-
Notifications
You must be signed in to change notification settings - Fork 1
/
physEnv.py
591 lines (410 loc) · 17.6 KB
/
physEnv.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
import ode
import viz
import vizact
# The physical environment
class physEnv(viz.EventClass):
def __init__(self):
viz.EventClass.__init__(self)
print 'physEnv.init(): Frame-rate hardcoded at 1/60!'
self.frameRate = 1.0/60
if( type(self.frameRate) is not float ):
print 'physEnv.init(): frame-rate must be a float!'
return
# Keep track of physnodes in here
self.physNodes_phys = []
# This will be turned to TRUE when a collision has been detected
self.collisionDetected = False
# ODE initialization steps
self.world = ode.World()
print 'physEnv.init(): FIX: Grav hardcoded at 9.8. Should accept gravity as a parameter, or include a function to change gravity'
self.world.setGravity( [0,-9.8,0] )
#self.world.setCFM(0.00001)
#self.world.setERP(0.05)
self.world.setCFM(0.00001)
self.world.setERP(0.1)
#self.world.setContactSurfaceLayer(0.001)
##bounce_vel is the minimum incoming velocity to cause a bounce
# Collision space where geoms live and collisions are simulated
# 0 for a 'simple' space (faster and less accurate), 1 for a hash space
self.space = ode.Space(1)
self.minBounceVel = .2 # min vel to cause a bounce
#### A better description:
##Spaces are containers for geom objects that are the actual objects tested for collision.
##For the collision detection a Space is the same as the World for the dynamics simulation, and a geom object corresponds to a body object.
##For the pure dynamics simulation the actual shape of an object doesn't matter, you only have to know its mass properties.
##However, to do collision detection you need to know what an object actually looks like, and this is what's the difference between a body and a geom.
# A joint group for the contact joints that are generated whenever two bodies collide
self.jointGroup = ode.JointGroup()
self.collisionList_idx = []
self.contactJoints_idx = []
self.contactObjects_idx = []
# A list of non-collision joints, such as fixed joints, etc
self.joints_jIdx = []
############################################################################################
############################################################################################
## Contact/collision functions
vizact.onupdate( viz.PRIORITY_PHYSICS, self.stepPhysics)
#vizact.onupdate( viz.PRIOR, self.emptyContactGroups)
def makePhysNode(self,type,pos=[0,0,0],size=[]):
newPhysNode = physNode(self.world,self.space,type,pos,size)
self.physNodes_phys.append(newPhysNode)
#print 'Tried to make type ' + type + '. Made type ' + str(type(newPhysNode)
# Store the physnode in the list of physnodes
#print 'physEnv.makePhysNode: What happens to the list of physnodes when a physnode is erased? Does the list update itself?'
return newPhysNode
def stepPhysics(self):
# self.emptyCollisionBuffer()
# self.space.collide(self,self.detectCollisions)
# self.world.step( 1.0/60 )
self.emptyCollisionBuffer()
numCycles = 20
timeStep = (1.0/60) / numCycles
for idx in range(numCycles):
self.space.collide(self,self.detectCollisions)
self.world.step( timeStep )
# New collisions are now stored in self.contactJoints_idx
# They can be accessed using physEnv.getCollisions()
def returnPointerToPhysNode(self,geomOrBody):
# Accept a body or geom and return pointer to the phys node
if( geomOrBody == ode.Body):
print '*1'
if( type(geomOrBody) == ode.Body):
print '*2'
if( type(geomOrBody) == ode.GeomObject or
type(geomOrBody) == ode.GeomBox or
type(geomOrBody) == ode.GeomCapsule or
type(geomOrBody) == ode.GeomCCylinder or
type(geomOrBody) == ode.GeomCylinder or
type(geomOrBody) == ode.GeomPlane or
type(geomOrBody) == ode.GeomRay or
type(geomOrBody) == ode.GeomSphere or
type(geomOrBody) == ode.GeomTriMesh ):
'Searching geom'
for idx in range(len(self.physNodes_phys)):
if( self.physNodes_phys[idx].geom == geomOrBody ):
return self.physNodes_phys[idx]
print 'physEnv.returnPointerToPhysNode(): Geom not found in physNodes_phys'
elif( type(geomOrBody) == ode.Body ):
'Searching body'
for idx in range(len(self.physNodes_phys)):
if( self.physNodes_phys[idx].body == geomOrBody ):
return self.physNodes_phys[idx]
print 'physEnv.returnPointerToPhysNode(): Body not found in physNodes_phys'
else:
print 'physEnv.returnPointerToPhysNode(): Function accepts only geoms or body types. You provided a ' + str(type(geomOrBody))
def emptyCollisionBuffer(self):
# This functino is explicit to make it clear
# that there is a buffer that should be emptied on each iteration
self.jointGroup.empty()
self.collisionList_idx_physNodes = []
self.contactJoints_idx = []
self.contactObjects_idx = []
self.collisionDetected = False
def getCollisions(self):
# By default, getCollisions should be queried once on each iteration through the main loop
# In the future the phys Env may be divorced from the mainloop,
# allowing for multiple runs of the phys engine at a finer temporal scale
return self.contactJoints_idx
def detectCollisions(self,thePhysEnv, geom1, geom2):
