Beispiel #1
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 def __init__(self, vertices):
     self.vertices = vertices
     assert isinstance(vertices, list)
     self.fixture = b2FixtureDef(shape=b2LoopShape(vertices=self.vertices),
                                 density=1,
                                 friction=0.5,
                                 restitution=0)
Beispiel #2
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    def __init__(self):
        super(Pinball, self).__init__()

        # The ground
        ground = self.world.CreateBody(
            shapes=b2LoopShape(vertices=[(0, -2), (8, 6),
                                         (8, 20), (-8, 20),
                                         (-8, 6)]),
        )

        # Flippers
        p1, p2 = (-2, 0), (2, 0)

        fixture = b2FixtureDef(shape=b2PolygonShape(box=(1.75, 0.1)), density=1)
        flipper = {'fixtures': fixture}

        self.leftFlipper = self.world.CreateDynamicBody(
            position=p1,
            **flipper
        )
        self.rightFlipper = self.world.CreateDynamicBody(
            position=p2,
            **flipper
        )

        rjd = b2RevoluteJointDef(
            bodyA=ground,
            bodyB=self.leftFlipper,
            localAnchorA=p1,
            localAnchorB=(0, 0),
            enableMotor=True,
            enableLimit=True,
            maxMotorTorque=1000,
            motorSpeed=0,
            lowerAngle=-30.0 * b2_pi / 180.0,
            upperAngle=5.0 * b2_pi / 180.0,
        )

        self.leftJoint = self.world.CreateJoint(rjd)

        rjd.motorSpeed = 0
        rjd.localAnchorA = p2
        rjd.bodyB = self.rightFlipper
        rjd.lowerAngle = -5.0 * b2_pi / 180.0
        rjd.upperAngle = 30.0 * b2_pi / 180.0
        self.rightJoint = self.world.CreateJoint(rjd)

        # Ball
        self.ball = self.world.CreateDynamicBody(
            fixtures=b2FixtureDef(
                shape=b2CircleShape(radius=0.2),
                density=1.0),
            bullet=True,
            position=(1, 15))

        self.pressed = False
Beispiel #3
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    def __init__(self):
        super(Membrane, self).__init__()

        # Creating the Exterior Box that defines the 2D Plane
        self.exterior_box = self.world.CreateStaticBody(
            position=(0, 0), shapes=b2LoopShape(vertices=EXT_BOX_POLY))

        # Creating the object to manipulate
        ball_fixture = b2FixtureDef(shape=b2CircleShape(radius=BOX_WIDTH / 40),
                                    density=1,
                                    friction=0.6)

        self.ball = self.world.CreateDynamicBody(position=(BOX_WIDTH / 2,
                                                           BOX_HEIGHT / 2),
                                                 fixtures=ball_fixture)

        # Creating 5 actuators
        self.actuator_list = []
        self.actuator_joint_list = []

        actuator_fixture = b2FixtureDef(shape=b2CircleShape(radius=BOX_WIDTH /
                                                            50.0),
                                        density=1,
                                        friction=0.6,
                                        groupIndex=-1)

        for i in range(5):
            actuator = self.world.CreateDynamicBody(
                position=(BOX_WIDTH / 5 * i + BOX_WIDTH / 10, BOX_HEIGHT / 10),
                fixtures=actuator_fixture)

            # actuator = self.world.CreateKinematicBody(
            #     position = (BOX_WIDTH/5*i+BOX_WIDTH/10, BOX_HEIGHT/10),
            #     shapes = b2CircleShape(radius=BOX_WIDTH/50.0), # diameter is 1/5th of the space allocated for each actuator
            #     )

            actuator_joint = self.world.CreatePrismaticJoint(
                bodyA=self.exterior_box,
                bodyB=actuator,
                anchor=actuator.position,
                axis=(0, 1),
                lowerTranslation=0,
                upperTranslation=BOX_WIDTH * 5.0 / 6.0,
                enableLimit=True,
                maxMotorForce=1000.0,
                motorSpeed=0,
                enableMotor=True)

            self.actuator_list.append(actuator)
            self.actuator_joint_list.append(actuator_joint)

        self.actuator_joint_list[0].motorSpeed = 1.0
        self.actuator_joint_list[3].motorSpeed = 0.5
        self.actuator_joint_list[2].motorSpeed = 0.1

