Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 NROSEE
 NTestUtils
 CProcess
 NUtils
 CDifferentKeysException
 CSecondOrderFilter
 CTimer
 CActionThe pure virtual class representing an Action. It has members that are in common to all derived class
 CActionComposedA ActionComposed, which is formed by one or more Primitives (or even other composed). It is useful for example to create an action that grasp only with bending the tips (e.g. to take a dish from above) If the ActionComposed has the boolean value independent to true, it means that include indipendent sub-actions, so, each joint is used by at maximum by ONLY ONE of the sub-action inside. In this case the jointsInvolvedCount will contain only 0 or 1 values. If the ActionComposed is not independent, each joint position is calculated as the mean of all the joint position of the contained sub-actions that uses that joint. So each mean can include different primitives, so we used the jointsInvolvedCount vector to store the number of sub action that use each joint
 CActionGenericClass to handle a generic, simple action. Differently from other class, this is easily creable manually, for ex giving a name and a JointPos map to the costructor. It contains essential infos about the action, and override the necessary pure virtual functions of base class Action
 CActionMultiplePinchTightClass to describe the action of "pinching" with more than 2 tips (with 2 tips there is the ActionPinchTight and ActionPinchLoose The number of the finger used is fixed when the object is costructed, and it is stored in the father member nFingersInvolved
 CdepthCompStruct to put in order the actionStates. with "<" we put as best the position that has less sumDepth
 CActionPinchGenericA base virtual class for the PinchTight and PinchLoose classes. It includes member and method that are in common between the two type of pinches. It derives the more generic ActionPrimitive
 CActionPinchLooseThe action of pinch with two tips. The two tips must not collide ever (otherwise we have a TightPinch). They only need to move towards each other moving the relative joints. This PinchLoose is created because also if the tips do not collide (i.e. there is not a ActionPinchTight) we can have anyway a pinch at least to take object of a certain minimum size. All the non involved fingers are set in the default state. A pinchLoose is defined by:
 CdistCompStruct to put in order the actionStates set. The first elements are the ones with lesser distance
 CActionPinchTightThe action of pinch with two tips. The two tips must collide for some hand configuration to mark this configuration as a pinchTight. All the non involved fingers are set in the default state. A pinchTight is defined by:
 CdepthCompStruct to put in order the actionStates. The first elements are the ones with greater depth , even if is almost impossible, two different contact with same depth will be considered equal with this definition of depthComp. Theoretically they are equal only if the joint status are equal (of only joints that act for the collision). In fact, we should have the possibility to have two contact with the same depth (if joint statuses are different), they will be equally good
 CActionPrimitiveVirtual class, Base of all the primitive actions. It has some implemented functions that a derived class can use, if you don't want to override to make them more action-specific. All the primitives are defined by:
 CActionSingleJointMultipleTipsPrimitive which indicate a motion of n fingers moving ONLY ONE joint. For example, this primitive is necessary for the hands that have one joint that close all the fingers to do a grasp. But it can also useful to detect other multiple finger motions (like a "spread finger")
 CActionTimedAn action composed by other ones that must be executed one after other with some wait time (also 0) in between. E.G. 0.000000second --—> Grasp --—> 0.1 + 0.1 second --—> OpenLid --—> 0.5second -— and so on This class contains all the joint position of each action (actionsJointPosMap ) and some time margins which indicates wait time before and after the action (actionsTimeMarginsMap). Each action inside is identified by its name, so no two action with same name can exist (see insertAction ) After create the ActionTimed object, we can add actions with insertAction(). As all other Action classes, it implements also functions to emit and parse in a yaml file
 CActionTrigThe action of moving some joints (see later) of a single finger in a full clousure position towards the palm. The action is unique (joints involved in a certain position: the bound) so maxStoredActionStates == 1 always Described by:
 CDummyHalClass representing an end-effector
 CEEHalClass representing an end-effector
 CEEInterfaceClass representing and End-Effector
 CFindActionsClass to check which fingertips collide (for the pinch action at the moment)
 CMapActionHandler
 CParserClass responsible for parsing the YAML file providing the URDF, SRDF, the EE-HAL library implementation and the EEInterface
 CParserMoveItClass to parse urdf and srdf with moveit classes and to give information about the model parsed
 CRosActionServer
 CRosServiceHandler
 CUniversalRosEndEffectorExecutorClass representing the ROS executor implementing the unviversal ROS EE concept
 CXBot2HalConcrete class which communicate directly with ROS topics
 CYamlWorker


end-effector
Author(s): Luca Muratore , Davide Torielli , Liana Bertoni
autogenerated on Tue Apr 5 2022 02:57:53