Esempio n. 1
0
    pose_m CreatePoseMessage(Transform base_T, Transform goal_T)
    {
        pose_m pose = new pose_m();

        Vector3    pos = goal_T.position - base_T.position;
        Quaternion ori = Quaternion.Inverse(base_T.rotation) * goal_T.rotation;

        ori = TransformExtensions.Unity2Ros(ori);
        pos = TransformExtensions.Unity2Ros(pos);



        Point_msg point = new Point_msg
        {
            x = -pos.y,
            y = pos.x,
            z = pos.z
        };

        float          d          = Mathf.Sqrt(ori.x * ori.x + ori.y * ori.y + ori.z * ori.z + ori.w * ori.w);
        Quaternion_msg quaternion = new Quaternion_msg
        {
            x = ori.x / d,
            y = ori.y / d,
            z = ori.z / d,
            w = ori.w / d
        };

        pose.position    = point;
        pose.orientation = quaternion;

        return(pose);
    }
    /// <summary>
    /// Publishes some mock data for testing purposes and updates the hand of roboy.
    /// </summary>
    /// <returns>The publisher.</returns>
    /// <param name="waitTime">Wait time.</param>
    private IEnumerator StartPublisher(float waitTime)
    {
        while (true)
        {
            yield return(new WaitForSeconds(waitTime));

            base.Start();

            // TEST MESSAGE FOR RIGHT HAND UPDATE
            RosSharp.RosBridgeClient.Messages.Roboy.Pose message = new RosSharp.RosBridgeClient.Messages.Roboy.Pose();
            message.id = 2;
            // Conversion between ROS Quaternion and Unity Quaternion
            RosSharp.RosBridgeClient.Messages.Geometry.Quaternion or = new RosSharp.RosBridgeClient.Messages.Geometry.Quaternion();
            Quaternion currentOr = Quaternion.Euler((float)-3.353, (float)-148.248, (float)-12.106);
            or.x = currentOr.x;
            or.y = currentOr.y;
            or.z = currentOr.z;
            or.w = currentOr.w;
            message.orientation = or;
            // Conversion between ROS Point and Unity Vector3
            RosSharp.RosBridgeClient.Messages.Geometry.Point po = new RosSharp.RosBridgeClient.Messages.Geometry.Point();
            po.x             = (float)-0.514;
            po.y             = (float)-0.05;
            po.z             = (float)-0.552;
            message.position = po;
            // Update position after a couple of seconds
            yield return(new WaitForSeconds(waitTime));

            PublishMessage(message);
            break;
        }
    }
Esempio n. 3
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 private Messages.Geometry.Point GetGeometryPoint(Vector3 position)
 {
     Messages.Geometry.Point geometryPoint = new Messages.Geometry.Point();
     geometryPoint.x = position.x;
     geometryPoint.y = position.y;
     geometryPoint.z = position.z;
     return(geometryPoint);
 }
Esempio n. 4
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 private Messages.Geometry.Point GetGeometryPoint(Vector3 position)
 {
     Messages.Geometry.Point geometryPoint = new Messages.Geometry.Point();
     geometryPoint.x = hitNormal.x;
     geometryPoint.y = hitNormal.y;
     geometryPoint.z = hitNormal.z;
     return(geometryPoint);
 }
        private Messages.Geometry.Point GetGeometryPoint()
        {
            Messages.Geometry.Point geometryPoint = new Messages.Geometry.Point();

            geometryPoint.x = CollisionPoint2.hitPos2.z;
            geometryPoint.y = -CollisionPoint2.hitPos2.x;
            geometryPoint.z = CollisionPoint2.hitPos2.y;
            return(geometryPoint);
        }
 private Messages.Geometry.Point GetGeometryPoint(Vector3 position)
 {
     Messages.Geometry.Point geometryPoint = new Messages.Geometry.Point
     {
         x = position.x,
         y = position.y,
         z = position.z
     };
     return(geometryPoint);
 }
    private void CreatePedestrians()
    {
        for (int i = 0; i < numPedestrians; i++)
        {
            tempPedestrian = Instantiate(pedestrianPrefab);

            tempPos = poseArray.poses[i].position;                                    // position returned by car, relative to its coordinate system (should be the same as our origin)
            tempPedestrian.transform.position = new Vector3(tempPos.x, 0, tempPos.y); // localPosition should set position relative to parent
            pedestrians.Add(tempPedestrian);
        }
        Debug.Log(numPedestrians + " pedestrians created!");
    }
 private void UpdatePedestrians()
 {
     if (pedestrians != null && pedestrians.Count > 0)
     {
         for (int i = 0; i < numPedestrians; i++)
         {
             tempPos = poseArray.poses[i].position;                                                                                             // In Unity y vector is pointing up, while in ROS, z is up.
             pedestrians[i].transform.position      = new Vector3(originCubePos.x + tempPos.x, originCubePos.y, originCubePos.z + tempPos.y);   // might need position interpolation in frames which do not have a new pose. This would mean switching to a velocity model instead.
             pedestrians[i].transform.localRotation = new Quaternion(0, poseArray.poses[i].orientation.z, 0, poseArray.poses[i].orientation.w); // In Unity z axis is switched with y and needs to be made negative
         }
     }
     else
     {
         // To fix this from happening, you must queue every event in the HandlePosesUpdated function to the main queue so poseStatus doesn't get changed midway through Update(), this is a ductape fix
         CreatePedestrians();    // Unfortunately Unity is not Thread Safe
     }
 }
Esempio n. 9
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    pose_msg CreatePoseMessageIIWA(Transform base_T, Transform goal_T)
    {
        pose_msg pose = new pose_msg();

