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biped_sample.py
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316 lines (238 loc) · 12 KB
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from panda3d.core import *
from CCDIK.ik_chain import IKChain
from CCDIK.utils import *
from walk_cycle import WalkCycle
from CCDIK.armature_utils import ArmatureUtils
class Biped():
def __init__( self ):
# Change this to a higher number to control which joint is moved more:
# - 0: The tip (lower legs) are rotated the most during movement
# - Higher values (eg. 3 or 4): The hip is moved more during movement
annealing_exponent = 0
##################################
# Set up main body:
self.torso_height = 1.6
self.torso_node = render.attach_new_node("Torso")
self.torso_node.set_pos( 0, 0, self.torso_height )
geom = create_axes( 0.3 )
self.torso_node.attach_new_node( geom )
hip_node = self.torso_node.attach_new_node( "Hip" )
hip_node.set_pos( 0, 0, -0.6 )
##################################
# Set up body movement:
self.target_node = render.attach_new_node( "WalkTarget" )
#geom = createAxes( 0.2 )
#self.targetNode.attachNewNode( geom )
self.walk_speed = 1 # m/s
self.turn_speed = 2
self.new_random_target()
##################################
# Set up Armature and Joints:
au = ArmatureUtils()
joint = None
offset_length = 0.5
root_joint = au.create_joint( "root" )
###############
# Left leg:
hip_l = au.create_joint( "hip_l", parent_joint=root_joint )
# First, rotate 90 degrees outwards:
upper_leg_l = au.create_joint( "upper_leg_l", parent_joint=hip_l,
translate=-LVector3f.unit_x()*0.13 )
lower_leg_l = au.create_joint( "lower_leg_l", parent_joint=upper_leg_l,
translate=LVector3f.unit_z()*0.45 )
foot_l = au.create_joint( "foot_l", parent_joint=lower_leg_l,
translate=LVector3f.unit_z()*0.6 )
###############
# Right leg:
hip_r = au.create_joint( "hip_r", parent_joint=root_joint )
# First, rotate 90 degrees outwards:
upper_leg_r = au.create_joint( "upper_leg_r", parent_joint=hip_r,
translate=LVector3f.unit_x()*0.13 )
lower_leg_r = au.create_joint( "lower_leg_r", parent_joint=upper_leg_r,
translate=LVector3f.unit_z()*0.45 )
foot_r = au.create_joint( "foot_r", parent_joint=lower_leg_r,
translate=LVector3f.unit_z()*0.6 )
## IMPORTANT! Let the Armature_utils create the actor and set up control nodes:
au.finalize()
## IMPORTANT! Attach the created actor to the scene, otherwise you won't see anything!
au.get_actor().reparent_to( hip_node )
##################################
# Set up left IK Chain:
self.ik_chain_leg_left = IKChain()
self.ik_chain_leg_left.set_annealing_exponent( annealing_exponent )
ik_joint = self.ik_chain_leg_left.add_joint( hip_l, au.get_control_node( hip_l.get_name() ) )
ik_joint = self.ik_chain_leg_left.add_joint( upper_leg_l, au.get_control_node( upper_leg_l.get_name() ),
parent_ik_joint=ik_joint )
ik_joint = self.ik_chain_leg_left.add_joint( lower_leg_l, au.get_control_node( lower_leg_l.get_name() ),
parent_ik_joint=ik_joint )
ik_joint = self.ik_chain_leg_left.add_joint( foot_l, au.get_control_node( foot_l.get_name() ),
parent_ik_joint=ik_joint )
self.ik_chain_leg_left.get_ik_joint( hip_l.get_name() ).set_static( True )
self.ik_chain_leg_left.get_ik_joint( lower_leg_l.get_name() ).set_hinge_constraint(
LVector3f.unit_x(), min_ang=0, max_ang=math.pi*0.5 )
self.ik_chain_leg_left.debug_display()
##################################
