Increase mesh allocation for vertices/indices in PyBullet.createCollisionShape
See createMesh.py for an example. The data has to fit in shared memory, hence the limit on Mac is lower than Windows and Linux: #ifdef __APPLE__ #define B3_MAX_NUM_VERTICES 8192 #define B3_MAX_NUM_INDICES 32768 #else #define B3_MAX_NUM_VERTICES 131072 #define B3_MAX_NUM_INDICES 524288 #endif
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121
examples/pybullet/examples/createMesh.py
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121
examples/pybullet/examples/createMesh.py
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import pybullet as p
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import time
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import math
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p.connect(p.GUI)
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#don't create a ground plane, to allow for gaps etc
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p.resetSimulation()
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#p.createCollisionShape(p.GEOM_PLANE)
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#p.createMultiBody(0,0)
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#p.resetDebugVisualizerCamera(5,75,-26,[0,0,1]);
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p.resetDebugVisualizerCamera(15,-346,-16,[-15,0,1]);
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p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,0)
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sphereRadius = 0.05
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colSphereId = p.createCollisionShape(p.GEOM_SPHERE,radius=sphereRadius)
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#a few different ways to create a mesh:
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vertices=[ [-0.246350,-0.246483,-0.000624],
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[-0.151407, -0.176325, 0.172867],
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[ -0.246350, 0.249205, -0.000624],
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[ -0.151407, 0.129477, 0.172867],
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[ 0.249338, -0.246483, -0.000624],
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[ 0.154395, -0.176325, 0.172867],
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[ 0.249338, 0.249205, -0.000624],
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[ 0.154395, 0.129477, 0.172867]
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]
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indices=[0,3,2,
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3,6,2,
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7,4,6,
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5,0,4,
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6,0,2,
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3,5,7,
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0,1,3,
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3,7,6,
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7,5,4,
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5,1,0,
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6,4,0,
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3,1,5]
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#convex mesh from obj
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stoneId = p.createCollisionShape(p.GEOM_MESH,vertices=vertices,indices=indices)
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boxHalfLength = 0.5
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boxHalfWidth = 2.5
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boxHalfHeight = 0.1
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segmentLength = 5
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colBoxId = p.createCollisionShape(p.GEOM_BOX,halfExtents=[boxHalfLength,boxHalfWidth,boxHalfHeight])
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mass = 1
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visualShapeId = -1
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segmentStart = 0
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for i in range (segmentLength):
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p.createMultiBody(baseMass=0,baseCollisionShapeIndex = colBoxId,basePosition = [segmentStart,0,-0.1])
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segmentStart=segmentStart-1
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for i in range (segmentLength):
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height = 0
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if (i%2):
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height=1
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p.createMultiBody(baseMass=0,baseCollisionShapeIndex = colBoxId,basePosition = [segmentStart,0,-0.1+height])
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segmentStart=segmentStart-1
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baseOrientation = p.getQuaternionFromEuler([math.pi/2.,0,math.pi/2.])
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for i in range (segmentLength):
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p.createMultiBody(baseMass=0,baseCollisionShapeIndex = colBoxId,basePosition = [segmentStart,0,-0.1])
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segmentStart=segmentStart-1
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if (i%2):
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p.createMultiBody(baseMass=0,baseCollisionShapeIndex = colBoxId,basePosition = [segmentStart,i%3,-0.1+height+boxHalfWidth],baseOrientation=baseOrientation)
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for i in range (segmentLength):
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p.createMultiBody(baseMass=0,baseCollisionShapeIndex = colBoxId,basePosition = [segmentStart,0,-0.1])
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width=4
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for j in range (width):
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p.createMultiBody(baseMass=0,baseCollisionShapeIndex = stoneId,basePosition = [segmentStart,0.5*(i%2)+j-width/2.,0])
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segmentStart=segmentStart-1
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link_Masses=[1]
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linkCollisionShapeIndices=[colBoxId]
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linkVisualShapeIndices=[-1]
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linkPositions=[[0,0,0]]
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linkOrientations=[[0,0,0,1]]
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linkInertialFramePositions=[[0,0,0]]
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linkInertialFrameOrientations=[[0,0,0,1]]
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indices=[0]
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jointTypes=[p.JOINT_REVOLUTE]
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axis=[[1,0,0]]
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baseOrientation = [0,0,0,1]
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for i in range (segmentLength):