        # Creating the linkages that will form the semi-flexible membrane
        self.link_left_list = []  # four links
        self.link_right_list = []  # four links

        link_fixture = b2FixtureDef(
            shape=b2PolygonShape(box=(BOX_WIDTH / 12, BOX_WIDTH / 70.0)),
            density=1,
            friction=0.6,
            groupIndex=-1  # neg index to prevent collision
        )

        for i in range(1, 5):
            link_left = self.world.CreateDynamicBody(
                position=(BOX_WIDTH / 5 * i - BOX_WIDTH / 10 + BOX_WIDTH / 12,
                          BOX_HEIGHT / 10),
                fixtures=link_fixture)
            self.link_left_list.append(link_left)

            link_right = self.world.CreateDynamicBody(
                position=(BOX_WIDTH / 5 * i + BOX_WIDTH / 10 - BOX_WIDTH / 12,
                          BOX_HEIGHT / 10),
                fixtures=link_fixture)
            self.link_right_list.append(link_right)

            joint_left = self.world.CreateRevoluteJoint(
                bodyA=self.actuator_list[i - 1],
                bodyB=link_left,
                anchor=self.actuator_list[i - 1].worldCenter,
                collideConnected=False)

            joint_right = self.world.CreateRevoluteJoint(
                bodyA=self.actuator_list[i],
                bodyB=link_right,
                anchor=self.actuator_list[i].worldCenter,
                collideConnected=False)

            joint_middle = self.world.CreatePrismaticJoint(
                bodyA=link_left,
                bodyB=link_right,
                anchor=(link_right.position.x - BOX_WIDTH / 12 +
                        BOX_WIDTH / 70, link_right.position.y),
                axis=(1, 0),
                lowerTranslation=0,
                upperTranslation=BOX_WIDTH / 6 - BOX_WIDTH / 35,
                enableLimit=True)
Beispiel #4
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    def _reset(self):
        self._destroy()

        # Creating the Exterior Box that defines the 2D Plane
        self.exterior_box = self.world.CreateStaticBody(
            position=(0, 0), shapes=b2LoopShape(vertices=EXT_BOX_POLY))
        self.exterior_box.color1 = (0, 0, 0)
        self.exterior_box.color2 = (0, 0, 0)

        # Creating the object to manipulate
        object_fixture = b2FixtureDef(shape=b2CircleShape(radius=BOX_WIDTH *
                                                          OBJ_SIZE / 2),
                                      density=0.3,
                                      friction=0.6,
                                      restitution=0.5)
        # Randomizing object's initial position
        # object_position = (
        #     self.np_random.uniform(BOX_WIDTH*OBJ_POS_OFFSET,BOX_WIDTH-BOX_WIDTH*OBJ_POS_OFFSET),
        #     BOX_HEIGHT/5
        #     )
        # object_position = (
        #     self.np_random.uniform(BOX_WIDTH*OBJ_POS_OFFSET,BOX_WIDTH-BOX_WIDTH*OBJ_POS_OFFSET),
        #     self.np_random.uniform(BOX_WIDTH*OBJ_POS_OFFSET,BOX_HEIGHT-BOX_WIDTH*OBJ_POS_OFFSET)
        #     )
        object_position = (self.np_random.uniform(
            BOX_WIDTH * OBJ_POS_OFFSET,
            BOX_WIDTH - BOX_WIDTH * OBJ_POS_OFFSET), BOX_HEIGHT / 3)
        self.object = self.world.CreateDynamicBody(
            position=object_position,
            fixtures=object_fixture,
            linearDamping=0.3  # Control this parameter for surface friction
        )
        self.object.at_target = False
        self.object.at_target_count = 0
        self.object.color1 = (1, 1, 0)
        self.object.color2 = (0, 0, 0)

