Source code for stable_worldmodel.envs.utils

from collections.abc import Sequence

import numpy as np
import pygame
import pymunk
import shapely.geometry as sg
from pymunk.space_debug_draw_options import SpaceDebugColor
from pymunk.vec2d import Vec2d


positive_y_is_up: bool = False


[docs] class DrawOptions(pymunk.SpaceDebugDrawOptions):
[docs] def __init__(self, surface: pygame.Surface) -> None: """Draw a pymunk.Space on a pygame.Surface object. Typical usage:: >>> import pymunk >>> surface = pygame.Surface((10, 10)) >>> space = pymunk.Space() >>> options = pymunk.pygame_util.DrawOptions(surface) >>> space.debug_draw(options) You can control the color of a shape by setting shape.color to the color you want it drawn in:: >>> c = pymunk.Circle(None, 10) >>> c.color = pygame.Color("pink") See pygame_util.demo.py for a full example Since pygame uses a coordinate system where y points down (in contrast to many other cases), you either have to make the physics simulation with Pymunk also behave in that way, or flip everything when you draw. The easiest is probably to just make the simulation behave the same way as Pygame does. In that way all coordinates used are in the same orientation and easy to reason about:: >>> space = pymunk.Space() >>> space.gravity = (0, -1000) >>> body = pymunk.Body() >>> body.position = (0, 0) # will be positioned in the top left corner >>> space.debug_draw(options) To flip the drawing its possible to set the module property :py:data:`positive_y_is_up` to True. Then the pygame drawing will flip the simulation upside down before drawing:: >>> positive_y_is_up = True >>> body = pymunk.Body() >>> body.position = (0, 0) >>> # Body will be position in bottom left corner :Parameters: surface : pygame.Surface Surface that the objects will be drawn on """ self.surface = surface super().__init__()
[docs] def draw_circle( self, pos: Vec2d, angle: float, radius: float, outline_color: SpaceDebugColor, fill_color: SpaceDebugColor, ) -> None: p = to_pygame(pos, self.surface) pygame.draw.circle(self.surface, fill_color.as_int(), p, round(radius), 0) pygame.draw.circle(self.surface, light_color(fill_color).as_int(), p, round(radius - 4), 0)
[docs] def draw_segment(self, a: Vec2d, b: Vec2d, color: SpaceDebugColor) -> None: p1 = to_pygame(a, self.surface) p2 = to_pygame(b, self.surface) pygame.draw.aalines(self.surface, color.as_int(), False, [p1, p2])
[docs] def draw_fat_segment( self, a: tuple[float, float], b: tuple[float, float], radius: float, outline_color: SpaceDebugColor, fill_color: SpaceDebugColor, ) -> None: p1 = to_pygame(a, self.surface) p2 = to_pygame(b, self.surface) r = round(max(1, radius * 2)) pygame.draw.lines(self.surface, fill_color.as_int(), False, [p1, p2], r) if r > 2: orthog = [abs(p2[1] - p1[1]), abs(p2[0] - p1[0])] if orthog[0] == 0 and orthog[1] == 0: return scale = radius / (orthog[0] * orthog[0] + orthog[1] * orthog[1]) ** 0.5 orthog[0] = round(orthog[0] * scale) orthog[1] = round(orthog[1] * scale) points = [ (p1[0] - orthog[0], p1[1] - orthog[1]), (p1[0] + orthog[0], p1[1] + orthog[1]), (p2[0] + orthog[0], p2[1] + orthog[1]), (p2[0] - orthog[0], p2[1] - orthog[1]), ] pygame.draw.polygon(self.surface, fill_color.as_int(), points) pygame.draw.circle( self.surface, fill_color.as_int(), (round(p1[0]), round(p1[1])), round(radius), ) pygame.draw.circle( self.surface, fill_color.as_int(), (round(p2[0]), round(p2[1])), round(radius), )
[docs] def draw_polygon( self, verts: Sequence[tuple[float, float]], radius: float, outline_color: SpaceDebugColor, fill_color: SpaceDebugColor, ) -> None: ps = [to_pygame(v, self.surface) for v in verts] ps += [ps[0]] radius = 2 pygame.draw.polygon(self.surface, light_color(fill_color).as_int(), ps) if radius > 0: for i in range(len(verts)): a = verts[i] b = verts[(i + 1) % len(verts)] self.draw_fat_segment(a, b, radius, fill_color, fill_color)
[docs] def draw_dot(self, size: float, pos: tuple[float, float], color: SpaceDebugColor) -> None: p = to_pygame(pos, self.surface) pygame.draw.circle(self.surface, color.as_int(), p, round(size), 0)
[docs] def get_mouse_pos(surface: pygame.Surface) -> tuple[int, int]: """Get position of the mouse pointer in pymunk coordinates.""" p = pygame.mouse.get_pos() return from_pygame(p, surface)
[docs] def to_pygame(p: tuple[float, float], surface: pygame.Surface) -> tuple[int, int]: """Convenience method to convert pymunk coordinates to pygame surface local coordinates. Note that in case positive_y_is_up is False, this function won't actually do anything except converting the point to integers. """ if positive_y_is_up: return round(p[0]), surface.get_height() - round(p[1]) else: return round(p[0]), round(p[1])
[docs] def from_pygame(p: tuple[float, float], surface: pygame.Surface) -> tuple[int, int]: """Convenience method to convert pygame surface local coordinates to pymunk coordinates """ return to_pygame(p, surface)
[docs] def light_color(color: SpaceDebugColor): color = np.minimum(1.2 * np.float32([color.r, color.g, color.b, color.a]), np.float32([255])) color = SpaceDebugColor(r=color[0], g=color[1], b=color[2], a=color[3]) return color
[docs] def pymunk_to_shapely(body, shapes): geoms = [] for shape in shapes: if isinstance(shape, pymunk.shapes.Poly): verts = [body.local_to_world(v) for v in shape.get_vertices()] verts += [verts[0]] geoms.append(sg.Polygon(verts)) elif isinstance(shape, pymunk.shapes.Circle): center = body.local_to_world(shape.offset) poly = sg.Point(tuple(center)).buffer(shape.radius, resolution=16) geoms.append(poly) else: raise RuntimeError(f"Unsupported shape type {type(shape)}") geom = sg.MultiPolygon(geoms) return geom
[docs] def perturb_camera_angle(xyaxis, deg_dif=[3, 3]): """For OGBench Environments: Perturb the camera angle by a small random rotation.""" xaxis = np.array(xyaxis[:3]) yaxis = np.array(xyaxis[3:]) # Compute z-axis zaxis = np.cross(xaxis, yaxis) zaxis /= np.linalg.norm(zaxis) # Small random rotation (e.g. ±3 degrees) yaw = np.deg2rad(deg_dif[0]) pitch = np.deg2rad(deg_dif[1]) # Build rotation matrices R_yaw = np.array([[np.cos(yaw), -np.sin(yaw), 0], [np.sin(yaw), np.cos(yaw), 0], [0, 0, 1]]) R_pitch = np.array([[1, 0, 0], [0, np.cos(pitch), -np.sin(pitch)], [0, np.sin(pitch), np.cos(pitch)]]) # Combine and rotate the basis R = R_pitch @ R_yaw xaxis_new = R @ xaxis yaxis_new = R @ yaxis # Flatten back to tuple for MuJoCo xyaxes_new = tuple(np.concatenate([xaxis_new, yaxis_new])) return xyaxes_new