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data_structures.py
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data_structures.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""Provide the common data structures that are shared among the various parsers, generators, and converters.
"""
import copy
from enum import Enum
import numpy as np
import trimesh
from collections import OrderedDict, Iterable
from pyrobolearn.utils.transformation import get_rpy_from_quaternion, get_quaternion_from_rpy, get_matrix_from_rpy, \
get_rpy_from_matrix, get_matrix_from_axis_angle, get_inverse_homogeneous
from pyrobolearn.utils.inertia import get_inertia_of_box, get_inertia_of_capsule, get_inertia_of_cylinder, \
get_inertia_of_ellipsoid, get_inertia_of_mesh, get_inertia_of_sphere, combine_inertias
__author__ = "Brian Delhaisse"
__copyright__ = "Copyright 2019, PyRoboLearn"
__credits__ = ["Brian Delhaisse"]
__license__ = "GNU GPLv3"
__version__ = "1.0.0"
__maintainer__ = "Brian Delhaisse"
__email__ = "briandelhaisse@gmail.com"
__status__ = "Development"
class Simulator(object):
r"""Simulator data structure."""
def __init__(self, name=None, worlds=None, physics_engine=None, physics_properties=None):
"""
Initialize the simulator data structure.
Args:
name (str, None): name of the simulator.
worlds (list[World], None): world data structure instances.
physics_engine (PhysicsEngine): physics engine instance.
physics_properties (Physics): the physics properties (gravity, viscosity, friction, etc).
"""
self.worlds = worlds
self.engine = physics_engine
self.physics = physics_properties
@property
def worlds(self):
"""Return the worlds."""
return self._worlds
@worlds.setter
def worlds(self, worlds):
"""Set the world data structure instances."""
if worlds is None:
worlds = []
elif isinstance(worlds, World):
worlds = [worlds]
if not isinstance(worlds, (list, tuple)):
raise TypeError("Expecting the given 'worlds' to be a list/tuple of `World` instances, but got instead:"
" {}".format(type(worlds)))
for world in worlds:
if not isinstance(world, World):
raise TypeError("Expecting the world to be an instance of `World`, but got instead: "
"{}".format(type(world)))
self._worlds = worlds
@property
def world(self):
"""Return the first world."""
if len(self._worlds) > 0:
return self._worlds[0]
@property
def engine(self):
"""Return the physics engine."""
return self._engine
@engine.setter
def engine(self, engine):
"""Set the physics engine."""
if engine is not None and not isinstance(engine, PhysicsEngine):
raise TypeError("Expecting the engine to be an instance of `PhysicsEngine`, but got instead: "
"{}".format(type(engine)))
self._engine = engine
@property
def physics(self):
"""Return the physics properties."""
return self._physics
@physics.setter
def physics(self, physics):
"""Set the physics properties."""
if physics is not None and not isinstance(physics, Physics):
raise TypeError("Expecting the given 'physics' to be an instance of `Physics`, but got instead: "
"{}".format(type(physics)))
self._physics = physics
def add_world(self, world):
r"""
Append a world to the list of worlds.
Args:
world (World): world instance.
"""
if not isinstance(world, World):
raise TypeError("Expecting the given 'world' to be an instance of `World`, but got instead: "
"{}".format(type(world)))
self.worlds.append(world)
class PhysicsEngine(object):
r"""Physics Engine properties.
This include number of iterations, solver used, tolerance, timesteps, etc.
MuJoCo:
- solver: PGS, CG, Newton.
"""
def __init__(self, timestep=None):
"""
Initialize the Physics engine parameters.
Args:
timestep (float, str): simulation time step in seconds.
"""
self.timestep = timestep
self.num_iterations = None
self.solver = None
self.tolerance = None
@property
def timestep(self):
"""Return the simulation time step."""
return self._timestep
@timestep.setter
def timestep(self, timestep):
"""Set the simulation time step."""
if timestep is not None:
timestep = float(timestep)
self._timestep = timestep
class Frame(object):
r"""Reference Frame.
This is used to expressed the position and orientation of frames that are used for bodies/links (inertials,
visuals, collisions) and joints.
