Пример #1
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 def step(self, q_dot):
     q_dot = np.array(q_dot).reshape((-1, 1))
     self.set_velocity(q_dot)
     v_b = q_dot[self.mask]
     g_prev = self.get_transform_world()
     v_s = SE3.Ad(g_prev) @ v_b
     g_next = SE3.exp(v_s) * g_prev
     self.set_transform_world(g_next)
Пример #2
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 def __init__(self, o2w=None, w2o=None):
     if o2w is None:
         o2w = SE3.identity()
     if w2o is None:
         w2o = SE3.identity()
     self.o2w = o2w
     self.w2o = w2o
     self.parent = None
Пример #3
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 def set_state(self, q):
     self.q = q[self.mask]
     exp = SE3.identity()
     for i in range(len(self.xi)):
         q = self.q[i, 0]
         xi = self.xi[i]
         exp = exp * SE3.exp(xi * q)
     g_wl = exp * self.g_wl0
     self.set_transform_world(g_wl)
Пример #4
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 def get_spatial_jacobian(self):
     J = np.zeros((6, len(self.xi)))
     exp = SE3.identity()
     for i in range(len(self.xi)):
         if i - 1 >= 0:
             exp = exp * SE3.exp(self.xi[i - 1] * self.q[i - 1, 0])
         J[:, i, None] = SE3.Ad(exp) @ self.xi[i]
     J_s = np.zeros((6, len(self.mask)))
     J_s[:, self.mask] = J
     return J_s
Пример #5
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    def supmap(self, v):
        tf = self.get_tf_world()

        x0 = self.x - 2 * self.margin()
        y0 = self.y - 2 * self.margin()
        z0 = self.z - 2 * self.margin()

        # x_max_dot = -np.Inf
        # x_max = np.zeros((3,1))
        # for x in [-x0/2, x0/2]:
        #     for y in [-y0/2, y0/2]:
        #         for z in [-z0/2, z0/2]:
        #             pt = np.array([x, y, z])
        #             pt = SE3.transform_point(tf, pt.reshape((3,1)))
        #             if x_max_dot < np.dot(v.T, pt).item():
        #                 x_max_dot = np.dot(v.T, pt).item()
        #                 x_max = pt

        v = SO3.transform_point_by_inverse(tf.R, v)
        x = np.multiply(np.sign(v),
                        np.array([x0 / 2, y0 / 2, z0 / 2]).reshape((3, 1)))
        x = SE3.transform_point(tf, x)

        # v = SO3.transform_point(tf.R, v)
        # x_dot = (v.T @ x).item()
        # assert(np.linalg.norm(x_dot - x_max_dot) < 1e-9)

        return x
Пример #6
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    def closest_points(self, points, normals, tangents, tf):
        if DEBUG:
            print(tf)

        # Transform object points.
        points = SE3.transform_point(tf, points)
        if DEBUG:
            print('points')
            print(points)

        # Compute closest points.
        n_pts = points.shape[1]
        n_pairs = len(self.pairs)
        dists = np.zeros((n_pts, ))
        frame_centers = np.zeros((3, n_pts))
        for i in range(n_pairs):
            p = self.pairs[i]
            sphere = p[0]
            sphere.get_tf_world().set_translation(points[:, i, None])
            obstacle = p[1]
            manifold = gjk(obstacle, sphere)

            if DEBUG:
                print(manifold.pts_A)
                print(manifold.pts_B)
                print(manifold.normal)
                print(manifold.dist)

            points[:, i, None] = manifold.pts_A
            normals[:, i, None] = manifold.normal
            dists[i] = manifold.dist + sphere.margin()

        return points, normals, tangents, dists
Пример #7
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 def vertex_positions(self):
     n = len(self.vertices)
     V = np.zeros((3, n))
     tf = self.get_tf_world()
     for i, v in zip(range(n), self.vertices):
         V[:, i, None] = SE3.transform_point(tf, v.position)
     return V
Пример #8
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 def supmap(self, v, use_margin=False):
     """Returns the support mapping, i.e. argmax v⋅x, x ∈ g⋅V.
     
