예제 #1
0
파일: _core.py 프로젝트: mecab/BVHToolkit
 def _calc_mat(self, node):
     mat = mat4.identity()
     channels = node.channels
     param_offset = self._bone.get_param_offset(node)
     for i, channel in enumerate(channels):
         mat *= self._mat_funcs[channel](self._frame[param_offset + i])
     return mat
예제 #2
0
파일: _core.py 프로젝트: gilwoolee/bvhtool
 def _calc_mat(self, node):
     mat = mat4.identity()
     channels = node.channels
     param_offset = self._bone.get_param_offset(node)
     for i, channel in enumerate(channels):
         mat *= self._mat_funcs[channel](self._frame[param_offset + i])
     return mat
예제 #3
0
파일: _core.py 프로젝트: mecab/BVHToolkit
 def __init__(self, bone, frame):
     self._matrixes_global = []
     self._matrixes_local = []
     self._positions = []
     self.__last_matrix = mat4.identity()
     self._bone = bone
     self._frame = frame
     self._process_node(bone.root)
예제 #4
0
파일: _core.py 프로젝트: gilwoolee/bvhtool
 def __init__(self, bone, frame):
     self._matrixes_global = []
     self._matrixes_local = []
     self._positions = []
     self.__last_matrix = mat4.identity()
     self._bone = bone
     self._frame = frame
     self._process_node(bone.root)
예제 #5
0
    def test_calc_matrix(self):
        n1 = Node()
        n1.channels = ["Xposition", "Yposition", "Zposition"]
        n2 = Node()
        n2.channels = []
        n3 = Node()
        n3.channels = ["Xrotation", "Yrotation", "Zrotation"]

        n1.children.append(n2)
        n2.children.append(n3)
        bone = BVHToolkit.Bone(n1)

        pose = BVHToolkit.Pose(bone, [10, 20, 30, 90, 90, 90])
        m1 = mat4.translation((10, 20, 30))
        m2 = mat4.rotation(math.pi / 2, (1, 0, 0)) * \
            mat4.rotation(math.pi / 2, (0, 1, 0)) * \
            mat4.rotation(math.pi / 2, (0, 0, 1))

        self.assertMat4Equal(pose._calc_mat(n1), m1)
        self.assertMat4Equal(pose._calc_mat(n2), mat4.identity())
        self.assertMat4Equal(pose._calc_mat(n3), m2)
예제 #6
0
파일: test.py 프로젝트: mecab/BVHToolkit
    def test_calc_matrix(self):
        n1 = Node()
        n1.channels = ["Xposition", "Yposition", "Zposition"]
        n2 = Node()
        n2.channels = []
        n3 = Node()
        n3.channels = ["Xrotation", "Yrotation", "Zrotation"]

        n1.children.append(n2)
        n2.children.append(n3)
        bone = BVHToolkit.Bone(n1)

        pose = BVHToolkit.Pose(bone, [10, 20, 30, 90, 90, 90])
        m1 = mat4.translation((10, 20, 30))
        m2 = (
            mat4.rotation(math.pi / 2, (1, 0, 0))
            * mat4.rotation(math.pi / 2, (0, 1, 0))
            * mat4.rotation(math.pi / 2, (0, 0, 1))
        )

        self.assertMat4Equal(pose._calc_mat(n1), m1)
        self.assertMat4Equal(pose._calc_mat(n2), mat4.identity())
        self.assertMat4Equal(pose._calc_mat(n3), m2)
예제 #7
0
    def getTransform(self, name, space, useSensorValues, joints=None):
        # Utilize cache if available
        if name in self.__cache[space]:
            return self.__cache[space][name]

        if not joints:
            joints = dict(zip(self.joints, self.nao.angles))

