Beispiel #1
0
        public void TestSkeletonGeneration()
        {
            MAvatarDescription desc = IntermediateSkeleton.GenerateFromDescriptionFile("TestAvatar");

            Assert.AreEqual(desc.AvatarID, "TestAvatar");
            Assert.AreEqual(desc.ZeroPosture.Joints.Count, 19);

            IntermediateSkeleton skeleton = new IntermediateSkeleton();

            skeleton.InitializeAnthropometry(desc);
            Assert.AreEqual(desc, skeleton.GetAvatarDescription(desc.AvatarID));

            string[] jointnames = new string[] { "S1L5Joint", "T12L12Joint", "T1T2Joint", "C4C5Joint", "HeadJoint", "LeftShoulder", "LeftElbow", "LeftWrist", "RightShoulder", "RightElbow", "RightWrist", "LeftHip", "LeftKnee", "LeftAnkle", "LeftBall", "RightHip", "RightKnee", "RightAnkle", "RightBall" };
            for (int i = 0; i < desc.ZeroPosture.Joints.Count; i++)
            {
                MJoint joint = desc.ZeroPosture.Joints[i];
                Assert.AreEqual(joint.ID.ToString(), jointnames[i]);
            }
        }
Beispiel #2
0
        public void TestRootPosition()
        {
            MAvatarDescription   desc     = IntermediateSkeleton.GenerateFromDescriptionFile("TestAvatar");
            IntermediateSkeleton skeleton = new IntermediateSkeleton();

            skeleton.InitializeAnthropometry(desc);
            List <double> rotationValues = new List <double>()
            {
                0, 0, 0, 0.86041, -0.01303, 0.50383, 0.07533,                    //S1L5
                0.00000, 0.00000, 0.00000, 1.00000, 0.00000, 0.00000, 0.00000,   // T12L12
                0.00000, 0.00000, 0.00000, 1.00000, 0.00000, 0.00000, 0.00000,   // T1T2
                0.00000, 0.00000, 0.00000, 1.00000, 0.00000, 0.00000, 0.00000,   //C4C5
                0.00000, 0.00000, 0.00000, 0.98890, 0.04908, -0.13945, -0.01508, // Head
                0.00000, 0.00000, 0.00000, 0.74914, -0.35251, 0.02895, 0.56007,  // LeftShoulder
                0.98560, 0.11136, -0.00962, 0.12689,                             // Left ELbow
                0.96542, -0.01250, 0.25953, 0.02139,                             // Left Wrist
                0.00000, 0.00000, 0.00000, 0.74411, 0.10420, 0.26279, -0.60530,
                0.95158, 0.28073, 0.07735, -0.09850,                             // Right Elbow
                0.99256, -0.00379, 0.11897, -0.02548,                            // right wrist
                0.94999, -0.28306, 0.12805, 0.03154,                             // Left hip
                0.97503, 0.22205, 0.00000, -0.00001,                             // Knee
                0.99439, -0.07404, 0.06580, 0.03709,                             // Ankle
                1.00000, 0.00000, 0.00000, 0.00000,                              // Toes
                0.99694, 0.07053, -0.02371, 0.02406,                             // Right Hip
                0.91716, 0.39852, 0.00000, 0.00000,                              // Knee
                0.99076, -0.12976, 0.02501, 0.03048,                             // Ankle
                1.00000, 0.00000, 0.00000, 0.00000
            };                                                                   // Toes
            MAvatarPostureValues values = new MAvatarPostureValues(desc.AvatarID, rotationValues);

            skeleton.SetChannelData(values);
            MVector3 pos = skeleton.GetGlobalJointPosition(desc.AvatarID, MJointType.S1L5Joint);
            MVector3 gt  = skeleton.GetRoot(desc.AvatarID).GetMJoint().Position;

            gt = new MVector3(gt.X + rotationValues[0], gt.Y + rotationValues[1], gt.Z + rotationValues[2]);
            System.Console.WriteLine("pos: {0}, {1}, {2}", pos.X, pos.Y, pos.Z);
            System.Console.WriteLine("gt: {0}, {1}, {2}", gt.X, gt.Y, gt.Z);
            Assert.IsTrue(System.Math.Abs(pos.X - gt.X) < 0.001);
            Assert.IsTrue(System.Math.Abs(pos.Y - gt.Y) < 0.001);
            Assert.IsTrue(System.Math.Abs(pos.Z - gt.Z) < 0.001);
        }
        /// <summary>
        /// MMU causes problems if initializing multiple times -> To check in future
        /// Basic initialization
        /// For specifying the priorities of the MMUs /motion types the properties can be specified (e.g. {"walk", 1.0}, {"grasp", 2.0})
        /// The listed motion types are also the ones which are loaded. If this porperty is not defined then every MMU is loaded.
        /// </summary>
        /// <param name="avatarDescription"></param>
        /// <param name="properties"></param>
        /// <returns></returns>
        public override MBoolResponse Initialize(MAvatarDescription avatarDescription, Dictionary <string, string> properties)
        {
            base.Initialize(avatarDescription, properties);

