Example #1
0
    def get_object_environment_collision(self, obj_id: int, resp: List[bytes]):

        contact_points = []
        contact_normals = []

        for r in resp[:-1]:
            r_id = OutputData.get_data_type_id(r)
            if r_id == 'enco':
                en = EnvironmentCollision(r)
                if en.get_object_id() == obj_id:
                    contact_points = [np.array(en.get_contact_point(i)) for i in range(en.get_num_contacts())]
                    contact_normals = [np.array(en.get_contact_normal(i)) for i in range(en.get_num_contacts())]

        return (contact_points, contact_normals)
Example #2
0
    def get_collisions(
        resp: List[bytes]
    ) -> Tuple[List[Collision], List[EnvironmentCollision],
               Optional[Rigidbodies]]:
        """
        Parse collision and rigibody data from the output data.

        :param resp: The response from the build.

        :return: A list of collisions on this frame (can be empty), a list of environment collisions on this frame (can be empty), and Rigidbodies data (can be `None`).
        """

        if len(resp) == 1:
            return [], [], None
        collisions: List[Collision] = []
        environment_collisions: List[EnvironmentCollision] = []
        rigidbodies: Optional[Rigidbodies] = None
        for r in resp[:-1]:
            r_id = OutputData.get_data_type_id(r)
            if r_id == 'coll':
                collisions.append(Collision(r))
            if r_id == 'rigi':
                rigidbodies = Rigidbodies(r)
            if r_id == 'enco':
                environment_collisions.append(EnvironmentCollision(r))

        return collisions, environment_collisions, rigidbodies
    def _write_frame(self, frames_grp: h5py.Group, resp: List[bytes], frame_num: int) -> \
            Tuple[h5py.Group, h5py.Group, dict, bool]:
        frame, objs, tr, done = super()._write_frame(frames_grp=frames_grp, resp=resp, frame_num=frame_num)
        num_objects = len(self.object_ids)
        # Physics data.
        velocities = np.empty(dtype=np.float32, shape=(num_objects, 3))
        angular_velocities = np.empty(dtype=np.float32, shape=(num_objects, 3))
        # Collision data.
        collision_ids = np.empty(dtype=np.int32, shape=(0, 2))
        collision_relative_velocities = np.empty(dtype=np.float32, shape=(0, 3))
        collision_contacts = np.empty(dtype=np.float32, shape=(0, 2, 3))
        # Environment Collision data.
        env_collision_ids = np.empty(dtype=np.int32, shape=(0, 1))
        env_collision_contacts = np.empty(dtype=np.float32, shape=(0, 2, 3))

        sleeping = True

        for r in resp[:-1]:
            r_id = OutputData.get_data_type_id(r)
            if r_id == "rigi":
                ri = Rigidbodies(r)
                ri_dict = dict()
                for i in range(ri.get_num()):
                    ri_dict.update({ri.get_id(i): {"vel": ri.get_velocity(i),
                                                   "ang": ri.get_angular_velocity(i)}})
                    # Check if any objects are sleeping that aren't in the abyss.
                    if not ri.get_sleeping(i) and tr[ri.get_id(i)]["pos"][1] >= -1:
                        sleeping = False
                # Add the Rigibodies data.
                for o_id, i in zip(self.object_ids, range(num_objects)):
                    velocities[i] = ri_dict[o_id]["vel"]
                    angular_velocities[i] = ri_dict[o_id]["ang"]
            elif r_id == "coll":
                co = Collision(r)
                collision_ids = np.append(collision_ids, [co.get_collider_id(), co.get_collidee_id()])
                collision_relative_velocities = np.append(collision_relative_velocities, co.get_relative_velocity())
                for i in range(co.get_num_contacts()):
                    collision_contacts = np.append(collision_contacts, (co.get_contact_normal(i),
                                                                        co.get_contact_point(i)))
            elif r_id == "enco":
                en = EnvironmentCollision(r)
                env_collision_ids = np.append(env_collision_ids, en.get_object_id())
                for i in range(en.get_num_contacts()):
                    env_collision_contacts = np.append(env_collision_contacts, (en.get_contact_normal(i),
                                                                                en.get_contact_point(i)))
        objs.create_dataset("velocities", data=velocities.reshape(num_objects, 3), compression="gzip")
        objs.create_dataset("angular_velocities", data=angular_velocities.reshape(num_objects, 3), compression="gzip")
        collisions = frame.create_group("collisions")
        collisions.create_dataset("object_ids", data=collision_ids.reshape((-1, 2)), compression="gzip")
        collisions.create_dataset("relative_velocities", data=collision_relative_velocities.reshape((-1, 3)),
                                  compression="gzip")
        collisions.create_dataset("contacts", data=collision_contacts.reshape((-1, 2, 3)), compression="gzip")
        env_collisions = frame.create_group("env_collisions")
        env_collisions.create_dataset("object_ids", data=env_collision_ids, compression="gzip")
        env_collisions.create_dataset("contacts", data=env_collision_contacts.reshape((-1, 2, 3)),
                                      compression="gzip")
        return frame, objs, tr, sleeping
Example #4
0
    def get_collisions(
        resp: List[bytes]
    ) -> Tuple[List[Collision], List[EnvironmentCollision]]:
        """
        :param resp: The response from the build (a byte array).

