Пример #1
0
	def episode_restart(self):
		Scene.episode_restart(self)   # contains cpp_world.clean_everything()
		# stadium_pose = cpp_household.Pose()
		# if self.zero_at_running_strip_start_line:
		#	 stadium_pose.set_xyz(27, 21, 0)  # see RUN_STARTLINE, RUN_RAD constants
		filename = os.path.join(pybullet_data.getDataPath(),"stadium_no_collision.sdf")
		self.stadium = p.loadSDF(filename)
		planeName = os.path.join(pybullet_data.getDataPath(),"mjcf/ground_plane.xml")
		
		self.ground_plane_mjcf = p.loadMJCF(planeName)
		for i in self.ground_plane_mjcf:
			p.changeVisualShape(i,-1,rgbaColor=[0,0,0,0])
Пример #2
0
	def episode_restart(self):
		
		Scene.episode_restart(self)   # contains cpp_world.clean_everything()
		if (self.stadiumLoaded==0):
			self.stadiumLoaded=1
			
			# stadium_pose = cpp_household.Pose()
			# if self.zero_at_running_strip_start_line:
			#	 stadium_pose.set_xyz(27, 21, 0)  # see RUN_STARTLINE, RUN_RAD constants
			
			filename = os.path.join(pybullet_data.getDataPath(),"plane_stadium.sdf")
			self.ground_plane_mjcf=p.loadSDF(filename)
			#filename = os.path.join(pybullet_data.getDataPath(),"stadium_no_collision.sdf")
			#self.ground_plane_mjcf = p.loadSDF(filename)
			#	
			for i in self.ground_plane_mjcf:
				p.changeDynamics(i,-1,lateralFriction=0.8, restitution=0.5)
				p.changeVisualShape(i,-1,rgbaColor=[1,1,1,0.8])
				p.configureDebugVisualizer(p.COV_ENABLE_PLANAR_REFLECTION,1)
Пример #3
0
    ellipse = p.createCollisionShape(p.GEOM_MESH,
                                     fileName='sphere.obj',
                                     meshScale=[
                                         random.random() * 0.2 + 0.3,
                                         random.random() * 0.3 + 0.2, 0.5
                                     ])
    physics_body = p.createMultiBody(mass, ellipse, -1, basePosition,
                                     baseOrientation)
    p.resetBaseVelocity(physics_body, baseVelocity, baseVelocity)
    p.changeDynamics(physics_body, -1, mass=mass)
    p.changeDynamics(physics_body, -1, restitution=restitution)
    p.changeDynamics(planeId, -1, restitution=0.99)

    # p.changeVisualShape(planeId, -1, rgbaColor=[random.random(), random.random(), random.random(), 1], textureUniqueId=perlin_id, physicsClientId=physicsClient)
    p.changeVisualShape(planeId,
                        -1,
                        textureUniqueId=plane_texture,
                        physicsClientId=physicsClient)
    p.changeVisualShape(
        physics_body,
        -1,
        rgbaColor=[random.random(),
                   random.random(),
                   random.random(), 1],
        textureUniqueId=white_id,
        physicsClientId=physicsClient)

    # randomize camera parameters
    max_camera_dist = 20
    min_camera_dist = 5
    camera_fov = random.random() * 20 * (1
                                         if random.random() > 0.5 else -1) + 40
Пример #4
0
import pybullet as p
import time

p.connect(p.GUI)
fileIO = p.loadPlugin("fileIOPlugin")
if (fileIO>=0):
	p.executePluginCommand(fileIO, "pickup.zip", [p.AddFileIOAction, p.ZipFileIO])
	objs= p.loadSDF("pickup/model.sdf")
	dobot =objs[0]
	p.changeVisualShape(dobot,-1,rgbaColor=[1,1,1,1])
		
else:
	print("fileIOPlugin is disabled.")


p.setPhysicsEngineParameter(enableFileCaching=False)

while (1):
	p.stepSimulation()
	time.sleep(1./240.)
Пример #5
0
import pybullet as p
p.connect(p.GUI)
plane = p.loadURDF("plane.urdf")
visualData = p.getVisualShapeData(plane, p.VISUAL_SHAPE_DATA_TEXTURE_UNIQUE_IDS)
print(visualData)
curTexUid = visualData[0][8]
print(curTexUid)
texUid = p.loadTexture("tex256.png")
print("texUid=", texUid)

p.changeVisualShape(plane, -1, textureUniqueId=texUid)

for i in range(100):
  p.getCameraImage(320, 200)
p.changeVisualShape(plane, -1, textureUniqueId=curTexUid)

for i in range(100):
  p.getCameraImage(320, 200)
Пример #6
0
batchPositions = []

for x in range(32):
  for y in range(32):
    for z in range(10):
      batchPositions.append(
          [x * meshScale[0] * 5.5, y * meshScale[1] * 5.5, (0.5 + z) * meshScale[2] * 2.5])

bodyUid = p.createMultiBody(baseMass=0,
                            baseInertialFramePosition=[0, 0, 0],
                            baseCollisionShapeIndex=collisionShapeId,
                            baseVisualShapeIndex=visualShapeId,
                            basePosition=[0, 0, 2],
                            batchPositions=batchPositions,
                            useMaximalCoordinates=True)
p.changeVisualShape(bodyUid, -1, textureUniqueId=texUid)

p.syncBodyInfo()
print("numBodies=", p.getNumBodies())
p.stopStateLogging(logId)
p.setGravity(0, 0, -10)

p.configureDebugVisualizer(p.COV_ENABLE_RENDERING, 1)

colors = [[1, 0, 0, 1], [0, 1, 0, 1], [0, 0, 1, 1], [1, 1, 1, 1]]
currentColor = 0

while (1):
  p.stepSimulation()
  #time.sleep(1./120.)
  #p.getCameraImage(320,200)
                                          meshScale=meshScale)

texUid = p.loadTexture("tex256.png")

rangex = 1
rangey = 1
for i in range(rangex):
  for j in range(rangey):
    bodyUid = p.createMultiBody(baseMass=1,
                                baseInertialFramePosition=[0, 0, 0],
                                baseCollisionShapeIndex=collisionShapeId,
                                baseVisualShapeIndex=visualShapeId,
                                basePosition=[((-rangex / 2) + i) * meshScale[0] * 2,
                                              (-rangey / 2 + j) * meshScale[1] * 2, 1],
                                useMaximalCoordinates=True)
    p.changeVisualShape(bodyUid, -1, textureUniqueId=texUid)
p.configureDebugVisualizer(p.COV_ENABLE_RENDERING, 1)
p.stopStateLogging(logId)
p.setGravity(0, 0, -10)
p.setRealTimeSimulation(1)

colors = [[1, 0, 0, 1], [0, 1, 0, 1], [0, 0, 1, 1], [1, 1, 1, 1]]
currentColor = 0

