Example #1
0
 def __set_vehicle(self):
     self.vehicle = BulletVehicle(PhysMgr().root, self.pnode)
     self.vehicle.setCoordinateSystem(ZUp)
     self.vehicle.setPitchControl(self.pitch_control)
     tuning = self.vehicle.getTuning()
     tuning.setSuspensionCompression(self.suspension_compression)
     tuning.setSuspensionDamping(self.suspension_damping)
     PhysMgr().attach_vehicle(self.vehicle)
Example #2
0
    def setupVehicle(self, bulletWorld):
        # Chassis
        shape = BulletBoxShape(Vec3(1, 2.2, 0.5))
        ts = TransformState.makePos(Point3(0, 0, .7))
        if self.isMainChar:
            self.chassisNode = BulletRigidBodyNode(self.username)
        else:
            self.chassisNode = BulletRigidBodyNode('vehicle')
        self.chassisNode.setTag("username", str(self.username))

        self.chassisNP = render.attachNewNode(self.chassisNode)
        self.chassisNP.node().addShape(shape, ts)
        if self.isMainChar:
            self.chassisNP.node().notifyCollisions(True)
        else:
            self.chassisNP.node().notifyCollisions(False)
        self.setVehiclePos(self.pos[0], self.pos[1], self.pos[2], self.pos[3],
                           self.pos[4], self.pos[5])
        # self.chassisNP.setPos(-5.34744, 114.773, 6)
        #self.chassisNP.setPos(49.2167, 64.7968, 10)
        self.chassisNP.node().setMass(800.0)
        self.chassisNP.node().setDeactivationEnabled(False)

        bulletWorld.attachRigidBody(self.chassisNP.node())

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(bulletWorld, self.chassisNP.node())
        self.vehicle.setCoordinateSystem(ZUp)
        bulletWorld.attachVehicle(self.vehicle)

        self.carNP = loader.loadModel('models/batmobile-chassis.egg')
        #self.yugoNP.setScale(.7)
        self.carNP.reparentTo(self.chassisNP)

        # Right front wheel
        np = loader.loadModel('models/batmobile-wheel-right.egg')
        np.reparentTo(render)
        self.addWheel(Point3(1, 1.1, .7), True, np)

        # Left front wheel
        np = loader.loadModel('models/batmobile-wheel-left.egg')
        np.reparentTo(render)
        self.addWheel(Point3(-1, 1.1, .7), True, np)

        # Right rear wheel
        np = loader.loadModel('models/batmobile-wheel-right.egg')
        np.reparentTo(render)
        self.addWheel(Point3(1, -2, .7), False, np)

        # Left rear wheel
        np = loader.loadModel('models/batmobile-wheel-left.egg')
        np.reparentTo(render)
        self.addWheel(Point3(-1, -2, .7), False, np)
Example #3
0
    def __init__(self, tempworld, bulletWorld, type, playerId):
        self.world = tempworld
        self.speed = 0
        self.acceleration = 1.5
        self.brakes = .7
        self.min_speed = 0
        self.max_speed = 150
        self.reverse_speed = 20
        self.reverse_limit = -40
        self.armor = 100
        self.health = 100
        self.a_timer_start = time.time()
        self.a_timer_end = time.time()
        self.power_ups = [0, 0, 0]
        self.playerId = playerId

        if type == 0:
            self.actor = Actor("models/batmobile-chassis")
            self.actor.setScale(0.7)
            carRadius = 3
        elif type == 1:
            self.actor = Actor("models/policecarpainted", {})
            self.actor.setScale(0.30)
            self.actor.setH(180)  # elif type == 2:
        # self.actor = loader.loadModel("knucklehead.egg")
        #     self.tex = loader.loadTexture("knucklehead.jpg")
        #     self.actor.setTexture(self.car_tex, 1)


        shape = BulletBoxShape(Vec3(1.0, 1.5, 0.4))
        ts = TransformState.makePos(Point3(0, 0, 0.6))

        self.chassisNP = render.attachNewNode(BulletRigidBodyNode('Vehicle'))
        self.chassisNP.node().addShape(shape, ts)
        self.chassisNP.setPos(50 * random.random(), 50 * random.random(), 1)
        self.chassisNP.setH(180)
        self.chassisNP.node().setMass(800.0)
        self.chassisNP.node().setDeactivationEnabled(False)

        bulletWorld.attachRigidBody(self.chassisNP.node())

        self.actor.reparentTo(self.chassisNP)
        self.actor.setH(180)

        # Vehicle
        self.vehicle = BulletVehicle(bulletWorld, self.chassisNP.node())
        self.vehicle.setCoordinateSystem(ZUp)
        bulletWorld.attachVehicle(self.vehicle)

        for fb, y in (("F", 1.1), ("B", -1.1)):
            for side, x in (("R", 0.75), ("L", -0.75)):
                np = loader.loadModel("models/tire%s.egg" % side)
                np.reparentTo(render)
                isFront = fb == "F"
                self.addWheel(Point3(x, y, 0.55), isFront, np)
Example #4
0
 def __set_vehicle(self):
     self.vehicle = BulletVehicle(self.eng.phys_mgr.root._wld, self.pnode)
     # access to a protected member
     self.vehicle.set_coordinate_system(ZUp)
     self.vehicle.set_pitch_control(self.pitch_control)
     tuning = self.vehicle.get_tuning()
     tuning.set_suspension_compression(self.suspension_compression)
     # default .83
     tuning.set_suspension_damping(self.suspension_damping)
     # default .88
     self.eng.phys_mgr.attach_vehicle(self.vehicle)
Example #5
0
    def _add_chassis(self, pg_physics_world: PGPhysicsWorld):
        para = self.get_config()
        self.LENGTH = self.vehicle_config["vehicle_length"]
        self.WIDTH = self.vehicle_config["vehicle_width"]
        chassis = BaseVehicleNode(BodyName.Base_vehicle, self)
        chassis.setIntoCollideMask(BitMask32.bit(CollisionGroup.EgoVehicle))
        chassis_shape = BulletBoxShape(
            Vec3(self.WIDTH / 2, self.LENGTH / 2,
                 para[Parameter.vehicle_height] / 2))
        ts = TransformState.makePos(
            Vec3(0, 0, para[Parameter.chassis_height] * 2))
        chassis.addShape(chassis_shape, ts)
        heading = np.deg2rad(-para[Parameter.heading] - 90)
        chassis.setMass(para[Parameter.mass])
        self.chassis_np = self.node_path.attachNewNode(chassis)
        # not random spawn now
        self.chassis_np.setPos(Vec3(*self.spawn_place, 1))
        self.chassis_np.setQuat(
            LQuaternionf(math.cos(heading / 2), 0, 0, math.sin(heading / 2)))
        chassis.setDeactivationEnabled(False)
        chassis.notifyCollisions(
            True
        )  # advance collision check, do callback in pg_collision_callback
        self.dynamic_nodes.append(chassis)

        chassis_beneath = BulletGhostNode(BodyName.Base_vehicle_beneath)
        chassis_beneath.setIntoCollideMask(
            BitMask32.bit(CollisionGroup.EgoVehicleBeneath))
        chassis_beneath.addShape(chassis_shape)
        self.chassis_beneath_np = self.chassis_np.attachNewNode(
            chassis_beneath)
        self.dynamic_nodes.append(chassis_beneath)

        self.system = BulletVehicle(pg_physics_world.dynamic_world, chassis)
        self.system.setCoordinateSystem(ZUp)
        self.dynamic_nodes.append(
            self.system
        )  # detach chassis will also detach system, so a waring will generate

        if self.render:
            if self.MODEL is None:
                model_path = 'models/ferra/scene.gltf'
                self.MODEL = self.loader.loadModel(
                    AssetLoader.file_path(model_path))
                self.MODEL.setZ(para[Parameter.vehicle_vis_z])
                self.MODEL.setY(para[Parameter.vehicle_vis_y])
                self.MODEL.setH(para[Parameter.vehicle_vis_h])
                self.MODEL.set_scale(para[Parameter.vehicle_vis_scale])
            self.MODEL.instanceTo(self.chassis_np)
Example #6
0
    def __init__(self, game, pos, vel):
        self.initCordPos = numpy.array([pos[0], pos[1]])
        line = game.segLine
        lineLen = 0
        prevPoint = line[0]
        self.initNum = 0
        for point in line:
            norm = numpy.linalg.norm(point - prevPoint)
            if pos[0] >= lineLen and pos[0] < lineLen + norm:
                ldirec = (point - prevPoint) / norm
                rdirec = numpy.array([ldirec[1], -ldirec[0]])
                post = prevPoint + (pos[0] -
                                    lineLen) * ldirec + rdirec * pos[1]
                self.initPos = Vec3(post[0], post[1], pos[2])
                break
            lineLen = lineLen + norm
            prevPoint = point
            self.initNum = self.initNum + 1
        chassis = setChassis(game, self.initPos, vel)
        BulletVehicle.__init__(self, game.world, chassis.node())
        self.setCoordinateSystem(ZUp)
        game.world.attachVehicle(self)
        self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
        self.yugoNP.reparentTo(chassis)

        # Right front wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(game.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(game.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(game.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(game.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

        # Steering info
        self.steering = 0.0  # degree
        self.steeringClamp = 45.0  # degree
        self.steeringIncrement = 10.0  # degree per second
def test_get_steering():
    world = BulletWorld()
    # Chassis
    shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
    body = BulletRigidBodyNode('Vehicle')
    body.addShape(shape)
    world.attach(body)
    # Vehicle
    vehicle = BulletVehicle(world, body)
    world.attachVehicle(vehicle)
    # Wheel
    wheel = vehicle.createWheel()
    wheel.setSteering(30.0)
    # Returns the steering angle in degrees.
    assert wheel.getSteering() == approx(30.0)
Example #8
0
    def _add_chassis(self, pg_physics_world: PGPhysicsWorld):
        para = self.get_config()
        chassis = BulletRigidBodyNode(BodyName.Ego_vehicle_top)
        chassis.setIntoCollideMask(BitMask32.bit(self.COLLISION_MASK))
        chassis_shape = BulletBoxShape(
            Vec3(para[Parameter.vehicle_width] / 2,
                 para[Parameter.vehicle_length] / 2,
                 para[Parameter.vehicle_height] / 2))
        ts = TransformState.makePos(
            Vec3(0, 0, para[Parameter.chassis_height] * 2))
        chassis.addShape(chassis_shape, ts)
        heading = np.deg2rad(-para[Parameter.heading] - 90)
        chassis.setMass(para[Parameter.mass])
        self.chassis_np = self.node_path.attachNewNode(chassis)
        # not random born now
        self.chassis_np.setPos(Vec3(*self.born_place, 1))
        self.chassis_np.setQuat(
            LQuaternionf(np.cos(heading / 2), 0, 0, np.sin(heading / 2)))
        chassis.setDeactivationEnabled(False)
        chassis.notifyCollisions(True)  # advance collision check
        self.pg_world.physics_world.dynamic_world.setContactAddedCallback(
            PythonCallbackObject(self._collision_check))
        self.dynamic_nodes.append(chassis)

        chassis_beneath = BulletGhostNode(BodyName.Ego_vehicle)
        chassis_beneath.setIntoCollideMask(BitMask32.bit(self.COLLISION_MASK))
        chassis_beneath.addShape(chassis_shape)
        self.chassis_beneath_np = self.chassis_np.attachNewNode(
            chassis_beneath)
        self.dynamic_nodes.append(chassis_beneath)

        self.system = BulletVehicle(pg_physics_world.dynamic_world, chassis)
        self.system.setCoordinateSystem(ZUp)
        self.dynamic_nodes.append(
            self.system
        )  # detach chassis will also detach system, so a waring will generate
        self.LENGTH = para[Parameter.vehicle_length]
        self.WIDTH = para[Parameter.vehicle_width]

        if self.render:
            model_path = 'models/ferra/scene.gltf'
            self.chassis_vis = self.loader.loadModel(
                AssetLoader.file_path(model_path))
            self.chassis_vis.setZ(para[Parameter.vehicle_vis_z])
            self.chassis_vis.setY(para[Parameter.vehicle_vis_y])
            self.chassis_vis.setH(para[Parameter.vehicle_vis_h])
            self.chassis_vis.set_scale(para[Parameter.vehicle_vis_scale])
            self.chassis_vis.reparentTo(self.chassis_np)
Example #9
0
  def __init__(self,game,pos,vel):
    self.initCordPos=numpy.array([pos[0],pos[1]])
    line=game.segLine
    lineLen=0
    prevPoint=line[0]
    self.initNum=0
    for point in line:
      norm=numpy.linalg.norm(point-prevPoint)
      if pos[0]>=lineLen and pos[0]<lineLen+norm:
        ldirec=(point-prevPoint)/norm
        rdirec=numpy.array([ldirec[1],-ldirec[0]])
        post=prevPoint+(pos[0]-lineLen)*ldirec+rdirec*pos[1]
        self.initPos=Vec3(post[0],post[1],pos[2])
        break
      lineLen=lineLen+norm
      prevPoint=point
      self.initNum=self.initNum+1
    chassis=setChassis(game,self.initPos,vel)
    BulletVehicle.__init__(self,game.world,chassis.node())
    self.setCoordinateSystem(ZUp)
    game.world.attachVehicle(self)
    self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
    self.yugoNP.reparentTo(chassis)

    # Right front wheel
    np = loader.loadModel('models/yugo/yugotireR.egg')
    np.reparentTo(game.worldNP)
    self.addWheel(Point3( 0.70,  1.05, 0.3), True, np)

    # Left front wheel
    np = loader.loadModel('models/yugo/yugotireL.egg')
    np.reparentTo(game.worldNP)
    self.addWheel(Point3(-0.70,  1.05, 0.3), True, np)

    # Right rear wheel
    np = loader.loadModel('models/yugo/yugotireR.egg')
    np.reparentTo(game.worldNP)
    self.addWheel(Point3( 0.70, -1.05, 0.3), False, np)

    # Left rear wheel
    np = loader.loadModel('models/yugo/yugotireL.egg')
    np.reparentTo(game.worldNP)
    self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

    # Steering info
    self.steering = 0.0            # degree
    self.steeringClamp = 45.0      # degree
    self.steeringIncrement = 10.0  # degree per second
Example #10
0
    def __createVehicle(self,bulletWorld):
        '''
            Creates a vehicle, sets up wheels and does all the things
        '''
        
        self._nodePath.node().setMass(800.0)
         
        # Chassis geometry
        np  = loader.loadModel('media/tankBody.x')
        np.setHpr(90,0,0)
        np.reparentTo(self._nodePath)
        #np.setScale(self._tankSize*2)
        np.setPos(-self._tankSize+Vec3(1, 0, .5))
       
        # Vehicle
        self.vehicle = BulletVehicle(bulletWorld, self._nodePath.node())
        self.vehicle.setCoordinateSystem(2)
        bulletWorld.attachVehicle(self.vehicle)
        
    
        wheelNP = loader.loadModel('box')
        wheelNP.setScale(.01,.01,.01) 

        wheelPos = [Point3(1, 1, 0),Point3(-1, 1, 0),
                    Point3(1, -1, 0),Point3(-1, -1, 0)]

        for i in range(4):
            wheel = self.vehicle.createWheel()
            wheel.setWheelAxleCs(Vec3(-2*(i%2)+1, 0, 0))
            wheel.setChassisConnectionPointCs(wheelPos[i])            
            self.__createWheel(wheel)
            self.vehicle.setSteeringValue(0,i)
            wheel.setRollInfluence((-2*(i%2)+1)*0.2)
    def setupVehicle(self, main):
        scale = 0.5
        # Chassis
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5 * scale))

        name = self.username
        self.chassisNode = BulletRigidBodyNode(name)
        self.chassisNode.setTag('username', str(name))
        self.chassisNP = main.worldNP.attachNewNode(self.chassisNode)
        self.chassisNP.setName(str(name))
        self.chassisNP.node().addShape(shape, ts)
        self.chassisNP.setScale(scale)

        self.chassisNP.setPos(self.pos)
        if self.isCurrentPlayer:
            self.chassisNP.node().notifyCollisions(True)
            self.chassisNP.node().setMass(800.0)
        else:
            self.chassisNP.node().notifyCollisions(True)
            self.chassisNP.node().setMass(400.0)
        self.chassisNP.node().setDeactivationEnabled(False)

        main.world.attachRigidBody(self.chassisNP.node())

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(main.world, self.chassisNP.node())
        self.vehicle.setCoordinateSystem(ZUp)
        main.world.attachVehicle(self.vehicle)

        self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
        self.yugoNP.reparentTo(self.chassisNP)

        #self.carNP = loader.loadModel('models/batmobile-chassis.egg')
        #self.yugoNP.setScale(.7)
        #self.carNP.reparentTo(self.chassisNP)

        # Right front wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(main.worldNP)
        self.addWheel(Point3( 0.70 * scale,  1.05 * scale, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(main.worldNP)
        self.addWheel(Point3(-0.70 * scale,  1.05 * scale, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(main.worldNP)
        self.addWheel(Point3( 0.70 * scale, -1.05 * scale, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(main.worldNP)
        self.addWheel(Point3(-0.70 * scale, -1.05 * scale, 0.3), False, np)
Example #12
0
    def reset(self):
        car = loader.loadModel("models/car.egg")
        car.flattenLight()
        car_bounds = car.getTightBounds()
        car_shape = BulletBoxShape(Vec3((car_bounds[1].x - car_bounds[0].x) / 2,
                                        (car_bounds[1].y - car_bounds[0].y) / 2,
                                        (car_bounds[1].z - car_bounds[0].z) / 2))
        car_ts = TransformState.makePos(Point3(0, 0, 0.5))

        if self.car_node is not None:
            self.car_node.removeNode()

        self.car_node = render.attachNewNode(BulletRigidBodyNode('Car'))
        self.car_node.node().setDeactivationEnabled(False)
        self.car_node.node().setMass(600)
        self.car_node.node().addShape(car_shape, car_ts)
        self.world.attachRigidBody(self.car_node.node())
        car.reparentTo(self.car_node)
        self.car_node.setPos(0, 6, 1)

        self.car = BulletVehicle(self.world, self.car_node.node())
        self.car.setCoordinateSystem(ZUp)
        self.world.attachVehicle(self.car)

        self.car_node.setPos(0, 6, 1)
        self.car_node.setHpr(0, 0, 0)
        self.car.resetSuspension()
        self.car_node.node().clearForces()

        wheel_fl = loader.loadModel("models/wheelL")
        wheel_fl.reparentTo(render)
        self.make_wheel(Point3(-0.4, 1.28, 0), True, wheel_fl)

        wheel_fr = loader.loadModel("models/wheelR")
        wheel_fr.reparentTo(render)
        self.make_wheel(Point3(0.4, 1.28, 0), True, wheel_fr)

        wheel_rl = loader.loadModel("models/wheelL")
        wheel_rl.reparentTo(render)
        self.make_wheel(Point3(-0.4, -1.35, 0), False, wheel_rl)

        wheel_rr = loader.loadModel("models/wheelR")
        wheel_rr.reparentTo(render)
        self.make_wheel(Point3(0.4, -1.35, 0), False, wheel_rr)
Example #13
0
    def setupVehicle(self, bulletWorld):
        # Chassis
        shape = BulletBoxShape(Vec3(1, 2.2, 0.5))
        ts = TransformState.makePos(Point3(0, 0, .7))
        if self.isMainChar:
            self.chassisNode = BulletRigidBodyNode(self.username)
        else:
            self.chassisNode = BulletRigidBodyNode('vehicle')
        self.chassisNode.setTag("username", str(self.username))

        self.chassisNP = render.attachNewNode(self.chassisNode)
        self.chassisNP.node().addShape(shape, ts)
        if self.isMainChar:
            self.chassisNP.node().notifyCollisions(True)
        else:
            self.chassisNP.node().notifyCollisions(False)
        self.setVehiclePos(self.pos[0], self.pos[1], self.pos[2], self.pos[3], self.pos[4], self.pos[5])
        # self.chassisNP.setPos(-5.34744, 114.773, 6)
        #self.chassisNP.setPos(49.2167, 64.7968, 10)
        self.chassisNP.node().setMass(800.0)
        self.chassisNP.node().setDeactivationEnabled(False)

        bulletWorld.attachRigidBody(self.chassisNP.node())

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(bulletWorld, self.chassisNP.node())
        self.vehicle.setCoordinateSystem(ZUp)
        bulletWorld.attachVehicle(self.vehicle)

        self.carNP = loader.loadModel('models/batmobile-chassis.egg')
        #self.yugoNP.setScale(.7)
        self.carNP.reparentTo(self.chassisNP)

        # Right front wheel
        np = loader.loadModel('models/batmobile-wheel-right.egg')
        np.reparentTo(render)
        self.addWheel(Point3(1, 1.1, .7), True, np)

        # Left front wheel
        np = loader.loadModel('models/batmobile-wheel-left.egg')
        np.reparentTo(render)
        self.addWheel(Point3(-1, 1.1, .7), True, np)

        # Right rear wheel
        np = loader.loadModel('models/batmobile-wheel-right.egg')
        np.reparentTo(render)
        self.addWheel(Point3(1, -2, .7), False, np)

        # Left rear wheel
        np = loader.loadModel('models/batmobile-wheel-left.egg')
        np.reparentTo(render)
        self.addWheel(Point3(-1, -2, .7), False, np)
Example #14
0
    def setupVehicle(self, bulletWorld):
        # Chassis
        shape = BulletBoxShape(Vec3(1, 2.2, 0.5))
        ts = TransformState.makePos(Point3(0, 0, .7))
        self.chassisNode = BulletRigidBodyNode('Vehicle')
        self.chassisNP = render.attachNewNode(self.chassisNode)
        self.chassisNP.node().addShape(shape, ts)
        self.chassisNP.node().notifyCollisions(True)
        self.chassisNP.setPosHpr(self.pos[0], self.pos[1], self.pos[2], self.pos[3], self.pos[4], self.pos[5])
        # self.chassisNP.setPos(-5.34744, 114.773, 6)
        # self.chassisNP.setPos(49.2167, 64.7968, 10)
        self.chassisNP.node().setMass(800.0)
        self.chassisNP.node().setDeactivationEnabled(False)

        bulletWorld.attachRigidBody(self.chassisNP.node())

        # np.node().setCcdSweptSphereRadius(1.0)
        # np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(bulletWorld, self.chassisNP.node())
        self.vehicle.setCoordinateSystem(ZUp)
        bulletWorld.attachVehicle(self.vehicle)

        self.carNP = loader.loadModel('models/swiftstar-chassis')
        tex = loader.loadTexture("models/tex/Futuristic_Car_C.jpg")
        self.carNP.setTexture(tex)
        self.carNP.setScale(1, 1, .9)
        self.carNP.setCollideMask(BitMask32.allOn())
        self.carNP.reparentTo(self.chassisNP)

        # Right front wheel
        np = loader.loadModel('models/swiftstar-fr-tire')
        np.setCollideMask(BitMask32.allOff())
        np.reparentTo(render)
        self.addWheel(Point3(1, 1.1, 1), True, np)

        # Left front wheel
        np = loader.loadModel('models/swiftstar-fl-tire')
        np.setCollideMask(BitMask32.allOff())
        np.reparentTo(render)
        self.addWheel(Point3(-1, 1.1, 1), True, np)

        # Right rear wheel
        np = loader.loadModel('models/swiftstar-rr-tire')
        np.setCollideMask(BitMask32.allOff())
        np.reparentTo(render)
        self.addWheel(Point3(1.2, -2, .8), False, np)

        # Left rear wheel
        np = loader.loadModel('models/swiftstar-rl-tire')
        np.setCollideMask(BitMask32.allOff())
        np.reparentTo(render)
        self.addWheel(Point3(-1.2, -2, .8), False, np)
Example #15
0
    def _create_vehicle_chassis(self):
        self.LENGTH = type(self).LENGTH
        self.WIDTH = type(self).WIDTH
        self.HEIGHT = type(self).HEIGHT
        assert self.LENGTH < BaseVehicle.MAX_LENGTH, "Vehicle is too large!"
        assert self.WIDTH < BaseVehicle.MAX_WIDTH, "Vehicle is too large!"

        chassis = BaseRigidBodyNode(self.name, BodyName.Vehicle)
        chassis.setIntoCollideMask(CollisionGroup.Vehicle)
        chassis_shape = BulletBoxShape(
            Vec3(self.WIDTH / 2, self.LENGTH / 2, self.HEIGHT / 2))
        ts = TransformState.makePos(Vec3(0, 0, self.HEIGHT / 2))
        chassis.addShape(chassis_shape, ts)
        chassis.setMass(self.MASS)
        chassis.setDeactivationEnabled(False)
        chassis.notifyCollisions(
            True
        )  # advance collision check, do callback in pg_collision_callback

        physics_world = get_engine().physics_world
        vehicle_chassis = BulletVehicle(physics_world.dynamic_world, chassis)
        vehicle_chassis.setCoordinateSystem(ZUp)
        self.dynamic_nodes.append(vehicle_chassis)
        return vehicle_chassis
Example #16
0
    def __init__(self, positionHpr, render, world, base):
        self.base = base
        loader = base.loader
        position, hpr = positionHpr

        vehicleType = "yugo"
        self.vehicleDir = "data/vehicles/" + vehicleType + "/"
        # Load vehicle description and specs
        with open(self.vehicleDir + "vehicle.json") as vehicleData:
            data = json.load(vehicleData)
            self.specs = data["specs"]

        # Chassis for collisions and mass uses a simple box shape
        halfExtents = (0.5 * dim for dim in self.specs["dimensions"])
        shape = BulletBoxShape(Vec3(*halfExtents))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        self.rigidNode = BulletRigidBodyNode("vehicle")
        self.rigidNode.addShape(shape, ts)
        self.rigidNode.setMass(self.specs["mass"])
        self.rigidNode.setDeactivationEnabled(False)

        self.np = render.attachNewNode(self.rigidNode)
        self.np.setPos(position)
        self.np.setHpr(hpr)
        world.attachRigidBody(self.rigidNode)

        # Vehicle physics model
        self.vehicle = BulletVehicle(world, self.rigidNode)
        self.vehicle.setCoordinateSystem(ZUp)
        world.attachVehicle(self.vehicle)

        # Vehicle graphical model
        self.vehicleNP = loader.loadModel(self.vehicleDir + "car.egg")
        self.vehicleNP.reparentTo(self.np)

        # Create wheels
        wheelPos = self.specs["wheelPositions"]
        for fb, y in (("F", wheelPos[1]), ("B", -wheelPos[1])):
            for side, x in (("R", wheelPos[0]), ("L", -wheelPos[0])):
                np = loader.loadModel(self.vehicleDir + "tire%s.egg" % side)
                np.reparentTo(render)
                isFront = fb == "F"
                self.addWheel(Point3(x, y, wheelPos[2]), isFront, np)
class HeightfieldVehicle(ShowBase):

    def __init__(self, heightfield_fn="heightfield.png"):
        # Store the heightfield's filename.
        self.heightfield_fn = heightfield_fn
        
        """
        Load some configuration variables, it's important for this to happen
        before ShowBase is initialized
        """
        load_prc_file_data("", """
            sync-video #t
            textures-power-2 none
            ###gl-coordinate-system default
            notify-level-gobj warning
            notify-level-grutil debug
            notify-level-shader_terrain debug
            notify-level-bullet debug
            ### model paths
            model-path /usr/share/panda3d
            model-path /home/juzzuj/code/prereq/bullet-samples/bullet-samples
            """)            
        ShowBase.__init__(self)
        base.set_background_color(0.1, 0.1, 0.8, 1)
        base.set_frame_rate_meter(True)
        
        # Increase camera Field Of View and set near and far planes
        base.camLens.set_fov(90)
        base.camLens.set_near_far(0.1, 50000)

        # Lights
        alight = AmbientLight('ambientLight')
        alight.set_color(LVector4(0.5, 0.5, 0.5, 1))
        alightNP = render.attach_new_node(alight)

        dlight = DirectionalLight('directionalLight')
        dlight.set_direction(LVector3(1, 1, -1))
        dlight.set_color(LVector4(0.7, 0.7, 0.7, 1))
        dlightNP = render.attach_new_node(dlight)

        render.clear_light()
        render.set_light(alightNP)
        render.set_light(dlightNP)

        # Basic game controls
        self.accept('escape', self.do_exit)
        self.accept('f1', base.toggle_wireframe)
        self.accept('f2', base.toggle_texture)
        self.accept('f3', self.toggle_debug)
        self.accept('f5', self.do_screenshot)
        self.accept('r', self.do_reset)
        
        # Vehicle controls
        inputState.watchWithModifiers('forward', 'w')
        inputState.watchWithModifiers('turnLeft', 'a')
        inputState.watchWithModifiers('reverse', 's')
        inputState.watchWithModifiers('turnRight', 'd')
        inputState.watchWithModifiers('forward', 'arrow_up')
        inputState.watchWithModifiers('turnLeft', 'arrow_left')
        inputState.watchWithModifiers('reverse', 'arrow_down')
        inputState.watchWithModifiers('turnRight', 'arrow_right')
        
        self.accept('space', self.reset_vehicle)
        
        # Controls to do with the terrain
        #self.accept('t', self.rise_in_front)
        self.accept('t', self.deform_terrain, ["raise"])
        self.accept('g', self.deform_terrain, ["depress"])
        self.accept('b', self.drop_boxes)
        
        # Some debugging and miscellaneous controls
        self.accept('e', self.query_elevation)
        self.accept('c', self.convert_coordinates)
        self.accept('p', self.save)
        self.accept('h', self.hide_terrain)
        
        # Task
        taskMgr.add(self.update, 'updateWorld')

        self.setup()

    """
    Macro-like function used to reduce the amount to code needed to create the
    on screen instructions
    """
    def genLabelText(self, i, text, parent="a2dTopLeft"):
        return OnscreenText(text=text, parent=getattr(base, parent), scale=.05,
                            pos=(0.06, -.065 * i), fg=(1, 1, 1, 1),
                            align=TextNode.ALeft)

    # _____HANDLER_____

    def cleanup(self):
        self.world = None
        self.worldNP.remove_node()
        self.terrain.remove_node()
        self.skybox.remove_node()
        del self.terrain_node

    def do_exit(self):
        self.cleanup()
        sys.exit(1)

    def do_reset(self):
        self.cleanup()
        self.setup()

    def toggle_debug(self):
        if self.debugNP.is_hidden():
          self.debugNP.show()
        else:
          self.debugNP.hide()

    def do_screenshot(self):
        base.screenshot('HeightfieldVehicle')

    # ____TASK___

    def update(self, task):
        # Get the time passed since the last frame
        dt = globalClock.get_dt()
        # Pass dt as parameter (we need it for sensible steering calculations)
        self.process_input(dt)
        
        """
        Basically, we want to put our camera where the camera floater is. We
        need the floater's world (=render-relative) position (it's parented to
        the vehicle)
        """
        floater_pos = render.get_relative_point(self.camera_floater,
                                                LVector3(0))
        """
        If the camera floater is under the terrain surface, adjust it, so that
        it stays above the terrain.
        """         
        elevation_at_floater_pos = self.query_elevation(floater_pos)
        if elevation_at_floater_pos.z >= floater_pos.z:
            floater_pos.z = elevation_at_floater_pos.z + 1.
        # Now we set our camera's position and make it look at the vehicle.
        base.cam.set_pos(floater_pos)
        base.cam.look_at(self.vehicleNP)
        
        # Let the Bullet library do physics calculations.
        self.world.do_physics(dt, 10, 0.008)
        return task.cont

    def process_input(self, dt):
        # Relax steering towards straight
        self.steering *= 1 - self.steering_relax_factor * dt
        
        engine_force = 0.0
        brake_force = 0.0

        if inputState.isSet('forward'):
            engine_force = 1000.0
            brake_force = 0.0

        if inputState.isSet('reverse'):
            engine_force = 0.0
            brake_force = 100.0

        if inputState.isSet('turnLeft'):
            self.steering += dt * self.steering_increment
            self.steering = min(self.steering, self.steering_clamp)

        if inputState.isSet('turnRight'):
            self.steering -= dt * self.steering_increment
            self.steering = max(self.steering, -self.steering_clamp)

        # Lower steering intensity for high speeds
        self.steering *= 1. - (self.vehicle.get_current_speed_km_hour() * 
                               self.steering_speed_reduction_factor)

        # Apply steering to front wheels
        #self.vehicle.get_wheels()[0].set_steering(self.steering)
        #self.vehicle.get_wheels()[1].set_steering(self.steering)        
        #self.vehicle.wheels[0].steering = self.steering
        #self.vehicle.wheels[1].steering = self.steering
        self.vehicle.set_steering_value(self.steering, 0)
        self.vehicle.set_steering_value(self.steering, 1)

        # Apply engine and brake to rear wheels
        #self.vehicle.wheels[2].engine_force = engine_force
        #self.vehicle.wheels[3].engine_force = engine_force
        #self.vehicle.wheels[2].brake = brake_force
        #self.vehicle.wheels[3].brake = brake_force
        self.vehicle.apply_engine_force(engine_force, 2)
        self.vehicle.apply_engine_force(engine_force, 3)
        self.vehicle.set_brake(brake_force, 2)
        self.vehicle.set_brake(brake_force, 3)

    def setup(self):        
        # Bullet physics world
        self.worldNP = render.attach_new_node('World')
        self.debugNP = self.worldNP.attach_new_node(BulletDebugNode('Debug'))
        self.world = BulletWorld()
        self.world.set_gravity(LVector3(0, 0, -9.81))
        self.world.set_debug_node(self.debugNP.node())

        # Vehicle
        # Steering info
        self.steering = 0.0              # degrees
        self.steering_clamp = 45.0       # degrees
        self.steering_increment = 120.0  # degrees per second        
        # How fast steering relaxes to straight ahead
        self.steering_relax_factor = 2.0
        # How much steering intensity decreases with higher speeds
        self.steering_speed_reduction_factor = 0.003
        
        # Chassis collision box (note: Bullet uses half-measures)
        shape = BulletBoxShape(LVector3(0.6, 1.4, 0.5))
        ts = TransformState.make_pos(LPoint3(0, 0, 0.5))
        self.vehicleNP = self.worldNP.attach_new_node(
            BulletRigidBodyNode('Vehicle'))
        self.vehicleNP.node().add_shape(shape, ts)
        # Set initial position
        self.vehicleNP.set_pos(0, 70, -10)
        self.vehicleNP.node().set_mass(800.0)
        self.vehicleNP.node().set_deactivation_enabled(False)
        self.world.attach(self.vehicleNP.node())
        # Camera floater
        self.attach_camera_floater()
        # BulletVehicle
        self.vehicle = BulletVehicle(self.world, self.vehicleNP.node())
        self.world.attach(self.vehicle)
        
        # Vehicle model
        self.yugoNP = loader.load_model('models/yugo/yugo.egg')
        self.yugoNP.reparent_to(self.vehicleNP)
        # Right front wheel
        np = loader.load_model('models/yugo/yugotireR.egg')
        np.reparent_to(self.worldNP)
        self.add_wheel(LPoint3( 0.70,  1.05, 0.3), True, np)
        # Left front wheel
        np = loader.load_model('models/yugo/yugotireL.egg')
        np.reparent_to(self.worldNP)
        self.add_wheel(LPoint3(-0.70,  1.05, 0.3), True, np)
        # Right rear wheel
        np = loader.load_model('models/yugo/yugotireR.egg')
        np.reparent_to(self.worldNP)
        self.add_wheel(LPoint3( 0.70, -1.05, 0.3), False, np)
        # Left rear wheel
        np = loader.load_model('models/yugo/yugotireL.egg')
        np.reparent_to(self.worldNP)
        self.add_wheel(LPoint3(-0.70, -1.05, 0.3), False, np)
        
        # Load a skybox
        self.skybox = self.loader.load_model(
            "samples/shader-terrain/models/skybox.bam")
        self.skybox.reparent_to(self.render)
        self.skybox.set_scale(20000)
        skybox_texture = self.loader.load_texture(
            "samples/shader-terrain/textures/skybox.jpg")
        skybox_texture.set_minfilter(SamplerState.FT_linear)
        skybox_texture.set_magfilter(SamplerState.FT_linear)
        skybox_texture.set_wrap_u(SamplerState.WM_repeat)
        skybox_texture.set_wrap_v(SamplerState.WM_mirror)
        skybox_texture.set_anisotropic_degree(16)
        self.skybox.set_texture(skybox_texture)
        skybox_shader = Shader.load(Shader.SL_GLSL, 
            "samples/shader-terrain/skybox.vert.glsl", 
            "samples/shader-terrain/skybox.frag.glsl")
        self.skybox.set_shader(skybox_shader)

        # Terrain
        self.setup_terrain()
        
    def add_wheel(self, pos, front, np):
        wheel = self.vehicle.create_wheel()

        wheel.set_node(np.node())
        wheel.set_chassis_connection_point_cs(pos)
        wheel.set_front_wheel(front)

        wheel.set_wheel_direction_cs(LVector3(0, 0, -1))
        wheel.set_wheel_axle_cs(LVector3(1, 0, 0))
        wheel.set_wheel_radius(0.25)
        wheel.set_max_suspension_travel_cm(40.0)

        wheel.set_suspension_stiffness(40.0)
        wheel.set_wheels_damping_relaxation(2.3)
        wheel.set_wheels_damping_compression(4.4)
        wheel.set_friction_slip(100.0)
        wheel.set_roll_influence(0.1)

    def attach_camera_floater(self):
        """
        Set up an auxiliary camera floater, which is parented to the vehicle.
        Every frame base.cam's position will be set to the camera floater's.
        """
        camera_behind = 8
        camera_above = 3
        self.camera_floater = NodePath("camera_floater")
        self.camera_floater.reparent_to(self.vehicleNP)
        self.camera_floater.set_y(-camera_behind)
        self.camera_floater.set_z(camera_above)

    def reset_vehicle(self):
        reset_pos = self.vehicleNP.get_pos()
        reset_pos.z += 3
        self.vehicleNP.node().clear_forces()
        self.vehicleNP.node().set_linear_velocity(LVector3(0))
        self.vehicleNP.node().set_angular_velocity(LVector3(0))
        self.vehicleNP.set_pos(reset_pos)
        self.vehicleNP.set_hpr(LVector3(0))
        
    def drop_boxes(self):
        """
        Puts a stack of boxes at a distance in front of the vehicle.
        The boxes will not necessarily spawn above the terrain and will not
        be cleaned up.
        """ 
        model = loader.load_model('models/box.egg')
        model.set_pos(-0.5, -0.5, -0.5)
        model.flatten_light()
        shape = BulletBoxShape(LVector3(0.5, 0.5, 0.5))
        ahead = self.vehicleNP.get_pos() + self.vehicle.get_forward_vector()*15
        
        for i in range(6):
            node = BulletRigidBodyNode('Box')
            node.set_mass(5.0)
            node.add_shape(shape)
            node.set_deactivation_enabled(False)
            np = render.attach_new_node(node)
            np.set_pos(ahead.x, ahead.y, ahead.z + i*2)
            self.world.attach(node)
            model.copy_to(np)
        
    def query_elevation(self, xy_pos=None):
        """
        Query elevation for xy_pos if present, else for vehicle position.
        No xy_pos means verbose mode.
        """
        query_pos = xy_pos or self.vehicleNP.get_pos()
        """
        This method is accurate and may be useful for placing 
        objects on the terrain surface.
        """
        result = self.world.ray_test_closest(
            LPoint3(query_pos.x, query_pos.y, -10000),
            LPoint3(query_pos.x, query_pos.y, 10000))
        if result.has_hit():
            hit_pos = result.get_hit_pos()
            if not xy_pos:
                print("Bullet heightfield elevation at "
                    "X {:.2f} | Y {:.2f} is {:.3f}".format(
                    hit_pos.x, hit_pos.y, hit_pos.z))
        else:
            hit_pos = None
            if not xy_pos:
                print("Could not query elevation at {}".format(xy_pos))
        
        """
        This method is less accurate than the one above.
        Under heavy ray-testing stress (ray tests are performed for all vehicle
        wheels, the above elevation query etc.) Bullet sometimes seems to be a
        little unreliable.
        """
        texspace_pos = self.terrain.get_relative_point(render, query_pos)
        stm_pos = self.terrain_node.uv_to_world(
            LTexCoord(texspace_pos.x, texspace_pos.y))
        if not xy_pos:
            print("ShaderTerrainMesh elevation at "
                "X {:.2f} | Y {:.2f} is {:.3f}".format(
                stm_pos.x, stm_pos.y, stm_pos.z))
        
        return hit_pos or stm_pos
    
    def setup_terrain(self):
        """
        Terrain info
        Units are meters, which is preferable when working with Bullet.
        """
        self.terrain_scale = LVector3(512, 512, 100)
        self.terrain_pos = LVector3(-256, -256, -70)
        # sample values for a 4096 x 4096px heightmap.
        #self.terrain_scale = LVector3(4096, 4096, 1000)
        #self.terrain_pos = LVector3(-2048, -2048, -70)
        """
        Diamond_subdivision is an alternating triangulation scheme and may
        produce better results.
        """
        use_diamond_subdivision = True
        
        """
        Construct the terrain
        Without scaling, any ShaderTerrainMesh is 1x1x1 units.
        """
        self.terrain_node = ShaderTerrainMesh()
        """
        Set a heightfield, the heightfield should be a 16-bit png and
        have a quadratic size of a power of two.
        """
        heightfield = Texture()
        heightfield.read(self.heightfield_fn)
        heightfield.set_keep_ram_image(True)        
        self.terrain_node.heightfield = heightfield
        
        # Display characteristic values of the heightfield texture
        #minpoint, maxpoint, avg = LPoint3(), LPoint3(), LPoint3()
        #heightfield.calc_min_max(minpoint, maxpoint)
        #heightfield.calc_average_point(avg, 0.5, 0.5, 0.5)
        #print("avg: {} min: {} max: {}".format(avg.x, minpoint.x, maxpoint.x))

        """
        Set the target triangle width. For a value of 10.0 for example,
        the ShaderTerrainMesh will attempt to make every triangle 10 pixels
        wide on screen.
        """
        self.terrain_node.target_triangle_width = 10.0
        if use_diamond_subdivision:
            """
            This has to be specified before calling .generate()
            The default is false.
            """
            load_prc_file_data("", "stm-use-hexagonal-layout true")
        
        self.terrain_node.generate()
        """
        Attach the terrain to the main scene and set its scale. With no scale
        set, the terrain ranges from (0, 0, 0) to (1, 1, 1)
        """
        self.terrain = self.render.attach_new_node(self.terrain_node)
        self.terrain.set_scale(self.terrain_scale)
        self.terrain.set_pos(self.terrain_pos)
        """
        Set a vertex and a fragment shader on the terrain. The
        ShaderTerrainMesh only works with an applied shader.
        """
        terrain_shader = Shader.load(Shader.SL_GLSL, 
            "samples/shader-terrain/terrain.vert.glsl", 
            "samples/shader-terrain/terrain.frag.glsl")
        self.terrain.set_shader(terrain_shader)
        self.terrain.set_shader_input("camera", base.camera)
        # Set some texture on the terrain
        grass_tex = self.loader.load_texture(
            "samples/shader-terrain/textures/grass.png")
        grass_tex.set_minfilter(SamplerState.FT_linear_mipmap_linear)
        grass_tex.set_anisotropic_degree(16)
        self.terrain.set_texture(grass_tex)

        """
        Set up the DynamicHeightfield (it's a type of PfmFile). We load the
        same heightfield image as with ShaderTerrainMesh.
        """
        self.DHF = DynamicHeightfield()
        self.DHF.read(self.heightfield_fn)
        """
        Set up empty PfmFiles to prepare stuff in that is going to
        dynamically modify our terrain.
        """
        self.StagingPFM = PfmFile()
        self.RotorPFM = PfmFile()
        
        """
        Set up the BulletHeightfieldShape (=collision terrain) and give it
        some sensible physical properties.
        """
        self.HFS = BulletHeightfieldShape(self.DHF, self.terrain_scale.z,
                                          STM=True)
        if use_diamond_subdivision:
            self.HFS.set_use_diamond_subdivision(True)
        HFS_rigidbody = BulletRigidBodyNode("BulletTerrain")
        HFS_rigidbody.set_static(True)
        friction = 2.0
        HFS_rigidbody.set_anisotropic_friction(
            LVector3(friction, friction, friction/1.3))
        HFS_rigidbody.set_restitution(0.3)
        HFS_rigidbody.add_shape(self.HFS)
        self.world.attach(HFS_rigidbody)
        
        HFS_NP = NodePath(HFS_rigidbody)
        HFS_NP.reparent_to(self.worldNP)
        """
        This aligns the Bullet terrain with the ShaderTerrainMesh rendered
        terrain. It will be exact as long as the terrain vertex shader from
        the STM sample is used and no additional tessellation shader.
        For Bullet (as for other physics engines) the origin of objects is at
        the center.
        """
        HFS_NP.set_pos(self.terrain_pos + self.terrain_scale/2)
        HFS_NP.set_sx(self.terrain_scale.x / heightfield.get_x_size())
        HFS_NP.set_sy(self.terrain_scale.y / heightfield.get_y_size())
        
        # Disables Bullet debug rendering for the terrain, because it is slow.
        #HFS_NP.node().set_debug_enabled(False)
        
        """
        Finally, link the ShaderTerrainMesh and the BulletHeightfieldShape to
        the DynamicHeightfield. From now on changes to the DynamicHeightfield
        will propagate to the (visible) ShaderTerrainMesh and the (collidable)
        BulletHeightfieldShape.
        """
        self.HFS.set_dynamic_heightfield(self.DHF)
        self.terrain_node.set_dynamic_heightfield(self.DHF)

    def deform_terrain(self, mode="raise", duration=1.0):
        self.deform_duration = duration
        """
        Calculate distance to the spot at which we want to raise the terrain.
        At its current speed the vehicle would reach it in 2.5 seconds.
        [km/h] / 3.6 = [m/s] * [s] = [m]
        """
        distance = self.vehicle.get_current_speed_km_hour() / 3.6 * 2.5
        spot_pos_world = (self.vehicleNP.get_pos() +
                          self.vehicle.get_forward_vector() * distance)

        spot_pos_heightfield = self.terrain_node.world_to_heightfield(
            spot_pos_world)
        xcenter = spot_pos_heightfield.x
        ycenter = spot_pos_heightfield.y
        """
        To create a smooth hill/depression we call PfmFile.pull_spot to create
        a sort of gradient. You can use self.cardmaker_debug to view it.
        
