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876 lines (713 loc) · 31.9 KB
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# cython: language_level=2
from libc.stdlib cimport free
from libc.string cimport memcpy
from libcpp cimport bool
from libcpp.string cimport string
from libcpp.vector cimport vector
import inspect
cimport numpy as np
from cython.operator cimport address
from cython.operator cimport dereference as deref
from cython.operator cimport preincrement as inc
import numpy
ctypedef np.float64_t DOUBLE_t
cimport fcl_defs as defs
cimport octomap_defs as octomap
cimport std_defs as std
from collision_data import (
CollisionRequest,
CollisionResult,
Contact,
ContinuousCollisionRequest,
ContinuousCollisionResult,
CostSource,
DistanceRequest,
DistanceResult,
)
"""
Eigen::Transform linear and translation parts are returned as Eigen::Block
It can be an rvalue and an lvalue, so in C++ you could assign something to translation() like:
`tf.translation() = (Vector3d (0., 0., 50));`
In python and cython however, a function call is never an lvalue, so we workaround with the following macro
"""
cdef extern from *:
"""
/* Verbatim C as a workaround for assingment to lvalue-returning functions*/
#define ASSIGN(a, b) a = b
"""
void ASSIGN(defs.Vector3d&, defs.Vector3d)
void ASSIGN(defs.Matrix3d&, defs.Matrix3d)
#void ASSIGN[T](T&, T) # This doesn't work somehow
###############################################################################
# Transforms
###############################################################################
cdef class Transform:
cdef defs.Transform3d *thisptr
def __cinit__(self, *args):
if len(args) == 0:
self.thisptr = new defs.Transform3d()
self.thisptr.setIdentity()
elif len(args) == 1:
if isinstance(args[0], Transform):
self.thisptr = new defs.Transform3d(deref((<Transform> args[0]).thisptr))
else:
data = numpy.array(args[0])
if data.shape == (3,3):
self.thisptr = new defs.Transform3d()
self.thisptr.setIdentity()
ASSIGN(self.thisptr.linear(),
numpy_to_mat3d(data))
elif data.shape == (4,):
self.thisptr = new defs.Transform3d()
self.thisptr.setIdentity()
ASSIGN(self.thisptr.linear(),
numpy_to_quaternion3d(data).toRotationMatrix())
elif data.shape == (3,):
self.thisptr = new defs.Transform3d()
self.thisptr.setIdentity()
ASSIGN(self.thisptr.translation(),
numpy_to_vec3d(data))
else:
raise ValueError('Invalid input to Transform().')
elif len(args) == 2:
rot = numpy.array(args[0])
trans = numpy.array(args[1]).squeeze()
if not trans.shape == (3,):
raise ValueError('Translation must be (3,).')
if rot.shape == (3,3):
self.thisptr = new defs.Transform3d()
self.thisptr.setIdentity()
ASSIGN(self.thisptr.linear(),
numpy_to_mat3d(rot))
ASSIGN(self.thisptr.translation(),
numpy_to_vec3d(trans))
elif rot.shape == (4,):
self.thisptr = new defs.Transform3d()
self.thisptr.setIdentity()
ASSIGN(self.thisptr.linear(),
numpy_to_quaternion3d(rot).toRotationMatrix())
ASSIGN(self.thisptr.translation(),
numpy_to_vec3d(trans))
else:
raise ValueError('Invalid input to Transform().')
else:
raise ValueError('Too many arguments to Transform().')
