Beispiel #1
0
    def build(self):
        self.goto_init_pose = cpc_states.GoToInitState(self.env)
        self.init_after_preorient = cpc_states.GoToInitState(self.env)
        self.preorient_object = mp_states.AlignObjectSequenceState(self.env)
        self.align_to_object = cpc_states.AlignState(self.env)
        self.lower = cpc_states.LowerState(self.env)
        self.grasp = cpc_states.IntoState(self.env)
        self.move_to_goal = mp_states.MoveToGoalState(self.env)
        self.failure = mp_states.FailureState(self.env)

        # define transitions between states
        self.goto_init_pose.connect(next_state=self.preorient_object,
                                    failure_state=self.failure)
        self.preorient_object.connect(next_state=self.init_after_preorient,
                                      failure_state=self.failure)
        self.init_after_preorient.connect(next_state=self.align_to_object,
                                          failure_state=self.failure)
        self.align_to_object.connect(next_state=self.lower,
                                     failure_state=self.goto_init_pose)
        self.lower.connect(next_state=self.grasp,
                           failure_state=self.goto_init_pose)
        self.grasp.connect(next_state=self.move_to_goal,
                           failure_state=self.goto_init_pose)
        self.move_to_goal.connect(
            next_state=self.move_to_goal, failure_state=self.goto_init_pose)
        return self.goto_init_pose
    def build(self):
        self.init = states_cic.IdlePrimitive(
            self.env,
            kinematics=self.main_ctrl.kinematics,
            params=self.parameters)
        self.done = states.FailureState(self.env)
        self.goinitpose = states_cic.InitResetPrimitive(
            self.env,
            kinematics=self.main_ctrl.kinematics,
            params=self.parameters)
        self.grasp = cic_grasping_class.ThreeFingerGrasp(
            self.main_ctrl.kinematics, self.parameters, self.object)
        self.approach = states_cic.ApproachObjectViapoints(
            self.env,
            self.main_ctrl.kinematics,
            self.parameters,
            self.object,
            self.grasp,
            self.parameters.approach_grasp_xy,
            self.parameters.approach_grasp_h,
            self.parameters.approach_duration,
            self.parameters.approach_clip_pos,
            stop_early=True,
            assign_fingers=True)

        self.set_grasp = states_cic.SetGraspPrimitive(
            self.env,
            kinematics=self.main_ctrl.kinematics,
            params=self.parameters)

        self.move_to_goal = states.MoveToGoalState(self.env)

        self.move_cube_lift = states_cic.MoveLiftCubePrimitiveLvl2(
            self.env, self.main_ctrl.kinematics, self.parameters, self.object,
            self.grasp, False)
        self.reset_state = states_cic.ApproachObjectViapoints(
            self.env,
            self.main_ctrl.kinematics,
            self.parameters,
            self.object,
            self.grasp,
            self.parameters.reset_grasp_xy,
            self.parameters.reset_grasp_h,
            self.parameters.reset_duration,
            self.parameters.reset_clip_pos,
            stop_early=True,
            assign_fingers=False)
        self.init.connect(next_state=self.goinitpose, done_state=self.done)
        self.goinitpose.connect(next_state=self.approach, done_state=self.done)
        self.approach.connect(next_state=self.set_grasp, done_state=self.done)
        self.set_grasp.connect(next_state=self.move_to_goal,
                               done_state=self.done)
        self.move_to_goal.connect(next_state=self.approach,
                                  failure_state=self.approach)

