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Renamed variables in contact state #7

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May 12, 2021
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203 changes: 203 additions & 0 deletions contact_state_rule.bmr
Original file line number Diff line number Diff line change
@@ -0,0 +1,203 @@
class update_whole_body_state_msgs_ContactState_f6d14dc81033ba2c960f899fcaf261ff(MessageUpdateRule):
old_type = "whole_body_state_msgs/ContactState"
old_full_text = """
# This message describes the state of contact or end-effector body.
#
# The contact state is expressed in the world frame. A contact state is
# defined by:
# * type of contact
# * the frame name
# * the pose of the contact,
# * the velocity of the contact,
# * the wrench of the contact
# * the normal vector that defines the surface
# * the friction coefficient of the surface
# * its classified state, if available

# Type of contact identifiers
uint8 locomotion=0
uint8 manipulation=1

# Name of the contact body
string name
uint8 type

# Type of contact states
int8 UNKNOWN = 0 # 0 because it's the default for int8
int8 INACTIVE = 1
int8 ACTIVE = 2
int8 SLIPPING = 3

# Contact state (e.g. from a contact state estimator)
int8 contact_state

# State of the contact body
geometry_msgs/Pose pose
geometry_msgs/Twist velocity
geometry_msgs/Wrench wrench
geometry_msgs/Vector3 surface_normal
float64 friction_coefficient

================================================================================
MSG: geometry_msgs/Pose
# A representation of pose in free space, composed of position and orientation.
Point position
Quaternion orientation

================================================================================
MSG: geometry_msgs/Point
# This contains the position of a point in free space
float64 x
float64 y
float64 z

================================================================================
MSG: geometry_msgs/Quaternion
# This represents an orientation in free space in quaternion form.

float64 x
float64 y
float64 z
float64 w

================================================================================
MSG: geometry_msgs/Twist
# This expresses velocity in free space broken into its linear and angular parts.
Vector3 linear
Vector3 angular

================================================================================
MSG: geometry_msgs/Vector3
# This represents a vector in free space.
# It is only meant to represent a direction. Therefore, it does not
# make sense to apply a translation to it (e.g., when applying a
# generic rigid transformation to a Vector3, tf2 will only apply the
# rotation). If you want your data to be translatable too, use the
# geometry_msgs/Point message instead.

float64 x
float64 y
float64 z
================================================================================
MSG: geometry_msgs/Wrench
# This represents force in free space, separated into
# its linear and angular parts.
Vector3 force
Vector3 torque
"""

new_type = "whole_body_state_msgs/ContactState"
new_full_text = """
# This message describes the state of contact or end-effector body.
#
# The contact state is expressed in the world frame. A contact state is
# defined by:
# * type of contact
# * status of the contact
# * the frame name
# * the pose of the contact,
# * the velocity of the contact,
# * the wrench of the contact
# * the normal vector that defines the surface
# * the friction coefficient of the surface
# * its classified state, if available

# Type of contact identifiers
uint8 LOCOMOTION = 0
uint8 MANIPULATION = 1

# Type of contact states
uint8 UNKNOWN = 0 # 0 because it's the default for int8
uint8 INACTIVE = 1
uint8 ACTIVE = 2
uint8 SLIPPING = 3

# Name of the contact body
string name

# Type of contact
uint8 type

# Contact status (e.g. from a contact state estimator)
uint8 status

# State of the contact body
geometry_msgs/Pose pose
geometry_msgs/Twist velocity
geometry_msgs/Wrench wrench
geometry_msgs/Vector3 surface_normal
float64 friction_coefficient

================================================================================
MSG: geometry_msgs/Pose
# A representation of pose in free space, composed of position and orientation.
Point position
Quaternion orientation

================================================================================
MSG: geometry_msgs/Point
# This contains the position of a point in free space
float64 x
float64 y
float64 z

================================================================================
MSG: geometry_msgs/Quaternion
# This represents an orientation in free space in quaternion form.

float64 x
float64 y
float64 z
float64 w

================================================================================
MSG: geometry_msgs/Twist
# This expresses velocity in free space broken into its linear and angular parts.
Vector3 linear
Vector3 angular

================================================================================
MSG: geometry_msgs/Vector3
# This represents a vector in free space.
# It is only meant to represent a direction. Therefore, it does not
# make sense to apply a translation to it (e.g., when applying a
# generic rigid transformation to a Vector3, tf2 will only apply the
# rotation). If you want your data to be translatable too, use the
# geometry_msgs/Point message instead.

float64 x
float64 y
float64 z
================================================================================
MSG: geometry_msgs/Wrench
# This represents force in free space, separated into
# its linear and angular parts.
Vector3 force
Vector3 torque
"""

order = 0
migrated_types = [
("geometry_msgs/Pose","geometry_msgs/Pose"),
("geometry_msgs/Twist","geometry_msgs/Twist"),
("geometry_msgs/Wrench","geometry_msgs/Wrench"),
("geometry_msgs/Vector3","geometry_msgs/Vector3"),]

valid = True

def update(self, old_msg, new_msg):
#Constant 'locomotion' has changed
#Constant 'ACTIVE' has changed
#Constant 'SLIPPING' has changed
#Constant 'UNKNOWN' has changed
#Constant 'manipulation' has changed
#Constant 'INACTIVE' has changed
new_msg.name = old_msg.name
new_msg.type = old_msg.type
new_msg.status = old_msg.contact_state
self.migrate(old_msg.pose, new_msg.pose)
self.migrate(old_msg.velocity, new_msg.velocity)
self.migrate(old_msg.wrench, new_msg.wrench)
self.migrate(old_msg.surface_normal, new_msg.surface_normal)
new_msg.friction_coefficient = old_msg.friction_coefficient
#No field to match field contact_state from old message
23 changes: 13 additions & 10 deletions msg/ContactState.msg
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
# The contact state is expressed in the world frame. A contact state is
# defined by:
# * type of contact
# * status of the contact
# * the frame name
# * the pose of the contact,
# * the velocity of the contact,
Expand All @@ -12,21 +13,23 @@
# * its classified state, if available

# Type of contact identifiers
uint8 locomotion=0
uint8 manipulation=1
uint8 LOCOMOTION = 0
uint8 MANIPULATION = 1

# Type of contact states
uint8 UNKNOWN = 0 # 0 because it's the default for int8
uint8 INACTIVE = 1
uint8 ACTIVE = 2
uint8 SLIPPING = 3

# Name of the contact body
string name
uint8 type

# Type of contact states
int8 UNKNOWN = 0 # 0 because it's the default for int8
int8 INACTIVE = 1
int8 ACTIVE = 2
int8 SLIPPING = 3
# Type of contact
uint8 type

# Contact state (e.g. from a contact state estimator)
int8 contact_state
# Contact status (e.g. from a contact state estimator)
uint8 status

# State of the contact body
geometry_msgs/Pose pose
Expand Down
7 changes: 6 additions & 1 deletion package.xml
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
<?xml version="1.0"?>
<package format="3">
<name>whole_body_state_msgs</name>
<version>0.0.1</version>
<version>1.0.0</version>
<description>
Message and service data structures for robot states
</description>
Expand All @@ -20,4 +20,9 @@
<exec_depend>message_runtime</exec_depend>
<exec_depend>std_msgs</exec_depend>
<exec_depend>geometry_msgs</exec_depend>
<exec_depend>rosbag_migration_rule</exec_depend>

<export>
<rosbag_migration_rule rule_file="contact_state_rule.bmr"/>
</export>
</package>