Fixes to new actor server and tree nodes
This commit is contained in:
@@ -3,24 +3,6 @@
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//
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#include "ActorSystem.hpp"
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#include <chrono>
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#include <cstdio>
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#include <fcntl.h>
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#include <ignition/common/Console.hh>
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#include <ignition/common/Mesh.hh>
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#include <ignition/common/MeshManager.hh>
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#include <ignition/common/SkeletonAnimation.hh>
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#include <ignition/gazebo/Entity.hh>
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#include <ignition/gazebo/EntityComponentManager.hh>
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#include <ignition/gazebo/Types.hh>
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#include <ignition/gazebo/components/Actor.hh>
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#include <ignition/gazebo/components/Component.hh>
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#include <ignition/gazebo/components/Pose.hh>
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#include <rclcpp_action/create_server.hpp>
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#include <rclcpp_action/server.hpp>
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#include <sdf/Actor.hh>
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#include <sys/mman.h>
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#include <unistd.h>
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IGNITION_ADD_PLUGIN(ignition::gazebo::ActorSystem, ignition::gazebo::System, ignition::gazebo::ActorSystem::ISystemPreUpdate,
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ignition::gazebo::ActorSystem::ISystemConfigure)
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@@ -66,11 +48,6 @@ void ActorSystem::switchAnimation(EntityComponentManager &_ecm, char *animationN
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auto rootNode = currentSkeleton->RootNode()->Name();
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currentRootNodeAnimation = currentSkeleton->Animation(0)->NodeAnimationByName(rootNode);
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currentTranslationAlign = currentSkeleton->AlignTranslation(0, rootNode);
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currentRotationAlign = currentSkeleton->AlignRotation(0, rootNode);
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igndbg << "Translation: " << currentTranslationAlign << std::endl;
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igndbg << "Rotation: " << currentRotationAlign << std::endl;
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if (currentSkeleton != nullptr) {
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duration = currentSkeleton->Animation(0)->Length();
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@@ -91,6 +68,15 @@ void ActorSystem::switchAnimation(EntityComponentManager &_ecm, char *animationN
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}
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}
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double Angle(ignition::math::Quaterniond a,ignition::math::Quaterniond b){
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auto dot = fmin(abs(a.Dot(b)),1.0);
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if(dot > 0.999999){
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return 0.0;
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}else{
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return acos(dot) * 2;
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}
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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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@@ -127,6 +113,8 @@ void ActorSystem::PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ec
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_ecm.CreateComponent(entity, components::TrajectoryPose(startPose));
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}
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addPoseToFeedback(startPose);
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nextState = IDLE;
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break;
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}
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@@ -152,44 +140,11 @@ void ActorSystem::PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ec
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*animationTimeComponent = components::AnimationTime(newTime);
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_ecm.SetChanged(entity, components::AnimationTime::typeId, ComponentState::OneTimeChange);
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/*
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if(currentRootNodeAnimation == nullptr){
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break;
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}
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auto rootTransformation = currentRootNodeAnimation->FrameAt(newTimeSeconds,false);
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math::Matrix4d totalTf = currentTranslationAlign * rootTransformation * currentRotationAlign;
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auto translation = totalTf.Translation();
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translation[0] = 0;
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totalTf.SetTranslation(translation);
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auto poseComp = _ecm.Component<components::Pose>(entity);
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*poseComp = components::Pose (totalTf.Pose());
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_ecm.SetChanged(entity, components::Pose::typeId, ComponentState::OneTimeChange);
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*/
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break;
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}
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case MOVEMENT: {
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if (lastState == IDLE) {
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igndbg << "Starting Movement..." << std::endl;
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switchAnimation(_ecm, 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 = 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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igndbg << "Finished Movement..." << std::endl;
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feedback.progress = 1.0f;
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sendFeedback();
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nextState = IDLE;
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break;
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}
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auto animationTimeComponent = _ecm.Component<components::AnimationTime>(this->entity);
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auto oldTimeSeconds = std::chrono::duration<double>(animationTimeComponent->Data()).count();
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@@ -197,44 +152,95 @@ void ActorSystem::PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ec
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auto newTimeSeconds = oldTimeSeconds + deltaTimeSeconds;
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auto newTime = animationTimeComponent->Data() + _info.dt;
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if (newTimeSeconds >= duration) {
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newTimeSeconds -= duration;
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newTime = std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(newTimeSeconds));
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}
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auto turnSpeed = 1;
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auto targetYaw = atan2(targetDirection.Y(), targetDirection.X());
