def default_action(self): """ Apply rotation to the platine unit """ # Reset movement variables rx, ry, rz = 0.0, 0.0, 0.0 if self._is_manual_mode: return # Update the postition of the base platforms try: self._pan_position_3d.update(self._pan_base) self._tilt_position_3d.update(self._tilt_base) except AttributeError as detail: logger.error("The PTU is missing the pan and/or tilt bases. Discarding action.") return try: normal_speed = self._speed / self.frequency # For the moment ignoring the division by zero # It happens apparently when the simulation starts except ZeroDivisionError: pass current_pan = self._pan_position_3d.yaw current_tilt = self._tilt_position_3d.pitch logger.debug("PTU: pan=%.4f, tilt=%.4f" % (current_pan, current_tilt)) # Get the angles in a range of -PI, PI target_pan = morse_math.normalise_angle(self.local_data['pan']) target_tilt = morse_math.normalise_angle(self.local_data['tilt']) logger.debug("Targets: pan=%.4f, tilt=%.4f" % (target_pan, target_tilt)) # Get the current rotation of the parent robot parent_pan = self.robot_parent.position_3d.euler.z parent_tilt = self.robot_parent.position_3d.euler.y logger.debug("Parent: pan=%.4f, tilt=%.4f" % (parent_pan, parent_tilt)) # Compute the rotation relative to the parent robot relative_pan = current_pan - parent_pan correct_pan = morse_math.normalise_angle(relative_pan) relative_tilt = current_tilt - parent_tilt correct_tilt = morse_math.normalise_angle(relative_tilt) # Store the variables to acces as a service: self._current_pan = correct_pan self._current_tilt = correct_tilt if (abs(target_pan - correct_pan) < self._tolerance and \ abs(target_tilt - correct_tilt) < self._tolerance): self.completed((status.SUCCESS)) # Determine the direction of the rotation, if any ry = morse_math.rotation_direction(correct_tilt, target_tilt, self._tolerance, normal_speed) rz = morse_math.rotation_direction(correct_pan, target_pan, self._tolerance, normal_speed) # Give the rotation instructions directly to the parent # The second parameter specifies a "local" movement self._pan_base.applyRotation([0.0, 0.0, rz], True) self._tilt_base.applyRotation([0.0, ry, 0.0], True)
def default_action(self): """ Apply rotation to the arm segments """ # Reset movement variables rx, ry, rz = 0.0, 0.0, 0.0 # Tick rate is the real measure of time in Blender. # By default it is set to 60, regardles of the FPS # If logic tick rate is 60, then: 1 second = 60 ticks ticks = GameLogic.getLogicTicRate() # Scale the speeds to the time used by Blender try: rotation = self._speed / ticks # For the moment ignoring the division by zero # It happens apparently when the simulation starts except ZeroDivisionError: pass # Use the length of _dofs, since it won't change. # The length of _segments will change if more objects are attached # at the end of the arm, as in the case of a hand for i in range(len(self._dofs)): key = ('seg%d' % i) target_angle = morse_math.normalise_angle(self.local_data[key]) # Get the next segment segment = self._segments[i] # Extract the angles rot_matrix = segment.localOrientation segment_matrix = mathutils.Matrix((rot_matrix[0], rot_matrix[1], rot_matrix[2])) segment_euler = segment_matrix.to_euler() # Use the corresponding direction for each rotation if self._dofs[i] == 'y': ry = morse_math.rotation_direction(segment_euler[1], target_angle, self._tolerance, rotation) elif self._dofs[i] == '-y': ry = morse_math.rotation_direction(segment_euler[1], -target_angle, self._tolerance, rotation) elif self._dofs[i] == 'z': rz = morse_math.rotation_direction(segment_euler[2], target_angle, self._tolerance, rotation) logger.debug("PARAMETERS: %.4f, %.4f, %.4f, %.4f = %.4f" % (segment_euler[2], target_angle, self._tolerance, rotation, rz)) # Give the movement instructions directly to the parent # The second parameter specifies a "local" movement segment.applyRotation([rx, ry, rz], True) # Reset the rotations for the next segment ry = rz = 0
def default_action(self): """ Apply rotation angles to the segments of the arm """ # Reset movement variables rx, ry, rz = 0.0, 0.0, 0.0 # Tick rate is the real measure of time in Blender. # By default it is set to 60, regardles of the FPS # If logic tick rate is 60, then: 1 second = 60 ticks ticks = GameLogic.getLogicTicRate() # Scale the speeds to the time used by Blender try: rotation = self._speed / ticks # For the moment ignoring the division by zero # It happens apparently when the simulation starts except ZeroDivisionError: pass armature = self.blender_obj logger.info("The armature is: '%s' (%s)" % (armature, type(armature))) i = 0 for channel in armature.channels: segment_angle = channel.joint_rotation logger.debug("\tChannel '%s': (%.4f, %.4f, %.4f)" % (channel, segment_angle[0], segment_angle[1], segment_angle[2])) key = ('seg%d' % i) # Get the normalised angle for this segment target_angle = morse_math.normalise_angle(self.local_data[key]) logger.info("%.4f " % target_angle, end='') # Use the corresponding direction for each rotation if self._dofs[i] == 'y': ry = morse_math.rotation_direction(segment_angle[1], target_angle, self._tolerance, rotation) elif self._dofs[i] == 'z': rz = morse_math.rotation_direction(segment_angle[2], target_angle, self._tolerance, rotation) logger.info("[%.4f, %.4f, %.4f] " % (rx, ry, rz)) # Give the movement instructions directly to the parent # The second parameter specifies a "local" movement #segment.applyRotation([rx, ry, rz], True) channel.joint_rotation = [rx, ry, rz] # Reset the rotations for the next segment ry = rz = 0 i = i + 1
def default_action(self): """ Apply rotation to the arm segments """ # Get the reference to the Sound actuator if self._sound == None: logger.debug ("ACTIVATING THE SOUND ACTUATOR") contr = bge.logic.getCurrentController() self._sound = contr.actuators['Sound'] contr.activate(self._sound) self._sound.stopSound() # Reset movement variables rx, ry, rz = 0.0, 0.0, 0.0 # Tick rate is the real measure of time in Blender. # By default it is set to 60, regardles of the FPS # If logic tick rate is 60, then: 1 second = 60 ticks ticks = bge.logic.getLogicTicRate() # Scale the speeds to the time used by Blender try: rotation = self._speed / ticks # For the moment ignoring the division by zero # It happens apparently when the simulation starts except ZeroDivisionError: pass self._moving = False for i in range(6): key = ('seg%d' % i) target_angle = morse_math.normalise_angle(self.local_data[key]) # Get the next segment segment = self._segments[i] # Extract the angles rot_matrix = segment.localOrientation segment_matrix = mathutils.Matrix((rot_matrix[0], rot_matrix[1], rot_matrix[2])) segment_euler = segment_matrix.to_euler() # Use the corresponding direction for each rotation if self._dofs[i] == 'y': ry = morse_math.rotation_direction(segment_euler[1], target_angle, self._tolerance, rotation) #logger.debug("PARAMETERS Y: %.4f, %.4f, %.4f, %.4f = %.4f" % (segment_euler[1], target_angle, self._tolerance, rotation, ry)) elif self._dofs[i] == 'z': rz = morse_math.rotation_direction(segment_euler[2], target_angle, self._tolerance, rotation) #logger.debug("PARAMETERS Z: %.4f, %.4f, %.4f, %.4f = %.4f" % (segment_euler[2], target_angle, self._tolerance, rotation, rz)) logger.debug("ry = %.4f, rz = %.4f" % (ry, rz)) # Give the movement instructions directly to the parent # The second parameter specifies a "local" movement segment.applyRotation([rx, ry, rz], True) if ry != 0.0 or rz != 0.0: self._moving = True # Reset the rotations for the next segment ry = rz = 0 if self._moving: self._sound.startSound() logger.debug("STARTING SOUND") else: self._sound.stopSound() logger.debug("STOPPING SOUND")
def default_action(self): """ Apply rotation to the platine unit """ # Reset movement variables rx, ry, rz = 0.0, 0.0, 0.0 if self._is_manual_mode: return # Update the postition of the base platforms try: self._pan_position_3d.update(self._pan_base) self._tilt_position_3d.update(self._tilt_base) except AttributeError as detail: logger.error( "Platine is missing the pan and tilt bases. Platine does not work!" ) return # Tick rate is the real measure of time in Blender. # By default it is set to 60, regardles of the FPS # If logic tick rate is 60, then: 1 second = 60 ticks ticks = bge.logic.getLogicTicRate() try: normal_speed = self._speed / ticks # For the moment ignoring the division by zero # It happens apparently when the simulation starts except ZeroDivisionError: pass current_pan = self._pan_position_3d.yaw current_tilt = self._tilt_position_3d.pitch logger.debug("Platine: pan=%.4f, tilt=%.4f" % (current_pan, current_tilt)) # Get the angles in a range of -PI, PI target_pan = morse_math.normalise_angle(self.local_data['pan']) target_tilt = morse_math.normalise_angle(self.local_data['tilt']) logger.debug("Targets: pan=%.4f, tilt=%.4f" % (target_pan, target_tilt)) # Get the current rotation of the parent robot parent_pan = self.robot_parent.position_3d.euler.z parent_tilt = self.robot_parent.position_3d.euler.y logger.debug("Parent: pan=%.4f, tilt=%.4f" % (parent_pan, parent_tilt)) # Compute the rotation relative to the parent robot relative_pan = current_pan - parent_pan correct_pan = morse_math.normalise_angle(relative_pan) relative_tilt = current_tilt - parent_tilt correct_tilt = morse_math.normalise_angle(relative_tilt) # Store the variables to acces as a service: self._current_pan = correct_pan self._current_tilt = correct_tilt if (abs(target_pan - correct_pan) < self._tolerance and \ abs(target_tilt - correct_tilt) < self._tolerance ): self.completed((status.SUCCESS)) # Determine the direction of the rotation, if any ry = morse_math.rotation_direction(correct_tilt, target_tilt, self._tolerance, normal_speed) rz = morse_math.rotation_direction(correct_pan, target_pan, self._tolerance, normal_speed) # Give the rotation instructions directly to the parent # The second parameter specifies a "local" movement self._pan_base.applyRotation([0.0, 0.0, rz], True) self._tilt_base.applyRotation([0.0, ry, 0.0], True)
