Ejemplo n.º 1
0
class RocketPhys(Phys):
    def __init__(self, mdt, parent):
        Phys.__init__(self, mdt)
        self.parent = parent

    def fire(self):
        self.node = BulletRigidBodyNode('Box')
        self.node.setMass(10000)
        self.node.addShape(BulletSphereShape(.5))
        self.np = self.parent.attachNewNode(self.node)
        self.np.setPos(0, 0, 1.5)
        eng.attach_rigid_body(self.node)
        self.mdt.gfx.gfx_np.reparentTo(self.np)
        self.mdt.gfx.gfx_np.setPos(0, 0, 0)
        rot_mat = Mat4()
        rot_mat.setRotateMat(self.parent.get_h(), (0, 0, 1))
        self.node.setLinearVelocity(rot_mat.xformVec((0, 30, 0)))
        # continue to apply after firing

    def destroy(self):
        if hasattr(self, 'node'):  # has not been fired
            eng.remove_rigid_body(self.node)
            self.np = self.np.remove_node()
        self.parent = None
        Phys.destroy(self)
Ejemplo n.º 2
0
class Shoot():
    def __init__(self, showbase):

        self.showbase = showbase
        self.actor = showbase.actor

        print('Press "q" to shoot')
        showbase.accept('q', self.createBall)

    def createBall(self):

        self.actor.play("launch")

        # Sphere
        self.shape = BulletSphereShape(0.15)
        self.node = BulletRigidBodyNode('Sphere')
        self.node.setMass(1)
        self.node.addShape(self.shape)
        self.np = self.showbase.render.attachNewNode(self.node)
        self.np.setPos(self.actor.getX(), self.actor.getY(),
                       self.actor.getZ() + 2.5)

        # Smiley
        self.model = self.showbase.loader.loadModel("./models/smiley")
        self.model.setTexture(
            self.showbase.loader.loadTexture(imagePath + 'metal1.jpg'), 1)
        self.model.flattenLight()
        self.model.setScale(0.15, 0.15, 0.15)
        self.model.reparentTo(self.np)

        # Set speed
        h = self.actor.getH()
        if (h == 0):
            x = 0
            y = 8
        if (h == 90):
            x = -7
            y = 0
        if (h == 180):
            x = 0
            y = -8
        if (h == -90):
            x = 8
            y = 0

        self.node.setLinearVelocity(Vec3(x, y,
                                         6.2))  #self.actor.getX()/3, 11, 6.2)
        self.showbase.world.attachRigidBody(self.node)
Ejemplo n.º 3
0
class Shoot( ) :
    
    def __init__(self, showbase) :
        
        self.showbase = showbase
        self.actor = showbase.actor
        
        print('Press "q" to shoot')
        showbase.accept('q', self.createBall)

    def createBall(self) :
        
        self.actor.play("launch")

        # Sphere
        self.shape = BulletSphereShape(0.15)
        self.node = BulletRigidBodyNode('Sphere')
        self.node.setMass(1)
        self.node.addShape(self.shape)
        self.np = self.showbase.render.attachNewNode(self.node)
        self.np.setPos(self.actor.getX(), self.actor.getY(), self.actor.getZ() + 2.5)

        # Smiley
        self.model = self.showbase.loader.loadModel("./models/smiley")
        self.model.setTexture(self.showbase.loader.loadTexture(imagePath + 'metal1.jpg'), 1)
        self.model.flattenLight()
        self.model.setScale(0.15, 0.15, 0.15)
        self.model.reparentTo(self.np)
        
        # Set speed
        h = self.actor.getH()
        if(h == 0) :
            x = 0
            y = 8
        if(h == 90) :
            x = -7
            y = 0
        if(h == 180) :
            x = 0
            y = -8
        if(h == -90) :
            x = 8
            y = 0
            
        self.node.setLinearVelocity(Vec3(x, y, 6.2)) #self.actor.getX()/3, 11, 6.2)
        self.showbase.world.attachRigidBody(self.node)
Ejemplo n.º 4
0
class EscapeFromJCMB(object, DirectObject):
    def __init__(self):
        print "Loading..."
        self.init_window()
        self.init_music()
        self.init_bullet()
        self.init_key()
        self.load_world()
        self.init_player()
        self.init_objects()
        render.prepareScene(base.win.getGsg())
        print "Done"
        self.start_physics()

    def init_window(self):
        # Hide the mouse cursor
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

    def init_music(self):
        music = base.loader.loadSfx("../data/snd/Bent_and_Broken.mp3")
        music.play()
        self.playferscream = base.loader.loadSfx("../data/snd/deadscrm.wav")

    def init_bullet(self):
        self.world = BulletWorld()
        self.world.setGravity(Vec3(0, 0, -9.81))

        #    debugNode = BulletDebugNode('Debug')
        #    debugNode.showWireframe(True)
        #    debugNode.showConstraints(True)
        #    debugNode.showBoundingBoxes(False)
        #    debugNode.showNormals(False)
        #    debugNP = render.attachNewNode(debugNode)
        #    debugNP.show()
        #    self.world.setDebugNode(debugNP.node())

        alight = AmbientLight('alight')
        alight.setColor(VBase4(0.05, 0.05, 0.05, 1))
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)

    def init_key(self):

        # Stores the state of the keys, 1 for pressed and 0 for unpressed
        self.key_state = {
            'up': False,
            'right': False,
            'down': False,
            'left': False
        }

        # Assign the key event handler
        self.accept('w', self.set_key_state, ['up', True])
        self.accept('w-up', self.set_key_state, ['up', False])
        self.accept('d', self.set_key_state, ['right', True])
        self.accept('d-up', self.set_key_state, ['right', False])
        self.accept('s', self.set_key_state, ['down', True])
        self.accept('s-up', self.set_key_state, ['down', False])
        self.accept('a', self.set_key_state, ['left', True])
        self.accept('a-up', self.set_key_state, ['left', False])

        # Stores the state of the mouse buttons, 1 for pressed and 0 for unpressed
        self.mouse_state = {'left_click': False, 'right_click': False}

        # Assign the mouse click event handler
        self.accept('mouse1', self.set_mouse_state, ['left_click', True])
        self.accept('mouse1-up', self.set_mouse_state, ['left_click', False])
        self.accept('mouse2', self.set_mouse_state, ['right_click', True])
        self.accept('mouse2-up', self.set_mouse_state, ['right_click', False])

        self.accept('z', self.print_pos)

        # Esc
        self.accept('escape', sys.exit)

    def set_key_state(self, key, state):
        self.key_state[key] = state

    def set_mouse_state(self, button, state):
        self.mouse_state[button] = state

    def print_pos(self):
        print self.playernp.getPos()

    def egg_to_BulletTriangleMeshShape(self, modelnp):
        mesh = BulletTriangleMesh()
        for collisionNP in modelnp.findAllMatches('**/+CollisionNode'):
            collisionNode = collisionNP.node()
            for collisionPolygon in collisionNode.getSolids():
                tri_points = collisionPolygon.getPoints()
                mesh.addTriangle(tri_points[0], tri_points[1], tri_points[2])
        shape = BulletTriangleMeshShape(mesh, dynamic=False)
        return shape

    def load_world(self):
        stairwell = loader.loadModel('../data/mod/jcmbstairs.egg')
        stairwell.reparentTo(render)
        stairwell_shape = self.egg_to_BulletTriangleMeshShape(stairwell)
        stairwellnode = BulletRigidBodyNode('stairwell')
        stairwellnode.addShape(stairwell_shape)
        self.world.attachRigidBody(stairwellnode)

    def init_player(self):
        # Stop the default mouse behaviour
        base.disableMouse()

        # Character has a capsule shape
        shape = BulletCapsuleShape(0.2, 1, ZUp)
        self.player = BulletRigidBodyNode('Player')
        self.player.setMass(80.0)
        self.player.addShape(shape)
        self.playernp = render.attachNewNode(self.player)
        self.playernp.setPos(0, 0, 1)
        self.world.attachRigidBody(self.player)

        self.player.setLinearSleepThreshold(0.0)
        self.player.setAngularFactor(0.0)

        self.player_speed = 3
        self.player_is_grabbing = False

        #    self.head = BulletRigidBodyNode('Player Head')
        #    self.head.addShape(BulletSphereShape(0.2))
        #    self.head.setMass(10)
        #    self.head.setInertia(Vec3(1,1,1))
        #    self.head.setAngularFactor(1.0)
        #    self.head.setLinearFactor(0.0)
        #    self.headnp = self.playernp.attachNewNode(self.head)
        #    self.headnp.setPos(0,0,0)
        #    self.headnp.setCollideMask(BitMask32.allOff())
        #    self.world.attachRigidBody(self.head)

        # Attach the camera to the player's head
        base.camera.reparentTo(self.playernp)
        #    base.camera.setPos(0,0,.5)
        base.camLens.setFov(80)
        base.camLens.setNear(0.01)

        # Make the torch and attach it to our character
        torch = Spotlight('torch')
        torch.setColor(VBase4(1, 1, 1, 1))
        lens = PerspectiveLens()
        lens.setFov(80)
        lens.setNearFar(20, 100)
        torch.setLens(lens)
        self.torchnp = base.camera.attachNewNode(torch)
        self.torchnp.setPos(0, 0, 0)

        # Allow the world to be illuminated by our torch
        render.setLight(self.torchnp)

        self.cs = None

        # Player's "hand" in the world
        hand_model = loader.loadModel('../data/mod/hand.egg')
        hand_model.setScale(1)
        hand_model.setBillboardPointEye()

        self.hand = BulletRigidBodyNode('Hand')
        self.hand.addShape(BulletSphereShape(0.1))
        self.hand.setLinearSleepThreshold(0.0)
        self.hand.setLinearDamping(0.9999999)
        self.hand.setAngularFactor(0.0)
        self.hand.setMass(1.0)
        self.world.attachRigidBody(self.hand)
        self.handnp = render.attachNewNode(self.hand)
        self.handnp.setCollideMask(BitMask32.allOff())
        #    hand_model.reparentTo(self.handnp)

        # Create a text node to display object identification information and attach it to the player's "hand"
        self.hand_text = TextNode('Hand Text')
        self.hand_text.setText("Ch-ch-chek yoself befo yo rek yoself, bro.")
        self.hand_text.setAlign(TextNode.ACenter)
        self.hand_text.setTextColor(1, 1, 1, 1)
        self.hand_text.setShadow(0.05, 0.05)
        self.hand_text.setShadowColor(0, 0, 0, 1)
        self.hand_text_np = render.attachNewNode(self.hand_text)
        self.hand_text_np.setScale(0.03)
        self.hand_text_np.setBillboardPointEye()
        self.hand_text_np.hide()

        # Disable the depth testing for the hand and the text - we always want these things on top, with no clipping
        self.handnp.setDepthTest(False)
        self.hand_text_np.setDepthTest(False)

        # Add the player update task
        taskMgr.add(self.update, 'update_player_task')

    def init_objects(self):

        # Make Playfer Box
        shape = BulletBoxShape(Vec3(0.25, 0.25, 0.25))
        node = BulletRigidBodyNode('Playfer Box')
        node.setMass(110.0)
        node.setFriction(1.0)
        node.addShape(shape)
        node.setAngularDamping(0.0)
        np = render.attachNewNode(node)
        np.setPos(-1.4, 1.7, -1.7)
        self.world.attachRigidBody(node)
        playferboxmodel = loader.loadModel('../data/mod/playferbox.egg')
        playferboxmodel.reparentTo(np)

        # Make Pendlepot
        shape = BulletBoxShape(Vec3(0.2, 0.15, 0.1))
        node = BulletRigidBodyNode('Pendlepot')
        node.setMass(5.0)
        node.setFriction(1.0)
        node.addShape(shape)
        node.setAngularDamping(0.0)
        np = render.attachNewNode(node)
        np.setPos(-1.4, 1.7, -1.5)
        self.world.attachRigidBody(node)
        pendlepotmodel = loader.loadModel('../data/mod/pendlepot.egg')
        pendlepotmodel.reparentTo(np)

    def update(self, task):
        # Update camera orientation
        md = base.win.getPointer(0)
        mouse_x = md.getX()
        mouse_y = md.getY()
        centre_x = base.win.getXSize() / 2
        centre_y = base.win.getYSize() / 2
        if base.win.movePointer(0, centre_x, centre_y):
            new_H = base.camera.getH() + (centre_x - mouse_x)
            new_P = base.camera.getP() + (centre_y - mouse_y)
            if new_P < -90:
                new_P = -90
            elif new_P > 90:
                new_P = 90
            base.camera.setH(new_H)
            base.camera.setP(new_P)