     Arguments:
         v {np.ndarray} -- Input vector (3x1).
     
     Keyword Arguments:
         use_margin {bool} -- Use the objects margin for V. (default: {False})
     
     Returns:
         tuple -- (x, vertex)
     """
     g = self.o2w
     x_max_dot = -np.Inf
     x_max = np.zeros((3, 1))
     vert = self.vertices[0]
     while True:
         adj_closer = False
         for v_adj in vert.adjacent_vertices():
             x = SE3.transform_point(g, v_adj.position)
             if x_max_dot < np.dot(v.T, x).item():
                 x_max_dot = np.dot(v.T, x).item()
                 x_max = x
                 adj_closer = True
                 vert = v_adj
         if not adj_closer:
             return x_max
Пример #9
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 def __init__(self, name=None):
     super(Link, self).__init__(name=name)
     self.q = None  # dofs
     self.xi = []  # joint twists
     self.g_wl0 = SE3.identity()  # transform at q=0
     self.parent = None
     self.childs = []
Пример #10
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    def draw(self, shader):
        # Compute scaled transforms for the arrow.
        s = np.diag([self.radius, self.radius, self.length, 1.0])

        # Set transforms
        g = self.get_tf_world().matrix()
        # y axis
        z_to_y = SE3.exp([0, 0, 0, -np.pi / 2, 0, 0]).matrix()
        self.y_axis.get_tf_world().set_matrix(g @ z_to_y @ s)
        # x axis
        z_to_x = SE3.exp([0, 0, 0, 0, np.pi / 2, 0]).matrix()
        self.x_axis.get_tf_world().set_matrix(g @ z_to_x @ s)
        # z axis
        # s[0:3,3] = np.array([0, 0, self.length/2])
        self.z_axis.get_tf_world().set_matrix(g @ s)

        self.x_axis.draw(shader)
        self.y_axis.draw(shader)
        self.z_axis.draw(shader)
Пример #11
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 def close_step(self, i):
     # Collide and write contacts to bodies.
     self.collider.collide()
     # Get variables.
     link = self.hand.get_links()[i]
     manifold = link.get_contacts()[0]
     i_mask = np.array([False] * self.system.num_dofs())
     i_mask[i] = True
     if DEBUG:
         print(manifold)
     # Create contact frame g_oc.
     g_wo = link.get_transform_world()
     g_wc = manifold.frame_B()
     g_oc = SE3.inverse(g_wo) * g_wc
     # Create hand jacobian.
     Ad_g_co = SE3.Ad(SE3.inverse(g_oc))
     J_b = link.get_body_jacobian()
     J_b[:,~i_mask] = 0
     J_h = Ad_g_co @ J_b
     B = np.array([0, 0, 1., 0, 0, 0]).reshape((6,1))
     J_h = B.T @ J_h
     if DEBUG:
         print('g_oc')
         print(g_oc)
         print('J_b')
         print(J_b)
         print('Ad_g_co')
         print(Ad_g_co)
         print('J_h')
         print(J_h)
     # Take step.
     alpha = 0.15
     d = np.array([[manifold.dist]])
     dq = np.linalg.lstsq(J_h, alpha*d)[0]
     q = self.hand.get_state() + dq
     return q
Пример #12
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    def draw_contact_frames(self, shader):
        # Get collision manifolds.
        manifolds = self.system.collider.manifolds

        # Get contacting separating mode.
        n_pts = len(manifolds)
        csmode = self.lattice0.L[self.index0[0]][self.index0[1]].m
        c = np.where(csmode == 'c')[0]
        mask = np.zeros((n_pts,), dtype=bool)
        mask[c] = 1

        # Render contact spheres and normals.
        for i in range(n_pts):
            m = manifolds[i]
            if DEBUG:
                print(m)
            body_A = m.shape_A
            body_B = m.shape_B

            for body, frame in zip([body_A, body_B], [m.frame_A, m.frame_B]):
                if body.num_dofs() > 0:
                    g_wc = frame()
                    sphere = self.contact_spheres[int(not mask[i])]
                    arrow = self.contact_arrows[int(not mask[i])]
                    # Draw velocity of contact point A.
                    if self.show_velocities:
                        qdot = body.get_velocity()
                        J_s = body.get_spatial_jacobian()
                        v_c = SE3.velocity_at_point(J_s @ qdot, g_wc.t)
                        if norm(v_c) > 1e-8:
                            mag = norm(v_c)
                            vv = v_c / mag
                            arrow.set_origin(g_wc.t)
                            arrow.set_z_axis(vv)
                            l = arrow.get_shaft_length()
                            arrow.set_shaft_length(mag * l)
                            arrow.draw(shader)
                            arrow.set_shaft_length(l)
                    # Draw contact sphere.
                    if self.show_contacts:
                        sphere.get_tf_world().set_translation(g_wc.t)
                        sphere.draw(shader)
                    # Draw contact frame A.
                    if not mask[i]:
                        continue
                    if self.show_contact_frames:
                        self.frame.set_tf_world(g_wc)
                        self.frame.draw(shader)
Пример #13
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    def closest_points(self, points, normals, tangents, tf):
        # Transform object points.
        points = SE3.transform_point(tf, points)
        # Transform object normals.
        normals = SO3.transform_point(tf.R, normals)
        # Transform object tangents.
        n_pts = points.shape[1]
        for i in range(n_pts):
            tangents[:, i, 0] = SO3.transform_point(tf.R,
                                                    tangents[:, i,
                                                             0]).flatten()
            tangents[:, i, 1] = SO3.transform_point(tf.R,
                                                    tangents[:, i,
                                                             1]).flatten()
        # Get distances.
        dists = np.zeros((n_pts, ))

