void reset(){ defineStateNoTime(tripodA, verticalSup, lowPos); defineStateNoTime(tripodA, verticalInf, lowPos); defineStateNoTime(tripodA, horizontal, centerPos); defineStateNoTime(tripodB, verticalSup, lowPos); defineStateNoTime(tripodB, verticalInf, lowPos); defineStateNoTime(tripodB, horizontal, centerPos); moveIt(); }
void SpyMini::stop(){ setMsg(STOP); moveIt(); }
void SpyMini::turnRigt(){ setMsg(TURNRIGHT); moveIt(); }
void SpyMini::turnLeft(){ setMsg(TURNLEFT); moveIt(); }
void SpyMini::backward(){ setMsg(BACKWARD); moveIt(); }
void SpyMini::forward(){ setMsg(FORWARD); moveIt(); }
/*! This is the main testing function. It is called whenever the user is idle, and it tests the next grasp in the graspList. It follows the testing process defined above. When the last grasp is reached, the hand is returned to its position before the testing began, the graspList is sorted in quality order, and the testingComplete signal is emitted. */ void grasp_tester::testIt() { bool do_iteration; bool do_save; /* Show status bar */ #ifdef GRASPITDBG std::cout << "PL_OUT: Testing grasp no " << actualGraspNr++ << " out of " << nrOfGrasps << std::endl; #endif /* Loop over all planned grasps to test them */ if (it_gr != (*graspList).end()) { do_iteration = false; do_save = false; /* Update visualization */ #ifdef GRASPITDBG std::cout << "PL_OUT: vor change color" << std::endl; #endif (*it_gr)->get_graspRepresentation()->changeColor(1., 0., 0.); if (render) { myViewer->render(); projectionViewer->render(); // this doesn't work!!!!!! } #ifdef GRASPITDBG std::cout << "PL_OUT: Put hand in position" << std::endl; #endif /* First, put hand to starting point outside the object */ if (putIt(*it_gr, render) == SUCCESS) { #ifdef GRASPITDBG std::cout << "PL_OUT: set preshape" << std::endl; #endif /* Use given preshape */ preshapeIt((*it_gr)->get_preshape(), render); #ifdef GRASPITDBG std::cout << "PL_OUT: test for collisions" << std::endl; #endif /* check if hand collides already with any obstacle (like the table) */ if (!handCollision()) { #ifdef GRASPITDBG std::cout << "PL_OUT: move hand towards object" << std::endl; #endif /* Now, move the hand in the specified direction */ if (moveIt((*it_gr)->get_graspDirection(), render)) { #ifdef GRASPITDBG std::cout << "PL_OUT: check contacts" << std::endl; #endif /* Check if contact exists between hand and the right object */ if (checkContactToHand((*it_gr)->get_graspableBody())) { /* Then close the fingers */ my_hand->autoGrasp(render, 1); // my_world->findAllContacts(); my_world->updateGrasps(); // if (render) myViewer->render(); /* Evaluate grasp */ (*it_gr)->set_quality(my_grasp->getQM(whichQM)->evaluate()); #ifdef GRASPITDBG std::cout << "PL_OUT: !!!! whichQM: " << whichQM << " quality: " << (*it_gr)->get_quality() << std::endl; #endif if (saveToFile) { saveGrasp((*it_gr)->get_quality()); } /* save final position to grasp class */ if ((*it_gr)->get_quality() > QUALITY_MIN_THRESHOLD && (*it_gr)->get_quality() <= 1.0) { do_save = true; } } else { do_iteration = true; } /* iteration if: - grasp not stable - wrong contacts */ if (do_iteration || ((*it_gr)->get_quality() <= QUALITY_MIN_THRESHOLD)) { if (iteration(**it_gr)) { /* save final position to grasp class */ do_save = true; } } } #ifdef GRASPITDBG else { std::cout << "PL_OUT: MoveIt failed." << std::endl; } #endif } } #ifdef GRASPITDBG else { std::cout << "PL_OUT: putIt failed. Stepping to next grasp." << std::endl; } #endif