Debugging and spacing.
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355c8ff3b3
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@ -21,6 +21,7 @@
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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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#include <unistd.h>
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IGNITION_ADD_PLUGIN(
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ignition::gazebo::ActorSystem,
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@ -244,7 +245,7 @@ void ActorSystem::PreUpdate(const UpdateInfo &_info, EntityComponentManager &_ec
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}
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void ActorSystem::client(const std::string& topic){
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void ActorSystem::rclcppServer(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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@ -258,84 +259,108 @@ void ActorSystem::client(const std::string& topic){
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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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igndbg << "goal" << shared_mmap->currentState << std::endl;
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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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igndbg << "goal l" << shared_mmap->currentState << std::endl;
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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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return rclcpp_action::GoalResponse::ACCEPT_AND_DEFER;
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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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[this](const AnimationServerGoalPtr& animationGoalPtr) {
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igndbg << "cancel" << shared_mmap->currentState << std::endl;
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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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igndbg << "accepted" << shared_mmap->currentState << std::endl;
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pthread_mutex_lock(&shared_mmap->mutex);
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igndbg << "accepted l" << shared_mmap->currentState << std::endl;
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igndbg << "got animation handle" << std::endl;
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currentAnimationGoalPtr = animationGoalPtr;
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shared_mmap->currentState = ActorSystemState::ANIMATION;
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currentAnimationGoalPtr->execute();
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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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[this](const MovementServerGoalPtr& movementGoalPtr ){
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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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igndbg << "got movement handle" << std::endl;
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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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igndbg << progress << std::endl;
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if(progress >= 1.0f){
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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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}else{
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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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@ -346,21 +371,10 @@ void ActorSystem::client(const std::string& topic){
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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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usleep(500);
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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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@ -423,7 +437,7 @@ void ActorSystem::Configure(const Entity &_entity, const std::shared_ptr<const s
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igndbg << "pipe setup" << std::endl;
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if (pipe(feedback_pipe) < 0){
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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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@ -434,7 +448,7 @@ void ActorSystem::Configure(const Entity &_entity, const std::shared_ptr<const s
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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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rclcppServer(topic);
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break;
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default:
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ignmsg << "Parent fork." << std::endl;
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@ -88,7 +88,7 @@ namespace ignition {
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private:
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void switchAnimation(EntityComponentManager &_ecm, char *animationName);
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void client(const std::string& topic);
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void rclcppServer(const std::string& topic);
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};
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4
test.sh
Normal file → Executable file
4
test.sh
Normal file → Executable file
@ -1,2 +1,2 @@
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ros2 action send_goal /ActorPlugin/movement ign_actor_plugin_msgs/action/Movement "{animation_name: 'walk', animation_speed: 1.0, target_position: [1,1,0], target_orientation: [0,0,0]}"
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ros2 action send_goal /ActorPlugin/animation ign_actor_plugin_msgs/action/Animation "{animation_name: 'go', animation_speed: 1.0}"
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ros2 action send_goal /ActorPlugin/animation ign_actor_plugin_msgs/action/Animation "{animation_name: 'walk', animation_speed: 1.0}"
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ros2 action send_goal /ActorPlugin/movement ign_actor_plugin_msgs/action/Movement "{animation_name: 'walk', animation_speed: 1.0, animation_distance: 1.5, target_position: [1,1,0], target_orientation: [0,0,0]}"
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