body_table.GetCollisionModel().AddBox(size_table_x / 2, size_table_y / 2, size_table_z / 2) # hemi sizes body_table.GetCollisionModel().BuildModel() body_table.SetCollide(True) # Visualization shape ChronoPandaInterface.PandaBox(cpi, body_table, (size_table_x, size_table_y, size_table_z), GRAY) my_system.Add(body_table) # Create a constraint that blocks free 3 x y z translations and 3 rx ry rz rotations # of the table respect to the floor, and impose that the relative imposed position # depends on a specified motion law. link_shaker = chrono.ChLinkLockLock() link_shaker.Initialize(body_table, body_floor, chrono.CSYSNORM) my_system.Add(link_shaker) # ..create the function for imposed x horizontal motion, etc. mfunY = chrono.ChFunction_Sine(0, 1.5, 0.001) # phase, frequency, amplitude link_shaker.SetMotion_Y(mfunY) # ..create the function for imposed y vertical motion, etc. mfunZ = chrono.ChFunction_Sine(0, 1.5, 0.12) # phase, frequency, amplitude link_shaker.SetMotion_Z(mfunZ) # Note that you could use other types of ChFunction_ objects, or create # your custom function by class inheritance (see demo_python.py), or also # set a function for table rotation , etc.
def run_sim(traits, trial_num, gen_num, difficulty_level): my_system = chrono.ChSystemNSC() # Set the default outward/inward shape margins for collision detection chrono.ChCollisionModel.SetDefaultSuggestedEnvelope(0.001) chrono.ChCollisionModel.SetDefaultSuggestedMargin(0.001) # Sets simulation precision my_system.SetMaxItersSolverSpeed(70) # Create a contact material (surface property)to share between all objects. rollfrict_param = 0.5 / 10.0 * 0.05 brick_material = chrono.ChMaterialSurfaceNSC() brick_material.SetFriction(0.5) brick_material.SetDampingF(0.2) brick_material.SetCompliance(0.0000001) brick_material.SetComplianceT(0.0000001) brick_material.SetRollingFriction(rollfrict_param) brick_material.SetSpinningFriction(0.00000001) brick_material.SetComplianceRolling(0.0000001) brick_material.SetComplianceSpinning(0.0000001) # Create the set of bricks in a vertical stack, along Y axis block_bodies = [] # visualizes bodies block_shapes = [] # geometry purposes current_y = 0 for block_index in range(0, 4): size_brick_x = traits[block_index][0] size_brick_z = traits[block_index][1] size_brick_y = traits[block_index][2] if size_brick_y < settings.MIN_DIMENSIONS_THRESHOLD or size_brick_x < settings.MIN_DIMENSIONS_THRESHOLD or size_brick_z < settings.MIN_DIMENSIONS_THRESHOLD: return [-50, traits] mass_brick = settings.BLOCK_MASS inertia_brick_xx = 1 / 12 * mass_brick * (pow(size_brick_z, 2) + pow(size_brick_y, 2)) inertia_brick_yy = 1 / 12 * mass_brick * (pow(size_brick_x, 2) + pow(size_brick_z, 2)) inertia_brick_zz = 1 / 12 * mass_brick * (pow(size_brick_x, 2) + pow(size_brick_y, 2)) body_brick = chrono.ChBody() body_brick.SetPos(chrono.ChVectorD(0, current_y + 0.5 * size_brick_y, 0)) # set initial position current_y += size_brick_y # set tower block positions # setting mass properties body_brick.SetMass(mass_brick) body_brick.SetInertiaXX(chrono.ChVectorD(inertia_brick_xx, inertia_brick_yy, inertia_brick_zz)) # set collision surface properties body_brick.SetMaterialSurface(brick_material) # Collision shape body_brick.GetCollisionModel().ClearModel() body_brick.GetCollisionModel().AddBox(size_brick_x / 2, size_brick_y / 2, size_brick_z / 2) # must set half sizes