コード例 #1
0
def test_check_collision():
    global is_exit
    moveit_commander.roscpp_initialize(sys.argv)
    rospy.init_node('as_arm_check_collision', anonymous=True)

    robot = moveit_commander.RobotCommander()
    # arm_group = moveit_commander.MoveGroupCommander("arm")
    scene = moveit_commander.PlanningSceneInterface()

    print "==========links:", robot.get_link_names()

    # scene.attach_box("camera_mast_link", "camera_mast_link")
    check_state_validity = rospy.ServiceProxy('/check_state_validity',
                                              GetStateValidity)

    while not is_exit:
        robot_state = robot.get_current_state()

        col_obj = AttachedCollisionObject()
        col_obj.link_name = "camera_mast_link"
        robot_state.attached_collision_objects.append(col_obj)
        robot_state.is_diff = True

        print robot_state
        group_name = ""
        contraint = Constraints()
        resp = check_state_validity(robot_state, group_name, contraint)
        print "==================="
        print resp
        if not resp.valid:
            print "not valid"
            is_exit = True
        rospy.sleep(0.5)
    moveit_commander.roscpp_shutdown()
コード例 #2
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    def detach_object(self, name):

        detach_object = AttachedCollisionObject()
        detach_object.object.id = name
        detach_object.link_name = "l_wrist_roll_link"
        detach_object.object.operation = detach_object.object.REMOVE
        self.attach_pub.publish(detach_object)
コード例 #3
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ファイル: stackit.py プロジェクト: Aharobot/baxter_demos
 def publish_attached(self, attached_obj, side):
     attached_obj.operation = CollisionObject.ADD
     msg = AttachedCollisionObject()
     msg.object = attached_obj
     msg.link_name = side+"_gripper" 
     touch_links = [side+"_gripper", side+"_gripper_base", side+"_hand_camera", side+"_hand_range", "octomap"]
     self.attached_pub.publish(msg)
コード例 #4
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def publish_parsed_urdf(parsed_urdf, scene, ap, attach=False):
    """ Publish link geometry for every joint's child. """
    for name, joint in parsed_urdf["joints"].items():
        # get the child link data
        link = parsed_urdf["links"][joint["child"]]

        # publish the child links collision geometry
        if link["type"] == "box":
            if attach:
                scene.attach_box("table", joint["child"], joint["pose"],
                                 link["size"], ["table"])
            else:
                scene.add_box(joint["child"], joint["pose"], link["size"])
        elif link["type"] == "cylinder":
            if attach:
                aco = AttachedCollisionObject()
                aco.touch_links = ["table"]
                aco.object = make_cylinder(joint["child"], joint["pose"],
                                           link["length"], link["radius"])
                aco.link_name = "table"
                print(aco.object)
                ap.publish(aco)
            else:
                scene.add_cylinder(joint["child"], joint["pose"],
                                   link["length"], link["radius"])

        else:
            scene.add_mesh(joint["child"], joint["pose"], link["filename"],
                           link["scale"])
コード例 #5
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def virtualObjectLeftHand():
     print "Creating a virtual object attached to gripper..."
     # for more details refer to ROS docs for moveit_msgs/AttachedCollisionObject
     object1 = AttachedCollisionObject()
     object1.link_name = "left_HandGripLink"
     object1.object.header.frame_id = "left_HandGripLink"
     object1.object.id = "object1"
     object1_prim = SolidPrimitive()
     object1_prim.type = SolidPrimitive.CYLINDER
     object1_prim.dimensions=[None, None]    # set initial size of the list to 2
     object1_prim.dimensions[SolidPrimitive.CYLINDER_HEIGHT] = 0.23
     object1_prim.dimensions[SolidPrimitive.CYLINDER_RADIUS] = 0.06
     object1_pose = pm.toMsg(PyKDL.Frame(PyKDL.Rotation.RotY(math.pi/2)))
     object1.object.primitives.append(object1_prim)
     object1.object.primitive_poses.append(object1_pose)
     object1.object.operation = CollisionObject.ADD
     object1.touch_links = ['left_HandPalmLink',
         'left_HandFingerOneKnuckleOneLink',
         'left_HandFingerOneKnuckleTwoLink',
         'left_HandFingerOneKnuckleThreeLink',
         'left_HandFingerTwoKnuckleOneLink',
         'left_HandFingerTwoKnuckleTwoLink',
         'left_HandFingerTwoKnuckleThreeLink',
         'left_HandFingerThreeKnuckleTwoLink',
         'left_HandFingerThreeKnuckleThreeLink']
     return object1
コード例 #6
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ファイル: moveit_test_pick.py プロジェクト: impet14/yaskawa
    def form_attach_collision_object_msg(self, link_name, object_name, size,
                                         pose):
        obj = AttachedCollisionObject()
        # The CollisionObject will be attached with a fixed joint to this link
        obj.link_name = link_name

