コード例 #1
0
def AddContainerWall(body, mat, size, pos, visible=True):
    hsize = chrono.ChVectorD(0.5 * size.x, 0.5 * size.y, 0.5 * size.z)
    body.GetCollisionModel().AddBox(mat, hsize.x, hsize.y, hsize.z, pos)
    if visible:
        box = chrono.ChBoxShape()
        box.GetBoxGeometry().Pos = pos
        box.GetBoxGeometry().Size = hsize
        body.AddAsset(box)
コード例 #2
0
def AddFallingItems(sys):
    # Shared contact materials for falling objects
    mat = chrono.ChMaterialSurfaceSMC()

    # Create falling rigid bodies (spheres and boxes etc.)
    for ix in range(-2, 3):
        for iz in range(-2, 3):
            # add spheres
            mass = 1
            radius = 1.1
            body = chrono.ChBody()
            comp = (2.0 / 5.0) * mass * radius**2
            body.SetInertiaXX(chrono.ChVectorD(comp, comp, comp))
            body.SetMass(mass)
            body.SetPos(chrono.ChVectorD(4.0 * ix + 0.1, 4.0, 4.0 * iz))

            body.GetCollisionModel().ClearModel()
            body.GetCollisionModel().AddSphere(mat, radius)
            body.GetCollisionModel().BuildModel()
            body.SetCollide(True)

            sphere = chrono.ChSphereShape()
            sphere.GetSphereGeometry().rad = radius
            body.AddAsset(sphere)

            texture = chrono.ChTexture()
            texture.SetTextureFilename(
                chrono.GetChronoDataFile("textures/bluewhite.png"))
            body.AddAsset(texture)

            sys.AddBody(body)

            # add boxes
            mass = 1
            hsize = chrono.ChVectorD(0.75, 0.75, 0.75)
            body = chrono.ChBody()

            body.SetMass(mass)
            body.SetPos(chrono.ChVectorD(4.0 * ix, 6.0, 4.0 * iz))

            body.GetCollisionModel().ClearModel()
            body.GetCollisionModel().AddBox(mat, hsize.x, hsize.y, hsize.z)
            body.GetCollisionModel().BuildModel()
            body.SetCollide(True)

            box = chrono.ChBoxShape()
            box.GetBoxGeometry().Size = hsize
            body.AddAsset(box)

            texture = chrono.ChTexture()
            texture.SetTextureFilename(
                chrono.GetChronoDataFile("textures/pinkwhite.png"))
            body.AddAsset(texture)

            sys.AddBody(body)
コード例 #3
0
    def createGround(self):
        # Create ground

        self.ground = chrono.ChBody()
        self.mysystem.AddBody(self.ground)
        self.ground.SetIdentifier(-1)
        self.ground.SetPos(chrono.ChVectorD(0,-1,0))
        self.ground.SetName("ground")
        self.ground.SetBodyFixed(True)

        self.box_ground = chrono.ChBoxShape()
        self.box_ground.GetBoxGeometry().Size = chrono.ChVectorD(5,0.01,5)
        self.ground.AddAsset(self.box_ground)
コード例 #4
0
    def createBody(self):
        # Create a fixed rigid body

        self.mbody1 = chrono.ChBody()
        self.mbody1.SetBodyFixed(False)
        self.mbody1.SetIdentifier(1)
        self.mbody1.SetPos(chrono.ChVectorD(0, 0, -0.2))
        self.mbody1.SetRot(chrono.ChQuaternionD(0, 0, 0, 1))
        self.mysystem.Add(self.mbody1)

        self.mboxasset = chrono.ChBoxShape()
        self.mboxasset.GetBoxGeometry().Size = chrono.ChVectorD(0.2, 0.5, 0.1)
        self.mbody1.AddAsset(self.mboxasset)
コード例 #5
0
def add_boxShape(MiroSystem, size_x, size_y, size_z, pos, texture='test.jpg', scale=[4,3], Collide=True, Fixed=True, rotX=0, rotY=0, rotZ=0, rotOrder=['x','y','z'], rotAngle=0, rotAxis=[1,0,0], rotDegrees=True, mass=False, density=1000, dynamic=False, color=[0.5, 0.5, 0.5]):
    '''system, size_x, size_y, size_z, pos, texture, scale = [5,5], hitbox = True/False'''
    # Convert position to chrono vector, supports using chvector as input as well
    ChPos = ChVecify(pos)
    ChRotAxis = ChVecify(rotAxis)
    
