コード例 #1
0
ファイル: stepstones.py プロジェクト: lachlanorr/bullet3
def load_box(pybullet_client: bullet_client.BulletClient,
             half_extents: Sequence[float] = (1, 1, 1),
             position: Sequence[float] = (0, 0, 0),
             orientation: Sequence[float] = (0, 0, 0, 1),
             rgba_color: Sequence[float] = (0.3, 0.3, 0.3, 1),
             mass: float = 0) -> int:
    """Loads a visible and tangible box.

    Args:
      half_extents: Half the dimension of the box in meters in each direction.
      position: Global coordinates of the center of the box.
      orientation: As a quaternion.
      rgba_color: The color and transparency of the box, each in the range
        [0,1]. Defaults to opaque gray.
      mass: Mass in kg. Mass 0 fixes the box in place.

    Returns:
      Unique integer referring to the loaded box.
    """
    col_box_id = pybullet_client.createCollisionShape(pybullet.GEOM_BOX,
                                                      halfExtents=half_extents)
    visual_box_id = pybullet_client.createVisualShape(pybullet.GEOM_BOX,
                                                      halfExtents=half_extents,
                                                      rgbaColor=rgba_color)
    return pybullet_client.createMultiBody(baseMass=mass,
                                           baseCollisionShapeIndex=col_box_id,
                                           baseVisualShapeIndex=visual_box_id,
                                           basePosition=position,
                                           baseOrientation=orientation)
コード例 #2
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ファイル: abstract_three.py プロジェクト: nordmoen/gym-rem
 def render(self, mode="human"):
     info = self.client.getConnectionInfo()
     if info['connectionMethod'] != pyb.GUI and mode == 'human':
         # Close current simulation and start new with GUI
         self.close()
         self.client = BulletClient(connection_mode=pyb.GUI)
         # Disable rendering during spawning
         self.client.configureDebugVisualizer(pyb.COV_ENABLE_RENDERING, 0)
         # Reset if morphology is set
         if self.morphology is not None:
             self.reset(self.morphology)
         else:
             self.setup()
         # Configure viewport
         self.client.configureDebugVisualizer(pyb.COV_ENABLE_GUI, 0)
         self.client.configureDebugVisualizer(
             pyb.COV_ENABLE_PLANAR_REFLECTION, 1)
         self.client.resetDebugVisualizerCamera(0.5, 50.0, -35.0, (0, 0, 0))
         # Setup timing for correct sleeping when rendering
         self._last_render = time.time()
     elif info['connectionMethod'] == pyb.GUI:
         # Handle interaction with simulation
         self.handle_interaction()
         # Calculate time to sleep
         now = time.time()
         diff = now - self._last_render
         to_sleep = self.dt - diff
         if to_sleep > 0:
             time.sleep(to_sleep)
         self._last_render = now
     else:
         raise RuntimeError(
             "Unknown pybullet mode ({}) or render mode ({})".format(
                 info['connectionMethod'], mode))
コード例 #3
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    def __init__(self):
        BaseRenderer.__init__(self)  # <- important
        ShowBase.__init__(self)

        client = BulletClient(pb.DIRECT)
        client.setAdditionalSearchPath(pybullet_data.getDataPath())
        self.client = client

        # bind external renderer
        plugin = RenderingPlugin(client, self)

        # setup scene
        self.nodes = {}
        self.camLens.setNearFar(3, 7)
        self.camLens.setFilmSize(Vec2(0.030, 0.030))
        self.render.setAntialias(AntialiasAttrib.MAuto)
        self.render.setDepthOffset(1)
        self.render.setShaderAuto()
        self.setupScene(client)
        self.setupLights()

        # setup filters
        if args.ambient_occlusion:
            filters = CommonFilters(self.win, self.cam)
            filters.setAmbientOcclusion()

        # setup periodic tasks
        self.time = 0
        self.taskMgr.add(self.spinCameraTask, "SpinCameraTask")
        self.taskMgr.add(self.stepSimulationTask, "StepSimulationTask")

        if args.debug:
            self.oobe()
コード例 #4
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ファイル: base_env.py プロジェクト: guodashun/peg-in-hole-gym
    def __init__(self,
                 client,
                 task='peg-in-hole',
                 task_num=1,
                 offset=[0, 0, 0],
                 args=None,
                 is_test=False):
        assert task in TASK_LIST, "Please regisiter your custom env first!"
        assert (task_num == 1 or
                (task_num > 1 and offset != [0, 0, 0])), "Offset is in valid."
        self.task = task
        self.task_num = task_num
        self.offset = offset
        self.args = args
        self.sub_env = TASK_LIST[self.task]
        self.p = BulletClient(client)
        self.p.resetDebugVisualizerCamera(
            cameraDistance=1.5,
            cameraYaw=0,
            cameraPitch=-40,
            cameraTargetPosition=[0.55, -0.35, 0.2])
        self.sub_envs = []
        self._create_env()

        self.action_space = MultiAgentActionSpace(
            [self.sub_env.action_space for i in range(task_num)])
        self.observation_space = MultiAgentObservationSpace(
            [self.sub_env.observation_space for i in range(task_num)])

        # test_mode
        self.is_test = is_test
コード例 #5
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 def __init__(self, engine, frame_size):
     self._engine = engine
     self._frame_size = frame_size
     self._client = BulletClient(pb.DIRECT)
     self._client.setAdditionalSearchPath(pybullet_data.getDataPath())
     self._prepare_render(engine, frame_size)
     self._prepare_scene()
コード例 #6
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def _apply_force(bc: BulletClient, obj, force: Sequence[float]):
    force = _force_multiplier * np.array([*force, _zforce])
    obj_pos, _ = bc.getBasePositionAndOrientation(obj)
    bc.applyExternalForce(objectUniqueId=obj,
                          linkIndex=-1,
                          forceObj=force,
                          posObj=obj_pos,
                          flags=pybullet.WORLD_FRAME)
コード例 #7
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ファイル: humanoid.py プロジェクト: neuroph12/omega-Y
    def __init__(self, pybullet_client, motion_data, baseShift):
        """Constructs a humanoid and reset it to the initial states.
    Args:
      pybullet_client: The instance of BulletClient to manage different
        simulations.
    """
        self._baseShift = baseShift
        self._pybullet_client = pybullet_client

        self.kin_client = BulletClient(
            pybullet_client.DIRECT
        )  # use SHARED_MEMORY for visual debugging, start a GUI physics server first
        self.kin_client.resetSimulation()
        self.kin_client.setAdditionalSearchPath(pybullet_data.getDataPath())
        self.kin_client.configureDebugVisualizer(
            self.kin_client.COV_ENABLE_Y_AXIS_UP, 1)
        self.kin_client.setGravity(0, -9.8, 0)

        self._motion_data = motion_data
        print("LOADING humanoid!")
        self._humanoid = self._pybullet_client.loadURDF(
            "humanoid/humanoid.urdf", [0, 0.9, 0],
            globalScaling=0.25,
            useFixedBase=False)

        self._kinematicHumanoid = self.kin_client.loadURDF(
            "humanoid/humanoid.urdf", [0, 0.9, 0],
            globalScaling=0.25,
            useFixedBase=False)

        #print("human #joints=", self._pybullet_client.getNumJoints(self._humanoid))
        pose = HumanoidPose()

        for i in range(self._motion_data.NumFrames() - 1):
            frameData = self._motion_data._motion_data['Frames'][i]
            pose.PostProcessMotionData(frameData)

        self._pybullet_client.resetBasePositionAndOrientation(
            self._humanoid, self._baseShift, [0, 0, 0, 1])
        self._pybullet_client.changeDynamics(self._humanoid,
                                             -1,
                                             linearDamping=0,
                                             angularDamping=0)
        for j in range(self._pybullet_client.getNumJoints(self._humanoid)):
            ji = self._pybullet_client.getJointInfo(self._humanoid, j)
            self._pybullet_client.changeDynamics(self._humanoid,
                                                 j,
                                                 linearDamping=0,
                                                 angularDamping=0)
            self._pybullet_client.changeVisualShape(self._humanoid,
                                                    j,
                                                    rgbaColor=[1, 1, 1, 1])
            #print("joint[",j,"].type=",jointTypes[ji[2]])
            #print("joint[",j,"].name=",ji[1])

        self._initial_state = self._pybullet_client.saveState()
        self._allowed_body_parts = [11, 14]
        self.Reset()
コード例 #8
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class BaseTestCase(unittest.TestCase):
    def setUp(self):
        self.client = BulletClient(pb.DIRECT)
        self.client.setAdditionalSearchPath(pybullet_data.getDataPath())
        self.render = RendererMock()
        self.plugin = RenderingPlugin(self.client, self.render)

    def tearDown(self):
        self.plugin.unload()
        self.client.disconnect()
コード例 #9
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ファイル: smarts.py プロジェクト: showaykerker/SMARTS
    def _setup_bullet_client(self, client: bc.BulletClient):
        client.resetSimulation()
        client.configureDebugVisualizer(pybullet.COV_ENABLE_GUI, 0)

