def seesaw(sim, root, pos, angle, h=0.08):
    d = 0.8
    # Sides
    dims = [0.6*(width/14), 0.15*(width/14), h*3/2]
    pos_s = [pos[0]+(d/2+0.3)*np.cos(angle)*(width/14), pos[1]+(d/2+0.3)*np.sin(angle)*(width/14), pos[2]+h/2]
    sideP = addboxx(sim, root, dims, pos_s)
    dims = [0.6*(width/14), 0.15*(width/14), h*3/2]
    pos_s = [pos[0]-(d/2+0.3)*np.cos(angle)*(width/14), pos[1]-(d/2+0.3)*np.sin(angle)*(width/14), pos[2]+h/2]
    sideN = addboxx(sim, root, dims, pos_s)
    # Main board
    dims = [d*(width/14), 0.9*(width/14), 0.004]
    pos_s = [pos[0]+0.06*np.sin(angle)*(width/14), pos[1]-0.06*np.cos(angle)*(width/14), pos[2]+h]
    board = addboxx(sim, root, dims, pos_s, Fixed=False)

    sideP.setRotation(agx.Quat(angle, agx.Vec3(0,0,1)))
    sideN.setRotation(agx.Quat(angle, agx.Vec3(0,0,1)))
    board.setRotation(agx.Quat(angle, agx.Vec3(0,0,1)))

    #Some stops under
    bot_tilt = 0.17
    dims = [d, 0.43, 0.004]
    dif = 0.215*np.cos(bot_tilt)*(width/14)-0.002*np.sin(bot_tilt)*(width/14)
    pos_s = [pos[0]+(0.06+dif)*np.sin(angle)*(width/14), pos[1]-(0.06+dif)*np.cos(angle)*(width/14), pos[2]+np.sin(bot_tilt)*dif]
    bottom1 = addboxx(sim, root, dims, pos_s, color=agxRender.Color.DarkGray())
    pos_s = [pos[0]+(0.06-dif)*np.sin(angle)*(width/14), pos[1]-(0.06-dif)*np.cos(angle)*(width/14), pos[2]+np.sin(bot_tilt)*dif]
    bottom2 = addboxx(sim, root, dims, pos_s, color=agxRender.Color.DarkGray())

    
    bottom1.setRotation(agx.Quat( bot_tilt, agx.Vec3(1,0,0)))
    bottom1.setRotation(bottom1.getRotation()*agx.Quat(angle, agx.Vec3(0,0,1)))
    
    bottom2.setRotation(agx.Quat(-bot_tilt, agx.Vec3(1,0,0)))
    bottom2.setRotation(bottom2.getRotation()*agx.Quat(angle, agx.Vec3(0,0,1)))
    

    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3( np.cos(angle),np.sin(angle),0))
    hf.setCenter(agx.Vec3(pos[0]+(d/2)*np.cos(angle)*(width/14), pos[1]+(d/2)*np.sin(angle)*(width/14), pos[2]+h))
    axleP = agx.Hinge(hf, board, sideP)
    sim.add(axleP)

    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(  np.cos(angle),np.sin(angle),0))
    hf.setCenter(agx.Vec3(pos[0]*(width/14)-(d/2)*np.cos(angle)*(width/14), pos[1]*(width/14)-(d/2)*np.sin(angle)*(width/14), pos[2]+h))
    axleN = agx.Hinge(hf, board, sideN)
    sim.add(axleN)
def LinkBodies_Hinge(body1, body2, link_position, link_direction, MiroSystem=False):
    hf = agx.HingeFrame()
    hf.setAxis(agxVecify(link_direction))
    hf.setCenter(agxVecify(link_position))
    link = agx.Hinge(hf, body1, body2)
    # The line below is disabled because it messes up the steering of the example bot. 
    # link.setSolveType(agx.Constraint.DIRECT_AND_ITERATIVE)
    if MiroSystem:
        MiroSystem.Add(link)
    return link
Beispiel #3
0
def create_gripper_peg_in_hole(sim=None,
                               name="",
                               material=None,
                               position=agx.Vec3(0.0, 0.0, 0.0),
                               geometry_transform=agx.AffineMatrix4x4(),
                               geometry_scaling=agx.Matrix3x3(agx.Vec3(0.045)),
                               joint_ranges=None,
                               force_ranges=None):

    # Create gripper object
    gripper_mesh = agxUtil.createTrimeshFromWavefrontOBJ(
        MESH_GRIPPER_FILE, agxCollide.Trimesh.NO_WARNINGS, geometry_scaling)
    gripper_geom = agxCollide.Geometry(
        gripper_mesh,
        agx.AffineMatrix4x4.rotate(agx.Vec3(0, 1, 0), agx.Vec3(0, 0, 1)))
    gripper_body = agx.RigidBody(name + "_body")
    gripper_body.add(gripper_geom)
    gripper_body.setMotionControl(agx.RigidBody.DYNAMICS)
    gripper_body.setPosition(position)
    gripper_body.setCmRotation(agx.EulerAngles(0.0, np.pi, 0.0))
    if material is not None:
        gripper_geom.setMaterial(material)
    sim.add(gripper_body)

