Merge branch 'new_rclcpp_process'
This commit is contained in:
commit
355c8ff3b3
@ -3,7 +3,6 @@
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//
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#include <chrono>
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#include <cstdio>
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#include <ign_actor_plugin_msgs/action/detail/animation__struct.hpp>
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#include <ignition/common/Console.hh>
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#include <ignition/gazebo/Entity.hh>
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@ -19,6 +18,9 @@
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#include <ignition/common/MeshManager.hh>
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#include <ignition/common/SkeletonAnimation.hh>
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#include <ignition/common/Mesh.hh>
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#include <sys/mman.h>
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#include <fcntl.h>
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#include <cstdio>
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IGNITION_ADD_PLUGIN(
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ignition::gazebo::ActorSystem,
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@ -34,7 +36,7 @@ ActorSystem::ActorSystem() = default;
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ActorSystem::~ActorSystem() = default;
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void ActorSystem::switchAnimation(EntityComponentManager &_ecm, std::string& animationName){
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void ActorSystem::switchAnimation(EntityComponentManager &_ecm, char* animationName){
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igndbg << "Initial setup for new animation." << std::endl;
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auto actorComp = _ecm.Component<components::Actor>(entity);
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@ -81,8 +83,6 @@ void ActorSystem::switchAnimation(EntityComponentManager &_ecm, std::string& ani
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ignerr << "No skeleton found!" << std::endl;
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}
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auto initialPose = currentRootNodeAnimation -> FrameAt(0).Pose();
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auto poseComponent = _ecm.Component<components::Pose>(entity);
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@ -97,8 +97,8 @@ void ActorSystem::switchAnimation(EntityComponentManager &_ecm, std::string& ani
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}
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void ActorSystem::PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ecm) {
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threadMutex.lock();
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switch(this->currentState){
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pthread_mutex_lock(&shared_mmap->mutex);
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switch(shared_mmap->currentState){
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case SETUP: {
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igndbg << "Setting up actor plugin" << std::endl;
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@ -124,25 +124,25 @@ void ActorSystem::PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ec
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_ecm.CreateComponent(entity, components::TrajectoryPose(ignition::math::Pose3d::Zero));
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}
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currentState = ActorSystemState::IDLE;
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shared_mmap->currentState = ActorSystemState::IDLE;
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break;
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}
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case ANIMATION: {
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if (lastState == ActorSystemState::IDLE){
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switchAnimation(_ecm, animationTarget.animation_name);
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if (shared_mmap->lastState == ActorSystemState::IDLE){
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switchAnimation(_ecm, shared_mmap->animation_name);
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}
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auto animationTimeComponent = _ecm.Component<components::AnimationTime>(this->entity);
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auto newTime = animationTimeComponent->Data() + _info.dt;
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auto newTimeSeconds = std::chrono::duration<double>(newTime).count();
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auto feedback = std::make_shared<action::Animation::Feedback>();
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feedback->set__progress((float) (newTimeSeconds/duration));
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currentAnimationGoalPtr->publish_feedback(feedback);
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auto feedback = (float) (newTimeSeconds/duration);
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write(feedback_pipe[1],&feedback,sizeof(float));
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//currentAnimationGoalPtr->publish_feedback(feedback);
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if (newTimeSeconds >= duration){
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currentAnimationGoalPtr->succeed(std::make_shared<action::Animation::Result>());
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igndbg << "Animation " << animationTarget.animation_name << " finished." << std::endl;
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currentState = ActorSystemState::IDLE;
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//currentAnimationGoalPtr->succeed(std::make_shared<action::Animation::Result>());
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igndbg << "Animation " << shared_mmap->animation_name << " finished." << std::endl;
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shared_mmap->currentState = ActorSystemState::IDLE;
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break;
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}
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@ -170,20 +170,22 @@ void ActorSystem::PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ec
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break;
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}
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case MOVEMENT:{
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if (lastState == ActorSystemState::IDLE){
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if (shared_mmap->lastState == ActorSystemState::IDLE){
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igndbg << "Starting Movement..." << std::endl;
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switchAnimation(_ecm, movementTarget.animation_name);
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switchAnimation(_ecm, shared_mmap->animation_name);
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}
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auto trajectoryPoseComp = _ecm.Component<components::TrajectoryPose>(this->entity);
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auto actorPose = trajectoryPoseComp->Data();
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auto targetPose = movementTarget.target_position;
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auto targetPose = shared_mmap->target_position;
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auto targetDirection = math::Vector3d(targetPose[0],targetPose[1],targetPose[2]) - actorPose.Pos();
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if (targetDirection.Length()<0.05){
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currentMovementGoalPtr->succeed(std::make_shared<action::Movement::Result>());
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currentState = ActorSystemState::IDLE;
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float feedback = 1.0f;