        # PyBullet defaults the timestep to 240Hz. Several parameters are tuned with
        # this value in mind. For example the number of solver iterations and the error
        # reduction parameters (erp) for contact, friction and non-contact joints.
        # Attempting to get around this we set the number of substeps so that
        # timestep * substeps = 240Hz. Bullet (C++) does something to this effect as
        # well (https://git.io/Jvf0M), but PyBullet does not expose it.
        client.setPhysicsEngineParameter(
            fixedTimeStep=self._timestep_sec,
            numSubSteps=math.ceil(self._timestep_sec / (1 / 240)),
        )

        client.setGravity(0, 0, -9.8)

        plane_path = self._scenario.plane_filepath

        # 1e6 is the default value for plane length and width.
        plane_scale = (max(self._scenario.map_bounding_box[0],
                           self._scenario.map_bounding_box[1]) / 1e6)
        if not os.path.exists(plane_path):
            with pkg_resources.path(models, "plane.urdf") as path:
                plane_path = str(path.absolute())

        self._ground_bullet_id = client.loadURDF(
            plane_path,
            useFixedBase=True,
            basePosition=self._scenario.map_bounding_box[2],
            globalScaling=1.1 * plane_scale,
        )
コード例 #10
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def joint_angles_from_link_positions(
    pybullet_client: bullet_client.BulletClient,
    urdf_id: int,
    link_ids: Sequence[int],
    link_positions: Sequence[Sequence[float]],
    positions_are_in_world_frame: bool = False,
    joint_dof_ids: Optional[Sequence[int]] = None,
) -> np.ndarray:
    """Uses Inverse Kinematics to calculate joint angles.

  Args:
    pybullet_client: The bullet client.
    urdf_id: The unique id returned after loading URDF.
    link_ids: The link ids to compute the IK.
    link_positions: The (x, y, z) of the links in the body or the world frame,
      depending on whether the argument link_position_in_world_frame is true.
    positions_are_in_world_frame: Whether the input link positions are specified
      in the world frame or the robot's base frame.
    joint_dof_ids: The degrees of freedom index of the joints we want to extract
      the angles. This can be different from the joint unique ids. For example,
      a fixed joint will increase the joint unique id but will not increase the
      number of degree of freedoms. The joint dof id can be extracted in
      PyBullet by getJointInfo, which corresponds to the "qIndex" in the
      returned values. If not specified, will return all movable joint angles.

  Returns:
    A list of joint angles.
  """
    if positions_are_in_world_frame:
        world_link_positions = link_positions
    else:
        # The PyBullet inverse Kinematics Calculation depends on the current URDF
        # position/orientation, and we cannot pass them to the API. So we have to
        # always query the current base position/orientation to compute world frame
        # link positions.
        urdf_base_position, urdf_base_orientation = (
            pybullet_client.getBasePositionAndOrientation(urdf_id))
        world_link_positions = []
        for link_position in link_positions:
            world_link_position, _ = pybullet_client.multiplyTransforms(
                urdf_base_position, urdf_base_orientation, link_position,
                _IDENTITY_ROTATION_QUAT)
            world_link_positions.append(world_link_position)

    # Notice that the API expects the link positions in the world frame.
    all_joint_angles = pybullet_client.calculateInverseKinematics2(
        urdf_id, link_ids, world_link_positions, solver=_IK_SOLVER_TYPE)

    # Extract the relevant joint angles.
    if joint_dof_ids is None:
        return np.array(all_joint_angles)

    return np.array([all_joint_angles[i] for i in joint_dof_ids])
コード例 #11
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    def load_scene(bullet: BulletClient, model_path: str,
                   simulation_config: SimulationConfig) -> Scene:
        scene = Scene(bullet)

        object_ids = [
            bullet.loadURDF(model_path,
                            flags=simulation_config.model_load_flags)
        ]

        for body_id in object_ids:
            body_info = BodyInfo(*bullet.getBodyInfo(body_id))
            body_item = Item(bullet,
                             name=body_info.body_name.decode("utf8"),
                             body_id=body_id,
                             link_index=None)

            scene.add_item(body_item)

            for joint_index in range(bullet.getNumJoints(body_id)):
                joint_info = JointInfo(
                    *bullet.getJointInfo(body_item.body_id, joint_index))

                joint_item = Item(bullet,
                                  name=joint_info.link_name.decode("utf8"),
                                  body_id=body_id,
                                  link_index=joint_index)

                joint = Joint(bullet,
                              item=joint_item,
                              name=joint_info.joint_name.decode("utf8"),
                              body_id=body_id,
                              joint_index=joint_index,
                              joint_type=joint_info.joint_type,
                              damping=joint_info.joint_damping,
                              friction=joint_info.joint_friction,
                              max_force=joint_info.joint_max_force,
                              lower_limit=joint_info.joint_lower_limit,
                              upper_limit=joint_info.joint_upper_limit,
                              max_velocity=joint_info.joint_max_velocity)

                scene.add_item(joint_item)
                if joint.joint_type == pybullet.JOINT_REVOLUTE:
                    scene.add_joint(joint)
                elif joint.joint_type == pybullet.JOINT_FIXED:
                    pass
                else:
                    raise AssertionError(
                        f'Only revolute and fixed joints are supported atm, got: {joint_info}'
                    )

        return scene
コード例 #12
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 def __init__(
     self,
     pose: Pose,
     speed: float,
     dimensions: BoundingBox,
     bullet_client: bc.BulletClient,
 ):
     self._dimensions = dimensions
     self._bullet_body = BulletBoxShape(self._dimensions.as_lwh,
                                        bullet_client)
     self._bullet_constraint = BulletPositionConstraint(
         self._bullet_body, bullet_client)
     bullet_client.setCollisionFilterGroupMask(self._bullet_body._bullet_id,
                                               -1, 0x0, 0x0)
     self.control(pose, speed)
コード例 #13
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ファイル: abstract_three.py プロジェクト: nordmoen/gym-rem
 def __init__(self, terrain=None):
     # Create pybullet interfaces
     self.client = BulletClient(connection_mode=pyb.DIRECT)
     self._last_render = time.time()
     # Setup information needed for simulation
     self.dt = 1. / 240.
     self.client.setAdditionalSearchPath(ASSET_PATH)
     self.terrain_type = terrain
     # Stored for user interactions
     self.morphology = None
     self.multi_id = None
     self._joint_ids = []
     self._joints = []
     # Used for user interaction:
     self._real_time = False
     # Run setup
     self.setup()
コード例 #14
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    def load_robot_description_from_sdf(abs_urdf_path: str, sim: BulletClient):
        """Loads a SDF file into the simulation."""
        log.info("loading sdf file: {}".format(abs_urdf_path))
        robot_id = sim.loadSDF(abs_urdf_path, )[0]

