Exemplo n.º 1
0
class Drive(ShowBase):
	def __init__(self):
		ShowBase.__init__(self)
		
		#Setup
		scene = BulletWorld()
		scene.setGravity(Vec3(0, 0, -9.81))
		base.setBackgroundColor(0.6,0.9,0.9)
		fog = Fog("The Fog")
		fog.setColor(0.9,0.9,1.0)
		fog.setExpDensity(0.003)
		render.setFog(fog)
		#Lighting
		
		#Sun light
		sun = DirectionalLight("The Sun")
		sun_np = render.attachNewNode(sun)
		sun_np.setHpr(0,-60,0)
		render.setLight(sun_np)
		
		#Ambient light
		amb = AmbientLight("The Ambient Light")
		amb.setColor(VBase4(0.39,0.39,0.39, 1))
		amb_np = render.attachNewNode(amb)
		render.setLight(amb_np)
		
		#Variables
		self.gear = 0
		
		self.start = 0
		
		self.Pbrake = 0
		
		self.terrain_var = 1
		
		self.time = 0
		
		self.headlight_var = 0
		
		self.RPM = 0
		
		self.clutch = 0
		
		self.carmaxspeed = 100 #KPH
		
		self.carmaxreversespeed = -40 #KPH
		
		self.steering = 0
		
		
		#Functions
		def V1():
			camera.setPos(0.25,-1.2,0.5)
			camera.setHpr(0,-13,0)
			
		def V2():
			camera.setPos(0,-15,3)
			camera.setHpr(0,-10,0)
			
		def V3():
			camera.setPos(0,0,9)
			camera.setHpr(0,-90,0)
			
		def up():
			self.gear = self.gear -1
			if self.gear < -1:
				self.gear = -1
				
		def down():
			self.gear = self.gear +1
			if self.gear > 1:
				self.gear = 1
				
		def start_function():
			self.start = 1
			self.start_sound.play()
			self.engine_idle_sound.play()
			self.RPM = 1000
			
		def stop_function():
			self.start = 0
			self.engine_idle_sound.stop()
				
		def parkingbrake():
			self.Pbrake = (self.Pbrake + 1) % 2
			
		def rotate():
			Car_np.setHpr(0, 0, 0)
			
		def horn():
			self.horn_sound.play()
			
		def set_time():
			if self.time == -1:
				sun.setColor(VBase4(0.4, 0.3, 0.3, 1))
				base.setBackgroundColor(0.8,0.7,0.7)
			if self.time == 0:
				sun.setColor(VBase4(0.7, 0.7, 0.7, 1))
				base.setBackgroundColor(0.6,0.9,0.9)
			if self.time == 1:
				sun.setColor(VBase4(0.2, 0.2, 0.2, 1))
				base.setBackgroundColor(0.55,0.5,0.5)
			if self.time == 2:
				sun.setColor(VBase4(0.02, 0.02, 0.05, 1))
				base.setBackgroundColor(0.3,0.3,0.3)
				
			if self.time == -2:
				self.time = -1
			if self.time == 3:
				self.time = 2
			
		def time_forward():
			self.time = self.time + 1
			
		def time_backward():
			self.time = self.time -1
			
		def set_terrain():
			if self.terrain_var == 1:
				self.ground_model.setTexture(self.ground_tex, 1)
				self.ground_model.setScale(3)
			if self.terrain_var == 2:
				self.ground_model.setTexture(self.ground_tex2, 1)
				self.ground_model.setScale(3)
			if self.terrain_var == 3:
				self.ground_model.setTexture(self.ground_tex3, 1)
				self.ground_model.setScale(4)
				
			if self.terrain_var == 4:
				self.terrain_var = 1
			if self.terrain_var == 0:
				self.terrain_var = 3
			
		def next_terrain():
			self.terrain_var = self.terrain_var + 1
			
		def previous_terrain():
			self.terrain_var = self.terrain_var - 1
			
		def show_menu():
			self.menu_win.show()
			self.a1.show()
			self.a2.show()
			self.a3.show()
			self.a4.show()
			self.t1.show()
			self.t2.show()
			self.ok.show()
			self.exit_button.show()
			
		def hide_menu():
			self.menu_win.hide()
			self.a1.hide()
			self.a2.hide()
			self.a3.hide()
			self.a4.hide()
			self.ok.hide()
			self.t1.hide()
			self.t2.hide()
			self.exit_button.hide()
		
		def Menu():
			self.menu_win = OnscreenImage(image = "Textures/menu.png", pos = (0.9,0,0), scale = (0.5))
			self.menu_win.setTransparency(TransparencyAttrib.MAlpha)
			
			#The Arrow Buttons
			self.a1 = DirectButton(text = "<", scale = 0.2, pos = (0.55,0,0.25), command = previous_terrain)
			self.a2 = DirectButton(text = ">", scale = 0.2, pos = (1.15,0,0.25), command = next_terrain)
			self.a3 = DirectButton(text = "<", scale = 0.2, pos = (0.55,0,0.0), command = time_backward)
			self.a4 = DirectButton(text = ">", scale = 0.2, pos = (1.15,0,0.0), command = time_forward)
			
			#The Text
			self.t1 = OnscreenText(text = "Terrain", pos = (0.85,0.25,0), scale = 0.1, fg = (0.4,0.4,0.5,1))
			self.t2 = OnscreenText(text = "Time", pos = (0.85,0,0), scale = 0.1, fg = (0.4,0.4,0.5,1))
			
			#The Buttons
			self.ok = DirectButton(text = "Okay", scale = 0.11, pos = (0.87,0,-0.25), command = hide_menu)
			self.exit_button = DirectButton(text = "Quit", scale = 0.11, pos = (0.87,0,-0.42), command = sys.exit)
			
		Menu()
		
		
		def take_screenshot():
			base.screenshot("Screenshot")
			
		def set_headlights():
			if self.headlight_var == 1:
				Headlight1.setColor(VBase4(9.0,8.9,8.9,1))
				Headlight2.setColor(VBase4(9.0,8.9,8.9,1))
			if self.headlight_var == 0:
				Headlight1.setColor(VBase4(0,0,0,1))
				Headlight2.setColor(VBase4(0,0,0,1))
			
		def headlights():
			self.headlight_var = (self.headlight_var + 1) % 2
			
		def update_rpm():
			
			#Simulate RPM
			if self.start == 1:
				if self.gear == 0:
					self.RPM = self.RPM - self.RPM / 400
				else:
					self.RPM = self.RPM + self.carspeed / 9
					self.RPM = self.RPM - self.RPM / 200
			
			#Reset RPM to 0 when engine is off
			if self.start == 0:
				if self.RPM > 0.0:
					self.RPM = self.RPM - 40
				if self.RPM < 10:
					self.RPM = 0.0
								
			#Idle RPM power
			if self.start == 1:
				if self.RPM < 650:
					self.RPM = self.RPM + 4
				if self.RPM < 600:
					self.clutch = 1
				else:
					self.clutch = 0
					
			#RPM limit		
			if self.RPM > 6000:
				self.RPM = 6000
				

		#Controls 
		inputState.watchWithModifiers("F", "arrow_up")
		inputState.watchWithModifiers("B", "arrow_down")
		inputState.watchWithModifiers("L", "arrow_left")
		inputState.watchWithModifiers("R", "arrow_right")
		
		do = DirectObject()
		
		do.accept("escape", show_menu)
		do.accept("1", V1)
		do.accept("2", V2)
		do.accept("3", V3)
		do.accept("page_up", up)
		do.accept("page_down", down)
		do.accept("x-repeat", start_function)
		do.accept("x", stop_function)
		do.accept("p", parkingbrake)
		do.accept("backspace", rotate)
		do.accept("enter", horn)
		do.accept("f12", take_screenshot)
		do.accept("h", headlights)
		
		#The ground
		self.ground = BulletPlaneShape(Vec3(0, 0, 1,), 1)
		self.ground_node = BulletRigidBodyNode("The ground")
		self.ground_node.addShape(self.ground)
		self.ground_np = render.attachNewNode(self.ground_node)
		self.ground_np.setPos(0, 0, -2)
		scene.attachRigidBody(self.ground_node)
		
		self.ground_model = loader.loadModel("Models/plane.egg")
		self.ground_model.reparentTo(render)
		self.ground_model.setPos(0,0,-1)
		self.ground_model.setScale(3)
		self.ground_tex = loader.loadTexture("Textures/ground.png")
		self.ground_tex2 = loader.loadTexture("Textures/ground2.png")
		self.ground_tex3 = loader.loadTexture("Textures/ground3.png")
		self.ground_model.setTexture(self.ground_tex, 1)
		
		#The car
		Car_shape = BulletBoxShape(Vec3(1, 2.0, 1.0))
		Car_node = BulletRigidBodyNode("The Car")
		Car_node.setMass(1200.0)
		Car_node.addShape(Car_shape)
		Car_np = render.attachNewNode(Car_node)
		Car_np.setPos(0,0,3)
		Car_np.setHpr(0,0,0)
		Car_np.node().setDeactivationEnabled(False)
		scene.attachRigidBody(Car_node)
		
		Car_model = loader.loadModel("Models/Car.egg")
		Car_model.reparentTo(Car_np)
		Car_tex = loader.loadTexture("Textures/Car1.png")
		Car_model.setTexture(Car_tex, 1)
		
		self.Car_sim = BulletVehicle(scene, Car_np.node())
		self.Car_sim.setCoordinateSystem(ZUp)
		scene.attachVehicle(self.Car_sim)
		
		#The inside of the car
		Car_int = loader.loadModel("Models/inside.egg")
		Car_int.reparentTo(Car_np)
		Car_int_tex = loader.loadTexture("Textures/inside.png")
		Car_int.setTexture(Car_int_tex, 1)
		Car_int.setTransparency(TransparencyAttrib.MAlpha)
		
		#The steering wheel
		Sw = loader.loadModel("Models/Steering wheel.egg")
		Sw.reparentTo(Car_np)
		Sw.setPos(0.25,0,-0.025)
		
		#The first headlight
		Headlight1 = Spotlight("Headlight1")
		lens = PerspectiveLens()
		lens.setFov(180)
		Headlight1.setLens(lens)
		Headlight1np = render.attachNewNode(Headlight1)
		Headlight1np.reparentTo(Car_np)
		Headlight1np.setPos(-0.8,2.5,-0.5)
		Headlight1np.setP(-15)
		render.setLight(Headlight1np)
		
