From: Mike G. <umg...@cs...> - 2004-09-24 22:49:45
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Hi, I was wondering if there is a way to set the odometry for a pioneer2dx (e.g. their (x,y) starting positions, or reseting odometry to (0,0,0)). -- Mike Gauthier E-mail: umg...@cs... Department of Computer Science URL : http://home.cc.umanitoba.ca/~umgaut03 University of Manitoba Winnipeg, Manitoba R3T 2N2 Canada ------------------------------------------------- This mail sent through IMP: http://horde.org/imp/ |
From: Brian G. <ge...@ai...> - 2004-09-24 22:55:53
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On Fri, 24 Sep 2004, Mike Gauthier wrote: > I was wondering if there is a way to set the odometry for a pioneer2dx (e.g. > their (x,y) starting positions, or reseting odometry to (0,0,0)). Yep, there's a position config to reset odometry to (0,0,0), and one to set it to arbitrary (x,y,a). In C++, you can use PositionProxy::ResetOdometry() and PositionProxy::SetOdometry(). brian. -- Brian P. Gerkey ge...@ai... Stanford AI Lab http://ai.stanford.edu/~gerkey |
From: Mike G. <umg...@cc...> - 2004-09-25 00:00:25
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I tried the SetOdometry, but it sill comes back as 0,0,0 when I make a subsequent call to pos->Xpos(), pos->Ypos, pos->Theta() where pos is a PositionProxy object. Any ideas? Quoting Brian Gerkey <ge...@ai...>: > On Fri, 24 Sep 2004, Mike Gauthier wrote: > > > I was wondering if there is a way to set the odometry for a pioneer2dx > (e.g. > > their (x,y) starting positions, or reseting odometry to (0,0,0)). > > Yep, there's a position config to reset odometry to (0,0,0), > and one to set it to arbitrary (x,y,a). In C++, you can use > PositionProxy::ResetOdometry() and PositionProxy::SetOdometry(). > > brian. > > -- > Brian P. Gerkey ge...@ai... > Stanford AI Lab http://ai.stanford.edu/~gerkey > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Playerstage-users mailing list > Pla...@li... > https://lists.sourceforge.net/lists/listinfo/playerstage-users > -- Mike Gauthier E-mail: umg...@cc... Department of Computer Science URL : http://home.cc.umanitoba.ca/~umgaut03 University of Manitoba Winnipeg, Manitoba R3T 2N2 Canada ------------------------------------------------- This mail sent through IMP: http://horde.org/imp/ |
From: Brian G. <ge...@ai...> - 2004-09-25 00:08:54
|
On Fri, 24 Sep 2004, Mike Gauthier wrote: > I tried the SetOdometry, but it sill comes back as 0,0,0 when I make a > subsequent call to pos->Xpos(), pos->Ypos, pos->Theta() where pos is a > PositionProxy object. Any ideas? This is a real (i.e., not simulated) Pioneer, right? Do you check for an error (i.e., < 0) return from SetOdometry()? Finally, make sure that you PlayerClient::Read() a couple of times before checking the position. Calling SetOdometry() changes an offset in the server, but your client won't see the change until the next time (or maybe the time after) that you receive data. brian. > Quoting Brian Gerkey <ge...@ai...>: > >> On Fri, 24 Sep 2004, Mike Gauthier wrote: >> >>> I was wondering if there is a way to set the odometry for a pioneer2dx >> (e.g. >>> their (x,y) starting positions, or reseting odometry to (0,0,0)). >> >> Yep, there's a position config to reset odometry to (0,0,0), >> and one to set it to arbitrary (x,y,a). In C++, you can use >> PositionProxy::ResetOdometry() and PositionProxy::SetOdometry(). >> >> brian. >> >> -- >> Brian P. Gerkey ge...@ai... >> Stanford AI Lab http://ai.stanford.edu/~gerkey >> >> >> ------------------------------------------------------- >> This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 >> Project Admins to receive an Apple iPod Mini FREE for your judgement on >> who ports your project to Linux PPC the best. Sponsored by IBM. >> Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php >> _______________________________________________ >> Playerstage-users mailing list >> Pla...@li... >> https://lists.sourceforge.net/lists/listinfo/playerstage-users >> > > > -- Brian P. Gerkey ge...@ai... Stanford AI Lab http://ai.stanford.edu/~gerkey |
From: Mike G. <umg...@cc...> - 2004-10-05 19:16:14