        From the Panda3D API documentation of PfmFile.pull_spot:
        Applies delta * t to the point values within radius (xr, yr)
        distance of (xc, yc). The t value is scaled from 1.0 at the center
        to 0.0 at radius (xr, yr), and this scale follows the specified
        exponent. Returns the number of points affected.
        """
        # Delta to apply to the point values in DynamicHeightfield array.
        delta = LVector4(0.001)
        # Make the raised spot elliptical.
        xradius = 10.0  # meters
        yradius = 6.0  # meters
        # Choose an exponent
        exponent = 0.6
        # Counter-clockwise angle between Y-axis 
        angle = self.vehicle.get_forward_vector().signed_angle_deg(
            LVector3.forward(), LVector3.down())
            
        # Define all we need to repeatedly deform the terrain using a task.    
        self.spot_params = [delta, xcenter, ycenter, xradius, yradius,
                            exponent, mode]
                            
        # Clear staging area to a size that fits our raised region.
        self.StagingPFM.clear(int(xradius)*2, int(yradius)*2, num_channels=1)
        
        """
        There are two options:
        (1) Rotate our hill/depression to be perpendicular
            to the vehicle's trajectory. This is the default.
        (2) Just put it in the terrain unrotated.
        """

        # Option (1)
        self.StagingPFM.pull_spot(delta,
                                  xradius-0.5, yradius-0.5,
                                  xradius, yradius,
                                  exponent)
        
        # Rotate wider side so it's perpendicular to vehicle's trajectory.
        self.RotorPFM.rotate_from(self.StagingPFM, angle)
        
        self.raise_start_time = globalClock.get_real_time()
        taskMgr.do_method_later(0.03, self.deform_perpendicular,
                                "DeformPerpendicularSpot")
                                
        # Option (2)
        #taskMgr.do_method_later(0.03, self.deform_regular, "RaiseASpot")
        
    def deform_perpendicular(self, task):
        if (globalClock.get_real_time() - self.raise_start_time <
            self.deform_duration):
            (delta, xcenter, ycenter,
             xradius, yradius, exponent, mode) = self.spot_params

            """
            Copy rotated hill to our DynamicHeightfield.
            The values from RotorPFM are added to the ones found in the
            DynamicHeightfield.
            """
            self.DHF.add_sub_image(self.RotorPFM, 
                int(xcenter - self.RotorPFM.get_x_size()/2),
                int(ycenter - self.RotorPFM.get_y_size()/2),
                0, 0, self.RotorPFM.get_x_size(), self.RotorPFM.get_y_size(),
                1.0 if mode == "raise" else -1.0)
            
            # Output images of our PfmFiles.
            #self.RotorPFM.write("dbg_RotorPFM.png")
            #self.StagingPFM.write("dbg_StagingPFM.png")
            return task.again
        
        self.cardmaker_debug()
        return task.done
        
    def deform_regular(self, task):
        if (globalClock.get_real_time() - self.raise_start_time <
            self.deform_duration):
            (delta, xcenter, ycenter,
             xradius, yradius, exponent, mode) = self.spot_params
            self.DHF.pull_spot(delta * (1.0 if mode == "raise" else -1.0),
                               xcenter, ycenter, xradius, yradius, exponent)
            return task.again
        return task.done

    def convert_coordinates(self):
        vpos = self.vehicleNP.get_pos()
        print("VPOS world: ", vpos)
        W2H = self.terrain_node.world_to_heightfield(vpos)
        print("W2H: ", W2H)
        H2W = self.terrain_node.heightfield_to_world(LTexCoord(W2H.x, W2H.y))
        print("H2W: ", H2W)
        
        W2U = self.terrain_node.world_to_uv(vpos)
        print("W2U: ", W2U)
        U2W = self.terrain_node.uv_to_world(LTexCoord(W2U.x, W2U.y))
        print("U2W: ", U2W)

    def hide_terrain(self):
        if self.terrain.is_hidden():
            self.terrain.show()
        else:
            self.terrain.hide()

    def save(self):
        self.DHF.write("dbg_dynamicheightfield.png")

    def pfmvizzer_debug(self, pfm):
        vizzer = PfmVizzer(pfm)
        """
        To align the mesh we generate with PfmVizzer with our 
        ShaderTerrainMesh, BulletHeightfieldShape, and DynamicHeightfield, we
        need to set a negative scale on the Y axis. This reverses the winding
        order of the triangles in the mesh, which is why we choose
        PfmVizzer.MF_back
        Note that this does not accurately match up with our mesh because the
        interpolation differs. Still, PfmVizzer can be useful when
        inspecting, distorting, etc. PfmFiles.
        """
        self.vizNP = vizzer.generate_vis_mesh(PfmVizzer.MF_back)
        self.vizNP.set_texture(loader.load_texture("maps/grid.rgb"))
        self.vizNP.reparent_to(render)
        if pfm == self.DHF or pfm == self.terrain_node.heightfield:
            self.vizNP.set_pos(self.terrain_pos.x, -self.terrain_pos.y,
                               self.terrain_pos.z)
            self.vizNP.set_scale(self.terrain_scale.x, -self.terrain_scale.y,
                                 self.terrain_scale.z)

    def cardmaker_debug(self):
        for node in render2d.find_all_matches("pfm"):
            node.remove_node()
        for text in base.a2dBottomLeft.find_all_matches("*"):
            text.remove_node()
        width = 0.2  # render2d coordinates range: [-1..1]
        # Pseudo-normalize our PfmFile for better contrast.
        normalized_pfm = PfmFile(self.RotorPFM)
        max_p = LVector3()
        normalized_pfm.calc_min_max(LVector3(), max_p)
        normalized_pfm *= 1.0 / max_p.x
        # Put it in a texture
        tex = Texture()
        tex.load(normalized_pfm)
        # Apply the texture to a quad and put it in the lower left corner.
        cm = CardMaker("pfm")
        cm.set_frame(0, width, 0,
            width / normalized_pfm.get_x_size() * normalized_pfm.get_y_size())
        card = base.render2d.attach_new_node(cm.generate())
        card.set_pos(-1, 0, -1)        
        card.set_texture(tex)
        # Display max value text
        self.genLabelText(-3,
                          "Max value: {:.3f} == {:.2f}m".format(max_p.x,
                            max_p.x * self.terrain_scale.z),
                          parent="a2dBottomLeft")
Example #18
0
    def setup(self):
        self.worldNP = render.attachNewNode('World')

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

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

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

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

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

        # collision
        self.maze = []
        for pos in [(0.0, 72.0, 0.0), (-11.0, 60.0, 0.0), (11.0, 60.0, 0.0),
                    (-11.0, 48.0, 0.0), (11.0, 48.0, 0.0), (-11.0, 36.0, 0.0),
                    (11.0, 36.0, 0.0), (-11.0, 24.0, 0.0), (11.0, 24.0, 0.0),
                    (-11.0, 12.0, 0.0), (11.0, 12.0, 0.0), (-11.0, 0.0, 0.0),
                    (11.0, 0.0, 0.0), (0.0, -12.0, 0.0), (0.5, 12.0, 1.0),
                    (-0.5, 12.0, 1.0)]:
            translate = False
            if (abs(pos[0]) == 0.5):
                translate = True
                visNP = loader.loadModel('../models/ball.egg')
            else:
                visNP = loader.loadModel('../models/maze.egg')
            visNP.clearModelNodes()
            visNP.reparentTo(self.ground)
            visNP.setPos(pos[0], pos[1], pos[2])

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

                if isinstance(bodyNP.node(), BulletRigidBodyNode):
                    bodyNP.node().setMass(0.0)
                    bodyNP.node().setKinematic(True)
                    self.maze.append(bodyNP)

        for bodyNP in self.maze:
            self.world.attachRigidBody(bodyNP.node())
        # Chassis
        mass = rospy.get_param('~mass')
        #chassis_shape = rospy.get_param('~chassis_shape')
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
        np.node().addShape(shape, ts)
        rand_vals = numpy.random.random(2) * 8 - 4.0
        np.setPos(rand_vals[0], 0.0, -0.6)
        np.node().setMass(mass)
        np.node().setDeactivationEnabled(False)

        first_person = rospy.get_param('~first_person')
        self.camera_sensor = Panda3dCameraSensor(base,
                                                 color=True,
                                                 depth=True,
                                                 size=(160, 90))

        self.camera_node = self.camera_sensor.cam
        if first_person:
            self.camera_node.reparentTo(np)
            self.camera_node.setPos(0.0, 1.0, 1.0)
            self.camera_node.lookAt(0.0, 6.0, 0.0)
        else:
            self.camera_node.reparentTo(np)
            self.camera_node.setPos(0.0, -10.0, 5.0)
            self.camera_node.lookAt(0.0, 5.0, 0.0)
        base.cam.reparentTo(np)
        base.cam.setPos(0.0, -10.0, 5.0)
        base.cam.lookAt(0.0, 5.0, 0.0)
        self.world.attachRigidBody(np.node())

        np.node().setCcdSweptSphereRadius(1.0)
        np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle_node = np.node()
        self.vehicle = BulletVehicle(self.world, np.node())
        self.vehicle.setCoordinateSystem(ZUp)
        self.world.attachVehicle(self.vehicle)

        self.yugoNP = loader.loadModel('../models/yugo/yugo.egg')
        self.yugoNP.reparentTo(np)

        # Right front wheel
        np = loader.loadModel('../models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('../models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('../models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('../models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)
Example #19
0
class Tank(DynamicWorldObject):

    '''Child of WorldObject, with all of the things that makes a Tank a tank.

    Includes a Weapon
    '''

    def __init__(self, world, attach, name = '', position = Vec3(0,0,0), orientation = Vec3(0,0,0), 
            turretPitch = 0): 

        #Constant Relevant Instatiation Parameters
        self._tankSize = Vec3(1, 1.5, .5) # Actually a half-size
        self._tankSideLength = max(self._tankSize)
        friction = .3
        tankMass = 800.0

        # Rewrite constructor to include these?
        self._maxVel = 4
        self._maxRotVel = 1
        self._maxThrusterAccel = 5000
        self._breakForce = 1000
        turretRelPos = (0, 0, 0) #Relative to tank
       
        self._shape = BulletBoxShape(Vec3(1,1.5,.5)) #chassis
        self._transformState = TransformState.makePos(Point3(0, 0, 0)) #offset 
        DynamicWorldObject.__init__(self, world, attach, name, position, self._shape, orientation, Vec3(0,0,0), mass = tankMass)   #Initial velocity must be 0
        self.__createVehicle(self._tankWorld.getPhysics())

        self._collisionCounter = 0
        self._taskTimer = 0
        self._nodePath.node().setFriction(friction)		
        self._nodePath.setPos(position)
        # Set up turret nodepath
        # (Nodepaths are how objects are managed in Panda3d)
 
        self.onTask = 0

        # Make collide mask (What collides with what)
        self._nodePath.setCollideMask(0xFFFF0000)
        #self._nodePath.setCollideMask(BitMask32.allOff())

        self.movementPoint = Point3(10,10,0)

        #print "Tank.__init__: " + name
        
        # Set up the 
    def __createVehicle(self,bulletWorld):
        '''
            Creates a vehicle, sets up wheels and does all the things
        '''
        
        self._nodePath.node().setMass(800.0)
         
        # Chassis geometry
        np  = loader.loadModel('media/tankBody.x')
        np.setHpr(90,0,0)
        np.reparentTo(self._nodePath)
        #np.setScale(self._tankSize*2)
        np.setPos(-self._tankSize+Vec3(1, 0, .5))
       
        # Vehicle
        self.vehicle = BulletVehicle(bulletWorld, self._nodePath.node())
        self.vehicle.setCoordinateSystem(2)
        bulletWorld.attachVehicle(self.vehicle)
        
    
        wheelNP = loader.loadModel('box')
        wheelNP.setScale(.01,.01,.01) 

        wheelPos = [Point3(1, 1, 0),Point3(-1, 1, 0),
                    Point3(1, -1, 0),Point3(-1, -1, 0)]

        for i in range(4):
            wheel = self.vehicle.createWheel()
            wheel.setWheelAxleCs(Vec3(-2*(i%2)+1, 0, 0))
            wheel.setChassisConnectionPointCs(wheelPos[i])            
            self.__createWheel(wheel)
            self.vehicle.setSteeringValue(0,i)
            wheel.setRollInfluence((-2*(i%2)+1)*0.2)
    def __createWheel(self,wheel):
        '''
            sets up properties for wheel.
        '''
        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setFrontWheel(False)
        wheel.setWheelRadius(0.15)
        wheel.setMaxSuspensionTravelCm(40.0)
        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(100.0)
        

    def getWheels(self):
        '''
            returns a list of wheelPos
        '''
        return self.vehicle.getWheels()

    def setWeaponHp(self, heading, pitch):
        '''
        float heading
        float pitch
        '''

        self._weapon.setHp(heading,pitch)

    def moveWeapon(self, heading = 0, pitch = 0):
        rot = self.getHpr()

        self.setWeaponHp(rot[0] + heading, rot[1] + pitch)

    def distanceScan(self):
        '''
        This scan projects rays from the objects in the field toward the tank 
        in question. This scan does not perform as well as scan when the 
        objects are bunched together. When small objects are spread out 
        reasonably (more than 5 at a viewing range of 50), this scan performs 
        better.

        Using this scan, large objects can hide behind small objects

        This scan has the feature that it will pick up a lone object 
        guaranteed at any distance.
        '''
        self.wait(.1)
        potentialNPs = self._tankWorld.render.getChildren()

        found = []

        for np in potentialNPs:
            if type(np.node()) == BulletRigidBodyNode and np != self and not np.isHidden():
                
                pFrom = np.getPos(render) 
                #Fix for cubeObjects (z = 0). They collide with the floor
                if pFrom[2] < 1:
                    pFrom[2] = 1.1

                pTo = self.getPos() + self.getPos() - pFrom 
                #pTo is a Vec3, turned to a point for rayTest
                
                result = self._tankWorld.getPhysics().rayTestClosest(
                        pFrom, Point3(pTo[0], pTo[1], pTo[2]))

                if result.hasHit() and result.getNode() == self._nodePath.node():

                    #found.append((np.node().getPrevTransform().getPos(),
                    #    np.node().getName()))

                    found.append((np.getPos(render),
                        np.node().getName()))
                elif result.hasHit():
                    #print "Tank.distanceScan: ",
                    #print np, result.getNode(), pFrom, pTo
                    #print "Neigh"
                    x = 1                    

        return found


    def __bulletRays(self, numPoints, relAngleRange, height):
        '''Helper function for scans and pings. Runs through the 
        relAngleRange (two ints, in degrees) at the given numPoints and height.
        Runs a Bullet rayTestClosest to find the nearest hit.

        Returns a list of BulletClosestHitRayResult objects
        '''

        distanceOfMap = 100000
        results = []
        #scanResolution = numPoints / 360.0
        angleSweep = relAngleRange[1] - relAngleRange[0] + 0.0
        pos = self._nodePath.getPos()
        heading = self._nodePath.getH()
        
        for i in range(numPoints):

            if angleSweep == 0:
                angle = (heading + relAngleRange[0]) * (math.pi / 180)
            else:
                angle = (i / angleSweep + heading + relAngleRange[0]) * (math.pi / 180)

            pFrom = Point3(math.sin(angle) * self._tankSideLength + pos[0], 
                    math.cos(angle) *  self._tankSideLength + pos[1], height)
            pTo = Point3(math.sin(angle) * distanceOfMap + pos[0], 
                    math.cos(angle) * distanceOfMap + pos[1], height)
            result = self._tankWorld.getPhysics().rayTestClosest(pFrom, pTo)

            results.append((result, angle * 180 / math.pi - heading))

        return results

    
    def scan(self, numPoints = 360, relAngleRange = (-180, 180), height = 1):
        '''
        This function scans the map to find the other objects on it. The scan 
        works iteratively, based on the angle range (given relative to the 
        tank's current heading) and the number of points given. This is a more
        realistic scan, but does not work as well with smaller objects and 
        larger distances
        '''
        found = []
        numFound = 0
        results = self.__bulletRays(numPoints, relAngleRange, height)
        prevNodes = dict()

        for item in results:
            result = item[0]
            if result.hasHit():
                newNode = result.getNode()
                if newNode not in prevNodes:
                    found.append((newNode.getPrevTransform().getPos(), 
                        newNode.getName()))
                    prevNodes[newNode] = 0
                    numFound = numFound + 1     
        return found

    def pingPointsAbs(self, numPoints = 360, relAngleRange = (-180, 180), height = 1):
        '''Returns a list of absolute coordinate points on each of the 

        '''
        
        found = []     
        results = self.__bulletRays(numPoints, relAngleRange, height)

        for item in results:
            result = item[0]
            if result.hasHit():
                newNode = result.getNode()
                found.append((result.getHitPos(), item[1], newNode.getName()))
            
        return found

    def pingPoints(self, numPoints = 360, relAngleRange = (-180, 180), height = 1):
        found = self.pingPointsAbs(numPoints, relAngleRange, height)
        pos = self.getPos()

        for i in range(len(found)):
            hitPos = found[i][0]
            relPos = Point3(hitPos[0] - pos[0], hitPos[1] - pos[1], hitPos[2] - pos[2])
            found[i] = (relPos, found[i][1], found[i][2])
        return found

    def pingDistance(self, numPoints = 360, relAngleRange = (-180, 180), height = 1):
        found = self.pingPoints(numPoints, relAngleRange, height)

        for i in range(len(found)):
            relPos = found[i][0]
            distance = math.sqrt(relPos[0]**2 + relPos[1]**2)
            found[i] = (distance, found[i][1], found[i][2])

        return found


    def applyThrusters(self, right = 1, left = 1):    #set acceleration
        '''change acceleration to a percent of the maximum acceleration'''
        
        #if right > 1 or amt < 0:
        #   raise ValueError("amt must be between 0 and 1")
        
        # tankNode = self._nodePath.node()
        # angle = self.nodePath.getH() #Apply force in current direction
        # magnitude = amt * (self._maxThrusterAccel) + (tankNode.getFriction() * 
        #     self._nodePath.node().getMass())
        # force = Vec3(magnitude * math.cos(angle), 
        #     magnitude * math.sin(angle), 0)
        # self.nodePath.node().applyForce(force)
        self.vehicle.reset_suspension()
        self.applyBrakes(0)
        vel = self.vehicle.getChassis().getLinearVelocity()

        for i in range(4):
            self.vehicle.applyEngineForce(0,i)  
            self.vehicle.setBrake(0,i)

        if vel.length() < self._maxVel:
            self.vehicle.applyEngineForce(-left*self._maxThrusterAccel,0)
            self.vehicle.applyEngineForce(right*self._maxThrusterAccel,1)
            self.vehicle.applyEngineForce(-left*self._maxThrusterAccel,2)
            self.vehicle.applyEngineForce(right*self._maxThrusterAccel,3)
            #for i in range(0,1):
            #    self.vehicle.applyEngineForce((left*(i)%2+right*(i+1)%2)*self._maxThrusterAccel,i)

            #for i in range(2):
            #   self.vehicle.applyEngineForce((left*(i)%2+right*(i+1)%2)*self._maxThrusterAccel,i+2)
                #self.vehicle.applyEngineForce((2*i%2-1)*engineForce,i)
                ## for 1 and 3useleft 
                ## for 0 and 2 use right

                

        else:
            for i in range(4):
                #self.vehicle.applyEngineForce((2*i%2-1)*engineForce,i)
                self.vehicle.applyEngineForce(0,i)
            
    def applyBrakes(self, amt=1):
        
        for i in range(4):
            #self.vehicle.applyEngineForce((2*i%2-1)*engineForce,i)
            self.vehicle.applyEngineForce(0,i)
            self.vehicle.setBrake(amt*self._breakForce,i)
        

    def setVel(self, goal	):
        pass 

    def move(self, dist):   
        '''Moves using a distance. Adds an updateMoveLoc task to the taskMgr.
        '''        

        heading = self._nodePath.getH() * math.pi/180
        pos = self.getPos()
        self._stop = False
        
        #Of the form (goalLoc, startLoc, distance)
        self._moveLoc = (Point3(pos[0] + math.sin(heading) * dist, pos[1] - math.cos(heading) * dist, pos[2]), pos, dist)

        self._tankWorld.taskMgr.add(self.updateMoveLoc,'userTank '+self.getName(),uponDeath=self.nextTask)


    def rotate(self, angle):
        '''Rotate function. All angles given between 0 and 360
        Angle changes are between -180 and 180
        '''

        angle = angle % 360
        if angle > 180:
            angle -= 360

        
        heading = self.fixAngle(self._nodePath.getH())
        newH = self.fixAngle(heading + angle)

        self._moveLoc = (newH, heading, angle)
        self._stop = False

        self._tankWorld.taskMgr.add(self.updateRotateLoc, 'userTank '+self.getName(), uponDeath=self.nextTask)


    def moveTime(self, moveTime):
        self._taskTimer = moveTime
        self._tankWorld.taskMgr.add(self.updateMove,'userTank '+self.getName(),uponDeath=self.nextTask)
    
    def rotateTime(self, rotateTime):
        self._taskTimer = rotateTime
        self._tankWorld.taskMgr.add(self.updateRotate,'userTank '+self.getName(),uponDeath=self.nextTask)


    def wait(self, waitTime):
        self._taskTimer = waitTime
        self._tankWorld.taskMgr.add(self.updateWait,'userTank '+self.getName(),uponDeath=self.nextTask)

    def updateWait(self, task):
        '''
        Tasks called to wait
        '''
        try:
            if self._tankWorld.isRealTime():
                dt = globalClock.getDt()
            else:
                dt = 1.0/60.0
            #print "Tank.updateWait: ", dt
            self._taskTimer -= dt

            if self._taskTimer < 0: 
                return task.done

            return task.cont
        except:
            print "error, tank.wait"

    def updateRotateLoc(self, task):
        heading = self.fixAngle(self._nodePath.getH())
        toHeading = self._moveLoc[0]
        w = self._nodePath.node().getAngularVelocity()[2]

        #Right wheel direction for rotating in the direction of goal
        rFor = self._moveLoc[2]/abs(self._moveLoc[2]) 

        slowTheta = 1.5 * rFor
        brakePercent = w**2 / (2 * slowTheta * self._maxThrusterAccel)
        theta = self.fixAngle(toHeading - heading)
        if theta > 180:
            theta -= 360
        thetaFromStart = heading - self._moveLoc[1]
        thetaFromStart = thetaFromStart % 360
        if thetaFromStart > 180:
            thetaFromStart -= 360

        if self._stop:
            if abs(w) < .1:
                self._nodePath.node().setAngularVelocity(Vec3(0,0,0))
                self._nodePath.setH(self._moveLoc[0])
                return task.done
            self.applyBrakes()
            return task.cont
        
        if abs(theta) < slowTheta - .25:
            self.applyThrusters(-rFor * brakePercent, rFor * brakePercent)
        elif abs(theta) > slowTheta - .25:
            if w < self._maxRotVel:
                self.applyThrusters(rFor, -1 * rFor)
            else:
                self.applyThrusters(0,0)
        else:
            self.applyBrakes(brakePercent)
        
        if abs(theta) < .1:
            self._stop = True
        if abs(thetaFromStart + .1) > abs(self._moveLoc[2]):
            self._stop = True
        
        #emergency stop based on a long time.
        if task.time > 3:
            #print "Tank.updateRotateLoc", "your rotate could not be completed, sorry"
            return task.done
            
        return task.cont

    def updateMoveLoc(self, task):
        '''Bases how much to slow down on a = v^2/2x. 
        x is slowDist, chosen to play nice. 

        Generally accurate to 5cm, rarely 20cm or worse 

        Stops at an arbitrary low velocity because it will never exit
        at a lower minimum
        '''

        pos = self.getPos()
        toLoc = self._moveLoc[0]
        distance = math.sqrt((pos[0] - toLoc[0])**2 + (pos[1] - toLoc[1])**2)
        v = self._nodePath.node().getLinearVelocity().length()
        slowAccel = 2
        slowDist = v**2 / (2 * slowAccel * self._breakForce)
        brakePercent = slowAccel * self._nodePath.node().getMass() / self._breakForce

        deltaPos = (self.getPos() - self._moveLoc[1])
        distFromStart = deltaPos.length()

        if self._stop:
            if v < .4:
                #self._nodePath.node().setLinearVelocity(Vec3(0,0,0))
                #self._nodePath.setPos(self._moveLoc[0])
                return task.done
            self.applyBrakes()
            return task.cont
        
        if distance < slowDist:
            self.applyBrakes(brakePercent * 1.1)
        elif distance > slowDist:
            if self._moveLoc[2] > 0:
                self.applyThrusters(1,1)
            else:
                self.applyThrusters(-1, -1)
        else:
            self.applyBrakes(brakePercent)
        
        if distance < .01: 
            self._stop = True
        if abs(distFromStart) > abs(self._moveLoc[2]):
            self._stop = True
        
        return task.cont

    
    def nextTask(self,task):
        self._nodePath.node().setActive(True)
        self.onTask += 1
        if(self._tankWorld.isDead or self._tankWorld.isOver):
            return
        #if self.onTask >= len(self.taskList):
        #   return
       
        def getNumUserTask():
            
            taskAmount = 0
            for t in self._tankWorld.taskMgr.getTasks():

                if t.getName() == 'userTank '+self.getName():
                    taskAmount +=1
            return taskAmount

        pre = getNumUserTask()
        try:
            self.taskList.next()
            if(getNumUserTask() == pre):
                self.nextTask(task)

        except StopIteration:
            #print 'Tank.nextTask error'
            pass
        #self.taskList[self.onTask][0](self.taskList[self.onTask][1])
    
    def runTasks(self):
        self.onTask = 0
        self.nextTask(None)
    
    def setGenerator(self, gen):
        self.taskList = gen
        self.runTasks()

    def updateMove(self, task):
        '''
        Task Called to do movement. This is called once perframe
        '''
        try:
            #small hack to prevent the first frame from doing all the tasks.
            dt = globalClock.getDt()    
            if dt > .1:
                return task.cont
            self._taskTimer -= dt

            if self._taskTimer < 0:
                self.applyBrakes(1)
            else:
                self.applyThrusters(1,1)

            if self._taskTimer < -1: #one second to stop
                return task.done
        except:
            print "ERROR in tank.updateMove"

        return task.cont

    def updateRotate(self, task):

        ''' called to do rotation. This is called once per frame
        '''
        try:
            dt = globalClock.getDt()
            #small hack to prevent the first frame from doing all the tasks.
            if dt > .1:
                return task.cont
            self._taskTimer -= dt


            if self._taskTimer < 0:
                self.applyBrakes(1)
            else:
                self.applyThrusters(1,-1)
            

            if self._taskTimer < -1: #one second to stop
                return task.done

        except:
            print "ERROR in tank.updateRotate"
        return task.cont

    def update(self, task):
        pass
        
    def aimAt(self, point, amt = 1, aimLow = True):
        return self._weapon.aimAt(point, aimLow)

    def setWeapon(self, weopwn):
        self._weapon = weopwn


    def fire(self, amt = 1):

        x = self._weapon.fire(amt)        
        self.wait(.1)
        return x

    def deleteAfter(self, task = None):
        if not self._nodePath.is_empty():
            x = self._nodePath.node()
            self._tankWorld.removeRigidBody(x)
            self.hide()                 
            self._tankWorld.lose()                               
            #self._nodePath.detachNode()

    def handleCollision(self, collide, taskName):
        self._collisionCounter += 1

        forReal = True

        hitBy = collide.getNode0()
        if hitBy.getName() == self._nodePath.node().getName():
            hitBy = collide.getNode1()

        allowedNames = ['floor', 'wall', 'State']

        for name in allowedNames:
            if name in hitBy.getName():
                forReal = False

        if not self._nodePath.is_empty():        
            
            if forReal:
                print "Tank.handleCollision:(pos) ", self.getPos(), 'obj 1', collide.getNode0().getName(), 'obj 2', collide.getNode1().getName()
            
                self._tankWorld.taskMgr.remove(taskName)
                self._tankWorld.doMethodLater(.01, self.deleteAfter, 'deleteAfter')

        else:
            print "Tank.handleCollision Failed to have _nodepath"
            self._tankWorld.taskMgr.remove(taskName)
Example #20
0
class BaseVehicle(DynamicElement):
    MODEL = None
    """
    Vehicle chassis and its wheels index
                    0       1
                    II-----II
                        |
                        |  <---chassis
                        |
                    II-----II
                    2       3
    """
    PARAMETER_SPACE = PGSpace(
        VehicleParameterSpace.BASE_VEHICLE
    )  # it will not sample config from parameter space
    COLLISION_MASK = CollisionGroup.EgoVehicle
    STEERING_INCREMENT = 0.05

    LENGTH = None
    WIDTH = None

    def __init__(
        self,
        pg_world: PGWorld,
        vehicle_config: Union[dict, PGConfig] = None,
        physics_config: dict = None,
        random_seed: int = 0,
        name: str = None,
    ):
        """
        This Vehicle Config is different from self.get_config(), and it is used to define which modules to use, and
        module parameters. And self.physics_config defines the physics feature of vehicles, such as length/width
        :param pg_world: PGWorld
        :param vehicle_config: mostly, vehicle module config
        :param physics_config: vehicle height/width/length, find more physics para in VehicleParameterSpace
        :param random_seed: int
        """
        self.vehicle_config = PGConfig(vehicle_config)

        # self.vehicle_config = self.get_vehicle_config(vehicle_config) \
        #     if vehicle_config is not None else self._default_vehicle_config()

        # observation, action
        self.action_space = self.get_action_space_before_init(
            extra_action_dim=self.vehicle_config["extra_action_dim"])

        super(BaseVehicle, self).__init__(random_seed, name=name)
        # config info
        self.set_config(self.PARAMETER_SPACE.sample())
        if physics_config is not None:
            self.set_config(physics_config)
        self.increment_steering = self.vehicle_config["increment_steering"]
        self.enable_reverse = self.vehicle_config["enable_reverse"]
        self.max_speed = self.vehicle_config["max_speed"]
        self.max_steering = self.vehicle_config["max_steering"]

        self.pg_world = pg_world
        self.node_path = NodePath("vehicle")

        # create
        self.spawn_place = (0, 0)
        self._add_chassis(pg_world.physics_world)
        self.wheels = self._create_wheel()

        # modules
        self.image_sensors = {}
        self.lidar: Optional[Lidar] = None
        self.side_detector: Optional[SideDetector] = None
        self.lane_line_detector: Optional[LaneLineDetector] = None
        self.routing_localization: Optional[RoutingLocalizationModule] = None
        self.lane: Optional[AbstractLane] = None
        self.lane_index = None
        self.vehicle_panel = VehiclePanel(self.pg_world) if (
            self.pg_world.mode == RENDER_MODE_ONSCREEN) else None

        # state info
        self.throttle_brake = 0.0
        self.steering = 0
        self.last_current_action = deque([(0.0, 0.0), (0.0, 0.0)], maxlen=2)
        self.last_position = self.spawn_place
        self.last_heading_dir = self.heading
        self.dist_to_left_side = None
        self.dist_to_right_side = None

        # collision info render
        self.collision_info_np = self._init_collision_info_render(pg_world)
        self.collision_banners = {}  # to save time
        self.current_banner = None
        self.attach_to_pg_world(self.pg_world.pbr_render,
                                self.pg_world.physics_world)

        # step info
        self.out_of_route = None
        self.on_lane = None
        # self.step_info = None
        self._init_step_info()

        # others
        self._add_modules_for_vehicle(self.vehicle_config["use_render"])
        self.takeover = False
        self._expert_takeover = False
        self.energy_consumption = 0

        # overtake_stat
        self.front_vehicles = set()
        self.back_vehicles = set()

    def _add_modules_for_vehicle(self, use_render: bool):
        # add self module for training according to config
        vehicle_config = self.vehicle_config
        self.add_routing_localization(
            vehicle_config["show_navi_mark"])  # default added

        if self.vehicle_config["side_detector"]["num_lasers"] > 0:
            self.side_detector = SideDetector(
                self.pg_world.render,
                self.vehicle_config["side_detector"]["num_lasers"],
                self.vehicle_config["side_detector"]["distance"],
                self.vehicle_config["show_side_detector"])

        if self.vehicle_config["lane_line_detector"]["num_lasers"] > 0:
            self.lane_line_detector = LaneLineDetector(
                self.pg_world.render,
                self.vehicle_config["lane_line_detector"]["num_lasers"],
                self.vehicle_config["lane_line_detector"]["distance"],
                self.vehicle_config["show_lane_line_detector"])

        if not self.vehicle_config["use_image"]:
            if vehicle_config["lidar"]["num_lasers"] > 0 and vehicle_config[
                    "lidar"]["distance"] > 0:
                self.add_lidar(
                    num_lasers=vehicle_config["lidar"]["num_lasers"],
                    distance=vehicle_config["lidar"]["distance"],
                    show_lidar_point=vehicle_config["show_lidar"])
            else:
                import logging
                logging.warning(
                    "You have set the lidar config to: {}, which seems to be invalid!"
                    .format(vehicle_config["lidar"]))

            if use_render:
                rgb_cam_config = vehicle_config["rgb_cam"]
                rgb_cam = RGBCamera(rgb_cam_config[0], rgb_cam_config[1],
                                    self.chassis_np, self.pg_world)
                self.add_image_sensor("rgb_cam", rgb_cam)

                mini_map = MiniMap(vehicle_config["mini_map"], self.chassis_np,
                                   self.pg_world)
                self.add_image_sensor("mini_map", mini_map)
            return

        if vehicle_config["use_image"]:
            # 3 types image observation
            if vehicle_config["image_source"] == "rgb_cam":
                rgb_cam_config = vehicle_config["rgb_cam"]
                rgb_cam = RGBCamera(rgb_cam_config[0], rgb_cam_config[1],
                                    self.chassis_np, self.pg_world)
                self.add_image_sensor("rgb_cam", rgb_cam)
            elif vehicle_config["image_source"] == "mini_map":
                mini_map = MiniMap(vehicle_config["mini_map"], self.chassis_np,
                                   self.pg_world)
                self.add_image_sensor("mini_map", mini_map)
            elif vehicle_config["image_source"] == "depth_cam":
                cam_config = vehicle_config["depth_cam"]
                depth_cam = DepthCamera(*cam_config, self.chassis_np,
                                        self.pg_world)
                self.add_image_sensor("depth_cam", depth_cam)
            else:
                raise ValueError("No module named {}".format(
                    vehicle_config["image_source"]))

        # load more sensors for visualization when render, only for beauty...
        if use_render:
            if vehicle_config["image_source"] == "mini_map":
                rgb_cam_config = vehicle_config["rgb_cam"]
                rgb_cam = RGBCamera(rgb_cam_config[0], rgb_cam_config[1],
                                    self.chassis_np, self.pg_world)
                self.add_image_sensor("rgb_cam", rgb_cam)
            else:
                mini_map = MiniMap(vehicle_config["mini_map"], self.chassis_np,
                                   self.pg_world)
                self.add_image_sensor("mini_map", mini_map)

    def _init_step_info(self):
        # done info will be initialized every frame
        self.chassis_np.node().getPythonTag(
            BodyName.Base_vehicle).init_collision_info()
        self.out_of_route = False  # re-route is required if is false
        self.on_lane = True  # on lane surface or not
        # self.step_info = {"reward": 0, "cost": 0}

    def _preprocess_action(self, action):
        if self.vehicle_config["action_check"]:
            assert self.action_space.contains(
                action
            ), "Input {} is not compatible with action space {}!".format(
                action, self.action_space)

        # protect agent from nan error
        action = safe_clip_for_small_array(action,
                                           min_val=self.action_space.low[0],
                                           max_val=self.action_space.high[0])
        return action, {'raw_action': (action[0], action[1])}

    def prepare_step(self, action):
        """
        Save info and make decision before action
        """
        # init step info to store info before each step
        self._init_step_info()
        action, step_info = self._preprocess_action(action)

        self.last_position = self.position
        self.last_heading_dir = self.heading
        self.last_current_action.append(
            action
        )  # the real step of physics world is implemented in taskMgr.step()
        if self.increment_steering:
            self.set_incremental_action(action)
        else:
            self.set_act(action)
        if self.vehicle_panel is not None:
            self.vehicle_panel.renew_2d_car_para_visualization(self)
        return step_info

    def update_state(self, pg_world=None, detector_mask="WRONG"):
        # lidar
        if self.lidar is not None:
            self.lidar.perceive(self.position,
                                self.heading_theta,
                                self.pg_world.physics_world.dynamic_world,
                                extra_filter_node={self.chassis_np.node()},
                                detector_mask=detector_mask)
        if self.routing_localization is not None:
            self.lane, self.lane_index, = self.routing_localization.update_navigation_localization(
                self)
        if self.side_detector is not None:
            self.side_detector.perceive(
                self.position, self.heading_theta,
                self.pg_world.physics_world.static_world)
        if self.lane_line_detector is not None:
            self.lane_line_detector.perceive(
                self.position, self.heading_theta,
                self.pg_world.physics_world.static_world)
        self._state_check()
        self.update_dist_to_left_right()
        step_energy, episode_energy = self._update_energy_consumption()
        self.out_of_route = self._out_of_route()
        step_info = self._update_overtake_stat()
        step_info.update({
            "velocity": float(self.speed),
            "steering": float(self.steering),
            "acceleration": float(self.throttle_brake),
            "step_energy": step_energy,
            "episode_energy": episode_energy
        })
        return step_info

    def _out_of_route(self):
        left, right = self._dist_to_route_left_right()
        return True if right < 0 or left < 0 else False

    def _update_energy_consumption(self):
        """
        The calculation method is from
        https://www.researchgate.net/publication/262182035_Reduction_of_Fuel_Consumption_and_Exhaust_Pollutant_Using_Intelligent_Transport_System
        default: 3rd gear, try to use ae^bx to fit it, dp: (90, 8), (130, 12)
        :return: None
        """
        distance = norm(*(self.last_position - self.position)) / 1000  # km
        step_energy = 3.25 * math.pow(np.e, 0.01 * self.speed) * distance / 100
        # step_energy is in Liter, we return mL
        step_energy = step_energy * 1000
        self.energy_consumption += step_energy  # L/100 km
        return step_energy, self.energy_consumption

    def reset(self, map: Map, pos: np.ndarray = None, heading: float = 0.0):
        """
        pos is a 2-d array, and heading is a float (unit degree)
        if pos is not None, vehicle will be reset to the position
        else, vehicle will be reset to spawn place
        """
        if pos is None:
            lane = map.road_network.get_lane(
                self.vehicle_config["spawn_lane_index"])
            pos = lane.position(self.vehicle_config["spawn_longitude"],
                                self.vehicle_config["spawn_lateral"])
            heading = np.rad2deg(
                lane.heading_at(self.vehicle_config["spawn_longitude"]))
            self.spawn_place = pos
        heading = -np.deg2rad(heading) - np.pi / 2
        self.set_static(False)
        self.chassis_np.setPos(panda_position(Vec3(*pos, 1)))
        self.chassis_np.setQuat(
            LQuaternionf(math.cos(heading / 2), 0, 0, math.sin(heading / 2)))
        self.update_map_info(map)
        self.chassis_np.node().clearForces()
        self.chassis_np.node().setLinearVelocity(Vec3(0, 0, 0))
        self.chassis_np.node().setAngularVelocity(Vec3(0, 0, 0))
        self.system.resetSuspension()
        # np.testing.assert_almost_equal(self.position, pos, decimal=4)

        # done info
        self._init_step_info()

        # other info
        self.throttle_brake = 0.0
        self.steering = 0
        self.last_current_action = deque([(0.0, 0.0), (0.0, 0.0)], maxlen=2)
        self.last_position = self.spawn_place
        self.last_heading_dir = self.heading

        self.update_dist_to_left_right()
        self.takeover = False
        self.energy_consumption = 0

