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3 changes: 3 additions & 0 deletions nav2_behavior_tree/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -180,6 +180,9 @@ list(APPEND plugin_libs nav2_controller_selector_bt_node)
add_library(nav2_goal_checker_selector_bt_node SHARED plugins/action/goal_checker_selector_node.cpp)
list(APPEND plugin_libs nav2_goal_checker_selector_bt_node)

add_library(nav2_goal_updated_controller_bt_node SHARED plugins/decorator/goal_updated_controller.cpp)
list(APPEND plugin_libs nav2_goal_updated_controller_bt_node)

foreach(bt_plugin ${plugin_libs})
ament_target_dependencies(${bt_plugin} ${dependencies})
target_compile_definitions(${bt_plugin} PRIVATE BT_PLUGIN_EXPORT)
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Original file line number Diff line number Diff line change
@@ -0,0 +1,69 @@
// Copyright (c) 2018 Intel Corporation
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#ifndef NAV2_BEHAVIOR_TREE__PLUGINS__DECORATOR__GOAL_UPDATED_CONTROLLER_HPP_
#define NAV2_BEHAVIOR_TREE__PLUGINS__DECORATOR__GOAL_UPDATED_CONTROLLER_HPP_

#include <chrono>
#include <string>
#include <vector>

#include "behaviortree_cpp_v3/decorator_node.h"

#include "rclcpp/rclcpp.hpp"
#include "geometry_msgs/msg/pose_stamped.hpp"

namespace nav2_behavior_tree
{

/**
* @brief A BT::DecoratorNode that ticks its child if the goal was updated
*/
class GoalUpdatedController : public BT::DecoratorNode
{
public:
/**
* @brief A constructor for nav2_behavior_tree::GoalUpdatedController
* @param name Name for the XML tag for this node
* @param conf BT node configuration
*/
GoalUpdatedController(
const std::string & name,
const BT::NodeConfiguration & conf);

/**
* @brief Creates list of BT ports
* @return BT::PortsList Containing node-specific ports
*/
static BT::PortsList providedPorts()
{
return {};
}

private:
/**
* @brief The main override required by a BT action
* @return BT::NodeStatus Status of tick execution
*/
BT::NodeStatus tick() override;

bool first_time_;
bool goal_was_updated_;
geometry_msgs::msg::PoseStamped goal_;
std::vector<geometry_msgs::msg::PoseStamped> goals_;
};

} // namespace nav2_behavior_tree

#endif // NAV2_BEHAVIOR_TREE__PLUGINS__DECORATOR__GOAL_UPDATED_CONTROLLER_HPP_
93 changes: 93 additions & 0 deletions nav2_behavior_tree/plugins/decorator/goal_updated_controller.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,93 @@
// Copyright (c) 2018 Intel Corporation
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#include <chrono>
#include <string>

#include "rclcpp/rclcpp.hpp"
#include "geometry_msgs/msg/pose_stamped.hpp"
#include "behaviortree_cpp_v3/decorator_node.h"
#include "nav2_behavior_tree/plugins/decorator/goal_updated_controller.hpp"


namespace nav2_behavior_tree
{

GoalUpdatedController::GoalUpdatedController(
const std::string & name,
const BT::NodeConfiguration & conf)
: BT::DecoratorNode(name, conf),
first_time_(false)
{
}

BT::NodeStatus GoalUpdatedController::tick()
{
if (status() == BT::NodeStatus::IDLE) {
// Reset since we're starting a new iteration of
// the goal updated controller (moving from IDLE to RUNNING)
first_time_ = true;
goal_was_updated_ = false;
}

setStatus(BT::NodeStatus::RUNNING);

if (first_time_) {

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I don't think first_time_ is required, if you place the 2 initial gets inside of the if IDLE condition above. I'm not sure (?) that first_time_ is required in the main if in L65.

Thinking through the logic, if this is called a 2nd time, the goal_was_updated_ will be true. If the child action is still continuing, it'll tick again. So its really just the first time we need to specifically say to go for it.

We could just in if (status() == BT::NodeStatus::IDLE) { say goal_was_updated_ = true since its updated from the idle state reference. That would be the same logic without the first_time_ variable.

