Pybullet Quickstart Guide
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PyBullet Quickstart Guide setPhysicsEngineParameter 31 resetSimulation 32 startStateLogging/stopStateLogging 33 Synthetic Camera Rendering Erwin Coumans, Yunfei Bai, 2017/2018 Visit the forums. 35 computeViewMatrix 35 computeProjectionMatrix 36 2 getCameraImage 36 Hello PyBullet World 3 getVisualShapeData 38 connect, disconnect 3 changeVisualShape, loadTexture 39 setGravity 6 loadURDF, loadSDF, loadMJCF 7 saveWorld 9 saveState, saveBullet, restoreState 9 createCollisionShape/VisualShape 10 createMultiBody 12 stepSimulation 13 Inverse Dynamics, Kinematics 44 setRealTimeSimulation 14 calculateInverseDynamics 44 getBasePositionAndOrientation 14 calculateJacobian, MassMatrix 44 resetBasePositionAndOrientation 15 calculateInverseKinematics 46 Introduction Transforms: Position and Orientation 15 getAPIVersion Controlling a robot 17 17 Collision Detection Queries 39 getOverlappingObjects, getAABB 40 getContactPoints, getClosestPoints 41 rayTest, rayTestBatch 42 getCollisionShapeData 43 Reinforcement Learning Gym Envs 47 Environments and Data 47 Train and Enjoy: DQN, PPO, ES 50 Base, Joints, Links 17 getNumJoints, getJointInfo 18 setJointMotorControl2/Array 19 getJointState(s), resetJointState 21 enableJointForceTorqueSensor 22 addUserDebugLine, Text 55 getLinkState 23 addUserDebugParameter 56 getBaseVelocity, resetBaseVelocity 25 setDebugObjectColor 57 applyExternalForce/Torque 25 configureDebugVisualizer 58 get/resetDebugVisualizerCamera 58 getNumBodies, getBodyInfo, getBodyUniqueId, removeBody 26 createConstraint, removeConstraint, changeConstraint 26 getNumConstraints, getConstraintUniqueId 28 getConstraintInfo/State 28 getDynamicsInfo/changeDynamics 29 setTimeStep 31 Virtual Reality getVREvents,setVRCameraState Debug GUI, Lines, Text, Parameters 53 53 55 getKeyboardEvents, getMouseEvents 59 Build and install PyBullet 60 Support, Tips, Citation 63 2 Introduction PyBullet is an easy to use Python module for physics simulation for robotics, games, visual effects and machine learning. With PyBullet you can load articulated bodies from URDF, SDF, MJCF and other file formats. PyBullet provides forward dynamics simulation, inverse dynamics computation, forward and inverse kinematics, collision detection and ray intersection queries. The Bullet Physics SDK includes PyBullet robotic examples such as a simulated Minitaur quadruped, humanoids running using TensorFlow inference and KUKA arms grasping objects. Aside from physics simulation, there are bindings to rendering, with a CPU renderer (TinyRenderer) and OpenGL visualization and support for Virtual Reality headsets such as HTC Vive and Oculus Rift. PyBullet also has functionality to perform collision detection queries (closest points, overlapping pairs, ray intersection test etc) and to add debug rendering (debug lines and text). PyBullet has cross-platform built-in client-server support for shared memory, UDP and TCP networking. So you can run PyBullet on Linux connecting to a Windows VR server. PyBullet wraps the new Bullet C-API, which is designed to be independent from the underlying physics engine and render engine, so we can easily migrate to newer versions of Bullet, or use a different physics engine or render engine. By default, PyBullet uses the Bullet 2.x API on the CPU. We will expose Bullet 3.x running on GPU using OpenCL as well. There is also a C++ API similar to PyBullet, see b3RobotSimulatorClientAPI. PyBullet can be easily used with TensorFlow and frameworks such as OpenAI Gym. Researchers from Google Brain [1,2,3], X , Stanford AI Lab and OpenAI use PyBullet/Bullet C-API. The installation of PyBullet is as simple as (sudo) pip install PyBullet (Python 2.x), pip3 install PyBullet. This will expose the PyBullet module as well as PyBullet_envs Gym environments. 