# This callback is called whenever two objects may potentially collide.
# The callback function then has to do a proper collision test and has to create contact joints whenever a collision has occured.
# Check if the objects do collide
contactObjectList_idx = ode.collide(geom1, geom2)
# Create contact joints
for contactObject in contactObjectList_idx:
body1 = geom1.getBody()
body2 = geom2.getBody()
# physNode objects have extra parameters attached to them, like bouncincess and friction
physNode1 = self.returnPointerToPhysNode(geom1)
physNode2 = self.returnPointerToPhysNode(geom2)
# Note that, for some reason, the ball is always geom 1
if (physNode1 is None) is False and (physNode2 is None) is False:
#####################################################################
## Funct(geom): Return physnode that geom corresponds to
## Bounce! Calculate dynamics of bounce
self.collisionDetected = True
#####################################################################
self.collisionList_idx_physNodes.append([physNode1,physNode2])
contactInfo = ode.collide(geom1,geom2)
#####################################################################
#####################################################################
# Should it stick?
# <physNode> stickTo_gIdx is a list of pointers to geoms
# that the node should stick to via fixed joint
# ## exit without doing anything if the two bodies are connected by a joint
# # because this includes type contact joint, thsi prevents multiple contacts/collisions
# if( body1 and body2 and ode.areConnected(body1, body2)):
# print 'already connected'
# return;
for gIdx in range(len(physNode1.stickTo_gIdx)):
if( physNode1.stickTo_gIdx[gIdx] == geom2 ):
physNode1.disableCollisions()
physNode1.disableMovement()
# Ball always seems to be be the first geom
physNode1.collisionPosLocal_XYZ = body2.getPosRelPoint(body1.getPosition())
else:
# This determines the dynamics of this particular collision / contact
contactObject.setBounce(physNode1.bounciness * physNode2.bounciness ) # Coefficient of restitution
#print str(viz.getFrameNumber()) + ': bounciness (1,2,Both): ' + str(physNode1.bounciness) + ' ' + str(physNode2.bounciness) + ' ' + str(physNode1.bounciness * physNode2.bounciness )
# setBounceVel DOES NOT INFLUENCE BOUNCINESS. it is the min vel needed for bounce to occur
contactObject.setBounceVel(self.minBounceVel)
contactObject.setMu(physNode1.friction * physNode2.friction ) # Friction
# store for later
self.contactObjects_idx.append(contactObject)
# Add joint to the contact group
contactJoint = ode.ContactJoint(thePhysEnv.world, self.jointGroup, contactObject)
# Create contact joint
contactJoint.attach(body1, body2)
self.contactJoints_idx.append(contactJoint)
#####################################################
# Note that empyContactGroups is called automatically on each iteration
# This is necessary.
### in physEnv.init(): vizact.onupdate( viz.PRIORITY_LAST_UPDATE, self.emptyContactGroups)
#####################################################
class physNode():
def __init__(self,world,space,shape,pos,size=[],bounciness = 1,friction = 0,vertices = None,indices = None):
self.geom = 0
self.body = 0
self.parentWorld = []
self.parentSpace = []
self.bounciness = bounciness;
self.friction = friction;
# A list of bodies that it will stick to upon collision
self.stickTo_gIdx = []
self.collisionPosLocal_XYZ = []
if shape == 'plane':
# print 'phsEnv.createGeom(): type=plane expects pos=ABCD,and NO size. SIze is auto infinite.'
self.geom = ode.GeomPlane(space, [pos[0],pos[1],pos[2]], pos[3])
self.parentSpace = space
# No more work needed
elif shape == 'sphere':
#print 'Making sphere physNode'
# print 'phsEnv.createGeom(): type=sphere expects pos=XYZ, and size=RADIUS'
################################################################################################
################################################################################################
# Define the Body: something that moves as if under the
# influence of environmental physical forces
self.geomMass = ode.Mass()
# set sphere properties automatically assuming a mass of 1 and self.radius
mass = 1.0
self.geomMass.setSphereTotal(mass, size)
self.body = ode.Body(world)
self.parentWorld = world
self.body.setMass(self.geomMass) # geomMass or 1 ?
