def __init__(self, name=None): Robot.__init__(self, "victim") self.name = name self.properties(Class = "VictimClass", \ Path = "morse/robots/victim", \ Victim_Tag = True, Requirements = "1,2,3", \ Injured = True, Severity = 10)
def __init__(self, name=None): Robot.__init__(self, "hummer") self.name = name self.properties(Class = "HummerClass", \ Path = "morse/robots/hummer", \ brakes = 0.0, friction = 200.0, force = 0.0, \ steer = 0.0, init = 0, cid = 0)
def __init__(self, filename='human'): """ The 'style' parameter is only to switch to the mocap_human file. :param filename: 'human' (default) or 'mocap_human' """ Robot.__init__(self, filename) self.name = 'Human' # XXX BUG #237 self.armature = None try: self.armature = Armature("HumanArmature", "human_posture") # new way of loading class (drop 'Class' and 'Path' properties) self.armature.properties(classpath="morse.sensors.human_posture.HumanPostureClass") self.append(self.armature) except KeyError: logger.error("Could not find the human armature! (I was looking " +\ "for an object called 'HumanArmature' in the 'Human'" +\ " children). I won't be able to export the human pose" +\ " to any middleware.") # fix for Blender 2.6 Animations armature_object = self.get_child(self.armature.name) if armature_object: hips = self.get_child("Hips_Empty") # IK human has no object called Hips_Empty, so avoid this step if hips: for i, actuator in enumerate(hips.game.actuators): actuator.layer = i for i, actuator in enumerate(armature_object.game.actuators): actuator.layer = i
def __init__(self, name=None): Robot.__init__(self, "rmax", name) self.properties(classpath="morse.robots.rmax.RMax", NoGravity=True) self.set_rigid_body() rotor = self.get_child('Rotor') rotor.game.physics_type = 'NO_COLLISION'
def __init__(self, name=None): Robot.__init__(self, "rmax", name) self.properties(classpath = "morse.robots.rmax.RMax", NoGravity = True) self.set_rigid_body() rotor = self.get_child('Rotor') rotor.game.physics_type = 'NO_COLLISION'
def __init__(self, name=None): Robot.__init__(self, "b21", name) self.properties(classpath = "morse.robots.b21.B21") self.set_rigid_body() self.set_collision_bounds() collision = self.get_child('b21_collision') collision.game.physics_type = 'STATIC'
def __init__(self, name=None): Robot.__init__(self, "jido", name) self.properties(classpath = "morse.robots.jido.Jido") self.set_dynamic() self.set_collision_bounds() self._bpy_object.game.radius = 0.01 mesh = self.get_child('JidoBase') mesh.game.physics_type = 'STATIC'
def __init__(self, name=None): Robot.__init__(self, "morsy", name) self.properties(classpath = "morse.robots.morsy.Morsy") self.set_dynamic() mesh = self.get_child('morsy_mesh') mesh.game.physics_type = 'NO_COLLISION' self._bpy_object.game.radius = 0.01 self.set_collision_bounds()
def __init__(self, name = None, debug = True): # theman.blend is located in the data/robots directory Robot.__init__(self, 'test_1/robots/theman.blend', name) self.properties(classpath = "test_1.robots.theman.Theman") self.suffix = self.name[-4:] if self.name[-4] == "." else "" try: self.armature = Armature("Armature" + self.suffix, "human_posture") # self.armature = Armature("Armature") self.append(self.armature) self.armature_pose = ArmaturePose() # armature_pose = joint states self.armature_pose.name="pose" self.armature.append(self.armature_pose) self.joint_state = CompoundSensor([self.armature_pose]) self.append(self.joint_state) except KeyError: logger.error("Could not find the human armature! (I was looking " +\ "for an object called 'Armature' in the human" +\ " children). I won't be able to export the human pose" +\ " to any middleware.") ################################### # Actuators ################################### # (v,w) motion controller # Check here the other available actuators: # http://www.openrobots.org/morse/doc/stable/components_library.html#actuators # self.motion = MotionVW() # self.append(self.motion) # Optionally allow to move the robot with the keyboard if debug: keyboard = Keyboard() self.append(keyboard) ################################### # Sensors ################################### self.pose = Pose() self.append(self.pose)