		#The second headlight
		Headlight2 = Spotlight("Headlight2")
		Headlight2.setLens(lens)
		Headlight2np = render.attachNewNode(Headlight2)
		Headlight2np.reparentTo(Car_np)
		Headlight2np.setPos(0.8,2.5,-0.5)
		Headlight2np.setP(-15)
		render.setLight(Headlight2np)
		
		#Sounds
		self.horn_sound = loader.loadSfx("Sounds/horn.ogg")
		self.start_sound = loader.loadSfx("Sounds/enginestart.ogg")
		self.engine_idle_sound = loader.loadSfx("Sounds/engineidle.ogg")
		self.engine_idle_sound.setLoop(True)
		self.accelerate_sound = loader.loadSfx("Sounds/enginethrottle.ogg")
				
		#Camera
		base.disableMouse()
		camera.reparentTo(Car_np)
		camera.setPos(0,-15,3)
		camera.setHpr(0,-10,0)
		
		#Wheel function
		def Wheel(pos, np, r, f):
			w = self.Car_sim.createWheel()
			w.setNode(np.node())
			w.setChassisConnectionPointCs(pos)
			w.setFrontWheel(f)
			w.setWheelDirectionCs(Vec3(0, 0, -1))
			w.setWheelAxleCs(Vec3(1, 0, 0))
			w.setWheelRadius(r)
			w.setMaxSuspensionTravelCm(40)
			w.setSuspensionStiffness(120)
			w.setWheelsDampingRelaxation(2.3)
			w.setWheelsDampingCompression(4.4)
			w.setFrictionSlip(50)
			w.setRollInfluence(0.1)
		
		#Wheels	
		w1_np = loader.loadModel("Models/Lwheel")
		w1_np.reparentTo(render)
		w1_np.setColorScale(0,6)
		Wheel(Point3(-1,1,-0.6), w1_np, 0.4, False)
		
		w2_np = loader.loadModel("Models/Rwheel")
		w2_np.reparentTo(render)
		w2_np.setColorScale(0,6)
		Wheel(Point3(-1.1,-1.2,-0.6), w2_np, 0.4, True)
		
		w3_np = loader.loadModel("Models/Lwheel")
		w3_np.reparentTo(render)
		w3_np.setColorScale(0,6)
		Wheel(Point3(1.1,-1,-0.6), w3_np, 0.4, True)
		
		w4_np = loader.loadModel("Models/Rwheel")
		w4_np.reparentTo(render)
		w4_np.setColorScale(0,6)
		Wheel(Point3(1,1,-0.6), w4_np, 0.4, False)
		

		
		#The engine and steering
		def processInput(dt):
			
			#Vehicle properties
			self.steeringClamp = 35.0
			self.steeringIncrement = 70
			engineForce = 0.0
			brakeForce = 0.0
			
			
			#Get the vehicle's current speed
			self.carspeed = self.Car_sim.getCurrentSpeedKmHour()
			
			
			#Engage clutch when in gear 0
			if self.gear == 0:
				self.clutch = 1
			
			
			#Slow the steering when at higher speeds
			self.steeringIncrement = self.steeringIncrement - self.carspeed / 1.5
			
			
			#Reset the steering
			if not inputState.isSet("L") and not inputState.isSet("R"):
				
				if self.steering < 0.00:
					self.steering = self.steering + 0.6
				if self.steering > 0.00:
					self.steering = self.steering - 0.6
					
				if self.steering < 1.0 and self.steering > -1.0:
					self.steering = 0
			
			
			#Slow the car down while it's moving
			if self.clutch == 0:
				brakeForce = brakeForce + self.carspeed / 5
			else:
				brakeForce = brakeForce + self.carspeed / 15
		
			
			#Forward
			if self.start == 1:
				if inputState.isSet("F"):
					self.RPM = self.RPM + 35
					self.accelerate_sound.play()
				if self.clutch == 0:
					
					if self.gear == -1:
						if self.carspeed > self.carmaxreversespeed:	
							engineForce = -self.RPM / 3
							
					if self.gear == 1:
						if self.carspeed < self.carmaxspeed:
							engineForce = self.RPM / 1

			
			#Brake	
			if inputState.isSet("B"):
				engineForce = 0.0
				brakeForce = 12.0
				if self.gear != 0 and self.clutch == 0:
					self.RPM = self.RPM - 20
				
			#Left	
			if inputState.isSet("L"):
				if self.steering < 0.0:
					#This makes the steering reset at the correct speed when turning from right to left
					self.steering += dt * self.steeringIncrement + 0.6
					self.steering = min(self.steering, self.steeringClamp)
				else:
					#Normal steering
					self.steering += dt * self.steeringIncrement
					self.steering = min(self.steering, self.steeringClamp)
			
			#Right	
			if inputState.isSet("R"):
				if self.steering > 0.0:
					#This makes the steering reset at the correct speed when turning from left to right
					self.steering -= dt * self.steeringIncrement + 0.6
					self.steering = max(self.steering, -self.steeringClamp)
				else:
					#Normal steering
					self.steering -= dt * self.steeringIncrement
					self.steering = max(self.steering, -self.steeringClamp)
			
			#Park
			if self.Pbrake == 1:
				brakeForce = 10.0
				if self.gear != 0 and self. clutch == 0:
					self.RPM = self.RPM - 20
				
				
			#Apply forces to wheels	
			self.Car_sim.applyEngineForce(engineForce, 0);
			self.Car_sim.applyEngineForce(engineForce, 3);
			self.Car_sim.setBrake(brakeForce, 1);
			self.Car_sim.setBrake(brakeForce, 2);
			self.Car_sim.setSteeringValue(self.steering, 0);
			self.Car_sim.setSteeringValue(self.steering, 3);
			
			#Steering wheel
			Sw.setHpr(0,0,-self.steering*10)
		
		
		#The HUD
		self.gear_hud = OnscreenImage(image = "Textures/gear_hud.png", pos = (-1,0,-0.85), scale = (0.2))
		self.gear_hud.setTransparency(TransparencyAttrib.MAlpha)
		
		self.gear2_hud = OnscreenImage(image = "Textures/gear2_hud.png", pos = (-1,0,-0.85), scale = (0.2))
		self.gear2_hud.setTransparency(TransparencyAttrib.MAlpha)
		
		self.starter = OnscreenImage(image = "Textures/starter.png", pos = (-1.2,0,-0.85), scale = (0.15))
		self.starter.setTransparency(TransparencyAttrib.MAlpha)
		
		self.park = OnscreenImage(image = "Textures/pbrake.png", pos = (-0.8,0,-0.85), scale = (0.1))
		self.park.setTransparency(TransparencyAttrib.MAlpha)
		
		self.rev_counter = OnscreenImage(image = "Textures/dial.png", pos = (-1.6, 0.0, -0.70), scale = (0.6,0.6,0.4))
		self.rev_counter.setTransparency(TransparencyAttrib.MAlpha)
		
		self.rev_needle = OnscreenImage(image = "Textures/needle.png", pos = (-1.6, 0.0, -0.70), scale = (0.5))
		self.rev_needle.setTransparency(TransparencyAttrib.MAlpha)
		
		self.rev_text = OnscreenText(text = " ", pos = (-1.6, -0.90, 0), scale = 0.05)
		
		self.speedometer = OnscreenImage(image = "Textures/dial.png", pos = (-1.68, 0.0, -0.10), scale = (0.7,0.7,0.5))
		self.speedometer.setTransparency(TransparencyAttrib.MAlpha)
		
		self.speedometer_needle = OnscreenImage(image = "Textures/needle.png", pos = (-1.68, 0.0, -0.10), scale = (0.5))
		self.speedometer_needle.setTransparency(TransparencyAttrib.MAlpha)
		
		self.speedometer_text = OnscreenText(text = " ", pos = (-1.68, -0.35, 0), scale = 0.05)
		
		
		#Update the HUD
		def Update_HUD():
			
			#Move gear selector
			if self.gear == -1:
				self.gear2_hud.setPos(-1,0,-0.785)
			if self.gear == 0:
				self.gear2_hud.setPos(-1,0,-0.85)
			if self.gear == 1:
				self.gear2_hud.setPos(-1,0,-0.91)
				
			#Rotate starter
			if self.start == 0:
				self.starter.setHpr(0,0,0)
			else:
				self.starter.setHpr(0,0,45)	
				
			#Update the parking brake light
			if self.Pbrake == 1:
				self.park.setImage("Textures/pbrake2.png")
				self.park.setTransparency(TransparencyAttrib.MAlpha)
			else:
				self.park.setImage("Textures/pbrake.png")
				self.park.setTransparency(TransparencyAttrib.MAlpha)	
				
			#Update the rev counter
			self.rev_needle.setR(self.RPM/22)	
			rev_string = str(self.RPM)[:4]
			self.rev_text.setText(rev_string+" RPM")
			
			#Update the speedometer
			if self.carspeed > 0.0:
				self.speedometer_needle.setR(self.carspeed*2.5)
			if self.carspeed < 0.0:
				self.speedometer_needle.setR(-self.carspeed*2.5)
			speed_string = str(self.carspeed)[:3]
			self.speedometer_text.setText(speed_string+" KPH")
					
					
						
		#Update the program
		def update(task):
			dt = globalClock.getDt() 
			processInput(dt)
			Update_HUD()
			set_time()
			set_terrain()
			set_headlights()
			update_rpm()
			scene.doPhysics(dt, 5, 1.0/180.0)
			return task.cont
			
		taskMgr.add(update, "Update")
Exemplo n.º 2
0
class CarEnv(DirectObject):
    def __init__(self, params={}):
        self._params = params
        if 'random_seed' in self._params:
            np.random.seed(self._params['random_seed'])
        self._use_vel = self._params.get('use_vel', True)
        self._run_as_task = self._params.get('run_as_task', False)
        self._do_back_up = self._params.get('do_back_up', False)
        self._use_depth = self._params.get('use_depth', False)
        self._use_back_cam = self._params.get('use_back_cam', False)
        self._collision_reward = self._params.get('collision_reward', 0.)
        if not self._params.get('visualize', False):
            loadPrcFileData('', 'window-type offscreen')

        # Defines base, render, loader

        try:
            ShowBase()
        except:
            pass

        base.setBackgroundColor(0.0, 0.0, 0.0, 1)