        # Update player position
        speed = 3
        self.player_is_moving = False
        if (self.key_state["up"] == True):
            self.player_is_moving = True
            dir = 0
        if (self.key_state["down"] == True):
            self.player_is_moving = True
            dir = 180
        if (self.key_state["left"] == True):
            self.player_is_moving = True
            dir = 90
        if (self.key_state["right"] == True):
            self.player_is_moving = True
            dir = 270

        self.player.clearForces()
        old_vel = self.player.getLinearVelocity()
        new_vel = Vec3(0, 0, 0)
        if self.player_is_moving == True:
            new_vel.setX(-speed * math.sin(
                (base.camera.getH() + dir) * 3.1415 / 180.0))
            new_vel.setY(speed * math.cos(
                (base.camera.getH() + dir) * 3.1415 / 180.0))

        timescale = 0.001
        linear_force = (new_vel - old_vel) / (timescale)
        linear_force.setZ(0.0)
        self.player.applyCentralForce(linear_force)

        if self.player_is_grabbing == False:
            new_hand_pos = LPoint3f(
                render.getRelativePoint(base.camera, Vec3(0, 0.2, 0)))
            self.handnp.setPos(new_hand_pos)
        else:
            new_hand_pos = LPoint3f(
                render.getRelativePoint(base.camera, Vec3(0, 0.5, 0)))
            diff = new_hand_pos - self.handnp.getPos()
            self.hand.applyCentralForce(diff * 1000 -
                                        self.hand.getLinearVelocity() * 100)
            if diff.length() > .5:
                self.player.setLinearVelocity(Vec3(0, 0, 0))

        # Identify what lies beneath the player's hand (unless player is holding something)
        if self.player_is_grabbing == False:
            ray_from = self.playernp.getPos()
            ray_to = LPoint3f(
                render.getRelativePoint(base.camera, Vec3(0, 1, 0)))
            result = self.world.rayTestClosest(ray_from, ray_to)
            if result.hasHit() == True:
                self.hand_text.setText(result.getNode().getName())
                self.hand_text_np.setPos(result.getHitPos())
                self.hand_text_np.show()

                # If player clicks, grab the object by the nearest point (as chosen by ray)
                if self.mouse_state["left_click"] == True:
                    if result.getNode().getNumChildren() == 1:
                        obj = NodePath(result.getNode().getChild(0))

                        if self.player_is_grabbing == False:
                            self.player_is_grabbing = True

                            # Find the position of contact in terms of the object's local coordinates.
                            # Parent the player's hand to the grabbed object at that position.
                            pos = obj.getRelativePoint(render,
                                                       result.getHitPos())

                            self.grabbed_node = result.getNode()
                            self.grabbed_node.setActive(True)
                            print self.grabbed_node

                            frameA = TransformState.makePosHpr(
                                Vec3(0, 0, 0), Vec3(0, 0, 0))
                            frameB = TransformState.makePosHpr(
                                Vec3(0, 0, 0), Vec3(0, 0, 0))

                            swing1 = 20  # degrees
                            swing2 = 20  # degrees
                            twist = 20  # degrees

                            self.cs = BulletConeTwistConstraint(
                                self.hand, result.getNode(), frameA, frameB)
                            self.cs.setLimit(swing1, swing2, twist)
                            self.world.attachConstraint(self.cs)

                            # Stop the held object swinging all over the place
                            result.getNode().setAngularDamping(0.7)
            else:
                self.hand_text_np.hide()
                self.player_is_grabbing = False

        if self.mouse_state["left_click"] == False:
            self.player_is_grabbing = False
            if self.cs != None:
                self.world.remove_constraint(self.cs)
                self.cs = None
                self.grabbed_node.setAngularDamping(0.0)

        if self.player_is_grabbing == True and self.mouse_state[
                "right_click"] == True:
            self.world.remove_constraint(self.cs)
            self.cs = None
            self.grabbed_node.setAngularDamping(0.0)
            self.grabbed_node.setActive(True)
            self.grabbed_node.applyCentralImpulse(1000, 0, 0)

        if self.player_is_grabbing == True:
            self.hand_text_np.hide()

        return task.cont

    def update_physics(self, task):
        dt = globalClock.getDt()
        self.world.doPhysics(dt)
        return task.cont

    def start_physics(self):
        taskMgr.add(self.update_physics, 'update_physics')
Ejemplo n.º 5
0
class Flame(Entity):
    """
    The thing that comes out the end of the thing you hold
    """
    animspeed = 0.1 
    depth = 20 
    playerWidth = 3
    speed = 20 

    def __init__(self, world, pos, hpr):
        super(Flame, self).__init__()

        self.shape = BulletBoxShape(Vec3(0.1,0.05,0.05))
        self.bnode = BulletRigidBodyNode()
        self.bnode.setMass(1.0)
        self.bnode.addShape(self.shape)

        self.np = utilities.app.render.attachNewNode(self.bnode)

        self.world =world 
        self.anim = list()
        self.anim.append(utilities.loadObject("flame1", depth=0))
        self.anim.append(utilities.loadObject("flame2", depth=0))
        self.anim.append(utilities.loadObject("flame3", depth=0))
        world.bw.attachRigidBody(self.bnode)

        self.curspr = 0
        self.obj = self.anim[self.curspr]
        self.obj.show() 
        self.livetime = 0
        self.delta = 0

        self.pos = pos
        self.pos.y = Flame.depth
        #self.pos.z -= 0.2 
        self.hpr = hpr
        self.vel = Point2()
        self.vel.x = cos(world.player.angle)*Flame.speed
        self.vel.y = sin(world.player.angle)*Flame.speed

        tv = Vec3(self.vel.x, 0, self.vel.y)
        # this makes the shot miss the target if the player has any velocity
        tv += world.player.bnode.getLinearVelocity()

        self.bnode.setLinearVelocity(tv)

        tv.normalize()

        # initial position of RB and draw plane
        self.np.setHpr(hpr)
        self.np.setPos(pos+tv/2)

        self.bnode.setAngularFactor(Vec3(0,0,0))
        self.bnode.setLinearFactor(Vec3(1,0,1))
        self.bnode.setGravity(Vec3(0,0,0))

        self.bnode.setCcdMotionThreshold(1e-7)
        self.bnode.setCcdSweptSphereRadius(0.10)

        self.bnode.notifyCollisions(True)
        self.bnode.setIntoCollideMask(BitMask32.bit(1))
        self.bnode.setPythonTag("Entity", self)
        self.noCollideFrames = 4

        for a in self.anim:
            a.hide()
            a.reparentTo(self.np)
            a.setScale(0.25, 1, 0.25)
            a.setPos(0, -0.1,0)

    def update(self, timer):
        #animation
        self.delta += timer
        self.livetime += timer

        if self.noCollideFrames == 0:
            self.bnode.setIntoCollideMask(BitMask32.allOn())

        if self.noCollideFrames > -1:
            self.noCollideFrames -= 1


        if self.delta > Flame.animspeed:
            self.delta = 0
            self.obj.hide()
            self.curspr += 1
        if self.curspr > len(self.anim)-1:
            self.curspr = 0
            self.obj = self.anim[self.curspr]
            self.obj.show()
Ejemplo n.º 6
0
class Flame(Entity):
    """
    The thing that comes out the end of the thing you hold
    """
    animspeed = 0.1
    depth = 20
    playerWidth = 3
    speed = 30
    maxlife = 10
    damage = 30

    def __init__(self, world, pos, hpr):
        super(Flame, self).__init__()

        self.shape = BulletBoxShape(Vec3(0.1, 0.05, 0.05))
        self.bnode = BulletRigidBodyNode()
        self.bnode.setMass(0.00001)
        self.bnode.addShape(self.shape)

        self.np = utilities.app.render.attachNewNode(self.bnode)

        self.remove = False

        self.world = world
        self.anim = list()
        self.anim.append(utilities.loadObject("flame1", depth=0))
        self.anim.append(utilities.loadObject("flame2", depth=0))
        self.anim.append(utilities.loadObject("flame3", depth=0))
        world.bw.attachRigidBody(self.bnode)

        self.curspr = 0
        self.livetime = 0
        self.delta = 0

        self.pos = pos
        self.pos.y = Flame.depth
        self.hpr = hpr
        self.vel = Point2()
        self.vel.x = cos(world.player.angle) * Flame.speed
        self.vel.y = sin(world.player.angle) * Flame.speed

        tv = Vec3(self.vel.x, 0, self.vel.y)
        # this makes the shot miss the target if the player has any velocity
        tv += world.player.bnode.getLinearVelocity()

        self.bnode.setLinearVelocity(tv)

        tv.normalize()

        # initial position of RB and draw plane
        self.np.setHpr(hpr)
        self.np.setPos(pos + tv / 2)

        self.bnode.setAngularFactor(Vec3(0, 0, 0))
        self.bnode.setLinearFactor(Vec3(1, 0, 1))
        self.bnode.setGravity(Vec3(0, 0, 0))

        #self.bnode.setCcdMotionThreshold(1e-7)
        #self.bnode.setCcdSweptSphereRadius(0.50)

        self.bnode.notifyCollisions(True)
        self.bnode.setIntoCollideMask(BitMask32.bit(1))
        self.bnode.setPythonTag("Entity", self)
        self.noCollideFrames = 4

        for a in self.anim:
            a.hide()
            a.reparentTo(self.np)
            a.setScale(0.25, 1, 0.25)
            a.setPos(0, -0.1, 0)

        self.obj = self.anim[self.curspr]
        self.obj.show()

        self.bnode.setPythonTag("entity", self)

    def update(self, timer):
        #animation
        self.delta += timer
        self.livetime += timer

        if self.remove:
            self.obj.hide()
            return

        if self.noCollideFrames == 0:
            self.bnode.setIntoCollideMask(BitMask32.allOn())

        if self.noCollideFrames > -1:
            self.noCollideFrames -= 1

        if self.delta > Flame.animspeed:
            self.delta = 0
            self.obj.hide()
            self.curspr += 1
        if self.curspr > len(self.anim) - 1:
            self.curspr = 0
        self.obj = self.anim[self.curspr]
        self.obj.show()

        if self.livetime > Flame.maxlife:
            self.remove = True

    def hitby(self, index, projectile):
        return

    def destroy(self):
        self.remove = True
        self.obj.hide()
        for model in self.anim:
            model.remove()
        self.world.bw.removeRigidBody(self.bnode)

    def removeOnHit(self):
        self.remove = True
Ejemplo n.º 7
0
class Chunk(Entity):
    chunkmass = 5.0
    def __init__(self, world, blocks, pos, hpr=Point3(0,0,0), diff = Vec3(0,0,0), angVel = Vec3(0,0,0), linVel = Vec3(0,0,0)):
        super(Chunk, self).__init__()

        self.mass = len(blocks)*Chunk.chunkmass
        self.world = world
        self.blocks = blocks

        self.bnode = BulletRigidBodyNode()

        self.bnode.setMass(self.mass)
        self.bnode.setAngularFactor(Vec3(0,1,0))
        self.bnode.setLinearSleepThreshold(20)
        self.bnode.setAngularSleepThreshold(20)
        self.bnode.setAngularVelocity(angVel)

        self.bnode.setLinearVelocity(linVel)
        self.np = utilities.app.render.attachNewNode(self.bnode)
        self.np.setPos(pos.x,20,pos.y)
        self.np.setHpr(hpr)
        self.np.setPos(self.np, diff)
    
        self.bnode.setPythonTag("entity", self)

        self.inScope = False # culling not done yet

        # centre the blocks around the np and add their shapes in.
        self.minMax()
        cog = Point2((self.minX+self.maxX) / 2.0, (self.minY+self.maxY) / 2.0)
        for block in blocks:
            block.rebuild(self, cog)

        world.bw.attachRigidBody(self.bnode)
        self.hitlist = dict()

    def update(self, timer):
        for index in self.hitlist:
            # returns true if the wall is destroyed by the hit
            if self.blocks[index].hitby(self.hitlist[index]):
                self.blocks[index].destroy()
                self.rebuild(index)
        self.hitlist.clear()    

        if self.playerDistance() > 40.0:
            self.bnode.setAngularSleepThreshold(1)
            self.bnode.setLinearSleepThreshold(1)
        else:    
            self.bnode.setAngularSleepThreshold(0)
            self.bnode.setLinearSleepThreshold(0)
    

    def playerDistance(self):
        sp = self.np.getPos()
        pp = self.world.player.node.getPos()

        distance = hypot(sp.x - pp.x, sp.z - pp.z)
        return distance
        
    # remove an element and rebuild
    # TODO add another method for removing multiple
    # blocks in a single go
    def rebuild(self, index):
        deadblock = self.blocks[index]
        out = list()

        for block in self.blocks:
            for edge in block.edges:
                if edge == deadblock:
                    block.edges.remove(edge)

        for block in deadblock.edges:
            chunk = list()
            self.searchBlock(block, chunk, deadblock)
            out.append(chunk)