        # This contains the actual shapes and poses for the CollisionObject
        # to be attached to the link
        col_obj = CollisionObject()
        col_obj.id = object_name
        col_obj.header.frame_id = link_name
        col_obj.header.stamp = rospy.Time.now()
        sp = SolidPrimitive()
        sp.type = sp.BOX
        sp.dimensions = [0.0] * 3
        sp.dimensions[0] = size.x
        sp.dimensions[1] = size.y
        sp.dimensions[2] = size.z
        col_obj.primitives = [sp]
        col_obj.primitive_poses = [pose]

        # Adds the object to the planning scene. If the object previously existed, it is replaced.
        col_obj.operation = col_obj.ADD

        obj.object = col_obj

        # The weight of the attached object, if known
        obj.weight = 0.0
        return obj
コード例 #7
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def cucumber(cucumber, pose):
    '''
	Create a cylinder that represents the gripped cucumber.

	@return An AttachedCollisionObject representing the roof
	'''

    aco = AttachedCollisionObject()
    aco.link_name = "ee_link"
    aco.object.header.frame_id = "world"
    aco.object.id = "cucumber"

    acoPose = pose
    acoPose.position.y += cucumber.width / 2 + 0.15
    acoPose.position.z -= cucumber.height / 2 + 0.071

    acoCyl = SolidPrimitive()
    acoCyl.type = acoCyl.CYLINDER
    acoCyl.dimensions = [cucumber.height, cucumber.width / 2]

    aco.object.primitives.append(acoCyl)
    aco.object.primitive_poses.append(acoPose)
    aco.object.operation = aco.object.ADD

    return aco
コード例 #8
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    def detach_object(self, name):