3 Hello PyBullet World Here is a PyBullet introduction script that we discuss step by step: import pybullet as p import time import pybullet_data physicsClient = p.connect(p.GUI)#or p.DIRECT for non-graphical version p.setAdditionalSearchPath(pybullet_data.getDataPath()) #optionally p.setGravity(0,0,-10) planeId = p.loadURDF("plane.urdf") cubeStartPos = [0,0,1] cubeStartOrientation = p.getQuaternionFromEuler([0,0,0]) boxId = p.loadURDF("r2d2.urdf",cubeStartPos, cubeStartOrientation) for i in range (10000): p.stepSimulation() time.sleep(1./240.) cubePos, cubeOrn = p.getBasePositionAndOrientation(boxId) print(cubePos,cubeOrn) p.disconnect() connect, disconnect After importing the PyBullet module, the first thing to do is 'connecting' to the physics simulation. PyBullet is designed around a client-server driven API, with a client sending commands and a physics server returning the status. PyBullet has some built-in physics servers: DIRECT and GUI. Both GUI and DIRECT connections will execute the physics simulation and rendering in the same process as PyBullet. Note that in DIRECT mode you cannot access the OpenGL and VR hardware features, as described in the "Virtual Reality" and "Debug GUI, Lines, Text, Parameters" chapters. DIRECT mode does allow rendering of images using the built-in software renderer through the 'getCameraImage' API. This can be useful for running simulations in the cloud on servers without GPU. You can provide your own data files, or you can use the PyBullet_data package that ships with PyBullet. For this, import pybullet_data and register the directory using pybullet.setAdditionalSearchPath(pybullet_data.getDataPath()). getConnectionInfo Given a physicsClientId will return the list [isConnected, connectionMethod] 4 Diagram with various physics client (blue) and physics server (green) options. Dark green servers provide OpenGL debug visualization. connect using DIRECT, GUI The DIRECT connection sends the commands directly to the physics engine, without using any transport layer and no graphics visualization window, and directly returns the status after executing the command. The GUI connection will create a new graphical user interface (GUI) with 3D OpenGL rendering, within the same process space as PyBullet. On Linux and Windows this GUI runs in a separate thread, while on OSX it runs in the same thread due to operating system limitations. On Mac OSX you may see a spinning wheel in the OpenGL Window, until you run a 'stepSimulation' or other PyBullet command. The commands and status messages are sent between PyBullet client and the GUI physics simulation server using an ordinary memory buffer. It is also possible to connect to a physics server in a different process on the same machine or on a remote machine using SHARED_MEMORY, UDP or TCP networking. See the section about Shared Memory, UDP and TCP for details. Unlike almost all other methods, this method doesn't parse keyword arguments, due to backward compatibility. 5 The connect input arguments are: required connection mode integer: DIRECT, GUI, SHARED_ MEMORY, UDP, TCP DIRECT mode create a new physics engine and directly communicates with it. GUI will create a physics engine with graphical GUI frontend and communicates with it. SHARED_MEMORY will connect to an existing physics engine process on the same machine, and communicates with it over shared memory. TCP or UDP will connect to an existing physics server over TCP or UDP networking. optional key int in SHARED_MEMORY mode, optional shared memory key. When starting ExampleBrowser or SharedMemoryPhysics_* you can use optional command-line --shared_memory_key to set the key. This allows to run multiple servers on the same machine. optional UdpNetworkAddress (UDP and TCP) string IP address or host name, for example "127.0.0.1" or "localhost" or "mymachine.domain.com" optional UdpNetworkPort (UDP and TCP) integer UDP port number. Default UDP port is 1234, default TCP port is 6667 (matching the defaults in the server) optional options string command-line option passed into the GUI server. At the moment, only the --opengl2 flag is enabled: by default, Bullet uses OpenGL3, but some environments such as virtual machines or remote desktop clients only support OpenGL2. Only one command-line argument can be passed on at the moment. connect returns a physics client id or -1 if not connected. The physics client Id is an optional argument to most of the other PyBullet commands. If you don't provide it, it will assume physics client id = 0. You can connect to multiple different physics servers, except for GUI. For example: pybullet.connect(pybullet.DIRECT) pybullet.connect(pybullet.GUI, options="--opengl2") pybullet.connect(pybullet.SHARED_MEMORY,1234) pybullet.connect(pybullet.UDP,"192.168.0.1") pybullet.connect(pybullet.UDP,"localhost", 1234) pybullet.connect(pybullet.TCP,"localhost", 6667) connect using Shared Memory There are a few physics servers that allow shared memory connection: the App_SharedMemoryPhysics, App_SharedMemoryPhysics_GUI and the Bullet Example Browser has one example under Experimental/Physics Server that allows shared memory connection. This will let you execute the physics simulation and rendering in a separate process. 