        mat = mat4.identity()
        larm = ['LShoulderPitch', 'LShoulderRoll', 'LElbowYaw', 'LElbowRoll', 'LWristYaw', 'LArm']
        rarm = ['RShoulderPitch', 'RShoulderRoll', 'RElbowYaw', 'RElbowRoll', 'RWristYaw', 'RArm']
        lleg = ['LHipYawPitch', 'LHipRoll', 'LHipPitch', 'LKneePitch', 'LAnklePitch', 'LAnkleRoll', 'LLeg']
        rleg = ['RHipYawPitch', 'RHipRoll', 'RHipPitch', 'RKneePitch', 'RAnklePitch', 'RAnkleRoll', 'RLeg']
        if name in larm:
            path = larm[:larm.index(name) + 1]
            for joint in reversed(path):
                if joint == "LShoulderPitch":
                    offset = vec3(0, self.geometry['ShoulderOffsetY'], self.geometry['ShoulderOffsetZ'])
                    mat.rotate(-joints['LShoulderPitch'], AXIS_Y)
                    mat.translate(-offset)
                elif joint == "LShoulderRoll":
                    mat.rotate(-joints['LShoulderRoll'], AXIS_Z)
                elif joint == "LElbowYaw":
                    mat.rotate(-joints['LElbowYaw'], AXIS_X)
                    offset = vec3(self.geometry['UpperArmLength'], self.geometry['ElbowOffsetY'], 0)
                    mat.translate(-offset)
                elif joint == "LElbowRoll":
                    mat.rotate(-joints['LElbowRoll'], AXIS_Z)
                elif joint == "LWristYaw":
                    mat.rotate(-joints['LWristYaw'], AXIS_X)
                    offset = vec3(self.geometry['LowerArmLength'], 0, 0)
                    mat.translate(-offset)
                elif joint == "LHand" or name == "LArm":
                    offset = vec3(self.geometry['HandOffsetX'], 0, -self.geometry['HandOffsetZ'])
                    mat.translate(-offset)
        elif name in rarm:
            path = rarm[:rarm.index(name) + 1]
            for joint in reversed(path):
                if joint == "RShoulderPitch":
                    offset = vec3(0, -self.geometry['ShoulderOffsetY'], self.geometry['ShoulderOffsetZ'])
                    mat.rotate(-joints['RShoulderPitch'], AXIS_Y)
                    mat.translate(-offset)
                elif joint == "RShoulderRoll":
                    mat.rotate(-joints['RShoulderRoll'], AXIS_Z)
                elif joint == "RElbowYaw":
                    mat.rotate(-joints['RElbowYaw'], AXIS_X)
                    offset = vec3(self.geometry['UpperArmLength'], -self.geometry['ElbowOffsetY'], 0)
                    mat.translate(-offset)
                elif joint == "RElbowRoll":
                    mat.rotate(-joints['RElbowRoll'], AXIS_Z)
                elif joint == "RWristYaw":
                    mat.rotate(-joints['RWristYaw'], AXIS_X)
                    offset = vec3(self.geometry['LowerArmLength'], 0, 0)
                    mat.translate(-offset)
                elif joint == "RHand" or name == "RArm":
                    offset = vec3(self.geometry['HandOffsetX'], 0, -self.geometry['HandOffsetZ'])
                    mat.translate(-offset)
        elif name == "Torso":
            pass # No translation
        elif name == "Head":
            offset = vec3(0, 0, self.geometry['NeckOffsetZ'])
            mat.rotate(-joints['HeadPitch'], AXIS_Y)
            mat.rotate(-joints['HeadYaw'], AXIS_Z)
            mat.translate(-offset)
        elif name == "CameraTop":
            offset = vec3(self.geometry['CameraTopOffsetX'],
                          self.geometry['CameraTopOffsetY'],
                          self.geometry['CameraTopOffsetZ'])
            mat.translate(-offset)
            mat *= self.getTransform("Head", SPACE_TORSO, useSensorValues, joints)
        elif name == "CameraBottom":
            mat.rotate(-self.geometry['CameraBottomPitch'], AXIS_Y)
            offset = vec3(self.geometry['CameraBottomOffsetX'],
                          self.geometry['CameraBottomOffsetY'],
                          self.geometry['CameraBottomOffsetZ'])
            mat.translate(-offset)
            mat *= self.getTransform("Head", SPACE_TORSO, useSensorValues, joints)
        elif name in lleg:
            path = lleg[:lleg.index(name) + 1]
            for joint in reversed(path):
                if joint == "LHipYawPitch":
                    hipYP = vec3(0, 1, -1).normalize()
                    mat.rotate(-joints['LHipYawPitch'], hipYP)
                    offset = vec3(0, self.geometry['HipOffsetY'], -self.geometry['HipOffsetZ'])
                    mat.translate(-offset)
                elif joint == "LHipRoll":
                    mat.rotate(-joints['LHipRoll'], AXIS_X)
                elif joint == "LHipPitch":
                    mat.rotate(-joints['LHipPitch'], AXIS_Y)
                elif joint == "LKneePitch":
                    mat.rotate(-joints['LKneePitch'], AXIS_Y)
                    offset = vec3(0, 0, -self.geometry['ThighLength'])
                    mat.translate(-offset)
                elif joint == "LAnklePitch":
                    mat.rotate(-joints['LAnklePitch'], AXIS_Y)
                    offset = vec3(0, 0, -self.geometry['TibiaLength'])
                    mat.translate(-offset)
                elif joint == "LAnkleRoll":
                    mat.rotate(-joints['LAnkleRoll'], AXIS_X)
                elif joint == "LLeg":
                    offset = vec3(0, 0, -self.geometry['FootHeight'])
                    mat.translate(-offset)
        elif name in rleg:
            path = rleg[:rleg.index(name) + 1]
            for joint in reversed(path):
                if joint == "RHipYawPitch":
                    hipYP = vec3(0, -1, -1).normalize()
                    mat.rotate(-joints['RHipYawPitch'], hipYP)
                    offset = vec3(0, -self.geometry['HipOffsetY'], -self.geometry['HipOffsetZ'])
                    mat.translate(-offset)
                elif joint == "RHipRoll":
                    mat.rotate(-joints['RHipRoll'], AXIS_X)
                elif joint == "RHipPitch":
                    mat.rotate(-joints['RHipPitch'], AXIS_Y)
                elif joint == "RKneePitch":
                    mat.rotate(-joints['RKneePitch'], AXIS_Y)
                    offset = vec3(0, 0, -self.geometry['ThighLength'])
                    mat.translate(-offset)
                elif joint == "RAnklePitch":
                    mat.rotate(-joints['RAnklePitch'], AXIS_Y)
                    offset = vec3(0, 0, -self.geometry['TibiaLength'])
                    mat.translate(-offset)
                elif joint == "RAnkleRoll":
                    mat.rotate(-joints['RAnkleRoll'], AXIS_X)
                elif joint == "RLeg":
                    offset = vec3(0, 0, -self.geometry['FootHeight'])
                    mat.translate(-offset)
        else:
            print "Unknown effector : `%s'" % name

