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
Ejemplo n.º 2
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    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
Ejemplo n.º 3
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    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
Ejemplo n.º 5
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 def __init__(self, env):
     super().__init__(env)
     self.goto_init_pose = states.GoToInitPoseState(self.env)
     self.planned_grasp = states.PlannedGraspState(self.env)