        :return: Tuple: A list of collisions; a list of environment collisions.
        """

        collisions: List[Collision] = list()
        env_collisions: List[EnvironmentCollision] = list()
        for i in range(len(resp) - 1):
            r_id = OutputData.get_data_type_id(resp[i])
            if r_id == "coll":
                collisions.append(Collision(resp[i]))
            elif r_id == "enco":
                env_collisions.append(EnvironmentCollision(resp[i]))
        return collisions, env_collisions
Example #5
0
    def on_frame(self, resp: List[bytes]) -> List[dict]:
        """
        Update the avatar based on its current arm-bending goals and its state.
        If the avatar has achieved a goal (for example, picking up an object), it will stop moving that arm.
        Update the avatar's state as needed.

        :param resp: The response from the build.

        :return: A list of commands to pick up, stop moving, etc.
        """
        def _get_mitten_position(a: Arm) -> np.array:
            """
            :param a: The arm.

            :return: The position of a mitten.
            """

            if a == Arm.left:
                return np.array(frame.get_mitten_center_left_position())
            else:
                return np.array(frame.get_mitten_center_right_position())

        # Update dynamic data.
        frame = self._get_frame(resp=resp)
        # Update dynamic collision data.
        self.collisions.clear()
        self.env_collisions.clear()
        # Get each collision.
        for i in range(len(resp) - 1):
            r_id = OutputData.get_data_type_id(resp[i])
            if r_id == "coll":
                coll = Collision(resp[i])
                collider_id = coll.get_collider_id()
                collidee_id = coll.get_collidee_id()
                # Check if this was a mitten, if we're supposed to stop if there's a collision,
                # and if the collision was not with the target.
                for arm in self._ik_goals:
                    if self._ik_goals[arm] is not None:
                        if (collider_id == self.mitten_ids[arm] or collidee_id == self.mitten_ids[arm]) and \
                                (collider_id not in frame.get_held_right() and
                                 collider_id not in frame.get_held_left() and
                                 collidee_id not in frame.get_held_right() and
                                 collidee_id not in frame.get_held_left()) and \
                                self._ik_goals[arm].stop_on_mitten_collision and \
                                (self._ik_goals[arm].target is None or
                                 (self._ik_goals[arm].pick_up_id != collidee_id and
                                  self._ik_goals[arm].pick_up_id != collider_id)) and \
                                (collidee_id not in self.body_parts_static or
                                 collider_id not in self.body_parts_static):
                            self.status = TaskStatus.mitten_collision
                            self._ik_goals[arm] = None
                            if self._debug:
                                print(
                                    "Stopping because the mitten collided with something."
                                )
                            return self._stop_arm(arm=arm)
                # Check if the collision includes a body part.
                if collider_id in self.body_parts_static and collidee_id not in self.body_parts_static:
                    if collider_id not in self.collisions:
                        self.collisions[collider_id] = []
                    self.collisions[collider_id].append(collidee_id)
                elif collidee_id in self.body_parts_static and collider_id not in self.body_parts_static:
                    if collidee_id not in self.collisions:
                        self.collisions[collidee_id] = []
                    self.collisions[collidee_id].append(collider_id)
            elif r_id == "enco":
                coll = EnvironmentCollision(resp[i])
                collider_id = coll.get_object_id()
                if collider_id in self.body_parts_static:
                    self.env_collisions.append(collider_id)