body_brick.GetCollisionModel().BuildModel() body_brick.SetCollide(True) # Visualization shape, for rendering animation body_brick_shape = chrono.ChBoxShape() body_brick_shape.GetBoxGeometry().Size = chrono.ChVectorD(size_brick_x / 2, size_brick_y / 2, size_brick_z / 2) if block_index % 2 == 0: body_brick_shape.SetColor(chrono.ChColor(0.65, 0.65, 0.6)) # set gray color only for odd bricks body_brick.GetAssets().push_back(body_brick_shape) my_system.Add(body_brick) block_bodies.append(body_brick) block_shapes.append(body_brick_shape); # Create the room floor body_floor = chrono.ChBody() body_floor.SetBodyFixed(True) body_floor.SetPos(chrono.ChVectorD(0, -2, 0)) body_floor.SetMaterialSurface(brick_material) # Floor's collision shape body_floor.GetCollisionModel().ClearModel() body_floor.GetCollisionModel().AddBox(3, 1, 3) # hemi sizes default: 3,1,3 body_floor.GetCollisionModel().BuildModel() body_floor.SetCollide(True) # Visualization shape body_floor_shape = chrono.ChBoxShape() body_floor_shape.GetBoxGeometry().Size = chrono.ChVectorD(3, 1, 3) body_floor.GetAssets().push_back(body_floor_shape) body_floor_texture = chrono.ChTexture() # body_floor_texture.SetTextureFilename(chrono.GetChronoDataPath() + 'concrete.jpg') body_floor.GetAssets().push_back(body_floor_texture) my_system.Add(body_floor) # Create the shaking table, as a box size_table_x = 1 size_table_y = 0.2 size_table_z = 1 body_table = chrono.ChBody() body_table.SetPos(chrono.ChVectorD(0, -size_table_y / 2, 0)) body_table.SetMaterialSurface(brick_material) # Collision shape body_table.GetCollisionModel().ClearModel() body_table.GetCollisionModel().AddBox(size_table_x / 2, size_table_y / 2, size_table_z / 2) # hemi sizes body_table.GetCollisionModel().BuildModel() body_table.SetCollide(True) # Visualization shape body_table_shape = chrono.ChBoxShape() body_table_shape.GetBoxGeometry().Size = chrono.ChVectorD(size_table_x / 2, size_table_y / 2, size_table_z / 2) body_table_shape.SetColor(chrono.ChColor(0.4, 0.4, 0.5)) body_table.GetAssets().push_back(body_table_shape) body_table_texture = chrono.ChTexture() # body_table_texture.SetTextureFilename(chrono.GetChronoDataPath() + 'concrete.jpg') body_table.GetAssets().push_back(body_table_texture) my_system.Add(body_table) # Makes the table shake link_shaker = chrono.ChLinkLockLock() # link_shaker.SetMotion_X() link_shaker.Initialize(body_table, body_floor, chrono.CSYSNORM) my_system.Add(link_shaker) # ..create the function for imposed y vertical motion, etc. mfunY = chrono.ChFunction_Sine(0, settings.TABLE_FREQ_Y, settings.TABLE_AMP_Y) # phase, frequency, amplitude # ..create the function for imposed z horizontal motion, etc. mfunZ = chrono.ChFunction_Sine(0, settings.TABLE_FREQ_Z, settings.TABLE_AMP_Z) # phase, frequency, amplitude # ..create the function for imposed x horizontal motion, etc. mfunX = chrono.ChFunction_Sine(2, 0, 0) # phase, frequency, amplitude print("Sim env_level " + str(difficulty_level)) if difficulty_level == settings.SHAKE_IN_X_AXIS_LEVEL: mfunX = chrono.ChFunction_Sine(2, settings.TABLE_FREQ_X, settings.TABLE_AMP_X) # phase, frequency, amplitude elif difficulty_level >= settings.SHAKE_IN_X_AND_Z_AXIS_LEVEL: increment = 0.25 * difficulty_level mfunX = chrono.ChFunction_Sine(2, settings.TABLE_FREQ_X + increment, settings.TABLE_AMP_X) # phase, frequency, amplitude mfunZ = chrono.ChFunction_Sine(0, settings.TABLE_FREQ_Z + increment, settings.TABLE_AMP_Z) # phase, frequency, amplitude