@viamrobotics/motion-tools 0.14.7 → 0.14.9
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- package/dist/hooks/useArmClient.svelte.js +12 -13
- package/dist/transform.js +12 -19
- package/package.json +1 -1
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@@ -4,24 +4,23 @@ import { getContext, setContext } from 'svelte';
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4
4
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const key = Symbol('arm-client-context');
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5
5
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export const provideArmClient = (partID) => {
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6
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const arms = useResourceNames(partID, 'arm');
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7
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const clients = $state({});
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const options = { refetchInterval: 500 };
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9
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const jointPositionsQueries = $state({});
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8
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const names = $derived(arms.current.map((arm) => arm.name));
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11
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const
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12
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$
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14
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15
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if (client.current
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}
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});
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$effect(() => {
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for (const client of Object.values(clients)) {
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9
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const clients = $derived(arms.current.map((arm) => createResourceClient(ArmClient, partID, () => arm.name)));
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10
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const jointPositionsQueries = $derived.by(() => {
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11
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const results = {};
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for (const client of clients) {
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if (!client.current)
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14
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continue;
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const query = createResourceQuery(client, 'getJointPositions', options);
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-
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results[client.current.name] = query;
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}
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return results;
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});
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const currentPositions = $derived(Object.fromEntries(Object.entries(jointPositionsQueries).map(([name, query]) => [
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name,
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query.current.data?.values,
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])));
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setContext(key, {
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get names() {
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return names;
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package/dist/transform.js
CHANGED
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@@ -3,6 +3,8 @@ import { Euler, MathUtils, Matrix4, Quaternion, Vector3 } from 'three';
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const quaternion = new Quaternion();
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const euler = new Euler();
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const ov = new OrientationVector();
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6
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const translation = new Vector3();
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const scale = new Vector3();
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export const createPose = (pose) => {
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return {
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x: pose?.x ?? 0,
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@@ -90,32 +92,23 @@ export const scaleToDimensions = (scale, geometry) => {
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90
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}
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};
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export const poseToMatrix = (pose) => {
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ov.set(pose.oX, pose.oY, pose.oZ, MathUtils.degToRad(pose.theta));
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ov.toQuaternion(quaternion);
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const matrix = new Matrix4();
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matrix.
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matrix.setPosition(new Vector3(pose.x, pose.y, pose.z));
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matrix.makeRotationFromQuaternion(quaternion);
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matrix.setPosition(pose.x, pose.y, pose.z);
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return matrix;
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};
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export const matrixToPose = (matrix) => {
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const pose = createPose();
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const quaternion = new Quaternion();
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matrix.decompose(translation, quaternion, new Vector3());
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matrix.decompose(translation, quaternion, scale);
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pose.x = translation.x;
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pose.y = translation.y;
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pose.z = translation.z;
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pose.theta = 0;
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}
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else {
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pose.oX = quaternion.x / s;
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pose.oY = quaternion.y / s;
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pose.oZ = quaternion.z / s;
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pose.theta = Math.acos(quaternion.w) * 2 * (180 / Math.PI);
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}
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ov.setFromQuaternion(quaternion);
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pose.oX = ov.x;
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pose.oY = ov.y;
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pose.oZ = ov.z;
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pose.theta = MathUtils.radToDeg(ov.th);
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return pose;
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};
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