Exemple #1
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    def __init__(self, store):
        GLRealtimeProgram.__init__(self, 'Motion Plan Checkpoint')

        self.world = build_world(store)
        self.robot = self.world.robot('tx90l')

        self.robot_path = []

        mp = store.get('/robot/waypoints')

        self.dts = [wp[0] for wp in mp]
        self.commands = [{
            'robot': self.robot.getConfig()
        }] + [wp[1] for wp in mp]

        self.fps = 30.0
        self.dt = 1 / self.fps

        self.speed_scale = 1
        self.end_delay = 1

        self.n = 0
        self.start_time = -self.end_delay
        self.duration = sum(self.dts)

        self.dofs = self.robot.numLinks()

        self.trace_vbos = []
        for i in range(1, self.dofs):
            trace = self.trace_link(self.commands, i)
            data = numpy.array(trace, dtype=numpy.float32)
            color = cm.gist_rainbow(float(i - 1) / (self.dofs - 2))
            self.trace_vbos.append((color, vbo.VBO(data, GL_STATIC_DRAW)))
    def __init__(self, world, sim):
        GLRealtimeProgram.__init__(self, "GLTest")
        self.world = world
        self.sim = sim
        self.sim.enableContactFeedbackAll()
        self.dt = 0.02
        self.angular_velocity = 0.5

        self.hand_state = 2
        self.joint_limits = self.world.robot(0).getJointLimits()

        self.is_forceClosure = False
        self.is_equilibrium = False
        self.object_id = self.world.rigidObject(0).getID()

        self.num_wrench_sampling = 100
        self.num_failures = 0
        self.num_forceClosure = 0

        self.result_success = None
        self.result_gws_vol = None
        self.result_gws_radius = None

        self.is_lifting = False
        self.time_start_lift = 0.
        self.lift_score = 0.

        self.is_shaking = False
        self.time_start_shake = 0.
        self.dir = None
        self.iter_shaking = 0
        self.dynamic_score = 0.0
Exemple #3
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    def __init__(self,world,sim):
        GLRealtimeProgram.__init__(self,"GLTest")
        self.world = world
        self.sim = sim
        self.anim = False
        
        #povray property
        self.povray_properties = {}
        
        #add 4 lights each with 5 meters from the robot
        povray.add_multiple_lights(self.povray_properties,self.world.robot(0),5.,4,spotlight=True,area=.1)
        
        #tell povray that all terrain will not be modified
        povray.mark_terrain_transient(self.povray_properties,self.world)
        
        #the robot will move, so we remove this line
        #povray.mark_robot_transient(self.povray_properties,self.world.robot(0))
        
        #overwrite material of floor to marble
        fin=vp.Finish('ambient',0.,'diffuse',.5,'specular',.15)
        nor=vp.Normal('granite',0.2,'warp {turbulence 1}','scale',.25)
        povray.set_material(self.povray_properties,self.world.terrain(0),fin,nor)

        #randomize robot link color
        import random
        for l in range(self.world.robot(0).numLinks()):
            lk=self.world.robot(0).link(l)
            lk.appearance().setColor(random.uniform(0.,1.),random.uniform(0.,1.),random.uniform(0.,1.))
Exemple #4
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    def __init__(self):
        GLRealtimeProgram.__init__(self, 'World Viewer')

        self.world = WorldModel()

        self.fps = 10.0
        self.dt = 1 / self.fps

        self.pre_drawables = []
        self.post_drawables = []
Exemple #5
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 def __init__(self, world, sim):
     GLRealtimeProgram.__init__(self, "GL test")
     self.world = world
     self.sim = sim
     self.controller = self.sim.controller(0)
     print('gains ', self.controller.getPIDGains())
     self.goal = None
     self.store_goal = None
     # add function to reset the world
     self.q_init = world.robot(0).getConfig()
     self.object_init = world.rigidObject(0).getTransform()
Exemple #6
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 def __init__(self,world,sim):
     GLRealtimeProgram.__init__(self,"GLTest")
     self.world = world
     self.sim = sim
Exemple #7
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 def motionfunc(self, x, y, dx, dy):
     return GLRealtimeProgram.motionfunc(self, x, y, dx, dy)
Exemple #8
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 def mousefunc(self, button, state, x, y):
     return GLRealtimeProgram.mousefunc(self, button, state, x, y)