Example #1
0
void NiutHumanReader::updateJoint(int i, int j, Joint& curJoint, int toasterId, std::vector<int>& trackedJoints, const niut_msgs::niut_HUMAN_LIST::ConstPtr& msg) {

    std::map<int, std::string> niutToString;
    niutToString[0] = "HEAD";
    niutToString[3] = "TORSO";
    niutToString[9] = "L_HAND";
    niutToString[15] = "R_HIP";
    niutToString[22] = "R_HAND";

    double x, y, z;
    int niutJoint = trackedJoints[j];
    std::string jointString = niutToString[niutJoint];

    //Allocate Joint if needed
    if (lastConfig_[toasterId]->skeleton_[jointString] == NULL) {
        Joint* tmpJoint = new Joint(10001 + j, toasterId);
        tmpJoint->setName(jointString);
        tmpJoint->setAgentId(toasterId);
        lastConfig_[toasterId]->skeleton_[jointString] = tmpJoint;
    }


    x = msg->filtered_users[i].skeleton.joint[niutJoint].position.x;
    y = msg->filtered_users[i].skeleton.joint[niutJoint].position.y;
    z = msg->filtered_users[i].skeleton.joint[niutJoint].position.z;
    curJoint.position_.set<0>(x);
    curJoint.position_.set<1>(y);
    curJoint.position_.set<2>(z);
    projectJoint(curJoint, kinectPos_);
}
Example #2
0
Skeleton* createFreeFloatingTwoLinkRobot(Vector3d dim1,
                                         Vector3d dim2, TypeOfDOF type2,
                                         bool finished = true)
{
  Skeleton* robot = new Skeleton();

  // Create the first link, the joint with the ground and its shape
  double mass = 1.0;
  BodyNode* node = new BodyNode("link1");
  Joint* joint = new FreeJoint();
  joint->setName("joint1");
  Shape* shape = new BoxShape(dim1);
  node->setLocalCOM(Vector3d(0.0, 0.0, dim1(2)/2.0));
  node->addVisualizationShape(shape);
  node->addCollisionShape(shape);
  node->setMass(mass);
  node->setParentJoint(joint);
  robot->addBodyNode(node);

  // Create the second link, the joint with link1 and its shape
  BodyNode* parent_node = robot->getBodyNode("link1");
  node = new BodyNode("link2");
  joint = create1DOFJoint(0.0, -DART_PI, DART_PI, type2);
  joint->setName("joint2");
  Eigen::Isometry3d T = Eigen::Isometry3d::Identity();
  T.translate(Eigen::Vector3d(0.0, 0.0, dim1(2)));
  joint->setTransformFromParentBodyNode(T);
  shape = new BoxShape(dim2);
  node->setLocalCOM(Vector3d(0.0, 0.0, dim2(2)/2.0));
  node->addVisualizationShape(shape);
  node->addCollisionShape(shape);
  node->setMass(mass);
  node->setParentJoint(joint);
  parent_node->addChildBodyNode(node);
  robot->addBodyNode(node);

  // If finished, initialize the skeleton
  if(finished)
  {
    addEndEffector(robot, node, dim2);
    robot->init();
  }
  return robot;
}
Example #3
0
void SpencerRobotReader::updateRobot(tf::TransformListener &listener) {
    Robot* curRobot = lastConfig_["spencer"];
    Joint* curJoint = new Joint("spencer_base_link", "spencer");
    curJoint->setName(spencerJointsName_[0]);

    // We start with base:
    setRobotJointLocation(listener, curJoint);

    curRobot->setOrientation(curJoint->getOrientation());
    curRobot->setPosition(curJoint->getPosition());
    curRobot->setTime(curJoint->getTime());

    //printf("spencer robot: %f, %f, %f\n", curRobot->getPosition().get<0>(), curRobot->getPosition().get<1>(), curRobot->getPosition().get<2>());

    delete curJoint;