        detach_object = AttachedCollisionObject()
        detach_object.object.id = name
        detach_object.link_name = "l_wrist_roll_link"
        detach_object.object.operation = detach_object.object.REMOVE
        self.attach_pub.publish(detach_object)
コード例 #9
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 def attach_mesh(self, link, name, pose, filename, touch_links = []):
     aco = AttachedCollisionObject()
     aco.object = self.__make_mesh(name, pose, filename)
     aco.link_name = link
     aco.touch_links = [link]
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     self._pub_aco.publish(aco)
コード例 #10
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 def remove_attached_object(self, link, name = ''):
     """
     Remove object from planning scene         
     """
     aco = AttachedCollisionObject()
     aco.object.operation = CollisionObject.REMOVE
     aco.link_name = link
     aco.object.id = name
     self._pub_aco.publish(aco)
コード例 #11
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 def attach_box(self, link, name, pose, size = (1, 1, 1), touch_links = []):
     aco = AttachedCollisionObject()
     aco.object = self.__make_box(name, pose, size)
     aco.link_name = link
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     else:
         aco.touch_links = [link]
     self._pub_aco.publish(aco)
コード例 #12
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 def remove_attached_object(self, link, name=''):
     """
     Remove object from planning scene         
     """
     aco = AttachedCollisionObject()
     aco.object.operation = CollisionObject.REMOVE
     aco.link_name = link
     aco.object.id = name
     self._pub_aco.publish(aco)
コード例 #13
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 def publish_attached(self, attached_obj, side):
     attached_obj.operation = CollisionObject.ADD
     msg = AttachedCollisionObject()
     msg.object = attached_obj
     msg.link_name = side + "_gripper"
     touch_links = [
         side + "_gripper", side + "_gripper_base", side + "_hand_camera",
         side + "_hand_range", "octomap"
     ]
     self.attached_pub.publish(msg)
コード例 #14
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 def remove_attached_object(self, link, name = None):
     """
     Remove an attached object from planning scene, or all objects attached to this link if no name is provided             
     """
     aco = AttachedCollisionObject()
     aco.object.operation = CollisionObject.REMOVE
     aco.link_name = link
     if name != None:
         aco.object.id = name
     self._pub_aco.publish(aco)
コード例 #15
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 def remove_attached_object(self, link, name=None):
     """
     Remove an attached object from planning scene, or all objects attached to this link if no name is provided
     """
     aco = AttachedCollisionObject()
     aco.object.operation = CollisionObject.REMOVE
     aco.link_name = link
     if name != None:
         aco.object.id = name
     self._pub_aco.publish(aco)
コード例 #16
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ファイル: moveit_test_pick.py プロジェクト: impet14/yaskawa
    def form_remove_all_attached_msg(self, link_name):
        obj = AttachedCollisionObject()
        # The CollisionObject will be attached with a fixed joint to this link
        obj.link_name = link_name

        col_obj = CollisionObject()

        # If action is remove and no object.id is set, all objects
        # attached to the link indicated by link_name will be removed
        col_obj.operation = col_obj.REMOVE
        obj.object = col_obj

        return obj
コード例 #17
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ファイル: scene.py プロジェクト: ikalevatykh/willbot_stack
    def detach_object(self, name='', link=''):
        """Given the name of a link, detach the object(s) from that link.

        Args:
            @name (str): object name (detach all attached objects if avoided)
            @link (str): link to detach from
        """
        aoc = AttachedCollisionObject()
        aoc.object.operation = CollisionObject.REMOVE
        if name:
            aoc.object.id = name
        if link:
            aoc.link_name = link
        self._apply_scene_diff([aoc])
 def _remove_payload_from_planning_scene_msg(self, payload):
     msg=payload.payload_msg
     
     aco = AttachedCollisionObject()
     aco.object.operation = CollisionObject.REMOVE
     if payload.attached_link is not None:
         aco.link_name = payload.attached_link
     else:
         aco.link_name = ""
     aco.object.id = msg.name
     #self._pub_aco.publish(aco)
     
     payload.attached_link = None
     return aco
コード例 #19
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ファイル: scene.py プロジェクト: ikalevatykh/willbot_stack
    def attach_object(self, name, link='', touch_links=[]):
        """Given the name of an object existing in the planning scene,
        attach it to a robot link.

        Args:
            @name (str): collision object name
            @link (str): link to attach to
            @touch_links (list): links that can touch an object
        """
        aoc = AttachedCollisionObject()
        aoc.object.operation = CollisionObject.ADD
        aoc.object.id = name
        aoc.touch_links = touch_links
        aoc.link_name = link
        self._apply_scene_diff([aoc])
コード例 #20
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    def remove_attached_object(self, link=None, name=None):
        """
        Remove an attached object from the robot, or all objects attached to the link if no name is provided,
        or all attached objects in the scene if neither link nor name are provided.