        pybullet.setAdditionalSearchPath(pybullet_data.getDataPath())
        world_id = pybullet.loadURDF("plane.urdf", [0.0, 0.0, 0.0])
        return world_id, robot_id
コード例 #15
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    def __init__(self, visualize=False, labyrinth=SimpleLabyrinthConfig()):
        min_vel, max_vel = (-np.inf, np.inf)
        min_time, max_time = (-1, 1)
        self.observation_space = gym.spaces.Dict(
            spaces={
                "observation":
                gym.spaces.Box(low=np.array([min_vel, min_vel, min_time]),
                               high=np.array([max_vel, max_vel, max_time])),
                "desired_goal":
                gym.spaces.Box(low=-1, high=1, shape=(2, )),
                "achieved_goal":
                gym.spaces.Box(low=-1, high=1, shape=(2, ))
            })
        self._visualize = visualize
        if visualize:
            assert not self._viz_lock_taken, "only one PyBullet simulation can be visualized simultaneously"
            PyBullet._viz_lock_taken = True

        self._bullet = BulletClient(
            connection_mode=pybullet.GUI if visualize else pybullet.DIRECT)
        self._bullet.setAdditionalSearchPath(
            pybullet_data.getDataPath())  # used by loadURDF
        self._bullet.setGravity(0, 0, -9.81)
        self._bullet.loadURDF("plane.urdf")
        self._agent_ball = self._bullet.loadURDF(self._red_ball_fname,
                                                 labyrinth.agent_initial_pos)
        self._goal_ball = self._bullet.loadURDF(self._green_ball_fname,
                                                labyrinth.goal_initial_pos,
                                                useFixedBase=1)
        labyrinth_fname = os.path.join(self.__filelocation__, labyrinth.fname)
        self._bullet.loadURDF(labyrinth_fname,
                              labyrinth.position,
                              useFixedBase=1)
        self._arrow = self._bullet.loadURDF(self._arrow_fname,
                                            labyrinth.arrow_initial_pos,
                                            useFixedBase=1)

        self._ball_radius = labyrinth.ball_radius
        self._norm, self._denorm = normalizer(labyrinth.lower_bound,
                                              labyrinth.upper_bound)
        self.normed_starting_agent_obs = self._norm(
            labyrinth.agent_initial_pos[:2])
        self._cam_settings = labyrinth.getCamSettings(self._bullet)
        self._goal_img = None
コード例 #16
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def rotate_to_base_frame(
    pybullet_client: bullet_client.BulletClient,
    urdf_id: int,
    vector: Sequence[float],
    init_orientation_inv_quat: Optional[Sequence[float]] = (0, 0, 0, 1)
) -> np.ndarray:
    """Rotates the input vector to the base coordinate systems.

  Note: This is different from world frame to base frame transformation, as we
  do not apply any translation here.

  Args:
    pybullet_client: The bullet client.
    urdf_id: The unique id returned after loading URDF.
    vector: Input vector in the world frame.
    init_orientation_inv_quat:

  Returns:
    A rotated vector in the base frame.
  """
    _, base_orientation_quat = (
        pybullet_client.getBasePositionAndOrientation(urdf_id))
    _, base_orientation_quat_from_init = pybullet_client.multiplyTransforms(
        positionA=(0, 0, 0),
        orientationA=init_orientation_inv_quat,
        positionB=(0, 0, 0),
        orientationB=base_orientation_quat)
    _, inverse_base_orientation = pybullet_client.invertTransform(
        [0, 0, 0], base_orientation_quat_from_init)

    # PyBullet transforms requires simple list/tuple or it may crash.
    if isinstance(vector, np.ndarray):
        vector_list = vector.tolist()
    else:
        vector_list = vector

    local_vector, _ = pybullet_client.multiplyTransforms(
        positionA=(0, 0, 0),
        orientationA=inverse_base_orientation,
        positionB=vector_list,
        orientationB=(0, 0, 0, 1),
    )
    return np.array(local_vector)
コード例 #17
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    def reset(self, initial_hands_state=None, **_kwargs):
        """Resets the environment to an initial state and returns an initial observation.

        Keyword Arguments:
            initial_hands_state {int} -- override the initial hands state (default: {None})

        Returns:
            observation (object): the initial observation.
        """
        if self._client is None:
            self._client = BulletClient(pb.GUI if self._show_window else pb.DIRECT)
            self._client.configureDebugVisualizer(pb.COV_ENABLE_GUI, 0)
            self._setup_camera()

        self._client.resetSimulation()
        self._client.setAdditionalSearchPath(pd.getDataPath())
        self._client.setPhysicsEngineParameter(deterministicOverlappingPairs=1)
        self._client.setGravity(0, 0, -10)
        self._client.configureDebugVisualizer(pb.COV_ENABLE_RENDERING, 0)

        # randomize the handshape if needed
        betas = None
        if self._randomize_hand_shape:
            betas = self._random.rand(10) * self.SHAPE_BETAS_MAGNITUDE

        # spawn the hands
        self._hand_bodies = []
        for i, model in enumerate(self._hand_models):
            hand_body = HandBody(self._client, model, shape_betas=betas)

            if initial_hands_state is not None:
                pos, orn, angles = initial_hands_state[i]
            else:
                pos_y, orn_z = (0.10, 0.0) if model.is_left_hand else (-0.10, -np.pi)
                pos, orn = (0.0, pos_y, 0.25), pb.getQuaternionFromEuler((np.pi/2, 0.0, orn_z))
                angles = np.zeros(len(hand_body.joint_indices))

            hand_body.reset(pos, orn, angles)
            hand_body.set_target(pos, orn, angles)
            self._hand_bodies.append(hand_body)

        self._client.configureDebugVisualizer(pb.COV_ENABLE_RENDERING, 1)
        return self._get_observation()
コード例 #18
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ファイル: connection.py プロジェクト: MonoMotion/silverbullet
class Connection(object):
    def __init__(self, mode=Mode.DIRECT):
        self.client = BulletClient(connection_mode=mode.to_bullet())

    def info(self) -> ConnectionInfo:
        result = self.client.getConnectionInfo()
        is_connected = bool(result['isConnected'])
        method = Mode(result['connectionMethod'])
        return ConnectionInfo(is_connected, method)

    def is_connected(self) -> bool:
        return self.info().is_connected

    def mode(self) -> Mode:
        return Mode(self.info().method)

    def disconnect(self):
        self.client.disconnect()

    def __del__(self):
        self.client.disconnect()
コード例 #19
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 def _bullet_connect(self, render: bool) -> BulletClient:
     if render:
         bullet_client = BulletClient(connection_mode=pybullet.GUI)
         bullet_client.configureDebugVisualizer(
             bullet_client.COV_ENABLE_Y_AXIS_UP, 1)
     else:
         bullet_client = BulletClient(connection_mode=pybullet.DIRECT)
     return bullet_client
コード例 #20
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    def load_robot_description_from_urdf(abs_urdf_path: str,
                                         sim: BulletClient):
        """Loads a URDF file into the simulation."""
        log.info("loading urdf file: {}".format(abs_urdf_path))
        robot_id = sim.loadURDF(
            abs_urdf_path,
            basePosition=[0.0, 0.0, 0.0],
            useFixedBase=True,
            flags=pybullet.URDF_USE_INERTIA_FROM_FILE,
        )

        pybullet.setAdditionalSearchPath(pybullet_data.getDataPath())
        world_id = pybullet.loadURDF("plane.urdf", [0.0, 0.0, 0.0])
        return world_id, robot_id
コード例 #21
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def link_position_in_base_frame(
    pybullet_client: bullet_client.BulletClient,
    urdf_id: int,
    link_id: int,
    base_link_id: Optional[int] = None,
):
    """Computes the link's local position in the robot frame.

  Args:
    pybullet_client: The bullet client.
    urdf_id: The unique id returned after loading URDF.
    link_id: The link to calculate its relative position.
    base_link_id: The link id of the base. For the kinematics robot, such as
      wheeled_robot_base, three additional joints are added to connect the world
      and the base. The base_link_id is no longer -1, and need to be passed in.


