Module TeachMyAgent.environments.envs.bodies.walkers.WheelBody
Expand source code
import numpy as np
import math
from Box2D.b2 import edgeShape, circleShape, fixtureDef, polygonShape, revoluteJointDef, contactListener
from TeachMyAgent.environments.envs.bodies.walkers.WalkerAbstractBody import WalkerAbstractBody
from TeachMyAgent.environments.envs.utils.custom_user_data import CustomBodyUserData, CustomMotorUserData
MAIN_BODY_POLYGONS = [
[(-10, +10), (+10, +10),
(+10, -10), (-10, -10)]
]
HULL_BOTTOM_WIDTH = 20
SPEED_HIP = 4
SPEED_KNEE = 6
class WheelBody(WalkerAbstractBody):
'''
Walking 'wheel' embodiment.
'''
def __init__(self, scale, motors_torque=500, body_scale=1, nb_steps_under_water=600,
reset_on_hull_critical_contact=False):
'''
Creates an embodiment with a square hull and a pair of leg at each of its side.
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
body_scale: If the hull must be reduced or increased (1 means leave it as it is)
nb_steps_under_water: How many consecutive steps the embodiment can survive under water
reset_on_hull_critical_contact: Whether a contact detected with the head should stop the episode
'''
super(WheelBody, self).__init__(scale, motors_torque, nb_steps_under_water)
self.LEG_W, self.LEG_H = 4 / self.SCALE, 10 / self.SCALE
self.TORQUE_PENALTY = 0.00035 / 2 # 4 legs = 2 pair of legs
self.reset_on_hull_critical_contact = reset_on_hull_critical_contact
self.body_scale = body_scale
self.AGENT_WIDTH = HULL_BOTTOM_WIDTH * self.body_scale / self.SCALE
self.AGENT_HEIGHT = 20 * self.body_scale / self.SCALE + \
self.LEG_H * 4
self.AGENT_CENTER_HEIGHT = 20 * self.body_scale / self.SCALE / 2 + \
self.LEG_H * 2
self.remove_reward_on_head_angle = True
def draw(self, world, init_x, init_y, force_to_center):
''' Circular body
MAIN_BODY_FIXTURES = fixtureDef(
shape=circleShape(radius=0.4),
density=1.0,
restitution=0.0,
categoryBits=0x20,
maskBits=0x000F
)
'''
MAIN_BODY_FIXTURES = [
fixtureDef(
shape=polygonShape(vertices=[(x * self.body_scale / self.SCALE, y * self.body_scale / self.SCALE) for x, y in polygon]),
density=5.0,
friction=0.1,
categoryBits=0x20,
maskBits=0x000F)
for polygon in MAIN_BODY_POLYGONS
]
LEG_FD = fixtureDef(
shape=polygonShape(box=(self.LEG_W / 2, self.LEG_H / 2)),
density=1.0,
restitution=0.0,
categoryBits=0x20,
maskBits=0x000F)
LOWER_FD = fixtureDef(
shape=polygonShape(box=(0.8 * self.LEG_W / 2, self.LEG_H / 2)),
density=1.0,
restitution=0.0,
categoryBits=0x20,
maskBits=0x000F)
main_body = world.CreateDynamicBody(
position=(init_x, init_y),
fixtures=MAIN_BODY_FIXTURES
)
basis_color1 = (0.6, 0.3, 0.5)
basis_color2 = (0.4, 0.2, 0.3)
main_body.color1 = tuple([c - 0.1 for c in basis_color1])
main_body.color2 = tuple([c - 0.1 for c in basis_color2])
leg_color1 = tuple([c + 0.1 for c in basis_color1])
leg_color2 = tuple([c + 0.1 for c in basis_color2])
main_body.ApplyForceToCenter((force_to_center, 0), True)
main_body.userData = CustomBodyUserData(True, is_contact_critical=self.reset_on_hull_critical_contact, name="main_body")
self.body_parts.append(main_body)
self.reference_head_object = main_body
for j in [[0, -1, 0], [0, 1, 0],[-1, 0, np.pi/2], [1, 0, np.pi/2]]:
