Beispiel #1
0
    def setup(self):
        self.worldNP = render.attachNewNode('World')

        # World
        self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
        self.debugNP.show()

        self.world = BulletWorld()
        self.world.setGravity(Vec3(0, 0, -9.81))
        self.world.setDebugNode(self.debugNP.node())

        # Plane
        shape = BulletPlaneShape(Vec3(0, 0, 1), 0)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, -1)
        np.setCollideMask(BitMask32.allOn())

        self.world.attachRigidBody(np.node())

        # initial vehicles
        self.vehicles = []
        #self.vehicles.append(basicVehicle(self,[13,2,0.5],18)) # [10,0.1,0.5] is vehicle start position
        self.vehicles.append(
            basicVehicle(self, [10, 0.1, 0.5],
                         18))  # [10,0.1,0.5] is vehicle start position
        sensor = basicSensor(self)  # initial sensor
        sensor.setVehicle(self.vehicles[0])
        self.vehicles[0].setSensor(sensor)
        self.vehicles[0].sensor.align()
        agent = basicAgent(50, 10.8, 15)  # initial agent
        agent.setVehicle(self.vehicles[0])
        self.vehicles[0].setAgent(agent)
    def createPlane(self):
        rb = BulletRigidBodyNode('Ground')
        rb.addShape(BulletPlaneShape(Vec3(0, 0, 1), 1))
        rb.setFriction(1.0)

        np = self.render.attachNewNode(rb)
        np.setPos(Vec3(0, 0, -100))
        np.setCollideMask(BitMask32.bit(0))

        self.world.attachRigidBody(rb)

        return np
    def createPlane(self, pos):
        rb = BulletRigidBodyNode("plane")
        rb.addShape(BulletPlaneShape(Vec3(0, 0, 1), 1))
        rb.setFriction(1.0)
        rb.setAnisotropicFriction(1.0)
        rb.setRestitution(1.0)

        np = self.render.attachNewNode(rb)
        np.setPos(pos)
        np.setCollideMask(BitMask32.bit(0))

        self.world.attachRigidBody(rb)

        return np
Beispiel #4
0
    def setup(self):
        self.worldNP = render.attachNewNode('World')

        # World
        self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
        # self.debugNP.show()

        self.world = BulletWorld()
        self.world.setGravity(Vec3(0, 0, -9.81))
        self.world.setDebugNode(self.debugNP.node())

        # Plane
        shape = BulletPlaneShape(Vec3(0, 0, 1), 0)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, -1)
        np.setCollideMask(BitMask32.allOn())

        self.world.attachRigidBody(np.node())

        # initial vehicles
        length = 2.8
        width = 1.2
        height = 1
        axisDis = 2.1
        wheelDis = 1.4
        wheelH = 0.3
        radius = 0.25

        self.vehicles = []
        self.sensors = []

        # Adding autonomous vehicles
        for i in range(len(self.initAV)):
            self.vehicles.append(
                basicVehicle(self,
                             [self.initAV[i][0], self.initAV[i][1], -0.6],
                             self.initAV[i][2], length, width, height, axisDis,
                             wheelDis, radius, wheelH))
            self.sensors.append(basicSensor(self))  # initial sensor
            self.sensors[i].setVehicle(self.vehicles[i])
            self.vehicles[i].setSensor(self.sensors[i])
            self.vehicles[i].sensor.align()
            self.agents[i].setVehicle(self.vehicles[i])
            self.vehicles[i].setAgent(self.agents[i])
    def createPlane(self, pos):
        rb = BulletRigidBodyNode("GroundPlane")
        rb.addShape(BulletPlaneShape(Vec3(0, 0, 1), 1))
        rb.setFriction(1.0)
        rb.setAnisotropicFriction(1.0)
        rb.setRestitution(1.0)

        np = self.render.attachNewNode(rb)
        np.setPos(pos)
        np.setCollideMask(BitMask32.bit(0))

        plane = self.loader.loadModel("cube")
        plane.setScale(Vec3(100, 100, 1))
        plane.setPos(Vec3(0, 0, -0.5))
        plane.setColor(VBase4(0.8, 0.8, 0.8, 1.0))
        plane.reparentTo(np)

        self.world.attachRigidBody(rb)

        return np
Beispiel #6
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    def createCuttingPlanes(self):
        self.planes = self.render.attachNewNode("planes")
        pl = self.planes.attachNewNode("pl")
        data = EggData()
        self.planedata = []

        vp = EggVertexPool('plane')
        data.addChild(vp)

        fac = 1.0
        expanse = 10.0
        rng = 4
        for i in range(-rng, rng):
            poly = EggPolygon()
            data.addChild(poly)

            self.planedata.append(i * fac)