while (1):
  p.getCameraImage(320, 200)
  mouseEvents = p.getMouseEvents()
  for e in mouseEvents:
    if ((e[0] == 2) and (e[3] == 0) and (e[4] & p.KEY_WAS_TRIGGERED)):
      mouseX = e[1]
      mouseY = e[2]
Пример #8
0
import pybullet as p
import pybullet_data
import time

p.connect(p.GUI)
p.setAdditionalSearchPath(pybullet_data.getDataPath())
p.loadSDF("stadium.sdf")
p.setGravity(0,0,-10)
objects = p.loadMJCF("mjcf/sphere.xml")
sphere = objects[0]
p.resetBasePositionAndOrientation(sphere,[0,0,1],[0,0,0,1])
p.changeDynamics(sphere,-1,linearDamping=0.9)
p.changeVisualShape(sphere,-1,rgbaColor=[1,0,0,1])
forward = 0
turn = 0


forwardVec = [2,0,0]
cameraDistance = 1
cameraYaw = 35
cameraPitch = -35

while (1):

	spherePos, orn = p.getBasePositionAndOrientation(sphere)
	
	cameraTargetPosition = spherePos
	p.resetDebugVisualizerCamera(cameraDistance,cameraYaw,cameraPitch,cameraTargetPosition)
	camInfo = p.getDebugVisualizerCamera()
	camForward = camInfo[5]
	
Пример #9
0
for x in range(32):
    for y in range(32):
        for z in range(10):
            batchPositions.append([
                x * meshScale[0] * 5.5, y * meshScale[1] * 5.5,
                (0.5 + z) * meshScale[2] * 2.5
            ])

bodyUid = p.createMultiBody(baseMass=0,
                            baseInertialFramePosition=[0, 0, 0],
                            baseCollisionShapeIndex=collisionShapeId,
                            baseVisualShapeIndex=visualShapeId,
                            basePosition=[0, 0, 2],
                            batchPositions=batchPositions,
                            useMaximalCoordinates=True)
p.changeVisualShape(bodyUid, -1, textureUniqueId=texUid)

p.syncBodyInfo()
print("numBodies=", p.getNumBodies())
p.stopStateLogging(logId)
p.setGravity(0, 0, -10)

p.configureDebugVisualizer(p.COV_ENABLE_RENDERING, 1)

colors = [[1, 0, 0, 1], [0, 1, 0, 1], [0, 0, 1, 1], [1, 1, 1, 1]]
currentColor = 0

while (1):
    p.stepSimulation()
    #time.sleep(1./120.)
    #p.getCameraImage(320,200)
p.setAdditionalSearchPath(pybullet_data.getDataPath())

p.resetSimulation(p.RESET_USE_DEFORMABLE_WORLD)
p.resetDebugVisualizerCamera(3,-420,-30,[0.3,0.9,-2])
p.setGravity(0, 0, -9000)

tex = p.loadTexture("uvmap.png")
planeId = p.loadURDF("plane.urdf", [0,0,-2])

#boxId = p.loadURDF("cube.urdf", [0,3,2],useMaximalCoordinates = True)

cubeStartOrientation = p.getQuaternionFromEuler([0,100,10])
i = 0
while(i<3):
    bunnyId = p.loadSoftBody("torus/torus_textured.obj",[0,1 , i] ,cubeStartOrientation ,simFileName="torus.vtk", mass = 3, useNeoHookean = 1, NeoHookeanMu = 180, NeoHookeanLambda = 600, NeoHookeanDamping = 0.01, collisionMargin = 0.006, useSelfCollision = 1, frictionCoeff = 0.5, repulsionStiffness = 800)
    p.changeVisualShape(bunnyId, -1, rgbaColor=[1,1,1,1], textureUniqueId=tex, flags=0) 
    i = i + 1

a=0
while( a < 4 ):
    bunny3 = p.loadURDF("torus_deform.urdf", [0,1 + a/2,-0.5 + a], flags=p.URDF_USE_SELF_COLLISION)
    a = a + 1
    p.changeVisualShape(bunny3, -1, rgbaColor=[1,1,1,1], textureUniqueId=tex, flags=0)

p.setPhysicsEngineParameter(sparseSdfVoxelSize=20)
p.setRealTimeSimulation(0)

while p.isConnected():
  p.stepSimulation()
  p.getCameraImage(320,200)
  p.setGravity(0,0,-10)
texUid = p.loadTexture("tex256.png")

rangex = 1
rangey = 1
for i in range(rangex):
    for j in range(rangey):
        bodyUid = p.createMultiBody(baseMass=1,
                                    baseInertialFramePosition=[0, 0, 0],
                                    baseCollisionShapeIndex=collisionShapeId,
                                    baseVisualShapeIndex=visualShapeId,
                                    basePosition=[
                                        ((-rangex / 2) + i) * meshScale[0] * 2,
                                        (-rangey / 2 + j) * meshScale[1] * 2, 1
                                    ],
                                    useMaximalCoordinates=True)
        p.changeVisualShape(bodyUid, -1, textureUniqueId=texUid)
p.configureDebugVisualizer(p.COV_ENABLE_RENDERING, 1)
p.stopStateLogging(logId)
p.setGravity(0, 0, -10)
p.setRealTimeSimulation(1)

colors = [[1, 0, 0, 1], [0, 1, 0, 1], [0, 0, 1, 1], [1, 1, 1, 1]]
currentColor = 0

while (1):
    p.getCameraImage(320, 200)
    mouseEvents = p.getMouseEvents()
    for e in mouseEvents:
        if ((e[0] == 2) and (e[3] == 0) and (e[4] & p.KEY_WAS_TRIGGERED)):
            mouseX = e[1]
            mouseY = e[2]
Пример #12
0
    def reset(self, env):

        # Add container box.
        self.zone_size = self.random_size(0.05, 0.3, 0.05, 0.3, 0.05, 0.05)
        self.zone_pose = self.random_pose(env, self.zone_size)
        container_template = 'assets/container/container-template.urdf'
        half = np.float32(self.zone_size) / 2
        replace = {'DIM': self.zone_size, 'HALF': half}
        container_urdf = self.fill_template(container_template, replace)
        env.add_object(container_urdf, self.zone_pose, fixed=True)
        os.remove(container_urdf)

        margin = 0.01
        min_object_dim = 0.05
        bboxes = []

        class TreeNode:

            def __init__(self, parent, children, bbox):
                self.parent = parent
                self.children = children
                self.bbox = bbox  # min x, min y, min z, max x, max y, max z

        def KDTree(node):
            size = node.bbox[3:] - node.bbox[:3]

            # Choose which axis to split.
            split = size > 2 * min_object_dim
            if np.sum(split) == 0:
                bboxes.append(node.bbox)
                return
            split = np.float32(split) / np.sum(split)
            split_axis = np.random.choice(range(len(split)), 1, p=split)[0]

