概述
- moveit添加自定义障碍物方法:
- - 1.将基座架、桌子等物体,通过urdf文件进行添加
- - 2.将相关物体保存成.stl或.dae格式,通过moveit::planning_interface::PlanningSceneInterface相关接口进行添加,两个示例:
参考:https://github.com/hcrmines/apc/blob/master/src/add_objects.cpp;
MoveIt!环境导入自定义的stl文件: https://blog.csdn.net/fei_6/article/details/80443171
1.基本简单特征物体
可通过shape_msgs::SolidPrimitive 进行定义
加载:
// 创建运动规划的情景,等待创建完成
moveit::planning_interface::PlanningSceneInterface current_scene;
sleep(5.0);
// 声明一个障碍物的实例,并且为其设置一个id,方便对其进行操作,该实例会发布到当前的情景实例中
moveit_msgs::CollisionObject cylinder;
cylinder.id = "arm_cylinder";
// 设置障碍物的外形、尺寸等属性
shape_msgs::SolidPrimitive primitive;
primitive.type = primitive.CYLINDER;
primitive.dimensions.resize(3);
primitive.dimensions[0] = 0.6;
primitive.dimensions[1] = 0.2;
// 设置障碍物的位置
geometry_msgs::Pose pose;
pose.orientation.w = 1.0;
pose.position.x = 0.0;
pose.position.y = -0.4;
pose.position.z = 0.4;
// 将障碍物的属性、位置加入到障碍物的实例中
cylinder.primitives.push_back(primitive);
cylinder.primitive_poses.push_back(pose);
cylinder.operation = cylinder.ADD;
// 创建一个障碍物的列表,把之前创建的障碍物实例加入其中
std::vector<moveit_msgs::CollisionObject> collision_objects;
collision_objects.push_back(cylinder);
// 所有障碍物加入列表后(这里只有一个障碍物),再把障碍物加入到当前的情景中,如果要删除障碍物,使用removeCollisionObjects(collision_objects)
current_scene.addCollisionObjects(collision_objects);
移除:
// 添加个需要删除的障碍物名称,然后通过planning scene interface完成删除
std::vector<std::string> object_ids;
object_ids.push_back("arm_cylinder");
current_scene.removeCollisionObjects(object_ids);
2.自定义复杂特征物体
三维软件生成.stl或.dae格式,进行加载
增加:
void AddObjects::addShelf(){
// put in collision avoidance data
moveit_msgs::CollisionObject collision_object;
collision_object.header.frame_id = arm.getPlanningFrame();
/* The id of the object is used to identify it. */
collision_object.id = "shelf";
shapes::Mesh* m = shapes::createMeshFromResource("package://apc/collision_objects/pod_lowres.stl");
shape_msgs::Mesh shelf_mesh;
shapes::ShapeMsg shelf_mesh_msg;
shapes::constructMsgFromShape(m,shelf_mesh_msg);
shelf_mesh = boost::get<shape_msgs::Mesh>(shelf_mesh_msg);
/* A pose for the box (specified relative to frame_id) */
geometry_msgs::Pose shelf_pose;
shelf_pose.orientation.w = 0.5;
shelf_pose.orientation.x = 0.5;
shelf_pose.orientation.y = 0.5;
shelf_pose.orientation.z = 0.5;
shelf_pose.position.x = 1.0;
shelf_pose.position.y = 0.0;
shelf_pose.position.z = -0.91;
collision_object.meshes.push_back(shelf_mesh);
collision_object.mesh_poses.push_back(shelf_pose);
collision_object.operation = collision_object.ADD;
ROS_INFO("Add an shelf into the world");
moveit_msgs::PlanningScene planning_scene;
planning_scene.world.collision_objects.push_back(collision_object);
planning_scene.is_diff = true;
planning_scene_diff_publisher.publish(planning_scene);
}
void AddObjects::addScoop(std::string side){
// put in collision avoidance data
moveit_msgs::AttachedCollisionObject scoop_object;
if(side == "right"){
scoop_object.link_name = "right_gripper";
scoop_object.object.header.frame_id = "right_gripper";
}
else{
scoop_object.link_name = "left_gripper";
scoop_object.object.header.frame_id = "left_gripper";
}
/* The id of the object is used to identify it. */
scoop_object.object.id = "scoop";
shapes::Mesh* m = shapes::createMeshFromResource("package://apc/collision_objects/scoop.stl");
shape_msgs::Mesh scoop_mesh;
shapes::ShapeMsg scoop_mesh_msg;
shapes::constructMsgFromShape(m,scoop_mesh_msg);
scoop_mesh = boost::get<shape_msgs::Mesh>(scoop_mesh_msg);
/* A pose for the box (specified relative to frame_id) */
geometry_msgs::Pose scoop_pose;
scoop_pose.orientation.w = 1.0;
scoop_pose.orientation.x = 0.0;
scoop_pose.orientation.y = 0.0;
scoop_pose.orientation.z = 0.0;
scoop_pose.position.x = 0.010;
scoop_pose.position.y = 0.0;
scoop_pose.position.z = 0.00;
scoop_object.object.meshes.push_back(scoop_mesh);
scoop_object.object.mesh_poses.push_back(scoop_pose);
scoop_object.object.operation = scoop_object.object.ADD;
ROS_INFO("Add scoop onto the robot");
planning_scene.robot_state.attached_collision_objects.push_back(scoop_object);
planning_scene.is_diff = true;
planning_scene_diff_publisher.publish(planning_scene);
}
移除:
void AddObjects::removeShelf(){
moveit::planning_interface::PlanningSceneInterface planning_scene_interface;
std::vector<std::string> object_ids;
object_ids.push_back("shelf");
planning_scene_interface.removeCollisionObjects(object_ids);
}
void AddObjects::removeScoop(){
moveit::planning_interface::PlanningSceneInterface planning_scene_interface;
arm.detachObject("scoop");
std::vector<std::string> object_ids;
object_ids.push_back("scoop");
planning_scene_interface.removeCollisionObjects(object_ids);
}
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