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20 <root main_tree_to_execute = "MainTree" >
22 <BehaviorTree ID="MainTree">
23 <Sequence name="root">
25 <SaySomething message="mission started..." />
26 <MoveBase goal="1;2;3"/>
27 <SaySomething message="mission completed!" />
36 <root main_tree_to_execute = "MainTree" >
38 <BehaviorTree ID="MainTree">
39 <ReactiveSequence name="root">
42 <SaySomething message="mission started..." />
43 <MoveBase goal="1;2;3"/>
44 <SaySomething message="mission completed!" />
63 using std::chrono::milliseconds;
79 std::cout <<
"\n------------ BUILDING A NEW TREE ------------" << std::endl;
85 std::cout <<
"--- ticking\n";
87 std::cout <<
"--- status: " <<
toStr(status) <<
"\n\n";
95 tree.sleep(std::chrono::milliseconds(100));
97 std::cout <<
"--- ticking\n";
98 status = tree.tickRoot();
99 std::cout <<
"--- status: " <<
toStr(status) <<
"\n\n";
NodeStatus tickRoot()
tickRoot send the tick signal to the root node. It will propagate through the entire tree.
void registerNodeType(const std::string &ID)
static const char * xml_text_reactive
void Assert(bool condition)
BT::NodeStatus CheckBattery()
std::string toStr(T value)
Tree createTreeFromText(const std::string &text, Blackboard::Ptr blackboard=Blackboard::create())
The BehaviorTreeFactory is used to create instances of a TreeNode at run-time.
static const char * xml_text_sequence
void registerSimpleCondition(const std::string &ID, const SimpleConditionNode::TickFunctor &tick_functor, PortsList ports={})
registerSimpleCondition help you register nodes of type SimpleConditionNode.
static const char * xml_text
behaviortree_cpp_v3
Author(s): Michele Colledanchise, Davide Faconti
autogenerated on Wed Jun 26 2024 02:51:19