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vizTrackMaker.py
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vizTrackMaker.py
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"""module returns vizard objects"""
import numpy as np
import viz
import clothoid_curve as cc
"""TODO:
- Overall 'TrackSection' class with methods that all sub-sections will inherit.
- Overall 'Track' class that has sections as sub-classes. The user can specify the Bends and Straights, in order, with radii and lengths.
- record end position within Bend Class.
- Keep usability in mind at all times
- Programme in Bend length.
- Need to incorporate world-euler of end position of each section so the new section can seamlessly be added on, regardless of where the bend is pointed.
- TODO: use simTrackMaker as the basic geometry creater. Then use the vizTracker to add the visuals.
"""
ABOVEGROUND = .01 #distance above ground
class vizBend():
def __init__(self, startpos, rads, size = 500, x_dir = 1, z_dir = 1, colour = viz.WHITE, primitive = viz.QUAD_STRIP, primitive_width=None, road_width = 3.0, texturefile = None, arc_angle = np.pi, midline_step_size = .005, edge_step_size = .5):
"""Returns a bend of a specific road width, with functions to set the visibility, position, or Euler of both edges at once. Put road_width to 0 for single edge"""
"""
arc_angle is the length of the arc in radians.
step_size is the granulation of the midline road arrays, in metres
size is the edge array size, doesn't need to be as granulated.
"""
#make sign -1 if you want a left bend.
#improve to have a flag if it's a quad, and the quad width.
print ("Creating a Bend")
self.RoadStart = startpos #2 dim xz array
self.RoadWidth = road_width
if self.RoadWidth == 0:
self.HalfRoadWidth = 0
else:
self.HalfRoadWidth = road_width/2.0
self.Rads = rads
self.arc_angle = arc_angle
circumference = 2 * np.pi * rads
self.bend_length = (arc_angle / (2*np.pi)) * circumference
print ("Bend_length:",self.bend_length)
self.midline_step_size = midline_step_size
self.edge_step_size = edge_step_size
self.Edge_Pts = int(round(self.bend_length / self.edge_step_size))
print ("Edge_Pts: ", self.Edge_Pts)
self.Midline_Pts = int(round(self.bend_length / self.midline_step_size))
print ("Midline_Pts: ", self.Midline_Pts)
self.X_direction = x_dir
if self.X_direction > 0:
self.RoadArray = np.linspace(np.pi, (np.pi - self.arc_angle), self.Edge_Pts)
self.MidlineArray = np.linspace(np.pi, (np.pi - self.arc_angle), self.Midline_Pts) #right bend
else:
self.RoadArray = np.linspace(0.0, self.arc_angle, self.Edge_Pts) #left bend
self.MidlineArray = np.linspace(0.0, self.arc_angle, self.Midline_Pts)
self.Z_direction = z_dir #[1, -1]
self.colour = colour
self.primitive = primitive
self.primitive_width = primitive_width
if primitive_width is None:
if primitive == viz.QUAD_STRIP:
primitive_width = .05
self.primitive_width = primitive_width
elif primitive == viz.LINE_STRIP:
self.primitive_width = 2
viz.linewidth(self.primitive_width)
primitive_width = 0 #so I can use the same code below for both primitive types.
if self.RoadWidth == 0:
self.MidlineEdge = self.EdgeMaker([self.RoadStart[0],ABOVEGROUND,self.RoadStart[1]], self.Rads, primitive_width)
self.InsideEdge = None
self.OutsideEdge = None
else:
self.InsideEdge_Rads = self.Rads-(self.HalfRoadWidth)
self.InsideEdge_Start = [self.RoadStart[0]-self.HalfRoadWidth,ABOVEGROUND, self.RoadStart[1]]
self.OutsideEdge_Rads = self.Rads+(self.RoadWidth/2.0)
self.OutsideEdge_Start = [self.RoadStart[0]+self.HalfRoadWidth,ABOVEGROUND, self.RoadStart[1]]
self.InsideEdge = self.EdgeMaker(self.InsideEdge_Start, self.InsideEdge_Rads, primitive_width)
self.OutsideEdge = self.EdgeMaker(self.OutsideEdge_Start, self.OutsideEdge_Rads, primitive_width)
#make it so both edges have the same center. The setCenter is in local coordinates
self.InsideEdge.setCenter([-self.HalfRoadWidth, 0, 0])
self.OutsideEdge.setCenter([+self.HalfRoadWidth, 0, 0])
self.MidlineEdge = None
self.midline = self.MidlineMaker()
self.midline = np.add(self.midline, self.RoadStart)
#CurveOrigin always starts at zero. We need to make it so curve origin equals the following.