def __init__(self, filename='human'): """ The 'style' parameter is only to switch to the mocap_human file. :param filename: 'human' (default) or 'mocap_human' """ Robot.__init__(self, filename) self.suffix = self.name[-4:] if self.name[-4] == "." else "" self.armature = None if filename == 'mocap_human': self.properties( classpath="morse.robots.mocap_human.MocapHumanClass") else: self.properties(classpath="morse.robots.human.HumanClass") try: self.armature = Armature("HumanArmature" + self.suffix, "human_posture") # new way of loading class (drop 'Class' and 'Path' properties) self.armature.properties( classpath="morse.sensors.human_posture.HumanPosture") self.append(self.armature) except KeyError: logger.error("Could not find the human armature! (I was looking " +\ "for an object called 'HumanArmature' in the human" +\ " children). I won't be able to export the human pose" +\ " to any middleware.") # fix for Blender 2.6 Animations armature_object = self.get_child(self.armature.name) if armature_object: hips = self.get_child("Hips_Empty") # IK human has no object called Hips_Empty, so avoid this step if hips: for i, actuator in enumerate(hips.game.actuators): actuator.layer = i for i, actuator in enumerate(armature_object.game.actuators): actuator.layer = i
def __init__(self, filename='human', name = None): """ The 'style' parameter is only to switch to the mocap_human file. :param filename: 'human' (default) or 'mocap_human' """ Robot.__init__(self, filename, name) self.suffix = self.name[-4:] if self.name[-4] == "." else "" self.armature = None if filename == 'mocap_human': self.properties(classpath="morse.robots.mocap_human.MocapHuman") else: self.properties(classpath="morse.robots.human.Human") try: self.armature = Armature("HumanArmature" + self.suffix, "human_posture") self.append(self.armature) except KeyError: logger.error("Could not find the human armature! (I was looking " +\ "for an object called 'HumanArmature' in the human" +\ " children). I won't be able to export the human pose" +\ " to any middleware.") # Add an armature sensor. "joint_stateS" to match standard ROS spelling. self.joint_states = ArmaturePose() self.armature.append(self.joint_states) # fix for Blender 2.6 Animations armature_object = self.get_child(self.armature.name) if armature_object: hips = self.get_child("Hips_Empty") # IK human has no object called Hips_Empty, so avoid this step if hips: for i, actuator in enumerate(hips.game.actuators): actuator.layer = i for i, actuator in enumerate(armature_object.game.actuators): actuator.layer = i
def __init__(self, name=None): Robot.__init__(self, "b21", name) self.properties(classpath = "morse.robots.b21.B21")
def __init__(self, name=None): Robot.__init__(self, "quadrotor_dynamic") self.name = name self.properties(Class = "QuadrotorClass", \ Path = "morse/robots/quadrotor")
def __init__(self, name=None): Robot.__init__(self, "submarine") self.name = name self.properties(Class = "SubmarineClass", \ Path = "morse/robots/submarine")
def __init__(self, name=None): Robot.__init__(self, "b21") self.name = name self.properties(Class = "B21Class", \ Path = "morse/robots/b21")
def __init__(self, name=None): Robot.__init__(self, "jido") self.name = name self.properties(Class = "JidoClass", \ Path = "morse/robots/jido")
def __init__(self, name=None): Robot.__init__(self, "rmax", name) self.properties(classpath="morse.robots.rmax.RMax")
def __init__(self, name=None): Robot.__init__(self, "quadrotor", name) self.properties(classpath = "morse.robots.quadrotor.Quadrotor") # Collision - Motion Game Logic self.set_no_collision()
def __init__(self, name=None): Robot.__init__(self, "jido") self.name = name self.properties(classpath = "morse.robots.jido.JidoClass")
def __init__(self, name=None): Robot.__init__(self, "atrv") self.name = name self.properties(classpath="morse.robots.atrv.ATRVClass")
def __init__(self, name=None): Robot.__init__(self, "morsy") self.name = name
def __init__(self, name=None): Robot.__init__(self, "quadrotor") self.name = name self.properties(classpath = "morse.robots.quadrotor.Quadrotor")