x_position = j[0] * (HULL_BOTTOM_WIDTH * self.body_scale / self.SCALE / 2)
y_position = j[1] * (HULL_BOTTOM_WIDTH * self.body_scale / self.SCALE / 2)
# for i in [-1, +1]:
leg_x = init_x + j[0] * (self.LEG_H / 2) + x_position
leg_y = init_y + j[1] * (self.LEG_H / 2) + y_position
leg = world.CreateDynamicBody(
position=(leg_x, leg_y),
angle=(j[2]),
fixtures=LEG_FD
)
leg.color1 = leg_color1
leg.color2 = leg_color2
rjd = revoluteJointDef(
bodyA=main_body,
bodyB=leg,
anchor=(init_x + x_position, init_y + y_position),
enableMotor=True,
enableLimit=True,
maxMotorTorque=self.MOTORS_TORQUE,
motorSpeed=1,
lowerAngle=-0.8,
upperAngle=1.1,
)
leg.userData = CustomBodyUserData(False, name="leg")
self.body_parts.append(leg)
joint_motor = world.CreateJoint(rjd)
joint_motor.userData = CustomMotorUserData(SPEED_HIP, False)
self.motors.append(joint_motor)
lower = world.CreateDynamicBody(
position=(leg_x + j[0] * (self.LEG_H),
leg_y + j[1] * (self.LEG_H)),
angle=(j[2]),
fixtures=LOWER_FD
)
lower.color1 = leg_color1
lower.color2 = leg_color2
rjd = revoluteJointDef(
bodyA=leg,
bodyB=lower,
anchor=(leg_x + j[0] * (self.LEG_H / 2),
leg_y + j[1] * (self.LEG_H / 2)),
enableMotor=True,
enableLimit=True,
maxMotorTorque=self.MOTORS_TORQUE,
motorSpeed=1,
lowerAngle=-1.6,
upperAngle=-0.1,
)
lower.userData = CustomBodyUserData(True, name="lower")
self.body_parts.append(lower)
joint_motor = world.CreateJoint(rjd)
joint_motor.userData = CustomMotorUserData(
SPEED_KNEE,
True,
contact_body=lower,
angle_correction=1.0)
self.motors.append(joint_motor)
Classes
class WheelBody (scale, motors_torque=500, body_scale=1, nb_steps_under_water=600, reset_on_hull_critical_contact=False)
-
Walking 'wheel' embodiment.
Creates an embodiment with a square hull and a pair of leg at each of its side.
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
body_scale
- If the hull must be reduced or increased (1 means leave it as it is)
- nb_steps_under_water: How many consecutive steps the embodiment can survive under water
reset_on_hull_critical_contact
- Whether a contact detected with the head should stop the episode
Expand source code
class WheelBody(WalkerAbstractBody): ''' Walking 'wheel' embodiment. ''' def __init__(self, scale, motors_torque=500, body_scale=1, nb_steps_under_water=600, reset_on_hull_critical_contact=False): ''' Creates an embodiment with a square hull and a pair of leg at each of its side. 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 body_scale: If the hull must be reduced or increased (1 means leave it as it is) nb_steps_under_water: How many consecutive steps the embodiment can survive under water reset_on_hull_critical_contact: Whether a contact detected with the head should stop the episode ''' super(WheelBody, self).__init__(scale, motors_torque, nb_steps_under_water) self.LEG_W, self.LEG_H = 4 / self.SCALE, 10 / self.SCALE self.TORQUE_PENALTY = 0.00035 / 2 # 4 legs = 2 pair of legs self.reset_on_hull_critical_contact = reset_on_hull_critical_contact self.body_scale = body_scale self.AGENT_WIDTH = HULL_BOTTOM_WIDTH * self.body_scale / self.SCALE self.AGENT_HEIGHT = 20 * self.body_scale / self.SCALE + \ self.LEG_H * 4 self.AGENT_CENTER_HEIGHT = 20 * self.body_scale / self.SCALE / 2 + \ self.LEG_H * 2 self.remove_reward_on_head_angle = True def draw(self, world, init_x, init_y, force_to_center): ''' Circular body MAIN_BODY_FIXTURES = fixtureDef( shape=circleShape(radius=0.4), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x000F ) ''' MAIN_BODY_FIXTURES = [ fixtureDef( shape=polygonShape(vertices=[(x * self.body_scale / self.SCALE, y * self.body_scale / self.SCALE) for x, y in polygon]), density=5.0, friction=0.1, categoryBits=0x20, maskBits=0x000F) for polygon in MAIN_BODY_POLYGONS ] LEG_FD = fixtureDef( shape=polygonShape(box=(self.LEG_W / 2, self.LEG_H / 2)), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x000F) LOWER_FD = fixtureDef( shape=polygonShape(box=(0.8 * self.LEG_W / 2, self.LEG_H / 2)), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x000F) main_body = world.CreateDynamicBody( position=(init_x, init_y), fixtures=MAIN_BODY_FIXTURES ) basis_color1 = (0.6, 0.3, 0.5) basis_color2 = (0.4, 0.2, 0.3) main_body.color1 = tuple([c - 0.1 for c in basis_color1]) main_body.color2 = tuple([c - 0.1 for c in basis_color2]) leg_color1 = tuple([c + 0.1 for c in basis_color1]) leg_color2 = tuple([c + 0.1 for c in basis_color2]) main_body.ApplyForceToCenter((force_to_center, 0), True) main_body.userData = CustomBodyUserData(True, is_contact_critical=self.reset_on_hull_critical_contact, name="main_body") self.body_parts.append(main_body) self.reference_head_object = main_body for j in [[0, -1, 0], [0, 1, 0],[-1, 0, np.pi/2], [1, 0, np.pi/2]]: x_position = j[0] * (HULL_BOTTOM_WIDTH * self.body_scale / self.SCALE / 2) y_position = j[1] * (HULL_BOTTOM_WIDTH * self.body_scale / self.SCALE / 2) # for i in [-1, +1]: leg_x = init_x + j[0] * (self.LEG_H / 2) + x_position leg_y = init_y + j[1] * (self.LEG_H / 2) + y_position leg = world.CreateDynamicBody( position=(leg_x, leg_y), angle=(j[2]), fixtures=LEG_FD ) leg.color1 = leg_color1 leg.color2 = leg_color2 rjd = revoluteJointDef( bodyA=main_body, bodyB=leg, anchor=(init_x + x_position, init_y + y_position), enableMotor=True, enableLimit=True, maxMotorTorque=self.MOTORS_TORQUE, motorSpeed=1, lowerAngle=-0.8, upperAngle=1.1, ) leg.userData = CustomBodyUserData(False, name="leg") self.body_parts.append(leg) joint_motor = world.CreateJoint(rjd) joint_motor.userData = CustomMotorUserData(SPEED_HIP, False) self.motors.append(joint_motor) lower = world.CreateDynamicBody( position=(leg_x + j[0] * (self.LEG_H), leg_y + j[1] * (self.LEG_H)), angle=(j[2]), fixtures=LOWER_FD ) lower.color1 = leg_color1 lower.color2 = leg_color2 rjd = revoluteJointDef( bodyA=leg, bodyB=lower, anchor=(leg_x + j[0] * (self.LEG_H / 2), leg_y + j[1] * (self.LEG_H / 2)), enableMotor=True, enableLimit=True, maxMotorTorque=self.MOTORS_TORQUE, motorSpeed=1, lowerAngle=-1.6, upperAngle=-0.1, ) lower.userData = CustomBodyUserData(True, name="lower") self.body_parts.append(lower) joint_motor = world.CreateJoint(rjd) joint_motor.userData = CustomMotorUserData( SPEED_KNEE, True, contact_body=lower, angle_correction=1.0) self.motors.append(joint_motor)
Ancestors
Methods
def draw(self, world, init_x, init_y, force_to_center)
