def updateHook(self):

        sm_vel, sm_vel_ok = self.sm_in_port.read()

        #Hack
        self.camera = self.camera_interface.getCameraDisplacement(
            "mainViewportBaseCamera")

        H_0_c = self.camera
        H_0_b = self.cursor.getPosition()
        H_b_0 = H_0_b.inverse()

        H_b_c = H_b_0 * H_0_c
        H_b_c.setTranslation(lgsm.vector([0, 0, 0]))

        H_0 = lgsm.Displacementd(0.0, 0.0, 0.0, 1, 0, 0, 0)
        sm_vel = H_0.adjoint() * lgsm.Twist([0, 0, 0, 0.0, self.v_y, 0.0])
        #self.cursor.setVelocity(100 * sm_vel)

        #if self.cursor.getPosition.Translation.x() <= 0.9  :
        #self.mov_dir = "aller"

        #if self.cursor.gettPosition.x()  >= 1.9 :
        #self.mov_dir = "retour"

        #if self.mov_dir == "aller" :
        #self.v_y = self.v_y

        #if self.mov_dir == "retour" :
        #self.v_y = -self.v_y

        #self.count = self.count + 1

        #if self.count % 50 == 0 :
        #self.v_y = -self.v_y

        #self.cursor.setPosition(lgsm.Displacementd(self.X_x, 0.0, 0.0, 0.7071067811865476, 0, 0, 0.7071067811865476))
        self.cursor.setPosition(
            lgsm.Displacementd(5.65, 0.0, 0.0, 0.7071067811865476, 0, 0,
                               0.7071067811865476))
        if self.X_x <= 0.5:
            self.mov_dir = "aller"

        if self.X_x >= 1.6:
            self.mov_dir = "retour"