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auto currentYaw = fmod(actorPose.Rot().Yaw(), M_PI);
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if (lastState == IDLE) {
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igndbg << "Starting Movement..." << std::endl;
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switchAnimation(_ecm, animation_name);
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movementDetails.state = movementDetails.ROTATE_TO_TARGET;
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movementDetails.time = 0.0;
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movementDetails.stepTime = 0.0;
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movementDetails.start = actorPose;
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movementDetails.targetDiff.Pos() = movementDetails.target.Pos() - movementDetails.start.Pos();
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auto angularDirection = fmod((targetYaw - currentYaw),
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M_PI + 0.001); // additional 0.001 rad to prevent instant flip through 180 rotation
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auto turnSpeed = 1.0;
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if (angularDirection < 0) {
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turnSpeed = -turnSpeed;
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}
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if (abs(angularDirection) > 0.01) {
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actorPose.Rot().Euler(0, 0, actorPose.Rot().Yaw() + (turnSpeed * deltaTimeSeconds));
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*trajectoryPoseComp = components::TrajectoryPose(actorPose);
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_ecm.SetChanged(entity, components::TrajectoryPose::typeId, ComponentState::OneTimeChange);
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} else {
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if (nullptr == currentRootNodeAnimation) {
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ignerr << "Current animation doesn't move root node, this is unsupported for movement animations." << std::endl;
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break;
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if(movementDetails.targetDiff.Pos().Length() >= 0.001){
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movementDetails.targetDiff.Rot() = ignition::math::Quaterniond::EulerToQuaternion(0.0, 0.0, atan2(movementDetails.targetDiff.Pos().Y(), movementDetails.targetDiff.Pos().X()));
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movementDetails.rotateToTargetDuration = Angle(actorPose.Rot(),movementDetails.targetDiff.Rot()) / turnSpeed;
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movementDetails.moveDuration = movementDetails.targetDiff.Pos().Length() / animation_distance * duration;
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}else{
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movementDetails.targetDiff.Rot() = movementDetails.start.Rot();
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movementDetails.rotateToTargetDuration = 0.0;
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movementDetails.moveDuration = 0.0;
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}
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double distance = (deltaTimeSeconds / duration) * animation_distance;
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actorPose.Pos() += targetDirection.Normalize() * distance;
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actorPose.Rot().Euler(0, 0, targetYaw);
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*trajectoryPoseComp = components::TrajectoryPose(actorPose);
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*animationTimeComponent = components::AnimationTime(newTime);
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_ecm.SetChanged(entity, components::TrajectoryPose::typeId, ComponentState::OneTimeChange);
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_ecm.SetChanged(entity, components::AnimationTime::typeId, ComponentState::OneTimeChange);
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movementDetails.rotateToEndDuration = Angle(movementDetails.targetDiff.Rot(),movementDetails.target.Rot()) / turnSpeed;
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}
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movementDetails.time += deltaTimeSeconds;
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movementDetails.stepTime += deltaTimeSeconds;
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if (movementDetails.state == movementDetails.ROTATE_TO_TARGET){
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if(movementDetails.stepTime<=movementDetails.rotateToTargetDuration){
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actorPose.Rot() = ignition::math::Quaterniond::Slerp(movementDetails.stepTime/movementDetails.rotateToTargetDuration,movementDetails.start.Rot(),movementDetails.targetDiff.Rot(),true);
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}else{
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actorPose.Rot() = movementDetails.targetDiff.Rot();
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movementDetails.state = movementDetails.MOVE;
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movementDetails.stepTime -= movementDetails.rotateToTargetDuration;
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}
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}
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if (movementDetails.state == movementDetails.MOVE){
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if(movementDetails.stepTime<=movementDetails.moveDuration){
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newTime = std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(fmod(movementDetails.stepTime,duration)));
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actorPose.Pos()=movementDetails.start.Pos()+(movementDetails.targetDiff.Pos()*(movementDetails.stepTime/movementDetails.moveDuration));
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}else{
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actorPose.Pos()=movementDetails.target.Pos();
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movementDetails.state = movementDetails.ROTATE_TO_END;
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movementDetails.stepTime -= movementDetails.moveDuration;
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}
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}
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if (movementDetails.state == movementDetails.ROTATE_TO_END){
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if(movementDetails.stepTime<=movementDetails.rotateToEndDuration){
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actorPose.Rot() = ignition::math::Quaterniond::Slerp(movementDetails.stepTime/movementDetails.rotateToEndDuration,movementDetails.targetDiff.Rot(),movementDetails.target.Rot(),true);
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}else{
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actorPose.Rot() = movementDetails.target.Rot();
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movementDetails.state = movementDetails.END;
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movementDetails.stepTime -= movementDetails.rotateToEndDuration;
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}
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}
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if (movementDetails.state == movementDetails.END || movementDetails.state == movementDetails.ROTATE_TO_END){
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if (newTime.count() < duration / 2){
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newTime = std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(newTimeSeconds-(deltaTimeSeconds)));
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if(newTime.count()<=0){
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newTime = std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(0.0));
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if(movementDetails.state==movementDetails.END){