translate = self.Rads * self.X_direction
self.CurveOrigin = np.add(self.RoadStart, [translate,0])
print ("CurveOrigin: ", self.CurveOrigin)
#this requires translating the bend position and the midline by the radius, in the opposite direction of X_direction.
if self.RoadWidth == 0:
self.MidlineEdge.setPosition([translate, 0, 0], mode = viz.REL_LOCAL)
else:
self.InsideEdge.setPosition([translate, 0, 0], mode = viz.REL_LOCAL)
self.OutsideEdge.setPosition([translate, 0, 0], mode = viz.REL_LOCAL)
self.midline[:,0] = np.add(self.midline[:,0], translate)
#ensure all bends start invisible.
self.ToggleVisibility(viz.OFF)
self.Texturefile = texturefile
if primitive == viz.QUAD_STRIP:
self.AddTexture()
#add road end.
self.RoadEnd = self.midline[-1,:]
#put default widths if not given
def AddTexture(self):
"""function to add texture to the viz.primitive"""
pass
def EdgeMaker(self, startpos, rads, primitive_width):
"""function returns a bend edge"""
i = 0
viz.startlayer(self.primitive)
while i < self.Edge_Pts:
x1 = ((rads-primitive_width)*np.cos(self.RoadArray[i])) + startpos[0]
z1 = self.Z_direction*((rads-primitive_width)*np.sin(self.RoadArray[i])) + startpos[2]
#print (z1[i])
viz.vertex(x1, ABOVEGROUND, z1)
viz.vertexcolor(self.colour)
if self.primitive == viz.QUAD_STRIP:
x2 = ((rads+primitive_width)*np.cos(self.RoadArray[i])) + startpos[0]
z2 = self.Z_direction*((rads+primitive_width)*np.sin(self.RoadArray[i])) + startpos[2]
viz.vertex(x2, ABOVEGROUND, z2)
viz.vertexcolor(self.colour)
i += 1
Bend = viz.endlayer()
return Bend
def MidlineMaker(self):
"""returns midline"""
#make midline
midline = np.zeros((int(self.Midline_Pts),2))
midline[:,0] = self.Rads*np.cos(self.MidlineArray)
midline[:,1] = self.Z_direction*self.Rads*np.sin(self.MidlineArray)
return midline
def ToggleVisibility(self, visible = viz.ON):
"""switches bends off or on"""
if self.RoadWidth == 0:
self.MidlineEdge.visible(visible)
else:
self.InsideEdge.visible(visible)
self.OutsideEdge.visible(visible)
def setAlpha(self, alpha = 1):
if self.RoadWidth == 0:
self.MidlineEdge.alpha(alpha)
else:
self.InsideEdge.alpha(alpha)
self.OutsideEdge.alpha(alpha)
class vizClothoid():
def __init__(
self, start_pos, t, speed, yawrate, transition, x_dir = 1, z_dir = 1,
colour = viz.WHITE, primitive = viz.QUAD_STRIP, rw = 3.0, primitive_width = 1.5, texturefile = None,
ABOVEGROUND = .01):
""" returns a semi-transparent bend of given roadwidth and clothoid geometry. """
print ("Creating a Clothoid Bend")
# def clothoid_curve(ts, v, max_yr, transition_duration):
self.StartPos = start_pos
self.TimeStep = t
self.TotalTime = t[-1]
self.Speed = speed
self.Yawrate = yawrate
self.Transition = transition
self.RoadWidth = rw
if self.RoadWidth == 0:
self.HalfRoadWidth = 0
else:
self.HalfRoadWidth = rw/2.0
self.xDirection = x_dir
self.zDirection = z_dir
self.Colour = colour
self.Primitive = primitive
self.PrimitiveWidth = primitive_width
#here it returns a list of the relevant items. You could just return the bend for testing.
bendlist = self.BendMaker(t = self.TimeStep, yawrate = self.Yawrate, transition_duration = self.Transition, rw = self.RoadWidth, speed = self.Speed, sp = self.StartPos, x_dir = self.xDirection)
self.Bend, self.Midline, self.InsideEdge, self.OutsideEdge, self.Bearing = bendlist
#print('X = ', self.xDirection)
#print('Midline', self.Midline[10:13])
#print('InsideEdge', self.InsideEdge[10:13])
#print('OutsideEdge', self.OutsideEdge[10:13])
#print('bearing', self.Bearing[-1])
#print('Bend', self.Bend[10:13])
self.Bend.visible(viz.ON)
#add road end.
self.RoadEnd = self.Midline[-1,:]
def AddTexture(self):
"""function to add texture to the viz.primitive"""
pass
def BendMaker(self, t, yawrate, transition_duration, rw, speed, sp, x_dir):
"""function returns a bend edge"""
"""function returns a bend edge"""
x, y, bearing = cc.clothoid_curve(t, speed, yawrate, transition_duration)
if x_dir < 0:
bearing[:] = [(2*(np.pi) - b) for b in bearing[:]]
midline = np.array([((x*x_dir) + sp[0]),(y + sp[1])]).T
outside = np.array(cc.add_edge((x*x_dir), y, (rw/2), sp)).T
inside = np.array(cc.add_edge((x*x_dir), y, -(rw/2), sp)).T
#print(outside.shape)
#print(inside.shape)
viz.startlayer(self.Primitive)
for ins, out in zip(inside, outside):
#print(ins)
#print(ins.shape)
viz.vertex(ins[0], ABOVEGROUND, ins[1])
viz.vertexcolor(self.Colour)
#print(ins[0], ins[1])
viz.vertex(out[0], ABOVEGROUND, out[1])
viz.vertexcolor(self.Colour)
#print(out[0], out[1])
Bend = viz.endlayer()
return ([Bend, midline, inside, outside, bearing])
def AddTexture(self):
"""function to add texture to the viz.primitive"""
pass
def ToggleVisibility(self, visible = viz.ON):
"""switches bends off or on"""
self.Bend.visible(visible)
def setAlpha(self, alpha = 1):
""" set road opacy """
self.Bend.alpha(alpha)
class vizStraight():
def __init__(self, startpos, length = 50, size = 500, z_dir = 1, colour = viz.WHITE, primitive = viz.QUAD_STRIP, primitive_width=None, road_width = 3.0, texturefile = None, midline_step_size = .005):
"""ultimately this class should inherit a super class called road section. But for now let's just make a straight"""
"""returns a straight, given some starting coords and length"""
print('Creating vizStraight')
self.RoadLength = length
self.RoadStart = startpos #2 dimensional x, z array.
self.RoadEnd = [startpos[0],startpos[1]+(length*z_dir)] #currently only if it's north or south orientation. #2dim xz array
self.midline_step_size = midline_step_size
self.Midline_Pts = int(round(self.RoadLength / self.midline_step_size))
#self.RoadSize_Pts = size
self.RoadWidth = road_width
if self.RoadWidth == 0:
self.HalfRoadWidth = 0
else:
self.HalfRoadWidth = road_width/2.0
self.Z_direction = z_dir #[1, -1]
self.colour = colour
self.primitive = primitive
self.primitive_width = primitive_width
if primitive_width is None:
if primitive == viz.QUAD_STRIP:
primitive_width = .05
self.primitive_width = primitive_width
elif primitive == viz.LINE_STRIP:
self.primitive_width = 2
viz.linewidth(self.primitive_width)
primitive_width = 0 #so I can use the same code below for both primitive types.
if self.RoadWidth == 0:
self.MidlineEdge = self.StraightEdgeMaker([self.RoadStart[0],ABOVEGROUND,self.RoadStart[1]], [self.RoadEnd[0],ABOVEGROUND,self.RoadEnd[1]], primitive_width)
self.InsideEdge = None
self.OutsideEdge = None
else:
self.InsideEdge_Start = [self.RoadStart[0]-self.HalfRoadWidth,ABOVEGROUND, self.RoadStart[1]]
self.InsideEdge_End = [self.RoadEnd[0]-self.HalfRoadWidth,ABOVEGROUND, self.RoadEnd[1]]
self.OutsideEdge_Start = [self.RoadStart[0]+self.HalfRoadWidth,ABOVEGROUND, self.RoadStart[1]]
self.OutsideEdge_End = [self.RoadEnd[0]+self.HalfRoadWidth,ABOVEGROUND, self.RoadEnd[1]]
self.InsideEdge = self.StraightEdgeMaker(self.InsideEdge_Start, self.InsideEdge_End, primitive_width)
self.OutsideEdge = self.StraightEdgeMaker(self.OutsideEdge_Start, self.OutsideEdge_End, primitive_width)
#make it so both edges have the same center. The setCenter is in local coordinates
self.InsideEdge.setCenter([-self.HalfRoadWidth, 0, 0])
self.OutsideEdge.setCenter([+self.HalfRoadWidth, 0, 0])
self.MidlineEdge = None
self.midline = self.StraightMidlineMaker()
#ensure all bends start invisible.