        # TODO: check where we want to reset to (-> is init the best choice?)
        self.reset_state.connect(next_state=self.init, done_state=self.done)

        return self.init
    def build(self):
        self.init = states_cic.IdlePrimitive(
            self.env,
            kinematics=self.main_ctrl.kinematics,
            params=self.parameters)
        self.done = states.FailureState(self.env)
        self.grasp = cic_grasping_class.ThreeFingerGrasp(
            self.main_ctrl.kinematics, self.parameters, self.object)
        self.grasp1 = cic_grasping_class.ThreeFingerGraspExternal(
            self.main_ctrl.kinematics, self.parameters, self.object)

        self.change_goal = states_cic.IdlePrimitiveChangeGoal(
            self.env, self.main_ctrl.kinematics, self.parameters)

        if not (self.new_grasp):
            # do not use new grasp:
            self.grasp1 = None

        self.align_axes = states_cic.AlignAxesPrimitive(
            self.env,
            self.main_ctrl.kinematics,
            self.parameters,
            self.object,
            self.grasp,
            grasp1=self.grasp1)

        self.bring_final = states_cic.BringFinalPoseOrientationPrimitive(
            self.env,
            self.main_ctrl.kinematics,
            self.parameters,
            self.object,
            self.grasp,
            grasp1=self.grasp1)

        self.do_nothing = states_cic.IdlePrimitiveLong(
            self.env,
            kinematics=self.main_ctrl.kinematics,
            params=self.parameters)

        # self.init.connect(next_state=self.bring_center, done_state=self.done)
        self.init.connect(next_state=self.change_goal, done_state=self.done)
        self.change_goal.connect(next_state=self.align_axes,
                                 done_state=self.done)
        # self.bring_final.connect(next_state=self.bring_final, done_state=self.done)

        self.align_axes.connect(next_state=self.do_nothing,
                                done_state=self.done)
        self.do_nothing.connect(next_state=self.do_nothing,
                                done_state=self.done)
        # self.bring_final.connect(next_state=self.bring_center, done_state=self.done)
        # self.bring_final.connect(next_state=self.align_axes, done_state=self.done)

        return self.init
    def build(self):
        self.init = states_cic.IdlePrimitive(
            self.env,
            kinematics=self.main_ctrl.kinematics,
            params=self.parameters)
        self.done = states.FailureState(self.env)
        self.goinitpose = states_cic.InitResetPrimitive(
            self.env,
            kinematics=self.main_ctrl.kinematics,
            params=self.parameters)
        self.grasp = cic_grasping_class.ThreeFingerGrasp(
            self.main_ctrl.kinematics, self.parameters, self.object)
        self.approach = states_cic.ApproachObjectViapoints(
            self.env,
            self.main_ctrl.kinematics,
            self.parameters,
            self.object,
            self.grasp,
            self.parameters.approach_grasp_xy,
            self.parameters.approach_grasp_h,
            self.parameters.approach_duration,
            self.parameters.approach_clip_pos,
            stop_early=True,
            assign_fingers=True)
        self.move_cube_floor = states_cic.MoveCubeFloorPrimitiveLvl1(
            self.env, self.main_ctrl.kinematics, self.parameters, self.object,
            self.grasp, False)
        self.reset_state = states_cic.ApproachObjectViapoints(
            self.env,
            self.main_ctrl.kinematics,
            self.parameters,
            self.object,
            self.grasp,
            self.parameters.reset_grasp_xy,
            self.parameters.reset_grasp_h,
            self.parameters.reset_duration,
            self.parameters.reset_clip_pos,
            stop_early=True,
            assign_fingers=False)
        #
        self.init.connect(next_state=self.goinitpose, done_state=self.done)
        # self.init.connect(next_state=self.init, done_state=self.done)
        self.goinitpose.connect(next_state=self.approach, done_state=self.done)
        self.approach.connect(next_state=self.move_cube_floor,
                              done_state=self.done)
        self.move_cube_floor.connect(next_state=self.reset_state,
                                     done_state=self.done)
        self.reset_state.connect(next_state=self.init, done_state=self.done)
        self.goto_init_pose = states.GoToInitPoseState(self.env)

        # return initial state
        return self.init
    def build(self):
        # THOSE 5 States are the skeleton
        self.init = states_cic.IdlePrimitive(self.env)
        self.align_obj = states.AlignObjectSequenceState(self.env)
        self.goto_init_pos = states.GoToInitPoseState(self.env)
        self.failure = states.FailureState(self.env)
        self.do_nothing = states_cic.IdlePrimitiveLong(self.env)

        self.build_grasp_and_approach()

