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Merge pull request #24 from roboticslab-uc3m/hands-dextra
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add TEO with dextra hands [ @jgagom thanks! ]
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jgvictores authored Jul 16, 2018
2 parents 611f9ad + c7b851c commit 34946a8
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13,623 changes: 13,623 additions & 0 deletions openrave/teo/models/6.1^mano_abductor_links.wrl

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170,925 changes: 170,925 additions & 0 deletions openrave/teo/models/6.1^mano_static_links.wrl

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27,636 changes: 27,636 additions & 0 deletions openrave/teo/models/6.2^mano_abductor_links.wrl

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13,267 changes: 13,267 additions & 0 deletions openrave/teo/models/6.3^mano_proximal_links.wrl

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13,604 changes: 13,604 additions & 0 deletions openrave/teo/models/6.6^mano_proximalthumb_links.wrl

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40,713 changes: 40,713 additions & 0 deletions openrave/teo/models/6.7^mano_distalthumb_links.wrl

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6,476 changes: 6,476 additions & 0 deletions openrave/teo/models/muneca.wrl

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141 changes: 141 additions & 0 deletions openrave/teo/teo_dextra.robot.xml
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<Robot name="teoSim">

<KinBody name="base">
<Body name="RootWaist" type="dynamic">
<Geom type="trimesh">
<Translation>0 0 0</Translation>
<rotationaxis>0 0 1 0</rotationaxis>
<Render>models/RootWaist_links.wrl</Render>
<collision>models/RootWaist_links.wrl</collision>
</Geom>
<Mass type="custom">
<density>1</density>
</Mass>
</Body>
</KinBody>

<!-- trunk -->
<KinBody name="trunk" file="teo_trunk.kinbody.xml" />

<!-- head -->
<KinBody name="head" file="teo_head.kinbody.xml" />

<!-- rightArm -->
<KinBody name="rightArm" file="teo_rightArm.kinbody.xml" />

<!-- rightHand -->
<KinBody name="rightHand" file="teo_dextraRightHand.kinbody.xml" />
<rotationaxis>0 1 1 90</rotationaxis>

<!-- leftArm -->
<KinBody name="leftArm" file="teo_leftArm.kinbody.xml" />

<!-- rightHand -->
<KinBody name="leftHand" file="teo_dextraLeftHand.kinbody.xml" />

<!-- rightLeg -->
<KinBody name="rightLeg" file="teo_rightLeg.kinbody.xml" />

<!-- leftLeg -->
<KinBody name="leftLeg" file="teo_leftLeg.kinbody.xml" />

<!-- Manipulators -->

<Manipulator name="trunk">
<effector>FrontalWaist</effector> <!-- last link where end effector is attached-->
<base>RootWaist</base> <!-- base link-->
<!-- the id of the inverse kinematics solver, it is not necessary to-->
<!-- specify an ik solver for every robot. But if there is one,-->
<!-- use iksolver field to identity it.-->
<!-- <iksolver>MyTriDOFSolver</iksolver> -->
<Translation>0 0 0</Translation>
</Manipulator>

<Manipulator name="head">
<effector>FrontalNeck</effector> <!-- last link where end effector is attached-->
<base>FrontalWaist</base> <!-- base link-->
<!-- the id of the inverse kinematics solver, it is not necessary to-->
<!-- specify an ik solver for every robot. But if there is one,-->
<!-- use iksolver field to identity it.-->
<!-- <iksolver>MyTriDOFSolver</iksolver> -->
<Translation>0 0 0</Translation>-->
</Manipulator>

<!-- ######## Grasping Manipulators: #####################################
######## rightArm, trunkAndRightArm, leftArm, trunkAndLeftArm #######
#####################################################################-->
<Manipulator name="rightArm">
<effector>r1Man</effector> <!-- last link where end effector is attached-->
<base>FrontalWaist</base> <!-- base link-->
<!-- the id of the inverse kinematics solver, it is not necessary to-->
<!-- specify an ik solver for every robot. But if there is one,-->
<!-- use iksolver field to identity it.-->
<!--iksolver>ik/rightArmIk.so</iksolver-->
<joints>thumbAbductorJoint RightThumbProximalJoint RightThumbDistalJoint RightIndexFingerProximalJoint RightIndexFingerMiddleJoint RightIndexFingerDistalJoint RightMiddleFingerProximalJoint RightMiddleFingerMiddleJoint RightMiddleFingerDistalJoint RightRingFingerProximalJoint RightRingFingerMiddleJoint RightRingFingerDistalJoint RightPinkyFingerProximalJoint RightPinkyFingerMiddleJoint RightPinkyFingerDistalJoint</joints>
<direction>0 0 1</direction>
<Translation>0 0 0</Translation>
<rotationaxis>0 1 1 90</rotationaxis>
<closingdirection>-30 -50 -30 -50 -30 -50</closingdirection>
</Manipulator>