        # overtake_stat
        self.front_vehicles = set()
        self.back_vehicles = set()

        # for render
        if self.vehicle_panel is not None:
            self.vehicle_panel.renew_2d_car_para_visualization(self)

        if "depth_cam" in self.image_sensors and self.image_sensors[
                "depth_cam"].view_ground:
            for block in map.blocks:
                block.node_path.hide(CamMask.DepthCam)

        assert self.routing_localization
        # Please note that if you respawn agent to some new place and might have a new destination,
        # you should reset the routing localization too! Via: vehicle.routing_localization.set_route or
        # vehicle.update

    """------------------------------------------- act -------------------------------------------------"""

    def set_act(self, action):
        steering = action[0]
        self.throttle_brake = action[1]
        self.steering = steering
        self.system.setSteeringValue(self.steering * self.max_steering, 0)
        self.system.setSteeringValue(self.steering * self.max_steering, 1)
        self._apply_throttle_brake(action[1])

    def set_incremental_action(self, action: np.ndarray):
        self.throttle_brake = action[1]
        self.steering += action[0] * self.STEERING_INCREMENT
        self.steering = clip(self.steering, -1, 1)
        steering = self.steering * self.max_steering
        self.system.setSteeringValue(steering, 0)
        self.system.setSteeringValue(steering, 1)
        self._apply_throttle_brake(action[1])

    def _apply_throttle_brake(self, throttle_brake):
        max_engine_force = self.vehicle_config["max_engine_force"]
        max_brake_force = self.vehicle_config["max_brake_force"]
        for wheel_index in range(4):
            if throttle_brake >= 0:
                self.system.setBrake(2.0, wheel_index)
                if self.speed > self.max_speed:
                    self.system.applyEngineForce(0.0, wheel_index)
                else:
                    self.system.applyEngineForce(
                        max_engine_force * throttle_brake, wheel_index)
            else:
                if self.enable_reverse:
                    self.system.applyEngineForce(
                        max_engine_force * throttle_brake, wheel_index)
                    self.system.setBrake(0, wheel_index)
                else:
                    self.system.applyEngineForce(0.0, wheel_index)
                    self.system.setBrake(
                        abs(throttle_brake) * max_brake_force, wheel_index)

    """---------------------------------------- vehicle info ----------------------------------------------"""

    def update_dist_to_left_right(self):
        self.dist_to_left_side, self.dist_to_right_side = self._dist_to_route_left_right(
        )

    def _dist_to_route_left_right(self):
        current_reference_lane = self.routing_localization.current_ref_lanes[0]
        _, lateral_to_reference = current_reference_lane.local_coordinates(
            self.position)
        lateral_to_left = lateral_to_reference + self.routing_localization.get_current_lane_width(
        ) / 2
        lateral_to_right = self.routing_localization.get_current_lateral_range(
            self.position, self.pg_world) - lateral_to_left
        return lateral_to_left, lateral_to_right

    @property
    def position(self):
        return pgdrive_position(self.chassis_np.getPos())

    @property
    def speed(self):
        """
        km/h
        """
        velocity = self.chassis_np.node().get_linear_velocity()
        speed = norm(velocity[0], velocity[1]) * 3.6
        return clip(speed, 0.0, 100000.0)

    @property
    def heading(self):
        real_heading = self.heading_theta
        # heading = np.array([math.cos(real_heading), math.sin(real_heading)])
        heading = PGVector((math.cos(real_heading), math.sin(real_heading)))
        return heading

    @property
    def heading_theta(self):
        """
        Get the heading theta of vehicle, unit [rad]
        :return:  heading in rad
        """
        return (pgdrive_heading(self.chassis_np.getH()) - 90) / 180 * math.pi

    @property
    def velocity(self) -> np.ndarray:
        return self.speed * self.velocity_direction

    @property
    def velocity_direction(self):
        direction = self.system.getForwardVector()
        return np.asarray([direction[0], -direction[1]])

    @property
    def current_road(self):
        return Road(*self.lane_index[0:-1])

    """---------------------------------------- some math tool ----------------------------------------------"""

    def heading_diff(self, target_lane):
        lateral = None
        if isinstance(target_lane, StraightLane):
            lateral = np.asarray(
                get_vertical_vector(target_lane.end - target_lane.start)[1])
        elif isinstance(target_lane, CircularLane):
            if target_lane.direction == -1:
                lateral = self.position - target_lane.center
            else:
                lateral = target_lane.center - self.position
        else:
            raise ValueError("Unknown target lane type: {}".format(
                type(target_lane)))
        lateral_norm = norm(lateral[0], lateral[1])
        forward_direction = self.heading
        # print(f"Old forward direction: {self.forward_direction}, new heading {self.heading}")
        forward_direction_norm = norm(forward_direction[0],
                                      forward_direction[1])
        if not lateral_norm * forward_direction_norm:
            return 0
        cos = ((forward_direction[0] * lateral[0] +
                forward_direction[1] * lateral[1]) /
               (lateral_norm * forward_direction_norm))
        # return cos
        # Normalize to 0, 1
        return clip(cos, -1.0, 1.0) / 2 + 0.5

    def projection(self, vector):
        # Projected to the heading of vehicle
        # forward_vector = self.vehicle.get_forward_vector()
        # forward_old = (forward_vector[0], -forward_vector[1])

        forward = self.heading

        # print(f"[projection] Old forward {forward_old}, new heading {forward}")

        norm_velocity = norm(forward[0], forward[1]) + 1e-6
        project_on_heading = (vector[0] * forward[0] +
                              vector[1] * forward[1]) / norm_velocity

        side_direction = get_vertical_vector(forward)[1]
        side_norm = norm(side_direction[0], side_direction[1]) + 1e-6
        project_on_side = (vector[0] * side_direction[0] +
                           vector[1] * side_direction[1]) / side_norm
        return project_on_heading, project_on_side

    def lane_distance_to(self, vehicle, lane: AbstractLane = None) -> float:
        assert self.routing_localization is not None, "a routing and localization module should be added " \
                                                      "to interact with other vehicles"
        if not vehicle:
            return np.nan
        if not lane:
            lane = self.lane
        return lane.local_coordinates(
            vehicle.position)[0] - lane.local_coordinates(self.position)[0]

    """-------------------------------------- for vehicle making ------------------------------------------"""

    def _add_chassis(self, pg_physics_world: PGPhysicsWorld):
        para = self.get_config()
        self.LENGTH = self.vehicle_config["vehicle_length"]
        self.WIDTH = self.vehicle_config["vehicle_width"]
        chassis = BaseVehicleNode(BodyName.Base_vehicle, self)
        chassis.setIntoCollideMask(BitMask32.bit(CollisionGroup.EgoVehicle))
        chassis_shape = BulletBoxShape(
            Vec3(self.WIDTH / 2, self.LENGTH / 2,
                 para[Parameter.vehicle_height] / 2))
        ts = TransformState.makePos(
            Vec3(0, 0, para[Parameter.chassis_height] * 2))
        chassis.addShape(chassis_shape, ts)
        heading = np.deg2rad(-para[Parameter.heading] - 90)
        chassis.setMass(para[Parameter.mass])
        self.chassis_np = self.node_path.attachNewNode(chassis)
        # not random spawn now
        self.chassis_np.setPos(Vec3(*self.spawn_place, 1))
        self.chassis_np.setQuat(
            LQuaternionf(math.cos(heading / 2), 0, 0, math.sin(heading / 2)))
        chassis.setDeactivationEnabled(False)
        chassis.notifyCollisions(
            True
        )  # advance collision check, do callback in pg_collision_callback
        self.dynamic_nodes.append(chassis)

        chassis_beneath = BulletGhostNode(BodyName.Base_vehicle_beneath)
        chassis_beneath.setIntoCollideMask(
            BitMask32.bit(CollisionGroup.EgoVehicleBeneath))
        chassis_beneath.addShape(chassis_shape)
        self.chassis_beneath_np = self.chassis_np.attachNewNode(
            chassis_beneath)
        self.dynamic_nodes.append(chassis_beneath)

        self.system = BulletVehicle(pg_physics_world.dynamic_world, chassis)
        self.system.setCoordinateSystem(ZUp)
        self.dynamic_nodes.append(
            self.system
        )  # detach chassis will also detach system, so a waring will generate

        if self.render:
            if self.MODEL is None:
                model_path = 'models/ferra/scene.gltf'
                self.MODEL = self.loader.loadModel(
                    AssetLoader.file_path(model_path))
                self.MODEL.setZ(para[Parameter.vehicle_vis_z])
                self.MODEL.setY(para[Parameter.vehicle_vis_y])
                self.MODEL.setH(para[Parameter.vehicle_vis_h])
                self.MODEL.set_scale(para[Parameter.vehicle_vis_scale])
            self.MODEL.instanceTo(self.chassis_np)

    def _create_wheel(self):
        para = self.get_config()
        f_l = para[Parameter.front_tire_longitude]
        r_l = -para[Parameter.rear_tire_longitude]
        lateral = para[Parameter.tire_lateral]
        axis_height = para[Parameter.tire_radius] + 0.05
        radius = para[Parameter.tire_radius]
        wheels = []
        for k, pos in enumerate([
                Vec3(lateral, f_l, axis_height),
                Vec3(-lateral, f_l, axis_height),
                Vec3(lateral, r_l, axis_height),
                Vec3(-lateral, r_l, axis_height)
        ]):
            wheel = self._add_wheel(pos, radius, True if k < 2 else False,
                                    True if k == 0 or k == 2 else False)
            wheels.append(wheel)
        return wheels

    def _add_wheel(self, pos: Vec3, radius: float, front: bool, left):
        wheel_np = self.node_path.attachNewNode("wheel")
        if self.render:
            # TODO something wrong with the wheel render
            model_path = 'models/yugo/yugotireR.egg' if left else 'models/yugo/yugotireL.egg'
            wheel_model = self.loader.loadModel(
                AssetLoader.file_path(model_path))
            wheel_model.reparentTo(wheel_np)
            wheel_model.set_scale(1.4, radius / 0.25, radius / 0.25)
        wheel = self.system.create_wheel()
        wheel.setNode(wheel_np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)
        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))

        # TODO add them to PGConfig in the future
        wheel.setWheelRadius(radius)
        wheel.setMaxSuspensionTravelCm(40)
        wheel.setSuspensionStiffness(30)
        wheel.setWheelsDampingRelaxation(4.8)
        wheel.setWheelsDampingCompression(1.2)
        wheel.setFrictionSlip(self.vehicle_config["wheel_friction"])
        wheel.setRollInfluence(1.5)
        return wheel

    def add_image_sensor(self, name: str, sensor: ImageBuffer):
        self.image_sensors[name] = sensor

    def add_lidar(self, num_lasers=240, distance=50, show_lidar_point=False):
        assert num_lasers > 0
        assert distance > 0
        self.lidar = Lidar(self.pg_world.render, num_lasers, distance,
                           show_lidar_point)

    def add_routing_localization(self, show_navi_mark: bool = False):
        config = self.vehicle_config
        self.routing_localization = RoutingLocalizationModule(
            self.pg_world,
            show_navi_mark=show_navi_mark,
            random_navi_mark_color=config["random_navi_mark_color"],
            show_dest_mark=config["show_dest_mark"],
            show_line_to_dest=config["show_line_to_dest"])

    def update_map_info(self, map):
        """
        Update map info after reset()
        :param map: new map
        :return: None
        """
        lane, new_l_index = ray_localization(np.array(self.heading.tolist()),
                                             np.array(self.spawn_place),
                                             self.pg_world)
        self.routing_localization.update(map, current_lane_index=new_l_index)
        assert lane is not None, "spawn place is not on road!"
        self.lane_index = new_l_index
        self.lane = lane

    def _state_check(self):
        """
        Check States and filter to update info
        """
        result_1 = self.pg_world.physics_world.static_world.contactTest(
            self.chassis_beneath_np.node(), True)
        result_2 = self.pg_world.physics_world.dynamic_world.contactTest(
            self.chassis_beneath_np.node(), True)
        contacts = set()
        for contact in result_1.getContacts() + result_2.getContacts():
            node0 = contact.getNode0()
            node1 = contact.getNode1()
            name = [node0.getName(), node1.getName()]
            name.remove(BodyName.Base_vehicle_beneath)
            if name[0] == "Ground" or name[0] == BodyName.Lane:
                continue
            if name[0] == BodyName.Sidewalk:
                self.chassis_np.node().getPythonTag(
                    BodyName.Base_vehicle).crash_sidewalk = True
            elif name[0] == BodyName.White_continuous_line:
                self.chassis_np.node().getPythonTag(
                    BodyName.Base_vehicle).on_white_continuous_line = True
            elif name[0] == BodyName.Yellow_continuous_line:
                self.chassis_np.node().getPythonTag(
                    BodyName.Base_vehicle).on_yellow_continuous_line = True
            elif name[0] == BodyName.Broken_line:
                self.chassis_np.node().getPythonTag(
                    BodyName.Base_vehicle).on_broken_line = True
            contacts.add(name[0])
        if self.render:
            self.render_collision_info(contacts)

    @staticmethod
    def _init_collision_info_render(pg_world):
        if pg_world.mode == "onscreen":
            info_np = NodePath("Collision info nodepath")
            info_np.reparentTo(pg_world.aspect2d)
        else:
            info_np = None
        return info_np

    def render_collision_info(self, contacts):
        contacts = sorted(list(contacts),
                          key=lambda c: COLLISION_INFO_COLOR[COLOR[c]][0])
        text = contacts[0] if len(contacts) != 0 else None
        if text is None:
            text = "Normal" if time.time(
            ) - self.pg_world._episode_start_time > 10 else "Press H to see help message"
            self.render_banner(text, COLLISION_INFO_COLOR["green"][1])
        else:
            if text == BodyName.Base_vehicle_beneath:
                text = BodyName.Traffic_vehicle
            self.render_banner(text, COLLISION_INFO_COLOR[COLOR[text]][1])

    def render_banner(self, text, color=COLLISION_INFO_COLOR["green"][1]):
        """
        Render the banner in the left bottom corner.
        """
        if self.collision_info_np is None:
            return
        if self.current_banner is not None:
            self.current_banner.detachNode()
        if text in self.collision_banners:
            self.collision_banners[text].reparentTo(self.collision_info_np)
            self.current_banner = self.collision_banners[text]
        else:
            new_banner = NodePath(TextNode("collision_info:{}".format(text)))
            self.collision_banners[text] = new_banner
            text_node = new_banner.node()
            text_node.setCardColor(color)
            text_node.setText(text)
            text_node.setCardActual(-5 * self.pg_world.w_scale,
                                    5.1 * self.pg_world.w_scale, -0.3, 1)
            text_node.setCardDecal(True)
            text_node.setTextColor(1, 1, 1, 1)
            text_node.setAlign(TextNode.A_center)
            new_banner.setScale(0.05)
            new_banner.setPos(-0.75 * self.pg_world.w_scale, 0,
                              -0.8 * self.pg_world.h_scale)
            new_banner.reparentTo(self.collision_info_np)
            self.current_banner = new_banner

    def destroy(self, _=None):
        self.chassis_np.node().getPythonTag(BodyName.Base_vehicle).destroy()
        if self.chassis_np.node() in self.dynamic_nodes:
            self.dynamic_nodes.remove(self.chassis_np.node())
        super(BaseVehicle, self).destroy(self.pg_world)
        self.pg_world.physics_world.dynamic_world.clearContactAddedCallback()
        self.routing_localization.destroy()
        self.routing_localization = None

        if self.side_detector is not None:
            self.side_detector.destroy()

        if self.lane_line_detector is not None:
            self.lane_line_detector.destroy()

        self.side_detector = None
        self.lane_line_detector = None

        if self.lidar is not None:
            self.lidar.destroy()
            self.lidar = None
        if len(self.image_sensors) != 0:
            for sensor in self.image_sensors.values():
                sensor.destroy(self.pg_world)
        self.image_sensors = None
        if self.vehicle_panel is not None:
            self.vehicle_panel.destroy(self.pg_world)
        self.pg_world = None

    def set_position(self, position, height=0.4):
        """
        Should only be called when restore traffic from episode data
        :param position: 2d array or list
        :return: None
        """
        self.chassis_np.setPos(panda_position(position, height))

    def set_heading(self, heading_theta) -> None:
        """
        Should only be called when restore traffic from episode data
        :param heading_theta: float in rad
        :return: None
        """
        self.chassis_np.setH((panda_heading(heading_theta) * 180 / np.pi) - 90)

    def get_state(self):
        return {
            "heading":
            self.heading_theta,
            "position":
            self.position.tolist(),
            "done":
            self.crash_vehicle or self.out_of_route or self.crash_sidewalk
            or not self.on_lane
        }

    def set_state(self, state: dict):
        self.set_heading(state["heading"])
        self.set_position(state["position"])

    def _update_overtake_stat(self):
        if self.vehicle_config["overtake_stat"]:
            surrounding_vs = self.lidar.get_surrounding_vehicles()
            routing = self.routing_localization
            ckpt_idx = routing._target_checkpoints_index
            for surrounding_v in surrounding_vs:
                if surrounding_v.lane_index[:-1] == (
                        routing.checkpoints[ckpt_idx[0]],
                        routing.checkpoints[ckpt_idx[1]]):
                    if self.lane.local_coordinates(self.position)[0] - \
                            self.lane.local_coordinates(surrounding_v.position)[0] < 0:
                        self.front_vehicles.add(surrounding_v)
                        if surrounding_v in self.back_vehicles:
                            self.back_vehicles.remove(surrounding_v)
                    else:
                        self.back_vehicles.add(surrounding_v)
        return {"overtake_vehicle_num": self.get_overtake_num()}

    def get_overtake_num(self):
        return len(self.front_vehicles.intersection(self.back_vehicles))

    @classmethod
    def get_action_space_before_init(cls, extra_action_dim: int = 0):
        return gym.spaces.Box(-1.0,
                              1.0,
                              shape=(2 + extra_action_dim, ),
                              dtype=np.float32)

    def remove_display_region(self):
        if self.render:
            self.vehicle_panel.remove_display_region(self.pg_world)
            self.vehicle_panel.buffer.set_active(False)
            self.collision_info_np.detachNode()
            self.routing_localization._arrow_node_path.detachNode()
        for sensor in self.image_sensors.values():
            sensor.remove_display_region(self.pg_world)
            sensor.buffer.set_active(False)

    def add_to_display(self):
        if self.render:
            self.vehicle_panel.add_to_display(
                self.pg_world, self.vehicle_panel.default_region)
            self.vehicle_panel.buffer.set_active(True)
            self.collision_info_np.reparentTo(self.pg_world.aspect2d)
            self.routing_localization._arrow_node_path.reparentTo(
                self.pg_world.aspect2d)
        for sensor in self.image_sensors.values():
            sensor.add_to_display(self.pg_world, sensor.default_region)
            sensor.buffer.set_active(True)

    def __del__(self):
        super(BaseVehicle, self).__del__()
        self.pg_world = None
        self.lidar = None
        self.mini_map = None
        self.rgb_cam = None
        self.routing_localization = None
        self.wheels = None

    @property
    def arrive_destination(self):
        long, lat = self.routing_localization.final_lane.local_coordinates(
            self.position)
        flag = (self.routing_localization.final_lane.length - 5 < long <
                self.routing_localization.final_lane.length + 5) and (
                    self.routing_localization.get_current_lane_width() / 2 >=
                    lat >=
                    (0.5 - self.routing_localization.get_current_lane_num()) *
                    self.routing_localization.get_current_lane_width())
        return flag

    @property
    def crash_vehicle(self):
        return self.chassis_np.node().getPythonTag(
            BodyName.Base_vehicle).crash_vehicle

    @property
    def crash_object(self):
        return self.chassis_np.node().getPythonTag(
            BodyName.Base_vehicle).crash_object

    @property
    def crash_sidewalk(self):
        return self.chassis_np.node().getPythonTag(
            BodyName.Base_vehicle).crash_sidewalk

    @property
    def on_yellow_continuous_line(self):
        return self.chassis_np.node().getPythonTag(
            BodyName.Base_vehicle).on_yellow_continuous_line

    @property
    def on_white_continuous_line(self):
        return self.chassis_np.node().getPythonTag(
            BodyName.Base_vehicle).on_white_continuous_line

    @property
    def on_broken_line(self):
        return self.chassis_np.node().getPythonTag(
            BodyName.Base_vehicle).on_broken_line

    def set_static(self, flag):
        self.chassis_np.node().setStatic(flag)

    @property
    def reference_lanes(self):
        return self.routing_localization.current_ref_lanes

    def set_wheel_friction(self, new_friction):
        raise DeprecationWarning("Bug exists here")
        for wheel in self.wheels:
            wheel.setFrictionSlip(new_friction)
Example #21
0
    def setup(self):
        self.worldNP = render.attachNewNode('World')

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

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

        #terrain = GeoMipTerrain("mySimpleTerrain")
        #terrain.setHeightfield("./models/heightfield_2.png")
        #terrain.getRoot().reparentTo(self.worldNP)#render)
        #terrain.generate()

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

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

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

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Track'))
        np.node().setMass(5000.0)
        np.setPos(3, 0, 10)
        np.setCollideMask(BitMask32.allOn())  #(0x0f))
        #self.track = BulletVehicle(self.world, np.node())
        #self.track.setCoordinateSystem(ZUp)
        self.track_np = loader.loadModel('models/race_track.egg')
        self.track_np.setScale(100)
        self.track_np.reparentTo(np)

        self.track_np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())
        self.track_np = np
        #self.track_np.show()

        # Chassis
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
        np.node().addShape(shape, ts)
        np.setPos(0, 0, 1)
        np.node().setMass(800.0)
        np.node().setDeactivationEnabled(False)

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

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)
        self.cTrav = CollisionTraverser()
        # Vehicle
        self.vehicle = BulletVehicle(self.world, np.node())
        self.vehicle.setCoordinateSystem(ZUp)
        self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
        self.yugoNP.reparentTo(np)
        self.colHandler = CollisionHandlerQueue()
        self.ray_col_np = {}
        self.ray_col_vec_dict = {}
        for ray_dir in range(-1, 2):  # populate collision rays
            self.ray = CollisionRay()
            self.ray.setOrigin(ray_dir, 0.5, 0.5)
            self.ray.setDirection(ray_dir, 1, 0)
            self.ray_col = CollisionNode('ray%d' % (ray_dir + 1))
            self.ray_col.addSolid(self.ray)
            self.ray_col.setFromCollideMask(
                BitMask32.allOn())  #(0x0f))#CollideMask.bit(0)
            #self.ray_col.setIntoCollideMask(CollideMask.allOff())
            self.ray_col_np['ray%d' %
                            (ray_dir + 1)] = self.yugoNP.attachNewNode(
                                self.ray_col)
            self.cTrav.addCollider(self.ray_col_np['ray%d' % (ray_dir + 1)],
                                   self.colHandler)
            self.ray_col_np['ray%d' % (ray_dir + 1)].show()
            self.ray_col_vec_dict['ray%d' % (ray_dir + 1)] = []
        self.world.attachVehicle(self.vehicle)
        self.cTrav.showCollisions(render)

        # FIXME
        base.camera.reparentTo(self.yugoNP)

        # Right front wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

        # Steering info
        self.steering = 0.0  # degree
        self.steeringClamp = 45.0  # degree
        self.steeringIncrement = 120.0  # degree per second

        # Box
        for i, j in [(0, 8), (-3, 5), (6, -5), (8, 3), (-4, -4)]:
            shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
            # https://discourse.panda3d.org/t/wall-collision-help/23606
            np = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
            np.node().setMass(1.0)
            np.node().addShape(shape)
            np.setPos(i, j, 2)
            np.setCollideMask(BitMask32.allOn())  #(0x0f))

            self.world.attachRigidBody(np.node())
            self.boxNP = np
            #self.colHandler2 = CollisionHandlerQueue()

            visualNP = loader.loadModel('models/box.egg')
            visualNP.reparentTo(self.boxNP)
        #self.cTrav.addCollider(self.boxNP,self.colHandler)
        """
    aNode = CollisionNode("TheRay")

    self.ray = CollisionRay()
    self.ray.setOrigin( self.yugoNP.getPos() )
    self.ray.setDirection( Vec3(0, 10, 0) )
    #self.ray.show()


    aNodePath = self.yugoNP.attachNewNode( CollisionNode("TheRay") )
    aNodePath.node().addSolid(self.ray)
    aNodePath.show()
    """
        #aNode.addSolid(self.ray)
        #self.ray = CollisionRay(0,0,0,10,0,0)
        #self.ray.reparentTo(self.yugoNP)
        #self.rayColl = CollisionNode('PlayerRay')
        #self.rayColl.addSolid(self.ray)

        #self.playerRayNode = self.yugoNP.attachNewNode( self.rayColl )
        #self.playerRayNode.show()

        #base.myTraverser.addCollider (self.playerRayNode, base.floor)
        #base.floor.addCollider( self.playerRayNode, self.yugoNP)
        """
Example #22
0
    def load_vehicle(self, pos=(0.0, -20.0, -0.6), quat=None):
        # Chassis
        self._mass = self.params['mass']
        #chassis_shape = self.params['chassis_shape']
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        self.vehicle_pointer = self.worldNP.attachNewNode(
            BulletRigidBodyNode('Vehicle'))
        self.vehicle_node = self.vehicle_pointer.node()
        self.vehicle_node.addShape(shape, ts)
        self.previous_pos = pos
        self.vehicle_pointer.setPos(pos[0], pos[1], pos[2])
        if quat is not None:
            self.vehicle_pointer.setQuat(quat)
        self.previous_quat = self.vehicle_pointer.getQuat()
        self.vehicle_node.setMass(self._mass)
        self.vehicle_node.setDeactivationEnabled(False)

        #        first_person = self.params['first_person']
        self.camera_sensor = Panda3dCameraSensor(base,
                                                 color=True,
                                                 depth=True,
                                                 size=(160, 90))

        self.camera_node = self.camera_sensor.cam
        #        if first_person:
        #            self.camera_node.setPos(0.0, 1.0, 1.0)
        #            self.camera_node.lookAt(0.0, 6.0, 0.0)
        #        else:
        #            self.camera_node.setPos(0.0, -10.0, 5.0)
        #            self.camera_node.lookAt(0.0, 5.0, 0.0)

        self.camera_node.reparentTo(self.vehicle_pointer)
        self.camera_node.setPos(0.0, 1.0, 1.0)
        self.camera_node.lookAt(0.0, 6.0, 0.0)

        self.back_camera_sensor = Panda3dCameraSensor(base,
                                                      color=True,
                                                      depth=True,
                                                      size=(160, 90))

        self.back_camera_node = self.back_camera_sensor.cam
        #        if first_person:
        #            self.camera_node.setPos(0.0, 1.0, 1.0)
        #            self.camera_node.lookAt(0.0, 6.0, 0.0)
        #        else:
        #            self.camera_node.setPos(0.0, -10.0, 5.0)
        #            self.camera_node.lookAt(0.0, 5.0, 0.0)

        self.back_camera_node.reparentTo(self.vehicle_pointer)
        self.back_camera_node.setPos(0.0, -1.0, 1.0)
        self.back_camera_node.lookAt(0.0, -6.0, 0.0)

        self.world.attachRigidBody(self.vehicle_node)

        self.vehicle_node.setCcdSweptSphereRadius(1.0)
        self.vehicle_node.setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(self.world, self.vehicle_node)
        self.vehicle.setCoordinateSystem(ZUp)
        self.world.attachVehicle(self.vehicle)

        self.yugoNP = loader.loadModel('../models/yugo/yugo.egg')
        self.yugoNP.reparentTo(self.vehicle_pointer)

        self._wheels = []
        # Right front wheel
        np = loader.loadModel('../models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)
        # Left front wheel
        np = loader.loadModel('../models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)
        # Right rear wheel
        np = loader.loadModel('../models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)
        # Left rear wheel
        np = loader.loadModel('../models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)
Example #23
0
  def setup(self):
    # Steering info
    self.steering = 0.0            # degree
    self.steeringClamp = 30.0      # degree
    self.steeringIncrement = 80.0 # degree per second
    
    self.worldNP = render.attachNewNode('World')

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

    self.world = BulletWorld()
    self.world.setGravity(Vec3(0, 0, -9.81))
    self.world.setDebugNode(self.debugNP.node())
    
    if(self.gameLevel == 1):
      #set score
      print('GameLevel')
      self.score = 1000
      self.distanceTravelled = 0
      self.time = 0
      # Plane
      img = PNMImage(Filename('media/terrain/SIMP_Assignment_2_Terrain_1.png'))
      shape = BulletHeightfieldShape(img, 50.0, ZUp)

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

      self.world.attachRigidBody(np.node())
    
      #skybox
      skybox = loader.loadModel('media/models/skybox/skybox_01.X')
      skybox.reparentTo(render)

    # Chassis
      shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
      ts = TransformState.makePos(Point3(0, 0, 1.0))

      self.vehicleNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
      self.vehicleNP.node().addShape(shape, ts)
      self.vehicleNP.setPos(-93, -88, -7)#-93, -88, -7) #(-82,65.8,-8) #(55,8.38,-6)#(45, -19, -8)#(-93, -88, -7)
      self.vehicleNP.setHpr(-90,0,0)
      self.vehicleNP.node().setMass(5.0)
      self.vehicleNP.node().setDeactivationEnabled(False)
      
      base.cam.setPos(self.vehicleNP.getPos().getX()+2,self.vehicleNP.getPos().getY()+2,self.vehicleNP.getPos().getZ()+2)

      self.world.attachRigidBody(self.vehicleNP.node())

      # Vehicle
      self.vehicle = BulletVehicle(self.world, self.vehicleNP.node())
      self.vehicle.setCoordinateSystem(ZUp)
      self.world.attachVehicle(self.vehicle)

      self.hummerNP = loader.loadModel('media/models/vehicle/body.X')
      self.hummerNP.reparentTo(self.vehicleNP)
  
      # Right front wheel
      np = loader.loadModel('media/models/vehicle/front_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8,  0.9, 0.8), True, np)
  
      # Left front wheel
      np = loader.loadModel('media/models/vehicle/front_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8,  0.9, 0.8), True, np)
  
      # Right rear wheel
      np = loader.loadModel('media/models/vehicle/back_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8, -0.7, 0.8), False, np)
  
      # Left rear wheel
      np = loader.loadModel('media/models/vehicle/back_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8, -0.7, 0.8), False, np)
      
      #Obstacles
      self.setupObstacleOne(Vec3(50, -5, -4), 1.8, Vec3(60, 0, 0))
      self.setupObstacleFour(Vec3(63.3, 59.2, -10), 1.5, Vec3(0,0,0))
      self.setupObstacleFour(Vec3(41, 57, -10), 1.5, Vec3(0,0,0))
      self.setupObstacleFour(Vec3(7.5, 53.8, -10), 1.5, Vec3(0,0,0))
      self.setupObstacleFour(Vec3(-28, 81.4, -10), 1.5, Vec3(0,0,0))
      self.setupObstacleSix(Vec3(-91, 81 , -6), 1, Vec3(60,0,0))
      
      #Goal
      self.setupGoal(Vec3(-101,90.6,-6.5))
      
      #self.vehicleNP.setPos(Vec3(6,52,-6))
      self.setupTerrain()
    elif(self.gameLevel == 2):
      self.distanceTravelled = 0
      self.time  = 0 
      # Plane
      img = PNMImage(Filename('media/terrain/SIMP_Assignment_2_Terrain_2.png'))
      shape = BulletHeightfieldShape(img, 50.0, ZUp)

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

      self.world.attachRigidBody(np.node())
      
      #skybox
      skybox = loader.loadModel('media/models/skybox/skybox_01.X')
      skybox.reparentTo(render)

      # Chassis
      shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
      ts = TransformState.makePos(Point3(0, 0, 1.0))

      self.vehicleNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
      self.vehicleNP.node().addShape(shape, ts)
      self.vehicleNP.setPos(-99.6,105,-11.8)#(88, 21, -11)#(34.3,8.4,-11.8)#(-99.6,105,-11.8)#(86.4,41.2,-12)
      self.vehicleNP.setHpr(-130,0,0)
      self.vehicleNP.node().setMass(5.0)
      self.vehicleNP.node().setDeactivationEnabled(False)
      
      base.cam.setPos(self.vehicleNP.getPos().getX()+2,self.vehicleNP.getPos().getY()+2,self.vehicleNP.getPos().getZ()+2)

      self.world.attachRigidBody(self.vehicleNP.node())

      # Vehicle
      self.vehicle = BulletVehicle(self.world, self.vehicleNP.node())
      self.vehicle.setCoordinateSystem(ZUp)
      self.world.attachVehicle(self.vehicle)

      self.hummerNP = loader.loadModel('media/models/vehicle/body.X')
      self.hummerNP.reparentTo(self.vehicleNP)
  
      # Right front wheel
      np = loader.loadModel('media/models/vehicle/front_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8,  0.9, 0.8), True, np)
  
      # Left front wheel
      np = loader.loadModel('media/models/vehicle/front_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8,  0.9, 0.8), True, np)
  
      # Right rear wheel
      np = loader.loadModel('media/models/vehicle/back_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8, -0.7, 0.8), False, np)
  
      # Left rear wheel
      np = loader.loadModel('media/models/vehicle/back_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8, -0.7, 0.8), False, np)
      
      self.setupObstacleFive(Vec3(91, 3, -9),1,Vec3(90,0,0))
      self.setupObstacleFive(Vec3(94,-19, -10),0.9,Vec3(90,0,0))
      self.setupObstacleFive(Vec3(85,-40, -10),1,Vec3(90,0,0))
      self.setupObstacleFour(Vec3(-33.5, 23.4,-14.5),1,Vec3(0,0,0))
      self.setupObstacleFour(Vec3(-43.3, 24.2,-14.5),1,Vec3(0,0,0))
      self.setupObstacleTwo(Vec3(34.7,20.9,-8.5),1,Vec3(90,0,0))
      self.setupObstacleTwo(Vec3(26.8,20.3,-8.5),1,Vec3(90,0,0))
      self.setupObstacleTwo(Vec3(42.1,22.5,-8.5),1,Vec3(90,0,0))
      #self.setupObstacleFive(Vec3(91,0.2, -8),2.1,Vec3(90,0,0))
            
      #Goal
      self.setupGoal(Vec3(94,-89.7,-10))
      self.setupTerrain()
    elif(self.gameLevel == 3):
      self.distanceTravelled = 0
      self.time  = 0 
      # Plane
      img = PNMImage(Filename('media/terrain/SIMP_Assignment_2_Terrain_3.png'))
      shape = BulletHeightfieldShape(img, 50.0, ZUp)

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

      self.world.attachRigidBody(np.node())
      
      #skybox
      skybox = loader.loadModel('media/models/skybox/skybox_01.X')
      skybox.reparentTo(render)

      # Chassis
      shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
      ts = TransformState.makePos(Point3(0, 0, 1.0))

      self.vehicleNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
      self.vehicleNP.node().addShape(shape, ts)
      self.vehicleNP.setPos(-110, -110, 0)
      self.vehicleNP.setHpr(-40,0,0)
      self.vehicleNP.node().setMass(5.0)
      self.vehicleNP.node().setDeactivationEnabled(False)
      
      base.cam.setPos(self.vehicleNP.getPos().getX()+2,self.vehicleNP.getPos().getY()+2,self.vehicleNP.getPos().getZ()+2)

      self.world.attachRigidBody(self.vehicleNP.node())

      # Vehicle
      self.vehicle = BulletVehicle(self.world, self.vehicleNP.node())
      self.vehicle.setCoordinateSystem(ZUp)
      self.world.attachVehicle(self.vehicle)

      self.hummerNP = loader.loadModel('media/models/vehicle/body.X')
      self.hummerNP.reparentTo(self.vehicleNP)
  
      # Right front wheel
      np = loader.loadModel('media/models/vehicle/front_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8,  0.9, 0.8), True, np)
  
      # Left front wheel
      np = loader.loadModel('media/models/vehicle/front_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8,  0.9, 0.8), True, np)
  
      # Right rear wheel
      np = loader.loadModel('media/models/vehicle/back_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8, -0.7, 0.8), False, np)
  
      # Left rear wheel
      np = loader.loadModel('media/models/vehicle/back_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8, -0.7, 0.8), False, np)

      self.setupTerrain()
      
      #Goal
      self.setupGoal(Vec3(114,100,-13))
      
      #Obstacles
      self.setupObstacleFour(Vec3(-60, -73, -9), 1, Vec3(0, 0, 0))
      self.setupObstacleFour(Vec3(-63, -77, -9), 1, Vec3(0, 0, 0))
      self.setupObstacleTwo(Vec3(-15, -40, -3), 1, Vec3(0, 0, 0))
      self.setupObstacleFour(Vec3(-60, 12, -11), 1, Vec3(0, 0, 0))
      self.setupObstacleSix(Vec3(-15, 90, -6), 1.5, Vec3(-30, 0, 0))
      self.setupObstacleFour(Vec3(28, 87, -11), 1, Vec3(0, 0, 0))
      self.setupObstacleFour(Vec3(32, 90, -11), 1, Vec3(0, 0, 0))
Example #24
0
class RonnieRacer(DirectObject):
  
  gameState = 'INIT'
  gameLevel = 1
  distanceTravelled = 0
  speed = 0
  score = 0
  triesLeft = 3
  count = 0
  rot = 0
  time = 0
  pause = False
  
  def __init__(self):
    self.imageObject = OnscreenImage(image = 'media/images/splashscreen.png', pos=(0,0,0), scale=(1.4,1,1))
    self.loseScreen = OnscreenImage(image = 'media/images/gameover.png', pos=(0,0,0), scale=(1,1,0.8))
    self.loseScreen.hide()
    self.retryScreen = OnscreenImage(image = 'media/images/retry.png', pos=(0,0,0), scale=(1,1,0.8))
    self.retryScreen.hide()
    self.congratScreen = OnscreenImage(image = 'media/images/congratulations.png', pos=(0,0,0), scale = (1,1,0.8))
    self.congratScreen.hide()
    self.winScreen = OnscreenImage(image = 'media/images/victory.png', pos=(0,0,0), scale = (1,1,0.8))
    self.winScreen.hide()
    self.pauseScreen = OnscreenImage(image = 'media/images/pause.png', pos=(0,0,0), scale = (1,1,0.8))
    self.pauseScreen.hide()
    self.instructionScreen = OnscreenImage(image = 'media/images/instructions.png', pos=(0,0,0), scale = (1,1,0.8))
    self.instructionScreen.hide()
    preloader = Preloader()
    base.setBackgroundColor(0, 0, 0, 1)
    base.setFrameRateMeter(True)
    
    # Audio
    self.loseSound = base.loader.loadSfx("media/audio/sfxboo.wav")
    self.winSound = base.loader.loadSfx("media/audio/cheer2.aif")
    self.menuMusic = base.loader.loadSfx("media/audio/Scattershot.mp3")
    self.gameMusic = base.loader.loadSfx("media/audio/Ghostpocalypse - 7 Master.mp3")
    
    self.menuMusic.setLoop(True)
    self.menuMusic.setLoopCount(0)
    
    self.gameMusic.setLoop(True)
    self.gameMusic.setLoopCount(0)

    #setup buttons
    self.retryBtn = DirectButton(text="Retry", scale = 0.1, pos = (0,0,0), command = self.doRetry)
    self.retryBtn.hide()
    self.menuBtn = DirectButton(text="Main Menu", scale = 0.1, pos = (0,0,0), command = self.doMenu)
    self.menuBtn.hide()
    self.nextBtn = DirectButton(text='Next', scale = 0.1, pos = (0,0,0), command = self.doNext)
    self.nextBtn.hide()
    self.backBtn = DirectButton(text='back', scale = 0.1, pos = (-0.7,0,-0.7), command = self.doBack)
    self.backBtn.hide()
    
    #setup font
    self.font = loader.loadFont('media/SHOWG.TTF')
    self.font.setPixelsPerUnit(60)
    
    #setup text
    self.text = OnscreenText(text = '', pos = (0, 0), scale = 0.07, font = self.font)
    
    self.rpmText = OnscreenText(text = '', 
                            pos = (-0.9, -0.9), scale = 0.07, font = self.font)
                            
    self.speedText = OnscreenText(text = '', 
                            pos = (0, -0.9), scale = 0.07, font = self.font)
                            
    self.distanceText = OnscreenText(text = '', 
                            pos = (0.9, -0.9), scale = 0.07, font = self.font)
    
    self.triesLeftText = OnscreenText(text = '', 
                            pos = (1.0, 0.9), scale = 0.07, font = self.font)
    
    self.gameLevelText = OnscreenText(text = '', 
                            pos = (-1.0, 0.9), scale = 0.07, font = self.font)
    
    self.timeText = OnscreenText(text = '', 
                            pos = (0, 0.9), scale = 0.07, font = self.font)
    
    self.scoreText = OnscreenText(text = '', 
                            pos = (1.0, 0.8), scale = 0.07, font = self.font)
    
    self.finalScoreText = OnscreenText(text = '', 
                            pos = (0, 0.2), scale = 0.07, font = self.font)
    # Light
    alight = AmbientLight('ambientLight')
    alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
    alightNP = render.attachNewNode(alight)

    dlight = DirectionalLight('directionalLight')
    dlight.setDirection(Vec3(1, 1, -1))
    dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
    dlightNP = render.attachNewNode(dlight)

    render.clearLight()
    render.setLight(alightNP)
    render.setLight(dlightNP)

    # Input
    self.accept('escape', self.doExit)
    self.accept('r', self.doReset)
    self.accept('f1', self.toggleWireframe)
    self.accept('f2', self.toggleTexture)
    self.accept('f3', self.toggleDebug)
    self.accept('f5', self.doScreenshot)

    inputState.watchWithModifiers('forward', 'w')
    inputState.watchWithModifiers('left', 'a')
    inputState.watchWithModifiers('reverse', 's')
    inputState.watchWithModifiers('right', 'd')
    inputState.watchWithModifiers('turnLeft', 'a')
    inputState.watchWithModifiers('turnRight', 'd')

    # Task
    taskMgr.add(self.update, 'updateWorld')

  # _____HANDLER_____
  def doExit(self):
    sys.exit(1)

  def doReset(self):
    self.cleanup()
    self.terrain.getRoot().removeNode()
    self.setup()

  def doBack(self):
    self.backBtn.hide()
    self.instructionScreen.hide()
    
    self.imageObject.show()
    self.helpBtn.show()
    self.startBtn.show()
    self.exitBtn.show()

  def toggleWireframe(self):
    base.toggleWireframe()

  def toggleTexture(self):
    base.toggleTexture()

  def toggleDebug(self):
    if self.debugNP.isHidden():
      self.debugNP.show()
    else:
      self.debugNP.hide()

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

  # ____TASK___

  def processInput(self, dt):
    # Process input
    engineForce = 0.0
    brakeForce = 0.0
    
    self.accept('p', self.doPause)
  
    if inputState.isSet('forward'):
       engineForce = 15.0
       brakeForce = 0.0
   
    if inputState.isSet('reverse'):
       engineForce = -25.0
       brakeForce = 25.0
   
    if inputState.isSet('turnLeft'):
       self.steering += dt * self.steeringIncrement
       self.steering = min(self.steering, self.steeringClamp)
   
    if inputState.isSet('turnRight'):
       self.steering -= dt * self.steeringIncrement
       self.steering = max(self.steering, -self.steeringClamp)
   