if (do_save) { /* change radius in vis window according to quality */ (*it_gr)->get_graspRepresentation()->changeRadius((*it_gr)->get_quality()); /* save final position to grasp class */ savePosition(**it_gr); } else { (*it_gr)->remove_graspRepresentation(); } /* reset color */ //(*it_gr)->get_graspRepresentation()->resetColor(); /* increment iterator for next step */ if (it_gr != (*graspList).end()) { it_gr++; } } /* last grasp reached */ else { #ifdef GRASPITDBG std::cout << "PL_OUT: Last grasp reached" << std::endl; #endif /* Order List and remove bad grasps */ orderGraspListByQuality(*graspList); if (saveToFile) {graspFile.close(); saveToFile = false;} /* we are ready; kill idleSensor */ if (idleSensor != NULL) { delete idleSensor; } idleSensor = NULL; if (render) { /* put the hand back to starting position */ my_hand->setTran(origTran); my_hand->forceDOFVals(dofs); } PROF_STOP_TIMER(TOTAL_PLANNER); PROF_PRINT_ALL; Q_EMIT testingComplete(); } if (idleSensor != NULL) { idleSensor->schedule(); } if (!render) { /* put the hand back to starting position */ my_hand->setTran(origTran); my_hand->forceDOFVals(dofs); } }
void setState(int tripodAState, int tripodBState){ int not_a = 0, not_b = 0; //Define Tripod A State if(tripodAState == lowCenter){ defineState(tripodA, verticalSup, lowPos); defineState(tripodA, verticalInf, lowPos); defineState(tripodA, horizontal, centerPos); } else if(tripodAState == highCenter){ defineState(tripodA, verticalSup, highPos); defineState(tripodA, verticalInf, highPos); defineState(tripodA, horizontal, centerPos); } else if(tripodAState == lowRight){ defineState(tripodA, verticalSup, lowPos); defineState(tripodA, verticalInf, lowPos); defineState(tripodA, horizontal, rightPos); } else if(tripodAState == lowLeft){ defineState(tripodA, verticalSup, lowPos); defineState(tripodA, verticalInf, lowPos); defineState(tripodA, horizontal, leftPos); } else if(tripodAState == lowFront){ defineState(tripodA, verticalSup, frontPos); defineState(tripodA, verticalInf, frontPos); defineState(tripodA, horizontal, frontPos); } else if(tripodAState == lowBack){ defineState(tripodA, verticalSup, backPos); defineState(tripodA, verticalInf, backPos); defineState(tripodA, horizontal, backPos); } else not_a = 1; // Define Tripod B State if(tripodBState == lowCenter){ defineState(tripodB, verticalSup, lowPos); defineState(tripodB, verticalInf, lowPos); defineState(tripodB, horizontal, centerPos); } else if(tripodBState == highCenter){ defineState(tripodB, verticalSup, highPos); defineState(tripodB, verticalInf, highPos); defineState(tripodB, horizontal, centerPos); } else if(tripodBState == lowRight){ defineState(tripodB, verticalSup, lowPos); defineState(tripodB, verticalInf, lowPos); defineState(tripodB, horizontal, rightPos); } else if(tripodBState == lowLeft){ defineState(tripodB, verticalSup, lowPos); defineState(tripodB, verticalInf, lowPos); defineState(tripodB, horizontal, leftPos); } else if(tripodBState == lowFront){ defineState(tripodB, verticalSup, frontPos); defineState(tripodB, verticalInf, frontPos); defineState(tripodB, horizontal, frontPos); } else if(tripodBState == lowBack){ defineState(tripodB, verticalSup, backPos); defineState(tripodB, verticalInf, backPos); defineState(tripodB, horizontal, backPos); } else not_b = 1; if(!(not_a && not_b)) moveIt(); }
void setLowPos(){ defineState(tripodA, verticalSup, lowPos); defineState(tripodB, verticalSup, lowPos); moveIt(); }