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ign -> gz Partial Docs Migration and Project Name Followups : gz-rendering (#657)
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CMakeLists.txt

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@@ -125,7 +125,7 @@ endif()
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# Plugin install dirs
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set(GZ_RENDERING_ENGINE_INSTALL_DIR
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${CMAKE_INSTALL_PREFIX}/${IGN_LIB_INSTALL_DIR}/ign-${IGN_DESIGNATION}-${PROJECT_VERSION_MAJOR}/engine-plugins
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${CMAKE_INSTALL_PREFIX}/${IGN_LIB_INSTALL_DIR}/gz-${IGN_DESIGNATION}-${PROJECT_VERSION_MAJOR}/engine-plugins
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)
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#--------------------------------------

Changelog.md

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1. Fix particle effect randomness
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* [Pull request #388](https://github.com/gazebosim/gz-rendering/pull/388)
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197-
1. Update test config to run ogre 1.x tests in ign-rendering6 on macOS
197+
1. Update test config to run ogre 1.x tests in gz-rendering6 on macOS
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* [Pull request #407](https://github.com/gazebosim/gz-rendering/pull/407)
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* [Pull request #409](https://github.com/gazebosim/gz-rendering/pull/409)
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* [Pull request #409](https://github.com/gazebosim/gz-rendering/pull/409)
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* [Pull request #398](https://github.com/gazebosim/gz-rendering/pull/398)
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* [Pull request #389](https://github.com/gazebosim/gz-rendering/pull/389)
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1. Set OGRE minimal version to 1.8. Warn on versions not supported (ign-rendering3)
337+
1. Set OGRE minimal version to 1.8. Warn on versions not supported (gz-rendering3)
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* [Pull request #376](https://github.com/gazebosim/gz-rendering/pull/376)
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1. 👩‍🌾 Remove bitbucket-pipelines.yml
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1. [macOS] support OpenGL < 4.2 in PBS shader
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* [Pull request #377](https://github.com/gazebosim/gz-rendering/pull/377)
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346-
1. Moved ScreenToPlane and ScreenToScene from ign-gui to ign-rendering
346+
1. Moved ScreenToPlane and ScreenToScene from gz-gui to gz-rendering
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* [Pull request #363](https://github.com/gazebosim/gz-rendering/pull/363)
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* [Pull request #368](https://github.com/gazebosim/gz-rendering/pull/368)
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@@ -388,7 +388,7 @@
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1. Test re-enabling depth camera integration test on mac
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* [Pull request #335](https://github.com/gazebosim/gz-rendering/pull/335)
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1. Include MoveTo Helper class to ign-rendering
391+
1. Include MoveTo Helper class to gz-rendering
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* [Pull request #311](https://github.com/gazebosim/gz-rendering/pull/311)
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1. Remove `tools/code_check` and update codecov
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1. ogre2: explicitly request OpenGL 3.3 core profile context.
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* [Pull request #244](https://github.com/gazebosim/gz-rendering/pull/244)
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458-
1. Bump in edifice: ign-common4
458+
1. Bump in edifice: gz-common4
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* [Pull request #209](https://github.com/gazebosim/gz-rendering/pull/209)
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1. Support setting horizontal and vertical resolution for GpuRays
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496496
* [Pull request #378](https://github.com/gazebosim/gz-rendering/pull/378)
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* [Pull request #383](https://github.com/gazebosim/gz-rendering/pull/383)
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1. All changes merged forward from ign-rendering3
499+
1. All changes merged forward from gz-rendering3
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* [Pull request #382](https://github.com/gazebosim/gz-rendering/pull/382)
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* [Pull request #398](https://github.com/gazebosim/gz-rendering/pull/398)
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@@ -521,7 +521,7 @@
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1. Fix floating point precision bug handling alpha channel (#332)
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* [Pull request #333](https://github.com/gazebosim/gz-rendering/pull/333)
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524-
1. Include MoveTo Helper class to ign-rendering
524+
1. Include MoveTo Helper class to gz-rendering
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* [Pull request #311](https://github.com/gazebosim/gz-rendering/pull/311)
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1. Remove `tools/code_check` and update codecov
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1. Ogre: Do not assume that ogre plugins have lib prefix on macOS
742742
* [Pull request 454](https://github.com/gazebosim/gz-rendering/pull/454)
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744-
1. Moved ScreenToPlane and ScreenToScene from ign-gui to ign-rendering
744+
1. Moved ScreenToPlane and ScreenToScene from gz-gui to gz-rendering
745745
* [Pull request 363](https://github.com/gazebosim/gz-rendering/pull/363)
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* [Pull request 368](https://github.com/gazebosim/gz-rendering/pull/368)
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### Gazebo Rendering 3.5.0 (2021-05-25)
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763-
1. Include MoveTo Helper class to ign-rendering
763+
1. Include MoveTo Helper class to gz-rendering
764764
* [Pull request 311](https://github.com/gazebosim/gz-rendering/pull/311)
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1. Remove tools/code_check and update codecov
@@ -835,7 +835,7 @@
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836836
### Gazebo Rendering 3.1.0 (2020-03-05)
837837