def __dealloc__(self):
if self.thisptr:
free(self.thisptr)
def getRotation(self):
return mat3d_to_numpy(self.thisptr.linear())
def getTranslation(self):
return vec3d_to_numpy(self.thisptr.translation())
def getQuatRotation(self):
cdef defs.Quaterniond quaternion = defs.Quaterniond(self.thisptr.linear())
return quaternion3d_to_numpy(quaternion)
def setRotation(self, R):
ASSIGN(self.thisptr.linear(),
numpy_to_mat3d(R))
def setTranslation(self, T):
ASSIGN(self.thisptr.translation(),
numpy_to_vec3d(T))
def setQuatRotation(self, q):
ASSIGN(self.thisptr.linear(),
numpy_to_quaternion3d(q).toRotationMatrix())
###############################################################################
# Collision objects and geometries
###############################################################################
cdef class CollisionObject:
cdef defs.CollisionObjectd *thisptr
cdef defs.PyObject *geom
cdef bool _no_instance
def __cinit__(self, CollisionGeometry geom=None, Transform tf=None, _no_instance=False):
if geom is None:
geom = CollisionGeometry()
defs.Py_INCREF(<defs.PyObject*> geom)
self.geom = <defs.PyObject*> geom
self._no_instance = _no_instance
if geom.getNodeType() is not None and not self._no_instance:
if tf is not None:
self.thisptr = new defs.CollisionObjectd(defs.shared_ptr[defs.CollisionGeometryd](geom.thisptr), deref(tf.thisptr))
else:
self.thisptr = new defs.CollisionObjectd(defs.shared_ptr[defs.CollisionGeometryd](geom.thisptr))
self.thisptr.setUserData(<void*> self.geom) # Save the python geometry object for later retrieval
else:
if not self._no_instance:
raise ValueError
def __dealloc__(self):
if self.thisptr and not self._no_instance:
free(self.thisptr)
defs.Py_DECREF(self.geom)
def getObjectType(self):
return self.thisptr.getObjectType()
def getNodeType(self):
return self.thisptr.getNodeType()
def getTranslation(self):
return vec3d_to_numpy(self.thisptr.getTranslation())
def setTranslation(self, vec):
self.thisptr.setTranslation(numpy_to_vec3d(vec))
self.thisptr.computeAABB()
def getRotation(self):
return mat3d_to_numpy(self.thisptr.getRotation())
def setRotation(self, mat):
self.thisptr.setRotation(numpy_to_mat3d(mat))
self.thisptr.computeAABB()
def getQuatRotation(self):
return quaternion3d_to_numpy(self.thisptr.getQuatRotation())
def setQuatRotation(self, q):
self.thisptr.setQuatRotation(numpy_to_quaternion3d(q))
self.thisptr.computeAABB()
def getTransform(self):
rot = self.getRotation()
trans = self.getTranslation()
return Transform(rot, trans)
def setTransform(self, tf):
self.thisptr.setTransform(deref((<Transform> tf).thisptr))
self.thisptr.computeAABB()
def isOccupied(self):
return self.thisptr.isOccupied()
def isFree(self):
return self.thisptr.isFree()
def isUncertain(self):
return self.thisptr.isUncertain()
cdef class CollisionGeometry:
cdef defs.CollisionGeometryd *thisptr
def __cinit__(self):
pass
def __dealloc__(self):
if self.thisptr:
del self.thisptr
def getNodeType(self):
if self.thisptr:
return self.thisptr.getNodeType()
else:
return None
def computeLocalAABB(self):
if self.thisptr:
self.thisptr.computeLocalAABB()
else:
return None
property aabb_center:
def __get__(self):
if self.thisptr:
return vec3d_to_numpy(self.thisptr.aabb_center)
else:
return None
def __set__(self, value):
if self.thisptr:
self.thisptr.aabb_center[0] = value[0]
self.thisptr.aabb_center[1] = value[1]
self.thisptr.aabb_center[2] = value[2]
else:
raise ReferenceError
cdef class TriangleP(CollisionGeometry):
def __cinit__(self, a, b, c):
self.thisptr = new defs.TrianglePd(numpy_to_vec3d(a), numpy_to_vec3d(b), numpy_to_vec3d(c))
property a:
def __get__(self):
return vec3d_to_numpy((<defs.TrianglePd*> self.thisptr).a)
def __set__(self, value):
(<defs.TrianglePd*> self.thisptr).a[0] = <double?> value[0]
(<defs.TrianglePd*> self.thisptr).a[1] = <double?> value[1]
(<defs.TrianglePd*> self.thisptr).a[2] = <double?> value[2]
property b:
def __get__(self):
return vec3d_to_numpy((<defs.TrianglePd*> self.thisptr).b)
def __set__(self, value):
(<defs.TrianglePd*> self.thisptr).b[0] = <double?> value[0]
(<defs.TrianglePd*> self.thisptr).b[1] = <double?> value[1]
(<defs.TrianglePd*> self.thisptr).b[2] = <double?> value[2]
property c:
def __get__(self):
return vec3d_to_numpy((<defs.TrianglePd*> self.thisptr).c)
def __set__(self, value):
(<defs.TrianglePd*> self.thisptr).c[0] = <double?> value[0]
(<defs.TrianglePd*> self.thisptr).c[1] = <double?> value[1]
(<defs.TrianglePd*> self.thisptr).c[2] = <double?> value[2]
cdef class Box(CollisionGeometry):
def __cinit__(self, x, y, z):
self.thisptr = new defs.Boxd(x, y, z)
property side:
def __get__(self):
return vec3d_to_numpy((<defs.Boxd*> self.thisptr).side)
def __set__(self, value):
(<defs.Boxd*> self.thisptr).side[0] = <double?> value[0]
(<defs.Boxd*> self.thisptr).side[1] = <double?> value[1]
(<defs.Boxd*> self.thisptr).side[2] = <double?> value[2]
cdef class Sphere(CollisionGeometry):
def __cinit__(self, radius):
self.thisptr = new defs.Sphered(radius)
property radius:
def __get__(self):
return (<defs.Sphered*> self.thisptr).radius
def __set__(self, value):
(<defs.Sphered*> self.thisptr).radius = <double?> value
cdef class Ellipsoid(CollisionGeometry):
def __cinit__(self, a, b, c):
self.thisptr = new defs.Ellipsoidd(<double?> a, <double?> b, <double?> c)
property radii:
def __get__(self):
return vec3d_to_numpy((<defs.Ellipsoidd*> self.thisptr).radii)
def __set__(self, values):
(<defs.Ellipsoidd*> self.thisptr).radii = numpy_to_vec3d(values)
cdef class Capsule(CollisionGeometry):
def __cinit__(self, radius, lz):
self.thisptr = new defs.Capsuled(radius, lz)
property radius:
def __get__(self):
return (<defs.Capsuled*> self.thisptr).radius
def __set__(self, value):
(<defs.Capsuled*> self.thisptr).radius = <double?> value
property lz:
def __get__(self):
return (<defs.Capsuled*> self.thisptr).lz
def __set__(self, value):
(<defs.Capsuled*> self.thisptr).lz = <double?> value
cdef class Cone(CollisionGeometry):
def __cinit__(self, radius, lz):
self.thisptr = new defs.Coned(radius, lz)
property radius:
def __get__(self):
return (<defs.Coned*> self.thisptr).radius
def __set__(self, value):
(<defs.Coned*> self.thisptr).radius = <double?> value
property lz:
def __get__(self):
return (<defs.Coned*> self.thisptr).lz
def __set__(self, value):
(<defs.Coned*> self.thisptr).lz = <double?> value
cdef class Convex(CollisionGeometry):
def __cinit__(self, vertices, num_faces, faces):
cdef vector[defs.Vector3d] vs
cdef vector[int] fs
for vert in vertices:
vs.push_back(numpy_to_vec3d(vert))
for face in faces:
fs.push_back(face)
self.thisptr = new defs.Convexd(defs.make_shared[vector[defs.Vector3d]](vs), num_faces, defs.make_shared[vector[int]](fs))
property num_faces:
def __get__(self):
return (<defs.Convexd*> self.thisptr).getFaceCount()
cdef class Cylinder(CollisionGeometry):
def __cinit__(self, radius, lz):
self.thisptr = new defs.Cylinderd(radius, lz)
property radius:
def __get__(self):
return (<defs.Cylinderd*> self.thisptr).radius
def __set__(self, value):
(<defs.Cylinderd*> self.thisptr).radius = <double?> value
property lz:
def __get__(self):
return (<defs.Cylinderd*> self.thisptr).lz
def __set__(self, value):
(<defs.Cylinderd*> self.thisptr).lz = <double?> value
cdef class Halfspace(CollisionGeometry):
def __cinit__(self, np.ndarray[double, ndim=1] n, d):
self.thisptr = new defs.Halfspaced(defs.Vector3d(&n[0]),
<double?> d)
property n:
def __get__(self):
return vec3d_to_numpy((<defs.Halfspaced*> self.thisptr).n)
def __set__(self, value):
(<defs.Halfspaced*> self.thisptr).n[0] = <double?> value[0]
(<defs.Halfspaced*> self.thisptr).n[1] = <double?> value[1]
(<defs.Halfspaced*> self.thisptr).n[2] = <double?> value[2]
property d:
def __get__(self):
return (<defs.Halfspaced*> self.thisptr).d
def __set__(self, value):
(<defs.Halfspaced*> self.thisptr).d = <double?> value
cdef class Plane(CollisionGeometry):
def __cinit__(self, np.ndarray[double, ndim=1] n, d):
self.thisptr = new defs.Planed(defs.Vector3d(&n[0]),
<double?> d)
property n:
def __get__(self):
return vec3d_to_numpy((<defs.Planed*> self.thisptr).n)
def __set__(self, value):
(<defs.Planed*> self.thisptr).n[0] = <double?> value[0]
(<defs.Planed*> self.thisptr).n[1] = <double?> value[1]
(<defs.Planed*> self.thisptr).n[2] = <double?> value[2]
property d:
def __get__(self):
return (<defs.Planed*> self.thisptr).d
def __set__(self, value):
(<defs.Planed*> self.thisptr).d = <double?> value
cdef class BVHModel(CollisionGeometry):
def __cinit__(self):
self.thisptr = new defs.BVHModel()
def num_tries_(self):
return (<defs.BVHModel*> self.thisptr).num_tris
def buildState(self):
return (<defs.BVHModel*> self.thisptr).build_state
def beginModel(self, num_tris_=0, num_vertices_=0):
n = (<defs.BVHModel*> self.thisptr).beginModel(<int?> num_tris_, <int?> num_vertices_)
return n
def endModel(self):
n = (<defs.BVHModel*> self.thisptr).endModel()
return n
def addVertex(self, x, y, z):
cdef np.ndarray[double, ndim=1] n = numpy.array([x, y, z])
n = (<defs.BVHModel*> self.thisptr).addVertex(defs.Vector3d(&n[0]))
return self._check_ret_value(n)
def addTriangle(self, v1, v2, v3):
n = (<defs.BVHModel*> self.thisptr).addTriangle(numpy_to_vec3d(v1),
numpy_to_vec3d(v2),
numpy_to_vec3d(v3))
return self._check_ret_value(n)
def addSubModel(self, verts, triangles):
cdef vector[defs.Vector3d] ps
cdef vector[defs.Triangle] tris
for vert in verts:
ps.push_back(numpy_to_vec3d(vert))
for tri in triangles:
tris.push_back(defs.Triangle(<size_t?> tri[0], <size_t?> tri[1], <size_t?> tri[2]))
n = (<defs.BVHModel*> self.thisptr).addSubModel(ps, tris)
return self._check_ret_value(n)
def _check_ret_value(self, n):
if n == defs.BVH_OK:
return True
elif n == defs.BVH_ERR_MODEL_OUT_OF_MEMORY:
raise MemoryError("Cannot allocate memory for vertices and triangles")
elif n == defs.BVH_ERR_BUILD_OUT_OF_SEQUENCE:
raise ValueError("BVH construction does not follow correct sequence")
elif n == defs.BVH_ERR_BUILD_EMPTY_MODEL:
raise ValueError("BVH geometry is not prepared")
elif n == defs.BVH_ERR_BUILD_EMPTY_PREVIOUS_FRAME:
raise ValueError("BVH geometry in previous frame is not prepared")
elif n == defs.BVH_ERR_UNSUPPORTED_FUNCTION:
raise ValueError("BVH funtion is not supported")
elif n == defs.BVH_ERR_UNUPDATED_MODEL:
raise ValueError("BVH model update failed")
elif n == defs.BVH_ERR_INCORRECT_DATA:
raise ValueError("BVH data is not valid")
elif n == defs.BVH_ERR_UNKNOWN:
raise ValueError("Unknown failure")
else:
return False
cdef class OcTree(CollisionGeometry):
cdef octomap.OcTree* tree
def __cinit__(self, r, data=None, points=None, origin=None, maxrange=-1., lazy_eval=False, discretize=False):
self.thisptr = NULL
self.tree = new octomap.OcTree(r)
if data is not None:
self.readBinaryData(data)
elif points is not None:
self.insertPointCloud(points, origin, maxrange, lazy_eval, discretize)
def readBinaryData(self, data):
cdef std.stringstream ss
cdef vector[char] vd = data
if self.thisptr != NULL:
del self.thisptr
ss.write(vd.data(), len(data))
self.tree.readBinaryData(ss)
self.thisptr = new defs.OcTreed(defs.shared_ptr[octomap.OcTree](self.tree))
def insertPointCloud(self, points, origin=None, maxrange=-1., lazy_eval=False, discretize=False):
cdef octomap.Pointcloud pc = octomap.Pointcloud()
if self.thisptr != NULL:
del self.thisptr
for p in points:
pc.push_back(<float>p[0],
