robolib.utils
utilities for robosim Import level: 1
1""" 2utilities for robosim 3Import level: 1 4""" 5 6from .utils import (logger, get_project_root, fmt, FPVData, Pose4x4, Rot3x3, Point2D, Point3D, Point6D, 7 make_arr, FixedSizeDict) 8from .raylibutils import (RlTexture, RlRenderTexture, RlModel, RlVector3, RlMesh, RlModelWithTexture, 9 rl_get_device_and_renderer, vec3_from, rl_vec3_to_np) 10from .clock import Clock 11from .mathutils import (norm, rot_from_forward_up, pose_from_position_target_up, pose_to_trans_euler, 12 pose_from_trans_euler, renormalize_rotation_matrix, make_radius, 13 btrexp, bskewa) 14 15__all__ = [ 16 "logger", "get_project_root", "fmt", "FPVData", "Pose4x4", "Rot3x3", "Point2D", "Point3D", "Point6D", "make_arr", 17 "FixedSizeDict", 18 "RlTexture", "RlRenderTexture", "RlModel", "RlVector3", 19 "RlMesh", "RlModelWithTexture", "rl_get_device_and_renderer", "vec3_from", "rl_vec3_to_np", 20 "Clock", 21 "norm", "rot_from_forward_up", "pose_from_position_target_up", "pose_to_trans_euler", 22 "pose_from_trans_euler", "renormalize_rotation_matrix", "make_radius", "btrexp", "bskewa", 23]
55def get_project_root() -> Path: 56 """The project root (this file lives at src/robolib/utils/utils.py, so root is 3 levels up)""" 57 return Path(__file__).parents[3]
The project root (this file lives at src/robolib/utils/utils.py, so root is 3 levels up)
51def fmt(arr: np.ndarray, precision: int=3) -> str: 52 """formats a numpy array for logging as tuple""" 53 return "(" + ", ".join(f"{float(x):.{precision}g}" for x in arr) + ")"
formats a numpy array for logging as tuple
23@dataclass 24class FPVData: 25 """The first perso view camera data. Latest frame (as bytes), a lock (for concurrency) and a way to compress it""" 26 frame: bytes 27 frame_shape: tuple[int, int, int] 28 lock: threading.Lock = field(default_factory=threading.Lock) 29 frame_id: int = 0 # used for de-dup on client side 30 _frame_compressed: bytes | None = None 31 32 @property 33 def frame_compressed(self) -> bytes: 34 """compress the frame on demand when the client requests a get_state_with_frame. NOTE: use lock on call.""" 35 if self._frame_compressed is None: 36 self._frame_compressed = zlib.compress(self.frame, level=1) 37 return self._frame_compressed
The first perso view camera data. Latest frame (as bytes), a lock (for concurrency) and a way to compress it
32 @property 33 def frame_compressed(self) -> bytes: 34 """compress the frame on demand when the client requests a get_state_with_frame. NOTE: use lock on call.""" 35 if self._frame_compressed is None: 36 self._frame_compressed = zlib.compress(self.frame, level=1) 37 return self._frame_compressed
compress the frame on demand when the client requests a get_state_with_frame. NOTE: use lock on call.
59def make_arr(*data): 60 """makes a numpy array from variable data, e.g. make_arr(1,2,3) <=> np.array([1,2,3], "float32")""" 61 return np.float32(data)
makes a numpy array from variable data, e.g. make_arr(1,2,3) <=> np.array([1,2,3], "float32")
39class FixedSizeDict(OrderedDict): 40 """An dict with a fixed size. Useful for caching purposes.""" 41 def __init__(self, *args, maxlen: int = 0, **kwargs): 42 self._maxlen = maxlen 43 super().__init__(*args, **kwargs) 44 45 def __setitem__(self, key, value): 46 existed_before_add = key in self 47 super().__setitem__(key, value) 48 if not existed_before_add and len(self) > self._maxlen: 49 self.popitem(False)
An dict with a fixed size. Useful for caching purposes.