    # Create a box
    body_box = chrono.ChBody()
    body_box.SetBodyFixed(Fixed)
    body_box.SetPos(ChPos)

    if not mass:
        mass = density * size_x * size_y * size_z

    inertia_brick_xx = (size_y**2 + size_z**2)*mass/3
    inertia_brick_yy = (size_x**2 + size_z**2)*mass/3
    inertia_brick_zz = (size_x**2 + size_y**2)*mass/3
    
    body_box.SetMass(mass)
    body_box.SetInertiaXX(chrono.ChVectorD(inertia_brick_xx, inertia_brick_yy, inertia_brick_zz))     

    # Collision shape
    body_box.GetCollisionModel().ClearModel()
    body_box.GetCollisionModel().AddBox(size_x/2, size_y/2, size_z/2) # hemi sizes
    body_box.GetCollisionModel().BuildModel()
    body_box.SetCollide(Collide)
    
    # Visualization shape
    body_box_shape = chrono.ChBoxShape()
    body_box_shape.GetBoxGeometry().Size = chrono.ChVectorD(size_x/2, size_y/2, size_z/2)
    body_box_shape.SetColor(chrono.ChColor(0.4,0.4,0.5))
    body_box.GetAssets().push_back(body_box_shape)
    
    # Body texture
    if texture:
        # Filter 'textures/' out of the texture name, it's added later
        if len(texture) > len('textures/'):
            if texture[0:len('textures/')] == 'textures/':
                texture = texture[len('textures/'):]
        body_box_texture = chrono.ChTexture()
        body_box_texture.SetTextureFilename(chrono.GetChronoDataFile('textures/'+texture))
        body_box_texture.SetTextureScale(scale[0], scale[1])
        body_box.GetAssets().push_back(body_box_texture)
    
    rotateBody(body_box, rotX, rotY, rotZ, rotOrder, rotAngle, rotAxis, rotDegrees)
    
    if MiroSystem:
        ChSystem = MiroSystem.Get_APIsystem()[0]
        ChSystem.Add(body_box)
    
    return body_box
コード例 #6
0
# Create the first shaft body
# ---------------------------
shaft_1 = chrono.ChBody()
mysystem.AddBody(shaft_1)
shaft_1.SetIdentifier(1)
shaft_1.SetBodyFixed(False)
shaft_1.SetCollide(False)
shaft_1.SetMass(1)
shaft_1.SetInertiaXX(chrono.ChVectorD(1, 1, 0.2))
shaft_1.SetPos(chrono.ChVectorD(0, 0, -hl))
shaft_1.SetRot(chrono.ChQuaternionD(1, 0, 0, 0))

# Add visualization assets to represent the shaft (a box) and the arm of the
# universal joint's cross associated with this shaft (a cylinder)
box_1 = chrono.ChBoxShape()
box_1.GetBoxGeometry().Size = chrono.ChVectorD(0.15, 0.15, 0.9 * hl)
shaft_1.AddAsset(box_1)

cyl_2 = chrono.ChCylinderShape()
cyl_2.GetCylinderGeometry().p1 = chrono.ChVectorD(-0.2, 0, hl)
cyl_2.GetCylinderGeometry().p2 = chrono.ChVectorD(0.2, 0, hl)
cyl_2.GetCylinderGeometry().rad = 0.05
shaft_1.AddAsset(cyl_2)

col = chrono.ChColorAsset()
col.SetColor(chrono.ChColor(0.9, 0.4, 0.1))
shaft_1.AddAsset(col)

