def create_hinge_scene(): size = [0.5, 0.25, 1] b1, b2 = create_bodies([0, 0, 0], [0, 0, -2.5], size) demoutils.sim().add(b1) demoutils.sim().add(b2) f1 = agx.Frame() f1.setLocalTranslate(0, 0, size[2]) f1.setLocalRotate(agx.EulerAngles(0, math.radians(90), 0)) hinge1 = agx.Hinge(b1, f1) demoutils.sim().add(hinge1) # Make the first motor swing back and forth speed_controller = AlternatingSpeedController(hinge1.getMotor1D(), 1, 2) demoutils.sim().add(speed_controller) distance = (b2.getPosition() - b1.getPosition()).length() f1 = agx.Frame() f1.setLocalTranslate(0, 0, -distance / 2) f1.setLocalRotate(agx.EulerAngles(0, math.radians(90), 0)) f2 = agx.Frame() f2.setLocalTranslate(0, 0, distance / 2) f2.setLocalRotate(agx.EulerAngles(0, math.radians(90), 0)) hinge2 = agx.Hinge(b1, f1, b2, f2) demoutils.sim().add(hinge2)
def LinkBodies_Spring(body1, pos1, body2, pos2, length, KS, KD, visible=False, spring_radius=0.05, spring_turns=50): spr1 = agx.Frame() spr1.setTranslate(agxVecify(pos1)) spr2 = agx.Frame() spr2.setTranslate(agxVecify(pos2)) spring = agx.DistanceJoint(body1, spr1, body2, spr2) spring.setElasticity(KS) spring.setDamping(KD) return spring
def createConstraint(**kwargs): """Create constraint given type, rb1, local/world axis and local/world position. Examples: hinge = createConstraint( type = agx.Hinge, rb1 = firstRigidBody, rb2 = otherRigidBody, axis = axisRelRb1, point = pointRelRb1 ) Arguments: type: agx.Constraint -- Constraint type. rb1: agx.RigidBody -- First rigid body (not None) rb2: agx.RigidBody -- Second rigid body (world if not given or None) axis: agx.Vec3 -- Axis given in rb1 frame (either localAxis or worldAxis must be given). worldAxis: agx.Vec3 -- Axis given in world frame (either localAxis or worldAxis must be given). point: agx.Vec3 -- Point given in rb1 frame (either localPoint or worldPoint must be given). worldPoint: agx.Vec3 -- Point given in world frame (either localPoint or worldPoint must be given). position: agx.Vec3 -- See point. worldPosition: agx.Vec3 -- See worldPoint. Returns: [agx.Constraint] -- Constraint of given type if successful - otherwise None. """ rb1 = kwargs['rb1'] if rb1 is None: print('Unable to create constraint - rb1 not given or None') return None rb2 = kwargs.get('rb2', None) worldAxis = kwargs.get('worldAxis', agx.Vec3.Z_AXIS()) worldPoint = kwargs.get( 'worldPoint', agx.Vec3()) if 'worldPoint' in kwargs else kwargs.get( 'worldPosition', agx.Vec3()) if 'axis' in kwargs: worldAxis = rb1.getFrame().transformVectorToWorld(kwargs['axis']) if 'point' in kwargs: worldPoint = rb1.getFrame().transformPointToWorld(kwargs['point']) elif 'position' in kwargs: worldPoint = rb1.getFrame().transformPointToWorld(kwargs['position']) f1 = agx.Frame() f2 = agx.Frame() if not agx.Constraint.calculateFramesFromWorld(worldPoint, worldAxis, rb1, f1, rb2, f2): print( 'Unable to create constraint - calculateFramesFromWorld failed to initialize constraint frames.' ) return None return kwargs['type'](rb1, f1, rb2, f2)
def connect(self, simulation, body1, body2, pos, axis, hingeRange): assert (body1 and body2) f1 = agx.Frame() f2 = agx.Frame() agx.Constraint.calculateFramesFromWorld(pos, axis, body1, f1, body2, f2) hinge = agx.Hinge(body1, f1, body2, f2) if hingeRange: hinge.getRange1D().setEnable(True) hinge.getRange1D().setRange(hingeRange) simulation.add(hinge) return hinge
def build_lock_joint(part1, part2, pos1, pos2) -> agx.LockJoint: """ creates a agx lock joint between two parts and returns the resoult Args: part1: part2: pos1: The lock possition on part 2 pos2: The lock possition on part 2 Returns: a lock joint """ f1 = agx.Frame() f2 = agx.Frame() f1.setTranslate(agx.Vec3(*pos1)) f2.setTranslate(agx.Vec3(*pos2)) return demoutils.create_constraint( pos1=f1, pos2=f2, rb1=part1, rb2=part2, c=agx.LockJoint) # type: agx.LockJoint
def create_constraint(**kwds) -> agx.Constraint: if 'pos' in kwds: pos = kwds['pos'] else: pos = agx.Vec3() if 'axis' in kwds: axis = kwds['axis'] else: axis = agx.Vec3.Z_AXIS() c = kwds['c'] rb1 = kwds['rb1'] rb2 = kwds['rb2'] f1 = agx.Frame() f2 = agx.Frame() agx.Constraint.calculateFramesFromBody(pos, axis, rb1, f1, rb2, f2) return c(rb1, f1, rb2, f2)
def __init__(self): super().__init__() len1 = 2 len2 = 1 self.link1 = create_link(len1) self.link2 = create_link(len2) self.link2.setPosition(len2, 0, len1) self.link2.setRotation(agx.EulerAngles(0, math.radians(-90), 0)) self.link1.getGeometries()[0].setEnableCollisions(self.link2.getGeometries()[0], False) demoutils.create_visual(self.link1) demoutils.create_visual(self.link2) self.hinge = demoutils.create_constraint( pos=agx.Vec3(width, 0, len1), axis=agx.Vec3(0, 1, 0), rb1=self.link1, rb2=self.link2, c=agx.Hinge) # type: agx.Hinge self.hinge.setCompliance(1e-8) self.hinge.getLock1D().setEnable(False) self.hinge.getMotor1D().setEnable(False) self.hinge.getRange1D().setEnable(True) self.hinge.getRange1D().setRange(math.radians(-45), math.radians(75)) f1 = agx.Frame() f1.setTranslate(agx.Vec3(width, 0, len1 - (len1 * 0.7))) f2 = agx.Frame() f2.setTranslate(agx.Vec3(-width, 0, 0)) self.distance = agx.DistanceJoint(self.link1, f1, self.link2, f2) self.distance.getMotor1D().setEnable(False) self.distance.getLock1D().setEnable(True) self.add(self.link1) self.add(self.link2) self.add(self.hinge) self.add(self.distance)