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nextState = IDLE;
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}
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}
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}else{
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newTime = std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(newTimeSeconds+(deltaTimeSeconds)));
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if(newTime.count()>=duration){
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newTime = std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(duration));
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if(movementDetails.state == movementDetails.END){
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nextState = IDLE;
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}
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}
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}
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}
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addPoseToFeedback(actorPose);
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feedback.progress = movementDetails.time / (movementDetails.rotateToTargetDuration + movementDetails.moveDuration + movementDetails.rotateToEndDuration);
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sendFeedback();
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*trajectoryPoseComp = components::TrajectoryPose(actorPose);
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_ecm.SetChanged(entity, components::TrajectoryPose::typeId, ComponentState::OneTimeChange);
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*animationTimeComponent = components::AnimationTime(newTime);
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_ecm.SetChanged(entity, components::AnimationTime::typeId, ComponentState::OneTimeChange);
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break;
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}
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case IDLE:
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@@ -294,26 +300,35 @@ void ActorSystem::messageQueueInterface(const char name[256]) {
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mq_receive(actionQueue, (char *)&receivedAction, sizeof(ActionMessage), nullptr);
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igndbg << "Got Action" << std::endl;
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threadMutex.lock();
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strcpy(animation_name, receivedAction.animationName);
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// animation_speed = receivedAction.animationSpeed;
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animation_distance = receivedAction.animationDistance;
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target_position = math::Vector3d(receivedAction.target.position.x, receivedAction.target.position.y, receivedAction.target.position.z);
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movementDetails.target.Pos().Set(receivedAction.target.position.x, receivedAction.target.position.y, receivedAction.target.position.z);
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movementDetails.target.Rot().Set(receivedAction.target.orientation.w, receivedAction.target.orientation.x, receivedAction.target.orientation.y, receivedAction.target.orientation.z);
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nextState = receivedAction.state;
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igndbg << "Received Action; State: " << nextState << " Target: " << movementDetails.target.Pos() << " | " << movementDetails.target.Rot().Z() << std::endl;
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threadMutex.unlock();
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}
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}).detach();
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}
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void ActorSystem::addPoseToFeedback(ignition::math::Pose3<double> pose){
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feedback.current.position.x=pose.X();
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feedback.current.position.y=pose.Y();
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feedback.current.position.z=pose.Z();
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feedback.current.orientation.w=pose.Rot().W();
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feedback.current.orientation.x=pose.Rot().X();
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feedback.current.orientation.y=pose.Rot().Y();
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feedback.current.orientation.z=pose.Rot().Z();
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}
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void ActorSystem::sendFeedback(){
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feedback.state = currentState;
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if(mq_send(feedbackQueue,(char *)&feedback,sizeof(FeedbackMessage),0)==0){
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igndbg << "Sent feedback. (State: " << lastState << "->" << currentState << " | Progress: "<< feedback.progress <<")" << std::endl;
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}else{
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if(mq_send(feedbackQueue,(char *)&feedback,sizeof(FeedbackMessage),0)!=0){
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ignerr << "Error " << errno << " sending feedback." << std::endl;
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}
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}
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@@ -6,24 +6,44 @@
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#define BUILD_ACTORSYSTEM_H
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#include <cstddef>
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#include <ignition/gazebo/Entity.hh>
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#include <ignition/gazebo/System.hh>
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#include <ignition/plugin/Register.hh>
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#include <fcntl.h>
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#include <mqueue.h>
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#include <chrono>
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#include <cstdio>
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#include <fcntl.h>
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#include <unistd.h>
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#include <optional>
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#include <queue>
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#include <string>
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#include <cmath>
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#include <sys/stat.h>
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#include <sys/mman.h>
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#include <ignition/gazebo/System.hh>
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#include <ignition/plugin/Register.hh>
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#include <ignition/common/Console.hh>
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#include <ignition/common/Mesh.hh>
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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/Skeleton.hh>
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#include <ignition/common/NodeAnimation.hh>
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#include <ignition/gazebo/Entity.hh>
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#include <ignition/gazebo/EntityComponentManager.hh>
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#include <ignition/gazebo/Types.hh>
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#include <ignition/gazebo/components/Actor.hh>
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#include <ignition/gazebo/components/Component.hh>
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#include <ignition/gazebo/components/Pose.hh>
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#include <sdf/Actor.hh>
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#include <rclcpp/node.hpp>
