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multi_reacher_sample.py
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202 lines (151 loc) · 7.23 KB
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import math
from src.CCDIK.ik_chain import IKChain
from src.CCDIK.armature_utils import ArmatureUtils
from src.CCDIK.utils import *
if __name__ == "__main__":
from direct.showbase.ShowBase import ShowBase
from CCDIK.camera_control import CameraControl
class MyApp(ShowBase):
def __init__(self, num_reachers = 1000, num_joints = 10 ):
ShowBase.__init__(self)
base.disable_mouse()
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 )
#root = render.attach_new_node("Root")
#root.set_pos( 1, 1, 1 )
self.ik_chains = []
num_rows = int(math.sqrt(num_reachers))
num_cols = num_reachers/num_rows + 1
for j in range(num_reachers):
#######################################
## Set up the joints using an ArmatureUtils instance:
au = ArmatureUtils()
joint = None
for i in range( num_joints ):
offset_length = 0.5
if i == 0:
offset_length = 0.1
joint = au.create_joint( f"joint{i}",
parent_joint = joint, translate=LVector3f.unit_x()*offset_length,
)
au.finalize()
## IMPORTANT! Attach the created actor to the scene, otherwise you won't see anything!
au.get_actor().reparent_to( render )
#######################################
## Create an IK chain from the armature:
ik_chain = IKChain()
ik_chain.set_annealing_exponent( 4 )
ik_joint = None
for i in range( num_joints ):
name = f"joint{i}"
# Now we can conveniently retrieve everything we need from the Armature_utils...
joint = au.get_joint( name )
control_node = au.get_control_node( name )
# ... and add it to the chain:
ik_joint = ik_chain.add_joint( joint, control_node, parent_ik_joint=ik_joint )
if i < 4:
ik_chain.get_ik_joint( name ).set_hinge_constraint( LVector3f.unit_z(),
#min_ang=-math.pi*0.25, max_ang=math.pi*0.25 )
min_ang=0.1, max_ang=0.5 )
else:
ik_chain.get_ik_joint( name ).set_hinge_constraint( LVector3f.unit_y(),
#min_ang=-math.pi*0.25, max_ang=math.pi*0.25 )
min_ang=0.1, max_ang=0.5 )
ik_chain.debug_display()
self.ik_chains.append( ik_chain )
col = int( j / num_rows )
row = j - num_rows*col
x = col - num_cols*0.5
y = row - num_rows*0.5
print(row, col,"\t", x, y)
au.get_actor().set_pos( x, y, 0 )
############################################
## Set up camera:
focus_node = render.attach_new_node( "Camera_focus_node" )
self.cam_control = CameraControl( camera, self.mouseWatcherNode )
self.task_mgr.add( self.cam_control.move_camera, "Move_camera_task")
##################################
## Target point:
point = create_point( thickness=10 )
self.ik_target = render.attach_new_node( point )
self.ik_target.set_pos( 2,0,2 )
self.task_mgr.add( self.move_target, "Move_target" )
for ik_chain in self.ik_chains:
ik_chain.set_target( self.ik_target )
############################################
## Placeholder:
self.racket = None
############################################
## Set up controls:
self.accept( "wheel_down", self.cam_control.wheel_down )
self.accept( "wheel_up", self.cam_control.wheel_up )
self.accept( "p", self.toggle_animation )
self.animate_target = True
self.accept( "r", self.toggle_racket )
self.accept( "+", self.increase_annealing_exponent )
self.accept( "-", self.decrease_annealing_exponent )
label("[WASD]: Move Camera", 1)
label("[Mouse Wheel]: Zoom Camera", 2)
label("[Middle Mouse]: Rotate Camera", 3)
label("[P]: Pause Animation", 5)
label("[R]: Attach a racket to the end effector bone", 7)
label("[+]: Increase annealing exponent", 9)
label("[-]: Decrease annealing exponent", 10)
self.info_texts = {}
self.update_info()
# Debug:
#PStatClient.connect()
#taskMgr.do_method_later( 2, self.connect_to_pstats, "pstats_connect" )
#def connect_to_pstats( self, task ):
# PStatClient.connect()
# return task.done
def move_target( self, task ):
if self.animate_target:
speed = 1
self.ik_target.set_pos(
9*math.sin(speed*task.time*1.6+2),
2.5*math.sin(speed*task.time),
5*math.cos(speed*task.time*1.6+2) )
for ik_chain in self.ik_chains:
ik_chain.update_ik( max_iterations=1 )
return task.cont
def toggle_racket( self ):
if self.racket:
self.racket.remove_node()
self.racket = None
else:
for chain in self.ik_chains:
self.racket = create_racket()
end_effector = ik_chain.get_ik_joint( "joint5" )
self.racket.reparent_to( end_effector.control_node )
def increase_annealing_exponent( self ):
for ik_chain in self.ik_chains:
cur = ik_chain.annealing_exponent
ik_chain.set_annealing_exponent( cur + 1 )
self.update_info()
def decrease_annealing_exponent( self ):
for ik_chain in self.ik_chains:
cur = ik_chain.annealing_exponent
ik_chain.set_annealing_exponent( cur - 1 )
self.update_info()
def toggle_animation( self ):
self.animate_target = (self.animate_target == False)
def update_info( self ):
for k, v in self.info_texts.items():
v.remove_node()
self.info_texts["annealing"] = \
info( f"Annealing exponent: {self.ik_chains[0].annealing_exponent}", 1 )
import argparse
parser = argparse.ArgumentParser()
parser.add_argument( "--num", type=int, default = 100 )
parser.add_argument( "--num_joints", type=int, default = 10 )
args = parser.parse_args()
app = MyApp( args.num, args.num_joints )
app.run()