-
Circular body MAIN_BODY_FIXTURES = fixtureDef( shape=circleShape(radius=0.4), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x000F )
Expand source code
def draw(self, world, init_x, init_y, force_to_center): ''' Circular body MAIN_BODY_FIXTURES = fixtureDef( shape=circleShape(radius=0.4), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x000F ) ''' MAIN_BODY_FIXTURES = [ fixtureDef( shape=polygonShape(vertices=[(x * self.body_scale / self.SCALE, y * self.body_scale / self.SCALE) for x, y in polygon]), density=5.0, friction=0.1, categoryBits=0x20, maskBits=0x000F) for polygon in MAIN_BODY_POLYGONS ] LEG_FD = fixtureDef( shape=polygonShape(box=(self.LEG_W / 2, self.LEG_H / 2)), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x000F) LOWER_FD = fixtureDef( shape=polygonShape(box=(0.8 * self.LEG_W / 2, self.LEG_H / 2)), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x000F) main_body = world.CreateDynamicBody( position=(init_x, init_y), fixtures=MAIN_BODY_FIXTURES ) basis_color1 = (0.6, 0.3, 0.5) basis_color2 = (0.4, 0.2, 0.3) main_body.color1 = tuple([c - 0.1 for c in basis_color1]) main_body.color2 = tuple([c - 0.1 for c in basis_color2]) leg_color1 = tuple([c + 0.1 for c in basis_color1]) leg_color2 = tuple([c + 0.1 for c in basis_color2]) main_body.ApplyForceToCenter((force_to_center, 0), True) main_body.userData = CustomBodyUserData(True, is_contact_critical=self.reset_on_hull_critical_contact, name="main_body") self.body_parts.append(main_body) self.reference_head_object = main_body for j in [[0, -1, 0], [0, 1, 0],[-1, 0, np.pi/2], [1, 0, np.pi/2]]: x_position = j[0] * (HULL_BOTTOM_WIDTH * self.body_scale / self.SCALE / 2) y_position = j[1] * (HULL_BOTTOM_WIDTH * self.body_scale / self.SCALE / 2) # for i in [-1, +1]: leg_x = init_x + j[0] * (self.LEG_H / 2) + x_position leg_y = init_y + j[1] * (self.LEG_H / 2) + y_position leg = world.CreateDynamicBody( position=(leg_x, leg_y), angle=(j[2]), fixtures=LEG_FD ) leg.color1 = leg_color1 leg.color2 = leg_color2 rjd = revoluteJointDef( bodyA=main_body, bodyB=leg, anchor=(init_x + x_position, init_y + y_position), enableMotor=True, enableLimit=True, maxMotorTorque=self.MOTORS_TORQUE, motorSpeed=1, lowerAngle=-0.8, upperAngle=1.1, ) leg.userData = CustomBodyUserData(False, name="leg") self.body_parts.append(leg) joint_motor = world.CreateJoint(rjd) joint_motor.userData = CustomMotorUserData(SPEED_HIP, False) self.motors.append(joint_motor) lower = world.CreateDynamicBody( position=(leg_x + j[0] * (self.LEG_H), leg_y + j[1] * (self.LEG_H)), angle=(j[2]), fixtures=LOWER_FD ) lower.color1 = leg_color1 lower.color2 = leg_color2 rjd = revoluteJointDef( bodyA=leg, bodyB=lower, anchor=(leg_x + j[0] * (self.LEG_H / 2), leg_y + j[1] * (self.LEG_H / 2)), enableMotor=True, enableLimit=True, maxMotorTorque=self.MOTORS_TORQUE, motorSpeed=1, lowerAngle=-1.6, upperAngle=-0.1, ) lower.userData = CustomBodyUserData(True, name="lower") self.body_parts.append(lower) joint_motor = world.CreateJoint(rjd) joint_motor.userData = CustomMotorUserData( SPEED_KNEE, True, contact_body=lower, angle_correction=1.0) self.motors.append(joint_motor)
Inherited members