def build_simulation(): # Instantiate a simulation sim = agxSDK.Simulation() # By default the gravity vector is 0,0,-9.81 with a uniform gravity field. (we CAN change that # too by creating an agx.PointGravityField for example). # AGX uses a right-hand coordinate system (That is Z defines UP. X is right, and Y is into the screen) if not GRAVITY: logger.info("Gravity off.") g = agx.Vec3(0, 0, 0) # remove gravity sim.setUniformGravity(g) # Get current delta-t (timestep) that is used in the simulation? dt = sim.getTimeStep() logger.debug("default dt = {}".format(dt)) # Change the timestep sim.setTimeStep(TIMESTEP) # Confirm timestep changed dt = sim.getTimeStep() logger.debug("new dt = {}".format(dt)) # Create a ground plane for reference ground = create_body(name="ground", shape=agxCollide.Box(CYLINDER_LENGTH * 2, CYLINDER_LENGTH * 2, GROUND_WIDTH), position=agx.Vec3(0, 0, 0), motion_control=agx.RigidBody.STATIC) sim.add(ground) rotation_cylinder = agx.OrthoMatrix3x3() rotation_cylinder.setRotate(agx.Vec3.Y_AXIS(), agx.Vec3.Z_AXIS()) material_cylinder = agx.Material("Aluminum") bulk_material_cylinder = material_cylinder.getBulkMaterial() bulk_material_cylinder.setPoissonsRatio(ALUMINUM_POISSON_RATIO) bulk_material_cylinder.setYoungsModulus(ALUMINUM_YOUNG_MODULUS) # Create cylinders bottom_cylinder = create_body( name="bottom_cylinder", shape=agxCollide.Cylinder(CYLINDER_RADIUS, 3 / 4 * CYLINDER_LENGTH), position=agx.Vec3(0, 0, GROUND_WIDTH + (3 / 4 * CYLINDER_LENGTH) / 2), rotation=rotation_cylinder, motion_control=agx.RigidBody.STATIC, material=material_cylinder) sim.add(bottom_cylinder) middle_cylinder = create_body( name="middle_cylinder", shape=agxCollide.Cylinder(CYLINDER_RADIUS - GROOVE_DEPTH, GROOVE_WIDTH), position=agx.Vec3( 0, 0, GROUND_WIDTH + (3 / 4 * CYLINDER_LENGTH) + GROOVE_WIDTH / 2), rotation=rotation_cylinder, motion_control=agx.RigidBody.STATIC, material=material_cylinder) sim.add(middle_cylinder) top_cylinder = create_body( name="top_cylinder", shape=agxCollide.Cylinder(CYLINDER_RADIUS, 1 / 4 * CYLINDER_LENGTH), position=agx.Vec3( 0, 0, GROUND_WIDTH + (3 / 4 * CYLINDER_LENGTH) + GROOVE_WIDTH + (1 / 4 * CYLINDER_LENGTH) / 2), rotation=rotation_cylinder, motion_control=agx.RigidBody.STATIC, material=material_cylinder) sim.add(top_cylinder) material_ring = agx.Material("Rubber") bulk_material_ring = material_ring.getBulkMaterial() bulk_material_ring.setPoissonsRatio(RUBBER_POISSON_RATIO) bulk_material_ring.setYoungsModulus(RUBBER_YOUNG_MODULUS) ring = create_ring(name="ring", radius=RING_RADIUS, element_shape=agxCollide.Capsule( RING_CROSS_SECTION, RING_SEGMENT_LENGTH), num_elements=NUM_RING_ELEMENTS, constraint_type=agx.LockJoint, rotation_shift=math.pi / 2, translation_shift=RING_SEGMENT_LENGTH / 2, compliance=RING_COMPLIANCE, center=agx.Vec3(0, 0, CYLINDER_LENGTH + RING_RADIUS), material=material_ring) sim.add(ring) left_ring_element = sim.getRigidBody(LEFT_ELEMENT) right_ring_element = sim.getRigidBody(RIGHT_ELEMENT) gripper_left = create_body( name="gripper_left", shape=agxCollide.Box(SIZE_GRIPPER, SIZE_GRIPPER, SIZE_GRIPPER), position=left_ring_element.getPosition(), rotation=agx.OrthoMatrix3x3(left_ring_element.getRotation()), motion_control=agx.RigidBody.DYNAMICS) sim.add(gripper_left) gripper_right = create_body( name="gripper_right", shape=agxCollide.Box(SIZE_GRIPPER, SIZE_GRIPPER, SIZE_GRIPPER), position=right_ring_element.getPosition(), rotation=agx.OrthoMatrix3x3(right_ring_element.getRotation()), motion_control=agx.RigidBody.DYNAMICS) sim.add(gripper_right) # Disable collisions for grippers gripper_left_body = sim.getRigidBody("gripper_left") gripper_left_body.getGeometry("gripper_left").setEnableCollisions(False) gripper_right_body = sim.getRigidBody("gripper_right") gripper_right_body.getGeometry("gripper_right").setEnableCollisions(False) frame_element = agx.Frame() frame_gripper = agx.Frame() result = agx.Constraint.calculateFramesFromBody( agx.Vec3(RING_CROSS_SECTION, 0, 0), agx.Vec3(1, 0, 0), left_ring_element, frame_element, gripper_left_body, frame_gripper) print(result) lock_joint_left = agx.LockJoint(gripper_left_body, frame_gripper, left_ring_element, frame_element) lock_joint_left.setName('lock_joint_left') lock_joint_left.setCompliance(GRIPPER_COMPLIANCE) sim.add(lock_joint_left) frame_gripper = agx.Frame() result = agx.Constraint.calculateFramesFromBody( agx.Vec3(RING_CROSS_SECTION, 0, 0), agx.Vec3(1, 0, 0), right_ring_element, frame_element, gripper_right_body, frame_gripper) print(result) lock_joint_right = agx.LockJoint(gripper_right_body, frame_gripper, right_ring_element, frame_element) lock_joint_right.setName('lock_joint_right') lock_joint_right.setCompliance(GRIPPER_COMPLIANCE) sim.add(lock_joint_right) # Create contact materials contact_material = sim.getMaterialManager().getOrCreateContactMaterial( material_cylinder, material_ring) contact_material.setYoungsModulus(CONTACT_YOUNG_MODULUS) # Create friction model, DIRECT is more accurate, but slower # fm = agx.IterativeProjectedConeFriction() # fm.setSolveType(agx.FrictionModel.DIRECT) # contact_material.setFrictionModel(fm) # Create bases for gripper motors prismatic_base_left = create_hinge_prismatic_base( "gripper_left", gripper_left_body, position_ranges=[(-CYLINDER_RADIUS, CYLINDER_RADIUS), (-CYLINDER_RADIUS, CYLINDER_RADIUS), (-(CYLINDER_LENGTH + 2 * RING_RADIUS), RING_RADIUS), (-math.pi / 4, math.pi / 4)]) sim.add(prismatic_base_left) prismatic_base_right = create_hinge_prismatic_base( "gripper_right", gripper_right_body, position_ranges=[(-CYLINDER_RADIUS, CYLINDER_RADIUS), (-CYLINDER_RADIUS, CYLINDER_RADIUS), (-CYLINDER_LENGTH - RING_RADIUS, RING_RADIUS), (-math.pi / 4, math.pi / 4)]) sim.add(prismatic_base_right) # Add keyboard listener left_motor_x = sim.getConstraint1DOF( "gripper_left_joint_base_x").getMotor1D() left_motor_y = sim.getConstraint1DOF( "gripper_left_joint_base_y").getMotor1D() left_motor_z = sim.getConstraint1DOF( "gripper_left_joint_base_z").getMotor1D() left_motor_rb = sim.getConstraint1DOF("gripper_left_joint_rb").getMotor1D() right_motor_x = sim.getConstraint1DOF( "gripper_right_joint_base_x").getMotor1D() right_motor_y = sim.getConstraint1DOF( "gripper_right_joint_base_y").getMotor1D() right_motor_z = sim.getConstraint1DOF( "gripper_right_joint_base_z").getMotor1D() right_motor_rb = sim.getConstraint1DOF( "gripper_right_joint_rb").getMotor1D() key_motor_map = { agxSDK.GuiEventListener.KEY_Right: (right_motor_x, 0.1), agxSDK.GuiEventListener.KEY_Left: (right_motor_x, -0.1), agxSDK.GuiEventListener.KEY_Up: (right_motor_y, 0.1), agxSDK.GuiEventListener.KEY_Down: (right_motor_y, -0.1), 65365: (right_motor_z, 0.1), 65366: (right_motor_z, -0.1), 0x64: (left_motor_x, 0.1), 0x61: (left_motor_x, -0.1), 0x32: (left_motor_y, 0.1), # 0x77 W is replaced with 2, due to prior shortcut 0x73: (left_motor_y, -0.1), 0x71: (left_motor_z, 0.1), 0x65: (left_motor_z, -0.1), 0x72: (left_motor_rb, 0.1), # R 0x74: (left_motor_rb, -0.1), # T 0x6f: (right_motor_rb, 0.1), # O 0x70: (right_motor_rb, -0.1) } # P sim.add(KeyboardMotorHandler(key_motor_map)) return sim