19@dataclass 20class RlModelWithTexture: 21 """basic raylib model with an optional texture applied to it""" 22 model: RlModel 23 texture: RlTexture | None 24 _bbox: tuple[np.ndarray, np.ndarray] | None = None 25 26 def __post_init__(self): 27 if self.texture is not None: 28 self.model.materials.maps[rl.MATERIAL_MAP_ALBEDO].texture = self.texture 29 30 @staticmethod 31 def from_path(model_path: Path | str, texture_path: Path | str | None = None) -> RlModelWithTexture: 32 """builds a RLModelWithTexture from a path""" 33 model_path = Path(model_path) 34 texture_path = texture_path and Path(texture_path) 35 assert not model_path.is_absolute(), model_path 36 assert texture_path is None or not texture_path.is_absolute(), texture_path 37 assert model_path.exists(), f"Model path: '{model_path}' doesn't exist." 38 logger.info(f"Loading model from '{model_path}'") 39 model = rl.LoadModel(str(model_path).encode()) 40 texture = rl.LoadTexture(str(texture_path).encode()) if texture_path is not None else None 41 return RlModelWithTexture(model=model, texture=texture) 42 43 @property 44 def bbox(self) -> tuple[np.ndarray, np.ndarray]: 45 """gets the top left and bottom right 3D points of this mesh. Used for collisions. Cahed once after 1st call""" 46 if self._bbox is None: 47 mins, maxs = np.float32([1<<31, 1<<31, 1<<31]), np.float32([-1<<31, -1<<31, -1<<31]) 48 for i in range(self.model.meshCount): 49 mesh: RlMesh = self.model.meshes[i] # of type struct Mesh & 50 buf = rl.ffi.buffer(mesh.vertices, mesh.vertexCount * 3 * 4) 51 vertices = np.frombuffer(buf, "float32").reshape(-1, 3) 52 mins = np.minimum(mins, np.min(vertices, axis=0)) 53 maxs = np.maximum(maxs, np.max(vertices, axis=0)) 54 self._bbox = mins, maxs 55 return self._bbox 56 57 def __del__(self): 58 if not rl.IsWindowReady(): # in case rl.CloseWindow() was called 59 return 60 if self.model is not None: 61 rl.UnloadModel(self.model) 62 if self.texture is not None: 63 rl.UnloadTexture(self.texture)
basic raylib model with an optional texture applied to it
30 @staticmethod 31 def from_path(model_path: Path | str, texture_path: Path | str | None = None) -> RlModelWithTexture: 32 """builds a RLModelWithTexture from a path""" 33 model_path = Path(model_path) 34 texture_path = texture_path and Path(texture_path) 35 assert not model_path.is_absolute(), model_path 36 assert texture_path is None or not texture_path.is_absolute(), texture_path 37 assert model_path.exists(), f"Model path: '{model_path}' doesn't exist." 38 logger.info(f"Loading model from '{model_path}'") 39 model = rl.LoadModel(str(model_path).encode()) 40 texture = rl.LoadTexture(str(texture_path).encode()) if texture_path is not None else None 41 return RlModelWithTexture(model=model, texture=texture)
builds a RLModelWithTexture from a path
43 @property 44 def bbox(self) -> tuple[np.ndarray, np.ndarray]: 45 """gets the top left and bottom right 3D points of this mesh. Used for collisions. Cahed once after 1st call""" 46 if self._bbox is None: 47 mins, maxs = np.float32([1<<31, 1<<31, 1<<31]), np.float32([-1<<31, -1<<31, -1<<31]) 48 for i in range(self.model.meshCount): 49 mesh: RlMesh = self.model.meshes[i] # of type struct Mesh & 50 buf = rl.ffi.buffer(mesh.vertices, mesh.vertexCount * 3 * 4) 51 vertices = np.frombuffer(buf, "float32").reshape(-1, 3) 52 mins = np.minimum(mins, np.min(vertices, axis=0)) 53 maxs = np.maximum(maxs, np.max(vertices, axis=0)) 54 self._bbox = mins, maxs 55 return self._bbox
gets the top left and bottom right 3D points of this mesh. Used for collisions. Cahed once after 1st call
