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from typing import NamedTuple, Tuple
import numpy as np
from smarts.core.coordinates import Pose
from smarts.core.utils import pybullet
[docs]class JointInfo(NamedTuple):
"""Details about a bullet joint."""
index: int
type_: int
lower_limit: float
upper_limit: float
max_force: float
max_velocity: float
[docs]class JointState(NamedTuple):
"""Physics state information about a joint."""
position: Tuple[float, ...]
velocity: Tuple[float, ...]
[docs]class BulletBoxShape:
"""A bullet box."""
def __init__(self, bbox, bullet_client):
self._client = bullet_client
length, width, height = bbox
collision_box = bullet_client.createCollisionShape(
shapeType=pybullet.GEOM_BOX,
halfExtents=(width * 0.5, length * 0.5, height * 0.5),
)
self._height = height
# XXX: we might want to give these more mass...
self._bullet_id = self._client.createMultiBody(1, collision_box)
[docs] def reset_pose(self, pose: Pose):
"""Resets the box to the given pose. Only call this before it needs to do anything
physics-wise
"""
position, orientation = pose.as_bullet()
self._client.resetBasePositionAndOrientation(
self._bullet_id,
np.sum([position, [0, 0, self._height * 0.5]], axis=0),
orientation,
)
[docs] def teardown(self):
"""Cleans up bullet resource handles."""
self._client.removeBody(self._bullet_id)
self._bullet_id = None
[docs]class BulletPositionConstraint:
"""A "half"-spring constraint that pulls the attached shape to a pose. This allows motion
through forces rather than disrupting the simulation by moving the shape without forces.
"""
def __init__(self, bullet_shape, bullet_client):
self._client = bullet_client
self._bullet_shape = bullet_shape
self._bullet_cid = None
def _make_constraint(self, pose: Pose):
self._bullet_shape.reset_pose(pose)
relative_pos = [0, 0, 0]
relative_ori = [0, 0, 0, 1]
self._bullet_cid = self._client.createConstraint(
self._bullet_shape._bullet_id,
-1,
-1,
-1,
self._client.JOINT_FIXED,
[0, 0, 0],
[0, 0, -self._bullet_shape._height * 0.5],
relative_pos,
relative_ori,
)
[docs] def move_to(self, pose: Pose):
"""Moves the constraint to the given pose. The attached shape will attempt to follow."""
if not self._bullet_cid:
self._make_constraint(pose)
position, orientation = pose.as_bullet()
# TODO: Consider to remove offset when collision is improved
# Move constraints slightly up to avoid ground collision
ground_position = position + [0, 0, 0.2]
self._client.changeConstraint(self._bullet_cid, ground_position, orientation)
[docs] def teardown(self):
"""Clean up unmanaged resources."""
if self._bullet_cid is not None:
self._client.removeConstraint(self._bullet_cid)
self._bullet_cid = None