Add basic room model

This commit is contained in:
Bastian Hofmann 2023-03-29 14:24:58 +00:00
parent 90e523d686
commit 07bba20386
10 changed files with 334 additions and 19 deletions

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@ -0,0 +1,60 @@
<?xml version="1.0"?>
<root main_tree_to_execute="BehaviorTree">
<!-- ////////// -->
<BehaviorTree ID="BehaviorTree">
<Sequence>
<Control ID="WeightedRandom" weights="100,5,2">
<Action ID="GenerateXYPose" area="{safeArea}" pose="{actorTarget}"/>
<Action ID="GenerateXYPose" area="{warningArea}" pose="{actorTarget}"/>
<Action ID="GenerateXYPose" area="{unsafeArea}" pose="{actorTarget}"/>
</Control>
<Action ID="ActorMovement" animation="walk" target="{actorTarget}"/>
</Sequence>
</BehaviorTree>
<!-- ////////// -->
<TreeNodesModel>
<Action ID="ActorAnimation">
<input_port name="animation">Name of animation to play</input_port>
</Action>
<Action ID="ActorMovement">
<input_port name="animation">Name of animation to play</input_port>
<input_port name="target">Pose to move to</input_port>
</Action>
<Condition ID="IsCalled"/>
<Action ID="SetCalledTo">
<input_port name="state">state to set called to</input_port>
</Action>
<Action ID="GenerateXYPose">
<input_port name="area">Area to generate pose in</input_port>
<output_port name="pose">Generated pose in area</output_port>
</Action>
<Condition ID="InAreaTest">
<input_port name="area">Bounds to check in</input_port>
<input_port name="pose">Position of object</input_port>
</Condition>
<Action ID="MoveActorToTarget">
<input_port name="current">Current actor position</input_port>
<input_port name="target">Target to move actor to</input_port>
</Action>
<Action ID="PositionToPose">
<input_port name="offset">offset as a Point</input_port>
<input_port name="orientation">rotation of resulting pose as Quaternion</input_port>
<input_port name="output">generated new pose</input_port>
<input_port name="position">initial position as Position2D</input_port>
</Action>
<Action ID="SetRobotVelocity">
<input_port name="velocity">Target velocity of robot</input_port>
</Action>
<Action ID="RandomFailure">
<input_port name="failureChance">Chance to fail from 0 to 1</input_port>
</Action>
<Action ID="RobotMove">
<input_port name="target">Target pose of robot.</input_port>
</Action>
<Control ID="WeightedRandom">
<input_port name="weights">Weights for the children, separated by semicolon.</input_port>
</Control>
</TreeNodesModel>
<!-- ////////// -->
</root>

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@ -0,0 +1,73 @@
<?xml version="1.0"?>
<root main_tree_to_execute="BehaviorTree">
<!-- ////////// -->
<BehaviorTree ID="BehaviorTree">
<Fallback>
<ReactiveSequence>
<Inverter>
<Condition ID="IsCalled"/>
</Inverter>
<Sequence>
<Control ID="WeightedRandom" weights="100,5,2">
<Action ID="GenerateXYPose" area="{safeArea}" pose="{actorTarget}"/>
<Action ID="GenerateXYPose" area="{warningArea}" pose="{actorTarget}"/>
<Action ID="GenerateXYPose" area="{unsafeArea}" pose="{actorTarget}"/>
</Control>
<Action ID="ActorMovement" animation="walk" target="{actorTarget}"/>
</Sequence>
</ReactiveSequence>
<Sequence>
<Action ID="GenerateXYPose" area="{unsafeArea}" pose="{actorTarget}"/>
<Action ID="ActorMovement" animation="walk" target="{actorTarget}"/>
<Action ID="SetCalledTo" state="false"/>
</Sequence>
</Fallback>
</BehaviorTree>
<!-- ////////// -->
<TreeNodesModel>
<Action ID="ActorAnimation">
<input_port name="animation">Name of animation to play</input_port>
</Action>
<Action ID="ActorMovement">
<input_port name="animation">Name of animation to play</input_port>
<input_port name="target">Pose to move to</input_port>
</Action>
<Condition ID="IsCalled"/>
<Action ID="SetCalledTo">
<input_port name="state">state to set called to</input_port>
</Action>
<Action ID="GenerateXYPose">
<input_port name="area">Area to generate pose in</input_port>
<output_port name="pose">Generated pose in area</output_port>
</Action>
<Condition ID="InAreaTest">
<input_port name="area">Bounds to check in</input_port>
<input_port name="pose">Position of object</input_port>
</Condition>
<Action ID="MoveActorToTarget">
<input_port name="current">Current actor position</input_port>
<input_port name="target">Target to move actor to</input_port>
</Action>
<Action ID="PositionToPose">
<input_port name="offset">offset as a Point</input_port>
<input_port name="orientation">rotation of resulting pose as Quaternion</input_port>
<input_port name="output">generated new pose</input_port>
<input_port name="position">initial position as Position2D</input_port>
</Action>
<Action ID="SetRobotVelocity">
<input_port name="velocity">Target velocity of robot</input_port>
</Action>
<Action ID="RandomFailure">
<input_port name="failureChance">Chance to fail from 0 to 1</input_port>
</Action>
<Action ID="RobotMove">
<input_port name="target">Target pose of robot.</input_port>
</Action>
<Control ID="WeightedRandom">
<input_port name="weights">Weights for the children, separated by semicolon.</input_port>
</Control>
</TreeNodesModel>
<!-- ////////// -->
</root>