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Is there a reason why I can set the pose for a pioneer in the newest version of stage, but I can't set the pose for a pioneer in gazebo 0.4? Has this been fixed in the CVS version of gazebo (im using player 1.5)? thanks. -Mike Quoting Brian Gerkey <ge...@ai...>: > On Fri, 24 Sep 2004, Mike Gauthier wrote: > > > I tried the SetOdometry, but it sill comes back as 0,0,0 when I make a > > subsequent call to pos->Xpos(), pos->Ypos, pos->Theta() where pos is a > > PositionProxy object. Any ideas? > > This is a real (i.e., not simulated) Pioneer, right? > > Do you check for an error (i.e., < 0) return from SetOdometry()? > > Finally, make sure that you PlayerClient::Read() a couple of times > before checking the position. Calling SetOdometry() changes an offset > in the server, but your client won't see the change until the next time > (or maybe the time after) that you receive data. > > brian. > > > Quoting Brian Gerkey <ge...@ai...>: > > > >> On Fri, 24 Sep 2004, Mike Gauthier wrote: > >> > >>> I was wondering if there is a way to set the odometry for a pioneer2dx > >> (e.g. > >>> their (x,y) starting positions, or reseting odometry to (0,0,0)). > >> > >> Yep, there's a position config to reset odometry to (0,0,0), > >> and one to set it to arbitrary (x,y,a). In C++, you can use > >> PositionProxy::ResetOdometry() and PositionProxy::SetOdometry(). > >> > >> brian. > >> > >> -- > >> Brian P. Gerkey ge...@ai... > >> Stanford AI Lab http://ai.stanford.edu/~gerkey > >> > >> > >> ------------------------------------------------------- > >> This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > >> Project Admins to receive an Apple iPod Mini FREE for your judgement on > >> who ports your project to Linux PPC the best. Sponsored by IBM. > >> Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > >> _______________________________________________ > >> Playerstage-users mailing list > >> Pla...@li... > >> https://lists.sourceforge.net/lists/listinfo/playerstage-users > >> > > > > > > > > -- > Brian P. Gerkey ge...@ai... > Stanford AI Lab http://ai.stanford.edu/~gerkey > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Playerstage-users mailing list > Pla...@li... > https://lists.sourceforge.net/lists/listinfo/playerstage-users > -- Mike Gauthier E-mail: umg...@cc... Department of Computer Science URL : http://home.cc.umanitoba.ca/~umgaut03 University of Manitoba Winnipeg, Manitoba R3T 2N2 Canada ------------------------------------------------- This mail sent through IMP: http://horde.org/imp/ |
From: Vanessa Frias-m. <vf...@cs...> - 2004-09-24 23:28:58
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Hi, i have added a new object to stage, i've called it puck2. i want to simulate different kinds of movements for the puck. i have compiled everything and now i can declare in my file.world an object puck2. my question is at a developers level: how does the puck gets moved? in which file is the update of the gui done? and at a programmers level: how can my client move the puck? do i need to define a gripper for that? because i've seen there;s a function called Move in puck.cc Thanks! vanessa |
From: Brian G. <ge...@ai...> - 2004-09-28 20:25:55
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On Fri, 24 Sep 2004, Vanessa Frias-martinez wrote: > i have added a new object to stage, i've called it puck2. > i want to simulate different kinds of movements for the puck. > i have compiled everything and now i can declare in my file.world > an object puck2. > > my question is at a developers level: how does the puck gets moved? > in which file is the update of the gui done? Each simulation step, each entity's Update() method is called. In the case of the puck, CPuck::Update() calls CPuck::Move(), which decides whether and how to move the puck, depending on what if anything has collided with it. Note that physics model underlying the computed motion is *extremely* simple. > and at a programmers level: how can my client move the puck? do i need to > define a gripper for that? because i've seen there;s a function called > Move in puck.cc Well, if you want the puck to move around in the plane when something hits it, modify CPuck::Move(). If you want a robot to use a gripper to pick the puck up and drop it somewhere else, I think that you can set Entity::gripper_return to GripperEnabled. brian. -- Brian P. Gerkey ge...@ai... Stanford AI Lab http://ai.stanford.edu/~gerkey |