838-
1. Use default material properties from ign-common PBR material when loading a mesh
838+
1. Use default material properties from gz-common PBR material when loading a mesh
839839
* [BitBucket pull request 242](https://osrf-migration.github.io/ignition-gh-pages/#!/ignitionrobotics/ign-rendering/pull-requests/242)
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841841
1. Fix build for ogre version >= 1.12.0

Migration.md

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@@ -27,6 +27,16 @@ release will remove the deprecated code.
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3. `IGN_VISIBILITY_SELECTION`
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4. `IGN_VISIBILITY_GUI`
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5. `IGN_VISIBILITY_SELECTABLE`
30+
31+
### Breaking Changes
32+
33+
1. The project name has been changed to use the `gz-` prefix, you **must** use the `gz` prefix!
34+
* This also means that any generated code that use the project name (e.g. CMake variables, in-source macros) would have to be migrated.
35+
* Some non-exhaustive examples of this include:
36+
* `GZ_<PROJECT>_<VISIBLE/HIDDEN>`
37+
* CMake `-config` files
38+
* Paths that depend on the project name
39+
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## Gazebo Rendering 6.2.1 to 6.X
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### Modifications

README.md

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@@ -74,7 +74,7 @@ Rendering engine plugin implementation code is stored in their own folders
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* `ogre` : OGRE 1.x rendering engine plugin
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77-
* `ogre2` : OGRE 2.x rendering engine plugin (available in versions >= ign-rendering1)
77+
* `ogre2` : OGRE 2.x rendering engine plugin (available in versions >= gz-rendering1)
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* `optix` : OptiX rendering engine plugin
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api.md.in

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1-
## Ignition @IGN_DESIGNATION_CAP@
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## Gazebo @IGN_DESIGNATION_CAP@
22

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Ignition @IGN_DESIGNATION_CAP@ is a component in Gazebo, a set of libraries
3+
Gazebo @IGN_DESIGNATION_CAP@ is a component in Gazebo, a set of libraries
44
designed to rapidly develop robot and simulation applications.
55

66
## License

examples/hello_world_plugin/README.md

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@@ -5,7 +5,7 @@ Gazebo Rendering and how to load it with Gazebo.
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66
## Build
77

8-
From the root of the `ign-rendering` repository, do the following to build the example:
8+
From the root of the `gz-rendering` repository, do the following to build the example:
99

