Information about vehicle speed - veins

I was trying to stop my vehicle through this command in the .rou.xml file:
<vehicle id="vec1" type="G1" route="route0" depart="0" >
<stop lane="376643565#0_0" friendlyPos="false" duration="10"/>
</vehicle>
What I've noticed is that the vehicle correctly stops at that line for that time interval, but as soon as it starts travelling again, it doesn't follow the route0, but it comes back to the original position as well as the second vehicle which follows it, while all the other vehicles follow the normal route.
Why this happens? If I run the scenario from Sumo alone, then all vehicles follow the same given path, but in Veins they don't. May I have a flag or something set by default?
Update: I've tried a new path, in which there's a straight line and it works. While the one which is not working is in proximity of a roundabout
Thanks

Related

(ROS) Failed to create global planner

My setup is: ROS melodic, Ubuntu: 18.04
I want simulate turtlebot3 moving with my own global planner and have been following this tutorial to get started: http://wiki.ros.org/navigation/Tutorials/Writing%20A%20Global%20Path%20Planner%20As%20Plugin%20in%20ROS#Running_the_Plugin_on_the_Turtlebot. The tutorial seem to be made for ROS hydro, but as it was the best source of guidance I could find I hoped it would work.
The error I'm having is:
Failed to create the global_planner/GlobalPlanner planner, are you sure it is properly registered and that the containing library is built? Exception: MultiLibraryClassLoader: Could not create object of class type global_planner::GlobalPlanner as no factory exists for it. Make sure that the library exists and was explicitly loaded through MultiLibraryClassLoader::loadLibrary()
To my knowledge I've followed the tutorial as much as possible with a only a few things done differently because I wanted to test it, couldn't do as the tutorial asked, or because I thought it wouldn't impact the results. What I have done differently is:
I use the carrot_planner.h and carrot_planner.cpp files in the tutorial section 1 to test that it works before trying with my own code to avoid confusion about where possible errors come from. It's not 'different' from the tutorial to my knowledge, but figured I'd mention it. They are placed in catkin_ws/src/carrot_planner/src/global_planner/
The ros package I'm working from is in catkin_ws/src and is called the carrot_planner. In the tutorial step 1.3 I use add_library(global_planner_lib src/global_planner/carrot_planner.cpp). Would not imagine it affects the results either.
In section 3 of the tutorial it mentions that 'First, you need to copy the package that contains your global planner (in our case global_planner) into the catkin workspace of your Turtlebot (e.g. catkin_ws).' Since my package was already in catkin_ws/src/ I haven't moved it since I guess I didn't need to.
I've altered the 'move_base.launch' file in '/opt/ros/melodic/share/turtlebot3_navigation/launch/' instead of the 'move_base.launch.xml' in '/opt/ros/hydro/share/turtlebot_navigation/launch/includes/' as there doesn't seem to be a destination '...turtlebot3_navigation/launch/includes/'. There are files in launch, but no includes folder. Maybe that a difference from Hydro to Melodic, I don't know. There may be a whole lot of things that need to be done differently from the tutorial when using Melodic, or with turtlebot3, but I don't know.
I haven't made my own launch file for bringup of the turtlebot, but have instead followed this tutorial (https://emanual.robotis.com/docs/en/platform/turtlebot3/nav_simulation/) to guide me with turtlebot3. After finishing this step in the global planner tutorial 'Save and close the move_base.launch.xml. Note that the name of the planner is global_planner/GlobalPlanner the same specified in global_planner_plugin.xml. Now, you are ready to use your new planner' I tested whether it worked by running: 'roslaunch turtlebot3_gazebo turtlebot3_world.launch' and then I tried running: 'roslaunch turtlebot3_navigation turtlebot3_navigation.launch map_file:=$HOME/map.yaml' which led to the error I showed above. I have created the map-yaml, so there's no misunderstanding whether that's missing.
I would be very glad for any help, thank you ^^
Edit: My system only had 'navfn' on it, not 'global_planner' or 'carrot_planner', if that makes a difference.
After looking over the code I found a solution. It doesn't make everything work perfectly yet, but seems to solve the immediate problem.
The problem was that in my 'global_planner_plugin.xml' I just used the code provided in the tutorial:
<library path="lib/libglobal_planner_lib">
<class name="global_planner/GlobalPlanner" type="global_planner::GlobalPlanner" base_class_type="nav_core::BaseGlobalPlanner">
<description>This is a global planner plugin by iroboapp project.</description>
</class>
</library>
But in the carrot_planner.cpp file it says:
PLUGINLIB_EXPORT_CLASS(carrot_planner::CarrotPlanner, nav_core::BaseGlobalPlanner)
Changing type="global_planner::GlobalPlanner to type="carrot_planner::CarrotPlanner and then launching turtlebot3 doesn't give the same error anymore.