73def rl_get_device_and_renderer() -> tuple[str, str]: 74 """returns the device and renderer used by raylib for logging""" 75 gl_renderer = 0x1F01 76 gl_get_string = rl.ffi.cast("unsigned char *(*)(unsigned int)", rl.rlGetProcAddress(b"glGetString")) 77 gstr = lambda e: rl.ffi.string(rl.ffi.cast("char*", gl_get_string(e))).decode() 78 renderer = gstr(gl_renderer) 79 software = ("llvmpipe", "softpipe", "swrast", "lavapipe") 80 device = "CPU (software rasterizer)" if any(s in renderer.lower() for s in software) else "GPU" 81 return device, renderer
returns the device and renderer used by raylib for logging
65def vec3_from(arr: np.ndarray) -> RlVector3: 66 """convers the numpy array to a raylib vector""" 67 return rl.ffi.from_buffer("Vector3 *", np.ascontiguousarray(arr))[0]
convers the numpy array to a raylib vector
69def rl_vec3_to_np(vec: RlVector3) -> np.ndarray: 70 """returns a np array from a raylib vec3""" 71 return np.array([vec.x, vec.y, vec.z], "float32")
returns a np array from a raylib vec3
15class Clock: 16 """clock used for physics with fixed DT in main loops""" 17 18 def __init__(self, dt: float, max_ticks: int): 19 self.dt = dt 20 self.max_ticks = max_ticks 21 self.prev_time = time.perf_counter() 22 self.accumulator = 0 23 self.tick_count = -1 24 25 def tick(self): 26 """tick once by adding the delta between prev frame and now""" 27 now = time.perf_counter() 28 frame_time = now - self.prev_time 29 self.prev_time = now 30 self.accumulator += frame_time 31 self.tick_count += 1 32 33 def drain(self): 34 """drain the accumulator. in main loop: for _ in clock.drain(): ...""" 35 n_ticks = 0 36 while self.accumulator >= self.dt and n_ticks < self.max_ticks: 37 yield 38 self.accumulator -= self.dt 39 n_ticks += 1 40 self.accumulator = min(self.accumulator, self.dt) # Drop residual debt instead of it piling up across frames 41 42 def wait(self): 43 """waits the leftover time in case the previous tick ran too fast to maintain consistent FPS""" 44 time.sleep(max(self.dt - (time.perf_counter() - self.prev_time), 0)) 45 46 def wait_and_tick(self): 47 """calls wait() then tick(). Put this at the beginning of the main loop :)""" 48 self.wait() 49 self.tick()
clock used for physics with fixed DT in main loops
25 def tick(self): 26 """tick once by adding the delta between prev frame and now""" 27 now = time.perf_counter() 28 frame_time = now - self.prev_time 29 self.prev_time = now 30 self.accumulator += frame_time 31 self.tick_count += 1
tick once by adding the delta between prev frame and now
33 def drain(self): 34 """drain the accumulator. in main loop: for _ in clock.drain(): ...""" 35 n_ticks = 0 36 while self.accumulator >= self.dt and n_ticks < self.max_ticks: 37 yield 38 self.accumulator -= self.dt 39 n_ticks += 1 40 self.accumulator = min(self.accumulator, self.dt) # Drop residual debt instead of it piling up across frames
drain the accumulator. in main loop: for _ in clock.drain(): ...
11def norm(x: np.ndarray) -> np.ndarray: 12 """L2 normalize a vector""" 13 return (x / np.linalg.norm(x, ord=2)).astype("float32")
L2 normalize a vector
15def rot_from_forward_up(forward: Point3D, up: Point3D) -> Rot3x3: 16 """right hand rule: x x y = z, y x z = x, z x x = y; z = forward. (3, ) + (3, ) -> (3, 3)""" 17 z = norm(forward) # first, normalize forward, as we care about it's orientation only. z = ||z|| 18 y_init = np.float32(up) # up = Y 19 x = norm(np.cross(y_init, z)) # second build x=||y_init x z|| as the cross of existing forward and up 20 y = np.cross(z, x) # third, get the new y as the cross of the already built x and z. 21 R = np.column_stack([x, y, z]) # NOTE: somehow it's left-handed and we make it right-handed here 22 assert is_rot(R), f"\n-{R=}\n-{R@R.T=}" 23 return R
right hand rule: x x y = z, y x z = x, z x x = y; z = forward. (3, ) + (3, ) -> (3, 3)