1010
~~~
1111
cd examples/hello_world_plugin
@@ -32,11 +32,11 @@ export GZ_SIM_RENDER_ENGINE_PATH=$PWD
3232
to set the environment variable accordingly.
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3434

35-
Now you can run `ign gazebo` with the name of the resultant library file (without the `lib` prefix
35+
Now you can run `gz sim` with the name of the resultant library file (without the `lib` prefix
3636
or the file extension, i.e., libHelloWorldPlugin.so -> HelloWorldPlugin):
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3838
~~~
39-
ign gazebo --render-engine HelloWorldPlugin
39+
gz sim --render-engine HelloWorldPlugin
4040
~~~
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4242
You should see a blank screen within the Gazebo GUI, as this mocked plugin provides no implementation

examples/simple_demo_qml/CMakeLists.txt

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1313
set(GZ_CMAKE_VER ${gz-cmake3_VERSION_MAJOR})
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#------------------------------------------------------------------------
16-
# Find ign-rendering
16+
# Find gz-rendering
1717
find_package(gz-rendering7)
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1919
#======================================

ogre/include/gz/rendering/ogre/OgreConversions.hh

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/// \return ign-math vector
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public: static math::Vector3d Convert(const Ogre::Vector3 &_vector);
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65-
/// \brief Ign-math quaternion to Ogre quaternion
65+
/// \brief gz-math quaternion to Ogre quaternion
6666
/// \param[in] _quat ign-math quaternion
6767
/// \return Ogre quaternion
6868
public: static Ogre::Quaternion Convert(const math::Quaterniond &_quat);
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/// return ign-math quaternion
7373
public: static math::Quaterniond Convert(const Ogre::Quaternion &_quat);
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75-
/// \brief Ign-math angle to Ogre angle
75+
/// \brief gz-math angle to Ogre angle
7676
/// \param[in] _angle ign-math angle
7777
/// \return Ogre angle
7878
public: static Ogre::Radian Convert(const math::Angle &_angle);
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9292
/// \return Ogre Matrix4
9393
public: static Ogre::Matrix4 Convert(const math::Matrix4d &_m);
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95-
/// \brief Ign-rendering PixelFormat to Ogre PixelFormat
95+
/// \brief gz-rendering PixelFormat to Ogre PixelFormat
9696
/// \param[in] _format Ign-rendering PixelFormat
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/// return Ogre PixelFormat
9898
public: static Ogre::PixelFormat Convert(PixelFormat _format);

ogre/src/OgreDistortionPass.cc

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public: unsigned int distortionTexHeight = 0u;
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/// \brief Distortion compositor listener
58-
/// uses <gz/utils/ImplPtr.hh> from ign-rendering7
58+
/// uses <gz/utils/ImplPtr.hh> from gz-rendering7
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GZ_UTILS_WARN_IGNORE__DLL_INTERFACE_MISSING
6060
public: std::shared_ptr<DistortionCompositorListener>
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distortionCompositorListener;

ogre2/include/gz/rendering/ogre2/Ogre2Conversions.hh

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/// \return ign-math vector
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public: static math::Vector3d Convert(const Ogre::Vector3 &_vector);
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77-
/// \brief Ign-math quaternion to Ogre quaternion
77+
/// \brief gz-math quaternion to Ogre quaternion
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/// \param[in] _quat ign-math quaternion
7979
/// \return Ogre quaternion
8080
public: static Ogre::Quaternion Convert(const math::Quaterniond &_quat);
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/// return ign-math quaternion
8585
public: static math::Quaterniond Convert(const Ogre::Quaternion &_quat);
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87-
/// \brief Ign-math angle to Ogre angle
87+
/// \brief gz-math angle to Ogre angle
8888
/// \param[in] _angle ign-math angle
8989
/// \return Ogre angle
9090
public: static Ogre::Radian Convert(const math::Angle &_angle);
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104104
/// \return Ogre Matrix4
105105
public: static Ogre::Matrix4 Convert(const math::Matrix4d &_m);
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107-
/// \brief Ign-rendering PixelFormat to Ogre PixelFormat
107+
/// \brief gz-rendering PixelFormat to Ogre PixelFormat
108108
/// \param[in] _format Ign-rendering PixelFormat
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/// return Ogre PixelFormat
110110
public: static Ogre::PixelFormatGpu Convert(PixelFormat _format);

ogre2/src/Ogre2Material.cc

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this->lightMapName = _name;
593593
this->lightMapUvSet = _uvSet;
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595-
// in ign-rendering5 + ogre 2.1, we reserved detail map 0 for light map
595+
// in gz-rendering5 + ogre 2.1, we reserved detail map 0 for light map
596596
// and set a blend mode (PBSM_BLEND_OVERLAY AND PBSM_BLEND_MULTIPLY2X
597597
// produces better results) to blend with base albedo map. However, this
598598
// creates unwanted red highlights with ogre 2.2. So switching to use the

src/RenderEngineManager.cc

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206206
std::string n = name;
207207
if (nullptr != engine)
208208
{
209-
// ign-rendering3 changed loaded engine names to the actual lib name.
209+
// gz-rendering3 changed loaded engine names to the actual lib name.
210210
// For backward compatibility, return engine name if it is one of the
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// default engines
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for (const auto &it : this->dataPtr->defaultEngines)

src/Utils_TEST.cc

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result = screenToScene(centerClick, camera, rayQuery, rayResult);
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137137
// high tol is used for z due to depth buffer precision.
138-
// Do not merge the tol changes forward to ign-rendering6.
138+
// Do not merge the tol changes forward to gz-rendering6.
139139
EXPECT_NEAR(0.5, result.Z(), 1e-3);
140140
EXPECT_NEAR(0.0, result.X(), 2e-6);
141141
EXPECT_NEAR(0.0, result.Y(), 2e-6);

test/integration/depth_camera.cc

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286286
// Note: internal texture format used is RGB with no alpha channel
287287
// We observed the values can be either 255 or 0 but graphics card
288288
// drivers are free to fill it with any value they want.
289-
// This should be fixed in ogre 2.2 in ign-rendering6 which forbids
289+
// This should be fixed in ogre 2.2 in gz-rendering6 which forbids
290290
// the use of RGB format.
291291
// see https://github.com/gazebosim/gz-rendering/issues/315
292292
EXPECT_TRUE(255u == ma || 0u == ma);

test/integration/render_pass.cc

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385385
// Note: internal texture format used is RGB with no alpha channel
386386
// We observed the values can be either 255 or 0 but graphics card
387387
// drivers are free to fill it with any value they want.
388-
// This should be fixed in ogre 2.2 in ign-rendering6 which forbids
388+
// This should be fixed in ogre 2.2 in gz-rendering6 which forbids
389389
// the use of RGB format.
390390
// see https://github.com/gazebosim/gz-rendering/issues/315
391391
EXPECT_TRUE(255u == ma || 0u == ma);

tutorials.md.in

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11
\page tutorials Tutorials
22

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Welcome to the Ignition @IGN_DESIGNATION_CAP@ tutorials. These tutorials
3+
Welcome to the Gazebo @IGN_DESIGNATION_CAP@ tutorials. These tutorials
44
will guide you through the process of understanding the capabilities of the
5-
Ignition @IGN_DESIGNATION_CAP@ library and how to use the library effectively.
5+
Gazebo @IGN_DESIGNATION_CAP@ library and how to use the library effectively.
66

77
**The tutorials**
88

tutorials/01_intro.md

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55
## What is Gazebo Rendering?
66

7-
Ignition Rendering is an open source library that provides an abstraction layer
7+
Gazebo Rendering is an open source library that provides an abstraction layer
88
to multiple rendering engines. The goal is to provide a set of unified C++
99
rendering APIs that are rendering-engine-agnostic. For instance, a scene created
1010
through the Gazebo Rendering API could be rendered using an OpenGL based

tutorials/02_install.md

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11
\page installation Installation
22

33
These instructions are for installing only Gazebo Rendering.
4-
If you're interested in using all the Ignition libraries, check out this [Ignition installation](https://gazebosim.org/docs/latest/install).
4+
If you're interested in using all the Gazebo libraries, check out this [Gazebo installation](https://gazebosim.org/docs/latest/install).
55

66
We recommend following the Binary Install instructions to get up and running as quickly and painlessly as possible.
77

@@ -74,7 +74,7 @@ build the relevant plugins if dependencies are found.
7474
sudo apt-get install libogre-1.9-dev
7575
```
7676