# Create the second shaft body
# ----------------------------
コード例 #7
0
ground.SetBodyFixed(True)

ground.GetCollisionModel().ClearModel()
ground.GetCollisionModel().AddBox(ground_mat, 5.0, 1.0, 5.0,
                                  chrono.ChVectorD(0, -1, 0))
ground.GetCollisionModel().AddBox(ground_mat, 0.1, 1.0, 5.1,
                                  chrono.ChVectorD(-5, 0, 0))
ground.GetCollisionModel().AddBox(ground_mat, 0.1, 1.0, 5.1,
                                  chrono.ChVectorD(5, 0, 0))
ground.GetCollisionModel().AddBox(ground_mat, 5.1, 1.0, 0.1,
                                  chrono.ChVectorD(0, 0, -5))
ground.GetCollisionModel().AddBox(ground_mat, 5.1, 1.0, 0.1,
                                  chrono.ChVectorD(0, 1, 5))
ground.GetCollisionModel().BuildModel()

vshape_1 = chrono.ChBoxShape()
vshape_1.GetBoxGeometry().SetLengths(chrono.ChVectorD(10, 2, 10))
vshape_1.GetBoxGeometry().Pos = chrono.ChVectorD(0, -1, 0)
ground.AddAsset(vshape_1)

vshape_2 = chrono.ChBoxShape()
vshape_2.GetBoxGeometry().SetLengths(chrono.ChVectorD(0.2, 2, 10.2))
vshape_2.GetBoxGeometry().Pos = chrono.ChVectorD(-5, 0, 0)
ground.AddAsset(vshape_2)

vshape_3 = chrono.ChBoxShape()
vshape_3.GetBoxGeometry().SetLengths(chrono.ChVectorD(0.2, 2, 10.2))
vshape_3.GetBoxGeometry().Pos = chrono.ChVectorD(5, 0, 0)
ground.AddAsset(vshape_3)

vshape_4 = chrono.ChBoxShape()
コード例 #8
0
ファイル: SensorTest0.py プロジェクト: yushuiqiang/chrono
# ---------------------------------------------------------------------
#
#  Create the simulation system and add items
#

mysystem = chrono.ChSystemNSC()

# Create a fixed rigid body

mbody1 = chrono.ChBody()
mbody1.SetBodyFixed(True)
mbody1.SetPos(chrono.ChVectorD(0, 0, -0.2))
mysystem.Add(mbody1)

mboxasset = chrono.ChBoxShape()
mboxasset.GetBoxGeometry().Size = chrono.ChVectorD(0.2, 0.5, 0.1)
mbody1.AddAsset(mboxasset)

# Create a swinging rigid body

mbody2 = chrono.ChBody()
mbody2.SetBodyFixed(False)
mysystem.Add(mbody2)

mboxasset = chrono.ChBoxShape()
mboxasset.GetBoxGeometry().Size = chrono.ChVectorD(0.2, 0.5, 0.1)
mbody2.AddAsset(mboxasset)

mboxtexture = chrono.ChTexture()
mboxtexture.SetTextureFilename('../../../data/textures/concrete.jpg')
コード例 #9
0
def AddContainer(sys):
    # The fixed body (5 walls)
    fixedBody = chrono.ChBody()

    fixedBody.SetMass(1.0)
    fixedBody.SetBodyFixed(True)
    fixedBody.SetPos(chrono.ChVectorD())
    fixedBody.SetCollide(True)