        Vector3    pos = goal_T.position - base_T.position;
        Quaternion ori = Quaternion.Inverse(base_T.rotation) * goal_T.rotation;

        ori = TransformExtensions.Unity2Ros(ori);
        pos = TransformExtensions.Unity2Ros(pos);



        Point_msg point = new Point_msg
        {
            x = -pos.x,
            y = -pos.y,
            z = pos.z
        };

        float          d          = Mathf.Sqrt(ori.x * ori.x + ori.y * ori.y + ori.z * ori.z + ori.w * ori.w);
        Quaternion_msg quaternion = new Quaternion_msg
        {
            x = ori.x / d,
            y = ori.y / d,
            z = ori.z / d,
            w = ori.w / d
        };

        //DateTime.UtcNow.Millisecond;
        HeaderExtensions.Update(pose.header);

        pose.header.stamp.secs  = DateTime.UtcNow.Second;;
        pose.header.stamp.nsecs = DateTime.UtcNow.Millisecond;

        pose.header.frame_id  = "map";
        pose.pose.position    = point;
        pose.pose.orientation = quaternion;

        return(pose);
    }
Esempio n. 10
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 protected Vector3 ToVector3(Messages.Geometry.Point p)
 {
     return(new Vector3(p.x, p.y, p.z));
 }
Esempio n. 11
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    /// <summary>
    /// Gets the init parameters from the XML File.
    /// </summary>
    /// <param name="poseCode">Pose code.</param>
    public void GetInitParameters(int poseCode)
    {
        XmlDocument xmlDoc = new XmlDocument();

        xmlDoc.LoadXml(XML_FILE_WAVE1.text);

        switch (poseCode)
        {
        case 0:
            xmlDoc.LoadXml(XML_FILE.text);
            break;

        case 1:
            xmlDoc.LoadXml(XML_FILE_WAVE1.text);
            break;

        case 2:
            xmlDoc.LoadXml(XML_FILE_WAVE2.text);
            break;

        default:
            break;
        }

        foreach (Transform t in Roboy)
        {
            if (t != null & t.CompareTag("RoboyPart"))
            {
                XmlNode node = xmlDoc.SelectSingleNode("/sdf/model/link[@name='" + t.name + "']/pose");

                string[] poseString = node.InnerText.Split(null);

                float x = float.Parse(poseString[0]);
                float y = float.Parse(poseString[1]);
                float z = float.Parse(poseString[2]);

                float alpha = float.Parse(poseString[3]);
                float beta  = float.Parse(poseString[4]);
                float gamma = float.Parse(poseString[5]);

                Vector3    pos = new Vector3(x, y, z);
                Quaternion q   = Quaternion.Euler(new Vector3(alpha, beta, gamma));

                // Conversion between ROS Quaternions/Point and Unity Quaternion/Point
                RosSharp.RosBridgeClient.Messages.Geometry.Quaternion or = new RosSharp.RosBridgeClient.Messages.Geometry.Quaternion();
                or.x = q.x;
                or.y = q.y;
                or.z = q.z;
                or.w = q.w;
                RosSharp.RosBridgeClient.Messages.Geometry.Point po = new RosSharp.RosBridgeClient.Messages.Geometry.Point();
                po.x = pos.x;
                po.y = pos.y;
                po.z = pos.z;

                //Create Message
                RosSharp.RosBridgeClient.Messages.Roboy.Pose message = new RosSharp.RosBridgeClient.Messages.Roboy.Pose();
                message.orientation = or;
                message.position    = po;
                switch (t.name)
                {
                // Mapping of IDs to parts is fixed here but is "random". This mapping is used for encoding later in the Pose Manager.
                case "upper_arm_right":
                    message.id = 0;
                    break;

                case "forearm_right":
                    message.id = 1;
                    break;

                case "hand_right":
                    message.id = 2;
                    break;

                case "elbow_right":
                    message.id = 3;
                    break;

                case "upper_arm_left":
                    message.id = 4;
                    break;

                case "forearm_left":
                    message.id = 5;
                    break;

                case "hand_left":
                    message.id = 6;
                    break;

                case "elbow_left":
                    message.id = 7;
                    break;

                case "head":
                    message.id = 8;
                    break;

                default:
                    continue;
                }
                gameObject.GetComponent <MockPosePublisher>().PublishMessage(message);
            }
        }
    }