Exemplo n.º 1
0
   def reset(self):
    
      self.isdone = False
      self.ant_sys.Clear()
      self.body_abdomen = chrono.ChBody()
      self.body_abdomen.SetPos(chrono.ChVectorD(0, self.abdomen_y0, 0 ))
      self.body_abdomen.SetMass(self.abdomen_mass)
      self.body_abdomen.SetInertiaXX(self.abdomen_inertia)
    # set collision surface properties
      self.body_abdomen.SetMaterialSurface(self.ant_material)
      abdomen_ellipsoid = chrono.ChEllipsoid(chrono.ChVectorD(0, 0, 0 ), chrono.ChVectorD(self.abdomen_x, self.abdomen_y, self.abdomen_z ))
      self.abdomen_shape = chrono.ChEllipsoidShape(abdomen_ellipsoid)
      self.body_abdomen.AddAsset(self.abdomen_shape)
      self.body_abdomen.SetMaterialSurface(self.ant_material)
      self.body_abdomen.SetCollide(True)
      self.body_abdomen.GetCollisionModel().ClearModel()
      self.body_abdomen.GetCollisionModel().AddEllipsoid(self.abdomen_x, self.abdomen_y, self.abdomen_z, chrono.ChVectorD(0, 0, 0 ) )
      self.body_abdomen.GetCollisionModel().BuildModel()
      self.ant_sys.Add(self.body_abdomen)
      
      
      leg_ang =  (1/4)*math.pi+(1/2)*math.pi*np.array([0,1,2,3])
      Leg_quat = [chrono.ChQuaternionD() for i in range(len(leg_ang))]
      self.leg_body = [chrono.ChBody() for i in range(len(leg_ang))]
      self.leg_pos= [chrono.ChVectorD() for i in range(len(leg_ang))]
      leg_cyl = chrono.ChCylinder(-chrono.ChVectorD( self.leg_length/2,  0  ,0),chrono.ChVectorD( self.leg_length/2,  0  ,0), self.leg_radius) 
      self.leg_shape = chrono.ChCylinderShape(leg_cyl)
      ankle_cyl = chrono.ChCylinder(-chrono.ChVectorD( self.ankle_length/2,  0  ,0),chrono.ChVectorD( self.ankle_length/2,  0  ,0), self.ankle_radius) 
      self.ankle_shape = chrono.ChCylinderShape(ankle_cyl)
      foot_sphere = chrono.ChSphere(chrono.ChVectorD(self.ankle_length/2, 0, 0 ), self.ankle_radius )
      self.foot_shape = chrono.ChSphereShape(foot_sphere)
      Leg_qa = [ chrono.ChQuaternionD()  for i in range(len(leg_ang))]
      Leg_q = [ chrono.ChQuaternionD()  for i in range(len(leg_ang))]
      z2x_leg = [ chrono.ChQuaternionD() for i in range(len(leg_ang))]
      Leg_rev_pos=[]
      Leg_chordsys = []
      self.legjoint_frame = []
      x_rel = []
      z_rel = []
      self.Leg_rev = [chrono.ChLinkLockRevolute() for i in range(len(leg_ang))]
      self.leg_motor = [chrono.ChLinkMotorRotationTorque() for i in range(len(leg_ang)) ]
      #ankle lists
      anklejoint_chordsys = []
      self.anklejoint_frame = []
      self.ankleCOG_frame = []
      q_ankle_zrot = [ chrono.ChQuaternionD() for i in range(len(leg_ang))]
      self.ankle_body = [chrono.ChBody() for i in range(len(leg_ang))]
      self.Ankle_rev = [chrono.ChLinkLockRevolute() for i in range(len(leg_ang))]
      self.ankle_motor = [chrono.ChLinkMotorRotationTorque() for i in range(len(leg_ang)) ]
      for i in range(len(leg_ang)):
             