Note that we follow the convention described in URDFs [1, 2] to describe the various frames. Notably,
- the link frame is the same as the joint frame and is at the base of a body/link.
- the inertial frame is expressed with respect to the link/joint frame.
- the visual frame is expressed with respect to the link/joint frame.
- the collision frame is expressed with respect to the link/joint frame.
- the child link/joint frame is expressed with respect to the parent link/joint frame.
This sometimes can conflict with other conventions such as the one followed in MuJoCo [3], where:
- In MuJoCo, the positions and orientations of all elements can be expressed in global or local coordinates in
the XML file. However, once compiled everything will be expressed in local coordinates. The local coordinates
are different from the ones defined in URDFs.
- the body/link frame is defined at the CoM of the body, thus at the inertial frame.
- the inertial, visual, and collision (geoms/sites) frames are expressed with respect to the body/link frame they
belong to.
- the child body frame is expressed with respect to the parent body frame.
- the joint frame that connects the parent and child body is expressed with respect to the child body frame.
Another one where there can be a conflict is with Bullet [4], where all the elements are expressed in local
coordinates and the convention is pretty similar to URDF, except:
- the link and joint frames are decoupled; the joint frame is the same as the link/joint frame in URDF but the
link frame is the same as Mujoco (i.e. it is at the inertial frame of the body).
- the next joint frame is expressed with respect to the inertial frame.
References:
- [1] http://wiki.ros.org/urdf/XML/link
- [2] http://wiki.ros.org/urdf/XML/joint
- [3] http://mujoco.org/book/modeling.html#CFrame
- [4] Pybullet Quickstart Guide:
https://docs.google.com/document/d/10sXEhzFRSnvFcl3XxNGhnD4N2SedqwdAvK3dsihxVUA/edit#heading=h.e27vav9dy7v6
"""
def __init__(self, position=None, orientation=None, dtype=None, right_handed=True):
"""
Initialize the frame.
Args:
position (list/tuple/np.array[float[3]], str): frame position.
orientation (list/tuple/np.array[float[3/4/9]], np.array[float[3,3]], str): frame orientation.
dtype (str): frame type. It can be a {'world', 'body', 'joint', 'inertial'} frame.
right_handed (bool): if the frame use the right hand rule; the z-axis is given by :math:`z = x \times y`
using the right hand.
"""
# forward_axis=(1., 0., 0.), up_axis=(0., 0., 1.)):
self.name = None
self.position = position
self.orientation = orientation
self.dtype = dtype # world frame, body frame, joint frame, inertial frame, etc.
self.right_handed = right_handed
# self.forward_axis = forward_axis
# self.up_axis = up_axis
@property
def position(self):
"""Return the frame position."""
return self._position
@position.setter
def position(self, position):
"""Set the frame position."""
if position is not None:
if isinstance(position, str):
position = [float(p) for p in position.split()]
position = np.asarray(position)
if len(position) != 3:
raise ValueError("Expecting the given position to have a length of 3, but got instead a length of: "
"{}".format(len(position)))
self._position = position
@property
def orientation(self):
"""Return the frame orientation as RPY angles."""
return self._orientation
@orientation.setter
def orientation(self, orientation):
"""Set the frame orientation (which can be given as RPY angles, rotation matrix, a quaternion [x,y,z,w], or
an axis with its angle)."""
if orientation is not None:
if isinstance(orientation, str):
orientation = [float(o) for o in orientation.split()]
orientation = np.asarray(orientation)
if len(orientation) == 4: # quaternion
orientation = get_rpy_from_quaternion(orientation)
elif len(orientation) == 3: # rpy or rot
if orientation.shape == (3, 3):
orientation = get_rpy_from_matrix(orientation)
elif len(orientation) == 9: # rot matrix
orientation = orientation.reshape(3, 3)
orientation = get_rpy_from_matrix(orientation)
elif len(orientation) == 2: # tuple of (axis, angle)
axis, angle = orientation[0], orientation[1]
if isinstance(angle, str):
angle = float(angle)
if isinstance(axis, str):
axis = np.array([float(c) for c in axis.split()])
orientation = get_rpy_from_matrix(get_matrix_from_axis_angle(axis=axis, angle=angle))
self._orientation = orientation
@property
def rpy(self):
"""Return the frame orientation expressed as RPY angles."""