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write(feedback_pipe[1],&feedback,sizeof(float));
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//currentMovementGoalPtr->succeed(std::make_shared<action::Movement::Result>());
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shared_mmap->currentState = ActorSystemState::IDLE;
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break;
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}
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@ -218,7 +220,7 @@ void ActorSystem::PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ec
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break;
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}
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double distance = (deltaTimeSeconds/duration)*movementTarget.animation_distance;
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double distance = (deltaTimeSeconds/duration)*shared_mmap->animation_distance;
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actorPose.Pos() += targetDirection.Normalize() * distance;
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@ -232,13 +234,140 @@ void ActorSystem::PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ec
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break;
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}
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case IDLE:
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if (lastState != currentState){
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if (shared_mmap->lastState != shared_mmap->currentState){
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igndbg << "Now idling..." << std::endl;
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}
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break;
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}
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lastState = currentState;
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threadMutex.unlock();
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shared_mmap->lastState = shared_mmap->currentState;
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pthread_mutex_unlock(&shared_mmap->mutex);
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}
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void ActorSystem::client(const std::string& topic){
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rclcpp::init(0, {});
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auto node = rclcpp::Node::make_shared("moveService", topic);
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AnimationServerGoalPtr currentAnimationGoalPtr;
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MovementServerGoalPtr currentMovementGoalPtr;
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "UnusedValue"
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auto animationServer = rclcpp_action::create_server<action::Animation>(
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node,
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"animation",
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[this](const rclcpp_action::GoalUUID goalUuid, const AnimationGoalPtr &animationGoal) {
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if (shared_mmap->currentState == ActorSystemState::IDLE) {
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pthread_mutex_lock(&shared_mmap->mutex);
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//animationTarget = *animationGoal;
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strcpy(shared_mmap->animation_name,animationGoal->animation_name.data());
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pthread_mutex_unlock(&shared_mmap->mutex);
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return rclcpp_action::GoalResponse::ACCEPT_AND_EXECUTE;
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}else{
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return rclcpp_action::GoalResponse::REJECT;
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}
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},
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[this,¤tAnimationGoalPtr](const AnimationServerGoalPtr& animationGoalPtr) {
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currentAnimationGoalPtr = nullptr;
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if (shared_mmap->currentState == ActorSystemState::IDLE) {
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return rclcpp_action::CancelResponse::REJECT;
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}else{
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pthread_mutex_lock(&shared_mmap->mutex);
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shared_mmap->currentState = ActorSystemState::IDLE;
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pthread_mutex_unlock(&shared_mmap->mutex);
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return rclcpp_action::CancelResponse::ACCEPT;
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}
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},
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[this,¤tAnimationGoalPtr](const AnimationServerGoalPtr& animationGoalPtr) {
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pthread_mutex_lock(&shared_mmap->mutex);
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currentAnimationGoalPtr = animationGoalPtr;
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shared_mmap->currentState = ActorSystemState::ANIMATION;
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pthread_mutex_unlock(&shared_mmap->mutex);
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}
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);
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auto movementServer = rclcpp_action::create_server<action::Movement>(
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node,
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"movement",
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[this](const rclcpp_action::GoalUUID goalUuid, const MovementGoalPtr &movementGoal ){
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if (shared_mmap->currentState == ActorSystemState::IDLE) {
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pthread_mutex_lock(&shared_mmap->mutex);
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//movementTarget = *movementGoal;
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shared_mmap->target_position = math::Vector3d(
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movementGoal->target_position[0],
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movementGoal->target_position[1],
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movementGoal->target_position[2]);
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shared_mmap->animation_distance = movementGoal->animation_distance;
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strcpy(shared_mmap->animation_name,movementGoal->animation_name.data());
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pthread_mutex_unlock(&shared_mmap->mutex);
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return rclcpp_action::GoalResponse::ACCEPT_AND_EXECUTE;
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}else{
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return rclcpp_action::GoalResponse::REJECT;
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}
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},
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[this,¤tMovementGoalPtr](const MovementServerGoalPtr& movementGoalPtr ){
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currentMovementGoalPtr = nullptr;
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if (shared_mmap->currentState == ActorSystemState::IDLE) {
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return rclcpp_action::CancelResponse::REJECT;
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}else{
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pthread_mutex_lock(&shared_mmap->mutex);
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shared_mmap->currentState = ActorSystemState::IDLE;
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pthread_mutex_unlock(&shared_mmap->mutex);
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return rclcpp_action::CancelResponse::ACCEPT;
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}
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},