             # Legs
             Leg_quat[i].Q_from_AngAxis(-leg_ang[i] , chrono.ChVectorD(0, 1, 0))
             self.leg_pos[i] = chrono.ChVectorD( (0.5*self.leg_length+self.abdomen_x)*math.cos(leg_ang[i]) ,self.abdomen_y0, (0.5*self.leg_length+self.abdomen_z)*math.sin(leg_ang[i]))
             self.leg_body[i].SetPos(self.leg_pos[i])
             self.leg_body[i].SetRot(Leg_quat[i])
             self.leg_body[i].AddAsset(self.leg_shape)
             self.leg_body[i].SetMass(self.leg_mass)
             self.leg_body[i].SetInertiaXX(self.leg_inertia)
             self.ant_sys.Add(self.leg_body[i])
             x_rel.append( Leg_quat[i].Rotate(chrono.ChVectorD(1, 0, 0)))
             z_rel.append( Leg_quat[i].Rotate(chrono.ChVectorD(0, 0, 1)))
             Leg_qa[i].Q_from_AngAxis(-leg_ang[i] , chrono.ChVectorD(0, 1, 0))
             z2x_leg[i].Q_from_AngAxis(chrono.CH_C_PI / 2 , x_rel[i])
             Leg_q[i] = z2x_leg[i] * Leg_qa[i] 
             Leg_rev_pos.append(chrono.ChVectorD(self.leg_pos[i]-chrono.ChVectorD(math.cos(leg_ang[i])*self.leg_length/2,0,math.sin(leg_ang[i])*self.leg_length/2)))
             Leg_chordsys.append(chrono.ChCoordsysD(Leg_rev_pos[i], Leg_q[i]))
             self.legjoint_frame.append(chrono.ChFrameD(Leg_chordsys[i]))
             self.Leg_rev[i].Initialize(self.body_abdomen, self.leg_body[i],Leg_chordsys[i])
             self.ant_sys.Add(self.Leg_rev[i])
             self.leg_motor[i].Initialize(self.body_abdomen, self.leg_body[i],self.legjoint_frame[i])
             self.ant_sys.Add(self.leg_motor[i])
             # Ankles
             q_ankle_zrot[i].Q_from_AngAxis(-self.ankle_angle , z_rel[i])
             anklejoint_chordsys.append(chrono.ChCoordsysD(self.leg_body[i].GetPos()+ self.leg_body[i].GetRot().Rotate(chrono.ChVectorD(self.leg_length/2, 0, 0)) , q_ankle_zrot[i] * self.leg_body[i].GetRot() ))
             self.anklejoint_frame.append(chrono.ChFrameD(anklejoint_chordsys[i]))
             self.ankle_body[i].SetPos(self.anklejoint_frame[i].GetPos() + self.anklejoint_frame[i].GetRot().Rotate(chrono.ChVectorD(self.ankle_length/2, 0, 0)))
             self.ankle_body[i].SetRot(  self.anklejoint_frame[i].GetRot() )
             self.ankle_body[i].AddAsset(self.ankle_shape)
             self.ankle_body[i].SetMass(self.ankle_mass)
             self.ankle_body[i].SetInertiaXX(self.ankle_inertia)
             self.ant_sys.Add(self.ankle_body[i])
             self.Ankle_rev[i].Initialize(self.leg_body[i], self.ankle_body[i], anklejoint_chordsys[i])
             self.ant_sys.Add(self.Ankle_rev[i])
             self.ankle_motor[i].Initialize(self.leg_body[i], self.ankle_body[i],self.anklejoint_frame[i])
             self.ant_sys.Add(self.ankle_motor[i])
             # Feet collisions
             self.ankle_body[i].SetMaterialSurface(self.ant_material)
             self.ankle_body[i].SetCollide(True)
             self.ankle_body[i].GetCollisionModel().ClearModel()
             self.ankle_body[i].GetCollisionModel().AddSphere(self.ankle_radius, chrono.ChVectorD(self.ankle_length/2, 0, 0 ) )
             self.ankle_body[i].GetCollisionModel().BuildModel()
             self.ankle_body[i].AddAsset(self.ankle_shape)
             
             self.ankle_body[i].AddAsset(self.foot_shape)
             
             self.Leg_rev[i].GetLimit_Rz().SetActive(True)
             self.Leg_rev[i].GetLimit_Rz().SetMin(-math.pi/3)
             self.Leg_rev[i].GetLimit_Rz().SetMax(math.pi/3)
             self.Ankle_rev[i].GetLimit_Rz().SetActive(True)
             self.Ankle_rev[i].GetLimit_Rz().SetMin(-math.pi/2)
             self.Ankle_rev[i].GetLimit_Rz().SetMax(math.pi/4)
             

           
    # Create the room floor: a simple fixed rigid body with a collision shape
    # and a visualization shape
      self.body_floor = chrono.ChBody()
      self.body_floor.SetBodyFixed(True)
      self.body_floor.SetPos(chrono.ChVectorD(0, -1, 0 ))
      self.body_floor.SetMaterialSurface(self.ant_material)
      
      # Floor Collision.
      self.body_floor.SetMaterialSurface(self.ant_material)
      self.body_floor.GetCollisionModel().ClearModel()
      self.body_floor.GetCollisionModel().AddBox(50, 1, 50, chrono.ChVectorD(0, 0, 0 ))
      self.body_floor.GetCollisionModel().BuildModel()
      self.body_floor.SetCollide(True)

    # Visualization shape
      body_floor_shape = chrono.ChBoxShape()
      body_floor_shape.GetBoxGeometry().Size = chrono.ChVectorD(5, 1, 5)
      body_floor_shape.SetColor(chrono.ChColor(0.4,0.4,0.5))
      self.body_floor.GetAssets().push_back(body_floor_shape)
      body_floor_texture = chrono.ChTexture()
      body_floor_texture.SetTextureFilename(chrono.GetChronoDataFile('vehicle/terrain/textures/grass.jpg'))
      self.body_floor.GetAssets().push_back(body_floor_texture)     
      self.ant_sys.Add(self.body_floor)
      #self.body_abdomen.SetBodyFixed(True)
   
      if (self.animate):
            self.myapplication.AssetBindAll()
            self.myapplication.AssetUpdateAll()

      self.numsteps= 0
      self.step(np.zeros(8))
      return self.get_ob()
## 2. Create the rigid bodies of the slider-crank mechanical system.
##    For each body, specify:
##    - a unique identifier
##    - mass and moments of inertia
##    - position and orientation of the (centroidal) body frame
##    - visualization assets (defined with respect to the body frame)

## Ground
ground = chrono.ChBody()
system.AddBody(ground)
ground.SetIdentifier(-1)
ground.SetName("ground")
ground.SetBodyFixed(True)

cyl_g = chrono.ChCylinderShape()
cyl_g.GetCylinderGeometry().p1 = chrono.ChVectorD(0, 0.2, 0)
cyl_g.GetCylinderGeometry().p2 = chrono.ChVectorD(0, -0.2, 0)
cyl_g.GetCylinderGeometry().rad = 0.03
ground.AddAsset(cyl_g)

col_g = chrono.ChColorAsset()
col_g.SetColor(chrono.ChColor(0.6, 0.6, 0.2))
ground.AddAsset(col_g)

## Crank
crank = chrono.ChBody()
system.AddBody(crank)
crank.SetIdentifier(1)
crank.SetName("crank")
crank.SetMass(1.0)
Exemplo n.º 3
0
# ...which must rotate respect to truss along Z axis, in 0,0,0
link_revoluteTT = chrono.ChLinkLockRevolute()
link_revoluteTT.Initialize(
    mbody_truss, mbody_train,
    chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0), chrono.QUNIT))
mphysicalSystem.AddLink(link_revoluteTT)

# ...the first gear
mbody_gearA = chrono.ChBodyEasyCylinder(radA, 0.5, 1000, True, False, mat)
mphysicalSystem.Add(mbody_gearA)
mbody_gearA.SetPos(chrono.ChVectorD(0, 0, -1))
mbody_gearA.SetRot(chrono.Q_from_AngX(m.pi / 2))
mbody_gearA.AddAsset(cylinder_texture)

# for aesthetic reasons, also add a thin cylinder only as a visualization
mshaft_shape = chrono.ChCylinderShape()
mshaft_shape.GetCylinderGeometry().p1 = chrono.ChVectorD(0, -3, 0)
mshaft_shape.GetCylinderGeometry().p2 = chrono.ChVectorD(0, 10, 0)
mshaft_shape.GetCylinderGeometry().rad = radA * 0.4
mbody_gearA.AddAsset(mshaft_shape)

# ...impose rotation speed between the first gear and the fixed truss
link_motor = chrono.ChLinkMotorRotationSpeed()
link_motor.Initialize(mbody_gearA, mbody_truss,
                      chrono.ChFrameD(chrono.ChVectorD(0, 0, 0), chrono.QUNIT))
link_motor.SetSpeedFunction(chrono.ChFunction_Const(6))
mphysicalSystem.AddLink(link_motor)

# ...the second gear
interaxis12 = radA + radB
mbody_gearB = chrono.ChBodyEasyCylinder(radB, 0.4, 1000, True, False, mat)
col = chrono.ChColorAsset()
col.SetColor(chrono.ChColor(0.6, 0.6, 0.6))
ground.AddAsset(col)

# Create the slider bodies
slider1 = chrono.ChBody()
system.AddBody(slider1)
slider1.SetIdentifier(1)
slider1.SetBodyFixed(False)
slider1.SetCollide(False)
slider1.SetMass(1)
slider1.SetInertiaXX(chrono.ChVectorD(0.1, 0.1, 0.1))
slider1.SetPos(chrono.ChVectorD(-4, 0, -1))

cyl1 = chrono.ChCylinderShape()
cyl1.GetCylinderGeometry().p1 = chrono.ChVectorD(-0.2, 0, 0)
cyl1.GetCylinderGeometry().p2 = chrono.ChVectorD(0.2, 0, 0)
cyl1.GetCylinderGeometry().rad = 0.2
slider1.AddAsset(cyl1)

col1 = chrono.ChColorAsset()
col1.SetColor(chrono.ChColor(0.6, 0, 0))
slider1.AddAsset(col1)

slider2 = chrono.ChBody()
system.AddBody(slider2)
slider2.SetIdentifier(1)
slider2.SetBodyFixed(False)
slider2.SetCollide(False)
slider2.SetMass(1)
Exemplo n.º 5
0
    def reset(self):
        #print("reset")
        self.isdone = False
        self.rev_pend_sys.Clear()
        # create it
        self.body_rod = chrono.ChBody()
        # set initial position
        self.body_rod.SetPos(chrono.ChVectorD(0, self.size_rod_y / 2, 0))
        # set mass properties
        self.body_rod.SetMass(self.mass_rod)

        self.body_rod.SetInertiaXX(
            chrono.ChVectorD(self.inertia_rod_x, self.inertia_rod_y,
                             self.inertia_rod_x))
        # set collision surface properties
        self.body_rod.SetMaterialSurface(self.rod_material)

        # Visualization shape, for rendering animation

        self.cyl_base1 = chrono.ChVectorD(0, -self.size_rod_y / 2, 0)
        self.cyl_base2 = chrono.ChVectorD(0, self.size_rod_y / 2, 0)

        self.body_rod_shape = chrono.ChCylinderShape()
        self.body_rod_shape.GetCylinderGeometry().p1 = self.cyl_base1
        self.body_rod_shape.GetCylinderGeometry().p2 = self.cyl_base2
        self.body_rod_shape.GetCylinderGeometry().rad = self.radius_rod

        self.body_rod.AddAsset(self.body_rod_shape)
        self.rev_pend_sys.Add(self.body_rod)

        self.body_floor = chrono.ChBody()
        self.body_floor.SetBodyFixed(True)
        self.body_floor.SetPos(chrono.ChVectorD(0, -5, 0))
        self.body_floor.SetMaterialSurface(self.rod_material)

        if self.render:
            self.body_floor_shape = chrono.ChBoxShape()
            self.body_floor_shape.GetBoxGeometry().Size = chrono.ChVectorD(
                3, 1, 3)
            self.body_floor.GetAssets().push_back(self.body_floor_shape)
            self.body_floor_texture = chrono.ChTexture()
            self.body_floor_texture.SetTextureFilename(
                '../../../data/concrete.jpg')
            self.body_floor.GetAssets().push_back(self.body_floor_texture)

        self.rev_pend_sys.Add(self.body_floor)

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

        if self.render:
            self.body_table_shape = chrono.ChBoxShape()
            self.body_table_shape.GetBoxGeometry().Size = chrono.ChVectorD(
                self.size_table_x / 2, self.size_table_y / 2,
                self.size_table_z / 2)
            self.body_table_shape.SetColor(chrono.ChColor(0.4, 0.4, 0.5))
            self.body_table.GetAssets().push_back(self.body_table_shape)

            self.body_table_texture = chrono.ChTexture()
            self.body_table_texture.SetTextureFilename(
                '../../../data/concrete.jpg')
            self.body_table.GetAssets().push_back(self.body_table_texture)
        self.body_table.SetMass(0.1)
        self.rev_pend_sys.Add(self.body_table)

        self.link_slider = chrono.ChLinkLockPrismatic()
        z2x = chrono.ChQuaternionD()
        z2x.Q_from_AngAxis(-chrono.CH_C_PI / 2, chrono.ChVectorD(0, 1, 0))

        self.link_slider.Initialize(
            self.body_table, self.body_floor,
            chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0), z2x))
        self.rev_pend_sys.Add(self.link_slider)

        self.act_initpos = chrono.ChVectorD(0, 0, 0)
        self.actuator = chrono.ChLinkMotorLinearForce()
        self.actuator.Initialize(self.body_table, self.body_floor,
                                 chrono.ChFrameD(self.act_initpos))
        self.rev_pend_sys.Add(self.actuator)

        self.rod_pin = chrono.ChMarker()
        self.body_rod.AddMarker(self.rod_pin)
        self.rod_pin.Impose_Abs_Coord(
            chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0)))

        self.table_pin = chrono.ChMarker()
        self.body_table.AddMarker(self.table_pin)
        self.table_pin.Impose_Abs_Coord(
            chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0)))

        self.pin_joint = chrono.ChLinkLockRevolute()
        self.pin_joint.Initialize(self.rod_pin, self.table_pin)
        self.rev_pend_sys.Add(self.pin_joint)

        if self.render:

            # ---------------------------------------------------------------------
            #
            #  Create an Irrlicht application to visualize the system
            #
            # ==IMPORTANT!== Use this function for adding a ChIrrNodeAsset to all items
            # in the system. These ChIrrNodeAsset assets are 'proxies' to the Irrlicht meshes.
            # If you need a finer control on which item really needs a visualization proxy
            # Irrlicht, just use application.AssetBind(myitem); on a per-item basis.

            self.myapplication.AssetBindAll()

            # ==IMPORTANT!== Use this function for 'converting' into Irrlicht meshes the assets
            # that you added to the bodies into 3D shapes, they can be visualized by Irrlicht!

            self.myapplication.AssetUpdateAll()

        self.isdone = False
        self.steps = 0
        self.step(np.array([[0]]))
        return self.get_ob()
Exemplo n.º 6
0
    def reset(self):
        #print("reset")
        self.isdone = False
        self.rev_pend_sys.Clear()
        # create it
        self.body_rod = chrono.ChBody()
        # set initial position
        self.body_rod.SetPos(chrono.ChVectorD(0, self.size_rod_y / 2, 0))
        # set mass properties
        self.body_rod.SetMass(self.mass_rod)

        self.body_rod.SetInertiaXX(
            chrono.ChVectorD(self.inertia_rod_x, self.inertia_rod_y,
                             self.inertia_rod_x))
        # set collision surface properties
        self.body_rod.SetMaterialSurface(self.rod_material)

        self.cyl_base1 = chrono.ChVectorD(0, -self.size_rod_y / 2, 0)
        self.cyl_base2 = chrono.ChVectorD(0, self.size_rod_y / 2, 0)

        self.body_rod_shape = chrono.ChCylinderShape()
        self.body_rod_shape.GetCylinderGeometry().p1 = self.cyl_base1
        self.body_rod_shape.GetCylinderGeometry().p2 = self.cyl_base2
        self.body_rod_shape.GetCylinderGeometry().rad = self.radius_rod

        self.body_rod.AddAsset(self.body_rod_shape)
        self.rev_pend_sys.Add(self.body_rod)

        self.body_floor = chrono.ChBody()
        self.body_floor.SetBodyFixed(True)
        self.body_floor.SetPos(chrono.ChVectorD(0, -5, 0))
        self.body_floor.SetMaterialSurface(self.rod_material)
        self.body_floor_shape = chrono.ChBoxShape()
        self.body_floor_shape.GetBoxGeometry().Size = chrono.ChVectorD(3, 1, 3)
        self.body_floor.GetAssets().push_back(self.body_floor_shape)
        self.body_floor_texture = chrono.ChTexture()
        self.body_floor_texture.SetTextureFilename(chrono.GetChronoDataPath() +
                                                   '/concrete.jpg')
        self.body_floor.GetAssets().push_back(self.body_floor_texture)

        self.rev_pend_sys.Add(self.body_floor)