  Returns:
    The relative position of the link.
  """
    if base_link_id is None:
        base_position, base_orientation = (
            pybullet_client.getBasePositionAndOrientation(urdf_id))
    else:
        base_link_state = pybullet_client.getLinkState(urdf_id, base_link_id)
        base_position, base_orientation = base_link_state[0], base_link_state[
            1]

    inverse_translation, inverse_rotation = pybullet_client.invertTransform(
        base_position, base_orientation)

    link_state = pybullet_client.getLinkState(urdf_id, link_id)
    link_position = link_state[0]
    link_local_position, _ = pybullet_client.multiplyTransforms(
        inverse_translation, inverse_rotation, link_position, (0, 0, 0, 1))

    return np.array(link_local_position)
コード例 #22
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    def __init__(self):
        BaseRenderer.__init__(self)  # <- important

        client = BulletClient(pb.DIRECT)
        client.setAdditionalSearchPath(pybullet_data.getDataPath())
        self.client = client

        # bind external renderer
        plugin = RenderingPlugin(client, self)

        # setup scene
        self.nodes = {}

        self.render = vtk.vtkRenderer()
        self.renWin = vtk.vtkRenderWindow()
        self.renWin.AddRenderer(self.render)
        colors = vtk.vtkNamedColors()
        self.render.SetBackground(colors.GetColor3d("cobalt_green"))

        self.setupScene(client)
        # self.setupLights()
        self.time = 0

        iren = vtk.vtkRenderWindowInteractor()
        iren.SetRenderWindow(self.renWin)

        # Enable user interface interactor
        iren.Initialize()
        iren.AddObserver('TimerEvent', self.stepSimulationTask)
        iren.CreateRepeatingTimer(50)
        self.iren = iren

        camera = self.render.GetActiveCamera()
        camera.SetPosition([0, -3, 3])
        # camera.SetFocalPoint(v)
        # camera.SetViewUp(v)
        camera.SetViewAngle(40)
コード例 #23
0
def link_position_in_world_frame(
    pybullet_client: bullet_client.BulletClient,
    urdf_id: int,
    link_id: int,
):
    """Computes the link's position in the world frame.

  Args:
    pybullet_client: The bullet client.
    urdf_id: The unique id returned after loading URDF.
    link_id: The link id to calculate its position.

  Returns:
    The position of the link in the world frame.
  """
    return np.array(pybullet_client.getLinkState(urdf_id, link_id)[0])
コード例 #24
0
ファイル: humanoid.py プロジェクト: bulletphysics/bullet3
  def __init__(self, pybullet_client, motion_data, baseShift):
    """Constructs a humanoid and reset it to the initial states.
    Args:
      pybullet_client: The instance of BulletClient to manage different
        simulations.
    """
    self._baseShift = baseShift
    self._pybullet_client = pybullet_client

    self.kin_client = BulletClient(
        pybullet_client.DIRECT
    )  # use SHARED_MEMORY for visual debugging, start a GUI physics server first
    self.kin_client.resetSimulation()
    self.kin_client.setAdditionalSearchPath(pybullet_data.getDataPath())
    self.kin_client.configureDebugVisualizer(self.kin_client.COV_ENABLE_Y_AXIS_UP, 1)
    self.kin_client.setGravity(0, -9.8, 0)

    self._motion_data = motion_data
    print("LOADING humanoid!")
    self._humanoid = self._pybullet_client.loadURDF("humanoid/humanoid.urdf", [0, 0.9, 0],
                                                    globalScaling=0.25,
                                                    useFixedBase=False)

    self._kinematicHumanoid = self.kin_client.loadURDF("humanoid/humanoid.urdf", [0, 0.9, 0],
                                                       globalScaling=0.25,
                                                       useFixedBase=False)

    #print("human #joints=", self._pybullet_client.getNumJoints(self._humanoid))
    pose = HumanoidPose()

    for i in range(self._motion_data.NumFrames() - 1):
      frameData = self._motion_data._motion_data['Frames'][i]
      pose.PostProcessMotionData(frameData)

    self._pybullet_client.resetBasePositionAndOrientation(self._humanoid, self._baseShift,
                                                          [0, 0, 0, 1])
    self._pybullet_client.changeDynamics(self._humanoid, -1, linearDamping=0, angularDamping=0)
    for j in range(self._pybullet_client.getNumJoints(self._humanoid)):
      ji = self._pybullet_client.getJointInfo(self._humanoid, j)
      self._pybullet_client.changeDynamics(self._humanoid, j, linearDamping=0, angularDamping=0)
      self._pybullet_client.changeVisualShape(self._humanoid, j, rgbaColor=[1, 1, 1, 1])
      #print("joint[",j,"].type=",jointTypes[ji[2]])
      #print("joint[",j,"].name=",ji[1])

    self._initial_state = self._pybullet_client.saveState()
    self._allowed_body_parts = [11, 14]
    self.Reset()
コード例 #25
0
def compute_jacobian(
    pybullet_client: bullet_client.BulletClient,
    urdf_id: int,
    link_id: int,
    all_joint_positions: Sequence[float],
    additional_translation: Optional[Sequence[float]] = (0, 0, 0),
) -> np.ndarray:
    """Computes the Jacobian matrix for the given point on a link.

  CAVEAT: If during URDF loading process additional rotations are provided, the
  computed Jacobian are also transformed.

  Args:
    pybullet_client: The bullet client.
    urdf_id: The unique id returned after loading URDF.
    link_id: The link id as returned from loadURDF.
    all_joint_positions: all the joint positions of the robot. This should
      include the dummy/kinematic drive joints for the wheeled robot.
    additional_translation: The additional translation of the point in the link
      CoM frame.

  Returns:
    The 3 x N transposed Jacobian matrix. where N is the total DoFs of the
    robot. For a quadruped, the first 6 columns of the matrix corresponds to
    the CoM translation and rotation. The columns corresponds to a leg can be
    extracted with indices [6 + leg_id * 3: 6 + leg_id * 3 + 3].
  """

    zero_vec = [0] * len(all_joint_positions)
    jv, _ = pybullet_client.calculateJacobian(urdf_id,
                                              link_id,
                                              additional_translation,
                                              all_joint_positions,
                                              objVelocities=zero_vec,
                                              objAccelerations=zero_vec)
    jacobian = np.array(jv)
    assert jacobian.shape[0] == 3
    return jacobian
コード例 #26
0
            frame {FrameData} -- output image buffer
        """
        self._viewer.render_lock.acquire()
        for uid, node in self._node_dict.items():
            pose = np.asarray(scene_state.matrix(uid)).reshape(4, 4).T
            self._scene.set_pose(node, pose)
        self._viewer.render_lock.release()

        return False

    def close(self):
        return self._viewer.close_external()


if __name__ == "__main__":
    client = BulletClient(pb.DIRECT)
    client.setAdditionalSearchPath(pybullet_data.getDataPath())
    grav = np.array([0., 0., -9.91])
    client.setGravity(*grav)
    gui = PyrenderGUI(client)

    plane = client.loadURDF("plane.urdf", useMaximalCoordinates=True)
    table = client.loadURDF("table/table.urdf",
                            basePosition=[0.4, 0., 0.],
                            flags=pb.URDF_USE_MATERIAL_COLORS_FROM_MTL)
    ball = client.loadURDF("soccerball.urdf",
                           basePosition=[0, 0, 1],
                           globalScaling=.25)
    laikago = client.loadURDF("laikago/laikago.urdf",
                              basePosition=[0, 1.2, 0.5],
                              baseOrientation=[1, 0, 0, 1])
コード例 #27
0
ファイル: humanoid.py プロジェクト: Icequamber/Creature
class Humanoid(object):

  def __init__(self, pybullet_client, motion_data, baseShift):
    """Constructs a humanoid and reset it to the initial states.
    Args:
      pybullet_client: The instance of BulletClient to manage different
        simulations.
    """
    self._baseShift = baseShift
    self._pybullet_client = pybullet_client

    self.kin_client = BulletClient(
        pybullet_client.DIRECT
    )  # use SHARED_MEMORY for visual debugging, start a GUI physics server first
    self.kin_client.resetSimulation()
    self.kin_client.setAdditionalSearchPath(pybullet_data.getDataPath())
    self.kin_client.configureDebugVisualizer(self.kin_client.COV_ENABLE_Y_AXIS_UP, 1)
    self.kin_client.setGravity(0, -9.8, 0)

    self._motion_data = motion_data
    print("LOADING humanoid!")
    self._humanoid = self._pybullet_client.loadURDF("humanoid/humanoid.urdf", [0, 0.9, 0],
                                                    globalScaling=0.25,
                                                    useFixedBase=False)

    self._kinematicHumanoid = self.kin_client.loadURDF("humanoid/humanoid.urdf", [0, 0.9, 0],
                                                       globalScaling=0.25,
                                                       useFixedBase=False)