            v = EggVertex()
            v.setPos(Point3D(i * fac, -expanse, -expanse))
            poly.addVertex(vp.addVertex(v))
            v = EggVertex()
            v.setPos(Point3D(i * fac, -expanse, +expanse))
            poly.addVertex(vp.addVertex(v))
            v = EggVertex()
            v.setPos(Point3D(i * fac, +expanse, +expanse))
            poly.addVertex(vp.addVertex(v))
            v = EggVertex()
            v.setPos(Point3D(i * fac, +expanse, -expanse))
            poly.addVertex(vp.addVertex(v))

        node = loadEggData(data)
        np = NodePath(node)
        np.reparentTo(pl)
        np.setColor(0, 1, 0, 1)
        np.setTwoSided(True)
        np.setTransparency(TransparencyAttrib.MAlpha)
        np.setAlphaScale(0.1)
        np.setCollideMask(BitMask32(0x0))
        return self.planes
Beispiel #7
0
    def setup(self):
        self.worldNP = render.attachNewNode('World')

        # World
        self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
        self.debugNP.show()

        self.world = BulletWorld()
        self.world.setGravity(Vec3(0, 0, -9.81))
        self.world.setDebugNode(self.debugNP.node())

        # Plane
        shape = BulletPlaneShape(Vec3(0, 0, 1), 0)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, -1)
        np.setCollideMask(BitMask32.allOn())

        self.world.attachRigidBody(np.node())

        self.vehicles = dict()
    def createBox(self, mass, pos, scale, color):
        rb = BulletRigidBodyNode('box')
        rb.addShape(BulletBoxShape(scale))
        rb.setMass(mass)
        rb.setLinearDamping(0.2)
        rb.setAngularDamping(0.9)
        rb.setFriction(1.0)
        rb.setAnisotropicFriction(1.0)
        rb.setRestitution(0.0)

        self.world.attachRigidBody(rb)

        np = self.render.attachNewNode(rb)
        np.setPos(pos)
        np.setCollideMask(BitMask32.bit(1))

        cube = self.loader.loadModel('cube')
        cube.setScale(scale)
        cube.setColor(color)
        cube.reparentTo(np)

        return np
Beispiel #9
0
  def setup(self):
    self.worldNP = render.attachNewNode('World')

    # World
    self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
    # self.debugNP.show()

    self.world = BulletWorld()
    self.world.setGravity(Vec3(0, 0, -9.81))
    self.world.setDebugNode(self.debugNP.node())

    # Plane
    shape = BulletPlaneShape(Vec3(0, 0, 1), 0)

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
    np.node().addShape(shape)
    np.setPos(0, 0, -1)
    np.setCollideMask(BitMask32.allOn())

    self.world.attachRigidBody(np.node())

    # initial vehicles
    length=2.8
    width=1.2
    height=1
    axisDis=2.1
    wheelDis=1.4
    wheelH=0.3
    radius=0.25
    
    self.vehicles=[]
    self.sensors=[]
    
    self.vehicles.append(basicVehicle(self,[self.initAV[0],self.initAV[1],-0.6],self.initAV[2],length,width,height,axisDis,wheelDis,radius,wheelH)) # [10,0.1,0.5] is vehicle start position
    self.sensors.append(basicSensor(self))  # initial sensor
    self.sensors[0].setVehicle(self.vehicles[0])
    self.vehicles[0].setSensor(self.sensors[0])
    self.vehicles[0].sensor.align()
    self.agents[0].setVehicle(self.vehicles[0])
    self.vehicles[0].setAgent(self.agents[0])

    #Adding laneKeeping vehicles
    for i in range(len(self.initSV)):
        self.vehicles.append(surroundingVehicle(self,[self.initSV[i][0],self.initSV[i][1],-0.6],self.initSV[i][2],length,width,height,axisDis,wheelDis,radius,wheelH)) # [10,0.1,0.5] is vehicle start position
        self.sensors.append(basicSensor(self))  # initial sensor
        self.sensors[i+1].setVehicle(self.vehicles[i+1])
        self.vehicles[i+1].setSensor(self.sensors[i+1])
        self.vehicles[i+1].sensor.align()
        self.agents[i+1].setVehicle(self.vehicles[i+1])
        self.vehicles[i+1].setAgent(self.agents[i+1])    
    
    '''self.vehicles.append(basicVehicle(self,[50,-6,-0.6],30)) # [10,0.1,0.5] is vehicle start position
    sensor1=basicSensor(self)  # initial sensor
    sensor1.setVehicle(self.vehicles[1])
    self.vehicles[1].setSensor(sensor1)
    self.vehicles[1].sensor.align()
    #agent1=planningAgent(20,5,40,0,1)   # initial agent
    agent1=laneKeepingAgent(20,20,30,1)
    agent1.setVehicle(self.vehicles[1])
    self.vehicles[1].setAgent(agent1)'''
    
    #Surrounding vehicles' speed
    v1=25
    v2=25
    v3=25
    v4=25
    
    '''self.vehicles.append(basicVehicle(self,[60,-6.1,-0.6],v1))