[vos-d] thought problem 1: physics
chris
dragonmagi at gmail.com
Fri Feb 2 02:42:06 EST 2007
On 2/2/07, Sebastian Hoffmann <0shoffma at informatik.uni-hamburg.de> wrote:
> On Fri, Feb 02, 2007 at 04:06:08PM +0900, chris wrote:
> > for time, with the python-ode example, i did not see much diversion
> > until about 8000.
>
> Thank you, at which stepsize?
atached are two of the programs - the second having time=8000. I used
a VIAO noebook, pentium 770, running windoze.
The software I used was according to these instructions by Miriam English:
Here are the 7 steps to success (at least on a Win98 machine):
1. installed python 2.4
python-2.4.3.msi
http://www.python.org/ftp/python/2.4.3/
2. edited autoexec.bat to add:
SET PATH=%PATH%;C:\python
SET PYTHON=C:\PYTHON\
3. installed pyOpenGL
PyOpenGL-2.0.2.01.py2.4-numpy23.exe
http://pyopengl.sourceforge.net
4. Copied glut32.dll to the C:\python\Lib\site-packages\OpenGL
directory. (This is a *crucial* step.)
glut32.dll
http://www.xmission.com/%7Enate/glut.html
5. installed OpenGLContext
OpenGLContext-2.0.0c1.win32-py2.4.exe
http://pyopengl.sourceforge.net/context/
(downloaded from http://pyopengl.sourceforge.net/ )
6. installed PIL (python Image Library)
PIL-1.1.5.win32-py2.4.exe
http://www.pythonware.com/products/pil/
7. installed pyODE
PyODE-1.1.0.win32-py2.4.exe
http://pyode.sourceforge.net/
Now I can double-click on the tutorial3.py from
http://pyode.sourceforge.net/ and it simply runs!
>
> > to me, the scary thing is that people tend to assume
>
> When people start to assume, bad things always start to happen. :)
>
> > that a computer
> > simulation, programmed with high precision and all, is going to be
> > accurate and reliable. Consider the case when a military simulation
> > is used to generate images that they expect a sensor should "see".
> > These images are compared to "ground truth" images and the result is
> > used to calibrate a sensor - which is then used in a craft or weapon.
> > If there is unknown positional error affecting the simulated image
> > (and most practitioners are unaware of the effect of
> > spatial/positional error on rendered images) then the sensor gets
> > miss-calibrated.
>
> There's an anecdote in university cycles about an AI trained to find
> camouflaged tanks. It used a neural net which could classify pictures shown
> to it into "tank present" or "no tank present" and was trained by being fed
> images and the information wether a tank was present. In the lab it worked
> great. In the wild, it was completely useless, Never worked.
> In the postmortem analysis, someone found that all the pictures of tankless
> wild had been done when light was best (day), but the tanks pictures where
> taken when camouflage was best (dawn and dusk). Meditate on what what the
> AIs mind was like. :)
<chuckle> poor AI! Nice example, reminds me of the Ai used to
translate English/Russian. It was asked to translate "The spirit is
willing but the flesh is weak" and came back with :
"The wine is good but the meat is rotten"!
chris
>
> Liebe Grüße,
> Sebastian Hoffmann
> --
> "Glücklich zu sein ist oberste Bürgerpflicht."
> -- Paranoia, West End Games
> "Oh, look at the time, 1984 already."
> -- Daria (MTV)
>
> _______________________________________________
> vos-d mailing list
> vos-d at interreality.org
> http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
>
-------------- next part --------------
# pyODE example 3: Collision detection
# origin
# Originally by Matthias Baas.
# Updated by Pierre Gay to work without pygame or cgkit.
import sys, os, random, time
from math import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import ode
# geometric utility functions
def scalp (vec, scal):
vec[0] *= scal
vec[1] *= scal
vec[2] *= scal
def length (vec):
return sqrt (vec[0]**2 + vec[1]**2 + vec[2]**2)
# prepare_GL
def prepare_GL():
"""Prepare drawing.
"""
# Viewport
glViewport(0,0,640,480)
# Initialize
glClearColor(0.8,0.8,0.9,0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST)
glDisable(GL_LIGHTING)
glEnable(GL_LIGHTING)
glEnable(GL_NORMALIZE)
glShadeModel(GL_FLAT)
# Projection
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective (45,1.3333,0.2,20)
# Initialize ModelView matrix
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
# Light source
glLightfv(GL_LIGHT0,GL_POSITION,[0,0,1,0])
glLightfv(GL_LIGHT0,GL_DIFFUSE,[1,1,1,1])
glLightfv(GL_LIGHT0,GL_SPECULAR,[1,1,1,1])
glEnable(GL_LIGHT0)
# View transformation
gluLookAt (2.4, 3.6, 4.8, 0.5, 0.5, 0, 0, 1, 0)
# draw_body
def draw_body(body):
"""Draw an ODE body.