    # Add kinematic structure
    rotation_y_to_z = agx.OrthoMatrix3x3()
    rotation_y_to_z.setRotate(agx.Vec3.Y_AXIS(), agx.Vec3.Z_AXIS())
    rotation_y_to_x = agx.OrthoMatrix3x3()
    rotation_y_to_x.setRotate(agx.Vec3.Y_AXIS(), agx.Vec3.X_AXIS())

    base_z = create_body(name=name + "_base_z",
                         shape=agxCollide.Cylinder(0.005, 0.025),
                         position=position,
                         rotation=rotation_y_to_z,
                         motion_control=agx.RigidBody.DYNAMICS,
                         disable_collisions=True)
    sim.add(base_z)

    base_y = create_body(name=name + "_base_y",
                         shape=agxCollide.Cylinder(0.005, 0.025),
                         position=position,
                         motion_control=agx.RigidBody.DYNAMICS,
                         disable_collisions=True)
    sim.add(base_y)

    base_x = create_body(name=name + "_base_x",
                         shape=agxCollide.Cylinder(0.005, 0.025),
                         position=position,
                         rotation=rotation_y_to_x,
                         motion_control=agx.RigidBody.DYNAMICS,
                         disable_collisions=True)
    sim.add(base_x)

    base_x_body = base_x.getRigidBody("gripper_base_x")
    base_y_body = base_y.getRigidBody("gripper_base_y")
    base_z_body = base_z.getRigidBody("gripper_base_z")

    base_x_body.getGeometry("gripper_base_x").setEnableCollisions(False)
    base_y_body.getGeometry("gripper_base_y").setEnableCollisions(False)
    base_z_body.getGeometry("gripper_base_z").setEnableCollisions(False)

    # Add prismatic joints between bases
    joint_base_x = agx.Prismatic(agx.Vec3(1, 0, 0), base_x_body)
    joint_base_x.setEnableComputeForces(True)
    joint_base_x.setEnable(True)
    joint_base_x.setName(name + "_joint_base_x")
    sim.add(joint_base_x)

    joint_base_y = agx.Prismatic(agx.Vec3(0, 1, 0), base_x_body, base_y_body)
    joint_base_y.setEnableComputeForces(True)
    joint_base_y.setEnable(True)
    joint_base_y.setName(name + "_joint_base_y")
    sim.add(joint_base_y)

    joint_base_z = agx.Prismatic(agx.Vec3(0, 0, -1), base_y_body, base_z_body)
    joint_base_z.setEnableComputeForces(True)
    joint_base_z.setEnable(True)
    joint_base_z.setName(name + "_joint_base_z")
    sim.add(joint_base_z)

    # Hinge joint to rotate gripper around y axis
    hf = agx.HingeFrame()
    hf.setCenter(position)
    hf.setAxis(agx.Vec3(0, 1, 0))
    joint_rot_y = agx.Hinge(hf, base_z_body, gripper_body)
    joint_rot_y.setEnableComputeForces(True)
    joint_rot_y.setName(name + "_joint_rot_y")
    sim.add(joint_rot_y)

    # Set joint ranges
    if joint_ranges is not None:
        # x range
        joint_base_x_range_controller = joint_base_x.getRange1D()
        joint_base_x_range_controller.setRange(joint_ranges["t_x"][0],
                                               joint_ranges["t_x"][1])
        joint_base_x_range_controller.setEnable(True)

        # y range
        joint_base_y_range_controller = joint_base_y.getRange1D()
        joint_base_y_range_controller.setRange(joint_ranges["t_y"][0],
                                               joint_ranges["t_y"][1])
        joint_base_y_range_controller.setEnable(True)

        # z range
        joint_base_z_range_controller = joint_base_z.getRange1D()
        joint_base_z_range_controller.setRange(joint_ranges["t_z"][0],
                                               joint_ranges["t_z"][1])
        joint_base_z_range_controller.setEnable(True)

        # rot y
        joint_rot_y_range_controller = joint_rot_y.getRange1D()
        joint_rot_y_range_controller.setRange(joint_ranges["r_y"][0],
                                              joint_ranges["r_y"][1])
        joint_rot_y_range_controller.setEnable(True)

    # Enable motors
    joint_base_x_motor = joint_base_x.getMotor1D()
    joint_base_x_motor.setEnable(True)
    joint_base_x_motor.setLockedAtZeroSpeed(False)

    joint_base_y_motor = joint_base_y.getMotor1D()
    joint_base_y_motor.setEnable(True)
    joint_base_y_motor.setLockedAtZeroSpeed(False)

    joint_base_z_motor = joint_base_z.getMotor1D()
    joint_base_z_motor.setEnable(True)
    joint_base_z_motor.setLockedAtZeroSpeed(False)

    joint_rot_y_motor = joint_rot_y.getMotor1D()
    joint_rot_y_motor.setEnable(True)
    joint_rot_y_motor.setLockedAtZeroSpeed(False)

    # Set max forces in motors
    if force_ranges is not None:
        # force x
        joint_base_x_motor.setForceRange(force_ranges['t_x'][0],
                                         force_ranges['t_x'][1])