            # Split along chosen axis and create 2 children
            cut_ind = np.random.rand() * \
                (size[split_axis] - 2 * min_object_dim) + \
                node.bbox[split_axis] + min_object_dim
            child1_bbox = node.bbox.copy()
            child1_bbox[3 + split_axis] = cut_ind - margin / 2.
            child2_bbox = node.bbox.copy()
            child2_bbox[split_axis] = cut_ind + margin / 2.
            node.children = [TreeNode(node, [], bbox=child1_bbox),
                             TreeNode(node, [], bbox=child2_bbox)]
            KDTree(node.children[0])
            KDTree(node.children[1])

        # Split container space with KD trees.
        stack_size = np.array(self.zone_size)
        stack_size[0] -= 0.01
        stack_size[1] -= 0.01
        root_size = (0.01, 0.01, 0) + tuple(stack_size)
        root = TreeNode(None, [], bbox=np.array(root_size))
        KDTree(root)

        colors = [utils.COLORS['purple'],
                  utils.COLORS['blue'],
                  utils.COLORS['green'],
                  utils.COLORS['yellow'],
                  utils.COLORS['orange'],
                  utils.COLORS['red'],
                  utils.COLORS['pink'],
                  utils.COLORS['cyan'],
                  utils.COLORS['gray']]

        # Add objects in container.
        self.object_points = {}
        bboxes = np.array(bboxes)
        object_template = 'assets/box/box-template.urdf'
        for bbox in bboxes:
            size = bbox[3:] - bbox[:3]
            position = size / 2. + bbox[:3]
            position[0] += -self.zone_size[0] / 2
            position[1] += -self.zone_size[1] / 2
            pose = (position, (0, 0, 0, 1))
            pose = self.multiply(self.zone_pose, pose)
            urdf = self.fill_template(object_template, {'DIM': size})
            box_id = env.add_object(urdf, pose)
            os.remove(urdf)
            icolor = np.random.choice(range(len(colors)), 1).squeeze()
            p.changeVisualShape(box_id, -1, rgbaColor=colors[icolor] + [1])
            self.object_points[box_id] = self.get_object_points(box_id)

        # Randomly select object in box and save ground truth pose.
        object_volumes = []
        self.goal = {'places': {}, 'steps': []}
        for object_id in env.objects:
            true_pose = p.getBasePositionAndOrientation(object_id)
            object_size = p.getVisualShapeData(object_id)[0][3]
            object_volumes.append(np.prod(np.array(object_size) * 100))
            pose = self.random_pose(env, object_size)
            p.resetBasePositionAndOrientation(object_id, pose[0], pose[1])
            self.goal['places'][object_id] = true_pose
            symmetry = 0  # zone-evaluation: symmetry does not matter
            self.goal['steps'].append({object_id: (symmetry, [object_id])})
        self.total_rewards = 0
        self.max_steps = len(self.goal['steps']) * 2

        # Sort oracle picking order by object size.
        self.goal['steps'] = [self.goal['steps'][i]
                              for i in np.argsort(-1 * np.array(object_volumes))]
Пример #13
0
    def reset(self):
        super(FeedingEnv, self).reset()
        self.build_assistive_env('wheelchair')
        self.furniture.set_on_ground()
        if self.robot.wheelchair_mounted:
            wheelchair_pos, wheelchair_orient = self.furniture.get_base_pos_orient(
            )
            self.robot.set_base_pos_orient(
                wheelchair_pos +
                np.array(self.robot.toc_base_pos_offset[self.task]),
                [0, 0, -np.pi / 2.0])

        if self.general_model:
            # Randomize the human body shape
            gender = self.np_random.choice(['male', 'female'])
            # body_shape = self.np_random.randn(1, self.human.num_body_shape)
            body_shape = self.np_random.uniform(-2, 5,
                                                (1, self.human.num_body_shape))
            # human_height = self.np_random.uniform(1.59, 1.91) if gender == 'male' else self.np_random.uniform(1.47, 1.78)
            human_height = self.np_random.uniform(1.5, 1.9)
        else:
            gender = self.gender
            body_shape = self.body_shape_filename
            human_height = self.human_height

        # Randomize human pose
        joint_angles = [(self.human.j_left_hip_x, -90),
                        (self.human.j_right_hip_x, -90),
                        (self.human.j_left_knee_x, 70),
                        (self.human.j_right_knee_x, 70),
                        (self.human.j_left_shoulder_z, -45),
                        (self.human.j_right_shoulder_z, 45),
                        (self.human.j_left_elbow_y, -90),
                        (self.human.j_right_elbow_y, 90)]
        # u = self.np_random.uniform
        # joint_angles += [(self.human.j_waist_x, u(-30, 45)), (self.human.j_waist_y, u(-45, 45)), (self.human.j_waist_z, u(-30, 30)), (self.human.j_lower_neck_x, u(-30, 30)), (self.human.j_lower_neck_y, u(-30, 30)), (self.human.j_lower_neck_z, u(-10, 10)), (self.human.j_upper_neck_x, u(-45, 45)), (self.human.j_upper_neck_y, u(-30, 30)), (self.human.j_upper_neck_z, u(-30, 30))]
        # joint_angles += [(self.human.j_waist_x, u(-20, 30)), (self.human.j_waist_y, u(-45, 0)), (self.human.j_waist_z, u(0, 30)), (self.human.j_lower_neck_x, u(-30, 30)), (self.human.j_lower_neck_y, u(-30, 30)), (self.human.j_lower_neck_z, u(-10, 10)), (self.human.j_upper_neck_x, u(-30, 30)), (self.human.j_upper_neck_y, u(-30, 30)), (self.human.j_upper_neck_z, u(-30, 30))]
        joint_angles += [
            (j, self.np_random.uniform(-10, 10))
            for j in (self.human.j_waist_x, self.human.j_waist_y,
                      self.human.j_waist_z, self.human.j_lower_neck_x,
                      self.human.j_lower_neck_y, self.human.j_lower_neck_z,
                      self.human.j_upper_neck_x, self.human.j_upper_neck_y,
                      self.human.j_upper_neck_z)
        ]
        self.human.init(self.directory,
                        self.id,
                        self.np_random,
                        gender=gender,
                        height=human_height,
                        body_shape=body_shape,
                        joint_angles=joint_angles,
                        position=[0, 0, 0],
                        orientation=[0, 0, 0])

        # Place human in chair
        chair_seat_position = np.array([0, 0.05, 0.6])
        self.human.set_base_pos_orient(
            self.furniture.get_base_pos_orient()[0] + chair_seat_position -
            self.human.get_vertex_positions(self.human.bottom_index),
            [0, 0, 0, 1])