}
Example #4
0
/**
 * Sets the parameters of the selected joint.
 * \param prefParam parameter to set
 * \param value parameter value cast to (void *)
 **/
void Skeleton::setSelectedJointParameters(enum ANIMATA_PREFERENCES prefParam,
                                          void *value)
{
    for (unsigned i = 0; i < joints->size(); i++) {
        Joint *j = (*joints)[i];

        if (j->selected) {
            switch (prefParam) {
                case PREFS_JOINT_NAME:
                    j->setName(*((const char **)value));
                    break;
                case PREFS_JOINT_X:
                    j->position.x = *((float *)value);
                    break;
                case PREFS_JOINT_Y:
                    j->position.y = *((float *)value);
                    break;
                case PREFS_JOINT_FIXED:
                    j->fixed = *((int *)value);
                    break;
                case PREFS_JOINT_OSC: {
                    int osc = *((int *)value);
                    j->osc = osc;
                    // add or remove the joint from the vector of joints
                    // needed to be sent via OSC
                    if (osc) {
                        ui->editorBox->addToOSCJoints(j);
                    }
                    else {
                        ui->editorBox->deleteFromOSCJoints(j);
                    }
                    break;
                }
                default:
                    break;
            }
        }
    }
}
void ToasterSimuRobotReader::robotJointStateCallBack(const toaster_msgs::RobotListStamped::ConstPtr& msg) {
    //std::cout << "[area_manager][DEBUG] new data for robot received" << std::endl;

    Robot* curRobot;
    double roll, pitch, yaw;
    for (unsigned int i = 0; i < msg->robotList.size(); i++) {

        // If this robot is not assigned we have to allocate data.
        if (lastConfig_.find(msg->robotList[i].meAgent.meEntity.id) == lastConfig_.end()) {
            curRobot = new Robot(msg->robotList[i].meAgent.meEntity.id);
        } else
            curRobot = lastConfig_[msg->robotList[i].meAgent.meEntity.id];

        std::vector<double> robOrientation;
        double roll, pitch, ywa;
        bg::model::point<double, 3, bg::cs::cartesian> robPosition;

        Mobility curRobMobility = FULL;
        curRobot->setId(msg->robotList[i].meAgent.meEntity.id);
        curRobot->setName(msg->robotList[i].meAgent.meEntity.name);

        curRobot->setMobility(curRobMobility);
        curRobot->setTime(msg->robotList[i].meAgent.meEntity.time);
        curRobot->busyHands_ = msg->robotList[i].meAgent.busyHands;

        robPosition.set<0>(msg->robotList[i].meAgent.meEntity.pose.position.x);
        robPosition.set<1>(msg->robotList[i].meAgent.meEntity.pose.position.y);
        robPosition.set<2>(msg->robotList[i].meAgent.meEntity.pose.position.z);
        curRobot->setPosition(robPosition);


        tf::Quaternion q;

        tf::quaternionMsgToTF(msg->robotList[i].meAgent.meEntity.pose.orientation, q);
        tf::Matrix3x3(q).getRPY(roll, pitch, yaw);

        robOrientation.push_back(roll);
        robOrientation.push_back(pitch);
        robOrientation.push_back(yaw);
        curRobot->setOrientation(robOrientation);

        lastConfig_[curRobot->getId()] = curRobot;

        //TODO: fullRobot case
        if (msg->robotList[i].meAgent.skeletonJoint.size() > 0) {
            Joint * curJnt;
            for (unsigned int i_jnt = 0; i_jnt < msg->robotList[i].meAgent.skeletonJoint.size(); i_jnt++) {

                // If this joint is not assigned we have to allocate data.
                if (lastConfig_[curRobot->getId()]->skeleton_[msg->robotList[i].meAgent.skeletonJoint[i_jnt].meEntity.name ] == NULL) {
                    curJnt = new Joint(msg->robotList[i].meAgent.skeletonJoint[i_jnt].meEntity.id, msg->robotList[i].meAgent.meEntity.id);
                } else
                    curJnt = lastConfig_[curRobot->getId()]->skeleton_[msg->robotList[i].meAgent.skeletonJoint[i_jnt].meEntity.name ];

                std::vector<double> jointOrientation;
                bg::model::point<double, 3, bg::cs::cartesian> jointPosition;

                curJnt->setName(msg->robotList[i].meAgent.skeletonJoint[i_jnt].meEntity.name);
                curJnt->setAgentId(curRobot->getId());
                curJnt->setTime(msg->robotList[i].meAgent.skeletonJoint[i_jnt].meEntity.time);

                jointPosition.set<0>(msg->robotList[i].meAgent.skeletonJoint[i_jnt].meEntity.pose.position.x);
                jointPosition.set<1>(msg->robotList[i].meAgent.skeletonJoint[i_jnt].meEntity.pose.position.y);
                jointPosition.set<2>(msg->robotList[i].meAgent.skeletonJoint[i_jnt].meEntity.pose.position.z);
                curJnt->setPosition(jointPosition);


                tf::Quaternion q;

                tf::quaternionMsgToTF(msg->robotList[i].meAgent.skeletonJoint[i_jnt].meEntity.pose.orientation, q);
                tf::Matrix3x3(q).getRPY(roll, pitch, yaw);

