def add_asset(self, asset: 'Any'):
        if isinstance(asset, chrono.ChBody):
            self._system._system.AddBody(asset)
            return
        if isinstance(asset, WABody):
            if not hasattr(asset, 'size') or not hasattr(asset, 'position'):
                raise AttributeError(
                    "Body must have 'size', and 'position' fields")

            position = asset.position
            yaw = 0 if not hasattr(asset, 'yaw') else asset.yaw
            size = asset.size

            body_type = 'box'
            if hasattr(asset, 'body_type'):
                body_type = asset.body_type

            if body_type == 'sphere':
                body = chrono.ChBodyEasySphere(size.length, 1000, True, False)
                body.SetBodyFixed(True)
            elif body_type == 'box':
                body = chrono.ChBodyEasyBox(
                    size.x, size.y, size.z, 1000, True, False)
                body.SetBodyFixed(True)
            else:
                raise ValueError(
                    f"'{asset.body_type}' not a supported body type.")

            body.SetPos(WAVector_to_ChVector(position))
            body.SetRot(chrono.Q_from_AngZ(-yaw + WA_PI / 2))

            if hasattr(asset, 'color'):
                color = asset.color
                body.AddAsset(chrono.ChColorAsset(
                    chrono.ChColor(color.x, color.y, color.z)))

                texture = chrono.ChVisualMaterial()
                texture.SetDiffuseColor(
                    chrono.ChVectorF(color.x, color.y, color.z))
                chrono.CastToChVisualization(
                    body.GetAssets()[0]).material_list.append(texture)

            if hasattr(asset, 'texture'):
                texture = chrono.ChVisualMaterial()
                texture.SetKdTexture(get_wa_data_file(asset.texture))
                chrono.CastToChVisualization(
                    body.GetAssets()[0]).material_list.append(texture)

            self._system._system.AddBody(body)

            asset.chrono_body = body

        super().add_asset(asset)
示例#2
0
def create_sphere_in_chrono(
    system: 'WAChronoSystem', rgb=(1, 0, 0)) -> chrono.ChBodyEasySphere:
    """Create and add a sphere to the chrono world 

    Args:
        system (WASystem): the system that manages the simulation
        rgb (tuple, optional): (red, green, blue). Defaults to (1, 0, 0) or red.

    Returns:
        chrono.ChBodyEasySphere: the sphere that was created
    """
    sphere = chrono.ChBodyEasySphere(0.25, 1000, True, False)
    sphere.SetBodyFixed(True)
    sphere.AddAsset(chrono.ChColorAsset(*rgb))

    texture = chrono.ChVisualMaterial()
    texture.SetDiffuseColor(chrono.ChVectorF(*rgb))
    chrono.CastToChVisualization(
        sphere.GetAssets()[0]).material_list.append(texture)

    system._system.Add(sphere)

    return sphere
示例#3
0
    def reset(self):
        n = 2 * np.random.randint(0, 4)
        b1 = 0
        b2 = 0
        r1 = n
        r2 = n
        r3 = n
        r4 = n
        r5 = n
        t1 = 0
        t2 = 0
        t3 = 0
        c = 0
        self.assets = AssetList(b1, b2, r1, r2, r3, r4, r5, t1, t2, t3, c)
        # Create systems
        self.system = chrono.ChSystemNSC()
        self.system.Set_G_acc(chrono.ChVectorD(0, 0, -9.81))
        self.system.SetSolverType(chrono.ChSolver.Type_BARZILAIBORWEIN)
        self.system.SetSolverMaxIterations(150)
        self.system.SetMaxPenetrationRecoverySpeed(4.0)

