Exemple #1
0
class PybulletPhysicsEngine(PhysicsEngine):
    """Wrapper for pybullet physics engine that is tied to a single ID"""

    def __init__(self, urdf_cache_dir, debug=False):
        PhysicsEngine.__init__(self)
        self._physics_client = None
        self._debug = debug
        self._urdf_cache_dir = urdf_cache_dir
        if not os.path.isabs(self._urdf_cache_dir):
            self._urdf_cache_dir = os.path.join(
                os.getcwd(), self._urdf_cache_dir
            )
        if not os.path.exists(os.path.join(self._urdf_cache_dir, "plane")):
            os.makedirs(os.path.join(self._urdf_cache_dir, "plane"))
        shutil.copy(
            pkg_resources.resource_filename(
                "sd_maskrcnn", "data/plane/plane.urdf"
            ),
            os.path.join(self._urdf_cache_dir, "plane", "plane.urdf"),
        )
        shutil.copy(
            pkg_resources.resource_filename(
                "sd_maskrcnn", "data/plane/plane_convex_piece_0.obj"
            ),
            os.path.join(
                self._urdf_cache_dir, "plane", "plane_convex_piece_0.obj"
            ),
        )

    def add(self, obj, static=False):

        # create URDF
        urdf_filename = os.path.join(
            self._urdf_cache_dir,
            KEY_SEP_TOKEN.join(obj.key.split(KEY_SEP_TOKEN)[:-1]),
            "{}.urdf".format(
                KEY_SEP_TOKEN.join(obj.key.split(KEY_SEP_TOKEN)[:-1])
            ),
        )
        urdf_dir = os.path.dirname(urdf_filename)
        if not os.path.exists(urdf_filename):
            try:
                os.makedirs(urdf_dir)
            except:
                self._logger.warning(
                    "Failed to create dir %s. The object may have been created simultaneously by another process"
                    % (urdf_dir)
                )
            self._logger.info(
                "Exporting URDF for object {}".format(
                    KEY_SEP_TOKEN.join(obj.key.split(KEY_SEP_TOKEN)[:-1])
                )
            )

            # Fix center of mass (for rendering) and density and export
            geometry = obj.mesh.copy()
            geometry.apply_translation(-obj.mesh.center_mass)
            trimesh.exchange.export.export_urdf(geometry, urdf_dir)

        com = obj.mesh.center_mass
        pose = self._convert_pose(obj.pose, com)
        obj_t = pose.translation
        obj_q_wxyz = pose.quaternion
        obj_q_xyzw = np.roll(obj_q_wxyz, -1)
        try:
            obj_id = pybullet.loadURDF(
                urdf_filename,
                obj_t,
                obj_q_xyzw,
                useFixedBase=static,
                physicsClientId=self._physics_client,
            )
        except:
            raise Exception("Failed to load %s" % (urdf_filename))

        if self._debug:
            self._add_to_scene(obj)

        self._key_to_id[obj.key] = obj_id
        self._key_to_com[obj.key] = com

    def get_velocity(self, key):
        obj_id = self._key_to_id[key]
        return pybullet.getBaseVelocity(
            obj_id, physicsClientId=self._physics_client
        )

    def get_pose(self, key):
        obj_id = self._key_to_id[key]
        obj_t, obj_q_xyzw = pybullet.getBasePositionAndOrientation(
            obj_id, physicsClientId=self._physics_client
        )
        obj_q_wxyz = np.roll(obj_q_xyzw, 1)
        pose = RigidTransform(
            rotation=obj_q_wxyz,
            translation=obj_t,
            from_frame="obj",
            to_frame="world",
        )
        pose = self._deconvert_pose(pose, self._key_to_com[key])
        return pose

    def remove(self, key):
        obj_id = self._key_to_id[key]
        pybullet.removeBody(obj_id, physicsClientId=self._physics_client)
        self._key_to_id.pop(key)
        self._key_to_com.pop(key)
        if self._debug:
            self._remove_from_scene(key)