def setup_geometries(self, root, material, visual): # pylint: disable=too-many-statements, too-many-locals """ Create bodies and constraints so that we can move the gripper left/right/front/back """ translate_bodies = [agx.RigidBody(), agx.RigidBody()] move_direction = [agx.Vec3(-1, 0, 0), agx.Vec3(0, -1, 0)] for i in range(0, 2): body = translate_bodies[i] body.setLocalPosition(0, 0, 0) body.getMassProperties().setMass(self.props.mass) self.gripper.add(body) if i == 0: frame1 = agx.Frame() frame1.setLocalTranslate(body.getPosition()) frame1.setLocalRotate( agx.Quat(agx.Vec3(0, 0, -1), move_direction[i])) prismatic = agx.Prismatic(body, frame1) else: frame1 = agx.Frame() frame2 = agx.Frame() assert agx.Constraint.calculateFramesFromBody(agx.Vec3(), \ move_direction[i], translate_bodies[0], frame1, body, frame2) prismatic = agx.Prismatic(translate_bodies[0], frame1, body, frame2) self.gripper.add(prismatic) prismatic.getMotor1D().setLockedAtZeroSpeed(True) prismatic.getMotor1D().setForceRange(agx.RangeReal(50)) # N prismatic.getMotor1D().setSpeed(0) prismatic.getMotor1D().setEnable(True) prismatic.setSolveType(agx.Constraint.DIRECT_AND_ITERATIVE) prismatic.setCompliance(1e-15) self.move_constraints.append(prismatic) # Create a Cylindrical constraint that can be used for lifting AND rotating lift_rotate_body = agx.RigidBody() lift_rotate_body.setLocalPosition(0, 0, 0) lift_rotate_body.getMassProperties().setMass(self.props.mass) self.gripper.add(lift_rotate_body) frame1 = agx.Frame() frame2 = agx.Frame() assert agx.Constraint.calculateFramesFromBody( \ agx.Vec3(), agx.Vec3(0, 0, -1), translate_bodies[1], frame1, lift_rotate_body, frame2) self.cylindrical = agx.CylindricalJoint(translate_bodies[1], frame1, lift_rotate_body, frame2) self.cylindrical.setSolveType(agx.Constraint.DIRECT_AND_ITERATIVE) self.cylindrical.setCompliance(1e-15) # Enable the motors and set some properties on the motors for d in [agx.Constraint2DOF.FIRST, agx.Constraint2DOF.SECOND]: self.cylindrical.getMotor1D(d).setEnable(True) self.cylindrical.getMotor1D(d).setLockedAtZeroSpeed(True) self.cylindrical.getMotor1D(d).setSpeed(0) if d == agx.Constraint2DOF.FIRST: self.cylindrical.getMotor1D(d).setForceRange( agx.RangeReal(15)) # N else: self.cylindrical.getMotor1D(d).setForceRange( agx.RangeReal(50)) # Nm self.gripper.add(self.cylindrical) # Create the actual fingers that is used for picking up screws. capsule1 = agxCollide.Geometry( agxCollide.Capsule(self.props.radius, self.props.height)) capsule1.setLocalRotation(agx.EulerAngles(math.radians(90), 0, 0)) capsule1.setMaterial(material) capsule2 = capsule1.clone() capsule1.setLocalPosition(0, -self.props.radius, 0) capsule2.setLocalPosition(0, self.props.radius, 0) self.finger1 = agx.RigidBody() self.finger1.add(capsule1) self.finger1.add(capsule2) self.finger2 = self.finger1.clone() fingers = [self.finger1, self.finger2] # Create the constraints that is used for open/close the picking device direction = [1, -1] self.grip_constraints = [] grip_range = 0.025 self.grip_offs = self.props.radius for i in range(0, 2): finger = fingers[i] finger.setLocalPosition( direction[i] * (self.grip_offs + self.posref.grip1), 0, 0) self.gripper.add(finger) finger.getMassProperties().setMass(self.props.mass) frame1 = agx.Frame() frame2 = agx.Frame() assert agx.Constraint.calculateFramesFromBody( \ agx.Vec3(), agx.Vec3(-1, 0, 0) * direction[i], lift_rotate_body, frame1, finger, frame2) prismatic = agx.Prismatic(lift_rotate_body, frame1, finger, frame2) prismatic.getMotor1D().setForceRange(agx.RangeReal(-20, 20)) prismatic.getMotor1D().setLockedAtZeroSpeed(True) prismatic.getMotor1D().setEnable(True) prismatic.getRange1D().setRange( agx.RangeReal(-self.posref.grip1, grip_range - self.posref.grip1)) prismatic.getRange1D().setEnable(True) prismatic.setSolveType(agx.Constraint.DIRECT_AND_ITERATIVE) prismatic.setCompliance(1e-15) self.gripper.add(prismatic) self.grip_constraints.append(prismatic) self.sim.add(self.gripper) if visual: agxOSG.createVisual(self.gripper, root)
def buildScene1(self, app, sim, root): # Create the Terrain num_cells_x = 80 num_cells_y = 80 cell_size = 0.15 max_depth = 1.0 agx_heightField = agxCollide.HeightField(num_cells_x, num_cells_y, (num_cells_x - 1) * cell_size, (num_cells_y - 1) * cell_size) # Define the initial height field (random or fixed) depending on if if data collection or test if self.control_mode == "data_collection": np_heightField = self.createRandomHeightfield( num_cells_x, num_cells_y, cell_size) elif self.control_mode == "mpcc" or self.control_mode == "trajectory_control": np_heightField = self.createRandomHeightfield( num_cells_x, num_cells_y, cell_size) if self.set_height_from_previous: agx_heightField = self.agx_heightField_previous else: agx_heightField = self.setHeightField(agx_heightField, np_heightField) terrain = agxTerrain.Terrain.createFromHeightField( agx_heightField, 5.0) sim.add(terrain) # Define Gravity G = agx.Vec3(0, 0, -10.0) sim.setUniformGravity(G) # define the material terrain.loadLibraryMaterial("sand_1") terrainMaterial = terrain.getTerrainMaterial() terrainMaterial.getBulkProperties().setSwellFactor(1.00) compactionProperties = terrainMaterial.getCompactionProperties() compactionProperties.setAngleOfReposeCompactionRate(500.0) terrain.setCompaction(1.05) # The trenching will reach the bounds of the terrain so we simply remove particles out of bounds # to get rid of the mateiral in a