        if self.mov_dir == "aller":
            self.X_x = self.X_x + 0.001

        if self.mov_dir == "retour":
            self.X_x = self.X_x - 0.001
def addObst_1(world):
    obst_1_world = xrl.createWorldFromUrdfFile("resources/urdf/env11.xml",
                                               "obst_1",
                                               [0.1, 0.35, 0.0, 1, 0, 0, 0],
                                               True, 0.1, 0.01)
    phy_obst_1_world = desc.simple.scene.parseColladaFile(
        "resources/dae/env11.dae",
        append_label_library=".phyobst_1",
        append_label_graph_meshes=".obst_1")
    desc.simple.graphic.addGraphicalTree(world,
                                         obst_1_world,
                                         node_name="obst_1")
    shpere_node = desc.core.findInTree(
        obst_1_world.scene.graphical_scene.root_node, "node-obst_1")
    comp_obst_1 = desc.simple.collision.addCompositeMesh(
        world,
        phy_obst_1_world,
        composite_name="obst_1.comp",
        offset=0.00,
        clean_meshes=False,
        ignore_library_conflicts=False)
    #desc.collision.copyFromGraphicalTree(comp_obst_1.root_node, obst_1_node)
    desc.simple.physic.addRigidBody(world,
                                    "obst_1",
                                    mass=0.00001,
                                    contact_material="material.concrete")
    #obst_1_position = lgsm.Displacementd(0.60,0.0,0.0, 0.7071067811865476, 0, 0, 0.7071067811865475)   posi ori paper Ec
    #obst_1_position = lgsm.Displacementd(-0.2,2.0,0.256, 0.7071067811865476, 0.7071067811865476, 0, 0)   #(0.1,0.3,0.0, 0.7071067811865476, 0, 0, 0.7071067811865475) //Cette ligne a ete utilise pour table horizontale
    #obst_1_position = lgsm.Displacementd(0.18,0.35,0.0, 0.7071067811865476, 0, 0, 0.7071067811865475)   #(0.1,0.3,0.0, 0.7071067811865476, 0, 0, 0.7071067811865475) //Cette ligne a ete utilise pour table horizontale
    obst_1_position = lgsm.Displacementd(
        0.18, 0.19, 0.0, 0.7071067811865476, 0, 0, 0.7071067811865475
    )  #(0.1,0.3,0.0, 0.7071067811865476, 0, 0, 0.7071067811865475) //Cette ligne a ete utilise pour table horizontale
    #obst_1_position.setTranslation(lgsm.vector(0.9,0.0,0.0))
    desc.simple.physic.addFreeJoint(world, "obst_1.joint", "obst_1",
                                    obst_1_position)
    #Binding graph, phy and coll object
    obst_1_graph_node = desc.core.findInTree(
        world.scene.graphical_scene.root_node, "obst_1")
    obst_1_phy_node = desc.physic.findInPhysicalScene(
        world.scene.physical_scene, "obst_1")
    obst_1_graph_node.name = "obst_1"  # it is suitable to have the same name for both graphics and physics.
    obst_1_phy_node.rigid_body.composite_name = "obst_1.comp"
Exemplo n.º 3
0
def addGround(world):
    current_path = os.path.dirname(
        os.path.abspath(inspect.getfile(inspect.currentframe())))
    ground_world = xrl.createWorldFromUrdfFile(
        "resources/urdf/ground.xml", "ground",
        [0.0, 0.0, 0.0, 0.7071067811865476, 0, 0, 0.7071067811865475], False,
        0.1, 0.01)  # , "material.concrete")
    phy_ground_world = desc.simple.scene.parseColladaFile(
        "resources/dae/ground_phy_50mm.dae",
        append_label_library=".phyground",
        append_label_graph_meshes=".ground_50mm")
    desc.simple.graphic.addGraphicalTree(world,
                                         ground_world,
                                         node_name="ground")
    ground_node = desc.core.findInTree(
        ground_world.scene.graphical_scene.root_node, "node-ground")
    comp_ground = desc.simple.collision.addCompositeMesh(
        world,
        phy_ground_world,
        composite_name="ground.comp",
        offset=0.00,
        clean_meshes=False,
        ignore_library_conflicts=False)
    #desc.collision.copyFromGraphicalTree(comp_ground.root_node, ground_node)
    desc.simple.physic.addRigidBody(world,
                                    "ground",
                                    mass=100000000,
                                    contact_material="material.concrete")
    #ground_position = lgsm.Displacementd(-0.2,2.0,0.256, 0.7071067811865476, 0.7071067811865476, 0, 0) #(0.1,0.3,0.0, 0.7071067811865476, 0, 0, 0.7071067811865475)  //Ligne pour table horizontale
    ground_position = lgsm.Displacementd(
        0.1, 0.3, 0.0, 0.7071067811865476, 0, 0, 0.7071067811865475
    )  #(0.1,0.3,0.0, 0.7071067811865476, 0, 0, 0.7071067811865475) //Pour mur vertical
    desc.simple.physic.addFixedJoint(world, "ground.joint", "ground",
                                     ground_position)
    #Binding graph, phy and coll object
    ground_graph_node = desc.core.findInTree(
        world.scene.graphical_scene.root_node, "ground")
    ground_phy_node = desc.physic.findInPhysicalScene(
        world.scene.physical_scene, "ground")
    ground_graph_node.name = "ground"  # it is suitable to have the same name for both graphics and physics.
    ground_phy_node.rigid_body.composite_name = "ground.comp"
Exemplo n.º 4
0
def addObst_2(world):
    obst_2_world = xrl.createWorldFromUrdfFile("resources/urdf/env12.xml",
                                               "obst_2",
                                               [0.6, -0.2, 0.0, 1, 0, 0, 0],
                                               True, 0.1, 0.01)
    phy_obst_2_world = desc.simple.scene.parseColladaFile(
        "resources/dae/env12.dae",
        append_label_library=".phyobst_2",
        append_label_graph_meshes=".obst_2")

