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)