return self.orientation
@property
def quaternion(self):
"""Return the frame orientation expressed as a quaternion [x,y,z,w]."""
if self._orientation is not None:
return get_quaternion_from_rpy(self.orientation)
@property
def rot(self):
"""Return the frame orientation expressed as a rotation matrix."""
if self._orientation is not None:
return get_matrix_from_rpy(self.rpy)
@property
def pose(self):
"""Return the frame pose."""
if self.position is None and self.orientation is None:
return None
return self.position, self.orientation
@pose.setter
def pose(self, pose):
"""Set the frame pose."""
if pose is not None:
if isinstance(pose, str):
pose = pose.split()
self.position = pose[:3]
self.orientation = pose[3:]
elif isinstance(pose, (tuple, list, np.ndarray)):
if len(pose) == 2:
self.position = pose[0]
self.orientation = pose[1]
elif len(pose) == 6:
self.position = pose[:3]
self.orientation = pose[3:]
else:
raise ValueError("Expecting the pose to be tuple, list or np.ndarray of length 2 or 6")
else:
raise TypeError("Expecting the pose to be a str, list, tuple or np.ndarray")
@property
def homogeneous(self):
"""Return the homogeneous matrix based on the position and orientation. Note that if the orientation is
None it will be set to the identity matrix, and if the position is None, it will be set to the zero vector."""
R = self.rot if self._orientation is not None else np.identity(3)
p = self._position if self._position is not None else np.zeros(3)
return np.vstack((np.hstack((R, p.reshape(-1, 1))),
np.array([[0, 0, 0, 1]])))
@homogeneous.setter
def homogeneous(self, matrix):
"""Set the position and orientation of the frame based on the given homogeneous matrix."""
self.position = matrix[:3, 3]
self.orientation = matrix[:3, :3]
class Physics(object):
r"""Physical properties of the world.
This includes gravity, friction, viscosity, etc.
"""
def __init__(self, gravity=(0., 0., -9.81), timestep=None):
"""
Initialize the physical properties of the world.
Args:
gravity (list/tuple/np.array[float[3]], str): gravity vector.
timestep (float, str): simulation time step in seconds.
"""
# gravity depends on the world frame; the frame axis convention that we use.
# By default, x points forward, y on the left, and z upward.
self.gravity = gravity
self.timestep = timestep
@property
def gravity(self):
"""Return the gravity vector."""
return self._gravity
@gravity.setter
def gravity(self, gravity):
"""Set the gravity vector."""
if gravity is not None:
if isinstance(gravity, str):
gravity = [float(g) for g in gravity.split()]
gravity = np.asarray(gravity).reshape(-1)
if len(gravity) != 3:
raise ValueError("Expecting the gravity vector to be of length 3, but got a length of "
"{}.".format(len(gravity)))
self._gravity = gravity
@property
def timestep(self):
"""Return the simulation time step."""
return self._timestep
@timestep.setter
def timestep(self, timestep):
"""Set the simulation time step."""
if timestep is not None:
timestep = float(timestep)
self._timestep = timestep
class World(object):
r"""World data structure.
World frame (robotics convention with the right-hand rule):
- the x axis points forward
- the y axis points to the left
- the z axis points upward
The world has a bunch of multi-body systems, each body is represented by a tree. Each tree has a root element
(=root link/body) where each element is connected by joints.
"""
def __init__(self, name=None, position=None, orientation=None):
"""
Initialize the world data structure which contains the various bodies.
Args:
name (str): name of the world. Useful if you have multiple world.
position (tuple/list of 3 float, np.array[float[3]]): position of the origin of the world wrt the simulator
reference frame. This is useful if you have multiple worlds.
orientation (list/tuple/np.array[float[3/4/9]], np.array[float[3,3]], str): world frame orientation wrt
the simulator reference frame. This is useful if you have multiple worlds.
"""
self.name = name
self.trees = OrderedDict() # {(unique) name: Tree}
self.physics = None
self.lights = OrderedDict()
self.frame = Frame(position=position, orientation=orientation)
self.floor = None
@property
def name(self):
"""Return the name."""
return self._name
@name.setter
def name(self, name):
"""Set the name."""
if name is not None and not isinstance(name, str):
raise TypeError("Expecting the given 'name' to be a string, instead got: {}".format(type(name)))
self._name = name
@property
def physics(self):
"""Return the physical properties set in the world."""
return self._physics
@physics.setter
def physics(self, physics):
"""Set the physical properties in the world."""
if physics is not None and not isinstance(physics, Physics):
raise TypeError("Expecting the physics to be an instance of `Physics`, but got instead: "
"{}".format(type(physics)))
self._physics = physics
@property
def gravity(self):
"""Return the gravity vector."""
if self._physics is not None:
return self._physics.gravity
@gravity.setter
def gravity(self, gravity):
"""Set the gravity vector."""
if self._physics is None:
self._physics = Physics()
self._physics.gravity = gravity
@property
def floor(self):
"""Return the floor."""
return self._floor
@floor.setter
def floor(self, floor):
"""Set the floor."""
if floor is not None and not isinstance(floor, Floor):
raise TypeError("Expecting the given floor to be an instance of `Floor`, but got instead: "
"{}".format(type(floor)))
self._floor = floor
@property
def position(self):
"""Return the world frame position."""
return self.frame.position
@position.setter
def position(self, position):
"""Set the world frame position."""
self.frame.position = position
@property
def orientation(self):
"""Return the world frame orientation."""
return self.frame.orientation
@orientation.setter
def orientation(self, orientation):
"""Set the world frame orientation expressed as RPY angles."""
self.frame.orientation = orientation
@property
def rpy(self):
"""Return the world frame orientation expressed as RPY angles."""
return self.frame.rpy
@property
def quaternion(self):
"""Return the world frame orientation expressed as RPY angles."""
return self.frame.quaternion
@property
def rot(self):
"""Return the world frame orientation expressed as a rotation matrix."""
return self.frame.rot
@property
def pose(self):
"""Return the world frame pose."""
return self.frame.pose
@pose.setter
def pose(self, pose):
"""Set the world frame pose."""
self.frame.pose = pose
@property
def homogeneous(self):
"""Return the frame homogeneous matrix. Note that if the orientation is None it will be set to the identity
matrix, and if the position is None, it will be set to the zero vector."""
return self.frame.homogeneous
@homogeneous.setter
def homogeneous(self, matrix):
"""Set the given homogeneous matrix."""
self.frame.homogeneous = matrix
class Light(object):
r"""Light data structure.
Type of light: point, directional, and spot
"""
def __init__(self, name=None, dtype=None, cast_shadows=None, ambient=None, diffuse=None, specular=None,
attenuation=None, direction=None, spot=None, position=None, orientation=None, active=True):
"""
Initialize the Light data structure.
Args:
name (str): unique name for the light.
dtype (str): type of light, select between {'point', 'directional', 'spot'}
cast_shadows (bool, str): if True, it will cast shadows.
ambient (tuple[float[4]], np.array[float[4]]): ambient light (RGBA) color.
diffuse (tuple[float[4]], np.array[float[4]]): diffuse light (RGBA) color.
specular (tuple[float[4]], np.array[float[4]]): specular light (RGBA) color.
attenuation: light attenuation
direction (np.array[float[3]]): direction of the light if dtype='directional' or dtype='spot'.
spot: spot light parameters
position (tuple/list of 3 float, np.array[float[3]]): position of the light in the world.
orientation (np.array[float[3]], str): orientation of the light expressed as roll-pitch-yaw angles.
active (bool): if True, the light is on.
"""
self.name = name
self.dtype = dtype
self.shadows = cast_shadows
self.attenuation = attenuation
self.direction = direction
self.spot = spot
self.active = active
self.frame = Frame(position=position, orientation=orientation)
self.material = Material(color=ambient, diffuse=diffuse, specular=specular)
@property
def name(self):
"""Return the name."""
return self._name
@name.setter
def name(self, name):
"""Set the name."""
if name is not None and not isinstance(name, str):
raise TypeError("Expecting the given 'name' to be a string, instead got: {}".format(type(name)))
self._name = name
@property
def shadows(self):
"""Return True if we should cast shadows."""
return self._shadows
@shadows.setter
def shadows(self, enable):
"""Set if we should cast shadows."""
if enable is not None:
if isinstance(enable, str):
enable = enable.lower()
if len(enable) == 1:
enable = int(enable)
elif enable == 'false':
enable = 0
elif enable == 'true':
enable = 1
enable = bool(enable)
self._shadows = enable
@property
def active(self):
"""Return True if the light is active."""
return self._active
@active.setter
def active(self, enable):
"""Set if the light is active or not."""
if enable is not None:
if isinstance(enable, str):
enable = enable.lower()
if len(enable) == 1:
enable = int(enable)
elif enable == 'false':
enable = 0
elif enable == 'true':
enable = 1
enable = bool(enable)
self._active = enable
@property
def position(self):
"""Return the light frame position."""
return self.frame.position
@position.setter
def position(self, position):
"""Set the light frame position."""
self.frame.position = position
@property
def orientation(self):
"""Return the light frame orientation."""
return self.frame.orientation
@orientation.setter
def orientation(self, orientation):
"""Set the light frame orientation expressed as RPY angles."""
self.frame.orientation = orientation
@property
def rpy(self):
"""Return the light frame orientation expressed as RPY angles."""
return self.frame.rpy
@property
def quaternion(self):
"""Return the light frame orientation expressed as RPY angles."""
return self.frame.quaternion
@property
def rot(self):
"""Return the light frame orientation expressed as a rotation matrix."""
return self.frame.rot
@property
def pose(self):
"""Return the light frame pose."""
return self.frame.pose
@property
def homogeneous(self):
"""Return the frame homogeneous matrix. Note that if the orientation is None it will be set to the identity
matrix, and if the position is None, it will be set to the zero vector."""
return self.frame.homogeneous
@homogeneous.setter
def homogeneous(self, matrix):
"""Set the given homogeneous matrix."""
self.frame.homogeneous = matrix
@pose.setter
def pose(self, pose):
"""Set the light frame pose."""
self.frame.pose = pose
@property
def direction(self):
"""Return the light direction."""
return self._direction
@direction.setter
def direction(self, direction):
"""Set the direction of the light."""
if direction is not None:
if isinstance(direction, str):
direction = [float(d) for d in direction.split()]
direction = np.asarray(direction).reshape(-1)
self._direction = direction
@property
def ambient(self):
"""Return the light ambient color."""
return self.material.ambient
@ambient.setter
def ambient(self, ambient):
"""Set the light ambient color."""
self.material.ambient = ambient
color = ambient
@property
def diffuse(self):
"""Return the light diffuse color."""
return self.material.diffuse
@diffuse.setter
def diffuse(self, diffuse):
"""Set the light diffuse color."""
self.material.diffuse = diffuse
@property
def specular(self):
"""Return the light specular color."""
return self.material.specular
@specular.setter
def specular(self, specular):
"""Set the light specular color."""
self.material.specular = specular
class Floor(object):
r"""Floor data structure.
"""
def __init__(self, name=None, dimensions=None, position=None, orientation=None, friction=None, color=None,
texture=None):
"""
Initialize the floor data structure.
Args:
name (str): name of the floor.
dimensions (list/tuple/np.array[float[:3]], str): dimensions of the floor. By default, the given arguments
are expected to be the (X/2, Y/2, space between square grid lines). If the first and second elements are
zero, it is expected to create an infinite floor.
position (list/tuple/np.array[float[3]], str): frame position in the world.
orientation (list/tuple/np.array[float[3/4/9]], np.array[float[3,3]], str): frame orientation in the world.
friction (list/tuple/np.array[float[:3]]): friction coefficients. By default, the first coefficient is
supposed to be the sliding friction, the 2nd one is the torsional friction, and the 3rd one is the
rolling friction.
color (list[float[:4]], str): RGB(A) ambient color.
texture (str): path to the texture.
