blend with base albedo map. However, this
// creates unwanted red highlights with ogre 2.2. So switching to use the
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2 changes: 1 addition & 1 deletion src/RenderEngineManager.cc
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Expand Up @@ -206,7 +206,7 @@ std::vector<std::string> RenderEngineManager::LoadedEngines() const
std::string n = name;
if (nullptr != engine)
{
// ign-rendering3 changed loaded engine names to the actual lib name.
// gz-rendering3 changed loaded engine names to the actual lib name.
// For backward compatibility, return engine name if it is one of the
// default engines
for (const auto &it : this->dataPtr->defaultEngines)
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2 changes: 1 addition & 1 deletion src/Utils_TEST.cc
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Expand Up @@ -135,7 +135,7 @@ void UtilTest::ClickToScene(const std::string &_renderEngine)
result = screenToScene(centerClick, camera, rayQuery, rayResult);

// high tol is used for z due to depth buffer precision.
// Do not merge the tol changes forward to ign-rendering6.
// Do not merge the tol changes forward to gz-rendering6.
EXPECT_NEAR(0.5, result.Z(), 1e-3);
EXPECT_NEAR(0.0, result.X(), 2e-6);
EXPECT_NEAR(0.0, result.Y(), 2e-6);
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2 changes: 1 addition & 1 deletion test/integration/depth_camera.cc
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Expand Up @@ -286,7 +286,7 @@ void DepthCameraTest::DepthCameraBoxes(
// Note: internal texture format used is RGB with no alpha channel
// We observed the values can be either 255 or 0 but graphics card
// drivers are free to fill it with any value they want.
// This should be fixed in ogre 2.2 in ign-rendering6 which forbids
// This should be fixed in ogre 2.2 in gz-rendering6 which forbids
// the use of RGB format.
// see https://github.com/gazebosim/gz-rendering/issues/315
EXPECT_TRUE(255u == ma || 0u == ma);
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2 changes: 1 addition & 1 deletion test/integration/render_pass.cc
Original file line number Diff line number Diff line change
Expand Up @@ -385,7 +385,7 @@ void RenderPassTest::DepthGaussianNoise(const std::string &_renderEngine)
// Note: internal texture format used is RGB with no alpha channel
// We observed the values can be either 255 or 0 but graphics card
// drivers are free to fill it with any value they want.
// This should be fixed in ogre 2.2 in ign-rendering6 which forbids
// This should be fixed in ogre 2.2 in gz-rendering6 which forbids
// the use of RGB format.
// see https://github.com/gazebosim/gz-rendering/issues/315
EXPECT_TRUE(255u == ma || 0u == ma);
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4 changes: 2 additions & 2 deletions tutorials.md.in
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@@ -1,8 +1,8 @@
\page tutorials Tutorials

Welcome to the Ignition @IGN_DESIGNATION_CAP@ tutorials. These tutorials
Welcome to the Gazebo @IGN_DESIGNATION_CAP@ tutorials. These tutorials
will guide you through the process of understanding the capabilities of the
Ignition @IGN_DESIGNATION_CAP@ library and how to use the library effectively.
Gazebo @IGN_DESIGNATION_CAP@ library and how to use the library effectively.

**The tutorials**

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2 changes: 1 addition & 1 deletion tutorials/01_intro.md
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Expand Up @@ -4,7 +4,7 @@ Next Tutorial: \ref installation

## What is Gazebo Rendering?

Ignition Rendering is an open source library that provides an abstraction layer
Gazebo Rendering is an open source library that provides an abstraction layer
to multiple rendering engines. The goal is to provide a set of unified C++
rendering APIs that are rendering-engine-agnostic. For instance, a scene created
through the Gazebo Rendering API could be rendered using an OpenGL based
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18 changes: 9 additions & 9 deletions tutorials/02_install.md
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@@ -1,7 +1,7 @@
\page installation Installation

These instructions are for installing only Gazebo Rendering.
If you're interested in using all the Ignition libraries, check out this [Ignition installation](https://gazebosim.org/docs/latest/install).
If you're interested in using all the Gazebo libraries, check out this [Gazebo installation](https://gazebosim.org/docs/latest/install).

We recommend following the Binary Install instructions to get up and running as quickly and painlessly as possible.

Expand Down Expand Up @@ -74,7 +74,7 @@ build the relevant plugins if dependencies are found.
sudo apt-get install libogre-1.9-dev
```

**OGRE 2.x (supported in Versions >= ign-rendering1)**
**OGRE 2.x (supported in Versions >= gz-rendering1)**

Add OSRF packages if you have not done so already:
```
Expand Down Expand Up @@ -120,7 +120,7 @@ sdk 4.0.2, comment out lines 167-206).

2. Configure and build
```
cd ign-rendering
cd gz-rendering
mkdir build
cd build
cmake .. -DCMAKE_INSTALL_PREFIX=/path/to/install/dir
Expand All @@ -139,14 +139,14 @@ On Windows, only OGRE 1 is currently supported.

## Prerequisites

First, follow the [ign-cmake](https://github.com/gazebosim/gz-cmake) tutorial for installing Conda, Visual Studio, CMake, and other prerequisites, and also for creating a Conda environment.
First, follow the [gz-cmake](https://github.com/gazebosim/gz-cmake) tutorial for installing Conda, Visual Studio, CMake, and other prerequisites, and also for creating a Conda environment.

Navigate to ``condabin`` if necessary to use the ``conda`` command (i.e., if Conda is not in your `PATH` environment variable. You can find the location of ``condabin`` in Anaconda Prompt, ``where conda``).

Create if necessary, and activate a Conda environment:
```
conda create -n ign-ws
conda activate ign-ws
conda create -n gz-ws
conda activate gz-ws
```

## Binary Installation
Expand All @@ -162,7 +162,7 @@ This assumes you have created and activated a Conda environment while installing
conda install ogre --channel conda-forge
```

2. Install Ignition dependencies:
2. Install Gazebo dependencies:

You can view available versions and their dependencies:
```
Expand All @@ -182,7 +182,7 @@ This assumes you have created and activated a Conda environment while installing

4. Configure and build
```
cd ign-rendering
cd gz-rendering
mkdir build
cd build
cmake .. -DBUILD_TESTING=OFF # Optionally, -DCMAKE_INSTALL_PREFIX=path\to\install
Expand Down Expand Up @@ -230,7 +230,7 @@ which version you need.

3. Configure and build
```
cd ign-rendering
cd gz-rendering
mkdir build
cd build
cmake ..
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2 changes: 1 addition & 1 deletion tutorials/03_rendering_plugins.md
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Expand Up @@ -31,5 +31,5 @@ From here, you should be able to reference your rendering plugin within Gazebo b
\note You can use the `--render-engine`, `--render-engine-server`, and `--render-engine-gui` flags to specify any supported or custom rendering engine at runtime, this flag will override any other pre-existing rendering engine specifications (such as in an `.sdf` file). The command line call would look something like:

~~~
ign gazebo --render-engine HelloWorldPlugin shapes.sdf
gz sim --render-engine HelloWorldPlugin shapes.sdf
~~~
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