def toPoint3d(tuple):
    """Converts a tuple to a Point3D. If it is already a Point3D, return it."""
    from MathLib import Point3d, ThreeTuple
    if tuple is None: return None
    if isinstance(tuple, ThreeTuple): return Point3d(tuple)
    if len(tuple) != 3:
        raise TypeError("A Point3D should be a 3-tuple")
    return Point3d(tuple[0], tuple[1], tuple[2])
Example #2
0
 def setupParameters(self):
     """Called whenever parameters are setup"""
     
     self.getState(0).setDuration( Core.cvar.SimGlobals_stepTime )
     #now prepare the step information for the following step:
     footStart = self.getStanceFootPos().z 
     sagittalPlaneFutureFootPos = footStart + self.defaultStepSize
     self.swingFootTrajectory.clear()
     self.setSagittalBalanceFootPlacement( 1 )
     self.swingFootTrajectory.addKnot(0, Point3d(0, 0.04, self.getSwingFootPos().z - footStart));
     self.swingFootTrajectory.addKnot(0.5, Point3d(0, 0.05 + 0.1 + Core.cvar.SimGlobals_stepHeight, 0.5 * self.getSwingFootPos().z + sagittalPlaneFutureFootPos * 0.5 - footStart));
     self.swingFootTrajectory.addKnot(1, Point3d(0, 0.05 + 0, sagittalPlaneFutureFootPos - footStart));
Example #3
0
def _createEllipsoid(proxy, radius, colour, moiScale, withMesh):
    """
    Private function.
    Use createEllipsoid() or createArticulatedEllipsoid() instead.
    """
    # Mesh and cdps will be set manually
    proxy.meshes = None
    proxy.cdps = None

    # Compute box moi
    moi = [0, 0, 0]
    for i in range(3):
        j = (i + 1) % 3
        k = (i + 2) % 3
        moi[i] = proxy.mass * (radius[j] * radius[j] +
                               radius[k] * radius[k]) / 5.0
    proxy.moi = PyUtils.toVector3d(moi) * moiScale

    ellipsoid = proxy.createAndFillObject()

    cdp = Physics.SphereCDP()
    cdp.setCenter(Point3d(0, 0, 0))
    cdp.setRadius(min(radius))

    ellipsoid.addCollisionDetectionPrimitive(cdp)

    if withMesh:
        mesh = Mesh.createEllipsoid((0, 0, 0), radius, colour)
        ellipsoid.addMesh(mesh)

    return ellipsoid
Example #4
0
    def _addHandle(self,
                   jointName,
                   componentIndex,
                   handleInfo=None,
                   type='circular',
                   reverseOppositeJoint=False,
                   minValue=-10000,
                   maxValue=10000):
        """
        Adds a handle to the model.
        handleInfo can be the name of an joint where the handle should be located
        
        """
        oppositeJointName = jointName.replace("STANCE_", "TEMP_").replace(
            "SWING_", "STANCE_").replace("TEMP_", "SWING_")
        try:
            handleJointName = handleInfo.replace("STANCE_",
                                                 "l").replace("SWING_", "r")
            posInChild = self._character.getJointByName(
                handleJointName).getParentJointPosition()
        except AttributeError:
            posInChild = Point3d(0, 0, 0)

        handle = Handle(self._controller, jointName, componentIndex, type,
                        posInChild, oppositeJointName, reverseOppositeJoint,
                        minValue, maxValue)
        self._handles.append(handle)
        return handle
    def setupParameters(self):
        """Called whenever parameters are setup"""

        self.getState(0).setDuration(Core.cvar.SimGlobals_stepTime)
        #now prepare the step information for the following step:
        footStart = self.getStanceFootPos().z
        sagittalPlaneFutureFootPos = footStart + self.defaultStepSize
        self.swingFootTrajectory.clear()
        self.setSagittalBalanceFootPlacement(1)
        #        self.swingFootTrajectory.addKnot(0, Point3d(0, 0.04, self.getSwingFootPos().z - footStart));
        #        self.swingFootTrajectory.addKnot(0.5, Point3d(0, 0.05 + 0.1 + Core.cvar.SimGlobals_stepHeight, 0.5 * self.getSwingFootPos().z + sagittalPlaneFutureFootPos * 0.5 - footStart));
        #        self.swingFootTrajectory.addKnot(1, Point3d(0, 0.05 + 0, sagittalPlaneFutureFootPos - footStart));
        self.swingFootTrajectory.addKnot(0, Point3d(0, 0.06 + 0.1, 0))
        self.swingFootTrajectory.addKnot(
            0.75, Point3d(0, 0.08 + 0.1 + Core.cvar.SimGlobals_stepHeight,
                          0.15))
        self.swingFootTrajectory.addKnot(
            1.0, Point3d(0, 0.08 + Core.cvar.SimGlobals_stepHeight / 2, 0.15))
        # controller->swingFootTrajectory.addKnot(1, Point3d(0, 0.05, 0.27));