def default_action(self): """ Apply rotation to the arm segments """ # Get the reference to the Sound actuator if self._sound == None: logger.debug("ACTIVATING THE SOUND ACTUATOR") contr = bge.logic.getCurrentController() self._sound = contr.actuators['Sound'] contr.activate(self._sound) self._sound.stopSound() # Reset movement variables rx, ry, rz = 0.0, 0.0, 0.0 # Tick rate is the real measure of time in Blender. # By default it is set to 60, regardles of the FPS # If logic tick rate is 60, then: 1 second = 60 ticks ticks = bge.logic.getLogicTicRate() # Scale the speeds to the time used by Blender try: rotation = self._speed / ticks # For the moment ignoring the division by zero # It happens apparently when the simulation starts except ZeroDivisionError: pass self._moving = False for i in range(6): key = ('seg%d' % i) target_angle = morse_math.normalise_angle(self.local_data[key]) # Get the next segment segment = self._segments[i] # Extract the angles rot_matrix = segment.localOrientation segment_matrix = mathutils.Matrix( (rot_matrix[0], rot_matrix[1], rot_matrix[2])) segment_euler = segment_matrix.to_euler() # Use the corresponding direction for each rotation if self._dofs[i] == 'y': ry = morse_math.rotation_direction(segment_euler[1], target_angle, self._tolerance, rotation) #logger.debug("PARAMETERS Y: %.4f, %.4f, %.4f, %.4f = %.4f" % (segment_euler[1], target_angle, self._tolerance, rotation, ry)) elif self._dofs[i] == 'z': rz = morse_math.rotation_direction(segment_euler[2], target_angle, self._tolerance, rotation) #logger.debug("PARAMETERS Z: %.4f, %.4f, %.4f, %.4f = %.4f" % (segment_euler[2], target_angle, self._tolerance, rotation, rz)) logger.debug("ry = %.4f, rz = %.4f" % (ry, rz)) # Give the movement instructions directly to the parent # The second parameter specifies a "local" movement segment.applyRotation([rx, ry, rz], True) if ry != 0.0 or rz != 0.0: self._moving = True # Reset the rotations for the next segment ry = rz = 0 if self._moving: self._sound.startSound() logger.debug("STARTING SOUND") else: self._sound.stopSound() logger.debug("STOPPING SOUND")
def default_action(self): """ Apply rotation to the platine unit """ # Reset movement variables rx, ry, rz = 0.0, 0.0, 0.0 if self._is_manual_mode: return # Update the postition of the base platforms try: self._pan_position_3d.update(self._pan_base) self._tilt_position_3d.update(self._tilt_base) except AttributeError as detail: logger.error("Platine is missing the pan and tilt bases. Platine does not work!") return # Tick rate is the real measure of time in Blender. # By default it is set to 60, regardles of the FPS # If logic tick rate is 60, then: 1 second = 60 ticks ticks = GameLogic.getLogicTicRate() try: normal_speed = self._speed / ticks # For the moment ignoring the division by zero # It happens apparently when the simulation starts except ZeroDivisionError: pass current_pan = self._pan_position_3d.yaw current_tilt = self._tilt_position_3d.pitch if ( abs(current_pan - self.local_data["pan"]) < self._tolerance and abs(current_tilt - self.local_data["tilt"]) < self._tolerance ): self.completed((status.SUCCESS)) logger.debug("Platine: pan=%.4f, tilt=%.4f" % (current_pan, current_tilt)) # Get the angles in a range of -PI, PI target_pan = morse_math.normalise_angle(self.local_data["pan"]) target_tilt = morse_math.normalise_angle(self.local_data["tilt"]) logger.debug("Targets: pan=%.4f, tilt=%.4f" % (target_pan, target_tilt)) # Get the current rotation of the parent robot parent_pan = self.robot_parent.position_3d.euler.z parent_tilt = self.robot_parent.position_3d.euler.y logger.debug("Parent: pan=%.4f, tilt=%.4f" % (parent_pan, parent_tilt)) # Compute the rotation relative to the parent robot relative_pan = current_pan - parent_pan correct_pan = morse_math.normalise_angle(relative_pan) relative_tilt = current_tilt - parent_tilt correct_tilt = morse_math.normalise_angle(relative_tilt) # Determine the direction of the rotation, if any ry = morse_math.rotation_direction(correct_tilt, target_tilt, self._tolerance, normal_speed) rz = morse_math.rotation_direction(correct_pan, target_pan, self._tolerance, normal_speed) # Give the rotation instructions directly to the parent # The second parameter specifies a "local" movement self._pan_base.applyRotation([0.0, 0.0, rz], True) self._tilt_base.applyRotation([0.0, ry, 0.0], True)