Esempio n. 1
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    def RandomlyPositionAssets(self, system, initLoc, finalLoc, terrain, terrain_length, terrain_width, should_scale=False):
        diag_obs = 5
        for i in range(diag_obs):
            x = np.linspace(initLoc.x, finalLoc.x, diag_obs + 2)[1:-1]
            y = np.linspace(initLoc.y, finalLoc.y, diag_obs + 2)[1:-1]
            pos = chrono.ChVectorD(x[i], y[i], 0)
            pos.z = terrain.GetHeight(pos)

            rot = chrono.Q_from_AngZ(np.random.uniform(0, np.pi))

            offset = chrono.ChVectorD(pos.y, -pos.x, 0)
            offset = offset.GetNormalized() * (np.random.random() - 0.5) * 20

            rand_asset = np.random.choice(self.assets).Copy()
            rand_asset.pos = pos + offset
            rand_asset.rot = rot
            if should_scale:
                rand_asset.scale = np.random.uniform(rand_asset.scale_range[0], rand_asset.scale_range[1])

            self.assets.append(rand_asset)

        for i, asset in enumerate(self.assets[:-diag_obs]):
            success = True
            for i in range(101):
                if i == 100:
                    success = False
                    break

                pos = self.GenerateRandomPosition(terrain, terrain_length, terrain_width)
                scale = 1
                if should_scale:
                    scale = np.random.uniform(asset.scale_range[0], asset.scale_range[1])

                if (pos - initLoc).Length() < 15 or (pos - finalLoc).Length() < 15:
                    continue

                closest_asset = min(self.assets, key=lambda x: (x.pos - pos).Length())
                overlap = 0
                if (closest_asset.pos - pos).Length() < scale + closest_asset.scale + overlap:
                    continue

                break

            if not success:
                continue

            rot = chrono.Q_from_AngZ(np.random.uniform(0, np.pi))

            asset.pos = pos
            asset.rot = rot
            asset.scale = scale

        for asset in self.assets:
            system.Add(asset.body)
            asset.CreateCollisionModel()
Esempio n. 2
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    def __init__(self, x_half, y_half, z, t0):
        # making 4 turns to get to the end point
        q = chrono.Q_from_AngZ(randint(0, 3) * (-np.pi / 2))
        flip = pow(-1, randint(0, 1))
        route = randint(0, 1)
        points = chrono.vector_ChVectorD()
        if route == 0:
            beginPos = [-x_half, -y_half * flip]
            endPos = [x_half, y_half * flip]
            deltaX = (endPos[0] - beginPos[0]) / 3
            deltaY = (endPos[1] - beginPos[1]) / 2
            for i in range(6):
                point = chrono.ChVectorD(
                    beginPos[0] + deltaX * m.floor((i + 1) / 2),
                    beginPos[1] + deltaY * m.floor(i / 2), z)
                point = q.Rotate(point)
                points.append(point)
        if route == 1:
            xs = np.asarray([-1, 0, 1 / 3, 1 / 3, 0, -1])
            ys = np.asarray([1, 4 / 5, 1 / 2, -1 / 2, -4 / 5, -1]) * flip
            for x, y in zip(xs, ys):
                point = chrono.ChVectorD(x * x_half, y * y_half, z)
                point = q.Rotate(point)
                points.append(point)

        super(BezierPath, self).__init__(points)
        self.current_t = np.random.rand(1)[0] * 0.5
    def add_asset(self, asset: 'Any'):
        if isinstance(asset, chrono.ChBody):
            self._system._system.AddBody(asset)
            return
        if isinstance(asset, WABody):
            if not hasattr(asset, 'size') or not hasattr(asset, 'position'):
                raise AttributeError(
                    "Body must have 'size', and 'position' fields")

            position = asset.position
            yaw = 0 if not hasattr(asset, 'yaw') else asset.yaw
            size = asset.size

            body_type = 'box'
            if hasattr(asset, 'body_type'):
                body_type = asset.body_type

            if body_type == 'sphere':
                body = chrono.ChBodyEasySphere(size.length, 1000, True, False)
                body.SetBodyFixed(True)
            elif body_type == 'box':
                body = chrono.ChBodyEasyBox(
                    size.x, size.y, size.z, 1000, True, False)
                body.SetBodyFixed(True)
            else:
                raise ValueError(
                    f"'{asset.body_type}' not a supported body type.")