        # force y
        joint_base_y_motor.setForceRange(force_ranges['t_y'][0],
                                         force_ranges['t_y'][1])

        # force z
        joint_base_z_motor.setForceRange(force_ranges['t_z'][0],
                                         force_ranges['t_z'][1])

        # force rotation around y
        joint_rot_y_motor.setForceRange(force_ranges['r_y'][0],
                                        force_ranges['r_y'][1])
Beispiel #4
0
def buildBot(sim, root, bot_pos, controller='Arrows', drivetrain = 'FWD', color=False):
    body_wid = 0.32
    body_len = 0.6
    body_hei = 0.16 
    
    wheel_rad = 0.07
    wheel_wid = 0.02
    wheel_dmp = -0.02

    body = agx.RigidBody( agxCollide.Geometry( agxCollide.Box(body_wid/2, body_len/2, body_hei/2)))
    body.setPosition(bot_pos[0], bot_pos[1], bot_pos[2] + body_hei/2 + wheel_rad + wheel_dmp )
    # body.setMotionControl(1)
    body.setRotation(agx.Quat(np.pi, agx.Vec3(0,0,1)))
    sim.add(body)
    vis_body = agxOSG.createVisual(body, root)
    if color:
        agxOSG.setDiffuseColor(vis_body, color)
    else:
        agxOSG.setTexture(vis_body, 'flames.png', True, agxOSG.DIFFUSE_TEXTURE, 1.0, 1.0)

    wheelLF = agx.RigidBody(agxCollide.Geometry( agxCollide.Cylinder(wheel_rad, wheel_wid)))
    wheelLF.setPosition(bot_pos[0]-(body_wid/2+wheel_wid/2), bot_pos[1]+(body_len/2-wheel_rad*1.8), bot_pos[2]+wheel_rad)
    # wheelLF.setMotionControl(1)
    wheelLF.setRotation(agx.Quat(np.pi/2, agx.Vec3(0,0,1)))
    sim.add(wheelLF)
    # agxOSG.setDiffuseColor(agxOSG.createVisual(wheelLF, root), agxRender.Color.Red())

    wheelRF = agx.RigidBody(agxCollide.Geometry( agxCollide.Cylinder(wheel_rad, wheel_wid)))
    wheelRF.setPosition(bot_pos[0]+(body_wid/2+wheel_wid/2), bot_pos[1]+(body_len/2-wheel_rad*1.8), bot_pos[2]+wheel_rad)
    # wheelRF.setMotionControl(1)
    wheelRF.setRotation(agx.Quat(np.pi/2, agx.Vec3(0,0,1)))
    sim.add(wheelRF)
    # agxOSG.setDiffuseColor(agxOSG.createVisual(wheelRF, root), agxRender.Color.Red())

    wheelLB = agx.RigidBody(agxCollide.Geometry( agxCollide.Cylinder(wheel_rad, wheel_wid)))
    wheelLB.setPosition(bot_pos[0]-(body_wid/2+wheel_wid/2), bot_pos[1]-(body_len/2-wheel_rad*1.8), bot_pos[2]+wheel_rad)
    # wheelLB.setMotionControl(1)
    wheelLB.setRotation(agx.Quat(np.pi/2, agx.Vec3(0,0,1)))
    sim.add(wheelLB)
    # agxOSG.setDiffuseColor(agxOSG.createVisual(wheelLB, root), agxRender.Color.Red())

    wheelRB = agx.RigidBody(agxCollide.Geometry( agxCollide.Cylinder(wheel_rad, wheel_wid)))
    wheelRB.setPosition(bot_pos[0]+(body_wid/2+wheel_wid/2), bot_pos[1]-(body_len/2-wheel_rad*1.8), bot_pos[2]+wheel_rad)
    # wheelRB.setMotionControl(1)
    wheelRB.setRotation(agx.Quat(np.pi/2, agx.Vec3(0,0,1)))
    sim.add(wheelRB)
    # agxOSG.setDiffuseColor(agxOSG.createVisual(wheelRB, root), agxRender.Color.Red())

    for wheel in [wheelLB, wheelLF, wheelRB, wheelRF]:
        vis_body = agxOSG.createVisual(wheel, root)
        agxOSG.setTexture(vis_body, 'tire.png', True, agxOSG.DIFFUSE_TEXTURE, 1.0, 1.0)

    light_rad = 0.02
    light_dep = 0.01

    headlightL = agx.RigidBody(agxCollide.Geometry( agxCollide.Cylinder(light_rad, light_dep)))
    headlightL.setPosition( bot_pos[0] + 0.79*body_wid/2, bot_pos[1] + body_len/2+light_dep/2, bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp)
    # headlightL.setMotionControl(1)
    # headlightL.setRotation(agx.Quat(np.pi/2, agx.Vec3(0,0,1)))
    sim.add(headlightL)
    agxOSG.setTexture(agxOSG.createVisual(headlightL, root), 'light.png', True, agxOSG.DIFFUSE_TEXTURE, 1.0, 1.0)
    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(0,1,0))
    hf.setCenter(agx.Vec3( bot_pos[0] + 0.79*body_wid/2, bot_pos[1] + body_len/2, bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp ))
    HLL = agx.Hinge(hf, body, headlightL)
    sim.add(HLL)