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#include <rclcpp/rclcpp.hpp>
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#include <rclcpp_action/create_server.hpp>
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#include <rclcpp_action/server.hpp>
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#include <rclcpp_action/server_goal_handle.hpp>
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#include <ros_actor_action_server_msgs/action/animation.hpp>
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#include <ros_actor_action_server_msgs/action/movement.hpp>
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#include <ros_actor_message_queue_msgs/MessageTypes.hpp>
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#include <rclcpp_action/server_goal_handle.hpp>
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#include <string>
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#include <ignition/common/Skeleton.hh>
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#include <ignition/common/NodeAnimation.hh>
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#include <fcntl.h>
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#include <sys/stat.h>
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#include <mqueue.h>
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using namespace ros_actor_message_queue_msgs;
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using namespace ros_actor_action_server_msgs;
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@@ -41,60 +61,50 @@ using rclcpp_action::ServerGoalHandle;
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namespace ignition {
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namespace gazebo {
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class ActorSystem :
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public System,
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class ActorSystem : public System,
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public ISystemPreUpdate,
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public ISystemConfigure {
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private:
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//std::shared_ptr<rclcpp::Node> node;
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//std::shared_ptr<AnimationActionServer> animationServer;
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//std::shared_ptr<MovementActionServer> movementServer;
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//ActorSystemState currentState, lastState;
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//action::Animation::Goal animationTarget;
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//action::Movement::Goal movementTarget;
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//AnimationServerGoalPtr currentAnimationGoalPtr;
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//MovementServerGoalPtr currentMovementGoalPtr;
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ignition::math::v6::Pose3d startPose = ignition::math::Pose3d::Zero;
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math::Vector3d target_position;
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double animation_distance;
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char animation_name[256];
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ActorPluginState nextState,currentState,lastState;
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double duration{};
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Entity entity{kNullEntity};
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std::mutex threadMutex;
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std::shared_ptr<common::Skeleton> currentSkeleton;
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common::NodeAnimation* currentRootNodeAnimation;
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math::Matrix4<double> currentRotationAlign, currentTranslationAlign;
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mqd_t feedbackQueue;
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mqd_t actionQueue;
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FeedbackMessage feedback;
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private:
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ignition::math::Pose3d startPose = ignition::math::Pose3d::Zero;
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ignition::math::Pose3d target_pose;
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double animation_distance;
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char animation_name[256];
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ActorPluginState nextState,currentState,lastState;
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double duration{};
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Entity entity{kNullEntity};
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std::mutex threadMutex;
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std::shared_ptr<common::Skeleton> currentSkeleton;
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common::NodeAnimation* currentRootNodeAnimation;
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mqd_t feedbackQueue;
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mqd_t actionQueue;
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FeedbackMessage feedback;
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public:
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ActorSystem();
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struct {
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enum {ROTATE_TO_TARGET,MOVE,ROTATE_TO_END,END} state;
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ignition::math::Pose3d start;
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ignition::math::Pose3d targetDiff;
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ignition::math::Pose3d target;
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double rotateToTargetDuration,moveDuration,rotateToEndDuration,time,stepTime;
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} movementDetails;
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public:
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~ActorSystem() override;
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public:
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ActorSystem();
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~ActorSystem() override;
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void PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ecm) override;
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void Configure(const ignition::gazebo::Entity &animationGoalPtr,
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const std::shared_ptr<const sdf::Element> &_sdf,
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EntityComponentManager &_ecm,
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EventManager &/*_eventMgr*/) override;
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public:
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void PreUpdate(const UpdateInfo &_info,
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EntityComponentManager &_ecm) override;
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private:
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void switchAnimation(EntityComponentManager &_ecm, char *animationName);
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void messageQueueInterface(const char name[256]);
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void sendFeedback();
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void addPoseToFeedback(ignition::math::Pose3<double> pose);
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public:
|
||||
void Configure(const ignition::gazebo::Entity &animationGoalPtr,
|
||||
const std::shared_ptr<const sdf::Element> &_sdf,
|
||||
EntityComponentManager &_ecm,
|
||||
EventManager &/*_eventMgr*/) override;
|
||||
|
||||
private:
|
||||
void switchAnimation(EntityComponentManager &_ecm, char *animationName);
|
||||
void messageQueueInterface(const char name[256]);
|
||||
void sendFeedback();
|
||||
void addPoseToFeedback(ignition::math::Pose3<double> pose);
|
||||
|
||||
|
||||
};
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif //BUILD_ACTORSYSTEM_H
|
||||
|
||||
Reference in New Issue
Block a user