            body.SetPos(WAVector_to_ChVector(position))
            body.SetRot(chrono.Q_from_AngZ(-yaw + WA_PI / 2))

            if hasattr(asset, 'color'):
                color = asset.color
                body.AddAsset(chrono.ChColorAsset(
                    chrono.ChColor(color.x, color.y, color.z)))

                texture = chrono.ChVisualMaterial()
                texture.SetDiffuseColor(
                    chrono.ChVectorF(color.x, color.y, color.z))
                chrono.CastToChVisualization(
                    body.GetAssets()[0]).material_list.append(texture)

            if hasattr(asset, 'texture'):
                texture = chrono.ChVisualMaterial()
                texture.SetKdTexture(get_wa_data_file(asset.texture))
                chrono.CastToChVisualization(
                    body.GetAssets()[0]).material_list.append(texture)

            self._system._system.AddBody(body)

            asset.chrono_body = body

        super().add_asset(asset)
Esempio n. 4
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    def reset(self):
        n = 2 * np.random.randint(0, 4)
        b1 = 0
        b2 = 0
        r1 = n
        r2 = n
        r3 = n
        r4 = n
        r5 = n
        t1 = 0
        t2 = 0
        t3 = 0
        c = 0
        self.assets = AssetList(b1, b2, r1, r2, r3, r4, r5, t1, t2, t3, c)
        # Create systems
        self.system = chrono.ChSystemNSC()
        self.system.Set_G_acc(chrono.ChVectorD(0, 0, -9.81))
        self.system.SetSolverType(chrono.ChSolver.Type_BARZILAIBORWEIN)
        self.system.SetSolverMaxIterations(150)
        self.system.SetMaxPenetrationRecoverySpeed(4.0)

        # Create the terrain
        rigid_terrain = True
        self.terrain = veh.RigidTerrain(self.system)
        if rigid_terrain:
            patch_mat = chrono.ChMaterialSurfaceNSC()
            patch_mat.SetFriction(0.9)
            patch_mat.SetRestitution(0.01)
            patch = self.terrain.AddPatch(patch_mat, chrono.ChVectorD(0, 0, 0),
                                          chrono.ChVectorD(0, 0, 1),
                                          self.terrain_length * 1.5,
                                          self.terrain_width * 1.5)
        else:
            self.bitmap_file = os.path.dirname(
                os.path.realpath(__file__)) + "/../utils/height_map.bmp"
            self.bitmap_file_backup = os.path.dirname(
                os.path.realpath(__file__)) + "/../utils/height_map_backup.bmp"
            shape = (252, 252)
            generate_random_bitmap(shape=shape,
                                   resolutions=[(2, 2)],
                                   mappings=[(-1.5, 1.5)],
                                   file_name=self.bitmap_file)
            try:
                patch = self.terrain.AddPatch(
                    chrono.CSYSNORM,  # position
                    self.bitmap_file,  # heightmap file (.bmp)
                    "test",  # mesh name
                    self.terrain_length * 1.5,  # sizeX
                    self.terrain_width * 1.5,  # sizeY
                    self.min_terrain_height,  # hMin
                    self.max_terrain_height)  # hMax
            except Exception:
                print('Corrupt Bitmap File')
                patch = self.terrain.AddPatch(
                    chrono.CSYSNORM,  # position
                    self.bitmap_file_backup,  # heightmap file (.bmp)
                    "test",  # mesh name
                    self.terrain_length * 1.5,  # sizeX
                    self.terrain_width * 1.5,  # sizeY
                    self.min_terrain_height,  # hMin
                    self.max_terrain_height)  # hMax
        patch.SetTexture(veh.GetDataFile("terrain/textures/grass.jpg"), 200,
                         200)

        patch.SetColor(chrono.ChColor(0.8, 0.8, 0.5))
        self.terrain.Initialize()

        ground_body = patch.GetGroundBody()
        ground_asset = ground_body.GetAssets()[0]
        visual_asset = chrono.CastToChVisualization(ground_asset)
        visual_asset.SetStatic(True)
        vis_mat = chrono.ChVisualMaterial()
        vis_mat.SetKdTexture(veh.GetDataFile("terrain/textures/grass.jpg"))
        visual_asset.material_list.append(vis_mat)