        Removed attached objects remain in the scene as world objects.
        Call remove_world_object afterwards to remove them from the scene.
        """
        aco = AttachedCollisionObject()
        aco.object.operation = CollisionObject.REMOVE
        if link is not None:
            aco.link_name = link
        if name is not None:
            aco.object.id = name
        self.__submit(aco, attach=True)
コード例 #21
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ファイル: hand_over_node.py プロジェクト: mvieth/hand_over
    def attach_object(self, group_name):

        rospy.loginfo('attaching object to ' + group_name)

        # select toolframe depending on group name
        tool_frame = TOOL_FRAME_RIGHT if 'right' in group_name else TOOL_FRAME_LEFT

        # pose for attached object in tool frame coordiantes
        pose = Pose()

        pose.position.z = 0.05
        pose.orientation.w = 1.0

        primitive = SolidPrimitive()

        primitive.type = primitive.BOX
        primitive.dimensions = [0.07, 0.07, 0.07]

        o = CollisionObject()

        o.header.frame_id = tool_frame
        o.id = "handed_object"
        o.primitives = [primitive]
        o.primitive_poses = [pose]
        o.operation = o.ADD

        a = AttachedCollisionObject()

        a.object = o

        # allow collisions with hand links
        a.touch_links = ALLOWED_TOUCH_LINKS

        # attach object to tool frame
        a.link_name = tool_frame

        # don't delete old planning scene, if we didn't get one so far, create a new one
        scene = self.current_planning_scene if self.current_planning_scene is not None else PlanningScene(
        )

        # add attached object to scene
        scene.robot_state.attached_collision_objects.append(a)

        # mark scene as changed
        scene.is_diff = True

        self.pub_ps.publish(scene)
コード例 #22
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    def attach_object(self, group_name):

        rospy.loginfo('attaching object to ' + group_name)

        # select toolframe depending on group name
        tool_frame = TOOL_FRAME_RIGHT if 'right' in group_name else TOOL_FRAME_LEFT

        # pose for attached object in tool frame coordiantes
        pose = Pose()

        pose.position.z = 0.05
        pose.orientation.w = 1.0

        primitive = SolidPrimitive()

        primitive.type = primitive.BOX
        primitive.dimensions = [0.07, 0.07, 0.07]

        o = CollisionObject()

        o.header.frame_id = tool_frame
        o.id = "handed_object"
        o.primitives = [primitive]
        o.primitive_poses = [pose]
        o.operation = o.ADD

        a = AttachedCollisionObject()

        a.object = o

        # allow collisions with hand links
        a.touch_links = ALLOWED_TOUCH_LINKS

        # attach object to tool frame
        a.link_name = tool_frame

        # don't delete old planning scene, if we didn't get one so far, create a new one
        scene = self.current_planning_scene if self.current_planning_scene is not None else PlanningScene()

        # add attached object to scene
        scene.robot_state.attached_collision_objects.append(a)

        # mark scene as changed
        scene.is_diff = True
        
        self.pub_ps.publish(scene)
コード例 #23
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 def get_attached_objects(self, object_ids=[]):
     """
     Get the attached objects identified by the given object ids list. If no ids are provided, return all the attached objects.
     """
     ser_aobjs = self._psi.get_attached_objects(object_ids)
     aobjs = dict()
     for key in ser_aobjs:
         msg = AttachedCollisionObject()
         conversions.msg_from_string(msg, ser_aobjs[key])
         aobjs[key] = msg
     return aobjs
コード例 #24
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def remCucumber():
    '''
	Remove a cylinder that represents the gripped cucumber.

	@return An AttachedCollisionObject representing the roof
	'''

    aco = AttachedCollisionObject()
    aco.object.header.frame_id = "world"
    aco.object.id = "cucumber"
    aco.object.operation = aco.object.REMOVE
    return aco
コード例 #25
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def table():
    '''
	Create the table and back plate that is connected to the robot base.