        takeAStep = False
        idleMotion = False
        if self.doubleStanceMode and idleMotion:
            if random.random() < 0.2:
                Core.cvar.SimGlobals_upperBodyTwist = (random.random() - 0.5)
            elif random.random() < 0.2:
                self.doubleStanceMode = False
                Core.cvar.SimGlobals_desiredHeading += Core.cvar.SimGlobals_upperBodyTwist + (
                    random.random() - 0.5)
                Core.cvar.SimGlobals_upperBodyTwist = 0
                takeAStep = True

        v = self.getV()
        print "v.x: %f, v.z: %f" % (v.x, v.z)
        if math.fabs(v.x) < 0.1 and \
          math.fabs(v.z) < 0.05 and \
          math.fabs(Core.cvar.SimGlobals_VDelSagittal) <= 0.1 and \
          shouldComeToStop :
            if not self.doubleStanceMode:
                # check out the distance between the feet...
                fMidPoint = Vector3d(self.stanceFoot.getCMPosition(),
                                     self.swingFoot.getCMPosition())
                errV = self.characterFrame.inverseRotate(
                    self.doubleStanceCOMError)
                if errV.length() < 0.05 and fMidPoint.length(
                ) < 0.2 and fMidPoint.length() > 0.05:
                    self.doubleStanceMode = True
Example #6
0
 def setPos(self, pos):
     if self._type == _Type.circular :
         posPivot = self._jointChild.getWorldCoordinates( self._pivotPosInChild )
         self._converter.project( posPivot )
         v1 = Vector3d( posPivot, Point3d(*self._converter.to3d(self._previousMousePos) ) ).unit()
         v2 = Vector3d( posPivot, Point3d(*self._converter.to3d(pos) ) ).unit()
         cos = v1.dotProductWith(v2)
         sin = v1.crossProductWith(v2).dotProductWith(Vector3d(*self._converter.normal())) * self._sign
         theta = math.atan2(sin, cos)
     else: # _Type.perpendicular
         posPivot = self._jointChild.getWorldCoordinates( self._pivotPosInChild )
         handlePos = self._jointChild.getWorldCoordinates( self._handlePosInChild )
         vector = Vector3d( posPivot, handlePos ).unit().crossProductWith( Vector3d(*self._converter.normal()) )
         vector2d = self._converter.to2d( vector )
         theta = (vector2d[0]*(pos[0]-self._previousMousePos[0]) + vector2d[1]*(pos[1]-self._previousMousePos[1])) * self._sign * perpendicularSpeed
         
     index = self._handle.getIndexForTime(self._time)
     if index is None: 
         return
     value = self._handle.getKeyframeValue(index)
     self._handle.setKeyframeValue(index, value+theta)
    def __init__(self,
                 parent,
                 id=wx.ID_ANY,
                 pos=wx.DefaultPosition,
                 size=wx.DefaultSize,
                 style=0,
                 name='glpane',
                 attribList=(),
                 fps=30):

        super(GLPanel, self).__init__(parent, id, pos, size, style, name,
                                      attribList)

        self._glInitialized = False

        width, height = self.GetSizeTuple()
        self._gluiTopLevelWindow = GLUITopLevelWindow(width, height, self)
        self._gluiSizer = GLUtils.GLUIBoxSizer(GLUtils.GLUI_VERTICAL)
        self._gluiTopLevelWindow.setSizer(self._gluiSizer)