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

        self.body_table.SetMass(0.1)
        self.body_table_shape = chrono.ChBoxShape()
        self.body_table_shape.GetBoxGeometry().Size = chrono.ChVectorD(
            self.size_table_x / 2, self.size_table_y / 2,
            self.size_table_z / 2)
        self.body_table_shape.SetColor(chrono.ChColor(0.4, 0.4, 0.5))
        self.body_table.GetAssets().push_back(self.body_table_shape)
        self.body_table_texture = chrono.ChTexture()
        self.body_table_texture.SetTextureFilename(chrono.GetChronoDataPath() +
                                                   '/concrete.jpg')
        self.body_table.GetAssets().push_back(self.body_table_texture)
        self.rev_pend_sys.Add(self.body_table)

        self.link_slider = chrono.ChLinkLockPrismatic()
        z2x = chrono.ChQuaternionD()
        z2x.Q_from_AngAxis(-chrono.CH_C_PI / 2, chrono.ChVectorD(0, 1, 0))

        self.link_slider.Initialize(
            self.body_table, self.body_floor,
            chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0), z2x))
        self.rev_pend_sys.Add(self.link_slider)

        self.act_initpos = chrono.ChVectorD(0, 0, 0)
        self.actuator = chrono.ChLinkMotorLinearForce()
        self.actuator.Initialize(self.body_table, self.body_floor,
                                 chrono.ChFrameD(self.act_initpos))
        self.rev_pend_sys.Add(self.actuator)

        self.rod_pin = chrono.ChMarker()
        self.body_rod.AddMarker(self.rod_pin)
        self.rod_pin.Impose_Abs_Coord(
            chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0)))

        self.table_pin = chrono.ChMarker()
        self.body_table.AddMarker(self.table_pin)
        self.table_pin.Impose_Abs_Coord(
            chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0)))

        self.pin_joint = chrono.ChLinkLockRevolute()
        self.pin_joint.Initialize(self.rod_pin, self.table_pin)
        self.rev_pend_sys.Add(self.pin_joint)

        if self.render_setup:
            self.myapplication.AssetBindAll()
            self.myapplication.AssetUpdateAll()

        self.isdone = False
        self.steps = 0
        self.step(np.array([[0]]))
        return self.get_ob()
Exemplo n.º 7
0
    def reset(self):
        #print("reset")
        self.isdone = False
        self.rev_pend_sys.Clear()
        # create it
        self.body_rod = chrono.ChBody()
        # set initial position
        self.body_rod.SetPos(chrono.ChVectorD(0, self.size_rod_y / 2, 0))
        # set mass properties
        self.body_rod.SetMass(self.mass_rod)
        # una volta che le hao calcolate inserisci inerzie diverse
        self.body_rod.SetInertiaXX(
            chrono.ChVectorD(self.inertia_rod_x, self.inertia_rod_y,
                             self.inertia_rod_x))
        # set collision surface properties
        self.body_rod.SetMaterialSurface(self.rod_material)

        # Visualization shape, for rendering animation
        # vettori visual cilindro
        self.cyl_base1 = chrono.ChVectorD(0, -self.size_rod_y / 2, 0)
        self.cyl_base2 = chrono.ChVectorD(0, self.size_rod_y / 2, 0)
        #body_rod_shape = chrono.ChCylinder(cyl_base1, cyl_base2, radius_rod)
        self.body_rod_shape = chrono.ChCylinderShape()
        self.body_rod_shape.GetCylinderGeometry().p1 = self.cyl_base1
        self.body_rod_shape.GetCylinderGeometry().p2 = self.cyl_base2
        self.body_rod_shape.GetCylinderGeometry().rad = self.radius_rod
        #body_rod.GetAssets().push_back(body_rod_shape)
        self.body_rod.AddAsset(self.body_rod_shape)
        self.rev_pend_sys.Add(self.body_rod)

        self.body_floor = chrono.ChBody()
        self.body_floor.SetBodyFixed(True)
        self.body_floor.SetPos(chrono.ChVectorD(0, -5, 0))
        self.body_floor.SetMaterialSurface(self.rod_material)

        # Visualization shape
        if self.render:
            self.body_floor_shape = chrono.ChBoxShape()
            self.body_floor_shape.GetBoxGeometry().Size = chrono.ChVectorD(
                3, 1, 3)
            self.body_floor.GetAssets().push_back(self.body_floor_shape)
            self.body_floor_texture = chrono.ChTexture()
            self.body_floor_texture.SetTextureFilename(
                '../../../data/concrete.jpg')
            self.body_floor.GetAssets().push_back(self.body_floor_texture)

        self.rev_pend_sys.Add(self.body_floor)

