private void UpdateGripperPosition(Transform link, TIAGoCommon.Joint joint, float iniPosX, bool isLeft) { float newPos = TrajectoryInfo.GetPositionAndUpdateTrajectory <TIAGoCommon.Joint>(this.trajectoryInfoMap, joint, GetMinJointSpeed(joint), GetMaxJointSpeed(joint)); if (isLeft) { newPos = +(newPos - iniPosX); } else { newPos = -(newPos - iniPosX); } bool isGripperClosing = isLeft? (newPos < link.localPosition.x) : (newPos > link.localPosition.x); // Grasping and gripper closing if (this.graspedObject != null && isGripperClosing) { // Have to stop this.trajectoryInfoMap[joint] = null; } // Otherwise else { link.localPosition = new Vector3(iniPosX + newPos, link.localPosition.y, link.localPosition.z); } }
private void UpdateLinkAngle(Transform link, TIAGoCommon.Joint joint, float iniRot, Vector3 axis) { float newPosRad = TrajectoryInfo.GetPositionAndUpdateTrajectory <TIAGoCommon.Joint>(this.trajectoryInfoMap, joint, TIAGoCommon.GetMinJointSpeed(joint), TIAGoCommon.GetMaxJointSpeed(joint)); float newPos = TIAGoCommon.GetNormalizedJointEulerAngle(newPosRad * Mathf.Rad2Deg, joint); TrajectoryInfo.UpdateLinkAngle(link, axis, newPos - iniRot); }
protected void FixedUpdate() { foreach (TIAGoCommon.Joint joint in this.trajectoryKeyList) { if (this.trajectoryInfoMap[joint] == null) { continue; } switch (joint) { case TIAGoCommon.Joint.torso_lift_joint: { float newPos = TrajectoryInfo.GetPositionAndUpdateTrajectory <TIAGoCommon.Joint>(this.trajectoryInfoMap, joint, GetMinJointSpeed(joint), GetMaxJointSpeed(joint)); this.torsoLiftLink.localPosition = new Vector3(this.torsoLiftLink.localPosition.x, this.torsoLiftLink.localPosition.y, this.torsoLiftLinkIniPosZ + newPos); break; } case TIAGoCommon.Joint.head_1_joint: { this.UpdateLinkAngle(this.head1Link, joint, 0.0f, Vector3.back); break; } case TIAGoCommon.Joint.head_2_joint: { this.UpdateLinkAngle(this.head2Link, joint, 0.0f, Vector3.up); break; } case TIAGoCommon.Joint.arm_1_joint: { this.UpdateLinkAngle(this.arm1Link, joint, this.arm1LinkIniRotZ, Vector3.back); break; } case TIAGoCommon.Joint.arm_2_joint: { this.UpdateLinkAngle(this.arm2Link, joint, 0.0f, Vector3.up); break; } case TIAGoCommon.Joint.arm_3_joint: { this.UpdateLinkAngle(this.arm3Link, joint, this.arm3LinkIniRotZ, Vector3.back); break; } case TIAGoCommon.Joint.arm_4_joint: { this.UpdateLinkAngle(this.arm4Link, joint, this.arm4LinkIniRotY, Vector3.down); break; } case TIAGoCommon.Joint.arm_5_joint: { this.UpdateLinkAngle(this.arm5Link, joint, 0.0f, Vector3.back); break; } case TIAGoCommon.Joint.arm_6_joint: { this.UpdateLinkAngle(this.arm6Link, joint, this.arm6LinkIniRotY, Vector3.down); break; } case TIAGoCommon.Joint.arm_7_joint: { this.UpdateLinkAngle(this.arm7Link, joint, this.arm7LinkIniRotZ, Vector3.back); break; } case TIAGoCommon.Joint.gripper_left_finger_joint: { this.UpdateGripperPosition(this.gripperLeftFingerLink, joint, this.gripperLeftFingerLinkIniPosX, true); break; } case TIAGoCommon.Joint.gripper_right_finger_joint: { this.UpdateGripperPosition(this.gripperRightFingerLink, joint, this.gripperRightFingerLinkIniPosX, false); break; } } } }