        #
        # Set the event handlers.
        self.Bind(wx.EVT_ERASE_BACKGROUND, self.processEraseBackgroundEvent)
        self.Bind(wx.EVT_SIZE, self.processSizeEvent)
        self.Bind(wx.EVT_PAINT, self.processPaintEvent)

        self.Bind(wx.EVT_LEFT_DOWN, self.processMouseDown)
        self.Bind(wx.EVT_LEFT_UP, self.processMouseUp)
        self.Bind(wx.EVT_MIDDLE_DOWN, self.processMouseDown)
        self.Bind(wx.EVT_MIDDLE_UP, self.processMouseUp)
        self.Bind(wx.EVT_RIGHT_DOWN, self.processMouseDown)
        self.Bind(wx.EVT_RIGHT_UP, self.processMouseUp)
        self.Bind(wx.EVT_MOTION, self.processMouseMotion)

        self.Bind(
            wx.EVT_LEFT_DOWN, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onLeftDown))
        self.Bind(
            wx.EVT_LEFT_UP, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onLeftUp))
        self.Bind(
            wx.EVT_LEFT_DCLICK, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onLeftDClick))
        self.Bind(
            wx.EVT_MIDDLE_DOWN, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onMiddleDown))
        self.Bind(
            wx.EVT_MIDDLE_UP, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onMiddleUp))
        self.Bind(
            wx.EVT_MIDDLE_DCLICK, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onMiddleDClick))
        self.Bind(
            wx.EVT_RIGHT_DOWN, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onRightDown))
        self.Bind(
            wx.EVT_RIGHT_UP, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onRightUp))
        self.Bind(
            wx.EVT_RIGHT_DCLICK, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onRightDClick))
        self.Bind(
            wx.EVT_MOTION, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onMotion))
        self.Bind(
            wx.EVT_MOUSEWHEEL, lambda event: self.processGLUIMouseEvent(
                event, self._gluiTopLevelWindow.onMouseWheel))

        self.Bind(wx.EVT_IDLE, self.processIdle)

        # Set-up starting state
        self._drawAxes = False
        self._printLoad = False
        self._drawGround = True
        self._groundTexture = None
        self._cameraControl = True
        self._fps = fps
        self._load = 0
        self._loadWindow = []
        self._loadWindowSize = math.ceil(fps)

        self._oldX = -1
        self._oldY = -1

        self._drawCallbacks = []
        self._postDrawCallbacks = []
        self._oncePerFrameCallbacks = []

        self._timeOfNextFrame = 0

        # Set-up initial camera
        self._camera = GLUtils.GLCamera()
        self._camera.setTarget(Point3d(0, 1, 0))
        self._camera.modifyRotations(Vector3d(-0.18, -3.141592 / 2.0, 0))
        self._cameraTargetFunction = None
    def updatePose(self,
                   time,
                   stanceFootToSwingFoot,
                   stance=Core.LEFT_STANCE,
                   dontMoveStanceAnkle=False):
        """Updates the pose of the character to match the one at the specified time.
        Always use left stance.
        stanceFootToSwingFoot is a Vector3d for the vector linking the stance foot to the swing foot
        """

        # Setup the stance leg
        if stance == Core.LEFT_STANCE:
            stanceLowerLeg = self._leftLowerLeg
            stanceAnkleInStanceLowerLeg = self._leftAnkleInStanceLowerLeg
            stanceHipJointInPelvis = self._leftHipJointInPelvis
            stanceHipJointIndex = self._leftHipJointIndex
            swingHipJointInPelvis = self._rightHipJointInPelvis
            swingHipToKneeVectorInUpperLeg = self._rightHipToKneeVectorInUpperLeg
            swingKneeToAnkleVectorInLowerLeg = self._rightKneeToAnkleVectorInLowerLeg
            swingKneeJointIndex = self._rightKneeJointIndex
            swingHipJointIndex = self._rightHipJointIndex
        else:
            stanceLowerLeg = self._rightLowerLeg
            stanceAnkleInStanceLowerLeg = self._rightAnkleInStanceLowerLeg
            stanceHipJointInPelvis = self._rightHipJointInPelvis
            stanceHipJointIndex = self._rightHipJointIndex
            swingHipJointInPelvis = self._leftHipJointInPelvis
            swingHipToKneeVectorInUpperLeg = self._leftHipToKneeVectorInUpperLeg
            swingKneeToAnkleVectorInLowerLeg = self._leftKneeToAnkleVectorInLowerLeg
            swingKneeJointIndex = self._leftKneeJointIndex
            swingHipJointIndex = self._leftHipJointIndex

        if dontMoveStanceAnkle:
            finalStanceAnkleInWorld = stanceLowerLeg.getWorldCoordinates(
                stanceAnkleInStanceLowerLeg)

        pose = Core.ReducedCharacterStateArray()
        self._controller.updateTrackingPose(pose, time, stance)
        reducedCharacter = Core.ReducedCharacterState(pose)

        # Update stanceFootToSwingFoot, adding in the delta
        stanceFootToSwingFoot += self._controller.computeSwingFootDelta(
            time, stance)