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[this,¤tMovementGoalPtr](const MovementServerGoalPtr& movementGoalPtr ){
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pthread_mutex_lock(&shared_mmap->mutex);
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currentMovementGoalPtr = movementGoalPtr;
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shared_mmap->currentState = ActorSystemState::MOVEMENT;
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pthread_mutex_unlock(&shared_mmap->mutex);
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}
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);
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#pragma clang diagnostic pop
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std::thread t([this,¤tAnimationGoalPtr,¤tMovementGoalPtr]() {
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float progress;
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while(true) {
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read(feedback_pipe[0], &progress, sizeof(float));
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pthread_mutex_lock(&shared_mmap->mutex);
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if(currentAnimationGoalPtr!=nullptr){
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auto feedback = std::make_shared<action::Animation::Feedback>();
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feedback->set__progress(progress);
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currentAnimationGoalPtr->publish_feedback(feedback);
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}
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if(currentMovementGoalPtr!=nullptr){
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auto feedback = std::make_shared<action::Movement::Feedback>();
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feedback->set__progress(progress);
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currentMovementGoalPtr->publish_feedback(feedback);
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}
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if(progress == 1.0){
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if(currentAnimationGoalPtr!=nullptr){
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currentAnimationGoalPtr->succeed(std::make_shared<action::Animation::Result>());
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}
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if(currentMovementGoalPtr!=nullptr){
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currentMovementGoalPtr->succeed(std::make_shared<action::Movement::Result>());
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}
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currentMovementGoalPtr = nullptr;
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currentAnimationGoalPtr = nullptr;
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}
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pthread_mutex_unlock(&shared_mmap->mutex);
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}
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});
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t.detach();
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igndbg << "Spinning node..." << std::endl;
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while (true) {
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printf("Spinning...\n");
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rclcpp::spin(node);
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}
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}
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// Found too late: https://github.com/AlanSixth/gazebo_ros_action_tutorial/blob/master/src/gazebo_ros_action_tutorial.cc
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@ -253,94 +382,62 @@ void ActorSystem::Configure(const Entity &_entity, const std::shared_ptr<const s
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return;
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}
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this->entity = _entity;
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this->currentState = ActorSystemState::SETUP;
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this->lastState = ActorSystemState::IDLE;
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rclcpp::init(0, {});
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std::string topic = "ActorPlugin";
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if (_sdf->HasElement("topic")) {
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topic = _sdf->Get<std::string>("topic");
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}
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node = rclcpp::Node::make_shared("moveService", topic);
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this->entity = _entity;
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "UnusedValue"
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animationServer = rclcpp_action::create_server<action::Animation>(
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node,
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"animation",
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[this](const rclcpp_action::GoalUUID goalUuid, const AnimationGoalPtr &animationGoal) {
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if (this->currentState == ActorSystemState::IDLE) {
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threadMutex.lock();
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animationTarget = *animationGoal;
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threadMutex.unlock();
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return rclcpp_action::GoalResponse::ACCEPT_AND_EXECUTE;
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}else{
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return rclcpp_action::GoalResponse::REJECT;
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igndbg << "shmem setup" << std::endl;
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int fd = open(".", O_TMPFILE|O_RDWR, 00600);
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auto structSize = sizeof(struct sharedMmap);
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if(ftruncate(fd, structSize)!=0){
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ignerr << "ftruncate" << std::endl;
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return;
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}
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shared_mmap = (struct sharedMmap *) mmap(nullptr,structSize,PROT_READ|PROT_WRITE,MAP_SHARED,fd,0);
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//close(fd);
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if (shared_mmap == MAP_FAILED){
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ignerr << "MAP_FAILED" << std::endl;
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return;
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}
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},
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[this](const AnimationServerGoalPtr& animationGoalPtr) {
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if (this->currentState == ActorSystemState::IDLE) {
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return rclcpp_action::CancelResponse::REJECT;
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}else{
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threadMutex.lock();
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this->currentState = ActorSystemState::IDLE;
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threadMutex.unlock();
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return rclcpp_action::CancelResponse::ACCEPT;
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pthread_mutexattr_t mutexattr;
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if(pthread_mutexattr_init(&mutexattr)!=0){
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ignerr << "pthread_mutexattr_init" << std::endl;
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return;
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}
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if(pthread_mutexattr_setpshared(&mutexattr, PTHREAD_PROCESS_SHARED)!=0){
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ignerr << "pthread_mutexattr_setpshared" << std::endl;
