Module TeachMyAgent.environments.envs.bodies.climbers.ClimbingChestProfileChimpanzee
Expand source code
import numpy as np
from Box2D.b2 import edgeShape, circleShape, fixtureDef, polygonShape, revoluteJointDef, contactListener, weldJointDef
from TeachMyAgent.environments.envs.bodies.climbers.ClimberAbstractBody import ClimberAbstractBody
from TeachMyAgent.environments.envs.utils.custom_user_data import CustomBodyUserData, CustomMotorUserData, CustomBodySensorUserData
SPEED_HIP = 4
SPEED_KNEE = 6
SPEED_HAND = 8
class ClimbingChestProfileChimpanzee(ClimberAbstractBody):
'''
Climbing 'chimpanzee' embodiment without legs.
'''
def __init__(self, scale, motors_torque=100, nb_steps_under_water=600):
'''
Creates a legless chimpanzee with:
- a head
- a chest
- two arms (constituted of two limbs each)
- two hands (constituted of one limbs each)
- two sensors (each at the extremity of a hand) to detect collisions with graspable areas and grasp them.
No contact with ground is allowed.
Args:
scale: Scale value used in the environment (to adapt the embodiment to its environment)
motors_torque: Maximum torque the embodiment can use on its motors
nb_steps_under_water: How many consecutive steps the embodiment can survive under water
'''
super(ClimbingChestProfileChimpanzee, self).__init__(scale, motors_torque, nb_steps_under_water)
self.LEG_DOWN = 12 / self.SCALE
self.ARM_UP = 22 / self.SCALE
self.LIMB_W, self.LIMB_H = 8 / self.SCALE, 28 / self.SCALE
self.HAND_PART_W, self.HAND_PART_H = 4 / self.SCALE, 8 / self.SCALE
self.LEG_H = self.LIMB_H
self.TORQUE_PENALTY = 0.00035 / 5 # Legs + arms + hands
self.BODY_HEIGHT = 45
self.HEAD_HEIGHT = 20
self.AGENT_WIDTH = 24 / self.SCALE
self.AGENT_HEIGHT = self.BODY_HEIGHT / self.SCALE + \
self.HEAD_HEIGHT / self.SCALE + 0.2 + \
self.LEG_H * 2 - self.LEG_DOWN
self.AGENT_CENTER_HEIGHT = self.LEG_H * 2 + self.LEG_DOWN
self.remove_reward_on_head_angle = True
def draw(self, world, init_x, init_y, force_to_center):
head = world.CreateDynamicBody(
position=(init_x, init_y + self.BODY_HEIGHT / self.SCALE / 2 + self.HEAD_HEIGHT / self.SCALE / 2 + 0.2),
fixtures=fixtureDef(
shape=polygonShape(vertices=[(x / self.SCALE, y / self.SCALE) for x, y in [
(-5, +10), (+5, +10),
(+5, -10), (-5, -10)]]),
density=5.0,
friction=0.1,
categoryBits=0x20,
maskBits=0x1
)
)
head.color1 = (0.5, 0.4, 0.9)
head.color2 = (0.3, 0.3, 0.5)
head.ApplyForceToCenter((force_to_center, 0), True)
head.userData = CustomBodyUserData(True, is_contact_critical=True, name="head")
self.body_parts.append(head)
self.reference_head_object = head
body = world.CreateDynamicBody(
position=(init_x, init_y),
fixtures=fixtureDef(
shape=polygonShape(vertices=[(x / self.SCALE, y / self.SCALE) for x, y in [
(-12, +25), (+12, +25),
(+8, -20), (-8, -20)]]),
density=5.0,
friction=0.1,
categoryBits=0x20,
maskBits=0x1 # collide only with ground
)
)
body.color1 = (0.5, 0.4, 0.9)
body.color2 = (0.3, 0.3, 0.5)
body.userData = CustomBodyUserData(True, is_contact_critical=True, name="body")
self.body_parts.append(body)
rjd = revoluteJointDef(
bodyA=head,
bodyB=body,
anchor=(init_x, init_y + self.BODY_HEIGHT / self.SCALE / 2),
enableMotor=False,
enableLimit=True,
lowerAngle=-0.1 * np.pi,
upperAngle=0.1 * np.pi,
)
world.CreateJoint(rjd)
UPPER_LIMB_FD = fixtureDef(
shape=polygonShape(box=(self.LIMB_W / 2, self.LIMB_H / 2)),
density=1.0,
restitution=0.0,
categoryBits=0x20,
maskBits=0x1
)
LOWER_LIMB_FD = fixtureDef(
shape=polygonShape(box=(0.8 * self.LIMB_W / 2, self.LIMB_H / 2)),
density=1.0,
restitution=0.0,
categoryBits=0x20,
maskBits=0x1
)
HAND_PART_FD = fixtureDef(
shape=polygonShape(box=(self.HAND_PART_W / 2, self.HAND_PART_H / 2)),
density=1.0,
restitution=0.0,
categoryBits=0x20,
maskBits=0x1
)
# ARMS
for j in [-1, -1]:
upper = world.CreateDynamicBody(
position=(init_x, init_y + self.LIMB_H / 2 + self.ARM_UP),
# angle=(i * 0.05),
fixtures=UPPER_LIMB_FD
)
upper.color1 = (0.6 - j / 10., 0.3 - j / 10., 0.5 - j / 10.)