    # Contact material for container
    fixed_mat = chrono.ChMaterialSurfaceSMC()

    fixedBody.GetCollisionModel().ClearModel()
    AddContainerWall(fixedBody, fixed_mat, chrono.ChVectorD(20, 1, 20),
                     chrono.ChVectorD(0, -5, 0))
    AddContainerWall(fixedBody, fixed_mat, chrono.ChVectorD(1, 10, 20.99),
                     chrono.ChVectorD(-10, 0, 0))
    AddContainerWall(fixedBody, fixed_mat, chrono.ChVectorD(1, 10, 20.99),
                     chrono.ChVectorD(10, 0, 0))
    AddContainerWall(fixedBody, fixed_mat, chrono.ChVectorD(20.99, 10, 1),
                     chrono.ChVectorD(0, 0, -10), False)
    AddContainerWall(fixedBody, fixed_mat, chrono.ChVectorD(20.99, 10, 1),
                     chrono.ChVectorD(0, 0, 10))
    fixedBody.GetCollisionModel().BuildModel()

    texture = chrono.ChTexture()
    texture.SetTextureFilename(
        chrono.GetChronoDataFile("textures/concrete.jpg"))
    fixedBody.AddAsset(texture)

    sys.AddBody(fixedBody)

    # The rotating mixer body
    rotatingBody = chrono.ChBody()

    rotatingBody.SetMass(10.0)
    rotatingBody.SetInertiaXX(chrono.ChVectorD(50, 50, 50))
    rotatingBody.SetPos(chrono.ChVectorD(0, -1.6, 0))
    rotatingBody.SetCollide(True)

    # Contact material for mixer body
    rot_mat = chrono.ChMaterialSurfaceSMC()

    hsize = chrono.ChVectorD(5, 2.75, 0.5)

    rotatingBody.GetCollisionModel().ClearModel()
    rotatingBody.GetCollisionModel().AddBox(rot_mat, hsize.x, hsize.y, hsize.z)
    rotatingBody.GetCollisionModel().BuildModel()

    box = chrono.ChBoxShape()
    box.GetBoxGeometry().Size = hsize
    rotatingBody.AddAsset(box)

    rotatingBody.AddAsset(texture)

    sys.AddBody(rotatingBody)

    # A motor between the two
    my_motor = chrono.ChLinkMotorRotationSpeed()

    my_motor.Initialize(
        rotatingBody, fixedBody,
        chrono.ChFrameD(chrono.ChVectorD(0, 0, 0),
                        chrono.Q_from_AngAxis(chrono.CH_C_PI_2,
                                              chrono.VECT_X)))
    mfun = chrono.ChFunction_Const(chrono.CH_C_PI / 2.0)  # speed w=90°/s
    my_motor.SetSpeedFunction(mfun)

    sys.AddLink(my_motor)

    return rotatingBody
コード例 #10
0
        body_brick.SetMass(mass_brick)
        body_brick.SetInertiaXX(
            chrono.ChVectorD(inertia_brick, inertia_brick, inertia_brick))
        # set collision surface properties
        body_brick.SetMaterialSurface(brick_material)

        # Collision shape
        body_brick.GetCollisionModel().ClearModel()
        body_brick.GetCollisionModel().AddBox(size_brick_x / 2,
                                              size_brick_y / 2, size_brick_z /
                                              2)  # must set half sizes
        body_brick.GetCollisionModel().BuildModel()
        body_brick.SetCollide(True)

        # Visualization shape, for rendering animation
        body_brick_shape = chrono.ChBoxShape()
        body_brick_shape.GetBoxGeometry().Size = chrono.ChVectorD(
            size_brick_x / 2, size_brick_y / 2, size_brick_z / 2)
        if iy % 2 == 0:
            body_brick_shape.SetColor(chrono.ChColor(
                0.65, 0.65, 0.6))  # set gray color only for odd bricks
        body_brick.GetAssets().push_back(body_brick_shape)

        my_system.Add(body_brick)

# Create the room floor: a simple fixed rigid body with a collision shape
# and a visualization shape

body_floor = chrono.ChBody()
body_floor.SetBodyFixed(True)
body_floor.SetPos(chrono.ChVectorD(0, -2, 0))
def run_sim(traits, trial_num, gen_num, difficulty_level):
    my_system = chrono.ChSystemNSC()

    # Set the default outward/inward shape margins for collision detection
    chrono.ChCollisionModel.SetDefaultSuggestedEnvelope(0.001)
    chrono.ChCollisionModel.SetDefaultSuggestedMargin(0.001)

