Esempio n. 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_);
}
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;
            }
        }
    }
}
Esempio n. 3
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;
            }
        }
    }
}