upper.color2 = (0.4 - j / 10., 0.2 - j / 10., 0.3 - j / 10.)
rjd = revoluteJointDef(
bodyA=body,
bodyB=upper,
anchor=(init_x, init_y + self.ARM_UP),
enableMotor=True,
enableLimit=True,
maxMotorTorque=self.MOTORS_TORQUE,
motorSpeed=1,
lowerAngle=-0.75 * 2 * np.pi,
upperAngle=0,
)
upper.userData = CustomBodyUserData(False, name="upper_arm")
self.body_parts.append(upper)
joint_motor = world.CreateJoint(rjd)
joint_motor.userData = CustomMotorUserData(SPEED_HIP, False)
self.motors.append(joint_motor)
lower = world.CreateDynamicBody(
position=(init_x, init_y + self.LIMB_H * 3 / 2 + self.ARM_UP),
# angle=(i * 0.05),
fixtures=LOWER_LIMB_FD
)
lower.color1 = (0.6 - j / 10., 0.3 - j / 10., 0.5 - j / 10.)
lower.color2 = (0.4 - j / 10., 0.2 - j / 10., 0.3 - j / 10.)
rjd = revoluteJointDef(
bodyA=upper,
bodyB=lower,
anchor=(init_x, init_y + self.LIMB_H + self.ARM_UP),
enableMotor=True,
enableLimit=True,
maxMotorTorque=self.MOTORS_TORQUE,
motorSpeed=1,
lowerAngle=0,
upperAngle=0.75 * np.pi,
)
lower.userData = CustomBodyUserData(False, name="lower_arm")
self.body_parts.append(lower)
joint_motor = world.CreateJoint(rjd)
joint_motor.userData = CustomMotorUserData(SPEED_HIP, False)
self.motors.append(joint_motor)
# hand
prev_part = lower
initial_y = init_y + self.LIMB_H * 2 + self.ARM_UP
angle_boundaries = [[-0.5, 0.5]]
nb_hand_parts = 1
for u in range(nb_hand_parts):
hand_part = world.CreateDynamicBody(
position=(init_x, initial_y + self.HAND_PART_H / 2 + self.HAND_PART_H * u),
fixtures=HAND_PART_FD
)
hand_part.color1 = (0.6 - j / 10., 0.3 - j / 10., 0.5 - j / 10.)
hand_part.color2 = (0.4 - j / 10., 0.2 - j / 10., 0.3 - j / 10.)
rjd = revoluteJointDef(
bodyA=prev_part,
bodyB=hand_part,
anchor=(init_x, initial_y + self.HAND_PART_H * u),
enableMotor=True,
enableLimit=True,
maxMotorTorque=self.MOTORS_TORQUE,
motorSpeed=1,
lowerAngle=angle_boundaries[u][0] * np.pi,
upperAngle=angle_boundaries[u][1] * np.pi,
)
hand_part.userData = CustomBodyUserData(True, name="hand")
self.body_parts.append(hand_part)
joint_motor = world.CreateJoint(rjd)
joint_motor.userData = CustomMotorUserData(SPEED_HAND,
True,
contact_body=hand_part)
self.motors.append(joint_motor)
prev_part = hand_part
hand_sensor_position = (init_x, initial_y + self.HAND_PART_H * nb_hand_parts)
hand_sensor_part = world.CreateDynamicBody(
position=hand_sensor_position,
fixtures=self.SENSOR_FD,
userData = CustomBodySensorUserData(True, False, "hand_sensor")
)
hand_sensor_part.color1 = (1, 0, 0)#(0.6 - j / 10., 0.3 - j / 10., 0.5 - j / 10.)
hand_sensor_part.color2 = (1, 0, 0)#(0.4 - j / 10., 0.2 - j / 10., 0.3 - j / 10.)
self.sensors.append(hand_sensor_part)
world.CreateJoint(weldJointDef(
bodyA = prev_part,
bodyB = hand_sensor_part,
anchor = hand_sensor_position
))
Classes
class ClimbingChestProfileChimpanzee (scale, motors_torque=100, nb_steps_under_water=600)
-
Climbing 'chimpanzee' embodiment without legs.