<Manipulator name="trunkAndRightArm">
<effector>r1Man</effector> <!-- last link where end effector is attached-->
<base>RootWaist</base> <!-- base link-->
<!-- the id of the inverse kinematics solver, it is not necessary to-->
<!-- specify an ik solver for every robot. But if there is one,-->
<!-- use iksolver field to identity it.-->
<!--iksolver>ik/rightArmTrunkIk.so</iksolver-->
<joints>thumbAbductorJoint RightThumbProximalJoint RightThumbDistalJoint RightIndexFingerProximalJoint RightIndexFingerMiddleJoint RightIndexFingerDistalJoint RightMiddleFingerProximalJoint RightMiddleFingerMiddleJoint RightMiddleFingerDistalJoint RightRingFingerProximalJoint RightRingFingerMiddleJoint RightRingFingerDistalJoint RightPinkyFingerProximalJoint RightPinkyFingerMiddleJoint RightPinkyFingerDistalJoint</joints>
<direction>0 0 1</direction>
<Translation>0 0 0</Translation>
<rotationaxis>0 1 1 180</rotationaxis>
<closingdirection>-30 -50 -30 -50 -30 -50</closingdirection>
</Manipulator>

<Manipulator name="leftArm">
<effector>r2Man</effector> <!-- last link where end effector is attached-->
<base>FrontalWaist</base> <!-- base link-->
<!-- the id of the inverse kinematics solver, it is not necessary to-->
<!-- specify an ik solver for every robot. But if there is one,-->
<!-- use iksolver field to identity it.-->
<!--iksolver>ik/leftArmIk.so</iksolver-->
<joints>leftthumbAbductorJoint leftThumbProximalJoint leftThumbDistalJoint leftIndexFingerProximalJoint leftIndexFingerMiddleJoint leftIndexFingerDistalJoint leftMiddleFingerProximalJoint leftMiddleFingerMiddleJoint leftMiddleFingerDistalJoint leftRingFingerProximalJoint leftRingFingerMiddleJoint leftRingFingerDistalJoint leftPinkyFingerProximalJoint leftPinkyFingerMiddleJoint leftPinkyFingerDistalJoint</joints>
<direction>0 0 -1</direction>
<Translation>0 0 -0.2</Translation>
<closingdirection>-30 -50 -30 -50 -30 -50</closingdirection>
<Translation>0 0 0</Translation>
</Manipulator>

<Manipulator name="trunkAndLeftArm">
<effector>r2Man</effector> <!-- last link where end effector is attached-->
<base>RootWaist</base> <!-- base link-->
<!-- the id of the inverse kinematics solver, it is not necessary to-->
<!-- specify an ik solver for every robot. But if there is one,-->
<!-- use iksolver field to identity it.-->
<!--iksolver>ik/leftArmTrunkIk.so</iksolver-->
<joints>leftthumbAbductorJoint leftThumbProximalJoint leftThumbDistalJoint leftIndexFingerProximalJoint leftIndexFingerMiddleJoint leftIndexFingerDistalJoint leftMiddleFingerProximalJoint leftMiddleFingerMiddleJoint leftMiddleFingerDistalJoint leftRingFingerProximalJoint leftRingFingerMiddleJoint leftRingFingerDistalJoint leftPinkyFingerProximalJoint leftPinkyFingerMiddleJoint leftPinkyFingerDistalJoint</joints>
<direction>0 0 -1</direction>
<Translation>0 0 -0.2</Translation>
<closingdirection>-30 -50 -30 -50 -30 -50</closingdirection>
<!-- <iksolver>MyTriDOFSolver</iksolver> -->
</Manipulator>

<Manipulator name="rightLeg">
<effector>r5Man</effector> <!-- last link where end effector is attached-->
<base>RootWaist</base> <!-- base link-->
<!-- the id of the inverse kinematics solver, it is not necessary to-->
<!-- specify an ik solver for every robot. But if there is one,-->
<!-- use iksolver field to identity it.-->
<Translation>0 0 0</Translation>
</Manipulator>

<Manipulator name="leftLeg">
<effector>r6Man</effector> <!-- last link where end effector is attached-->
<base>RootWaist</base> <!-- base link-->
<!-- the id of the inverse kinematics solver, it is not necessary to-->
<!-- specify an ik solver for every robot. But if there is one,-->
<!-- use iksolver field to identity it.-->
<Translation>0 0 0</Translation>
</Manipulator>

</Robot>
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