        # World
        self._worldNP = render.attachNewNode('World')
        self._world = BulletWorld()
        self._world.setGravity(Vec3(0, 0, -9.81))
        self._dt = params.get('dt', 0.25)
        self._step = 0.05

        # Vehicle
        shape = BulletBoxShape(Vec3(0.6, 1.0, 0.25))
        ts = TransformState.makePos(Point3(0., 0., 0.25))
        self._vehicle_node = BulletRigidBodyNode('Vehicle')
        self._vehicle_node.addShape(shape, ts)
        self._mass = self._params.get('mass', 10.)
        self._vehicle_node.setMass(self._mass)
        self._vehicle_node.setDeactivationEnabled(False)
        self._vehicle_node.setCcdSweptSphereRadius(1.0)
        self._vehicle_node.setCcdMotionThreshold(1e-7)
        self._vehicle_pointer = self._worldNP.attachNewNode(self._vehicle_node)

        self._world.attachRigidBody(self._vehicle_node)

        self._vehicle = BulletVehicle(self._world, self._vehicle_node)
        self._vehicle.setCoordinateSystem(ZUp)
        self._world.attachVehicle(self._vehicle)
        self._addWheel(Point3(0.3, 0.5, 0.07), True, 0.07)
        self._addWheel(Point3(-0.3, 0.5, 0.07), True, 0.07)
        self._addWheel(Point3(0.3, -0.5, 0.07), False, 0.07)
        self._addWheel(Point3(-0.3, -0.5, 0.07), False, 0.07)

        # Camera
        size = self._params.get('size', [160, 90])
        hfov = self._params.get('hfov', 60)
        near_far = self._params.get('near_far', [0.1, 100.])
        self._camera_sensor = Panda3dCameraSensor(base,
                                                  color=not self._use_depth,
                                                  depth=self._use_depth,
                                                  size=size,
                                                  hfov=hfov,
                                                  near_far=near_far,
                                                  title='front cam')
        self._camera_node = self._camera_sensor.cam
        self._camera_node.setPos(0.0, 0.5, 0.375)
        self._camera_node.lookAt(0.0, 6.0, 0.0)
        self._camera_node.reparentTo(self._vehicle_pointer)

        if self._use_back_cam:
            self._back_camera_sensor = Panda3dCameraSensor(
                base,
                color=not self._use_depth,
                depth=self._use_depth,
                size=size,
                hfov=hfov,
                near_far=near_far,
                title='back cam')

            self._back_camera_node = self._back_camera_sensor.cam
            self._back_camera_node.setPos(0.0, -0.5, 0.375)
            self._back_camera_node.lookAt(0.0, -6.0, 0.0)
            self._back_camera_node.reparentTo(self._vehicle_pointer)

        # Car Simulator
        self._des_vel = None
        self._setup()

        # Input
        self.accept('escape', self._doExit)
        self.accept('r', self.reset)
        self.accept('f1', self._toggleWireframe)
        self.accept('f2', self._toggleTexture)
        self.accept('f3', self._view_image)
        self.accept('f5', self._doScreenshot)
        self.accept('q', self._forward_0)
        self.accept('w', self._forward_1)
        self.accept('e', self._forward_2)
        self.accept('a', self._left)
        self.accept('s', self._stop)
        self.accept('x', self._backward)
        self.accept('d', self._right)
        self.accept('m', self._mark)

        self._steering = 0.0  # degree
        self._engineForce = 0.0
        self._brakeForce = 0.0
        self._p = self._params.get('p', 1.25)
        self._d = self._params.get('d', 0.0)
        self._last_err = 0.0
        self._curr_time = 0.0
        self._accelClamp = self._params.get('accelClamp', 2.0)
        self._engineClamp = self._accelClamp * self._mass
        self._collision = False
        if self._run_as_task:
            self._mark_d = 0.0
            taskMgr.add(self._update_task, 'updateWorld')
            base.run()

    # _____HANDLER_____

    def _doExit(self):
        sys.exit(1)

    def _toggleWireframe(self):
        base.toggleWireframe()

    def _toggleTexture(self):
        base.toggleTexture()

    def _doScreenshot(self):
        base.screenshot('Bullet')

    def _forward_0(self):
        self._des_vel = 1
        self._brakeForce = 0.0

    def _forward_1(self):
        self._des_vel = 2
        self._brakeForce = 0.0

    def _forward_2(self):
        self._des_vel = 4
        self._brakeForce = 0.0

    def _stop(self):
        self._des_vel = 0.0
        self._brakeForce = 0.0

    def _backward(self):
        self._des_vel = -4
        self._brakeForce = 0.0

    def _right(self):
        self._steering = np.min([np.max([-30, self._steering - 5]), 0.0])

    def _left(self):
        self._steering = np.max([np.min([30, self._steering + 5]), 0.0])

    def _view_image(self):
        from matplotlib import pyplot as plt
        image = self._camera_sensor.observe()[0]
        if self._use_depth:
            plt.imshow(image[:, :, 0], cmap='gray')
        else:
            import cv2

            def rgb2gray(rgb):
                return np.dot(rgb[..., :3], [0.299, 0.587, 0.114])

            image = rgb2gray(image)
            im = cv2.resize(image, (64, 36), interpolation=cv2.INTER_AREA
                            )  # TODO how does this deal with aspect ratio
            plt.imshow(im.astype(np.uint8), cmap='Greys_r')
        plt.show()

    def _mark(self):
        self._mark_d = 0.0

    # Setup
    def _setup(self):
        if hasattr(self, '_model_path'):
            # Collidable objects
            visNP = loader.loadModel(self._model_path)
            visNP.clearModelNodes()
            visNP.reparentTo(render)
            pos = (0., 0., 0.)
            visNP.setPos(pos[0], pos[1], pos[2])

            bodyNPs = BulletHelper.fromCollisionSolids(visNP, True)
            for bodyNP in bodyNPs:
                bodyNP.reparentTo(render)
                bodyNP.setPos(pos[0], pos[1], pos[2])

                if isinstance(bodyNP.node(), BulletRigidBodyNode):
                    bodyNP.node().setMass(0.0)
                    bodyNP.node().setKinematic(True)
                    bodyNP.setCollideMask(BitMask32.allOn())
                    self._world.attachRigidBody(bodyNP.node())
        else:
            ground = self._worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
            shape = BulletPlaneShape(Vec3(0, 0, 1), 0)
            ground.node().addShape(shape)
            ground.setCollideMask(BitMask32.allOn())
            self._world.attachRigidBody(ground.node())
        self._place_vehicle()
        self._setup_light()
        self._setup_restart_pos()

    def _setup_restart_pos(self):
        self._restart_pos = []
        self._restart_index = 0
        if self._params.get('position_ranges', None) is not None:
            ranges = self._params['position_ranges']
            num_pos = self._params['num_pos']
            if self._params.get('range_type', 'random') == 'random':
                for _ in range(num_pos):
                    ran = ranges[np.random.randint(len(ranges))]
                    self._restart_pos.append(np.random.uniform(ran[0], ran[1]))
            elif self._params['range_type'] == 'fix_spacing':
                num_ran = len(ranges)
                num_per_ran = num_pos // num_ran
                for i in range(num_ran):
                    ran = ranges[i]
                    low = np.array(ran[0])
                    diff = np.array(ran[1]) - np.array(ran[0])
                    for j in range(num_per_ran):
                        val = diff * ((j + 0.0) / num_per_ran) + low
                        self._restart_pos.append(val)
        elif self._params.get('positions', None) is not None:
            self._restart_pos = self._params['positions']
        else:
            self._restart_pos = self._default_restart_pos()

    def _next_restart_pos_hpr(self):
        num = len(self._restart_pos)
        if num == 0:
            return None, None
        else:
            pos_hpr = self._restart_pos[self._restart_index]
            self._restart_index = (self._restart_index + 1) % num
            return pos_hpr[:3], pos_hpr[3:]

    def _next_random_restart_pos_hpr(self):
        num = len(self._restart_pos)
        if num == 0:
            return None, None
        else:
            index = np.random.randint(num)
            pos_hpr = self._restart_pos[index]
            self._restart_index = (self._restart_index + 1) % num
            return pos_hpr[:3], pos_hpr[3:]

    def _setup_light(self):
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        alightNP = render.attachNewNode(alight)
        render.clearLight()
        render.setLight(alightNP)

    # Vehicle
    def _default_pos(self):
        return (0.0, 0.0, 0.3)

    def _default_hpr(self):
        return (0.0, 0.0, 3.14)

    def _default_restart_pos():
        return [self._default_pos() + self._default_hpr()]

    def _get_speed(self):
        vel = self._vehicle.getCurrentSpeedKmHour() / 3.6
        return vel

    def _update(self, dt=1.0, coll_check=True):
        self._vehicle.setSteeringValue(self._steering, 0)
        self._vehicle.setSteeringValue(self._steering, 1)
        self._vehicle.setBrake(self._brakeForce, 0)
        self._vehicle.setBrake(self._brakeForce, 1)
        self._vehicle.setBrake(self._brakeForce, 2)
        self._vehicle.setBrake(self._brakeForce, 3)

        if dt >= self._step:
            # TODO maybe change number of timesteps
            for i in range(int(dt / self._step)):
                if self._des_vel is not None:
                    vel = self._get_speed()
                    err = self._des_vel - vel
                    d_err = (err - self._last_err) / self._step
                    self._last_err = err
                    self._engineForce = np.clip(
                        self._p * err + self._d * d_err, -self._accelClamp,
                        self._accelClamp) * self._mass
                self._vehicle.applyEngineForce(self._engineForce, 0)
                self._vehicle.applyEngineForce(self._engineForce, 1)
                self._vehicle.applyEngineForce(self._engineForce, 2)
                self._vehicle.applyEngineForce(self._engineForce, 3)
                self._world.doPhysics(self._step, 1, self._step)
            self._collision = self._is_contact()
        elif self._run_as_task:
            self._curr_time += dt
            if self._curr_time > 0.05:
                if self._des_vel is not None:
                    vel = self._get_speed()
                    self._mark_d += vel * self._curr_time
                    print(vel, self._mark_d, self._is_contact())
                    err = self._des_vel - vel
                    d_err = (err - self._last_err) / 0.05
                    self._last_err = err
                    self._engineForce = np.clip(
                        self._p * err + self._d * d_err, -self._accelClamp,
                        self._accelClamp) * self._mass
                self._curr_time = 0.0
                self._vehicle.applyEngineForce(self._engineForce, 0)
                self._vehicle.applyEngineForce(self._engineForce, 1)
                self._vehicle.applyEngineForce(self._engineForce, 2)
                self._vehicle.applyEngineForce(self._engineForce, 3)
            self._world.doPhysics(dt, 1, dt)
            self._collision = self._is_contact()
        else:
            raise ValueError(
                "dt {0} s is too small for velocity control".format(dt))