Creates a legless chimpanzee with: - a head - a chest - two arms (constituted of two limbs each) - two hands (constituted of one limbs each) - two sensors (each at the extremity of a hand) to detect collisions with graspable areas and grasp them.
No contact with ground is allowed.
Args
scale
- Scale value used in the environment (to adapt the embodiment to its environment)
motors_torque
- Maximum torque the embodiment can use on its motors
nb_steps_under_water
- How many consecutive steps the embodiment can survive under water
Expand source code
class ClimbingChestProfileChimpanzee(ClimberAbstractBody): ''' Climbing 'chimpanzee' embodiment without legs. ''' def __init__(self, scale, motors_torque=100, nb_steps_under_water=600): ''' Creates a legless chimpanzee with: - a head - a chest - two arms (constituted of two limbs each) - two hands (constituted of one limbs each) - two sensors (each at the extremity of a hand) to detect collisions with graspable areas and grasp them. No contact with ground is allowed. Args: scale: Scale value used in the environment (to adapt the embodiment to its environment) motors_torque: Maximum torque the embodiment can use on its motors nb_steps_under_water: How many consecutive steps the embodiment can survive under water ''' super(ClimbingChestProfileChimpanzee, self).__init__(scale, motors_torque, nb_steps_under_water) self.LEG_DOWN = 12 / self.SCALE self.ARM_UP = 22 / self.SCALE self.LIMB_W, self.LIMB_H = 8 / self.SCALE, 28 / self.SCALE self.HAND_PART_W, self.HAND_PART_H = 4 / self.SCALE, 8 / self.SCALE self.LEG_H = self.LIMB_H self.TORQUE_PENALTY = 0.00035 / 5 # Legs + arms + hands self.BODY_HEIGHT = 45 self.HEAD_HEIGHT = 20 self.AGENT_WIDTH = 24 / self.SCALE self.AGENT_HEIGHT = self.BODY_HEIGHT / self.SCALE + \ self.HEAD_HEIGHT / self.SCALE + 0.2 + \ self.LEG_H * 2 - self.LEG_DOWN self.AGENT_CENTER_HEIGHT = self.LEG_H * 2 + self.LEG_DOWN self.remove_reward_on_head_angle = True def draw(self, world, init_x, init_y, force_to_center): head = world.CreateDynamicBody( position=(init_x, init_y + self.BODY_HEIGHT / self.SCALE / 2 + self.HEAD_HEIGHT / self.SCALE / 2 + 0.2), fixtures=fixtureDef( shape=polygonShape(vertices=[(x / self.SCALE, y / self.SCALE) for x, y in [ (-5, +10), (+5, +10), (+5, -10), (-5, -10)]]), density=5.0, friction=0.1, categoryBits=0x20, maskBits=0x1 ) ) head.color1 = (0.5, 0.4, 0.9) head.color2 = (0.3, 0.3, 0.5) head.ApplyForceToCenter((force_to_center, 0), True) head.userData = CustomBodyUserData(True, is_contact_critical=True, name="head") self.body_parts.append(head) self.reference_head_object = head body = world.CreateDynamicBody( position=(init_x, init_y), fixtures=fixtureDef( shape=polygonShape(vertices=[(x / self.SCALE, y / self.SCALE) for x, y in [ (-12, +25), (+12, +25), (+8, -20), (-8, -20)]]), density=5.0, friction=0.1, categoryBits=0x20, maskBits=0x1 # collide only with ground ) ) body.color1 = (0.5, 0.4, 0.9) body.color2 = (0.3, 0.3, 0.5) body.userData = CustomBodyUserData(True, is_contact_critical=True, name="body") self.body_parts.append(body) rjd = revoluteJointDef( bodyA=head, bodyB=body, anchor=(init_x, init_y + self.BODY_HEIGHT / self.SCALE / 2), enableMotor=False, enableLimit=True, lowerAngle=-0.1 * np.pi, upperAngle=0.1 * np.pi, ) world.CreateJoint(rjd) UPPER_LIMB_FD = fixtureDef( shape=polygonShape(box=(self.LIMB_W / 2, self.LIMB_H / 2)), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x1 ) LOWER_LIMB_FD = fixtureDef( shape=polygonShape(box=(0.8 * self.LIMB_W / 2, self.LIMB_H / 2)), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x1 ) HAND_PART_FD = fixtureDef( shape=polygonShape(box=(self.HAND_PART_W / 2, self.HAND_PART_H / 2)), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x1 ) # ARMS for j in [-1, -1]: upper = world.CreateDynamicBody( position=(init_x, init_y + self.LIMB_H / 2 + self.ARM_UP), # angle=(i * 0.05), fixtures=UPPER_LIMB_FD ) upper.color1 = (0.6 - j / 10., 0.3 - j / 10., 0.5 - j / 10.) upper.color2 = (0.4 - j / 10., 0.2 - j / 10., 0.3 - j / 10.) rjd = revoluteJointDef( bodyA=body, bodyB=upper, anchor=(init_x, init_y + self.ARM_UP), enableMotor=True, enableLimit=True, maxMotorTorque=self.MOTORS_TORQUE, motorSpeed=1, lowerAngle=-0.75 * 2 * np.pi, upperAngle=0, ) upper.userData = CustomBodyUserData(False, name="upper_arm") self.body_parts.append(upper) joint_motor = world.CreateJoint(rjd) joint_motor.userData = CustomMotorUserData(SPEED_HIP, False) self.motors.append(joint_motor) lower = world.CreateDynamicBody( position=(init_x, init_y + self.LIMB_H * 3 / 2 + self.ARM_UP), # angle=(i * 0.05), fixtures=LOWER_LIMB_FD ) lower.color1 = (0.6 - j / 10., 0.3 - j / 10., 0.5 - j / 10.) lower.color2 = (0.4 - j / 10., 0.2 - j / 10., 0.3 - j / 10.) rjd = revoluteJointDef( bodyA=upper, bodyB=lower, anchor=(init_x, init_y + self.LIMB_H + self.ARM_UP), enableMotor=True, enableLimit=True, maxMotorTorque=self.MOTORS_TORQUE, motorSpeed=1, lowerAngle=0, upperAngle=0.75 * np.pi, ) lower.userData = CustomBodyUserData(False, name="lower_arm") self.body_parts.append(lower) joint_motor = world.CreateJoint(rjd) joint_motor.userData = CustomMotorUserData(SPEED_HIP, False) self.motors.append(joint_motor) # hand prev_part = lower initial_y = init_y + self.LIMB_H * 2 + self.ARM_UP angle_boundaries = [[-0.5, 0.5]] nb_hand_parts = 1 for u in range(nb_hand_parts): hand_part = world.CreateDynamicBody( position=(init_x, initial_y + self.HAND_PART_H / 2 + self.HAND_PART_H * u), fixtures=HAND_PART_FD ) hand_part.color1 = (0.6 - j / 10., 0.3 - j / 10., 0.5 - j / 10.) hand_part.color2 = (0.4 - j / 10., 0.2 - j / 10., 0.3 - j / 10.) rjd = revoluteJointDef( bodyA=prev_part, bodyB=hand_part, anchor=(init_x, initial_y + self.HAND_PART_H * u), enableMotor=True, enableLimit=True, maxMotorTorque=self.MOTORS_TORQUE, motorSpeed=1, lowerAngle=angle_boundaries[u][0] * np.pi, upperAngle=angle_boundaries[u][1] * np.pi, ) hand_part.userData = CustomBodyUserData(True, name="hand") self.body_parts.append(hand_part) joint_motor = world.CreateJoint(rjd) joint_motor.userData = CustomMotorUserData(SPEED_HAND, True, contact_body=hand_part) self.motors.append(joint_motor) prev_part = hand_part hand_sensor_position = (init_x, initial_y + self.HAND_PART_H * nb_hand_parts) hand_sensor_part = world.CreateDynamicBody( position=hand_sensor_position, fixtures=self.SENSOR_FD, userData = CustomBodySensorUserData(True, False, "hand_sensor") ) hand_sensor_part.color1 = (1, 0, 0)#(0.6 - j / 10., 0.3 - j / 10., 0.5 - j / 10.) hand_sensor_part.color2 = (1, 0, 0)#(0.4 - j / 10., 0.2 - j / 10., 0.3 - j / 10.) self.sensors.append(hand_sensor_part) world.CreateJoint(weldJointDef( bodyA = prev_part, bodyB = hand_sensor_part, anchor = hand_sensor_position ))
Ancestors
Inherited members