コード例 #1
0
        void Awake()
        {
            List <UnityEngine.Transform> localLinkList = PR2Common.GetLinksInChildren(this.transform.root);

            foreach (UnityEngine.Transform localLink in localLinkList)
            {
                if (localLink.name == PR2Common.Link.base_footprint.ToString())
                {
                    TransformStamped localTransformStamped = new TransformStamped();
                    localTransformStamped.header.frame_id = PR2Common.OdomName;
                    localTransformStamped.child_frame_id  = localLink.name;

                    TfInfo localTfInfo = new TfInfo(localLink, localTransformStamped);

                    this.localTfInfoList.Add(localTfInfo);
                }
                else
                {
                    TransformStamped localTransformStamped = new TransformStamped();
                    localTransformStamped.header.frame_id = localLink.parent.name;
                    localTransformStamped.child_frame_id  = localLink.name;

                    TfInfo localTfInfo = new TfInfo(localLink, localTransformStamped);

                    this.localTfInfoList.Add(localTfInfo);
                }
            }

            this.synchronizer = this.GetComponent <PR2PubSynchronizer>();

            this.publishSequenceNumber = this.synchronizer.GetAssignedSequenceNumber();

            this.isUsingThread = this.synchronizer.useThread;
        }
コード例 #2
0
        private float GetGripperNewPosition()
        {
            PR2Common.Joint joint = (this.handType == HandType.Left)? PR2Common.Joint.l_gripper_joint : PR2Common.Joint.r_gripper_joint;

            float maxDistance = 0.05f * Time.fixedDeltaTime;              // speed=0.05[m/s]

            float newPos = Mathf.Clamp((float)this.gripperCommand.position, this.gripperCurrentPos - maxDistance, this.gripperCurrentPos + maxDistance);

            return(PR2Common.GetClampedPosition(newPos, joint));
        }
コード例 #3
0
        private void SetTrajectoryInfoMap(ref SIGVerse.RosBridge.trajectory_msgs.JointTrajectory msg)
        {
            for (int i = 0; i < msg.joint_names.Count; i++)
            {
                PR2Common.Joint joint = (PR2Common.Joint)Enum.Parse(typeof(PR2Common.Joint), msg.joint_names[i]);

                List <float> positions = new List <float>();
                List <float> durations = new List <float>();

                for (int pointIndex = 0; pointIndex < msg.points.Count; pointIndex++)
                {
                    positions.Add(PR2Common.GetClampedPosition((float)msg.points[pointIndex].positions[i], joint));
                    durations.Add((float)msg.points[pointIndex].time_from_start.secs + (float)msg.points[pointIndex].time_from_start.nsecs * 1.0e-9f);
                }

                switch (joint)
                {
                case PR2Common.Joint.torso_lift_joint: { this.SetJointTrajectoryPosition(joint, durations, positions, this.torsoLiftLink.localPosition.z - this.torsoLiftLinkIniPosZ); break; }

                case PR2Common.Joint.head_pan_joint:        { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.back, this.headPanLink));  break; }

                case PR2Common.Joint.head_tilt_joint:       { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.down, this.headTiltLink)); break; }

                case PR2Common.Joint.l_shoulder_pan_joint:  { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.back, this.lShoulderPanLink));  break; }

                case PR2Common.Joint.l_shoulder_lift_joint: { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.down, this.lShoulderLiftLink)); break; }

                case PR2Common.Joint.l_upper_arm_roll_joint: { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.right, this.lUpperArmRollLink));  break; }

                case PR2Common.Joint.l_elbow_flex_joint:    { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.down, this.lElbowFlexLink));    break; }

                case PR2Common.Joint.l_forearm_roll_joint:  { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.right, this.lForearmRollLink));   break; }

                case PR2Common.Joint.l_wrist_flex_joint:    { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.down, this.lWristFlexLink));    break; }

                case PR2Common.Joint.l_wrist_roll_joint:    { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.right, this.lWristRollLink));     break; }

                case PR2Common.Joint.r_shoulder_pan_joint:  { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.back, this.rShoulderPanLink));  break; }

                case PR2Common.Joint.r_shoulder_lift_joint: { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.down, this.rShoulderLiftLink)); break; }

                case PR2Common.Joint.r_upper_arm_roll_joint: { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.right, this.rUpperArmRollLink));  break; }

                case PR2Common.Joint.r_elbow_flex_joint:    { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.down, this.rElbowFlexLink));    break; }

                case PR2Common.Joint.r_forearm_roll_joint:  { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.right, this.rForearmRollLink));   break; }

                case PR2Common.Joint.r_wrist_flex_joint:    { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.down, this.rWristFlexLink));    break; }

                case PR2Common.Joint.r_wrist_roll_joint:    { this.SetJointTrajectoryRotation(joint, durations, positions, PR2Common.GetRosAngleRad(joint, Vector3.right, this.rWristRollLink));     break; }
                }
            }
        }
コード例 #4
0
        protected override void Update()
        {
            base.Update();

            this.elapsedTime += UnityEngine.Time.deltaTime;

            if (this.elapsedTime < this.sendingInterval * 0.001)
            {
                return;
            }

            this.elapsedTime = 0.0f;

            List <double> positions = new List <double>()
            {
                0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,                                                        // 01--12

                this.torsoLiftLink.localPosition.z - this.torsoLiftLinkIniPosZ,                                                    // 13
                0.0,                                                                                                               // 14
                PR2Common.GetRosAngleRad(PR2Common.Joint.head_pan_joint, Vector3.back, this.headPanLink),                          // 15
                PR2Common.GetRosAngleRad(PR2Common.Joint.head_tilt_joint, Vector3.down, this.headTiltLink),                        // 16
                0.0,                                                                                                               // 17