    headlightR = agx.RigidBody(agxCollide.Geometry( agxCollide.Cylinder(light_rad, light_dep)))
    headlightR.setPosition(bot_pos[0] -0.79*body_wid/2, bot_pos[1] + body_len/2+light_dep/2, bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp )
    # headlightR.setMotionControl(1)
    # headlightL.setRotation(agx.Quat(np.pi/2, agx.Vec3(0,0,1)))
    sim.add(headlightR)
    agxOSG.setTexture(agxOSG.createVisual(headlightR, root), 'light.png', True, agxOSG.DIFFUSE_TEXTURE, 1.0, 1.0)
    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(0,1,0))
    hf.setCenter(agx.Vec3(bot_pos[0] -0.79*body_wid/2, bot_pos[1] + body_len/2, bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp ))
    HLR = agx.Hinge(hf, body, headlightR)
    sim.add(HLR)


    light_wid = 0.012
    light_hei = 0.02
    light_dep = 0.003

    taillightL = agx.RigidBody(agxCollide.Geometry( agxCollide.Box(light_wid, light_dep, light_hei)))
    taillightL.setPosition(bot_pos[0] -0.79*body_wid/2,bot_pos[1] -(body_len/2+light_dep/2), bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp)
    # taillightL.setMotionControl(1)
    # headlightL.setRotation(agx.Quat(np.pi/2, agx.Vec3(0,0,1)))
    sim.add(taillightL)
    agxOSG.setDiffuseColor(agxOSG.createVisual(taillightL, root), agxRender.Color.Red())
    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(0,1,0))
    hf.setCenter(agx.Vec3(bot_pos[0] -0.79*body_wid/2, bot_pos[1] -body_len/2, bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp + light_hei/3))
    TLL_hi = agx.Hinge(hf, body, taillightL)
    sim.add(TLL_hi)
    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(0,1,0))
    hf.setCenter(agx.Vec3(bot_pos[0] -0.79*body_wid/2, bot_pos[1] -body_len/2, bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp - light_hei/3))
    TLL_low = agx.Hinge(hf, body, taillightL)
    sim.add(TLL_low)

    taillightR = agx.RigidBody(agxCollide.Geometry( agxCollide.Box(light_wid, light_dep, light_hei)))
    taillightR.setPosition( bot_pos[0] + 0.79*body_wid/2,bot_pos[1] -(body_len/2+light_dep/2), bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp)
    # taillightR.setMotionControl(1)
    # headlightL.setRotation(agx.Quat(np.pi/2, agx.Vec3(0,0,1)))
    sim.add(taillightR)
    agxOSG.setDiffuseColor(agxOSG.createVisual(taillightR, root), agxRender.Color.Red())
    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(0,1,0))
    hf.setCenter(agx.Vec3( bot_pos[0] + 0.79*body_wid/2,bot_pos[1]-body_len/2, bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp + light_hei/3))
    TLR = agx.Hinge(hf, body, taillightR)
    sim.add(TLR)
    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(0,1,0))
    hf.setCenter(agx.Vec3( bot_pos[0] + 0.79*body_wid/2,bot_pos[1]-body_len/2, bot_pos[2] + 0.7*body_hei + wheel_rad + wheel_dmp - light_hei/3))
    TLR = agx.Hinge(hf, body, taillightR)
    sim.add(TLR)

    windangle = np.pi/4
    windshield = agx.RigidBody( agxCollide.Geometry( agxCollide.Box(0.9*body_wid/2, 0.005, body_hei/3)))
    windshield.setPosition(bot_pos[0], bot_pos[1]+body_len/5, bot_pos[2] + body_hei + wheel_rad + wheel_dmp + np.cos(windangle)*body_hei/3)
    # windshield.setTorque(0,0,100)
    # windshield.setMotionControl(2)
    windshield.setRotation(agx.Quat(windangle, agx.Vec3(1,0,0)))
    sim.add(windshield)
    agxOSG.setTexture(agxOSG.createVisual(windshield, root), 'windshield.jpg', True, agxOSG.DIFFUSE_TEXTURE, 1.0, 1.0)


    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(0,0,1))
    hf.setCenter(agx.Vec3(-body_wid/3, body_len/5, bot_pos[2] + body_hei + wheel_rad + wheel_dmp))
    windh1 = agx.Hinge(hf, body, windshield)
    sim.add(windh1)
    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(0,0,1))
    hf.setCenter(agx.Vec3(body_wid/3, body_len/5, bot_pos[2] + body_hei + wheel_rad + wheel_dmp))
    windh2 = agx.Hinge(hf, body, windshield)
    sim.add(windh2)

    

    
    x_ax = agx.Vec3(1,0,0)
    y_ax = agx.Vec3(0,1,0)
    z_ax = agx.Vec3(0,0,1)

    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(-1,0,0))
    hf.setCenter(agx.Vec3(bot_pos[0]-body_wid/2, bot_pos[1]+(body_len/2-wheel_rad*1.8), bot_pos[2]+wheel_rad))
    axleLF = agx.Hinge(hf, body, wheelLF)
    sim.add(axleLF)