    #print("human #joints=", self._pybullet_client.getNumJoints(self._humanoid))
    pose = HumanoidPose()

    for i in range(self._motion_data.NumFrames() - 1):
      frameData = self._motion_data._motion_data['Frames'][i]
      pose.PostProcessMotionData(frameData)

    self._pybullet_client.resetBasePositionAndOrientation(self._humanoid, self._baseShift,
                                                          [0, 0, 0, 1])
    self._pybullet_client.changeDynamics(self._humanoid, -1, linearDamping=0, angularDamping=0)
    for j in range(self._pybullet_client.getNumJoints(self._humanoid)):
      ji = self._pybullet_client.getJointInfo(self._humanoid, j)
      self._pybullet_client.changeDynamics(self._humanoid, j, linearDamping=0, angularDamping=0)
      self._pybullet_client.changeVisualShape(self._humanoid, j, rgbaColor=[1, 1, 1, 1])
      #print("joint[",j,"].type=",jointTypes[ji[2]])
      #print("joint[",j,"].name=",ji[1])

    self._initial_state = self._pybullet_client.saveState()
    self._allowed_body_parts = [11, 14]
    self.Reset()

  def Reset(self):
    self._pybullet_client.restoreState(self._initial_state)
    self.SetSimTime(0)
    pose = self.InitializePoseFromMotionData()
    self.ApplyPose(pose, True, True, self._humanoid, self._pybullet_client)

  def RenderReference(self, t):
    self.SetSimTime(t)
    frameData = self._motion_data._motion_data['Frames'][self._frame]
    frameDataNext = self._motion_data._motion_data['Frames'][self._frameNext]
    pose = HumanoidPose()
    pose.Slerp(self._frameFraction, frameData, frameDataNext, self._pybullet_client)
    self.ApplyPose(pose, True, True, self._humanoid, self._pybullet_client)

  def CalcCycleCount(self, simTime, cycleTime):
    phases = simTime / cycleTime
    count = math.floor(phases)
    loop = True
    #count = (loop) ? count : cMathUtil::Clamp(count, 0, 1);
    return count

  def SetSimTime(self, t):
    self._simTime = t
    #print("SetTimeTime time =",t)
    keyFrameDuration = self._motion_data.KeyFrameDuraction()
    cycleTime = keyFrameDuration * (self._motion_data.NumFrames() - 1)
    #print("self._motion_data.NumFrames()=",self._motion_data.NumFrames())
    #print("cycleTime=",cycleTime)
    cycles = self.CalcCycleCount(t, cycleTime)
    #print("cycles=",cycles)
    frameTime = t - cycles * cycleTime
    if (frameTime < 0):
      frameTime += cycleTime

    #print("keyFrameDuration=",keyFrameDuration)
    #print("frameTime=",frameTime)
    self._frame = int(frameTime / keyFrameDuration)
    #print("self._frame=",self._frame)

    self._frameNext = self._frame + 1
    if (self._frameNext >= self._motion_data.NumFrames()):
      self._frameNext = self._frame

    self._frameFraction = (frameTime - self._frame * keyFrameDuration) / (keyFrameDuration)
    #print("self._frameFraction=",self._frameFraction)

  def Terminates(self):
    #check if any non-allowed body part hits the ground
    terminates = False
    pts = self._pybullet_client.getContactPoints()
    for p in pts:
      part = -1
      if (p[1] == self._humanoid):
        part = p[3]
      if (p[2] == self._humanoid):
        part = p[4]
      if (part >= 0 and part not in self._allowed_body_parts):
        terminates = True

    return terminates

  def BuildHeadingTrans(self, rootOrn):
    #align root transform 'forward' with world-space x axis
    eul = self._pybullet_client.getEulerFromQuaternion(rootOrn)
    refDir = [1, 0, 0]
    rotVec = self._pybullet_client.rotateVector(rootOrn, refDir)
    heading = math.atan2(-rotVec[2], rotVec[0])
    heading2 = eul[1]
    #print("heading=",heading)
    headingOrn = self._pybullet_client.getQuaternionFromAxisAngle([0, 1, 0], -heading)
    return headingOrn

  def GetPhase(self):
    keyFrameDuration = self._motion_data.KeyFrameDuraction()
    cycleTime = keyFrameDuration * (self._motion_data.NumFrames() - 1)
    phase = self._simTime / cycleTime
    phase = math.fmod(phase, 1.0)
    if (phase < 0):
      phase += 1
    return phase

  def BuildOriginTrans(self):
    rootPos, rootOrn = self._pybullet_client.getBasePositionAndOrientation(self._humanoid)

    #print("rootPos=",rootPos, " rootOrn=",rootOrn)
    invRootPos = [-rootPos[0], 0, -rootPos[2]]
    #invOrigTransPos, invOrigTransOrn = self._pybullet_client.invertTransform(rootPos,rootOrn)
    headingOrn = self.BuildHeadingTrans(rootOrn)
    #print("headingOrn=",headingOrn)
    headingMat = self._pybullet_client.getMatrixFromQuaternion(headingOrn)
    #print("headingMat=",headingMat)
    #dummy, rootOrnWithoutHeading = self._pybullet_client.multiplyTransforms([0,0,0],headingOrn, [0,0,0], rootOrn)
    #dummy, invOrigTransOrn = self._pybullet_client.multiplyTransforms([0,0,0],rootOrnWithoutHeading, invOrigTransPos, invOrigTransOrn)

    invOrigTransPos, invOrigTransOrn = self._pybullet_client.multiplyTransforms([0, 0, 0],
                                                                                headingOrn,
                                                                                invRootPos,
                                                                                [0, 0, 0, 1])
    #print("invOrigTransPos=",invOrigTransPos)
    #print("invOrigTransOrn=",invOrigTransOrn)
    invOrigTransMat = self._pybullet_client.getMatrixFromQuaternion(invOrigTransOrn)
    #print("invOrigTransMat =",invOrigTransMat )
    return invOrigTransPos, invOrigTransOrn

  def InitializePoseFromMotionData(self):
    frameData = self._motion_data._motion_data['Frames'][self._frame]
    frameDataNext = self._motion_data._motion_data['Frames'][self._frameNext]
    pose = HumanoidPose()
    pose.Slerp(self._frameFraction, frameData, frameDataNext, self._pybullet_client)
    return pose

  def ApplyAction(self, action):
    #turn action into pose
    pose = HumanoidPose()
    pose.Reset()
    index = 0
    angle = action[index]
    axis = [action[index + 1], action[index + 2], action[index + 3]]
    index += 4
    pose._chestRot = self._pybullet_client.getQuaternionFromAxisAngle(axis, angle)
    #print("pose._chestRot=",pose._chestRot)

    angle = action[index]
    axis = [action[index + 1], action[index + 2], action[index + 3]]
    index += 4
    pose._neckRot = self._pybullet_client.getQuaternionFromAxisAngle(axis, angle)

    angle = action[index]
    axis = [action[index + 1], action[index + 2], action[index + 3]]
    index += 4
    pose._rightHipRot = self._pybullet_client.getQuaternionFromAxisAngle(axis, angle)

    angle = action[index]
    index += 1
    pose._rightKneeRot = [angle]

    angle = action[index]
    axis = [action[index + 1], action[index + 2], action[index + 3]]
    index += 4
    pose._rightAnkleRot = self._pybullet_client.getQuaternionFromAxisAngle(axis, angle)

    angle = action[index]
    axis = [action[index + 1], action[index + 2], action[index + 3]]
    index += 4
    pose._rightShoulderRot = self._pybullet_client.getQuaternionFromAxisAngle(axis, angle)

    angle = action[index]
    index += 1
    pose._rightElbowRot = [angle]

    angle = action[index]
    axis = [action[index + 1], action[index + 2], action[index + 3]]
    index += 4
    pose._leftHipRot = self._pybullet_client.getQuaternionFromAxisAngle(axis, angle)

    angle = action[index]
    index += 1
    pose._leftKneeRot = [angle]

    angle = action[index]
    axis = [action[index + 1], action[index + 2], action[index + 3]]
    index += 4
    pose._leftAnkleRot = self._pybullet_client.getQuaternionFromAxisAngle(axis, angle)

    angle = action[index]
    axis = [action[index + 1], action[index + 2], action[index + 3]]
    index += 4
    pose._leftShoulderRot = self._pybullet_client.getQuaternionFromAxisAngle(axis, angle)

    angle = action[index]
    index += 1
    pose._leftElbowRot = [angle]