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return;
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}
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if(pthread_mutex_init(&shared_mmap->mutex, &mutexattr)!=0){
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ignerr << "pthread_mutex_init" << std::endl;
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return;
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}
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},
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[this](const AnimationServerGoalPtr& animationGoalPtr) {
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threadMutex.lock();
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currentAnimationGoalPtr = animationGoalPtr;
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currentState = ActorSystemState::ANIMATION;
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threadMutex.unlock();
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}
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);
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shared_mmap->currentState = ActorSystemState::SETUP;
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shared_mmap->lastState = ActorSystemState::IDLE;
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igndbg << "pipe setup" << std::endl;
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movementServer = rclcpp_action::create_server<action::Movement>(
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node,
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"movement",
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[this](const rclcpp_action::GoalUUID goalUuid, const MovementGoalPtr &movementGoal ){
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if (pipe(feedback_pipe) < 0){
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igndbg << "pipe failed." << std::endl;
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return;
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}
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if (this->currentState == ActorSystemState::IDLE) {
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threadMutex.lock();
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movementTarget = *movementGoal;
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threadMutex.unlock();
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return rclcpp_action::GoalResponse::ACCEPT_AND_EXECUTE;
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}else{
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return rclcpp_action::GoalResponse::REJECT;
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switch(fork()){
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case -1:
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ignerr << "Could not fork." << std::endl;
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break;
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case 0:
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ignmsg << "Child fork." << std::endl;
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client(topic);
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break;
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default:
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ignmsg << "Parent fork." << std::endl;
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break;
|
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}
|
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},
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[this](const MovementServerGoalPtr& movementGoalPtr ){
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if (this->currentState == ActorSystemState::IDLE) {
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return rclcpp_action::CancelResponse::REJECT;
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}else{
|
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threadMutex.lock();
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this->currentState = ActorSystemState::IDLE;
|
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threadMutex.unlock();
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return rclcpp_action::CancelResponse::ACCEPT;
|
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}
|
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},
|
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[this](const MovementServerGoalPtr& movementGoalPtr ){
|
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threadMutex.lock();
|
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currentMovementGoalPtr = movementGoalPtr;
|
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currentState = ActorSystemState::MOVEMENT;
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threadMutex.unlock();
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}
|
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);
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#pragma clang diagnostic pop
|
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|
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igndbg << "Spinning node..." << std::endl;
|
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std::thread spinThread([this]() {
|
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while (true) {
|
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printf("Spinning...\n");
|
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rclcpp::spin(node);
|
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}
|
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});
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spinThread.detach();
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}
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@ -39,26 +39,36 @@ namespace ignition {
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SETUP, IDLE, MOVEMENT, ANIMATION
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};
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struct sharedMmap{
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pthread_mutex_t mutex;
|
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ActorSystemState currentState,lastState;
|
||||
char animation_name[256];
|
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double animation_distance;
|
||||
math::Vector3d target_position;
|
||||
};
|
||||
|
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class ActorSystem :
|
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public System,
|
||||
public ISystemPreUpdate,
|
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public ISystemConfigure {
|
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|
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private:
|
||||
std::shared_ptr<rclcpp::Node> node;
|
||||
std::shared_ptr<AnimationActionServer > animationServer;
|
||||
std::shared_ptr<MovementActionServer > movementServer;
|
||||
ActorSystemState currentState, lastState;
|
||||
action::Animation::Goal animationTarget;
|
||||
action::Movement::Goal movementTarget;
|
||||
AnimationServerGoalPtr currentAnimationGoalPtr;
|
||||
MovementServerGoalPtr currentMovementGoalPtr;
|
||||
//std::shared_ptr<rclcpp::Node> node;
|
||||
//std::shared_ptr<AnimationActionServer> animationServer;
|
||||
//std::shared_ptr<MovementActionServer> movementServer;
|
||||
//ActorSystemState currentState, lastState;
|
||||
//action::Animation::Goal animationTarget;
|
||||
//action::Movement::Goal movementTarget;
|
||||
//AnimationServerGoalPtr currentAnimationGoalPtr;
|
||||
//MovementServerGoalPtr currentMovementGoalPtr;
|
||||
double duration{};
|
||||
Entity entity{kNullEntity};
|
||||
std::mutex threadMutex;
|
||||
//std::mutex threadMutex;
|
||||
std::shared_ptr<common::Skeleton> currentSkeleton;
|
||||
common::NodeAnimation* currentRootNodeAnimation;
|
||||
math::Matrix4<double> currentRotationAlign, currentTranslationAlign;
|
||||
struct sharedMmap* shared_mmap;
|
||||
int feedback_pipe[2];
|
||||
|
||||
public:
|
||||
ActorSystem();
|
||||
@ -77,7 +87,8 @@ namespace ignition {
|
||||
EventManager &/*_eventMgr*/) override;
|
||||
|
||||
private:
|
||||
void switchAnimation(EntityComponentManager &_ecm, std::string &animationName);
|
||||
void switchAnimation(EntityComponentManager &_ecm, char *animationName);
|
||||
void client(const std::string& topic);
|
||||
|
||||
|
||||
};
|
||||
|
||||
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Reference in New Issue
Block a user