	@return An AttachedCollisionObject representing the table and back plate
	'''
    HEIGHT_OFFSET = 0.004

    table = AttachedCollisionObject()
    table.link_name = "base_link"
    table.object.header.frame_id = "/world"
    table.object.id = "table"

    tablePose = Pose()
    tablePose.position.x -= 0.5
    tablePose.position.z = -0.1 / 2 - HEIGHT_OFFSET  #- 0.26
    tablePose.orientation.w = 1.0

    tableBox = SolidPrimitive()
    tableBox.type = tableBox.BOX
    tableBox.dimensions = [1.5, 1, 0.1]

    table.object.primitives.append(tableBox)
    table.object.primitive_poses.append(tablePose)

    backpanelPose = Pose()
    backpanelPose.position.y = -0.5
    backpanelPose.position.z = 0.5 - HEIGHT_OFFSET - 0.26
    backpanelPose.orientation.w = 1.0

    backpanelBox = SolidPrimitive()
    backpanelBox.type = backpanelBox.BOX
    backpanelBox.dimensions = [1.5, 0.1, 1]

    table.object.primitives.append(backpanelBox)
    table.object.primitive_poses.append(backpanelPose)
    table.object.operation = table.object.ADD

    return table
コード例 #26
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 def attach_mesh(self, link, name, pose = None, filename = '', size = (1, 1, 1), touch_links = []):
     aco = AttachedCollisionObject()
     if pose!=None and not filename.empty():
         aco.object = self.__make_mesh(name, pose, filename, size)
     else:
         aco.object = self.__make_existing(name)
     aco.link_name = link
     aco.touch_links = [link]
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     self._pub_aco.publish(aco)
コード例 #27
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 def attach_mesh_custom(self, link, name, mesh, pose=None, touch_links=[]):
     aco = AttachedCollisionObject()
     if pose != None and mesh:
         aco.object = self.__make_mesh_custom(name, pose, mesh, size)
     else:
         aco.object = self.__make_existing(name)
     aco.link_name = link
     aco.touch_links = [link]
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     self._pub_aco.publish(aco)
コード例 #28
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    def removeAttachedObject(self, name, use_service=True):
        """ Remove an attached object. """
        o = AttachedCollisionObject()
        o.object.operation = CollisionObject.REMOVE
        o.object.id = name

        try:
            del self._attached_objects[name]
            self._attached_removed[name] = o
        except KeyError:
            pass

        self.sendUpdate(None, o, use_service)
コード例 #29
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 def makeAttached(self, link_name, obj, touch_links, detach_posture,
                  weight):
     o = AttachedCollisionObject()
     o.link_name = link_name
     o.object = obj
     if touch_links:
         o.touch_links = touch_links
     if detach_posture:
         o.detach_posture = detach_posture
     o.weight = weight
     return o
コード例 #30
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 def attach_mesh(self, link, name, pose=None, filename='', size=(1, 1, 1), touch_links=[]):
     aco = AttachedCollisionObject()
     if (pose is not None) and filename:
         aco.object = self.__make_mesh(name, pose, filename, size)
     else:
         aco.object = self.__make_existing(name)
     aco.link_name = link
     aco.touch_links = [link]
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     self.__submit(aco, attach=True)
コード例 #31
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 def attach_box(self, link, name, pose, size=(1, 1, 1), touch_links=[]):
     aco = AttachedCollisionObject()
     aco.object = self.make_box(name, pose, size)
     aco.link_name = link
     aco.touch_links = [link]
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     self._pub_aco.publish(aco)
コード例 #32
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 def attach_mesh(self, link, name, pose, filename, touch_links=[]):
     aco = AttachedCollisionObject()
     aco.object = self.__make_mesh(name, pose, filename)
     aco.link_name = link
     aco.touch_links = [link]
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     self._pub_aco.publish(aco)
コード例 #33
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 def attach_box(self, link, name, pose=None, size=(1, 1, 1), touch_links=[]):
     aco = AttachedCollisionObject()
     if pose is not None:
         aco.object = self.__make_box(name, pose, size)
     else:
         aco.object = self.__make_existing(name)
     aco.link_name = link
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     else:
         aco.touch_links = [link]
     self.__submit(aco, attach=True)
コード例 #34
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    def removeAttachedObject(self, name, wait=True):
        """ Remove an attached object. """
        o = AttachedCollisionObject()
        o.object.operation = CollisionObject.REMOVE
        #o.link_name = ??
        o.object.id = name

        try:
            del self._attached_objects[name]
            self._attached_removed[name] = o
        except KeyError:
            pass

        self.sentUpdate(None, o, wait)
コード例 #35
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ファイル: baxter_scene.py プロジェクト: ysl208/Baxter_PbD
 def attachCylinder(self,link,name,pose,size,touch_links=[]):
     """
         Attaches a cylinder to a gripper
         