    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(-1,0,0))
    hf.setCenter(agx.Vec3(bot_pos[0]-body_wid/2, bot_pos[1]-(body_len/2-wheel_rad*1.8), bot_pos[2]+wheel_rad))
    axleLB = agx.Hinge(hf, body, wheelLB)
    sim.add(axleLB)

    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3( 1,0,0))
    hf.setCenter(agx.Vec3(bot_pos[0]+body_wid/2, bot_pos[1]-(body_len/2-wheel_rad*1.8), bot_pos[2]+wheel_rad))
    axleRB = agx.Hinge(hf, body, wheelRB)
    sim.add(axleRB)
    
    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3( 1,0,0))
    hf.setCenter(agx.Vec3(bot_pos[0]+body_wid/2, bot_pos[1]+(body_len/2-wheel_rad*1.8), bot_pos[2]+wheel_rad))
    axleRF = agx.Hinge(hf, body, wheelRF)
    sim.add(axleRF)

    wheels = [wheelLF, wheelRF] # default FWD
    if drivetrain == 'FWD':
        wheels = [wheelLF, wheelRF]
    elif drivetrain == 'RWD':
        wheels = [wheelLB, wheelRB]
    elif drivetrain == 'AWD':
        wheels = [wheelLF, wheelRF, wheelLB, wheelRB]
    
    if controller == 'Numpad':
        sim.add(WheelControllerNumpad(wheels))
        sim.add(Fjoink(body).setHopper(agxSDK.GuiEventListener.KEY_KP_Subtract))
    else:
        sim.add(WheelControllerArrows(wheels))
        sim.add(Fjoink(body))

    # return a pointer to the body
    return body
Beispiel #5
0
def obstacles(sim, root, h):
    #start plattform
    dims = [1.5, 1.5, 0.06]
    pos = [-6, 0, h + dims[2] / 2]
    startbox = addboxx(sim, root, dims, pos)

    #timer
    timer = Timer(startbox)
    sim.add(timer)

    dims = [0.1, 1.5, 0.3]
    pos = [-6.75, 0, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [0.1, 1.5, 0.3]
    pos = [-5.25, 0, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [1.6, 0.1, 0.3]
    pos = [-6, -0.75, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    # wall

    dims = [4.0, 0.1, 0.22]
    pos = [-3.3, -0.6, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    # Random stuff in the first quarter
    dims = [0.2, 0.2, 0.8]
    pos = [-4, 0, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [0.4, 0.25, 0.2]
    pos = [-3, 1.5, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    for i in range(30):
        x = -0.5 - random.random() * 4.75
        y = -0.5 + random.random() * 6
        dims = [
            random.random() * 0.6,
            random.random() * 0.6,
            random.random() * 0.6
        ]
        pos = agx.Vec3(x, y, 0)
        if pos.length() < 1.5:
            pos.setLength(1.5 + random.random() * 3.75)
        if pos.length() > 7.0:
            pos.setLength(1.5 + random.random() * 5.5)
        pos.set(h + dims[2] / 2, 2)
        addboxx(sim, root, dims, pos)

    # Pole in the middle with walls around
    dims = [0.28, 1.4]
    pos = [0, 0, h + dims[1] / 2]
    can = addcylinder(sim, root, dims, pos, texture='schrodbull.png')
    can.setRotation(agx.Quat(np.pi / 2, agx.Vec3(1, 0, 0)))
    pos = [0, 0, h + dims[1]]
    dims = [0.28, 0.025]
    pos[2] = pos[2] + dims[1] / 2
    lid = addcylinder(sim, root, dims, pos, texture='sodacan_lid.png')
    lid.setRotation(agx.Quat(np.pi / 2, agx.Vec3(1, 0, 0)))

    dims = [0.3, 2.0, 0.4]
    pos = [-1.15, 0, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [2.6, 0.3, 0.4]
    pos = [0, -1.15, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [0.3, 2.0, 0.4]
    pos = [1.15, 0, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [0.3, 7.0, 0.4]
    pos = [0, 3.5, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    # Seesaw board
    dims = [2.1, 0.25, 0.3]
    pos = [2.1, 0.4, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)
    seesaw(sim, root, [3.75, 0.9, h], -0.85 * np.pi, h=0.1)
    dims = [0.5, 3.8, 0.18]
    pos = [4.8, 3.15, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    # Ballroom walls
    dims = [0.25, 4.3, 0.3]
    pos = [6.0, 0.0, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [0.25, 1.0, 0.3]
    pos = [2.1, -1.0, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [0.25, 1.4, 0.3]
    pos = [3.0, -0.4, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [0.25, 2.4, 0.3]
    pos = [2.5, -3.0, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [1.1, 0.25, 0.3]
    pos = [3.1, -3.1, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [0.66, 0.25, 0.3]
    pos = [2.3, -1.65, h + dims[2] / 2]
    wall_1 = addboxx(sim, root, dims, pos)
    dims = [2.8, 0.25, 0.3]
    pos = [3.95, -2.0, h + dims[2] / 2]
    wall_2 = addboxx(sim, root, dims, pos)
    dims = [3.91, 0.25, 0.3]
    pos = [4.65, -3.45, h + dims[2] / 2]
    wall_3 = addboxx(sim, root, dims, pos)
    wall_1.setRotation(agx.Quat(-np.pi / 4, agx.Vec3(0, 0, 1)))
    wall_2.setRotation(agx.Quat(-np.pi / 4, agx.Vec3(0, 0, 1)))
    wall_3.setRotation(agx.Quat(np.pi / 4, agx.Vec3(0, 0, 1)))