    #print("index=",index)

    initializeBase = False
    initializeVelocities = False
    self.ApplyPose(pose, initializeBase, initializeVelocities, self._humanoid,
                   self._pybullet_client)

  def ApplyPose(self, pose, initializeBase, initializeVelocities, humanoid, bc):
    #todo: get tunable parametes from a json file or from URDF (kd, maxForce)
    if (initializeBase):
      bc.changeVisualShape(humanoid, 2, rgbaColor=[1, 0, 0, 1])
      basePos = [
          pose._basePos[0] + self._baseShift[0], pose._basePos[1] + self._baseShift[1],
          pose._basePos[2] + self._baseShift[2]
      ]

      bc.resetBasePositionAndOrientation(humanoid, basePos, pose._baseOrn)
      if initializeVelocities:
        bc.resetBaseVelocity(humanoid, pose._baseLinVel, pose._baseAngVel)
        #print("resetBaseVelocity=",pose._baseLinVel)
    else:
      bc.changeVisualShape(humanoid, 2, rgbaColor=[1, 1, 1, 1])

    kp = 0.03
    chest = 1
    neck = 2
    rightShoulder = 3
    rightElbow = 4
    leftShoulder = 6
    leftElbow = 7
    rightHip = 9
    rightKnee = 10
    rightAnkle = 11
    leftHip = 12
    leftKnee = 13
    leftAnkle = 14
    controlMode = bc.POSITION_CONTROL

    if (initializeBase):
      if initializeVelocities:
        bc.resetJointStateMultiDof(humanoid, chest, pose._chestRot, pose._chestVel)
        bc.resetJointStateMultiDof(humanoid, neck, pose._neckRot, pose._neckVel)
        bc.resetJointStateMultiDof(humanoid, rightHip, pose._rightHipRot, pose._rightHipVel)
        bc.resetJointStateMultiDof(humanoid, rightKnee, pose._rightKneeRot, pose._rightKneeVel)
        bc.resetJointStateMultiDof(humanoid, rightAnkle, pose._rightAnkleRot, pose._rightAnkleVel)
        bc.resetJointStateMultiDof(humanoid, rightShoulder, pose._rightShoulderRot,
                                   pose._rightShoulderVel)
        bc.resetJointStateMultiDof(humanoid, rightElbow, pose._rightElbowRot, pose._rightElbowVel)
        bc.resetJointStateMultiDof(humanoid, leftHip, pose._leftHipRot, pose._leftHipVel)
        bc.resetJointStateMultiDof(humanoid, leftKnee, pose._leftKneeRot, pose._leftKneeVel)
        bc.resetJointStateMultiDof(humanoid, leftAnkle, pose._leftAnkleRot, pose._leftAnkleVel)
        bc.resetJointStateMultiDof(humanoid, leftShoulder, pose._leftShoulderRot,
                                   pose._leftShoulderVel)
        bc.resetJointStateMultiDof(humanoid, leftElbow, pose._leftElbowRot, pose._leftElbowVel)
      else:
        bc.resetJointStateMultiDof(humanoid, chest, pose._chestRot)
        bc.resetJointStateMultiDof(humanoid, neck, pose._neckRot)
        bc.resetJointStateMultiDof(humanoid, rightHip, pose._rightHipRot)
        bc.resetJointStateMultiDof(humanoid, rightKnee, pose._rightKneeRot)
        bc.resetJointStateMultiDof(humanoid, rightAnkle, pose._rightAnkleRot)
        bc.resetJointStateMultiDof(humanoid, rightShoulder, pose._rightShoulderRot)
        bc.resetJointStateMultiDof(humanoid, rightElbow, pose._rightElbowRot)
        bc.resetJointStateMultiDof(humanoid, leftHip, pose._leftHipRot)
        bc.resetJointStateMultiDof(humanoid, leftKnee, pose._leftKneeRot)
        bc.resetJointStateMultiDof(humanoid, leftAnkle, pose._leftAnkleRot)
        bc.resetJointStateMultiDof(humanoid, leftShoulder, pose._leftShoulderRot)
        bc.resetJointStateMultiDof(humanoid, leftElbow, pose._leftElbowRot)

    bc.setJointMotorControlMultiDof(humanoid,
                                    chest,
                                    controlMode,
                                    targetPosition=pose._chestRot,
                                    positionGain=kp,
                                    force=[200])
    bc.setJointMotorControlMultiDof(humanoid,
                                    neck,
                                    controlMode,
                                    targetPosition=pose._neckRot,
                                    positionGain=kp,
                                    force=[50])
    bc.setJointMotorControlMultiDof(humanoid,
                                    rightHip,
                                    controlMode,
                                    targetPosition=pose._rightHipRot,
                                    positionGain=kp,
                                    force=[200])
    bc.setJointMotorControlMultiDof(humanoid,
                                    rightKnee,
                                    controlMode,
                                    targetPosition=pose._rightKneeRot,
                                    positionGain=kp,
                                    force=[150])
    bc.setJointMotorControlMultiDof(humanoid,
                                    rightAnkle,
                                    controlMode,
                                    targetPosition=pose._rightAnkleRot,
                                    positionGain=kp,
                                    force=[90])
    bc.setJointMotorControlMultiDof(humanoid,
                                    rightShoulder,
                                    controlMode,
                                    targetPosition=pose._rightShoulderRot,
                                    positionGain=kp,
                                    force=[100])
    bc.setJointMotorControlMultiDof(humanoid,
                                    rightElbow,
                                    controlMode,
                                    targetPosition=pose._rightElbowRot,
                                    positionGain=kp,
                                    force=[60])
    bc.setJointMotorControlMultiDof(humanoid,
                                    leftHip,
                                    controlMode,
                                    targetPosition=pose._leftHipRot,
                                    positionGain=kp,
                                    force=[200])
    bc.setJointMotorControlMultiDof(humanoid,
                                    leftKnee,
                                    controlMode,
                                    targetPosition=pose._leftKneeRot,
                                    positionGain=kp,
                                    force=[150])
    bc.setJointMotorControlMultiDof(humanoid,
                                    leftAnkle,
                                    controlMode,
                                    targetPosition=pose._leftAnkleRot,
                                    positionGain=kp,
                                    force=[90])
    bc.setJointMotorControlMultiDof(humanoid,
                                    leftShoulder,
                                    controlMode,
                                    targetPosition=pose._leftShoulderRot,
                                    positionGain=kp,
                                    force=[100])
    bc.setJointMotorControlMultiDof(humanoid,
                                    leftElbow,
                                    controlMode,
                                    targetPosition=pose._leftElbowRot,
                                    positionGain=kp,
                                    force=[60])