    # Apply steering to front wheels
    self.vehicle.setSteeringValue(self.steering, 0)
    self.vehicle.setSteeringValue(self.steering, 1)
   
    # Apply engine and brake to rear wheels
    self.vehicle.applyEngineForce(engineForce, 2)
    self.vehicle.applyEngineForce(engineForce, 3)
    self.vehicle.setBrake(brakeForce, 2)
    self.vehicle.setBrake(brakeForce, 3)
    
  def processContacts(self, dt):
    result = self.world.contactTestPair(self.vehicleNP.node(), self.flagNP.node())
    if(result.getNumContacts() > 0):
      self.gameState = 'WIN'
      self.doContinue()
      
  def doContinue(self):
    if(self.gameState == 'INIT'):
      self.gameState = 'MENU'
      self.menuMusic.play()
      self.text.hide()
      self.startBtn = DirectButton(text=("Play"), scale = 0.1, pos = (0.5,0,0),command=self.playGame)
      self.helpBtn = DirectButton(text=("Help"), scale = 0.1, pos = (0.5,0,-0.2),command=self.help)
      self.exitBtn = DirectButton(text=("Exit"), scale = 0.1,  pos = (0.5,0,-0.4), command = self.doExit)
      return
      
    if(self.gameState == 'RETRY'):
      self.retryScreen.show()
      self.retryBtn.show()
      
      self.loseSound.play()
      return
    
    if(self.gameState == 'LOSE'):
      self.loseScreen.show()
      self.menuBtn.show()
      return
    
    if(self.gameState == 'WIN'):
      if(self.gameLevel < 3):
        self.congratScreen.show()
        self.nextBtn.show()
      elif(self.gameLevel >= 3):
        self.winScreen.show()
        self.menuBtn.show()
      self.finalScoreText.setText('Your Score: '+str(int(self.score)))
      self.finalScoreText.show()
        
      self.winSound.play()
      
  def help(self):
    self.gameState = 'HELP'
    self.startBtn.hide()
    self.exitBtn.hide()
    self.helpBtn.hide()
    self.imageObject.hide()
    self.instructionScreen.show()
    self.backBtn.show()
    
  def doNext(self):
    self.nextBtn.hide()
    self.finalScoreText.hide()
    self.congratScreen.hide()
    self.gameLevel += 1
    if(self.gameLevel == 2):
      self.score += 2000
    elif(self.gameLevel == 3):
      self.score += 3000
    self.doReset()
    self.triesLeft = 3
    self.gameState = 'PLAY'
    
  def doRetry(self):
    self.doReset()
    self.gameState = 'PLAY'
    self.retryScreen.hide()
    self.retryBtn.hide()
    self.triesLeft -= 1
  
  def doMenu(self):
    self.cleanup()
    self.terrain.getRoot().removeNode()
    self.gameState = 'MENU'
    
    self.score = 0
    
    self.imageObject.show()
    self.startBtn.show()
    self.exitBtn.show()
    self.helpBtn.show()
    
    self.loseScreen.hide()
    self.menuBtn.hide()
    self.winScreen.hide()
    self.finalScoreText.hide()
    
    self.speedText.hide()
    self.distanceText.hide()
    self.rpmText.hide()
    self.scoreText.hide()
    self.gameLevelText.hide()
    self.timeText.hide()
    self.triesLeftText.hide()
    
    self.gameMusic.stop()
    self.menuMusic.play()
      
  def doPause(self):
    self.pause  = not self.pause
    if(self.pause):
      self.pauseScreen.show()
    else:
      self.pauseScreen.hide()
      
  def playGame(self):
    self.gameState = 'PLAY'
    
    self.triesLeft = 3
    self.gameLevel = 1
    
    self.imageObject.hide()
    self.startBtn.hide()
    self.exitBtn.hide()
    self.helpBtn.hide()
    
    self.menuMusic.stop()
    self.gameMusic.play()
    
    self.speedText.show()
    self.distanceText.show()
    self.rpmText.show()
    self.scoreText.show()
    self.gameLevelText.show()
    self.triesLeftText.show()
    self.timeText.show()
    
    # Physics
    self.setup()

  def update(self, task):
    dt = globalClock.getDt()
    if(not self.pause):
      if(self.gameState == 'RETRY'):
        return task.cont
      
      if (self.gameState == 'INIT'):
        self.accept('space', self.doContinue)
        self.text.setText('Press Space to Continue')
        
      if(self.gameState == 'PLAY'):
        if (self.steering > 0):
            self.steering -= dt * 50
        if (self.steering < 0):
            self.steering += dt * 50
            
        playerOldSpeed = self.vehicle.getCurrentSpeedKmHour()
        
        self.processInput(dt)
        self.processContacts(dt)
        self.world.doPhysics(dt, 10, 0.008)
  
        #calculate speed,rpm,distance and display text
        self.speed = self.vehicle.getCurrentSpeedKmHour()
        if(self.speed<0):
            self.speed = -self.speed
        self.speedText.setText('Speed: ' + str(int(self.speed)) + 'Km/h')
        self.distanceTravelled += self.speed*(dt/3600)
        self.distanceText.setText('Distance: '+str(float(int(self.distanceTravelled * 1000))/1000) + 'Km')
  
        playerNewSpeed = self.vehicle.getCurrentSpeedKmHour()
  
        playerAcceleration = (playerNewSpeed - playerOldSpeed) / (dt/60)
        #playerPosText = self.vehicleNP.getPos()
        #self.text.setText('Player position: %s'%playerPosText)
        self.rpmText.setText('Engine RPM: ' + str(int(((self.vehicle.getCurrentSpeedKmHour() / 60) * 1000) / (2 * 0.4 * 3.14159265))) + ' Rpm')
        
        self.triesLeftText.setText('Tries Left: ' + str(self.triesLeft))
  
        self.gameLevelText.setText('Level: '+ str(self.gameLevel))
        
        #update camera
        #position
        d = self.vehicleNP.getPos() - base.cam.getPos()
        if(d.length() > 8):
          base.cam.setX(base.cam.getX() + d.getX()*dt)
          base.cam.setY(base.cam.getY() + d.getY()*dt)
        base.cam.setZ(self.vehicleNP.getZ() + 4)
        #lookat
        base.cam.lookAt(self.vehicleNP.getPos()+Vec3(0,0,1))
        
        if(self.gameLevel == 1):
          if(self.vehicleNP.getZ() < -17):
            if(self.triesLeft > 0):
              self.gameState = 'RETRY'
            else:
              self.gameState = 'LOSE'
            self.doContinue()
        elif(self.gameLevel == 2):
          if(self.vehicleNP.getZ() < -20):
            if(self.triesLeft > 0):
              self.gameState = 'RETRY'
            else:
              self.gameState = 'LOSE'
            self.doContinue()
        elif(self.gameLevel == 3):
          if(self.vehicleNP.getZ() < -17):
            if(self.triesLeft > 0):
              self.gameState = 'RETRY'
            else:
              self.gameState = 'LOSE'
            self.doContinue()
            
        if(self.speed < 5):
          self.steeringIncrement = 120
        elif(self.speed >= 5 and self.speed < 10):
          self.steeringIncrement = 100
        elif(self.speed >= 10 and self.speed < 15):
          self.steeringIncrement = 80
        elif(self.speed >=15 and self.speed < 30):
          self.steeringIncrement = 60
          
        #spin the flag
        self.rot += 1
        self.flagNP.setHpr(self.rot,0,0)
        
        #time
        self.time += dt
        self.timeText.setText('Time: ' + str(int(self.time)))
        if(self.score > 0):
          self.score -= dt
        self.scoreText.setText('Score: '+str(int(self.score)))

    return task.cont

  def cleanup(self):
    self.world = None
    self.worldNP.removeNode()

  def setup(self):
    # Steering info
    self.steering = 0.0            # degree
    self.steeringClamp = 30.0      # degree
    self.steeringIncrement = 80.0 # degree per second
    
    self.worldNP = render.attachNewNode('World')

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

    self.world = BulletWorld()
    self.world.setGravity(Vec3(0, 0, -9.81))
    self.world.setDebugNode(self.debugNP.node())
    
    if(self.gameLevel == 1):
      #set score
      print('GameLevel')
      self.score = 1000
      self.distanceTravelled = 0
      self.time = 0
      # Plane
      img = PNMImage(Filename('media/terrain/SIMP_Assignment_2_Terrain_1.png'))
      shape = BulletHeightfieldShape(img, 50.0, ZUp)

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

      self.world.attachRigidBody(np.node())
    
      #skybox
      skybox = loader.loadModel('media/models/skybox/skybox_01.X')
      skybox.reparentTo(render)

    # Chassis
      shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
      ts = TransformState.makePos(Point3(0, 0, 1.0))

      self.vehicleNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
      self.vehicleNP.node().addShape(shape, ts)
      self.vehicleNP.setPos(-93, -88, -7)#-93, -88, -7) #(-82,65.8,-8) #(55,8.38,-6)#(45, -19, -8)#(-93, -88, -7)
      self.vehicleNP.setHpr(-90,0,0)
      self.vehicleNP.node().setMass(5.0)
      self.vehicleNP.node().setDeactivationEnabled(False)
      
      base.cam.setPos(self.vehicleNP.getPos().getX()+2,self.vehicleNP.getPos().getY()+2,self.vehicleNP.getPos().getZ()+2)

      self.world.attachRigidBody(self.vehicleNP.node())

      # Vehicle
      self.vehicle = BulletVehicle(self.world, self.vehicleNP.node())
      self.vehicle.setCoordinateSystem(ZUp)
      self.world.attachVehicle(self.vehicle)

      self.hummerNP = loader.loadModel('media/models/vehicle/body.X')
      self.hummerNP.reparentTo(self.vehicleNP)
  
      # Right front wheel
      np = loader.loadModel('media/models/vehicle/front_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8,  0.9, 0.8), True, np)
  
      # Left front wheel
      np = loader.loadModel('media/models/vehicle/front_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8,  0.9, 0.8), True, np)
  
      # Right rear wheel
      np = loader.loadModel('media/models/vehicle/back_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8, -0.7, 0.8), False, np)
  
      # Left rear wheel
      np = loader.loadModel('media/models/vehicle/back_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8, -0.7, 0.8), False, np)
      
      #Obstacles
      self.setupObstacleOne(Vec3(50, -5, -4), 1.8, Vec3(60, 0, 0))
      self.setupObstacleFour(Vec3(63.3, 59.2, -10), 1.5, Vec3(0,0,0))
      self.setupObstacleFour(Vec3(41, 57, -10), 1.5, Vec3(0,0,0))
      self.setupObstacleFour(Vec3(7.5, 53.8, -10), 1.5, Vec3(0,0,0))
      self.setupObstacleFour(Vec3(-28, 81.4, -10), 1.5, Vec3(0,0,0))
      self.setupObstacleSix(Vec3(-91, 81 , -6), 1, Vec3(60,0,0))
      
      #Goal
      self.setupGoal(Vec3(-101,90.6,-6.5))
      
      #self.vehicleNP.setPos(Vec3(6,52,-6))
      self.setupTerrain()
    elif(self.gameLevel == 2):
      self.distanceTravelled = 0
      self.time  = 0 
      # Plane
      img = PNMImage(Filename('media/terrain/SIMP_Assignment_2_Terrain_2.png'))
      shape = BulletHeightfieldShape(img, 50.0, ZUp)

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

      self.world.attachRigidBody(np.node())
      
      #skybox
      skybox = loader.loadModel('media/models/skybox/skybox_01.X')
      skybox.reparentTo(render)

      # Chassis
      shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
      ts = TransformState.makePos(Point3(0, 0, 1.0))

      self.vehicleNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
      self.vehicleNP.node().addShape(shape, ts)
      self.vehicleNP.setPos(-99.6,105,-11.8)#(88, 21, -11)#(34.3,8.4,-11.8)#(-99.6,105,-11.8)#(86.4,41.2,-12)
      self.vehicleNP.setHpr(-130,0,0)
      self.vehicleNP.node().setMass(5.0)
      self.vehicleNP.node().setDeactivationEnabled(False)
      
      base.cam.setPos(self.vehicleNP.getPos().getX()+2,self.vehicleNP.getPos().getY()+2,self.vehicleNP.getPos().getZ()+2)

      self.world.attachRigidBody(self.vehicleNP.node())

      # Vehicle
      self.vehicle = BulletVehicle(self.world, self.vehicleNP.node())
      self.vehicle.setCoordinateSystem(ZUp)
      self.world.attachVehicle(self.vehicle)

      self.hummerNP = loader.loadModel('media/models/vehicle/body.X')
      self.hummerNP.reparentTo(self.vehicleNP)
  
      # Right front wheel
      np = loader.loadModel('media/models/vehicle/front_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8,  0.9, 0.8), True, np)
  
      # Left front wheel
      np = loader.loadModel('media/models/vehicle/front_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8,  0.9, 0.8), True, np)
  
      # Right rear wheel
      np = loader.loadModel('media/models/vehicle/back_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8, -0.7, 0.8), False, np)
  
      # Left rear wheel
      np = loader.loadModel('media/models/vehicle/back_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8, -0.7, 0.8), False, np)
      
      self.setupObstacleFive(Vec3(91, 3, -9),1,Vec3(90,0,0))
      self.setupObstacleFive(Vec3(94,-19, -10),0.9,Vec3(90,0,0))
      self.setupObstacleFive(Vec3(85,-40, -10),1,Vec3(90,0,0))
      self.setupObstacleFour(Vec3(-33.5, 23.4,-14.5),1,Vec3(0,0,0))
      self.setupObstacleFour(Vec3(-43.3, 24.2,-14.5),1,Vec3(0,0,0))
      self.setupObstacleTwo(Vec3(34.7,20.9,-8.5),1,Vec3(90,0,0))
      self.setupObstacleTwo(Vec3(26.8,20.3,-8.5),1,Vec3(90,0,0))
      self.setupObstacleTwo(Vec3(42.1,22.5,-8.5),1,Vec3(90,0,0))
      #self.setupObstacleFive(Vec3(91,0.2, -8),2.1,Vec3(90,0,0))
            
      #Goal
      self.setupGoal(Vec3(94,-89.7,-10))
      self.setupTerrain()
    elif(self.gameLevel == 3):
      self.distanceTravelled = 0
      self.time  = 0 
      # Plane
      img = PNMImage(Filename('media/terrain/SIMP_Assignment_2_Terrain_3.png'))
      shape = BulletHeightfieldShape(img, 50.0, ZUp)

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

      self.world.attachRigidBody(np.node())
      
      #skybox
      skybox = loader.loadModel('media/models/skybox/skybox_01.X')
      skybox.reparentTo(render)

      # Chassis
      shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
      ts = TransformState.makePos(Point3(0, 0, 1.0))

      self.vehicleNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
      self.vehicleNP.node().addShape(shape, ts)
      self.vehicleNP.setPos(-110, -110, 0)
      self.vehicleNP.setHpr(-40,0,0)
      self.vehicleNP.node().setMass(5.0)
      self.vehicleNP.node().setDeactivationEnabled(False)
      
      base.cam.setPos(self.vehicleNP.getPos().getX()+2,self.vehicleNP.getPos().getY()+2,self.vehicleNP.getPos().getZ()+2)

      self.world.attachRigidBody(self.vehicleNP.node())

      # Vehicle
      self.vehicle = BulletVehicle(self.world, self.vehicleNP.node())
      self.vehicle.setCoordinateSystem(ZUp)
      self.world.attachVehicle(self.vehicle)

      self.hummerNP = loader.loadModel('media/models/vehicle/body.X')
      self.hummerNP.reparentTo(self.vehicleNP)
  
      # Right front wheel
      np = loader.loadModel('media/models/vehicle/front_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8,  0.9, 0.8), True, np)
  
      # Left front wheel
      np = loader.loadModel('media/models/vehicle/front_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8,  0.9, 0.8), True, np)
  
      # Right rear wheel
      np = loader.loadModel('media/models/vehicle/back_right.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3( 0.8, -0.7, 0.8), False, np)
  
      # Left rear wheel
      np = loader.loadModel('media/models/vehicle/back_left.X')
      np.reparentTo(self.worldNP)
      self.addWheel(Point3(-0.8, -0.7, 0.8), False, np)

      self.setupTerrain()
      
      #Goal
      self.setupGoal(Vec3(114,100,-13))
      
      #Obstacles
      self.setupObstacleFour(Vec3(-60, -73, -9), 1, Vec3(0, 0, 0))
      self.setupObstacleFour(Vec3(-63, -77, -9), 1, Vec3(0, 0, 0))
      self.setupObstacleTwo(Vec3(-15, -40, -3), 1, Vec3(0, 0, 0))
      self.setupObstacleFour(Vec3(-60, 12, -11), 1, Vec3(0, 0, 0))
      self.setupObstacleSix(Vec3(-15, 90, -6), 1.5, Vec3(-30, 0, 0))
      self.setupObstacleFour(Vec3(28, 87, -11), 1, Vec3(0, 0, 0))
      self.setupObstacleFour(Vec3(32, 90, -11), 1, Vec3(0, 0, 0))



  def addWheel(self, pos, front, np):
    wheel = self.vehicle.createWheel()

    wheel.setNode(np.node())
    wheel.setChassisConnectionPointCs(pos)
    wheel.setFrontWheel(front)

    wheel.setWheelDirectionCs(Vec3(0, 0, -1))
    wheel.setWheelAxleCs(Vec3(1, 0, 0))
    wheel.setWheelRadius(0.4)
    wheel.setMaxSuspensionTravelCm(40.0)

    wheel.setSuspensionStiffness(40.0)
    wheel.setWheelsDampingRelaxation(2.3)
    wheel.setWheelsDampingCompression(4.4)
    wheel.setFrictionSlip(100.0);
    wheel.setRollInfluence(0.1)

  def setupTerrain(self):
    if(self.gameLevel == 1):
      #terrain setting
      img = PNMImage(Filename('media/terrain/SIMP_Assignment_2_Terrain_1.png'))
      self.terrain = GeoMipTerrain("myTerrain") 
      self.terrain.setHeightfield(img) 
      self.terrain.getRoot().setSz(50) 
      self.terrain.setBlockSize(4) 
      #self.terrain.setFactor(10) 
      #self.terrain.setMinLevel(0)
      self.terrain.setNear(50)
      self.terrain.setFar(1000)
      self.terrain.setFocalPoint(base.camera)
      self.terrain.getRoot().reparentTo(render)
      offset = img.getXSize() / 2.0 - 0.5
      self.terrain.getRoot().setPos(-offset, -offset, -50 / 2.0) 
      self.terrain.generate() 
    
      #load textures 
      tex0 = loader.loadTexture("media/terrain/SIMP_Assignment_2_Terrain_1_d.png") 
      tex0.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex1 = loader.loadTexture("media/terrain/longGrass.png") 
      tex1.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex2 = loader.loadTexture("media/terrain/bigRockFace.png") 
      tex2.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex3 = loader.loadTexture("media/terrain/greenrough.png") 
      tex3.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex4 = loader.loadTexture("media/terrain/grayRock.png") 
      tex4.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex5 = loader.loadTexture("media/terrain/SIMP_Assignment_2_Terrain_1_c.png") 
      tex5.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex6 = loader.loadTexture("media/terrain/SIMP_Assignment_2_Terrain_1_l.png") 
      tex6.setMinfilter(Texture.FTLinearMipmapLinear) 
      #set mutiltextures 
      self.terrain.getRoot().setTexture( TextureStage('tex0'),tex0 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex1'),tex1 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex2'),tex2 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex3'),tex3 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex4'),tex4 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex5'),tex5 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex6'),tex6 ) 
      #load shader 
      self.terrain.getRoot().setShader(loader.loadShader('terraintexture.sha'))
    elif(self.gameLevel == 2):
      #terrain setting
      img = PNMImage(Filename('media/terrain/SIMP_Assignment_2_Terrain_2.png'))
      self.terrain = GeoMipTerrain("myTerrain") 
      self.terrain.setHeightfield(img) 
      self.terrain.getRoot().setSz(50) 
      self.terrain.setBlockSize(4) 
      #self.terrain.setFactor(10) 
      #self.terrain.setMinLevel(0)
      self.terrain.setNear(50)
      self.terrain.setFar(100)
      self.terrain.setFocalPoint(base.camera)
      self.terrain.getRoot().reparentTo(render)
      offset = img.getXSize() / 2.0 - 0.5
      self.terrain.getRoot().setPos(-offset, -offset, -50 / 2.0) 
      self.terrain.generate() 
    
      #load textures 
      tex0 = loader.loadTexture("media/terrain/SIMP_Assignment_2_Terrain_2_d.png") 
      tex0.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex1 = loader.loadTexture("media/terrain/sandripple.png") 
      tex1.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex2 = loader.loadTexture("media/terrain/orangesand.png") 
      tex2.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex3 = loader.loadTexture("media/terrain/grayRock.png") 
      tex3.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex4 = loader.loadTexture("media/terrain/bigRockFace.png") 
      tex4.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex5 = loader.loadTexture("media/terrain/SIMP_Assignment_2_Terrain_2_c.png") 
      tex5.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex6 = loader.loadTexture("media/terrain/SIMP_Assignment_2_Terrain_2_l.png") 
      tex6.setMinfilter(Texture.FTLinearMipmapLinear) 
      #set mutiltextures 
      self.terrain.getRoot().setTexture( TextureStage('tex0'),tex0 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex1'),tex1 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex2'),tex2 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex3'),tex3 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex4'),tex4 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex5'),tex5 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex6'),tex6 ) 
      #load shader 
      self.terrain.getRoot().setShader(loader.loadShader('terraintexture.sha'))
    elif(self.gameLevel == 3):
      #terrain setting
      img = PNMImage(Filename('media/terrain/SIMP_Assignment_2_Terrain_3.png'))
      self.terrain = GeoMipTerrain("myTerrain") 
      self.terrain.setHeightfield(img) 
      self.terrain.getRoot().setSz(50) 
      self.terrain.setBlockSize(4) 
      #self.terrain.setFactor(10) 
      #self.terrain.setMinLevel(0)
      self.terrain.setNear(50)
      self.terrain.setFar(100)
      self.terrain.setFocalPoint(base.camera)
      self.terrain.getRoot().reparentTo(render)
      offset = img.getXSize() / 2.0 - 0.5
      self.terrain.getRoot().setPos(-offset, -offset, -50 / 2.0) 
      self.terrain.generate() 
    
      #load textures 
      tex0 = loader.loadTexture("media/terrain/SIMP_Assignment_2_Terrain_3_d.png") 
      tex0.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex1 = loader.loadTexture("media/terrain/hardDirt.png") 
      tex1.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex2 = loader.loadTexture("media/terrain/littlerocks.png") 
      tex2.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex3 = loader.loadTexture("media/terrain/greenrough.png") 
      tex3.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex4 = loader.loadTexture("media/terrain/bigRockFace.png") 
      tex4.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex5 = loader.loadTexture("media/terrain/SIMP_Assignment_2_Terrain_3_c.png") 
      tex5.setMinfilter(Texture.FTLinearMipmapLinear) 
      tex6 = loader.loadTexture("media/terrain/SIMP_Assignment_2_Terrain_3_l.png") 
      tex6.setMinfilter(Texture.FTLinearMipmapLinear) 
      #set mutiltextures 
      self.terrain.getRoot().setTexture( TextureStage('tex0'),tex0 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex1'),tex1 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex2'),tex2 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex3'),tex3 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex4'),tex4 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex5'),tex5 ) 
      self.terrain.getRoot().setTexture( TextureStage('tex6'),tex6 ) 
      #load shader 
      self.terrain.getRoot().setShader(loader.loadShader('terraintexture.sha'))

  def setupObstacleOne(self, pos, scale, turn):
    
    #box A
    shape = BulletBoxShape(Vec3(3, 0.1, 0.1) * scale)
    
    bodyA = BulletRigidBodyNode('Box A')
    bodyNP= self.worldNP.attachNewNode(bodyA)
    bodyNP.node().addShape(shape)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(3, 0.1, 0.1)*2 * scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyA)
    
    # Box C
    shape = BulletBoxShape(Vec3(0.1, 0.1, 0.9)*scale)
    
    bodyC = BulletRigidBodyNode('Box C')
    bodyNP = self.worldNP.attachNewNode(bodyC)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(1.0)
    bodyNP.node().setLinearDamping(0.5)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(0.1, 0.1, 0.9)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyC)
    
    pivotA = Point3(0, 0, -0.1 * scale)
    pivotB = Point3(0, 0, 1 * scale)
    axisA = Vec3(1, 0, 0)
    axisB = Vec3(1, 0, 0)
    
    hinge = BulletHingeConstraint(bodyA, bodyC, pivotA, pivotB, axisA, axisB, True)
    hinge.setDebugDrawSize(2.0)
    hinge.setLimit(-90,90, softness=1.0, bias=0.3, relaxation=1.0)
    self.world.attachConstraint(hinge)
    
    # Box B
    shape = BulletBoxShape(Vec3(3, 2, 0.1)*scale)
    
    bodyB = BulletRigidBodyNode('Box B')
    bodyNP = self.worldNP.attachNewNode(bodyB)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(1.0)
    bodyNP.node().setLinearDamping(0.5)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn);
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(3, 2, 0.1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyB)
    
    # Hinge
    pivotA = Point3(0, 0, 0)
    pivotB = Point3(0, 0, -1 * scale)
    
    hinge = BulletHingeConstraint(bodyB, bodyC, pivotA, pivotB, axisA, axisB, True)
    hinge.setLimit(0,360, softness=1.0, bias=0.3, relaxation=1.0)
    self.world.attachConstraint(hinge)
  
  def setupObstacleTwo(self,pos,scale,turn):
    
    #box A
    shape = BulletBoxShape(Vec3(3, 0.1, 0.1)*scale)
    
    bodyA = BulletRigidBodyNode('Box A')
    bodyNP= self.worldNP.attachNewNode(bodyA)
    bodyNP.node().addShape(shape)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(3, 0.1, 0.1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyA)
    
    # Box B
    shape = BulletBoxShape(Vec3(0.1, 1, 1)*scale)
    
    bodyB = BulletRigidBodyNode('Box B')
    bodyNP = self.worldNP.attachNewNode(bodyB)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(100.0)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(0.1, 1, 1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyB)
    
    # Hinge
    pivotA = Point3(2, 0, 0)
    pivotB = Point3(0, 0, 2)
    axisA = Vec3(1, 0, 0)
    axisB = Vec3(1, 0, 0)
    
    hinge = BulletHingeConstraint(bodyA, bodyB, pivotA, pivotB, axisA, axisB, True)
    hinge.setDebugDrawSize(2.0)
    hinge.setLimit(-90,90, softness=1.0, bias=0.3, relaxation=1.0)
    self.world.attachConstraint(hinge)
    
    # Box C
    shape = BulletBoxShape(Vec3(0.1, 1, 1)*scale)
    
    bodyC = BulletRigidBodyNode('Box C')
    bodyNP = self.worldNP.attachNewNode(bodyC)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(100.0)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(0.1, 1, 1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyC)
    
    pivotA = Point3(-2, 0, 0)
    pivotB = Point3(0, 0, 2)
    
    hinge = BulletHingeConstraint(bodyA, bodyC, pivotA, pivotB, axisA, axisB, True)
    self.world.attachConstraint(hinge)
  
  def setupObstacleThree(self, pos, scale, turn):
    # Box A
    shape = BulletBoxShape(Vec3(0.1, 0.1, 0.1))
    
    bodyA = BulletRigidBodyNode('Box A')
    bodyA.setRestitution(1.0)
    bodyNP = self.worldNP.attachNewNode(bodyA)
    bodyNP.node().addShape(shape)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(0.1, 0.1, 0.1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyA)
    
    #Box B
    shape = BulletBoxShape(Vec3(0.1,0.1,0.1))
    
    bodyB = BulletRigidBodyNode('Box B')
    bodyB.setRestitution(1.0)
    bodyNP = self.worldNP.attachNewNode(bodyB)
    bodyNP.node().addShape(shape)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(0.1,0.1,0.1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyB)
    
    # Slider
    frameA = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 0))
    frameB = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 0))
    
    slider = BulletSliderConstraint(bodyA, bodyB, frameA, frameB, True)
    slider.setDebugDrawSize(2.0)
    slider.setLowerLinearLimit(0)
    slider.setUpperLinearLimit(12)
    slider.setLowerAngularLimit(-90)
    slider.setUpperAngularLimit(-85)
    self.world.attachConstraint(slider)
    
    # Box C
    shape = BulletBoxShape(Vec3(1, 3, 0.1))
    
    bodyC = BulletRigidBodyNode('Box C')
    bodyC.setRestitution(1.0)
    bodyNP = self.worldNP.attachNewNode(bodyC)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(0.1)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())  
    bodyNP.setPos(Vec3(pos.getX() + 3, pos.getY() - 4, pos.getZ()))
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(1, 3, 0.1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyC)
    
    bodyNP.node().setLinearVelocity(-100)
    
    # Slider
    frameA = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 0))
    frameB = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 0))
    
    slider = BulletSliderConstraint(bodyA, bodyC, frameA, frameB, True)
    slider.setDebugDrawSize(2.0)
    slider.setLowerLinearLimit(2)
    slider.setUpperLinearLimit(6)
    slider.setLowerAngularLimit(-90)
    slider.setUpperAngularLimit(-85)
    self.world.attachConstraint(slider)
  
  def setupObstacleFour(self, pos, scale, turn):
    #Start Here
    # Box A
    shape = BulletBoxShape(Vec3(0.01, 0.01, 0.01) * scale)
    bodyA = BulletRigidBodyNode('Box A')
    bodyNP = self.worldNP.attachNewNode(bodyA)
    bodyNP.node().addShape(shape)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos.getX(), pos.getY(), pos.getZ() + 4) #(0, 0, 4)

    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(0.01, 0.01, 0.01)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)

    self.world.attachRigidBody(bodyA)

    # Box B
    shape = BulletSphereShape(0.5*scale)

    bodyB = BulletRigidBodyNode('Sphere B')
    bodyNP = self.worldNP.attachNewNode(bodyB)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(10.0)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos.getX(), pos.getY(), pos.getZ() + 5) #(0, 0, 0.001)

    visNP = loader.loadModel('media/models/ball.egg')
    visNP.clearModelNodes()
    visNP.setScale(1.25*scale)
    visNP.reparentTo(bodyNP)
    
    bodyNP.node().setLinearVelocity(100)

    self.world.attachRigidBody(bodyB)

    # Cone
    frameA = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 90))
    frameB = TransformState.makePosHpr(Point3(2, 0, 0)*scale, Vec3(0, 0, 0))

    cone = BulletConeTwistConstraint(bodyA, bodyB, frameA, frameB)
    cone.setDebugDrawSize(2.0)
    cone.setLimit(30, 90, 270, softness=1.0, bias=0.3, relaxation=10.0)
    self.world.attachConstraint(cone)
    
    # Box C
    shape = BulletBoxShape(Vec3(0.1, 0.1, 1)*scale)

    bodyC = BulletRigidBodyNode('Box C')
    bodyNP = self.worldNP.attachNewNode(bodyC)
    bodyNP.node().addShape(shape)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos.getX(), pos.getY(), pos.getZ() + 3)
    
    self.world.attachRigidBody(bodyC)

    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(0.1, 0.1, 1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
  def setupObstacleSix(self, pos, scale, turn):
    #box A
    shape = BulletBoxShape(Vec3(0.1, 0.1, 0.1)*scale)
    
    bodyA = BulletRigidBodyNode('Box A')
    bodyNP= self.worldNP.attachNewNode(bodyA)
    bodyNP.node().addShape(shape)
    bodyNP.setCollideMask(BitMask32.allOff())
    bodyNP.setPos(pos.getX()-2,pos.getY(),pos.getZ()+2.5)#-2,0,2.5)
    bodyNP.setHpr(turn)
    
    # Box B
    shape = BulletBoxShape(Vec3(2, 0.1, 3)*scale)
    
    bodyB = BulletRigidBodyNode('Box B')
    bodyNP = self.worldNP.attachNewNode(bodyB)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(1.0)
    bodyNP.node().setLinearDamping(0.5)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos.getX()-3,pos.getY(), pos.getZ())#, 0, 0)
    bodyNP.setHpr(turn)
    
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(2, 0.1, 3)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyB)
    
    
    # Hinge
    pivotA = Point3(-2, 0, -3)
    pivotB = Point3(-2, 0, -3)
    axisA = Vec3(0, 0, 1)
    axisB = Vec3(0, 0, 1)
    
    hinge = BulletHingeConstraint(bodyA, bodyB, pivotA, pivotB, axisA, axisB, True)
    hinge.setDebugDrawSize(2.0)
    hinge.setLimit(0,90, softness=1.0, bias=0.3, relaxation=1.0)
    self.world.attachConstraint(hinge)
    
    #box A
    shape = BulletBoxShape(Vec3(0.1, 0.1, 0.1)*scale)
    
    bodyA = BulletRigidBodyNode('Box A')
    bodyNP= self.worldNP.attachNewNode(bodyA)
    bodyNP.node().addShape(shape)
    bodyNP.setCollideMask(BitMask32.allOff())
    bodyNP.setPos(pos.getX()+2,pos.getY(),pos.getZ()+2.5)#2,0,2.5)
    bodyNP.setHpr(turn)
    
    # Box B
    shape = BulletBoxShape(Vec3(2, 0.1, 3)*scale)
    
    bodyB = BulletRigidBodyNode('Box B')
    bodyNP = self.worldNP.attachNewNode(bodyB)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(1.0)
    bodyNP.node().setLinearDamping(0.5)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos.getX()+4, pos.getY(), pos.getZ())# 0, 0)
    bodyNP.setHpr(turn)
    
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(2, 0.1, 3)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyB)
    
    pivotA = Point3(2, 0, -3)
    pivotB = Point3(2, 0, -3)
    
    hinge = BulletHingeConstraint(bodyA, bodyB, pivotA, pivotB, axisA, axisB, True)
    hinge.setLimit(-90,0, softness=1.0, bias=0.3, relaxation=1.0)
    self.world.attachConstraint(hinge)
    
  def setupObstacleFive(self, pos, scale, turn):
    #box A
    shape = BulletBoxShape(Vec3(3, 0.1, 0.1)*scale)
    
    bodyA = BulletRigidBodyNode('Box A')
    bodyNP= self.worldNP.attachNewNode(bodyA)
    bodyNP.node().addShape(shape)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(3, 0.1, 0.1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyA)
    
    # Box B
    shape = BulletBoxShape(Vec3(3, 2, 0.1)*scale)
    
    bodyB = BulletRigidBodyNode('Box B')
    bodyNP = self.worldNP.attachNewNode(bodyB)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(1.0)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(3, 2, 0.1)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyB)
    
    # Hinge
    pivotA = Point3(0, 0, 0)
    pivotB = Point3(0, 0, 5)
    axisA = Vec3(1, 0, 0)
    axisB = Vec3(1, 0, 0)
    
    hinge = BulletHingeConstraint(bodyA, bodyB, pivotA, pivotB, axisA, axisB, True)
    hinge.setDebugDrawSize(2.0)
    hinge.setLimit(-50,50, softness=0.5, bias=0.3, relaxation=0.6)
    self.world.attachConstraint(hinge)
    
    # Box C
    shape = BulletBoxShape(Vec3(0.1, 0.1, 0.9)*scale)
    
    bodyC = BulletRigidBodyNode('Box C')
    bodyNP = self.worldNP.attachNewNode(bodyC)
    bodyNP.node().addShape(shape)
    bodyNP.node().setMass(1.0)
    bodyNP.node().setDeactivationEnabled(False)
    bodyNP.setCollideMask(BitMask32.allOn())
    bodyNP.setPos(pos)
    bodyNP.setHpr(turn)
    
    visNP = loader.loadModel('media/models/box.egg')
    visNP.setScale(Vec3(0.1, 0.1, 0.9)*2*scale)
    visNP.clearModelNodes()
    visNP.reparentTo(bodyNP)
    
    self.world.attachRigidBody(bodyC)
    
    pivotA = Point3(0, 0, -1.1)
    pivotB = Point3(0, 0, 1)
    
    hinge = BulletHingeConstraint(bodyA, bodyC, pivotA, pivotB, axisA, axisB, True)
    hinge.setLimit(-90,90, softness=1.0, bias=0.3, relaxation=1.0)
    self.world.attachConstraint(hinge)
    
  def setupGoal(self, pos):
      # Goal
      shape = BulletBoxShape(Vec3(1, 1, 1))

      body = BulletRigidBodyNode('Flag')

      self.flagNP = self.worldNP.attachNewNode(body)
      self.flagNP.node().addShape(shape)
      self.flagNP.setCollideMask(BitMask32.allOn())
      self.flagNP.setPos(pos)
      
      visNP = loader.loadModel('media/models/Flag.X')
      visNP.clearModelNodes()
      visNP.reparentTo(self.flagNP)
    
      self.world.attachRigidBody(body)
Example #25
0
class CarPhys(PhysColleague):
    def __init__(self, mediator, car_props, tuning, players):
        PhysColleague.__init__(self, mediator)
        self.pnode = self.vehicle = self.__track_phys = self.coll_mesh = \
            self.max_speed = self.friction_slip = \
            self.friction_slip_rear = self.cfg = None
        self.turbo = False
        self._tuning = tuning
        self._players = players
        self.roll_influence = []
        self.ai_meshes = []
        self.curr_speed_mul = 1.0
        self.roll_influence_k = self.friction_slip_k = 1.0
        self.__prev_speed = 0
        self.__last_drift_time = 0
        self.__finds = {}  # cache for find's results
        self.__whl2flytime = {}
        self.cprops = car_props
        self._load_phys()
        self.__set_collision_mesh()
        self.__set_ai_meshes()
        self.__set_phys_node()
        self.__set_vehicle()
        self.__set_wheels()
        self.eng.attach_obs(self.on_end_frame)

    def _load_phys(self):
        ppath = self.cprops.race_props.season_props.gameprops.phys_path
        fpath = ppath % self.cprops.name
        with open(fpath) as phys_file:
            self.cfg = load(phys_file)

        # they may be changed by drivers and tuning
        self.cfg['max_speed'] = self.get_speed()
        self.cfg['friction_slip'] = self.get_friction_static()[0]
        self.cfg['friction_slip_rear'] = self.get_friction_static()[1]
        self.cfg['roll_influence'] = self.get_roll_influence_static()
        self.friction_slip = self.cfg['friction_slip']
        self.friction_slip_rear = self.cfg['friction_slip_rear']
        self.__log_props()
        set_a = lambda field: setattr(self, field, self.cfg[field])
        list(map(set_a, self.cfg.keys()))

    def __log_props(self, starting=True):
        s_s = self.cfg['max_speed'] if starting else self.max_speed
        s_f = self.cfg['friction_slip'] if starting else \
            self.get_friction_static()[0]
        s_fr = self.cfg['friction_slip_rear'] if starting else \
            self.get_friction_static()[1]
        s_r = self.cfg['roll_influence'] if starting else \
            self.get_roll_influence_static()
        log_info = [('speed', self.cprops.name, round(s_s, 2),
                     self.cprops.driver_engine),
                    ('friction 0', self.cprops.name, round(s_f[0], 2),
                     self.cprops.driver_tires),
                    ('friction 1', self.cprops.name, round(s_f[1], 2),
                     self.cprops.driver_tires),
                    ('friction_rear 0', self.cprops.name, round(s_fr[0], 2),
                     self.cprops.driver_tires),
                    ('friction_rear 1', self.cprops.name, round(s_fr[1], 2),
                     self.cprops.driver_tires),
                    ('roll min', self.cprops.name, round(s_r[0], 2),
                     self.cprops.driver_suspensions),
                    ('roll max', self.cprops.name, round(s_r[1], 2),
                     self.cprops.driver_suspensions)]
        for l_i in log_info:
            info('%s %s: %s (%s)' % l_i)

    def __set_collision_mesh(self):
        fpath = self.cprops.race_props.coll_path % self.cprops.name
        try:
            self.coll_mesh = self.eng.load_model(fpath)
        except OSError:  # new cars don't have collision meshes
            self.coll_mesh = self.eng.load_model(
                fpath.replace('capsule', 'car'))
        # chassis_shape = BulletConvexHullShape()
        # for geom in self.eng.lib.find_geoms(
        #         self.coll_mesh, self.cprops.race_props.coll_name):
        #     chassis_shape.add_geom(geom.node().get_geom(0),
        #                            geom.get_transform())
        # self.mediator.gfx.nodepath.get_node().add_shape(chassis_shape)
        chassis_shape = BulletBoxShape(tuple(self.cfg['box_size']))
        boxpos = self.cfg['box_pos']
        boxpos[2] += self.cfg['center_mass_offset']
        pos = TransformState.makePos(tuple(boxpos))
        self.mediator.gfx.nodepath.p3dnode.add_shape(chassis_shape, pos)
        car_names = [player.car for player in self._players]
        car_idx = car_names.index(self.cprops.name)
        car_bit = BitMask32.bit(BitMasks.car(car_idx))
        ghost_bit = BitMask32.bit(BitMasks.ghost)
        track_bit = BitMask32.bit(BitMasks.track_merged)
        mask = car_bit | ghost_bit | track_bit
        self.mediator.gfx.nodepath.set_collide_mask(mask)

    def __set_ai_meshes(self):
        return
        # if we attach these meshes (or even only one mesh, box, sphere,
        # whatever) then the collision between the goal and the vehicle doesn't
        # work properly
        h = .5
        boxsz = self.cfg['box_size']
        hs = []
        hs += [
            h / 2 + boxsz[2] * 2 + self.cfg['box_pos'][2] +
            self.cfg['center_mass_offset']
        ]
        hs += [
            -h / 2 - boxsz[2] * 2 + self.cfg['box_pos'][2] +
            self.cfg['center_mass_offset']
        ]
        for _h in hs:
            shape = BulletBoxShape((boxsz[0], boxsz[1], h))
            ghost = GhostNode('Vehicle')
            pos = TransformState.makePos((0, 0, _h))
            ghost.node.addShape(shape, pos)
            self.ai_meshes += [self.eng.attach_node(ghost.node)]
            car_names = self.cprops.race_props.season_props.car_names
            car_idx = car_names.index(self.cprops.name)
            car_bit = BitMask32.bit(BitMasks.car(car_idx))
            ghost_bit = BitMask32.bit(BitMasks.ghost)
            mask = car_bit | ghost_bit
            self.ai_meshes[-1].set_collide_mask(mask)
            self.eng.phys_mgr.attach_ghost(ghost.node)

    def __set_phys_node(self):
        self.pnode = self.mediator.gfx.nodepath.p3dnode
        self.pnode.set_mass(self.mass)  # default 0
        self.pnode.set_deactivation_enabled(False)
        self.eng.phys_mgr.attach_rigid_body(self.pnode)
        self.eng.phys_mgr.add_collision_obj(self.pnode)

    def __set_vehicle(self):
        self.vehicle = BulletVehicle(self.eng.phys_mgr.root._wld, self.pnode)
        # access to a protected member
        self.vehicle.set_coordinate_system(ZUp)
        self.vehicle.set_pitch_control(self.pitch_control)
        tuning = self.vehicle.get_tuning()
        tuning.set_suspension_compression(self.suspension_compression)
        # default .83
        tuning.set_suspension_damping(self.suspension_damping)
        # default .88
        self.eng.phys_mgr.attach_vehicle(self.vehicle)

    def __set_wheels(self):
        wheels = self.mediator.gfx.wheels
        f_bounds = wheels['fr'].tight_bounds
        f_radius = (f_bounds[1][2] - f_bounds[0][2]) / 2.0 + .01
        r_bounds = wheels['rr'].tight_bounds
        r_radius = (r_bounds[1][2] - r_bounds[0][2]) / 2.0 + .01
        wheel_names = self.cprops.race_props.wheel_names
        ffr = self.coll_mesh.find('**/' + wheel_names.frontrear.fr)
        ffl = self.coll_mesh.find('**/' + wheel_names.frontrear.fl)
        rrr = self.coll_mesh.find('**/' + wheel_names.frontrear.rr)
        rrl = self.coll_mesh.find('**/' + wheel_names.frontrear.rl)
        meth = self.coll_mesh.find
        fr_node = ffr if ffr else meth('**/' + wheel_names.both.fr)
        fl_node = ffl if ffl else meth('**/' + wheel_names.both.fl)
        rr_node = rrr if rrr else meth('**/' + wheel_names.both.rr)
        rl_node = rrl if rrl else meth('**/' + wheel_names.both.rl)
        if not fr_node:  # new cars
            fr_node = meth('**/w_fr')
            fl_node = meth('**/w_fl')
            rr_node = meth('**/w_rr')
            rl_node = meth('**/w_rl')
        offset = self.cfg['center_mass_offset']
        fr_pos = fr_node.get_pos() + (0, 0, f_radius + offset)
        fl_pos = fl_node.get_pos() + (0, 0, f_radius + offset)
        rr_pos = rr_node.get_pos() + (0, 0, r_radius + offset)
        rl_pos = rl_node.get_pos() + (0, 0, r_radius + offset)
        wheels_info = [(fr_pos, True, wheels['fr'], f_radius),
                       (fl_pos, True, wheels['fl'], f_radius),
                       (rr_pos, False, wheels['rr'], r_radius),
                       (rl_pos, False, wheels['rl'], r_radius)]
        for i, (pos, front, nodepath, radius) in enumerate(wheels_info):
            self.__add_wheel(pos, front, nodepath.p3dnode, radius, i)

    def __add_wheel(self, pos, is_front, node, radius, i):
        whl = self.vehicle.create_wheel()
        whl.set_node(node)
        whl.set_chassis_connection_point_cs(LPoint3f(*pos))
        whl.set_front_wheel(is_front)
        whl.set_wheel_direction_cs((0, 0, -1))
        whl.set_wheel_axle_cs((1, 0, 0))
        whl.set_wheel_radius(radius)
        whl.set_suspension_stiffness(self.suspension_stiffness[0])
        # default 5.88
        whl.set_wheels_damping_relaxation(self.wheels_damping_relaxation[0])
        # default .88
        whl.set_wheels_damping_compression(self.wheels_damping_compression[0])
        # default .83
        idx = 0 if is_front else 1
        whl.set_friction_slip(self.get_friction_static()[idx][0])
        # default 10.5
        # friction slip high -> more adherence
        whl.set_roll_influence(self.roll_influence[0])
        # low ->  more stability  # default .1
        whl.set_max_suspension_force(self.max_suspension_force)
        # default 6000
        whl.set_max_suspension_travel_cm(self.max_suspension_travel_cm)
        # default 500
        whl.set_skid_info(self.skid_info)  # default 0
        self.__whl2flytime[i] = 0