# Set up right IK Chain:
self.ik_chain_leg_right = IKChain()
self.ik_chain_leg_right.set_annealing_exponent( annealing_exponent )
ik_joint = self.ik_chain_leg_right.add_joint( hip_r, au.get_control_node( hip_r.get_name() ) )
ik_joint = self.ik_chain_leg_right.add_joint( upper_leg_r, au.get_control_node( upper_leg_r.get_name() ),
parent_ik_joint=ik_joint )
ik_joint = self.ik_chain_leg_right.add_joint( lower_leg_r, au.get_control_node( lower_leg_r.get_name() ),
parent_ik_joint=ik_joint )
ik_joint = self.ik_chain_leg_right.add_joint( foot_r, au.get_control_node( foot_r.get_name() ),
parent_ik_joint=ik_joint )
self.ik_chain_leg_right.get_ik_joint( hip_r.get_name() ).set_static( True )
self.ik_chain_leg_right.get_ik_joint( lower_leg_r.get_name() ).set_hinge_constraint(
LVector3f.unit_x(), min_ang=0, max_ang=math.pi*0.5 )
self.ik_chain_leg_right.debug_display()
#self.ik_chain_leg_left.update_ik()
#self.ik_chain_leg_right.update_ik()
#################################################
# Foot targets:
# Set up two targets that the foot should reach:
self.foot_target_left = render.attach_new_node("FootTargetLeft")
self.foot_target_right = render.attach_new_node("FootTargetRight")
geom = create_axes( 0.1 )
self.foot_target_left.attach_new_node( geom )
self.foot_target_right.attach_new_node( geom )
self.ik_chain_leg_left.set_target( self.foot_target_left )
self.ik_chain_leg_right.set_target( self.foot_target_right )
# Set up two nodes which stay (rigidly) infront of the body, on the floor.
# Whenever a leg needs to take a step, the target will be placed on this position:
self.planned_foot_target_left = self.torso_node.attach_new_node( "PlannedFootTargetLeft" )
self.planned_foot_target_right = self.torso_node.attach_new_node( "PlannedFootTargetRight" )
step_dist = 0.35
self.planned_foot_target_left.set_pos( -0.15, step_dist, -self.torso_height )
self.planned_foot_target_right.set_pos( 0.15, step_dist, -self.torso_height )
self.planned_foot_target_left.attach_new_node( geom )
self.planned_foot_target_right.attach_new_node( geom )
self.leg_movement_speed = self.walk_speed*3
self.step_left = False
self.step_right = False
self.walk_cycle = WalkCycle( 2, 0.75 )
#################################################
## Set up controls and labels:
base.taskMgr.add( self.walk, "BipedWalk")
base.accept( "+", self.speed_up )
base.accept( "-", self.slow_down )
label("[WASD]: Move Camera", 1)
label("[Mouse Wheel]: Zoom Camera", 2)
label("[Middle Mouse]: Rotate Camera", 3)
label("[+]: Speed up", 5)
label("[-]: Slow down", 6)
def speed_up( self ):
self.walk_speed += 0.5
self.walk_speed = min(self.walk_speed, 3)
self.turn_speed = self.walk_speed*2
self.leg_movement_speed = self.walk_speed*3
def slow_down( self ):
self.walk_speed -= 0.5
self.walk_speed = max(self.walk_speed, 0)
self.turn_speed = self.walk_speed*2
self.leg_movement_speed = self.walk_speed*3
def walk( self, task ):
#############################
# Update body:
prev_pos = self.torso_node.get_pos()
diff = self.target_node.get_pos( self.torso_node )
diff.z = 0
diff_n = diff.normalized()
ang = LVector3f.unit_y().angle_rad( diff_n )
axis = LVector3f.unit_y().cross( diff_n )
axis.normalize()
max_rot = self.turn_speed*globalClock.get_dt()
ang_clamped = 0
if axis.length() > 0.999:
# Limit angle:
ang_clamped = max( -max_rot, min( max_rot, ang ) )
q = Quat()
q.set_from_axis_angle_rad( ang_clamped, axis )