                jointOrientation.push_back(roll);
                jointOrientation.push_back(pitch);
                jointOrientation.push_back(yaw);
                curJnt->setOrientation(jointOrientation);

                curJnt->position = msg->robotList[i].meAgent.skeletonJoint[i_jnt].position;

                lastConfig_[curRobot->getId()]->skeleton_[curJnt->getName()] = curJnt;
            }
        }
    }
}
Example #6
0
/// Loads skeleton.
void IO::loadSkeleton(TiXmlNode *parent, Skeleton *skeleton, Mesh *m)
{
	// skeleton object is missing
	if (parent == NULL)
		return;

	// load joints
	TiXmlNode *jointsNode = parent->FirstChild("joints");
	if (jointsNode == NULL)
		return;
	TiXmlNode *jointNode = NULL;
	int jointCount = 0;
	int loadedJointCount = 0;
	while ((jointNode = jointsNode->IterateChildren(jointNode)))
	{
		TiXmlElement *j = jointNode->ToElement();

		const char *name;
		float x, y;
		int selected;
		int osc;
		int fixed;
		jointCount++;
		/* if there's a critical error the joint is skipped */
		QUERY_CRITICAL_ATTR(j, "x", x);
		QUERY_CRITICAL_ATTR(j, "y", y);
		/* loadedJointCount holds the number of actually loaded joints */
		loadedJointCount++;
		QUERY_ATTR(j, "selected", selected, 0);
		QUERY_ATTR(j, "osc", osc, 0);
		QUERY_ATTR(j, "fixed", fixed, 0);
		name = j->Attribute("name"); // can be NULL
		Joint *joint = skeleton->addJoint(x, y);
		joint->selected = selected;
		joint->osc = osc;
		joint->fixed = fixed;
		if (name)
			joint->setName(name);
		// add or remove the joint from the vector of joints
		// needed to be sent via OSC
		if (osc)
		{
			ui->editorBox->addToOSCJoints(joint);
		}
	}
	// skip the loading of bones if there was a problematic joint
	if (jointCount != loadedJointCount)
		return;

	// load bones
	TiXmlNode *bonesNode = parent->FirstChild("bones");
	if (bonesNode == NULL)
		return;
	TiXmlNode *boneNode = NULL;
	vector<Joint*> *joints = skeleton->getJoints();
	while ((boneNode = bonesNode->IterateChildren(boneNode)))
	{
		TiXmlElement *b = boneNode->ToElement();

		const char *name;
		int j0, j1;
		float size, stiffness, lengthMult;
		float lengthMultMin, lengthMultMax, time, tempo;
		int selected;
		float radius;

		name = b->Attribute("name"); // can be NULL
		QUERY_CRITICAL_ATTR(b, "j0", j0);
		QUERY_CRITICAL_ATTR(b, "j1", j1);
		QUERY_CRITICAL_ATTR(b, "size", size);
		QUERY_ATTR(b, "stiffness", stiffness, BONE_DEFAULT_DAMP);
		QUERY_ATTR(b, "lm", lengthMult, BONE_DEFAULT_LENGTH_MULT);
		QUERY_ATTR(b, "lmmin", lengthMultMin, BONE_DEFAULT_LENGTH_MULT_MIN);
		QUERY_ATTR(b, "lmmax", lengthMultMax, BONE_DEFAULT_LENGTH_MULT_MAX);
		QUERY_ATTR(b, "tempo", tempo, 0);
		QUERY_ATTR(b, "time", time, 0);
		QUERY_ATTR(b, "selected", selected, 0);
		QUERY_ATTR(b, "radius", radius, 1);

		if ((j0 >= jointCount) || (j1 >= jointCount))
			continue;
		Joint *j0p = (*joints)[j0];
		Joint *j1p = (*joints)[j1];
		Bone *bone = skeleton->addBone(j0p, j1p);
		if (name)
			bone->setName(name);
		bone->setOrigSize(size);
		bone->damp = stiffness;
		bone->setLengthMult(lengthMult);
		bone->setLengthMultMin(lengthMultMin);
		bone->setLengthMultMax(lengthMultMax);
		bone->setTempo(tempo);
		bone->setTime(time);
		bone->selected = selected;
		bone->setRadiusMult(radius);

