# a header, used for interpreting the poses std_msgs/Header header # The object's pose relative to the header frame. # The shapes and subframe poses are defined relative to this pose. geometry_msgs/Pose pose # The id of the object (name used in MoveIt) string id # The object type in a database of known objects object_recognition_msgs/ObjectType type # The collision geometries associated with the object. # Their poses are with respect to the object's pose # Solid geometric primitives shape_msgs/SolidPrimitive[] primitives geometry_msgs/Pose[] primitive_poses # Meshes shape_msgs/Mesh[] meshes geometry_msgs/Pose[] mesh_poses # Bounding planes (equation is specified, but the plane can be oriented using an additional pose) shape_msgs/Plane[] planes geometry_msgs/Pose[] plane_poses # Named subframes on the object. Use these to define points of interest on the object that you want # to plan with (e.g. "tip", "spout", "handle"). The id of the object will be prepended to the subframe. # If an object with the id "screwdriver" and a subframe "tip" is in the scene, you can use the frame # "screwdriver/tip" for planning. # The length of the subframe_names and subframe_poses has to be identical. string[] subframe_names geometry_msgs/Pose[] subframe_poses # Adds the object to the planning scene. If the object previously existed, it is replaced. byte ADD=0 # Removes the object from the environment entirely (everything that matches the specified id) byte REMOVE=1 # Append to an object that already exists in the planning scene. If the object does not exist, it is added. byte APPEND=2 # If an object already exists in the scene, new poses can be sent (the geometry arrays must be left empty) # if solely moving the object is desired byte MOVE=3 # Operation to be performed byte operation