practical way. terrain.getProperties().setDeleteSoilParticlesOutsideBounds(True) if app: # Setup a renderer for the terrain renderer = agxOSG.TerrainVoxelRenderer(terrain, root) renderer.setRenderHeightField(True) # We choose to render the compaction of the soil to visually denote excavated # soil from compacted ground # renderer.setRenderCompaction( True, agx.RangeReal( 1.0, 1.05 ) ) renderer.setRenderHeights(True, agx.RangeReal(-0.4, 0.1)) # renderer.setRenderHeights(True, agx.RangeReal(-0.5,0.5)) renderer.setRenderVoxelSolidMass(False) renderer.setRenderVoxelFluidMass(False) renderer.setRenderNodes(False) renderer.setRenderVoxelBoundingBox(False) renderer.setRenderSoilParticlesMesh(True) sim.add(renderer) # Set contact materials of the terrain and shovel # This contact material governs the resistance that the shovel will feel when digging into the terrain # [ Shovel - Terrain ] contact material shovelMaterial = agx.Material("shovel_material") terrainMaterial = terrain.getMaterial( agxTerrain.Terrain.MaterialType_TERRAIN) shovelTerrainContactMaterial = agx.ContactMaterial( shovelMaterial, terrainMaterial) shovelTerrainContactMaterial.setYoungsModulus(1e8) shovelTerrainContactMaterial.setRestitution(0.0) shovelTerrainContactMaterial.setFrictionCoefficient(0.4) sim.add(shovelTerrainContactMaterial) # Create the trenching shovel body creation, do setup in the Terrain object and # constrain it to a kinematic that will drive the motion # Create the bucket rigid body cuttingEdge, topEdge, forwardVector, bucket = self.createBucket( default) sim.add(bucket) # Create the Shovel object using the previously defined cutting and top edge shovel = agxTerrain.Shovel(bucket, topEdge, cuttingEdge, forwardVector) agxUtil.setBodyMaterial(bucket, shovelMaterial) # Set a margin around the bounding box of the shovel where particles are not to be merged shovel.setNoMergeExtensionDistance(0.1) # Add the shovel to the terrain terrain.add(shovel) if app: # and self.consecutive_scoop_i < 4: # Create visual representation of the shovel node = agxOSG.createVisual(bucket, root) agxOSG.setDiffuseColor(node, agxRender.Color.Gold()) agxOSG.setAlpha(node, 1.0) # Set initial bucket rotation if self.control_mode == "mpcc": angle_bucket_initial = -0.3 * np.pi else: angle_bucket_initial = np.random.uniform(low=-0.25 * np.pi, high=-0.35 * np.pi) bucket.setRotation(agx.EulerAngles(0.0, angle_bucket_initial, agx.PI)) # Get the offset of the bucket tip from the COM tip_offset = shovel.getCuttingEdgeWorld().p2 # inertia_tensor = bucket.getMassProperties().getInertiaTensor() mass = bucket.getMassProperties().getMass() h_offset_sqrd = tip_offset[0]**2 + tip_offset[2]**2 inertia_bucket = inertia_tensor.at(1, 1) + mass * h_offset_sqrd # Set initial bucket position (for consecutive scoops) if self.control_mode == "mpcc" or self.control_mode == "trajectory_control": if self.consecutive_scoop_i == 0: x_initial_tip = -4.0 elif self.consecutive_scoop_i == 1: x_initial_tip = -3.6 elif self.consecutive_scoop_i == 2: x_initial_tip = -3.3 else: x_initial_tip = -2.6 else: x_initial_tip = np.random.uniform(low=-4.5, high=-3.0) # find the soil height at the initial penetration location hf_grid_initial = terrain.getClosestGridPoint( agx.Vec3(x_initial_tip, 0.0, 0.0)) height_initial = terrain.getHeight(hf_grid_initial) - 0.05 # Set the initial bucket location such that it is just contacting the soil position = agx.Vec3(x_initial_tip - tip_offset[0], 0, height_initial - tip_offset[2]) bucket.setPosition(terrain.getTransform().transformPoint(position)) bucket.setVelocity(0.0, 0.0, 0.0) # bucket.setAngularVelocity(0.0, 0.05, 0.0) # Add a lockjoint between a kinematic sphere and the shovel # in order to have some compliance when moving the shovel # through the terrain offset = agx.Vec3(0.0, 0.0, 0.0) ## ADD ALL THE JOINTS TO CONTROL THE BUCKET (x,z,theta) sphere1 = agx.RigidBody(agxCollide.Geometry(agxCollide.Sphere(.1))) sphere2 = agx.RigidBody(agxCollide.Geometry(agxCollide.Sphere(.1))) sphere3 = agx.RigidBody(agxCollide.Geometry(agxCollide.Sphere(.1))) sphere1.setMotionControl(agx.RigidBody.DYNAMICS) sphere2.setMotionControl(agx.RigidBody.DYNAMICS) sphere3.setMotionControl(agx.RigidBody.DYNAMICS) sphere1.getGeometries()[0].setEnableCollisions(False) sphere2.getGeometries()[0].setEnableCollisions(False) sphere3.getGeometries()[0].setEnableCollisions(False) tip_position = shovel.getCuttingEdgeWorld().p2 tip_position[1] = bucket.getCmPosition()[1] sphere1.setPosition(tip_position) sphere2.setPosition(tip_position) sphere3.setPosition(tip_position) sphere1.getMassProperties().setMass(0.000001) sphere2.getMassProperties().setMass(0.000001) sphere3.getMassProperties().setMass(0.000001) # print('sphere mass: ', sphere1.getMassProperties().getMass()) sim.add(sphere1) sim.add(sphere2) sim.add(sphere3) # Set prismatic joint for x transalation world - sphere 1 f1 = agx.Frame() f1.setLocalRotate(agx.EulerAngles(0, math.radians(90), 0)) prismatic1 = agx.Prismatic(sphere1, f1) # Set prismatic joint for z transalation world - sphere 2 f1 = agx.Frame() f2 = agx.Frame() f1.setLocalRotate(agx.EulerAngles(0, math.radians(180), 0)) f2.setLocalRotate(agx.EulerAngles(0, math.radians(180), 0)) prismatic2 = agx.Prismatic(sphere1, f1, sphere2, f2) # # Set hinge joint for rotation of the bucket f1 = agx.Frame() f1.setLocalRotate(agx.EulerAngles(-math.radians(90), 0, 0)) f2 = agx.Frame() f2.setLocalRotate(agx.EulerAngles(-math.radians(90), 0, 0)) hinge2 = agx.Hinge(sphere2, f1, sphere3, f2) sim.add(prismatic1) sim.add(prismatic2) sim.add(hinge2) lock = agx.LockJoint(sphere3, bucket) sim.add(lock) # Uncomment to lock rotations # sim.add(agx.LockJoint(sphere2,bucket)) # constant force and torque operations = [agx.Vec3(0.0, 0.0, 0.0), agx.Vec3(0.0, 0.0, 0.0)] # Extract soil shape along the bucket excavation direction x_hf, z_hf = self.extractSoilSurface(terrain, sim) self.soilShapeEvaluator = SoilSurfaceEvaluator(x_hf, z_hf) setattr(self.dfl, "soilShapeEvaluator", self.soilShapeEvaluator) if self.control_mode == "data_collection": # create driver and add it to the simulation driver = ForceDriverPID(app, sphere3, lock, hinge2, prismatic1, prismatic2, terrain, shovel, operations, self.dt_control) # Add the current surface evaluator to the controller setattr(driver, "soilShapeEvaluator", self.soilShapeEvaluator) # Add the controller to the simulation sim.add(driver) elif self.control_mode == "trajectory_control": # create driver and add it to the simulation # create driver and add it to the simulation driver = ForceDriverTrajectory(app, sphere3, lock, hinge2, prismatic1, prismatic2, terrain, shovel, operations, self.dt_control) # Add the current surface evaluator to the controller setattr(driver, "soilShapeEvaluator", self.soilShapeEvaluator) setattr(driver, "dfl", self.dfl) x_path = x_initial_tip + np.array( [0., 0.5, 1.5, 2.0, 2.5, 3.0, 3.5]) y_soil, _, _, _ = self.soilShapeEvaluator.soil_surf_eval(x_path) y_path = y_soil + np.array( [-0.07, -0.25, -0.25, -0.25, -0.25, -0.25, -0.02]) spl_path = spline_path(x_path, y_path) setattr(driver, "path_eval", spl_path.path_eval) # Add the controller to the simulation sim.add(driver) elif self.control_mode == "mpcc": # create driver and add it to the simulation driver = ForceDriverDFL(app, sphere3, lock, hinge2, terrain, shovel, self.dt_control) ################ MPCC CONTROLLER ############################ # Add the current surface evaluator to the controller setattr(driver, "soilShapeEvaluator", self.soilShapeEvaluator) setattr(driver, "dfl", self.dfl) setattr(driver, "scaling", self.scaling) x_path = x_initial_tip + np.array([ 0., 0.5, 1.5, 2.0, 2.5, 3.0, ]) y_soil, _, _, _ = self.soilShapeEvaluator.soil_surf_eval(x_path) y_path = y_soil + np.array( [-0.07, -0.25, -0.25, -0.25, -0.25, -0.02]) # Set the state constraints if self.observable_type == "dfl": x_min = np.array([ x_initial_tip - 0.1, -3., 0.5, -0.5, -2.5, -2.5, -80000 * self.scaling, -80000 * self.scaling, 0.0, -70000 * self.scaling, -70000 * self.scaling, -70000 * self.scaling, -70000 * self.scaling ]) x_max = np.array([ 2., 5.0, 2.5, 2.5, 2.5, 2.5, 80000 * self.scaling, 80000 * self.scaling, 3000. * self.scaling, 70000 * self.scaling, 70000 * self.scaling, 70000 * self.scaling, 70000 * self.scaling ]) n_dyn = self.dfl.plant.n elif self.observable_type == "x": x_min = np.array( [x_initial_tip - 0.1, -3., 0.5, -0.5, -2.5, -2.5]) x_max = np.array([2., 5.0, 2.5, 2.5, 2.5, 2.5]) n_dyn = self.dfl.plant.n_x # Set the input constraints u_min = np.array([ -100. * self.scaling, -70000 * self.scaling, -70000 * self.scaling ]) u_max = np.array([ 75000. * self.scaling, 70000 * self.scaling, 70000 * self.scaling ]) if self.set_height_from_previous: pass else: self.spl_path = spline_path(x_path, y_path) # instantiate the MPCC object mpcc = MPCC(np.zeros((n_dyn, n_dyn)), np.zeros((n_dyn, self.dfl.plant.n_u)), x_min, x_max, u_min, u_max, dt=self.dt_data, N=50) # set the observation function, path object and linearization function setattr(mpcc, "path_eval", self.spl_path.path_eval) setattr(mpcc, "get_soil_surface", self.soilShapeEvaluator.soil_surf_eval) if self.model_has_surface_shape: print('Linearizing with soil shape') setattr(mpcc, "get_linearized_model", self.dfl.linearize_soil_dynamics_koop) else: setattr(mpcc, "get_linearized_model", self.dfl.linearize_soil_dynamics_no_surface) self.mpcc = copy.copy(mpcc) pos_tip, vel_tip, acl_tip, ang_tip, omega, alpha = measureBucketState( sphere3, shovel) x_i = np.array([ pos_tip[0], pos_tip[2], ang_tip, vel_tip[0], vel_tip[2], omega[1] ]) eta_i = np.array( [acl_tip[0], acl_tip[2], alpha[1], 0., 0., 0., 0.]) # Choose the initial path arcposition based on a close initial x tip position theta_array = np.linspace(-10, 0, num=1000) for i in range(len(theta_array)): x_path, y_path = self.spl_path.path_eval(theta_array[i], d=0) if x_path > pos_tip[0]: path_initial = theta_array[i] break # set initial input (since input cost is differential) x_0_mpcc = np.concatenate( (self.dfl.g_Koop(x_i, eta_i, _), np.array([path_initial]))) u_minus_mpcc = np.array([0.0, 0.0, 0.0, 0.0]) driver.last_x_opt = x_0_mpcc # sets up the new mpcc problem _mpcc mpcc.setup_new_problem(self.Q_mpcc, self.R_mpcc, self.q_theta_mpcc, x_0_mpcc, u_minus_mpcc) setattr(driver, "mpcc", mpcc) ##################################################################################### # Add the controller to the simulation sim.add(driver) # Limit core usage to number of physical cores. Assume that HT/SMT is active # and divide max threads with 2. agx.setNumThreads(0) n = int(agx.getNumThreads() / 2 - 1) agx.setNumThreads(n) # Setup initial camera view if app: createHelpText(sim, app) return terrain, shovel, driver, sphere3
def build_simulation(goal=False): """Builds simulations for both start and goal configurations :param bool goal: toggles between simulation definition of start and goal configurations :return agxSDK.Simulation: simulation object """ assembly_name = "start_" goal_string = "" if goal: assembly_name = "goal_" goal_string = "_goal" # Instantiate a simulation sim = agxSDK.Simulation() # By default, the gravity vector is 0,0,-9.81 with a uniform gravity field. (we CAN change that # too by creating an agx.PointGravityField for example). # AGX uses a right-hand coordinate system (That is Z defines UP. X is right, and Y is into the screen) if not GRAVITY: logger.info("Gravity off.") g = agx.Vec3(0, 0, 0) # remove gravity sim.setUniformGravity(g) # Get current delta-t (timestep) that is used in the simulation? dt = sim.getTimeStep() logger.debug("default dt = {}".format(dt)) # Change the timestep sim.setTimeStep(TIMESTEP) # Confirm timestep changed dt = sim.getTimeStep() logger.debug("new dt = {}".format(dt)) # Create a new empty Assembly scene = agxSDK.Assembly() scene.setName(assembly_name + "assembly") # Add start assembly to simulation sim.add(scene) # Create a ground plane for reference