		// load attached vertices
		TiXmlNode *attachedNode = boneNode->FirstChild("attached");
		if (attachedNode == NULL)
			continue;
		TiXmlNode *vertexNode = NULL;
		// vector to hold vertices to be attached
		vector<Vertex *> *vertsToAttach = new vector<Vertex *>;
		// all vertices in mesh
		vector<Vertex *> *vertices = m->getVertices();
		// iterate over children to find all vertices
		while ((vertexNode = attachedNode->IterateChildren(vertexNode)))
		{
			TiXmlElement *vertexXML = vertexNode->ToElement();

			int id;
			QUERY_CRITICAL_ATTR(vertexXML, "id", id);

			if ((id >= (int)(vertices->size())) || (id < 0))
				continue;

			Vertex *v = (*vertices)[id];
			vertsToAttach->push_back(v);
		}

		// setup parameter arrays
		vertexNode = NULL;
		float *dsts, *weights, *ca, *sa;
		int count = vertsToAttach->size();
		dsts = new float[count];
		weights = new float[count];
		ca = new float[count];
		sa = new float[count];

		// load parameters of attached vertices
		int i = 0;
		while ((vertexNode = attachedNode->IterateChildren(vertexNode)))
		{
			TiXmlElement *vertexXML = vertexNode->ToElement();

			int id;
			float d, w;
			float s, c;
			QUERY_CRITICAL_ATTR(vertexXML, "id", id);
			QUERY_CRITICAL_ATTR(vertexXML, "d", d);
			QUERY_CRITICAL_ATTR(vertexXML, "w", w);
			QUERY_CRITICAL_ATTR(vertexXML, "sa", s);
			QUERY_CRITICAL_ATTR(vertexXML, "ca", c);

			if ((id >= (int)(vertices->size())) || (id < 0))
				continue;

			dsts[i] = d;
			weights[i] = w;
			ca[i] = c;
			sa[i] = s;
			i++;
		}
		bone->attachVertices(vertsToAttach, dsts, weights, ca, sa);
		vertsToAttach->clear();
		delete vertsToAttach;
	}
}
Example #7
0
void ToasterHumanReader::humanJointStateCallBack(const toaster_msgs::HumanList::ConstPtr& msg) {
    //std::cout << "[area_manager][DEBUG] new data for human received with time " << msg->humanList[0].meAgent.meEntity.time  << std::endl;
    Human * curHuman;
    for (unsigned int i = 0; i < msg->humanList.size(); i++) {

        // If this human is not assigned we have to allocate data.
        if (lastConfig_.find(msg->humanList[i].meAgent.meEntity.id) == lastConfig_.end()) {
            curHuman = new Human(msg->humanList[i].meAgent.meEntity.id);
        } else
            curHuman = lastConfig_[msg->humanList[i].meAgent.meEntity.id];

        std::vector<double> humanOrientation;
        bg::model::point<double, 3, bg::cs::cartesian> humanPosition;

        Mobility curHumanMobility = FULL;
        curHuman->setId(msg->humanList[i].meAgent.meEntity.id);
        curHuman->setName(msg->humanList[i].meAgent.meEntity.name);

        curHuman->setMobility(curHumanMobility);
        curHuman->setTime(msg->humanList[i].meAgent.meEntity.time);
        curHuman->busyHands_ = msg->humanList[i].meAgent.busyHands;

        humanPosition.set<0>(msg->humanList[i].meAgent.meEntity.positionX);
        humanPosition.set<1>(msg->humanList[i].meAgent.meEntity.positionY);
        humanPosition.set<2>(msg->humanList[i].meAgent.meEntity.positionZ);
        curHuman->setPosition(humanPosition);

        humanOrientation.push_back(msg->humanList[i].meAgent.meEntity.orientationRoll);
        humanOrientation.push_back(msg->humanList[i].meAgent.meEntity.orientationPitch);
        humanOrientation.push_back(msg->humanList[i].meAgent.meEntity.orientationYaw);
        curHuman->setOrientation(humanOrientation);

        lastConfig_[curHuman->getId()] = curHuman;

        //TODO: fullHuman
        if (fullHuman_) {
            Joint * curJnt;
            for (unsigned int i_jnt = 0; i_jnt < msg->humanList[i].meAgent.skeletonNames.size(); i_jnt++) {