    # Ballroom balls
    for i in range(200):
        x = 4.0 + random.random() * 2.8
        y = 0.75 - random.random() * 2.5
        rad = 0.025 + random.random() * 0.075
        pos = agx.Vec3(x, y, h + rad + 3 * random.random() * rad)
        addball(sim, root, rad, pos, Fixed=False)

    # Climbing ramp
    dx = 0.8
    bot_tilt = 0.0445
    dims = [dx, 2.5, 0.6]
    bot_tilt = np.arcsin(0.45 / (2.5 * 4))
    dif = dims[1] / 2 * np.cos(bot_tilt) - 0.002 * np.sin(bot_tilt)
    dh = 2 * np.sin(bot_tilt) * dif
    for i in range(4):
        angle = (i + 1) * np.pi
        pos = [2 - dx * i, -4.7 - 0.015 * (-1)**i, -0.3 + h + (i + 1 / 2) * dh]
        hip = addboxx(sim, root, dims, pos)
        hip.setRotation(agx.Quat(bot_tilt, agx.Vec3(1, 0, 0)))
        hip.setRotation(hip.getRotation() * agx.Quat(angle, agx.Vec3(0, 0, 1)))
        addboxx(sim, root, [2 * dx, 1.1, dims[2]], [
            2 - dx * (i + 1 / 2), -4.7 - 1.8 * ((-1)**i), -0.3 + h +
            (i + 1) * dh
        ])

    # Bridge boxes
    dims = [1.5, 1.8, 0.45]
    pos = [-1.5, -3.25, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    dims = [1.5, 1.8, 0.45]
    pos = [-4.5, -3.25, h + dims[2] / 2]
    addboxx(sim, root, dims, pos)

    # Bridge part
    bridge = addboxx(sim, root, [1.5, 0.5, 0.08],
                     [-3.0, -3.25, h + 0.45 - 0.04])
    timer.addCheckpoint(bridge)

    # Swinging ball over bridge
    rad = 0.4
    pendulum = addball(sim,
                       root,
                       rad, [-3.0, -3.25, h + 0.45 + rad + 0.01],
                       Fixed=False)
    pendulum.setVelocity(agx.Vec3(0, 5, 0))
    hf = agx.HingeFrame()
    hf.setAxis(agx.Vec3(1, 0, 0))
    hf.setCenter(agx.Vec3(-3.0, -3.25, 3.0 + h + 0.45 + rad + 0.01))
    axleP = agx.Hinge(hf, pendulum)
    sim.add(axleP)
    # addboxx(sim, root, [1.5, 0.5, 0.08], )

    # final ramp
    addboxx(sim, root, [0.1, 2.5, 0.5], [-6.5, -2.05, h + 0.5 / 2])
    addboxx(sim, root, [0.1, 2.5, 0.5], [-5.5, -2.05, h + 0.5 / 2])

    hip = addboxx(sim, root, [0.9, 1.5, 0.1],
                  [-6.0, -1.53, h + 0.026 + np.sin(0.15) * 1.5 / 2])
    hip.setRotation(agx.Quat(0.15, agx.Vec3(1, 0, 0)))

    addboxx(sim, root, [0.9, 2.0, 0.2], [-6.0, -2.25, h + 0.075])
    addboxx(sim, root, [1.4, 0.8, 0.2], [-5.8, -3.7, h + 0.45 - 0.1])

    hip = addboxx(sim, root, [0.9, 1.5, 0.1],
                  [-6.0, -3.0, h + 0.026 + np.sin(0.15) * 1.5 / 2])
    hip.setRotation(agx.Quat(-0.15, agx.Vec3(1, 0, 0)))
Beispiel #6
0
def build_simulation():
    # Instantiate a simulation
    sim = agxSDK.Simulation()

    # By default the gravity vector is 0,0,-9.81 with a uniform gravity field. (we CAN change that
    # too by creating an agx.PointGravityField for example).
    # AGX uses a right-hand coordinate system (That is Z defines UP. X is right, and Y is into the screen)
    if not GRAVITY:
        logger.info("Gravity off.")
        g = agx.Vec3(0, 0, 0)  # remove gravity
        sim.setUniformGravity(g)

    # Get current delta-t (timestep) that is used in the simulation?
    dt = sim.getTimeStep()
    logger.debug("default dt = {}".format(dt))

