Esempio n. 1
0
void
EGPlanner::createAndUseClone()
{
    if (isActive()) {
        DBGA("Can not change hands while planner is running");
        return;
    }
    if (mMultiThread) {
        //let collision detection know this is a new thread
        mHand->getWorld()->getCollisionInterface()->newThread();
    }
    Hand *clone;
    if (mHand->isA("Barrett")) {
        clone = new Barrett(mHand->getWorld(), "Barrett clone");
    } else if (mHand->isA("Pr2Gripper")) {
        clone = new Pr2Gripper(mHand->getWorld(), "PR2 Gripper clone");
    } else if (mHand->isA("RobotIQ")) {
        clone = new RobotIQ(mHand->getWorld(), "RobotIQ clone");
    } else {
        clone = new Hand(mHand->getWorld(), "Hand clone");
    }
    clone->cloneFrom(mHand);
    clone->setRenderGeometry(false);
    clone->showVirtualContacts(false);
    if (mMultiThread) {
        //we do not want to add the robot to the scene graph from here
        //it is ideal not to touch the scene graph from outside the main thread
        mHand->getWorld()->addRobot(clone, false);
    } else {
        mHand->getWorld()->addRobot(clone, true);
    }
    mHand->getWorld()->toggleCollisions(false, mHand, clone);
    clone->setTran(mHand->getTran());
    mHand = clone;
    mUsesClone = true;
    if (mCurrentState) {
        mCurrentState->changeHand(mHand);
    }
}
Esempio n. 2
-1
void
EGPlanner::createAndUseClone()
{
       if (mMultiThread) {
		//let collision detection know this is a new thread
		mHand->getWorld()->getCollisionInterface()->newThread();
	}
  
        if (isActive()) {
		DBGA("Can not change hands while planner is running");
		return;
	}
	Hand * clone = mHand->getWorld()->cloneHand(mHand);
 
	clone->cloneFrom(mHand);
	clone->setRenderGeometry(false);
	clone->showVirtualContacts(false);
	if (mMultiThread) {
		//we do not want to add the robot to the scene graph from here
		//it is ideal not to touch the scene graph from outside the main thread
		mHand->getWorld()->addRobot(clone,false);
	} else {
		mHand->getWorld()->addRobot(clone,true);
	}
	
	mHand->getWorld()->toggleCollisions(false, mHand, clone);
	clone->setTran( mHand->getTran() );
	mHand = clone;
	mUsesClone = true;
	if (mCurrentState) mCurrentState->changeHand(mHand);
	//give the world back
	mHand->getWorld()->moveToThread(QApplication::instance()->thread());
}