def testFric(self): bodies = [] joints = [] def timed_force(t): if 1 < t < 2: return ExternalForce.RIGHT else: return ExternalForce.ZEROS r = Rect([400, 400], [900, 10]) bodies.append(r) r.add_force(ExternalForce(timed_force, multiplier=100)) r.add_force(ExternalForce(gravity, multiplier=100)) c = Circle([200, 364], 30) bodies.append(c) c.add_force(ExternalForce(gravity, multiplier=100)) c = Circle([50, 436], 30) bodies.append(c) joints.append(XConstraint(c)) joints.append(YConstraint(c)) c = Circle([800, 436], 30) bodies.append(c) joints.append(XConstraint(c)) joints.append(YConstraint(c)) recorder = None # recorder = Recorder(DT, self.screen) world = World(bodies, joints, dt=DT) run_world(world, run_time=10, screen=self.screen, recorder=recorder)
def chain_demo(screen): bodies = [] joints = [] restitution = 0.9 # make chain of rectangles r = Rect([300, 50], [20, 60], restitution=restitution) bodies.append(r) joints.append(XConstraint(r)) joints.append(YConstraint(r)) for i in range(1, 10): r = Rect([300, 50 + 50 * i], [20, 60], restitution=restitution) bodies.append(r) joints.append(Joint(bodies[-1], bodies[-2], [300, 25 + 50 * i])) bodies[-1].add_no_contact(bodies[-2]) bodies[-1].add_force(Gravity(g=100)) # make projectile c = Circle([50, 500], 20, restitution=restitution) bodies.append(c) c.add_force(ExternalForce(hor_impulse, multiplier=2000)) clock = Circle([975, 575], 20, vel=[1, 0, 0]) bodies.append(clock) recorder = None # recorder = Recorder(DT, screen) world = World(bodies, joints, dt=DT, post_stab=True) run_world(world, run_time=TIME * 2, screen=screen, recorder=recorder)
def testCircle(self): c1 = Circle([0, 0], 1, vel=[0, 0]) c2 = Circle([0, 0, 0], 1) c3 = Circle(torch.tensor([0, 0], dtype=DTYPE), torch.tensor(1, dtype=DTYPE), vel=torch.tensor([0, 0], dtype=DTYPE)) c4 = Circle(torch.tensor([0, 0, 0], dtype=DTYPE), torch.tensor(1, dtype=DTYPE), vel=torch.tensor([1, 1, 1], dtype=DTYPE)) c5 = Circle([0, 0, 0], 1, [0, 0, 0], mass=torch.tensor(1, dtype=DTYPE)) c1.add_no_contact(c2) c2.add_force(Gravity()) c2.apply_forces(1) c3.set_p(c3.p.new_tensor([1, 1, 1])) c4.move(0.1)
def testFric(self): restitution = 0.75 fric_coeff = 1 bodies = [] joints = [] def timed_force(t): if 1 < t < 2: return ExternalForce.RIGHT else: return ExternalForce.ZEROS r = Rect([400, 400], [900, 10], restitution=restitution, fric_coeff=fric_coeff) bodies.append(r) r.add_force(ExternalForce(timed_force, multiplier=100)) r.add_force(ExternalForce(down_force, multiplier=100)) c = Circle([200, 364], 30, restitution=restitution, fric_coeff=fric_coeff) bodies.append(c) c.add_force(ExternalForce(down_force, multiplier=100)) c = Circle([50, 436], 30, restitution=restitution, fric_coeff=fric_coeff) bodies.append(c) joints.append(XConstraint(c)) joints.append(YConstraint(c)) c = Circle([800, 436], 30, restitution=restitution, fric_coeff=fric_coeff) bodies.append(c) joints.append(XConstraint(c)) joints.append(YConstraint(c)) clock = Circle([975, 575], 20, vel=[1, 0, 0]) bodies.append(clock) recorder = None # recorder = Recorder(DT, screen) world = World(bodies, joints, dt=DT) run_world(world, run_time=10, screen=self.screen, recorder=recorder)