    # Change the timestep
    sim.setTimeStep(TIMESTEP)

    # Confirm timestep changed
    dt = sim.getTimeStep()
    logger.debug("new dt = {}".format(dt))

    # Define materials
    material_hard = agx.Material("Aluminum")
    material_hard_bulk = material_hard.getBulkMaterial()
    material_hard_bulk.setPoissonsRatio(ALUMINUM_POISSON_RATIO)
    material_hard_bulk.setYoungsModulus(ALUMINUM_YOUNG_MODULUS)

    # Create box with pocket
    side_length = 0.15
    thickness_outer_wall = 0.01
    body = create_body(name="ground", shape=agxCollide.Box(side_length, side_length, 0.01),
                       position=agx.Vec3(0, 0, -0.005),
                       motion_control=agx.RigidBody.STATIC,
                       material=material_hard)

    sim.add(body)

    body = create_body(name="walls", shape=agxCollide.Box(thickness_outer_wall, side_length, 0.04),
                       position=agx.Vec3(side_length + thickness_outer_wall, 0, 0.0),
                       motion_control=agx.RigidBody.STATIC,
                       material=material_hard)
    sim.add(body)

    body = create_body(name="walls", shape=agxCollide.Box(thickness_outer_wall, side_length, 0.04),
                       position=agx.Vec3(-(side_length + thickness_outer_wall), 0, 0.0),
                       motion_control=agx.RigidBody.STATIC,
                       material=material_hard)
    sim.add(body)

    body = create_body(name="walls",
                       shape=agxCollide.Box(side_length + 2 * thickness_outer_wall, thickness_outer_wall, 0.04),
                       position=agx.Vec3(0, -(side_length + thickness_outer_wall), 0.0),
                       motion_control=agx.RigidBody.STATIC,
                       material=material_hard)
    sim.add(body)

    body = create_body(name="walls",
                       shape=agxCollide.Box(side_length + 2 * thickness_outer_wall, thickness_outer_wall, 0.04),
                       position=agx.Vec3(0, side_length + thickness_outer_wall, 0.0),
                       motion_control=agx.RigidBody.STATIC,
                       material=material_hard)
    sim.add(body)

    # Create gripper 0
    gripper_0 = create_body(name="gripper_0",
                            shape=agxCollide.Sphere(0.005),
                            position=agx.Vec3(-(LENGTH/2), OFFSET_Y, 0.0025),
                            motion_control=agx.RigidBody.DYNAMICS,
                            material=material_hard)
    gripper_0.getRigidBody("gripper_0").getGeometry("gripper_0").setEnableCollisions(False)
    sim.add(gripper_0)

    # Create base for gripper motors
    prismatic_base_0 = create_locked_prismatic_base("gripper_0", gripper_0.getRigidBody("gripper_0"),
                                                    position_ranges=[(-side_length*2, side_length*2),
                                                                     (-side_length*2, side_length*2),
                                                                     (-0.1, 0.01)],
                                                    motor_ranges=[(-MAX_MOTOR_FORCE, MAX_MOTOR_FORCE),
                                                                  (-MAX_MOTOR_FORCE, MAX_MOTOR_FORCE),
                                                                  (-MAX_MOTOR_FORCE, MAX_MOTOR_FORCE)],
                                                    lock_status=[False, False, False])

    sim.add(prismatic_base_0)

    # Create gripper
    gripper_1 = create_body(name="gripper_1",
                            shape=agxCollide.Sphere(0.005),
                            position=agx.Vec3((LENGTH/2), OFFSET_Y, 0.0025),
                            motion_control=agx.RigidBody.DYNAMICS,
                            material=material_hard)
    gripper_1.getRigidBody("gripper_1").getGeometry("gripper_1").setEnableCollisions(False)
    sim.add(gripper_1)

    # Create base for gripper motors
    prismatic_base_0 = create_locked_prismatic_base("gripper_1", gripper_1.getRigidBody("gripper_1"),
                                                    position_ranges=[(-side_length*2, side_length*2),
                                                                     (-side_length*2, side_length*2),
                                                                     (-0.1, 0.01)],
                                                    motor_ranges=[(-MAX_MOTOR_FORCE, MAX_MOTOR_FORCE),
                                                                  (-MAX_MOTOR_FORCE, MAX_MOTOR_FORCE),
                                                                  (-MAX_MOTOR_FORCE, MAX_MOTOR_FORCE)],
                                                    lock_status=[False, False, False])
    sim.add(prismatic_base_0)
    
    # Create goal obstacle
    goal_obstacle = create_body(name="obstacle_goal",
                           shape=agxCollide.Cylinder(2 * R_GOAL_OBSTACLE, 0.1),
                           position=agx.Vec3(0.0,0.-0.075, 0.005),
                           motion_control=agx.RigidBody.STATIC,
                           material=material_hard)
    sim.add(goal_obstacle)
    rotation_cylinder = agx.OrthoMatrix3x3()
    rotation_cylinder.setRotate(agx.Vec3.Y_AXIS(), agx.Vec3.Z_AXIS())
    goal_obstacle.setRotation(rotation_cylinder)

    # Create obstacles
    obs_pos = OBSTACLE_POSITIONS
    for i in range(0, len(obs_pos)):
        obstacle = create_body(name="obstacle",
                               shape=agxCollide.Box(0.01, 0.015, 0.05),
                               position=agx.Vec3(obs_pos[i][0], obs_pos[i][1], 0.005),
                               motion_control=agx.RigidBody.STATIC,
                               material=material_hard)
        sim.add(obstacle)