            Console.WriteLine("---------------------------------------------------------");
            Console.WriteLine("Initializing co-simulation MMU");

            //Full scene transmission initial required
            this.transmitFullScene = true;
            MSkeletonAccess.Iface SkeletonAccess = new IntermediateSkeleton();
            SkeletonAccess.InitializeAnthropometry(avatarDescription);

            //Setup the mmu access
            this.mmuAccess = new MMUAccess(this.sessionId)
            {
                SkeletonAccess = SkeletonAccess,
                SceneAccess    = this.SceneAccess
            };

            Console.WriteLine("Try to connect to mmu access...");


            //Connect to mmu access and load mmus
            if (this.mmuAccess.Connect(this.AdapterEndpoint, avatarDescription.AvatarID))
            {
                //Get all loadable MMUs within the current session
                List <MMUDescription> loadableMMUs = this.mmuAccess.GetLoadableMMUs();

                //Create a dictionary for storing the priorities
                Dictionary <string, float> priorities = new Dictionary <string, float>();

                //Select the MMUs to load if explictely specified by the user
                if (properties != null && properties.Count > 0)
                {
                    for (int i = loadableMMUs.Count - 1; i >= 0; i--)
                    {
                        MMUDescription description = loadableMMUs[i];

                        float priority = 1.0f;

                        //If MMU is listed -> add the priority
                        if (priorities.TryGetValue(description.MotionType, out priority))
                        {
                            priorities.Add(description.MotionType, priority);
                        }

                        //MMU is not explicetly listed -> remove from loading list
                        else
                        {
                            loadableMMUs.RemoveAt(i);
                        }
                    }
                }

                //No MMU list defined -> Load all MMUs with same priority (despite the own MMU)
                else
                {
                    //Remove the own MMU -> Avoid recursively instantiating own MMU (unless explictely forced)
                    if (loadableMMUs.Exists(s => s.Name == this.Name))
                    {
                        MMUDescription ownDescription = loadableMMUs.Find(s => s.Name == this.Name);
                        loadableMMUs.Remove(ownDescription);
                    }

                    //Use the default priorities -> hacky
                    priorities = new Dictionary <string, float>()
                    {
                        { "idle", 0 },
                        { "walk", 1 },
                        { "grasp", 2 },
                        { "positionObject", 2 },
                        { "releaseObject", 2 },
                        { "release", 2 },
                        { "move", 3 },
                        { "carry", 2 },
                        { "putDown", 2 },
                        { "pickupMTM-SD", 2 }
                    };
                }

                Console.WriteLine("Got loadable MMUs:");

                try
                {
                    //Load the relevant MMUs
                    bool success = this.mmuAccess.LoadMMUs(loadableMMUs, TimeSpan.FromSeconds(10));
                }
                catch (Exception e)
                {
                    Console.WriteLine("Error at loading MMUs : " + e.Message + e.StackTrace);

                    return(new MBoolResponse(false)
                    {
                        LogData = new List <string>()
                        {
                            e.Message,
                            e.StackTrace
                        }
                    });
                }

                Console.WriteLine("All MMUs successfully loaded");


                foreach (MMUDescription description in loadableMMUs)
                {
                    Console.WriteLine(description.Name);
                }


                //Initialize all MMUs
                bool initialized = this.mmuAccess.InitializeMMUs(TimeSpan.FromSeconds(10), avatarDescription.AvatarID);

                if (!initialized)
                {
                    Console.WriteLine("Problem at initializing MMUs");

                    return(new MBoolResponse(false)
                    {
                        LogData = new List <string>()
                        {
                            { "Problem at initializing MMUs" }
                        }
                    });
                }

                //Instantiate the cosimulator
                this.coSimulator = new MMICoSimulator(mmuAccess.MotionModelUnits)
                {
                    OverwriteSimulationState = true
                };

                //Set the priorities of the motions
                this.coSimulator.SetPriority(priorities);


                return(new MBoolResponse(true));
            }

            else
            {
                Console.WriteLine("Connection to MMUAccess/MMIRegister failed");
                return(new MBoolResponse(false)
                {
                    LogData = new List <string>()
                    {
                        "Connection to MMUAccess/MMIRegister failed"
                    }
                });
            }
        }