        # Create the terrain
        rigid_terrain = True
        self.terrain = veh.RigidTerrain(self.system)
        if rigid_terrain:
            patch_mat = chrono.ChMaterialSurfaceNSC()
            patch_mat.SetFriction(0.9)
            patch_mat.SetRestitution(0.01)
            patch = self.terrain.AddPatch(patch_mat, chrono.ChVectorD(0, 0, 0),
                                          chrono.ChVectorD(0, 0, 1),
                                          self.terrain_length * 1.5,
                                          self.terrain_width * 1.5)
        else:
            self.bitmap_file = os.path.dirname(
                os.path.realpath(__file__)) + "/../utils/height_map.bmp"
            self.bitmap_file_backup = os.path.dirname(
                os.path.realpath(__file__)) + "/../utils/height_map_backup.bmp"
            shape = (252, 252)
            generate_random_bitmap(shape=shape,
                                   resolutions=[(2, 2)],
                                   mappings=[(-1.5, 1.5)],
                                   file_name=self.bitmap_file)
            try:
                patch = self.terrain.AddPatch(
                    chrono.CSYSNORM,  # position
                    self.bitmap_file,  # heightmap file (.bmp)
                    "test",  # mesh name
                    self.terrain_length * 1.5,  # sizeX
                    self.terrain_width * 1.5,  # sizeY
                    self.min_terrain_height,  # hMin
                    self.max_terrain_height)  # hMax
            except Exception:
                print('Corrupt Bitmap File')
                patch = self.terrain.AddPatch(
                    chrono.CSYSNORM,  # position
                    self.bitmap_file_backup,  # heightmap file (.bmp)
                    "test",  # mesh name
                    self.terrain_length * 1.5,  # sizeX
                    self.terrain_width * 1.5,  # sizeY
                    self.min_terrain_height,  # hMin
                    self.max_terrain_height)  # hMax
        patch.SetTexture(veh.GetDataFile("terrain/textures/grass.jpg"), 200,
                         200)

        patch.SetColor(chrono.ChColor(0.8, 0.8, 0.5))
        self.terrain.Initialize()

        ground_body = patch.GetGroundBody()
        ground_asset = ground_body.GetAssets()[0]
        visual_asset = chrono.CastToChVisualization(ground_asset)
        visual_asset.SetStatic(True)
        vis_mat = chrono.ChVisualMaterial()
        vis_mat.SetKdTexture(veh.GetDataFile("terrain/textures/grass.jpg"))
        visual_asset.material_list.append(vis_mat)

        theta = random.random() * 2 * np.pi
        x, y = self.terrain_length * 0.5 * np.cos(
            theta), self.terrain_width * 0.5 * np.sin(theta)
        z = self.terrain.GetHeight(chrono.ChVectorD(x, y, 0)) + 0.25
        ang = np.pi + theta
        self.initLoc = chrono.ChVectorD(x, y, z)
        self.initRot = chrono.Q_from_AngZ(ang)

        self.vehicle = veh.Gator(self.system)
        self.vehicle.SetContactMethod(chrono.ChContactMethod_NSC)
        self.vehicle.SetChassisCollisionType(veh.ChassisCollisionType_NONE)
        self.vehicle.SetChassisFixed(False)
        self.m_inputs = veh.Inputs()
        self.vehicle.SetInitPosition(
            chrono.ChCoordsysD(self.initLoc, self.initRot))
        self.vehicle.SetTireType(veh.TireModelType_TMEASY)
        self.vehicle.SetTireStepSize(self.timestep)
        self.vehicle.Initialize()

        if self.play_mode:
            self.vehicle.SetChassisVisualizationType(
                veh.VisualizationType_MESH)
            self.vehicle.SetWheelVisualizationType(veh.VisualizationType_MESH)
            self.vehicle.SetTireVisualizationType(veh.VisualizationType_MESH)
        else:
            self.vehicle.SetChassisVisualizationType(
                veh.VisualizationType_PRIMITIVES)
            self.vehicle.SetWheelVisualizationType(
                veh.VisualizationType_PRIMITIVES)
            self.vehicle.SetTireVisualizationType(
                veh.VisualizationType_PRIMITIVES)
        self.vehicle.SetSuspensionVisualizationType(
            veh.VisualizationType_PRIMITIVES)
        self.vehicle.SetSteeringVisualizationType(
            veh.VisualizationType_PRIMITIVES)
        self.chassis_body = self.vehicle.GetChassisBody()
        # self.chassis_body.GetCollisionModel().ClearModel()
        # size = chrono.ChVectorD(3,2,0.2)
        # self.chassis_body.GetCollisionModel().AddBox(0.5 * size.x, 0.5 * size.y, 0.5 * size.z)
        # self.chassis_body.GetCollisionModel().BuildModel()
        self.chassis_collision_box = chrono.ChVectorD(3, 2, 0.2)

        # Driver
        self.driver = veh.ChDriver(self.vehicle.GetVehicle())

        # create goal
        # pi/4 ang displ
        delta_theta = (random.random() - 0.5) * 1.0 * np.pi
        gx, gy = self.terrain_length * 0.5 * np.cos(
            theta + np.pi +
            delta_theta), self.terrain_width * 0.5 * np.sin(theta + np.pi +
                                                            delta_theta)
        self.goal = chrono.ChVectorD(
            gx, gy,
            self.terrain.GetHeight(chrono.ChVectorD(gx, gy, 0)) + 1.0)

        i = 0
        while (self.goal - self.initLoc).Length() < 15:
            gx = random.random() * self.terrain_length - self.terrain_length / 2
            gy = random.random() * self.terrain_width - self.terrain_width / 2
            self.goal = chrono.ChVectorD(gx, gy, self.max_terrain_height + 1)
            if i > 100:
                print('Break')
                break
            i += 1

        # self.goal = chrono.ChVectorD(75, 0, 0)
        # Origin in Madison WI
        self.origin = chrono.ChVectorD(43.073268, -89.400636, 260.0)
        self.goal_coord = chrono.ChVectorD(self.goal)
        sens.Cartesian2GPS(self.goal_coord, self.origin)

        self.goal_sphere = chrono.ChBodyEasySphere(.55, 1000, True, False)
        self.goal_sphere.SetBodyFixed(True)

        sphere_asset = self.goal_sphere.GetAssets()[0]
        visual_asset = chrono.CastToChVisualization(sphere_asset)

        vis_mat = chrono.ChVisualMaterial()
        vis_mat.SetAmbientColor(chrono.ChVectorF(0, 0, 0))
        vis_mat.SetDiffuseColor(chrono.ChVectorF(.2, .2, .9))
        vis_mat.SetSpecularColor(chrono.ChVectorF(.9, .9, .9))

        visual_asset.material_list.append(vis_mat)
        visual_asset.SetStatic(True)

        self.goal_sphere.SetPos(self.goal)
        if self.play_mode:
            self.system.Add(self.goal_sphere)

        # create obstacles
        # start = t.time()
        self.assets.Clear()
        self.assets.RandomlyPositionAssets(self.system,
                                           self.initLoc,
                                           self.goal,
                                           self.terrain,
                                           self.terrain_length * 1.5,
                                           self.terrain_width * 1.5,
                                           should_scale=False)

        # Set the time response for steering and throttle inputs.
        # NOTE: this is not exact, since we do not render quite at the specified FPS.
        steering_time = 0.75
        # time to go from 0 to +1 (or from 0 to -1)
        throttle_time = .5
        # time to go from 0 to +1
        braking_time = 0.3
        # time to go from 0 to +1
        self.SteeringDelta = (self.timestep / steering_time)
        self.ThrottleDelta = (self.timestep / throttle_time)
        self.BrakingDelta = (self.timestep / braking_time)

        self.manager = sens.ChSensorManager(self.system)
        self.manager.scene.AddPointLight(chrono.ChVectorF(100, 100, 100),
                                         chrono.ChVectorF(1, 1, 1), 5000.0)
        self.manager.scene.AddPointLight(chrono.ChVectorF(-100, -100, 100),
                                         chrono.ChVectorF(1, 1, 1), 5000.0)
        # Let's not, for the moment, give a different scenario during test
        """
        if self.play_mode:
            self.manager.scene.GetBackground().has_texture = True;
            self.manager.scene.GetBackground().env_tex = "sensor/textures/qwantani_8k.hdr"
            self.manager.scene.GetBackground().has_changed = True;
        """
        # -----------------------------------------------------
        # Create a self.camera and add it to the sensor manager
        # -----------------------------------------------------
        #chrono.ChFrameD(chrono.ChVectorD(1.5, 0, .875), chrono.Q_from_AngAxis(0, chrono.ChVectorD(0, 1, 0))),
        self.camera = sens.ChCameraSensor(
            self.chassis_body,  # body camera is attached to
            20,  # scanning rate in Hz
            chrono.ChFrameD(
                chrono.ChVectorD(.65, 0, .75),
                chrono.Q_from_AngAxis(0, chrono.ChVectorD(0, 1, 0))),
            # offset pose
            self.camera_width,  # number of horizontal samples
            self.camera_height,  # number of vertical channels
            chrono.CH_C_PI / 2,  # horizontal field of view
            6  # supersampling factor
        )
        self.camera.SetName("Camera Sensor")
        self.camera.PushFilter(sens.ChFilterRGBA8Access())
        if self.play_mode:
            self.camera.PushFilter(
                sens.ChFilterVisualize(self.camera_width, self.camera_height,
                                       "RGB Camera"))
        self.manager.AddSensor(self.camera)