        # Creating 5 actuators
        actuator_fixture = b2FixtureDef(
            shape=b2CircleShape(radius=BOX_WIDTH * ACTUATOR_TIP_SIZE / 2),
            density=1,
            friction=0.6,
            restitution=0.0,
            groupIndex=-1)

        for i in range(5):
            actuator = self.world.CreateDynamicBody(
                position=((BOX_SIDE_OFFSET + GAP * i) * BOX_WIDTH, 0),
                fixtures=actuator_fixture)
            actuator.color1 = (0, 0, 0.5)
            actuator.color2 = (0, 0, 0)

            actuator.joint = self.world.CreatePrismaticJoint(
                bodyA=self.exterior_box,
                bodyB=actuator,
                anchor=actuator.position,
                axis=(0, 1),
                lowerTranslation=0,
                upperTranslation=ACTUATOR_TRANSLATION_MAX,
                enableLimit=True,
                maxMotorForce=1000.0,
                motorSpeed=0,
                enableMotor=True)

            self.actuator_list.append(actuator)

        self.drawlist = self.actuator_list + [self.object]

        if self.with_linkage:
            # Creating the linkages that will form the semi-flexible membrane
            link_fixture = b2FixtureDef(
                shape=b2PolygonShape(box=(LINK_WIDTH * BOX_WIDTH / 2,
                                          LINK_HEIGHT * BOX_WIDTH / 2)),
                density=1,
                friction=0.6,
                restitution=0.0,
                groupIndex=-1  # neg index to prevent collision
            )

            for i in range(4):
                link_left = self.world.CreateDynamicBody(
                    position=(BOX_WIDTH *
                              (BOX_SIDE_OFFSET + GAP * i + LINK_WIDTH / 2), 0),
                    fixtures=link_fixture)
                link_left.color1 = (0, 1, 1)
                link_left.color2 = (1, 0, 1)
                self.link_left_list.append(link_left)

                link_right = self.world.CreateDynamicBody(
                    position=(BOX_WIDTH * (BOX_SIDE_OFFSET + GAP *
                                           (i + 1) - LINK_WIDTH / 2), 0),
                    fixtures=link_fixture)
                link_right.color1 = (0, 1, 1)
                link_right.color2 = (1, 0, 1)
                self.link_right_list.append(link_right)

                joint_left = self.world.CreateRevoluteJoint(
                    bodyA=self.actuator_list[i],
                    bodyB=link_left,
                    anchor=self.actuator_list[i].worldCenter,
                    collideConnected=False)

                joint_right = self.world.CreateRevoluteJoint(
                    bodyA=self.actuator_list[i + 1],
                    bodyB=link_right,
                    anchor=self.actuator_list[i + 1].worldCenter,
                    collideConnected=False)

                joint_middle = self.world.CreatePrismaticJoint(
                    bodyA=link_left,
                    bodyB=link_right,
                    anchor=(link_right.position.x - BOX_WIDTH *
                            (LINK_WIDTH / 2 + LINK_HEIGHT / 2),
                            link_right.position.y),
                    axis=(1, 0),
                    lowerTranslation=0,
                    upperTranslation=BOX_WIDTH * LINK_WIDTH * 2 / 3,
                    enableLimit=True)
            # Adding linkages to the drawlist
            self.drawlist = self.link_left_list + self.link_right_list + self.drawlist

        return self._step(np.array([0, 0, 0, 0,
                                    0]))[0]  # action: zero motor speed
Beispiel #5
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def reset_helper(env_obj):

    # Creating the Exterior Box that defines the 2D Plane
    env_obj.exterior_box = env_obj.world.CreateStaticBody(
        position=(0, 0), shapes=b2LoopShape(vertices=EXT_BOX_POLY))
    env_obj.exterior_box.color1 = (0, 0, 0)
    env_obj.exterior_box.color2 = (0, 0, 0)