        theta = random.random() * 2 * np.pi
        x, y = self.terrain_length * 0.5 * np.cos(
            theta), self.terrain_width * 0.5 * np.sin(theta)
        z = self.terrain.GetHeight(chrono.ChVectorD(x, y, 0)) + 0.25
        ang = np.pi + theta
        self.initLoc = chrono.ChVectorD(x, y, z)
        self.initRot = chrono.Q_from_AngZ(ang)

        self.vehicle = veh.Gator(self.system)
        self.vehicle.SetContactMethod(chrono.ChContactMethod_NSC)
        self.vehicle.SetChassisCollisionType(veh.ChassisCollisionType_NONE)
        self.vehicle.SetChassisFixed(False)
        self.m_inputs = veh.Inputs()
        self.vehicle.SetInitPosition(
            chrono.ChCoordsysD(self.initLoc, self.initRot))
        self.vehicle.SetTireType(veh.TireModelType_TMEASY)
        self.vehicle.SetTireStepSize(self.timestep)
        self.vehicle.Initialize()

        if self.play_mode:
            self.vehicle.SetChassisVisualizationType(
                veh.VisualizationType_MESH)
            self.vehicle.SetWheelVisualizationType(veh.VisualizationType_MESH)
            self.vehicle.SetTireVisualizationType(veh.VisualizationType_MESH)
        else:
            self.vehicle.SetChassisVisualizationType(
                veh.VisualizationType_PRIMITIVES)
            self.vehicle.SetWheelVisualizationType(
                veh.VisualizationType_PRIMITIVES)
            self.vehicle.SetTireVisualizationType(
                veh.VisualizationType_PRIMITIVES)
        self.vehicle.SetSuspensionVisualizationType(
            veh.VisualizationType_PRIMITIVES)
        self.vehicle.SetSteeringVisualizationType(
            veh.VisualizationType_PRIMITIVES)
        self.chassis_body = self.vehicle.GetChassisBody()
        # self.chassis_body.GetCollisionModel().ClearModel()
        # size = chrono.ChVectorD(3,2,0.2)
        # self.chassis_body.GetCollisionModel().AddBox(0.5 * size.x, 0.5 * size.y, 0.5 * size.z)
        # self.chassis_body.GetCollisionModel().BuildModel()
        self.chassis_collision_box = chrono.ChVectorD(3, 2, 0.2)

        # Driver
        self.driver = veh.ChDriver(self.vehicle.GetVehicle())

        # create goal
        # pi/4 ang displ
        delta_theta = (random.random() - 0.5) * 1.0 * np.pi
        gx, gy = self.terrain_length * 0.5 * np.cos(
            theta + np.pi +
            delta_theta), self.terrain_width * 0.5 * np.sin(theta + np.pi +
                                                            delta_theta)
        self.goal = chrono.ChVectorD(
            gx, gy,
            self.terrain.GetHeight(chrono.ChVectorD(gx, gy, 0)) + 1.0)

        i = 0
        while (self.goal - self.initLoc).Length() < 15:
            gx = random.random() * self.terrain_length - self.terrain_length / 2
            gy = random.random() * self.terrain_width - self.terrain_width / 2
            self.goal = chrono.ChVectorD(gx, gy, self.max_terrain_height + 1)
            if i > 100:
                print('Break')
                break
            i += 1

        # self.goal = chrono.ChVectorD(75, 0, 0)
        # Origin in Madison WI
        self.origin = chrono.ChVectorD(43.073268, -89.400636, 260.0)
        self.goal_coord = chrono.ChVectorD(self.goal)
        sens.Cartesian2GPS(self.goal_coord, self.origin)

        self.goal_sphere = chrono.ChBodyEasySphere(.55, 1000, True, False)
        self.goal_sphere.SetBodyFixed(True)

        sphere_asset = self.goal_sphere.GetAssets()[0]
        visual_asset = chrono.CastToChVisualization(sphere_asset)

        vis_mat = chrono.ChVisualMaterial()
        vis_mat.SetAmbientColor(chrono.ChVectorF(0, 0, 0))
        vis_mat.SetDiffuseColor(chrono.ChVectorF(.2, .2, .9))
        vis_mat.SetSpecularColor(chrono.ChVectorF(.9, .9, .9))

        visual_asset.material_list.append(vis_mat)
        visual_asset.SetStatic(True)

        self.goal_sphere.SetPos(self.goal)
        if self.play_mode:
            self.system.Add(self.goal_sphere)

