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Insert system plugins from the GUI #190
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If no one is working on this already, I could have a look at this and maybe at #1258 after. |
Thanks, @mayman99 ! Before starting the implementation, it would be good to draw a high-level schematic of how the plugin could work so we can iterate on that before writing any code. I think it would also be good to start with a PR that adds just the transport interface, and subsequent PRs add the GUI. |
Thanks! @chapulina . |
Currently, systems can be loaded at runtime if they're attached to a model that's being spawned. But the idea here is to add a system to a model / sensor / visual which is already in simulation, or to the world itself. We don't have an interface for that yet. I think the |
Here's my draft mock-up of what I have in mind for the GUI front end. We can add a button / icon to the Component inspector inside Once the user click on the button / icon, a window pops up like in gazebo-classic and let user fill out the system plugin details. In the future we can add a trash can icon next to each System for removing them. How does that look? |
How about putting an icon on the top toolbar like we have on the We could create a simple icon that looks like a plug, for plugin 😄 |
sure that works. I'll give that a try |
Often users forget to load a necessary plugin into simulation. It would be handy if they could pick plugins from a menu or a browser window and attach them to entities at runtime.
The backend already supports loading systems at runtime. What's missing:
As a reference, Gazebo-classic's model editor supported adding model plugins:
It's worth mentioning that GUI plugins can already be loaded from the top-right menu.
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