    # Creating 5 actuators
    actuator_fixture = b2FixtureDef(
        shape=b2CircleShape(radius=ACTUATOR_TIP_SIZE / 2),
        density=1,
        friction=0.6,
        restitution=0.0,
        groupIndex=-1)

    for i in range(5):
        actuator = env_obj.world.CreateDynamicBody(position=(BOX_SIDE_OFFSET +
                                                             GAP * i, 0),
                                                   fixtures=actuator_fixture)
        actuator.color1 = (0, 0, 0.5)
        actuator.color2 = (0, 0, 0)

        actuator.joint = env_obj.world.CreatePrismaticJoint(
            bodyA=env_obj.exterior_box,
            bodyB=actuator,
            anchor=actuator.position,
            axis=(0, 1),
            lowerTranslation=0,
            upperTranslation=ACTUATOR_TRANSLATION_MAX,
            enableLimit=True,
            maxMotorForce=10000.0,
            motorSpeed=0,
            enableMotor=True)

        env_obj.actuator_list.append(actuator)

    env_obj.drawlist = env_obj.actuator_list

    # Creating the linkages that will form the semi-flexible membrane
    link_fixture = b2FixtureDef(
        shape=b2PolygonShape(box=(LINK_WIDTH / 2, LINK_HEIGHT / 2)),
        density=1,
        friction=0.6,
        restitution=0.0,
        groupIndex=-1  # neg index to prevent collision
    )

    for i in range(4):
        link_left = env_obj.world.CreateDynamicBody(
            position=(BOX_SIDE_OFFSET + (GAP * i + LINK_WIDTH / 2), 0),
            fixtures=link_fixture)
        link_left.color1 = (0, 1, 1)
        link_left.color2 = (1, 0, 1)
        env_obj.link_left_list.append(link_left)
        link_right = env_obj.world.CreateDynamicBody(
            position=(BOX_SIDE_OFFSET + (GAP * (i + 1) - LINK_WIDTH / 2), 0),
            fixtures=link_fixture)
        link_right.color1 = (0, 1, 1)
        link_right.color2 = (1, 0, 1)
        env_obj.link_right_list.append(link_right)

        joint_left = env_obj.world.CreateRevoluteJoint(
            bodyA=env_obj.actuator_list[i],
            bodyB=link_left,
            anchor=env_obj.actuator_list[i].worldCenter,
            collideConnected=False)

        joint_right = env_obj.world.CreateRevoluteJoint(
            bodyA=env_obj.actuator_list[i + 1],
            bodyB=link_right,
            anchor=env_obj.actuator_list[i + 1].worldCenter,
            collideConnected=False)

        joint_middle = env_obj.world.CreatePrismaticJoint(
            bodyA=link_left,
            bodyB=link_right,
            anchor=(link_right.position.x - (LINK_WIDTH / 2 + LINK_HEIGHT / 2),
                    (link_left.position.y + link_right.position.y) / 2.0),
            axis=(1, 0),
            lowerTranslation=0,
            upperTranslation=UPPER_TRANSLATION_MIDDLE_JOINT,
            enableLimit=True)
    # Adding linkages to the drawlist
    env_obj.drawlist = env_obj.link_left_list + env_obj.link_right_list + env_obj.drawlist
    def _reset(self):
        self._destroy()
        self.game_over = False  # To be used later

        # Creating the Exterior Box that defines the 2D Plane
        self.exterior_box = self.world.CreateStaticBody(
            position=(0, 0), shapes=b2LoopShape(vertices=EXT_BOX_POLY))
        self.exterior_box.color1 = (0, 0, 0)
        self.exterior_box.color2 = (0, 0, 0)

        # Creating the object to manipulate
        object_fixture = b2FixtureDef(shape=b2CircleShape(radius=BOX_WIDTH /
                                                          20),
                                      density=1,
                                      friction=0.6)

        self.object = self.world.CreateDynamicBody(position=(5,
                                                             BOX_HEIGHT / 2),
                                                   fixtures=object_fixture)
        self.object.at_target = False
        self.object.at_target_count = 0
        self.object.color1 = (1, 1, 0)
        self.object.color2 = (0, 0, 0)