        # Check if IK goals are done.
        temp_goals: Dict[Arm, Optional[_IKGoal]] = dict()
        # Get commands for the next frame.
        commands: List[dict] = []
        for arm in self._ik_goals:
            # No IK goal on this arm.
            if self._ik_goals[arm] is None:
                temp_goals[arm] = None
            # This is a dummy IK goal. Let it run.
            elif self._ik_goals[arm].target is None:
                temp_goals[arm] = self._ik_goals[arm]
            else:
                # Is the arm at the target?
                mitten_position = _get_mitten_position(arm)
                # If we're not trying to pick something up, check if we are at the target position.
                if self._ik_goals[arm].pick_up_id is None:
                    # If we're at the position, stop.
                    d = np.linalg.norm(mitten_position -
                                       self._ik_goals[arm].target)
                    if d < self._ik_goals[arm].precision:
                        if self._debug:
                            print(
                                f"{arm.name} mitten is at target position {self._ik_goals[arm].target}. Stopping."
                            )
                        commands.extend(self._stop_arm(arm=arm))
                        temp_goals[arm] = None
                        self.status = TaskStatus.success
                    # Keep bending the arm.
                    else:
                        temp_goals[arm] = self._ik_goals[arm]
                        self._ik_goals[arm].previous_distance = d
                # If we're trying to pick something, check if it was picked up on the previous frame.
                else:
                    if self._ik_goals[arm].pick_up_id in frame.get_held_left() or self._ik_goals[arm]. \
                            pick_up_id in frame.get_held_right():
                        if self._debug:
                            print(
                                f"{arm.name} mitten picked up {self._ik_goals[arm].pick_up_id}. Stopping."
                            )
                        commands.extend(self._stop_arm(arm=arm))
                        temp_goals[arm] = None
                        self.status = TaskStatus.success
                    # Keep bending the arm and trying to pick up the object.
                    else:
                        commands.extend([{
                            "$type":
                            "pick_up_proximity",
                            "distance":
                            0.02,
                            "radius":
                            0.05,
                            "grip":
                            1000,
                            "is_left":
                            arm == Arm.left,
                            "avatar_id":
                            self.id,
                            "object_ids": [self._ik_goals[arm].pick_up_id]
                        }, {
                            "$type":
                            "pick_up",
                            "grip":
                            1000,
                            "is_left":
                            arm == Arm.left,
                            "object_ids": [self._ik_goals[arm].pick_up_id],
                            "avatar_id":
                            self.id
                        }])
                        temp_goals[arm] = self._ik_goals[arm]

        self._ik_goals = temp_goals

        # Check if the arms are still moving.
        temp_goals: Dict[Arm, Optional[_IKGoal]] = dict()
        for arm in self._ik_goals:
            # No IK goal on this arm.
            if self._ik_goals[arm] is None:
                temp_goals[arm] = None
            else:
                # Get the past and present angles.
                if arm == Arm.left:
                    angles_0 = self.frame.get_angles_left()
                    angles_1 = frame.get_angles_left()
                else:
                    angles_0 = self.frame.get_angles_right()
                    angles_1 = frame.get_angles_right()
                # Try to stop any moving joints.
                if self._ik_goals[arm].rotations is not None and self._ik_goals[
                        arm].pick_up_id is not None:
                    joint_profile = self._get_default_sticky_mitten_profile()
                    for angle, joint_name in zip(angles_1, Avatar.ANGLE_ORDER):
                        target_angle = self._ik_goals[arm].rotations[
                            joint_name]
                        # Check if the joint stopped moving. Ignore if the joint already stopped.
                        if target_angle > 0.01 and np.abs(angle - target_angle) < 0.01 and \
                                joint_name in self._ik_goals[arm].moving_joints:
                            self._ik_goals[arm].moving_joints.remove(
                                joint_name)
                            j = joint_name.split("_")
                            j_name = f"{j[0]}_{arm.name}"
                            axis = j[1]
                            # Set the name of the elbow to the expected profile key.
                            if "elbow" in joint_name:
                                profile_key = "elbow"
                            else:
                                profile_key = joint_name
                            if self._debug:
                                print(
                                    f"{joint_name} {arm.name} slowing down: {np.abs(angle - target_angle)}"
                                )
                            # Stop the joint from moving any more.
                            # Set the damper, force, and angular drag to "default" (non-moving) values.
                            commands.extend([{
                                "$type":
                                "set_joint_damper",
                                "joint":
                                j_name,
                                "axis":
                                axis,
                                "damper":
                                joint_profile[profile_key]["damper"],
                                "avatar_id":
                                self.id
                            }, {
                                "$type":
                                "set_joint_force",
                                "joint":
                                j_name,
                                "axis":
                                axis,
                                "force":
                                joint_profile[profile_key]["force"],
                                "avatar_id":
                                self.id
                            }, {
                                "$type":
                                "set_joint_angular_drag",
                                "joint":
                                j_name,
                                "axis":
                                axis,
                                "angular_drag":
                                joint_profile[profile_key]["angular_drag"],
                                "avatar_id":
                                self.id
                            }])
                # Is any joint still moving?
                moving = False
                for a0, a1 in zip(angles_0, angles_1):
                    if np.abs(a0 - a1) > 0.03:
                        moving = True
                        break
                # Keep moving.
                if moving:
                    temp_goals[arm] = self._ik_goals[arm]
                else:
                    if self._ik_goals[arm].rotations is not None:
                        # This is a reset arm action.
                        if self._ik_goals[arm].target is None:
                            mitten_position = _get_mitten_position(
                                arm) - frame.get_position()
                            d = np.linalg.norm(
                                self._initial_mitten_positions[arm] -
                                mitten_position)
                            # The reset arm action ended with the mitten very close to the initial position.
                            if d < self._ik_goals[arm].precision:
                                self.status = TaskStatus.success
                            else:
                                self.status = TaskStatus.no_longer_bending
                        # This is a regular action.
                        # It ended with the arm no longer moving but having never reached the target.
                        else:
                            if self._debug:
                                print(
                                    f"{arm.name} is no longer bending. Cancelling."
                                )
                            self.status = TaskStatus.no_longer_bending
                        commands.extend(self._stop_arm(arm=arm))
                    temp_goals[arm] = None
        self._ik_goals = temp_goals
        self.frame = frame