    @property
    def lateral_force(self):
        vel = self.vehicle.get_chassis().get_linear_velocity()
        rot_mat = Mat4()
        rot_mat.setRotateMat(-90, (0, 0, 1))
        car_lat = rot_mat.xformVec(self.mediator.logic.car_vec._vec)
        # access to a protected member
        proj_frc = vel.project(car_lat)
        return proj_frc.length()

    @property
    def lin_vel(self):
        return self.vehicle.get_chassis().get_linear_velocity().length() * 3.6

    @property
    def is_flying(self):  # no need to be cached
        rays = [whl.get_raycast_info() for whl in self.vehicle.get_wheels()]
        return not any(ray.is_in_contact() for ray in rays)

    @property
    def is_drifting(self):
        return self.lateral_force > 4.0

    @property
    def last_drift_time(self):
        return self.__last_drift_time

    @property
    def prev_speed(self):
        return self.__prev_speed

    @property
    def prev_speed_ratio(self):
        return max(0, min(1.0, self.prev_speed / self.max_speed))

    def on_end_frame(self):
        self.__prev_speed = self.speed

    @property
    def speed(self):
        if self.mediator.fsm.getCurrentOrNextState() == 'Countdown':
            return 0  # getCurrentSpeedKmHour returns odd values otherwise
        return self.vehicle.get_current_speed_km_hour()

    @property
    def speed_ratio(self):
        return max(0, min(1.0, self.speed / self.max_speed))

    @property
    def lin_vel_ratio(self):
        return max(0, min(1.0, self.lin_vel / self.max_speed))

    def set_forces(self, eng_frc, brake_frc, brk_ratio, steering):
        idx = 1 if self.mediator.logic.is_drifting else 0
        eng_frc_ratio = self.engine_acc_frc_ratio[idx]
        self.vehicle.set_steering_value(steering, 0)
        self.vehicle.set_steering_value(steering, 1)
        self.vehicle.apply_engine_force(eng_frc * eng_frc_ratio, 0)
        self.vehicle.apply_engine_force(eng_frc * eng_frc_ratio, 1)
        self.vehicle.apply_engine_force(eng_frc * (1 - eng_frc_ratio), 2)
        self.vehicle.apply_engine_force(eng_frc * (1 - eng_frc_ratio), 3)
        self.vehicle.set_brake((1 - brk_ratio) * brake_frc, 2)
        self.vehicle.set_brake((1 - brk_ratio) * brake_frc, 3)
        self.vehicle.set_brake(brk_ratio * brake_frc, 0)
        self.vehicle.set_brake(brk_ratio * brake_frc, 1)

    def update_car_props(self):
        wheels = zip(self.vehicle.get_wheels(), range(4))
        speeds = list(map(lambda whi: self.__update_whl_props(*whi), wheels))
        speeds = [speed for speed in speeds if speed]
        if self.is_drifting:
            self.__last_drift_time = self.eng.curr_time
        self.curr_speed_mul = (sum(speeds) / len(speeds)) if speeds else 1.0

    def __update_whl_props(self, whl, i):
        susp_min = self.suspension_stiffness[0]
        susp_max = self.suspension_stiffness[1]
        susp_diff = susp_max - susp_min
        whl.set_suspension_stiffness(susp_min + self.speed_ratio * susp_diff)
        relax_min = self.wheels_damping_relaxation[0]
        relax_max = self.wheels_damping_relaxation[1]
        relax_diff = relax_max - relax_min
        relax = relax_min + self.speed_ratio * relax_diff
        whl.set_wheels_damping_relaxation(relax)
        compr_min = self.wheels_damping_compression[0]
        compr_max = self.wheels_damping_compression[1]
        compr_diff = compr_max - compr_min
        compr = compr_min + self.speed_ratio * compr_diff
        whl.set_wheels_damping_compression(compr)
        roll_infl_min = self.roll_influence[0]
        roll_infl_max = self.roll_influence[1]
        roll_infl_diff = roll_infl_max - roll_infl_min
        roll_infl = roll_infl_min + self.speed_ratio * roll_infl_diff
        whl.set_roll_influence(self.roll_influence_k * roll_infl)
        contact_pt = whl.get_raycast_info().getContactPointWs()
        gnd_name = self.gnd_name(contact_pt)
        if not gnd_name or gnd_name in ['Vehicle', 'Wall', 'Respawn']:
            return
        if gnd_name not in self.__finds:
            gnd = self.cprops.race.track.phys.model.find('**/' + gnd_name)
            self.__finds[gnd_name] = gnd
        gfx_node = self.__finds[gnd_name]
        if not gfx_node:
            print('ground error', gnd_name)
            return
        fric = 1.0
        if gfx_node.has_tag('friction'):
            fric = float(gfx_node.get_tag('friction'))
        if not whl.get_raycast_info().is_in_contact():
            self.__whl2flytime[i] = self.eng.curr_time
        gnd_time = self.eng.curr_time - self.__whl2flytime[i]
        gnd_recovery_time = .2 if whl.is_front_wheel() else .1
        gnd_factor = min(1, gnd_time / gnd_recovery_time)
        idx = 0 if whl.is_front_wheel() else 1
        turbo_factor = 1.24 if self.turbo else 1.0
        whl.setFrictionSlip(self.get_friction()[idx] * fric * gnd_factor *
                            turbo_factor)
        if gfx_node.has_tag('speed'):
            return float(gfx_node.get_tag('speed'))

    @property
    def gnd_names(self):  # no need to be cached
        whls = self.vehicle.get_wheels()
        pos = list(
            map(lambda whl: whl.get_raycast_info().get_contact_point_ws(),
                whls))
        return list(map(self.gnd_name, pos))

    @staticmethod
    def gnd_name(pos):
        top, bottom = pos + (0, 0, 20), pos + (0, 0, -20)
        result = CarPhys.eng.phys_mgr.ray_test_closest(bottom, top)
        ground = result.get_node()
        return ground.get_name() if ground else ''

    @staticmethod
    def gnd_height(pos):  # this should be a method of the track
        top, bottom = pos + (0, 0, 20), pos + (0, 0, -20)
        result = CarPhys.eng.phys_mgr.ray_test_closest(bottom, top)
        hit_pos = result.get_hit_pos()
        return hit_pos.z if hit_pos else None

    def apply_damage(self, reset=False):
        # wheels = self.vehicle.get_wheels()
        if reset:
            self.max_speed = self.get_speed()
            self.friction_slip_k = 1.0
            self.roll_influence_k = 1.0
        else:
            self.max_speed *= .95
            self.friction_slip_k *= .95
            self.roll_influence_k *= 1.05
        # map(lambda whl: whl.set_friction_slip(self.friction_slip), wheels)
        self.__log_props(False)

    def get_speed(self):
        return self.cfg['max_speed'] * (1 + .01 * self.cprops.driver_engine)

    def get_friction(self):
        k = (1 + .01 * self.cprops.driver_tires)
        return self.friction_slip[0] * k, self.friction_slip_rear[0] * k

    def get_roll_influence_static(self):
        min_r = self.cfg['roll_influence'][0]
        max_r = self.cfg['roll_influence'][1]
        k = 1 + .01 * self.cprops.driver_suspensions
        return [min_r * k, max_r * k]

    def get_friction_static(self):
        k = 1 + .01 * self.cprops.driver_tires
        fstr = 'friction_slip'
        return [(self.cfg[fstr][0] * k, self.cfg[fstr][1] * k),
                (self.cfg[fstr + '_rear'][0] * k,
                 self.cfg[fstr + '_rear'][1] * k)]

    def get_roll_influence(self):
        min_r = self.cfg['roll_influence'][0]
        max_r = self.cfg['roll_influence'][1]
        diff_r = max_r - min_r
        curr_r = min_r + self.speed_ratio * diff_r
        return curr_r * (1 + .01 * self.cprops.driver_suspensions)

    def rotate(self):
        self.pnode.apply_torque((0, 0, 80000))
        self.mediator.logic.applied_torque = True

    def destroy(self):
        self.eng.detach_obs(self.on_end_frame)
        self.eng.phys_mgr.remove_vehicle(self.vehicle)
        self.pnode = self.vehicle = self.__finds = self.__track_phys = \
            self.coll_mesh = None
        PhysColleague.destroy(self)
class Vehicle(object):
    COUNT = 0

    def __init__(self, main, username, pos = LVecBase3(-5, -5, 1), isCurrentPlayer = False, carId=3):
        self.username = username
        self.main = main
        self.isCurrentPlayer = isCurrentPlayer
        self.boostCount = 0
        self.boostActive = False
        self.boostStep = 2
        self.boostDuration = 0
        self.moveStartTime = self.startTime = self.boostStartTime = time.time()
        self.pos = pos
        self.boostFactor = 1.2
        self.specs = {"mass": 800.0,
                    "maxWheelForce": 2000.0,
                    "brakeForce": 100.0,
                    "steeringLock": 45.0,
                    "maxSpeed": 33.0,
                    "maxReverseSpeed": 10.0}
        self.vehicleControlState = {"throttle": 0, "reverse": False, "brake": 0.0, "steering": 0.0, "health": 1}

        # Steering change per second, normalised to steering lock
        # Eg. 45 degrees lock and 1.0 rate means 45 degrees per second
        self.steeringRate = 0.8
        self.centreingRate = 1.2
        self.speed = 0

        self.setupVehicle(main)

        self.props = VehicleProps(carId)

        self.currentPowerups = {"powerup1": None, "powerup2": None, "powerup3": None}
        if isCurrentPlayer:
            #This command is required for Panda to render particles
            base.enableParticles()
            self.p = ParticleEffect()
        #     self.loadParticleConfig('steam.ptf')

    def setPropHealth(self, health):
        self.props.setHealth(health)
        if not self.isCurrentPlayer:
            self.main.updateStatusBars(self.username, self.props.health)

    def loadParticleConfig(self, file):
        #Start of the code from steam.ptf
        self.p.cleanup()
        self.p = ParticleEffect()
        self.p.loadConfig(Filename(file))
        # print type(main.worldNp)
        self.p.softStart()
        self.p.start(self.yugoNP)
        # self.p.setPos(0.000, -0.700, 0.250)
        self.p.setPos(0.000, -0.700, 0)

        #self.setupVehicle(bulletWorld)
        self.startTime = time.time()
        #COUNT = 1

    def move(self, steering, wheelForce, brakeForce, x, y, z, h, p, r):
        self.applyForcesAndSteering(steering, wheelForce, brakeForce)
        self.endTime = time.time()
        #print self.endTime
        elapsed = self.endTime - self.moveStartTime
        #self.startTime = self.endTime
        #if elapsed > 1:
        self.moveStartTime = self.endTime
        if not self.isCurrentPlayer:
            self.setVehiclePos(x, y, z, h, p, r)

        #print "Do Move"

    def applyForcesAndSteering(self, steering, wheelForce, brakeForce):
        # Apply steering to front wheels
        self.vehicle.setSteeringValue(steering, 0);
        self.vehicle.setSteeringValue(steering, 1);
        # Apply engine and brake to rear wheels
        self.vehicle.applyEngineForce(wheelForce, 2);
        self.vehicle.applyEngineForce(wheelForce, 3);
        self.vehicle.setBrake(brakeForce, 2);
        self.vehicle.setBrake(brakeForce, 3);
    def addBoost(self):
        if self.boostCount > 0:
            self.boostCount -= 1
            if not self.boostActive:
                self.boostStartTime = time.time()
                self.boostActive = True
            self.boostDuration += self.boostStep
    def checkDisableBoost(self):
        if time.time() - self.boostStartTime > self.boostDuration:
            self.boostActive = False

    def reset(self):
        self.chassisNP.setP(0)
        self.chassisNP.setR(0)

    def processInput(self, inputState, dt):
        # print self.chassisNP.getPos()
        #print self.chassisNP.getH()
        """Use controls to update the player's car"""
        # For keyboard throttle and brake are either 0 or 1
        self.checkDisableBoost()
        if inputState.isSet('forward'):
            self.vehicleControlState["throttle"] = 1.0
        else:
            self.vehicleControlState["throttle"] = 0.0

        velocity = self.chassisNode.getLinearVelocity()
        speed = math.sqrt(sum(v ** 2 for v in velocity))
        self.speed = speed
        # Update braking and reversing
        if inputState.isSet('brake'):
            if speed < 0.5 or self.vehicleControlState["reverse"]:
                # If we're stopped, then start reversing
                # Also keep reversing if we already were
                self.vehicleControlState["reverse"] = True
                self.vehicleControlState["throttle"] = 1.0
                self.vehicleControlState["brake"] = 0.0
            else:
                self.vehicleControlState["reverse"] = False
                self.vehicleControlState["brake"] = 1.0
        else:
            self.vehicleControlState["reverse"] = False
            self.vehicleControlState["brake"] = 0.0

        # steering is normalised from -1 to 1, corresponding
        # to the steering lock right and left
        steering = self.vehicleControlState["steering"]
        if inputState.isSet('left'):
            steering += dt * self.steeringRate
            steering = min(steering, 1.0)
        elif inputState.isSet('right'):
            steering -= dt * self.steeringRate
            steering = max(steering, -1.0)
        else:
            # gradually re-center the steering
            if steering > 0.0:
                steering -= dt * self.centreingRate
                if steering < 0.0:
                    steering = 0.0
            elif steering < 0.0:
                steering += dt * self.centreingRate
                if steering > 0.0:
                    steering = 0.0
        self.vehicleControlState["steering"] = steering

        # """Updates acceleration, braking and steering
        # These are all passed in through a controlState dictionary
        # """
        # Update acceleration and braking
        self.reversing = self.vehicleControlState["reverse"]
        brakeForce = self.vehicleControlState["brake"] * self.specs["brakeForce"]

        if self.reversing and self.speed > self.specs["maxReverseSpeed"]:
            self.applyForcesAndSteering(steering, 0, brakeForce)
            return
        if not self.reversing and self.speed > self.specs["maxSpeed"]:
            self.applyForcesAndSteering(steering, 0, brakeForce)
            return

        wheelForce = self.vehicleControlState["throttle"] * self.specs["maxWheelForce"]

        if self.reversing:
            # Make reversing a bit slower than moving forward
            wheelForce *= -0.5

        # Update steering
        # Steering control state is from -1 to 1
        steering = self.vehicleControlState["steering"] * self.specs["steeringLock"]
        if self.boostActive:
            wheelForce *= self.boostFactor
        self.applyForcesAndSteering(steering, wheelForce, brakeForce)
        return [steering, wheelForce, brakeForce]

    def getSpeed(self):
        velocity = self.chassisNode.getLinearVelocity()
        speed = math.sqrt(sum(v ** 2 for v in velocity))
        return speed, speed/self.specs["maxSpeed"]

    def getBoost(self):
        maxBoost = 3.0
        currentScaledBoost = self.boostCount / maxBoost
        return currentScaledBoost

    def updateHealth(self, damage):
        self.vehicleControlState["health"] -= 0.25
        if self.vehicleControlState["health"] <= 0.0:
            self.killVehicle("Lost health")

    def killVehicle(self, reason = ""):
        print "Sent request to server for killing this player because: ", reason

    def updateMovement(self, move, dt):
        """Use controls to update the player's car"""
        # For keyboard throttle and brake are either 0 or 1
        if move == 'f':
            self.vehicleControlState["throttle"] = 1.0
        else:
            self.vehicleControlState["throttle"] = 0.0

        velocity = self.chassisNode.getLinearVelocity()
        speed = math.sqrt(sum(v ** 2 for v in velocity))
        # Update braking and reversing
        if move == 'b':
            if speed < 0.5 or self.vehicleControlState["reverse"]:
                # If we're stopped, then start reversing
                # Also keep reversing if we already were
                self.vehicleControlState["reverse"] = True
                self.vehicleControlState["throttle"] = 1.0
                self.vehicleControlState["brake"] = 0.0
            else:
                self.vehicleControlState["reverse"] = False
                self.vehicleControlState["brake"] = 1.0
        else:
            self.vehicleControlState["reverse"] = False
            self.vehicleControlState["brake"] = 0.0

        # steering is normalised from -1 to 1, corresponding
        # to the steering lock right and left
        steering = self.vehicleControlState["steering"]
        if move == 'l':
            steering += dt * self.steeringRate
            steering = min(steering, 1.0)
        elif move == 'r':
            steering -= dt * self.steeringRate
            steering = max(steering, -1.0)
        else:
            # gradually re-center the steering
            if steering > 0.0:
                steering -= dt * self.centreingRate
                if steering < 0.0:
                    steering = 0.0
            elif steering < 0.0:
                steering += dt * self.centreingRate
                if steering > 0.0:
                    steering = 0.0
        self.vehicleControlState["steering"] = steering

        # """Updates acceleration, braking and steering
        # These are all passed in through a controlState dictionary
        # """
        # Update acceleration and braking
        wheelForce = self.vehicleControlState["throttle"] * self.specs["maxWheelForce"]
        self.reversing = self.vehicleControlState["reverse"]
        if self.reversing:
            # Make reversing a bit slower than moving forward
            wheelForce *= -0.5

        brakeForce = self.vehicleControlState["brake"] * self.specs["brakeForce"]

        # Update steering
        # Steering control state is from -1 to 1
        steering = self.vehicleControlState["steering"] * self.specs["steeringLock"]

        self.applyForcesAndSteering(steering, wheelForce, brakeForce)

        return [steering, wheelForce, brakeForce]

    def setVehiclePos(self, x,y, z, h, p, r):
        #self.chassisNP.setX(x)
        #self.chassisNP.setY(y)
        #self.chassisNP.setP(p)
        #self.chassisNP.setR(r)
        self.chassisNP.setPosHpr(x, y, z, h, p, r)
        return

    def setupVehicle(self, main):
        scale = 0.5
        # Chassis
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5 * scale))

        name = self.username
        self.chassisNode = BulletRigidBodyNode(name)
        self.chassisNode.setTag('username', str(name))
        self.chassisNP = main.worldNP.attachNewNode(self.chassisNode)
        self.chassisNP.setName(str(name))
        self.chassisNP.node().addShape(shape, ts)
        self.chassisNP.setScale(scale)

        self.chassisNP.setPos(self.pos)
        if self.isCurrentPlayer:
            self.chassisNP.node().notifyCollisions(True)
            self.chassisNP.node().setMass(800.0)
        else:
            self.chassisNP.node().notifyCollisions(True)
            self.chassisNP.node().setMass(400.0)
        self.chassisNP.node().setDeactivationEnabled(False)

        main.world.attachRigidBody(self.chassisNP.node())

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(main.world, self.chassisNP.node())
        self.vehicle.setCoordinateSystem(ZUp)
        main.world.attachVehicle(self.vehicle)

        self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
        self.yugoNP.reparentTo(self.chassisNP)

        #self.carNP = loader.loadModel('models/batmobile-chassis.egg')
        #self.yugoNP.setScale(.7)
        #self.carNP.reparentTo(self.chassisNP)

        # Right front wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(main.worldNP)
        self.addWheel(Point3( 0.70 * scale,  1.05 * scale, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(main.worldNP)
        self.addWheel(Point3(-0.70 * scale,  1.05 * scale, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(main.worldNP)
        self.addWheel(Point3( 0.70 * scale, -1.05 * scale, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(main.worldNP)
        self.addWheel(Point3(-0.70 * scale, -1.05 * scale, 0.3), False, np)

    def addWheel(self, pos, front, np):
        wheel = self.vehicle.createWheel()

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(0.25)
        wheel.setMaxSuspensionTravelCm(40.0)

        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(100.0);
        wheel.setRollInfluence(0.1)


    def reset(self):
        #self.chassisNP.setP(0)
        #self.chassisNP.setR(0)
        #print "kegwe", self.chassisNP.getX(),self.chassisNP.getY(),self.chassisNP.getZ(),self.chassisNP.getH(),0,0
        self.chassisNP.setPosHpr(self.chassisNP.getX(),self.chassisNP.getY(),self.chassisNP.getZ(),self.chassisNP.getH(),0,0)


    def pickedPowerup(self, powerup):
        if not powerup.pickable:
            powerup.useAbility()
        else:
            if self.currentPowerups["powerup1"] is None:
                self.currentPowerups["powerup1"] = powerup
            elif self.currentPowerups["powerup2"] is None:
                self.currentPowerups["powerup2"] = powerup
            elif self.currentPowerups["powerup3"] is None:
                self.currentPowerups["powerup3"] = powerup


    def canPickUpPowerup(self):
        return (self.currentPowerups["powerup1"] is None or
                self.currentPowerups["powerup2"] is None or
                self.currentPowerups["powerup3"] is None)


    def usePowerup(self, powerupIndex):
        # Move usePowerupN to this function
        if powerupIndex == 0 and self.currentPowerups["powerup1"] is not None:
            self.currentPowerups["powerup1"].useAbility()
            self.currentPowerups["powerup1"] = None
        elif powerupIndex == 1 and self.currentPowerups["powerup2"] is not None:
            self.currentPowerups["powerup2"].useAbility()
            self.currentPowerups["powerup2"] = None
        elif powerupIndex == 2 and self.currentPowerups["powerup3"] is not None:
            self.currentPowerups["powerup3"].useAbility()
            self.currentPowerups["powerup3"] = None
Example #27
0
  def setup(self):
    self.worldNP = render.attachNewNode('World')

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

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

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

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

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

    # Chassis
    shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
    ts = TransformState.makePos(Point3(0, 0, 0.5))

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
    np.node().addShape(shape, ts)
    np.setPos(0, 0, 1)
    np.node().setMass(800.0)
    np.node().setDeactivationEnabled(False)

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

    #np.node().setCcdSweptSphereRadius(1.0)
    #np.node().setCcdMotionThreshold(1e-7) 

    # Vehicle
    self.vehicle = BulletVehicle(self.world, np.node())
    self.vehicle.setCoordinateSystem(ZUp)
    self.world.attachVehicle(self.vehicle)

    self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
    self.yugoNP.reparentTo(np)

    # Right front wheel
    np = loader.loadModel('models/yugo/yugotireR.egg')
    np.reparentTo(self.worldNP)
    self.addWheel(Point3( 0.70,  1.05, 0.3), True, np)

    # Left front wheel
    np = loader.loadModel('models/yugo/yugotireL.egg')
    np.reparentTo(self.worldNP)
    self.addWheel(Point3(-0.70,  1.05, 0.3), True, np)

    # Right rear wheel
    np = loader.loadModel('models/yugo/yugotireR.egg')
    np.reparentTo(self.worldNP)
    self.addWheel(Point3( 0.70, -1.05, 0.3), False, np)

    # Left rear wheel
    np = loader.loadModel('models/yugo/yugotireL.egg')
    np.reparentTo(self.worldNP)
    self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

    # Steering info
    self.steering = 0.0            # degree
    self.steeringClamp = 45.0      # degree
    self.steeringIncrement = 120.0 # degree per second
Example #28
0
class CarPhys(Phys):
    def __init__(self, mdt, carphys_props):
        Phys.__init__(self, mdt)
        self.pnode = None
        self.vehicle = None
        self.curr_speed_factor = 1.0
        self.__prev_speed = 0
        self.__finds = {}  # cache for find's results
        self.props = carphys_props
        self._load_phys()
        self.__set_collision_mesh()
        self.__set_phys_node()
        self.__set_vehicle()
        self.__set_wheels()
        eng.attach_obs(self.on_end_frame)

    def _load_phys(self):
        fpath = self.props.phys_file % self.mdt.name
        with open(fpath) as phys_file:  # pass phys props as a class
            self.cfg = load(phys_file)
        self.cfg['max_speed'] = self.get_speed()
        self.cfg['friction_slip'] = self.get_friction()
        self.cfg['roll_influence'] = self.get_roll_influence()
        s_a = (self.mdt.name, round(self.cfg['max_speed'],
                                    2), self.props.driver_engine)
        LogMgr().log('speed %s: %s (%s)' % s_a)
        fr_slip = round(self.cfg['friction_slip'], 2)
        f_a = (self.mdt.name, fr_slip, self.props.driver_tires)
        LogMgr().log('friction %s: %s (%s)' % f_a)
        r_a = (self.mdt.name, round(self.cfg['roll_influence'],
                                    2), self.props.driver_suspensions)
        LogMgr().log('roll %s: %s (%s)' % r_a)
        s_a = lambda field: setattr(self, field, self.cfg[field])
        map(s_a, self.cfg.keys())

    def __set_collision_mesh(self):
        fpath = self.props.coll_path % self.mdt.name
        self.coll_mesh = loader.loadModel(fpath)
        chassis_shape = BulletConvexHullShape()
        for geom in PhysMgr().find_geoms(self.coll_mesh, self.props.coll_name):
            chassis_shape.addGeom(geom.node().getGeom(0), geom.getTransform())
        self.mdt.gfx.nodepath.node().addShape(chassis_shape)
        self.mdt.gfx.nodepath.setCollideMask(
            BitMask32.bit(1)
            | BitMask32.bit(2 + self.props.cars.index(self.mdt.name)))
        #nodepath = self.mdt.gfx.nodepath.attachNewNode(BulletGhostNode('car ghost'))
        #nodepath.node().addShape(BulletCapsuleShape(4, 5, ZUp))
        #eng.attach_ghost(nodepath.node())
        #nodepath.node().notifyCollisions(False)

    def __set_phys_node(self):
        self.pnode = self.mdt.gfx.nodepath.node()
        self.pnode.setMass(self.mass)
        self.pnode.setDeactivationEnabled(False)
        PhysMgr().attach_rigid_body(self.pnode)
        PhysMgr().add_collision_obj(self.pnode)

    def __set_vehicle(self):
        self.vehicle = BulletVehicle(PhysMgr().root, self.pnode)
        self.vehicle.setCoordinateSystem(ZUp)
        self.vehicle.setPitchControl(self.pitch_control)
        tuning = self.vehicle.getTuning()
        tuning.setSuspensionCompression(self.suspension_compression)
        tuning.setSuspensionDamping(self.suspension_damping)
        PhysMgr().attach_vehicle(self.vehicle)

    def __set_wheels(self):
        fwheel_bounds = self.mdt.gfx.wheels['fr'].get_tight_bounds()
        f_radius = (fwheel_bounds[1][2] - fwheel_bounds[0][2]) / 2.0 + .01
        rwheel_bounds = self.mdt.gfx.wheels['rr'].get_tight_bounds()
        r_radius = (rwheel_bounds[1][2] - rwheel_bounds[0][2]) / 2.0 + .01
        ffr = self.coll_mesh.find('**/' + self.props.wheel_names[0][0])
        ffl = self.coll_mesh.find('**/' + self.props.wheel_names[0][1])
        rrr = self.coll_mesh.find('**/' + self.props.wheel_names[0][2])
        rrl = self.coll_mesh.find('**/' + self.props.wheel_names[0][3])
        meth = self.coll_mesh.find
        fr_node = ffr if ffr else meth('**/' + self.props.wheel_names[1][0])
        fl_node = ffl if ffl else meth('**/' + self.props.wheel_names[1][1])
        rr_node = rrr if rrr else meth('**/' + self.props.wheel_names[1][2])
        rl_node = rrl if rrl else meth('**/' + self.props.wheel_names[1][3])
        wheel_fr_pos = fr_node.get_pos() + (0, 0, f_radius)
        wheel_fl_pos = fl_node.get_pos() + (0, 0, f_radius)
        wheel_rr_pos = rr_node.get_pos() + (0, 0, r_radius)
        wheel_rl_pos = rl_node.get_pos() + (0, 0, r_radius)
        frw = self.mdt.gfx.wheels['fr']
        flw = self.mdt.gfx.wheels['fl']
        rrw = self.mdt.gfx.wheels['rr']
        rlw = self.mdt.gfx.wheels['rl']
        wheels_info = [(wheel_fr_pos, True, frw, f_radius),
                       (wheel_fl_pos, True, flw, f_radius),
                       (wheel_rr_pos, False, rrw, r_radius),
                       (wheel_rl_pos, False, rlw, r_radius)]
        for (pos, front, nodepath, radius) in wheels_info:
            self.__add_wheel(pos, front, nodepath.node(), radius)

    def __add_wheel(self, pos, front, node, radius):
        whl = self.vehicle.createWheel()
        whl.setNode(node)
        whl.setChassisConnectionPointCs(LPoint3f(*pos))
        whl.setFrontWheel(front)
        whl.setWheelDirectionCs((0, 0, -1))
        whl.setWheelAxleCs((1, 0, 0))
        whl.setWheelRadius(radius)
        whl.setSuspensionStiffness(self.suspension_stiffness)
        whl.setWheelsDampingRelaxation(self.wheels_damping_relaxation)
        whl.setWheelsDampingCompression(self.wheels_damping_compression)
        whl.setFrictionSlip(self.friction_slip)  # high -> more adherence
        whl.setRollInfluence(self.roll_influence)  # low ->  more stability
        whl.setMaxSuspensionForce(self.max_suspension_force)
        whl.setMaxSuspensionTravelCm(self.max_suspension_travel_cm)
        whl.setSkidInfo(self.skid_info)

    @property
    def lateral_force(self):
        vel = self.vehicle.get_chassis().get_linear_velocity()
        vel.normalize()
        dir = self.mdt.logic.car_vec
        lat = dir.dot(vel)
        lat_force = 0
        if lat > .5:
            lat_force = min(1, (lat - 1.0) / -.2)
        return lat_force

    @property
    def is_flying(self):  # no need to be cached
        rays = [whl.getRaycastInfo() for whl in self.vehicle.get_wheels()]
        return not any(ray.isInContact() for ray in rays)

    @property
    def prev_speed(self):
        return self.__prev_speed

    @property
    def prev_speed_ratio(self):
        return max(0, min(1.0, self.prev_speed / self.max_speed))

    def on_end_frame(self):
        self.__prev_speed = self.speed

    @property
    def speed(self):
        if self.mdt.fsm.getCurrentOrNextState() == 'Countdown':
            return 0  # getCurrentSpeedKmHour returns odd values otherwise
        return self.vehicle.getCurrentSpeedKmHour()

    @property
    def speed_ratio(self):
        return max(0, min(1.0, self.speed / self.max_speed))

    def set_forces(self, eng_frc, brake_frc, steering):
        self.vehicle.setSteeringValue(steering, 0)
        self.vehicle.setSteeringValue(steering, 1)
        self.vehicle.applyEngineForce(eng_frc, 2)
        self.vehicle.applyEngineForce(eng_frc, 3)
        self.vehicle.setBrake(brake_frc, 2)
        self.vehicle.setBrake(brake_frc, 3)

    def update_car_props(self):
        speeds = []
        for whl in self.vehicle.get_wheels():
            contact_pt = whl.get_raycast_info().getContactPointWs()
            gnd_name = self.gnd_name(contact_pt)
            if not gnd_name:
                continue
            if gnd_name not in self.__finds:
                gnd = self.props.track_phys.find('**/' + gnd_name)
                self.__finds[gnd_name] = gnd
            gfx_node = self.__finds[gnd_name]
            if gfx_node.has_tag('speed'):
                speeds += [float(gfx_node.get_tag('speed'))]
            if gfx_node.has_tag('friction'):
                fric = float(gfx_node.get_tag('friction'))
                whl.setFrictionSlip(self.friction_slip * fric)
        self.curr_speed_factor = (sum(speeds) / len(speeds)) if speeds else 1.0

    @property
    def gnd_names(self):  # no need to be cached
        whls = self.vehicle.get_wheels()
        pos = map(lambda whl: whl.get_raycast_info().getContactPointWs(), whls)
        return map(self.gnd_name, pos)

    @staticmethod
    def gnd_name(pos):
        top = pos + (0, 0, 20)
        bottom = pos + (0, 0, -20)
        result = PhysMgr().ray_test_closest(bottom, top)
        ground = result.get_node()
        return ground.get_name() if ground else ''

    def apply_damage(self, reset=False):
        if reset:
            self.max_speed = self.get_speed()
            self.friction_slip = self.get_friction()
            self.roll_influence = self.get_roll_influence()
        else:
            self.max_speed *= .95
            self.friction_slip *= .95
            self.roll_influence *= 1.05
        fric = lambda whl: whl.setFrictionSlip(self.friction_slip)
        map(fric, self.vehicle.get_wheels())
        roll = lambda whl: whl.setRollInfluence(self.roll_influence)
        map(roll, self.vehicle.get_wheels())
        s_a = (str(round(self.max_speed, 2)), self.props.driver_engine)
        LogMgr().log('speed: %s (%s)' % s_a)
        f_a = (str(round(self.friction_slip, 2)), self.props.driver_tires)
        LogMgr().log('friction: %s (%s)' % f_a)
        r_a = (str(round(self.roll_influence,
                         2)), self.props.driver_suspensions)
        LogMgr().log('roll: %s (%s)' % r_a)

    def get_speed(self):
        return self.cfg['max_speed'] * (1 + .01 * self.props.driver_engine)

    def get_friction(self):
        return self.cfg['friction_slip'] * (1 + .01 * self.props.driver_tires)

    def get_roll_influence(self):
        return self.cfg['roll_influence'] * (
            1 + .01 * self.props.driver_suspensions)

    def destroy(self):
        eng.detach_obs(self.on_end_frame)
        eng.remove_vehicle(self.vehicle)
        self.pnode = self.vehicle = self.__finds = self.__track_phys = \
            self.coll_mesh = None
        Phys.destroy(self)
Example #29
0
class BaseVehicle(DynamicElement):
    Ego_state_obs_dim = 9
    """
    Vehicle chassis and its wheels index
                    0       1
                    II-----II
                        |
                        |  <---chassis
                        |
                    II-----II
                    2       3
    """
    PARAMETER_SPACE = PGSpace(
        VehicleParameterSpace.BASE_VEHICLE
    )  # it will not sample config from parameter space
    COLLISION_MASK = CollisionGroup.EgoVehicle
    STEERING_INCREMENT = 0.05

    default_vehicle_config = PGConfig(
        dict(
            lidar=(240, 50, 4),  # laser num, distance, other vehicle info num
            mini_map=(84, 84, 250),  # buffer length, width
            rgb_cam=(160, 120),  # buffer length, width
            depth_cam=(84, 84, True),  # buffer length, width, view_ground
            show_navi_mark=False,
            increment_steering=False,
            wheel_friction=0.6,
        ))

    born_place = (5, 0)
    LENGTH = None
    WIDTH = None

    def __init__(self,
                 pg_world: PGWorld,
                 vehicle_config: dict = None,
                 random_seed: int = 0,
                 config: dict = None):
        """
        This Vehicle Config is different from self.get_config(), and it is used to define which modules to use, and
        module parameters.
        """
        super(BaseVehicle, self).__init__(random_seed)
        self.pg_world = pg_world
        self.node_path = NodePath("vehicle")

        # config info
        self.set_config(self.PARAMETER_SPACE.sample())
        if config is not None:
            self.set_config(config)

        self.vehicle_config = self.get_vehicle_config(
            vehicle_config
        ) if vehicle_config is not None else self.default_vehicle_config
        self.increment_steering = self.vehicle_config["increment_steering"]
        self.max_speed = self.get_config()[Parameter.speed_max]
        self.max_steering = self.get_config()[Parameter.steering_max]

        # create
        self._add_chassis(pg_world.physics_world)
        self.wheels = self._create_wheel()

        # modules
        self.image_sensors = {}
        self.lidar = None
        self.routing_localization = None
        self.lane = None
        self.lane_index = None

        self.vehicle_panel = VehiclePanel(self.pg_world) if (
            self.pg_world.mode == RENDER_MODE_ONSCREEN) else None

        # other info
        self.throttle_brake = 0.0
        self.steering = 0
        self.last_current_action = deque([(0.0, 0.0), (0.0, 0.0)], maxlen=2)
        self.last_position = self.born_place
        self.last_heading_dir = self.heading

        # collision info render
        self.collision_info_np = self._init_collision_info_render(pg_world)
        self.collision_banners = {}  # to save time
        self.current_banner = None

        # done info
        self.crash = False
        self.out_of_road = False

        self.attach_to_pg_world(self.pg_world.pbr_render,
                                self.pg_world.physics_world)

    @classmethod
    def get_vehicle_config(cls, new_config):
        default = copy.deepcopy(cls.default_vehicle_config)
        default.update(new_config)
        return default

    def prepare_step(self, action):
        """
        Save info and make decision before action
        """
        self.last_position = self.position
        self.last_heading_dir = self.heading
        self.last_current_action.append(
            action
        )  # the real step of physics world is implemented in taskMgr.step()
        if self.increment_steering:
            self.set_incremental_action(action)
        else:
            self.set_act(action)
        if self.vehicle_panel is not None:
            self.vehicle_panel.renew_2d_car_para_visualization(self)

    def update_state(self, pg_world=None):
        if self.lidar is not None:
            self.lidar.perceive(self.position, self.heading_theta,
                                self.pg_world.physics_world)
        if self.routing_localization is not None:
            self.lane, self.lane_index = self.routing_localization.update_navigation_localization(
                self)
        return self._state_check()

    def reset(self, map: Map, pos: np.ndarray, heading: float):
        """
        pos is a 2-d array, and heading is a float (unit degree)
        """
        heading = -np.deg2rad(heading) - np.pi / 2
        self.chassis_np.setPos(Vec3(*pos, 1))
        self.chassis_np.setQuat(
            LQuaternionf(np.cos(heading / 2), 0, 0, np.sin(heading / 2)))
        self.update_map_info(map)
        self.chassis_np.node().clearForces()
        self.chassis_np.node().setLinearVelocity(Vec3(0, 0, 0))
        self.chassis_np.node().setAngularVelocity(Vec3(0, 0, 0))
        self.system.resetSuspension()

        # done info
        self.crash = False
        self.out_of_road = False

        # other info
        self.throttle_brake = 0.0
        self.steering = 0
        self.last_current_action = deque([(0.0, 0.0), (0.0, 0.0)], maxlen=2)
        self.last_position = self.born_place
        self.last_heading_dir = self.heading

        if "depth_cam" in self.image_sensors and self.image_sensors[
                "depth_cam"].view_ground:
            for block in map.blocks:
                block.node_path.hide(CamMask.DepthCam)

    """------------------------------------------- act -------------------------------------------------"""

    def set_act(self, action):
        para = self.get_config()
        steering = action[0]
        self.throttle_brake = action[1]
        self.steering = steering
        self.system.setSteeringValue(
            self.steering * para[Parameter.steering_max], 0)
        self.system.setSteeringValue(
            self.steering * para[Parameter.steering_max], 1)
        self._apply_throttle_brake(action[1])

    def set_incremental_action(self, action: np.ndarray):
        self.throttle_brake = action[1]
        self.steering += action[0] * self.STEERING_INCREMENT
        self.steering = clip(self.steering, -1, 1)
        steering = self.steering * self.max_steering
        self.system.setSteeringValue(steering, 0)
        self.system.setSteeringValue(steering, 1)
        self._apply_throttle_brake(action[1])

    def _apply_throttle_brake(self, throttle_brake):
        para = self.get_config()
        max_engine_force = para[Parameter.engine_force_max]
        max_brake_force = para[Parameter.brake_force_max]
        for wheel_index in range(4):
            if throttle_brake >= 0:
                self.system.setBrake(2.0, wheel_index)
                if self.speed > self.max_speed:
                    self.system.applyEngineForce(0.0, wheel_index)
                else:
                    self.system.applyEngineForce(
                        max_engine_force * throttle_brake, wheel_index)
            else:
                self.system.applyEngineForce(0.0, wheel_index)
                self.system.setBrake(
                    abs(throttle_brake) * max_brake_force, wheel_index)