    def _stop_car(self):
        self._steering = 0.0
        self._engineForce = 0.0
        self._vehicle.setSteeringValue(0.0, 0)
        self._vehicle.setSteeringValue(0.0, 1)
        self._vehicle.applyEngineForce(0.0, 0)
        self._vehicle.applyEngineForce(0.0, 1)
        self._vehicle.applyEngineForce(0.0, 2)
        self._vehicle.applyEngineForce(0.0, 3)

        if self._des_vel is not None:
            self._des_vel = 0

        self._vehicle_node.setLinearVelocity(Vec3(0.0, 0.0, 0.0))
        self._vehicle_node.setAngularVelocity(Vec3(0.0, 0.0, 0.0))
        for i in range(self._vehicle.getNumWheels()):
            wheel = self._vehicle.getWheel(i)
            wheel.setRotation(0.0)
        self._vehicle_node.clearForces()

    def _place_vehicle(self, pos=None, hpr=None):
        if pos is None:
            pos = self._default_pos()
        if hpr is None:
            hpr = self._default_hpr()
        self._vehicle_pointer.setPos(pos[0], pos[1], pos[2])
        self._vehicle_pointer.setHpr(hpr[0], hpr[1], hpr[2])
        self._stop_car()

    def _addWheel(self, pos, front, radius=0.25):
        wheel = self._vehicle.createWheel()
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)
        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(radius)
        wheel.setMaxSuspensionTravelCm(40.0)
        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(1e2)
        wheel.setRollInfluence(0.1)

    # Task

    def _update_task(self, task):
        dt = globalClock.getDt()
        self._update(dt=dt)
        self._get_observation()
        return task.cont

    # Helper functions

    def _get_observation(self):
        self._obs = self._camera_sensor.observe()
        observation = []
        observation.append(self._obs[0])
        if self._use_back_cam:
            self._back_obs = self._back_camera_sensor.observe()
            observation.append(self._back_obs[0])
        observation = np.concatenate(observation, axis=2)
        return observation

    def _get_reward(self):
        reward = self._collision_reward if self._collision else self._get_speed(
        )
        return reward

    def _get_done(self):
        return self._collision

    def _get_info(self):
        info = {}
        info['pos'] = np.array(self._vehicle_pointer.getPos())
        info['hpr'] = np.array(self._vehicle_pointer.getHpr())
        info['vel'] = self._get_speed()
        info['coll'] = self._collision
        return info

    def _back_up(self):
        assert (self._use_vel)
        back_up_vel = self._params['back_up'].get('vel', -2.0)
        self._des_vel = back_up_vel
        back_up_steer = self._params['back_up'].get('steer', (-5.0, 5.0))
        # TODO
        self._steering = np.random.uniform(*back_up_steer)
        self._brakeForce = 0.
        duration = self._params['back_up'].get('duration', 1.0)
        self._update(dt=duration)
        self._des_vel = 0.0
        self._steering = 0.0
        self._update(dt=duration)
        self._brakeForce = 0.

    def _is_contact(self):
        result = self._world.contactTest(self._vehicle_node)
        num_contacts = result.getNumContacts()
        return result.getNumContacts() > 0

    # Environment functions

    def reset(self, pos=None, hpr=None, hard_reset=False, random_reset=False):
        if self._do_back_up and not hard_reset and \
                pos is None and hpr is None:
            if self._collision:
                self._back_up()
        else:
            if pos is None and hpr is None:
                if random_reset:
                    pos, hpr = self._next_random_restart_pos_hpr()
                else:
                    pos, hpr = self._next_restart_pos_hpr()
            self._place_vehicle(pos=pos, hpr=hpr)
        self._collision = False
        return self._get_observation()

    def step(self, action):
        self._steering = action[0]
        if action[1] == 0.0:
            self._brakeForce = 1000.
        else:
            self._brakeForce = 0.
        if self._use_vel:
            # Convert from m/s to km/h
            self._des_vel = action[1]
        else:
            self._engineForce = self._engineClamp * \
                ((action[1] - 49.5) / 49.5)

        self._update(dt=self._dt)
        observation = self._get_observation()
        reward = self._get_reward()
        done = self._get_done()
        info = self._get_info()
        return observation, reward, done, info
Exemplo n.º 3
0
class CarPhys(Phys):
    def __init__(self, mdt, carphys_props):
        Phys.__init__(self, mdt)
        self.pnode = None
        self.vehicle = None
        self.curr_speed_factor = 1.0
        self.__prev_speed = 0
        self.__finds = {}  # cache for find's results
        self.props = carphys_props
        self._load_phys()
        self.__set_collision_mesh()
        self.__set_phys_node()
        self.__set_vehicle()
        self.__set_wheels()
        eng.attach_obs(self.on_end_frame)

    def _load_phys(self):
        fpath = self.props.phys_file % self.mdt.name
        with open(fpath) as phys_file:  # pass phys props as a class
            self.cfg = load(phys_file)
        self.cfg['max_speed'] = self.get_speed()
        self.cfg['friction_slip'] = self.get_friction()
        self.cfg['roll_influence'] = self.get_roll_influence()
        s_a = (self.mdt.name, round(self.cfg['max_speed'],
                                    2), self.props.driver_engine)
        LogMgr().log('speed %s: %s (%s)' % s_a)
        fr_slip = round(self.cfg['friction_slip'], 2)
        f_a = (self.mdt.name, fr_slip, self.props.driver_tires)
        LogMgr().log('friction %s: %s (%s)' % f_a)
        r_a = (self.mdt.name, round(self.cfg['roll_influence'],
                                    2), self.props.driver_suspensions)
        LogMgr().log('roll %s: %s (%s)' % r_a)
        s_a = lambda field: setattr(self, field, self.cfg[field])
        map(s_a, self.cfg.keys())

    def __set_collision_mesh(self):
        fpath = self.props.coll_path % self.mdt.name
        self.coll_mesh = loader.loadModel(fpath)
        chassis_shape = BulletConvexHullShape()
        for geom in PhysMgr().find_geoms(self.coll_mesh, self.props.coll_name):
            chassis_shape.addGeom(geom.node().getGeom(0), geom.getTransform())
        self.mdt.gfx.nodepath.node().addShape(chassis_shape)
        self.mdt.gfx.nodepath.setCollideMask(
            BitMask32.bit(1)
            | BitMask32.bit(2 + self.props.cars.index(self.mdt.name)))
        #nodepath = self.mdt.gfx.nodepath.attachNewNode(BulletGhostNode('car ghost'))
        #nodepath.node().addShape(BulletCapsuleShape(4, 5, ZUp))
        #eng.attach_ghost(nodepath.node())
        #nodepath.node().notifyCollisions(False)

    def __set_phys_node(self):
        self.pnode = self.mdt.gfx.nodepath.node()
        self.pnode.setMass(self.mass)
        self.pnode.setDeactivationEnabled(False)
        PhysMgr().attach_rigid_body(self.pnode)
        PhysMgr().add_collision_obj(self.pnode)

    def __set_vehicle(self):
        self.vehicle = BulletVehicle(PhysMgr().root, self.pnode)
        self.vehicle.setCoordinateSystem(ZUp)
        self.vehicle.setPitchControl(self.pitch_control)
        tuning = self.vehicle.getTuning()
        tuning.setSuspensionCompression(self.suspension_compression)
        tuning.setSuspensionDamping(self.suspension_damping)
        PhysMgr().attach_vehicle(self.vehicle)

    def __set_wheels(self):
        fwheel_bounds = self.mdt.gfx.wheels['fr'].get_tight_bounds()
        f_radius = (fwheel_bounds[1][2] - fwheel_bounds[0][2]) / 2.0 + .01
        rwheel_bounds = self.mdt.gfx.wheels['rr'].get_tight_bounds()
        r_radius = (rwheel_bounds[1][2] - rwheel_bounds[0][2]) / 2.0 + .01
        ffr = self.coll_mesh.find('**/' + self.props.wheel_names[0][0])
        ffl = self.coll_mesh.find('**/' + self.props.wheel_names[0][1])
        rrr = self.coll_mesh.find('**/' + self.props.wheel_names[0][2])
        rrl = self.coll_mesh.find('**/' + self.props.wheel_names[0][3])
        meth = self.coll_mesh.find
        fr_node = ffr if ffr else meth('**/' + self.props.wheel_names[1][0])
        fl_node = ffl if ffl else meth('**/' + self.props.wheel_names[1][1])
        rr_node = rrr if rrr else meth('**/' + self.props.wheel_names[1][2])
        rl_node = rrl if rrl else meth('**/' + self.props.wheel_names[1][3])
        wheel_fr_pos = fr_node.get_pos() + (0, 0, f_radius)
        wheel_fl_pos = fl_node.get_pos() + (0, 0, f_radius)
        wheel_rr_pos = rr_node.get_pos() + (0, 0, r_radius)
        wheel_rl_pos = rl_node.get_pos() + (0, 0, r_radius)
        frw = self.mdt.gfx.wheels['fr']
        flw = self.mdt.gfx.wheels['fl']
        rrw = self.mdt.gfx.wheels['rr']
        rlw = self.mdt.gfx.wheels['rl']
        wheels_info = [(wheel_fr_pos, True, frw, f_radius),
                       (wheel_fl_pos, True, flw, f_radius),
                       (wheel_rr_pos, False, rrw, r_radius),
                       (wheel_rl_pos, False, rlw, r_radius)]
        for (pos, front, nodepath, radius) in wheels_info:
            self.__add_wheel(pos, front, nodepath.node(), radius)

    def __add_wheel(self, pos, front, node, radius):
        whl = self.vehicle.createWheel()
        whl.setNode(node)
        whl.setChassisConnectionPointCs(LPoint3f(*pos))
        whl.setFrontWheel(front)
        whl.setWheelDirectionCs((0, 0, -1))
        whl.setWheelAxleCs((1, 0, 0))
        whl.setWheelRadius(radius)
        whl.setSuspensionStiffness(self.suspension_stiffness)
        whl.setWheelsDampingRelaxation(self.wheels_damping_relaxation)
        whl.setWheelsDampingCompression(self.wheels_damping_compression)
        whl.setFrictionSlip(self.friction_slip)  # high -> more adherence
        whl.setRollInfluence(self.roll_influence)  # low ->  more stability
        whl.setMaxSuspensionForce(self.max_suspension_force)
        whl.setMaxSuspensionTravelCm(self.max_suspension_travel_cm)
        whl.setSkidInfo(self.skid_info)