        # Create a table
        self.table = Furniture()
        self.table.init('table', self.directory, self.id, self.np_random)

        self.generate_target()

        p.resetDebugVisualizerCamera(cameraDistance=1.10,
                                     cameraYaw=40,
                                     cameraPitch=-45,
                                     cameraTargetPosition=[-0.2, 0, 0.75],
                                     physicsClientId=self.id)

        # Open gripper to hold the tool
        self.robot.set_gripper_open_position(self.robot.right_gripper_indices,
                                             self.robot.gripper_pos[self.task],
                                             set_instantly=True)
        # Initialize the tool in the robot's gripper
        self.tool.init(self.robot,
                       self.task,
                       self.directory,
                       self.id,
                       self.np_random,
                       right=True,
                       mesh_scale=[0.08] * 3)

        target_ee_orient = np.array(
            p.getQuaternionFromEuler(np.array(
                self.robot.toc_ee_orient_rpy[self.task]),
                                     physicsClientId=self.id))
        while True:
            # Continually resample initial end effector poses until we find one where the robot isn't colliding with the person
            # target_ee_pos = np.array([-0.1, -0.6, 1.2]) + np.array([self.np_random.uniform(-0.1, 0.1), self.np_random.uniform(-0.2, 0.3), self.np_random.uniform(-0.1, 0.1)])
            mouth_pos = self.human.get_pos_orient(self.human.mouth)[0]
            target_ee_pos = mouth_pos + np.array([
                self.np_random.uniform(-0.3, 0),
                self.np_random.uniform(-0.6, -0.3),
                self.np_random.uniform(-0.3, 0.1)
            ])
            if self.robot.mobile:
                # Randomize robot base pose
                pos = np.array(self.robot.toc_base_pos_offset[self.task])
                pos[:2] += self.np_random.uniform(-0.1, 0.1, size=2)
                orient = np.array(self.robot.toc_ee_orient_rpy[self.task])
                orient[2] += self.np_random.uniform(-np.deg2rad(30),
                                                    np.deg2rad(30))
                self.robot.set_base_pos_orient(pos, orient)
                # Randomize starting joint angles
                self.robot.set_joint_angles(
                    [3], [0.75 + self.np_random.uniform(-0.1, 0.1)])

                # Randomly set friction of the ground
                self.plane.set_frictions(
                    self.plane.base,
                    lateral_friction=self.np_random.uniform(0.025, 0.5),
                    spinning_friction=0,
                    rolling_friction=0)
            elif self.robot.wheelchair_mounted:
                # Use IK to find starting joint angles for mounted robots
                self.robot.ik_random_restarts(right=True,
                                              target_pos=target_ee_pos,
                                              target_orient=target_ee_orient,
                                              max_iterations=1000,
                                              max_ik_random_restarts=40,
                                              success_threshold=0.03,
                                              step_sim=False,
                                              check_env_collisions=False)
            else:
                # Use TOC with JLWKI to find an optimal base position for the robot near the person
                self.robot.position_robot_toc(
                    self.task,
                    'right', [(target_ee_pos, target_ee_orient)],
                    [(self.target_pos, None)],
                    self.human,
                    step_sim=False,
                    check_env_collisions=False,
                    attempts=50)
            # Check if the robot is colliding with the person or table
            self.tool.reset_pos_orient()
            _, _, _, _, dists_human = self.robot.get_closest_points(self.human,
                                                                    distance=0)
            _, _, _, _, dists_table = self.robot.get_closest_points(self.table,
                                                                    distance=0)
            _, _, _, _, dists_tool = self.tool.get_closest_points(self.human,
                                                                  distance=0)
            if not dists_human and not dists_table and not dists_tool:
                break

        # Open gripper to hold the tool
        self.robot.set_gripper_open_position(self.robot.right_gripper_indices,
                                             self.robot.gripper_pos[self.task],
                                             set_instantly=True)
        # Initialize the tool in the robot's gripper
        # self.tool.init(self.robot, self.task, self.directory, self.id, self.np_random, right=True, mesh_scale=[0.08]*3)

        # Place a bowl on a table
        self.bowl = Furniture()
        self.bowl.init('bowl', self.directory, self.id, self.np_random)

        if not self.robot.mobile:
            self.robot.set_gravity(0, 0, 0)
        self.human.set_gravity(0, 0, 0)
        self.tool.set_gravity(0, 0, 0)

        p.setPhysicsEngineParameter(numSubSteps=4,
                                    numSolverIterations=10,
                                    physicsClientId=self.id)

        # Generate food
        spoon_pos, spoon_orient = self.tool.get_base_pos_orient()
        food_radius = 0.005
        food_mass = 0.001
        batch_positions = []
        for i in range(2):
            for j in range(2):
                for k in range(2):
                    batch_positions.append(
                        np.array([
                            i * 2 * food_radius - 0.005, j * 2 *
                            food_radius, k * 2 * food_radius + 0.01
                        ]) + spoon_pos)
        self.foods = self.create_spheres(radius=food_radius,
                                         mass=food_mass,
                                         batch_positions=batch_positions,
                                         visual=False,
                                         collision=True)
        colors = [[60. / 256., 186. / 256., 84. / 256., 1],
                  [244. / 256., 194. / 256., 13. / 256., 1],
                  [219. / 256., 50. / 256., 54. / 256., 1],
                  [72. / 256., 133. / 256., 237. / 256., 1]]
        for i, f in enumerate(self.foods):
            p.changeVisualShape(f.body,
                                -1,
                                rgbaColor=colors[i % len(colors)],
                                physicsClientId=self.id)
        self.total_food_count = len(self.foods)
        self.foods_active = [f for f in self.foods]

        # Enable rendering
        p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,
                                   1,
                                   physicsClientId=self.id)

        # Drop food in the spoon
        for _ in range(25):
            p.stepSimulation(physicsClientId=self.id)

        self.init_env_variables()
        return self._get_obs()
Пример #14
0
import matplotlib.pyplot as plt
import numpy as np
import pybullet as p
import time


direct = p.connect(p.GUI)#, options="--window_backend=2 --render_device=0")
#egl = p.loadPlugin("eglRendererPlugin")


p.loadURDF('plane.urdf')
p.loadURDF("r2d2.urdf",[0,0,1])
p.loadURDF('cube_small.urdf', basePosition=[0.0, 0.0, 0.025])
cube_trans = p.loadURDF('cube_small.urdf', basePosition=[0.0, 0.1, 0.025])
p.changeVisualShape(cube_trans,-1,rgbaColor=[1,1,1,0.1])
width = 128
height = 128

fov = 60
aspect = width / height
near = 0.02
far = 1

view_matrix = p.computeViewMatrix([0, 0, 0.5], [0, 0, 0], [1, 0, 0])
projection_matrix = p.computeProjectionMatrixFOV(fov, aspect, near, far)