<float>p[1],
<float>p[2])
if origin is not None:
self.tree.insertPointCloud(
pc,
octomap.Vector3(<float>origin[0],
<float>origin[1],
<float>origin[2]),
<double?>maxrange,
<bool>lazy_eval,
<bool>discretize
)
else:
self.tree.insertPointCloud(
pc,
octomap.Vector3(<float>0.,
<float>0.,
<float>0.),
<double?>maxrange,
<bool>lazy_eval,
<bool>discretize
)
self.thisptr = new defs.OcTreed(defs.shared_ptr[octomap.OcTree](self.tree))
###############################################################################
# Collision managers
###############################################################################
cdef class DynamicAABBTreeCollisionManager:
cdef defs.DynamicAABBTreeCollisionManagerd *thisptr
cdef list objs
def __cinit__(self):
self.thisptr = new defs.DynamicAABBTreeCollisionManagerd()
self.objs = []
def __dealloc__(self):
if self.thisptr:
del self.thisptr
def registerObjects(self, other_objs):
cdef vector[defs.CollisionObjectd*] pobjs
for obj in other_objs:
self.objs.append(obj)
pobjs.push_back((<CollisionObject?> obj).thisptr)
self.thisptr.registerObjects(pobjs)
def registerObject(self, obj):
self.objs.append(obj)
self.thisptr.registerObject((<CollisionObject?> obj).thisptr)
def unregisterObject(self, obj):
if obj in self.objs:
self.objs.remove(obj)
self.thisptr.unregisterObject((<CollisionObject?> obj).thisptr)
def setup(self):
self.thisptr.setup()
def update(self, arg=None):
cdef vector[defs.CollisionObjectd*] objs
if hasattr(arg, "__len__"):
for a in arg:
objs.push_back((<CollisionObject?> a).thisptr)
self.thisptr.update(objs)
elif arg is None:
self.thisptr.update()
else:
self.thisptr.update((<CollisionObject?> arg).thisptr)
def getObjects(self):
return list(self.objs)
def collide(self, *args):
if len(args) == 2 and inspect.isroutine(args[1]):
fn = CollisionFunction(args[1], args[0])
self.thisptr.collide(<void*> fn, CollisionCallBack)
elif len(args) == 3 and isinstance(args[0], DynamicAABBTreeCollisionManager):
fn = CollisionFunction(args[2], args[1])
self.thisptr.collide((<DynamicAABBTreeCollisionManager?> args[0]).thisptr, <void*> fn, CollisionCallBack)
elif len(args) == 3 and inspect.isroutine(args[2]):
fn = CollisionFunction(args[2], args[1])
self.thisptr.collide((<CollisionObject?> args[0]).thisptr, <void*> fn, CollisionCallBack)
else:
raise ValueError
def distance(self, *args):
if len(args) == 2 and inspect.isroutine(args[1]):
fn = DistanceFunction(args[1], args[0])
self.thisptr.distance(<void*> fn, DistanceCallBack)
elif len(args) == 3 and isinstance(args[0], DynamicAABBTreeCollisionManager):
fn = DistanceFunction(args[2], args[1])
self.thisptr.distance((<DynamicAABBTreeCollisionManager?> args[0]).thisptr, <void*> fn, DistanceCallBack)
elif len(args) == 3 and inspect.isroutine(args[2]):
fn = DistanceFunction(args[2], args[1])
self.thisptr.distance((<CollisionObject?> args[0]).thisptr, <void*> fn, DistanceCallBack)
else:
raise ValueError
def clear(self):
self.thisptr.clear()
def empty(self):
return self.thisptr.empty()
def size(self):
return self.thisptr.size()
property max_tree_nonbalanced_level:
def __get__(self):
return self.thisptr.max_tree_nonbalanced_level
def __set__(self, value):
self.thisptr.max_tree_nonbalanced_level = <int?> value
property tree_incremental_balance_pass:
def __get__(self):
return self.thisptr.tree_incremental_balance_pass
def __set__(self, value):
self.thisptr.tree_incremental_balance_pass = <int?> value
property tree_topdown_balance_threshold:
def __get__(self):
return self.thisptr.tree_topdown_balance_threshold
def __set__(self, value):
self.thisptr.tree_topdown_balance_threshold = <int?> value
property tree_topdown_level:
def __get__(self):
return self.thisptr.tree_topdown_level
def __set__(self, value):
self.thisptr.tree_topdown_level = <int?> value