        self.__cache[SPACE_TORSO][name] = mat4(mat)

        if space == SPACE_TORSO:
            return mat

        # SPACE_NAO: Need the position of the torso in Nao Space. The origin is
        # located at the average of the positions of the two feet.
        #
        # CAUTION: this doesn't fully work. Origin might be calculated correctly
        # calculated but the orientation is defined such that the X-axis must
        # always look forward so with complicated leg configurations, the
        # coordinate system might not be the exact average between the two
        # orientations. Or something like that. I don't know, I give up ;-)
        lleg = self.getPosition("LLeg", SPACE_TORSO, True)
        rleg = self.getPosition("RLeg", SPACE_TORSO, True)
        lpos = vec3(lleg[:3])

        avg = list(numpy.average([lleg, rleg], 0))

        offset = vec3(avg[:3])

        # Setup transformation matrix
        change = mat4.identity()
        change.setMat3(mat3.fromEulerZYX(avg[5], avg[4], avg[3]))

        mat.translate(offset)
        mat *= change

        self.__cache[SPACE_NAO][name] = mat4(mat)

        if space == SPACE_NAO:
            return mat

        # SPACE_WORLD: The last option. This is the same as SPACE_NAO when
        # naoqi starts, but when the NAO moves about, the origin is left behind.
        #
        # CAUTION: behavior not identical to naoqi (yet). Don't know what the
        # problem is, but the rotation and position reported by a (simulated)
        # naoqi are different from the values calculated here, although they do
        # seem to make sense... Don't known, don't care, give up (for now).
        # Probably naoqi has an estimate of the error when performing walks and
        # incorporates that in the resulting odometry.
        offset = vec3(self.nao.position)
        mat.rotate(-self.nao.orientation, AXIS_Z)
        mat.translate(-offset)

        self.__cache[SPACE_WORLD][name] = mat4(mat)

        return mat
예제 #8
0
    def getTransform(self, name, space, useSensorValues, joints=None):
        # Utilize cache if available
        if name in self.__cache[space]:
            return self.__cache[space][name]

        if not joints:
            joints = dict(zip(self.joints, self.nao.angles))