6 You can also connect over shared memory to the App_SharedMemoryPhysics_VR, the Virtual Reality application with support for head-mounted display and 6-dof tracked controllers such as HTC Vive and Oculus Rift with Touch controllers. Since the Valve OpenVR SDK only works properly under Windows, the App_SharedMemoryPhysics_VR can only be build under Windows using premake (preferably) or cmake. connect using UDP or TCP networking For UDP networking, there is a App_PhysicsServerUDP that listens to a certain UDP port. It uses the open source enet library for reliable UDP networking. This allows you to execute the physics simulation and rendering on a separate machine. For TCP PyBullet uses the clsocket library. This can be useful when using SSH tunneling from a machine behind a firewall to a robot simulation. For example you can run a control stack or machine learning using PyBullet on Linux, while running the physics server on Windows in Virtual Reality using HTC Vive or Rift. One more UDP application is the App_PhysicsServerSharedMemoryBridgeUDP application that acts as a bridge to an existing physics server: you can connect over UDP to this bridge, and the bridge connects to a physics server using shared memory: the bridge passes messages between client and server. In a similar way there is a TCP version (replace UDP by TCP). Note: at the moment, both client and server need to be either 32bit or 64bit builds! disconnect You can disconnect from a physics server, using the physics client Id returned by the connect call (if non-negative). A 'DIRECT' or 'GUI' physics server will shutdown. A separate (out-of-process) physics server will keep on running. See also 'resetSimulation' to remove all items. Parameters of disconnect: optional physicsClientId int if you connect to multiple physics servers, you can pick which one. setGravity By default, there is no gravitational force enabled. setGravity lets you set the default gravity force for all objects. The setGravity input parameters are: (no return value) required gravityX float gravity force along the X world axis 7 required gravityY float gravity force along the Y world axis required gravityZ float gravity force along the Z world axis optional physicsClientId int if you connect to multiple physics servers, you can pick which one. loadURDF, loadSDF, loadMJCF The loadURDF will send a command to the physics server to load a physics model from a Universal Robot Description File (URDF). The URDF file is used by the ROS project (Robot Operating System) to describe robots and other objects, it was created by the WillowGarage and the Open Source Robotics Foundation (OSRF). Many robots have public URDF files, you can find a description and tutorial here: http://wiki.ros.org/urdf/Tutorials Important note: most joints (slider, revolute, continuous) have motors enabled by default that prevent free motion. This is similar to a robot joint with a very high-friction harmonic drive. You should set the joint motor control mode and target settings using pybullet.setJointMotorControl2. See the setJointMotorControl2 API for more information. Warning: by default, PyBullet will cache some files to speed up loading. You can disable file caching using setPhysicsEngineParameter(enableFileCaching=0). The loadURDF arguments are: required fileName string a relative or absolute path to the URDF file on the file system of the physics server. optional basePosition vec3 create the base of the object at the specified position in world space coordinates [X,Y,Z] optional baseOrientation vec4 create the base of the object at the specified orientation as world space quaternion [X,Y,Z,W] optional useMaximalCoordinates int Experimental. By default, the joints in the URDF file are created using the reduced coordinate method: the joints are simulated using the Featherstone Articulated Body algorithm (btMultiBody in Bullet 2.x). The useMaximalCoordinates option will create a 6 degree of freedom rigid body for each link, and constraints between those rigid bodies are used to model joints. optional useFixedBase int force the base of the loaded object to be static optional flags int URDF_USE_INERTIA_FROM_FILE: by default, Bullet recomputed the inertia tensor based on mass and volume of the