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boxId = p.createMultiBody(0,colSphereId,-1,[segmentStart,0,-0.1],baseOrientation,linkMasses=link_Masses,linkCollisionShapeIndices=linkCollisionShapeIndices,linkVisualShapeIndices=linkVisualShapeIndices,linkPositions=linkPositions,linkOrientations=linkOrientations,linkInertialFramePositions=linkInertialFramePositions, linkInertialFrameOrientations=linkInertialFrameOrientations,linkParentIndices=indices,linkJointTypes=jointTypes,linkJointAxis=axis)
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p.changeDynamics(boxId,-1,spinningFriction=0.001, rollingFriction=0.001,linearDamping=0.0)
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print(p.getNumJoints(boxId))
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for joint in range (p.getNumJoints(boxId)):
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targetVelocity = 10
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if (i%2):
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targetVelocity =-10
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p.setJointMotorControl2(boxId,joint,p.VELOCITY_CONTROL,targetVelocity=targetVelocity,force=100)
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segmentStart=segmentStart-1.1
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p.configureDebugVisualizer(p.COV_ENABLE_RENDERING,1)
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while (1):
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camData = p.getDebugVisualizerCamera()
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viewMat = camData[2]
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projMat = camData[3]
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p.getCameraImage(256,256,viewMatrix=viewMat, projectionMatrix=projMat, renderer=p.ER_BULLET_HARDWARE_OPENGL)
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keys = p.getKeyboardEvents()
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p.stepSimulation()
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#print(keys)
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time.sleep(0.01)
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@@ -6696,9 +6696,12 @@ static int extractVertices(PyObject* verticesObj, double* vertices, int maxNumVe
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double vertex[3];
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if (pybullet_internalSetVectord(vertexObj, vertex))
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{
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vertices[numVerticesOut*3+0]=vertex[0];
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vertices[numVerticesOut*3+1]=vertex[1];
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vertices[numVerticesOut*3+2]=vertex[2];
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if (vertices)
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{
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vertices[numVerticesOut * 3 + 0] = vertex[0];
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vertices[numVerticesOut * 3 + 1] = vertex[1];
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vertices[numVerticesOut * 3 + 2] = vertex[2];
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}
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numVerticesOut++;
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}
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}
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@@ -6730,7 +6733,10 @@ static int extractIndices(PyObject* indicesObj, int* indices, int maxNumIndices)
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for (i = 0; i < numIndicesSrc; i++)
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{
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int index = pybullet_internalGetIntFromSequence(seqIndicesObj,i);
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indices[numIndicesOut]=index;
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if (indices)
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{
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indices[numIndicesOut] = index;
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}
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numIndicesOut++;
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}
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}
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@@ -6806,11 +6812,10 @@ static PyObject* pybullet_createCollisionShape(PyObject* self, PyObject* args, P
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}
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if (shapeType == GEOM_MESH && verticesObj)
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{
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int numVertices=0;
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int numIndices=0;
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double vertices[B3_MAX_NUM_VERTICES*3];
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int indices[B3_MAX_NUM_INDICES];
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int numVertices= extractVertices(verticesObj, 0, B3_MAX_NUM_VERTICES);
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int numIndices= extractIndices(indicesObj, 0, B3_MAX_NUM_INDICES);
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double* vertices = numVertices ? malloc(numVertices * 3 * sizeof(double)) : 0;
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int* indices = numIndices ? malloc(numIndices * sizeof(int)) : 0;
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numVertices = extractVertices(verticesObj, vertices, B3_MAX_NUM_VERTICES);
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pybullet_internalSetVectord(meshScaleObj, meshScale);
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@@ -6822,11 +6827,13 @@ static PyObject* pybullet_createCollisionShape(PyObject* self, PyObject* args, P
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if (numIndices)
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{
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shapeIndex = b3CreateCollisionShapeAddConcaveMesh(commandHandle, meshScale, vertices, numVertices, indices, numIndices);
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shapeIndex = b3CreateCollisionShapeAddConcaveMesh(sm, commandHandle, meshScale, vertices, numVertices, indices, numIndices);
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} else
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{
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shapeIndex = b3CreateCollisionShapeAddConvexMesh(commandHandle, meshScale, vertices, numVertices);
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shapeIndex = b3CreateCollisionShapeAddConvexMesh(sm, commandHandle, meshScale, vertices, numVertices);
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}
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free(vertices);
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free(indices);
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}
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if (shapeType == GEOM_PLANE)
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