                // If this joint is not assigned we have to allocate data.
                if (lastConfig_[curHuman->getId()]->skeleton_[msg->humanList[i].meAgent.skeletonNames[i_jnt] ] == NULL) {
                    curJnt = new Joint(msg->humanList[i].meAgent.skeletonJoint[i_jnt].meEntity.id, msg->humanList[i].meAgent.meEntity.id);
                } else
                    curJnt = lastConfig_[curHuman->getId()]->skeleton_[msg->humanList[i].meAgent.skeletonNames[i_jnt] ];

                std::vector<double> jointOrientation;
                bg::model::point<double, 3, bg::cs::cartesian> jointPosition;

                curJnt->setName(msg->humanList[i].meAgent.skeletonNames[i_jnt]);
                curJnt->setAgentId(curHuman->getId());
                curJnt->setTime(msg->humanList[i].meAgent.skeletonJoint[i_jnt].meEntity.time);

                jointPosition.set<0>(msg->humanList[i].meAgent.skeletonJoint[i_jnt].meEntity.positionX);
                jointPosition.set<1>(msg->humanList[i].meAgent.skeletonJoint[i_jnt].meEntity.positionY);
                jointPosition.set<2>(msg->humanList[i].meAgent.skeletonJoint[i_jnt].meEntity.positionZ);
                curJnt->setPosition(jointPosition);

                jointOrientation.push_back(msg->humanList[i].meAgent.skeletonJoint[i_jnt].meEntity.orientationRoll);
                jointOrientation.push_back(msg->humanList[i].meAgent.skeletonJoint[i_jnt].meEntity.orientationPitch);
                jointOrientation.push_back(msg->humanList[i].meAgent.skeletonJoint[i_jnt].meEntity.orientationYaw);
                curJnt->setOrientation(jointOrientation);

                lastConfig_[curHuman->getId()]->skeleton_[curJnt->getName()] = curJnt;
            }
        }
    }
}
Example #8
0
/* ********************************************************************************************* */
int main(int argc, char* argv[]) {

    // Create Left Leg skeleton
    Skeleton LeftLegSkel;

    // Pointers to be used during the Skeleton building
    Matrix3d inertiaMatrix;
    inertiaMatrix << 0, 0, 0, 0, 0, 0, 0, 0, 0;
    double mass = 1.0;

    // ***** BodyNode 1: Left Hip Yaw (LHY) ***** *
    BodyNode* node = new BodyNode("LHY");
    Joint* joint = create1DOFJoint(NULL, node, 0.0, 0.0, DART_PI, DOF_YAW);
    joint->setName("LHY");
    Shape* shape = new BoxShape(Vector3d(0.3, 0.3, 1.0));
    node->addVisualizationShape(shape);
    node->addCollisionShape(shape);
    node->setMass(mass);
    LeftLegSkel.addBodyNode(node);

    // ***** BodyNode 2: Left Hip Roll (LHR) whose parent is: LHY *****\

    BodyNode* parent_node = LeftLegSkel.getBodyNode("LHY");
    node = new BodyNode("LHR");
    joint = create1DOFJoint(parent_node, node, 0.0, 0.0, DART_PI, DOF_ROLL);
    joint->setName("LHR");
    Eigen::Isometry3d T(Eigen::Translation3d(0.0, 0.0, 0.5));
    joint->setTransformFromParentBodyNode(T);
    shape = new BoxShape(Vector3d(0.3, 0.3, 1.0));
    shape->setOffset(Vector3d(0.0, 0.0, 0.5));
    node->setLocalCOM(shape->getOffset());
    node->setMass(mass);
    node->addVisualizationShape(shape);
    node->addCollisionShape(shape);
    LeftLegSkel.addBodyNode(node);

    // ***** BodyNode 3: Left Hip Pitch (LHP) whose parent is: LHR *****
    parent_node = LeftLegSkel.getBodyNode("LHR");
    node = new BodyNode("LHP");
    joint = create1DOFJoint(parent_node, node, 0.0, 0.0, DART_PI, DOF_ROLL);
    joint->setName("LHP");
    T = Eigen::Translation3d(0.0, 0.0, 1.0);
    joint->setTransformFromParentBodyNode(T);
    shape = new BoxShape(Vector3d(0.3, 0.3, 1.0));
    shape->setOffset(Vector3d(0.0, 0.0, 0.5));
    node->setLocalCOM(shape->getOffset());
    node->setMass(mass);
    Shape* shape1 = new EllipsoidShape(Vector3d(0.3, 0.3, 1.0));
    shape1->setOffset(Vector3d(0.0, 0.0, 0.5));
    node->addVisualizationShape(shape1);
    node->addCollisionShape(shape);
    LeftLegSkel.addBodyNode(node);

    // Initialize the skeleton
    LeftLegSkel.initDynamics();

    // Window stuff
    MyWindow window(&LeftLegSkel);
    glutInit(&argc, argv);
    window.initWindow(640, 480, "Skeleton example");
    glutMainLoop();

    return 0;
}