"""
x,y,z = body.getPosition()
R = body.getRotation()
#rot = [R[0], R[3], R[6], 0.,
# R[1], R[4], R[7], 0.,
# R[2], R[5], R[8], 0.,
# x, y, z, 1.0]
rot = [1, 0.0, 0.0, 0.0,
0.0, 1, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
x, y, z, 1.0]
glPushMatrix()
glMultMatrixd(rot)
if body.shape=="box":
sx,sy,sz = body.boxsize
glScale(sx, sy, sz)
glutSolidCube(1)
glPopMatrix()
# create_box
def create_box(world, space, density, lx, ly, lz):
"""Create a box body and its corresponding geom."""
# Create body
body = ode.Body(world)
M = ode.Mass()
M.setBox(density, lx, ly, lz)
body.setMass(M)
# Set parameters for drawing the body
body.shape = "box"
body.boxsize = (lx, ly, lz)
# Create a box geom for collision detection
geom = ode.GeomBox(space, lengths=body.boxsize)
geom.setBody(body)
return body
# create box object
def create_object(posx, posy, posz):
"""create one box at a given position."""
global bodies, counter, objcount
body = create_box(world, space, 1000, 1.0,1.0,1.0)
body.setPosition((posx, posy, posz))
bodies.append(body)
#counter=0
objcount+=1
# drop_object
def drop_object(posx, posy, posz):
"""Drop an object into the scene."""
global bodies, counter, objcount
body = create_box(world, space, 1000, 1.0,1.0,1.0)
body.setPosition((posx, posy, posz))
bodies.append(body)
#counter=0
objcount+=1
# Collision callback
def near_callback(args, geom1, geom2):
"""Callback function for the collide() method.
This function checks if the given geoms do collide and
creates contact joints if they do.
"""
# Check if the objects do collide
contacts = ode.collide(geom1, geom2)
# Create contact joints
world,contactgroup = args
for c in contacts:
c.setBounce(0.2)
c.setMu(5000)
j = ode.ContactJoint(world, contactgroup, c)
j.attach(geom1.getBody(), geom2.getBody())
######################################################################
# Initialize Glut
glutInit ([])
# Open a window
glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE)
x = 0
y = 0
width = 640
height = 480
glutInitWindowPosition (x, y);
glutInitWindowSize (width, height);
glutCreateWindow ("(0,0,0)")
# Create a world object
world = ode.World()
world.setGravity( (0,-9.81,0) )
world.setERP(0.8)
world.setCFM(1E-5)
# Create a space object
space = ode.Space()
# Create a plane geom which prevent the objects from falling forever
floor = ode.GeomPlane(space, (0,1,0), 0)
# A list with ODE bodies
bodies = []
# A joint group for the contact joints that are generated whenever
# two bodies collide
contactgroup = ode.JointGroup()
# Some variables used inside the simulation loop
fps = 50
dt = 1.0/fps
running = True
state = 0
counter = 0
objcount = 0
lasttime = time.time()
# keyboard callback
def _keyfunc (c, x, y):
sys.exit (0)
glutKeyboardFunc (_keyfunc)
# draw callback
def _drawfunc ():
# Draw the scene
prepare_GL()
for b in bodies:
draw_body(b)
glutSwapBuffers ()
glutDisplayFunc (_drawfunc)
# idle callback
def _idlefunc ():
global counter, state, lasttime
t = dt - (time.time() - lasttime)
if (t > 0):
time.sleep(t)
counter += 1
if state==0:
create_object(0.0,0.5,0.0)
state = 1
if state==1:
if counter==20:
drop_object(1.29,5.0,0.0)
state = 2
# if objcount==30:
# state=1
# counter=0
# State 1: Explosion and pulling back the objects
#elif state==1:
# if counter==100:
# explosion()
# if counter>300:
# pull()
# if counter==500:
# counter=20
glutPostRedisplay ()
# Simulate
n = 2
for i in range(n):
# Detect collisions and create contact joints
space.collide((world,contactgroup), near_callback)
# Simulation step
world.step(dt/n)
# Remove all contact joints
contactgroup.empty()
lasttime = time.time()
glutIdleFunc (_idlefunc)
glutMainLoop ()
-------------- next part --------------
# pyODE: Time Sensitivity
# At origin, start time +8000
# Originally by Matthias Baas.
# Updated by Pierre Gay to work without pygame or cgkit.
# modified by Chris THorne to test time error sensitivity
import sys, os, random, time
from math import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import ode
# prepare_GL
def prepare_GL():
"""Prepare drawing.