self.ToggleVisibility(viz.OFF)
self.Texturefile = texturefile
if primitive == viz.QUAD_STRIP:
self.AddTexture()
#put default widths if not given
def AddTexture(self):
"""function to add texture to the viz.primitive"""
pass
def StraightEdgeMaker(self, startpos, endpos, primitive_width):
"""function returns a bend edge"""
i = 0
viz.startlayer(self.primitive)
print ("Startpos: ", startpos)
print ("Endpos: ", endpos)
viz.vertex([startpos[0]-primitive_width, startpos[1], startpos[2]])
viz.vertexcolor(self.colour)
viz.vertex([startpos[0]+primitive_width, startpos[1], startpos[2]])
viz.vertexcolor(self.colour)
viz.vertex([endpos[0]-primitive_width, endpos[1], endpos[2]])
viz.vertexcolor(self.colour)
viz.vertex([endpos[0]+primitive_width, endpos[1], endpos[2]])
viz.vertexcolor(self.colour)
straightedge = viz.endlayer()
return (straightedge)
def StraightMidlineMaker(self):
"""returns midline"""
#make midline
midline_x = np.linspace(self.RoadStart[0], self.RoadEnd[0], self.Midline_Pts)
midline_z = np.linspace(self.RoadStart[1], self.RoadEnd[1], self.Midline_Pts)
midline = np.column_stack((midline_x, midline_z))
return midline
def ToggleVisibility(self, visible = viz.ON):
"""switches straights off or on"""
if self.RoadWidth == 0:
self.MidlineEdge.visible(visible)
else:
self.InsideEdge.visible(visible)
self.OutsideEdge.visible(visible)
def setAlpha(self, alpha = 1):
if self.RoadWidth == 0:
self.MidlineEdge.alpha(alpha)
else:
self.InsideEdge.alpha(alpha)
self.OutsideEdge.alpha(alpha)
class vizStraightBearing():
def __init__(self, startpos, length, bearing = 0, road_width = 3, colour = viz.WHITE, primitive = viz.QUAD_STRIP, primitive_width = 1.5, x_dir = 1, z_dir = 1):
""" Creates a straightt section of road given a start position, length, bearing, and road width"""
print('Creating vizStraightBearing')
self.StartPos = startpos
self.Length = length
self.Bearing = bearing
self.RoadEnd = [(self.StartPos[0]+(self.Length * (np.sin(self.Bearing)))), (self.StartPos[1]+(self.Length*(np.cos(self.Bearing))))]#2dim xz array
#print('road end', self.RoadEnd)
self.RoadWidth = road_width
self.Colour = colour
self.Primitive = primitive
self.PrimitiveWidth = primitive_width
self.xDirection = x_dir
self.zDirection = z_dir
straightlist = self.StraightMaker(startpos = self.StartPos, bearing = self.Bearing, length = self.Length, primitive_width = self.PrimitiveWidth)
self.Straight, self.RoadEnd = straightlist
self.Straight.visible(viz.ON)
#print(self.RoadEnd)
def StraightMaker(self, startpos, bearing, length, primitive_width):
endpos = [(startpos[0] + (length * (np.sin(bearing)))),(startpos[1]+(length*(np.cos(bearing))))]
viz.startlayer(self.Primitive)
#print ("Startpos: ", startpos)
# print ("Endpos: ", endpos)
start_left = ([
(startpos[0] + (primitive_width * (np.sin(bearing - np.pi/2)))), ABOVEGROUND, (startpos[1] + (primitive_width * (np.cos(bearing - np.pi/2))))
])
#print('1L', start_left)
viz.vertex(start_left)
viz.vertexcolor(self.Colour)
# start rightside
start_right = ([
(startpos[0] + (primitive_width * (np.sin(bearing + np.pi/2)))), ABOVEGROUND, (startpos[1] + (primitive_width * (np.cos(bearing + np.pi/2))))
])
#print('1R', start_right)
viz.vertex(start_right)
viz.vertexcolor(self.Colour)
# end leftside:
end_left = ([
(endpos[0] + (primitive_width * (np.sin(bearing - np.pi/2)))), ABOVEGROUND, (endpos[1] + (primitive_width * (np.cos(bearing - np.pi/2))))
])
#print('2L', end_left)
viz.vertex(end_left)
viz.vertexcolor(self.Colour)
# end rightside:
end_right = ([
(endpos[0] + (primitive_width * (np.sin(bearing + np.pi/2)))), ABOVEGROUND, (endpos[1] + (primitive_width * (np.cos(bearing + np.pi/2))))
])
#print('2R', end_right)
viz.vertex(end_right)
viz.vertexcolor(self.Colour)
straight = viz.endlayer()
return (straight, endpos)
def ToggleVisibility(self, visible = viz.ON):
self.Straight.visible(visible)
def setAlpha(self, alpha = 1):
self.Straight.alpha(alpha)