    """---------------------------------------- vehicle info ----------------------------------------------"""

    @property
    def position(self):
        return pgdrive_position(self.chassis_np.getPos())

    @property
    def speed(self):
        """
        km/h
        """
        speed = self.chassis_np.node().get_linear_velocity().length() * 3.6
        return clip(speed, 0.0, 100000.0)

    @property
    def heading(self):
        real_heading = self.heading_theta
        heading = np.array([np.cos(real_heading), np.sin(real_heading)])
        return heading

    @property
    def heading_theta(self):
        """
        Get the heading theta of vehicle, unit [rad]
        :return:  heading in rad
        """
        return (pgdrive_heading(self.chassis_np.getH()) - 90) / 180 * math.pi

    @property
    def velocity(self) -> np.ndarray:
        return self.speed * self.velocity_direction

    @property
    def velocity_direction(self):
        direction = self.system.get_forward_vector()
        return np.asarray([direction[0], -direction[1]])

    @property
    def forward_direction(self):
        raise ValueError("This function id deprecated.")
        # print("This function id deprecated.")
        # direction = self.vehicle.get_forward_vector()
        # return np.array([direction[0], -direction[1]])

    @property
    def current_road(self):
        return self.lane_index[0:-1]

    """---------------------------------------- some math tool ----------------------------------------------"""

    def heading_diff(self, target_lane):
        lateral = None
        if isinstance(target_lane, StraightLane):
            lateral = np.asarray(
                get_vertical_vector(target_lane.end - target_lane.start)[1])
        elif isinstance(target_lane, CircularLane):
            if target_lane.direction == -1:
                lateral = self.position - target_lane.center
            else:
                lateral = target_lane.center - self.position
        else:
            raise ValueError("Unknown target lane type: {}".format(
                type(target_lane)))
        lateral_norm = norm(lateral[0], lateral[1])
        forward_direction = self.heading
        # print(f"Old forward direction: {self.forward_direction}, new heading {self.heading}")
        forward_direction_norm = norm(forward_direction[0],
                                      forward_direction[1])
        if not lateral_norm * forward_direction_norm:
            return 0
        # cos = self.forward_direction.dot(lateral) / (np.linalg.norm(lateral) * np.linalg.norm(self.forward_direction))
        cos = ((forward_direction[0] * lateral[0] +
                forward_direction[1] * lateral[1]) /
               (lateral_norm * forward_direction_norm))
        # return cos
        # Normalize to 0, 1
        return clip(cos, -1.0, 1.0) / 2 + 0.5

    def projection(self, vector):
        # Projected to the heading of vehicle
        # forward_vector = self.vehicle.get_forward_vector()
        # forward_old = (forward_vector[0], -forward_vector[1])

        forward = self.heading

        # print(f"[projection] Old forward {forward_old}, new heading {forward}")

        norm_velocity = norm(forward[0], forward[1]) + 1e-6
        project_on_heading = (vector[0] * forward[0] +
                              vector[1] * forward[1]) / norm_velocity

        side_direction = get_vertical_vector(forward)[1]
        side_norm = norm(side_direction[0], side_direction[1]) + 1e-6
        project_on_side = (vector[0] * side_direction[0] +
                           vector[1] * side_direction[1]) / side_norm
        return project_on_heading, project_on_side

    def lane_distance_to(self, vehicle, lane: AbstractLane = None) -> float:
        assert self.routing_localization is not None, "a routing and localization module should be added " \
                                                      "to interact with other vehicles"
        if not vehicle:
            return np.nan
        if not lane:
            lane = self.lane
        return lane.local_coordinates(
            vehicle.position)[0] - lane.local_coordinates(self.position)[0]

    """-------------------------------------- for vehicle making ------------------------------------------"""

    def _add_chassis(self, pg_physics_world: PGPhysicsWorld):
        para = self.get_config()
        chassis = BulletRigidBodyNode(BodyName.Ego_vehicle_top)
        chassis.setIntoCollideMask(BitMask32.bit(self.COLLISION_MASK))
        chassis_shape = BulletBoxShape(
            Vec3(para[Parameter.vehicle_width] / 2,
                 para[Parameter.vehicle_length] / 2,
                 para[Parameter.vehicle_height] / 2))
        ts = TransformState.makePos(
            Vec3(0, 0, para[Parameter.chassis_height] * 2))
        chassis.addShape(chassis_shape, ts)
        heading = np.deg2rad(-para[Parameter.heading] - 90)
        chassis.setMass(para[Parameter.mass])
        self.chassis_np = self.node_path.attachNewNode(chassis)
        # not random born now
        self.chassis_np.setPos(Vec3(*self.born_place, 1))
        self.chassis_np.setQuat(
            LQuaternionf(np.cos(heading / 2), 0, 0, np.sin(heading / 2)))
        chassis.setDeactivationEnabled(False)
        chassis.notifyCollisions(True)  # advance collision check
        self.pg_world.physics_world.dynamic_world.setContactAddedCallback(
            PythonCallbackObject(self._collision_check))
        self.dynamic_nodes.append(chassis)

        chassis_beneath = BulletGhostNode(BodyName.Ego_vehicle)
        chassis_beneath.setIntoCollideMask(BitMask32.bit(self.COLLISION_MASK))
        chassis_beneath.addShape(chassis_shape)
        self.chassis_beneath_np = self.chassis_np.attachNewNode(
            chassis_beneath)
        self.dynamic_nodes.append(chassis_beneath)

        self.system = BulletVehicle(pg_physics_world.dynamic_world, chassis)
        self.system.setCoordinateSystem(ZUp)
        self.dynamic_nodes.append(
            self.system
        )  # detach chassis will also detach system, so a waring will generate
        self.LENGTH = para[Parameter.vehicle_length]
        self.WIDTH = para[Parameter.vehicle_width]

        if self.render:
            model_path = 'models/ferra/scene.gltf'
            self.chassis_vis = self.loader.loadModel(
                AssetLoader.file_path(model_path))
            self.chassis_vis.setZ(para[Parameter.vehicle_vis_z])
            self.chassis_vis.setY(para[Parameter.vehicle_vis_y])
            self.chassis_vis.setH(para[Parameter.vehicle_vis_h])
            self.chassis_vis.set_scale(para[Parameter.vehicle_vis_scale])
            self.chassis_vis.reparentTo(self.chassis_np)

    def _create_wheel(self):
        para = self.get_config()
        f_l = para[Parameter.front_tire_longitude]
        r_l = -para[Parameter.rear_tire_longitude]
        lateral = para[Parameter.tire_lateral]
        axis_height = para[Parameter.tire_radius] + 0.05
        radius = para[Parameter.tire_radius]
        wheels = []
        for k, pos in enumerate([
                Vec3(lateral, f_l, axis_height),
                Vec3(-lateral, f_l, axis_height),
                Vec3(lateral, r_l, axis_height),
                Vec3(-lateral, r_l, axis_height)
        ]):
            wheel = self._add_wheel(pos, radius, True if k < 2 else False,
                                    True if k == 0 or k == 2 else False)
            wheels.append(wheel)
        return wheels

    def _add_wheel(self, pos: Vec3, radius: float, front: bool, left):
        wheel_np = self.node_path.attachNewNode("wheel")
        if self.render:
            model_path = 'models/yugo/yugotireR.egg' if left else 'models/yugo/yugotireL.egg'
            wheel_model = self.loader.loadModel(
                AssetLoader.file_path(model_path))
            wheel_model.reparentTo(wheel_np)
            wheel_model.set_scale(1.4, radius / 0.25, radius / 0.25)
        wheel = self.system.create_wheel()
        wheel.setNode(wheel_np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)
        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))

        # TODO add them to PGConfig in the future
        wheel.setWheelRadius(radius)
        wheel.setMaxSuspensionTravelCm(40)
        wheel.setSuspensionStiffness(30)
        wheel.setWheelsDampingRelaxation(4.8)
        wheel.setWheelsDampingCompression(1.2)
        wheel.setFrictionSlip(self.vehicle_config["wheel_friction"])
        wheel.setRollInfluence(1.5)
        return wheel

    def add_image_sensor(self, name: str, sensor: ImageBuffer):
        self.image_sensors[name] = sensor

    def add_lidar(self, laser_num=240, distance=50):
        self.lidar = Lidar(self.pg_world.render, laser_num, distance)

    def add_routing_localization(self, show_navi_point: bool):
        self.routing_localization = RoutingLocalizationModule(
            self.pg_world, show_navi_point)

    def update_map_info(self, map):
        """
        Update map info after reset()
        :param map: new map
        :return: None
        """
        self.routing_localization.update(map)
        lane, new_l_index = ray_localization((self.born_place), self.pg_world)
        assert lane is not None, "Born place is not on road!"
        self.lane_index = new_l_index
        self.lane = lane

    def _state_check(self):
        """
        Check States and filter to update info
        """
        result = self.pg_world.physics_world.dynamic_world.contactTest(
            self.chassis_beneath_np.node(), True)
        contacts = set()
        for contact in result.getContacts():
            node0 = contact.getNode0()
            node1 = contact.getNode1()
            name = [node0.getName(), node1.getName()]
            name.remove(BodyName.Ego_vehicle)
            if name[0] == "Ground" or name[0] == BodyName.Lane:
                continue
            elif name[0] == BodyName.Side_walk:
                self.out_of_road = True
            contacts.add(name[0])
        if self.render:
            self.render_collision_info(contacts)

        return contacts

    def _collision_check(self, contact):
        """
        It may lower the performance if overdone
        """
        node0 = contact.getNode0().getName()
        node1 = contact.getNode1().getName()
        name = [node0, node1]
        name.remove(BodyName.Ego_vehicle_top)
        if name[0] == BodyName.Traffic_vehicle:
            self.crash = True
            logging.debug("Crash with {}".format(name[0]))

    def _init_collision_info_render(self, pg_world):
        if pg_world.mode == "onscreen":
            info_np = NodePath("Collision info nodepath")
            info_np.reparentTo(pg_world.aspect2d)
        else:
            info_np = None
        return info_np

    def render_collision_info(self, contacts):
        contacts = sorted(list(contacts),
                          key=lambda c: COLLISION_INFO_COLOR[COLOR[c]][0])
        text = contacts[0] if len(contacts) != 0 else None
        if text is None:
            text = "Normal" if time.time(
            ) - self.pg_world._episode_start_time > 10 else "Press H to see help message"
            self.render_banner(text, COLLISION_INFO_COLOR["green"][1])
        else:
            self.render_banner(text, COLLISION_INFO_COLOR[COLOR[text]][1])

    def render_banner(self, text, color=COLLISION_INFO_COLOR["green"][1]):
        """
        Render the banner in the left bottom corner.
        """
        if self.collision_info_np is None:
            return
        if self.current_banner is not None:
            self.current_banner.detachNode()
        if text in self.collision_banners:
            self.collision_banners[text].reparentTo(self.collision_info_np)
            self.current_banner = self.collision_banners[text]
        else:
            new_banner = NodePath(TextNode("collision_info:{}".format(text)))
            self.collision_banners[text] = new_banner
            text_node = new_banner.node()
            text_node.setCardColor(color)
            text_node.setText(text)
            text_node.setCardActual(-5 * self.pg_world.w_scale,
                                    5.1 * self.pg_world.w_scale, -0.3, 1)
            text_node.setCardDecal(True)
            text_node.setTextColor(1, 1, 1, 1)
            text_node.setAlign(TextNode.A_center)
            new_banner.setScale(0.05)
            new_banner.setPos(-0.75 * self.pg_world.w_scale, 0,
                              -0.8 * self.pg_world.h_scale)
            new_banner.reparentTo(self.collision_info_np)
            self.current_banner = new_banner

    def destroy(self, _=None):
        self.dynamic_nodes.remove(self.chassis_np.node())
        super(BaseVehicle, self).destroy(self.pg_world)
        self.pg_world.physics_world.dynamic_world.clearContactAddedCallback()
        self.routing_localization.destroy()
        self.routing_localization = None
        if self.lidar is not None:
            self.lidar.destroy()
            self.lidar = None
        if len(self.image_sensors) != 0:
            for sensor in self.image_sensors.values():
                sensor.destroy(self.pg_world)
        self.image_sensors = None
        if self.vehicle_panel is not None:
            self.vehicle_panel.destroy(self.pg_world)
        self.pg_world = None

    def set_position(self, position):
        """
        Should only be called when restore traffic from episode data
        :param position: 2d array or list
        :return: None
        """
        self.chassis_np.setPos(panda_position(position, 0.4))

    def set_heading(self, heading_theta) -> None:
        """
        Should only be called when restore traffic from episode data
        :param heading_theta: float in rad
        :return: None
        """
        self.chassis_np.setH((panda_heading(heading_theta) * 180 / np.pi) - 90)

    def get_state(self):
        return {
            "heading": self.heading_theta,
            "position": self.position.tolist(),
            "done": self.crash or self.out_of_road
        }

    def set_state(self, state: dict):
        self.set_heading(state["heading"])
        self.set_position(state["position"])

    def __del__(self):
        super(BaseVehicle, self).__del__()
        self.pg_world = None
        self.lidar = None
        self.mini_map = None
        self.rgb_cam = None
        self.routing_localization = None
        self.wheels = None
Example #30
0
class CarSrv(DirectObject):
    def __init__(self):
        base.setBackgroundColor(0.1, 0.1, 0.8, 1)
        assert ("offscreen" == base.config.GetString("window-type",
                                                     "offscreen"))

        # Light
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        alightNP = render.attachNewNode(alight)

        dlight = DirectionalLight('directionalLight')
        dlight.setDirection(Vec3(1, 1, -1))
        dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
        dlightNP = render.attachNewNode(dlight)

        render.clearLight()
        render.setLight(alightNP)
        render.setLight(dlightNP)

        # Input
        self.accept('escape', self.doExit)
        self.accept('r', self.doReset)
        self.accept('f1', self.toggleWireframe)
        self.accept('f2', self.toggleTexture)
        self.accept('f3', self.toggleDebug)
        self.accept('f5', self.doScreenshot)

        self.params = rospy.get_param('~sim')
        # Car Simulator
        self.dt = rospy.get_param('~dt')
        self.setup()
        self.load_vehicle()

        # ROS
        self.crash_pub = rospy.Publisher('crash',
                                         std_msgs.msg.Empty,
                                         queue_size=1)
        self.bridge = cv_bridge.CvBridge()
        #        taskMgr.add(self.update, 'updateWorld')
        self.start_update_server()

    # _____HANDLER_____

    def doExit(self):
        self.cleanup()
        sys.exit(1)

    def doReset(self, pos=None, quat=None):
        self.cleanup()
        self.setup()
        if pos is None or quat is None:
            self.load_vehicle()
        else:
            self.load_vehicle(pos=pos, quat=quat)

    def toggleWireframe(self):
        base.toggleWireframe()

    def toggleTexture(self):
        base.toggleTexture()

    def toggleDebug(self):
        if self.debugNP.isHidden():
            self.debugNP.show()
        else:
            self.debugNP.hide()

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

    def get_ros_image(self, cv_image, image_format="rgb8"):
        return self.bridge.cv2_to_imgmsg(cv_image, image_format)

    def get_handler(self):
        def sim_env_handler(req):
            start_time = time.time()
            cmd_steer = req.steer
            motor = req.motor
            vel = req.vel
            reset = req.reset
            pose = req.pose
            # If motor is default then use velocity
            if motor == 0.0:
                cmd_motor = numpy.clip(vel * 3 + 49.5, 0., 99.)
            else:
                cmd_motor = numpy.clip(motor, 0., 99.)

            self.steering = self.steeringClamp * \
                ((cmd_steer - 49.5) / 49.5)
            self.engineForce = self.engineClamp * \
                ((cmd_motor - 49.5) / 49.5)

            if reset:
                self.steering = 0.0  # degree
                self.engineForce = 0.0
                pos = pose.position.x, pose.position.y, pose.position.z
                quat = pose.orientation.x, pose.orientation.y, pose.orientation.z, pose.orientation.w
                if numpy.all(numpy.array(pos) == 0.):
                    self.doReset()
                else:
                    self.doReset(pos=pos, quat=quat)

            self.vehicle.setSteeringValue(self.steering, 0)
            self.vehicle.setSteeringValue(self.steering, 1)
            self.vehicle.setBrake(100.0, 2)
            self.vehicle.setBrake(100.0, 3)
            self.vehicle.applyEngineForce(self.engineForce, 2)
            self.vehicle.applyEngineForce(self.engineForce, 3)

            pos = numpy.array(self.vehicle_pointer.getPos())
            np_quat = self.vehicle_pointer.getQuat()
            quat = numpy.array(np_quat)
            self.previous_pos = pos
            self.previous_quat = np_quat

            # TODO maybe change number of timesteps
            self.world.doPhysics(self.dt, 10, 0.05)
            # Collision detection
            result = self.world.contactTest(self.vehicle_node)
            collision = result.getNumContacts() > 0

            if collision:
                # TODO figure out why this causes problems
                #                self.crash_pub.publish(std_msgs.msg.Empty())
                self.doReset(pos=self.previous_pos, quat=self.previous_quat)

            state = geometry_msgs.msg.Pose()
            pos = numpy.array(self.vehicle_pointer.getPos())
            np_quat = self.vehicle_pointer.getQuat()
            quat = numpy.array(np_quat)
            self.previous_pos = pos
            self.previous_quat = np_quat
            state.position.x, state.position.y, state.position.z = pos
            state.orientation.x, state.orientation.y, \
                    state.orientation.z, state.orientation.w = quat

            # Get observation
            obs = self.camera_sensor.observe()
            back_obs = self.back_camera_sensor.observe()
            cam_image = self.get_ros_image(obs[0])
            cam_depth = self.get_ros_image(obs[1], image_format="passthrough")
            self.camera_pub.publish_image(obs[0])
            self.depth_pub.publish_image(obs[1], image_format="passthrough")
            back_cam_image = self.get_ros_image(back_obs[0])
            back_cam_depth = self.get_ros_image(back_obs[1],
                                                image_format="passthrough")
            self.back_camera_pub.publish_image(back_obs[0])
            self.back_depth_pub.publish_image(back_obs[1],
                                              image_format="passthrough")
            return [
                collision, cam_image, cam_depth, back_cam_image,
                back_cam_depth, state
            ]

        return sim_env_handler

    def load_vehicle(self, pos=(0.0, -20.0, -0.6), quat=None):
        # Chassis
        self._mass = self.params['mass']
        #chassis_shape = self.params['chassis_shape']
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        self.vehicle_pointer = self.worldNP.attachNewNode(
            BulletRigidBodyNode('Vehicle'))
        self.vehicle_node = self.vehicle_pointer.node()
        self.vehicle_node.addShape(shape, ts)
        self.previous_pos = pos
        self.vehicle_pointer.setPos(pos[0], pos[1], pos[2])
        if quat is not None:
            self.vehicle_pointer.setQuat(quat)
        self.previous_quat = self.vehicle_pointer.getQuat()
        self.vehicle_node.setMass(self._mass)
        self.vehicle_node.setDeactivationEnabled(False)

        #        first_person = self.params['first_person']
        self.camera_sensor = Panda3dCameraSensor(base,
                                                 color=True,
                                                 depth=True,
                                                 size=(160, 90))

        self.camera_node = self.camera_sensor.cam
        #        if first_person:
        #            self.camera_node.setPos(0.0, 1.0, 1.0)
        #            self.camera_node.lookAt(0.0, 6.0, 0.0)
        #        else:
        #            self.camera_node.setPos(0.0, -10.0, 5.0)
        #            self.camera_node.lookAt(0.0, 5.0, 0.0)

        self.camera_node.reparentTo(self.vehicle_pointer)
        self.camera_node.setPos(0.0, 1.0, 1.0)
        self.camera_node.lookAt(0.0, 6.0, 0.0)

        self.back_camera_sensor = Panda3dCameraSensor(base,
                                                      color=True,
                                                      depth=True,
                                                      size=(160, 90))

        self.back_camera_node = self.back_camera_sensor.cam
        #        if first_person:
        #            self.camera_node.setPos(0.0, 1.0, 1.0)
        #            self.camera_node.lookAt(0.0, 6.0, 0.0)
        #        else:
        #            self.camera_node.setPos(0.0, -10.0, 5.0)
        #            self.camera_node.lookAt(0.0, 5.0, 0.0)

        self.back_camera_node.reparentTo(self.vehicle_pointer)
        self.back_camera_node.setPos(0.0, -1.0, 1.0)
        self.back_camera_node.lookAt(0.0, -6.0, 0.0)

        self.world.attachRigidBody(self.vehicle_node)

        self.vehicle_node.setCcdSweptSphereRadius(1.0)
        self.vehicle_node.setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(self.world, self.vehicle_node)
        self.vehicle.setCoordinateSystem(ZUp)
        self.world.attachVehicle(self.vehicle)

        self.yugoNP = loader.loadModel('../models/yugo/yugo.egg')
        self.yugoNP.reparentTo(self.vehicle_pointer)

        self._wheels = []
        # Right front wheel
        np = loader.loadModel('../models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)
        # Left front wheel
        np = loader.loadModel('../models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)
        # Right rear wheel
        np = loader.loadModel('../models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)
        # Left rear wheel
        np = loader.loadModel('../models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

    def addWheel(self, pos, front, np):
        wheel = self.vehicle.createWheel()

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(0.25)
        wheel.setMaxSuspensionTravelCm(40.0)

        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(1e3)
        wheel.setRollInfluence(0.0)
        self._wheels.append(np.node())

    def start_update_server(self):
        self.steering = 0.0  # degree
        self.steeringClamp = self.params['steeringClamp']
        self.engineForce = 0.0
        self.engineClamp = self.params['engineClamp']
        self.camera_pub = ImageROSPublisher("image")
        self.depth_pub = ImageROSPublisher("depth")
        self.back_camera_pub = ImageROSPublisher("back_image")
        self.back_depth_pub = ImageROSPublisher("back_depth")
        s = rospy.Service('sim_env', bair_car.srv.sim_env, self.get_handler())
        rospy.spin()

    def update(self, task):
        dt = globalClock.getDt()

        self.world.doPhysics(dt, 10, 0.008)
        obs = self.camera_sensor.observe()
        obs = self.back_camera_sensor.observe()
        return task.cont

    def cleanup(self):
        self.world = None
        self.worldNP.removeNode()

    @abc.abstractmethod
    def setup(self):
        pass
Example #31
0
class Game(DirectObject):
    def __init__(self, model):
        self.model = model
        base.setBackgroundColor(0.1, 0.1, 0.8, 1)
        base.setFrameRateMeter(True)

        base.cam.setPos(0, -20, 4)
        base.cam.lookAt(0, 0, 0)

        # Light
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        alightNP = render.attachNewNode(alight)

        dlight = DirectionalLight('directionalLight')
        dlight.setDirection(Vec3(1, 1, -1))
        dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
        dlightNP = render.attachNewNode(dlight)

        render.clearLight()
        render.setLight(alightNP)
        render.setLight(dlightNP)

        # Input
        self.accept('escape', self.doExit)
        self.accept('r', self.doReset)
        self.accept('f1', self.toggleWireframe)
        self.accept('f2', self.toggleTexture)
        self.accept('f3', self.toggleDebug)
        self.accept('f5', self.doScreenshot)

        inputState.watchWithModifiers('forward', 'w')
        inputState.watchWithModifiers('left', 'a')
        inputState.watchWithModifiers('reverse', 's')
        inputState.watchWithModifiers('right', 'd')
        inputState.watchWithModifiers('turnLeft', 'q')
        inputState.watchWithModifiers('turnRight', 'e')

        # Task
        taskMgr.add(self.update, 'updateWorld')

        # Physics
        self.setup()

    # _____HANDLER_____

    def doExit(self):
        self.cleanup()
        sys.exit(1)

    def doReset(self):
        self.cleanup()
        self.setup()

    def toggleWireframe(self):
        base.toggleWireframe()

    def toggleTexture(self):
        base.toggleTexture()

    def toggleDebug(self):
        if self.debugNP.isHidden():
            self.debugNP.show()
        else:
            self.debugNP.hide()

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

    # ____TASK___

    def calculate_moves(self):
        self.y = self.model.predict(self.x)
        self.moves = self.y > 0  # 0.5

    def processInput(self, dt):
        engineForce = 0.0
        brakeForce = 0.0
        if self.moves[0]:  #inputState.isSet('forward'):
            engineForce = 1000.0
            brakeForce = 0.0

        if not self.moves[0]:  #inputState.isSet('reverse'):
            engineForce = 0.0
            brakeForce = 100.0

        if self.moves[1]:  #inputState.isSet('turnLeft'):
            self.steering += dt * self.steeringIncrement
            self.steering = min(self.steering, self.steeringClamp)

        if not self.moves[1]:  #inputState.isSet('turnRight'):
            self.steering -= dt * self.steeringIncrement
            self.steering = max(self.steering, -self.steeringClamp)
        """
    if inputState.isSet('forward'):
      engineForce = 1000.0
      brakeForce = 0.0

    if inputState.isSet('reverse'):
      engineForce = 0.0
      brakeForce = 100.0

    if inputState.isSet('turnLeft'):
      self.steering += dt * self.steeringIncrement
      self.steering = min(self.steering, self.steeringClamp)

    if inputState.isSet('turnRight'):
      self.steering -= dt * self.steeringIncrement
      self.steering = max(self.steering, -self.steeringClamp)
    """
        # Apply steering to front wheels
        self.vehicle.setSteeringValue(self.steering, 0)
        self.vehicle.setSteeringValue(self.steering, 1)

        # Apply engine and brake to rear wheels
        self.vehicle.applyEngineForce(engineForce, 2)
        self.vehicle.applyEngineForce(engineForce, 3)
        self.vehicle.setBrake(brakeForce, 2)
        self.vehicle.setBrake(brakeForce, 3)

    def raycast(self):
        """pFrom = render.getRelativePoint(self.yugoNP,Point3(0,0,0))#Point3(0,0,0)
      pFrom -= Point3(0,0,pFrom[2])
      pRel = render.getRelativePoint(base.cam,self.yugoNP.getPos())  # FIXME THIS IS IT!! get rid of z component
      pRel -= Point3(0,0,pRel[2])
      p45 = Point3(pRel[0] - pRel[1], pRel[1] + pRel[0],0)
      pn45 = Point3(pRel[0] + pRel[1], pRel[1] - pRel[0],0)
      #print(render.getRelativePoint(self.yugoNP,Point3(0,0,0)))
      #print(dir(self.yugoNP))
      pTo = [pFrom + pn45, pFrom + pRel, pFrom + p45]#[pFrom + Vec3(-10,10,0)*999,pFrom + Vec3(0,10,0)*999,pFrom + Vec3(10,10,0)*999]# FIXME should be relative to front of car, getting cloe! #self.yugoNP.getPosDelta()*99999]#[Point3(-10,10,0) * 99999,Point3(0,10,0) * 99999,Point3(10,10,0) * 99999]
      #self.ray = CollisionRay(0,0,0,100,0,0)
      result = [self.world.rayTestClosest(pFrom,pt) for pt in pTo]
      #print(dir(self.yugoNP))
      #print(result.getHitPos())
      return tuple([res.getHitPos().length() for res in result])
      """#queue = CollisionHandlerQueue()
        #traverser.addCollider(fromObject, queue)
        #traverser.traverse(render)
        #queue.sortEntries()
        #for entry in queue.getEntries():
        #print(entry)
        #print(result.getHitPos())
        #if result.getNode() != None:
        #print(self.yugoNP.getPos(result.getNode()))
        #print(self.cTrav)
        self.cTrav.traverse(render)
        entries = list(self.colHandler.getEntries())
        entries.sort(key=lambda y: y.getSurfacePoint(render).getY())
        #for entry in entries:      print(entry.getFromNodePath().getName())
        if entries:  # and len(result) > 1:
            for r in entries:
                if r.getIntoNodePath().getName(
                ) == 'Box' and r.getFromNodePath().getName() in [
                        'ray%d' % i for i in range(3)
                ]:
                    self.ray_col_vec_dict[
                        r.getFromNodePath().getName()].append(
                            numpy.linalg.norm(
                                list(r.getSurfacePoint(
                                    r.getFromNodePath()))[:-1]))
        self.ray_col_vec_dict = {
            k: (min(self.ray_col_vec_dict[k])
                if len(self.ray_col_vec_dict[k]) >= 1 else 10000)
            for k in self.ray_col_vec_dict
        }
        self.x = numpy.array(list(self.ray_col_vec_dict.values()))
        #return entries

    def update(self, task):

        dt = globalClock.getDt()

        self.raycast()
        self.calculate_moves()
        self.ray_col_vec_dict = {k: [] for k in self.ray_col_vec_dict}
        self.processInput(dt)
        self.world.doPhysics(dt, 10, 0.008)

        #print(dir(result[1]))
        #print(numpy.linalg.norm(list(result[1].getSurfacePoint(result[1].getFromNodePath()))[:-1]))
        #base.camera.setPos(0,-40,10)
        #print self.vehicle.getWheel(0).getRaycastInfo().isInContact()
        #print self.vehicle.getWheel(0).getRaycastInfo().getContactPointWs()

        #print self.vehicle.getChassis().isKinematic()

        return task.cont

    def cleanup(self):
        self.world = None
        self.worldNP.removeNode()

    def setup(self):
        self.worldNP = render.attachNewNode('World')

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

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

        #terrain = GeoMipTerrain("mySimpleTerrain")
        #terrain.setHeightfield("./models/heightfield_2.png")
        #terrain.getRoot().reparentTo(self.worldNP)#render)
        #terrain.generate()

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

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

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

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Track'))
        np.node().setMass(5000.0)
        np.setPos(3, 0, 10)
        np.setCollideMask(BitMask32.allOn())  #(0x0f))
        #self.track = BulletVehicle(self.world, np.node())
        #self.track.setCoordinateSystem(ZUp)
        self.track_np = loader.loadModel('models/race_track.egg')
        self.track_np.setScale(100)
        self.track_np.reparentTo(np)

        self.track_np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())
        self.track_np = np
        #self.track_np.show()

        # Chassis
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
        np.node().addShape(shape, ts)
        np.setPos(0, 0, 1)
        np.node().setMass(800.0)
        np.node().setDeactivationEnabled(False)

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

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)
        self.cTrav = CollisionTraverser()
        # Vehicle
        self.vehicle = BulletVehicle(self.world, np.node())
        self.vehicle.setCoordinateSystem(ZUp)
        self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
        self.yugoNP.reparentTo(np)
        self.colHandler = CollisionHandlerQueue()
        self.ray_col_np = {}
        self.ray_col_vec_dict = {}
        for ray_dir in range(-1, 2):  # populate collision rays
            self.ray = CollisionRay()
            self.ray.setOrigin(ray_dir, 0.5, 0.5)
            self.ray.setDirection(ray_dir, 1, 0)
            self.ray_col = CollisionNode('ray%d' % (ray_dir + 1))
            self.ray_col.addSolid(self.ray)
            self.ray_col.setFromCollideMask(
                BitMask32.allOn())  #(0x0f))#CollideMask.bit(0)
            #self.ray_col.setIntoCollideMask(CollideMask.allOff())
            self.ray_col_np['ray%d' %
                            (ray_dir + 1)] = self.yugoNP.attachNewNode(
                                self.ray_col)
            self.cTrav.addCollider(self.ray_col_np['ray%d' % (ray_dir + 1)],
                                   self.colHandler)
            self.ray_col_np['ray%d' % (ray_dir + 1)].show()
            self.ray_col_vec_dict['ray%d' % (ray_dir + 1)] = []
        self.world.attachVehicle(self.vehicle)
        self.cTrav.showCollisions(render)

        # FIXME
        base.camera.reparentTo(self.yugoNP)

        # Right front wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

        # Steering info
        self.steering = 0.0  # degree
        self.steeringClamp = 45.0  # degree
        self.steeringIncrement = 120.0  # degree per second

        # Box
        for i, j in [(0, 8), (-3, 5), (6, -5), (8, 3), (-4, -4)]:
            shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
            # https://discourse.panda3d.org/t/wall-collision-help/23606
            np = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
            np.node().setMass(1.0)
            np.node().addShape(shape)
            np.setPos(i, j, 2)
            np.setCollideMask(BitMask32.allOn())  #(0x0f))

            self.world.attachRigidBody(np.node())
            self.boxNP = np
            #self.colHandler2 = CollisionHandlerQueue()

            visualNP = loader.loadModel('models/box.egg')
            visualNP.reparentTo(self.boxNP)
        #self.cTrav.addCollider(self.boxNP,self.colHandler)
        """
    aNode = CollisionNode("TheRay")

    self.ray = CollisionRay()
    self.ray.setOrigin( self.yugoNP.getPos() )
    self.ray.setDirection( Vec3(0, 10, 0) )
    #self.ray.show()


    aNodePath = self.yugoNP.attachNewNode( CollisionNode("TheRay") )
    aNodePath.node().addSolid(self.ray)
    aNodePath.show()
    """
        #aNode.addSolid(self.ray)
        #self.ray = CollisionRay(0,0,0,10,0,0)
        #self.ray.reparentTo(self.yugoNP)
        #self.rayColl = CollisionNode('PlayerRay')
        #self.rayColl.addSolid(self.ray)

        #self.playerRayNode = self.yugoNP.attachNewNode( self.rayColl )
        #self.playerRayNode.show()

        #base.myTraverser.addCollider (self.playerRayNode, base.floor)
        #base.floor.addCollider( self.playerRayNode, self.yugoNP)
        """
    MyEvent=CollisionHandlerFloor()
    MyEvent.setReach(100)
    MyEvent.setOffset(15.0)

    aNode = CollisionNode("TheRay")
    ray = CollisionRay()
    ray.setOrigin( self.boxNP.getPos() )
    ray.setDirection( Vec3(10, 0, 0) )

    aNode.addSolid(ray)
    aNodePath = MyModel.attachNewNode( aNode )

    Collision = ( aNode, "TheRay" )
    Collision[0].setFromCollideMask( BitMask32.bit( 1 ) )
    """

    def addWheel(self, pos, front, np):
        wheel = self.vehicle.createWheel()

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(0.25)
        wheel.setMaxSuspensionTravelCm(40.0)

        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(100.0)
        wheel.setRollInfluence(0.1)
Example #32
0
class Game(DirectObject):
    def __init__(self):
        base.setBackgroundColor(0.1, 0.1, 0.8, 1)
        base.setFrameRateMeter(True)

        base.cam.setPos(0, -20, 4)
        base.cam.lookAt(0, 0, 0)

        # Light
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        alightNP = render.attachNewNode(alight)

        dlight = DirectionalLight('directionalLight')
        dlight.setDirection(Vec3(1, 1, -1))
        dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
        dlightNP = render.attachNewNode(dlight)

        render.clearLight()
        render.setLight(alightNP)
        render.setLight(dlightNP)

        # Input
        self.accept('escape', self.doExit)
        self.accept('r', self.doReset)
        self.accept('f1', self.toggleWireframe)
        self.accept('f2', self.toggleTexture)
        self.accept('f3', self.toggleDebug)
        self.accept('f5', self.doScreenshot)

        inputState.watchWithModifiers('forward', 'w')
        inputState.watchWithModifiers('left', 'a')
        inputState.watchWithModifiers('reverse', 's')
        inputState.watchWithModifiers('right', 'd')
        inputState.watchWithModifiers('turnLeft', 'q')
        inputState.watchWithModifiers('turnRight', 'e')

        # Task
        taskMgr.add(self.update, 'updateWorld')

        # Physics
        self.setup()

    # _____HANDLER_____

    def doExit(self):
        self.cleanup()
        sys.exit(1)

    def doReset(self):
        self.cleanup()
        self.setup()

    def toggleWireframe(self):
        base.toggleWireframe()

    def toggleTexture(self):
        base.toggleTexture()

    def toggleDebug(self):
        if self.debugNP.isHidden():
            self.debugNP.show()
        else:
            self.debugNP.hide()

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

    # ____TASK___

    def processInput(self, dt):
        engineForce = 0.0
        brakeForce = 0.0

        if inputState.isSet('forward'):
            engineForce = 1000.0
            brakeForce = 0.0

        if inputState.isSet('reverse'):
            engineForce = 0.0
            brakeForce = 100.0

        if inputState.isSet('turnLeft'):
            self.steering += dt * self.steeringIncrement
            self.steering = min(self.steering, self.steeringClamp)

        if inputState.isSet('turnRight'):
            self.steering -= dt * self.steeringIncrement
            self.steering = max(self.steering, -self.steeringClamp)

        # Apply steering to front wheels
        self.vehicle.setSteeringValue(self.steering, 0)
        self.vehicle.setSteeringValue(self.steering, 1)

        # Apply engine and brake to rear wheels
        self.vehicle.applyEngineForce(engineForce, 2)
        self.vehicle.applyEngineForce(engineForce, 3)
        self.vehicle.setBrake(brakeForce, 2)
        self.vehicle.setBrake(brakeForce, 3)

    def update(self, task):
        dt = globalClock.getDt()

        self.processInput(dt)
        self.world.doPhysics(dt, 10, 0.008)

        #print self.vehicle.getWheel(0).getRaycastInfo().isInContact()
        #print self.vehicle.getWheel(0).getRaycastInfo().getContactPointWs()

        #print self.vehicle.getChassis().isKinematic()

        return task.cont

    def cleanup(self):
        self.world = None
        self.worldNP.removeNode()

    def setup(self):
        self.worldNP = render.attachNewNode('World')

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

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

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

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

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

        # Chassis
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
        np.node().addShape(shape, ts)
        np.setPos(0, 0, 1)
        np.node().setMass(800.0)
        np.node().setDeactivationEnabled(False)

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

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(self.world, np.node())
        self.vehicle.setCoordinateSystem(ZUp)
        self.world.attachVehicle(self.vehicle)

        self.yugoNP = loader.loadModel('car/yugo.egg')
        self.yugoNP.reparentTo(np)

        # Right front wheel
        np = loader.loadModel('car/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('car/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('car/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('car/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

        # Steering info
        self.steering = 0.0  # degree
        self.steeringClamp = 45.0  # degree
        self.steeringIncrement = 120.0  # degree per second

    def addWheel(self, pos, front, np):
        wheel = self.vehicle.createWheel()

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(0.25)
        wheel.setMaxSuspensionTravelCm(40.0)

        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(100.0)
        wheel.setRollInfluence(0.1)
Example #33
0
    def setup(self):
        self.worldNP = render.attachNewNode('World')
        self.distance_text = OnscreenText(
            text='Distance=0', pos=(0.75, 0.85), scale=0.08,
            mayChange=1)  #Directxxxxxx(distance='Distance=%d'%(0))
        self.speed_text = OnscreenText(
            text='Speed=0', pos=(0.75, 0.78), scale=0.08,
            mayChange=1)  #Directxxxxxx(distance='Distance=%d'%(0))
        self.time_text = OnscreenText(
            text='TotalTime=0', pos=(0.75, 0.71), scale=0.08,
            mayChange=1)  #Directxxxxxx(distance='Distance=%d'%(0))
        #self.time_maxsteer_text = OnscreenText(text='TotalTimeMaxSteer=0', pos = (0.85,0.70), scale = 0.05, mayChange=1)#Directxxxxxx(distance='Distance=%d'%(0))
        #self.nn_image = OnscreenImage(image='blank.png', pos= (0.85,0,0.15), scale=0.45) # http://dev-wiki.gestureworks.com/index.php/GestureWorksCore:Python_%26_Panda3D:_Getting_Started_II_(Hello_Multitouch)#8._Create_a_method_to_draw_touchpoint_data
        self.total_time = 0.
        self.time_max_steering = 0.
        # World
        self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
        self.debugNP.show()

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

        #terrain = GeoMipTerrain("mySimpleTerrain")
        #terrain.setHeightfield("./models/heightfield_2.png")
        #terrain.getRoot().reparentTo(self.worldNP)#render)
        #terrain.generate()

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

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

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

        #np = self.worldNP.attachNewNode(BulletRigidBodyNode('Track'))
        #np.node().setMass(5000.0)
        #np.setPos(3, 0, 10)
        #np.setCollideMask(BitMask32.allOn())#(0x0f))
        #self.track = BulletVehicle(self.world, np.node())
        #self.track.setCoordinateSystem(ZUp)
        self.track_np = loader.loadModel(
            'models/race_track_2.egg'
        )  # https://discourse.panda3d.org/t/panda3d-and-bullet-physics/15724/10
        self.track_np.setPos(-72, -7, -3.5)
        self.track_np.setScale(10)
        self.track_np.reparentTo(render)

        self.track_np.setCollideMask(BitMask32.allOn())  #(0))#.allOn())
        self.world.attachRigidBody(np.node())
        self.track_np = np
        #self.track_np.show()

        # Chassis
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
        np.node().addShape(shape, ts)
        np.setPos(0, 0, 0.05)
        np.node().setMass(800.0)
        np.node().setDeactivationEnabled(False)

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

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)
        self.cTrav = CollisionTraverser()
        # Vehicle
        self.vehicle = BulletVehicle(self.world, np.node())
        self.vehicle.setCoordinateSystem(ZUp)
        self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
        self.yugoNP.setCollideMask(BitMask32(0))  #.allOn())
        self.yugoNP.reparentTo(np)
        self.colHandler = CollisionHandlerQueue()

        # travel distance
        self.distance = 0.
        """self.sphere = CollisionSphere(0,0,0,2)
    self.sphere_col = CollisionNode('yugo')
    self.sphere_col.addSolid(self.sphere)
    self.sphere_col.setFromCollideMask(BitMask32.allOn())
    self.sphere_col_np = self.yugoNP.attachNewNode(self.sphere_col)
    self.cTrav.addCollider(self.sphere_col_np,self.colHandler)
    self.sphere_col_np.show()"""

        self.yugo_col = CollisionNode('yugo_box')
        self.yugo_col.addSolid(CollisionBox(Point3(0, 0, 0.7), 0.9, 1.6, 0.05))
        self.yugo_col.setFromCollideMask(BitMask32(1))
        self.box_col_np = self.yugoNP.attachNewNode(self.yugo_col)
        self.cTrav.addCollider(self.box_col_np, self.colHandler)
        self.box_col_np.show()

        self.ray_col_np = {}
        self.ray_col_vec_dict = {}
        self.n_rays = self.model.shape[0]
        for i, ray_dir in enumerate(
                numpy.linspace(-numpy.pi / 4, numpy.pi / 4,
                               self.n_rays)):  # populate collision rays
            #print(ray_dir)
            self.ray = CollisionRay()
            y_dir, x_dir = numpy.cos(ray_dir), numpy.sin(ray_dir)
            self.ray.setOrigin(1.3 * x_dir, 1.3 * y_dir, 0.5)
            self.ray.setDirection(x_dir, y_dir, 0)
            self.ray_col = CollisionNode('ray%d' % (i))
            self.ray_col.addSolid(self.ray)
            self.ray_col.setFromCollideMask(
                BitMask32.allOn())  #(0x0f))#CollideMask.bit(0)
            #self.ray_col.setIntoCollideMask(CollideMask.allOff())
            self.ray_col_np['ray%d' % (i)] = self.yugoNP.attachNewNode(
                self.ray_col)
            self.cTrav.addCollider(self.ray_col_np['ray%d' % (i)],
                                   self.colHandler)
            self.ray_col_np['ray%d' % (i)].show()
            self.ray_col_vec_dict['ray%d' % (i)] = []
        self.world.attachVehicle(self.vehicle)
        self.cTrav.showCollisions(render)