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I agree with this, first_time_ isn't required.

Although, does it make sense for this node to tick its child when it's updated from IDLE state to RUNNING state on the first tick? The node is only meant to tick its child when goal is updated on the blackboard. But with this logic, we assume that the decorator should tick its child on the first tick and any further ticks where the goal is updated. This logic made sense for RateController and DistanceController where we start the logic at 0 seconds or 0 meters traveled but I'm not sure if GoalUpdated condition requires a mandatory execution of its child on its first tick, that should happen automatically on the first tick when if (goal_ != current_goal || goals_ != current_goals) condition is true.

We could just remove first_time_ and place to 2 initial gets inside the if (status() == BT::NodeStatus::IDLE) condition while setting goal_was_updated_ = false within the condition and leave everything else as it is. That would mean that this node would tick its child only when the goal is updated on the blackboard.

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  1. Fully agree with the first_time parameter, I wanted to keep it to make it obvious but since the code is so easy, it's quickly figured out.

  2. I think from the naming it makes sense not to tick the child on the first visit, I am just wondering if application-wise it makes sense to tick it anyway for the first time. Either way, it's a quick change.

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We should always tick on the first visit for this kind of thing - or else when you submitted a navigation request, it would never plan at all (you'd have to issue another new goal afterwards)

config().blackboard->get<std::vector<geometry_msgs::msg::PoseStamped>>("goals", goals_);
config().blackboard->get<geometry_msgs::msg::PoseStamped>("goal", goal_);
}

std::vector<geometry_msgs::msg::PoseStamped> current_goals;
config().blackboard->get<std::vector<geometry_msgs::msg::PoseStamped>>("goals", current_goals);
geometry_msgs::msg::PoseStamped current_goal;
config().blackboard->get<geometry_msgs::msg::PoseStamped>("goal", current_goal);

if (goal_ != current_goal || goals_ != current_goals) {
goal_ = current_goal;
goals_ = current_goals;
goal_was_updated_ = true;
}

// The child gets ticked the first time through and any time the goal has
// changed or preempted. In addition, once the child begins to run, it is ticked each time
// 'til completion
if (first_time_ || (child_node_->status() == BT::NodeStatus::RUNNING) || goal_was_updated_)
{
first_time_ = false;
goal_was_updated_ = false;
const BT::NodeStatus child_state = child_node_->executeTick();

switch (child_state) {
case BT::NodeStatus::RUNNING:
return BT::NodeStatus::RUNNING;

case BT::NodeStatus::SUCCESS:
return BT::NodeStatus::SUCCESS;

case BT::NodeStatus::FAILURE:
default:
return BT::NodeStatus::FAILURE;
}
}

return status();
}

} // namespace nav2_behavior_tree

#include "behaviortree_cpp_v3/bt_factory.h"
BT_REGISTER_NODES(factory)
{
factory.registerNodeType<nav2_behavior_tree::GoalUpdatedController>("GoalUpdatedController");
}
1 change: 1 addition & 0 deletions nav2_bringup/params/nav2_params.yaml
Original file line number Diff line number Diff line change
Expand Up @@ -82,6 +82,7 @@ bt_navigator:
- nav2_path_expiring_timer_condition
- nav2_distance_traveled_condition_bt_node
- nav2_single_trigger_bt_node
- nav2_goal_updated_controller_bt_node
- nav2_is_battery_low_condition_bt_node
- nav2_navigate_through_poses_action_bt_node
- nav2_navigate_to_pose_action_bt_node
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<!--
This Behavior Tree replans the global path only when the goal is updated.
-->

<root main_tree_to_execute="MainTree">
<BehaviorTree ID="MainTree">
<PipelineSequence name="NavigateWithReplanning">
<GoalUpdatedController> <!-- only tick child if goal was updated-->
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<ComputePathToPose goal="{goal}" path="{path}" planner_id="GridBased"/>
</GoalUpdatedController>
<FollowPath path="{path}" controller_id="FollowPath"/>
</PipelineSequence>
</BehaviorTree>
</root>