    # Sets simulation precision
    my_system.SetMaxItersSolverSpeed(70)

    # Create a contact material (surface property)to share between all objects.
    rollfrict_param = 0.5 / 10.0 * 0.05
    brick_material = chrono.ChMaterialSurfaceNSC()
    brick_material.SetFriction(0.5)
    brick_material.SetDampingF(0.2)
    brick_material.SetCompliance(0.0000001)
    brick_material.SetComplianceT(0.0000001)
    brick_material.SetRollingFriction(rollfrict_param)
    brick_material.SetSpinningFriction(0.00000001)
    brick_material.SetComplianceRolling(0.0000001)
    brick_material.SetComplianceSpinning(0.0000001)

    # Create the set of bricks in a vertical stack, along Y axis
    block_bodies = []  # visualizes bodies
    block_shapes = []  # geometry purposes
    current_y = 0

    for block_index in range(0, 4):
        size_brick_x = traits[block_index][0]
        size_brick_z = traits[block_index][1]
        size_brick_y = traits[block_index][2]
        if size_brick_y < settings.MIN_DIMENSIONS_THRESHOLD or size_brick_x < settings.MIN_DIMENSIONS_THRESHOLD or size_brick_z < settings.MIN_DIMENSIONS_THRESHOLD:
            return [-50, traits]

        mass_brick = settings.BLOCK_MASS
        inertia_brick_xx = 1 / 12 * mass_brick * (pow(size_brick_z, 2) + pow(size_brick_y, 2))
        inertia_brick_yy = 1 / 12 * mass_brick * (pow(size_brick_x, 2) + pow(size_brick_z, 2))
        inertia_brick_zz = 1 / 12 * mass_brick * (pow(size_brick_x, 2) + pow(size_brick_y, 2))

        body_brick = chrono.ChBody()
        body_brick.SetPos(chrono.ChVectorD(0, current_y + 0.5 * size_brick_y, 0))  # set initial position
        current_y += size_brick_y  # set tower block positions

        # setting mass properties
        body_brick.SetMass(mass_brick)
        body_brick.SetInertiaXX(chrono.ChVectorD(inertia_brick_xx, inertia_brick_yy, inertia_brick_zz))

        # set collision surface properties
        body_brick.SetMaterialSurface(brick_material)

        # Collision shape
        body_brick.GetCollisionModel().ClearModel()
        body_brick.GetCollisionModel().AddBox(size_brick_x / 2, size_brick_y / 2,
                                              size_brick_z / 2)  # must set half sizes
        body_brick.GetCollisionModel().BuildModel()
        body_brick.SetCollide(True)

        # Visualization shape, for rendering animation
        body_brick_shape = chrono.ChBoxShape()
        body_brick_shape.GetBoxGeometry().Size = chrono.ChVectorD(size_brick_x / 2, size_brick_y / 2,
                                                                  size_brick_z / 2)

        if block_index % 2 == 0:
            body_brick_shape.SetColor(chrono.ChColor(0.65, 0.65, 0.6))  # set gray color only for odd bricks

        body_brick.GetAssets().push_back(body_brick_shape)
        my_system.Add(body_brick)

        block_bodies.append(body_brick)
        block_shapes.append(body_brick_shape);
    # Create the room floor
    body_floor = chrono.ChBody()
    body_floor.SetBodyFixed(True)
    body_floor.SetPos(chrono.ChVectorD(0, -2, 0))
    body_floor.SetMaterialSurface(brick_material)

    # Floor's collision shape
    body_floor.GetCollisionModel().ClearModel()
    body_floor.GetCollisionModel().AddBox(3, 1, 3)  # hemi sizes  default: 3,1,3
    body_floor.GetCollisionModel().BuildModel()
    body_floor.SetCollide(True)