# Get depth values using the OpenGL renderer
images = p.getCameraImage(width, height, view_matrix, projection_matrix, shadow=True,renderer=p.ER_BULLET_HARDWARE_OPENGL)
rgb_opengl= np.reshape(images[2], (height, width, 4))*1./255.
depth_buffer_opengl = np.reshape(images[3], [width, height])
depth_opengl = far * near / (far - (far - near) * depth_buffer_opengl)
 def changeVisualShapeColor(objectUniqueId: int, color: List[float]):
     p.changeVisualShape(objectUniqueId=objectUniqueId, linkIndex=-1, rgbaColor=color)
Пример #16
0
direct = p.connect(p.GUI, options="--window scale=2")
# direct = p.connect(p.GUI)
#, options="--window_backend=2 --render_device=0")
#egl = p.loadPlugin("eglRendererPlugin")

# Add a path where we want to search for data
p.setAdditionalSearchPath(pybullet_data.getDataPath())

# Load plane, R2D2 and two small cubes from URDF
p.loadURDF('plane.urdf')
p.loadURDF("r2d2.urdf", [0, 0, 1])
p.loadURDF('cube_small.urdf', basePosition=[0.0, 0.0, 0.025])
cube_trans = p.loadURDF('cube_small.urdf', basePosition=[0.0, 0.1, 0.025])

# Change color of the second cube
p.changeVisualShape(cube_trans, -1, rgbaColor=[1, 1, 1, 0.1])

# Height and width
width = 512
height = 512

# Rendering parameters
fov = 60
aspect = width / height
near = 0.02
far = 1

# Compute view matrix and project matrix
view_matrix = p.computeViewMatrix([0, 0, 0.5], [0, 0, 0], [1, 0, 0])
projection_matrix = p.computeProjectionMatrixFOV(fov, aspect, near, far)
import pybullet as p
import pybullet_data
import time

p.connect(p.GUI)
p.setAdditionalSearchPath(pybullet_data.getDataPath())
p.loadSDF("stadium.sdf")
p.setGravity(0, 0, -10)
objects = p.loadMJCF("mjcf/sphere.xml")
sphere = objects[0]
p.resetBasePositionAndOrientation(sphere, [0, 0, 1], [0, 0, 0, 1])
p.changeDynamics(sphere, -1, linearDamping=0.9)
p.changeVisualShape(sphere, -1, rgbaColor=[1, 0, 0, 1])
forward = 0
turn = 0

forwardVec = [2, 0, 0]
cameraDistance = 1
cameraYaw = 35
cameraPitch = -35

while (1):

  spherePos, orn = p.getBasePositionAndOrientation(sphere)

  cameraTargetPosition = spherePos
  p.resetDebugVisualizerCamera(cameraDistance, cameraYaw, cameraPitch, cameraTargetPosition)
  camInfo = p.getDebugVisualizerCamera()
  camForward = camInfo[5]

  keys = p.getKeyboardEvents()
		rayFrom,rayTo, alpha = getRayFromTo(w*(width/imgW),h*(height/imgH))
		rf = np.array(rayFrom)
		rt = np.array(rayTo)
		vec = rt-rf
		l = np.sqrt(np.dot(vec,vec))
		depthImg = float(depthBuffer[h,w])
		far=1000.
		near=0.01
		depth = far * near / (far - (far - near) * depthImg)
		depth/=math.cos(alpha)
		newTo = (depth/l)*vec+rf
		p.addUserDebugLine(rayFrom,newTo,[1,0,0])
		mb = p.createMultiBody(baseMass=0,baseCollisionShapeIndex=collisionShapeId, baseVisualShapeIndex = visualShapeId, basePosition = newTo, useMaximalCoordinates=True)
		color = rgbBuffer[h,w]
		color=[color[0]/255.,color[1]/255.,color[2]/255.,1]
		p.changeVisualShape(mb,-1,rgbaColor=color)
p.addUserDebugLine(corners3D[0],corners3D[1],[1,0,0])
p.addUserDebugLine(corners3D[1],corners3D[2],[1,0,0])
p.addUserDebugLine(corners3D[2],corners3D[3],[1,0,0])
p.addUserDebugLine(corners3D[3],corners3D[0],[1,0,0])
p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,1)
print("ready\n")
#p.removeBody(plane)
#p.removeBody(cube)
while (1):
	p.setGravity(0,0,-10)

		


Пример #19
0
                force4Diff = 5
            if k == p.B3G_DOWN_ARROW and (v & p.KEY_WAS_RELEASED):
                force4Diff = 0.

            if k == ord('n') and (v & p.KEY_IS_DOWN):
                baseForce = max(0, baseForce - 0.1)
                print("BaseForce = {}".format(baseForce))
            if k == ord('m') and (v & p.KEY_IS_DOWN):
                baseForce = min(10, baseForce + 0.1)
                print("BaseForce = {}".format(baseForce))

        # apply force to the four rotors
        force1 = [0., 0., force1Diff + baseForce]
        force2 = [0., 0., force2Diff + baseForce]
        force3 = [0., 0., force3Diff + baseForce]
        force4 = [0., 0., force4Diff + baseForce]

        p.applyExternalForce(copter, -1, force1, [0, 0.25, 0], flags=p.LINK_FRAME)
        p.applyExternalForce(copter, -1, force2, [0, -0.25, 0], flags=p.LINK_FRAME)
        p.applyExternalForce(copter, -1, force3, [0.25, 0, 0], flags=p.LINK_FRAME)
        p.applyExternalForce(copter, -1, force4, [-0.25, 0, 0], flags=p.LINK_FRAME)

        # change color of copter in case of collision
        if p.getContactPoints(copter):
            p.changeVisualShape(copter, -1, rgbaColor=contactColor)
        else:
            p.changeVisualShape(copter, -1, rgbaColor=color)

        # advance the simulation
        p.stepSimulation()
Пример #20
0
	if (jointType==p.JOINT_PRISMATIC or jointType==p.JOINT_REVOLUTE):
		p.setJointMotorControl2(humanoid,j,p.VELOCITY_CONTROL,targetVelocity=0, force=0)
		p.setJointMotorControl2(humanoid3,j,p.VELOCITY_CONTROL,targetVelocity=0, force=31)
		p.setJointMotorControl2(humanoid4,j,p.VELOCITY_CONTROL,targetVelocity=0, force=10)
	
