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Calculation modules
Scene objects 場景物件
The main elements in CoppeliaSim that are used for building a simulation scene are scene objects (objects in short).
CoppeliaSim中用於構建模擬場景的主要元素是場景物件(簡而言之)
Objects are visible in the scene hierarchy and in the scene view.
物件在場景層次結構和場景視圖中可見。
In the scene view, objects have a three dimensional representation as illustrated in following figure:
在物件視圖中,物件具有三維表示,如下圖所示:
Following list gives a brief functional description of each object type:
以下列表簡要介紹了每種物件類型的功能:
●Shapes: a shape is a rigid mesh that is composed of triangular faces.
形狀:形狀是由三角形面組成的剛性網格。
●Joints: a joint object is a joint or actuator. Four types are supported: revolute joints, prismatic joints, screws and spherical joints.
關節:關節物件是關節或執行器。四種類型支持架:旋轉接頭,棱柱接頭,螺釘和球形接頭。
●Graphs: a graph is used to record and visualize simulation data.
圖形:圖形用於記錄和可視化模擬數據。
●Dummies: a dummy is a point with orientation. Dummies are multipurpose objects that can have many different applications.
假人:假人是具有定向的點。假人是可以具有許多不同應用程序的多用途對象。
●Proximity sensors: a proximity sensor detects objects in a geometrically exact fashion within its detection volume. CoppeliaSim supports pyramid-, cylinder-, disk-, cone- and ray-type proximity sensors.
接近傳感器:接近傳感器以幾何精確的方式在其檢測範圍內檢測物體。 CoppeliaSim支持金字塔型,圓柱型,圓盤型,圓錐型和射線型接近傳感器。
●Vision sensors: a vision sensor is a camera-type sensor, reacting to light, colors and images.
視覺傳感器:視覺傳感器是一種相機型傳感器,對光線,顏色和圖像有反應。
●Force sensors: a force sensor is an object able to measure forces and torques that are applied to it. It also has the ability to break if a given threashold is overshot.
力傳感器:力傳感器是能夠測量施加到其上的力和扭矩的對象。 如果給定的閾值被超出,它也具有打破的能力。
●Cameras: a camera is an object that allows seeing the simulation scene from various view points.
攝影機:攝影機是一個可以從各個角度查看模擬場景的對象。
●Lights: a light is an object that allows illuminating the simulation scene.
燈光:燈光是一個可以照亮模擬場景的對象。
●Paths: a path is an object that defines a path or trajectory in space. It can be used for various purposes, also as a customized joint or actuator.
路徑:路徑是在空間中定義路徑或軌蹟的對象。 它可以用於各種目的,也可以用作定制的接頭或執行器。
●OC trees: an OC tree is a spacial partitioning data structure made up by voxels.
OC樹:OC樹是由體素組成的空間分區數據結構。
●Point clouds: a point cloud is an OC tree structure that contains points.
點雲:點雲是包含點的OC樹結構。
Some of above objects can have special properties allowing other objects or calculation modules to interact with them. Objects can be:
以上某些物件可以具有特殊的屬性,從而允許其他物件或計算模塊與它們進行交互。物件可以是:
●Collidable 可碰撞
●Measurable 可衡量的
●Detectable 可檢測的
●Renderable 可呈現
●Viewable 可見的
Collections 集合
A collection is a user-defined collection of scene objects.
集合是場景物件的用戶定義集合。
A collection has to contain at least one object and is considered to be an entity (objects are also entities)
集合必須包含至少一個物件,並且被認為是一個實體(物件也是實體)。
Collections are useful when referring to several objects like a robot for instance
當引用多個物件(例如機器人)時,集合很有用
CoppeliaSim supports calculations based not only on objects, but also on collections
CoppeliaSim支持不僅基於物件而且還基於集合的計算
For instance the collision detection module allows registering following collision pair(collection A; object B
例如,碰撞檢測模塊允許註冊以下碰撞(集合A;物件B)
The collision checking algorithm will then check whether the collection A (any object composing it) collides with object B.
然後,碰撞檢查算法將檢查集合A(組成它的任何對象)是否與物件B碰撞。
Collections are collidable, measurable, detectable and renderable entities.
集合是可碰撞,可測量,可檢測和可渲染的實體。
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