        mat = mat4.identity()
        larm = [
            'LShoulderPitch', 'LShoulderRoll', 'LElbowYaw', 'LElbowRoll',
            'LWristYaw', 'LArm'
        ]
        rarm = [
            'RShoulderPitch', 'RShoulderRoll', 'RElbowYaw', 'RElbowRoll',
            'RWristYaw', 'RArm'
        ]
        lleg = [
            'LHipYawPitch', 'LHipRoll', 'LHipPitch', 'LKneePitch',
            'LAnklePitch', 'LAnkleRoll', 'LLeg'
        ]
        rleg = [
            'RHipYawPitch', 'RHipRoll', 'RHipPitch', 'RKneePitch',
            'RAnklePitch', 'RAnkleRoll', 'RLeg'
        ]
        if name in larm:
            path = larm[:larm.index(name) + 1]
            for joint in reversed(path):
                if joint == "LShoulderPitch":
                    offset = vec3(0, self.geometry['ShoulderOffsetY'],
                                  self.geometry['ShoulderOffsetZ'])
                    mat.rotate(-joints['LShoulderPitch'], AXIS_Y)
                    mat.translate(-offset)
                elif joint == "LShoulderRoll":
                    mat.rotate(-joints['LShoulderRoll'], AXIS_Z)
                elif joint == "LElbowYaw":
                    mat.rotate(-joints['LElbowYaw'], AXIS_X)
                    offset = vec3(self.geometry['UpperArmLength'],
                                  self.geometry['ElbowOffsetY'], 0)
                    mat.translate(-offset)
                elif joint == "LElbowRoll":
                    mat.rotate(-joints['LElbowRoll'], AXIS_Z)
                elif joint == "LWristYaw":
                    mat.rotate(-joints['LWristYaw'], AXIS_X)
                    offset = vec3(self.geometry['LowerArmLength'], 0, 0)
                    mat.translate(-offset)
                elif joint == "LHand" or name == "LArm":
                    offset = vec3(self.geometry['HandOffsetX'], 0,
                                  -self.geometry['HandOffsetZ'])
                    mat.translate(-offset)
        elif name in rarm:
            path = rarm[:rarm.index(name) + 1]
            for joint in reversed(path):
                if joint == "RShoulderPitch":
                    offset = vec3(0, -self.geometry['ShoulderOffsetY'],
                                  self.geometry['ShoulderOffsetZ'])
                    mat.rotate(-joints['RShoulderPitch'], AXIS_Y)
                    mat.translate(-offset)
                elif joint == "RShoulderRoll":
                    mat.rotate(-joints['RShoulderRoll'], AXIS_Z)
                elif joint == "RElbowYaw":
                    mat.rotate(-joints['RElbowYaw'], AXIS_X)
                    offset = vec3(self.geometry['UpperArmLength'],
                                  -self.geometry['ElbowOffsetY'], 0)
                    mat.translate(-offset)
                elif joint == "RElbowRoll":
                    mat.rotate(-joints['RElbowRoll'], AXIS_Z)
                elif joint == "RWristYaw":
                    mat.rotate(-joints['RWristYaw'], AXIS_X)
                    offset = vec3(self.geometry['LowerArmLength'], 0, 0)
                    mat.translate(-offset)
                elif joint == "RHand" or name == "RArm":
                    offset = vec3(self.geometry['HandOffsetX'], 0,
                                  -self.geometry['HandOffsetZ'])
                    mat.translate(-offset)
        elif name == "Torso":
            pass  # No translation
        elif name == "Head":
            offset = vec3(0, 0, self.geometry['NeckOffsetZ'])
            mat.rotate(-joints['HeadPitch'], AXIS_Y)
            mat.rotate(-joints['HeadYaw'], AXIS_Z)
            mat.translate(-offset)
        elif name == "CameraTop":
            offset = vec3(self.geometry['CameraTopOffsetX'],
                          self.geometry['CameraTopOffsetY'],
                          self.geometry['CameraTopOffsetZ'])
            mat.translate(-offset)
            mat *= self.getTransform("Head", SPACE_TORSO, useSensorValues,
                                     joints)
        elif name == "CameraBottom":
            mat.rotate(-self.geometry['CameraBottomPitch'], AXIS_Y)
            offset = vec3(self.geometry['CameraBottomOffsetX'],
                          self.geometry['CameraBottomOffsetY'],
                          self.geometry['CameraBottomOffsetZ'])
            mat.translate(-offset)
            mat *= self.getTransform("Head", SPACE_TORSO, useSensorValues,
                                     joints)
        elif name in lleg:
            path = lleg[:lleg.index(name) + 1]
            for joint in reversed(path):
                if joint == "LHipYawPitch":
                    hipYP = vec3(0, 1, -1).normalize()
                    mat.rotate(-joints['LHipYawPitch'], hipYP)
                    offset = vec3(0, self.geometry['HipOffsetY'],
                                  -self.geometry['HipOffsetZ'])
                    mat.translate(-offset)
                elif joint == "LHipRoll":
                    mat.rotate(-joints['LHipRoll'], AXIS_X)
                elif joint == "LHipPitch":
                    mat.rotate(-joints['LHipPitch'], AXIS_Y)
                elif joint == "LKneePitch":
                    mat.rotate(-joints['LKneePitch'], AXIS_Y)
                    offset = vec3(0, 0, -self.geometry['ThighLength'])
                    mat.translate(-offset)
                elif joint == "LAnklePitch":
                    mat.rotate(-joints['LAnklePitch'], AXIS_Y)
                    offset = vec3(0, 0, -self.geometry['TibiaLength'])
                    mat.translate(-offset)
                elif joint == "LAnkleRoll":
                    mat.rotate(-joints['LAnkleRoll'], AXIS_X)
                elif joint == "LLeg":
                    offset = vec3(0, 0, -self.geometry['FootHeight'])
                    mat.translate(-offset)
        elif name in rleg:
            path = rleg[:rleg.index(name) + 1]
            for joint in reversed(path):
                if joint == "RHipYawPitch":
                    hipYP = vec3(0, -1, -1).normalize()
                    mat.rotate(-joints['RHipYawPitch'], hipYP)
                    offset = vec3(0, -self.geometry['HipOffsetY'],
                                  -self.geometry['HipOffsetZ'])
                    mat.translate(-offset)
                elif joint == "RHipRoll":
                    mat.rotate(-joints['RHipRoll'], AXIS_X)
                elif joint == "RHipPitch":
                    mat.rotate(-joints['RHipPitch'], AXIS_Y)
                elif joint == "RKneePitch":
                    mat.rotate(-joints['RKneePitch'], AXIS_Y)
                    offset = vec3(0, 0, -self.geometry['ThighLength'])
                    mat.translate(-offset)
                elif joint == "RAnklePitch":
                    mat.rotate(-joints['RAnklePitch'], AXIS_Y)
                    offset = vec3(0, 0, -self.geometry['TibiaLength'])
                    mat.translate(-offset)
                elif joint == "RAnkleRoll":
                    mat.rotate(-joints['RAnkleRoll'], AXIS_X)
                elif joint == "RLeg":
                    offset = vec3(0, 0, -self.geometry['FootHeight'])
                    mat.translate(-offset)
        else:
            print "Unknown effector : `%s'" % name

