Closed yamins81 closed 8 years ago
I'm guessing it might be because those are Complex Semantic Objects that are made up of child Semantic objects that have renderers attached. There may also be some other assets that have multiple child mesh nodes with renderers(even if they are a simple object with only one rigidbody).
On 3/7/2016 6:40 PM, Dan Yamins wrote:
@sharatb https://github.com/sharatb Some objects like the one called "Rack" do not have renderers attached when they are instantiated. I'm just wondering why this is the case.
— Reply to this email directly or view it on GitHub https://github.com/dicarlolab/ThreeDWorld/issues/11.
Got it thanks.
@sharatb This is a related issue -- not sure exactly what it tells us but does suggest something needs to be fixed somewhere ....
here's an image produced by the system:
here's an image of the same shot rendered with the new "GetIdentity" renderer (that I've committed to the "dan" branch). (The GetIdentity renderer renders an image with a color based on the ID of the material associated the object's renderer, which is just set to increment as objects are added during procedural generation.)
You can see that there are weird things, like the pool cue balls totally fail to show up, as do some parts of some of the objects, e.g. some of the lamps. This is happening because the system does not think those points are covered by an object that has an associated renderer.
This probably does have something to do with a hierarchy of child objects, like you said. Do you suggest a fix? Like looking up/down the hierarchy in some way? Does the SemanticObject class provide a framework for doing this?
You probably want to use obj.GetComponentsInChildren
this issue has been resolved by the fix that @sharatb suggested
@sharatb Some objects like the one called "Rack" do not have renderers attached when they are instantiated. I'm just wondering why this is the case.