        #out is a list of lists of populated blocks
        #remove duplicate chunks
        results = list()
        for chunk in out:
            chunk.sort(compareBlock)
            if not chunk in results and len(chunk) > 0:
                results.append(chunk)
    
        for result in results:
            self.minMax(result)
            #diff = Point2((self.minX+self.maxX) / 2.0, (self.minY+self.maxY) / 2.0)
            diff = Vec3((self.minX+self.maxX) / 2.0, 0, (self.minY+self.maxY) / 2.0)
            p = self.np.getPos()
            pos = Point2(p.x, p.z)
            h = self.np.getHpr()
            self.world.entities.append(Chunk(self.world, result, pos, h, diff, self.bnode.getAngularVelocity(), self.bnode.getLinearVelocity()))

        self.destroyNow()
        self.remove = True
        
    def searchBlock(self, block, lst, deleted):
        if block in lst:
            return
        else:
            lst.append(block)
            for newblock in block.edges:
                self.searchBlock(newblock, lst, deleted)

    def minMax(self, blocks=None):
        if blocks == None:
            blocks = self.blocks

        self.minX = blocks[0].pos.x
        self.minY = blocks[0].pos.y
        self.maxX = blocks[0].pos.x
        self.maxY = blocks[0].pos.y

        for point in blocks:
            self.minX = min(point.pos.x, self.minX)
            self.minY = min(point.pos.y, self.minY)
            self.maxX = max(point.pos.x, self.maxX)
            self.maxY = max(point.pos.y, self.maxY)

    # Need to clear the bulletrigidbody immediately
    # so that the phys object isn't present during next sim phase
    # which occurs before cleanup normally. Otherwise shit will
    # fly everywhere since two things are inside each other
    def destroyNow(self):
        self.world.bw.removeRigidBody(self.bnode)
        
        return

    # since this is handled earlier nothing happens    
    def destroy(self):
        return

    def hitby(self, projectile, index):
        self.hitlist[index] = projectile
Ejemplo n.º 8
0
class Chunk(Entity):
    chunkmass = 5.0

    def __init__(self,
                 world,
                 blocks,
                 pos,
                 hpr=Point3(0, 0, 0),
                 diff=Vec3(0, 0, 0),
                 angVel=Vec3(0, 0, 0),
                 linVel=Vec3(0, 0, 0)):
        super(Chunk, self).__init__()

        self.mass = len(blocks) * Chunk.chunkmass
        self.world = world
        self.blocks = blocks

        self.bnode = BulletRigidBodyNode()

        self.bnode.setMass(self.mass)
        self.bnode.setAngularFactor(Vec3(0, 1, 0))
        self.bnode.setLinearSleepThreshold(20)
        self.bnode.setAngularSleepThreshold(20)
        self.bnode.setAngularVelocity(angVel)

        self.bnode.setLinearVelocity(linVel)
        self.np = utilities.app.render.attachNewNode(self.bnode)
        self.np.setPos(pos.x, 20, pos.y)
        self.np.setHpr(hpr)
        self.np.setPos(self.np, diff)

        self.bnode.setPythonTag("entity", self)

        self.inScope = False  # culling not done yet

        # centre the blocks around the np and add their shapes in.
        self.minMax()
        cog = Point2((self.minX + self.maxX) / 2.0,
                     (self.minY + self.maxY) / 2.0)
        for block in blocks:
            block.rebuild(self, cog)

        world.bw.attachRigidBody(self.bnode)
        self.hitlist = dict()

    def update(self, timer):
        for index in self.hitlist:
            # returns true if the wall is destroyed by the hit
            if self.blocks[index].hitby(self.hitlist[index]):
                self.blocks[index].destroy()
                self.rebuild(index)
        self.hitlist.clear()

        if self.playerDistance() > 40.0:
            self.bnode.setAngularSleepThreshold(1)
            self.bnode.setLinearSleepThreshold(1)
        else:
            self.bnode.setAngularSleepThreshold(0)
            self.bnode.setLinearSleepThreshold(0)

    def playerDistance(self):
        sp = self.np.getPos()
        pp = self.world.player.node.getPos()

        distance = hypot(sp.x - pp.x, sp.z - pp.z)
        return distance

    # remove an element and rebuild
    # TODO add another method for removing multiple
    # blocks in a single go
    def rebuild(self, index):
        deadblock = self.blocks[index]
        out = list()

        for block in self.blocks:
            for edge in block.edges:
                if edge == deadblock:
                    block.edges.remove(edge)

        for block in deadblock.edges:
            chunk = list()
            self.searchBlock(block, chunk, deadblock)
            out.append(chunk)

        #out is a list of lists of populated blocks
        #remove duplicate chunks
        results = list()
        for chunk in out:
            chunk.sort(compareBlock)
            if not chunk in results and len(chunk) > 0:
                results.append(chunk)

        for result in results:
            self.minMax(result)
            #diff = Point2((self.minX+self.maxX) / 2.0, (self.minY+self.maxY) / 2.0)
            diff = Vec3((self.minX + self.maxX) / 2.0, 0,
                        (self.minY + self.maxY) / 2.0)
            p = self.np.getPos()
            pos = Point2(p.x, p.z)
            h = self.np.getHpr()
            self.world.entities.append(
                Chunk(self.world, result, pos, h, diff,
                      self.bnode.getAngularVelocity(),
                      self.bnode.getLinearVelocity()))

        self.destroyNow()
        self.remove = True

    def searchBlock(self, block, lst, deleted):
        if block in lst:
            return
        else:
            lst.append(block)
            for newblock in block.edges:
                self.searchBlock(newblock, lst, deleted)

    def minMax(self, blocks=None):
        if blocks == None:
            blocks = self.blocks

        self.minX = blocks[0].pos.x
        self.minY = blocks[0].pos.y
        self.maxX = blocks[0].pos.x
        self.maxY = blocks[0].pos.y

        for point in blocks:
            self.minX = min(point.pos.x, self.minX)
            self.minY = min(point.pos.y, self.minY)
            self.maxX = max(point.pos.x, self.maxX)
            self.maxY = max(point.pos.y, self.maxY)

    # Need to clear the bulletrigidbody immediately
    # so that the phys object isn't present during next sim phase
    # which occurs before cleanup normally. Otherwise shit will
    # fly everywhere since two things are inside each other
    def destroyNow(self):
        self.world.bw.removeRigidBody(self.bnode)

        return

    # since this is handled earlier nothing happens
    def destroy(self):
        return

    def hitby(self, projectile, index):
        self.hitlist[index] = projectile
Ejemplo n.º 9
0
class CarEnv(DirectObject):
    def __init__(self, params={}):
        self._params = params
        if 'random_seed' in self._params:
            np.random.seed(self._params['random_seed'])
        self._use_vel = self._params.get('use_vel', True)
        self._run_as_task = self._params.get('run_as_task', False)
        self._do_back_up = self._params.get('do_back_up', False)
        self._use_depth = self._params.get('use_depth', False)
        self._use_back_cam = self._params.get('use_back_cam', False)
        self._collision_reward = self._params.get('collision_reward', 0.)
        if not self._params.get('visualize', False):
            loadPrcFileData('', 'window-type offscreen')

        # Defines base, render, loader

        try:
            ShowBase()
        except:
            pass

        base.setBackgroundColor(0.0, 0.0, 0.0, 1)

        # World
        self._worldNP = render.attachNewNode('World')
        self._world = BulletWorld()
        self._world.setGravity(Vec3(0, 0, -9.81))
        self._dt = params.get('dt', 0.25)
        self._step = 0.05

        # Vehicle
        shape = BulletBoxShape(Vec3(0.6, 1.0, 0.25))
        ts = TransformState.makePos(Point3(0., 0., 0.25))
        self._vehicle_node = BulletRigidBodyNode('Vehicle')
        self._vehicle_node.addShape(shape, ts)
        self._mass = self._params.get('mass', 10.)
        self._vehicle_node.setMass(self._mass)
        self._vehicle_node.setDeactivationEnabled(False)
        self._vehicle_node.setCcdSweptSphereRadius(1.0)
        self._vehicle_node.setCcdMotionThreshold(1e-7)
        self._vehicle_pointer = self._worldNP.attachNewNode(self._vehicle_node)

        self._world.attachRigidBody(self._vehicle_node)

        self._vehicle = BulletVehicle(self._world, self._vehicle_node)
        self._vehicle.setCoordinateSystem(ZUp)
        self._world.attachVehicle(self._vehicle)
        self._addWheel(Point3(0.3, 0.5, 0.07), True, 0.07)
        self._addWheel(Point3(-0.3, 0.5, 0.07), True, 0.07)
        self._addWheel(Point3(0.3, -0.5, 0.07), False, 0.07)
        self._addWheel(Point3(-0.3, -0.5, 0.07), False, 0.07)

        # Camera
        size = self._params.get('size', [160, 90])
        hfov = self._params.get('hfov', 60)
        near_far = self._params.get('near_far', [0.1, 100.])
        self._camera_sensor = Panda3dCameraSensor(base,
                                                  color=not self._use_depth,
                                                  depth=self._use_depth,
                                                  size=size,
                                                  hfov=hfov,
                                                  near_far=near_far,
                                                  title='front cam')
        self._camera_node = self._camera_sensor.cam
        self._camera_node.setPos(0.0, 0.5, 0.375)
        self._camera_node.lookAt(0.0, 6.0, 0.0)
        self._camera_node.reparentTo(self._vehicle_pointer)

        if self._use_back_cam:
            self._back_camera_sensor = Panda3dCameraSensor(
                base,
                color=not self._use_depth,
                depth=self._use_depth,
                size=size,
                hfov=hfov,
                near_far=near_far,
                title='back cam')

            self._back_camera_node = self._back_camera_sensor.cam
            self._back_camera_node.setPos(0.0, -0.5, 0.375)
            self._back_camera_node.lookAt(0.0, -6.0, 0.0)
            self._back_camera_node.reparentTo(self._vehicle_pointer)

        # Car Simulator
        self._des_vel = None
        self._setup()

        # Input
        self.accept('escape', self._doExit)
        self.accept('r', self.reset)
        self.accept('f1', self._toggleWireframe)
        self.accept('f2', self._toggleTexture)
        self.accept('f3', self._view_image)
        self.accept('f5', self._doScreenshot)
        self.accept('q', self._forward_0)
        self.accept('w', self._forward_1)
        self.accept('e', self._forward_2)
        self.accept('a', self._left)
        self.accept('s', self._stop)
        self.accept('x', self._backward)
        self.accept('d', self._right)
        self.accept('m', self._mark)

        self._steering = 0.0  # degree
        self._engineForce = 0.0
        self._brakeForce = 0.0
        self._p = self._params.get('p', 1.25)
        self._d = self._params.get('d', 0.0)
        self._last_err = 0.0
        self._curr_time = 0.0
        self._accelClamp = self._params.get('accelClamp', 2.0)
        self._engineClamp = self._accelClamp * self._mass
        self._collision = False
        if self._run_as_task:
            self._mark_d = 0.0
            taskMgr.add(self._update_task, 'updateWorld')
            base.run()