    @property
    def lateral_force(self):
        vel = self.vehicle.get_chassis().get_linear_velocity()
        vel.normalize()
        dir = self.mdt.logic.car_vec
        lat = dir.dot(vel)
        lat_force = 0
        if lat > .5:
            lat_force = min(1, (lat - 1.0) / -.2)
        return lat_force

    @property
    def is_flying(self):  # no need to be cached
        rays = [whl.getRaycastInfo() for whl in self.vehicle.get_wheels()]
        return not any(ray.isInContact() for ray in rays)

    @property
    def prev_speed(self):
        return self.__prev_speed

    @property
    def prev_speed_ratio(self):
        return max(0, min(1.0, self.prev_speed / self.max_speed))

    def on_end_frame(self):
        self.__prev_speed = self.speed

    @property
    def speed(self):
        if self.mdt.fsm.getCurrentOrNextState() == 'Countdown':
            return 0  # getCurrentSpeedKmHour returns odd values otherwise
        return self.vehicle.getCurrentSpeedKmHour()

    @property
    def speed_ratio(self):
        return max(0, min(1.0, self.speed / self.max_speed))

    def set_forces(self, eng_frc, brake_frc, steering):
        self.vehicle.setSteeringValue(steering, 0)
        self.vehicle.setSteeringValue(steering, 1)
        self.vehicle.applyEngineForce(eng_frc, 2)
        self.vehicle.applyEngineForce(eng_frc, 3)
        self.vehicle.setBrake(brake_frc, 2)
        self.vehicle.setBrake(brake_frc, 3)

    def update_car_props(self):
        speeds = []
        for whl in self.vehicle.get_wheels():
            contact_pt = whl.get_raycast_info().getContactPointWs()
            gnd_name = self.gnd_name(contact_pt)
            if not gnd_name:
                continue
            if gnd_name not in self.__finds:
                gnd = self.props.track_phys.find('**/' + gnd_name)
                self.__finds[gnd_name] = gnd
            gfx_node = self.__finds[gnd_name]
            if gfx_node.has_tag('speed'):
                speeds += [float(gfx_node.get_tag('speed'))]
            if gfx_node.has_tag('friction'):
                fric = float(gfx_node.get_tag('friction'))
                whl.setFrictionSlip(self.friction_slip * fric)
        self.curr_speed_factor = (sum(speeds) / len(speeds)) if speeds else 1.0

    @property
    def gnd_names(self):  # no need to be cached
        whls = self.vehicle.get_wheels()
        pos = map(lambda whl: whl.get_raycast_info().getContactPointWs(), whls)
        return map(self.gnd_name, pos)

    @staticmethod
    def gnd_name(pos):
        top = pos + (0, 0, 20)
        bottom = pos + (0, 0, -20)
        result = PhysMgr().ray_test_closest(bottom, top)
        ground = result.get_node()
        return ground.get_name() if ground else ''

    def apply_damage(self, reset=False):
        if reset:
            self.max_speed = self.get_speed()
            self.friction_slip = self.get_friction()
            self.roll_influence = self.get_roll_influence()
        else:
            self.max_speed *= .95
            self.friction_slip *= .95
            self.roll_influence *= 1.05
        fric = lambda whl: whl.setFrictionSlip(self.friction_slip)
        map(fric, self.vehicle.get_wheels())
        roll = lambda whl: whl.setRollInfluence(self.roll_influence)
        map(roll, self.vehicle.get_wheels())
        s_a = (str(round(self.max_speed, 2)), self.props.driver_engine)
        LogMgr().log('speed: %s (%s)' % s_a)
        f_a = (str(round(self.friction_slip, 2)), self.props.driver_tires)
        LogMgr().log('friction: %s (%s)' % f_a)
        r_a = (str(round(self.roll_influence,
                         2)), self.props.driver_suspensions)
        LogMgr().log('roll: %s (%s)' % r_a)

    def get_speed(self):
        return self.cfg['max_speed'] * (1 + .01 * self.props.driver_engine)

    def get_friction(self):
        return self.cfg['friction_slip'] * (1 + .01 * self.props.driver_tires)

    def get_roll_influence(self):
        return self.cfg['roll_influence'] * (
            1 + .01 * self.props.driver_suspensions)

    def destroy(self):
        eng.detach_obs(self.on_end_frame)
        eng.remove_vehicle(self.vehicle)
        self.pnode = self.vehicle = self.__finds = self.__track_phys = \
            self.coll_mesh = None
        Phys.destroy(self)
Exemplo n.º 4
0
class CarEnv(DirectObject):
    def __init__(self, params={}):
        self._params = params
        if 'random_seed' in self._params:
            np.random.seed(self._params['random_seed'])
        self._use_vel = self._params.get('use_vel', True)
        self._run_as_task = self._params.get('run_as_task', False)
        self._do_back_up = self._params.get('do_back_up', False)
        self._use_depth = self._params.get('use_depth', False)
        self._use_back_cam = self._params.get('use_back_cam', False)

        self._collision_reward_only = self._params.get('collision_reward_only',
                                                       False)
        self._collision_reward = self._params.get('collision_reward', -10.0)
        self._obs_shape = self._params.get('obs_shape', (64, 36))
        self._steer_limits = params.get('steer_limits', (-30., 30.))
        self._speed_limits = params.get('speed_limits', (-4.0, 4.0))
        self._motor_limits = params.get('motor_limits', (-0.5, 0.5))
        self._fixed_speed = (self._speed_limits[0] == self._speed_limits[1]
                             and self._use_vel)
        if not self._params.get('visualize', False):
            loadPrcFileData('', 'window-type offscreen')

        # Defines base, render, loader

        try:
            ShowBase()
        except:
            pass

        base.setBackgroundColor(0.0, 0.0, 0.0, 1)

        # World
        self._worldNP = render.attachNewNode('World')
        self._world = BulletWorld()
        self._world.setGravity(Vec3(0, 0, -9.81))
        self._dt = params.get('dt', 0.25)
        self._step = 0.05

        # Vehicle
        shape = BulletBoxShape(Vec3(0.6, 1.0, 0.25))
        ts = TransformState.makePos(Point3(0., 0., 0.25))
        self._vehicle_node = BulletRigidBodyNode('Vehicle')
        self._vehicle_node.addShape(shape, ts)
        self._mass = self._params.get('mass', 10.)
        self._vehicle_node.setMass(self._mass)
        self._vehicle_node.setDeactivationEnabled(False)
        self._vehicle_node.setCcdSweptSphereRadius(1.0)
        self._vehicle_node.setCcdMotionThreshold(1e-7)
        self._vehicle_pointer = self._worldNP.attachNewNode(self._vehicle_node)

        self._world.attachRigidBody(self._vehicle_node)

        self._vehicle = BulletVehicle(self._world, self._vehicle_node)
        self._vehicle.setCoordinateSystem(ZUp)
        self._world.attachVehicle(self._vehicle)
        self._addWheel(Point3(0.3, 0.5, 0.07), True, 0.07)
        self._addWheel(Point3(-0.3, 0.5, 0.07), True, 0.07)
        self._addWheel(Point3(0.3, -0.5, 0.07), False, 0.07)
        self._addWheel(Point3(-0.3, -0.5, 0.07), False, 0.07)

        # Camera
        size = self._params.get('size', [160, 90])
        hfov = self._params.get('hfov', 120)
        near_far = self._params.get('near_far', [0.1, 100.])
        self._camera_sensor = Panda3dCameraSensor(base,
                                                  color=not self._use_depth,
                                                  depth=self._use_depth,
                                                  size=size,
                                                  hfov=hfov,
                                                  near_far=near_far,
                                                  title='front cam')
        self._camera_node = self._camera_sensor.cam
        self._camera_node.setPos(0.0, 0.5, 0.375)
        self._camera_node.lookAt(0.0, 6.0, 0.0)
        self._camera_node.reparentTo(self._vehicle_pointer)

        if self._use_back_cam:
            self._back_camera_sensor = Panda3dCameraSensor(
                base,
                color=not self._use_depth,
                depth=self._use_depth,
                size=size,
                hfov=hfov,
                near_far=near_far,
                title='back cam')

            self._back_camera_node = self._back_camera_sensor.cam
            self._back_camera_node.setPos(0.0, -0.5, 0.375)
            self._back_camera_node.lookAt(0.0, -6.0, 0.0)
            self._back_camera_node.reparentTo(self._vehicle_pointer)

