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Insert Local Models #173
Insert Local Models #173
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Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Codecov Report
@@ Coverage Diff @@
## ign-gazebo2 #173 +/- ##
===============================================
+ Coverage 53.78% 62.61% +8.83%
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Files 121 124 +3
Lines 5838 6209 +371
===============================================
+ Hits 3140 3888 +748
+ Misses 2698 2321 -377
Continue to review full report at Codecov.
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Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Obviously there's some GUI work to be done, I just didn't want to invest a huge amount of time into a direction we didn't necessarily want to go. I'll do more work after some discussion with @chapulina today. |
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: Louise Poubel <[email protected]>
Signed-off-by: Louise Poubel <[email protected]>
Signed-off-by: Louise Poubel <[email protected]>
Signed-off-by: Louise Poubel <[email protected]>
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I did a first pass, let me know if you need help changing the QML
import QtQuick.Layouts 1.3 | ||
import QtQuick.Controls.Styles 1.4 | ||
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Rectangle { |
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We've already talked about this in person, but I'll just leave some UI notes here so we don't forget:
- All text should be the same size
- Use Text.ElideRight for names
- Support light / dark modes
- Use Material.elevation to give each item a "card" look
- Add more padding to the edges of the plugin, and between the items
- Change the cursor to Qt.WaitCursor while the preview is being spawned
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First four points are resolved in 47f214c
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: Nate Koenig <[email protected]>
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See #245 which has some suggestions.
I see no models when I run I also see no models when I run Let me know what I'm doing wrong. |
I'll take a look at these shortly
Currently, the resource finder looks for a |
Yeah, John is right. Fuel's directory format doesn't match the expectations of the environment variable and should be treated as a separate case. (Note that this is also the reason why it's difficult to use Fuel with Gazebo-classic). The current plan is to add Fuel as a separate item on the left panel, see the mockup. That will use |
Signed-off-by: Nate Koenig <[email protected]> Co-authored-by: Nate Koenig <[email protected]>
Thanks for the links. The Fuel use case is more important than the environment variable use case. The rataionale is that Fuel is the default, or should be the default, for Ignition while environment variables is more of an advanced feature. Also, SubT requires the Fuel use case. How about we get this version in, and start work on the Fuel use-case? I have some comments about the style and UX that I'll put in the issue. |
Yup, @JShep1 is already on it.
John, let's do the reverse of the mockup and put Fuel on top of the local directories then. I'm also working on some UI tweaks for this PR. |
* Some UI tweaks to Resource Spawner Signed-off-by: Louise Poubel <[email protected]> * adjust minimum width Signed-off-by: Louise Poubel <[email protected]> * folder icons Signed-off-by: Louise Poubel <[email protected]>
Signed-off-by: Louise Poubel <[email protected]>
Signed-off-by: Louise Poubel <[email protected]>
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LGTM. I just have a couple of trivial comments, and we should make sure CI comes back happy before merging.
Signed-off-by: John Shepherd <[email protected]>
Signed-off-by: John Shepherd <[email protected]> Co-authored-by: Louise Poubel <[email protected]> Co-authored-by: Nate Koenig <[email protected]>
This PR adds the functionality to insert local models similar to the currently existing shapes plugin. All the functionality is there, but some iterations will need to be made on the interface.
A few minor TODOs:
Integrate IGN_GAZEBO_RESOURCE_PATH (currently the path is hardcoded)Some logic is searching for a forward slash in the path so some work will be needed here to be Windows compatibleMaybe a loading screen in placement mode before the visual model is placed into the scene? The larger models are taking awhile to display and it may confuse the user.- I'll leave this out for now, and we can address it later, I don't think it'd be a good use of time to investigate what might be a more complicated issue than it seems (I guess it boils down to how do we know a model has been visualized in the scene or not?)Find a no thumbnail image to default to- I added one that I created, but we can swap in a better one if desired