Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

How to implement an InteractiveMarker plugin? #70

Open
schornakj opened this issue Feb 11, 2021 · 1 comment
Open

How to implement an InteractiveMarker plugin? #70

schornakj opened this issue Feb 11, 2021 · 1 comment
Assignees

Comments

@schornakj
Copy link

I saw that the Interactive Marker is already included in the wiki's list of features needed for Rviz2 parity. There isn't very much discussion about the architectural and technical route forward, other than this note under the "Tools" section:

"A lot of these tools require interaction with the scene which is not available in the raw Scene3D plugin provided by ign-gui. We can either integrate them into the Scene3D plugin or create a custom scene plugin like GzScene3D."

I'm curious about what is missing from the Scene3D plugin that prevents interaction with the scene, and about what kinds of interactions are not possible within the current implementation.

I've done a little experimentation while trying to create a plugin that allows me to click on a 3D shape within the scene but it feels like I've hit a bit of a wall, so I'm wondering if my own challenges are related to the limitations alluded to on the wiki.

@chapulina
Copy link
Contributor

I believe the main missing piece is that the scene needs to broadcast events like clicks and hover. We've been doing this on ign-gazebo's Scene3D, but haven't ported it to ign-gui's Scene3D. I just ticketed gazebosim/gz-gui#209 for this.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants