def get_true_location(self): ''' Returns the location of the robot on the current beam, accounting for the deflections that the beam has undergone. Uses the design location and the deflection data from SAP to calculate this location. ''' # Not on the structure, no deflection, or not recording deflection if not self.on_structure( ) or self.beam.deflection is None or not VISUALIZATION['deflection']: return super(Movable, self).get_true_location() else: # Get deflections i_def, j_def = self.beam.deflection.i, self.beam.deflection.j # Obtain weight of each scale based on location on beam i_weight = 1 - (helpers.distance( self.location, self.beam.endpoints.i) / BEAM['length']) j_weight = 1 - i_weight # Sum the two vectors to obtain general deflection # This sort of addition works under the assumption that the beam ITSELF # does not deflect significantly deflection = helpers.sum_vectors(helpers.scale(i_weight, i_def), helpers.scale(j_weight, j_def)) # Return true location return helpers.sum_vectors(self.location, deflection)
def get_true_location(self): ''' Returns the location of the robot on the current beam, accounting for the deflections that the beam has undergone. Uses the design location and the deflection data from SAP to calculate this location. ''' # Not on the structure, no deflection, or not recording deflection if not self.on_structure() or self.beam.deflection is None or not VISUALIZATION['deflection']: return super(Movable,self).get_true_location() else: # Get deflections i_def, j_def = self.beam.deflection.i, self.beam.deflection.j # Obtain weight of each scale based on location on beam i_weight = 1 - (helpers.distance(self.location,self.beam.endpoints.i) / BEAM['length']) j_weight = 1 - i_weight # Sum the two vectors to obtain general deflection # This sort of addition works under the assumption that the beam ITSELF # does not deflect significantly deflection = helpers.sum_vectors(helpers.scale(i_weight,i_def),helpers.scale( j_weight,j_def)) # Return true location return helpers.sum_vectors(self.location,deflection)
def crawl(point): # get the current box boundaries (bottom left corner-(0,0,0) is starting) # and coordinates xi, yi, zi = self.__get_indeces(point) bounds = xi * self.box_size[0], yi * self.box_size[ 1], zi * self.box_size[2] # This is defined here to have access to the above signs and bounds def closest(p): ''' Returns which coordinate in p is closest to the boundary of a box (x = 0, y = 1, z = 2) if moving along the line, and the absolute change in that coordinate. ''' def distance(i): ''' i is 0,1,2 for x,y,z ''' if signs[i] == None: # This will never be the minimum. Makes later code easier return None elif signs[i]: return abs(p[i] - (bounds[i] + self.box_size[i])) else: return abs(p[i] - bounds[i]) # Find the shortest time distance (ie, distance/velocity) index = None for i in range(3): dist, vel = distance(i), abs(line[i]) if dist is not None and vel != 0: if index is None: index = i else: min_time = distance(index) / abs(line[index]) index = i if dist / vel < min_time else index return index, distance(index) # In crawl, we obtain the coordinate closests to an edge (index), and its # absolute distance from that edge index, distance = closest(point) # The change is the line scaled so that the right coordinate changes the # amount necessary to cross into the next box. This means that we scale it # and also add a teeny bit so as to push it into the right box. This is # the scaled version, exactly the distance we need to move move = helpers.scale(distance / abs(line[index]), line) # Here we scale the line again by epsilon/2. This is our push push = helpers.scale(PROGRAM['epsilon'] / 2, line) # The total change is the addition of these two change = helpers.sum_vectors(move, push) # make sure we are changing the right amount assert helpers.compare(abs(move[index]), distance) # The new initial coordinate in the next box new_point = helpers.sum_vectors(point, change) return new_point
def crawl(point): # get the current box boundaries (bottom left corner-(0,0,0) is starting) # and coordinates xi, yi, zi = self.__get_indeces(point) bounds = xi*self.box_size[0], yi*self.box_size[1], zi*self.box_size[2] # This is defined here to have access to the above signs and bounds def closest(p): ''' Returns which coordinate in p is closest to the boundary of a box (x = 0, y = 1, z = 2) if moving along the line, and the absolute change in that coordinate. ''' def distance(i): ''' i is 0,1,2 for x,y,z ''' if signs[i] == None: # This will never be the minimum. Makes later code easier return None elif signs[i]: return abs(p[i] - (bounds[i] + self.box_size[i])) else: return abs(p[i] - bounds[i]) # Find the shortest time distance (ie, distance/velocity) index = None for i in range(3): dist, vel = distance(i), abs(line[i]) if dist is not None and vel != 0: if index is None: index = i else: min_time = distance(index) / abs(line[index]) index = i if dist / vel < min_time else index return index, distance(index) # In crawl, we obtain the coordinate closests to an edge (index), and its # absolute distance from that edge index, distance = closest(point) # The change is the line scaled so that the right coordinate changes the # amount necessary to cross into the next box. This means that we scale it # and also add a teeny bit so as to push it into the right box. This is # the scaled version, exactly the distance we need to move move = helpers.scale(distance / abs(line[index]), line) # Here we scale the line again by epsilon/2. This is our push push = helpers.scale(PROGRAM['epsilon'] / 2, line) # The total change is the addition of these two change = helpers.sum_vectors(move,push) # make sure we are changing the right amount assert helpers.compare(abs(move[index]), distance) # The new initial coordinate in the next box new_point = helpers.sum_vectors(point,change) return new_point
def place_beam(self, direction=None): # don't make triple joints if self.Body.atJoint(): return False pivot = self.Body.getLocation() # don't place beams with a 2 ft. radius from each other nearby_beams = self.get_structure_density( pivot, BConstants.beam['joint_distance']) if nearby_beams > 1: print('TOO CLOSE: ' + str(nearby_beams)) self.climb_back(1) return False build_angle = BConstants.beam['beam_angle'] end_coordinates = self.get_build_vector(build_angle, direction) # try to connect to already present beam endpoint = helpers.sum_vectors(pivot,helpers.scale(BEAM['length'],\ helpers.make_unit(end_coordinates))) density = self.get_structure_density(endpoint) # location at end of beam you are about to place is too dense, # so do not place it. if density > BConstants.beam['max_beam_density']: print('TOO DENSE: ' + str(density)) density_decisions = self.Body.readFromMemory('density_decisions') #print('Density Decisions: ', density_decisions) if density_decisions >= 10: self.climb_back(2) return False # #elif random() <= (BConstants.prob['build_out']):#**density_decisions): # end_coordinates = self.get_build_vector(build_angle, 'upwards') # endpoint = helpers.sum_vectors(pivot,helpers.scale(BEAM['length'], \ # helpers.make_unit(end_coordinates))) # else: end_coordinates = self.get_build_vector(build_angle, 'outward') endpoint = helpers.sum_vectors(pivot,helpers.scale(BEAM['length'],\ helpers.make_unit(end_coordinates))) self.Body.addToMemory('density_decisions', density_decisions + 1) # prevent beams going into the ground (-z) if endpoint[2] <= 0: dx, dy, dz = helpers.make_unit(end_coordinates) factor = endpoint[2] / dz dx, dy, dz = dx * factor, dy * factor, dz * factor pivot = (pivot[0] - dx, pivot[1] - dy, pivot[2] - dz) endpoint = (endpoint[0] - dx, endpoint[1] - dy, endpoint[2] - dz) # don't want beams "inside" the beam you are on. #if helpers.between_points(pivot,endpoint,self.Body.beam.endpoints.i, False) \ #or helpers.between_points(pivot,endpoint,self.Body.beam.endpoints.j, False): # return False self.Body.addBeam(pivot, endpoint) return True
def get_preferred_direction(self, beam): # Obtain the moment vector u1, u2, u3 = beam.global_default_axes() m11, m22, m33 = self.get_moment_magnitudes(beam.name) # Quick debugging - making sure the torsion doesn't get too high if not helpers.compare(m11, 0, 4): #pdb.set_trace() pass # Sum m22 and m33 (m11 is torsion, which doesn't play a role in the direction) moment_vector = helpers.sum_vectors(helpers.scale(m22, u2), helpers.scale(m33, u3)) ''' Cross axis-1 with the moment vector to obtain the positive clockwise direction This keeps the overall magnitude of moment_vector since u1 is a unit vector We are always attempting to repair further up the broken beam (closer to the j-end). The cross will always give us the vector in the right direction if we do it this way. ''' twist_direction = helpers.cross(moment_vector, u1) # Project the twist direction onto the xy-plane and normalize to have a # maximum of 45 degree approach (or, as specified in the variables.py) # depending on the ratio of moment magnitude to max_magnitude xy_change = (twist_direction[0], twist_direction[1], 0) # The rotation is parallel to the z-axis, so we don't add disturbance if helpers.compare(helpers.length(xy_change), 0): # Return the normal direction - which way is the beam leaning??? return super(MomentAwareBuilder, self).get_preferred_direction(beam) # We know the direction in which the beam is turning else: # Get direction of travel (this is a unit vector) travel = super(MomentAwareBuilder, self).get_preferred_direction(beam) # Normalize twist to the maximum moment of force -- structure_check normal = helpers.normalize(xy_change, BConstants.beam['structure_check']) # The beam is vertical - check to see how large the normalized moment is if travel is None: # The change is relatively small, so ignore it if helpers.length(normal) <= helpers.ratio( BConstants.beam['verticality_angle']): return travel else: return helpers.make_unit(normal) else: scalar = 1 / helpers.ratio(BConstants.beam['moment_angle_max']) scaled_travel = helpers.scale(scalar, travel) return helpesr.make_unit( helpers.sum_vectors(normal, scaled_travel))
def place_beam(self, direction=None): # don't make triple joints if self.Body.atJoint(): return False pivot = self.Body.getLocation() # don't place beams with a 2 ft. radius from each other nearby_beams = self.get_structure_density(pivot, BConstants.beam['joint_distance']) if nearby_beams > 1: print('TOO CLOSE: ' + str(nearby_beams)) self.climb_back(1) return False build_angle = BConstants.beam['beam_angle'] end_coordinates = self.get_build_vector(build_angle, direction) # try to connect to already present beam endpoint = helpers.sum_vectors(pivot,helpers.scale(BEAM['length'],\ helpers.make_unit(end_coordinates))) density = self.get_structure_density(endpoint) # location at end of beam you are about to place is too dense, # so do not place it. if density > BConstants.beam['max_beam_density']: print('TOO DENSE: ' + str(density)) density_decisions = self.Body.readFromMemory('density_decisions') #print('Density Decisions: ', density_decisions) if density_decisions >= 10: self.climb_back(2) return False # #elif random() <= (BConstants.prob['build_out']):#**density_decisions): # end_coordinates = self.get_build_vector(build_angle, 'upwards') # endpoint = helpers.sum_vectors(pivot,helpers.scale(BEAM['length'], \ # helpers.make_unit(end_coordinates))) # else: end_coordinates = self.get_build_vector(build_angle, 'outward') endpoint = helpers.sum_vectors(pivot,helpers.scale(BEAM['length'],\ helpers.make_unit(end_coordinates))) self.Body.addToMemory('density_decisions', density_decisions+1) # prevent beams going into the ground (-z) if endpoint[2] <= 0: dx, dy, dz = helpers.make_unit(end_coordinates) factor = endpoint[2]/dz dx, dy, dz = dx*factor, dy*factor, dz*factor pivot = (pivot[0]-dx, pivot[1]-dy,pivot[2]-dz) endpoint = (endpoint[0]-dx, endpoint[1]-dy, endpoint[2]-dz) # don't want beams "inside" the beam you are on. #if helpers.between_points(pivot,endpoint,self.Body.beam.endpoints.i, False) \ #or helpers.between_points(pivot,endpoint,self.Body.beam.endpoints.j, False): # return False self.Body.addBeam(pivot,endpoint) return True
def get_true_endpoints(self): ''' Takes into account the deflection and returns the true physical endpoints of the structure ''' if self.deflection is None: return self.endpoints else: return EndPoints(i=helpers.sum_vectors(self.endpoints.i,self.deflection.i), j=helpers.sum_vectors(self.endpoints.j,self.deflection.j))
def get_true_endpoints(self): ''' Takes into account the deflection and returns the true physical endpoints of the structure ''' if self.deflection is None: return self.endpoints else: return EndPoints(i=helpers.sum_vectors(self.endpoints.i, self.deflection.i), j=helpers.sum_vectors(self.endpoints.j, self.deflection.j))
def go_to_construction_site(self): vector_to_site = helpers.make_vector(self.Body.getLocation(), CONSTRUCTION['center']) if helpers.length(vector_to_site) > 10: direction_construction = helpers.make_vector(self.Body.getLocation(), CONSTRUCTION['center']) new_location = helpers.sum_vectors(self.Body.getLocation(), helpers.scale( \ self.Body.step, helpers.make_unit(direction_construction))) self.Body.changeLocalLocation(new_location) return True else: direction_construction = helpers.make_vector(self.Body.getLocation(), CONSTRUCTION['center']) new_location = helpers.sum_vectors(self.Body.getLocation(), direction_construction) self.Body.changeLocalLocation(new_location) return True
def move(self, direction, beam): ''' Moves the robot in direction passed in and onto the beam specified ''' length = helpers.length(direction) # The direction is smaller than the determined step, so move exactly by # direction if length < self.step: new_location = helpers.sum_vectors(self.location, direction) self.change_location(new_location, beam) # call do_action again since we still have some distance left, and update # step to reflect how much distance is left to cover self.step = self.step - length # Reset step in preparation for next timestep if helpers.compare(self.step, 0): self.step == ROBOT['step_length'] # We still have steps to go, so run an analysis if necessary elif self.beam is not None: # Run analysis before deciding to get the next direction if not self.model.GetModelIsLocked() and self.need_data(): errors = helpers.run_analysis(self.model) if errors != '': # pdb.set_trace() pass # Get next direction self.next_direction_info = self.get_direction() # Unlock the results so that we can actually move if self.model.GetModelIsLocked(): self.model.SetModelIsLocked(False) # Move self.do_action() # We climbed off else: assert not self.model.GetModelIsLocked() self.do_action() # The direction is larger than the usual step, so move only the step in the # specified direction else: movement = helpers.scale(self.step, helpers.make_unit(direction)) new_location = helpers.sum_vectors(self.location, movement) self.change_location(new_location, beam)
def move(self, direction, beam): ''' Moves the robot in direction passed in and onto the beam specified ''' length = helpers.length(direction) # The direction is smaller than the determined step, so move exactly by # direction if length < self.step: new_location = helpers.sum_vectors(self.location, direction) self.change_location(new_location, beam) # call do_action again since we still have some distance left, and update # step to reflect how much distance is left to cover self.step = self.step - length # Reset step in preparation for next timestep if helpers.compare(self.step,0): self.step == ROBOT['step_length'] # We still have steps to go, so run an analysis if necessary elif self.beam is not None: # Run analysis before deciding to get the next direction if not self.model.GetModelIsLocked() and self.need_data(): errors = helpers.run_analysis(self.model) if errors != '': # pdb.set_trace() pass # Get next direction self.next_direction_info = self.get_direction() # Unlock the results so that we can actually move if self.model.GetModelIsLocked(): self.model.SetModelIsLocked(False) # Move self.do_action() # We climbed off else: assert not self.model.GetModelIsLocked() self.do_action() # The direction is larger than the usual step, so move only the step in the # specified direction else: movement = helpers.scale(self.step, helpers.make_unit(direction)) new_location = helpers.sum_vectors(self.location, movement) self.change_location(new_location, beam)
def climb(self, location, beam): length = helpers.length(location) if length <= self.Body.step: new_location = helpers.sum_vectors(self.Body.getLocation(), location) if helpers.compare(new_location[2], 0): beam = None else: print('climbing beam', beam.name) else: new_location = helpers.sum_vectors(self.Body.getLocation(), helpers.scale( \ self.Body.step, helpers.make_unit(location))) print('climbing beam', beam.name) self.Body.model.SetModelIsLocked(False) self.Body.changeLocationOnStructure(new_location, beam) return True
def get_deflection(joint_name): ''' Returns the correct displacement in absolute coordinates for the named joint ''' # Get displacements results = program.model.Results.JointDisplAbs(joint_name,0) if results[0] != 0: #pdb.set_trace() return (0,0,0) u1,u2,u3 = results[7][0], results[8][0], results[9][0] # Return the total deflection based on the local axes return helpers.sum_vectors(helpers.scale(u1,axis_1),helpers.sum_vectors( helpers.scale(u2,axis_2),helpers.scale(u3,axis_3)))
def go_to_beam(self): beam_info = self.Body.ground() beam, distance, direction = beam_info['beam'], beam_info['distance'], beam_info['direction'] #self.move(direction, beam) new_location = helpers.sum_vectors(self.Body.getLocation(), direction) self.Body.changeLocationOnStructure(new_location, beam) return True
def get_repair_beam_direction(self): """ Returns the xy direction at which the support beam should be set (if none is found). Currently, we just add a bit of disturbace while remaining within the range that the robot was set to search. """ direction = self.memory["preferred_direction"] # No preferred direction, so beam was vertically above use if direction is None: return None # Add a bit of disturbace else: # Project onto xy_plane and make_unit xy = helpers.make_unit((direction[0], direction[1], 0)) xy_perp = (-1 * xy[1], xy[0], 0) # Obtain disturbance based on "search_angle" limit = helpers.ratio(BConstants.beam["direction_tolerance_angle"]) scale = random.uniform(-1 * limit, limit) disturbance = helpers.scale(scale, xy_perp) return helpers.sum_vectors(disturbance, xy)
def check(i, j): """ Checks the endpoints and returns two that don't already exist in the structure. If they do already exist, then it returns two endpoints that don't. It does this by changing the j-endpoint. This function also takes into account making sure that the returned value is still within the robot's tendency to build up. (ie, it does not return a beam which would build below the limit angle_constraint) """ # There is already a beam here, so let's move our current beam slightly to # some side if not self.structure.available(i, j): # Create a small disturbace lim = BEAM["random"] f = random.uniform disturbance = (f(-1 * lim, lim), f(-1 * lim, lim), f(-1 * lim, lim)) # find the new j-point for the beam new_j = helpers.beam_endpoint(i, helpers.sum_vectors(j, disturbance)) return check(i, new_j) else: # Calculate the actual endpoint of the beam (now that we now direction # vector) return (i, helpers.beam_endpoint(i, j))
def __init__(self,size, structure, program): # The number of robots in the swarm self.size = size # Keeps track of how many robots we have created (in order to keep the # names different) self.num_created = size self.original_size = size # The location of the swarm. self.home = HOME['corner'] # Access to the structure, so we can create repairers self.structure = structure # Access to the program self.model = program # create repairers self.repairers = {} for i in range(size): name = "SwarmRobot_" + str(i) # repairers start at home location = helpers.sum_vectors(self.home,(120*i,0,0)) self.repairers[name] = self.create(name,structure,location,program) # Keeps track of visualization data self.visualization_data = '' # Keeps track of the color each robot should be at each timestep self.color_data = ''
def setup_scene(fullscreen): ''' Sets up the scene for the display output. ''' # Set title and background color (white) scene = visual.display(title="Robot Simulation",background=(1,1,1)) # Automatically center scene.autocenter = True # Removing autoscale scene.autoscale = 0 # Set whether the windows will take up entire screen or not scene.fullscreen = fullscreen # Size of the windows seen is the size of one beam (to begin) scene.range = (BEAM['length'],BEAM['length'],BEAM['length']) # The center of the windows exists at the construction location scene.center = helpers.scale(.5,helpers.sum_vectors( CONSTRUCTION['corner'],scene.range)) # Vector from which the camera start scene.forward = (1,0,0) # Define up (used for lighting) scene.up = (0,0,1) # Defines whether or not we exit the program when we exit the screen # visualization scene.exit = False return scene
def __init__(self,size, structure, program): # The number of robots in the swarm self.size = size # The location of the swarm. self.home = HOME['corner'] # Access to the structure, so we can create repairers self.structure = structure # Access to the program self.model = program # create repairers self.repairers = {} for i in range(size): name = "smartrepairer_" + str(i) # repairers start at home location = helpers.sum_vectors(self.home,(i,0,0)) self.repairers[name] = self.create(name,structure,location,program) # Keeps track of visualization data self.visualization_data = '' # Keeps track of the color each robot should be at each timestep self.color_data = ''
def setup_scene(fullscreen): ''' Sets up the scene for the display output. ''' # Set title and background color (white) scene = visual.display(title="Robot Simulation", background=(1, 1, 1)) # Automatically center scene.autocenter = True # Removing autoscale scene.autoscale = 0 # Set whether the windows will take up entire screen or not scene.fullscreen = fullscreen # Size of the windows seen is the size of one beam (to begin) scene.range = (BEAM['length'], BEAM['length'], BEAM['length']) # The center of the windows exists at the construction location scene.center = helpers.scale( .5, helpers.sum_vectors(CONSTRUCTION['corner'], scene.range)) # Vector from which the camera start scene.forward = (1, 0, 0) # Define up (used for lighting) scene.up = (0, 0, 1) # Defines whether or not we exit the program when we exit the screen # visualization scene.exit = False return scene
def get_deflection(joint_name): ''' Returns the correct displacement in absolute coordinates for the named joint ''' # Get displacements results = program.model.Results.JointDisplAbs(joint_name, 0) if results[0] != 0: #pdb.set_trace() return (0, 0, 0) u1, u2, u3 = results[7][0], results[8][0], results[9][0] # Return the total deflection based on the local axes return helpers.sum_vectors( helpers.scale(u1, axis_1), helpers.sum_vectors(helpers.scale(u2, axis_2), helpers.scale(u3, axis_3)))
def go_to_construction_site(self): vector_to_site = helpers.make_vector(self.Body.getLocation(), CONSTRUCTION['center']) if helpers.length(vector_to_site) > 10: direction_construction = helpers.make_vector( self.Body.getLocation(), CONSTRUCTION['center']) new_location = helpers.sum_vectors(self.Body.getLocation(), helpers.scale( \ self.Body.step, helpers.make_unit(direction_construction))) self.Body.changeLocalLocation(new_location) return True else: direction_construction = helpers.make_vector( self.Body.getLocation(), CONSTRUCTION['center']) new_location = helpers.sum_vectors(self.Body.getLocation(), direction_construction) self.Body.changeLocalLocation(new_location) return True
def go_to_beam(self): beam_info = self.Body.ground() beam, distance, direction = beam_info['beam'], beam_info[ 'distance'], beam_info['direction'] #self.move(direction, beam) new_location = helpers.sum_vectors(self.Body.getLocation(), direction) self.Body.changeLocationOnStructure(new_location, beam) return True
def reset(self): ''' Create a spanking new army of repairers the size of the original army! ''' self.repairers = {} for i in range(self.original_size): name = "SwarmRobot" + str(i) location = helpers.sum_vectors(self.home,(i,0,0)) self.repairers[name] = self.create(name,self.structure,location,self.model)
def wander(self): ''' When a robot is not on a structure, it wanders around randomly. The wandering is restricted to the 1st octant in global coordinates. If the robot is near enough a beam to be on it in the next time step, it jumps on the beam. The robots have a tendency to scale the structure, per se, but are restricted to their immediate surroundings. ''' # Check to see if robot is on a beam. If so, pick between moving on it or # off it. result = self.ground() # Nothign nearby if result is None: # Get direction direction = self.get_ground_direction() new_location = helpers.sum_vectors( self.location, helpers.scale(self.step, helpers.make_unit(direction))) # Move self.change_location_local(new_location) # A beam is nearby else: dist, close_beam, direction = (result['distance'], result['beam'], result['direction']) # If close enough, just jump on it if dist < self.step: self.move(direction, close_beam) # Otherwise, walk towards it else: # Scale direction to be step_size direction = helpers.scale(self.step, helpers.make_unit(direction)) new_location = helpers.sum_vectors( self.location, helpers.scale(self.step, helpers.make_unit(direction))) # Move self.change_location_local(new_location)
def support_beam_endpoint(self): """ Returns the endpoint for construction of a support beam """ # Add beam_directions plus vertical change based on angle ratio (tan) ratio = helpers.ratio(self.get_angle("support_angle")) vertical = self.support_vertical_change() xy_dir = self.support_xy_direction() if xy_dir is None or vertical is None: direction = (0, 0, 1) else: xy_dir = helpers.make_unit(xy_dir) direction = helpers.make_unit(helpers.sum_vectors(xy_dir, vertical)) # Calculate endpoints endpoint = helpers.sum_vectors(self.location, helpers.scale(BConstants.beam["length"], direction)) return endpoint
def new_robots(self, num = 1): ''' Creates new robots at the home location. They line up along the positive x-axis. The names are a continuation of the size of the swarm. ''' for i in range(self.num_created, self.num_created + num): name = "SwarmRobot_" + str(i) location = helpers.sum_vectors(self.home,(i - num, 0, 0)) self.repairers[name] = self.create(name,self.structure,location,self.model) self.size += num self.num_created += num
def wander(self): ''' When a robot is not on a structure, it wanders around randomly. The wandering is restricted to the 1st octant in global coordinates. If the robot is near enough a beam to be on it in the next time step, it jumps on the beam. The robots have a tendency to scale the structure, per se, but are restricted to their immediate surroundings. ''' # Check to see if robot is on a beam. If so, pick between moving on it or # off it. result = self.ground() # Nothign nearby if result is None: # Get direction direction = self.get_ground_direction() new_location = helpers.sum_vectors(self.location,helpers.scale(self.step, helpers.make_unit(direction))) # Move self.change_location_local(new_location) # A beam is nearby else: dist, close_beam, direction = (result['distance'], result['beam'], result['direction']) # If close enough, just jump on it if dist < self.step: self.move(direction,close_beam) # Otherwise, walk towards it else: # Scale direction to be step_size direction = helpers.scale(self.step,helpers.make_unit(direction)) new_location = helpers.sum_vectors(self.location,helpers.scale( self.step, helpers.make_unit(direction))) # Move self.change_location_local(new_location)
def getMomentMagnitudes(self, name, pivot=None): ''' Returns the moment magnitudes (m11,m22,m33) for the local axes u1,u2,u3 at the output station closest to the pivot. If there is no pivot, it returns the values from the output station closest to the robot's location. ''' # So we can modify the pivot whenever we call the fuction pivot = self.location if pivot is None else pivot # Format (ret[0], number_results[1], obj_names[2], i_end distances[3], # elm_names[4], elm_dist[5], load_cases[6], step_types[7], step_nums[8], # Ps[9], V2s[10], V3s[11], Ts[12], M2s[13], M3s[14] results = self.model.Results.FrameForce(name, 0) if results[0] != 0: # pdb.set_trace() helpers.check(results[0], self, "getting frame forces", results=results, state=self.currentState()) return 0 # Find index of closest data_point close_index, i = 0, 0 shortest_distance = None distances = results[3] for i_distance in distances: # Get beam endpoints to calculate global position of moment i_end, j_end = self.structure.get_endpoints(name, self.location) beam_direction = helpers.make_unit( helpers.make_vector(i_end, j_end)) point = helpers.sum_vectors( i_end, helpers.scale(i_distance, beam_direction)) distance = helpers.distance(pivot, point) # If closer than the current closes point, update information if shortest_distance is None or distance < shortest_distance: close_index = i shortest_distance = distance i += 1 # Make sure index is indexable assert close_index < results[1] # Now that we have the closest moment, calculate sqrt(m2^2+m3^2) m11 = results[12][close_index] m22 = results[13][close_index] m33 = results[14][close_index] return m11, m22, m33
def get_default(self, ratio_coord, vertical_coord): ''' Returns the coordinate onto which the j-point of the beam to construct should lie ''' # No vertical coordinate this time, since we will use a leaning one coord = super(LeanRepairer, self).get_default(ratio_coord, None) if coord is not None: return coord # We need to return one that leans else: xy_dir = self.non_zero_xydirection() scale = 1 / helpers.ratio(BConstants.beam['construction_angle']) vertical = helpers.scale(scale, BConstants.beam['vertical_dir_set']) direction = helpers.make_unit(helpers.sum_vectors( xy_dir, vertical)) endpoint = helpers.sum_vectors( self.location, helpers.scale(BConstants.beam['length'], direction)) return endpoint
def build_base(self): pivot = self.Body.getLocation() ground_angle = radians(BConstants.beam['ground_angle']) random_angle = radians(random()*360) height = sin(ground_angle) radius = cos(ground_angle) x, y, z = radius*cos(random_angle), radius*sin(random_angle), height end_coordinates = (x,y,z) #directional unit vector endpoint = helpers.sum_vectors(pivot,helpers.scale(BEAM['length'],\ helpers.make_unit(end_coordinates))) #try to connect to already present beam self.Body.addBeam(pivot,endpoint) return True
def build_base(self): pivot = self.Body.getLocation() ground_angle = radians(BConstants.beam['ground_angle']) random_angle = radians(random() * 360) height = sin(ground_angle) radius = cos(ground_angle) x, y, z = radius * cos(random_angle), radius * sin( random_angle), height end_coordinates = (x, y, z) #directional unit vector endpoint = helpers.sum_vectors(pivot,helpers.scale(BEAM['length'],\ helpers.make_unit(end_coordinates))) #try to connect to already present beam self.Body.addBeam(pivot, endpoint) return True
def get_ground_direction(self): ''' In future classes, this function can be altered to return a preferred direction, but currently it only returns a random feasable direction if no direction is assigned for the robot (self.ground_direction) ''' def random_direction(): ''' Returns a random, new location (direction) ''' # obtain a random direction direction = (random.uniform(-1 * self.step, self.step), random.uniform(-1 * self.step, self.step), 0) # The they can't all be zero! if helpers.compare(helpers.length(direction), 0): return random_direction() else: step = helpers.scale(self.step, helpers.make_unit(direction)) predicted_location = helpers.sum_vectors(step, self.location) # Check the location if helpers.check_location(predicted_location): return direction else: return random_direction() # If we have a currently set direction, check to see if we will go out of # bounds. if self.ground_direction != None: step = helpers.scale(self.step, helpers.make_unit(self.ground_direction)) predicted_location = helpers.sum_vectors(step, self.location) # We are going out of bounds, so set the direction to none and call # yourself again (to find a new location) if not helpers.check_location(predicted_location): self.ground_direction = None return self.get_ground_direction() # Here, we return the right direction else: assert self.ground_direction != None return self.ground_direction # We don't have a direction, so pick a random one (it is checked when we # pick it) else: self.ground_direction = random_direction() return self.ground_direction
def get_ground_direction(self): ''' In future classes, this function can be altered to return a preferred direction, but currently it only returns a random feasable direction if no direction is assigned for the robot (self.ground_direction) ''' def random_direction(): ''' Returns a random, new location (direction) ''' # obtain a random direction direction = (random.uniform(-1 * self.step, self.step), random.uniform( -1 * self.step, self.step), 0) # The they can't all be zero! if helpers.compare(helpers.length(direction),0): return random_direction() else: step = helpers.scale(self.step,helpers.make_unit(direction)) predicted_location = helpers.sum_vectors(step, self.location) # Check the location if helpers.check_location(predicted_location): return direction else: return random_direction() # If we have a currently set direction, check to see if we will go out of # bounds. if self.ground_direction != None: step = helpers.scale(self.step,helpers.make_unit(self.ground_direction)) predicted_location = helpers.sum_vectors(step, self.location) # We are going out of bounds, so set the direction to none and call # yourself again (to find a new location) if not helpers.check_location(predicted_location): self.ground_direction = None return self.get_ground_direction() # Here, we return the right direction else: assert self.ground_direction != None return self.ground_direction # We don't have a direction, so pick a random one (it is checked when we # pick it) else: self.ground_direction = random_direction() return self.ground_direction
def move(self, angle='random', step=10): def random_NWSE(): rand = randint(0,3) if rand == 0: return 90 #forward if rand == 1: return 180 #left if rand == 2: return 270 #backward if rand == 3: return 0 #right if angle == 'NWSE': angle = random_NWSE() if angle == 'random': angle = random()*360 rad = radians(angle) direction = helpers.make_vector((0,0,0),(cos(rad),sin(rad),0)) new_location = helpers.sum_vectors(self.Body.getLocation(), helpers.scale( \ step, helpers.make_unit(direction))) self.Body.changeLocalLocation(new_location) return True
def getMomentMagnitudes(self,name,pivot=None): ''' Returns the moment magnitudes (m11,m22,m33) for the local axes u1,u2,u3 at the output station closest to the pivot. If there is no pivot, it returns the values from the output station closest to the robot's location. ''' # So we can modify the pivot whenever we call the fuction pivot = self.location if pivot is None else pivot # Format (ret[0], number_results[1], obj_names[2], i_end distances[3], # elm_names[4], elm_dist[5], load_cases[6], step_types[7], step_nums[8], # Ps[9], V2s[10], V3s[11], Ts[12], M2s[13], M3s[14] results = self.model.Results.FrameForce(name,0) if results[0] != 0: # pdb.set_trace() helpers.check(results[0],self,"getting frame forces",results=results, state=self.currentState()) return 0 # Find index of closest data_point close_index, i = 0, 0 shortest_distance = None distances = results[3] for i_distance in distances: # Get beam endpoints to calculate global position of moment i_end,j_end = self.structure.get_endpoints(name,self.location) beam_direction = helpers.make_unit(helpers.make_vector(i_end,j_end)) point = helpers.sum_vectors(i_end,helpers.scale(i_distance, beam_direction)) distance = helpers.distance(pivot,point) # If closer than the current closes point, update information if shortest_distance is None or distance < shortest_distance: close_index = i shortest_distance = distance i += 1 # Make sure index is indexable assert close_index < results[1] # Now that we have the closest moment, calculate sqrt(m2^2+m3^2) m11 = results[12][close_index] m22 = results[13][close_index] m33 = results[14][close_index] return m11,m22,m33
def move(self, angle='random', step=10): def random_NWSE(): rand = randint(0, 3) if rand == 0: return 90 #forward if rand == 1: return 180 #left if rand == 2: return 270 #backward if rand == 3: return 0 #right if angle == 'NWSE': angle = random_NWSE() if angle == 'random': angle = random() * 360 rad = radians(angle) direction = helpers.make_vector((0, 0, 0), (cos(rad), sin(rad), 0)) new_location = helpers.sum_vectors(self.Body.getLocation(), helpers.scale( \ step, helpers.make_unit(direction))) self.Body.changeLocalLocation(new_location) return True
def go_home_and_pick_up_beam(self, num_beams = ROBOT['beam_capacity']): self.Body.beam = None if not self.Body.atHome(): direction_home = helpers.make_vector(self.Body.getLocation(), HOME['center']) new_location = helpers.sum_vectors(self.Body.getLocation(), helpers.scale( \ self.Body.step, helpers.make_unit(direction_home))) self.Body.changeLocalLocation(new_location) else: self.Body.pickupBeams(num_beams) self.Body.addToMemory('wandering',-1) self.Body.addToMemory('density_decisions', 0) self.Body.addToMemory('climbing_back', 0) self.Body.addToMemory('current_beam', None) self.Body.addToMemory('prev_beam', None) self.Body.addToMemory('same_loc_count', 0) self.Body.addToMemory('stuck', False) return True
def go_home_and_pick_up_beam(self, num_beams=ROBOT['beam_capacity']): self.Body.beam = None if not self.Body.atHome(): direction_home = helpers.make_vector(self.Body.getLocation(), HOME['center']) new_location = helpers.sum_vectors(self.Body.getLocation(), helpers.scale( \ self.Body.step, helpers.make_unit(direction_home))) self.Body.changeLocalLocation(new_location) else: self.Body.pickupBeams(num_beams) self.Body.addToMemory('wandering', -1) self.Body.addToMemory('density_decisions', 0) self.Body.addToMemory('climbing_back', 0) self.Body.addToMemory('current_beam', None) self.Body.addToMemory('prev_beam', None) self.Body.addToMemory('same_loc_count', 0) self.Body.addToMemory('stuck', False) return True
def random_direction(): ''' Returns a random, new location (direction) ''' # obtain a random direction direction = (random.uniform(-1 * self.step, self.step), random.uniform(-1 * self.step, self.step), 0) # The they can't all be zero! if helpers.compare(helpers.length(direction), 0): return random_direction() else: step = helpers.scale(self.step, helpers.make_unit(direction)) predicted_location = helpers.sum_vectors(step, self.location) # Check the location if helpers.check_location(predicted_location): return direction else: return random_direction()
def random_direction(): ''' Returns a random, new location (direction) ''' # obtain a random direction direction = (random.uniform(-1 * self.step, self.step), random.uniform( -1 * self.step, self.step), 0) # The they can't all be zero! if helpers.compare(helpers.length(direction),0): return random_direction() else: step = helpers.scale(self.step,helpers.make_unit(direction)) predicted_location = helpers.sum_vectors(step, self.location) # Check the location if helpers.check_location(predicted_location): return direction else: return random_direction()
def global_default_axes(self): ''' Returns the default local axes. Later on we might incorporate the ability to return rotated axes. ''' axis_1 = helpers.make_unit( helpers.make_vector(self.endpoints.i, self.endpoints.j)) vertical = (math.sin( math.radians(helpers.smallest_angle(axis_1, (0, 0, 1)))) <= 0.001) # Break up axis_1 into unit component vectors on 1-2 plane, along with # their maginitudes u1, u2 = (axis_1[0], axis_1[1], 0), (0, 0, axis_1[2]) l1, l2 = helpers.length(u1), helpers.length(u2) u1 = helpers.make_unit(u1) if not helpers.compare(l1, 0) else (1, 1, 0) u2 = helpers.make_unit(u2) if not helpers.compare(l2, 0) else (0, 0, 1) # Calculate axis_2 by negating and flipping componenet vectors of axis_1 axis_2 = (1, 0, 0) if vertical else helpers.make_unit( helpers.sum_vectors(helpers.scale(-1 * l2, u1), helpers.scale(l1, u2))) # Make it have a positive z-component axis_2 = axis_2 if axis_2[2] > 0 else helpers.scale(-1, axis_2) # Calculate axis_3 by crossing axis 1 with axis 2 (according to right hand # rule) axis_3 = helpers.cross(axis_1, axis_2) axis_3 = helpers.make_unit( (axis_3[0], axis_3[1], 0)) if vertical else axis_3 # Sanity checks # Unit length assert helpers.compare(helpers.length(axis_3), 1) # On the x-y plane assert helpers.compare(axis_3[2], 0) return axis_1, axis_2, axis_3
def get_default(self, angle_coord, vertical_coord): """ Returns the coordinate onto which the j-point of the beam to construct should lie """ # pdb.set_trace() if self.memory["construct_support"]: return self.support_beam_endpoint() elif angle_coord is not None and self.struck_coordinate(): return angle_coord # Retunr the vertical coordinate else: # Create disturbance disturbance = self.get_disturbance() # We add a bit of disturbance every once in a while new_coord = ( vertical_coord if self.default_probability() else (helpers.sum_vectors(vertical_coord, disturbance)) ) return new_coord
def global_default_axes(self): ''' Returns the default local axes. Later on we might incorporate the ability to return rotated axes. ''' axis_1 = helpers.make_unit(helpers.make_vector(self.endpoints.i, self.endpoints.j)) vertical = (math.sin(math.radians(helpers.smallest_angle(axis_1,(0,0,1)))) <= 0.001) # Break up axis_1 into unit component vectors on 1-2 plane, along with # their maginitudes u1, u2 = (axis_1[0],axis_1[1],0),(0,0,axis_1[2]) l1,l2 = helpers.length(u1), helpers.length(u2) u1 = helpers.make_unit(u1) if not helpers.compare(l1,0) else (1,1,0) u2 = helpers.make_unit(u2) if not helpers.compare(l2,0) else (0,0,1) # Calculate axis_2 by negating and flipping componenet vectors of axis_1 axis_2 = (1,0,0) if vertical else helpers.make_unit(helpers.sum_vectors( helpers.scale(-1 * l2,u1),helpers.scale(l1,u2))) # Make it have a positive z-component axis_2 = axis_2 if axis_2[2] > 0 else helpers.scale(-1,axis_2) # Calculate axis_3 by crossing axis 1 with axis 2 (according to right hand # rule) axis_3 = helpers.cross(axis_1,axis_2) axis_3 = helpers.make_unit((axis_3[0],axis_3[1],0)) if vertical else axis_3 # Sanity checks # Unit length assert helpers.compare(helpers.length(axis_3),1) # On the x-y plane assert helpers.compare(axis_3[2],0) return axis_1,axis_2,axis_3
def build(self): """ This functions sets down a beam. This means it "wiggles" it around in the air until it finds a connection (programatically, it just finds the connection which makes the smallest angle). Returns false if something went wrong, true otherwise. """ def check(i, j): """ Checks the endpoints and returns two that don't already exist in the structure. If they do already exist, then it returns two endpoints that don't. It does this by changing the j-endpoint. This function also takes into account making sure that the returned value is still within the robot's tendency to build up. (ie, it does not return a beam which would build below the limit angle_constraint) """ # There is already a beam here, so let's move our current beam slightly to # some side if not self.structure.available(i, j): # Create a small disturbace lim = BEAM["random"] f = random.uniform disturbance = (f(-1 * lim, lim), f(-1 * lim, lim), f(-1 * lim, lim)) # find the new j-point for the beam new_j = helpers.beam_endpoint(i, helpers.sum_vectors(j, disturbance)) return check(i, new_j) else: # Calculate the actual endpoint of the beam (now that we now direction # vector) return (i, helpers.beam_endpoint(i, j)) # Sanitiy check assert self.num_beams > 0 # Default pivot is our location pivot = self.location if self.beam is not None: # Obtain any nearby joints, and insert the i/j-end if needed all_joints = [coord for coord in self.beam.joints if not helpers.compare(coord[2], 0)] if self.beam.endpoints.j not in all_joints and not helpers.compare(self.beam.endpoints.j[2], 0): all_joints.append(self.beam.endpoints.j) if self.beam.endpoints.i not in all_joints and not helpers.compare(self.beam.endpoints.i[2], 0): all_joints.append(self.beam.endpoints.i) # Find the nearest one joint_coord, dist = min( [(coord, helpers.distance(self.location, coord)) for coord in all_joints], key=lambda t: t[1] ) # If the nearest joint is within our error, then use it as the pivot if dist <= BConstants.beam["joint_error"]: pivot = joint_coord # Default vertical endpoint (the ratios are measured from the line created # by pivot -> vertical_endpoint) vertical_endpoint = helpers.sum_vectors( pivot, helpers.scale(BEAM["length"], helpers.make_unit(BConstants.beam["vertical_dir_set"])) ) # Get the ratios sorted_angles = self.local_angles(pivot, vertical_endpoint) # Find the most vertical position final_coord = self.find_nearby_beam_coord(sorted_angles, pivot) # Obtain the default endpoints default_endpoint = self.get_default(final_coord, vertical_endpoint) i, j = check(pivot, default_endpoint) # Sanity check assert helpers.compare(helpers.distance(i, j), BConstants.beam["length"]) return self.addbeam(i, j)
def run(self, fullscreen=True, inverse_speed=.25): if self.data == []: print("No data has been loaded. Cannot run simulation.") else: # Store inverse speed self.inverse_speed = inverse_speed # Setup the scene scene = setup_scene(fullscreen) # Setup basic setup_base() # Cycle through timestep data timestep = 1 for swarm_step, swarm_color, structure_step, struct_color in self.data: for name, locations in swarm_step: # Create the object if name not in self.workers: self.workers[name] = visual.sphere( pos=locations[0], radius=VISUALIZATION['robot_size'] / 2, make_trail=False) self.workers[name].color = (1, 0, 1) # Change the objects position else: self.workers[name].pos = locations[0] # Set the color for name, colors in swarm_color: self.workers[name].color = colors[0] # Add beams if any for name, coords in structure_step: i, j = coords # Add new beam if not in dictionary if name not in self.beams: self.add_beam(name, i, j) # Otherwise, this means the beam has deflected, so change the position else: # Scale visualization scale = VISUALIZATION['scaling'] # Old endpoints (we use this to scale at different values each time # we run) old_i = self.beams[name].pos old_j = helpers.sum_vectors(self.beams[name].pos, self.beams[name].axis) # Calculate changes from old location to new location i_change = helpers.scale(scale, helpers.make_vector(old_i, i)) j_change = helpers.scale(scale, helpers.make_vector(old_j, j)) # Calculate the new location based on the scaled chage new_i = helpers.sum_vectors(old_i, i_change) new_j = helpers.sum_vectors(old_j, j_change) new_axis = helpers.make_vector(new_i, new_j) # Update the visualization self.beams[name].pos = new_i self.beams[name].axis = new_axis # Update window dimensions limit = max(j) if limit > max(scene.range): scene.range = (limit, limit, limit) scene.center = helpers.scale( .5, helpers.sum_vectors(CONSTRUCTION['corner'], scene.range)) # Change the color of the beams for name, colors in struct_color: try: self.beams[name].color = colors[0] except IndexError: print("A nonexistant beam is beam is to be recolored!") # Check key_presses if scene.kb.keys: s = scene.kb.getkey() if len(s) == 1: # Move faster if s == 'f': inverse_speed /= 2 # Move more slowly elif s == 's': inverse_speed *= 2 # Pause or continue elif s == ' ': self.pause(scene) else: pass time.sleep(inverse_speed) timestep += 1
def support_xy_direction(self): ''' Improves the construction direction so that we take into account the angle at which our current beam is located, and the verticality of the beam we are attempting to reach. This returns a unit direction (always should!) ''' # If we're on the ground, then continue doing as before if self.beam is None: return super(Repairer,self).support_xy_direction() else: # Get repair beam vector b_i,b_j = self.structure.get_endpoints(self.memory['broken_beam_name'], self.location) repair_vector = helpers.make_vector(b_i,b_j) # Get the correct vector for the current beam # Remember - we travel in the opposite direction as normal when building # the support beam, so that's why this seems opposite of normal c_i,c_j = self.beam.endpoints current_vector = (helpers.make_vector(c_j,c_i) if self.memory['previous_direction'][1][2] > 0 else helpers.make_vector( c_i,c_j)) # angle = helpers.smallest_angle(repair_vector,current_vector) # If below the specified angle, then place the beam directly upwards (no # change in xy) if angle < BConstants.beam['direct_repair_limit']: return None else: vertical = (0,0,1) v1,v2 = helpers.make_vector(b_i,c_i), helpers.make_vector(b_i,c_j) # We can't get a direction based on beam locations if helpers.parallel(vertical,v1) and helpers.parallel(vertical,v2): return super(Repairer,self).support_xy_direction() # We can use the current beam to decide the direction elif not helpers.parallel(vertical,current_vector): # pdb.set_trace() # Project onto the xy-plane and negate if current_vector[2] > 0: projection = helpers.make_unit(helpers.scale(-1,(current_vector[0], current_vector[1],0))) else: projection = helpers.make_unit((current_vector[0],current_vector[1],0)) # Add some small disturbance disturbance = helpers.scale(random.uniform(-1,1),(-projection[1], projection[0],projection[2])) result = helpers.sum_vectors(projection,disturbance) # TODO return result elif not helpers.parallel(vertical,repair_vector): return super(Repairer,self).support_xy_direction() else: return super(Repairer,self).support_xy_direction()
def support_beam_endpoint(self): ''' Returns the endpoint for a support beam ''' #pdb.set_trace() # Get broken beam e1,e2 = self.structure.get_endpoints(self.memory['broken_beam_name'], self.location) # Direction v = helpers.make_unit(helpers.make_vector(e1,e2)) # Get pivot and repair beam midpoint pivot = self.location midpoint1 = helpers.midpoint(e1,e2) # Upper midpoint to encourate upward building midpoint = helpers.midpoint(e2,midpoint1) # Add an offset to mimick inability to determine location exactly offset = helpers.scale(random.uniform(-1*BEAM['random'],BEAM['random']),v) midpoint = (helpers.sum_vectors(midpoint,offset) if random.randint(0,4) == 1 else midpoint) # Calculate starting beam_endpoint endpoint = helpers.beam_endpoint(pivot,midpoint) # Calculate angle from vertical angle_from_vertical = helpers.smallest_angle(helpers.make_vector(pivot, endpoint),(0,0,1)) # Get angles sorted_angles = self.local_angles(pivot,endpoint) min_support_angle,max_support_angle = self.get_angles() min_constraining_angle,max_constraining_angle = self.get_angles( support=False) # Defining here to have access to min,max, etc. def acceptable_support(angle,coord): # Find beam endpoints beam_endpoint = helpers.beam_endpoint(pivot,coord) # Calculate angle from vertical of beam we wish to construct based on the # information we've gathered from_vertical = (angle_from_vertical + angle if beam_endpoint[2] <= endpoint[2] else angle_from_vertical - angle) simple = not (from_vertical < min_constraining_angle or from_vertical > max_constraining_angle) # On the ground if self.beam is None: return simple # On a beam, so check our support_angle_difference else: beam_vector = helpers.make_vector(self.beam.endpoints.i, self.beam.endpoints.j) support_vector = helpers.make_vector(self.location,coord) angle = helpers.smallest_angle(beam_vector,support_vector) real_angle = abs(90-angle) if angle > 90 else angle return simple and real_angle > BConstants.beam['support_angle_difference'] return_coord = None for coord,angle in sorted_angles: if acceptable_support(angle,coord) and helpers.on_line(e1,e2,coord): self.memory['broken_beam_name'] = '' return coord elif acceptable_support(angle,coord): return_coord = coord if return_coord is not None: return return_coord else: # Otherwise, do default behaviour return super(Repairer,self).support_beam_endpoint()
def get_build_vector(self, build_angle, direction): current_beam_direction = self.Body.beam.global_default_axes()[0] (x_dir, y_dir, z_dir) = current_beam_direction (x, y, z) = (0, 0, 0) # convert to complement of polar angle (=angle up from x-y) build_angle = radians(90 - build_angle) #direction = None ''' #connect to nearby beam if possible. best_x, best_y, best_z = float('Inf'), float('Inf'), float('Inf') height = -1*sin(build_angle) radius = cos(build_angle) random_angle = radians(random()*360) for theta in range(0,360,1): rads = radians(theta) x, y, z = radius*cos(random_angle+rads), radius*sin(random_angle+rads), height x, y, z = helpers.rotate_vector_3D((x, y, z), current_beam_direction) x_r, y_r, z_r = helpers.sum_vectors(self.Body.getLocation(),helpers.scale(\ BEAM['length'], helpers.make_unit((x,y,z)))) if z_r <= 0: return (x,y,z) if z_r < best_z: best_x, best_y, best_z = x, y, z return (x,y,z) ''' if direction == None: random_angle = radians(random() * 360) height = sin(build_angle) radius = cos(build_angle) x, y, z = radius * cos(random_angle), radius * sin( random_angle), height print(x, y, z) print(current_beam_direction) if direction == 'center': height = sin(build_angle) radius = cos(build_angle) position_center = CONSTRUCTION['center'] position_center = (position_center[0], \ position_center[1], self.Body.getLocation()[2]) direction_construction = helpers.make_vector( self.Body.getLocation(), position_center) endpoint = helpers.scale(radius, helpers.make_unit(direction_construction)) x, y, z = endpoint[0], endpoint[1], height if direction == 'outward': height = sin(build_angle) radius = cos(build_angle) position_center = CONSTRUCTION['center'] position_center = (position_center[0], \ position_center[1], self.Body.getLocation()[2]) direction_construction = helpers.make_vector( self.Body.getLocation(), position_center) endpoint = helpers.scale(radius, helpers.make_unit(direction_construction)) x, y, z = -1 * endpoint[0], -1 * endpoint[1], height if direction == 'upwards': x, y, z = 0, 0, 1 if direction == 'ground': best_x, best_y, best_z = float('Inf'), float('Inf'), float('Inf') height = -1 * sin(build_angle) radius = cos(build_angle) random_angle = radians(random() * 360) for theta in range(0, 360, 1): rads = radians(theta) x, y, z = radius * cos(random_angle + rads), radius * sin(random_angle + rads), height x, y, z = helpers.rotate_vector_3D((x, y, z), current_beam_direction) x_r, y_r, z_r = helpers.sum_vectors(self.Body.getLocation(),helpers.scale(\ BEAM['length'], helpers.make_unit((x,y,z)))) if z_r <= 0: return (x, y, z) if z_r < best_z: best_x, best_y, best_z = x, y, z return (x, y, z) x, y, z = helpers.rotate_vector_3D((x, y, z), current_beam_direction) # prevent hanging beams that are just above the ground after rotation if direction == 'outward' or direction == 'center' and z < 0: z = -1 * z return (x, y, z)