    def step(self):
        pybullet.stepSimulation(physicsClientId=self._physics_client)
        if self._debug:
            time.sleep(0.04)
            self._update_scene()

    def reset(self):
        if self._physics_client is not None:
            self.stop()
        self.start()

    def start(self):
        if self._physics_client is None:
            self._physics_client = pybullet.connect(pybullet.DIRECT)
            pybullet.setGravity(
                0, 0, -GRAVITY_ACCEL, physicsClientId=self._physics_client
            )
            self._key_to_id = {}
            self._key_to_com = {}
            if self._debug:
                self._create_scene()
                self._viewer = Viewer(
                    self._scene, use_raymond_lighting=True, run_in_thread=True
                )

    def stop(self):
        if self._physics_client is not None:
            pybullet.disconnect(self._physics_client)
            self._physics_client = None
            if self._debug:
                self._scene = None
                self._viewer.close_external()
                while self._viewer.is_active:
                    pass

    def __del__(self):
        self.stop()
        del self

    def _convert_pose(self, pose, com):
        new_pose = pose.copy()
        new_pose.translation = pose.rotation.dot(com) + pose.translation
        return new_pose

    def _deconvert_pose(self, pose, com):
        new_pose = pose.copy()
        new_pose.translation = pose.rotation.dot(-com) + pose.translation
        return new_pose

    def _create_scene(self):
        self._scene = Scene()
        camera = PerspectiveCamera(
            yfov=0.833, znear=0.05, zfar=3.0, aspectRatio=1.0
        )
        cn = Node()
        cn.camera = camera
        pose_m = np.array(
            [
                [0.0, 1.0, 0.0, 0.0],
                [1.0, 0.0, 0.0, 0.0],
                [0.0, 0.0, -1.0, 0.88],
                [0.0, 0.0, 0.0, 1.0],
            ]
        )
        pose_m[:, 1:3] *= -1.0
        cn.matrix = pose_m
        self._scene.add_node(cn)
        self._scene.main_camera_node = cn

    def _add_to_scene(self, obj):
        self._viewer.render_lock.acquire()
        n = Node(
            mesh=Mesh.from_trimesh(obj.mesh),
            matrix=obj.pose.matrix,
            name=obj.key,
        )
        self._scene.add_node(n)
        self._viewer.render_lock.release()

    def _remove_from_scene(self, key):
        self._viewer.render_lock.acquire()
        if self._scene.get_nodes(name=key):
            self._scene.remove_node(
                next(iter(self._scene.get_nodes(name=key)))
            )
        self._viewer.render_lock.release()

    def _update_scene(self):
        self._viewer.render_lock.acquire()
        for key in self._key_to_id.keys():
            obj_pose = self.get_pose(key).matrix
            if self._scene.get_nodes(name=key):
                next(iter(self._scene.get_nodes(name=key))).matrix = obj_pose
        self._viewer.render_lock.release()
class MeshViewer(object):
    def __init__(self, width=1200, height=800, use_offscreen=True):
        #super().__init__()

        self.width, self.height = width, height
        self.use_offscreen = use_offscreen
        self.render_wireframe = False

        self.mat_constructor = pyrender.MetallicRoughnessMaterial
        self.trimesh_to_pymesh = pyrender.Mesh.from_trimesh

        self.scene = pyrender.Scene(bg_color=colors['white'],
                                    ambient_light=(0.3, 0.3, 0.3))

        pc = pyrender.PerspectiveCamera(yfov=np.pi / 3.0,
                                        aspectRatio=float(width) / height)
        camera_pose = np.eye(4)
        camera_pose[:3, 3] = np.array([0, 0, 3.0])
        self.camera_node = self.scene.add(pc,
                                          pose=camera_pose,
                                          name='pc-camera')

        self.figsize = (width, height)

        if self.use_offscreen:
            self.viewer = pyrender.OffscreenRenderer(*self.figsize)
            self.use_raymond_lighting(4.)
        else:
            self.viewer = Viewer(self.scene,
                                 use_raymond_lighting=True,
                                 viewport_size=self.figsize,
                                 cull_faces=False,
                                 run_in_thread=True)