        # FIXME
        base.camera.reparentTo(self.yugoNP)

        # Right front wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

        # Steering info
        self.steering = 0.0  # degree
        self.steeringClamp = 38.0  #45.0      # degree
        self.steeringIncrement = 105.0  #120.0 # degree per second

        # add previous positions
        self.prevPos = []
        self.prevPos.append(self.yugoNP.getPos(render))

        self.model_offset = 0.5 if self.model.activation == 'relu' else 0.
        # Box
        """
    for i,j in [(0,8),(-3,5),(6,-5),(8,3),(-4,-4),(0,0)]:
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
        # https://discourse.panda3d.org/t/wall-collision-help/23606
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        np.node().setMass(1.0)
        np.node().addShape(shape)
        np.setPos(i, j, 2)
        np.setCollideMask(BitMask32.allOn())#(0x0f))

        self.world.attachRigidBody(np.node())
        self.boxNP = np
        #self.colHandler2 = CollisionHandlerQueue()


        visualNP = loader.loadModel('models/box.egg')
        visualNP.reparentTo(self.boxNP)
    #self.cTrav.addCollider(self.boxNP,self.colHandler)
    """
        """
    aNode = CollisionNode("TheRay")

    self.ray = CollisionRay()
    self.ray.setOrigin( self.yugoNP.getPos() )
    self.ray.setDirection( Vec3(0, 10, 0) )
    #self.ray.show()


    aNodePath = self.yugoNP.attachNewNode( CollisionNode("TheRay") )
    aNodePath.node().addSolid(self.ray)
    aNodePath.show()
    """
        #aNode.addSolid(self.ray)
        #self.ray = CollisionRay(0,0,0,10,0,0)
        #self.ray.reparentTo(self.yugoNP)
        #self.rayColl = CollisionNode('PlayerRay')
        #self.rayColl.addSolid(self.ray)

        #self.playerRayNode = self.yugoNP.attachNewNode( self.rayColl )
        #self.playerRayNode.show()

        #base.myTraverser.addCollider (self.playerRayNode, base.floor)
        #base.floor.addCollider( self.playerRayNode, self.yugoNP)
        """
Example #34
0
    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()
Example #35
0
	def __init__(self):
		ShowBase.__init__(self)
		
		#Setup
		scene = BulletWorld()
		scene.setGravity(Vec3(0, 0, -9.81))
		base.setBackgroundColor(0.6,0.9,0.9)
		fog = Fog("The Fog")
		fog.setColor(0.9,0.9,1.0)
		fog.setExpDensity(0.003)
		render.setFog(fog)
		#Lighting
		
		#Sun light
		sun = DirectionalLight("The Sun")
		sun_np = render.attachNewNode(sun)
		sun_np.setHpr(0,-60,0)
		render.setLight(sun_np)
		
		#Ambient light
		amb = AmbientLight("The Ambient Light")
		amb.setColor(VBase4(0.39,0.39,0.39, 1))
		amb_np = render.attachNewNode(amb)
		render.setLight(amb_np)
		
		#Variables
		self.gear = 0
		
		self.start = 0
		
		self.Pbrake = 0
		
		self.terrain_var = 1
		
		self.time = 0
		
		self.headlight_var = 0
		
		self.RPM = 0
		
		self.clutch = 0
		
		self.carmaxspeed = 100 #KPH
		
		self.carmaxreversespeed = -40 #KPH
		
		self.steering = 0
		
		
		#Functions
		def V1():
			camera.setPos(0.25,-1.2,0.5)
			camera.setHpr(0,-13,0)
			
		def V2():
			camera.setPos(0,-15,3)
			camera.setHpr(0,-10,0)
			
		def V3():
			camera.setPos(0,0,9)
			camera.setHpr(0,-90,0)
			
		def up():
			self.gear = self.gear -1
			if self.gear < -1:
				self.gear = -1
				
		def down():
			self.gear = self.gear +1
			if self.gear > 1:
				self.gear = 1
				
		def start_function():
			self.start = 1
			self.start_sound.play()
			self.engine_idle_sound.play()
			self.RPM = 1000
			
		def stop_function():
			self.start = 0
			self.engine_idle_sound.stop()
				
		def parkingbrake():
			self.Pbrake = (self.Pbrake + 1) % 2
			
		def rotate():
			Car_np.setHpr(0, 0, 0)
			
		def horn():
			self.horn_sound.play()
			
		def set_time():
			if self.time == -1:
				sun.setColor(VBase4(0.4, 0.3, 0.3, 1))
				base.setBackgroundColor(0.8,0.7,0.7)
			if self.time == 0:
				sun.setColor(VBase4(0.7, 0.7, 0.7, 1))
				base.setBackgroundColor(0.6,0.9,0.9)
			if self.time == 1:
				sun.setColor(VBase4(0.2, 0.2, 0.2, 1))
				base.setBackgroundColor(0.55,0.5,0.5)
			if self.time == 2:
				sun.setColor(VBase4(0.02, 0.02, 0.05, 1))
				base.setBackgroundColor(0.3,0.3,0.3)
				
			if self.time == -2:
				self.time = -1
			if self.time == 3:
				self.time = 2
			
		def time_forward():
			self.time = self.time + 1
			
		def time_backward():
			self.time = self.time -1
			
		def set_terrain():
			if self.terrain_var == 1:
				self.ground_model.setTexture(self.ground_tex, 1)
				self.ground_model.setScale(3)
			if self.terrain_var == 2:
				self.ground_model.setTexture(self.ground_tex2, 1)
				self.ground_model.setScale(3)
			if self.terrain_var == 3:
				self.ground_model.setTexture(self.ground_tex3, 1)
				self.ground_model.setScale(4)
				
			if self.terrain_var == 4:
				self.terrain_var = 1
			if self.terrain_var == 0:
				self.terrain_var = 3
			
		def next_terrain():
			self.terrain_var = self.terrain_var + 1
			
		def previous_terrain():
			self.terrain_var = self.terrain_var - 1
			
		def show_menu():
			self.menu_win.show()
			self.a1.show()
			self.a2.show()
			self.a3.show()
			self.a4.show()
			self.t1.show()
			self.t2.show()
			self.ok.show()
			self.exit_button.show()
			
		def hide_menu():
			self.menu_win.hide()
			self.a1.hide()
			self.a2.hide()
			self.a3.hide()
			self.a4.hide()
			self.ok.hide()
			self.t1.hide()
			self.t2.hide()
			self.exit_button.hide()
		
		def Menu():
			self.menu_win = OnscreenImage(image = "Textures/menu.png", pos = (0.9,0,0), scale = (0.5))
			self.menu_win.setTransparency(TransparencyAttrib.MAlpha)
			
			#The Arrow Buttons
			self.a1 = DirectButton(text = "<", scale = 0.2, pos = (0.55,0,0.25), command = previous_terrain)
			self.a2 = DirectButton(text = ">", scale = 0.2, pos = (1.15,0,0.25), command = next_terrain)
			self.a3 = DirectButton(text = "<", scale = 0.2, pos = (0.55,0,0.0), command = time_backward)
			self.a4 = DirectButton(text = ">", scale = 0.2, pos = (1.15,0,0.0), command = time_forward)
			
			#The Text
			self.t1 = OnscreenText(text = "Terrain", pos = (0.85,0.25,0), scale = 0.1, fg = (0.4,0.4,0.5,1))
			self.t2 = OnscreenText(text = "Time", pos = (0.85,0,0), scale = 0.1, fg = (0.4,0.4,0.5,1))
			
			#The Buttons
			self.ok = DirectButton(text = "Okay", scale = 0.11, pos = (0.87,0,-0.25), command = hide_menu)
			self.exit_button = DirectButton(text = "Quit", scale = 0.11, pos = (0.87,0,-0.42), command = sys.exit)
			
		Menu()
		
		
		def take_screenshot():
			base.screenshot("Screenshot")
			
		def set_headlights():
			if self.headlight_var == 1:
				Headlight1.setColor(VBase4(9.0,8.9,8.9,1))
				Headlight2.setColor(VBase4(9.0,8.9,8.9,1))
			if self.headlight_var == 0:
				Headlight1.setColor(VBase4(0,0,0,1))
				Headlight2.setColor(VBase4(0,0,0,1))
			
		def headlights():
			self.headlight_var = (self.headlight_var + 1) % 2
			
		def update_rpm():
			
			#Simulate RPM
			if self.start == 1:
				if self.gear == 0:
					self.RPM = self.RPM - self.RPM / 400
				else:
					self.RPM = self.RPM + self.carspeed / 9
					self.RPM = self.RPM - self.RPM / 200
			
			#Reset RPM to 0 when engine is off
			if self.start == 0:
				if self.RPM > 0.0:
					self.RPM = self.RPM - 40
				if self.RPM < 10:
					self.RPM = 0.0
								
			#Idle RPM power
			if self.start == 1:
				if self.RPM < 650:
					self.RPM = self.RPM + 4
				if self.RPM < 600:
					self.clutch = 1
				else:
					self.clutch = 0
					
			#RPM limit		
			if self.RPM > 6000:
				self.RPM = 6000
				

		#Controls 
		inputState.watchWithModifiers("F", "arrow_up")
		inputState.watchWithModifiers("B", "arrow_down")
		inputState.watchWithModifiers("L", "arrow_left")
		inputState.watchWithModifiers("R", "arrow_right")
		
		do = DirectObject()
		
		do.accept("escape", show_menu)
		do.accept("1", V1)
		do.accept("2", V2)
		do.accept("3", V3)
		do.accept("page_up", up)
		do.accept("page_down", down)
		do.accept("x-repeat", start_function)
		do.accept("x", stop_function)
		do.accept("p", parkingbrake)
		do.accept("backspace", rotate)
		do.accept("enter", horn)
		do.accept("f12", take_screenshot)
		do.accept("h", headlights)
		
		#The ground
		self.ground = BulletPlaneShape(Vec3(0, 0, 1,), 1)
		self.ground_node = BulletRigidBodyNode("The ground")
		self.ground_node.addShape(self.ground)
		self.ground_np = render.attachNewNode(self.ground_node)
		self.ground_np.setPos(0, 0, -2)
		scene.attachRigidBody(self.ground_node)
		
		self.ground_model = loader.loadModel("Models/plane.egg")
		self.ground_model.reparentTo(render)
		self.ground_model.setPos(0,0,-1)
		self.ground_model.setScale(3)
		self.ground_tex = loader.loadTexture("Textures/ground.png")
		self.ground_tex2 = loader.loadTexture("Textures/ground2.png")
		self.ground_tex3 = loader.loadTexture("Textures/ground3.png")
		self.ground_model.setTexture(self.ground_tex, 1)
		
		#The car
		Car_shape = BulletBoxShape(Vec3(1, 2.0, 1.0))
		Car_node = BulletRigidBodyNode("The Car")
		Car_node.setMass(1200.0)
		Car_node.addShape(Car_shape)
		Car_np = render.attachNewNode(Car_node)
		Car_np.setPos(0,0,3)
		Car_np.setHpr(0,0,0)
		Car_np.node().setDeactivationEnabled(False)
		scene.attachRigidBody(Car_node)
		
		Car_model = loader.loadModel("Models/Car.egg")
		Car_model.reparentTo(Car_np)
		Car_tex = loader.loadTexture("Textures/Car1.png")
		Car_model.setTexture(Car_tex, 1)
		
		self.Car_sim = BulletVehicle(scene, Car_np.node())
		self.Car_sim.setCoordinateSystem(ZUp)
		scene.attachVehicle(self.Car_sim)
		
		#The inside of the car
		Car_int = loader.loadModel("Models/inside.egg")
		Car_int.reparentTo(Car_np)
		Car_int_tex = loader.loadTexture("Textures/inside.png")
		Car_int.setTexture(Car_int_tex, 1)
		Car_int.setTransparency(TransparencyAttrib.MAlpha)
		
		#The steering wheel
		Sw = loader.loadModel("Models/Steering wheel.egg")
		Sw.reparentTo(Car_np)
		Sw.setPos(0.25,0,-0.025)
		
		#The first headlight
		Headlight1 = Spotlight("Headlight1")
		lens = PerspectiveLens()
		lens.setFov(180)
		Headlight1.setLens(lens)
		Headlight1np = render.attachNewNode(Headlight1)
		Headlight1np.reparentTo(Car_np)
		Headlight1np.setPos(-0.8,2.5,-0.5)
		Headlight1np.setP(-15)
		render.setLight(Headlight1np)
		
		#The second headlight
		Headlight2 = Spotlight("Headlight2")
		Headlight2.setLens(lens)
		Headlight2np = render.attachNewNode(Headlight2)
		Headlight2np.reparentTo(Car_np)
		Headlight2np.setPos(0.8,2.5,-0.5)
		Headlight2np.setP(-15)
		render.setLight(Headlight2np)
		
		#Sounds
		self.horn_sound = loader.loadSfx("Sounds/horn.ogg")
		self.start_sound = loader.loadSfx("Sounds/enginestart.ogg")
		self.engine_idle_sound = loader.loadSfx("Sounds/engineidle.ogg")
		self.engine_idle_sound.setLoop(True)
		self.accelerate_sound = loader.loadSfx("Sounds/enginethrottle.ogg")
				
		#Camera
		base.disableMouse()
		camera.reparentTo(Car_np)
		camera.setPos(0,-15,3)
		camera.setHpr(0,-10,0)
		
		#Wheel function
		def Wheel(pos, np, r, f):
			w = self.Car_sim.createWheel()
			w.setNode(np.node())
			w.setChassisConnectionPointCs(pos)
			w.setFrontWheel(f)
			w.setWheelDirectionCs(Vec3(0, 0, -1))
			w.setWheelAxleCs(Vec3(1, 0, 0))
			w.setWheelRadius(r)
			w.setMaxSuspensionTravelCm(40)
			w.setSuspensionStiffness(120)
			w.setWheelsDampingRelaxation(2.3)
			w.setWheelsDampingCompression(4.4)
			w.setFrictionSlip(50)
			w.setRollInfluence(0.1)
		
		#Wheels	
		w1_np = loader.loadModel("Models/Lwheel")
		w1_np.reparentTo(render)
		w1_np.setColorScale(0,6)
		Wheel(Point3(-1,1,-0.6), w1_np, 0.4, False)
		
		w2_np = loader.loadModel("Models/Rwheel")
		w2_np.reparentTo(render)
		w2_np.setColorScale(0,6)
		Wheel(Point3(-1.1,-1.2,-0.6), w2_np, 0.4, True)
		
		w3_np = loader.loadModel("Models/Lwheel")
		w3_np.reparentTo(render)
		w3_np.setColorScale(0,6)
		Wheel(Point3(1.1,-1,-0.6), w3_np, 0.4, True)
		
		w4_np = loader.loadModel("Models/Rwheel")
		w4_np.reparentTo(render)
		w4_np.setColorScale(0,6)
		Wheel(Point3(1,1,-0.6), w4_np, 0.4, False)
		

		
		#The engine and steering
		def processInput(dt):
			
			#Vehicle properties
			self.steeringClamp = 35.0
			self.steeringIncrement = 70
			engineForce = 0.0
			brakeForce = 0.0
			
			
			#Get the vehicle's current speed
			self.carspeed = self.Car_sim.getCurrentSpeedKmHour()
			
			
			#Engage clutch when in gear 0
			if self.gear == 0:
				self.clutch = 1
			
			
			#Slow the steering when at higher speeds
			self.steeringIncrement = self.steeringIncrement - self.carspeed / 1.5
			
			
			#Reset the steering
			if not inputState.isSet("L") and not inputState.isSet("R"):
				
				if self.steering < 0.00:
					self.steering = self.steering + 0.6
				if self.steering > 0.00:
					self.steering = self.steering - 0.6
					
				if self.steering < 1.0 and self.steering > -1.0:
					self.steering = 0
			
			
			#Slow the car down while it's moving
			if self.clutch == 0:
				brakeForce = brakeForce + self.carspeed / 5
			else:
				brakeForce = brakeForce + self.carspeed / 15
		
			
			#Forward
			if self.start == 1:
				if inputState.isSet("F"):
					self.RPM = self.RPM + 35
					self.accelerate_sound.play()
				if self.clutch == 0:
					
					if self.gear == -1:
						if self.carspeed > self.carmaxreversespeed:	
							engineForce = -self.RPM / 3
							
					if self.gear == 1:
						if self.carspeed < self.carmaxspeed:
							engineForce = self.RPM / 1

			
			#Brake	
			if inputState.isSet("B"):
				engineForce = 0.0
				brakeForce = 12.0
				if self.gear != 0 and self.clutch == 0:
					self.RPM = self.RPM - 20
				
			#Left	
			if inputState.isSet("L"):
				if self.steering < 0.0:
					#This makes the steering reset at the correct speed when turning from right to left
					self.steering += dt * self.steeringIncrement + 0.6
					self.steering = min(self.steering, self.steeringClamp)
				else:
					#Normal steering
					self.steering += dt * self.steeringIncrement
					self.steering = min(self.steering, self.steeringClamp)
			
			#Right	
			if inputState.isSet("R"):
				if self.steering > 0.0:
					#This makes the steering reset at the correct speed when turning from left to right
					self.steering -= dt * self.steeringIncrement + 0.6
					self.steering = max(self.steering, -self.steeringClamp)
				else:
					#Normal steering
					self.steering -= dt * self.steeringIncrement
					self.steering = max(self.steering, -self.steeringClamp)
			
			#Park
			if self.Pbrake == 1:
				brakeForce = 10.0
				if self.gear != 0 and self. clutch == 0:
					self.RPM = self.RPM - 20
				
				
			#Apply forces to wheels	
			self.Car_sim.applyEngineForce(engineForce, 0);
			self.Car_sim.applyEngineForce(engineForce, 3);
			self.Car_sim.setBrake(brakeForce, 1);
			self.Car_sim.setBrake(brakeForce, 2);
			self.Car_sim.setSteeringValue(self.steering, 0);
			self.Car_sim.setSteeringValue(self.steering, 3);
			
			#Steering wheel
			Sw.setHpr(0,0,-self.steering*10)
		
		
		#The HUD
		self.gear_hud = OnscreenImage(image = "Textures/gear_hud.png", pos = (-1,0,-0.85), scale = (0.2))
		self.gear_hud.setTransparency(TransparencyAttrib.MAlpha)
		
		self.gear2_hud = OnscreenImage(image = "Textures/gear2_hud.png", pos = (-1,0,-0.85), scale = (0.2))
		self.gear2_hud.setTransparency(TransparencyAttrib.MAlpha)
		
		self.starter = OnscreenImage(image = "Textures/starter.png", pos = (-1.2,0,-0.85), scale = (0.15))
		self.starter.setTransparency(TransparencyAttrib.MAlpha)
		
		self.park = OnscreenImage(image = "Textures/pbrake.png", pos = (-0.8,0,-0.85), scale = (0.1))
		self.park.setTransparency(TransparencyAttrib.MAlpha)
		
		self.rev_counter = OnscreenImage(image = "Textures/dial.png", pos = (-1.6, 0.0, -0.70), scale = (0.6,0.6,0.4))
		self.rev_counter.setTransparency(TransparencyAttrib.MAlpha)
		
		self.rev_needle = OnscreenImage(image = "Textures/needle.png", pos = (-1.6, 0.0, -0.70), scale = (0.5))
		self.rev_needle.setTransparency(TransparencyAttrib.MAlpha)
		
		self.rev_text = OnscreenText(text = " ", pos = (-1.6, -0.90, 0), scale = 0.05)
		
		self.speedometer = OnscreenImage(image = "Textures/dial.png", pos = (-1.68, 0.0, -0.10), scale = (0.7,0.7,0.5))
		self.speedometer.setTransparency(TransparencyAttrib.MAlpha)
		
		self.speedometer_needle = OnscreenImage(image = "Textures/needle.png", pos = (-1.68, 0.0, -0.10), scale = (0.5))
		self.speedometer_needle.setTransparency(TransparencyAttrib.MAlpha)
		
		self.speedometer_text = OnscreenText(text = " ", pos = (-1.68, -0.35, 0), scale = 0.05)
		
		
		#Update the HUD
		def Update_HUD():
			
			#Move gear selector
			if self.gear == -1:
				self.gear2_hud.setPos(-1,0,-0.785)
			if self.gear == 0:
				self.gear2_hud.setPos(-1,0,-0.85)
			if self.gear == 1:
				self.gear2_hud.setPos(-1,0,-0.91)
				
			#Rotate starter
			if self.start == 0:
				self.starter.setHpr(0,0,0)
			else:
				self.starter.setHpr(0,0,45)	
				
			#Update the parking brake light
			if self.Pbrake == 1:
				self.park.setImage("Textures/pbrake2.png")
				self.park.setTransparency(TransparencyAttrib.MAlpha)
			else:
				self.park.setImage("Textures/pbrake.png")
				self.park.setTransparency(TransparencyAttrib.MAlpha)	
				
			#Update the rev counter
			self.rev_needle.setR(self.RPM/22)	
			rev_string = str(self.RPM)[:4]
			self.rev_text.setText(rev_string+" RPM")
			
			#Update the speedometer
			if self.carspeed > 0.0:
				self.speedometer_needle.setR(self.carspeed*2.5)
			if self.carspeed < 0.0:
				self.speedometer_needle.setR(-self.carspeed*2.5)
			speed_string = str(self.carspeed)[:3]
			self.speedometer_text.setText(speed_string+" KPH")
					
					
						
		#Update the program
		def update(task):
			dt = globalClock.getDt() 
			processInput(dt)
			Update_HUD()
			set_time()
			set_terrain()
			set_headlights()
			update_rpm()
			scene.doPhysics(dt, 5, 1.0/180.0)
			return task.cont
			
		taskMgr.add(update, "Update")
Example #36
0
class Game(DirectObject):
    def __init__(self, model):
        self.model = model

        base.setBackgroundColor(0.1, 0.1, 0.8, 1)
        base.setFrameRateMeter(True)

        base.cam.setPos(0, -20, 4)
        base.cam.lookAt(0, 0, 0)

        w = WindowProperties()
        w.setFullscreen(False)
        w.setOrigin(5, 20)
        w.setSize(865, 800)
        base.win.requestProperties(w)

        # Light
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        alightNP = render.attachNewNode(alight)

        dlight = DirectionalLight('directionalLight')
        dlight.setDirection(Vec3(1, 1, -1))
        dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
        dlightNP = render.attachNewNode(dlight)

        render.clearLight()
        render.setLight(alightNP)
        render.setLight(dlightNP)

        # Input
        self.accept('escape', self.doExit)
        self.accept('r', self.doReset)
        self.accept('f1', self.toggleWireframe)
        self.accept('f2', self.toggleTexture)
        self.accept('f3', self.toggleDebug)
        self.accept('f5', self.doScreenshot)

        inputState.watchWithModifiers('forward', 'w')
        inputState.watchWithModifiers('left', 'a')
        inputState.watchWithModifiers('reverse', 's')
        inputState.watchWithModifiers('right', 'd')
        inputState.watchWithModifiers('turnLeft', 'q')
        inputState.watchWithModifiers('turnRight', 'e')

        # Task
        taskMgr.add(self.update, 'updateWorld')

        # Physics
        self.setup()

    # _____HANDLER_____

    def doExit(self):
        self.cleanup()
        sys.exit(1)

    def endLoop(self):
        self.penalized_distance = self.distance * (numpy.exp(
            -self.time_max_steering / self.total_time))
        pickle.dump(self.penalized_distance, open('distance.p', 'wb'))
        sys.exit()
        #quit()
        #print("Distance was: ",self.distance)
        #os.execv(sys.executable,['python']+[__file__])
        #taskMgr.running = False

    def doReset(self):
        self.cleanup()
        self.setup()

    def toggleWireframe(self):
        base.toggleWireframe()

    def toggleTexture(self):
        base.toggleTexture()

    def toggleDebug(self):
        if self.debugNP.isHidden():
            self.debugNP.show()
        else:
            self.debugNP.hide()

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

    # ____TASK___

    def calculate_moves(self):
        self.y = self.model.predict(self.x)
        #print(self.y)
        self.moves = self.y > 0  #+ self.model_offset # 0.5
        #self.moves[0] = True # FIXME test

    def processInput(self, dt):
        engineForce = 0.0
        brakeForce = 0.0
        if self.moves[
                0]:  #inputState.isSet('forward'): FIXME maybe engine and brake can be linked to self.y, rectified, continuous
            engineForce = 2000.0  # 1000.
            brakeForce = 0.0

        if not self.moves[0]:  #inputState.isSet('reverse'):
            engineForce = 200.0  #0.0
            brakeForce = 100.0

        self.steering = self.y[1]
        if self.moves[1]:
            self.steering = min(self.steering, self.steeringClamp)
        if not self.moves[1]:
            self.steering = max(self.steering, -self.steeringClamp)
        """ # FIXME option may be better if self.steering is fed into self.y[3] for 4th element
    if not self.moves[2]: # enabled steering lock

        if self.moves[1]:#inputState.isSet('turnLeft'):
          self.steering += dt * self.steeringIncrement
          self.steering = min(self.steering, self.steeringClamp)

        if not self.moves[1]:#inputState.isSet('turnRight'):
          self.steering -= dt * self.steeringIncrement
          self.steering = max(self.steering, -self.steeringClamp)
    """ """
    if inputState.isSet('forward'):
      engineForce = 1000.0
      brakeForce = 0.0

    if inputState.isSet('reverse'):
      engineForce = 0.0
      brakeForce = 100.0

    if inputState.isSet('turnLeft'):
      self.steering += dt * self.steeringIncrement
      self.steering = min(self.steering, self.steeringClamp)

    if inputState.isSet('turnRight'):
      self.steering -= dt * self.steeringIncrement
      self.steering = max(self.steering, -self.steeringClamp)
    """
        # Apply steering to front wheels
        self.vehicle.setSteeringValue(self.steering, 0)
        self.vehicle.setSteeringValue(self.steering, 1)

        # Apply engine and brake to rear wheels
        self.vehicle.applyEngineForce(engineForce, 2)
        self.vehicle.applyEngineForce(engineForce, 3)
        self.vehicle.setBrake(brakeForce, 2)
        self.vehicle.setBrake(brakeForce, 3)

    def check_collisions(self):
        """pFrom = render.getRelativePoint(self.yugoNP,Point3(0,0,0))#Point3(0,0,0)
      pFrom -= Point3(0,0,pFrom[2])
      pRel = render.getRelativePoint(base.cam,self.yugoNP.getPos())  # FIXME THIS IS IT!! get rid of z component
      pRel -= Point3(0,0,pRel[2])
      p45 = Point3(pRel[0] - pRel[1], pRel[1] + pRel[0],0)
      pn45 = Point3(pRel[0] + pRel[1], pRel[1] - pRel[0],0)
      #print(render.getRelativePoint(self.yugoNP,Point3(0,0,0)))
      #print(dir(self.yugoNP))
      pTo = [pFrom + pn45, pFrom + pRel, pFrom + p45]#[pFrom + Vec3(-10,10,0)*999,pFrom + Vec3(0,10,0)*999,pFrom + Vec3(10,10,0)*999]# FIXME should be relative to front of car, getting cloe! #self.yugoNP.getPosDelta()*99999]#[Point3(-10,10,0) * 99999,Point3(0,10,0) * 99999,Point3(10,10,0) * 99999]
      #self.ray = CollisionRay(0,0,0,100,0,0)
      result = [self.world.rayTestClosest(pFrom,pt) for pt in pTo]
      #print(dir(self.yugoNP))
      #print(result.getHitPos())
      return tuple([res.getHitPos().length() for res in result])
      """#queue = CollisionHandlerQueue()
        #traverser.addCollider(fromObject, queue)
        #traverser.traverse(render)
        #queue.sortEntries()
        #for entry in queue.getEntries():
        #print(entry)
        #print(result.getHitPos())
        #if result.getNode() != None:
        #print(self.yugoNP.getPos(result.getNode()))
        #print(self.cTrav)
        self.cTrav.traverse(render)
        entries = list(self.colHandler.getEntries())
        #print(entries)
        entries.sort(key=lambda y: y.getSurfacePoint(render).getY())
        #for entry in entries:      print(entry.getFromNodePath().getName())
        if entries:  # and len(result) > 1:
            #print(entries)
            for r in entries:

                #print(r.getIntoNodePath().getName())
                if r.getIntoNodePath().getName(
                ) == 'Plane' and r.getFromNodePath().getName() == 'yugo_box':
                    self.endLoop()
                if r.getIntoNodePath().getName(
                ) == 'Plane' and r.getFromNodePath().getName() in [
                        'ray%d' % i for i in range(self.n_rays)
                ]:  #Box
                    self.ray_col_vec_dict[
                        r.getFromNodePath().getName()].append(
                            numpy.linalg.norm(
                                list(r.getSurfacePoint(
                                    r.getFromNodePath()))[:-1]))
        self.ray_col_vec_dict = {
            k: (min(self.ray_col_vec_dict[k])
                if len(self.ray_col_vec_dict[k]) >= 1 else 10000)
            for k in self.ray_col_vec_dict
        }
        self.x = numpy.array(list(self.ray_col_vec_dict.values()))
        #print(self.x)
        result = self.world.contactTest(self.yugoNP.node())
        #print(result.getNumContacts())
        #print(dir(self.yugoNP))
        #return entries

    def check_prevPos(self):
        if len(self.prevPos) > 80:
            #print(self.prevPos)
            #print(numpy.linalg.norm(self.prevPos[-1] - self.prevPos[0]))
            if numpy.linalg.norm(self.prevPos[-1] - self.prevPos[0]) < 4.5:
                #print("ERROR")
                self.endLoop()

            del self.prevPos[0:len(self.prevPos) - 80]

    def update(self, task):

        self.prevPos.append(self.yugoNP.getPos(render))
        dx = numpy.linalg.norm(self.prevPos[-1] - self.prevPos[-2])
        self.distance += dx
        self.distance_text.setText('Distance=%.3f' % (self.distance))
        #print(len(self.prevPos))

        dt = globalClock.getDt()
        self.total_time += dt
        if abs(self.steering) == abs(self.steeringClamp):
            self.time_max_steering += dt
        self.time_text.setText('TotalTime=%.3f' % (self.total_time))
        #self.time_maxsteer_text.setText('TotalTimeMaxSteer=%f'%(self.time_max_steering))
        #self.penalized_distance = self.distance*(1.-numpy.exp(-self.time_max_steering/self.total_time))
        if self.distance > 10000:
            self.endLoop()
        self.check_prevPos()
        self.speed = dx / dt
        self.speed_text.setText('Speed=%.3f' % (self.speed))

        self.check_collisions()
        self.calculate_moves()
        self.model.plot_NN()
        #self.nn_image.setImage('neural_net_vis.png')
        self.ray_col_vec_dict = {k: [] for k in self.ray_col_vec_dict}
        self.processInput(dt)
        self.world.doPhysics(dt, 10, 0.008)
        # FIXME KEEP TRACK OF TOTAL DEGREES TURNED AND PENALIZE
        #self.doReset()

        #print(dir(result[1]))
        #print(numpy.linalg.norm(list(result[1].getSurfacePoint(result[1].getFromNodePath()))[:-1]))
        #base.camera.setPos(0,-40,10)
        #print self.vehicle.getWheel(0).getRaycastInfo().isInContact()
        #print self.vehicle.getWheel(0).getRaycastInfo().getContactPointWs()

        #print self.vehicle.getChassis().isKinematic()

        return task.cont

    def cleanup(self):
        self.world = None
        self.worldNP.removeNode()

    def setup(self):
        self.worldNP = render.attachNewNode('World')
        self.distance_text = OnscreenText(
            text='Distance=0', pos=(0.75, 0.85), scale=0.08,
            mayChange=1)  #Directxxxxxx(distance='Distance=%d'%(0))
        self.speed_text = OnscreenText(
            text='Speed=0', pos=(0.75, 0.78), scale=0.08,
            mayChange=1)  #Directxxxxxx(distance='Distance=%d'%(0))
        self.time_text = OnscreenText(
            text='TotalTime=0', pos=(0.75, 0.71), scale=0.08,
            mayChange=1)  #Directxxxxxx(distance='Distance=%d'%(0))
        #self.time_maxsteer_text = OnscreenText(text='TotalTimeMaxSteer=0', pos = (0.85,0.70), scale = 0.05, mayChange=1)#Directxxxxxx(distance='Distance=%d'%(0))
        #self.nn_image = OnscreenImage(image='blank.png', pos= (0.85,0,0.15), scale=0.45) # http://dev-wiki.gestureworks.com/index.php/GestureWorksCore:Python_%26_Panda3D:_Getting_Started_II_(Hello_Multitouch)#8._Create_a_method_to_draw_touchpoint_data
        self.total_time = 0.
        self.time_max_steering = 0.
        # World
        self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
        self.debugNP.show()

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

        #terrain = GeoMipTerrain("mySimpleTerrain")
        #terrain.setHeightfield("./models/heightfield_2.png")
        #terrain.getRoot().reparentTo(self.worldNP)#render)
        #terrain.generate()

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

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

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

        #np = self.worldNP.attachNewNode(BulletRigidBodyNode('Track'))
        #np.node().setMass(5000.0)
        #np.setPos(3, 0, 10)
        #np.setCollideMask(BitMask32.allOn())#(0x0f))
        #self.track = BulletVehicle(self.world, np.node())
        #self.track.setCoordinateSystem(ZUp)
        self.track_np = loader.loadModel(
            'models/race_track_2.egg'
        )  # https://discourse.panda3d.org/t/panda3d-and-bullet-physics/15724/10
        self.track_np.setPos(-72, -7, -3.5)
        self.track_np.setScale(10)
        self.track_np.reparentTo(render)

        self.track_np.setCollideMask(BitMask32.allOn())  #(0))#.allOn())
        self.world.attachRigidBody(np.node())
        self.track_np = np
        #self.track_np.show()

        # Chassis
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
        np.node().addShape(shape, ts)
        np.setPos(0, 0, 0.05)
        np.node().setMass(800.0)
        np.node().setDeactivationEnabled(False)

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

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)
        self.cTrav = CollisionTraverser()
        # Vehicle
        self.vehicle = BulletVehicle(self.world, np.node())
        self.vehicle.setCoordinateSystem(ZUp)
        self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
        self.yugoNP.setCollideMask(BitMask32(0))  #.allOn())
        self.yugoNP.reparentTo(np)
        self.colHandler = CollisionHandlerQueue()

        # travel distance
        self.distance = 0.
        """self.sphere = CollisionSphere(0,0,0,2)
    self.sphere_col = CollisionNode('yugo')
    self.sphere_col.addSolid(self.sphere)
    self.sphere_col.setFromCollideMask(BitMask32.allOn())
    self.sphere_col_np = self.yugoNP.attachNewNode(self.sphere_col)
    self.cTrav.addCollider(self.sphere_col_np,self.colHandler)
    self.sphere_col_np.show()"""

        self.yugo_col = CollisionNode('yugo_box')
        self.yugo_col.addSolid(CollisionBox(Point3(0, 0, 0.7), 0.9, 1.6, 0.05))
        self.yugo_col.setFromCollideMask(BitMask32(1))
        self.box_col_np = self.yugoNP.attachNewNode(self.yugo_col)
        self.cTrav.addCollider(self.box_col_np, self.colHandler)
        self.box_col_np.show()

        self.ray_col_np = {}
        self.ray_col_vec_dict = {}
        self.n_rays = self.model.shape[0]
        for i, ray_dir in enumerate(
                numpy.linspace(-numpy.pi / 4, numpy.pi / 4,
                               self.n_rays)):  # populate collision rays
            #print(ray_dir)
            self.ray = CollisionRay()
            y_dir, x_dir = numpy.cos(ray_dir), numpy.sin(ray_dir)
            self.ray.setOrigin(1.3 * x_dir, 1.3 * y_dir, 0.5)
            self.ray.setDirection(x_dir, y_dir, 0)
            self.ray_col = CollisionNode('ray%d' % (i))
            self.ray_col.addSolid(self.ray)
            self.ray_col.setFromCollideMask(
                BitMask32.allOn())  #(0x0f))#CollideMask.bit(0)
            #self.ray_col.setIntoCollideMask(CollideMask.allOff())
            self.ray_col_np['ray%d' % (i)] = self.yugoNP.attachNewNode(
                self.ray_col)
            self.cTrav.addCollider(self.ray_col_np['ray%d' % (i)],
                                   self.colHandler)
            self.ray_col_np['ray%d' % (i)].show()
            self.ray_col_vec_dict['ray%d' % (i)] = []
        self.world.attachVehicle(self.vehicle)
        self.cTrav.showCollisions(render)

        # FIXME
        base.camera.reparentTo(self.yugoNP)

        # Right front wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

        # Steering info
        self.steering = 0.0  # degree
        self.steeringClamp = 38.0  #45.0      # degree
        self.steeringIncrement = 105.0  #120.0 # degree per second

        # add previous positions
        self.prevPos = []
        self.prevPos.append(self.yugoNP.getPos(render))

        self.model_offset = 0.5 if self.model.activation == 'relu' else 0.
        # Box
        """
    for i,j in [(0,8),(-3,5),(6,-5),(8,3),(-4,-4),(0,0)]:
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
        # https://discourse.panda3d.org/t/wall-collision-help/23606
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        np.node().setMass(1.0)
        np.node().addShape(shape)
        np.setPos(i, j, 2)
        np.setCollideMask(BitMask32.allOn())#(0x0f))

        self.world.attachRigidBody(np.node())
        self.boxNP = np
        #self.colHandler2 = CollisionHandlerQueue()


        visualNP = loader.loadModel('models/box.egg')
        visualNP.reparentTo(self.boxNP)
    #self.cTrav.addCollider(self.boxNP,self.colHandler)
    """
        """
    aNode = CollisionNode("TheRay")

    self.ray = CollisionRay()
    self.ray.setOrigin( self.yugoNP.getPos() )
    self.ray.setDirection( Vec3(0, 10, 0) )
    #self.ray.show()


    aNodePath = self.yugoNP.attachNewNode( CollisionNode("TheRay") )
    aNodePath.node().addSolid(self.ray)
    aNodePath.show()
    """
        #aNode.addSolid(self.ray)
        #self.ray = CollisionRay(0,0,0,10,0,0)
        #self.ray.reparentTo(self.yugoNP)
        #self.rayColl = CollisionNode('PlayerRay')
        #self.rayColl.addSolid(self.ray)

        #self.playerRayNode = self.yugoNP.attachNewNode( self.rayColl )
        #self.playerRayNode.show()

        #base.myTraverser.addCollider (self.playerRayNode, base.floor)
        #base.floor.addCollider( self.playerRayNode, self.yugoNP)
        """
    MyEvent=CollisionHandlerFloor()
    MyEvent.setReach(100)
    MyEvent.setOffset(15.0)

    aNode = CollisionNode("TheRay")
    ray = CollisionRay()
    ray.setOrigin( self.boxNP.getPos() )
    ray.setDirection( Vec3(10, 0, 0) )

    aNode.addSolid(ray)
    aNodePath = MyModel.attachNewNode( aNode )

    Collision = ( aNode, "TheRay" )
    Collision[0].setFromCollideMask( BitMask32.bit( 1 ) )
    """

    def addWheel(self, pos, front, np):
        wheel = self.vehicle.createWheel()

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(0.25)
        wheel.setMaxSuspensionTravelCm(40.0)

        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(100.0)
        wheel.setRollInfluence(0.1)
Example #37
0
class Vehicle(object):
    def __init__(self, positionHpr, render, world, base):
        self.base = base
        loader = base.loader
        position, hpr = positionHpr

        vehicleType = "yugo"
        self.vehicleDir = "data/vehicles/" + vehicleType + "/"
        # Load vehicle description and specs
        with open(self.vehicleDir + "vehicle.json") as vehicleData:
            data = json.load(vehicleData)
            self.specs = data["specs"]

        # Chassis for collisions and mass uses a simple box shape
        halfExtents = (0.5 * dim for dim in self.specs["dimensions"])
        shape = BulletBoxShape(Vec3(*halfExtents))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        self.rigidNode = BulletRigidBodyNode("vehicle")
        self.rigidNode.addShape(shape, ts)
        self.rigidNode.setMass(self.specs["mass"])
        self.rigidNode.setDeactivationEnabled(False)

        self.np = render.attachNewNode(self.rigidNode)
        self.np.setPos(position)
        self.np.setHpr(hpr)
        world.attachRigidBody(self.rigidNode)

        # Vehicle physics model
        self.vehicle = BulletVehicle(world, self.rigidNode)
        self.vehicle.setCoordinateSystem(ZUp)
        world.attachVehicle(self.vehicle)

        # Vehicle graphical model
        self.vehicleNP = loader.loadModel(self.vehicleDir + "car.egg")
        self.vehicleNP.reparentTo(self.np)

        # Create wheels
        wheelPos = self.specs["wheelPositions"]
        for fb, y in (("F", wheelPos[1]), ("B", -wheelPos[1])):
            for side, x in (("R", wheelPos[0]), ("L", -wheelPos[0])):
                np = loader.loadModel(self.vehicleDir + "tire%s.egg" % side)
                np.reparentTo(render)
                isFront = fb == "F"
                self.addWheel(Point3(x, y, wheelPos[2]), isFront, np)

    def addWheel(self, position, isFront, np):
        wheel = self.vehicle.createWheel()
        wheelSpecs = self.specs["wheels"]

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(position)
        wheel.setFrontWheel(isFront)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(wheelSpecs["radius"])
        wheel.setMaxSuspensionTravelCm(wheelSpecs["suspensionTravel"] * 100.0)
        wheel.setSuspensionStiffness(wheelSpecs["suspensionStiffness"])
        wheel.setWheelsDampingRelaxation(wheelSpecs["dampingRelaxation"])
        wheel.setWheelsDampingCompression(wheelSpecs["dampingCompression"])
        wheel.setFrictionSlip(wheelSpecs["frictionSlip"])
        wheel.setRollInfluence(wheelSpecs["rollInfluence"])

    def initialiseSound(self, audioManager):
        """Start the engine sound and set collision sounds"""

        # Set sounds to play for collisions
        self.collisionSound = CollisionSound(
            nodePath=self.np, sounds=["data/sounds/09.wav"], thresholdForce=600.0, maxForce=800000.0
        )

        self.engineSound = audioManager.loadSfx(self.vehicleDir + "engine.wav")
        audioManager.attachSoundToObject(self.engineSound, self.np)
        self.engineSound.setLoop(True)
        self.engineSound.setPlayRate(0.6)
        self.engineSound.play()

        self.gearSpacing = self.specs["sound"]["maxExpectedRotationRate"] / self.specs["sound"]["numberOfGears"]
        self.reversing = False

    def updateSound(self, dt):
        """Use vehicle speed to update sound pitch"""

        soundSpecs = self.specs["sound"]
        # Use rear wheel rotation speed as some measure of engine revs
        wheels = (self.vehicle.getWheel(idx) for idx in (2, 3))
        # wheelRate is in degrees per second
        wheelRate = 0.5 * abs(sum(w.getDeltaRotation() / dt for w in wheels))