        # -----------------------------------------------------
        # Create a self.gps and add it to the sensor manager
        # -----------------------------------------------------
        gps_noise_none = sens.ChGPSNoiseNone()
        self.gps = sens.ChGPSSensor(
            self.chassis_body, 15,
            chrono.ChFrameD(
                chrono.ChVectorD(0, 0, 0),
                chrono.Q_from_AngAxis(0, chrono.ChVectorD(0, 1, 0))),
            self.origin, gps_noise_none)
        self.gps.SetName("GPS Sensor")
        self.gps.PushFilter(sens.ChFilterGPSAccess())
        self.manager.AddSensor(self.gps)

        # have to reconstruct scene because sensor loads in meshes separately (ask Asher)
        # start = t.time()
        if self.assets.GetNum() > 0:
            # self.assets.TransformAgain()
            # start = t.time()
            for asset in self.assets.assets:
                if len(asset.frames) > 0:
                    self.manager.AddInstancedStaticSceneMeshes(
                        asset.frames, asset.mesh.shape)
            # self.manager.ReconstructScenes()
            # self.manager.AddInstancedStaticSceneMeshes(self.assets.frames, self.assets.shapes)
            # self.manager.Update()
            # print('Reconstruction :: ', t.time() - start)

        self.old_dist = (self.goal - self.initLoc).Length()

        self.step_number = 0
        self.c_f = 0
        self.isdone = False
        self.render_setup = False
        self.dist0 = (self.goal - self.chassis_body.GetPos()).Length()
        if self.play_mode:
            self.render()

        # print(self.get_ob()[1])
        return self.get_ob()
示例#4
0
    def __init__(self, step_size, sys, controller, irrlicht=False, vehicle_type='json', initLoc=chrono.ChVectorD(0,0,0), initRot=chrono.ChQuaternionD(1,0,0,0), vis_balls=False, render_step_size=1.0/60):
        # Chrono parameters
        self.step_size = step_size
        self.irrlicht = irrlicht
        self.step_number = 0

        # Vehicle controller
        self.controller = controller

        # Initial vehicle position
        self.initLoc = initLoc

        # Initial vehicle orientation
        self.initRot = initRot

        # Point on chassis tracked by the camera (Irrlicht only)
        self.trackPoint = chrono.ChVectorD(0.0, 0.0, 1.75)

        if vehicle_type == 'json':

            # JSON file for vehicle model
            self.vehicle_file = veh.GetDataPath() + os.path.join('hmmwv', 'vehicle', 'HMMWV_Vehicle.json')
            checkFile(self.vehicle_file)

            # JSON file for powertrain (simple)
            self.simplepowertrain_file = veh.GetDataPath() + os.path.join('generic', 'powertrain', 'SimplePowertrain.json')
            checkFile(self.simplepowertrain_file)

            # JSON files tire models (rigid)
            self.rigidtire_file = veh.GetDataPath() + os.path.join('hmmwv', 'tire', 'HMMWV_RigidTire.json')
            checkFile(self.rigidtire_file)

            # --------------------------
            # Create the various modules
            # --------------------------
            if sys == None:
                self.wheeled_vehicle = veh.WheeledVehicle(self.vehicle_file)
            else:
                self.wheeled_vehicle = veh.WheeledVehicle(sys, self.vehicle_file)
            self.wheeled_vehicle.Initialize(chrono.ChCoordsysD(self.initLoc, self.initRot))
            self.wheeled_vehicle.SetChassisVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.wheeled_vehicle.SetSuspensionVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.wheeled_vehicle.SetSteeringVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.wheeled_vehicle.SetWheelVisualizationType(veh.VisualizationType_NONE)

            # Create and initialize the powertrain system
            self.powertrain = veh.SimplePowertrain(self.simplepowertrain_file)
            self.wheeled_vehicle.InitializePowertrain(self.powertrain)