def testChain(self): bodies = [] joints = [] # make chain of rectangles r = Rect([300, 50], [20, 60]) bodies.append(r) joints.append(XConstraint(r)) joints.append(YConstraint(r)) for i in range(1, 10): r = Rect([300, 50 + 50 * i], [20, 60]) bodies.append(r) joints.append(Joint(bodies[-1], bodies[-2], [300, 25 + 50 * i])) bodies[-1].add_no_collision(bodies[-2]) bodies[-1].add_force(ExternalForce(down_force, multiplier=100)) # make projectile c = Circle([50, 500], 20, restitution=1) bodies.append(c) c.add_force(ExternalForce(hor_impulse, multiplier=1000)) recorder = None # recorder = Recorder(DT, self.screen) world = World(bodies, joints, dt=DT) run_world(world, run_time=TIME, screen=self.screen, recorder=recorder)
def make_world(forces, mass): bodies = [] joints = [] # make chain of rectangles r = Rect([300, 50], [20, 60]) bodies.append(r) joints.append(Joint(r, None, [300, 30])) for i in range(1, 10): if i < 9: r = Rect([300, 50 + 50 * i], [20, 60]) else: r = Rect([300, 50 + 50 * i], [20, 60], mass=mass) bodies.append(r) joints.append(Joint(bodies[-1], bodies[-2], [300, 25 + 50 * i])) bodies[-1].add_no_collision(bodies[-2]) bodies[-1].add_force(ExternalForce(down_force, multiplier=100)) # make projectile m = 13 c1 = Circle([50, 500], 20) bodies.append(c1) for f in forces: c1.add_force(ExternalForce(f, multiplier=100 * m)) world = World(bodies, joints, dt=DT) return world, r
def make_world(forces, mass, num_links=10): bodies = [] joints = [] # make chain of rectangles link_mass = mass / num_links r = Rect([300, 50], [20, 60], mass=link_mass) bodies.append(r) joints.append(Joint(r, None, [300, 30])) for i in range(1, num_links): if i < num_links - 1: r = Rect([300, 50 + 50 * i], [20, 60], mass=link_mass) else: r = Rect([300, 50 + 50 * i], [20, 60], mass=link_mass) r.add_force(Gravity(g=100)) bodies.append(r) joints.append(Joint(bodies[-1], bodies[-2], [300, 25 + 50 * i])) bodies[-1].add_no_contact(bodies[-2]) # make projectile m = 3 c_pos = torch.tensor([50, bodies[-1].pos[1]]) # same Y as last chain link c = Circle(c_pos, 20, restitution=1.) bodies.append(c) for f in forces: c.add_force(ExternalForce(f, multiplier=500 * m)) world = World(bodies, joints, dt=DT, post_stab=True) return world, r
def make_world(forces, mass, num_links=10): bodies = [] joints = [] # make chain of rectangles r = Rect([300, 50], [20, 60]) bodies.append(r) joints.append(Joint(r, None, [300, 30])) for i in range(1, num_links): if i < num_links - 1: r = Rect([300, 50 + 50 * i], [20, 60]) else: r = Rect([300, 50 + 50 * i], [20, 60], mass=mass) bodies.append(r) joints.append(Joint(bodies[-1], bodies[-2], [300, 25 + 50 * i])) bodies[-1].add_no_collision(bodies[-2]) bodies[-1].add_force(Gravity(g=100)) # make projectile m = 13 c1 = Circle([50, bodies[-1].pos.data[1]], 20) # same Y as last chain link bodies.append(c1) for f in forces: c1.add_force(ExternalForce(f, multiplier=100 * m)) world = World(bodies, joints, dt=DT) return world, r
def testSlide(self): bodies = [] joints = [] restitution = 0.5 fric_coeff = 0.2 clock = Circle([975, 575], 20, vel=[1, 0, 0]) bodies.append(clock) p1 = Hull([500, 300], [[450, 5], [-450, 5], [-450, -5], [450, -5]], restitution=restitution, fric_coeff=fric_coeff) p1.rotate_verts(get_tensor(math.pi / 32)) bodies.append(p1) joints.append(TotalConstraint(p1)) # Rectangle # p2 = Hull([100, 100], [[30, 30], [-30, 30], [-30, -30], [30, -30]], # restitution=restitution, fric_coeff=fric_coeff) # Pentagon p2 = Hull([100, 100], [[50, 0], [30, 50], [-30, 30], [-50, -30], [0, -50]], restitution=restitution, fric_coeff=fric_coeff) # Hexagon p2 = Hull([100, 100], [[50, 0], [30, 50], [-30, 30], [-50, -30], [0, -50], [30, -30]], restitution=restitution, fric_coeff=fric_coeff) bodies.append(p2) p2.add_force(ExternalForce(down_force, multiplier=100)) # p2.add_force(ExternalForce(hor_impulse, multiplier=-100)) recorder = None # recorder = Recorder(DT, self.screen) world = World(bodies, joints, dt=DT) run_world(world, run_time=TIME, screen=self.screen, recorder=recorder)
def testDemo(self): bodies = [] joints = [] # Ball hitting object constrained by 1 joint for i in range(1, 3): c = Circle([150, 150 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(vert_impulse, multiplier=500)) bodies.append(c) joints.append(Joint(bodies[-1], None, [140, 220])) # Ball bouncing on body fixed in place for i in range(1, 3): c = Circle([300 + 1 * (i - 1), 150 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(down_force, multiplier=100)) bodies.append(c) joints.append(TotalConstraint(bodies[-1])) # 2 free ball collision angled for i in range(1, 3): c = Circle([225 - 10 * (i - 1), 300 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(down_force, multiplier=100)) bodies.append(c) # 2 free ball collision straight for i in range(1, 3): c = Circle([375, 300 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(vert_impulse, multiplier=500)) bodies.append(c) r = Rect([300, 500], [40, 40]) r.add_force(ExternalForce(down_force, multiplier=-100)) r.v[0] = -1 bodies.append(r) r = Rect([300, 50], [40, 40]) r.add_force(ExternalForce(down_force, multiplier=100)) r.v[0] = -1 for b in bodies: b.add_no_collision(r) # bodies.append(r) world = World(bodies, joints, dt=DT) run_world(world, run_time=10, screen=self.screen)
def make_world(learned_force): bodies = [] joints = [] target = Circle([500, 300], 30) bodies.append(target) c1 = Circle([250, 210], 30) bodies.append(c1) c1.add_force(ExternalForce(learned_force)) c1.add_no_collision(target) c2 = Circle([400, 250], 30) bodies.append(c2) c2.add_no_collision(target) world = World(bodies, joints, dt=DT) return world, c2, target
def debug_demo(screen): bodies = [] joints = [] # Ball hitting object constrained by 1 joint for i in range(1, 3): c = Circle([150, 150 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(vert_impulse, multiplier=500)) bodies.append(c) joints.append(Joint(bodies[-1], None, [140, 220])) # Ball bouncing on body fixed in place for i in range(1, 3): c = Circle([300 + 1 * (i - 1), 150 + 80 * (i - 1)], 20) if i == 1: c.add_force(Gravity(g=100)) # else: # c.add_force(ExternalForce(neg_gravity, multiplier=100)) bodies.append(c) joints.append(TotalConstraint(bodies[-1])) # 2 free ball collision angled for i in range(1, 3): c = Circle([225 - 10 * (i - 1), 300 + 80 * (i - 1)], 20) if i == 1: c.add_force(Gravity(g=100)) bodies.append(c) # 2 free ball collision straight for i in range(1, 3): c = Circle([375, 300 + 80 * (i - 1)], 20) if i == 1: c.add_force(ExternalForce(vert_impulse, multiplier=500)) bodies.append(c) r = Rect([300, 500], [40, 40], vel=[-1, 0, 0]) r.add_force(Gravity(g=-100)) bodies.append(r) clock = Circle([975, 575], 20, vel=[1, 0, 0]) bodies.append(clock) world = World(bodies, joints, dt=DT, post_stab=True) run_world(world, run_time=10, screen=screen)