         :param name: Name of the new cylinder object
         :type name: str
         :param pose: Pose of the new object
         :type pose: geometry_msgs.msg.PoseStamped
         :param size: Dimensions of the new object (height[m],radius[m])
         :type size: (float, float)
         :param touch_links: links that are already in collision with the attached object (added links do not trigger a collision)
         :type touch_links: list(str)
     """
     #print "attach object with name", name
     #print "touch links",touch_links
     aco = AttachedCollisionObject()
     aco.object = self.__make_cylinder(name, pose, size)
     aco.link_name = link
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     else:
         aco.touch_links = [link]
     self.scene._pub_aco.publish(aco)
 def _add_payload_to_planning_scene_msg(self, payload):
     
     msg=payload.payload_msg
     
     co = CollisionObject()
     co.id = payload.payload_msg.name
     co.header.frame_id = msg.header.frame_id
     
     payload.attached_link=msg.header.frame_id
     
     urdf_root=self.urdf.get_root()
     urdf_chain=self.urdf.get_chain(urdf_root, payload.attached_link, joints=True, links=False)
     urdf_chain.reverse()
     touch_links=[]
     touch_root = None        
     for j_name in urdf_chain:
         j=self.urdf.joint_map[j_name]
         if j.type != "fixed":
             break
         touch_root=j.parent
     
     def _touch_recurse(touch):
         ret=[touch]
         if touch in self.urdf.child_map:                
             for c_j,c in self.urdf.child_map[touch]:
                 if self.urdf.joint_map[c_j].type == "fixed":
                     ret.extend(_touch_recurse(c))
         return ret
     
     if touch_root is not None:
         touch_links.extend(_touch_recurse(touch_root))        
     
     for i in xrange(len(msg.collision_geometry.mesh_resources)):
         
         mesh_filename=urlparse.urlparse(resource_retriever.get_filename(msg.collision_geometry.mesh_resources[i])).path
         mesh_pose = rox_msg.transform2pose_msg(rox_msg.msg2transform(msg.pose) * rox_msg.msg2transform(msg.collision_geometry.mesh_poses[i]))            
         mesh_scale=msg.collision_geometry.mesh_scales[i]
         mesh_scale = (mesh_scale.x, mesh_scale.y, mesh_scale.z)
         
         mesh_msg = load_mesh_file_to_mesh_msg(mesh_filename, mesh_scale)
         co.meshes.extend(mesh_msg)
         co.mesh_poses.extend([mesh_pose]*len(mesh_msg))
     
     for i in xrange(len(msg.collision_geometry.primitives)):
         co.primitives.append(msg.collision_geometry.primitives[i])
         primitive_pose = rox_msg.transform2pose_msg(rox_msg.msg2transform(msg.pose) * rox_msg.msg2transform(msg.collision_geometry.primitive_poses[i]))
         co.primitive_poses.append(primitive_pose)
     
     aco = AttachedCollisionObject()    
     aco.link_name = payload.attached_link
     aco.object = co
     aco.touch_links = touch_links
     aco.weight = msg.inertia.m 
     
     #self._pub_aco.publish(aco)
     return aco
コード例 #37
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def roof():
    '''
	Create a roof that constrains the random movements of the robot.