            # Create and initialize the tires
            for axle in self.wheeled_vehicle.GetAxles():
                tireL = veh.RigidTire(self.rigidtire_file)
                self.wheeled_vehicle.InitializeTire(tireL, axle.m_wheels[0], veh.VisualizationType_MESH)
                tireR = veh.RigidTire(self.rigidtire_file)
                self.wheeled_vehicle.InitializeTire(tireR, axle.m_wheels[1], veh.VisualizationType_MESH)

            self.vehicle = self.wheeled_vehicle
            self.sys = self.wheeled_vehicle.GetSystem()

        elif vehicle_type == 'rccar':
            if sys == None:
                self.rc_vehicle = veh.RCCar()
                self.rc_vehicle.SetContactMethod(chrono.ChMaterialSurface.SMC)
                self.rc_vehicle.SetChassisCollisionType(veh.ChassisCollisionType_NONE)
            else:
                self.rc_vehicle = veh.RCCar(sys)
            self.rc_vehicle.SetChassisFixed(False)
            self.rc_vehicle.SetInitPosition(chrono.ChCoordsysD(initLoc, initRot))
            self.rc_vehicle.SetTireType(veh.TireModelType_RIGID)
            self.rc_vehicle.SetTireStepSize(step_size)
            self.rc_vehicle.Initialize()

            self.rc_vehicle.SetChassisVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.rc_vehicle.SetSuspensionVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.rc_vehicle.SetSteeringVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.rc_vehicle.SetWheelVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.rc_vehicle.SetTireVisualizationType(veh.VisualizationType_PRIMITIVES)

            self.vehicle = self.rc_vehicle.GetVehicle()
            self.sys = self.vehicle.GetSystem()

            self.trackPoint = chrono.ChVectorD(4, 0.0, .15)

        elif vehicle_type == 'sedan':
            if sys == None:
                self.sedan = veh.Sedan()
                self.sedan.SetContactMethod(chrono.ChMaterialSurface.NSC)
                self.sedan.SetChassisCollisionType(veh.ChassisCollisionType_NONE)
            else:
                self.sedan = veh.Sedan(sys)
            self.sedan.SetChassisFixed(False)
            self.sedan.SetInitPosition(chrono.ChCoordsysD(initLoc, initRot))
            self.sedan.SetTireType(veh.TireModelType_RIGID)
            self.sedan.SetTireStepSize(step_size)
            self.sedan.Initialize()

            self.sedan.SetChassisVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.sedan.SetSuspensionVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.sedan.SetSteeringVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.sedan.SetWheelVisualizationType(veh.VisualizationType_PRIMITIVES)
            self.sedan.SetTireVisualizationType(veh.VisualizationType_PRIMITIVES)

            self.vehicle = self.sedan.GetVehicle()
            self.sys = self.vehicle.GetVehicle().GetSystem()

        # -------------
        # Create driver
        # -------------
        self.driver = Driver(self.vehicle)
        self.driver.SetStepSize(step_size)

        # Set the time response for steering and throttle inputs.
        # NOTE: this is not exact, since we do not render quite at the specified FPS.
        steering_time = 1.0  # time to go from 0 to +1 (or from 0 to -1)
        throttle_time = 1.0  # time to go from 0 to +1
        braking_time = 0.3   # time to go from 0 to +1
        self.driver.SetSteeringDelta(render_step_size / steering_time)
        self.driver.SetThrottleDelta(render_step_size / throttle_time)
        self.driver.SetBrakingDelta(render_step_size / braking_time)

        self.vis_balls = vis_balls
        if self.vis_balls:
            self.sentinel_sphere = chrono.ChBodyEasySphere(.25, 1000, False, True)
            self.sentinel_sphere.SetBodyFixed(True)
            self.sentinel_sphere.AddAsset(chrono.ChColorAsset(1,0,0))
            self.sys.Add(self.sentinel_sphere)

            self.sentinel_target = chrono.ChBodyEasySphere(.25, 1000, False, True)
            self.sentinel_target.SetBodyFixed(True)
            self.sentinel_target.AddAsset(chrono.ChColorAsset(0,1,0));
            self.sys.Add(self.sentinel_target)

        # Vehicle parameters for matplotlib
        self.length = self.vehicle.GetWheelbase() + 2.0 # [m]
        self.width = self.vehicle.GetWheeltrack(0) # [m]
        self.backtowheel = 1.0 # [m]
        self.wheel_len = self.vehicle.GetWheel(0, 1).GetWidth() * 2 # [m]
        self.wheel_width = self.vehicle.GetWheel(0, 1).GetWidth() # [m]
        self.tread = self.vehicle.GetWheeltrack(0) / 2 # [m]
        self.wb = self.vehicle.GetWheelbase() # [m]
        self.offset = [-4.0,0] # [m]
示例#5
0
# brick_material.SetCompliance (0.0000001)
# brick_material.SetComplianceT(0.0000001)
# brick_material.SetRollingFriction(rollfrict_param)
# brick_material.SetSpinningFriction(0)
# brick_material.SetComplianceRolling(0.0000001)
# brick_material.SetComplianceSpinning(0.0000001)