Qt step by step algorithm animation demonstration

I am creating the demonstration of the algorithm. The issue I am facing is how to animate the algorithm step by step, so on timeout or on click the algorithm does one step and presents it on screen. I want the algorithm below to go one step (as indicated at the lines) at the time, so everytime the function is called it does just one step of the algorithm. The closest to the idea would be like debugging the algorithm - on every call it would go to the next "breakpoint" (step one, two, three in the code)
void MainWindow::animationStep()
{
// this as a whole goes all in one step - for now
QVector<QVector3D> mp = myView->points;
QVector2D p0(mp.back()); // in step one - highlight this point
mp.pop_back();
mp.pop_back();
while(!mp.empty()){
QVector2D pTemp(mp.back()); // in step two - highlight this point
mp.pop_back();
// in step three - draw this line
QGraphicsLineItem *line = myView->scene->addLine(p0.x(), p0.y(), pTemp.x(), pTemp.y(), QPen(Qt::blue, 3));
line->setZValue(-1);
// next step - continue
}
}
I have an idea to put every part in different function and execute them based on the global counter, but that seems to be unnecessarily complicated. Is there some easy way to do that?
I see two ways to accomplish an animated display of running your code.
The first option is to split the code up so that it is operated in steps on call backs. This will be pretty ugly. You may be able to use some sort of co-routine package to make it appear less ugly.
The second option is to no actually run the algorithm and display together. In this situation, when running the algorithm, you would record all the steps in a time based data structure, then have separate code that plays back that data structure to the display. The downside to this is that now the display code has no way to effect the algorithm as it runs.

Veins : TraCIMobility::getSignals() method information

Good afternoon.
I'm using Veins v4.4 and Sumo 0.25 with Omnet++ v4.6.
I was trying to get information about brakes and blinkers: I've found the VehicleSignal field in TraCISCenarioManager.h and the getSignals() method in TraCIMobility.h , but as soon as I call this function in my code, it runs in exception since I suppose the variable is never updated. Shouldn't it be updated runtime from Sumo?
Thanks for helping
You found some functionality that was never fully implemented in Veins 4.4. As a quick hack, you can make this work by changing line 891 of TraCIScenarioManager.cc to also update each vehicle's signal field, e.g., as follows:
mm->nextPosition(p, edge, speed, angle, VehicleSignal(signals));

How to exchange parts of a 3D model in OpenGL?

I wanted to know if anyone has idea how to do the following:
we have a 3D model of a character ..
Now I need to make, is that this "character" have interchangeable parts ...
For example, if you want to add a helmet or armor to the model, I guess I should replace the vertex of the torso or head vertex for the armor or helmet vertex.
That's where the problem comes, as I can know where "the part" starts and where finish and start another part? (in blender so I have separate the character in "groups", arm, foot, head, etc..
I think a possible solution:
i had thought to create an object for each "part" and load as separate models (arm on one side, head for the other and so) and handle all parts as "one model".
but I think it is not right... you can tell me what is the correct way ? tell me your experience in this case (if you know any tutorial on this subject. thanks!)
i Working in C ++ and OpenGL 3+ on Windows
For modeling using Blender.
Ive never done it from scratch in opengl but in unity what you do is, if you want for exemple a sword in your characters hand, you give the sword model the position and rotation of the bone that is in the characters hand, and the object(sword) will movea cordingly to the hand.
You can obviously do the same for armor, hair and all kinds of cosmetics.
If you want to change body parts like an arm or hand the prenciple is the same, you can for exemple use a tranparente texture for the part you want to switch and simple put the new hand as mentioned above.

How do you control a player character in Bullet Physics?

I am not sure how you are supposed to control a player character in Bullet. The methods that I read were to use the provided btKinematicCharacterController. I also saw methods that use btDynamicCharacterController from the demos. However, in the manual it is stated that kinematic controller has several outstanding issues. Is this still the preferred path? If so, are there any tutorials or documentations for this? All I found are snippets of code from the demo, and the usage of controllers with Ogre, which I do not use.
If this is not the path that should be tread, then someone point me to the correct solution. I am new to bullet and would like a straightforward, easy solution. What I currently have is hacked together bits of a btKinematicCharacterController.
This is the code I used to set up the controller:
playerShape = new btCapsuleShape(0.25, 1);
ghostObject= new btPairCachingGhostObject();
ghostObject->setWorldTransform(btTransform(btQuaternion(0,0,0,1),btVector3(0,20,0)));
physics.getWorld()->getPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
ghostObject->setCollisionShape(playerShape);
ghostObject->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
controller = new btKinematicCharacterController(ghostObject,playerShape,0.5);
physics.getWorld()->addCollisionObject(ghostObject,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);
physics.getWorld()->addAction(controller);
This is the code I use to access the controller's position:
trans = controller->getGhostObject()->getWorldTransform();
camPosition.z = trans.getOrigin().z();
camPosition.y = trans.getOrigin().y()+0.5;
camPosition.x = trans.getOrigin().x();
The way I control it is through setWalkDirection() and jump() (if canJump() is true).
The issue right now is that the character spazzes out a little, then drops through the static floor. Clearly this is not intended. Is this due to the lack of a rigid body? How does one integrate that?
Actually, now it just falls as it should, but then slowly sinks through the floor.
I have moved this line to be right after the dynamic world is created
physics.getWorld()->getPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
It is now this:
broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());
I am also using a .bullet file imported from blender, if that is relevant.
The issue was with the bullet file, which has since been fixed(the collision boxes weren't working). However, I still experience jitteryness, unable to step up occasionally, instant step down from to high a height, and other issues.
My answer to this question here tells you what worked well for me and apparently also for the person who asked.
Avoid ground collision with Bullet
The character controller implementations in bullet are very "basic" unfortunately.
To get good character controller, you'll need to invest this much.