        self.__cache[SPACE_TORSO][name] = mat4(mat)

        if space == SPACE_TORSO:
            return mat

        # SPACE_NAO: Need the position of the torso in Nao Space. The origin is
        # located at the average of the positions of the two feet.
        #
        # CAUTION: this doesn't fully work. Origin might be calculated correctly
        # calculated but the orientation is defined such that the X-axis must
        # always look forward so with complicated leg configurations, the
        # coordinate system might not be the exact average between the two
        # orientations. Or something like that. I don't know, I give up ;-)
        lleg = self.getPosition("LLeg", SPACE_TORSO, True)
        rleg = self.getPosition("RLeg", SPACE_TORSO, True)
        lpos = vec3(lleg[:3])

        avg = list(numpy.average([lleg, rleg], 0))

        offset = vec3(avg[:3])

        # Setup transformation matrix
        change = mat4.identity()
        change.setMat3(mat3.fromEulerZYX(avg[5], avg[4], avg[3]))

        mat.translate(offset)
        mat *= change

        self.__cache[SPACE_NAO][name] = mat4(mat)

        if space == SPACE_NAO:
            return mat

        # SPACE_WORLD: The last option. This is the same as SPACE_NAO when
        # naoqi starts, but when the NAO moves about, the origin is left behind.
        #
        # CAUTION: behavior not identical to naoqi (yet). Don't know what the
        # problem is, but the rotation and position reported by a (simulated)
        # naoqi are different from the values calculated here, although they do
        # seem to make sense... Don't known, don't care, give up (for now).
        # Probably naoqi has an estimate of the error when performing walks and
        # incorporates that in the resulting odometry.
        offset = vec3(self.nao.position)
        mat.rotate(-self.nao.orientation, AXIS_Z)
        mat.translate(-offset)

        self.__cache[SPACE_WORLD][name] = mat4(mat)

        return mat