	#print(ji)
	print("joint[",j,"].type=",jointTypes[ji[2]])
	print("joint[",j,"].name=",ji[1])


	
jointIds=[]
paramIds=[]
for j in range (p.getNumJoints(humanoid)):
	#p.changeDynamics(humanoid,j,linearDamping=0, angularDamping=0)
	p.changeVisualShape(humanoid,j,rgbaColor=[1,1,1,1])
	info = p.getJointInfo(humanoid,j)
	#print(info)
	if (not useMotionCapture):
		jointName = info[1]
		jointType = info[2]
		if (jointType==p.JOINT_PRISMATIC or jointType==p.JOINT_REVOLUTE):
			jointIds.append(j)
			#paramIds.append(p.addUserDebugParameter(jointName.decode("utf-8"),-4,4,0))
			#print("jointName=",jointName, "at ", j)
		
p.changeVisualShape(humanoid,2,rgbaColor=[1,0,0,1])
chest=1
neck=2
rightHip=3
rightKnee=4
Пример #21
0
rangey = 3
for i in range (rangex):
	for j in range (rangey ):
		p.createMultiBody(baseMass=1,baseInertialFramePosition=[0,0,0],baseCollisionShapeIndex=collisionShapeId, baseVisualShapeIndex = visualShapeId, basePosition = [((-rangex/2)+i)*meshScale[0]*2,(-rangey/2+j)*meshScale[1]*2,1], useMaximalCoordinates=True)
p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,1)
p.stopStateLogging(logId)
p.setGravity(0,0,-10)
p.setRealTimeSimulation(1)

colors = [[1,0,0,1],[0,1,0,1],[0,0,1,1],[1,1,1,1]]
currentColor = 0

while (1):
	mouseEvents = p.getMouseEvents()
	for e in mouseEvents:
		if ((e[0] == 2) and (e[3]==0) and (e[4]& p.KEY_WAS_TRIGGERED)):
			mouseX = e[1]
			mouseY = e[2]
			rayFrom,rayTo=getRayFromTo(mouseX,mouseY)
			rayInfo = p.rayTest(rayFrom,rayTo)
			#p.addUserDebugLine(rayFrom,rayTo,[1,0,0],3)
			for l in range(len(rayInfo)):
				hit = rayInfo[l]
				objectUid = hit[0]
				if (objectUid>=1):
					#p.removeBody(objectUid)
					p.changeVisualShape(objectUid,-1,rgbaColor=colors[currentColor])
					currentColor+=1
					if (currentColor>=len(colors)):
						currentColor=0
Пример #22
0
from time import sleep
from PIL import Image
import matplotlib.pyplot as plt
import numpy as np

physicsClient = p.connect(p.GUI)

p.setGravity(0,0,0)
bearStartPos1 = [-3.3,0,0]
bearStartOrientation1 = p.getQuaternionFromEuler([0,0,0])
bearId1 = p.loadURDF("teddy_large.urdf", bearStartPos1, bearStartOrientation1)
bearStartPos2 = [0,0,0]
bearStartOrientation2 = p.getQuaternionFromEuler([0,0,0])
bearId2 = p.loadURDF("teddy_large.urdf",bearStartPos2, bearStartOrientation2)
textureId = p.loadTexture("checker_grid.jpg")
p.changeVisualShape(objectUniqueId=0, linkIndex=-1, textureUniqueId=textureId)
p.changeVisualShape(objectUniqueId=1, linkIndex=-1, textureUniqueId=textureId)


useRealTimeSimulation = 1

if (useRealTimeSimulation):
	p.setRealTimeSimulation(1)

while 1:
	if (useRealTimeSimulation):
		p.setGravity(0,0,0)
		sleep(0.01) # Time in seconds.
	else:
		p.stepSimulation()
Пример #23
0
        rayFrom, rayTo, alpha = getRayFromTo(w * (width / imgW),
                                             h * (height / imgH))
        rf = np.array(rayFrom)
        rt = np.array(rayTo)
        vec = rt - rf
        l = np.sqrt(np.dot(vec, vec))
        depthImg = float(depthBuffer[h, w])
        far = 1000.
        near = 0.01
        depth = far * near / (far - (far - near) * depthImg)
        depth /= math.cos(alpha)
        newTo = (depth / l) * vec + rf
        p.addUserDebugLine(rayFrom, newTo, [1, 0, 0])
        mb = p.createMultiBody(baseMass=0,
                               baseCollisionShapeIndex=collisionShapeId,
                               baseVisualShapeIndex=visualShapeId,
                               basePosition=newTo,
                               useMaximalCoordinates=True)
        color = rgbBuffer[h, w]
        color = [color[0] / 255., color[1] / 255., color[2] / 255., 1]
        p.changeVisualShape(mb, -1, rgbaColor=color)
p.addUserDebugLine(corners3D[0], corners3D[1], [1, 0, 0])
p.addUserDebugLine(corners3D[1], corners3D[2], [1, 0, 0])
p.addUserDebugLine(corners3D[2], corners3D[3], [1, 0, 0])
p.addUserDebugLine(corners3D[3], corners3D[0], [1, 0, 0])
p.configureDebugVisualizer(p.COV_ENABLE_RENDERING, 1)
print("ready\n")
#p.removeBody(plane)
#p.removeBody(cube)
while (1):
    p.setGravity(0, 0, -10)
Пример #24
0
import pybullet as p
import time
p.connect(p.GUI)
p.loadURDF("plane.urdf")
sphereUid = p.loadURDF("sphere_transparent.urdf", [0, 0, 2])

redSlider = p.addUserDebugParameter("red", 0, 1, 1)
greenSlider = p.addUserDebugParameter("green", 0, 1, 0)
blueSlider = p.addUserDebugParameter("blue", 0, 1, 0)
alphaSlider = p.addUserDebugParameter("alpha", 0, 1, 0.5)

while (1):
  red = p.readUserDebugParameter(redSlider)
  green = p.readUserDebugParameter(greenSlider)
  blue = p.readUserDebugParameter(blueSlider)
  alpha = p.readUserDebugParameter(alphaSlider)
  p.changeVisualShape(sphereUid, -1, rgbaColor=[red, green, blue, alpha])
  p.getCameraImage(320,
                   200,
                   flags=p.ER_SEGMENTATION_MASK_OBJECT_AND_LINKINDEX,
                   renderer=p.ER_BULLET_HARDWARE_OPENGL)
  time.sleep(0.01)
Пример #25
0
def add_object(graphic_file="duck.obj",
               collision_file="duck_vhacd.obj",
               texture_file=(),
               mass=1,
               base_position=(0., 0., 0.),
               base_orientation=(0., 0., 0., 1.),
               mesh_scale=(1, 1, 1),
               COM_shift=(0, 0.0, 0),
               color=(),
               diagonal_inertial=None,
               virtual_links=False,
               constrained=False):
    """
    Adds a textured mesh into the scene.
    Args:
        graphic_file        : Relative or absolute path to the mesh file.
        collision_file      : Relative or absolute path to the mesh file.
        texture_file        : Relative or absolute path to the texture file.
                            If empty, no texture will be loaded.
        mass                : Mass of the object in Kg.
        base_position       : Position of the base of the object.
        base_orientation    : Orientation of the base of the object.
        mesh_scale          : Scale of the mesh.
        COM_shift           : COM position of the object w.r.t the local coordinates.
        color               : Color of the object.
        virtual_links       : If true, defines virtual links for moving the base in the space.
        constrained         : If true, creates a dynamics constraint.