if not goal: ground = create_body(name="ground", shape=agxCollide.Box(LENGTH, LENGTH, GROUND_WIDTH), position=agx.Vec3(LENGTH / 2, 0, -(GROUND_WIDTH + SIZE_GRIPPER / 2 + LENGTH)), motion_control=agx.RigidBody.STATIC) scene.add(ground) # Create cable cable = agxCable.Cable(RADIUS, RESOLUTION) cable.setName("DLO" + goal_string) gripper_left = create_body(name="gripper_left" + goal_string, shape=agxCollide.Box(SIZE_GRIPPER, SIZE_GRIPPER, SIZE_GRIPPER), position=agx.Vec3(0, 0, 0), motion_control=agx.RigidBody.DYNAMICS) scene.add(gripper_left) gripper_right = create_body(name="gripper_right" + goal_string, shape=agxCollide.Box(SIZE_GRIPPER, SIZE_GRIPPER, SIZE_GRIPPER), position=agx.Vec3(LENGTH, 0, 0), motion_control=agx.RigidBody.DYNAMICS) scene.add(gripper_right) # Disable collisions for grippers gripper_left_body = scene.getRigidBody("gripper_left" + goal_string) gripper_left_body.getGeometry("gripper_left" + goal_string).setEnableCollisions(False) gripper_right_body = scene.getRigidBody("gripper_right" + goal_string) gripper_right_body.getGeometry("gripper_right" + goal_string).setEnableCollisions(False) logger.info("Mass of grippers: {}".format(scene.getRigidBody("gripper_right" + goal_string).calculateMass())) # Create Frames for each gripper: # Cables are attached passing through the attachment point along the Z axis of the body's coordinate frame. # The translation specified in the transformation is relative to the body and not the world left_transform = agx.AffineMatrix4x4() left_transform.setTranslate(SIZE_GRIPPER + RADIUS, 0, 0) left_transform.setRotate(agx.Vec3.Z_AXIS(), agx.Vec3.Y_AXIS()) # Rotation matrix which switches Z with Y frame_left = agx.Frame(left_transform) right_transform = agx.AffineMatrix4x4() right_transform.setTranslate(- SIZE_GRIPPER - RADIUS, 0, 0) right_transform.setRotate(agx.Vec3.Z_AXIS(), -agx.Vec3.Y_AXIS()) # Rotation matrix which switches Z with -Y frame_right = agx.Frame(right_transform) cable.add(agxCable.FreeNode(agx.Vec3(SIZE_GRIPPER + RADIUS, 0, 0))) # Fix cable to gripper_left cable.add(agxCable.FreeNode(agx.Vec3(LENGTH - SIZE_GRIPPER - RADIUS, 0, 0))) # Fix cable to gripper_right # Try to initialize cable report = cable.tryInitialize() if report.successful(): logger.debug("Successful cable initialization.") else: logger.error(report.getActualError()) actual_length = report.getLength() logger.info("Actual length: " + str(actual_length)) # Add cable plasticity plasticity = agxCable.CablePlasticity() plasticity.setYieldPoint(YIELD_POINT, agxCable.BEND) # set torque required for permanent deformation cable.addComponent(plasticity) # NOTE: Stretch direction is always elastic # Define material material = agx.Material("Aluminum") bulk_material = material.getBulkMaterial() bulk_material.setPoissonsRatio(POISSON_RATIO) bulk_material.setYoungsModulus(YOUNG_MODULUS) cable.setMaterial(material) # Add cable to simulation scene.add(cable) # Add segment names and get first and last segment count = 1 iterator = cable.begin() segment_left = iterator.getRigidBody() segment_left.setName('dlo_' + str(count) + goal_string) while not iterator.isEnd(): count += 1 segment_right = iterator.getRigidBody() segment_right.setName('dlo_' + str(count) + goal_string) iterator.inc() # Add hinge constraints hinge_joint_left = agx.Hinge(scene.getRigidBody("gripper_left" + goal_string), frame_left, segment_left) hinge_joint_left.setName('hinge_joint_left' + goal_string) motor_left = hinge_joint_left.getMotor1D() motor_left.setEnable(True) motor_left_param = motor_left.getRegularizationParameters() motor_left_param.setCompliance(1e12) motor_left.setLockedAtZeroSpeed(False) lock_left = hinge_joint_left.getLock1D() lock_left.setEnable(False) # Set range of hinge joint # range_left = hinge_joint_left.getRange1D() # range_left.setEnable(True) # range_left.setRange(agx.RangeReal(-math.pi / 2, math.pi / 2)) scene.add(hinge_joint_left) hinge_joint_right = agx.Hinge(scene.getRigidBody("gripper_right" + goal_string), frame_right, segment_right) hinge_joint_right.setName('hinge_joint_right' + goal_string) motor_right = hinge_joint_right.getMotor1D() motor_right.setEnable(True) motor_right_param = motor_right.getRegularizationParameters() motor_right_param.setCompliance(1e12) motor_right.setLockedAtZeroSpeed(False) lock_right = hinge_joint_right.getLock1D() lock_right.setEnable(False) # Set range of hinge joint # range_right = hinge_joint_right.getRange1D() # range_right.setEnable(True) # range_right.setRange(agx.RangeReal(-math.pi / 2, math.pi / 2)) scene.add(hinge_joint_right) # Create base for gripper motors prismatic_base_right = create_locked_prismatic_base("gripper_right" + goal_string, gripper_right_body, compliance=0, motor_ranges=[(-FORCE_RANGE, FORCE_RANGE), (-FORCE_RANGE, FORCE_RANGE), (-FORCE_RANGE, FORCE_RANGE)], position_ranges=[ (-LENGTH + 2 * (2 * RADIUS + SIZE_GRIPPER), 0), (-LENGTH, LENGTH), (-LENGTH, LENGTH)], compute_forces=True, lock_status=[False, False, False]) scene.add(prismatic_base_right) prismatic_base_left = create_locked_prismatic_base("gripper_left" + goal_string, gripper_left_body, compliance=0, lock_status=[True, True, True]) scene.add(prismatic_base_left) return sim