property tree_init_level:
def __get__(self):
return self.thisptr.tree_init_level
def __set__(self, value):
self.thisptr.tree_init_level = <int?> value
property octree_as_geometry_collide:
def __get__(self):
return self.thisptr.octree_as_geometry_collide
def __set__(self, value):
self.thisptr.octree_as_geometry_collide = <bool?> value
property octree_as_geometry_distance:
def __get__(self):
return self.thisptr.octree_as_geometry_distance
def __set__(self, value):
self.thisptr.octree_as_geometry_distance = <bool?> value
###############################################################################
# Collision and distance functions
###############################################################################
def collide(CollisionObject o1, CollisionObject o2,
request=None, result=None):
if request is None:
request = CollisionRequest()
if result is None:
result = CollisionResult()
cdef defs.CollisionResultd cresult
cdef size_t ret = defs.collide(o1.thisptr, o2.thisptr,
defs.CollisionRequestd(
<size_t?> request.num_max_contacts,
<bool?> request.enable_contact,
<size_t?> request.num_max_cost_sources,
<bool> request.enable_cost,
<bool> request.use_approximate_cost,
<defs.GJKSolverType?> request.gjk_solver_type
),
cresult)
result.is_collision = result.is_collision or cresult.isCollision()
cdef vector[defs.Contactd] contacts
cresult.getContacts(contacts)
for idx in range(contacts.size()):
result.contacts.append(c_to_python_contact(contacts[idx], o1, o2))
cdef vector[defs.CostSourced] costs
cresult.getCostSources(costs)
for idx in range(costs.size()):
result.cost_sources.append(c_to_python_costsource(costs[idx]))
return ret
def continuousCollide(CollisionObject o1, Transform tf1_end,
CollisionObject o2, Transform tf2_end,
request = None, result = None):
if request is None:
request = ContinuousCollisionRequest()
if result is None:
result = ContinuousCollisionResult()
cdef defs.ContinuousCollisionResultd cresult
cdef double ret = defs.continuousCollide(o1.thisptr, deref(tf1_end.thisptr),
o2.thisptr, deref(tf2_end.thisptr),
defs.ContinuousCollisionRequestd(
<size_t?> request.num_max_iterations,
<double?> request.toc_err,
<defs.CCDMotionType?> request.ccd_motion_type,
<defs.GJKSolverType?> request.gjk_solver_type,
<defs.CCDSolverType?> request.ccd_solver_type,
),
cresult)
result.is_collide = result.is_collide or cresult.is_collide
result.time_of_contact = min(cresult.time_of_contact, result.time_of_contact)
return ret
def distance(CollisionObject o1, CollisionObject o2,
request = None, result=None):
if request is None:
request = DistanceRequest()
if result is None:
result = DistanceResult()
cdef defs.DistanceResultd cresult
cdef double dis = defs.distance(o1.thisptr, o2.thisptr,
defs.DistanceRequestd(
<bool?> request.enable_nearest_points,
<bool?> request.enable_signed_distance,
<defs.GJKSolverType?> request.gjk_solver_type
),
cresult)
if result.min_distance > cresult.min_distance:
result.min_distance = cresult.min_distance
result.nearest_points = [vec3d_to_numpy(cresult.nearest_points[0]),
vec3d_to_numpy(cresult.nearest_points[1])]
result.o1 = c_to_python_collision_geometry(cresult.o1, o1, o2)
result.o2 = c_to_python_collision_geometry(cresult.o2, o1, o2)
result.b1 = cresult.b1
result.b2 = cresult.b2
return dis
###############################################################################
# Collision and Distance Callback Functions
###############################################################################
def defaultCollisionCallback(CollisionObject o1, CollisionObject o2, cdata):
request = cdata.request
result = cdata.result
if cdata.done:
return True
collide(o1, o2, request, result)
if (not request.enable_cost and result.is_collision and len(result.contacts) > request.num_max_contacts):