    # Visualization shape
    body_floor_shape = chrono.ChBoxShape()
    body_floor_shape.GetBoxGeometry().Size = chrono.ChVectorD(3, 1, 3)
    body_floor.GetAssets().push_back(body_floor_shape)

    body_floor_texture = chrono.ChTexture()
    # body_floor_texture.SetTextureFilename(chrono.GetChronoDataPath() + 'concrete.jpg')
    body_floor.GetAssets().push_back(body_floor_texture)

    my_system.Add(body_floor)

    # Create the shaking table, as a box
    size_table_x = 1
    size_table_y = 0.2
    size_table_z = 1

    body_table = chrono.ChBody()
    body_table.SetPos(chrono.ChVectorD(0, -size_table_y / 2, 0))
    body_table.SetMaterialSurface(brick_material)

    # Collision shape
    body_table.GetCollisionModel().ClearModel()
    body_table.GetCollisionModel().AddBox(size_table_x / 2, size_table_y / 2, size_table_z / 2)  # hemi sizes
    body_table.GetCollisionModel().BuildModel()
    body_table.SetCollide(True)

    # Visualization shape
    body_table_shape = chrono.ChBoxShape()
    body_table_shape.GetBoxGeometry().Size = chrono.ChVectorD(size_table_x / 2, size_table_y / 2, size_table_z / 2)
    body_table_shape.SetColor(chrono.ChColor(0.4, 0.4, 0.5))
    body_table.GetAssets().push_back(body_table_shape)

    body_table_texture = chrono.ChTexture()
    # body_table_texture.SetTextureFilename(chrono.GetChronoDataPath() + 'concrete.jpg')
    body_table.GetAssets().push_back(body_table_texture)

    my_system.Add(body_table)

    # Makes the table shake
    link_shaker = chrono.ChLinkLockLock()
    # link_shaker.SetMotion_X()
    link_shaker.Initialize(body_table, body_floor, chrono.CSYSNORM)
    my_system.Add(link_shaker)

    # ..create the function for imposed y vertical motion, etc.
    mfunY = chrono.ChFunction_Sine(0, settings.TABLE_FREQ_Y, settings.TABLE_AMP_Y)  # phase, frequency, amplitude
    # ..create the function for imposed z horizontal motion, etc.
    mfunZ = chrono.ChFunction_Sine(0, settings.TABLE_FREQ_Z, settings.TABLE_AMP_Z)  # phase, frequency, amplitude
    # ..create the function for imposed x horizontal motion, etc.
    mfunX = chrono.ChFunction_Sine(2, 0, 0)  # phase, frequency, amplitude
    print("Sim env_level " + str(difficulty_level))
    if difficulty_level == settings.SHAKE_IN_X_AXIS_LEVEL:
        mfunX = chrono.ChFunction_Sine(2, settings.TABLE_FREQ_X, settings.TABLE_AMP_X)  # phase, frequency, amplitude
    elif difficulty_level >= settings.SHAKE_IN_X_AND_Z_AXIS_LEVEL:
        increment = 0.25 * difficulty_level
        mfunX = chrono.ChFunction_Sine(2, settings.TABLE_FREQ_X + increment, settings.TABLE_AMP_X)  # phase, frequency, amplitude
        mfunZ = chrono.ChFunction_Sine(0, settings.TABLE_FREQ_Z + increment, settings.TABLE_AMP_Z)  # phase, frequency, amplitude

    link_shaker.SetMotion_Y(mfunY)
    link_shaker.SetMotion_Z(mfunZ)
    link_shaker.SetMotion_X(mfunX)

    # ---------------------------------------------------------------------
    #
    #  Create an Irrlicht application to visualize the system

    window_name = "Tower Trial: " + str(trial_num) + " Gen: " + str(gen_num)
    if trial_num == -1:
        window_name = "Initializing Population..."
    app = chronoirr.ChIrrApp(my_system, window_name, chronoirr.dimension2du(settings.SCREEN_WIDTH, settings.SCREEN_HEIGHT))
    app.AddTypicalSky()
    app.AddTypicalLogo(chrono.GetChronoDataPath() + 'logo_pychrono_alpha.png')
    app.AddTypicalCamera(chronoirr.vector3df(settings.CAMERA_X, settings.CAMERA_Y, settings.CAMERA_Z))

    app.AddLightWithShadow(chronoirr.vector3df(2, 4, 2),  # point
                           chronoirr.vector3df(0, 0, 0),  # aimpoint
                           9,  # radius (power)
                           1, 9,  # near, far
                           30)