        # Car Simulator
        self._des_vel = None
        self._setup()

        # Input
        self.accept('escape', self._doExit)
        self.accept('r', self.reset)
        self.accept('f1', self._toggleWireframe)
        self.accept('f2', self._toggleTexture)
        self.accept('f3', self._view_image)
        self.accept('f5', self._doScreenshot)
        self.accept('q', self._forward_0)
        self.accept('w', self._forward_1)
        self.accept('e', self._forward_2)
        self.accept('a', self._left)
        self.accept('s', self._stop)
        self.accept('x', self._backward)
        self.accept('d', self._right)
        self.accept('m', self._mark)

        self._steering = 0.0  # degree
        self._engineForce = 0.0
        self._brakeForce = 0.0
        self._env_time_step = 0
        self._p = self._params.get('p', 1.25)
        self._d = self._params.get('d', 0.0)
        self._last_err = 0.0
        self._curr_time = 0.0
        self._accelClamp = self._params.get('accelClamp', 0.5)
        self._engineClamp = self._accelClamp * self._mass
        self._collision = False

        self._setup_spec()

        self.spec = EnvSpec(observation_im_space=self.observation_im_space,
                            action_space=self.action_space,
                            action_selection_space=self.action_selection_space,
                            observation_vec_spec=self.observation_vec_spec,
                            action_spec=self.action_spec,
                            action_selection_spec=self.action_selection_spec,
                            goal_spec=self.goal_spec)

        if self._run_as_task:
            self._mark_d = 0.0
            taskMgr.add(self._update_task, 'updateWorld')
            base.run()

    def _setup_spec(self):
        self.action_spec = OrderedDict()
        self.action_selection_spec = OrderedDict()
        self.observation_vec_spec = OrderedDict()
        self.goal_spec = OrderedDict()

        self.action_spec['steer'] = Box(low=-45., high=45.)
        self.action_selection_spec['steer'] = Box(low=self._steer_limits[0],
                                                  high=self._steer_limits[1])

        if self._use_vel:
            self.action_spec['speed'] = Box(low=-4., high=4.)
            self.action_space = Box(low=np.array([
                self.action_spec['steer'].low[0],
                self.action_spec['speed'].low[0]
            ]),
                                    high=np.array([
                                        self.action_spec['steer'].high[0],
                                        self.action_spec['speed'].high[0]
                                    ]))

            self.action_selection_spec['speed'] = Box(
                low=self._speed_limits[0], high=self._speed_limits[1])
            self.action_selection_space = Box(
                low=np.array([
                    self.action_selection_spec['steer'].low[0],
                    self.action_selection_spec['speed'].low[0]
                ]),
                high=np.array([
                    self.action_selection_spec['steer'].high[0],
                    self.action_selection_spec['speed'].high[0]
                ]))
        else:
            self.action_spec['motor'] = Box(low=-self._accelClamp,
                                            high=self._accelClamp)
            self.action_space = Box(low=np.array([
                self.action_spec['steer'].low[0],
                self.action_spec['motor'].low[0]
            ]),
                                    high=np.array([
                                        self.action_spec['steer'].high[0],
                                        self.action_spec['motor'].high[0]
                                    ]))

            self.action_selection_spec['motor'] = Box(
                low=self._motor_limits[0], high=self._motor_limits[1])
            self.action_selection_space = Box(
                low=np.array([
                    self.action_selection_spec['steer'].low[0],
                    self.action_selection_spec['motor'].low[0]
                ]),
                high=np.array([
                    self.action_selection_spec['steer'].high[0],
                    self.action_selection_spec['motor'].high[0]
                ]))

        assert (np.logical_and(
            self.action_selection_space.low >= self.action_space.low - 1e-4,
            self.action_selection_space.high <=
            self.action_space.high + 1e-4).all())

        self.observation_im_space = Box(low=0,
                                        high=255,
                                        shape=tuple(
                                            self._get_observation()[0].shape))
        self.observation_vec_spec['coll'] = Discrete(1)
        self.observation_vec_spec['heading'] = Box(low=0, high=2 * 3.14)
        self.observation_vec_spec['speed'] = Box(low=-4.0, high=4.0)

    @property
    def _base_dir(self):
        return os.path.join(os.path.dirname(os.path.abspath(__file__)),
                            'models')

    @property
    def horizon(self):
        return np.inf

    @property
    def max_reward(self):
        return np.inf

    # _____HANDLER_____

    def _doExit(self):
        sys.exit(1)

    def _toggleWireframe(self):
        base.toggleWireframe()

    def _toggleTexture(self):
        base.toggleTexture()

    def _doScreenshot(self):
        base.screenshot('Bullet')

    def _forward_0(self):
        self._des_vel = 1
        self._brakeForce = 0.0

    def _forward_1(self):
        self._des_vel = 2
        self._brakeForce = 0.0

    def _forward_2(self):
        self._des_vel = 4
        self._brakeForce = 0.0

    def _stop(self):
        self._des_vel = 0.0
        self._brakeForce = 0.0

    def _backward(self):
        self._des_vel = -4
        self._brakeForce = 0.0

    def _right(self):
        self._steering = np.min([np.max([-30, self._steering - 5]), 0.0])

    def _left(self):
        self._steering = np.max([np.min([30, self._steering + 5]), 0.0])

    def _view_image(self):
        from matplotlib import pyplot as plt
        image = self._camera_sensor.observe()[0]
        if self._use_depth:
            plt.imshow(image[:, :, 0], cmap='gray')
        else:

            def rgb2gray(rgb):
                return np.dot(rgb[..., :3], [0.299, 0.587, 0.114])

            image = rgb2gray(image)
            im = cv2.resize(image, (64, 36), interpolation=cv2.INTER_AREA
                            )  # TODO how does this deal with aspect ratio
            plt.imshow(im.astype(np.uint8), cmap='Greys_r')
        plt.show()

    def _mark(self):
        self._mark_d = 0.0

    # Setup

    def _setup(self):
        self._setup_map()
        self._place_vehicle()
        self._setup_light()
        self._setup_restart_pos()

    def _setup_map(self):
        if hasattr(self, '_model_path'):
            # Collidable objects
            self._setup_collision_object(self._model_path)
        else:
            ground = self._worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
            shape = BulletPlaneShape(Vec3(0, 0, 1), 0)
            ground.node().addShape(shape)
            ground.setCollideMask(BitMask32.allOn())
            self._world.attachRigidBody(ground.node())

    def _setup_collision_object(self,
                                path,
                                pos=(0.0, 0.0, 0.0),
                                hpr=(0.0, 0.0, 0.0),
                                scale=1):
        visNP = loader.loadModel(path)
        visNP.clearModelNodes()
        visNP.reparentTo(render)
        visNP.setPos(pos[0], pos[1], pos[2])
        visNP.setHpr(hpr[0], hpr[1], hpr[2])
        visNP.set_scale(scale, scale, scale)
        bodyNPs = BulletHelper.fromCollisionSolids(visNP, True)
        for bodyNP in bodyNPs:
            bodyNP.reparentTo(render)
            bodyNP.setPos(pos[0], pos[1], pos[2])
            bodyNP.setHpr(hpr[0], hpr[1], hpr[2])
            bodyNP.set_scale(scale, scale, scale)
            if isinstance(bodyNP.node(), BulletRigidBodyNode):
                bodyNP.node().setMass(0.0)
                bodyNP.node().setKinematic(True)
                bodyNP.setCollideMask(BitMask32.allOn())
                self._world.attachRigidBody(bodyNP.node())
            else:
                print("Issue")

    def _setup_restart_pos(self):
        self._restart_index = 0
        self._restart_pos = self._default_restart_pos()

    def _next_restart_pos_hpr(self):
        num = len(self._restart_pos)
        if num == 0:
            return None, None
        else:
            pos_hpr = self._restart_pos[self._restart_index]
            self._restart_index = (self._restart_index + 1) % num
            return pos_hpr[:3], pos_hpr[3:]

    def _setup_light(self):
        #        alight = AmbientLight('ambientLight')
        #        alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
        #        alightNP = render.attachNewNode(alight)
        #        render.clearLight()
        #        render.setLight(alightNP)
        pass

    # Vehicle
    def _default_pos(self):
        return (0.0, 0.0, 0.3)

    def _default_hpr(self):
        return (0.0, 0.0, 0.0)

    def _default_restart_pos(self):
        return [self._default_pos() + self._default_hpr()]

    def _get_speed(self):
        vel = self._vehicle.getCurrentSpeedKmHour() / 3.6
        return vel

    def _get_heading(self):
        h = np.array(self._vehicle_pointer.getHpr())[0]
        ori = h * (pi / 180.)
        while (ori > 2 * pi):
            ori -= 2 * pi
        while (ori < 0):
            ori += 2 * pi
        return ori

    def _update(self, dt=1.0, coll_check=True):
        self._vehicle.setSteeringValue(self._steering, 0)
        self._vehicle.setSteeringValue(self._steering, 1)
        self._vehicle.setBrake(self._brakeForce, 0)
        self._vehicle.setBrake(self._brakeForce, 1)
        self._vehicle.setBrake(self._brakeForce, 2)
        self._vehicle.setBrake(self._brakeForce, 3)
        if dt >= self._step:
            # TODO maybe change number of timesteps
            #            for i in range(int(dt/self._step)):
            if self._des_vel is not None:
                vel = self._get_speed()
                err = self._des_vel - vel
                d_err = (err - self._last_err) / self._step
                self._last_err = err
                self._engineForce = np.clip(self._p * err + self._d * d_err,
                                            -self._accelClamp,
                                            self._accelClamp) * self._mass
            self._vehicle.applyEngineForce(self._engineForce, 0)
            self._vehicle.applyEngineForce(self._engineForce, 1)
            self._vehicle.applyEngineForce(self._engineForce, 2)
            self._vehicle.applyEngineForce(self._engineForce, 3)
            for _ in range(int(dt / self._step)):
                self._world.doPhysics(self._step, 1, self._step)
            self._collision = self._is_contact()
        elif self._run_as_task:
            self._curr_time += dt
            if self._curr_time > 0.05:
                if self._des_vel is not None:
                    vel = self._get_speed()
                    self._mark_d += vel * self._curr_time
                    print(vel, self._mark_d, self._is_contact())
                    err = self._des_vel - vel
                    d_err = (err - self._last_err) / 0.05
                    self._last_err = err
                    self._engineForce = np.clip(
                        self._p * err + self._d * d_err, -self._accelClamp,
                        self._accelClamp) * self._mass
                self._curr_time = 0.0
                self._vehicle.applyEngineForce(self._engineForce, 0)
                self._vehicle.applyEngineForce(self._engineForce, 1)
                self._vehicle.applyEngineForce(self._engineForce, 2)
                self._vehicle.applyEngineForce(self._engineForce, 3)
            self._world.doPhysics(dt, 1, dt)
            self._collision = self._is_contact()
        else:
            raise ValueError(
                "dt {0} s is too small for velocity control".format(dt))

    def _stop_car(self):
        self._steering = 0.0
        self._engineForce = 0.0
        self._vehicle.setSteeringValue(0.0, 0)
        self._vehicle.setSteeringValue(0.0, 1)
        self._vehicle.applyEngineForce(0.0, 0)
        self._vehicle.applyEngineForce(0.0, 1)
        self._vehicle.applyEngineForce(0.0, 2)
        self._vehicle.applyEngineForce(0.0, 3)

        if self._des_vel is not None:
            self._des_vel = 0

        self._vehicle_node.setLinearVelocity(Vec3(0.0, 0.0, 0.0))
        self._vehicle_node.setAngularVelocity(Vec3(0.0, 0.0, 0.0))
        for i in range(self._vehicle.getNumWheels()):
            wheel = self._vehicle.getWheel(i)
            wheel.setRotation(0.0)
        self._vehicle_node.clearForces()

    def _place_vehicle(self, pos=None, hpr=None):
        if pos is None:
            pos = self._default_pos()
        if hpr is None:
            hpr = self._default_hpr()
        self._vehicle_pointer.setPos(pos[0], pos[1], pos[2])
        self._vehicle_pointer.setHpr(hpr[0], hpr[1], hpr[2])
        self._stop_car()

    def _addWheel(self, pos, front, radius=0.25):
        wheel = self._vehicle.createWheel()
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)
        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(radius)
        wheel.setMaxSuspensionTravelCm(40.0)
        wheel.setSuspensionStiffness(40.0)
        wheel.setWheelsDampingRelaxation(2.3)
        wheel.setWheelsDampingCompression(4.4)
        wheel.setFrictionSlip(1e2)
        wheel.setRollInfluence(0.1)