    # _____HANDLER_____

    def _doExit(self):
        sys.exit(1)

    def _toggleWireframe(self):
        base.toggleWireframe()

    def _toggleTexture(self):
        base.toggleTexture()

    def _doScreenshot(self):
        base.screenshot('Bullet')

    def _forward_0(self):
        self._des_vel = 1
        self._brakeForce = 0.0

    def _forward_1(self):
        self._des_vel = 2
        self._brakeForce = 0.0

    def _forward_2(self):
        self._des_vel = 4
        self._brakeForce = 0.0

    def _stop(self):
        self._des_vel = 0.0
        self._brakeForce = 0.0

    def _backward(self):
        self._des_vel = -4
        self._brakeForce = 0.0

    def _right(self):
        self._steering = np.min([np.max([-30, self._steering - 5]), 0.0])

    def _left(self):
        self._steering = np.max([np.min([30, self._steering + 5]), 0.0])

    def _view_image(self):
        from matplotlib import pyplot as plt
        image = self._camera_sensor.observe()[0]
        if self._use_depth:
            plt.imshow(image[:, :, 0], cmap='gray')
        else:
            import cv2

            def rgb2gray(rgb):
                return np.dot(rgb[..., :3], [0.299, 0.587, 0.114])

            image = rgb2gray(image)
            im = cv2.resize(image, (64, 36), interpolation=cv2.INTER_AREA
                            )  # TODO how does this deal with aspect ratio
            plt.imshow(im.astype(np.uint8), cmap='Greys_r')
        plt.show()

    def _mark(self):
        self._mark_d = 0.0

    # Setup
    def _setup(self):
        if hasattr(self, '_model_path'):
            # Collidable objects
            visNP = loader.loadModel(self._model_path)
            visNP.clearModelNodes()
            visNP.reparentTo(render)
            pos = (0., 0., 0.)
            visNP.setPos(pos[0], pos[1], pos[2])

            bodyNPs = BulletHelper.fromCollisionSolids(visNP, True)
            for bodyNP in bodyNPs:
                bodyNP.reparentTo(render)
                bodyNP.setPos(pos[0], pos[1], pos[2])

                if isinstance(bodyNP.node(), BulletRigidBodyNode):
                    bodyNP.node().setMass(0.0)
                    bodyNP.node().setKinematic(True)
                    bodyNP.setCollideMask(BitMask32.allOn())
                    self._world.attachRigidBody(bodyNP.node())
        else:
            ground = self._worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
            shape = BulletPlaneShape(Vec3(0, 0, 1), 0)
            ground.node().addShape(shape)
            ground.setCollideMask(BitMask32.allOn())
            self._world.attachRigidBody(ground.node())
        self._place_vehicle()
        self._setup_light()
        self._setup_restart_pos()

    def _setup_restart_pos(self):
        self._restart_pos = []
        self._restart_index = 0
        if self._params.get('position_ranges', None) is not None:
            ranges = self._params['position_ranges']
            num_pos = self._params['num_pos']
            if self._params.get('range_type', 'random') == 'random':
                for _ in range(num_pos):
                    ran = ranges[np.random.randint(len(ranges))]
                    self._restart_pos.append(np.random.uniform(ran[0], ran[1]))
            elif self._params['range_type'] == 'fix_spacing':
                num_ran = len(ranges)
                num_per_ran = num_pos // num_ran
                for i in range(num_ran):
                    ran = ranges[i]
                    low = np.array(ran[0])
                    diff = np.array(ran[1]) - np.array(ran[0])
                    for j in range(num_per_ran):
                        val = diff * ((j + 0.0) / num_per_ran) + low
                        self._restart_pos.append(val)
        elif self._params.get('positions', None) is not None:
            self._restart_pos = self._params['positions']
        else:
            self._restart_pos = self._default_restart_pos()

    def _next_restart_pos_hpr(self):
        num = len(self._restart_pos)
        if num == 0:
            return None, None
        else:
            pos_hpr = self._restart_pos[self._restart_index]
            self._restart_index = (self._restart_index + 1) % num
            return pos_hpr[:3], pos_hpr[3:]

    def _next_random_restart_pos_hpr(self):
        num = len(self._restart_pos)
        if num == 0:
            return None, None
        else:
            index = np.random.randint(num)
            pos_hpr = self._restart_pos[index]
            self._restart_index = (self._restart_index + 1) % num
            return pos_hpr[:3], pos_hpr[3:]

    def _setup_light(self):
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        alightNP = render.attachNewNode(alight)
        render.clearLight()
        render.setLight(alightNP)

    # Vehicle
    def _default_pos(self):
        return (0.0, 0.0, 0.3)

    def _default_hpr(self):
        return (0.0, 0.0, 3.14)

    def _default_restart_pos():
        return [self._default_pos() + self._default_hpr()]

    def _get_speed(self):
        vel = self._vehicle.getCurrentSpeedKmHour() / 3.6
        return vel

    def _update(self, dt=1.0, coll_check=True):
        self._vehicle.setSteeringValue(self._steering, 0)
        self._vehicle.setSteeringValue(self._steering, 1)
        self._vehicle.setBrake(self._brakeForce, 0)
        self._vehicle.setBrake(self._brakeForce, 1)
        self._vehicle.setBrake(self._brakeForce, 2)
        self._vehicle.setBrake(self._brakeForce, 3)

        if dt >= self._step:
            # TODO maybe change number of timesteps
            for i in range(int(dt / self._step)):
                if self._des_vel is not None:
                    vel = self._get_speed()
                    err = self._des_vel - vel
                    d_err = (err - self._last_err) / self._step
                    self._last_err = err
                    self._engineForce = np.clip(
                        self._p * err + self._d * d_err, -self._accelClamp,
                        self._accelClamp) * self._mass
                self._vehicle.applyEngineForce(self._engineForce, 0)
                self._vehicle.applyEngineForce(self._engineForce, 1)
                self._vehicle.applyEngineForce(self._engineForce, 2)
                self._vehicle.applyEngineForce(self._engineForce, 3)
                self._world.doPhysics(self._step, 1, self._step)
            self._collision = self._is_contact()
        elif self._run_as_task:
            self._curr_time += dt
            if self._curr_time > 0.05:
                if self._des_vel is not None:
                    vel = self._get_speed()
                    self._mark_d += vel * self._curr_time
                    print(vel, self._mark_d, self._is_contact())
                    err = self._des_vel - vel
                    d_err = (err - self._last_err) / 0.05
                    self._last_err = err
                    self._engineForce = np.clip(
                        self._p * err + self._d * d_err, -self._accelClamp,
                        self._accelClamp) * self._mass
                self._curr_time = 0.0
                self._vehicle.applyEngineForce(self._engineForce, 0)
                self._vehicle.applyEngineForce(self._engineForce, 1)
                self._vehicle.applyEngineForce(self._engineForce, 2)
                self._vehicle.applyEngineForce(self._engineForce, 3)
            self._world.doPhysics(dt, 1, dt)
            self._collision = self._is_contact()
        else:
            raise ValueError(
                "dt {0} s is too small for velocity control".format(dt))

    def _stop_car(self):
        self._steering = 0.0
        self._engineForce = 0.0
        self._vehicle.setSteeringValue(0.0, 0)
        self._vehicle.setSteeringValue(0.0, 1)
        self._vehicle.applyEngineForce(0.0, 0)
        self._vehicle.applyEngineForce(0.0, 1)
        self._vehicle.applyEngineForce(0.0, 2)
        self._vehicle.applyEngineForce(0.0, 3)

        if self._des_vel is not None:
            self._des_vel = 0

        self._vehicle_node.setLinearVelocity(Vec3(0.0, 0.0, 0.0))
        self._vehicle_node.setAngularVelocity(Vec3(0.0, 0.0, 0.0))
        for i in range(self._vehicle.getNumWheels()):
            wheel = self._vehicle.getWheel(i)
            wheel.setRotation(0.0)
        self._vehicle_node.clearForces()

    def _place_vehicle(self, pos=None, hpr=None):
        if pos is None:
            pos = self._default_pos()
        if hpr is None:
            hpr = self._default_hpr()
        self._vehicle_pointer.setPos(pos[0], pos[1], pos[2])
        self._vehicle_pointer.setHpr(hpr[0], hpr[1], hpr[2])
        self._stop_car()

    def _addWheel(self, pos, front, radius=0.25):
        wheel = self._vehicle.createWheel()
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)
        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(radius)
        wheel.setMaxSuspensionTravelCm(40.0)
        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(1e2)
        wheel.setRollInfluence(0.1)

    # Task

    def _update_task(self, task):
        dt = globalClock.getDt()
        self._update(dt=dt)
        self._get_observation()
        return task.cont

    # Helper functions

    def _get_observation(self):
        self._obs = self._camera_sensor.observe()
        observation = []
        observation.append(self._obs[0])
        if self._use_back_cam:
            self._back_obs = self._back_camera_sensor.observe()
            observation.append(self._back_obs[0])
        observation = np.concatenate(observation, axis=2)
        return observation

    def _get_reward(self):
        reward = self._collision_reward if self._collision else self._get_speed(
        )
        return reward

    def _get_done(self):
        return self._collision

    def _get_info(self):
        info = {}
        info['pos'] = np.array(self._vehicle_pointer.getPos())
        info['hpr'] = np.array(self._vehicle_pointer.getHpr())
        info['vel'] = self._get_speed()
        info['coll'] = self._collision
        return info

    def _back_up(self):
        assert (self._use_vel)
        back_up_vel = self._params['back_up'].get('vel', -2.0)
        self._des_vel = back_up_vel
        back_up_steer = self._params['back_up'].get('steer', (-5.0, 5.0))
        # TODO
        self._steering = np.random.uniform(*back_up_steer)
        self._brakeForce = 0.
        duration = self._params['back_up'].get('duration', 1.0)
        self._update(dt=duration)
        self._des_vel = 0.0
        self._steering = 0.0
        self._update(dt=duration)
        self._brakeForce = 0.

    def _is_contact(self):
        result = self._world.contactTest(self._vehicle_node)
        num_contacts = result.getNumContacts()
        return result.getNumContacts() > 0

    # Environment functions

    def reset(self, pos=None, hpr=None, hard_reset=False, random_reset=False):
        if self._do_back_up and not hard_reset and \
                pos is None and hpr is None:
            if self._collision:
                self._back_up()
        else:
            if pos is None and hpr is None:
                if random_reset:
                    pos, hpr = self._next_random_restart_pos_hpr()
                else:
                    pos, hpr = self._next_restart_pos_hpr()
            self._place_vehicle(pos=pos, hpr=hpr)
        self._collision = False
        return self._get_observation()

    def step(self, action):
        self._steering = action[0]
        if action[1] == 0.0:
            self._brakeForce = 1000.
        else:
            self._brakeForce = 0.
        if self._use_vel:
            # Convert from m/s to km/h
            self._des_vel = action[1]
        else:
            self._engineForce = self._engineClamp * \
                ((action[1] - 49.5) / 49.5)

        self._update(dt=self._dt)
        observation = self._get_observation()
        reward = self._get_reward()
        done = self._get_done()
        info = self._get_info()
        return observation, reward, done, info
Ejemplo n.º 10
0
class CarEnv(DirectObject):
    def __init__(self, params={}):
        self._params = params
        if 'random_seed' in self._params:
            np.random.seed(self._params['random_seed'])
        self._use_vel = self._params.get('use_vel', True)
        self._run_as_task = self._params.get('run_as_task', False)
        self._do_back_up = self._params.get('do_back_up', False)
        self._use_depth = self._params.get('use_depth', False)
        self._use_back_cam = self._params.get('use_back_cam', False)

        self._collision_reward_only = self._params.get('collision_reward_only',
                                                       False)
        self._collision_reward = self._params.get('collision_reward', -10.0)
        self._obs_shape = self._params.get('obs_shape', (64, 36))
        self._steer_limits = params.get('steer_limits', (-30., 30.))
        self._speed_limits = params.get('speed_limits', (-4.0, 4.0))
        self._motor_limits = params.get('motor_limits', (-0.5, 0.5))
        self._fixed_speed = (self._speed_limits[0] == self._speed_limits[1]
                             and self._use_vel)
        if not self._params.get('visualize', False):
            loadPrcFileData('', 'window-type offscreen')

        # Defines base, render, loader

        try:
            ShowBase()
        except:
            pass

        base.setBackgroundColor(0.0, 0.0, 0.0, 1)

        # World
        self._worldNP = render.attachNewNode('World')
        self._world = BulletWorld()
        self._world.setGravity(Vec3(0, 0, -9.81))
        self._dt = params.get('dt', 0.25)
        self._step = 0.05