    # Committing visualization
    app.AssetBindAll()
    app.AssetUpdateAll();
    app.AddShadowAll();

    # ---------------------------------------------------------------------
    #
    #  Run the simulation. This is where all of the constraints are set
    #

    app.SetTimestep(settings.SPEED)
    app.SetTryRealtime(True)
    app.GetDevice().run()

    fitness = 0
    brick1_init = block_bodies[0].GetPos().y
    brick2_init = block_bodies[1].GetPos().y
    brick3_init = block_bodies[2].GetPos().y
    brick4_init = block_bodies[3].GetPos().y  # Highest
    while True:
        brick1_curr_height = block_bodies[0].GetPos().y
        brick2_curr_height = block_bodies[1].GetPos().y
        brick3_curr_height = block_bodies[2].GetPos().y
        brick4_curr_height = block_bodies[3].GetPos().y  # Highest

        # Break conditions
        if my_system.GetChTime() > settings.SIMULATION_RUNTIME:
            break
        if my_system.GetChTime() > settings.SIMULATION_RUNTIME / 2:
            mfunX = chrono.ChFunction_Sine(2, 0, 0)
            mfunZ = chrono.ChFunction_Sine(2, 0, 0)
            link_shaker.SetMotion_Z(mfunZ)
            link_shaker.SetMotion_X(mfunX)

        # If the blocks fall out of line
        if brick1_init - brick1_curr_height > settings.CANCEL_SIM_THRESHOLD or \
                brick2_init - brick2_curr_height > settings.CANCEL_SIM_THRESHOLD or \
                brick3_init - brick3_curr_height > settings.CANCEL_SIM_THRESHOLD or \
                brick4_init - brick4_curr_height > settings.CANCEL_SIM_THRESHOLD:
            break
        # Record fitness every 1/1000 of the runtime
        if 0.01 > my_system.GetChTime() % ((1 / 1000) * settings.SIMULATION_RUNTIME) > 0:
            if settings.FITNESS_FUNCTION == settings.Fitness.SumLengths:  # Sum of size_y
                fitness += block_shapes[0].GetBoxGeometry().GetLengths().y + \
                           block_shapes[1].GetBoxGeometry().GetLengths().y + \
                           block_shapes[2].GetBoxGeometry().GetLengths().y + \
                           block_shapes[3].GetBoxGeometry().GetLengths().y
            elif settings.FITNESS_FUNCTION == settings.Fitness.MaxPosition:  # Max of y positions
                fitness += max(block_bodies[0].GetPos().y,
                               block_bodies[1].GetPos().y,
                               block_bodies[2].GetPos().y,
                               block_bodies[3].GetPos().y)
            elif settings.FITNESS_FUNCTION == settings.Fitness.MaxPositionSumLengths:  # Max * sum of sizes
                fitness += max(block_bodies[0].GetPos().y,
                               block_bodies[1].GetPos().y,
                               block_bodies[2].GetPos().y,
                               block_bodies[3].GetPos().y) * \
                           block_shapes[0].GetBoxGeometry().GetLengths().y + \
                           block_shapes[1].GetBoxGeometry().GetLengths().y + \
                           block_shapes[2].GetBoxGeometry().GetLengths().y + \
                           block_shapes[3].GetBoxGeometry().GetLengths().y
        app.BeginScene()
        app.DrawAll()
        for substep in range(0, 5):
            app.DoStep()
        app.EndScene()

    app.GetDevice().closeDevice()
    print("Fitness: " + str(fitness) + " Gen: " + str(gen_num))
    return [fitness, traits]