	@return An AttachedCollisionObject representing the roof
	'''

    roof = AttachedCollisionObject()
    roof.link_name = "base_link"
    roof.object.header.frame_id = "world"
    roof.object.id = "roof"

    roofPose = Pose()
    roofPose.position.z = .6
    roofPose.orientation.w = 1.0

    roofBox = SolidPrimitive()
    roofBox.type = roofBox.BOX
    roofBox.dimensions = [1.5, 1, 0.025]

    roof.object.primitives.append(roofBox)
    roof.object.primitive_poses.append(roofPose)

    return roof
コード例 #38
0
ファイル: scene.py プロジェクト: cdrwolfe/ariac_qual_2
    def removeAttachedObject(self, name, wait=True):
        """ Remove an attached object. """
        o = AttachedCollisionObject()
        o.object.operation = CollisionObject.REMOVE
        #o.link_name = ??
        o.object.id = name

        try:
            del self._attached_objects[name]
            self._attached_removed[name] = o
        except KeyError:
            pass

        self._attached_pub.publish(o)
        if wait:
            self.waitForSync()
コード例 #39
0
 def attach_mesh(self, link, name, pose = None, filename = '', size = (1, 1, 1), touch_links = []):
     aco = AttachedCollisionObject()
     if pose!=None and not filename.empty():
         aco.object = self.__make_mesh(name, pose, filename, size)
     else:
         aco.object = self.__make_existing(name)
     aco.link_name = link
     aco.touch_links = [link]
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     self._pub_aco.publish(aco)
コード例 #40
0
 def attach_mesh(self, link, name, pose=None, filename='', size=(1, 1, 1), touch_links=[]):
     aco = AttachedCollisionObject()
     if (pose is not None) and filename:
         aco.object = self.__make_mesh(name, pose, filename, size)
     else:
         aco.object = self.__make_existing(name)
     aco.link_name = link
     aco.touch_links = [link]
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     self.__submit(aco, attach=True)
コード例 #41
0
 def makeAttached(self, link_name, obj, touch_links, detach_posture,
                  weight):
     o = AttachedCollisionObject()
     o.link_name = link_name
     o.object = obj
     if touch_links:
         o.touch_links = touch_links
     if detach_posture:
         o.detach_posture = detach_posture
     o.weight = weight
     return o
コード例 #42
0
 def attach_box(self, link, name, pose=None, size=(1, 1, 1), touch_links=[]):
     aco = AttachedCollisionObject()
     if pose is not None:
         aco.object = self.__make_box(name, pose, size)
     else:
         aco.object = self.__make_existing(name)
     aco.link_name = link
     if len(touch_links) > 0:
         aco.touch_links = touch_links
     else:
         aco.touch_links = [link]
     self.__submit(aco, attach=True)
  def init_cluster_grasper(self, cluster, probabilities=[], use_probability=True):

    self.cluster_frame = cluster.header.frame_id

    #use PCA to find the object frame and bounding box dims, and to get the cluster points in the object frame (z=0 at bottom of cluster)
    if use_probability:
      if len(probabilities) == 0:
        (self.object_points, self.object_bounding_box_dims, self.object_bounding_box, \
          self.object_to_base_frame, self.object_to_cluster_frame) = \
          self.cbbf.find_object_frame_and_bounding_box(cluster, []) #empty probabilities
        if self.draw_box:
          self.draw_bounding_box(self.object_bounding_box_dims, name='probabilistic_object_box', color=[0.2,0.2,1])
          print 'probabilistic_object_box'
      else:
        (self.object_points, self.object_bounding_box_dims, self.object_bounding_box, \
            self.object_to_base_frame, self.object_to_cluster_frame) = \
            self.cbbf.find_object_frame_and_bounding_box(cluster, probabilities)
        #draw the bounding box
        if self.draw_box:
          self.draw_bounding_box(self.object_bounding_box_dims, name='probabilistic_weighted_object_box', color=[0,0.9,0.9])
          print 'probabilistic_weighted_object_box'

    else:
      (self.object_points, self.object_bounding_box_dims, self.object_bounding_box, \
              self.object_to_base_frame, self.object_to_cluster_frame) = \
              self.cbbf.find_object_frame_and_bounding_box(cluster, probabilities)
      if self.draw_box:
        self.draw_bounding_box(self.object_bounding_box_dims, name='deterministic_object_box', color=[1,0,0])
        print 'deterministic_object_box'