        # create obstacles
        # start = t.time()
        self.assets.Clear()
        self.assets.RandomlyPositionAssets(self.system,
                                           self.initLoc,
                                           self.goal,
                                           self.terrain,
                                           self.terrain_length * 1.5,
                                           self.terrain_width * 1.5,
                                           should_scale=False)

        # Set the time response for steering and throttle inputs.
        # NOTE: this is not exact, since we do not render quite at the specified FPS.
        steering_time = 0.75
        # time to go from 0 to +1 (or from 0 to -1)
        throttle_time = .5
        # time to go from 0 to +1
        braking_time = 0.3
        # time to go from 0 to +1
        self.SteeringDelta = (self.timestep / steering_time)
        self.ThrottleDelta = (self.timestep / throttle_time)
        self.BrakingDelta = (self.timestep / braking_time)

        self.manager = sens.ChSensorManager(self.system)
        self.manager.scene.AddPointLight(chrono.ChVectorF(100, 100, 100),
                                         chrono.ChVectorF(1, 1, 1), 5000.0)
        self.manager.scene.AddPointLight(chrono.ChVectorF(-100, -100, 100),
                                         chrono.ChVectorF(1, 1, 1), 5000.0)
        # Let's not, for the moment, give a different scenario during test
        """
        if self.play_mode:
            self.manager.scene.GetBackground().has_texture = True;
            self.manager.scene.GetBackground().env_tex = "sensor/textures/qwantani_8k.hdr"
            self.manager.scene.GetBackground().has_changed = True;
        """
        # -----------------------------------------------------
        # Create a self.camera and add it to the sensor manager
        # -----------------------------------------------------
        #chrono.ChFrameD(chrono.ChVectorD(1.5, 0, .875), chrono.Q_from_AngAxis(0, chrono.ChVectorD(0, 1, 0))),
        self.camera = sens.ChCameraSensor(
            self.chassis_body,  # body camera is attached to
            20,  # scanning rate in Hz
            chrono.ChFrameD(
                chrono.ChVectorD(.65, 0, .75),
                chrono.Q_from_AngAxis(0, chrono.ChVectorD(0, 1, 0))),
            # offset pose
            self.camera_width,  # number of horizontal samples
            self.camera_height,  # number of vertical channels
            chrono.CH_C_PI / 2,  # horizontal field of view
            6  # supersampling factor
        )
        self.camera.SetName("Camera Sensor")
        self.camera.PushFilter(sens.ChFilterRGBA8Access())
        if self.play_mode:
            self.camera.PushFilter(
                sens.ChFilterVisualize(self.camera_width, self.camera_height,
                                       "RGB Camera"))
        self.manager.AddSensor(self.camera)

        # -----------------------------------------------------
        # Create a self.gps and add it to the sensor manager
        # -----------------------------------------------------
        gps_noise_none = sens.ChGPSNoiseNone()
        self.gps = sens.ChGPSSensor(
            self.chassis_body, 15,
            chrono.ChFrameD(
                chrono.ChVectorD(0, 0, 0),
                chrono.Q_from_AngAxis(0, chrono.ChVectorD(0, 1, 0))),
            self.origin, gps_noise_none)
        self.gps.SetName("GPS Sensor")
        self.gps.PushFilter(sens.ChFilterGPSAccess())
        self.manager.AddSensor(self.gps)

        # have to reconstruct scene because sensor loads in meshes separately (ask Asher)
        # start = t.time()
        if self.assets.GetNum() > 0:
            # self.assets.TransformAgain()
            # start = t.time()
            for asset in self.assets.assets:
                if len(asset.frames) > 0:
                    self.manager.AddInstancedStaticSceneMeshes(
                        asset.frames, asset.mesh.shape)
            # self.manager.ReconstructScenes()
            # self.manager.AddInstancedStaticSceneMeshes(self.assets.frames, self.assets.shapes)
            # self.manager.Update()
            # print('Reconstruction :: ', t.time() - start)

        self.old_dist = (self.goal - self.initLoc).Length()

        self.step_number = 0
        self.c_f = 0
        self.isdone = False
        self.render_setup = False
        self.dist0 = (self.goal - self.chassis_body.GetPos()).Length()
        if self.play_mode:
            self.render()