self.body.setPosition(pos)
# Define the Geom: a geometric shape used to calculate collisions
#size = radius!
self.geom = ode.GeomSphere(space,size)
self.geom.setBody( self.body )
self.parentSpace = space
################################################################################################
################################################################################################
#elif shape == 'cylinder':
elif('cylinder' in shape):
#print 'Making cylinder physNode'
# print 'phsEnv.createGeom(): type=sphere expects pos=XYZ, and size=RADIUS'
################################################################################################
################################################################################################
# Define the Body: something that moves as if under the
# influence of environmental physical forces
radius = size[1]
length = size[0]
self.geomMass = ode.Mass()
# set sphere properties automatically assuming a mass of 1 and self.radius
mass = 1.0
if( shape[-2:] == '_X'):
direction = 1
elif(shape[-2:] == '_Y'):
direction = 2
else:
direction = 3 # direction - The direction of the cylinder (1=x axis, 2=y axis, 3=z axis)
self.geomMass.setCylinderTotal(mass,direction,radius,length)
self.body = ode.Body(world)
self.parentWorld = world
self.body.setMass(self.geomMass) # geomMass or 1 ?
self.body.setPosition(pos)
# Define the Geom: a geometric shape used to calculate collisions
#size = radius!
self.geom = ode.GeomCylinder(space,radius,length)
self.geom.setPosition(pos)
self.geom.setBody( self.body )
# This bit compensates for a problem with ODE
# Note how the body is created in line with any axis
# When I wrote this note, it was in-line with Y (direction=2)
# The geom, however, can only be made in-line with the Z axis
# This creates an offset to bring the two in-line
vizOffsetTrans = viz.Transform()
if( shape[-2:] == '_X'):
vizOffsetTrans.setAxisAngle(1,0,0,90)
elif(shape[-2:] == '_Y'):
vizOffsetTrans.setAxisAngle(0,0,1,90)
vizOffsetQuat = vizOffsetTrans.getQuat()
odeRotMat = self.vizQuatToRotationMat(vizOffsetQuat)
#print self.geom.getRotation()
self.geom.setOffsetRotation(odeRotMat)
self.parentSpace = space
elif shape == 'box':
################################################################################################
################################################################################################
# Define the Body: something that moves as if under the
# influence of environmental physical forces
length = size[1]
width = size[2]
height = size[0]
self.geomMass = ode.Mass()
# set sphere properties automatically assuming a mass of 1 and self.radius
mass = 1.0
self.geomMass.setBoxTotal(mass,length,width,height)
self.body = ode.Body(world)
self.parentWorld = world
self.body.setMass(self.geomMass) # geomMass or 1 ?
self.body.setPosition(pos)
# Define the Geom: a geometric shape used to calculate collisions
#size = radius!
self.geom = ode.GeomBox(space,[length,width,height])
self.geom.setPosition(pos)
self.geom.setBody( self.body )
self.parentSpace = space
elif shape == 'trimesh':
if( vertices == None or indices == None):
print 'physNode.init(): For trimesh, must pass in vertices and indices'
self.body = ode.Body(world)
self.parentWorld = world
self.body.setMass(self.geomMass) # geomMass or 1 ?
self.body.setPosition(pos)
triMeshData = ode.TrisMeshData()
triMeshData.build(vertices, indices)
self.geom = ode.GeomTriMesh(td, space)
self.geom.setBody(self.body)
## Set parameters for drawing the trimesh
body.shape = "trimesh"
body.geom = self.geom
self.parentSpace = space
else:
print 'physEnv.physNode.init(): ' + str(type) +' not implemented yet!'
return
pass
def remove(self):
#self.parentRoom.physEnv.removeGeom(self.physGeom)
self.geom.setBody(None)
self.parentSpace.remove(self.geom)
#self.parentWorld.remove()
#dBodyDestroy(dBodyID);
# Remove kinematic body
del self.body
self.body = 0
def removeBody(self):
del self.body
self.body = 0
def getQuaternion(self):
# Note that vizard's quats are in format xyzw
# however, ODE's quats are wxyz
# here, we convert!
if( self.body ):
odeFormQuat = self.body.getQuaternion()
elif( self.geom ):
odeFormQuat = self.geom.getQuaternion()
else:
print 'No physnode!'
return
vizFormQuat = [ odeFormQuat[1], odeFormQuat[2], odeFormQuat[3], odeFormQuat[0]]
return vizFormQuat
def updateWithTransform(self,transform):
newPos = transform.getPosition()
newQuat = transform.getQuat()
self.setQuaternion(newQuat)
self.setPosition(newPos)
def setQuaternion(self,vizFormQuat):
# Note that vizard's quats are in format xyzw
# This function expects that format.
# however, ODE's quats are wxyz
# here, we convert!
odeFormQuat = [ vizFormQuat[3], vizFormQuat[0], vizFormQuat[1], vizFormQuat[2]]
if( self.body ):
self.body.setQuaternion(odeFormQuat)
# if( self.geom ):
# self.geom.setQuaternion(odeFormQuat)
def setPosition(self,pos):
if( self.body ):
self.body.setPosition(pos)
# if( self.geom ):
# self.geom.setPosition(pos)
def setVelocity(self,vel_XYZ):
self.setLinearVel(vel_XYZ)
def setLinearVel(self,vel_XYZ):
self.body.setLinearVel(vel_XYZ)
def setBounciness(self,bounciness):
self.bounciness = bounciness
def setFriction(self,friction):
self.friction = friction
def enableMovement(self):
self.body.setDynamic()
def disableMovement(self):
self.body.setLinearVel([0,0,0])
self.body.setKinematic()
def setStickUponContact(self,geom):
# Prevent duplicates
for idx in range(len(self.stickTo_gIdx)):
if ( self.stickTo_gIdx[idx] == geom ):
return
# Add to the list
self.stickTo_gIdx.append(geom)
pass
def queryStickyState(self, physNodeIn):
# returns a true if it is set to stick to the physNode
for idx in range(len(self.stickTo_gIdx)):
if ( self.stickTo_gIdx[idx] == physNodeIn.geom ):
return 1
return 0
def enableCollisions(self):
self.geom.enable()
def disableCollisions(self):
self.geom.disable()
def vizQuatToRotationMat(self,quat):
# Converts a quat in the form WXYZ (Vizard)
# to a rotation matrix
W = quat[0]
X = quat[1]
Y = quat[2]
Z = quat[3]
xx = X * X;
xy = X * Y;
xz = X * Z;
xw = X * W;
yy = Y * Y;
yz = Y * Z;
yw = Y * W;
zz = Z * Z;
zw = Z * W;
rotMat = [0]*10
rotMat[0] = 1 - 2. * ( yy + zz );
rotMat[1] = 2. * ( xy - zw );
rotMat[2] = 2. * ( xz + yw );
rotMat[3] = 2. * ( xy + zw );
rotMat[4] = 1 - 2. * ( xx + zz );
rotMat[5] = 2. * ( yz - xw );
rotMat[6] = 2. * ( xz - yw );
rotMat[7] = 2. * ( yz + xw );
rotMat[8] = 1 - 2. * ( xx + yy );
return rotMat
if __name__ == "__main__":
import vizact
import visEnv
viz.window.setFullscreenMonitor([1])
viz.setMultiSample(4)
viz.MainWindow.clip(0.01 ,200)
viz.go(viz.FULLSCREEN)
viz.MainView.setPosition([-5,2,10.75])
viz.MainView.lookAt([0,2,0])
print str( viz.phys.getGravity() )
viz.vsync(1)
# Configure the simulation using VRLABConfig
# This also enables mocap
# Create environment
room = visEnv.room()
ballInitialPos = [0,3,0]
ballInitialVel = [0,0,0]
ball = visEnv.visObj(room,'sphere',.07,ballInitialPos)
ball.toggleUpdateWithPhys() # Visobj are inanimate until either tied to a physics or motion capture object
ball.setBounciness(0.5)
ball.physNode.enableMovement() # Turns on kinematics