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

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

            self.body_table_texture = chrono.ChTexture()
            self.body_table_texture.SetTextureFilename(
                '../../../data/concrete.jpg')
        self.body_table.GetAssets().push_back(self.body_table_texture)
        self.body_table.SetMass(0.1)
        self.rev_pend_sys.Add(self.body_table)

        # Create a constraint that blocks free 3 x y z translations and 3 rx ry rz rotations
        # of the table respect to the floor, and impose that the relative imposed position
        # depends on a specified motion law.

        self.link_slider = chrono.ChLinkLockPrismatic()
        z2x = chrono.ChQuaternionD()
        z2x.Q_from_AngAxis(-chrono.CH_C_PI / 2, chrono.ChVectorD(0, 1, 0))

        self.link_slider.Initialize(
            self.body_table, self.body_floor,
            chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0), z2x))
        self.rev_pend_sys.Add(self.link_slider)
        self.link_slider.SetMotion_axis(chrono.ChVectorD(1, 0, 0))
        #attuatore lineare
        self.act_initpos = chrono.ChVectorD(0, 0, 0)
        self.actuator = chrono.ChLinkMotorLinearForce()
        self.actuator.Initialize(self.body_table, self.body_floor,
                                 chrono.ChFrameD(self.act_initpos))
        self.rev_pend_sys.Add(self.actuator)

        # ..create the function for imposed y vertical motion, etc.
        # tolta: solo traslazione asse z
        #mfunY = chrono.ChFunction_Sine(0,1.5,0.001)  # phase, frequency, amplitude
        #link_slider.SetMotion_Y(mfunY)

        # ..create the function for imposed z horizontal motion, etc.
        #self.mfunX = chrono.ChFunction_Sine(0,1.5,0.4)  # phase, frequency, amplitude
        #self.link_slider.SetMotion_X(self.action)

        # Note that you could use other types of ChFunction_ objects, or create
        # your custom function by class inheritance (see demo_python.py), or also
        # set a function for table rotation , etc.

        # REVLOLUTE JOINT:
        # create frames for the joint
        self.rod_pin = chrono.ChMarker()
        self.body_rod.AddMarker(self.rod_pin)
        self.rod_pin.Impose_Abs_Coord(
            chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0)))

        self.table_pin = chrono.ChMarker()
        self.body_table.AddMarker(self.table_pin)
        self.table_pin.Impose_Abs_Coord(
            chrono.ChCoordsysD(chrono.ChVectorD(0, 0, 0)))

        self.pin_joint = chrono.ChLinkLockRevolute()
        self.pin_joint.Initialize(self.rod_pin, self.table_pin)
        self.rev_pend_sys.Add(self.pin_joint)

        if self.render:

            # ---------------------------------------------------------------------
            #
            #  Create an Irrlicht application to visualize the system
            #
            # ==IMPORTANT!== Use this function for adding a ChIrrNodeAsset to all items
            # in the system. These ChIrrNodeAsset assets are 'proxies' to the Irrlicht meshes.
            # If you need a finer control on which item really needs a visualization proxy
            # Irrlicht, just use application.AssetBind(myitem); on a per-item basis.

            self.myapplication.AssetBindAll()

            # ==IMPORTANT!== Use this function for 'converting' into Irrlicht meshes the assets
            # that you added to the bodies into 3D shapes, they can be visualized by Irrlicht!

            self.myapplication.AssetUpdateAll()

            # If you want to show shadows because you used "AddLightWithShadow()'
            # you must remember this:

        self.isdone = False
        self.steps = 0
        self.step(np.array([[0]]))
        return self.get_ob()
Exemplo n.º 8
0
system.Set_G_acc(chrono.ChVectorD(0, 0, 0))

# Revolute joint frame
rev_rot = chrono.Q_from_AngX(m.pi / 6.0)
rev_dir = rev_rot.GetZaxis()
rev_pos = chrono.ChVectorD(+1, 0, 0)

# Create ground body
ground = chrono.ChBody()
system.AddBody(ground)
ground.SetIdentifier(-1)
ground.SetBodyFixed(True)
ground.SetCollide(False)

# Visualization for revolute joint
cyl_rev = chrono.ChCylinderShape()
cyl_rev.GetCylinderGeometry().p1 = rev_pos + rev_dir * 0.2
cyl_rev.GetCylinderGeometry().p2 = rev_pos - rev_dir * 0.2
cyl_rev.GetCylinderGeometry().rad = 0.1
ground.AddAsset(cyl_rev)

