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RCLGD

DOI

RCLGD  logo

An implementation of a ros2 client library for the Godot Engine based on ROS Babel Fish

Features

As for now only the basic set of the rclcpp api are implemented, keep in mind this is highly experimental and not suited yet for production. But it serves as the groundbase for implementing awesome simulation environments and visualizers using the powerful features of the godot engine.

  • rclgd Singleton
  • Dynamic Msg Type Support
  • Nodes
  • Publishers
  • Subscribers
  • Service Clients
  • Service Servers
  • Timers
  • Action Clients & Servers
  • Parameters
  • TF2 Publishers and Listeners -> Including stamped lookups, time travel and frame-graph introspection
  • TF2 Listeners And Broadcasters as 3D Nodes in godot (Will be deprecated in future update)
  • Node and TF Namespacing
  • ROS Graph Inspection
  • QoS -> Through QoS RosQoS resource
  • Godot template project
  • Godot Editor Support -> Pseudo-Static Type Wrappers
  • Simulation Time -> -p publish_sim_time:=true publishes the Godot physics clock on /clock; the standard -p use_sim_time:=true makes clocks and timers follow /clock
  • Native RCLGD packages in colcon

Repository layout

The suite is split into independently releasable ROS 2 packages:

Package Type Contents
rclgd ament_cmake the GDExtension (librclgd.so), godot launcher, runtime manifest
colcon_rclgd ament_python the build_type: rclgd colcon extension
rclgd_cli ament_python the ros2 rclgd command and the editor addon template

The system-test suite (rclgd_tests, itself a native rclgd package) is maintained separately so this repository contains only the releasable packages.

Installation

From apt (recommended)

rclgd is published to the ROS 2 build farm, so on a machine with the ROS 2 apt repositories configured you can install the whole suite in one command:

sudo apt update
sudo apt install ros-jazzy-rclgd

This installs all three packages plus the pinned Godot editor binary — the install is complete out of the box, no extra step. Replace jazzy with your ROS 2 distribution if needed (rclgd is developed and tested on Jazzy).

source /opt/ros/jazzy/setup.bash
ros2 rclgd doctor   # verify the install

Building from source

Build from source to track main, hack on rclgd, or target a different Godot version. Clone into your workspace, install dependencies, build and source. The rclgd build downloads the pinned Godot editor binary (SHA-512 verified against the official release sums) and installs it as lib/rclgd/godot-bin, next to librclgd.so — provisioning happens inside the build, so the install is complete out of the box with no separate setup step.

git clone --recurse-submodules https://github.com/Ozuba/rclgd.git src/rclgd
rosdep install --from-paths src --ignore-src -y -r
colcon build --packages-up-to rclgd
source install/setup.bash

The build installs exactly the Godot version librclgd was compiled against (the version of the godot-cpp bindings; recorded in share/rclgd/godot_version). To use a different Godot version, retarget the godot-cpp submodule to the corresponding branch, edit GODOT_VERSION and the GODOT_SHA512_* pins in rclgd/CMakeLists.txt, and rebuild.

Command line tools

rclgd ships a ros2 rclgd command:

Verb Purpose
ros2 rclgd create <name> Scaffold a new rclgd package (package.xml, project, addon, demo pub/sub)
ros2 rclgd editor [pkg] Open the Godot editor on a package's source project (no argument: current directory, or the project selection screen)
ros2 rclgd list List built rclgd packages
ros2 rclgd doctor Diagnose broken setups (versions, extension wiring, imports)

Typed GDScript wrappers (shadow classes) are generated automatically: when a project opens in the editor, the rclgd plugin reads the dependencies declared in the project's package.xml and (re)generates wrappers for their message types into res://addons/rclgd/gen. Add a <depend> to package.xml, reopen the editor (or use Project > Tools > Regenerate ROS2 Types), and the typed classes appear. The generated wrappers are plain GDScript files meant to be committed with the project — they regenerate automatically whenever the dependency set changes.