        # Vehicle
        shape = BulletBoxShape(Vec3(0.6, 1.0, 0.25))
        ts = TransformState.makePos(Point3(0., 0., 0.25))
        self._vehicle_node = BulletRigidBodyNode('Vehicle')
        self._vehicle_node.addShape(shape, ts)
        self._mass = self._params.get('mass', 10.)
        self._vehicle_node.setMass(self._mass)
        self._vehicle_node.setDeactivationEnabled(False)
        self._vehicle_node.setCcdSweptSphereRadius(1.0)
        self._vehicle_node.setCcdMotionThreshold(1e-7)
        self._vehicle_pointer = self._worldNP.attachNewNode(self._vehicle_node)

        self._world.attachRigidBody(self._vehicle_node)

        self._vehicle = BulletVehicle(self._world, self._vehicle_node)
        self._vehicle.setCoordinateSystem(ZUp)
        self._world.attachVehicle(self._vehicle)
        self._addWheel(Point3(0.3, 0.5, 0.07), True, 0.07)
        self._addWheel(Point3(-0.3, 0.5, 0.07), True, 0.07)
        self._addWheel(Point3(0.3, -0.5, 0.07), False, 0.07)
        self._addWheel(Point3(-0.3, -0.5, 0.07), False, 0.07)

        # Camera
        size = self._params.get('size', [160, 90])
        hfov = self._params.get('hfov', 120)
        near_far = self._params.get('near_far', [0.1, 100.])
        self._camera_sensor = Panda3dCameraSensor(base,
                                                  color=not self._use_depth,
                                                  depth=self._use_depth,
                                                  size=size,
                                                  hfov=hfov,
                                                  near_far=near_far,
                                                  title='front cam')
        self._camera_node = self._camera_sensor.cam
        self._camera_node.setPos(0.0, 0.5, 0.375)
        self._camera_node.lookAt(0.0, 6.0, 0.0)
        self._camera_node.reparentTo(self._vehicle_pointer)

        if self._use_back_cam:
            self._back_camera_sensor = Panda3dCameraSensor(
                base,
                color=not self._use_depth,
                depth=self._use_depth,
                size=size,
                hfov=hfov,
                near_far=near_far,
                title='back cam')

            self._back_camera_node = self._back_camera_sensor.cam
            self._back_camera_node.setPos(0.0, -0.5, 0.375)
            self._back_camera_node.lookAt(0.0, -6.0, 0.0)
            self._back_camera_node.reparentTo(self._vehicle_pointer)

        # Car Simulator
        self._des_vel = None
        self._setup()

        # Input
        self.accept('escape', self._doExit)
        self.accept('r', self.reset)
        self.accept('f1', self._toggleWireframe)
        self.accept('f2', self._toggleTexture)
        self.accept('f3', self._view_image)
        self.accept('f5', self._doScreenshot)
        self.accept('q', self._forward_0)
        self.accept('w', self._forward_1)
        self.accept('e', self._forward_2)
        self.accept('a', self._left)
        self.accept('s', self._stop)
        self.accept('x', self._backward)
        self.accept('d', self._right)
        self.accept('m', self._mark)

        self._steering = 0.0  # degree
        self._engineForce = 0.0
        self._brakeForce = 0.0
        self._env_time_step = 0
        self._p = self._params.get('p', 1.25)
        self._d = self._params.get('d', 0.0)
        self._last_err = 0.0
        self._curr_time = 0.0
        self._accelClamp = self._params.get('accelClamp', 0.5)
        self._engineClamp = self._accelClamp * self._mass
        self._collision = False

        self._setup_spec()

        self.spec = EnvSpec(observation_im_space=self.observation_im_space,
                            action_space=self.action_space,
                            action_selection_space=self.action_selection_space,
                            observation_vec_spec=self.observation_vec_spec,
                            action_spec=self.action_spec,
                            action_selection_spec=self.action_selection_spec,
                            goal_spec=self.goal_spec)

        if self._run_as_task:
            self._mark_d = 0.0
            taskMgr.add(self._update_task, 'updateWorld')
            base.run()

    def _setup_spec(self):
        self.action_spec = OrderedDict()
        self.action_selection_spec = OrderedDict()
        self.observation_vec_spec = OrderedDict()
        self.goal_spec = OrderedDict()

        self.action_spec['steer'] = Box(low=-45., high=45.)
        self.action_selection_spec['steer'] = Box(low=self._steer_limits[0],
                                                  high=self._steer_limits[1])

        if self._use_vel:
            self.action_spec['speed'] = Box(low=-4., high=4.)
            self.action_space = Box(low=np.array([
                self.action_spec['steer'].low[0],
                self.action_spec['speed'].low[0]
            ]),
                                    high=np.array([
                                        self.action_spec['steer'].high[0],
                                        self.action_spec['speed'].high[0]
                                    ]))

            self.action_selection_spec['speed'] = Box(
                low=self._speed_limits[0], high=self._speed_limits[1])
            self.action_selection_space = Box(
                low=np.array([
                    self.action_selection_spec['steer'].low[0],
                    self.action_selection_spec['speed'].low[0]
                ]),
                high=np.array([
                    self.action_selection_spec['steer'].high[0],
                    self.action_selection_spec['speed'].high[0]
                ]))
        else:
            self.action_spec['motor'] = Box(low=-self._accelClamp,
                                            high=self._accelClamp)
            self.action_space = Box(low=np.array([
                self.action_spec['steer'].low[0],
                self.action_spec['motor'].low[0]
            ]),
                                    high=np.array([
                                        self.action_spec['steer'].high[0],
                                        self.action_spec['motor'].high[0]
                                    ]))

            self.action_selection_spec['motor'] = Box(
                low=self._motor_limits[0], high=self._motor_limits[1])
            self.action_selection_space = Box(
                low=np.array([
                    self.action_selection_spec['steer'].low[0],
                    self.action_selection_spec['motor'].low[0]
                ]),
                high=np.array([
                    self.action_selection_spec['steer'].high[0],
                    self.action_selection_spec['motor'].high[0]
                ]))

        assert (np.logical_and(
            self.action_selection_space.low >= self.action_space.low - 1e-4,
            self.action_selection_space.high <=
            self.action_space.high + 1e-4).all())

        self.observation_im_space = Box(low=0,
                                        high=255,
                                        shape=tuple(
                                            self._get_observation()[0].shape))
        self.observation_vec_spec['coll'] = Discrete(1)
        self.observation_vec_spec['heading'] = Box(low=0, high=2 * 3.14)
        self.observation_vec_spec['speed'] = Box(low=-4.0, high=4.0)

    @property
    def _base_dir(self):
        return os.path.join(os.path.dirname(os.path.abspath(__file__)),
                            'models')

    @property
    def horizon(self):
        return np.inf

    @property
    def max_reward(self):
        return np.inf

    # _____HANDLER_____

    def _doExit(self):
        sys.exit(1)

    def _toggleWireframe(self):
        base.toggleWireframe()

    def _toggleTexture(self):
        base.toggleTexture()

    def _doScreenshot(self):
        base.screenshot('Bullet')

    def _forward_0(self):
        self._des_vel = 1
        self._brakeForce = 0.0

    def _forward_1(self):
        self._des_vel = 2
        self._brakeForce = 0.0

    def _forward_2(self):
        self._des_vel = 4
        self._brakeForce = 0.0

    def _stop(self):
        self._des_vel = 0.0
        self._brakeForce = 0.0

    def _backward(self):
        self._des_vel = -4
        self._brakeForce = 0.0

    def _right(self):
        self._steering = np.min([np.max([-30, self._steering - 5]), 0.0])

    def _left(self):
        self._steering = np.max([np.min([30, self._steering + 5]), 0.0])

    def _view_image(self):
        from matplotlib import pyplot as plt
        image = self._camera_sensor.observe()[0]
        if self._use_depth:
            plt.imshow(image[:, :, 0], cmap='gray')
        else:

            def rgb2gray(rgb):
                return np.dot(rgb[..., :3], [0.299, 0.587, 0.114])

            image = rgb2gray(image)
            im = cv2.resize(image, (64, 36), interpolation=cv2.INTER_AREA
                            )  # TODO how does this deal with aspect ratio
            plt.imshow(im.astype(np.uint8), cmap='Greys_r')
        plt.show()

    def _mark(self):
        self._mark_d = 0.0

    # Setup

    def _setup(self):
        self._setup_map()
        self._place_vehicle()
        self._setup_light()
        self._setup_restart_pos()

    def _setup_map(self):
        if hasattr(self, '_model_path'):
            # Collidable objects
            self._setup_collision_object(self._model_path)
        else:
            ground = self._worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
            shape = BulletPlaneShape(Vec3(0, 0, 1), 0)
            ground.node().addShape(shape)
            ground.setCollideMask(BitMask32.allOn())
            self._world.attachRigidBody(ground.node())

    def _setup_collision_object(self,
                                path,
                                pos=(0.0, 0.0, 0.0),
                                hpr=(0.0, 0.0, 0.0),
                                scale=1):
        visNP = loader.loadModel(path)
        visNP.clearModelNodes()
        visNP.reparentTo(render)
        visNP.setPos(pos[0], pos[1], pos[2])
        visNP.setHpr(hpr[0], hpr[1], hpr[2])
        visNP.set_scale(scale, scale, scale)
        bodyNPs = BulletHelper.fromCollisionSolids(visNP, True)
        for bodyNP in bodyNPs:
            bodyNP.reparentTo(render)
            bodyNP.setPos(pos[0], pos[1], pos[2])
            bodyNP.setHpr(hpr[0], hpr[1], hpr[2])
            bodyNP.set_scale(scale, scale, scale)
            if isinstance(bodyNP.node(), BulletRigidBodyNode):
                bodyNP.node().setMass(0.0)
                bodyNP.node().setKinematic(True)
                bodyNP.setCollideMask(BitMask32.allOn())
                self._world.attachRigidBody(bodyNP.node())
            else:
                print("Issue")

    def _setup_restart_pos(self):
        self._restart_index = 0
        self._restart_pos = self._default_restart_pos()

    def _next_restart_pos_hpr(self):
        num = len(self._restart_pos)
        if num == 0:
            return None, None
        else:
            pos_hpr = self._restart_pos[self._restart_index]
            self._restart_index = (self._restart_index + 1) % num
            return pos_hpr[:3], pos_hpr[3:]

    def _setup_light(self):
        #        alight = AmbientLight('ambientLight')
        #        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        #        alightNP = render.attachNewNode(alight)
        #        render.clearLight()
        #        render.setLight(alightNP)
        pass

    # Vehicle
    def _default_pos(self):
        return (0.0, 0.0, 0.3)

    def _default_hpr(self):
        return (0.0, 0.0, 0.0)

    def _default_restart_pos(self):
        return [self._default_pos() + self._default_hpr()]

    def _get_speed(self):
        vel = self._vehicle.getCurrentSpeedKmHour() / 3.6
        return vel

    def _get_heading(self):
        h = np.array(self._vehicle_pointer.getHpr())[0]
        ori = h * (pi / 180.)
        while (ori > 2 * pi):
            ori -= 2 * pi
        while (ori < 0):
            ori += 2 * pi
        return ori

    def _update(self, dt=1.0, coll_check=True):
        self._vehicle.setSteeringValue(self._steering, 0)
        self._vehicle.setSteeringValue(self._steering, 1)
        self._vehicle.setBrake(self._brakeForce, 0)
        self._vehicle.setBrake(self._brakeForce, 1)
        self._vehicle.setBrake(self._brakeForce, 2)
        self._vehicle.setBrake(self._brakeForce, 3)
        if dt >= self._step:
            # TODO maybe change number of timesteps
            #            for i in range(int(dt/self._step)):
            if self._des_vel is not None:
                vel = self._get_speed()
                err = self._des_vel - vel
                d_err = (err - self._last_err) / self._step
                self._last_err = err
                self._engineForce = np.clip(self._p * err + self._d * d_err,
                                            -self._accelClamp,
                                            self._accelClamp) * self._mass
            self._vehicle.applyEngineForce(self._engineForce, 0)
            self._vehicle.applyEngineForce(self._engineForce, 1)
            self._vehicle.applyEngineForce(self._engineForce, 2)
            self._vehicle.applyEngineForce(self._engineForce, 3)
            for _ in range(int(dt / self._step)):
                self._world.doPhysics(self._step, 1, self._step)
            self._collision = self._is_contact()
        elif self._run_as_task:
            self._curr_time += dt
            if self._curr_time > 0.05:
                if self._des_vel is not None:
                    vel = self._get_speed()
                    self._mark_d += vel * self._curr_time
                    print(vel, self._mark_d, self._is_contact())
                    err = self._des_vel - vel
                    d_err = (err - self._last_err) / 0.05
                    self._last_err = err
                    self._engineForce = np.clip(
                        self._p * err + self._d * d_err, -self._accelClamp,
                        self._accelClamp) * self._mass
                self._curr_time = 0.0
                self._vehicle.applyEngineForce(self._engineForce, 0)
                self._vehicle.applyEngineForce(self._engineForce, 1)
                self._vehicle.applyEngineForce(self._engineForce, 2)
                self._vehicle.applyEngineForce(self._engineForce, 3)
            self._world.doPhysics(dt, 1, dt)
            self._collision = self._is_contact()
        else:
            raise ValueError(
                "dt {0} s is too small for velocity control".format(dt))