collision shape. If you can provide more accurate inertia tensor, use this flag. 8 URDF_USE_SELF_COLLISION: by default, Bullet disables self-collision. This flag let's you enable it. You can customize the self-collision behavior using the following flags: URDF_USE_SELF_COLLISION_EXCLUDE_PARENT will discard self-collision between links that are directly connected (parent and child). URDF_USE_SELF_COLLISION_EXCLUDE_ALL_PAR ENTS will discard self-collisions between a child link and any of its ancestors (parents, parents of parents, up to the base). URDF_USE_IMPLICIT_CYLINDER, will use a smooth implicit cylinder. By default, Bullet will tesselate the cylinder into a convex hull. optional globalScaling float globalScaling will apply a scale factor to the URDF model. optional physicsClientId int if you are connected to multiple servers, you can pick one. loadURDF returns a body unique id, a non-negative integer value. If the URDF file cannot be loaded, this integer will be negative and not a valid body unique id. loadSDF, loadMJCF You can also load objects from other file formats, such as .bullet, .sdf and .mjcf. Those file formats support multiple objects, so the return value is a list of object unique ids. The SDF format is explained in detail at http://sdformat.org. The loadSDF command only extracts some essential parts of the SDF related to the robot models and geometry, and ignores many elements related to cameras, lights and so on. The loadMJCF command performs basic import of MuJoCo MJCF xml files, used in OpenAI Gym. See also the Important note under loadURDF related to default joint motor settings, and make sure to use setJointMotorControl2. required fileName string a relative or absolute path to the URDF file on the file system of the physics server. optional useMaximalCoordinates int Experimental. See loadURDF for more details. optional globalScaling float every object will be scaled using this scale factor (including links, link frames, joint attachments and linear joint limits) optional physicsClientId int if you are connected to multiple servers, you can pick one. loadBullet, loadSDF and loadMJCF will return an array of object unique ids: objectUniqueIds list of int the list includes the object unique id for each object loaded. 9 saveWorld You can create an approximate snapshot of the current world as a PyBullet Python file, stored on the server. saveWorld can be useful as a basic editing feature, setting up the robot, joint angles, object positions and environment for example in VR. Later you can just load the PyBullet Python file to re-create the world. The python snapshot contains loadURDF commands together with initialization of joint angles and object transforms. Note that not all settings are stored in the world file. The input arguments are: required fileName string filename of the PyBullet file. optional clientServerId int if you are connected to multiple servers, you can pick one saveState, saveBullet, restoreState When you need deterministic simulation after restoring to a previously saved state, all important state information, including contact points, need to be stored. The saveWorld command is not sufficient for this. You can use the restoreState command to restore from a snapshot taken using saveState (in-memory) or saveBullet (on disk). The saveState command only takes an optional clientServerId as input and returns the state id. The saveBullet command will save the state to a .bullet file on disk. The restoreState command input arguments are: optional fileName string filename of the .bullet file created using a saveBullet command. optional stateId int state id returned by saveState optional clientServerId int if you are connected to multiple servers, you can pick one Either the filename or state id needs to be valid. Note that restoreState will reset the positions and joint angles of objects to the saved state, as well as restoring contact point information. You need to make sure the objects and constraints are setup before calling restoreState. See the saveRestoreState.py example. 