        # START CONNECTING THE STATE MACHINES
        self.init.connect(next_state=self.align_obj, done_state=self.failure)
        self.align_obj.connect(self.goto_init_pos, self.failure)
        self.goto_init_pos.connect(self.grasp, self.failure)
        self.grasp.connect(self.approach, self.failure)
        self.approach.connect(self.do_nothing, self.do_nothing)
        self.do_nothing.connect(next_state=self.do_nothing,
                                done_state=self.failure)
        return self.init
Beispiel #6
0
    def build(self):
        self.goto_init_pose = cpc_states.GoToInitState(self.env)
        self.init_after_preorient = cpc_states.GoToInitState(self.env)
        self.preorient_object = mp_states.AlignObjectSequenceState(self.env)
        self.planned_grasp = mp_states.PlannedGraspState(self.env)
        self.move_to_goal = cpc_states.GoalWithOrientState(self.env)
        self.failure = mp_states.FailureState(self.env)

        # define transitions between states
        self.goto_init_pose.connect(next_state=self.preorient_object,
                                    failure_state=self.failure)
        self.preorient_object.connect(next_state=self.init_after_preorient,
                                      failure_state=self.goto_init_pose)
        self.init_after_preorient.connect(next_state=self.planned_grasp,
                                          failure_state=self.failure)
        self.planned_grasp.connect(next_state=self.move_to_goal,
                                   failure_state=self.goto_init_pose)
        self.move_to_goal.connect(
            next_state=self.move_to_goal, failure_state=self.goto_init_pose)
        return self.goto_init_pose
Beispiel #7
0
    def build(self):
        self.goto_init_pose = cpc_states.GoToInitState(self.env)
        self.align_to_object = cpc_states.AlignState(self.env)
        self.lower = cpc_states.LowerState(self.env)
        self.grasp = cpc_states.IntoState(self.env)
        self.move_to_goal = cpc_states.MoveToGoalState(
            self.env, self.parameters.k_p_goal, self.parameters.k_p_into, self.parameters.k_i_goal, self.parameters.gain_increase_factor, self.parameters.interval, self.parameters.max_interval_ctr)
        self.failure = mp_states.FailureState(self.env)

        # define transitions between states
        self.goto_init_pose.connect(next_state=self.align_to_object,
                                    failure_state=self.failure)
        self.align_to_object.connect(next_state=self.lower,
                                     failure_state=self.goto_init_pose)
        self.lower.connect(next_state=self.grasp,
                           failure_state=self.goto_init_pose)
        self.grasp.connect(next_state=self.move_to_goal,
                           failure_state=self.goto_init_pose)
        self.move_to_goal.connect(
            next_state=self.move_to_goal, failure_state=self.goto_init_pose)
        return self.goto_init_pose
    def build(self):
        self.goto_init_pose = states.GoToInitPoseState(self.env)
        self.align_object = states.AlignObjectSequenceState(self.env)
        self.planned_grasp = states.PlannedGraspState(self.env)
        self.move_to_goal = states.MoveToGoalState(self.env)
        self.wait = states.WaitState(self.env,
                                     30 if self.env.simulation else 1000)
        self.failure = states.FailureState(self.env)

        # define transitions between states
        self.goto_init_pose.connect(next_state=self.align_object,
                                    failure_state=self.failure)
        self.align_object.connect(next_state=self.planned_grasp,
                                  failure_state=self.failure)
        self.planned_grasp.connect(next_state=self.move_to_goal,
                                   failure_state=self.align_object)
        self.move_to_goal.connect(next_state=None, failure_state=self.wait)
        self.wait.connect(next_state=self.goto_init_pose,
                          failure_state=self.failure)