    Returns:
        int         : Unique ID of the object in Pybullet
        (int)       : Constraint ID (only returns if constrained is True).
    """
    shift = [0, 0, 0]
    visualShapeId = p.createVisualShape(shapeType=p.GEOM_MESH,
                                        fileName=str(graphic_file),
                                        rgbaColor=[1, 1, 1, 1],
                                        specularColor=[0.4, .4, 0],
                                        visualFramePosition=[0, 0, 0],
                                        meshScale=mesh_scale)
    collisionShapeId = p.createCollisionShape(shapeType=p.GEOM_MESH,
                                              fileName=str(collision_file),
                                              collisionFramePosition=shift,
                                              meshScale=mesh_scale)

    if virtual_links:
        n_links = 6
        link_mass = [0.001] * n_links
        link_col_shape = [-1] * n_links
        link_vis_shape = [-1] * n_links
        link_position = [[0, 0, 0]] * n_links
        link_orientation = [[0, 0, 0, 1]] * n_links
        link_inertial_frame_position = [[0, 0, 0]] * n_links
        link_inertial_frame_orientation = [[0, 0, 0, 1]] * n_links
        link_parent = [0, 1, 2, 3, 4, 5]
        link_joint_type = [p.JOINT_PRISMATIC, p.JOINT_PRISMATIC, p.JOINT_PRISMATIC, p.JOINT_REVOLUTE, p.JOINT_REVOLUTE, p.JOINT_REVOLUTE]
        link_joint_axis = [[1, 0, 0], [0, 1, 0], [0, 0, 1], [1, 0, 0], [0, 1, 0], [0, 0, 1]]
        obj_id = p.createMultiBody(baseMass=mass,
                                   baseInertialFramePosition=COM_shift,
                                   baseInertialFrameOrientation=[0, 0, 0, 1],
                                   baseCollisionShapeIndex=collisionShapeId,
                                   baseVisualShapeIndex=visualShapeId,
                                   basePosition=base_position,
                                   baseOrientation=base_orientation,
                                   linkMasses=link_mass,
                                   linkCollisionShapeIndices=link_col_shape,
                                   linkVisualShapeIndices=link_vis_shape,
                                   linkPositions=link_position,
                                   linkOrientations=link_orientation,
                                   linkInertialFramePositions=link_inertial_frame_position,
                                   linkInertialFrameOrientations=link_inertial_frame_orientation,
                                   linkParentIndices=link_parent,
                                   linkJointTypes=link_joint_type,
                                   linkJointAxis=link_joint_axis,
                                   useMaximalCoordinates=False)
        for i in range(n_links):
            p.changeDynamics(bodyUniqueId=obj_id,
                             linkIndex=i,
                             jointDamping=0.1,
                             jointLowerLimit=-100,
                             jointUpperLimit=100,
                             localInertiaDiagonal=[0.001, 0.001, 0.001])

    else:
        obj_id = p.createMultiBody(baseMass=mass,
                                   baseInertialFramePosition=COM_shift,
                                   baseInertialFrameOrientation=[0, 0, 0, 1],
                                   baseCollisionShapeIndex=collisionShapeId,
                                   baseVisualShapeIndex=visualShapeId,
                                   basePosition=base_position,
                                   baseOrientation=base_orientation,
                                   useMaximalCoordinates=False)

    if texture_file:
        textureId = p.loadTexture(textureFilename=str(texture_file))
        p.changeVisualShape(objectUniqueId=obj_id, linkIndex=-1, textureUniqueId=textureId)

    if color:
        p.changeVisualShape(objectUniqueId=obj_id, linkIndex=-1, rgbaColor=color)

    if diagonal_inertial:
        assert isinstance(diagonal_inertial, list)
        p.changeDynamics(bodyUniqueId=obj_id, linkIndex=-1, localInertiaDiagonal=diagonal_inertial)

    if constrained:
        constraint_id = p.createConstraint(parentBodyUniqueId=obj_id,
                                           parentLinkIndex=-1,
                                           childBodyUniqueId=-1,
                                           childLinkIndex=-1,
                                           jointType=p.JOINT_FIXED,
                                           jointAxis=[0, 0, 0],
                                           parentFramePosition=[0, 0, 0],
                                           childFramePosition=[0, 0, 0],
                                           childFrameOrientation=[0, 0, 0])
        return obj_id, constraint_id

    return obj_id
Пример #26
0
def init_simulator():
    global boxId, reset, our_mpc, normal_mpc, terrain
    robot_start_pos = [0, 0, 0.42]
    p.connect(p.GUI)  # or p.DIRECT for non-graphical version
    #p.setAdditionalSearchPath(pybullet_data.getDataPath())  # optionally
    reset = p.addUserDebugParameter("reset", 1, 0, 0)
    our_mpc = p.addUserDebugParameter("our_mpc", 1, 0, 0)
    normal_mpc = p.addUserDebugParameter("normal_mpc", 1, 0, 0)
    p.setGravity(0, 0, -9.8)
    p.setTimeStep(1.0/freq)
    p.resetDebugVisualizerCamera(0.2, 45, -15, [1, -1, 1])
    # p.setPhysicsEngineParameter(numSolverIterations=30)
    # p.setPhysicsEngineParameter(enableConeFriction=0)
    # planeId = p.loadURDF("plane.urdf")
    # p.changeDynamics(planeId, -1, lateralFriction=1.0)
    # boxId = p.loadURDF("/home/wgx/Workspace_Ros/src/cloudrobot/src/quadruped_robot.urdf", robot_start_pos,
    #                    useFixedBase=FixedBase)

