def setup_scene(rbt, config):
    if config["with_ground"] is True:
        AddFlatTerrainToWorld(rbt)

    for i, instance_config in enumerate(config["instances"]):
        add_single_instance_to_rbt(rbt,
                                   config,
                                   instance_config,
                                   i,
                                   floating_base_type=FloatingBaseType.kFixed)
    # Add camera geometry!
    camera_link = RigidBody()
    camera_link.set_name("camera_link")
    # necessary so this last link isn't pruned by the rbt.compile() call
    camera_link.set_spatial_inertia(np.eye(6))
    camera_link.add_joint(
        rbt.world(),
        RollPitchYawFloatingJoint("camera_floating_base", np.eye(4)))
    rbt.add_rigid_body(camera_link)

    # - Add frame for camera fixture.
    camera_frame = RigidBodyFrame(name="rgbd_camera_frame",
                                  body=camera_link,
                                  xyz=[0.0, 0., 0.],
                                  rpy=[0., 0., 0.])
    rbt.addFrame(camera_frame)
    rbt.compile()
示例#2
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 def test_collision_element_api(self):
     # Verify construction from both Isometry3d and 4x4 arrays.
     box_element = shapes.Box([1.0, 1.0, 1.0])
     box_collision_element_np = CollisionElement(box_element, np.eye(4))
     box_collision_element_isom = CollisionElement(box_element,
                                                   Isometry3.Identity())
     body = RigidBody()
     box_collision_element_isom.set_body(body)
     self.assertEqual(box_collision_element_isom.get_body(), body)
示例#3
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    def test_rigid_body_tree_programmatic_construction(self):
        # Tests RBT programmatic construction methods by assembling
        # a simple RBT with a prismatic and revolute joint, with
        # both visual and collision geometry on the last joint.
        rbt = RigidBodyTree()
        world_body = rbt.world()

        # body_1 is connected to the world via a prismatic joint along
        # the +z axis.
        body_1 = RigidBody()
        body_1.set_name("body_1")
        body_1_joint = PrismaticJoint("z", np.eye(4), np.array([0., 0., 1.]))
        body_1.add_joint(world_body, body_1_joint)
        rbt.add_rigid_body(body_1)

        # body_2 is connected to body_1 via a revolute joint around the z-axis.
        body_2 = RigidBody()
        body_2.set_name("body_2")
        body_2_joint = RevoluteJoint("theta", np.eye(4), np.array([0., 0.,
                                                                   1.]))
        body_2.add_joint(body_1, body_2_joint)
        box_element = shapes.Box([1.0, 1.0, 1.0])
        box_visual_element = shapes.VisualElement(box_element, np.eye(4),
                                                  [1., 0., 0., 1.])
        body_2.AddVisualElement(box_visual_element)
        body_2_visual_elements = body_2.get_visual_elements()
        rbt.add_rigid_body(body_2)

        box_collision_element = CollisionElement(box_element, np.eye(4))
        box_collision_element.set_body(body_2)
        rbt.addCollisionElement(box_collision_element, body_2, "default")

        # Define a collision filter group containing bodies 1 and 2 and make
        # that group ignore itself.
        rbt.DefineCollisionFilterGroup(name="test_group")
        rbt.AddCollisionFilterGroupMember(group_name="test_group",
                                          body_name="body_1",
                                          model_id=0)
        rbt.AddCollisionFilterGroupMember(group_name="test_group",
                                          body_name="body_2",
                                          model_id=0)
        rbt.AddCollisionFilterIgnoreTarget("test_group", "test_group")

        self.assertFalse(rbt.initialized())
        rbt.compile()
        self.assertTrue(rbt.initialized())

        # The RBT's position vector should now be [z, theta].
        self.assertEqual(body_1.get_position_start_index(), 0)
        self.assertEqual(body_2.get_position_start_index(), 1)

        self.assertIsNotNone(
            rbt.FindCollisionElement(body_2.get_collision_element_ids()[0]))
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    def test_rigid_body_api(self):
        # Tests as much of the RigidBody API as is possible in isolation.
        # Adding collision geometry is *not* tested here, as it needs to
        # be done in the context of the RigidBodyTree.
        body = RigidBody()
        name = "body"
        body.set_name(name)
        self.assertEqual(body.get_name(), name)
        inertia = np.eye(6)
        body.set_spatial_inertia(inertia)
        self.assertTrue(np.allclose(inertia, body.get_spatial_inertia()))

        # Try adding a joint to a dummy body.
        body_joint = PrismaticJoint("z", np.eye(4), np.array([0., 0., 1.]))
        self.assertFalse(body.has_joint())
        dummy_body = RigidBody()
        body.add_joint(dummy_body, body_joint)
        self.assertEqual(body.getJoint(), body_joint)
        self.assertTrue(body.has_joint())

        # Try adding visual geometry.
        box_element = shapes.Box([1.0, 1.0, 1.0])
        box_visual_element = shapes.VisualElement(box_element, np.eye(4),
                                                  [1., 0., 0., 1.])
        body.AddVisualElement(box_visual_element)
        body_visual_elements = body.get_visual_elements()
        self.assertEqual(len(body_visual_elements), 1)
        self.assertEqual(body_visual_elements[0].getGeometry().getShape(),
                         box_visual_element.getGeometry().getShape())

