Beispiel #1
0
def main():

    parser = argparse.ArgumentParser("Lobster Simulator")
    parser.add_argument('--gui', type=bool, help='Run with or without GUI')
    args = parser.parse_args()

    gui = args.gui

    time_step = 4000

    simulator = Simulator(time_step,
                          gui=gui,
                          config={"rotate_camera_with_robot": False})
    simulator.create_robot(Models.SCOUT_ALPHA, buoyancy_resolution=0.07)

    # Only try to add debug sliders and visualisation when the gui is showing
    if gui:
        desired_pos_sliders = [
            PybulletAPI.addUserDebugParameter("desired x", -100, 100, 0),
            PybulletAPI.addUserDebugParameter("desired y", -100, 100, 0),
            PybulletAPI.addUserDebugParameter("desired z", 0, 100, 90)
        ]
        roll_rate_slider = PybulletAPI.addUserDebugParameter(
            "rate ROLL", -10, 10, 0)

        simulator_time_step_slider = PybulletAPI.addUserDebugParameter(
            "simulation timestep microseconds", 1000, 500000, 4000)

    high_level_controller = HighLevelController(gui,
                                                simulator.robot.get_position(),
                                                Vec3([.0, .0, .0]),
                                                position_control=True)

    terrain_loader = Terrain.perlin_noise_terrain(30)

    paused = False

    cycles = 0
    previous_time = time.time()
    cycles_per_second = 0

    while True:
        keys = PybulletAPI.getKeyboardEvents()
        if ord('p') in keys and keys[ord('p')] == 3:
            paused = not paused
        if ord('r') in keys and keys[ord('r')] == 3:
            simulator.reset_robot()
        if PybulletAPI.DELETE_KEY in keys and keys[
                PybulletAPI.DELETE_KEY] == 3:
            break

        lobster_pos, lobster_orn = simulator.robot.get_position_and_orientation(
        )

        terrain_loader.update(lobster_pos)

        if not paused:

            # Reading all the debug parameters (only if the gui is showing)
            if gui:
                time_step = PybulletAPI.readUserDebugParameter(
                    simulator_time_step_slider)

                high_level_controller.set_target_rate(
                    ROLL, PybulletAPI.readUserDebugParameter(roll_rate_slider))

            simulator.set_time_step(time_step)

            velocity = PybulletAPI.getBaseVelocity(simulator.robot.object_id)
            high_level_controller.update(lobster_pos, lobster_orn, velocity[0],
                                         velocity[1], time_step / 1000000)

            thrust_motors = high_level_controller.motor_thrust_outputs

            for i, thruster in enumerate(simulator.robot.thrusters.values()):
                thruster.set_desired_thrust(thrust_motors[i])

            simulator.do_step()

            previous_weight = 0.99
            cycles_per_second = previous_weight * cycles_per_second + (
                1 - previous_weight) / (time.time() - previous_time)

            # print(f'{cycles_per_second:.0f}', end='\r')
            previous_time = time.time()

    PybulletAPI.disconnect()
    def _update_desired(self, orientation):
        keyboard_events = PybulletAPI.getKeyboardEvents()

        if self.position_control:
            desired_position = vec3_rotate_vector_to_local(orientation, self.desired_position)
            if self.key_is_down('q', keyboard_events):
                desired_position[Z] -= 0.008
            if self.key_is_down('e', keyboard_events):
                desired_position[Z] += 0.008
            if self.key_is_down('w', keyboard_events):
                desired_position[X] += 0.008
            if self.key_is_down('s', keyboard_events):
                desired_position[X] -= 0.008
            if self.key_is_down('a', keyboard_events):
                desired_position[Y] -= 0.008
            if self.key_is_down('d', keyboard_events):
                desired_position[Y] += 0.008

            desired_position[X] += self.gamepad.y / 40
            desired_position[Y] += self.gamepad.x / 40
            desired_position[Z] += self.gamepad.z / 40 - self.gamepad.rz / 40

            self.desired_position = vec3_rotate_vector_to_world(orientation, desired_position)

            if self.key_is_down('j', keyboard_events):
                self.desired_orientation[Z] -= 0.003
            if self.key_is_down('l', keyboard_events):
                self.desired_orientation[Z] += 0.003
            if self.key_is_down('u', keyboard_events):
                self.desired_orientation[X] -= 0.003
            if self.key_is_down('o', keyboard_events):
                self.desired_orientation[X] += 0.003
            if self.key_is_down('i', keyboard_events):
                self.desired_orientation[Y] -= 0.003
            if self.key_is_down('k', keyboard_events):
                self.desired_orientation[Y] += 0.003

            self.desired_orientation[Y] -= self.gamepad.ry / 200
            self.desired_orientation[Z] += self.gamepad.rx / 200
        else:
            self.desired_velocity = Vec3([0, 0, 0])
            if self.key_is_down('q', keyboard_events):
                self.desired_velocity[Z] -= 10
            if self.key_is_down('e', keyboard_events):
                self.desired_velocity[Z] += 10
            if self.key_is_down('w', keyboard_events):
                self.desired_velocity[X] += 10
            if self.key_is_down('s', keyboard_events):
                self.desired_velocity[X] -= 10
            if self.key_is_down('a', keyboard_events):
                self.desired_velocity[Y] -= 10
            if self.key_is_down('d', keyboard_events):
                self.desired_velocity[Y] += 10

            self.desired_velocity[X] += self.gamepad.y * 10
            self.desired_velocity[Y] += self.gamepad.x * 10
            # self.desired_velocity[Z] = self.gamepad.z * 3 - self.gamepad.rz * 3

            self.desired_rates = Vec3([0, 0, 0])
            if self.key_is_down('j', keyboard_events):
                self.desired_rates[YAW] += 2
            if self.key_is_down('l', keyboard_events):
                self.desired_rates[YAW] -= 2
            if self.key_is_down('u', keyboard_events):
                self.desired_rates[ROLL] += 2
            if self.key_is_down('o', keyboard_events):
                self.desired_rates[ROLL] -= 2
            if self.key_is_down('i', keyboard_events):
                self.desired_rates[PITCH] += 2
            if self.key_is_down('k', keyboard_events):
                self.desired_rates[PITCH] -= 2

            self.desired_rates[YAW] -= self.gamepad.rx * 2.0
            self.desired_rates[PITCH] += self.gamepad.ry * 2.0
            self.desired_rates[ROLL] += self.gamepad.z * 2.0 - self.gamepad.rz * 2.0