        return commands
Example #6
0
 def run(self):
     self.start()
     object_id = self.get_unique_id()
     resp = self.communicate([
         TDWUtils.create_empty_room(12, 12),
         {
             "$type": "create_flex_container",
             "particle_size": 0.1,
             "collision_distance": 0.025,
             "solid_rest": 0.1
         },
         # {"$type": "create_flex_container",
         # "collision_distance": 0.001,
         # "static_friction": 1.0,
         # "dynamic_friction": 1.0,
         # "radius": 0.1875,
         #  "max_particles": 200000},
         self.get_add_object(model_name="linbrazil_diz_armchair",
                             position={
                                 "x": 0.0,
                                 "y": 2.0,
                                 "z": 0.0
                             },
                             rotation={
                                 "x": 25.0,
                                 "y": 45.0,
                                 "z": -40.0
                             },
                             object_id=object_id),
         {
             "$type": "set_kinematic_state",
             "id": object_id
         },
         {
             "$type": "set_flex_solid_actor",
             "id": object_id,
             "mesh_expansion": 0,
             "particle_spacing": 0.025,
             "mass_scale": 1
         },
         # {"$type": "set_flex_soft_actor",
         #  "id": object_id,
         #  "skinning_falloff": 0.5,
         #  "volume_sampling": 1.0,
         #  "mass_scale": 1.0,
         #  "cluster_stiffness": 0.2,
         #  "cluster_spacing": 0.2,
         #  "cluster_radius": 0.2,
         #  "link_radius": 0,
         #  "link_stiffness": 1.0,
         #  "particle_spacing": 0.025},
         {
             "$type": "assign_flex_container",
             "id": object_id,
             "container_id": 0
         },
         {
             '$type': 'load_primitive_from_resources',
             'id': 2,
             'primitive_type': 'Cube',
             'position': {
                 'x': 0,
                 'y': 0.5,
                 'z': 0
             },
             'orientation': {
                 'x': 0,
                 'y': 0,
                 'z': 0
             }
         },
         {
             "$type": "scale_object",
             "id": 2,
             "scale_factor": {
                 "x": 0.5,
                 "y": 0.5,
                 "z": 0.5
             }
         },
         {
             '$type': 'set_kinematic_state',
             'id': 2,
             'is_kinematic': False
         },
         {
             "$type": "set_flex_solid_actor",
             "id": 2,
             "mesh_expansion": 0,
             "particle_spacing": 0.025,
             "mass_scale": 1
         },
         # {'$type': 'set_flex_soft_actor',
         #  'id': 2,
         #  'draw_particles': False,
         #  'particle_spacing': 0.125,
         #  'cluster_stiffness': 0.22055267521432875},
         {
             '$type': 'assign_flex_container',
             'id': 2,
             'container_id': 0
         },
         {
             '$type': 'set_flex_particles_mass',
             'id': 2,
             'mass': 15.625
         },
         {
             "$type": "send_flex_particles",
             "frequency": "always"
         },
         {
             "$type": "send_collisions",
             "enter": True,
             "stay": True,
             "exit": True,
             "collision_types": ["obj", "env"]
         }
     ])
     for i in range(100):
         for j in range(len(resp) - 1):
             r_id = OutputData.get_data_type_id(resp[j])
             if r_id == "flex":
                 flex = FlexParticles(resp[j])
                 print(i, "flex", flex.get_id(0))
             elif r_id == "enco":
                 enco = EnvironmentCollision(resp[j])
                 print(i, "enco", enco.get_state())
             if r_id == "coll":
                 coll = Collision(resp[j])
                 print(i, "coll", coll.get_state())
                 if coll.get_state() == 'enter':
                     print("BAM!")
         resp = self.communicate([])
    def trial(self, d_f, s_f, b_f, d_c, s_c, b_c, collision_types):
        """
        Collide a chair with a fridge.

