Roboball2d ExampleΒΆ

Here the source code of roboball2d_demo. You may find the source of other demos:

import math,random,time

from roboball2d.physics import B2World
from roboball2d.robot import DefaultRobotConfig
from roboball2d.robot import DefaultRobotState
from roboball2d.robot import PDController
from roboball2d.ball import BallConfig
from roboball2d.ball_gun import DefaultBallGun


def run(rendering=True):

    """
    Runs the balls demo, in which the robot moves using a PD controller
    as a ball bounces around.
    You may run the executable roboball2d_demo after install to
    see it in action.

    Parameters
    ----------

    rendering : 
        renders the environment if True
    
    """

    
    if rendering:
        from roboball2d.rendering import PygletRenderer
        from roboball2d.rendering import RenderingConfig
    
    # configurations, using default
    robot_config = DefaultRobotConfig()
    ball_config = BallConfig()
    visible_area_width = 6.0
    visual_height = 0.05
    
    # physics engine
    world = B2World(robot_config,
                    ball_config,
                    visible_area_width)

    # graphics renderer
    if rendering:
        renderer_config = RenderingConfig(visible_area_width,
                                          visual_height)
        renderer = PygletRenderer(renderer_config,
                                  robot_config,
                                  ball_config)


    # ball gun : specifies the reset of
    # the ball (by shooting a new one)
    # Here using default ball gun
    ball_gun = DefaultBallGun(ball_config)

    # basic PD controller used to compute torque
    controller = PDController()
    references = [-math.pi/8.0,-math.pi/8.0,-math.pi/8.0]

    # init robot state : specifies the reinit of the robot
    # (e.g. angles of the rods and rackets, etc)
    init_robot_state = DefaultRobotState(robot_config)

    # tracking the number of times the ball bounced
    n_bounced = 0

    # we add a fixed goal
    # starting at x=3 and finishing at x=6
    goal = (2,4)
    goal_color = (0,0.7,0)
    goal_activated_color = (0,1,0)

    n_episodes = 0

    # running 5 episodes
    for episode in range(5):

        episode_end = False

        # resetting the robot and shooting
        # the ball gun
        world_state = world.reset(init_robot_state,
                                  ball_gun)

        # keeping track of the number of times the
        # ball bounced
        n_bounced = 0

        while not episode_end:


            # running controller
            angles = [joint.angle for joint
                      in world_state.robot.joints]
            angular_velocities = [joint.angular_velocity for joint
                                  in world_state.robot.joints]
            torques = controller.get(references,
                                     angles,
                                     angular_velocities)

            #
            # One simulation step
            #

            # returns a snapshot of all the data computed
            # and updated by the physics engine at this
            # iteration (see below for all information managed)
            # relative=True : torques are not given in absolute value,
            # but as values in [-1,1] that will be mapped to
            # [-max_torque,+max_torque]
            world_state = world.step(torques,relative_torques=True)


            # keeping track number of times the ball bounced
            if world_state.ball_hits_floor :
                n_bounced += 1
            if n_bounced >= 2 :
                # if bounced more than 2 : end of episode
                episode_end = True


            #
            # Rendering
            #

            if rendering:
            
                # was the goal hit ?

                color = goal_color
                if world_state.ball_hits_floor :
                    p = world_state.ball_hits_floor
                    if p>goal[0] and p<goal[1]:
                        # yes, using activated color
                        color = goal_activated_color

                # the renderer can take in an array of goals
                # to display

                goals = [(goal[0],goal[1],color)]

                # render based on the information provided by
                # the physics engined
                renderer.render(world_state,goals,time_step=1.0/60.0)