link_shaker.SetMotion_Y(mfunY) link_shaker.SetMotion_Z(mfunZ) link_shaker.SetMotion_X(mfunX) # --------------------------------------------------------------------- # # Create an Irrlicht application to visualize the system window_name = "Tower Trial: " + str(trial_num) + " Gen: " + str(gen_num) if trial_num == -1: window_name = "Initializing Population..." app = chronoirr.ChIrrApp(my_system, window_name, chronoirr.dimension2du(settings.SCREEN_WIDTH, settings.SCREEN_HEIGHT)) app.AddTypicalSky() app.AddTypicalLogo(chrono.GetChronoDataPath() + 'logo_pychrono_alpha.png') app.AddTypicalCamera(chronoirr.vector3df(settings.CAMERA_X, settings.CAMERA_Y, settings.CAMERA_Z)) app.AddLightWithShadow(chronoirr.vector3df(2, 4, 2), # point chronoirr.vector3df(0, 0, 0), # aimpoint 9, # radius (power) 1, 9, # near, far 30) # Committing visualization app.AssetBindAll() app.AssetUpdateAll(); app.AddShadowAll(); # --------------------------------------------------------------------- # # Run the simulation. This is where all of the constraints are set # app.SetTimestep(settings.SPEED) app.SetTryRealtime(True) app.GetDevice().run() fitness = 0 brick1_init = block_bodies[0].GetPos().y brick2_init = block_bodies[1].GetPos().y brick3_init = block_bodies[2].GetPos().y brick4_init = block_bodies[3].GetPos().y # Highest while True: brick1_curr_height = block_bodies[0].GetPos().y brick2_curr_height = block_bodies[1].GetPos().y brick3_curr_height = block_bodies[2].GetPos().y brick4_curr_height = block_bodies[3].GetPos().y # Highest # Break conditions if my_system.GetChTime() > settings.SIMULATION_RUNTIME: break if my_system.GetChTime() > settings.SIMULATION_RUNTIME / 2: mfunX = chrono.ChFunction_Sine(2, 0, 0) mfunZ = chrono.ChFunction_Sine(2, 0, 0) link_shaker.SetMotion_Z(mfunZ) link_shaker.SetMotion_X(mfunX) # If the blocks fall out of line if brick1_init - brick1_curr_height > settings.CANCEL_SIM_THRESHOLD or \ brick2_init - brick2_curr_height > settings.CANCEL_SIM_THRESHOLD or \ brick3_init - brick3_curr_height > settings.CANCEL_SIM_THRESHOLD or \ brick4_init - brick4_curr_height > settings.CANCEL_SIM_THRESHOLD: break # Record fitness every 1/1000 of the runtime if 0.01 > my_system.GetChTime() % ((1 / 1000) * settings.SIMULATION_RUNTIME) > 0: if settings.FITNESS_FUNCTION == settings.Fitness.SumLengths: # Sum of size_y fitness += block_shapes[0].GetBoxGeometry().GetLengths().y + \ block_shapes[1].GetBoxGeometry().GetLengths().y + \ block_shapes[2].GetBoxGeometry().GetLengths().y + \ block_shapes[3].GetBoxGeometry().GetLengths().y elif settings.FITNESS_FUNCTION == settings.Fitness.MaxPosition: # Max of y positions fitness += max(block_bodies[0].GetPos().y, block_bodies[1].GetPos().y, block_bodies[2].GetPos().y, block_bodies[3].GetPos().y) elif settings.FITNESS_FUNCTION == settings.Fitness.MaxPositionSumLengths: # Max * sum of sizes fitness += max(block_bodies[0].GetPos().y, block_bodies[1].GetPos().y, block_bodies[2].GetPos().y, block_bodies[3].GetPos().y) * \ block_shapes[0].GetBoxGeometry().GetLengths().y + \ block_shapes[1].GetBoxGeometry().GetLengths().y + \ block_shapes[2].GetBoxGeometry().GetLengths().y + \ block_shapes[3].GetBoxGeometry().GetLengths().y app.BeginScene() app.DrawAll() for substep in range(0, 5): app.DoStep() app.EndScene() app.GetDevice().closeDevice() print("Fitness: " + str(fitness) + " Gen: " + str(gen_num)) return [fitness, traits]