        # Creating 5 actuators
        self.actuator_list = []
        self.actuator_joint_list = []

        actuator_fixture = b2FixtureDef(shape=b2CircleShape(radius=BOX_WIDTH /
                                                            50.0),
                                        density=1,
                                        friction=0.6,
                                        groupIndex=-1)

        for i in range(5):
            actuator = self.world.CreateDynamicBody(
                position=(BOX_WIDTH / 5 * i + BOX_WIDTH / 10, BOX_HEIGHT / 10),
                fixtures=actuator_fixture)
            actuator.color1 = (1, 0, 0)
            actuator.color2 = (1, 0, 0)

            #SHOULD STAY COMMENTED
            # actuator = self.world.CreateKinematicBody(
            #     position = (BOX_WIDTH/5*i+BOX_WIDTH/10, BOX_HEIGHT/10),
            #     shapes = b2CircleShape(radius=BOX_WIDTH/50.0), # diameter is 1/5th of the space allocated for each actuator
            #     )

            actuator_joint = self.world.CreatePrismaticJoint(
                bodyA=self.exterior_box,
                bodyB=actuator,
                anchor=actuator.position,
                axis=(0, 1),
                lowerTranslation=0,
                upperTranslation=ACTUATOR_TRANSLATION_MAX,
                enableLimit=True,
                maxMotorForce=1000.0,
                motorSpeed=0,
                enableMotor=True)

            self.actuator_list.append(actuator)
            self.actuator_joint_list.append(actuator_joint)

        # Creating the linkages that will form the semi-flexible membrane
        self.link_left_list = []  # four links
        self.link_right_list = []  # four links

        link_fixture = b2FixtureDef(
            shape=b2PolygonShape(box=(BOX_WIDTH / 12, BOX_WIDTH / 70.0)),
            density=1,
            friction=0.6,
            groupIndex=-1  # neg index to prevent collision
        )

        for i in range(1, 5):
            link_left = self.world.CreateDynamicBody(
                position=(BOX_WIDTH / 5 * i - BOX_WIDTH / 10 + BOX_WIDTH / 12,
                          BOX_HEIGHT / 10),
                fixtures=link_fixture)
            link_left.color1 = (0, 1, 1)
            link_left.color2 = (1, 0, 1)
            self.link_left_list.append(link_left)

            link_right = self.world.CreateDynamicBody(
                position=(BOX_WIDTH / 5 * i + BOX_WIDTH / 10 - BOX_WIDTH / 12,
                          BOX_HEIGHT / 10),
                fixtures=link_fixture)
            link_right.color1 = (0, 1, 1)
            link_right.color2 = (1, 0, 1)
            self.link_right_list.append(link_right)

            joint_left = self.world.CreateRevoluteJoint(
                bodyA=self.actuator_list[i - 1],
                bodyB=link_left,
                anchor=self.actuator_list[i - 1].worldCenter,
                collideConnected=False)

            joint_right = self.world.CreateRevoluteJoint(
                bodyA=self.actuator_list[i],
                bodyB=link_right,
                anchor=self.actuator_list[i].worldCenter,
                collideConnected=False)

            joint_middle = self.world.CreatePrismaticJoint(
                bodyA=link_left,
                bodyB=link_right,
                anchor=(link_right.position.x - BOX_WIDTH / 12 +
                        BOX_WIDTH / 70, link_right.position.y),
                axis=(1, 0),
                lowerTranslation=0,
                upperTranslation=BOX_WIDTH / 6 - BOX_WIDTH / 35,
                enableLimit=True)

        self.drawlist = self.link_right_list + self.link_left_list + [
            self.object
        ]
        self.drawlist = self.drawlist + self.actuator_list
        return self._step(np.array([0, 0, 0, 0,
                                    0]))[0]  # action: zero motor speed
Beispiel #7
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    def _reset(self):
        self._destroy()
        self.game_over = False  # To be used later

        # Creating the Exterior Box that defines the 2D Plane
        exterior_box_fixture = b2FixtureDef(
            shape=b2LoopShape(vertices=EXT_BOX_POLY),
            categoryBits=0x0001,
            maskBits=0x0004 | 0x0001 | 0x0002)
        self.exterior_box = self.world.CreateStaticBody(position=(0, 0))
        self.exterior_box.CreateFixture(exterior_box_fixture)
        self.exterior_box.color1 = (0, 0, 1)
        self.exterior_box.color2 = (0, 0, 0)