        # print(self.get_ob()[1])
        return self.get_ob()
Esempio n. 5
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 def getPosRot(self, t):
     pos = self.eval(t)
     posD = self.par_evalD(t)
     alpha = m.atan2(posD.y, posD.x)
     rot = chrono.Q_from_AngZ(alpha)
     return pos, rot
Esempio n. 6
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link_gearBC.Initialize(mbody_gearB, mbody_truss, chrono.CSYSNORM)
link_gearBC.Set_local_shaft1(
    chrono.ChFrameD(chrono.VNULL, chrono.Q_from_AngX(-m.pi / 2)))
link_gearBC.Set_local_shaft2(
    chrono.ChFrameD(chrono.ChVectorD(0, 0, -4), chrono.QUNIT))
link_gearBC.Set_tau(radB / radC)
link_gearBC.Set_epicyclic(
    True)  # <-- this means: use a wheel with internal teeth!
mphysicalSystem.AddLink(link_gearBC)

# ...the bevel gear at the side,
radD = 5
mbody_gearD = chrono.ChBodyEasyCylinder(radD, 0.8, 1000, True, False, mat)
mphysicalSystem.Add(mbody_gearD)
mbody_gearD.SetPos(chrono.ChVectorD(-10, 0, -9))
mbody_gearD.SetRot(chrono.Q_from_AngZ(m.pi / 2))
mbody_gearD.AddAsset(cylinder_texture)

# ...it is fixed to the truss using a revolute joint with horizontal axis (must rotate
#    the default ChLink creation coordys 90 degrees on the Y vertical, since the revolute
#    axis is the Z axis)
link_revoluteD = chrono.ChLinkLockRevolute()
link_revoluteD.Initialize(
    mbody_gearD, mbody_truss,
    chrono.ChCoordsysD(chrono.ChVectorD(-10, 0, -9),
                       chrono.Q_from_AngY(m.pi / 2)))
mphysicalSystem.AddLink(link_revoluteD)

# ... Let's make a 1:1 gear between wheel A and wheel D as a bevel gear: Chrono does not require
#     special info for this case -the position of the two shafts and the transmission ratio are enough-
link_gearAD = chrono.ChLinkGear()
Esempio n. 7
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v3 = chrono.ChVectorD(0.5, 0.2, 0)
v4 = chrono.ChVectorD(0.6, 0.3, 0)
v5 = chrono.ChVectorD(0.5, 0.5, 0.1)
v6 = chrono.ChVectorD(0, 0.5, 0.1)
splinepoints = chrono.vector_ChVectorD([v1, v2, v3, v4, v5, v6])
mspline = chrono.ChLineBspline(3, splinepoints)
mspline.SetClosed(True)

f_line = chrono.ChFunctionPosition_line()
f_line.SetLine(mspline)
f_line.SetSpaceFunction(chrono.ChFunction_Ramp(0, 0.2))

# Create a spline rotation interpolation
q1 = chrono.ChQuaternionD(1, 0, 0, 0)
q2 = chrono.ChQuaternionD(0, 0, 1, 0)
q3 = chrono.Q_from_AngZ(1.2)
q4 = chrono.Q_from_AngZ(2.2)
q5 = chrono.Q_from_AngZ(-1.2)
q6 = chrono.ChQuaternionD(0, 1, 0, 0)
spinerots = chrono.vector_ChQuaternionD([q1, q2, q3, q4, q5, q6])
f_rotspline = chrono.ChFunctionRotation_spline(1, [q1, q2, q3, q4, q5, q6])
f_rotspline.SetClosed(True)
f_rotspline.SetSpaceFunction(chrono.ChFunction_Ramp(0, 0.2))

impose_2 = chrono.ChLinkMotionImposed()
system.Add(impose_2)
impose_2.Initialize(mmoved_2, mfloor, chrono.ChFrameD(mmoved_2.GetPos()))
impose_2.SetPositionFunction(f_line)
impose_2.SetRotationFunction(f_rotspline)

# Visualize the position spline