    desc.simple.graphic.addGraphicalTree(world,
                                         obst_2_world,
                                         node_name="obst_2")
    shpere_node = desc.core.findInTree(
        obst_2_world.scene.graphical_scene.root_node, "node-obst_2")
    comp_obst_2 = desc.simple.collision.addCompositeMesh(
        world,
        phy_obst_2_world,
        composite_name="obst_2.comp",
        offset=0.00,
        clean_meshes=False,
        ignore_library_conflicts=False)
    #desc.collision.copyFromGraphicalTree(comp_obst_2.root_node, obst_2_node)
    desc.simple.physic.addRigidBody(world,
                                    "obst_2",
                                    mass=1,
                                    contact_material="material.concrete")
    obst_2_position = lgsm.Displacementd()
    #obst_2_position.setTranslation(lgsm.vector(0.6,-0.2,0.0))
    obst_2_position.setTranslation(lgsm.vector(2.6, 3.2, 0.0))
    desc.simple.physic.addFixedJoint(world, "obst_2.joint", "obst_2",
                                     obst_2_position)
    #Binding graph, phy and coll object
    obst_2_graph_node = desc.core.findInTree(
        world.scene.graphical_scene.root_node, "obst_2")
    obst_2_phy_node = desc.physic.findInPhysicalScene(
        world.scene.physical_scene, "obst_2")
    obst_2_graph_node.name = "obst_2"  # it is suitable to have the same name for both graphics and physics.
    obst_2_phy_node.rigid_body.composite_name = "obst_2.comp"
Exemplo n.º 5
0
def addSphere(world):
    sphere_world = xrl.createWorldFromUrdfFile("resources/urdf/sphere.xml",
                                               "sphere",
                                               [0, 0, 0.1, 1, 0, 0, 0], False,
                                               0.1,
                                               0.01)  # , "material.concrete")
    phy_sphere_world = desc.simple.scene.parseColladaFile(
        "resources/dae/sphere.dae",
        append_label_library=".physphere",
        append_label_graph_meshes=".sphere")
    desc.simple.graphic.addGraphicalTree(world,
                                         sphere_world,
                                         node_name="sphere")
    shpere_node = desc.core.findInTree(
        sphere_world.scene.graphical_scene.root_node, "node-sphere")
    comp_sphere = desc.simple.collision.addCompositeMesh(
        world,
        phy_sphere_world,
        composite_name="sphere.comp",
        offset=0.00,
        clean_meshes=False,
        ignore_library_conflicts=False)
    #desc.collision.copyFromGraphicalTree(comp_sphere.root_node, sphere_node)
    desc.simple.physic.addRigidBody(world,
                                    "sphere",
                                    mass=1,
                                    contact_material="material.concrete")
    sphere_position = lgsm.Displacementd()
    sphere_position.setTranslation(lgsm.vector(0.7, 5.3, 5.3))
    desc.simple.physic.addFixedJoint(world, "sphere.joint", "sphere",
                                     sphere_position)
    #Binding graph, phy and coll object
    sphere_graph_node = desc.core.findInTree(
        world.scene.graphical_scene.root_node, "sphere")
    sphere_phy_node = desc.physic.findInPhysicalScene(
        world.scene.physical_scene, "sphere")
    sphere_graph_node.name = "sphere"  # it is suitable to have the same name for both graphics and physics.
    sphere_phy_node.rigid_body.composite_name = "sphere.comp"
	def updateHook(self):

		H_b_c = lgsm.Displacementd(0.0, 0.0, 0.0, 1, 0, 0, 0)
		H_b_c.setTranslation(lgsm.vector([0,0,0]))

		self.pos_out.write(H_b_c)
Exemplo n.º 7
0
wm.phy.s.Connectors.IConnectorRobotJointTorque.new(
    "ict" + robot_name, robot_name + "_",
    robot_name)  #Input port is the torque
wm.phy.s.Connectors.OConnectorRobotState.new(
    "ocpos" + robot_name, robot_name + "_",
    robot_name)  #Output is the kuka robot state
wm.icsync.addEvent("kuka_tau")
####################################################################################################

#wm.graph_scn.MarkersInterface.addMarker("Target", False)
#d = lgsm.Displacementd(1,0,0.5,-0.0157,0,-0.9998,0)
#wm.graph_scn.MarkersInterface.setMarker6DPosition("Target",d)

########################################################################
wm.graph_scn.MarkersInterface.addMarker("1", False)
d = lgsm.Displacementd(-0.2, 0.45, 0.2, -0.9998, 0, -0.0157, 0)
wm.graph_scn.MarkersInterface.setMarker6DPosition("1", d)

wm.graph_scn.MarkersInterface.addMarker("2", False)
d = lgsm.Displacementd(-0.2, 0.45, 0.6, -0.9998, 0, -0.0157, 0)
wm.graph_scn.MarkersInterface.setMarker6DPosition("2", d)

wm.graph_scn.MarkersInterface.addMarker("3", False)
d = lgsm.Displacementd(0.35, 0.4, 0.6, -0.9998, 0, -0.0157, 0)
wm.graph_scn.MarkersInterface.setMarker6DPosition("3", d)

wm.graph_scn.MarkersInterface.addMarker("4", False)
d = lgsm.Displacementd(0.35, 0.30, 0.2, -0.9998, 0, -0.0157, 0)
wm.graph_scn.MarkersInterface.setMarker6DPosition("4", d)

#wm.graph_scn.MarkersInterface.addMarker("1", False)