def __init__(self, name=None): Robot.__init__(self, "rmax") self.name = name self.properties(classpath = "morse.robots.rmax.RmaxClass")
def __init__(self, name=None): Robot.__init__(self, "submarine") self.name = name self.properties(classpath = "morse.robots.submarine.SubmarineClass")
def __init__(self, name=None): Robot.__init__(self, "jido", name) self.properties(classpath = "morse.robots.jido.Jido")
def __init__(self, name=None): Robot.__init__(self, "quadrotor", name) self.properties(classpath="morse.robots.quadrotor.Quadrotor") # Collision - Motion Game Logic self.set_no_collision()
def __init__(self, name=None): Robot.__init__(self, "quadrotor_dynamic") self.name = name self.properties(classpath = "morse.robots.quadrotor.QuadrotorClass")
def __init__(self, name=None): Robot.__init__(self, "quadrotor_dynamic", name) self.properties(classpath="morse.robots.quadrotor_dynamic.Quadrotor")
def __init__(self, name=None): Robot.__init__(self, "morsy", name) self.properties(classpath="morse.robots.morsy.Morsy")
def __init__(self, name=None): Robot.__init__(self, "quadrotor_dynamic", name) self.properties(classpath = "morse.robots.quadrotor_dynamic.Quadrotor")
def __init__(self, name=None, debug = True): Robot.__init__(self, 'robots/rotating_table.blend', name) self.properties(classpath = "morse.robots.rotating_table_services.RotatingTable")
def __init__(self, name=None): Robot.__init__(self, "submarine", name) self.properties(classpath = "morse.robots.submarine.Submarine")
def __init__(self, name=None): Robot.__init__(self, "cubemodule", name) # determines Blender model.blend self.properties(classpath="morse.robots.cubemodule.CubeModule" ) # determines robot script.py
def __init__(self, name=None): Robot.__init__(self, "hummer") self.name = name self.properties(classpath = "morse.robots.hummer.HummerClass", \ brakes = 0.0, friction = 200.0, force = 0.0, \ steer = 0.0, init = 0, cid = 0)
def __init__(self, name=None): Robot.__init__(self, "atrv") self.name = name self.properties(Class = "ATRVClass", \ Path = "morse/robots/atrv")
def __init__(self, name=None): Robot.__init__(self, "b21") self.name = name self.properties(classpath = "morse.robots.b21.B21Class")
def __init__(self, name=None): Robot.__init__(self, "rmax") self.name = name self.properties(Class = "RmaxClass", \ Path = "morse/robots/rmax")
def __init__(self, name=None): Robot.__init__(self, "submarine", name) self.properties(classpath = "morse.robots.submarine.Submarine", NoGravity = True) self.set_rigid_body() self.set_collision_bounds()
def __init__(self, name=None): Robot.__init__(self, "atrv", name) self.properties(classpath = "morse.robots.atrv.ATRV")
def __init__(self, name=None): Robot.__init__(self, "victim") self.name = name self.properties(classpath = "morse.robots.victim.VictimClass", \ Victim_Tag = True, Requirements = "1,2,3", \ Injured = True, Severity = 10)
def __init__(self, name=None): Robot.__init__(self, "hummer", name) self.properties(classpath = "morse.robots.hummer.Hummer", \ brakes = 0.0, friction = 200.0, force = 0.0, \ steer = 0.0, init = 0, cid = 0)
def __init__(self, name=None): Robot.__init__(self, name = name) # no Blender model -> a simple Empty will be created self.properties(classpath = "morse.robots.fakerobot.FakeRobot") self.set_no_collision()
def __init__(self, name=None): Robot.__init__(self, "morsy", name) self.properties(classpath = "morse.robots.morsy.Morsy")
def __init__(self, name=None): Robot.__init__(self, "rmax", name) self.properties(classpath = "morse.robots.rmax.RMax")
def __init__(self, name=None): Robot.__init__(self, "submarine", name) self.properties(classpath="morse.robots.submarine.Submarine", NoGravity=True) self.set_rigid_body() self.set_collision_bounds()
def __init__(self, name=None): Robot.__init__(self, "victim", name) self.properties(classpath = "morse.robots.victim.Victim", \ Victim_Tag = True, Requirements = "1,2,3", \ Injured = True, Severity = 10)
def __init__(self, name=None): Robot.__init__( self, name=name) # no Blender model -> a simple Empty will be created self.properties(classpath="morse.robots.fakerobot.FakeRobot") self.set_no_collision()