    # MoveIt Stuff: CollisionObject
    '''
    print "self.object_bounding_box_dims=", self.object_bounding_box_dims
    print "self.object_bounding_box=", self.object_bounding_box
    print "self.object_to_base_frame.shape=", self.object_to_base_frame.shape
    print "self.object_to_base_frame=", self.object_to_base_frame
    print "self.object_to_cluster_frame=", self.object_to_cluster_frame
    '''
    # Add the bounding box as a CollisionObject
    co = CollisionObject()
    co.header.stamp = rospy.get_rostime()
    #co.header.frame_id = "base_footprint"
    co.header.frame_id = "base_link"

    co.primitives.append(SolidPrimitive())
    co.primitives[0].type = SolidPrimitive.BOX

    # Clear the previous CollisionObject
    co.id = "part"
    co.operation = co.REMOVE
    self.pub_co.publish(co)

    # Clear the previously attached object
    aco = AttachedCollisionObject()
    aco.object = co
    self.pub_aco.publish(aco)

    # Add the new CollisionObject
    box_height = self.object_bounding_box_dims[2]

    co.operation = co.ADD
    co.primitives[0].dimensions.append(self.object_bounding_box_dims[0])
    co.primitives[0].dimensions.append(self.object_bounding_box_dims[1])
    co.primitives[0].dimensions.append(self.object_bounding_box_dims[2])
    co.primitive_poses.append(Pose())
    co.primitive_poses[0].position.x = self.object_to_base_frame[0,3]
    co.primitive_poses[0].position.y = self.object_to_base_frame[1,3]
    co.primitive_poses[0].position.z = self.object_to_base_frame[2,3] + box_height/2

    quat = tf.transformations.quaternion_about_axis(math.atan2(self.object_to_base_frame[1,0], self.object_to_base_frame[0,0]), (0,0,1))
    #quat = tf.transformations.quaternion_from_matrix(self.object_to_base_frame)
    co.primitive_poses[0].orientation.x = quat[0]
    co.primitive_poses[0].orientation.y = quat[1]
    co.primitive_poses[0].orientation.z = quat[2]
    co.primitive_poses[0].orientation.w = quat[3]

    self.pub_co.publish(co)
    # END MoveIt! stuff

    #for which directions does the bounding box fit within the hand?
    gripper_space = [self.gripper_opening - self.object_bounding_box_dims[i] for i in range(3)]
    self._box_fits_in_hand = [gripper_space[i] > 0 for i in range(3)]

    #only half benefit for the longer dimension, if one is significantly longer than the other
    if self._box_fits_in_hand[0] and self._box_fits_in_hand[1]:
      if gripper_space[0] > gripper_space[1] and self.object_bounding_box_dims[0]/self.object_bounding_box_dims[1] < .8:
        self._box_fits_in_hand[1] *= .5
      elif gripper_space[1] > gripper_space[0] and self.object_bounding_box_dims[1]/self.object_bounding_box_dims[0] < .8:
        self._box_fits_in_hand[0] *= .5
    #rospy.loginfo("bounding box dims: "+pplist(self.object_bounding_box_dims))
    #rospy.loginfo("self._box_fits_in_hand: "+str(self._box_fits_in_hand))

    #compute the average number of points per sq cm of bounding box surface (half the surface only)
    bounding_box_surf = (self.object_bounding_box_dims[0]*100 * self.object_bounding_box_dims[1]*100) + \
        (self.object_bounding_box_dims[0]*100 * self.object_bounding_box_dims[2]*100) + \
        (self.object_bounding_box_dims[1]*100 * self.object_bounding_box_dims[2]*100)
    self._points_per_sq_cm = self.object_points.shape[1] / bounding_box_surf