        # Test collision-related methods.
        self.assertEqual(body.get_num_collision_elements(), 0)
        self.assertEqual(len(body.get_collision_element_ids()), 0)
    def test_rigid_body_tree_programmatic_construction(self):
        # Tests RBT programmatic construction methods by assembling
        # a simple RBT with a prismatic and revolute joint, with
        # both visual and collision geometry on the last joint.
        rbt = RigidBodyTree()
        world_body = rbt.world()

        # body_1 is connected to the world via a prismatic joint along
        # the +z axis.
        body_1 = RigidBody()
        body_1.set_name("body_1")
        body_1_joint = PrismaticJoint("z", np.eye(4), np.array([0., 0., 1.]))
        body_1.add_joint(world_body, body_1_joint)
        rbt.add_rigid_body(body_1)

        # body_2 is connected to body_1 via a revolute joint around the z-axis.
        body_2 = RigidBody()
        body_2.set_name("body_2")
        body_2_joint = RevoluteJoint("theta", np.eye(4), np.array([0., 0.,
                                                                   1.]))
        body_2.add_joint(body_1, body_2_joint)
        box_element = shapes.Box([1.0, 1.0, 1.0])
        box_visual_element = shapes.VisualElement(box_element, np.eye(4),
                                                  [1., 0., 0., 1.])
        body_2.AddVisualElement(box_visual_element)
        body_2_visual_elements = body_2.get_visual_elements()
        rbt.add_rigid_body(body_2)

        box_collision_element = CollisionElement(box_element, np.eye(4))
        box_collision_element.set_body(body_2)
        rbt.addCollisionElement(box_collision_element, body_2, "default")

        rbt.compile()

        # The RBT's position vector should now be [z, theta].
        self.assertEqual(body_1.get_position_start_index(), 0)
        self.assertEqual(body_2.get_position_start_index(), 1)
示例#6
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    def test_rigid_body_tree_programmatic_construction(self):
        # Tests RBT programmatic construction methods by assembling
        # a simple RBT with a prismatic and revolute joint, with
        # both visual and collision geometry on the last joint.
        rbt = RigidBodyTree()
        world_body = rbt.world()

        # body_1 is connected to the world via a prismatic joint along
        # the +z axis.
        body_1 = RigidBody()
        body_1.set_name("body_1")
        body_1_joint = PrismaticJoint("z", np.eye(4),
                                      np.array([0., 0., 1.]))
        body_1.add_joint(world_body, body_1_joint)
        rbt.add_rigid_body(body_1)

        # body_2 is connected to body_1 via a revolute joint around the z-axis.
        body_2 = RigidBody()
        body_2.set_name("body_2")
        body_2_joint = RevoluteJoint("theta", np.eye(4),
                                     np.array([0., 0., 1.]))
        body_2.add_joint(body_1, body_2_joint)
        box_element = shapes.Box([1.0, 1.0, 1.0])
        box_visual_element = shapes.VisualElement(
            box_element, np.eye(4), [1., 0., 0., 1.])
        body_2.AddVisualElement(box_visual_element)
        body_2_visual_elements = body_2.get_visual_elements()
        rbt.add_rigid_body(body_2)

        box_collision_element = CollisionElement(box_element, np.eye(4))
        box_collision_element.set_body(body_2)
        rbt.addCollisionElement(box_collision_element, body_2, "default")

        # Define a collision filter group containing bodies 1 and 2 and make
        # that group ignore itself.
        rbt.DefineCollisionFilterGroup(name="test_group")
        rbt.AddCollisionFilterGroupMember(
            group_name="test_group", body_name="body_1", model_id=0)
        rbt.AddCollisionFilterGroupMember(
            group_name="test_group", body_name="body_2", model_id=0)
        rbt.AddCollisionFilterIgnoreTarget("test_group", "test_group")

        self.assertFalse(rbt.initialized())
        rbt.compile()
        self.assertTrue(rbt.initialized())

        # The RBT's position vector should now be [z, theta].
        self.assertEqual(body_1.get_position_start_index(), 0)
        self.assertEqual(body_2.get_position_start_index(), 1)

        self.assertIsNotNone(
            rbt.FindCollisionElement(
                body_2.get_collision_element_ids()[0]))
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    def test_rigid_body_api(self):
        # Tests as much of the RigidBody API as is possible in isolation.
        # Adding collision geometry is *not* tested here, as it needs to
        # be done in the context of the RigidBodyTree.
        body = RigidBody()
        name = "body"
        body.set_name(name)
        self.assertEqual(body.get_name(), name)
        inertia = np.eye(6)
        body.set_spatial_inertia(inertia)
        self.assertTrue(np.allclose(inertia, body.get_spatial_inertia()))

        # Try adding a joint to a dummy body.
        body_joint = PrismaticJoint("z", np.eye(4),
                                    np.array([0., 0., 1.]))
        self.assertFalse(body.has_joint())
        dummy_body = RigidBody()
        body.add_joint(dummy_body, body_joint)
        self.assertEqual(body.getJoint(), body_joint)
        self.assertTrue(body.has_joint())

        # Try adding visual geometry.
        box_element = shapes.Box([1.0, 1.0, 1.0])
        box_visual_element = shapes.VisualElement(
            box_element, np.eye(4), [1., 0., 0., 1.])
        body.AddVisualElement(box_visual_element)
        body_visual_elements = body.get_visual_elements()
        self.assertEqual(len(body_visual_elements), 1)
        self.assertEqual(body_visual_elements[0].getGeometry().getShape(),
                         box_visual_element.getGeometry().getShape())

        # Test collision-related methods.
        self.assertEqual(body.get_num_collision_elements(), 0)
        self.assertEqual(len(body.get_collision_element_ids()), 0)