        # Recenter and reorient the character
        pos = reducedCharacter.getPosition()
        pos.x = pos.z = 0
        reducedCharacter.setPosition(pos)
        reducedCharacter.setOrientation(Quaternion())

        self._character.setState(pose, 0, False)

        leftFootWorldOrientation = self._leftFoot.getOrientation()
        rightFootWorldOrientation = self._rightFoot.getOrientation()

        currentStanceAnkleInWorld = stanceLowerLeg.getWorldCoordinates(
            stanceAnkleInStanceLowerLeg)
        currentStanceAnkleInPelvis = self._pelvis.getLocalCoordinates(
            currentStanceAnkleInWorld)
        currentStanceHipToAnkleInPelvis = Vector3d(stanceHipJointInPelvis,
                                                   currentStanceAnkleInPelvis)
        lengthStanceHipToAnkle = currentStanceHipToAnkleInPelvis.length()

        stanceHipJointInWorld = self._pelvis.getWorldCoordinates(
            stanceHipJointInPelvis)

        desiredStanceAnkleInWorld = Point3d(stanceFootToSwingFoot * -0.5)

        yLentgh2 = lengthStanceHipToAnkle*lengthStanceHipToAnkle - \
                    desiredStanceAnkleInWorld.x*desiredStanceAnkleInWorld.x - \
                    desiredStanceAnkleInWorld.z*desiredStanceAnkleInWorld.z

        if yLentgh2 <= 0:
            desiredStanceAnkleInWorld.y = stanceHipJointInWorld.y
        else:
            desiredStanceAnkleInWorld.y = stanceHipJointInWorld.y - math.sqrt(
                yLentgh2)

        desiredStanceAnkleInPelvis = self._pelvis.getLocalCoordinates(
            desiredStanceAnkleInWorld)
        desiredStanceHipToAnkleInPelvis = Vector3d(stanceHipJointInPelvis,
                                                   desiredStanceAnkleInPelvis)

        currentStanceHipToAnkleInPelvis.toUnit()
        desiredStanceHipToAnkleInPelvis.toUnit()
        rot = Quaternion(currentStanceHipToAnkleInPelvis,
                         desiredStanceHipToAnkleInPelvis)

        currQuat = reducedCharacter.getJointRelativeOrientation(
            stanceHipJointIndex)
        currQuat *= rot
        reducedCharacter.setJointRelativeOrientation(currQuat,
                                                     stanceHipJointIndex)

        pos = reducedCharacter.getPosition()
        pos.y -= desiredStanceAnkleInWorld.y
        reducedCharacter.setPosition(pos)

        self._character.setState(pose, 0, False)

        # Setup the swing leg

        currentStanceAnkleInWorld = stanceLowerLeg.getWorldCoordinates(
            stanceAnkleInStanceLowerLeg)
        desiredSwingAnkleInWorld = currentStanceAnkleInWorld + stanceFootToSwingFoot
        targetInPelvis = self._pelvis.getLocalCoordinates(
            desiredSwingAnkleInWorld)

        qParent = Quaternion()
        qChild = Quaternion()

        Core.TwoLinkIK_getIKOrientations(swingHipJointInPelvis, targetInPelvis,
                                         Vector3d(-1, 0, 0),
                                         swingHipToKneeVectorInUpperLeg,
                                         Vector3d(-1, 0, 0),
                                         swingKneeToAnkleVectorInLowerLeg,
                                         qParent, qChild)

        reducedCharacter.setJointRelativeOrientation(qChild,
                                                     swingKneeJointIndex)
        reducedCharacter.setJointRelativeOrientation(qParent,
                                                     swingHipJointIndex)

        self._character.setState(pose, 0, False)

        leftAnkleLocalOrientation = self._leftLowerLeg.getOrientation(
        ).getInverse() * leftFootWorldOrientation
        rightAnkleLocalOrientation = self._rightLowerLeg.getOrientation(
        ).getInverse() * rightFootWorldOrientation

        reducedCharacter.setJointRelativeOrientation(leftAnkleLocalOrientation,
                                                     self._leftAnkleJointIndex)
        reducedCharacter.setJointRelativeOrientation(
            rightAnkleLocalOrientation, self._rightAnkleJointIndex)

        if dontMoveStanceAnkle:
            delta = finalStanceAnkleInWorld - stanceLowerLeg.getWorldCoordinates(
                stanceAnkleInStanceLowerLeg)
            pos = reducedCharacter.getPosition() + delta
            reducedCharacter.setPosition(pos)

        self._character.setState(pose, 0, False)