void GeometricFixedPosePlanningContext::shiftStateByError(robot_state::RobotStatePtr state, const robot_state::JointModel* base_joint,
                                                          const std::string& link, const Eigen::Affine3d& desired_pose) const
{
    if (base_joint->getType() != robot_state::JointModel::FLOATING)
    {
        ROS_ERROR("%s: Expected root joint '%s' to be floating.  This joint is %s",
                  __FUNCTION__, base_joint->getName().c_str(), base_joint->getTypeName().c_str());
        return;
    }

    Eigen::Affine3d actual_pose = state->getGlobalLinkTransform(link);

    // This is the error in the pose
    Eigen::Affine3d diff(desired_pose * actual_pose.inverse());

    // Apply the difference to the (unconstrained) base frame
    // VERY important that diff is multiplied on left side
    Eigen::Affine3d new_base_frame = diff * state->getGlobalLinkTransform(base_joint->getChildLinkModel()->getName());
    Eigen::Quaterniond q(new_base_frame.rotation());

    // Variable order is hard-coded for efficiency
    // This assumes a fixed variable order that "could" change in a future version of MoveIt
    std::vector<double> new_variables(7, 0.0);
    new_variables[0] = new_base_frame.translation()(0); // base_joint_model->getName() + "/trans_x"
    new_variables[1] = new_base_frame.translation()(1); // base_joint_model->getName() + "/trans_y"
    new_variables[2] = new_base_frame.translation()(2); // base_joint_model->getName() + "/trans_z"
    new_variables[3] = q.x();                           // base_joint_model->getName() + "/rot_x"
    new_variables[4] = q.y();                           // base_joint_model->getName() + "/rot_y"
    new_variables[5] = q.z();                           // base_joint_model->getName() + "/rot_z"
    new_variables[6] = q.w();                           // base_joint_model->getName() + "/rot_w"

    // Setting new base position
    state->setJointPositions(base_joint, new_variables);
    state->update();
}
  bool setRandomValidState(robot_state::RobotStatePtr &state, const robot_model::JointModelGroup* jmg)
  {
    // Loop until a collision free state is found
    static const int MAX_ATTEMPTS = 100;
    int attempt_count = 0; // prevent loop for going forever
    while (attempt_count < MAX_ATTEMPTS)
    {
      // Generate random staten
      state->setToRandomPositions(jmg);

      state->update(); // prevent dirty transforms

      // Test for collision
      if (planning_scene_->isStateValid(*state, "", false))
        break;

      attempt_count ++;
    }

    // Explain if no valid rand state found
    if (attempt_count >= MAX_ATTEMPTS)
    {
      ROS_WARN("Unable to find a random collision free configuration after %d attempts", MAX_ATTEMPTS);
      return false;
    }

    return true;
  }
Esempio n. 3
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// update the allowed collision matrix to allow/disallow collisions with handrails
void adjustAllowedHandrailCollisions(R2Interface& interface, robot_state::RobotStatePtr currentState, const ISSWorld& world,
                                     bool leftLegFixed, const std::string& handrail)
{
    std::string touchingHandrail = getHandrailAtPose(world, currentState->getGlobalLinkTransform(leftLegFixed ? LEFT_GRIPPER_LINK0 : RIGHT_GRIPPER_LINK0));
    if (touchingHandrail == "")
        touchingHandrail = getHandrailAtPose(world, currentState->getGlobalLinkTransform(leftLegFixed ? LEFT_GRIPPER_LINK1 : RIGHT_GRIPPER_LINK1));

    // Disable collisions with the destination handrail
    if (touchingHandrail == "")
        ROS_ERROR("No handrail collision detected.  Expected %s to be touching a handrail.", leftLegFixed ? "left leg" : "right leg");
    else
    {
        letGripperTouchObject(interface, leftLegFixed, touchingHandrail, true);      // make the start state valid
        letGripperTouchObject(interface, !leftLegFixed, touchingHandrail, true);      // make the start state valid
        letGripperTouchObject(interface, leftLegFixed ? false : true, handrail, true); // make the goal state valid

        std::cout << (leftLegFixed ? "Right " : "Left ") << "leg is allowed to collide with " << handrail << std::endl;

        // TODO: Should turn collisions back on for previous handrails

        // Make sure the gripper is open for the moving leg and closed for fixed leg
        currentState->setVariablePosition((leftLegFixed ? "r2/right_leg/gripper/jawLeft" : "r2/left_leg/gripper/jawLeft"), 0.75);
        currentState->setVariablePosition((leftLegFixed ? "r2/right_leg/gripper/jawRight" : "r2/left_leg/gripper/jawRight"), 0.75);

        currentState->setVariablePosition((leftLegFixed ? "r2/left_leg/gripper/jawLeft" : "r2/right_leg/gripper/jawLeft"), 0.0);
        currentState->setVariablePosition((leftLegFixed ? "r2/left_leg/gripper/jawRight" : "r2/right_leg/gripper/jawRight"), 0.0);
        currentState->update();

        std::cout << (leftLegFixed ? "Left " : "Right ") << "leg is holding " << touchingHandrail << std::endl;
    }
}