Beispiel #1
0
 def step(self, q_dot):
     q_dot = np.array(q_dot).reshape((-1, 1))
     self.set_velocity(q_dot)
     v_b = q_dot[self.mask]
     g_prev = self.get_transform_world()
     v_s = SE3.Ad(g_prev) @ v_b
     g_next = SE3.exp(v_s) * g_prev
     self.set_transform_world(g_next)
Beispiel #2
0
 def set_state(self, q):
     self.q = q[self.mask]
     exp = SE3.identity()
     for i in range(len(self.xi)):
         q = self.q[i, 0]
         xi = self.xi[i]
         exp = exp * SE3.exp(xi * q)
     g_wl = exp * self.g_wl0
     self.set_transform_world(g_wl)
Beispiel #3
0
 def get_spatial_jacobian(self):
     J = np.zeros((6, len(self.xi)))
     exp = SE3.identity()
     for i in range(len(self.xi)):
         if i - 1 >= 0:
             exp = exp * SE3.exp(self.xi[i - 1] * self.q[i - 1, 0])
         J[:, i, None] = SE3.Ad(exp) @ self.xi[i]
     J_s = np.zeros((6, len(self.mask)))
     J_s[:, self.mask] = J
     return J_s
Beispiel #4
0
    def draw(self, shader):
        # Compute scaled transforms for the arrow.
        s = np.diag([self.radius, self.radius, self.length, 1.0])

        # Set transforms
        g = self.get_tf_world().matrix()
        # y axis
        z_to_y = SE3.exp([0, 0, 0, -np.pi / 2, 0, 0]).matrix()
        self.y_axis.get_tf_world().set_matrix(g @ z_to_y @ s)
        # x axis
        z_to_x = SE3.exp([0, 0, 0, 0, np.pi / 2, 0]).matrix()
        self.x_axis.get_tf_world().set_matrix(g @ z_to_x @ s)
        # z axis
        # s[0:3,3] = np.array([0, 0, self.length/2])
        self.z_axis.get_tf_world().set_matrix(g @ s)

        self.x_axis.draw(shader)
        self.y_axis.draw(shader)
        self.z_axis.draw(shader)
Beispiel #5
0
 def init_hand_gui(self):
     # Create hand + baton.
     self.hand = AnthroHand()
     self.baton = Body('baton')
     self.baton.set_shape(Ellipse(10, 5, 5))
     self.baton.set_transform_world(SE3.exp([0,2.5,5+0.6/2,0,0,0]))
     self.collider = DynamicCollisionManager()
     for link in self.hand.links:
         self.collider.add_pair(self.baton, link)
     manifolds = self.collider.collide()
     for m in manifolds:
         print(m)
     self.system = System()
     self.system.add_body(self.hand)
     self.system.add_obstacle(self.baton)
     self.system.set_collider(self.collider)
     self.system.reindex_dof_masks()
     # GUI parameters.
     self.hand_color = get_color('clay')
     self.hand_color[3] = 0.5
     self.baton_color = get_color('teal')
     self.baton_color[3] = 0.5
     self.load_hand = True
Beispiel #6
0
 def init(self,
          num_fingers=3,
          num_digits=3,
          finger_length=5,
          finger_width=2,
          finger_thickness=0.6,
          palm_length=10.0,
          palm_width=10.0,
          palm_thickness=0.6):
     # Create anthropomorphic hand.
     num_dofs = num_fingers * num_digits + (num_digits - 1)
     self.links = []
     self.mask = np.array([True] * num_dofs, bool)
     # Create gₛₗ(0), ξ's, and mask for each finger.
     dof_id = 0
     for i in range(num_fingers + 1):
         finger = [Link('f%d_%d' % (i, 0))]
         # Finger digit 0 position relative to palm.
         g_sl0 = SE3.exp(
             np.array([(palm_width - finger_width) / (num_fingers - 1) * i -
                       (palm_width - finger_width) / 2,
                       palm_length / 2 + finger_length / 2, 0, 0, 0, 0]))
         if i == num_fingers:  # thumb
             g_sl0 = SE3.exp(
                 np.array([(palm_width + finger_width) / 2,
                           finger_length / 2, 0, 0, 0, 0]))
         finger[0].set_transform_0(g_sl0)
         # Joint twist for digit 0.
         w_0 = np.array([1, 0, 0])
         p_0 = finger[0].get_transform_0().t.copy()
         p_0[1, 0] -= finger_length / 2
         xi_0 = np.zeros((6, 1))
         xi_0[0:3, 0, None] = -SO3.ad(w_0) @ p_0
         xi_0[3:6, 0] = w_0
         joint_twists = [xi_0]
         finger[0].set_joint_twists(joint_twists.copy())
         # Shape for digit 0.
         finger[0].set_shape(
             Box(finger_width, finger_length, finger_thickness))
         # Mask for digit 0.
         mask = np.array([False] * num_dofs)
         mask[dof_id] = True
         dof_id += 1
         finger[0].set_dof_mask(mask.copy())
         # Subsequent digit positions relative to previous digit.
         n_d = num_digits
         if i == num_fingers:
             n_d -= 1
         for j in range(1, n_d):
             # Link.
             digit = Link('f%d_%d' % (i, j))
             finger.append(digit)
             # Create gₛₗ(0).
             xi_0 = np.zeros((6, 1))
             xi_0[0:3, 0, None] = finger[j - 1].get_transform_0().t
             xi_0[1, 0] += finger_length
             g_slj = SE3.exp(xi_0)
             # Set gₛₗ(0).
             digit.set_transform_0(g_slj)
             # Add joint twist ξⱼ.
             w_j = np.array([1, 0, 0])
             p_j = g_slj.t.copy()
             p_j[1, 0] -= finger_length / 2
             xi_j = np.zeros((6, 1))
             xi_j[0:3, 0, None] = -SO3.ad(w_j) @ p_j
             xi_j[3:6, 0] = w_j
             joint_twists.append(xi_j)
             finger[j].set_joint_twists(joint_twists.copy())
             # Shape for digit j.
             finger[j].set_shape(
                 Box(finger_width, finger_length, finger_thickness))
             # Mask for digit j.
             mask[dof_id] = True
             dof_id += 1
             finger[j].set_dof_mask(mask.copy())
         # Add finger links.
         self.links.extend(finger)
     # Add palm.
     self.links.append(Static('palm'))
     self.links[-1].set_shape(Box(palm_width, palm_length, palm_thickness))
     self.links[-1].set_dof_mask(np.array([False] * num_dofs))
     # Set to 0 position and velocity.
     self.set_state(np.zeros((num_dofs, 1)))
     self.set_velocity(np.zeros((num_dofs, 1)))
     # Create tree.
     self.init_tree()
Beispiel #7
0
 def set_state(self, q):
     q = np.array(q).reshape((-1, 1))
     self.set_transform_world(SE3.exp(q[self.mask]))