def build_simulation(goal=False): """Builds simulations for both start and goal configurations :param bool goal: toggles between simulation definition of start and goal configurations :return agxSDK.Simulation: simulation object """ assembly_name = "start_" goal_string = "" if goal: assembly_name = "goal_" goal_string = "_goal" # Instantiate a simulation sim = agxSDK.Simulation() # By default, the gravity vector is 0,0,-9.81 with a uniform gravity field. (we CAN change that # too by creating an agx.PointGravityField for example). # AGX uses a right-hand coordinate system (That is Z defines UP. X is right, and Y is into the screen) if not GRAVITY: logger.info("Gravity off.") g = agx.Vec3(0, 0, 0) # remove gravity sim.setUniformGravity(g) # Get current delta-t (timestep) that is used in the simulation? dt = sim.getTimeStep() logger.debug("default dt = {}".format(dt)) # Change the timestep sim.setTimeStep(TIMESTEP) # Confirm timestep changed dt = sim.getTimeStep() logger.debug("new dt = {}".format(dt)) # Create a new empty Assembly scene = agxSDK.Assembly() scene.setName(assembly_name + "assembly") # Add start assembly to simulation sim.add(scene) # Create a ground plane for reference and obstacle if not goal: ground = create_body(name="ground", shape=agxCollide.Box(LENGTH, LENGTH, GROUND_WIDTH), position=agx.Vec3( 0, 0, -(GROUND_WIDTH + SIZE_GRIPPER / 2 + LENGTH)), motion_control=agx.RigidBody.STATIC) sim.add(ground) # Create two grippers gripper_left = create_body(name="gripper_left" + goal_string, shape=agxCollide.Box(SIZE_GRIPPER, SIZE_GRIPPER, SIZE_GRIPPER), position=agx.Vec3(-LENGTH / 2, 0, 0), motion_control=agx.RigidBody.DYNAMICS) scene.add(gripper_left) gripper_right = create_body(name="gripper_right" + goal_string, shape=agxCollide.Box(SIZE_GRIPPER, SIZE_GRIPPER, SIZE_GRIPPER), position=agx.Vec3(LENGTH / 2, 0, 0), motion_control=agx.RigidBody.DYNAMICS) scene.add(gripper_right) gripper_left_body = gripper_left.getRigidBody("gripper_left" + goal_string) gripper_right_body = gripper_right.getRigidBody("gripper_right" + goal_string) # Create material material_cylinder = agx.Material("cylinder_material") bulk_material_cylinder = material_cylinder.getBulkMaterial() bulk_material_cylinder.setPoissonsRatio(POISSON_RATIO) bulk_material_cylinder.setYoungsModulus(YOUNG_MODULUS) cylinder = create_body(name="obstacle" + goal_string, shape=agxCollide.Cylinder(CYLINDER_RADIUS, CYLINDER_LENGTH), position=agx.Vec3(0, 0, -2 * CYLINDER_RADIUS), motion_control=agx.RigidBody.STATIC, material=material_cylinder) scene.add(cylinder) # Create cable cable = agxCable.Cable(RADIUS, RESOLUTION) # Create Frames for each gripper: # Cables are attached passing through the attachment point along the Z axis of the body's coordinate frame. # The translation specified in the transformation is relative to the body and not the world left_transform = agx.AffineMatrix4x4() left_transform.setTranslate(SIZE_GRIPPER + RADIUS, 0, 0) left_transform.setRotate( agx.Vec3.Z_AXIS(), agx.Vec3.Y_AXIS()) # Rotation matrix which switches Z with Y frame_left = agx.Frame(left_transform) right_transform = agx.AffineMatrix4x4() right_transform.setTranslate(-SIZE_GRIPPER - RADIUS, 0, 0) right_transform.setRotate( agx.Vec3.Z_AXIS(), -agx.Vec3.Y_AXIS()) # Rotation matrix which switches Z with -Y frame_right = agx.Frame(right_transform) cable.add( agxCable.FreeNode(agx.Vec3(-LENGTH / 2 + SIZE_GRIPPER + RADIUS, 0, 0))) # Fix cable to gripper_left cable.add( agxCable.FreeNode(agx.Vec3(LENGTH / 2 - SIZE_GRIPPER - RADIUS, 0, 0))) # Fix cable to gripper_right # Set cable name and properties cable.setName("DLO" + goal_string) properties = cable.getCableProperties() properties.setYoungsModulus(YOUNG_MODULUS, agxCable.BEND) properties.setYoungsModulus(YOUNG_MODULUS, agxCable.TWIST) properties.setYoungsModulus(YOUNG_MODULUS, agxCable.STRETCH) material_wire = cable.getMaterial() wire_material = material_wire.getBulkMaterial() wire_material.setPoissonsRatio(POISSON_RATIO) wire_material.setYoungsModulus(YOUNG_MODULUS) cable.setMaterial(material_wire) # Add cable plasticity plasticity = agxCable.CablePlasticity() plasticity.setYieldPoint( YIELD_POINT, agxCable.BEND) # set torque required for permanent deformation plasticity.setYieldPoint( YIELD_POINT, agxCable.STRETCH) # set torque required for permanent deformation cable.addComponent(plasticity) # NOTE: Stretch direction is always elastic # Tell MaterialManager to create and return a contact material which will be used # when two geometries both with this material is in contact contact_material = sim.getMaterialManager().getOrCreateContactMaterial( material_cylinder, material_wire) contact_material.setYoungsModulus(CONTACT_YOUNG_MODULUS) # Create a Friction model, which we tell the solver to solve ITERATIVELY (faster) fm = agx.IterativeProjectedConeFriction() fm.setSolveType(agx.FrictionModel.DIRECT) contact_material.setFrictionModel(fm) # Try to initialize cable report = cable.tryInitialize() if report.successful(): logger.debug("Successful cable initialization.") else: logger.error(report.getActualError()) # Add cable to simulation sim.add(cable) # Add segment names and get first and last segment segment_count = 0 iterator = cable.begin() segment_left = iterator.getRigidBody() segment_left.setName('dlo_' + str(segment_count + 1) + goal_string) segment_right = None while not iterator.isEnd(): segment_count += 1 segment_right = iterator.getRigidBody() segment_right.setName('dlo_' + str(segment_count + 1) + goal_string) iterator.inc() # Add hinge constraints hinge_joint_left = agx.Hinge( sim.getRigidBody("gripper_left" + goal_string), frame_left, segment_left) hinge_joint_left.setName('hinge_joint_left' + goal_string) motor_left = hinge_joint_left.getMotor1D() motor_left.setEnable(False) motor_left_param = motor_left.getRegularizationParameters() motor_left_param.setCompliance(1e12) motor_left.setLockedAtZeroSpeed(False) lock_left = hinge_joint_left.getLock1D() lock_left.setEnable(False) range_left = hinge_joint_left.getRange1D() range_left.setEnable(True) range_left.setRange(agx.RangeReal(-math.pi / 2, math.pi / 2)) sim.add(hinge_joint_left) hinge_joint_right = agx.Hinge( sim.getRigidBody("gripper_right" + goal_string), frame_right, segment_right) hinge_joint_right.setName('hinge_joint_right' + goal_string) motor_right = hinge_joint_right.getMotor1D() motor_right.setEnable(False) motor_right_param = motor_right.getRegularizationParameters() motor_right_param.setCompliance(1e12) motor_right.setLockedAtZeroSpeed(False) lock_right = hinge_joint_right.getLock1D() lock_right.setEnable(False) range_right = hinge_joint_right.getRange1D() range_right.setEnable(True) range_right.setRange(agx.RangeReal(-math.pi / 2, math.pi / 