    # Create rope and set name + properties
    dlo = agxCable.Cable(RADIUS, RESOLUTION)
    dlo.setName("DLO")
    material_rubber_band= dlo.getMaterial()
    rubber_band_material = material_rubber_band.getBulkMaterial()
    rubber_band_material.setPoissonsRatio(PEG_POISSON_RATIO)
    properties = dlo.getCableProperties()
    properties.setYoungsModulus(YOUNG_MODULUS_BEND, agxCable.BEND)
    properties.setYoungsModulus(YOUNG_MODULUS_TWIST, agxCable.TWIST)
    properties.setYoungsModulus(YOUNG_MODULUS_STRETCH, agxCable.STRETCH)

    dlo.add(agxCable.FreeNode(gripper_0.getRigidBody("gripper_0").getPosition()))
    dlo.add(agxCable.FreeNode(gripper_1.getRigidBody("gripper_1").getPosition()))
    #
    # hf = agx.HingeFrame()
    # hf.setCenter(gripper_0.getRigidBody("gripper_0").getPosition())
    # hf.setAxis(agx.Vec3(0,1,0))
    # hinge_0 = agx.Hinge(hf, base_z, rot_y)
    # agx.Hinge()


    # dlo.add(agxCable.BodyFixedNode(gripper_0.getRigidBody("gripper_0"), agx.Vec3()))
    # dlo.add(agxCable.BodyFixedNode(gripper_1.getRigidBody("gripper_1"),  agx.Vec3()))

    # Set angular damping for segments
    sim.add(dlo)
    segment_iterator = dlo.begin()
    n_segments = dlo.getNumSegments()
    segments = []
    for i in range(n_segments):
        if not segment_iterator.isEnd():
            seg = segment_iterator.getRigidBody()
            segments.append(seg)
            seg.setAngularVelocityDamping(2e4)
            segment_iterator.inc()
            mass_props = seg.getMassProperties()
            mass_props.setMass(1.25*mass_props.getMass())


    s0 = segments[0]
    s1 = segments[-1]

    h0 = agx.HingeFrame()
    h0.setCenter(gripper_0.getRigidBody("gripper_0").getPosition())
    h0.setAxis(agx.Vec3(0,0,1))
    l0 = agx.Hinge(h0, s0, gripper_0.getRigidBody("gripper_0") )
    sim.add(l0)

    h1 = agx.HingeFrame()
    h1.setCenter(gripper_1.getRigidBody("gripper_1").getPosition())
    h1.setAxis(agx.Vec3(0,0,1))
    l1 = agx.Hinge(h1, s1, gripper_1.getRigidBody("gripper_1") )
    sim.add(l1)

    # f0 = agx.Frame()
    # f1 = agx.Frame()
    # l0 = agx.LockJoint(s0, f0, gripper_0.getRigidBody("gripper_0"), f1)
    # l1 = agx.LockJoint(s1, f0, gripper_1.getRigidBody("gripper_1"), f1)
    # sim.add(l0)
    # sim.add(l1)

    # Try to initialize dlo
    report = dlo.tryInitialize()
    if report.successful():
        print("Successful dlo initialization.")
    else:
        print(report.getActualError())

    # Add rope to simulation
    sim.add(dlo)

    # Set rope material
    material_rubber_band = dlo.getMaterial()
    material_rubber_band.setName("rope_material")

    contactMaterial = sim.getMaterialManager().getOrCreateContactMaterial(material_hard, material_rubber_band)
    contactMaterial.setYoungsModulus(1e12)
    fm = agx.IterativeProjectedConeFriction()
    fm.setSolveType(agx.FrictionModel.DIRECT)
    contactMaterial.setFrictionModel(fm)

    # Add keyboard listener
    motor_x_0 = sim.getConstraint1DOF("gripper_0_joint_base_x").getMotor1D()
    motor_y_0 = sim.getConstraint1DOF("gripper_0_joint_base_y").getMotor1D()
    motor_x_1 = sim.getConstraint1DOF("gripper_1_joint_base_x").getMotor1D()
    motor_y_1 = sim.getConstraint1DOF("gripper_1_joint_base_y").getMotor1D()
    key_motor_map = {agxSDK.GuiEventListener.KEY_Up: (motor_y_0, 0.5),
                     agxSDK.GuiEventListener.KEY_Down: (motor_y_0, -0.5),
                     agxSDK.GuiEventListener.KEY_Right: (motor_x_0, 0.5),
                     agxSDK.GuiEventListener.KEY_Left: (motor_x_0, -0.5),
                     120: (motor_x_1, 0.5),
                     60: (motor_x_1, -0.5),
                     97: (motor_y_1, 0.5),
                     121: (motor_y_1, -0.5)}
    sim.add(KeyboardMotorHandler(key_motor_map))

    rbs = dlo.getRigidBodies()
    for i in range(len(rbs)):
        rbs[i].setName('dlo_' + str(i+1))

    return sim