q_old = self.torso_node.get_quat()
q_new = q*q_old
self.torso_node.set_quat( q_new )
if abs( ang ) < max_rot:
step = diff_n*self.walk_speed*globalClock.get_dt()
if step.length_squared() > diff.length_squared():
self.new_random_target()
step = diff
step = self.torso_node.get_quat().xform( step )
self.torso_node.set_pos( self.torso_node.get_pos() + step )
# Calculate how far we've walked this frame:
cur_walk_dist = (prev_pos - self.torso_node.get_pos()).length()
#############################
# Update legs:
# Move planned foot target further forward (longer steps) when character is
# walking faster:
step_dist = cur_walk_dist*0.1/globalClock.dt
self.planned_foot_target_left.set_pos( -0.15, step_dist, -self.torso_height )
self.planned_foot_target_right.set_pos( 0.15, step_dist, -self.torso_height )
# Update the walkcycle to determine if a step needs to be taken:
#update = cur_walk_dist*0.1/globalClock.dt
update = cur_walk_dist
update += ang_clamped*0.5
self.walk_cycle.update_time( update )
if self.walk_cycle.step_required[0]:
#self.foot_target_left.set_pos( self.planned_foot_target_left.get_pos( render ) )
self.walk_cycle.step( 0 )
self.step_left = True
if self.walk_cycle.step_required[1]:
#self.foot_target_right.set_pos( self.planned_foot_target_right.get_pos( render ) )
self.walk_cycle.step( 1 )
self.step_right = True
if self.step_left:
diff = self.planned_foot_target_left.get_pos(render) - self.foot_target_left.get_pos()
leg_move_dist = self.leg_movement_speed*globalClock.dt
if diff.length() < leg_move_dist:
self.foot_target_left.set_pos( self.planned_foot_target_left.get_pos( render ) )
self.step_left = False
else:
moved = self.foot_target_left.get_pos() + diff.normalized()*leg_move_dist
self.foot_target_left.set_pos( moved )
if self.step_right:
diff = self.planned_foot_target_right.get_pos(render) - self.foot_target_right.get_pos()
leg_move_dist = self.leg_movement_speed*globalClock.dt
if diff.length() < leg_move_dist:
self.foot_target_right.set_pos( self.planned_foot_target_right.get_pos( render ) )
self.step_right = False
else:
moved = self.foot_target_right.get_pos() + diff.normalized()*leg_move_dist
self.foot_target_right.set_pos( moved )
self.ik_chain_leg_left.update_ik()
self.ik_chain_leg_right.update_ik()
return task.cont
def new_random_target( self ):
self.target_node.set_pos(
LVector3f( random.random()*10-5,
random.random()*10-5,
0 ) )
if __name__ == "__main__":
from direct.showbase.ShowBase import ShowBase
from CCDIK.camera_control import CameraControl
class MyApp(ShowBase):
def __init__(self):
#####################################
## Set up scene
ShowBase.__init__(self)
base.disableMouse()
base.set_frame_rate_meter(True)
wp = WindowProperties()
wp.set_size(1800, 960)
self.win.request_properties(wp)
base.set_background_color(0,0,0)
grid = create_grid( 20, 1 )
render.attach_new_node( grid )
axes = create_axes( 1000, bothways=True, thickness=3 )
render.attach_new_node( axes )
#####################################
# Set up Biped
self.biped = Biped()
#####################################
# Set up Camera and input:
self.cam_control = CameraControl( camera, self.mouseWatcherNode, speed=0.02 )
#self.cam_control.attach_to( self.biped.torso_node )
self.taskMgr.add( self.cam_control.move_camera, "MoveCameraTask")
self.accept( "wheel_down", self.cam_control.wheel_down )
self.accept( "wheel_up", self.cam_control.wheel_up )
app = MyApp()
app.run()