                PR2Common.GetRosAngleRad(PR2Common.Joint.r_upper_arm_roll_joint, Vector3.right, this.rUpperArmRollLink),           // 18
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_shoulder_pan_joint, Vector3.back, this.rShoulderPanLink),               // 19
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_shoulder_lift_joint, Vector3.down, this.rShoulderLiftLink),             // 20
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_forearm_roll_joint, Vector3.right, this.rForearmRollLink),              // 21
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_elbow_flex_joint, Vector3.down, this.rElbowFlexLink),                   // 22
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_wrist_flex_joint, Vector3.down, this.rWristFlexLink),                   // 23
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_wrist_roll_joint, Vector3.right, this.rWristRollLink),                  // 24
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_gripper_joint, Vector3.down, this.rGripperPalmLink),                    // 25
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_gripper_l_finger_joint, Vector3.back, this.rGripperLFingerLink),        // 26
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_gripper_r_finger_joint, Vector3.back, this.rGripperRFingerLink),        // 27
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_gripper_r_finger_tip_joint, Vector3.back, this.rGripperRFingerTipLink), // 28
                PR2Common.GetRosAngleRad(PR2Common.Joint.r_gripper_l_finger_tip_joint, Vector3.back, this.rGripperLFingerTipLink), // 29
                0.0,                                                                                                               // 30
                0.0,                                                                                                               // 31

                PR2Common.GetRosAngleRad(PR2Common.Joint.l_upper_arm_roll_joint, Vector3.right, this.lUpperArmRollLink),           // 32
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_shoulder_pan_joint, Vector3.back, this.lShoulderPanLink),               // 33
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_shoulder_lift_joint, Vector3.down, this.lShoulderLiftLink),             // 34
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_forearm_roll_joint, Vector3.right, this.lForearmRollLink),              // 35
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_elbow_flex_joint, Vector3.down, this.lElbowFlexLink),                   // 36
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_wrist_flex_joint, Vector3.down, this.lWristFlexLink),                   // 37
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_wrist_roll_joint, Vector3.right, this.lWristRollLink),                  // 38
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_gripper_joint, Vector3.down, this.lGripperPalmLink),                    // 39
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_gripper_l_finger_joint, Vector3.back, this.lGripperLFingerLink),        // 40
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_gripper_r_finger_joint, Vector3.back, this.lGripperRFingerLink),        // 41
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_gripper_r_finger_tip_joint, Vector3.back, this.lGripperRFingerTipLink), // 42
                PR2Common.GetRosAngleRad(PR2Common.Joint.l_gripper_l_finger_tip_joint, Vector3.back, this.lGripperLFingerTipLink), // 43
                0.0,                                                                                                               // 44
                0.0,                                                                                                               // 45
            };

            this.UpdateContinuousJointVal(ref positions);

            this.jointState.header.Update();
            this.jointState.position = positions;

            this.publisher.Publish(this.jointState);
        }
コード例 #5
0
 private static bool IsOverLimitSpeed(PR2Common.Joint joint, double speed)
 {
     return(speed > PR2Common.GetMaxJointSpeed(joint));
 }
コード例 #6
0
        private static float GetPositionAndUpdateTrajectory(Dictionary <PR2Common.Joint, TrajectoryInfo> trajectoryInfoMap, PR2Common.Joint joint)
        {
            float minSpeed = PR2Common.GetMinJointSpeed(joint);
            float maxSpeed = PR2Common.GetMaxJointSpeed(joint);

            TrajectoryInfo trajectoryInfo = trajectoryInfoMap[joint];

            int targetPointIndex = GetTargetPointIndex(trajectoryInfo);

            float goalPosition = trajectoryInfo.GoalPositions[targetPointIndex];

            if (PR2Common.continuousJoints.Contains(joint))
            {
                if (goalPosition - trajectoryInfo.CurrentPosition > +Mathf.PI)
                {
                    goalPosition -= 2 * Mathf.PI;
                }
                if (goalPosition - trajectoryInfo.CurrentPosition <= -Mathf.PI)
                {
                    goalPosition += 2 * Mathf.PI;
                }
            }

            float speed = 0.0f;

            if (trajectoryInfo.CurrentTime - trajectoryInfo.StartTime >= trajectoryInfo.Durations[targetPointIndex])
            {
                speed = maxSpeed;
            }
            else
            {
                speed = Mathf.Abs((goalPosition - trajectoryInfo.CurrentPosition) / (trajectoryInfo.Durations[targetPointIndex] - (trajectoryInfo.CurrentTime - trajectoryInfo.StartTime)));
                speed = Mathf.Clamp(speed, minSpeed, maxSpeed);
            }

            // Calculate position
            float newPosition;
            float movingDistance = speed * (Time.time - trajectoryInfo.CurrentTime);

            if (movingDistance > Mathf.Abs(goalPosition - trajectoryInfo.CurrentPosition))
            {
                newPosition = goalPosition;
                trajectoryInfoMap[joint] = null;
            }
            else
            {
                trajectoryInfo.CurrentTime = Time.time;

                if (goalPosition > trajectoryInfo.CurrentPosition)
                {
                    trajectoryInfo.CurrentPosition = trajectoryInfo.CurrentPosition + movingDistance;
                }
                else
                {
                    trajectoryInfo.CurrentPosition = trajectoryInfo.CurrentPosition - movingDistance;
                }

                if (PR2Common.continuousJoints.Contains(joint))
                {
                    trajectoryInfo.CurrentPosition = GetNormalizedRadian(trajectoryInfo.CurrentPosition);
                }

                newPosition = trajectoryInfo.CurrentPosition;
            }

            return(newPosition);
        }