        # return initial state
        return self.goto_init_pose
    def build(self):
        self.goto_init_pose = states.GoToInitPoseState(self.env)
        self.align_object = states.AlignObjectSequenceState(self.env)
        self.planned_grasp = states.PlannedGraspState(self.env)

        self.grasp = cic_grasping_class.ThreeFingerGraspExternal(
            self.main_ctrl.kinematics, self.parameters, self.object)

        self.set_cic_grasp = states_cic.SetGraspFromOutsidePrimitive(
            self.env, self.main_ctrl.kinematics, self.parameters, self.object,
            self.grasp)

        self.move_cube_lift = states_cic.MoveLiftCubePrimitiveLvl4(
            self.env, self.main_ctrl.kinematics, self.parameters, self.object,
            self.grasp, False)
        self.wait = states.WaitState(self.env,
                                     30 if self.env.simulation else 1000)
        self.failure = states.FailureState(self.env)

        # define transitions between states
        self.goto_init_pose.connect(next_state=self.align_object,
                                    failure_state=self.failure)
        self.align_object.connect(next_state=self.planned_grasp,
                                  failure_state=self.failure)
        self.planned_grasp.connect(next_state=self.set_cic_grasp,
                                   failure_state=self.align_object)

        self.set_cic_grasp.connect(next_state=self.move_cube_lift,
                                   done_state=self.failure)
        self.move_cube_lift.connect(next_state=self.wait,
                                    done_state=self.failure)
        self.wait.connect(next_state=self.goto_init_pose,
                          failure_state=self.failure)

        # return initial state
        return self.goto_init_pose
    def build(self):
        self.init = states_cic.IdlePrimitive(
            self.env,
            kinematics=self.main_ctrl.kinematics,
            params=self.parameters)
        self.done = states.FailureState(self.env)
        self.goinitpose = states_cic.InitResetPrimitive(
            self.env,
            kinematics=self.main_ctrl.kinematics,
            params=self.parameters)
        self.grasp = cic_grasping_class.ThreeFingerGrasp(
            self.main_ctrl.kinematics, self.parameters, self.object)
        self.approach = states_cic.ApproachObjectViapoints(
            self.env,
            self.main_ctrl.kinematics,
            self.parameters,
            self.object,
            self.grasp,
            self.parameters.approach_grasp_xy,
            self.parameters.approach_grasp_h,
            self.parameters.approach_duration,
            self.parameters.approach_clip_pos,
            stop_early=True,
            assign_fingers=True)

        self.grasp1 = cic_grasping_class.ThreeFingerGraspExternal(
            self.main_ctrl.kinematics, self.parameters, self.object)

        self.set_cic_grasp1 = states_cic.SetGraspFromOutsidePrimitive(
            self.env, self.main_ctrl.kinematics, self.parameters, self.object,
            self.grasp1)

        if (self.new_grasp):
            grasp_to_be_used = self.grasp1
        else:
            grasp_to_be_used = self.grasp

        self.move_cube_lift = states_cic.MoveLiftCubePrimitiveLvl2(
            self.env, self.main_ctrl.kinematics, self.parameters, self.object,
            grasp_to_be_used, False)
        self.reset_state = states_cic.ApproachObjectViapoints(
            self.env,
            self.main_ctrl.kinematics,
            self.parameters,
            self.object,
            grasp_to_be_used,
            self.parameters.reset_grasp_xy,
            self.parameters.reset_grasp_h,
            self.parameters.reset_duration,
            self.parameters.reset_clip_pos,
            stop_early=True,
            assign_fingers=False)

        self.init.connect(next_state=self.goinitpose, done_state=self.done)
        self.goinitpose.connect(next_state=self.approach, done_state=self.done)
        if (self.new_grasp):
            self.approach.connect(next_state=self.set_cic_grasp1,
                                  done_state=self.done)
        else:
            self.approach.connect(next_state=self.move_cube_lift,
                                  done_state=self.done)

        self.set_cic_grasp1.connect(next_state=self.move_cube_lift,
                                    done_state=self.done)

        self.move_cube_lift.connect(next_state=self.reset_state,
                                    done_state=self.done)
        # TODO: check where we want to reset to (-> is init the best choice?)
        self.reset_state.connect(next_state=self.init, done_state=self.done)

        return self.init