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Emit more events from Scene3D #213
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Signed-off-by: Louise Poubel <[email protected]>
Signed-off-by: Louise Poubel <[email protected]>
I removed the tests that weren't working and ticketed #216. Opening this for review. It's worth reading the conversation on #209. The current approach to emitting events is necessary for some use cases, but adds unnecessary complexity for others. I think we could revisit the current architecture in a future release in favor of an |
There seems to be a problem with loading the ignition-rendering-ogre plugin from the Scene3D test if it links to that plugin. Making Scene3D_TEST.cc into an integration test works because it doesn't directly call any plugin methods. This also changes the linking for the Grid3D plugin to only link to the ignition-rendering core library target instead of the IGNITION-RENDERING_LIBRARIES variable which includes the ogre component library plugins. Signed-off-by: Steve Peters <[email protected]>
Signed-off-by: Steve Peters <[email protected]>
I've fixed the issue with loading the render engines documented in #216 and have merged those changes into this branch. I moved |
Signed-off-by: Louise Poubel <[email protected]>
Signed-off-by: Louise Poubel <[email protected]>
I added a test for the
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Codecov Report
@@ Coverage Diff @@
## ign-gui3 #213 +/- ##
============================================
+ Coverage 59.55% 65.56% +6.00%
============================================
Files 23 23
Lines 2715 2817 +102
============================================
+ Hits 1617 1847 +230
+ Misses 1098 970 -128
Continue to review full report at Codecov.
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I can try adding some more tests. Do you know how to create fake mouse clicks from a test? |
Signed-off-by: ahcorde <[email protected]>
Signed-off-by: ahcorde <[email protected]>
I just noticed the windows build has been broken since 23c0578
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Signed-off-by: Steve Peters <[email protected]>
Signed-off-by: ahcorde <[email protected]>
Signed-off-by: Alejandro Hernández <[email protected]>
Signed-off-by: Steve Peters <[email protected]>
I've added some expectations about the value of the |
test/integration/scene3d.cc
Outdated
std::cerr << "hoverToScene point[" | ||
<< hoverToScene->Point() << "]" << std::endl; |
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Signed-off-by: Steve Peters <[email protected]>
Signed-off-by: Steve Peters <[email protected]>
* Release 3.5.1 (#195) Signed-off-by: Steve Peters <[email protected]> * check_test_ran.py: remove grep/xsltproc (#203) We aren't using QTest anymore in ign-gui, so remove the parts of check_test_ran.py that translated QTest xml files into junit, since they don't work easily on Windows and aren't needed any longer. Fixes #198. Signed-off-by: Steve Peters <[email protected]> * Fixed material specular in scene3D (#218) Signed-off-by: ahcorde <[email protected]> * Remove tools/code_check and update codecov (#222) Signed-off-by: Louise Poubel <[email protected]> * Removed duplicated code with rendering::sceneFromFirstRenderEngine (#223) Signed-off-by: ahcorde <[email protected]> * Emit more events from Scene3D (#213) * Start porting events from ign-gazebo Signed-off-by: Louise Poubel <[email protected]> * Remove test that fails due to #216 Signed-off-by: Louise Poubel <[email protected]> * Move Scene3d_TEST.cc to test/integration There seems to be a problem with loading the ignition-rendering-ogre plugin from the Scene3D test if it links to that plugin. Making Scene3D_TEST.cc into an integration test works because it doesn't directly call any plugin methods. This also changes the linking for the Grid3D plugin to only link to the ignition-rendering core library target instead of the IGNITION-RENDERING_LIBRARIES variable which includes the ogre component library plugins. Signed-off-by: Steve Peters <[email protected]> * process qt events to allow scene to initialize Signed-off-by: Steve Peters <[email protected]> * Add test helper to check event Signed-off-by: Louise Poubel <[email protected]> * added more tests Signed-off-by: ahcorde <[email protected]> * make linters happy Signed-off-by: ahcorde <[email protected]> * Move TestHelper code to .cc file, fix windows? Signed-off-by: Steve Peters <[email protected]> * Fix windows? Signed-off-by: ahcorde <[email protected]> * Fix windows? Signed-off-by: Alejandro Hernández <[email protected]> * Expect values of Vector3 point in click events Signed-off-by: Steve Peters <[email protected]> * Remove debug message Signed-off-by: Steve Peters <[email protected]> * Remove unused variable Signed-off-by: Steve Peters <[email protected]> Co-authored-by: Steve Peters <[email protected]> Co-authored-by: ahcorde <[email protected]> * Avoid grid3D crash (#227) Signed-off-by: ahcorde <[email protected]> * Confirmation dialog when closing main window (#225) * Adds confirmation dialog when closing window * Updates docs and extends test coverage. * Adds dialog_on_exit atribute to example .config Signed-off-by: Franco Cipollone <[email protected]> * update codeowners (#232) Signed-off-by: Jenn Nguyen <[email protected]> * 🎈 3.6.0 (#233) Signed-off-by: Louise Poubel <[email protected]> * Bump required ign-rendering version to 4.8 (#234) Signed-off-by: Louise Poubel <[email protected]> Co-authored-by: Steve Peters <[email protected]> Co-authored-by: Alejandro Hernández Cordero <[email protected]> Co-authored-by: Franco Cipollone <[email protected]> Co-authored-by: Jenn Nguyen <[email protected]>
🎉 New feature
Closes #209
Related to gazebosim/gz-rviz#70
Summary
This PR makes the 3D scene emit more events, such as clicks and hover, that can be used by other plugins. Most of the code here has been ported from ignition::gazebo::Scene3D.
I got stuck writing tests for it though, for some reason the render engine plugin is not properly loaded. I spent some time digging deep into
ign-plugin
with no luck. I'll leave this as draft until I can address this.Test it
I'd like to add an example plugin that makes use of these events, so others can use it as a pattern to copy for their needs.
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge
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