"""
# Viewport
glViewport(0,0,640,480)
# Initialize
glClearColor(0.8,0.8,0.9,0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST)
glDisable(GL_LIGHTING)
glEnable(GL_LIGHTING)
glEnable(GL_NORMALIZE)
glShadeModel(GL_FLAT)
# Projection
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective (45,1.3333,0.2,20)
# Initialize ModelView matrix
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
# Light source
glLightfv(GL_LIGHT0,GL_POSITION,[0,0,1,0])
glLightfv(GL_LIGHT0,GL_DIFFUSE,[1,1,1,1])
glLightfv(GL_LIGHT0,GL_SPECULAR,[1,1,1,1])
glEnable(GL_LIGHT0)
# View transformation
gluLookAt (2.4, 3.6, 4.8, 0.5, 0.5, 0, 0, 1, 0)
# draw_body
def draw_body(body):
"""Draw an ODE body.
"""
x,y,z = body.getPosition()
R = body.getRotation()
#rot = [R[0], R[3], R[6], 0.,
# R[1], R[4], R[7], 0.,
# R[2], R[5], R[8], 0.,
# x, y, z, 1.0]
rot = [1, 0.0, 0.0, 0.0,
0.0, 1, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
x, y, z, 1.0]
glPushMatrix()
glMultMatrixd(rot)
if body.shape=="box":
sx,sy,sz = body.boxsize
glScale(sx, sy, sz)
glutSolidCube(1)
glPopMatrix()
# create_box
def create_box(world, space, density, lx, ly, lz):
"""Create a box body and its corresponding geom."""
# Create body
body = ode.Body(world)
M = ode.Mass()
M.setBox(density, lx, ly, lz)
body.setMass(M)
# Set parameters for drawing the body
body.shape = "box"
body.boxsize = (lx, ly, lz)
# Create a box geom for collision detection
geom = ode.GeomBox(space, lengths=body.boxsize)
geom.setBody(body)
return body
# create box object
def create_object(posx, posy, posz):
"""create one box at a given position."""
global bodies, counter, objcount
body = create_box(world, space, 1000, 1.0,1.0,1.0)
body.setPosition((posx, posy, posz))
bodies.append(body)
#counter=0
objcount+=1
# drop_object
def drop_object(posx, posy, posz):
"""Drop an object into the scene."""
global bodies, counter, objcount
body = create_box(world, space, 1000, 1.0,1.0,1.0)
body.setPosition((posx, posy, posz))
bodies.append(body)
#counter=0
objcount+=1
# Collision callback
def near_callback(args, geom1, geom2):
"""Callback function for the collide() method.
This function checks if the given geoms do collide and
creates contact joints if they do.
"""
# Check if the objects do collide
contacts = ode.collide(geom1, geom2)
# Create contact joints
world,contactgroup = args
for c in contacts:
c.setBounce(0.2)
c.setMu(5000)
j = ode.ContactJoint(world, contactgroup, c)
j.attach(geom1.getBody(), geom2.getBody())
######################################################################
# Initialize Glut
glutInit ([])
# Open a window
glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE)
x = 0
y = 0
width = 640
height = 480
glutInitWindowPosition (x, y);
glutInitWindowSize (width, height);
glutCreateWindow ("(0,0,0), startTime=8000")
# Create a world object
world = ode.World()
world.setGravity( (0,-9.81,0) )
world.setERP(0.8)
world.setCFM(1E-5)
# Create a space object
space = ode.Space()
# Create a plane geom which prevent the objects from falling forever
floor = ode.GeomPlane(space, (0,1,0), 0)
# A list with ODE bodies
bodies = []
# A joint group for the contact joints that are generated whenever
# two bodies collide
contactgroup = ode.JointGroup()
# Some variables used inside the simulation loop
fps = 50
dt = 1.0/fps
running = True
state = 0
counter = 0
objcount = 0
lasttime = time.time()
# keyboard callback
def _keyfunc (c, x, y):
sys.exit (0)
glutKeyboardFunc (_keyfunc)
# draw callback
def _drawfunc ():
# Draw the scene
prepare_GL()
for b in bodies:
draw_body(b)
glutSwapBuffers ()
glutDisplayFunc (_drawfunc)
# idle callback
def _idlefunc ():
global counter, state, lasttime
t = dt - (time.time() - lasttime)
if (t > 0):
time.sleep(t)
counter += 1
if state==0:
create_object(0.0,0.5,0.0)
state = 1
if state==1:
#20000 is different
#10000 is different a little less
#7000 no diff from 0 time
#5000 no diff from 0 time
if counter==8000:
drop_object(1.29,5.0,0.0)
state = 2
# if objcount==30:
# state=1
# counter=0
# State 1: Explosion and pulling back the objects
#elif state==1:
# if counter==100:
# explosion()
# if counter>300:
# pull()
# if counter==500:
# counter=20
glutPostRedisplay ()
# Simulate
n = 2
for i in range(n):
# Detect collisions and create contact joints
space.collide((world,contactgroup), near_callback)
# Simulation step
world.step(dt/n)
# Remove all contact joints
contactgroup.empty()
lasttime = time.time()
glutIdleFunc (_idlefunc)
glutMainLoop ()
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