46def pose_from_position_target_up(position: Point3D, target: Point3D, up: Point3D) -> Pose4x4: 47 """returns a 4x4 pose matrix from initial position+target+up (3, ) + (3, ) + (3, ) -> (4, 4)""" 48 pose = np.eye(4, dtype="float32") 49 pose[0:3, 0:3] = rot_from_forward_up(forward=np.float32(target) - position, up=up) 50 pose[0:3, 3] = position 51 return pose
returns a 4x4 pose matrix from initial position+target+up (3, ) + (3, ) + (3, ) -> (4, 4)
25def pose_to_trans_euler(pose: Pose4x4) -> Point6D: 26 """converts a pose to a 6DoF translation + euler vector, mostly for printing reasons (4, 4) -> (6, )""" 27 return np.float32([*pose[0:3, 3], *tr2rpy(pose)])
converts a pose to a 6DoF translation + euler vector, mostly for printing reasons (4, 4) -> (6, )
29def pose_from_trans_euler(position_rpy: Point6D) -> Pose4x4: 30 """converts a position + a euler vector to a Pose. (6, ) -> (4, 4)""" 31 res = rpy2tr(position_rpy[-3:]).astype("float32") 32 res[0:3, 3] = position_rpy[0:3] 33 return res
converts a position + a euler vector to a Pose. (6, ) -> (4, 4)
35def renormalize_rotation_matrix(rot: Rot3x3, tol: float=1e10) -> Rot3x3: 36 """uses SVD to renormalize a rotation matrix if it drifted too much (i.e. during trajectory updates)""" 37 if is_rot(rot, tol=tol): 38 return rot 39 logger.debug(f"Renormalizing R as err is {np.linalg.norm((rot @ rot.T) - np.eye(3)):.7f}") 40 U, _, Vt = np.linalg.svd(rot) 41 D = np.diag([1, 1, np.linalg.det(U @ Vt)]) # force det=1 (not -1) 42 new_rot = U @ D @ Vt 43 assert is_rot(new_rot, tol=1e10), new_rot 44 return new_rot
uses SVD to renormalize a rotation matrix if it drifted too much (i.e. during trajectory updates)
53def make_radius(size: Point3D) -> float: 54 """creates a radius from a size and a scale""" 55 return math.sqrt(size[0]**2 + size[1]**2 + size[2]**2) / 2
creates a radius from a size and a scale
178def btrexp(S: Mat4x4) -> Pose4x4: 179 """ 180 Batched matrix exponential of an se(3) element -> SE(3) (a screw motion). 181 ``S`` is the batched (Nx)4x4 augmented skew-symmetric matrix produced by ``bskewa``. 182 >>> btrexp(bskewa(np.array([[1, 0, 0, 0, 0, 0]]))) 183 """ 184 n = len(S) 185 tw = bvexa(S) # (N, 6) 186 v = tw[:, 0:3] # (3, ) 187 w = tw[:, 3:6] # (3, ) 188 189 w_norm = np.linalg.norm(w, axis=1) # (N, ) 190 v_norm = np.linalg.norm(v, axis=1) # (N, ) 191 # theta is the screw magnitude: rotation dominates, else it's a pure translation 192 theta = np.where(w_norm >= 20 * _eps, w_norm, v_norm)[:, None] # (N, 1) 193 194 with np.errstate(divide="ignore", invalid="ignore"): # 0/0 on zero-twist is expected; nan_to_num handles it 195 v = np.nan_to_num(v / theta, nan=0) # (N, 3) 196 w = np.nan_to_num(w / theta, nan=0) # (N, 3) 197 198 skw = bskew(w) # (N, 3, 3) 199 theta_n = theta[..., None] # (N, 1, 1) 200 st, ct = np.sin(theta_n), np.cos(theta_n) # (N, 1, 1), (N, 1, 1) 201 eye = np.eye(3)[None].repeat(n, axis=0) # (N, 3, 3) 202 R = eye + st * skw + (1.0 - ct) * skw @ skw # (N, 3, 3) Rodrigues 203 V = eye * theta_n + (1.0 - ct) * skw + (theta_n - st) * skw @ skw # (N, 3, 3) translation map 204 205 T = np.eye(4)[None].repeat(n, axis=0) # (N, 4, 4) 206 T[:, 0:3, 0:3] = R 207 T[:, 0:3, 3] = np.einsum("bij,bj->bi", V, v) 208 return T
Batched matrix exponential of an se(3) element -> SE(3) (a screw motion).
S is the batched (Nx)4x4 augmented skew-symmetric matrix produced by bskewa.
btrexp(bskewa(np.array([[1, 0, 0, 0, 0, 0]])))
167def bskewa(v: Point6D) -> Mat4x4: 168 """batched skewa""" 169 assert len(v.shape) == 2 and v.shape[1] == 6, v.shape 170 zero = np.zeros((len(v), ), "float32") 171 res = np.array([ 172 [ zero, -v[:, 5], v[:, 4], v[:, 0]], 173 [ v[:, 5], zero, -v[:, 3], v[:, 1]], 174 [-v[:, 4], v[:, 3], zero, v[:, 2]], 175 [ zero, zero, zero, zero]], dtype=np.float64) # (4, 4, N) 176 return np.permute_dims(res, (2, 0, 1)) # (N, 4, 4)
batched skewa