    def set_background_color(self, color=colors['white']):
        self.scene.bg_color = color

    def set_cam_trans(self, trans=[0, 0, 3.0]):
        if isinstance(trans, list): trans = np.array(trans)
        camera_pose = np.eye(4)
        camera_pose[:3, 3] = trans
        self.scene.set_pose(self.camera_node, pose=camera_pose)

    def update_camera_pose(self, camera_pose):
        self.scene.set_pose(self.camera_node, pose=camera_pose)

    def close_viewer(self):
        if self.viewer.is_active:
            self.viewer.close_external()

    def set_meshes(self, meshes, group_name='static', poses=[]):
        for node in self.scene.get_nodes():
            if node.name is not None and '%s-mesh' % group_name in node.name:
                self.scene.remove_node(node)

        if len(poses) < 1:
            for mid, mesh in enumerate(meshes):
                if isinstance(mesh, trimesh.Trimesh):
                    mesh = pyrender.Mesh.from_trimesh(mesh)
                self.scene.add(mesh, '%s-mesh-%2d' % (group_name, mid))
        else:
            for mid, iter_value in enumerate(zip(meshes, poses)):
                mesh, pose = iter_value
                if isinstance(mesh, trimesh.Trimesh):
                    mesh = pyrender.Mesh.from_trimesh(mesh)
                self.scene.add(mesh, '%s-mesh-%2d' % (group_name, mid), pose)

    def set_static_meshes(self, meshes, poses=[]):
        self.set_meshes(meshes, group_name='static', poses=poses)

    def set_dynamic_meshes(self, meshes, poses=[]):
        self.set_meshes(meshes, group_name='dynamic', poses=poses)

    def _add_raymond_light(self):
        from pyrender.light import DirectionalLight
        from pyrender.node import Node

        thetas = np.pi * np.array([1.0 / 6.0, 1.0 / 6.0, 1.0 / 6.0])
        phis = np.pi * np.array([0.0, 2.0 / 3.0, 4.0 / 3.0])

        nodes = []

        for phi, theta in zip(phis, thetas):
            xp = np.sin(theta) * np.cos(phi)
            yp = np.sin(theta) * np.sin(phi)
            zp = np.cos(theta)

            z = np.array([xp, yp, zp])
            z = z / np.linalg.norm(z)
            x = np.array([-z[1], z[0], 0.0])
            if np.linalg.norm(x) == 0:
                x = np.array([1.0, 0.0, 0.0])
            x = x / np.linalg.norm(x)
            y = np.cross(z, x)

            matrix = np.eye(4)
            matrix[:3, :3] = np.c_[x, y, z]
            nodes.append(
                Node(light=DirectionalLight(color=np.ones(3), intensity=1.0),
                     matrix=matrix))
        return nodes

    def use_raymond_lighting(self, intensity=1.0):
        if not self.use_offscreen:
            sys.stderr.write(
                'Interactive viewer already uses raymond lighting!\n')
            return
        for n in self._add_raymond_light():
            n.light.intensity = intensity / 3.0
            if not self.scene.has_node(n):
                self.scene.add_node(n)  #, parent_node=pc)

    def render(self, render_wireframe=None, RGBA=False):
        from pyrender.constants import RenderFlags

        flags = RenderFlags.SHADOWS_DIRECTIONAL
        if RGBA: flags |= RenderFlags.RGBA
        if render_wireframe is not None and render_wireframe == True:
            flags |= RenderFlags.ALL_WIREFRAME
        elif self.render_wireframe:
            flags |= RenderFlags.ALL_WIREFRAME
        color_img, depth_img = self.viewer.render(self.scene, flags=flags)

        return color_img

    def save_snapshot(self, fname):
        if not self.use_offscreen:
            sys.stderr.write(
                'Currently saving snapshots only works with off-screen renderer!\n'
            )
            return
        color_img = self.render()
        cv2.imwrite(fname, color_img)