    #debug space
    #if (False):
    #  for j in range (bc.getNumJoints(self._humanoid)):
    #    js = bc.getJointState(self._humanoid, j)
    #    bc.resetJointState(self._humanoidDebug, j,js[0])
    #    jsm = bc.getJointStateMultiDof(self._humanoid, j)
    #    if (len(jsm[0])>0):
    #      bc.resetJointStateMultiDof(self._humanoidDebug,j,jsm[0])

  def GetState(self):

    stateVector = []
    phase = self.GetPhase()
    #print("phase=",phase)
    stateVector.append(phase)

    rootTransPos, rootTransOrn = self.BuildOriginTrans()
    basePos, baseOrn = self._pybullet_client.getBasePositionAndOrientation(self._humanoid)

    rootPosRel, dummy = self._pybullet_client.multiplyTransforms(rootTransPos, rootTransOrn,
                                                                 basePos, [0, 0, 0, 1])
    #print("!!!rootPosRel =",rootPosRel )
    #print("rootTransPos=",rootTransPos)
    #print("basePos=",basePos)
    localPos, localOrn = self._pybullet_client.multiplyTransforms(rootTransPos, rootTransOrn,
                                                                  basePos, baseOrn)

    localPos = [
        localPos[0] - rootPosRel[0], localPos[1] - rootPosRel[1], localPos[2] - rootPosRel[2]
    ]
    #print("localPos=",localPos)

    stateVector.append(rootPosRel[1])

    self.pb2dmJoints = [0, 1, 2, 9, 10, 11, 3, 4, 5, 12, 13, 14, 6, 7, 8]

    for pbJoint in range(self._pybullet_client.getNumJoints(self._humanoid)):
      j = self.pb2dmJoints[pbJoint]
      #print("joint order:",j)
      ls = self._pybullet_client.getLinkState(self._humanoid, j, computeForwardKinematics=True)
      linkPos = ls[0]
      linkOrn = ls[1]
      linkPosLocal, linkOrnLocal = self._pybullet_client.multiplyTransforms(
          rootTransPos, rootTransOrn, linkPos, linkOrn)
      if (linkOrnLocal[3] < 0):
        linkOrnLocal = [-linkOrnLocal[0], -linkOrnLocal[1], -linkOrnLocal[2], -linkOrnLocal[3]]
      linkPosLocal = [
          linkPosLocal[0] - rootPosRel[0], linkPosLocal[1] - rootPosRel[1],
          linkPosLocal[2] - rootPosRel[2]
      ]
      for l in linkPosLocal:
        stateVector.append(l)

      #re-order the quaternion, DeepMimic uses w,x,y,z
      stateVector.append(linkOrnLocal[3])
      stateVector.append(linkOrnLocal[0])
      stateVector.append(linkOrnLocal[1])
      stateVector.append(linkOrnLocal[2])

    for pbJoint in range(self._pybullet_client.getNumJoints(self._humanoid)):
      j = self.pb2dmJoints[pbJoint]
      ls = self._pybullet_client.getLinkState(self._humanoid, j, computeLinkVelocity=True)
      linkLinVel = ls[6]
      linkAngVel = ls[7]
      for l in linkLinVel:
        stateVector.append(l)
      for l in linkAngVel:
        stateVector.append(l)

    #print("stateVector len=",len(stateVector))
    #for st in range (len(stateVector)):
    #  print("state[",st,"]=",stateVector[st])
    return stateVector

  def GetReward(self):
    #from DeepMimic double cSceneImitate::CalcRewardImitate
    pose_w = 0.5
    vel_w = 0.05
    end_eff_w = 0  #0.15
    root_w = 0  #0.2
    com_w = 0.1

    total_w = pose_w + vel_w + end_eff_w + root_w + com_w
    pose_w /= total_w
    vel_w /= total_w
    end_eff_w /= total_w
    root_w /= total_w
    com_w /= total_w

    pose_scale = 2
    vel_scale = 0.1
    end_eff_scale = 40
    root_scale = 5
    com_scale = 10
    err_scale = 1

    reward = 0

    pose_err = 0
    vel_err = 0
    end_eff_err = 0
    root_err = 0
    com_err = 0
    heading_err = 0

    #create a mimic reward, comparing the dynamics humanoid with a kinematic one

    pose = self.InitializePoseFromMotionData()
    #print("self._kinematicHumanoid=",self._kinematicHumanoid)
    #print("kinematicHumanoid #joints=",self.kin_client.getNumJoints(self._kinematicHumanoid))
    self.ApplyPose(pose, True, True, self._kinematicHumanoid, self.kin_client)

    #const Eigen::VectorXd& pose0 = sim_char.GetPose();
    #const Eigen::VectorXd& vel0 = sim_char.GetVel();
    #const Eigen::VectorXd& pose1 = kin_char.GetPose();
    #const Eigen::VectorXd& vel1 = kin_char.GetVel();
    #tMatrix origin_trans = sim_char.BuildOriginTrans();
    #tMatrix kin_origin_trans = kin_char.BuildOriginTrans();
    #
    #tVector com0_world = sim_char.CalcCOM();
    #tVector com_vel0_world = sim_char.CalcCOMVel();
    #tVector com1_world;
    #tVector com_vel1_world;
    #cRBDUtil::CalcCoM(joint_mat, body_defs, pose1, vel1, com1_world, com_vel1_world);
    #
    root_id = 0
    #tVector root_pos0 = cKinTree::GetRootPos(joint_mat, pose0);
    #tVector root_pos1 = cKinTree::GetRootPos(joint_mat, pose1);
    #tQuaternion root_rot0 = cKinTree::GetRootRot(joint_mat, pose0);
    #tQuaternion root_rot1 = cKinTree::GetRootRot(joint_mat, pose1);
    #tVector root_vel0 = cKinTree::GetRootVel(joint_mat, vel0);
    #tVector root_vel1 = cKinTree::GetRootVel(joint_mat, vel1);
    #tVector root_ang_vel0 = cKinTree::GetRootAngVel(joint_mat, vel0);
    #tVector root_ang_vel1 = cKinTree::GetRootAngVel(joint_mat, vel1);

    mJointWeights = [
        0.20833, 0.10416, 0.0625, 0.10416, 0.0625, 0.041666666666666671, 0.0625, 0.0416, 0.00,
        0.10416, 0.0625, 0.0416, 0.0625, 0.0416, 0.0000
    ]

    num_end_effs = 0
    num_joints = 15

    root_rot_w = mJointWeights[root_id]
    #pose_err += root_rot_w * cKinTree::CalcRootRotErr(joint_mat, pose0, pose1)
    #vel_err += root_rot_w * cKinTree::CalcRootAngVelErr(joint_mat, vel0, vel1)

    for j in range(num_joints):
      curr_pose_err = 0
      curr_vel_err = 0
      w = mJointWeights[j]

      simJointInfo = self._pybullet_client.getJointStateMultiDof(self._humanoid, j)

      #print("simJointInfo.pos=",simJointInfo[0])
      #print("simJointInfo.vel=",simJointInfo[1])
      kinJointInfo = self.kin_client.getJointStateMultiDof(self._kinematicHumanoid, j)
      #print("kinJointInfo.pos=",kinJointInfo[0])
      #print("kinJointInfo.vel=",kinJointInfo[1])
      if (len(simJointInfo[0]) == 1):
        angle = simJointInfo[0][0] - kinJointInfo[0][0]
        curr_pose_err = angle * angle
        velDiff = simJointInfo[1][0] - kinJointInfo[1][0]
        curr_vel_err = velDiff * velDiff
      if (len(simJointInfo[0]) == 4):
        #print("quaternion diff")
        diffQuat = self._pybullet_client.getDifferenceQuaternion(simJointInfo[0], kinJointInfo[0])
        axis, angle = self._pybullet_client.getAxisAngleFromQuaternion(diffQuat)
        curr_pose_err = angle * angle
        diffVel = [
            simJointInfo[1][0] - kinJointInfo[1][0], simJointInfo[1][1] - kinJointInfo[1][1],
            simJointInfo[1][2] - kinJointInfo[1][2]
        ]
        curr_vel_err = diffVel[0] * diffVel[0] + diffVel[1] * diffVel[1] + diffVel[2] * diffVel[2]

      pose_err += w * curr_pose_err
      vel_err += w * curr_vel_err

    #  bool is_end_eff = sim_char.IsEndEffector(j)
    #  if (is_end_eff)
    #  {
    #    tVector pos0 = sim_char.CalcJointPos(j)
    #    tVector pos1 = cKinTree::CalcJointWorldPos(joint_mat, pose1, j)
    #    double ground_h0 = mGround->SampleHeight(pos0)
    #    double ground_h1 = kin_char.GetOriginPos()[1]
    #
    #    tVector pos_rel0 = pos0 - root_pos0
    #    tVector pos_rel1 = pos1 - root_pos1
    #    pos_rel0[1] = pos0[1] - ground_h0
    #    pos_rel1[1] = pos1[1] - ground_h1
    #
    #    pos_rel0 = origin_trans * pos_rel0
    #    pos_rel1 = kin_origin_trans * pos_rel1
    #
    #    curr_end_err = (pos_rel1 - pos_rel0).squaredNorm()
    #    end_eff_err += curr_end_err;
    #    ++num_end_effs;
    #  }
    #}
    #if (num_end_effs > 0):
    #  end_eff_err /= num_end_effs
    #
    #double root_ground_h0 = mGround->SampleHeight(sim_char.GetRootPos())
    #double root_ground_h1 = kin_char.GetOriginPos()[1]
    #root_pos0[1] -= root_ground_h0
    #root_pos1[1] -= root_ground_h1
    #root_pos_err = (root_pos0 - root_pos1).squaredNorm()
    #
    #root_rot_err = cMathUtil::QuatDiffTheta(root_rot0, root_rot1)
    #root_rot_err *= root_rot_err