Usage

Attach a script to you favourite node and start publishing and subscribing things!

extends Node

var ros_node: RosNode
var demo_pub: RosPublisher
var demo_sub: RosSubscriber

func _ready() -> void:
	# 1. Initialize Global ROS Context
	"""
	The rclgd singleton manages the rclcpp Context
	and should be started by the user, in rclgd for now, theres no need to handle
	node spinning as it is done in a background thread safely in order to avoid blocking
	the godot main thread.
	"""
	if not rclgd.ok():
		rclgd.init()

	# 2. Create the Standalone Node (RefCounted)
	ros_node = RosNode.new()
	ros_node.init("godot_controller_node")

	# 3. Setup Publisher & Subscription
	demo_pub = ros_node.create_publisher("/gd_topic", "std_msgs/msg/String")
	demo_sub = ros_node.create_subscription("/gd_topic", "std_msgs/msg/String", _on_status_received)

	# 4. Start a periodic timer to publish
	get_tree().create_timer(1.0).timeout.connect(publish_test_msg)
	

func publish_test_msg():
	"""
	Message Types are instantiated by the from_type static method,
	once created you can access their fields as you would normally do in any 
	other rcl implementation.
	"""
	var msg = RosMsg.from_type("std_msgs/msg/String")
	msg.data = "Hi there from Godot!"
	demo_pub.publish(msg)

# Callbacks from subscriptions are triggered on message
func _on_status_received(msg: RosMsg):
	print(msg)

Actions

Action servers auto-accept incoming goals and hand them to your execute callback as a [RosServerGoalHandle]; drive each goal to exactly one terminal state (succeed, abort or canceled). Clients get a [RosGoalHandle] back from send_goal, which exposes feedback and completed signals you can await.

# Server: classic Fibonacci action
var server = ros_node.create_action_server("fibonacci", "example_interfaces/action/Fibonacci",
	func(goal_handle):
		var sequence = [0, 1]
		for i in range(2, goal_handle.get_goal().order):
			if goal_handle.is_cancel_requested():
				var canceled_result = goal_handle.create_result()
				canceled_result.sequence = sequence
				goal_handle.canceled(canceled_result)
				return
			sequence.append(sequence[i - 1] + sequence[i - 2])
			var fb = goal_handle.create_feedback()
			fb.sequence = sequence
			goal_handle.publish_feedback(fb)
		var result = goal_handle.create_result()
		result.sequence = sequence
		goal_handle.succeed(result)
)

# Client
var client = ros_node.create_action_client("fibonacci", "example_interfaces/action/Fibonacci")
if client.wait_for_server(2.0):
	var goal = client.create_goal()
	goal.order = 10
	var goal_handle = client.send_goal(goal)
	goal_handle.feedback.connect(func(msg): print("Partial: ", msg.sequence))
	await goal_handle.completed
	if goal_handle.get_status() == RosGoalHandle.STATUS_SUCCEEDED:
		print("Result: ", goal_handle.get_result().sequence)

A running goal can be canceled from the client with goal_handle.cancel(); the server sees it through is_cancel_requested() and the final status arrives via the completed signal as STATUS_CANCELED.

Coordinate conventions

Godot and ROS are both right-handed but use different axis conventions. RCLGD maps between them with a fixed permutation used consistently by the TF broadcaster and listener:

ROS Godot
+X (forward) -Z (forward)
+Y (left) -X (left)
+Z (up) +Y (up)

If you build poses, twists or other geometry by hand, use the same mapping through the helpers exposed on the singleton: rclgd.godot_to_ros_vector(), rclgd.ros_to_godot_vector(), rclgd.godot_to_ros_quat() and rclgd.ros_to_godot_quat().

Disclaimer

Note

This is for now a demonstration project and not suited for production, things arent polished and are expected to break, feel free to open any issues you find out.

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A ROS2 Client Library for the Godot Engine

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