        return points, normals, tangents, dists
Пример #14
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 def init_hand_gui(self):
     # Create hand + baton.
     self.hand = AnthroHand()
     self.baton = Body('baton')
     self.baton.set_shape(Ellipse(10, 5, 5))
     self.baton.set_transform_world(SE3.exp([0,2.5,5+0.6/2,0,0,0]))
     self.collider = DynamicCollisionManager()
     for link in self.hand.links:
         self.collider.add_pair(self.baton, link)
     manifolds = self.collider.collide()
     for m in manifolds:
         print(m)
     self.system = System()
     self.system.add_body(self.hand)
     self.system.add_obstacle(self.baton)
     self.system.set_collider(self.collider)
     self.system.reindex_dof_masks()
     # GUI parameters.
     self.hand_color = get_color('clay')
     self.hand_color[3] = 0.5
     self.baton_color = get_color('teal')
     self.baton_color[3] = 0.5
     self.load_hand = True
Пример #15
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 def __init__(self, name=None):
     self.g_wb = SE3.identity()
     self.mask = np.array([True] * 6, bool)
     self.name = name
     self.contacts = []
     self.qdot = np.zeros((6, 1))
Пример #16
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 def frame_A(self):
     g_wa = SE3.identity()
     g_wa.R.set_matrix(make_frame(self.normal))
     g_wa.t = self.pts_A.copy()
     return g_wa
Пример #17
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 def get_body_jacobian(self):
     J_s = self.get_spatial_jacobian()
     J_b = SE3.Ad(SE3.inverse(self.get_transform_world())) @ J_s
     return J_b
Пример #18
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 def frame_B(self):
     g_wb = SE3.identity()
     g_wb.R.set_matrix(make_frame(self.normal))
     g_wb.t = self.pts_B.copy()
     return g_wb
Пример #19
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 def get_state(self):
     q = np.zeros((len(self.mask), 1))
     q[self.mask] = SE3.log(self.g_wb)
     return q
Пример #20
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 def set_state(self, q):
     q = np.array(q).reshape((-1, 1))
     self.set_transform_world(SE3.exp(q[self.mask]))
Пример #21
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 def position(self, v):
     return SE3.transform_point(self.get_tf_world(), v.position)
Пример #22
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 def init(self,
          num_fingers=3,
          num_digits=3,
          finger_length=5,
          finger_width=2,
          finger_thickness=0.6,
          palm_length=10.0,
          palm_width=10.0,
          palm_thickness=0.6):
     # Create anthropomorphic hand.
     num_dofs = num_fingers * num_digits + (num_digits - 1)
     self.links = []
     self.mask = np.array([True] * num_dofs, bool)
     # Create gₛₗ(0), ξ's, and mask for each finger.
     dof_id = 0
     for i in range(num_fingers + 1):
         finger = [Link('f%d_%d' % (i, 0))]
         # Finger digit 0 position relative to palm.
         g_sl0 = SE3.exp(
             np.array([(palm_width - finger_width) / (num_fingers - 1) * i -
                       (palm_width - finger_width) / 2,
                       palm_length / 2 + finger_length / 2, 0, 0, 0, 0]))
         if i == num_fingers:  # thumb
             g_sl0 = SE3.exp(
                 np.array([(palm_width + finger_width) / 2,
                           finger_length / 2, 0, 0, 0, 0]))
         finger[0].set_transform_0(g_sl0)
         # Joint twist for digit 0.
         w_0 = np.array([1, 0, 0])
         p_0 = finger[0].get_transform_0().t.copy()
         p_0[1, 0] -= finger_length / 2
         xi_0 = np.zeros((6, 1))
         xi_0[0:3, 0, None] = -SO3.ad(w_0) @ p_0
         xi_0[3:6, 0] = w_0
         joint_twists = [xi_0]
         finger[0].set_joint_twists(joint_twists.copy())
         # Shape for digit 0.
         finger[0].set_shape(
             Box(finger_width, finger_length, finger_thickness))
         # Mask for digit 0.
         mask = np.array([False] * num_dofs)
         mask[dof_id] = True
         dof_id += 1
         finger[0].set_dof_mask(mask.copy())
         # Subsequent digit positions relative to previous digit.
         n_d = num_digits
         if i == num_fingers:
             n_d -= 1
         for j in range(1, n_d):
             # Link.
             digit = Link('f%d_%d' % (i, j))
             finger.append(digit)
             # Create gₛₗ(0).
             xi_0 = np.zeros((6, 1))
             xi_0[0:3, 0, None] = finger[j - 1].get_transform_0().t
             xi_0[1, 0] += finger_length
             g_slj = SE3.exp(xi_0)
             # Set gₛₗ(0).
             digit.set_transform_0(g_slj)
             # Add joint twist ξⱼ.
             w_j = np.array([1, 0, 0])
             p_j = g_slj.t.copy()
             p_j[1, 0] -= finger_length / 2
             xi_j = np.zeros((6, 1))
             xi_j[0:3, 0, None] = -SO3.ad(w_j) @ p_j
             xi_j[3:6, 0] = w_j
             joint_twists.append(xi_j)
             finger[j].set_joint_twists(joint_twists.copy())
             # Shape for digit j.
             finger[j].set_shape(
                 Box(finger_width, finger_length, finger_thickness))
             # Mask for digit j.
             mask[dof_id] = True
             dof_id += 1
             finger[j].set_dof_mask(mask.copy())
         # Add finger links.
         self.links.extend(finger)
     # Add palm.
     self.links.append(Static('palm'))
     self.links[-1].set_shape(Box(palm_width, palm_length, palm_thickness))
     self.links[-1].set_dof_mask(np.array([False] * num_dofs))
     # Set to 0 position and velocity.
     self.set_state(np.zeros((num_dofs, 1)))
     self.set_velocity(np.zeros((num_dofs, 1)))
     # Create tree.
     self.init_tree()
Пример #23
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 def get_spatial_jacobian(self):
     return SE3.Ad(self.get_transform_world()) @ self.get_body_jacobian()
Пример #24
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    def init(self):
        self.reindex()
        self.set_tf_world(SE3.identity())

        self.init_geometry()
        self.init_opengl()
Пример #25
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 def __init__(self, name=None):
     super(Proxy, self).__init__(name)
     self.body = None
     self.g_bp = SE3.identity()
     self.m = 0
     self.n_dofs = 1