S0 = chrono.ChVectorD(0, 0, 0)
Sr = chrono.ChVectorD(rad_sph * math.sin(alpha), -rad_sph * math.cos(alpha), 0)
Sl = chrono.ChVectorD(-rad_sph * math.sin(beta), rad_sph * math.cos(beta), 0)
Dr = chrono.ChVectorD(math.cos(alpha), math.sin(alpha), 0)
Dl = chrono.ChVectorD(math.cos(beta), math.sin(beta), 0)
Dz = chrono.ChVectorD(0, 0, thick)

if False:
    mbodyS = chrono.ChBodyEasySphere(0.1, 1000, True, True)
    mbodyS.SetPos(S0)
    mbodyS.SetMaterialSurface(brick_material)
    mysystem.Add(mbodyS)
else:
    S1 = Sl + Dl * 0.2
    S2 = Sl - Dl * 0.2
    S3 = Sr + Dr * 0.2
    S4 = Sr - Dr * 0.2
    Dzz = chrono.ChVectorD(0, 0, (thick * 0.6))
    pointsS = chrono.vector_ChVectorD([
        S1 + Dzz, S2 + Dzz, S3 + Dzz, S4 + Dzz, S1 - Dzz, S2 - Dzz, S3 - Dzz,
        S4 - Dzz
    ])

    mbodyS = chrono.ChBodyEasyConvexHullAuxRef(pointsS, 1000, True, True)
示例#6
0
brick_material.SetDampingF(0.00000)
brick_material.SetCompliance(1e-9)
brick_material.SetComplianceT(1e-9)

L_material = chrono.ChMaterialSurfaceNSC()
L_material.SetFriction(0)

S0 = chrono.ChVectorD(0, 0, 0)
Sr = chrono.ChVectorD(rad_sph * math.sin(alpha), -rad_sph * math.cos(alpha), 0)
Sl = chrono.ChVectorD(-rad_sph * math.sin(beta), rad_sph * math.cos(beta), 0)
Dr = chrono.ChVectorD(math.cos(alpha), math.sin(alpha), 0)
Dl = chrono.ChVectorD(math.cos(beta), math.sin(beta), 0)
Dz = chrono.ChVectorD(0, 0, thick)

if False:
    mbodyS = chrono.ChBodyEasySphere(0.1, 1000, True, True, brick_material)
    mbodyS.SetPos(S0)
    mysystem.Add(mbodyS)
else:
    S1 = Sl + Dl * 0.2
    S2 = Sl - Dl * 0.2
    S3 = Sr + Dr * 0.2
    S4 = Sr - Dr * 0.2
    Dzz = chrono.ChVectorD(0, 0, (thick * 0.6))
    pointsS = chrono.vector_ChVectorD([
        S1 + Dzz, S2 + Dzz, S3 + Dzz, S4 + Dzz, S1 - Dzz, S2 - Dzz, S3 - Dzz,
        S4 - Dzz
    ])

    mbodyS = chrono.ChBodyEasyConvexHullAuxRef(pointsS, 1000, True, True,
                                               brick_material)
示例#7
0
    mfloor = chrono.ChBodyEasyBox(2, 0.1, 2, 2700, True, True, mysurfmaterial)
    mfloor.SetBodyFixed(True)
    my_system.Add(mfloor)

    masset_texture = chrono.ChTexture()
    masset_texture.SetTextureFilename(
        chrono.GetChronoDataFile("textures/concrete.jpg"))
    mfloor.AddAsset(masset_texture)

# two falling objects:

mcube = chrono.ChBodyEasyBox(0.1, 0.1, 0.1, 2700, True, True, mysurfmaterial)
mcube.SetPos(chrono.ChVectorD(0.6, 0.5, 0.6))
my_system.Add(mcube)

msphere = chrono.ChBodyEasySphere(0.1, 2700, True, True, mysurfmaterial)
msphere.SetPos(chrono.ChVectorD(0.8, 0.5, 0.6))
my_system.Add(msphere)

#
# Example 1: tetrahedrons, with collisions
#

# Create a mesh. We will use it for tetrahedrons.

my_mesh = fea.ChMesh()

# 1) a FEA tetrahedron(s):

# Create a material, that must be assigned to each solid element in the mesh,
# and set its parameters