    # Task

    def _update_task(self, task):
        dt = globalClock.getDt()
        self._update(dt=dt)
        self._get_observation()
        return task.cont

    # Helper functions

    def _get_observation(self):
        self._obs = self._camera_sensor.observe()
        observation = []
        observation.append(self.process(self._obs[0], self._obs_shape))
        if self._use_back_cam:
            self._back_obs = self._back_camera_sensor.observe()
            observation.append(self.process(self._back_obs[0],
                                            self._obs_shape))
        observation_im = np.concatenate(observation, axis=2)
        coll = self._collision
        heading = self._get_heading()
        speed = self._get_speed()
        observation_vec = np.array([coll, heading, speed])
        return observation_im, observation_vec

    def _get_goal(self):
        return np.array([])

    def process(self, image, obs_shape):
        if self._use_depth:
            im = np.reshape(image, (image.shape[0], image.shape[1]))
            if im.shape != obs_shape:
                im = cv2.resize(im, obs_shape, interpolation=cv2.INTER_AREA)
            return im.astype(np.uint8)
        else:
            image = np.dot(image[..., :3], [0.299, 0.587, 0.114])
            im = cv2.resize(image, obs_shape, interpolation=cv2.INTER_AREA
                            )  #TODO how does this deal with aspect ratio
            # TODO might not be necessary
            im = np.expand_dims(im, 2)
            return im.astype(np.uint8)

    def _get_reward(self):
        if self._collision_reward_only:
            if self._collision:
                reward = self._collision_reward
            else:
                reward = 0.0
        else:
            if self._collision:
                reward = self._collision_reward
            else:
                reward = self._get_speed()
        assert (reward <= self.max_reward)
        return reward

    def _get_done(self):
        return self._collision

    def _get_info(self):
        info = {}
        info['pos'] = np.array(self._vehicle_pointer.getPos())
        info['hpr'] = np.array(self._vehicle_pointer.getHpr())
        info['vel'] = self._get_speed()
        info['coll'] = self._collision
        info['env_time_step'] = self._env_time_step
        return info

    def _back_up(self):
        assert (self._use_vel)
        #        logger.debug('Backing up!')
        self._params['back_up'] = self._params.get('back_up', {})
        back_up_vel = self._params['back_up'].get('vel', -1.0)
        self._des_vel = back_up_vel
        back_up_steer = self._params['back_up'].get('steer', (-5.0, 5.0))
        self._steering = np.random.uniform(*back_up_steer)
        self._brakeForce = 0.
        duration = self._params['back_up'].get('duration', 3.0)
        self._update(dt=duration)
        self._des_vel = 0.
        self._steering = 0.
        self._update(dt=duration)
        self._brakeForce = 0.

    def _is_contact(self):
        result = self._world.contactTest(self._vehicle_node)
        return result.getNumContacts() > 0

    # Environment functions

    def reset(self, pos=None, hpr=None, hard_reset=False):
        if self._do_back_up and not hard_reset and \
                pos is None and hpr is None:
            if self._collision:
                self._back_up()
        else:
            if hard_reset:
                logger.debug('Hard resetting!')
            if pos is None and hpr is None:
                pos, hpr = self._next_restart_pos_hpr()
            self._place_vehicle(pos=pos, hpr=hpr)
        self._collision = False
        self._env_time_step = 0
        return self._get_observation(), self._get_goal()

    def step(self, action):
        self._steering = action[0]
        if action[1] == 0.0:
            self._brakeForce = 1000.
        else:
            self._brakeForce = 0.
        if self._use_vel:
            # Convert from m/s to km/h
            self._des_vel = action[1]
        else:
            self._engineForce = self._mass * action[1]

        self._update(dt=self._dt)
        observation = self._get_observation()
        goal = self._get_goal()
        reward = self._get_reward()
        done = self._get_done()
        info = self._get_info()
        self._env_time_step += 1
        return observation, goal, reward, done, info
Exemplo n.º 5
0
class RoadRally(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        scene = BulletWorld()
        scene.setGravity(Vec3(0, 0, -9.81))
        base.setBackgroundColor(0.6, 0.9, 0.9)

        #Variables
        self.steering = 0

        #Controls
        inputState.watchWithModifiers("F", "arrow_up")
        inputState.watchWithModifiers("B", "arrow_down")
        inputState.watchWithModifiers("L", "arrow_left")
        inputState.watchWithModifiers("R", "arrow_right")

        #The ground
        self.ground = BulletPlaneShape(Vec3(
            0,
            0,
            1,
        ), 1)
        self.ground_node = BulletRigidBodyNode("The ground")
        self.ground_node.addShape(self.ground)
        self.ground_np = render.attachNewNode(self.ground_node)
        self.ground_np.setPos(0, 0, -2)
        scene.attachRigidBody(self.ground_node)

        self.track_model = loader.loadModel("Models/Track.egg")
        self.track_model.reparentTo(self.render)
        self.track_model.setPos(0, 0, -7)
        self.track_tex = loader.loadTexture("Textures/Road.jpg")
        self.track_model.setTexture(self.track_tex, 1)

        #The car
        Car_shape = BulletBoxShape(Vec3(1, 2.0, 1.0))
        Car_node = BulletRigidBodyNode("The Car")
        Car_node.setMass(1200.0)
        Car_node.addShape(Car_shape)
        Car_np = render.attachNewNode(Car_node)
        Car_np.setPos(0, 0, 0)
        Car_np.setHpr(0, 0, 0)
        Car_np.node().setDeactivationEnabled(False)
        scene.attachRigidBody(Car_node)

        #Load and transform the Car Actor
        self.car_model = loader.loadModel("Models/Car.egg")
        self.car_model.setPos(0, 20, -3)
        self.car_model.setHpr(180, 0, 0)
        self.car_model.reparentTo(Car_np)

        self.Car_sim = BulletVehicle(scene, Car_np.node())
        self.Car_sim.setCoordinateSystem(ZUp)
        scene.attachVehicle(self.Car_sim)

        #Camera
        #base.disableMouse()
        camera.reparentTo(Car_np)
        camera.setPos(0, 0, 0)
        camera.setHpr(0, 0, 0)

        def Wheel(pos, r, f):
            w = self.Car_sim.createWheel()
            w.setChassisConnectionPointCs(pos)
            w.setFrontWheel(f)
            w.setWheelDirectionCs(Vec3(0, 0, -1))
            w.setWheelAxleCs(Vec3(1, 0, 0))
            w.setWheelRadius(r)
            w.setMaxSuspensionTravelCm(40)
            w.setSuspensionStiffness(120)
            w.setWheelsDampingRelaxation(2.3)
            w.setWheelsDampingCompression(4.4)
            w.setFrictionSlip(50)
            w.setRollInfluence(0.1)

        #Wheels
        Wheel(Point3(-1, 1, -0.6), 0.4, False)
        Wheel(Point3(-1.1, -1.2, -0.6), 0.4, True)
        Wheel(Point3(1.1, -1, -0.6), 0.4, True)
        Wheel(Point3(1, 1, -0.6), 0.4, False)

        def ProcessInput(dt):

            engineForce = 0.0
            self.steeringClamp = 35.0
            self.steeringIncrement = 70

            #Get the vehicle's current speed
            self.carspeed = self.Car_sim.getCurrentSpeedKmHour()

            #Reset the steering
            if not inputState.isSet("L") and not inputState.isSet("R"):

                if self.steering < 0.00:
                    self.steering = self.steering + 0.6
                    if self.steering > 0.00:
                        self.steering = self.steering - 0.6

                    if self.steering < 1.0 and self.steering > -1.0:
                        self.steering = 0

            if inputState.isSet("F"):
                engineForce = 35

            if inputState.isSet("B"):
                engineForce = -35

            #Left
            if inputState.isSet("L"):
                if self.steering < 0.0:
                    #This makes the steering reset at the correct speed when turning from right to left
                    self.steering += dt * self.steeringIncrement + 0.6
                    self.steering = min(self.steering, self.steeringClamp)
                else:
                    #Normal steering
                    self.steering += dt * self.steeringIncrement
                    self.steering = min(self.steering, self.steeringClamp)

#Right
            if inputState.isSet("R"):
                if self.steering > 0.0:
                    #This makes the steering reset at the correct speed when turning from left to right
                    self.steering -= dt * self.steeringIncrement + 0.6
                    self.steering = max(self.steering, -self.steeringClamp)
                else:
                    #Normal steering
                    self.steering -= dt * self.steeringIncrement
                    self.steering = max(self.steering, -self.steeringClamp)