mass=0.0001, fric_coeff=1, name="obj_" + str(i)) print('disp1') r1.add_force(MDP(g=100)) # r1.add_force(Gravity(g=100)) bodies.append(r1) joints += [FixedJoint(r1, r0)] r1.add_no_contact(r0) r0 = r1 # Manipulators c = Circle([200, 550], 5, mass=100000000, vel=(0, 0, 0), restitution=restitution, fric_coeff=1, name="f1") bodies.append(c) c = Circle([200, 450], 5, mass=100000000, vel=(0, 0, 0), restitution=restitution, fric_coeff=1, name="f2") bodies.append(c) vel = torch.tensor(traj1)
def make_world(paddle_params, blocks_params, ball_params, ball_vel): bodies = [] constraints = [] # Add ball if it exists ball_pos, ball_rad = ball_params ball_body = Circle(ball_pos, ball_rad, vel=ball_vel, mass=BALL_MASS, restitution=STD_RESTITUTION, fric_coeff=FRIC_COEFF, col=BALL_COLOR, thickness=0) bodies.append(ball_body) # Add paddle paddle_pos, paddle_dims = paddle_params paddle_body = Rect(paddle_pos, paddle_dims, restitution=STD_RESTITUTION, fric_coeff=FRIC_COEFF, col=PADDLE_COLOR, thickness=0) bodies.append(paddle_body) constraints += [ # YConstraint(paddle_body), # RotConstraint(paddle_body) ] paddle_idx = len(bodies) - 1 # Add walls left_wall = Rect([WALL_WIDTH / 2.0, STOPPER_LINE / 2.0], [WALL_WIDTH, STOPPER_LINE], restitution=STD_RESTITUTION, fric_coeff=FRIC_COEFF, col=WALL_COLOR, thickness=0) constraints.append(TotalConstraint(left_wall)) left_wall.add_no_contact(paddle_body) bodies.append(left_wall) right_wall = Rect([ SCREEN_WIDTH - WALL_WIDTH / 2.0, (STOPPER_LINE + STOPPER_HEIGHT) / 2.0 ], [WALL_WIDTH, STOPPER_LINE + STOPPER_HEIGHT], restitution=STD_RESTITUTION, fric_coeff=FRIC_COEFF, col=WALL_COLOR, thickness=0) constraints.append(TotalConstraint(right_wall)) paddle_body.add_no_contact(right_wall) bodies.append(right_wall) roof = Rect([SCREEN_WIDTH / 2.0, ROOF_LINE / 2.0], [SCREEN_WIDTH - 2 * WALL_WIDTH, ROOF_LINE], restitution=STD_RESTITUTION, fric_coeff=FRIC_COEFF, col=WALL_COLOR, thickness=0) roof.add_no_contact(paddle_body) roof.add_no_contact(left_wall) roof.add_no_contact(right_wall) constraints.append(TotalConstraint(roof)) bodies.append(roof) # Add stoppers left_stopper = Rect( [STOPPER_WIDTH / 2.0, STOPPER_LINE + STOPPER_HEIGHT / 2.0], [STOPPER_WIDTH, STOPPER_HEIGHT], restitution=STOPPER_RESTITUTION, fric_coeff=FRIC_COEFF, col=LEFT_STOPPER_COLOR, thickness=0) constraints.append(TotalConstraint(left_stopper)) bodies.append(left_stopper) left_stopper.add_no_contact(left_wall) left_stopper.add_no_contact(ball_body) right_stopper = Rect([ SCREEN_WIDTH + STOPPER_WIDTH / 2.0, STOPPER_LINE + STOPPER_HEIGHT / 2.0 ], [STOPPER_WIDTH, STOPPER_HEIGHT], restitution=STOPPER_RESTITUTION, fric_coeff=FRIC_COEFF, col=WALL_COLOR, thickness=0) constraints.append(TotalConstraint(right_stopper)) bodies.append(right_stopper) right_stopper.add_no_contact(right_wall) right_stopper.add_no_contact(ball_body) # Add blocks blocks_bodies = [] for block_params in blocks_params: block_pos, block_dims = block_params import math # XXX level = int((block_pos[1] - block_dims[1] / 2 - BLOCKS_TOP_LEFT[0]) / BLOCK_HEIGHT) # TODO Define restitution by level? (different levels have different bounces) block_restitution = 1 block_body = Rect(block_pos, block_dims, restitution=block_restitution, fric_coeff=FRIC_COEFF, col=BLOCK_COLORS[level], thickness=0) bodies.append(block_body) blocks_bodies.append(block_body) constraints.append(TotalConstraint(block_body)) block_body.add_no_contact(left_wall) block_body.add_no_contact(right_wall) for other_block in blocks_bodies[:-1]: block_body.add_no_contact(other_block) return World(bodies, constraints, dt=DT), ball_body, paddle_body, blocks_bodies, paddle_idx