        # Creating the object to manipulate
        object_fixture = b2FixtureDef(shape=b2CircleShape(radius=BOX_WIDTH /
                                                          40),
                                      density=1,
                                      categoryBits=0x0002,
                                      maskBits=0x0004 | 0x0002 | 0x0001)

        self.object = self.world.CreateDynamicBody(position=(BOX_WIDTH / 2,
                                                             BOX_HEIGHT / 2),
                                                   fixtures=object_fixture,
                                                   linearDamping=0.3)
        self.object.at_target = False
        self.object.at_target_count = 0
        self.object.color1 = (1, 1, 0)
        self.object.color2 = (0, 0, 0)

        # Creating the actuator mount
        self.actuator_mount = self.world.CreateStaticBody(
            position=(-BOX_WIDTH / 50, BOX_HEIGHT / 2),
            shapes=b2PolygonShape(box=(BOX_WIDTH / 50, BOX_WIDTH / 30)))
        self.actuator_mount.color1 = (1, 0, 0)
        self.actuator_mount.color2 = (0, 0, 0)

        # Link Position Calculation
        adj = (BOX_WIDTH / 50 + TIP_POS[0]) / 4
        hyp = (LINK_LENGTH / 2)
        opp = np.sqrt(hyp * hyp - adj * adj)

        # Creating the actuator
        first_link_fixture = b2FixtureDef(
            shape=b2PolygonShape(box=(LINK_LENGTH / 2, BOX_WIDTH / 70, (0, 0),
                                      math.tan(opp / adj))),
            density=1,
            categoryBits=0x0003,
            maskBits=0)

        second_link_fixture = b2FixtureDef(
            shape=b2PolygonShape(box=(LINK_LENGTH / 2, BOX_WIDTH / 70, (0, 0),
                                      math.pi - math.tan(opp / adj))),
            density=1,
            categoryBits=0x0003,
            maskBits=0)

        tip_fixture = b2FixtureDef(shape=b2CircleShape(radius=BOX_WIDTH / 50),
                                   density=1,
                                   categoryBits=0x0004,
                                   maskBits=0x0004 | 0x0002 | 0x0001)

        self.first_link = self.world.CreateDynamicBody(
            position=self.actuator_mount.position + (adj, opp),
            fixtures=first_link_fixture)
        self.first_link.color1 = (0, 0, 0)
        self.first_link.color2 = (0, 0, 0)

        self.first_link.joint = self.world.CreateRevoluteJoint(
            bodyA=self.actuator_mount,
            bodyB=self.first_link,
            anchor=self.actuator_mount.position,
            collideConnected=False,
            maxMotorTorque=MOTOR_TORQUE,
            motorSpeed=0,
            enableMotor=True)

        self.second_link = self.world.CreateDynamicBody(
            position=self.first_link.position + (adj * 2, 0),
            fixtures=second_link_fixture)
        self.second_link.color1 = (0, 0, 0)
        self.second_link.color2 = (0, 0, 0)

        self.second_link.joint = self.world.CreateRevoluteJoint(
            bodyA=self.first_link,
            bodyB=self.second_link,
            anchor=self.first_link.position + (adj, opp),
            collideConnected=False,
            maxMotorTorque=MOTOR_TORQUE,
            motorSpeed=0,
            enableMotor=True)

        self.tip = self.world.CreateDynamicBody(
            position=self.second_link.position + (adj, -opp),
            fixtures=tip_fixture)
        self.tip.color1 = (0, 1, 1)
        self.tip.color2 = (0, 0, 0)

        self.tip.joint = self.world.CreateWeldJoint(bodyA=self.tip,
                                                    bodyB=self.second_link,
                                                    anchor=self.tip.position)

        # Adding bodies to be rendered to the drawlist
        self.drawlist = [
            self.first_link, self.second_link, self.object, self.tip
        ]

        return self._step(np.array([0, 0]))[0]  # action: zero motor speed