def support_beam_endpoint(self): ''' Returns the endpoint for a support beam ''' #pdb.set_trace() # Get broken beam e1, e2 = self.structure.get_endpoints(self.memory['broken_beam_name'], self.location) # Direction v = helpers.make_unit(helpers.make_vector(e1, e2)) # Get pivot and repair beam midpoint pivot = self.location midpoint1 = helpers.midpoint(e1, e2) # Upper midpoint to encourate upward building midpoint = helpers.midpoint(e2, midpoint1) # Add an offset to mimick inability to determine location exactly offset = helpers.scale( random.uniform(-1 * BEAM['random'], BEAM['random']), v) midpoint = (helpers.sum_vectors(midpoint, offset) if random.randint( 0, 4) == 1 else midpoint) # Calculate starting beam_endpoint endpoint = helpers.beam_endpoint(pivot, midpoint) # Calculate angle from vertical angle_from_vertical = helpers.smallest_angle( helpers.make_vector(pivot, endpoint), (0, 0, 1)) # Get angles sorted_angles = self.local_angles(pivot, endpoint) min_support_angle, max_support_angle = self.get_angles() min_constraining_angle, max_constraining_angle = self.get_angles( support=False) # Defining here to have access to min,max, etc. def acceptable_support(angle, coord): # Find beam endpoints beam_endpoint = helpers.beam_endpoint(pivot, coord) # Calculate angle from vertical of beam we wish to construct based on the # information we've gathered from_vertical = (angle_from_vertical + angle if beam_endpoint[2] <= endpoint[2] else angle_from_vertical - angle) simple = not (from_vertical < min_constraining_angle or from_vertical > max_constraining_angle) # On the ground if self.beam is None: return simple # On a beam, so check our support_angle_difference else: beam_vector = helpers.make_vector(self.beam.endpoints.i, self.beam.endpoints.j) support_vector = helpers.make_vector(self.location, coord) angle = helpers.smallest_angle(beam_vector, support_vector) real_angle = abs(90 - angle) if angle > 90 else angle return simple and real_angle > BConstants.beam[ 'support_angle_difference'] return_coord = None for coord, angle in sorted_angles: if acceptable_support(angle, coord) and helpers.on_line( e1, e2, coord): self.memory['broken_beam_name'] = '' return coord elif acceptable_support(angle, coord): return_coord = coord if return_coord is not None: return return_coord else: # Otherwise, do default behaviour return super(Repairer, self).support_beam_endpoint()
def wander(self): """ When a robot is not on a structure, it wanders. The wandering in the working class works as follows. The robot moves around randomly with the following restrictions: The robot moves towards the home location if it has no beams and the home location is detected nearby. Otherwise, if it has beams for construction, it moves toward the base specified construction site. If it finds another beam nearby, it has a tendency to climb that beam instead. """ # Check to see if robot is at home location and has no beams if self.at_home() and self.num_beams == 0: self.pickup_beams() # If we have no beams, set the ground direction to home (TEMP CODE) if self.num_beams == 0: vector = helpers.make_vector(self.location, HOME["center"]) self.ground_direction = ( vector if not helpers.compare(helpers.length(vector), 0) else self.non_zero_xydirection() ) # Find nearby beams to climb on result = self.ground() # Either there are no nearby beams, we are on repair_mode/search_mode, our beams are 0, or # we are constructing a support - so don't mess with direction if ( result == None or self.repair_mode or self.search_mode or self.num_beams == 0 or self.memory["construct_support"] ): direction = self.get_ground_direction() new_location = helpers.sum_vectors(self.location, helpers.scale(self.step, helpers.make_unit(direction))) self.change_location_local(new_location) # Nearby beam, jump on it else: dist, close_beam, direction = (result["distance"], result["beam"], result["direction"]) # If the beam is within steping distance, just jump on it if self.num_beams > 0 and dist <= self.step: # Set the ground direction to None (so we walk randomly if we do get off # the beam again) self.ground_direction = None # Then move on the beam self.move(direction, close_beam) # If we can "detect" a beam, change the ground direction to approach it elif self.num_beams > 0 and dist <= ROBOT["local_radius"]: self.ground_direction = direction new_location = helpers.sum_vectors( self.location, helpers.scale(self.step, helpers.make_unit(direction)) ) self.change_location_local(new_location) # Local beams, but could not detect (this is redundant) else: direction = self.get_ground_direction() new_location = helpers.sum_vectors( self.location, helpers.scale(self.step, helpers.make_unit(direction)) ) self.change_location_local(new_location)
def support_xy_direction(self): ''' Improves the construction direction so that we take into account the angle at which our current beam is located, and the verticality of the beam we are attempting to reach. This returns a unit direction (always should!) ''' # If we're on the ground, then continue doing as before if self.beam is None: return super(Repairer, self).support_xy_direction() else: # Get repair beam vector b_i, b_j = self.structure.get_endpoints( self.memory['broken_beam_name'], self.location) repair_vector = helpers.make_vector(b_i, b_j) # Get the correct vector for the current beam # Remember - we travel in the opposite direction as normal when building # the support beam, so that's why this seems opposite of normal c_i, c_j = self.beam.endpoints current_vector = (helpers.make_vector(c_j, c_i) if self.memory['previous_direction'][1][2] > 0 else helpers.make_vector(c_i, c_j)) # angle = helpers.smallest_angle(repair_vector, current_vector) # If below the specified angle, then place the beam directly upwards (no # change in xy) if angle < BConstants.beam['direct_repair_limit']: return None else: vertical = (0, 0, 1) v1, v2 = helpers.make_vector(b_i, c_i), helpers.make_vector( b_i, c_j) # We can't get a direction based on beam locations if helpers.parallel(vertical, v1) and helpers.parallel( vertical, v2): return super(Repairer, self).support_xy_direction() # We can use the current beam to decide the direction elif not helpers.parallel(vertical, current_vector): # pdb.set_trace() # Project onto the xy-plane and negate if current_vector[2] > 0: projection = helpers.make_unit( helpers.scale( -1, (current_vector[0], current_vector[1], 0))) else: projection = helpers.make_unit( (current_vector[0], current_vector[1], 0)) # Add some small disturbance disturbance = helpers.scale(random.uniform( -1, 1), (-projection[1], projection[0], projection[2])) result = helpers.sum_vectors(projection, disturbance) # TODO return result elif not helpers.parallel(vertical, repair_vector): return super(Repairer, self).support_xy_direction() else: return super(Repairer, self).support_xy_direction()