# Offset from joint to body COM
offset = chrono.ChVectorD(1.5, 0, 0)

# Consistent initial velocities
omega = 5.0
ang_vel = rev_dir * omega
lin_vel = ang_vel % offset

# Create pendulum body
body = chrono.ChBody()
Exemplo n.º 9
0
    def reset(self):

        self.isdone = False
        self.ant_sys.Clear()
        self.body_abdomen = chrono.ChBody()
        self.body_abdomen.SetPos(chrono.ChVectorD(0, self.abdomen_y0, 0))
        self.body_abdomen.SetMass(self.abdomen_mass)
        self.body_abdomen.SetInertiaXX(self.abdomen_inertia)
        # set collision surface properties
        self.body_abdomen.SetMaterialSurface(self.ant_material)
        abdomen_ellipsoid = chrono.ChEllipsoid(
            chrono.ChVectorD(0, 0, 0),
            chrono.ChVectorD(self.abdomen_x, self.abdomen_y, self.abdomen_z))
        self.abdomen_shape = chrono.ChEllipsoidShape(abdomen_ellipsoid)
        self.body_abdomen.AddAsset(self.abdomen_shape)
        self.body_abdomen.SetMaterialSurface(self.ant_material)
        self.body_abdomen.SetCollide(True)
        self.body_abdomen.GetCollisionModel().ClearModel()
        self.body_abdomen.GetCollisionModel().AddEllipsoid(
            self.abdomen_x, self.abdomen_y, self.abdomen_z,
            chrono.ChVectorD(0, 0, 0))
        self.body_abdomen.GetCollisionModel().BuildModel()
        self.ant_sys.Add(self.body_abdomen)

        tilt_factor = 1.1  # no tilt; higher number tilts body toward positive x
        leg_ang = np.array([
            tilt_factor * math.pi / 2, tilt_factor * math.pi / 2
        ])  #(1/4)*math.pi+(1/2)*math.pi*np.array([0,1])
        Leg_quat = [chrono.ChQuaternionD() for i in range(len(leg_ang))]
        self.leg_body = [chrono.ChBody() for i in range(len(leg_ang))]
        self.leg_pos = [chrono.ChVectorD() for i in range(len(leg_ang))]
        leg_cyl = chrono.ChCylinder(
            -chrono.ChVectorD(self.leg_length / 2, 0, 0),
            chrono.ChVectorD(self.leg_length / 2, 0, 0), self.leg_radius)
        self.leg_shape = chrono.ChCylinderShape(leg_cyl)
        ankle_cyl = chrono.ChCylinder(
            -chrono.ChVectorD(self.ankle_length / 2, 0, 0),
            chrono.ChVectorD(self.ankle_length / 2, 0, 0), self.ankle_radius)
        self.ankle_shape = chrono.ChCylinderShape(ankle_cyl)
        foot_sphere = chrono.ChSphere(
            chrono.ChVectorD(self.ankle_length / 2, 0, 0), self.ankle_radius)
        self.foot_shape = chrono.ChSphereShape(foot_sphere)
        Leg_qa = [chrono.ChQuaternionD() for i in range(len(leg_ang))]
        Leg_q = [chrono.ChQuaternionD() for i in range(len(leg_ang))]
        z2x_leg = [chrono.ChQuaternionD() for i in range(len(leg_ang))]
        Leg_rev_pos = []
        Leg_chordsys = []
        self.legjoint_frame = []
        x_rel = []
        z_rel = []
        self.Leg_rev = [
            chrono.ChLinkLockRevolute() for i in range(len(leg_ang))
        ]
        self.leg_motor = [
            chrono.ChLinkMotorRotationTorque() for i in range(len(leg_ang))
        ]
        #ankle lists
        anklejoint_chordsys = []
        self.anklejoint_frame = []
        self.ankleCOG_frame = []
        q_ankle_zrot = [chrono.ChQuaternionD() for i in range(len(leg_ang))]
        self.ankle_body = [chrono.ChBody() for i in range(len(leg_ang))]
        self.Ankle_rev = [
            chrono.ChLinkLockRevolute() for i in range(len(leg_ang))
        ]
        self.ankle_motor = [
            chrono.ChLinkMotorRotationTorque() for i in range(len(leg_ang))
        ]
        for i in range(len(leg_ang)):