    def _stop_car(self):
        self._steering = 0.0
        self._engineForce = 0.0
        self._vehicle.setSteeringValue(0.0, 0)
        self._vehicle.setSteeringValue(0.0, 1)
        self._vehicle.applyEngineForce(0.0, 0)
        self._vehicle.applyEngineForce(0.0, 1)
        self._vehicle.applyEngineForce(0.0, 2)
        self._vehicle.applyEngineForce(0.0, 3)

        if self._des_vel is not None:
            self._des_vel = 0

        self._vehicle_node.setLinearVelocity(Vec3(0.0, 0.0, 0.0))
        self._vehicle_node.setAngularVelocity(Vec3(0.0, 0.0, 0.0))
        for i in range(self._vehicle.getNumWheels()):
            wheel = self._vehicle.getWheel(i)
            wheel.setRotation(0.0)
        self._vehicle_node.clearForces()

    def _place_vehicle(self, pos=None, hpr=None):
        if pos is None:
            pos = self._default_pos()
        if hpr is None:
            hpr = self._default_hpr()
        self._vehicle_pointer.setPos(pos[0], pos[1], pos[2])
        self._vehicle_pointer.setHpr(hpr[0], hpr[1], hpr[2])
        self._stop_car()

    def _addWheel(self, pos, front, radius=0.25):
        wheel = self._vehicle.createWheel()
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)
        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(radius)
        wheel.setMaxSuspensionTravelCm(40.0)
        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(1e2)
        wheel.setRollInfluence(0.1)

    # Task

    def _update_task(self, task):
        dt = globalClock.getDt()
        self._update(dt=dt)
        self._get_observation()
        return task.cont

    # Helper functions

    def _get_observation(self):
        self._obs = self._camera_sensor.observe()
        observation = []
        observation.append(self.process(self._obs[0], self._obs_shape))
        if self._use_back_cam:
            self._back_obs = self._back_camera_sensor.observe()
            observation.append(self.process(self._back_obs[0],
                                            self._obs_shape))
        observation_im = np.concatenate(observation, axis=2)
        coll = self._collision
        heading = self._get_heading()
        speed = self._get_speed()
        observation_vec = np.array([coll, heading, speed])
        return observation_im, observation_vec

    def _get_goal(self):
        return np.array([])

    def process(self, image, obs_shape):
        if self._use_depth:
            im = np.reshape(image, (image.shape[0], image.shape[1]))
            if im.shape != obs_shape:
                im = cv2.resize(im, obs_shape, interpolation=cv2.INTER_AREA)
            return im.astype(np.uint8)
        else:
            image = np.dot(image[..., :3], [0.299, 0.587, 0.114])
            im = cv2.resize(image, obs_shape, interpolation=cv2.INTER_AREA
                            )  #TODO how does this deal with aspect ratio
            # TODO might not be necessary
            im = np.expand_dims(im, 2)
            return im.astype(np.uint8)

    def _get_reward(self):
        if self._collision_reward_only:
            if self._collision:
                reward = self._collision_reward
            else:
                reward = 0.0
        else:
            if self._collision:
                reward = self._collision_reward
            else:
                reward = self._get_speed()
        assert (reward <= self.max_reward)
        return reward

    def _get_done(self):
        return self._collision

    def _get_info(self):
        info = {}
        info['pos'] = np.array(self._vehicle_pointer.getPos())
        info['hpr'] = np.array(self._vehicle_pointer.getHpr())
        info['vel'] = self._get_speed()
        info['coll'] = self._collision
        info['env_time_step'] = self._env_time_step
        return info

    def _back_up(self):
        assert (self._use_vel)
        #        logger.debug('Backing up!')
        self._params['back_up'] = self._params.get('back_up', {})
        back_up_vel = self._params['back_up'].get('vel', -1.0)
        self._des_vel = back_up_vel
        back_up_steer = self._params['back_up'].get('steer', (-5.0, 5.0))
        self._steering = np.random.uniform(*back_up_steer)
        self._brakeForce = 0.
        duration = self._params['back_up'].get('duration', 3.0)
        self._update(dt=duration)
        self._des_vel = 0.
        self._steering = 0.
        self._update(dt=duration)
        self._brakeForce = 0.

    def _is_contact(self):
        result = self._world.contactTest(self._vehicle_node)
        return result.getNumContacts() > 0

    # Environment functions

    def reset(self, pos=None, hpr=None, hard_reset=False):
        if self._do_back_up and not hard_reset and \
                pos is None and hpr is None:
            if self._collision:
                self._back_up()
        else:
            if hard_reset:
                logger.debug('Hard resetting!')
            if pos is None and hpr is None:
                pos, hpr = self._next_restart_pos_hpr()
            self._place_vehicle(pos=pos, hpr=hpr)
        self._collision = False
        self._env_time_step = 0
        return self._get_observation(), self._get_goal()

    def step(self, action):
        self._steering = action[0]
        if action[1] == 0.0:
            self._brakeForce = 1000.
        else:
            self._brakeForce = 0.
        if self._use_vel:
            # Convert from m/s to km/h
            self._des_vel = action[1]
        else:
            self._engineForce = self._mass * action[1]

        self._update(dt=self._dt)
        observation = self._get_observation()
        goal = self._get_goal()
        reward = self._get_reward()
        done = self._get_done()
        info = self._get_info()
        self._env_time_step += 1
        return observation, goal, reward, done, info
Ejemplo n.º 11
0
class CharacterController(DynamicObject, FSM):
    def __init__(self, game):
        self.game = game
        FSM.__init__(self, "Player")

        # key states
        # dx direction left or right, dy direction forward or backward
        self.kh = self.game.kh
        self.dx = 0
        self.dy = 0
        self.jumping = 0
        self.crouching = 0

        # maximum speed when only walking
        self.groundSpeed = 5.0

        # acceleration used when walking to rise to self.groundSpeed
        self.groundAccel = 100.0

        # maximum speed in the air (air friction)
        self.airSpeed = 30.0

        # player movement control when in the air
        self.airAccel = 10.0

        # horizontal speed on jump start
        self.jumpSpeed = 5.5

        self.turnSpeed = 5

        self.moveSpeedVec = Vec3(0, 0, 0)
        self.platformSpeedVec = Vec3(0, 0, 0)

        h = 1.75
        w = 0.4

        self.shape = BulletCapsuleShape(w, h - 2 * w, ZUp)
        self.node = BulletRigidBodyNode('Player')
        self.node.setMass(2)
        self.node.addShape(self.shape)
        self.node.setActive(True, True)
        self.node.setDeactivationEnabled(False, True)
        self.node.setFriction(200)
        #self.node.setGravity(10)
        #self.node.setFallSpeed(200)
        self.node.setCcdMotionThreshold(1e-7)
        self.node.setCcdSweptSphereRadius(0.5)
        self.node.setAngularFactor(Vec3(0, 0, 1))

        self.np = self.game.render.attachNewNode(self.node)
        self.np.setPos(0, 0, 0)
        self.np.setH(0)
        #self.np.setCollideMask(BitMask32.allOn())

        self.game.world.attachRigidBody(self.node)
        self.playerModel = None
        self.slice_able = False

    def setActor(self,
                 modelPath,
                 animDic={},
                 flip=False,
                 pos=(0, 0, 0),
                 scale=1.0):
        self.playerModel = Actor(modelPath, animDic)
        self.playerModel.reparentTo(self.np)
        self.playerModel.setScale(scale)  # 1ft = 0.3048m
        if flip:
            self.playerModel.setH(180)
        self.playerModel.setPos(pos)
        self.playerModel.setScale(scale)

    #-------------------------------------------------------------------
    # Speed
    def getSpeedVec(self):
        return self.node.getLinearVelocity()

    def setSpeedVec(self, speedVec):
        #print "setting speed to %s" % (speedVec)
        self.node.setLinearVelocity(speedVec)
        return speedVec

    def setPlatformSpeed(self, speedVec):
        self.platformSpeedVec = speedVec

    def getSpeed(self):
        return self.getSpeedVec().length()

    def setSpeed(self, speed):
        speedVec = self.getSpeedVec()
        speedVec.normalize()
        self.setSpeedVec(speedVec * speed)

    def getLocalSpeedVec(self):
        return self.np.getRelativeVector(self.getSpeed())

    def getSpeedXY(self):
        vec = self.getSpeedVec()
        return Vec3(vec[0], vec[1], 0)

    def setSpeedXY(self, speedX, speedY):
        vec = self.getSpeedVec()
        z = self.getSpeedZ()
        self.setSpeedVec(Vec3(speedX, speedY, z))

    def getSpeedH(self):
        return self.getSpeedXY().length()

    def getSpeedZ(self):
        return self.getSpeedVec()[2]

    def setSpeedZ(self, zSpeed):
        vec = self.getSpeedVec()
        speedVec = Vec3(vec[0], vec[1], zSpeed)
        return self.setSpeedVec(speedVec)

    def setLinearVelocity(self, speedVec):
        return self.setSpeedVec(speedVec)

    def setAngularVelocity(self, speed):
        self.node.setAngularVelocity(Vec3(0, 0, speed))

    def getFriction(self):
        return self.node.getFriction()

    def setFriction(self, friction):
        return self.node.setFriction(friction)

    #-------------------------------------------------------------------
    # Acceleration
    def doJump(self):
        #self.setSpeedZ(self.getSpeedZ()+self.jumpSpeed)
        self.setSpeedZ(self.jumpSpeed)

    def setForce(self, force):
        self.node.applyCentralForce(force)

    #-------------------------------------------------------------------
    # contacts

    #-------------------------------------------------------------------
    # update

    def update(self, dt, dx=0, dy=0, jumping=0, crouching=0, dRot=0):
        #self.setR(0)
        #self.setP(0)

        self.jumping = jumping
        self.crouching = crouching
        self.dx = dx
        self.dy = dy

        #self.setAngularVelocity(dRot*self.turnSpeed)
        #self.setAngularVelocity(0)
        self.setH(self.game.camHandler.gameNp.getH())
        speedVec = self.getSpeedVec() - self.platformSpeedVec
        speed = speedVec.length()
        localSpeedVec = self.np.getRelativeVector(self.game.render, speedVec)
        pushVec = self.game.render.getRelativeVector(self.np,
                                                     Vec3(self.dx, self.dy, 0))
        if self.dx != 0 or self.dy != 0:
            pushVec.normalize()
        else:
            pushVec = Vec3(0, 0, 0)

        contacts = self.getContacts()
        contact = self.checkFeet()

        if self.jumping and contact in contacts:
            self.setFriction(0)
            self.doJump()

        if self.jumping:
            self.setForce(pushVec * self.airAccel)

            if speed > self.airSpeed:
                self.setSpeed(self.airSpeed)

        else:
            if contacts:
                self.setForce(pushVec * self.groundAccel)
            else:
                self.setForce(pushVec * self.airAccel)

            if self.dx == 0 and self.dy == 0:
                self.setFriction(100)
            else:
                self.setFriction(0)

            if speed > self.groundSpeed:
                if contacts:
                    self.setSpeed(self.groundSpeed)
        '''
Ejemplo n.º 12
0
class Npc(object):

    aggroDist = Vec3(3, 3, 3)

    def __init__(self, renderNode, world, collisions, playerNode, Type, x, y, z, numNpc):

        self.numNpc = numNpc

        self.world = world
        self.renderDummy = renderNode
        self.collisions = collisions
        self.player = playerNode

        self.levelNodeBounds = self.renderDummy.getBounds()

        if Type == "Enemy":
            self.createEnemy(x, y, z)
            print("aiudsrfbcweruifhcboieruhfnowi3eu4ghfnrweiugfhresiougfhnresikugfhrwesik")

        else:
            print("No Implementation of " + str(Type) + " yet!")

    def createEnemy(self, x, y, z):
        #nodes
        self.enemyBulletNode = BulletRigidBodyNode('PlayerBox')
        self.enemyBulletNode.setMass(1.0)
        self.enemyNp = self.renderDummy.attachNewNode(self.enemyBulletNode)
        self.enemyNp.setPos(x, y, z)
        print(x, y, z)