    heightPerturbationRange = 0.06
    numHeightfieldRows = 256
    numHeightfieldColumns = 256
    if terrain == "plane":
        planeShape = p.createCollisionShape(shapeType=p.GEOM_PLANE)
        ground_id = p.createMultiBody(0, planeShape)
        p.resetBasePositionAndOrientation(ground_id, [0, 0, 0], [0, 0, 0, 1])
    elif terrain == "random1":
        heightfieldData = [0]*numHeightfieldRows*numHeightfieldColumns
        for j in range(int(numHeightfieldColumns/2)):
            for i in range(int(numHeightfieldRows/2)):
                height = random.uniform(0, heightPerturbationRange)
                heightfieldData[2*i+2*j*numHeightfieldRows] = height
                heightfieldData[2*i+1+2*j*numHeightfieldRows] = height
                heightfieldData[2*i+(2*j+1)*numHeightfieldRows] = height
                heightfieldData[2*i+1+(2*j+1)*numHeightfieldRows] = height
        terrainShape = p.createCollisionShape(shapeType=p.GEOM_HEIGHTFIELD, meshScale=[.05, .05, 1], heightfieldTextureScaling=(
            numHeightfieldRows-1)/2, heightfieldData=heightfieldData, numHeightfieldRows=numHeightfieldRows, numHeightfieldColumns=numHeightfieldColumns)
        ground_id = p.createMultiBody(0, terrainShape)
        p.resetBasePositionAndOrientation(ground_id, [0, 0, 0], [0, 0, 0, 1])
    elif terrain == "random2":
        terrain_shape = p.createCollisionShape(
            shapeType=p.GEOM_HEIGHTFIELD,
            meshScale=[.5, .5, .5],
            fileName="heightmaps/ground0.txt",
            heightfieldTextureScaling=128)
        ground_id = p.createMultiBody(0, terrain_shape)
        path = rospack.get_path('quadruped_ctrl')
        textureId = p.loadTexture(path+"/model/grass.png")
        p.changeVisualShape(ground_id, -1, textureUniqueId=textureId)
        p.resetBasePositionAndOrientation(ground_id, [1, 0, 0.2], [0, 0, 0, 1])
    elif terrain == "stairs":
        planeShape = p.createCollisionShape(shapeType=p.GEOM_PLANE)
        ground_id = p.createMultiBody(0, planeShape)
        # p.resetBasePositionAndOrientation(ground_id, [0, 0, 0], [0, 0.0872, 0, 0.9962])
        p.resetBasePositionAndOrientation(ground_id, [0, 0, 0], [0, 0, 0, 1])
        # many box
        colSphereId = p.createCollisionShape(
            p.GEOM_BOX, halfExtents=[0.1, 0.4, 0.01])
        colSphereId1 = p.createCollisionShape(
            p.GEOM_BOX, halfExtents=[0.1, 0.4, 0.02])
        colSphereId2 = p.createCollisionShape(
            p.GEOM_BOX, halfExtents=[0.1, 0.4, 0.03])
        colSphereId3 = p.createCollisionShape(
            p.GEOM_BOX, halfExtents=[0.1, 0.4, 0.04])
        # colSphereId4 = p.createCollisionShape(
        #     p.GEOM_BOX, halfExtents=[0.03, 0.03, 0.03])
        p.createMultiBody(100, colSphereId, basePosition=[1.0, 1.0, 0.0])
        p.changeDynamics(colSphereId, -1, lateralFriction=lateralFriction)
        p.createMultiBody(100, colSphereId1, basePosition=[1.2, 1.0, 0.0])
        p.changeDynamics(colSphereId1, -1, lateralFriction=lateralFriction)
        p.createMultiBody(100, colSphereId2, basePosition=[1.4, 1.0, 0.0])
        p.changeDynamics(colSphereId2, -1, lateralFriction=lateralFriction)
        p.createMultiBody(100, colSphereId3, basePosition=[1.6, 1.0, 0.0])
        p.changeDynamics(colSphereId3, -1, lateralFriction=lateralFriction)
        # p.createMultiBody(10, colSphereId4, basePosition=[2.7, 1.0, 0.0])
        # p.changeDynamics(colSphereId4, -1, lateralFriction=0.5)

    p.changeDynamics(ground_id, -1, lateralFriction=lateralFriction)
    urdf_file = os.path.dirname(os.path.abspath(
        __file__))+"/../urdf/mini_cheetah.urdf"
    boxId = p.loadURDF(urdf_file, robot_start_pos,
                       useFixedBase=False)
    p.changeDynamics(boxId, 3, spinningFriction=spinningFriction)
    p.changeDynamics(boxId, 7, spinningFriction=spinningFriction)
    p.changeDynamics(boxId, 11, spinningFriction=spinningFriction)
    p.changeDynamics(boxId, 15, spinningFriction=spinningFriction)
    jointIds = []
    for j in range(p.getNumJoints(boxId)):
        p.getJointInfo(boxId, j)
        jointIds.append(j)

    # slope terrain
    # colSphereId = p.createCollisionShape(p.GEOM_BOX, halfExtents=[0.5, 0.5, 0.001])
    # colSphereId1 = p.createCollisionShape(p.GEOM_BOX, halfExtents=[0.2, 0.5, 0.06])
    # BoxId = p.createMultiBody(100, colSphereId, basePosition=[1.0, 1.0, 0.0])
    # BoxId = p.createMultiBody(100, colSphereId1, basePosition=[1.6, 1.0, 0.0])

    # stairs
    # colSphereId = p.createCollisionShape(p.GEOM_BOX, halfExtents=[0.1, 0.4, 0.02])
    # colSphereId1 = p.createCollisionShape(p.GEOM_BOX, halfExtents=[0.1, 0.4, 0.04])
    # colSphereId2 = p.createCollisionShape(p.GEOM_BOX, halfExtents=[0.1, 0.4, 0.06])
    # colSphereId3 = p.createCollisionShape(p.GEOM_BOX, halfExtents=[0.1, 0.4, 0.08])
    # colSphereId4 = p.createCollisionShape(p.GEOM_BOX, halfExtents=[1.0, 0.4, 0.1])
    # BoxId = p.createMultiBody(100, colSphereId, basePosition=[1.0, 1.0, 0.0])
    # BoxId = p.createMultiBody(100, colSphereId1, basePosition=[1.2, 1.0, 0.0])
    # BoxId = p.createMultiBody(100, colSphereId2, basePosition=[1.4, 1.0, 0.0])
    # BoxId = p.createMultiBody(100, colSphereId3, basePosition=[1.6, 1.0, 0.0])
    # BoxId = p.createMultiBody(100, colSphereId4, basePosition=[2.7, 1.0, 0.0])

    reset_robot()
Пример #27
0
import pybullet as p
import time
p.connect(p.GUI)
planeUidA = p.loadURDF("plane_transparent.urdf", [0, 0, 0])
planeUid = p.loadURDF("plane_transparent.urdf", [0, 0, -1])

texUid = p.loadTexture("tex256.png")

p.changeVisualShape(planeUidA, -1, rgbaColor=[1, 1, 1, 0.5])
p.changeVisualShape(planeUid, -1, rgbaColor=[1, 1, 1, 0.5])
p.changeVisualShape(planeUid, -1, textureUniqueId=texUid)

width = 256
height = 256
pixels = [255] * width * height * 3
colorR = 0
colorG = 0
colorB = 0

#p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,0)
#p.configureDebugVisualizer(p.COV_ENABLE_GUI,0)

blue = 0
logId = p.startStateLogging(p.STATE_LOGGING_PROFILE_TIMINGS, "renderbench.json")
for i in range(100000):
  p.stepSimulation()
  for i in range(width):
    for j in range(height):
      pixels[(i + j * width) * 3 + 0] = i
      pixels[(i + j * width) * 3 + 1] = (j + blue) % 256
      pixels[(i + j * width) * 3 + 2] = blue