77-
**OGRE 2.x (supported in Versions >= ign-rendering1)**
77+
**OGRE 2.x (supported in Versions >= gz-rendering1)**
7878

7979
Add OSRF packages if you have not done so already:
8080
```
@@ -120,7 +120,7 @@ sdk 4.0.2, comment out lines 167-206).
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121121
2. Configure and build
122122
```
123-
cd ign-rendering
123+
cd gz-rendering
124124
mkdir build
125125
cd build
126126
cmake .. -DCMAKE_INSTALL_PREFIX=/path/to/install/dir
@@ -139,14 +139,14 @@ On Windows, only OGRE 1 is currently supported.
139139

140140
## Prerequisites
141141

142-
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.
142+
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.
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144144
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``).
145145

146146
Create if necessary, and activate a Conda environment:
147147
```
148-
conda create -n ign-ws
149-
conda activate ign-ws
148+
conda create -n gz-ws
149+
conda activate gz-ws
150150
```
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152152
## Binary Installation
@@ -162,7 +162,7 @@ This assumes you have created and activated a Conda environment while installing
162162
conda install ogre --channel conda-forge
163163
```
164164

165-
2. Install Ignition dependencies:
165+
2. Install Gazebo dependencies:
166166

167167
You can view available versions and their dependencies:
168168
```
@@ -182,7 +182,7 @@ This assumes you have created and activated a Conda environment while installing
182182

183183
4. Configure and build
184184
```
185-
cd ign-rendering
185+
cd gz-rendering
186186
mkdir build
187187
cd build
188188
cmake .. -DBUILD_TESTING=OFF # Optionally, -DCMAKE_INSTALL_PREFIX=path\to\install
@@ -230,7 +230,7 @@ which version you need.
230230

231231
3. Configure and build
232232
```
233-
cd ign-rendering
233+
cd gz-rendering
234234
mkdir build
235235
cd build
236236
cmake ..

tutorials/03_rendering_plugins.md

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\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:
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3333
~~~
34-
ign gazebo --render-engine HelloWorldPlugin shapes.sdf
34+
gz sim --render-engine HelloWorldPlugin shapes.sdf
3535
~~~

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