Пример #1
0
int main(int argc, char *argv[])
{
    (void)argc; (void)argv;

    // Enable collision checking
    aa_rx_cl_init();

    // Initialize scene graph
    struct aa_rx_sg *scenegraph = aa_rx_dl_sg__scenegraph(NULL);
    aa_rx_sg_init(scenegraph);
    aa_rx_sg_cl_init(scenegraph);


    // setup window
    struct aa_rx_win * win = baxter_demo_setup_window(scenegraph);
    struct aa_gl_globals *globals = aa_rx_win_gl_globals(win);
    aa_gl_globals_set_show_visual(globals, 0);
    aa_gl_globals_set_show_collision(globals, 1);

    struct display_cx cx = {0};
    cx.win = win;
    cx.scenegraph = scenegraph;
    cx.i_q = aa_rx_sg_config_id(scenegraph, "left_s0");
    cx.cl = aa_rx_cl_create( scenegraph );

    {
        aa_rx_frame_id n = aa_rx_sg_frame_count(scenegraph);
        aa_rx_frame_id m = aa_rx_sg_config_count(scenegraph);
        double q[m];
        AA_MEM_ZERO(q,m);
        double TF_rel[7*n];
        double TF_abs[7*n];
        aa_rx_sg_tf(scenegraph, m, q,
                    n,
                    TF_rel, 7,
                    TF_abs, 7 );

        struct aa_rx_cl_set *allowed = aa_rx_cl_set_create( scenegraph );
        int col = aa_rx_cl_check( cx.cl, n, TF_abs, 7, allowed );
        aa_rx_cl_allow_set( cx.cl, allowed );
        aa_rx_cl_set_destroy( allowed );
    }

    aa_rx_win_set_display( win, display, &cx );
    aa_rx_win_display_loop(win);


    // Cleanup
    aa_rx_cl_destroy( cx.cl );
    aa_rx_sg_destroy(scenegraph);
    aa_rx_win_destroy(win);
    SDL_Quit();

    return 0;
}
Пример #2
0
bool sgStateValidityChecker::isValid(const ompl::base::State *state) const
{
    sgStateSpace *space = getTypedStateSpace();
    size_t n_f = space->frame_count();
    int is_collision;

    // check collision
    {
        std::lock_guard<std::mutex> lock(mutex);
        double *TF_abs = space->get_tf_abs(state, this->q_all);
        is_collision = aa_rx_cl_check( cl, n_f, TF_abs, 7, this->collisions );
        space->region_pop(TF_abs);
    }

    return !is_collision;
}
Пример #3
0
int display( struct aa_rx_win *win, void *cx_, struct aa_sdl_display_params *params )
{
    (void)win;
    struct display_cx *cx = (struct display_cx *)cx_;
    const struct timespec *now = aa_sdl_display_params_get_time_now(params);
    const struct timespec *last = aa_sdl_display_params_get_time_last(params);

    const struct aa_rx_sg *scenegraph = cx->scenegraph;

    size_t n = aa_rx_sg_frame_count(scenegraph);
    size_t m = aa_rx_sg_config_count(scenegraph);
    double q[m];
    AA_MEM_ZERO(q,m);

    int first = aa_sdl_display_params_is_first(params);
    if( ! first ) {
        double dt = aa_tm_timespec2sec( aa_tm_sub(*now, *last) );
        cx->q += dt * 45 * (M_PI/180);
    }
    q[ cx->i_q ] = cx->q;

    double TF_rel[7*n];
    double TF_abs[7*n];
    aa_rx_sg_tf(scenegraph, m, q,
                n,
                TF_rel, 7,
                TF_abs, 7 );

    aa_rx_win_display_sg_tf( cx->win, params, scenegraph,
                             n, TF_abs, 7 );

    int col = aa_rx_cl_check( cx->cl, n, TF_abs, 7, NULL );
    printf("in collision: %s\n",
           col ? "yes" : "no" );


    return 0;
}