            #Apply forces to wheels
            self.Car_sim.applyEngineForce(engineForce, 0)
            self.Car_sim.applyEngineForce(engineForce, 3)

        def Update(task):
            dt = globalClock.getDt()
            ProcessInput(dt)
            scene.doPhysics(dt, 5, 1.0 / 180.0)
            return task.cont

        taskMgr.add(Update, "Update")
Exemplo n.º 6
0
class Car(DirectObject):
    def __init__(self, base, world, track):
        super().__init__()

        self.world = world
        self.track = track

        self.steering = 0
        self.accelerator = 0
        self.brake = 0

        self.gear_ratios = [-4, 0, 3.9, 2.9, 2.3, 1.87, 1.68, 1.54, 1.46]
        self.gear = 1
        self.differential_ratio = 4.5
        self.transmission_efficiency = 0.95
        self.wheel_radius = 0.4
        self.drag_coefficient = 0.48
        self.engine_torque_curve = [
            (0, 466),
            (564, 469),
            (1612, 469),
            (2822, 518),
            (3870, 517),
            (4516, 597),
            (5000, 613),
            (5564, 600),
            (6048, 655),
            (6693, 681),
            (7177, 716),
            (7822, 696),
            (8306, 696),
            (11048, 569),
            (13951, 391),
            (15000, 339),
            (15483, 301),
            (16612, 247),
            (17177, 65),
            (18306, 55)
        ]
        self.fw_wingspan = 0.64
        self.fw_cord = 1.01
        self.fw_clift = 0.7
        self.rw_wingspan = 0.64
        self.rw_cord = 0.51
        self.rw_clift = 0.2

        self.car_node = None
        self.car = None

        dial_scale = 0.2

        speed_dial = OnscreenImage(image='tex/speed360.rgb', pos=(-dial_scale, 0, dial_scale),
                                   scale=(dial_scale, 1, dial_scale),
                                   parent=base.a2dBottomCenter)
        speed_dial.setTransparency(TransparencyAttrib.MAlpha)
        self.speed_dial = OnscreenImage(image='tex/dial.rgb', parent=speed_dial)

        rpm_dial = OnscreenImage(image='tex/rpm20000.rgb', pos=(dial_scale, 0, dial_scale),
                                 scale=(dial_scale, 1, dial_scale),
                                 parent=base.a2dBottomCenter)
        rpm_dial.setTransparency(TransparencyAttrib.MAlpha)
        self.rpm_dial = OnscreenImage(image='tex/dial.rgb', parent=rpm_dial)
        self.gear_text = OnscreenText(text='N', pos=(-0.02, -0.67), scale=0.4, parent=rpm_dial, fg=(255, 0, 0, 1))

        self.reset()
        taskMgr.add(self.update, 'update')

    def make_wheel(self, pos, front, np):
        wheel = self.car.createWheel(0.02)

        wheel.setNode(np.node())
        wheel.setChassisConnectionPointCs(pos)
        wheel.setFrontWheel(front)
        wheel.setWheelDirectionCs(Vec3(0, 0, -1))
        wheel.setWheelAxleCs(Vec3(1, 0, 0))
        wheel.setWheelRadius(self.wheel_radius)
        wheel.setSuspensionStiffness(200)
        wheel.setWheelsDampingRelaxation(23)
        wheel.setWheelsDampingCompression(44)
        wheel.setRollInfluence(0.1)
        wheel.setMaxSuspensionTravelCm(10)
        wheel.setFrictionSlip(1.2)
        # wheel.setMaxSuspensionForce(1000)

    def reset(self):
        car = loader.loadModel("models/car.egg")
        car.flattenLight()
        car_bounds = car.getTightBounds()
        car_shape = BulletBoxShape(Vec3((car_bounds[1].x - car_bounds[0].x) / 2,
                                        (car_bounds[1].y - car_bounds[0].y) / 2,
                                        (car_bounds[1].z - car_bounds[0].z) / 2))
        car_ts = TransformState.makePos(Point3(0, 0, 0.5))

        if self.car_node is not None:
            self.car_node.removeNode()

        self.car_node = render.attachNewNode(BulletRigidBodyNode('Car'))
        self.car_node.node().setDeactivationEnabled(False)
        self.car_node.node().setMass(600)
        self.car_node.node().addShape(car_shape, car_ts)
        self.world.attachRigidBody(self.car_node.node())
        car.reparentTo(self.car_node)
        self.car_node.setPos(0, 6, 1)

        self.car = BulletVehicle(self.world, self.car_node.node())
        self.car.setCoordinateSystem(ZUp)
        self.world.attachVehicle(self.car)

        self.car_node.setPos(0, 6, 1)
        self.car_node.setHpr(0, 0, 0)
        self.car.resetSuspension()
        self.car_node.node().clearForces()

        wheel_fl = loader.loadModel("models/wheelL")
        wheel_fl.reparentTo(render)
        self.make_wheel(Point3(-0.4, 1.28, 0), True, wheel_fl)

        wheel_fr = loader.loadModel("models/wheelR")
        wheel_fr.reparentTo(render)
        self.make_wheel(Point3(0.4, 1.28, 0), True, wheel_fr)

        wheel_rl = loader.loadModel("models/wheelL")
        wheel_rl.reparentTo(render)
        self.make_wheel(Point3(-0.4, -1.35, 0), False, wheel_rl)

        wheel_rr = loader.loadModel("models/wheelR")
        wheel_rr.reparentTo(render)
        self.make_wheel(Point3(0.4, -1.35, 0), False, wheel_rr)

    def get_engine_torque(self, rpm):
        min_rpm = min(self.engine_torque_curve, key=lambda p: p[0])
        max_rpm = max(self.engine_torque_curve, key=lambda p: p[0])

        if rpm <= min_rpm[0]:
            return min_rpm[1]
        elif rpm >= max_rpm[0]:
            return 0

        less_rpm = filter(lambda p: p[0] <= rpm, self.engine_torque_curve)
        more_rpm = filter(lambda p: p[0] >= rpm, self.engine_torque_curve)
        max_less_rpm = max(less_rpm, key=lambda p: p[0])
        min_more_rpm = min(more_rpm, key=lambda p: p[0])

        rpm_diff = min_more_rpm[0] - max_less_rpm[0]
        torque_diff = min_more_rpm[1] - max_less_rpm[1]
        slope = torque_diff / rpm_diff
        diff = rpm - max_less_rpm[0]

        return max_less_rpm[1] + (slope * diff)

    @property
    def pos(self):
        return self.car_node.getPos()

    @property
    def forward_vector(self):
        return self.car.getForwardVector()

    def update(self, task):
        car_pos = self.pos
        car_vec = self.forward_vector
        track_bounds = self.track.tight_bounds

        if car_pos.x < track_bounds[0].x or \
                car_pos.x > track_bounds[1].x or \
                car_pos.y < track_bounds[0].y or \
                car_pos.y > track_bounds[1].y or \
                car_pos.z < track_bounds[0].z:
            self.reset()
            return task.cont

        car_speed = self.car.getCurrentSpeedKmHour()
        car_speed_ms = car_speed * 1000 / 3600
        car_speed_abs = abs(car_speed)

        self.car_node.node().clearForces()

        self.apply_wing_force(car_speed_ms)
        self.apply_drag_force(car_speed_ms, car_vec)
        rpm = self.apply_engine_force(car_speed_ms)
        self.apply_brake_force()
        self.apply_steering_moment(car_speed_abs)
        self.update_dials(rpm, car_speed_abs)

        return task.cont

    def apply_wing_force(self, car_speed_ms):
        fw_downforce = 0.5 * self.fw_cord * self.fw_wingspan * self.fw_clift * 1.29 * car_speed_ms ** 2
        rw_downforce = 0.5 * self.rw_cord * self.rw_wingspan * self.rw_clift * 1.29 * car_speed_ms ** 2

        self.car_node.node().applyForce(Vec3(0, 0, -fw_downforce), Point3(-0.61, 2.32, 0.23))
        self.car_node.node().applyForce(Vec3(0, 0, -fw_downforce), Point3(0.61, 2.32, 0.23))
        self.car_node.node().applyForce(Vec3(0, 0, -rw_downforce), Point3(-0.61, -2.47, 1.2))
        self.car_node.node().applyForce(Vec3(0, 0, -rw_downforce), Point3(0.61, -2.47, 1.2))

    def apply_drag_force(self, car_speed_ms, car_vec):
        drag_coefficient = 0.5 * self.drag_coefficient * 1.29 * 5
        drag_force = drag_coefficient * car_speed_ms ** 2
        rr_force = drag_coefficient * 30 * car_speed_ms
        if car_speed_ms < 0:
            drag_force = -drag_force

        self.car_node.node().applyCentralForce(car_vec * -drag_force)
        self.car_node.node().applyCentralForce(car_vec * -rr_force)

    def apply_engine_force(self, car_speed_ms):
        angular_velocity = car_speed_ms / self.wheel_radius
        rpm = angular_velocity * self.gear_ratios[self.gear] * self.differential_ratio * 60 / (2 * math.pi)
        rpm = max(0, rpm)
        engine_torque = self.get_engine_torque(rpm)

        max_engine_force = engine_torque * self.gear_ratios[self.gear] * self.differential_ratio * \
                           self.transmission_efficiency / self.wheel_radius
        engine_force = max_engine_force * (self.accelerator / 128)

        self.car.applyEngineForce(engine_force, 2)
        self.car.applyEngineForce(engine_force, 3)
        return rpm

    def apply_brake_force(self):
        brake_adj = 5
        self.car.setBrake(self.brake * brake_adj, 0)
        self.car.setBrake(self.brake * brake_adj, 1)
        self.car.setBrake(self.brake * brake_adj, 2)
        self.car.setBrake(self.brake * brake_adj, 3)

    def apply_steering_moment(self, car_speed_abs):
        steering_ratio = max((car_speed_abs / 3), 30)
        self.car.setSteeringValue(self.steering / steering_ratio, 0)
        self.car.setSteeringValue(self.steering / steering_ratio, 1)

    def update_dials(self, rpm, car_speed_abs):
        min_rpm = min(self.engine_torque_curve, key=lambda p: p[0])[0]
        if self.gear == 1:
            min_rpm = max(self.engine_torque_curve, key=lambda p: p[0])[0]

        self.speed_dial.setHpr(0, 0, car_speed_abs * (270 / 360))
        self.rpm_dial.setHpr(0, 0, max(rpm, min_rpm) * (270 / 20000) * (self.accelerator / 128))

    def update_gear_text(self):
        if self.gear >= 2:
            text = str(self.gear - 1)
        elif self.gear == 0:
            text = "R"
        elif self.gear == 1:
            text = "N"
        else:
            text = ""
        self.gear_text.setText(text)

    def down_gear(self):
        self.gear -= 1
        if self.gear < 0:
            self.gear = 0
        self.update_gear_text()

    def up_gear(self):
        self.gear += 1
        if self.gear >= len(self.gear_ratios):
            self.gear = len(self.gear_ratios) - 1
        self.update_gear_text()