2)) sim.add(hinge_joint_right) # Create bases for gripper motors prismatic_base_left = create_locked_prismatic_base( "gripper_left" + goal_string, gripper_left_body, compliance=0, motor_ranges=[(-FORCE_RANGE, FORCE_RANGE), (-FORCE_RANGE, FORCE_RANGE), (-FORCE_RANGE, FORCE_RANGE)], position_ranges=[(-LENGTH / 2 + CYLINDER_RADIUS, LENGTH / 2 - CYLINDER_RADIUS), (-CYLINDER_LENGTH / 3, CYLINDER_LENGTH / 3), (-(GROUND_WIDTH + SIZE_GRIPPER / 2 + LENGTH), 0)], lock_status=[False, False, False]) sim.add(prismatic_base_left) prismatic_base_right = create_locked_prismatic_base( "gripper_right" + goal_string, gripper_right_body, compliance=0, motor_ranges=[(-FORCE_RANGE, FORCE_RANGE), (-FORCE_RANGE, FORCE_RANGE), (-FORCE_RANGE, FORCE_RANGE)], position_ranges=[(-LENGTH / 2 + CYLINDER_RADIUS, LENGTH / 2 - CYLINDER_RADIUS), (-CYLINDER_LENGTH / 3, CYLINDER_LENGTH / 3), (-(GROUND_WIDTH + SIZE_GRIPPER / 2 + LENGTH), 0)], lock_status=[False, False, False]) sim.add(prismatic_base_right) return sim
def build_simulation(): # Instantiate a simulation sim = agxSDK.Simulation() # By default the gravity vector is 0,0,-9.81 with a uniform gravity field. (we CAN change that # too by creating an agx.PointGravityField for example). # AGX uses a right-hand coordinate system (That is Z defines UP. X is right, and Y is into the screen) if not GRAVITY: logger.info("Gravity off.") g = agx.Vec3(0, 0, 0) # remove gravity sim.setUniformGravity(g) # Get current delta-t (timestep) that is used in the simulation? dt = sim.getTimeStep() logger.debug("default dt = {}".format(dt)) # Change the timestep sim.setTimeStep(TIMESTEP) # Confirm timestep changed dt = sim.getTimeStep() logger.debug("new dt = {}".format(dt)) # Define materials material_hard = agx.Material("Aluminum") material_hard_bulk = material_hard.getBulkMaterial() material_hard_bulk.setPoissonsRatio(ALUMINUM_POISSON_RATIO) material_hard_bulk.setYoungsModulus(ALUMINUM_YOUNG_MODULUS) # Create a ground plane ground = create_body(name="ground", shape=agxCollide.Box(GROUND_LENGTH_X, GROUND_LENGTH_Y, GROUND_HEIGHT), position=agx.Vec3(0, 0, -0.005), motion_control=agx.RigidBody.STATIC) sim.add(ground) # Creates poles for i, position in enumerate(POLE_POSITION_OFFSETS): create_pole(id=i, sim=sim, position=position, material=material_hard) # Create gripper gripper = create_body(name="gripper", shape=agxCollide.Sphere(0.002), position=agx.Vec3(0.0, 0.0, GRIPPER_HEIGHT + DIAMETER / 2.0), motion_control=agx.RigidBody.DYNAMICS, material=material_hard) gripper.getRigidBody("gripper").getGeometry("gripper").setEnableCollisions( False) sim.add(gripper) # Create base for pusher motors prismatic_base = create_locked_prismatic_base( "gripper", gripper.getRigidBody("gripper"), position_ranges=[(-GRIPPER_MAX_X, GRIPPER_MAX_X), (-GRIPPER_MAX_Y, GRIPPER_MAX_Y), (GRIPPER_MIN_Z, GRIPPER_MAX_Z)], motor_ranges=[(-MAX_MOTOR_FORCE, MAX_MOTOR_FORCE), (-MAX_MOTOR_FORCE, MAX_MOTOR_FORCE), (-MAX_MOTOR_FORCE, MAX_MOTOR_FORCE)]) sim.add(prismatic_base) # Create rope and set name + properties rubber_band = agxCable.Cable(RADIUS, RESOLUTION) rubber_band.setName("DLO") material_rubber_band = rubber_band.getMaterial() rubber_band_material = material_rubber_band.getBulkMaterial() rubber_band_material.setPoissonsRatio(PEG_POISSON_RATIO) properties = rubber_band.getCableProperties() properties.setYoungsModulus(YOUNG_MODULUS_BEND, agxCable.BEND) properties.setYoungsModulus(YOUNG_MODULUS_TWIST, agxCable.TWIST) properties.setYoungsModulus(YOUNG_MODULUS_STRETCH, agxCable.STRETCH) # Initialize dlo on circle steps = DLO_CIRCLE_STEPS for a in np.linspace(-np.pi / 2, (3.0 / 2.0) * np.pi - 2 * np.pi / steps, steps): x = np.cos(a) * DIAMETER / 2.0 z = np.sin(a) * DIAMETER / 2.0 rubber_band.add(agxCable.FreeNode(x, 0, GRIPPER_HEIGHT + z)) sim.add(rubber_band) segments_cable = list() cable = agxCable.Cable.find(sim, "DLO") segment_iterator = cable.begin() n_segments = cable.getNumSegments() for i in range(n_segments): if not segment_iterator.isEnd(): seg = segment_iterator.getRigidBody() seg.setAngularVelocityDamping(1e4) mass_props = seg.getMassProperties() mass_props.setMass(1.25 * mass_props.getMass()) segments_cable.append(seg) segment_iterator.inc() # Get segments at ends and middle s0 = segments_cable[0] s1 = segments_cable[int(n_segments / 2)] s2 = segments_cable[-1] # Add ball joint between gripper and rubber band f0 = agx.Frame() f1 = agx.Frame() ball_joint = agx.BallJoint(gripper.getRigidBody("gripper"), f0, s1, f1) sim.add(ball_joint) # Connect ends of rubber band f0 = agx.Frame() f0.setLocalTranslate(0.0, 0.0, -1 * np.pi * DIAMETER / cable.getNumSegments()) f1 = agx.Frame() lock = agx.LockJoint(s0, f0, s2, f1) lock.setCompliance(1.0e-4) sim.add(lock) # Try to initialize dlo report = rubber_band.tryInitialize() if report.successful(): print("Successful dlo initialization.") else: print(report.getActualError()) # Add rope to simulation sim.add(rubber_band) # Set rope material material_rubber_band = rubber_band.getMaterial() material_rubber_band.setName("rope_material") contactMaterial = sim.getMaterialManager().getOrCreateContactMaterial( material_hard, material_rubber_band) contactMaterial.setYoungsModulus(1e12) fm = agx.IterativeProjectedConeFriction() fm.setSolveType(agx.FrictionModel.DIRECT) contactMaterial.setFrictionModel(fm) # Add keyboard listener motor_x = sim.getConstraint1DOF("gripper_joint_base_x").getMotor1D() motor_y = sim.getConstraint1DOF("gripper_joint_base_y").getMotor1D() motor_z = sim.getConstraint1DOF("gripper_joint_base_z").getMotor1D() key_motor_map = { agxSDK.GuiEventListener.KEY_Up: (motor_y, 0.2), agxSDK.GuiEventListener.KEY_Down: (motor_y, -0.2), agxSDK.GuiEventListener.KEY_Right: (motor_x, 0.2), agxSDK.GuiEventListener.KEY_Left: (motor_x, -0.2), 65365: (motor_z, 0.2), 65366: (motor_z, -0.2) } sim.add(KeyboardMotorHandler(key_motor_map)) rbs = rubber_band.getRigidBodies() for i in range(len(rbs)): rbs[i].setName('dlo_' + str(i + 1)) return sim