cdata.done = True
return cdata.done
def defaultDistanceCallback(CollisionObject o1, CollisionObject o2, cdata):
request = cdata.request
result = cdata.result
if cdata.done:
return True, result.min_distance
distance(o1, o2, request, result)
dist = result.min_distance
if dist <= 0:
return True, dist
return cdata.done, dist
cdef class CollisionFunction:
cdef:
object py_func
object py_args
def __init__(self, py_func, py_args):
self.py_func = py_func
self.py_args = py_args
cdef bool eval_func(self, defs.CollisionObjectd*o1, defs.CollisionObjectd*o2):
cdef object py_r = defs.PyObject_CallObject(self.py_func,
(copy_ptr_collision_object(o1),
copy_ptr_collision_object(o2),
self.py_args))
return <bool?> py_r
cdef class DistanceFunction:
cdef:
object py_func
object py_args
def __init__(self, py_func, py_args):
self.py_func = py_func
self.py_args = py_args
cdef bool eval_func(self, defs.CollisionObjectd*o1, defs.CollisionObjectd*o2, double& dist):
cdef object py_r = defs.PyObject_CallObject(self.py_func,
(copy_ptr_collision_object(o1),
copy_ptr_collision_object(o2),
self.py_args))
(&dist)[0] = <double?> py_r[1]
return <bool?> py_r[0]
cdef inline bool CollisionCallBack(defs.CollisionObjectd*o1, defs.CollisionObjectd*o2, void*cdata):
return (<CollisionFunction> cdata).eval_func(o1, o2)
cdef inline bool DistanceCallBack(defs.CollisionObjectd*o1, defs.CollisionObjectd*o2, void*cdata, double& dist):
return (<DistanceFunction> cdata).eval_func(o1, o2, dist)
###############################################################################
# Helper Functions
###############################################################################
cdef quaternion3d_to_numpy(defs.Quaterniond q):
return numpy.array([q.w(), q.x(), q.y(), q.z()])
cdef defs.Quaterniond numpy_to_quaternion3d(a):
return defs.Quaterniond(<double?> a[0], <double?> a[1], <double?> a[2], <double?> a[3])
cdef vec3d_to_numpy(defs.Vector3d vec):
return numpy.array([vec[0], vec[1], vec[2]])
cdef defs.Vector3d numpy_to_vec3d(arr):
cdef double[:] memview = arr.astype(numpy.float64)
return defs.Vector3d(&memview[0])
cdef mat3d_to_numpy(defs.Matrix3d m):
return numpy.array([[m(0,0), m(0,1), m(0,2)],
[m(1,0), m(1,1), m(1,2)],
[m(2,0), m(2,1), m(2,2)]])
cdef defs.Matrix3d numpy_to_mat3d(arr):
# NOTE Eigen defaults to column-major storage,
# which corresponds to non-default Fortran mode of ordering in numpy
cdef double[:, :] memview = arr.astype(numpy.float64, order='F')
return defs.Matrix3d(&memview[0, 0])
cdef c_to_python_collision_geometry(defs.const_CollisionGeometryd*geom, CollisionObject o1, CollisionObject o2):
cdef CollisionGeometry o1_py_geom = <CollisionGeometry> ((<defs.CollisionObjectd*> o1.thisptr).getUserData())
cdef CollisionGeometry o2_py_geom = <CollisionGeometry> ((<defs.CollisionObjectd*> o2.thisptr).getUserData())
if geom == <defs.const_CollisionGeometryd*> o1_py_geom.thisptr:
return o1_py_geom
else:
return o2_py_geom
cdef c_to_python_contact(defs.Contactd contact, CollisionObject o1, CollisionObject o2):
c = Contact()
c.o1 = c_to_python_collision_geometry(contact.o1, o1, o2)
c.o2 = c_to_python_collision_geometry(contact.o2, o1, o2)
c.b1 = contact.b1
c.b2 = contact.b2
c.normal = vec3d_to_numpy(contact.normal)
c.pos = vec3d_to_numpy(contact.pos)
c.penetration_depth = contact.penetration_depth
return c
cdef c_to_python_costsource(defs.CostSourced cost_source):
c = CostSource()
c.aabb_min = vec3d_to_numpy(cost_source.aabb_min)
c.aabb_max = vec3d_to_numpy(cost_source.aabb_max)
c.cost_density = cost_source.cost_density
c.total_cost = cost_source.total_cost
return c
cdef copy_ptr_collision_object(defs.CollisionObjectd*cobj):
geom = <CollisionGeometry> cobj.getUserData()
co = CollisionObject(geom, _no_instance=True)
(<CollisionObject> co).thisptr = cobj
return co