        # Calculate which gear we're in, and what the normalised revs are
        if self.reversing:
            numberOfGears = 1
        else:
            numberOfGears = self.specs["sound"]["numberOfGears"]
        gear = min(int(wheelRate / self.gearSpacing), numberOfGears - 1)
        posInGear = (wheelRate - gear * self.gearSpacing) / self.gearSpacing

        targetPlayRate = 0.6 + posInGear * (1.5 - 0.6)
        currentRate = self.engineSound.getPlayRate()
        self.engineSound.setPlayRate(0.8 * currentRate + 0.2 * targetPlayRate)

    def updateControl(self, controlState, dt):
        """Updates acceleration, braking and steering

        These are all passed in through a controlState dictionary
        """

        # Update acceleration and braking
        wheelForce = controlState["throttle"] * self.specs["maxWheelForce"]
        self.reversing = controlState["reverse"]
        if self.reversing:
            # Make reversing a bit slower than moving forward
            wheelForce *= -0.5

        brakeForce = controlState["brake"] * self.specs["brakeForce"]

        # Update steering
        # Steering control state is from -1 to 1
        steering = controlState["steering"] * self.specs["steeringLock"]

        # Apply steering to front wheels
        self.vehicle.setSteeringValue(steering, 0)
        self.vehicle.setSteeringValue(steering, 1)
        # Apply engine and brake to rear wheels
        self.vehicle.applyEngineForce(wheelForce, 2)
        self.vehicle.applyEngineForce(wheelForce, 3)
        self.vehicle.setBrake(brakeForce, 2)
        self.vehicle.setBrake(brakeForce, 3)
Example #38
0
class Vehicle(object):
    COUNT = 0

    def __init__(self, bulletWorld, pos, username, isMainChar=False):
        self.specs = {
            "mass": 400.0,
            "maxWheelForce": 2000.0,
            "brakeForce": 100.0,
            "steeringLock": 45.0
        }
        self.vehicleControlState = {
            "throttle": 0,
            "reverse": False,
            "brake": 0.0,
            "steering": 0.0
        }
        self.username = username
        self.isMainChar = isMainChar
        # Steering change per second, normalised to steering lock
        # Eg. 45 degrees lock and 1.0 rate means 45 degrees per second
        self.steeringRate = 0.8
        self.centreingRate = 1.2

        self.pos = pos

        self.currentPowerups = {
            "powerup1": None,
            "powerup2": None,
            "powerup3": None
        }

        self.setupVehicle(bulletWorld)
        self.startTime = time.time()
        COUNT = 1

    def move(self, steering, wheelForce, brakeForce, x, y, z, h, p, r):
        self.applyForcesAndSteering(steering, wheelForce, brakeForce)
        self.endTime = time.time()
        #print self.endTime
        elapsed = self.endTime - self.startTime
        #if elapsed > .1:
        #print "Set Pos Now"
        self.setVehiclePos(x, y, z, h, p, r)
        self.startTime = self.endTime
        #print "Do Move"

    def applyForcesAndSteering(self, steering, wheelForce, brakeForce):
        # Apply steering to front wheels
        self.vehicle.setSteeringValue(steering, 0)
        self.vehicle.setSteeringValue(steering, 1)
        # Apply engine and brake to rear wheels
        self.vehicle.applyEngineForce(wheelForce, 2)
        self.vehicle.applyEngineForce(wheelForce, 3)
        self.vehicle.setBrake(brakeForce, 2)
        self.vehicle.setBrake(brakeForce, 3)

    def processInput(self, inputState, dt):
        # print self.chassisNP.getPos()
        #print self.chassisNP.getH()
        """Use controls to update the player's car"""
        # For keyboard throttle and brake are either 0 or 1
        if inputState.isSet('forward'):
            self.vehicleControlState["throttle"] = 1.0
        else:
            self.vehicleControlState["throttle"] = 0.0

        velocity = self.chassisNode.getLinearVelocity()
        speed = math.sqrt(sum(v**2 for v in velocity))
        # Update braking and reversing
        if inputState.isSet('brake'):
            if speed < 0.5 or self.vehicleControlState["reverse"]:
                # If we're stopped, then start reversing
                # Also keep reversing if we already were
                self.vehicleControlState["reverse"] = True
                self.vehicleControlState["throttle"] = 1.0
                self.vehicleControlState["brake"] = 0.0
            else:
                self.vehicleControlState["reverse"] = False
                self.vehicleControlState["brake"] = 1.0
        else:
            self.vehicleControlState["reverse"] = False
            self.vehicleControlState["brake"] = 0.0

        # steering is normalised from -1 to 1, corresponding
        # to the steering lock right and left
        steering = self.vehicleControlState["steering"]
        if inputState.isSet('left'):
            steering += dt * self.steeringRate
            steering = min(steering, 1.0)
        elif inputState.isSet('right'):
            steering -= dt * self.steeringRate
            steering = max(steering, -1.0)
        else:
            # gradually re-center the steering
            if steering > 0.0:
                steering -= dt * self.centreingRate
                if steering < 0.0:
                    steering = 0.0
            elif steering < 0.0:
                steering += dt * self.centreingRate
                if steering > 0.0:
                    steering = 0.0
        self.vehicleControlState["steering"] = steering

        # """Updates acceleration, braking and steering
        # These are all passed in through a controlState dictionary
        # """
        # Update acceleration and braking
        wheelForce = self.vehicleControlState["throttle"] * self.specs[
            "maxWheelForce"]
        self.reversing = self.vehicleControlState["reverse"]
        if self.reversing:
            # Make reversing a bit slower than moving forward
            wheelForce *= -0.5

        brakeForce = self.vehicleControlState["brake"] * self.specs[
            "brakeForce"]

        # Update steering
        # Steering control state is from -1 to 1
        steering = self.vehicleControlState["steering"] * self.specs[
            "steeringLock"]

        self.applyForcesAndSteering(steering, wheelForce, brakeForce)

        return [steering, wheelForce, brakeForce]

    def setVehiclePos(self, x, y, z, h, p, r):
        self.chassisNP.setPosHpr(x, y, z, h, p, r)

    def setupVehicle(self, bulletWorld):
        # Chassis
        shape = BulletBoxShape(Vec3(1, 2.2, 0.5))
        ts = TransformState.makePos(Point3(0, 0, .7))
        if self.isMainChar:
            self.chassisNode = BulletRigidBodyNode(self.username)
        else:
            self.chassisNode = BulletRigidBodyNode('vehicle')
        self.chassisNode.setTag("username", str(self.username))

        self.chassisNP = render.attachNewNode(self.chassisNode)
        self.chassisNP.node().addShape(shape, ts)
        if self.isMainChar:
            self.chassisNP.node().notifyCollisions(True)
        else:
            self.chassisNP.node().notifyCollisions(False)
        self.setVehiclePos(self.pos[0], self.pos[1], self.pos[2], self.pos[3],
                           self.pos[4], self.pos[5])
        # self.chassisNP.setPos(-5.34744, 114.773, 6)
        #self.chassisNP.setPos(49.2167, 64.7968, 10)
        self.chassisNP.node().setMass(800.0)
        self.chassisNP.node().setDeactivationEnabled(False)

        bulletWorld.attachRigidBody(self.chassisNP.node())

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(bulletWorld, self.chassisNP.node())
        self.vehicle.setCoordinateSystem(ZUp)
        bulletWorld.attachVehicle(self.vehicle)

        self.carNP = loader.loadModel('models/batmobile-chassis.egg')
        #self.yugoNP.setScale(.7)
        self.carNP.reparentTo(self.chassisNP)

        # Right front wheel
        np = loader.loadModel('models/batmobile-wheel-right.egg')
        np.reparentTo(render)
        self.addWheel(Point3(1, 1.1, .7), True, np)

        # Left front wheel
        np = loader.loadModel('models/batmobile-wheel-left.egg')
        np.reparentTo(render)
        self.addWheel(Point3(-1, 1.1, .7), True, np)

        # Right rear wheel
        np = loader.loadModel('models/batmobile-wheel-right.egg')
        np.reparentTo(render)
        self.addWheel(Point3(1, -2, .7), False, np)

        # Left rear wheel
        np = loader.loadModel('models/batmobile-wheel-left.egg')
        np.reparentTo(render)
        self.addWheel(Point3(-1, -2, .7), False, np)

    def addWheel(self, pos, front, np):
        wheel = self.vehicle.createWheel()

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(0.33)
        wheel.setMaxSuspensionTravelCm(40.0)

        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(100.0)
        wheel.setRollInfluence(0.1)

    def reset(self):
        self.chassisNP.setP(0)
        self.chassisNP.setR(0)

    def pickedPowerup(self, powerup):
        if not powerup.pickable:
            powerup.useAbility()
        else:
            if self.currentPowerups["powerup1"] is None:
                self.currentPowerups["powerup1"] = powerup
            elif self.currentPowerups["powerup2"] is None:
                self.currentPowerups["powerup2"] = powerup
            elif self.currentPowerups["powerup3"] is None:
                self.currentPowerups["powerup3"] = powerup

    def canPickUpPowerup(self):
        return (self.currentPowerups["powerup1"] is None
                or self.currentPowerups["powerup2"] is None
                or self.currentPowerups["powerup3"] is None)

    def usePowerup(self, powerupIndex):
        # Move usePowerupN to this function
        if powerupIndex == 0 and self.currentPowerups["powerup1"] is not None:
            self.currentPowerups["powerup1"].useAbility()
            self.currentPowerups["powerup1"] = None
        elif powerupIndex == 1 and self.currentPowerups["powerup2"] is not None:
            self.currentPowerups["powerup2"].useAbility()
            self.currentPowerups["powerup2"] = None
        elif powerupIndex == 2 and self.currentPowerups["powerup3"] is not None:
            self.currentPowerups["powerup3"].useAbility()
            self.currentPowerups["powerup3"] = None
Example #39
0
class Game(DirectObject):
    def __init__(self):
        base.setBackgroundColor(0.1, 0.1, 0.8, 1)
        base.setFrameRateMeter(True)

        # Light
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        alightNP = render.attachNewNode(alight)

        dlight = DirectionalLight('directionalLight')
        dlight.setDirection(Vec3(1, 1, -1))
        dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
        dlightNP = render.attachNewNode(dlight)

        render.clearLight()
        render.setLight(alightNP)
        render.setLight(dlightNP)

        # Input
        self.accept('escape', self.doExit)
        self.accept('r', self.doReset)
        self.accept('f1', self.toggleWireframe)
        self.accept('f2', self.toggleTexture)
        self.accept('f3', self.toggleDebug)
        self.accept('f5', self.doScreenshot)

        # ROS
        self.crash_pub = rospy.Publisher('crash',
                                         std_msgs.msg.Empty,
                                         queue_size=100)
        ### subscribers (info sent to Arduino)
        self.cmd_steer_sub = rospy.Subscriber(
            'cmd/steer',
            std_msgs.msg.Float32,
            callback=self._cmd_steer_callback)
        self.cmd_motor_sub = rospy.Subscriber(
            'cmd/motor',
            std_msgs.msg.Float32,
            callback=self._cmd_motor_callback)
        self.cmd_vel_sub = rospy.Subscriber('cmd/vel',
                                            std_msgs.msg.Float32,
                                            callback=self._cmd_vel_callback)
        self.reset_sub = rospy.Subscriber('reset',
                                          std_msgs.msg.Empty,
                                          callback=self._reset_callback)
        self.cmd_steer_queue = Queue.Queue(maxsize=1)
        self.cmd_motor_queue = Queue.Queue(maxsize=1)
        # Task
        taskMgr.add(self.update, 'updateWorld')
        # Physics
        self.setup()
        print('Starting ROS thread')
        threading.Thread(target=self._ros_servos_thread).start()
        threading.Thread(target=self._ros_crash_thread).start()
        threading.Thread(target=self._ros_image_thread).start()

    # Callbacks

    def _cmd_steer_callback(self, msg):
        if msg.data >= 0 and msg.data <= 99.0:
            self.cmd_steer_queue.put(msg.data)

    def _cmd_motor_callback(self, msg):
        if msg.data >= 0 and msg.data <= 99.0:
            self.cmd_motor_queue.put(msg.data)

    def _cmd_vel_callback(self, msg):
        data = numpy.clip(msg.data * 3 + 49.5, 0, 99.0)
        self.cmd_motor_queue.put(data)

    def _reset_callback(self, msg):
        self.doReset()

    # ROS thread

    def _ros_servos_thread(self):
        """
        Publishes/subscribes to Ros.
        """
        self.steering = 0.0  # degree
        self.steeringClamp = rospy.get_param('~steeringClamp')
        self.engineForce = 0.0
        self.engineClamp = rospy.get_param('~engineClamp')
        r = rospy.Rate(60)
        while not rospy.is_shutdown():
            r.sleep()
            for var, queue in (('steer', self.cmd_steer_queue),
                               ('motor', self.cmd_motor_queue)):
                if not queue.empty():
                    try:
                        if var == 'steer':
                            self.steering = self.steeringClamp * (
                                (queue.get() - 49.5) / 49.5)
                            self.vehicle.setSteeringValue(self.steering, 0)
                            self.vehicle.setSteeringValue(self.steering, 1)
                        elif var == 'motor':
                            self.vehicle.setBrake(100.0, 2)
                            self.vehicle.setBrake(100.0, 3)
                            self.engineForce = self.engineClamp * (
                                (queue.get() - 49.5) / 49.5)
                            self.vehicle.applyEngineForce(self.engineForce, 2)
                            self.vehicle.applyEngineForce(self.engineForce, 3)
                    except Exception as e:
                        print(e)

    def _ros_crash_thread(self):
        crash = 0
        r = rospy.Rate(30)
        while not rospy.is_shutdown():
            r.sleep()
            try:
                result = self.world.contactTest(self.vehicle_node)
                if result.getNumContacts() > 0:
                    self.crash_pub.publish(std_msgs.msg.Empty())
            except Exception as e:
                print(e)

    def _ros_image_thread(self):
        camera_pub = ImageROSPublisher("image")
        depth_pub = ImageROSPublisher("depth")
        r = rospy.Rate(30)
        i = 0
        while not rospy.is_shutdown():
            r.sleep()
            # sometimes fails to observe
            try:
                obs = self.camera_sensor.observe()
                camera_pub.publish_image(obs[0])
                depth_pub.publish_image(obs[1], image_format="passthrough")
            except:
                pass

    # _____HANDLER_____

    def doExit(self):
        self.cleanup()
        sys.exit(1)

    def doReset(self):
        self.cleanup()
        self.setup()

    def toggleWireframe(self):
        base.toggleWireframe()

    def toggleTexture(self):
        base.toggleTexture()

    def toggleDebug(self):
        if self.debugNP.isHidden():
            self.debugNP.show()
        else:
            self.debugNP.hide()

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

    # ____TASK___

    def update(self, task):
        dt = globalClock.getDt()

        self.world.doPhysics(dt, 10, 0.008)

        #print self.vehicle.getWheel(0).getRaycastInfo().isInContact()
        #print self.vehicle.getWheel(0).getRaycastInfo().getContactPointWs()

        #print self.vehicle.getChassis().isKinematic()

        return task.cont

    def cleanup(self):
        self.world = None
        self.worldNP.removeNode()

    def setup(self):
        self.worldNP = render.attachNewNode('World')

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

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

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

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

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

        # collision
        self.maze = []
        for pos in [(0.0, 72.0, 0.0), (-11.0, 60.0, 0.0), (11.0, 60.0, 0.0),
                    (-11.0, 48.0, 0.0), (11.0, 48.0, 0.0), (-11.0, 36.0, 0.0),
                    (11.0, 36.0, 0.0), (-11.0, 24.0, 0.0), (11.0, 24.0, 0.0),
                    (-11.0, 12.0, 0.0), (11.0, 12.0, 0.0), (-11.0, 0.0, 0.0),
                    (11.0, 0.0, 0.0), (0.0, -12.0, 0.0), (0.5, 12.0, 1.0),
                    (-0.5, 12.0, 1.0)]:
            translate = False
            if (abs(pos[0]) == 0.5):
                translate = True
                visNP = loader.loadModel('../models/ball.egg')
            else:
                visNP = loader.loadModel('../models/maze.egg')
            visNP.clearModelNodes()
            visNP.reparentTo(self.ground)
            visNP.setPos(pos[0], pos[1], pos[2])

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

                if isinstance(bodyNP.node(), BulletRigidBodyNode):
                    bodyNP.node().setMass(0.0)
                    bodyNP.node().setKinematic(True)
                    self.maze.append(bodyNP)

        for bodyNP in self.maze:
            self.world.attachRigidBody(bodyNP.node())
        # Chassis
        mass = rospy.get_param('~mass')
        #chassis_shape = rospy.get_param('~chassis_shape')
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
        np.node().addShape(shape, ts)
        rand_vals = numpy.random.random(2) * 8 - 4.0
        np.setPos(rand_vals[0], 0.0, -0.6)
        np.node().setMass(mass)
        np.node().setDeactivationEnabled(False)

        first_person = rospy.get_param('~first_person')
        self.camera_sensor = Panda3dCameraSensor(base,
                                                 color=True,
                                                 depth=True,
                                                 size=(160, 90))

        self.camera_node = self.camera_sensor.cam
        if first_person:
            self.camera_node.reparentTo(np)
            self.camera_node.setPos(0.0, 1.0, 1.0)
            self.camera_node.lookAt(0.0, 6.0, 0.0)
        else:
            self.camera_node.reparentTo(np)
            self.camera_node.setPos(0.0, -10.0, 5.0)
            self.camera_node.lookAt(0.0, 5.0, 0.0)
        base.cam.reparentTo(np)
        base.cam.setPos(0.0, -10.0, 5.0)
        base.cam.lookAt(0.0, 5.0, 0.0)
        self.world.attachRigidBody(np.node())

        np.node().setCcdSweptSphereRadius(1.0)
        np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle_node = np.node()
        self.vehicle = BulletVehicle(self.world, np.node())
        self.vehicle.setCoordinateSystem(ZUp)
        self.world.attachVehicle(self.vehicle)

        self.yugoNP = loader.loadModel('../models/yugo/yugo.egg')
        self.yugoNP.reparentTo(np)

        # Right front wheel
        np = loader.loadModel('../models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('../models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('../models/yugo/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('../models/yugo/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

        # Collision handle
        #base.cTrav = CollisionTraverser()
        #self.notifier = CollisionHandlerEvent()
        #self.notifier.addInPattern("%fn")
        #self.accept("Vehicle", self.onCollision)

    def onCollision(self):
        print("crash")

    def addWheel(self, pos, front, np):
        wheel = self.vehicle.createWheel()

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(0.25)
        wheel.setMaxSuspensionTravelCm(40.0)

        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(1e3)
        wheel.setRollInfluence(0.0)
Example #40
0
    def __init__(self, game, pos, vel, length, width, height, axisDis,
                 wheelDis, radius, wheelH):
        self.initCordPos = numpy.array([pos[0], pos[1]])
        '''self.length=length
    self.width=width
    self.height=height
    self.axisDis=axisDis
    self.wheelDis=wheelDis
    self.radius=radius
    self.wheelH=wheelH'''
        line = game.segLine
        lineLen = 0
        prevPoint = line[0]
        self.initNum = 0
        for point in line:
            norm = numpy.linalg.norm(point - prevPoint)
            if pos[0] >= lineLen and pos[0] < lineLen + norm:
                ldirec = (point - prevPoint) / norm
                rdirec = numpy.array([ldirec[1], -ldirec[0]])
                post = prevPoint + (pos[0] -
                                    lineLen) * ldirec + rdirec * pos[1]
                self.initPos = Vec3(post[0], post[1], pos[2])
                break
            lineLen = lineLen + norm
            prevPoint = point
            self.initNum = self.initNum + 1
        chassis = setChassis(game, self.initPos, vel, length, width, height)
        BulletVehicle.__init__(self, game.world, chassis.node())
        self.setCoordinateSystem(ZUp)
        game.world.attachVehicle(self)
        #self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
        self.yugoNP = loader.loadModel('models/car.egg')
        self.yugoNP.reparentTo(chassis)

        # Right front wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(game.worldNP)
        self.addWheel(Point3(wheelDis / 2, axisDis / 2, wheelH), True, np,
                      radius)

        # Left front wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(game.worldNP)
        self.addWheel(Point3(-wheelDis / 2, axisDis / 2, wheelH), True, np,
                      radius)

        # Right rear wheel
        np = loader.loadModel('models/yugo/yugotireR.egg')
        np.reparentTo(game.worldNP)
        self.addWheel(Point3(wheelDis / 2, -axisDis / 2, wheelH), False, np,
                      radius)

        # Left rear wheel
        np = loader.loadModel('models/yugo/yugotireL.egg')
        np.reparentTo(game.worldNP)
        self.addWheel(Point3(-wheelDis / 2, -axisDis / 2, wheelH), False, np,
                      radius)

        # Steering info
        self.steering = 0.0  # degree
        self.steeringClamp = 45.0  # degree
        self.steeringIncrement = 10.0  # degree per second
    def setup(self):        
        # Bullet physics world
        self.worldNP = render.attach_new_node('World')
        self.debugNP = self.worldNP.attach_new_node(BulletDebugNode('Debug'))
        self.world = BulletWorld()
        self.world.set_gravity(LVector3(0, 0, -9.81))
        self.world.set_debug_node(self.debugNP.node())

        # Vehicle
        # Steering info
        self.steering = 0.0              # degrees
        self.steering_clamp = 45.0       # degrees
        self.steering_increment = 120.0  # degrees per second        
        # How fast steering relaxes to straight ahead
        self.steering_relax_factor = 2.0
        # How much steering intensity decreases with higher speeds
        self.steering_speed_reduction_factor = 0.003
        
        # Chassis collision box (note: Bullet uses half-measures)
        shape = BulletBoxShape(LVector3(0.6, 1.4, 0.5))
        ts = TransformState.make_pos(LPoint3(0, 0, 0.5))
        self.vehicleNP = self.worldNP.attach_new_node(
            BulletRigidBodyNode('Vehicle'))
        self.vehicleNP.node().add_shape(shape, ts)
        # Set initial position
        self.vehicleNP.set_pos(0, 70, -10)
        self.vehicleNP.node().set_mass(800.0)
        self.vehicleNP.node().set_deactivation_enabled(False)
        self.world.attach(self.vehicleNP.node())
        # Camera floater
        self.attach_camera_floater()
        # BulletVehicle
        self.vehicle = BulletVehicle(self.world, self.vehicleNP.node())
        self.world.attach(self.vehicle)
        
        # Vehicle model
        self.yugoNP = loader.load_model('models/yugo/yugo.egg')
        self.yugoNP.reparent_to(self.vehicleNP)
        # Right front wheel
        np = loader.load_model('models/yugo/yugotireR.egg')
        np.reparent_to(self.worldNP)
        self.add_wheel(LPoint3( 0.70,  1.05, 0.3), True, np)
        # Left front wheel
        np = loader.load_model('models/yugo/yugotireL.egg')
        np.reparent_to(self.worldNP)
        self.add_wheel(LPoint3(-0.70,  1.05, 0.3), True, np)
        # Right rear wheel
        np = loader.load_model('models/yugo/yugotireR.egg')
        np.reparent_to(self.worldNP)
        self.add_wheel(LPoint3( 0.70, -1.05, 0.3), False, np)
        # Left rear wheel
        np = loader.load_model('models/yugo/yugotireL.egg')
        np.reparent_to(self.worldNP)
        self.add_wheel(LPoint3(-0.70, -1.05, 0.3), False, np)
        
        # Load a skybox
        self.skybox = self.loader.load_model(
            "samples/shader-terrain/models/skybox.bam")
        self.skybox.reparent_to(self.render)
        self.skybox.set_scale(20000)
        skybox_texture = self.loader.load_texture(
            "samples/shader-terrain/textures/skybox.jpg")
        skybox_texture.set_minfilter(SamplerState.FT_linear)
        skybox_texture.set_magfilter(SamplerState.FT_linear)
        skybox_texture.set_wrap_u(SamplerState.WM_repeat)
        skybox_texture.set_wrap_v(SamplerState.WM_mirror)
        skybox_texture.set_anisotropic_degree(16)
        self.skybox.set_texture(skybox_texture)
        skybox_shader = Shader.load(Shader.SL_GLSL, 
            "samples/shader-terrain/skybox.vert.glsl", 
            "samples/shader-terrain/skybox.frag.glsl")
        self.skybox.set_shader(skybox_shader)

        # Terrain
        self.setup_terrain()
class Character:
    playerId = 1
    type = 0

    def __init__(self, tempworld, bulletWorld, type, playerId):
        self.world = tempworld
        self.speed = 0
        self.acceleration = 1.5
        self.brakes = .7
        self.min_speed = 0
        self.max_speed = 150
        self.reverse_speed = 20
        self.reverse_limit = -40
        self.armor = 100
        self.health = 100
        self.a_timer_start = time.time()
        self.a_timer_end = time.time()
        self.power_ups = [0, 0, 0]
        self.playerId = playerId

        if type == 0:
            self.actor = Actor("models/batmobile-chassis")
            self.actor.setScale(0.7)
            carRadius = 3
        elif type == 1:
            self.actor = Actor("models/policecarpainted", {})
            self.actor.setScale(0.30)
            self.actor.setH(180)  # elif type == 2:
        # self.actor = loader.loadModel("knucklehead.egg")
        #     self.tex = loader.loadTexture("knucklehead.jpg")
        #     self.actor.setTexture(self.car_tex, 1)


        shape = BulletBoxShape(Vec3(1.0, 1.5, 0.4))
        ts = TransformState.makePos(Point3(0, 0, 0.6))

        self.chassisNP = render.attachNewNode(BulletRigidBodyNode('Vehicle'))
        self.chassisNP.node().addShape(shape, ts)
        self.chassisNP.setPos(50 * random.random(), 50 * random.random(), 1)
        self.chassisNP.setH(180)
        self.chassisNP.node().setMass(800.0)
        self.chassisNP.node().setDeactivationEnabled(False)

        bulletWorld.attachRigidBody(self.chassisNP.node())

        self.actor.reparentTo(self.chassisNP)
        self.actor.setH(180)

        # Vehicle
        self.vehicle = BulletVehicle(bulletWorld, self.chassisNP.node())
        self.vehicle.setCoordinateSystem(ZUp)
        bulletWorld.attachVehicle(self.vehicle)

        for fb, y in (("F", 1.1), ("B", -1.1)):
            for side, x in (("R", 0.75), ("L", -0.75)):
                np = loader.loadModel("models/tire%s.egg" % side)
                np.reparentTo(render)
                isFront = fb == "F"
                self.addWheel(Point3(x, y, 0.55), isFront, np)

    def addWheel(self, position, isFront, np):
        wheel = self.vehicle.createWheel()

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(position)
        wheel.setFrontWheel(isFront)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(0.2)
        wheel.setMaxSuspensionTravelCm(0.4 * 100.0)
        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(100)
        wheel.setRollInfluence(0.1)

    def getActor(self):
        return self.actor

    def get_speed(self):
        return self.speed

    def accelerate(self):
        # check how long you were accelerating
        time_elapsed = time.time() - self.a_timer_end
        if time_elapsed > 1:  # in seconds last accelerated
            self.a_timer_start = time.time()

        if self.speed < self.max_speed:
            self.speed += self.acceleration * (time.time() - self.a_timer_start)
            # print(time_elapsed)
        else:
            self.speed = self.max_speed
        # reset timer
        self.a_timer_end = time.time()

    def friction(self, friction):
        if self.speed > 0:
            self.speed -= friction
        else:
            self.speed = 0

    def brake(self):
        if self.speed > self.min_speed:
            self.speed -= self.brakes
            # reset acceleration timer
            self.a_timer_start = time.time()

    def reverse(self):
        if self.speed > self.reverse_limit:
            self.speed -= self.reverse_speed

    def walk(self):
        self.actor.stop()
        self.actor.pose("walk", 5)
        self.isMoving = False

    def run(self):
        self.actor.loop("run")
        self.isMoving = True
Example #43
0
    def setup(self):
        self.worldNP = render.attachNewNode('World')

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

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

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

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

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

        # Chassis
        shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
        ts = TransformState.makePos(Point3(0, 0, 0.5))

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
        np.node().addShape(shape, ts)
        np.setPos(0, 0, 1)
        np.node().setMass(800.0)
        np.node().setDeactivationEnabled(False)

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

        #np.node().setCcdSweptSphereRadius(1.0)
        #np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(self.world, np.node())
        self.vehicle.setCoordinateSystem(ZUp)
        self.world.attachVehicle(self.vehicle)

        self.yugoNP = loader.loadModel('car/yugo.egg')
        self.yugoNP.reparentTo(np)

        # Right front wheel
        np = loader.loadModel('car/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, 1.05, 0.3), True, np)

        # Left front wheel
        np = loader.loadModel('car/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, 1.05, 0.3), True, np)

        # Right rear wheel
        np = loader.loadModel('car/yugotireR.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(0.70, -1.05, 0.3), False, np)

        # Left rear wheel
        np = loader.loadModel('car/yugotireL.egg')
        np.reparentTo(self.worldNP)
        self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

        # Steering info
        self.steering = 0.0  # degree
        self.steeringClamp = 45.0  # degree
        self.steeringIncrement = 120.0  # degree per second
Example #44
0
class Game(DirectObject):

  def __init__(self):
    base.setBackgroundColor(0.1, 0.1, 0.8, 1)
    base.setFrameRateMeter(True)

    base.cam.setPos(0, -20, 4)
    base.cam.lookAt(0, 0, 0)

    # Light
    alight = AmbientLight('ambientLight')
    alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
    alightNP = render.attachNewNode(alight)

    dlight = DirectionalLight('directionalLight')
    dlight.setDirection(Vec3(1, 1, -1))
    dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
    dlightNP = render.attachNewNode(dlight)

    render.clearLight()
    render.setLight(alightNP)
    render.setLight(dlightNP)

    # Input
    self.accept('escape', self.doExit)
    self.accept('r', self.doReset)
    self.accept('f1', self.toggleWireframe)
    self.accept('f2', self.toggleTexture)
    self.accept('f3', self.toggleDebug)
    self.accept('f5', self.doScreenshot)

    inputState.watchWithModifiers('forward', 'w')
    inputState.watchWithModifiers('left', 'a')
    inputState.watchWithModifiers('reverse', 's')
    inputState.watchWithModifiers('right', 'd')
    inputState.watchWithModifiers('turnLeft', 'q')
    inputState.watchWithModifiers('turnRight', 'e')

    # Task
    taskMgr.add(self.update, 'updateWorld')

    # Physics
    self.setup()

  # _____HANDLER_____

  def doExit(self):
    self.cleanup()
    sys.exit(1)

  def doReset(self):
    self.cleanup()
    self.setup()

  def toggleWireframe(self):
    base.toggleWireframe()

  def toggleTexture(self):
    base.toggleTexture()

  def toggleDebug(self):
    if self.debugNP.isHidden():
      self.debugNP.show()
    else:
      self.debugNP.hide()

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

  # ____TASK___

  def processInput(self, dt):
    engineForce = 0.0
    brakeForce = 0.0

    if inputState.isSet('forward'):
      engineForce = 1000.0
      brakeForce = 0.0

    if inputState.isSet('reverse'):
      engineForce = 0.0
      brakeForce = 100.0

    if inputState.isSet('turnLeft'):
      self.steering += dt * self.steeringIncrement
      self.steering = min(self.steering, self.steeringClamp)

    if inputState.isSet('turnRight'):
      self.steering -= dt * self.steeringIncrement
      self.steering = max(self.steering, -self.steeringClamp)

    # Apply steering to front wheels
    self.vehicle.setSteeringValue(self.steering, 0);
    self.vehicle.setSteeringValue(self.steering, 1);

    # Apply engine and brake to rear wheels
    self.vehicle.applyEngineForce(engineForce, 2);
    self.vehicle.applyEngineForce(engineForce, 3);
    self.vehicle.setBrake(brakeForce, 2);
    self.vehicle.setBrake(brakeForce, 3);

  def update(self, task):
    dt = globalClock.getDt()

    self.processInput(dt)
    self.world.doPhysics(dt, 10, 0.008)

    #print self.vehicle.getWheel(0).getRaycastInfo().isInContact()
    #print self.vehicle.getWheel(0).getRaycastInfo().getContactPointWs()

    #print self.vehicle.getChassis().isKinematic()

    return task.cont

  def cleanup(self):
    self.world = None
    self.worldNP.removeNode()

  def setup(self):
    self.worldNP = render.attachNewNode('World')

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

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

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

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

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

    # Chassis
    shape = BulletBoxShape(Vec3(0.6, 1.4, 0.5))
    ts = TransformState.makePos(Point3(0, 0, 0.5))

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('Vehicle'))
    np.node().addShape(shape, ts)
    np.setPos(0, 0, 1)
    np.node().setMass(800.0)
    np.node().setDeactivationEnabled(False)

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

    #np.node().setCcdSweptSphereRadius(1.0)
    #np.node().setCcdMotionThreshold(1e-7) 

    # Vehicle
    self.vehicle = BulletVehicle(self.world, np.node())
    self.vehicle.setCoordinateSystem(ZUp)
    self.world.attachVehicle(self.vehicle)

    self.yugoNP = loader.loadModel('models/yugo/yugo.egg')
    self.yugoNP.reparentTo(np)

    # Right front wheel
    np = loader.loadModel('models/yugo/yugotireR.egg')
    np.reparentTo(self.worldNP)
    self.addWheel(Point3( 0.70,  1.05, 0.3), True, np)

    # Left front wheel
    np = loader.loadModel('models/yugo/yugotireL.egg')
    np.reparentTo(self.worldNP)
    self.addWheel(Point3(-0.70,  1.05, 0.3), True, np)

    # Right rear wheel
    np = loader.loadModel('models/yugo/yugotireR.egg')
    np.reparentTo(self.worldNP)
    self.addWheel(Point3( 0.70, -1.05, 0.3), False, np)

    # Left rear wheel
    np = loader.loadModel('models/yugo/yugotireL.egg')
    np.reparentTo(self.worldNP)
    self.addWheel(Point3(-0.70, -1.05, 0.3), False, np)

    # Steering info
    self.steering = 0.0            # degree
    self.steeringClamp = 45.0      # degree
    self.steeringIncrement = 120.0 # degree per second

  def addWheel(self, pos, front, np):
    wheel = self.vehicle.createWheel()

    wheel.setNode(np.node())
    wheel.setChassisConnectionPointCs(pos)
    wheel.setFrontWheel(front)

    wheel.setWheelDirectionCs(Vec3(0, 0, -1))
    wheel.setWheelAxleCs(Vec3(1, 0, 0))
    wheel.setWheelRadius(0.25)
    wheel.setMaxSuspensionTravelCm(40.0)

    wheel.setSuspensionStiffness(40.0)
    wheel.setWheelsDampingRelaxation(2.3)
    wheel.setWheelsDampingCompression(4.4)
    wheel.setFrictionSlip(100.0);
    wheel.setRollInfluence(0.1)
Example #45
0
class Vehicle(object):
    COUNT = 0

    def __init__(self, bulletWorld, pos, username):
        self.world = bulletWorld
        self.acceleration = 1.5
        self.brakeForce = 100.0
        self.mass = 800
        self.max_speed = 150
        self.reverse_limit = -40
        self.mass = 800.0  # kg
        self.max_speed = 150  # km
        self.armor = 100
        self.health = 100
        self.friction = 0.2 #slows the car when not accelerating (based on the brakes)
        self.maxWheelForce = 2000.0
        self.maxWheelForce = 2000.0  # acceleration
        self.power_ups = [0, 0, 0]

        self.specs = {"mass": self.mass, "maxWheelForce": self.maxWheelForce, "brakeForce": self.brakeForce,
                      "steeringLock": 20.0}
        self.vehicleControlState = {"throttle": 0, "reverse": False, "brake": 0.0, "steering": 0.0}
        self.username = username
        # Steering change per second, normalised to steering lock
        # Eg. 45 degrees lock and 1.0 rate means 45 degrees per second
        self.steeringRate = 0.7
        self.centreingRate = 5.0

        self.pos = pos

        self.currentPowerups = {"powerup1": None, "powerup2": None, "powerup3": None}

        self.setupVehicle(bulletWorld)

        COUNT = 1

    def processInput(self, inputState, dt):
        # print self.chassisNP.getPos()
        # print self.chassisNP.getH()
        """Use controls to update the player's car"""
        # For keyboard throttle and brake are either 0 or 1
        if inputState.isSet('forward') and self.vehicle.getCurrentSpeedKmHour() <= self.max_speed:
            self.vehicleControlState["throttle"] = 1.0
        else:
            self.vehicleControlState["throttle"] = 0.0

        velocity = self.chassisNode.getLinearVelocity()
        speed = math.sqrt(sum(v ** 2 for v in velocity))
        # Update braking and reversing
        if inputState.isSet('brake'):
            if speed < 0.5 or self.vehicleControlState["reverse"]:
                # If we're stopped, then start reversing
                # Also keep reversing if we already were
                self.vehicleControlState["reverse"] = True
                self.vehicleControlState["throttle"] = 1.0
                self.vehicleControlState["brake"] = 0.0
            else:
                self.vehicleControlState["reverse"] = False
                self.vehicleControlState["brake"] = 1.0
        else:
            self.vehicleControlState["reverse"] = False
            self.vehicleControlState["brake"] = 0.0

        # steering is normalised from -1 to 1, corresponding
        # to the steering lock right and left
        steering = self.vehicleControlState["steering"]
        if inputState.isSet('left'):
            steering += dt * self.steeringRate
            steering = min(steering, 1.0)
        elif inputState.isSet('right'):
            steering -= dt * self.steeringRate
            steering = max(steering, -1.0)
        else:
            # gradually re-center the steering
            if steering > 0.0:
                steering -= dt * self.centreingRate
                if steering < 0.0:
                    steering = 0.0
            elif steering < 0.0:
                steering += dt * self.centreingRate
                if steering > 0.0:
                    steering = 0.0
        self.vehicleControlState["steering"] = steering

        # """Updates acceleration, braking and steering
        # These are all passed in through a controlState dictionary
        # """
        # Update acceleration and braking
        wheelForce = self.vehicleControlState["throttle"] * self.specs["maxWheelForce"]
        self.reversing = self.vehicleControlState["reverse"]
        if self.reversing:
            # Make reversing a bit slower than moving forward
            wheelForce *= -0.5

        brakeForce = self.vehicleControlState["brake"] * self.specs["brakeForce"]

        #slows down vehicle when no key pressed
        if self.vehicleControlState["throttle"] != 1.0 and  self.vehicleControlState["reverse"] != 1.0 and self.vehicleControlState["brake"] != 1.0:
            brakeForce = self.friction * self.specs["brakeForce"]

        # Update steering
        # Steering control state is from -1 to 1
        steering = self.vehicleControlState["steering"] * self.specs["steeringLock"]

        # Apply steering to front wheels
        self.vehicle.setSteeringValue(steering, 0);
        self.vehicle.setSteeringValue(steering, 1);
        # Apply engine and brake to rear wheels
        self.vehicle.applyEngineForce(wheelForce, 2);
        self.vehicle.applyEngineForce(wheelForce, 3);
        self.vehicle.setBrake(brakeForce, 2);
        self.vehicle.setBrake(brakeForce, 3);

    def setupVehicle(self, bulletWorld):
        # Chassis
        shape = BulletBoxShape(Vec3(1, 2.2, 0.5))
        ts = TransformState.makePos(Point3(0, 0, .7))
        self.chassisNode = BulletRigidBodyNode('Vehicle')
        self.chassisNP = render.attachNewNode(self.chassisNode)
        self.chassisNP.node().addShape(shape, ts)
        self.chassisNP.node().notifyCollisions(True)
        self.chassisNP.setPosHpr(self.pos[0], self.pos[1], self.pos[2], self.pos[3], self.pos[4], self.pos[5])
        # self.chassisNP.setPos(-5.34744, 114.773, 6)
        # self.chassisNP.setPos(49.2167, 64.7968, 10)
        self.chassisNP.node().setMass(800.0)
        self.chassisNP.node().setDeactivationEnabled(False)

        bulletWorld.attachRigidBody(self.chassisNP.node())

        # np.node().setCcdSweptSphereRadius(1.0)
        # np.node().setCcdMotionThreshold(1e-7)

        # Vehicle
        self.vehicle = BulletVehicle(bulletWorld, self.chassisNP.node())
        self.vehicle.setCoordinateSystem(ZUp)
        bulletWorld.attachVehicle(self.vehicle)

        self.carNP = loader.loadModel('models/batmobile-chassis.egg')
        # self.yugoNP.setScale(.7)
        self.carNP.reparentTo(self.chassisNP)

        # Right front wheel
        np = loader.loadModel('models/batmobile-wheel-right.egg')
        np.reparentTo(render)
        self.addWheel(Point3(1, 1.1, .7), True, np)

        # Left front wheel
        np = loader.loadModel('models/batmobile-wheel-left.egg')
        np.reparentTo(render)
        self.addWheel(Point3(-1, 1.1, .7), True, np)

        # Right rear wheel
        np = loader.loadModel('models/batmobile-wheel-right.egg')
        np.reparentTo(render)
        self.addWheel(Point3(1, -2, .7), False, np)

        # Left rear wheel
        np = loader.loadModel('models/batmobile-wheel-left.egg')
        np.reparentTo(render)
        self.addWheel(Point3(-1, -2, .7), False, np)

    def addWheel(self, pos, front, np):
        wheel = self.vehicle.createWheel()

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)

        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(0.33)
        wheel.setMaxSuspensionTravelCm(40.0)

        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(100.0);
        wheel.setRollInfluence(0.1)

    def reset(self):
        self.chassisNP.setP(0)
        self.chassisNP.setR(0)

    def pickedPowerup(self, powerup):
        if not powerup.pickable:
            powerup.useAbility()
        else:
            if self.currentPowerups["powerup1"] is None:
                self.currentPowerups["powerup1"] = powerup
            elif self.currentPowerups["powerup2"] is None:
                self.currentPowerups["powerup2"] = powerup
            elif self.currentPowerups["powerup3"] is None:
                self.currentPowerups["powerup3"] = powerup

    def canPickUpPowerup(self):
        return (self.currentPowerups["powerup1"] is None or
                self.currentPowerups["powerup2"] is None or
                self.currentPowerups["powerup3"] is None)

    def usePowerup(self, powerupIndex):
        # Move usePowerupN to this function
        if powerupIndex == 0 and self.currentPowerups["powerup1"] is not None:
            self.currentPowerups["powerup1"].useAbility()
            self.currentPowerups["powerup1"] = None
        elif powerupIndex == 1 and self.currentPowerups["powerup2"] is not None:
            self.currentPowerups["powerup2"].useAbility()
            self.currentPowerups["powerup2"] = None
        elif powerupIndex == 2 and self.currentPowerups["powerup3"] is not None:
            self.currentPowerups["powerup3"].useAbility()
            self.currentPowerups["powerup3"] = None
Example #46
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