        :param d_f: The dynamic friction of the fridge.
        :param s_f: The static friction of the fridge.
        :param b_f: The bounciness of the fridge.
        :param d_c: The dynamic friction of the chair.
        :param s_c: The static friction of the chair.
        :param b_c: The bounciness of the chair.
        :param collision_types: The types of collisions to listen for.
        """

        print("###\n\nNew Trial\n\n###\n")

        fridge_id = 0
        chair_id = 1

        # Destroy all objects currently in the scene.
        init_commands = [{"$type": "destroy_all_objects"}]
        # Create the avatar.
        init_commands.extend(
            TDWUtils.create_avatar(position={
                "x": 1,
                "y": 2.5,
                "z": 5
            },
                                   look_at=TDWUtils.VECTOR3_ZERO))
        # Add the objects.
        # Set the masses and physic materials.
        # Apply a force to the chair.
        # Receive collision data (note that by setting "stay" to True, you will receive a LOT of data;
        # see "Performance Optimizations" documentation.)
        init_commands.extend([
            self.get_add_object("fridge_large", object_id=fridge_id),
            self.get_add_object("chair_billiani_doll",
                                object_id=chair_id,
                                position={
                                    "x": 4,
                                    "y": 0,
                                    "z": 0
                                }), {
                                    "$type": "set_mass",
                                    "id": fridge_id,
                                    "mass": 40
                                }, {
                                    "$type": "set_mass",
                                    "id": chair_id,
                                    "mass": 20
                                }, {
                                    "$type": "set_physic_material",
                                    "id": fridge_id,
                                    "dynamic_friction": d_f,
                                    "static_friction": s_f,
                                    "bounciness": b_f
                                }, {
                                    "$type": "set_physic_material",
                                    "id": chair_id,
                                    "dynamic_friction": d_c,
                                    "static_friction": s_c,
                                    "bounciness": b_c
                                }, {
                                    "$type": "apply_force_to_object",
                                    "force": {
                                        "x": -200,
                                        "y": 0,
                                        "z": 0
                                    },
                                    "id": chair_id
                                }, {
                                    "$type": "send_collisions",
                                    "collision_types": collision_types,
                                    "enter": True,
                                    "exit": True,
                                    "stay": True
                                }
        ])
        self.communicate(init_commands)

        # Iterate through 500 frames.
        # Every frame, listen for collisions, and parse the output data.
        for i in range(500):
            resp = self.communicate([])
            if len(resp) > 1:
                for r in resp[:-1]:
                    r_id = OutputData.get_data_type_id(r)
                    # There was a collision between two objects.
                    if r_id == "coll":
                        collision = Collision(r)
                        print("Collision between two objects:")
                        print("\tEvent: " + collision.get_state())
                        print("\tCollider: " +
                              str(collision.get_collider_id()))
                        print("\tCollidee: " +
                              str(collision.get_collidee_id()))
                        print("\tRelative velocity: " +
                              str(collision.get_relative_velocity()))
                        print("\tContacts:")
                        for j in range(collision.get_num_contacts()):
                            print(
                                str(collision.get_contact_normal(j)) + "\t" +
                                str(collision.get_contact_point(j)))
                    # There was a collision between an object and the environment.
                    elif r_id == "enco":
                        collision = EnvironmentCollision(r)
                        print(
                            "Collision between an object and the environment:")
                        print("\tEvent: " + collision.get_state())
                        print("\tCollider: " + str(collision.get_object_id()))
                        print("\tContacts:")
                        for j in range(collision.get_num_contacts()):
                            print(
                                str(collision.get_contact_normal(j)) + "\t" +
                                str(collision.get_contact_point(j)))
                    else:
                        raise Exception(r_id)