Removed unused Groot node definitions.

This commit is contained in:
Bastian Hofmann 2023-04-21 16:23:00 +00:00
parent 67256759ad
commit 9d9af7fa6b
4 changed files with 0 additions and 176 deletions

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@ -24,50 +24,5 @@
</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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@ -24,50 +24,5 @@
</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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@ -26,48 +26,5 @@
</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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@ -30,48 +30,5 @@
</Control>
</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>