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@ -0,0 +1,70 @@
<?xml version="1.0"?>
<root main_tree_to_execute="BehaviorTree">
<!-- ////////// -->
<BehaviorTree ID="BehaviorTree">
<ReactiveSequence>
<Inverter>
<Condition ID="InAreaTest" area="{unsafeArea}" pose="{actorPos}"/>
</Inverter>
<IfThenElse>
<Condition ID="InAreaTest" area="{warningArea}" pose="{actorPos}"/>
<Action ID="SetRobotVelocity" velocity="0.1"/>
<Action ID="SetRobotVelocity" velocity="1"/>
</IfThenElse>
<Fallback>
<Control ID="InterruptableSequence">
<Action ID="GenerateXYPose" area="{negativeYTable}" pose="{target}"/>
<Action ID="OffsetPose" input="{target}" offset="0,0,1.1" orientation="0,0,1,0" output="{target}"/>
<Action ID="RobotMove" target="{target}"/>
<Action ID="GenerateXYPose" area="{positiveYTable}" pose="{target}"/>
<Action ID="OffsetPose" input="{target}" offset="0,0,1.1" orientation="0,0,1,0" output="{target}"/>
<Action ID="RobotMove" target="{target}"/>
</Control>
</Fallback>
</ReactiveSequence>
</BehaviorTree>
<!-- ////////// -->
<TreeNodesModel>
<Action ID="ActorAnimation">
<input_port name="animation">Name of animation to play</input_port>
</Action>
<Action ID="ActorMovement">
<input_port name="animation">Name of animation to play</input_port>
<input_port name="target">Pose to move to</input_port>
</Action>
<Condition ID="IsCalled"/>
<Action ID="SetCalledTo">
<input_port name="state">state to set called to</input_port>
</Action>
<Action ID="GenerateXYPose">
<input_port name="area">Area to generate pose in</input_port>
<output_port name="pose">Generated pose in area</output_port>
</Action>
<Condition ID="InAreaTest">
<input_port name="area">Bounds to check in</input_port>
<input_port name="pose">Position of object</input_port>
</Condition>
<Action ID="OffsetPose">
<input_port name="input">initial position as Pose</input_port>
<input_port name="offset">offset as a Point</input_port>
<input_port name="orientation">rotation of resulting pose as Quaternion</input_port>
<output_port name="output">generated new pose</output_port>
</Action>
<Action ID="RandomFailure">
<input_port name="failureChance">Chance to fail from 0 to 1</input_port>
</Action>
<Action ID="RobotMove">
<input_port name="target">Target pose of robot.</input_port>
</Action>
<Action ID="SetRobotVelocity">
<input_port name="velocity">Target velocity of robot</input_port>
</Action>
<Control ID="WeightedRandom">
<input_port name="weights">Weights for the children, separated by semicolon.</input_port>
</Control>
<Control ID="InterruptableSequence">
</Control>
</TreeNodesModel>
<!-- ////////// -->
</root>

