add new assets (bunker and laser)

This commit is contained in:
Ilya Uraev 2025-03-02 14:37:08 +03:00
parent 2e835aaa74
commit 9ddf989620
7 changed files with 132 additions and 0 deletions

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<?xml version="1.0"?>
<model>
<name>bunker</name>
<version>0.1</version>
<sdf version='1.10'>model.sdf</sdf>
<author>
<name>Bill Finger</name>
<email>ur.narmak@gmail.com</email>
</author>
<description>
Empty
</description>
</model>

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<?xml version="1.0"?>
<sdf version="1.10">
<model name="bunker">
<link name="bunker_link">
<inertial auto="true" />
<visual name="bunker_visual">
<geometry>
<mesh>
<uri>model://bunker/meshes/bunker.stl</uri>
</mesh>
</geometry>
<!-- <material> -->
<!-- <diffuse>1 1 1 1</diffuse> -->
<!-- <ambient>1 1 1 1</ambient> -->
<!-- <specular>0.5 0.5 0.5 1</specular> -->
<!-- <emissive>0 0 0 1</emissive> -->
<!-- <texture> -->
<!-- <diffuse_map>model://bunker/textures/shildik_sh.png</diffuse_map> -->
<!-- </texture> -->
<!-- <pbr> -->
<!-- <metal> -->
<!-- <albedo_map>model://bunker/textures/shildik_sh_d.png</albedo_map> -->
<!-- <normal_map>model://bunker/textures/shildik_sh_n.png</normal_map> -->
<!-- <roughness_map>model://bunker/textures/shildik_sh_r.png</roughness_map> -->
<!-- <metalness_map>model://bunker/textures/shildik_sh_m.png</metalness_map> -->
<!-- <ambient_occlusion_map>model://bunker/textures/shildik_sh_o.png</ambient_occlusion_map> -->
<!-- </metal> -->
<!-- </pbr> -->
<!-- </material> -->
</visual>
<collision name="laser_collision">
<geometry>
<mesh>
<uri>model://bunker/meshes/bunker.stl</uri>
</mesh>
</geometry>
<surface>
<contact>
<ode />
</contact>
<bounce />
<friction>
<ode />
</friction>
</surface>
</collision>
</link>
</model>
</sdf>

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<?xml version="1.0"?>
<model>
<name>laser</name>
<version>0.1</version>
<sdf version='1.10'>model.sdf</sdf>
<author>
<name>Bill Finger</name>
<email>ur.narmak@gmail.com</email>
</author>
<description>
Empty
</description>
</model>

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<?xml version="1.0"?>
<sdf version="1.10">
<model name="laser">
<link name="laser_link">
<pose>0 0 0 1.57 0 0</pose>
<inertial auto="true" />
<visual name="laser_visual">
<geometry>
<mesh>
<uri>model://laser/meshes/laser.stl</uri>
</mesh>
</geometry>
<!-- <material> -->
<!-- <diffuse>1 1 1 1</diffuse> -->
<!-- <ambient>1 1 1 1</ambient> -->
<!-- <specular>0.5 0.5 0.5 1</specular> -->
<!-- <emissive>0 0 0 1</emissive> -->
<!-- <texture> -->
<!-- <diffuse_map>model://laser/textures/shildik_sh.png</diffuse_map> -->
<!-- </texture> -->
<!-- <pbr> -->
<!-- <metal> -->
<!-- <albedo_map>model://laser/textures/shildik_sh_d.png</albedo_map> -->
<!-- <normal_map>model://laser/textures/shildik_sh_n.png</normal_map> -->
<!-- <roughness_map>model://laser/textures/shildik_sh_r.png</roughness_map> -->
<!-- <metalness_map>model://laser/textures/shildik_sh_m.png</metalness_map> -->
<!-- <ambient_occlusion_map>model://laser/textures/shildik_sh_o.png</ambient_occlusion_map> -->
<!-- </metal> -->
<!-- </pbr> -->
<!-- </material> -->
</visual>
<collision name="laser_collision">
<geometry>
<mesh>
<uri>model://laser/meshes/laser.stl</uri>
</mesh>
</geometry>
<surface>
<contact>
<ode />
</contact>
<bounce />
<friction>
<ode />
</friction>
</surface>
</collision>
</link>
</model>
</sdf>

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<sdf version="1.10">
<model name="shildik">
<link name="shildik_link">
<inertial auto="true" />
<visual name="shildik_visual">
<geometry>
<mesh>