"""
self.name = name
self.dimensions = dimensions
self.frame = Frame(position=position, orientation=orientation, dtype='world')
if name is not None:
name = name + '_material'
self.material = Material(name=name, color=color, texture=texture)
@property
def name(self):
"""Return the name."""
return self._name
@name.setter
def name(self, name):
"""Set the name."""
if name is not None and not isinstance(name, str):
raise TypeError("Expecting the given 'name' to be a string, instead got: {}".format(type(name)))
self._name = name
@property
def dimensions(self):
"""Return the dimensions of the floor."""
return self._dims
@dimensions.setter
def dimensions(self, dims):
if dims is not None:
if isinstance(dims, str):
dims = [float(p) for p in dims.split()]
dims = np.asarray(dims)
if len(dims) > 3:
raise ValueError("Expecting the given dims to have a length below 3, but got instead a length of: "
"{}".format(len(dims)))
self._dims = dims
@property
def position(self):
"""Return the floor frame position."""
return self.frame.position
@position.setter
def position(self, position):
"""Set the floor frame position."""
self.frame.position = position
@property
def orientation(self):
"""Return the floor frame orientation."""
return self.frame.orientation
@orientation.setter
def orientation(self, orientation):
"""Set the floor frame orientation expressed as RPY angles."""
self.frame.orientation = orientation
@property
def rpy(self):
"""Return the floor frame orientation expressed as RPY angles."""
return self.frame.rpy
@property
def quaternion(self):
"""Return the floor frame orientation expressed as a quaternion [x,y,z,w]."""
return self.frame.quaternion
@property
def rot(self):
"""Return the floor frame orientation expressed as a rotation matrix."""
return self.frame.rot
@property
def pose(self):
"""Return the floor frame pose."""
return self.frame.pose
@pose.setter
def pose(self, pose):
"""Set the floor frame pose."""
self.frame.pose = pose
@property
def homogeneous(self):
"""Return the frame homogeneous matrix. Note that if the orientation is None it will be set to the identity
matrix, and if the position is None, it will be set to the zero vector."""
return self.frame.homogeneous
@homogeneous.setter
def homogeneous(self, matrix):
"""Set the given homogeneous matrix."""
self.frame.homogeneous = matrix
@property
def color(self):
"""Return the ambient color."""
return self.material.color
@property
def rgb(self):
"""Return the RGB ambient color."""
return self.material.rgb
@property
def rgba(self):
"""Return the RGBA ambient color."""
return self.material.rgba
@property
def texture(self):
"""Return the path to the texture."""
return self.material.texture
class MultiBody(object):
r"""Multi-body / Tree data structure.
The multi-body / tree data structure starts with a root element (=base link) and contains each bodies / joints.
Each tree represents a multi-body in the world. Its position / orientation is expressed in the world frame.
Note that we follow the convention described in URDFs [1, 2] to describe the various frames. Notably,
- the link frame is the same as the joint frame and is at the base of a body/link.
- the inertial, visual, and collision frames are expressed with respect to the link/joint frame.
- the child link/joint frame is expressed with respect to the parent link/joint frame.
This sometimes can conflict with other conventions such as the one followed in MuJoCo [3], where:
- In MuJoCo, the positions and orientations of all elements can be expressed in global or local coordinates in
the XML file. However, once compiled everything will be expressed in local coordinates. The local coordinates
are different from the ones defined in URDFs.
- the body/link frame is defined at the CoM of the body, thus at the inertial frame.
- the inertial, visual, and collision (geoms/sites) frames are expressed with respect to the body/link frame they
belong to.
- the child body frame is expressed with respect to the parent body frame.
- the joint frame that connects the parent and child body is expressed with respect to the child body frame.
Another one where there can be a conflict is with Bullet [4], where all the elements are expressed in local
coordinates and the convention is pretty similar to URDF, except:
- the link and joint frames are decoupled; the joint frame is the same as the link/joint frame in URDF but the
link frame is the same as Mujoco (i.e. it is at the inertial frame of the body).
- the next joint frame is expressed with respect to the inertial frame.