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@ -0,0 +1,79 @@
<?xml version="1.0"?>
<root main_tree_to_execute="BehaviorTree">
<!-- ////////// -->
<BehaviorTree ID="BehaviorTree">
<ReactiveSequence>
<Inverter>
<Condition ID="InAreaTest" area="{unsafeArea}" pose="{actorPos}"/>
</Inverter>
<IfThenElse>
<Condition ID="InAreaTest" area="{warningArea}" pose="{actorPos}"/>
<Action ID="SetRobotVelocity" velocity="0.1"/>
<Action ID="SetRobotVelocity" velocity="1"/>
</IfThenElse>
<Fallback>
<Control ID="InterruptableSequence">
<Action ID="GenerateXYPose" area="{negativeYTable}" pose="{target}"/>
<Action ID="OffsetPose" input="{target}" offset="0,0,1.1" orientation="0,0,1,0" output="{target}"/>
<Action ID="RobotMove" target="{target}"/>
<Control ID="WeightedRandom" weights="90,10">
<Sequence>
<Action ID="GenerateXYPose" area="{dropoff}" pose="{target}"/>
<Action ID="OffsetPose" input="{target}" offset="0,0,1.1" orientation="0,0,1,0" output="{target}"/>
</Sequence>
<Sequence>
<Action ID="GenerateXYPose" area="{positiveYTable}" pose="{target}"/>
<Action ID="OffsetPose" input="{target}" offset="0,0,1.1" orientation="0,0,1,0" output="{target}"/>
</Sequence>
</Control>
<Action ID="RobotMove" target="{target}"/>
</Control>
<Action ID="SetCalledTo" state="true"/>
</Fallback>
</ReactiveSequence>
</BehaviorTree>
<!-- ////////// -->
<TreeNodesModel>
<Action ID="ActorAnimation">
<input_port name="animation">Name of animation to play</input_port>
</Action>
<Action ID="ActorMovement">
<input_port name="animation">Name of animation to play</input_port>
<input_port name="target">Pose to move to</input_port>
</Action>
<Condition ID="IsCalled"/>
<Action ID="SetCalledTo">
<input_port name="state">state to set called to</input_port>
</Action>
<Action ID="GenerateXYPose">
<input_port name="area">Area to generate pose in</input_port>
<output_port name="pose">Generated pose in area</output_port>
</Action>
<Condition ID="InAreaTest">
<input_port name="area">Bounds to check in</input_port>
<input_port name="pose">Position of object</input_port>
</Condition>
<Action ID="OffsetPose">
<input_port name="input">initial position as Pose</input_port>
<input_port name="offset">offset as a Point</input_port>
<input_port name="orientation">rotation of resulting pose as Quaternion</input_port>
<output_port name="output">generated new pose</output_port>
</Action>
<Action ID="RandomFailure">
<input_port name="failureChance">Chance to fail from 0 to 1</input_port>
</Action>
<Action ID="RobotMove">
<input_port name="target">Target pose of robot.</input_port>
</Action>
<Action ID="SetRobotVelocity">
<input_port name="velocity">Target velocity of robot</input_port>
</Action>
<Control ID="WeightedRandom">
<input_port name="weights">Weights for the children, separated by semicolon.</input_port>
</Control>
<Control ID="InterruptableSequence">
</Control>
</TreeNodesModel>
<!-- ////////// -->
</root>

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@ -12,6 +12,7 @@ find_package(ament_cmake REQUIRED)
# find_package(<dependency> REQUIRED)
install(DIRECTORY launch DESTINATION share/${PROJECT_NAME})
install(DIRECTORY model DESTINATION share/${PROJECT_NAME})
install(DIRECTORY rviz DESTINATION share/${PROJECT_NAME})
install(DIRECTORY world DESTINATION share/${PROJECT_NAME})

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@ -38,6 +38,18 @@ def generate_launch_description():
launch_arguments={'gz_args': '-v 4 -r '+get_package_share_directory('ign_world')+'/world/gaz_new_test.sdf'}.items(),
),
Node(
package='ros_gz_sim',
executable='create',
arguments=[
'-name', 'office',
'-allow_renaming', 'true',
'-string', xacro.process(os.path.join(get_package_share_directory('ign_world'), 'world', 'conveyor.sdf')),
#'-file', 'https://fuel.ignitionrobotics.org/1.0/openrobotics/models/Gazebo',
],
output='screen'
),
Node(
package='ros_gz_bridge',
executable='parameter_bridge',
@ -116,6 +128,7 @@ def generate_launch_description():
on_exit=[load_joint_state_broadcaster],
)
),
RegisterEventHandler(
event_handler=OnProcessExit(
target_action=load_joint_state_broadcaster,

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@ -0,0 +1,19 @@
<sdf version="1.6">
<model name="office">
<static>true</static>
<link name="office">
<visual name="visual">
<geometry>
<mesh>
<uri>file://$(find ign_world)/model/conveyor.stl</uri>
</mesh>
</geometry>
<material>
<ambient>0.8 0.8 0.8 1</ambient>
<diffuse>0.8 0.8 0.8 1</diffuse>
<specular>0.8 0.8 0.8 1</specular>
</material>
</visual>
</link>
</model>
</sdf>