    #root_vel_err = (root_vel1 - root_vel0).squaredNorm()
    #root_ang_vel_err = (root_ang_vel1 - root_ang_vel0).squaredNorm()

    #root_err = root_pos_err
    #    + 0.1 * root_rot_err
    #    + 0.01 * root_vel_err
    #    + 0.001 * root_ang_vel_err
    #com_err = 0.1 * (com_vel1_world - com_vel0_world).squaredNorm()

    #print("pose_err=",pose_err)
    #print("vel_err=",vel_err)
    pose_reward = math.exp(-err_scale * pose_scale * pose_err)
    vel_reward = math.exp(-err_scale * vel_scale * vel_err)
    end_eff_reward = math.exp(-err_scale * end_eff_scale * end_eff_err)
    root_reward = math.exp(-err_scale * root_scale * root_err)
    com_reward = math.exp(-err_scale * com_scale * com_err)

    reward = pose_w * pose_reward + vel_w * vel_reward + end_eff_w * end_eff_reward + root_w * root_reward + com_w * com_reward

    #print("reward = %f (pose_reward=%f, vel_reward=%f, end_eff_reward=%f, root_reward=%f, com_reward=%f)\n", reward,
    # pose_reward,vel_reward,end_eff_reward, root_reward, com_reward);

    return reward

  def GetBasePosition(self):
    pos, orn = self._pybullet_client.getBasePositionAndOrientation(self._humanoid)
    return pos
コード例 #28
0
import os, inspect
currentdir = os.path.dirname(
    os.path.abspath(inspect.getfile(inspect.currentframe())))
parentdir = os.path.dirname(os.path.dirname(currentdir))
os.sys.path.insert(0, parentdir)

from pybullet_envs.deep_mimic.humanoid import Humanoid
from pybullet_utils.bullet_client import BulletClient
from pybullet_envs.deep_mimic.motion_capture_data import MotionCaptureData
import pybullet_data
import pybullet
import time
import random

bc = BulletClient(connection_mode=pybullet.GUI)
bc.setAdditionalSearchPath(pybullet_data.getDataPath())
bc.configureDebugVisualizer(bc.COV_ENABLE_Y_AXIS_UP, 1)
bc.setGravity(0, -9.8, 0)
motion = MotionCaptureData()

motionPath = pybullet_data.getDataPath(
) + "/motions/humanoid3d_walk.txt"  #humanoid3d_spinkick.txt"#/motions/humanoid3d_backflip.txt"
motion.Load(motionPath)
#print("numFrames = ", motion.NumFrames())
simTimeId = bc.addUserDebugParameter("simTime", 0, motion.NumFrames() - 1.1, 0)

y2zOrn = bc.getQuaternionFromEuler([-1.57, 0, 0])
bc.loadURDF("plane.urdf", [0, -0.04, 0], y2zOrn)

humanoid = Humanoid(bc, motion, [0, 0, 0])  #4000,0,5000])
コード例 #29
0
def run_test(num_frames, frame_size, engine, fps_out):
    """Compute fps of a specific engine."""
    client = BulletClient(pb.DIRECT)
    client.setAdditionalSearchPath(pybullet_data.getDataPath())

    # load renderer
    if 'tiny' == engine:
        pass
    elif 'egl' == engine:
        egl = pkgutil.get_loader('eglRenderer')
        client.loadPlugin(egl.get_filename(), "_eglRendererPlugin")
    elif 'panda3d' == engine:
        RenderingPlugin(client, P3dRenderer(multisamples=4))
    elif 'pyrender' == engine:
        RenderingPlugin(client, PyrRenderer(platform='egl'))

    # sample scene
    table = client.loadURDF("table/table.urdf",
                            flags=pb.URDF_USE_MATERIAL_COLORS_FROM_MTL)
    client.resetBasePositionAndOrientation(table, [0.4, 0.04, -0.7],
                                           [0, 0, 0, 1])

    kuka = client.loadSDF("kuka_iiwa/kuka_with_gripper2.sdf")[0]
    client.resetBasePositionAndOrientation(kuka, [0.0, 0.0, 0.0], [0, 0, 0, 1])
    client.resetJointState(kuka, 3, -1.57)

    proj_mat = pb.computeProjectionMatrixFOV(fov=60,
                                             aspect=1.0,
                                             nearVal=0.1,
                                             farVal=10)
    view_mat = pb.computeViewMatrixFromYawPitchRoll((0.4, 0, 0), 2.0, 0, -40,
                                                    0, 2)

    # warming up
    _, _, color, depth, mask = client.getCameraImage(*frame_size,
                                                     projectionMatrix=proj_mat,
                                                     viewMatrix=view_mat)
    if engine in ('tiny', 'egl'):
        depth = depth_from_zbuffer(depth, 0.1, 10.0)
    img = Image.fromarray(color[:, :, :3])
    img.save(f'color_{engine}.png')
    img = Image.fromarray(((depth / depth.max()) * 255).astype(np.uint8))
    img.save(f'depth_{engine}.png')
    img = Image.fromarray(mask.astype(np.uint16))
    img.save(f'mask_{engine}.png')

    # compute fps
    start = timer()
    for _ in range(num_frames):
        client.getCameraImage(*frame_size,
                              projectionMatrix=proj_mat,
                              viewMatrix=view_mat)
    end = timer()
    fps_out.value = num_frames / (end - start)
コード例 #30
0
ファイル: connection.py プロジェクト: MonoMotion/silverbullet
 def __init__(self, mode=Mode.DIRECT):
     self.client = BulletClient(connection_mode=mode.to_bullet())
コード例 #31
0
 def setUp(self):
     self.client = BulletClient(pb.DIRECT)
     self.client.setAdditionalSearchPath(pybullet_data.getDataPath())
     self.render = RendererMock()
     self.plugin = RenderingPlugin(self.client, self.render)
     self.random = np.random.RandomState(77)
コード例 #32
0
ファイル: humanoid_test.py プロジェクト: simo-11/bullet3
import os,  inspect
currentdir = os.path.dirname(os.path.abspath(inspect.getfile(inspect.currentframe())))
parentdir = os.path.dirname(os.path.dirname(currentdir))
os.sys.path.insert(0,parentdir)

from pybullet_envs.deep_mimic.humanoid import Humanoid
from pybullet_utils.bullet_client import BulletClient
from pybullet_envs.deep_mimic.motion_capture_data import MotionCaptureData
import pybullet_data
import pybullet
import time
import random

bc = BulletClient(connection_mode=pybullet.GUI)
bc.setAdditionalSearchPath(pybullet_data.getDataPath())
bc.configureDebugVisualizer(bc.COV_ENABLE_Y_AXIS_UP,1)
bc.setGravity(0,-9.8,0)
motion=MotionCaptureData()

motionPath = pybullet_data.getDataPath()+"/motions/humanoid3d_walk.txt"#humanoid3d_spinkick.txt"#/motions/humanoid3d_backflip.txt"
motion.Load(motionPath)
#print("numFrames = ", motion.NumFrames())
simTimeId= bc.addUserDebugParameter("simTime",0,motion.NumFrames()-1.1,0)

y2zOrn = bc.getQuaternionFromEuler([-1.57,0,0])
bc.loadURDF("plane.urdf",[0,-0.04,0], y2zOrn)

humanoid = Humanoid(bc, motion,[0,0,0])#4000,0,5000])

simTime = 0