References:
- [1] http://wiki.ros.org/urdf/XML/link
- [2] http://wiki.ros.org/urdf/XML/joint
- [3] http://mujoco.org/book/modeling.html#CFrame
- [4] Pybullet Quickstart Guide:
https://docs.google.com/document/d/10sXEhzFRSnvFcl3XxNGhnD4N2SedqwdAvK3dsihxVUA/edit#heading=h.e27vav9dy7v6
"""
def __init__(self, name=None, root=None, position=None, orientation=None):
"""
Initialize the Multi-body / Tree data structure.
Args:
name (str): name of the tree.
root (Body): root element in the tree.
position (list/tuple/np.array[float[3]], str): frame position in the world.
orientation (list/tuple/np.array[float[3/4/9]], np.array[float[3,3]], str): frame orientation in the world.
"""
self.name = name
self.bodies = OrderedDict() # {name: Body}
self.joints = OrderedDict() # {name: Joint}
self.root = root
self.materials = {}
self.frame = Frame(position=position, orientation=orientation, dtype='world')
# sensors and actuators (with their transmissions)
self.sensors = {}
self.actuators = {}
self.transmissions = {}
@property
def name(self):
"""Return the name."""
return self._name
@name.setter
def name(self, name):
"""Set the name."""
if name is not None and not isinstance(name, str):
raise TypeError("Expecting the given 'name' to be a string, instead got: {}".format(type(name)))
self._name = name
@property
def num_dofs(self):
"""Return the total number of degrees of freedom."""
return sum([joint.num_dofs for joint in self.joints.values()])
@property
def num_bodies(self):
"""Return the total number of bodies in this multi-body."""
return len(self.bodies)
@property
def num_joints(self):
"""Return the total number of joints which are not free joints (so this accounts for fixed joints as well, but
not free joints)."""
# return len(self.joints)
return sum([1 for joint in self.joints.values() if joint.dtype != 'floating'])
@property
def num_free_joints(self):
"""Return the total number of free joints (this does not include the fixed joints). Basically it is the joints
that have at least 1 DoF."""
return sum([1 for joint in self.joints.values() if joint.dtype != 'fixed'])
@property
def num_actuated_joints(self):
"""Return the total number of joints which are not fixed nor free."""
return sum([1 for joint in self.joints.values() if joint.dtype != 'fixed' and joint.dtype != 'floating'])
@property
def root(self):
"""Return the root body element."""
if self._root is not None:
return self._root
if len(self.bodies):
return self.bodies[next(iter(self.bodies))] # get first element
@root.setter
def root(self, root):
"""Set the root body element."""
if root is not None:
if not isinstance(root, Body):
raise TypeError("Expecting the given 'body' to be an instance of `Body`, but instead got: "
"{}".format(type(root)))
if len(self.bodies) == 0: # only if it is empty
self.bodies[root.name] = root
self._root = root
@property
def static(self):
"""Return if the root element in the tree is static or not."""
if self.root is not None:
return self.root.static
if self.joints:
joint = self.joints[next(iter(self.joints))]
if joint.dtype == 'free' or joint.dtype == 'floating':
return False
return True
@static.setter
def static(self, static):
"""Set the root element in the tree to be static or not."""
if self.root is not None:
self.root.static = static
# aliases
fixed = static
fixed_base = static
@property
def position(self):
"""Return the tree frame position."""
return self.frame.position
@position.setter
def position(self, position):
"""Set the tree frame position."""
self.frame.position = position
if self.root is not None:
self.root.position = position
@property
def orientation(self):
"""Return the tree frame orientation."""
return self.frame.orientation
@orientation.setter
def orientation(self, orientation):
"""Set the tree frame orientation expressed as RPY angles."""
self.frame.orientation = orientation
if self.root is not None:
self.root.orientation = orientation
@property
def rpy(self):
"""Return the tree frame orientation expressed as RPY angles."""
return self.frame.rpy
@property
def quaternion(self):
"""Return the tree frame orientation expressed as a quaternion [x,y,z,w]."""
return self.frame.quaternion
@property
def rot(self):
"""Return the tree frame orientation expressed as a rotation matrix."""
return self.frame.rot
@property
def pose(self):
"""Return the tree frame pose."""