        #shapes
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
        model = Cube(1, 1, 1)
        model.reparentTo(self.enemyNp)
        model.setPos(-.5, -.5, -.5)

        #nodes
        self.enemyBulletNode.addShape(shape)

        material = Material()
        material.setAmbient(VBase4(random.random(), random.random(), random.random(), random.random()))
        material.setDiffuse(VBase4(random.random(), random.random(), random.random(), random.random()))# -*- coding: utf-8 *-*
        material.setEmission(VBase4(random.random(), random.random(), random.random(), random.random()))
        #material.setSpecular(VBase4(random.random(), random.random(), random.random(), random.random()))
        material.setShininess(random.random())

        myTexture = loader.loadTexture("./textures/enemy.jpg")
        self.enemyNp.setTexture(myTexture)
        self.enemyNp.setMaterial(material)

        #bullet world
        self.world.attachRigidBody(self.enemyBulletNode)

        taskMgr.add(self.enemyUpdate, "EnemyUpdateTask#" + str(self.numNpc))

    def shoot(self):
        self.ammoUsed = 0
        self.ammoUsed += 1
        #nodes
        node = BulletRigidBodyNode('Box')
        node.setMass(.1)
        ammoNode = render.attachNewNode(node)

        #shapes
        shape = BulletSphereShape(.2)
        model = Sphere(.2)
        model.reparentTo(ammoNode)
        model.setPos(0, 0, 0)

        #nodes
        node.addShape(shape)

        material = Material()
        material.setAmbient(VBase4(random.random(), random.random(), random.random(), random.random()))
        material.setDiffuse(VBase4(random.random(), random.random(), random.random(), random.random()))
        material.setEmission(VBase4(random.random(), random.random(), random.random(), random.random()))
        material.setShininess(random.random())

        #myTexture = loader.loadTexture("player.png")
        #ammoNode.setTexture(myTexture)
        ammoNode.setMaterial(material)

        ammoNode.setX(self.enemyNp.getX())
        ammoNode.setY(self.enemyNp.getY())
        ammoNode.setZ(self.enemyNp.getZ() + 1)

        force = Vec3(0, 0, 0)
        force.setY(5)
        force.setZ(1)
        force*=50
        force = render.getRelativeVector(self.player, force)

        ammoNode.node().applyCentralForce(force)

        print(force)

        #bullet world
        self.world.attachRigidBody(node)

        #taskMgr.remove('ammoDestroy')
        task = Task(self.destroyAmmoNode)
        taskMgr.add(task, 'ammoDestroy', extraArgs = [task, ammoNode, node, self.world])
        #self.collisions.initAmmoCollisions(ammoNode, self.np, 0, 0, 0)

    def destroyAmmoNode(self, task, arg, bulletArg, world):
        if task.time > 3:
            print(task.time)
            arg.removeNode()
            world.removeRigidBody(bulletArg)
            print('mmmmm?')
            return Task.done
        return Task.cont

    def removeTask(self):
        taskMgr.remove("EnemyUpdateTask#" + str(self.numNpc))


    def enemyUpdate(self, task):
        if math.fabs(self.player.getX() - self.enemyNp.getX()) <= 20 and math.fabs(self.player.getY() - self.enemyNp.getY()) <= 20 and math.fabs(self.player.getZ() - self.enemyNp.getZ()) <= 20:
                    #self.r = random.randint(1, 100)
                    #if self.r == random.randint(1, 100):
                        #self.shoot()
                    #self.enemyLerp = LerpPosInterval(self.enemyNp, .4, self.player.getPos())
                    #self.enemyLerp.start()
            self.velocity = Vec3(self.player.getPos() - self.enemyNp.getPos())

            self.enemyBulletNode.setLinearVelocity(self.velocity * 2)

        if math.fabs(self.enemyNp.getX()) > math.fabs(self.levelNodeBounds.getRadius()) * 2:
            self.removeTask()

        if math.fabs(self.enemyNp.getY()) > math.fabs(self.levelNodeBounds.getRadius())  * 2:
            self.removeTask()

        if math.fabs(self.enemyNp.getZ()) > math.fabs(self.levelNodeBounds.getRadius())  * 2:
            self.removeTask()



        return Task.cont
Ejemplo n.º 13
0
class CharacterController(DynamicObject, FSM):
	def __init__(self, game):
		self.game = game
		FSM.__init__(self, "Player")
		
		# key states
		# dx direction left or right, dy direction forward or backward
		self.kh = self.game.kh
		self.dx = 0
		self.dy = 0
		self.jumping = 0
		self.crouching = 0
		
		# maximum speed when only walking
		self.groundSpeed = 5.0
		
		# acceleration used when walking to rise to self.groundSpeed
		self.groundAccel = 100.0
		
		# maximum speed in the air (air friction)
		self.airSpeed = 30.0
		
		# player movement control when in the air
		self.airAccel = 10.0
		
		# horizontal speed on jump start
		self.jumpSpeed = 5.5
		
		self.turnSpeed = 5
		
		self.moveSpeedVec = Vec3(0,0,0)
		self.platformSpeedVec = Vec3(0,0,0)
		
		h = 1.75
		w = 0.4
		
		self.shape = BulletCapsuleShape(w, h - 2 * w, ZUp)
		self.node = BulletRigidBodyNode('Player')
		self.node.setMass(2)
		self.node.addShape(self.shape)
		self.node.setActive(True, True)
		self.node.setDeactivationEnabled(False, True)
		self.node.setFriction(200)
		#self.node.setGravity(10)
		#self.node.setFallSpeed(200)
		self.node.setCcdMotionThreshold(1e-7)
		self.node.setCcdSweptSphereRadius(0.5)
		self.node.setAngularFactor(Vec3(0,0,1))
		
		self.np = self.game.render.attachNewNode(self.node)
		self.np.setPos(0, 0, 0)
		self.np.setH(0)
		#self.np.setCollideMask(BitMask32.allOn())
		
		self.game.world.attachRigidBody(self.node)
		self.playerModel = None
		self.slice_able = False
		
	def setActor(self, modelPath, animDic={}, flip = False, pos = (0,0,0), scale = 1.0):
		self.playerModel = Actor(modelPath, animDic)
		self.playerModel.reparentTo(self.np)
		self.playerModel.setScale(scale) # 1ft = 0.3048m
		if flip:
			self.playerModel.setH(180)
		self.playerModel.setPos(pos)
		self.playerModel.setScale(scale)
	
	
	#-------------------------------------------------------------------
	# Speed	
	def getSpeedVec(self):
		return self.node.getLinearVelocity()
	def setSpeedVec(self, speedVec):
		#print "setting speed to %s" % (speedVec)
		self.node.setLinearVelocity(speedVec)
		return speedVec
		
	def setPlatformSpeed(self, speedVec):
		self.platformSpeedVec = speedVec
		
	def getSpeed(self):
		return self.getSpeedVec().length()
	def setSpeed(self, speed):
		speedVec = self.getSpeedVec()
		speedVec.normalize()
		self.setSpeedVec(speedVec*speed)
	
	def getLocalSpeedVec(self):
		return self.np.getRelativeVector(self.getSpeed())
	
	def getSpeedXY(self):
		vec = self.getSpeedVec()
		return Vec3(vec[0], vec[1], 0)
	def setSpeedXY(self, speedX, speedY):
		vec = self.getSpeedVec()
		z = self.getSpeedZ()
		self.setSpeedVec(Vec3(speedX, speedY, z))
	
	def getSpeedH(self):
		return self.getSpeedXY().length()
		
	def getSpeedZ(self):
		return self.getSpeedVec()[2]
	def setSpeedZ(self, zSpeed):
		vec = self.getSpeedVec()
		speedVec = Vec3(vec[0], vec[1], zSpeed)
		return self.setSpeedVec(speedVec)
		
		
	def setLinearVelocity(self, speedVec):
		return self.setSpeedVec(speedVec)
	
	def setAngularVelocity(self, speed):
		self.node.setAngularVelocity(Vec3(0, 0, speed))
	
	def getFriction(self):
		return self.node.getFriction()
	def setFriction(self, friction):
		return self.node.setFriction(friction)
	
	#-------------------------------------------------------------------
	# Acceleration	
	def doJump(self):
		#self.setSpeedZ(self.getSpeedZ()+self.jumpSpeed)
		self.setSpeedZ(self.jumpSpeed)
	
	def setForce(self, force):
		self.node.applyCentralForce(force)
		
	#-------------------------------------------------------------------
	# contacts
	
	#-------------------------------------------------------------------
	# update

	
		
	def update(self, dt, dx=0, dy=0, jumping=0, crouching=0, dRot=0):
		#self.setR(0)
		#self.setP(0)
		
		self.jumping = jumping
		self.crouching = crouching
		self.dx = dx
		self.dy = dy
		
		#self.setAngularVelocity(dRot*self.turnSpeed)
		#self.setAngularVelocity(0)
		self.setH(self.game.camHandler.gameNp.getH())
		speedVec = self.getSpeedVec() - self.platformSpeedVec
		speed = speedVec.length()
		localSpeedVec = self.np.getRelativeVector(self.game.render, speedVec)
		pushVec = self.game.render.getRelativeVector(self.np, Vec3(self.dx,self.dy,0))
		if self.dx != 0 or self.dy != 0:
			pushVec.normalize()
		else:
			pushVec = Vec3(0,0,0)
		
		contacts = self.getContacts()
		contact = self.checkFeet()
		
		if self.jumping and contact in contacts:
			self.setFriction(0)
			self.doJump()
		
		if self.jumping:	
			self.setForce(pushVec * self.airAccel)
			
			if speed > self.airSpeed:
				self.setSpeed(self.airSpeed)
		
		else:
			if contacts:
				self.setForce(pushVec * self.groundAccel)
			else:
				self.setForce(pushVec * self.airAccel)
			
			if self.dx == 0 and self.dy == 0:
				self.setFriction(100)
			else:
				self.setFriction(0)
			
			if speed > self.groundSpeed:
				if contacts:
					self.setSpeed(self.groundSpeed)
		
		'''
Ejemplo n.º 14
0
class Window3D:
    def __init__(self, window_id, rect):
        print("Creating window ID={}".format(window_id))
        self.rect = rect
        self.window_id = window_id
        self.box = WindowBox(globals.front_texture, globals.back_texture)
        self.box.update_vertices(rect, globals.desk_rect)
        x0 = int(rect[0] * 1.1) - 2000 + int(0.7 * rect[2])
        y0 = 1980
        z0 = int(rect[1] * 1.1) - 500
        self.default_position = Point3(x0, y0, z0)
        self.box.node.setTag('wid', str(window_id))

        size = [0.5 * (a - b) for a, b in zip(self.box.mx, self.box.mn)]
        self.shape = BulletBoxShape(Vec3(size[0], size[1], size[2] + 10))
        self.phy_node = BulletRigidBodyNode('window')
        volume = size[0] * size[1] * size[2]
        self.phy_node.setMass(0.001 * volume)
        self.phy_node.addShape(self.shape)
        self.node = globals.gui.render.attachNewNode(self.phy_node)
        self.phy_node.setLinearDamping(0.6)
        self.phy_node.setAngularDamping(0.6)
        globals.gui.world.attachRigidBody(self.phy_node)
        self.node.setCollideMask(BitMask32.bit(1))
        self.box.node.reparentTo(self.node)
        self.box.node.setPos(0, 0, size[2] - 10)
        self.node.setPos(x0, y0, z0)
        self.set_physics(False)

    def reset_position(self):
        self.node.setPos(self.default_position)
        self.node.setHpr(0, 0, 0)
        self.set_physics(False)

    def get_hook_pos(self):
        return self.node.getPos() + self.box.node.getPos()

    def update_rectangle(self, rect):
        self.rect = rect
        self.box.update_vertices(rect, globals.desk_rect)

    def set_physics(self, state):
        if state:
            self.phy_node.setMass(1.0)
        else:
            self.phy_node.setMass(0.0)
            self.phy_node.setLinearVelocity(LVector3(0, 0, 0))
            self.phy_node.setAngularVelocity(LVector3(0, 0, 0))

    def rotate(self, dx, dy):
        dx = norm_rot(dx)
        dy = norm_rot(dy)
        v = self.box.node.getHpr()
        v = v + LVecBase3(dx, dy, 0)
        self.box.node.setHpr(v)

    def move(self, delta):
        v = self.node.getPos()
        for i in range(len(delta)):
            v[i] = v[i] + delta[i]
        self.node.setPos(v)
        # self.phy_node.setAngularVelocity(LVector3(0,0,0))

    def close(self):
        self.box.close()

    def calc_desktop_coords(self, v):
        if v[2] > 0:
            return None
        x = int(self.rect[0] + (0.5 * self.rect[2] + v[0]))
        y = int(self.rect[1] - v[2])
        return x, y
Ejemplo n.º 15
0
class Drone:

    # RIGIDBODYMASS = 1
    # RIGIDBODYRADIUS = 0.1
    # LINEARDAMPING = 0.97
    # SENSORRANGE = 0.6
    # TARGETFORCE = 3
    # AVOIDANCEFORCE = 25
    # FORCEFALLOFFDISTANCE = .5

    RIGIDBODYMASS = 0.5
    RIGIDBODYRADIUS = 0.1
    LINEARDAMPING = 0.95
    SENSORRANGE = 0.6
    TARGETFORCE = 1
    AVOIDANCEFORCE = 10
    FORCEFALLOFFDISTANCE = .5

    def __init__(self,
                 manager,
                 position: Vec3,
                 uri="-1",
                 printDebugInfo=False):

        self.base = manager.base
        self.manager = manager

        # The position of the real drone this virtual drone is connected to.
        # If a connection is active, this value is updated each frame.
        self.realDronePosition = Vec3(0, 0, 0)

        self.canConnect = False  # true if the virtual drone has a uri to connect to a real drone
        self.isConnected = False  # true if the connection to a real drone is currently active
        self.uri = uri
        if self.uri != "-1":
            self.canConnect = True
        self.id = int(uri[-1])

        self.randVec = Vec3(random.uniform(-1, 1), random.uniform(-1, 1),
                            random.uniform(-1, 1))

        # add the rigidbody to the drone, which has a mass and linear damping
        self.rigidBody = BulletRigidBodyNode(
            "RigidSphere")  # derived from PandaNode
        self.rigidBody.setMass(self.RIGIDBODYMASS)  # body is now dynamic
        self.rigidBody.addShape(BulletSphereShape(self.RIGIDBODYRADIUS))
        self.rigidBody.setLinearSleepThreshold(0)
        self.rigidBody.setFriction(0)
        self.rigidBody.setLinearDamping(self.LINEARDAMPING)
        self.rigidBodyNP = self.base.render.attachNewNode(self.rigidBody)
        self.rigidBodyNP.setPos(position)
        # self.rigidBodyNP.setCollideMask(BitMask32.bit(1))
        self.base.world.attach(self.rigidBody)

        # add a 3d model to the drone to be able to see it in the 3d scene
        model = self.base.loader.loadModel(self.base.modelDir +
                                           "/drones/drone1.egg")
        model.setScale(0.2)
        model.reparentTo(self.rigidBodyNP)

        self.target = position  # the long term target that the virtual drones tries to reach
        self.setpoint = position  # the immediate target (setpoint) that the real drone tries to reach, usually updated each frame
        self.waitingPosition = Vec3(position[0], position[1], 0.7)
        self.lastSentPosition = self.waitingPosition  # the position that this drone last sent around

        self.printDebugInfo = printDebugInfo
        if self.printDebugInfo:  # put a second drone model on top of drone that outputs debug stuff
            model = self.base.loader.loadModel(self.base.modelDir +
                                               "/drones/drone1.egg")
            model.setScale(0.4)
            model.setPos(0, 0, .2)
            model.reparentTo(self.rigidBodyNP)

        # initialize line renderers
        self.targetLineNP = self.base.render.attachNewNode(LineSegs().create())
        self.velocityLineNP = self.base.render.attachNewNode(
            LineSegs().create())
        self.forceLineNP = self.base.render.attachNewNode(LineSegs().create())
        self.actualDroneLineNP = self.base.render.attachNewNode(
            LineSegs().create())
        self.setpointNP = self.base.render.attachNewNode(LineSegs().create())

    def connect(self):
        """Connects the virtual drone to a real one with the uri supplied at initialization."""
        if not self.canConnect:
            return
        print(self.uri, "connecting")
        self.isConnected = True
        self.scf = SyncCrazyflie(self.uri, cf=Crazyflie(rw_cache='./cache'))
        self.scf.open_link()
        self._reset_estimator()
        self.start_position_printing()

        # MOVE THIS BACK TO SENDPOSITIONS() IF STUFF BREAKS
        self.scf.cf.param.set_value('flightmode.posSet', '1')

    def sendPosition(self):
        """Sends the position of the virtual drone to the real one."""
        cf = self.scf.cf
        self.setpoint = self.getPos()
        # send the setpoint
        cf.commander.send_position_setpoint(self.setpoint[0], self.setpoint[1],
                                            self.setpoint[2], 0)

    def disconnect(self):
        """Disconnects the real drone."""
        print(self.uri, "disconnecting")
        self.isConnected = False
        cf = self.scf.cf
        cf.commander.send_stop_setpoint()
        time.sleep(0.1)
        self.scf.close_link()

    def update(self):
        """Update the virtual drone."""
        # self.updateSentPositionBypass(0)

        self._updateTargetForce()
        self._updateAvoidanceForce()
        self._clampForce()

        if self.isConnected:
            self.sendPosition()

        # draw various lines to get a better idea of whats happening
        self._drawTargetLine()
        # self._drawVelocityLine()
        self._drawForceLine()
        # self._drawSetpointLine()

        self._printDebugInfo()

    def updateSentPosition(self, timeslot):
        transmissionProbability = 1
        if self.id == timeslot:
            if random.uniform(0, 1) < transmissionProbability:
                # print(f"drone {self.id} updated position")
                self.lastSentPosition = self.getPos()
            else:
                pass
                # print(f"drone {self.id} failed!")

    def updateSentPositionBypass(self, timeslot):
        self.lastSentPosition = self.getPos()

    def getPos(self) -> Vec3:
        return self.rigidBodyNP.getPos()

    def getLastSentPos(self) -> Vec3:
        return self.lastSentPosition

    def _updateTargetForce(self):
        """Applies a force to the virtual drone which moves it closer to its target."""
        dist = (self.target - self.getPos())
        if (dist.length() > self.FORCEFALLOFFDISTANCE):
            force = dist.normalized()
        else:
            force = (dist / self.FORCEFALLOFFDISTANCE)
        self.addForce(force * self.TARGETFORCE)

    def _updateAvoidanceForce(self):
        """Applies a force the the virtual drone which makes it avoid other drones."""
        # get all drones within the sensors reach and put them in a list
        nearbyDrones = []
        for drone in self.manager.drones:
            dist = (drone.getLastSentPos() - self.getPos()).length()
            if drone.id == self.id:  # prevent drone from detecting itself
                continue
            if dist < self.SENSORRANGE:
                nearbyDrones.append(drone)

        # calculate and apply forces
        for nearbyDrone in nearbyDrones:
            distVec = nearbyDrone.getLastSentPos() - self.getPos()
            if distVec.length() < 0.2:
                print("BONK")
            distMult = self.SENSORRANGE - distVec.length()
            avoidanceDirection = self.randVec.normalized(
            ) * 2 - distVec.normalized() * 10
            avoidanceDirection.normalize()
            self.addForce(avoidanceDirection * distMult * self.AVOIDANCEFORCE)

    def _clampForce(self):
        """Clamps the total force acting in the drone."""
        totalForce = self.rigidBody.getTotalForce()
        if totalForce.length() > 2:
            self.rigidBody.clearForces()
            self.rigidBody.applyCentralForce(totalForce.normalized())

    def targetVector(self) -> Vec3:
        """Returns the vector from the drone to its target."""
        return self.target - self.getPos()

    def _printDebugInfo(self):
        if self.printDebugInfo:
            pass

    def setTarget(self, target: Vec3):
        """Sets a new target for the drone."""
        self.target = target

    def setRandomTarget(self):
        """Sets a new random target for the drone."""
        self.target = self.manager.getRandomRoomCoordinate()

    def setNewRandVec(self):
        self.randVec = Vec3(random.uniform(-1, 1), random.uniform(-1, 1),
                            random.uniform(-1, 1))

    def addForce(self, force: Vec3):
        self.rigidBody.applyCentralForce(force)

    def setPos(self, position: Vec3):
        self.rigidBodyNP.setPos(position)

    def getVel(self) -> Vec3:
        return self.rigidBody.getLinearVelocity()

    def setVel(self, velocity: Vec3):
        return self.rigidBody.setLinearVelocity(velocity)

    def _drawTargetLine(self):
        self.targetLineNP.removeNode()
        ls = LineSegs()
        # ls.setThickness(1)
        ls.setColor(1.0, 0.0, 0.0, 1.0)
        ls.moveTo(self.getPos())
        ls.drawTo(self.target)
        node = ls.create()
        self.targetLineNP = self.base.render.attachNewNode(node)

    def _drawVelocityLine(self):
        self.velocityLineNP.removeNode()
        ls = LineSegs()
        # ls.setThickness(1)
        ls.setColor(0.0, 0.0, 1.0, 1.0)
        ls.moveTo(self.getPos())
        ls.drawTo(self.getPos() + self.getVel())
        node = ls.create()
        self.velocityLineNP = self.base.render.attachNewNode(node)

    def _drawForceLine(self):
        self.forceLineNP.removeNode()
        ls = LineSegs()
        # ls.setThickness(1)
        ls.setColor(0.0, 1.0, 0.0, 1.0)
        ls.moveTo(self.getPos())
        ls.drawTo(self.getPos() + self.rigidBody.getTotalForce() * 0.2)
        node = ls.create()
        self.forceLineNP = self.base.render.attachNewNode(node)

    def _drawSetpointLine(self):
        self.setpointNP.removeNode()
        ls = LineSegs()
        # ls.setThickness(1)
        ls.setColor(1.0, 1.0, 1.0, 1.0)
        ls.moveTo(self.getPos())
        ls.drawTo(self.setpoint)
        node = ls.create()
        self.setpointNP = self.base.render.attachNewNode(node)

    def _wait_for_position_estimator(self):
        """Waits until the position estimator reports a consistent location after resetting."""
        print('Waiting for estimator to find position...')

        log_config = LogConfig(name='Kalman Variance', period_in_ms=500)
        log_config.add_variable('kalman.varPX', 'float')
        log_config.add_variable('kalman.varPY', 'float')
        log_config.add_variable('kalman.varPZ', 'float')

        var_y_history = [1000] * 10
        var_x_history = [1000] * 10
        var_z_history = [1000] * 10

        threshold = 0.001

        with SyncLogger(self.scf, log_config) as logger:
            for log_entry in logger:
                data = log_entry[1]

                var_x_history.append(data['kalman.varPX'])
                var_x_history.pop(0)
                var_y_history.append(data['kalman.varPY'])
                var_y_history.pop(0)
                var_z_history.append(data['kalman.varPZ'])
                var_z_history.pop(0)

                min_x = min(var_x_history)
                max_x = max(var_x_history)
                min_y = min(var_y_history)
                max_y = max(var_y_history)
                min_z = min(var_z_history)
                max_z = max(var_z_history)

                if (max_x - min_x) < threshold and (
                        max_y - min_y) < threshold and (max_z -
                                                        min_z) < threshold:
                    break

    def _reset_estimator(self):
        """Resets the position estimator, this should be run before flying the drones or they might report a wrong position."""
        cf = self.scf.cf
        cf.param.set_value('kalman.resetEstimation', '1')
        time.sleep(0.1)
        cf.param.set_value('kalman.resetEstimation', '0')

        self._wait_for_position_estimator()

    def position_callback(self, timestamp, data, logconf):
        """Updates the variable holding the position of the actual drone. It is not called in the update method, but by the drone itself (I think)."""
        x = data['kalman.stateX']
        y = data['kalman.stateY']
        z = data['kalman.stateZ']
        self.realDronePosition = Vec3(x, y, z)
        # print('pos: ({}, {}, {})'.format(x, y, z))

    def start_position_printing(self):
        """Activate logging of the position of the real drone."""
        log_conf = LogConfig(name='Position', period_in_ms=50)
        log_conf.add_variable('kalman.stateX', 'float')
        log_conf.add_variable('kalman.stateY', 'float')
        log_conf.add_variable('kalman.stateZ', 'float')

        self.scf.cf.log.add_config(log_conf)
        log_conf.data_received_cb.add_callback(self.position_callback)
        log_conf.start()