            # Legs
            Leg_quat[i].Q_from_AngAxis(-leg_ang[i], chrono.ChVectorD(0, 0, 1))
            # postion of leg CM from abdomen
            self.leg_pos[i] = chrono.ChVectorD(
                (0.5 * self.leg_length * math.cos(leg_ang[i])),
                (self.abdomen_y0 - self.leg_length / 2 * math.sin(leg_ang[i]) -
                 self.abdomen_y * math.cos(self.CMtohip_angle)),
                (-1)**i * self.abdomen_z * math.sin(self.CMtohip_angle))
            self.leg_body[i].SetPos(self.leg_pos[i])
            self.leg_body[i].SetRot(Leg_quat[i])
            self.leg_body[i].AddAsset(self.leg_shape)
            self.leg_body[i].SetMass(self.leg_mass)
            self.leg_body[i].SetInertiaXX(self.leg_inertia)
            self.ant_sys.Add(self.leg_body[i])
            x_rel.append(Leg_quat[i].Rotate(chrono.ChVectorD(1, 0, 0)))
            z_rel.append(Leg_quat[i].Rotate(chrono.ChVectorD(0, 0, 1)))
            Leg_qa[i].Q_from_AngAxis(-leg_ang[i], chrono.ChVectorD(0, 1, 0))
            z2x_leg[i].Q_from_AngAxis(chrono.CH_C_PI / 2, x_rel[i])
            Leg_q[i] = z2x_leg[i] * Leg_qa[i]
            Leg_rev_pos.append(chrono.ChVectorD(0, self.abdomen_y0,
                                                0))  # connection to abdomen
            Leg_chordsys.append(chrono.ChCoordsysD(Leg_rev_pos[i], Leg_q[i]))
            self.legjoint_frame.append(chrono.ChFrameD(Leg_chordsys[i]))
            self.Leg_rev[i].Initialize(self.body_abdomen, self.leg_body[i],
                                       Leg_chordsys[i])
            self.ant_sys.Add(self.Leg_rev[i])
            self.leg_motor[i].Initialize(self.body_abdomen, self.leg_body[i],
                                         self.legjoint_frame[i])
            self.ant_sys.Add(self.leg_motor[i])
            # Ankles
            q_ankle_zrot[i].Q_from_AngAxis(-self.ankle_angle, z_rel[i])
            anklejoint_chordsys.append(
                chrono.ChCoordsysD(
                    self.leg_body[i].GetPos() +
                    self.leg_body[i].GetRot().Rotate(
                        chrono.ChVectorD(self.leg_length / 2, 0, 0)),
                    q_ankle_zrot[i] * self.leg_body[i].GetRot()))
            self.anklejoint_frame.append(
                chrono.ChFrameD(anklejoint_chordsys[i]))
            self.ankle_body[i].SetPos(
                self.anklejoint_frame[i].GetPos() +
                self.anklejoint_frame[i].GetRot().Rotate(
                    chrono.ChVectorD(self.ankle_length / 2, 0, 0)))
            self.ankle_body[i].SetRot(self.anklejoint_frame[i].GetRot())
            self.ankle_body[i].AddAsset(self.ankle_shape)
            self.ankle_body[i].SetMass(self.ankle_mass)
            self.ankle_body[i].SetInertiaXX(self.ankle_inertia)
            self.ant_sys.Add(self.ankle_body[i])
            self.Ankle_rev[i].Initialize(self.leg_body[i], self.ankle_body[i],
                                         anklejoint_chordsys[i])
            self.ant_sys.Add(self.Ankle_rev[i])
            self.ankle_motor[i].Initialize(self.leg_body[i],
                                           self.ankle_body[i],
                                           self.anklejoint_frame[i])
            self.ant_sys.Add(self.ankle_motor[i])
            # Feet collisions
            self.ankle_body[i].SetMaterialSurface(self.ant_material)
            self.ankle_body[i].SetCollide(True)
            self.ankle_body[i].GetCollisionModel().ClearModel()
            self.ankle_body[i].GetCollisionModel().AddSphere(
                self.ankle_radius, chrono.ChVectorD(self.ankle_length / 2, 0,
                                                    0))
            self.ankle_body[i].GetCollisionModel().BuildModel()
            self.ankle_body[i].AddAsset(self.ankle_shape)
            self.ankle_body[i].AddAsset(self.foot_shape)

            # Limits need to turn back to true
            self.Leg_rev[i].GetLimit_Rz().SetActive(True)
            self.Leg_rev[i].GetLimit_Rz().SetMin(-math.pi / 3)
            self.Leg_rev[i].GetLimit_Rz().SetMax(math.pi / 3)
            self.Ankle_rev[i].GetLimit_Rz().SetActive(True)
            self.Ankle_rev[i].GetLimit_Rz().SetMin(-math.pi / 3)
            self.Ankle_rev[i].GetLimit_Rz().SetMax(math.pi / 3)

    # Create the room floor: a simple fixed rigid body with a collision shape
    # and a visualization shape
        self.body_floor = chrono.ChBody()
        self.body_floor.SetBodyFixed(True)
        self.body_floor.SetPos(
            chrono.ChVectorD(
                0, -self.abdomen_y0 -
                self.abdomen_y * math.cos(self.CMtohip_angle) -
                self.ankle_radius, 0))
        self.body_floor.SetMaterialSurface(self.ant_material)

        # Floor Collision.
        self.body_floor.SetMaterialSurface(self.ant_material)
        self.body_floor.GetCollisionModel().ClearModel()
        self.body_floor.GetCollisionModel().AddBox(50, 1, 50,
                                                   chrono.ChVectorD(0, 0, 0))
        self.body_floor.GetCollisionModel().BuildModel()
        self.body_floor.SetCollide(True)

        # Visualization shape
        body_floor_shape = chrono.ChBoxShape()
        body_floor_shape.GetBoxGeometry().Size = chrono.ChVectorD(5, 1, 5)
        body_floor_shape.SetColor(chrono.ChColor(0.4, 0.4, 0.5))
        self.body_floor.GetAssets().push_back(body_floor_shape)
        body_floor_texture = chrono.ChTexture()
        body_floor_texture.SetTextureFilename('../data/grass.jpg')
        self.body_floor.GetAssets().push_back(body_floor_texture)
        self.ant_sys.Add(self.body_floor)

        # this was commented out to not fix the segments
        # this is helpful to check geometry of humanoid
        #self.body_abdomen.SetBodyFixed(True)
        #self.leg_body[0].SetBodyFixed(True)
        #self.leg_body[1].SetBodyFixed(True)
        #self.ankle_body[0].SetBodyFixed(True)
        #self.ankle_body[1].SetBodyFixed(True)

        if (self.animate):
            self.myapplication.AssetBindAll()
            self.myapplication.AssetUpdateAll()

        self.numsteps = 0
        self.step(np.zeros(4))
        return self.get_ob()