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#include <WalkToTargetMachine.h>
Inheritance diagram for WalkToTargetMachine:

Definition at line 11 of file WalkToTargetMachine.h.
Public Member Functions | |
| WalkToTargetMachine (VisionEventNS::VisionSourceID_t obj, StateNode *c=NULL, StateNode *l=NULL, StateNode *p=NULL) | |
| constructor, pass success (close), failure (lost), and parent nodes, and VisionSourceID_t | |
| void | setup () |
| This is called by DoStart() when you should setup the network of subnodes. | |
| virtual void | DoStart () |
| Transitions should call this when you are entering the state, so it can enable its transitions. | |
| virtual void | DoStop () |
| Transitions should call this when you are leaving the state, so it can disable its transitions. | |
| virtual void | processEvent (const EventBase &event) |
| By defining here, allows you to get away with not supplying a processEvent() function for the EventListener interface. By default, does nothing. | |
Static Public Member Functions | |
| std::string | getClassDescription () |
| Gives a short description of what this class of behaviors does... you should override this (but don't have to). | |
Protected Attributes | |
| VisionEventNS::VisionSourceID_t | tracking |
| the object being tracked | |
| TimeOutTrans * | timeout |
| transition in case we lose the ball | |
| StateNode * | close |
| dest if we get close to the object | |
| StateNode * | lost |
| dest if we get lost | |
| MotionManager::MC_ID | walker_id |
| so we can walk | |
| MotionManager::MC_ID | headpointer_id |
| so we can point the head at the object | |
Private Member Functions | |
| WalkToTargetMachine (const WalkToTargetMachine &) | |
| don't call this | |
| WalkToTargetMachine | operator= (const WalkToTargetMachine &) |
| don't call this | |
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constructor, pass success (close), failure (lost), and parent nodes, and VisionSourceID_t
Definition at line 14 of file WalkToTargetMachine.h. References close, headpointer_id, lost, timeout, tracking, and walker_id. |
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don't call this
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Transitions should call this when you are entering the state, so it can enable its transitions.
Reimplemented from StateNode. Definition at line 19 of file WalkToTargetMachine.cc. References EventRouter::addListener(), MotionManager::addMotion(), StateNode::DoStart(), erouter, headpointer_id, motman, tracking, EventBase::visionEGID, and walker_id. |
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Transitions should call this when you are leaving the state, so it can disable its transitions. for(int i=0; i<1000; i++) Reimplemented from StateNode. Definition at line 26 of file WalkToTargetMachine.cc. References StateNode::DoStop(), erouter, EventRouter::forgetListener(), headpointer_id, motman, MotionManager::removeMotion(), and walker_id. |
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Gives a short description of what this class of behaviors does... you should override this (but don't have to).
Reimplemented from BehaviorBase. Definition at line 24 of file WalkToTargetMachine.h. |
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don't call this
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By defining here, allows you to get away with not supplying a processEvent() function for the EventListener interface. By default, does nothing.
Reimplemented from BehaviorBase. Definition at line 34 of file WalkToTargetMachine.cc. References MotionManager::checkinMotion(), MotionManager::checkoutMotion(), VisionEvent::getCenterX(), VisionEvent::getCenterY(), EventBase::getTypeID(), ERS210Info::HeadOffset, headpointer_id, ERS210Info::MaxRange, ERS210Info::MinRange, motman, ERS210Info::outputRanges, WorldState::outputs, ERS210Info::PanOffset, TimeOutTrans::resetTimer(), HeadPointerMC::setJoints(), WalkMC::setTargetVelocity(), state, EventBase::statusETID, ERS210Info::TiltOffset, timeout, and walker_id. |
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This is called by DoStart() when you should setup the network of subnodes.
Reimplemented from StateNode. Definition at line 10 of file WalkToTargetMachine.cc. References StateNode::addTransition(), close, lost, StateNode::setup(), timeout, and tracking. |
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dest if we get close to the object
Definition at line 33 of file WalkToTargetMachine.h. |
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so we can point the head at the object
Definition at line 36 of file WalkToTargetMachine.h. |
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dest if we get lost
Definition at line 34 of file WalkToTargetMachine.h. |
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transition in case we lose the ball
Definition at line 32 of file WalkToTargetMachine.h. |
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the object being tracked
Definition at line 31 of file WalkToTargetMachine.h. |
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so we can walk
Definition at line 35 of file WalkToTargetMachine.h. |
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