10 createCollisionShape/VisualShape Although the recommended and easiest way to create stuff in the world is using the loading functions (loadURDF/SDF/MJCF/Bullet), you can also create collision and visual shapes programmatically and use them to create a multi body using createMultiBody. See the createMultiBodyLinks.py and createVisualShape.py example in the Bullet Physics SDK. The input parameters for createCollisionShape are required shapeType int GEOM_SPHERE, GEOM_BOX, GEOM_CAPSULE, GEOM_CYLINDER, GEOM_PLANE, GEOM_MESH optional radius float default 0.5: GEOM_SPHERE, GEOM_CAPSULE, GEOM_CYLINDER optional halfExtents vec3 list of 3 floats default [1,1,1]: for GEOM_BOX optional height float default: 1: for GEOM_CAPSULE, GEOM_CYLINDER optional fileName string Filename for GEOM_MESH, currently only Wavefront .obj. Will create convex hulls for each object (marked as 'o') in the .obj file. optional meshScale vec3 list of 3 floats default: [1,1,1], for GEOM_MESH optional planeNormal vec3 list of 3 floats default: [0,0,1] for GEOM_PLANE optional flags int GEOM_FORCE_CONCAVE_TRIMESH: for GEOM_MESH, this will create a concave static triangle mesh. This should not be used with dynamic / moving objects, only for static (mass = 0) terrain. optional collisionFrameP osition vec3 translational offset of the collision shape with respect to the link frame optional collisionFrameOr ientation vec4 rotational offset (quaternion x,y,z,w) of the collision shape with respect to the link frame optional physicsClientId int If you are connected to multiple servers, you can pick one. The return value is a non-negative int unique id for the collision shape or -1 if the call failed. createVisualShape You can create a visual shape in a similar way to creating a collision shape, with some additional arguments to control the visual appearance, such as diffuse and specular color. When you use the G EOM_MESH type, you can point to a Wavefront OBJ file, and the visual 11 shape will parse some parameters from the material file (.mtl) and load a texture. Note that large textures (above 1024x1024 pixels) can slow down the loading and run-time performance. See examples/pybullet/examples/addPlanarReflection.py and createVisualShape.py The input parameters are required shapeType int GEOM_SPHERE, GEOM_BOX, GEOM_CAPSULE, GEOM_CYLINDER, GEOM_PLANE, GEOM_MESH optional radius float default 0.5: only for GEOM_SPHERE, GEOM_CAPSULE, GEOM_CYLINDER optional halfExtents vec3 list of 3 floats default [1,1,1]: only for GEOM_BOX optional length float default: 1: only for GEOM_CAPSULE, GEOM_CYLINDER (length = height) optional fileName string Filename for GEOM_MESH, currently only Wavefront .obj. Will create convex hulls for each object (marked as 'o') in the .obj file. optional meshScale vec3 list of 3 floats default: [1,1,1],only for GEOM_MESH optional planeNormal vec3 list of 3 floats default: [0,0,1] only for GEOM_PLANE optional flags int unused / to be decided optional rgbaColor vec4, list of 4 floats color components for red, green, blue and alpha, each in range [0..1]. optional specularColor vec3, list of 3 floats specular reflection color, red, green, blue components in range [0..1] optional visualFramePosition vec3, list of translational offset of the visual shape with respect to the link 12 3 floats frame optional visualFrameOrientatio n vec4, list of 4 floats rotational offset (quaternion x,y,z,w) of the visual shape with respect to the link frame optional physicsClientId int If you are connected to multiple servers, you can pick one. The return value is a non-negative int unique id for the visual shape or -1 if the call failed. createMultiBody Although the easiest way to create stuff in the world is using the loading functions (loadURDF/SDF/MJCF/Bullet), you can create a multi body using createMultiBody. See the createMultiBodyLinks.py example in the Bullet Physics SDK. The parameters of createMultiBody are very similar to URDF and SDF parameters. You can create a multi body with only a single base without joints/child links or you can create a multi body with joints/child links. If you provide links, make sure the size of every list is the same (len(linkMasses) == len(linkCollisionShapeIndices) etc). The input parameters for createMultiBody are: optional baseMass float mass of the base, in kg (if using SI units) optional baseCollisionShapeIndex int unique id from createCollisionShape or -1. You can re-use the collision shape for multiple multibodies (instancing) optional baseVisualShapeIndex int unique id from createVisualShape or -1. You can reuse the visual shape (instancing) optional basePosition vec3, list of 3 floats Cartesian world position of the base optional baseOrientation vec4, list of 4 floats Orientation of base as quaternion [x,y,z,w] optional baseInertialFramePosition vec3, list of 3 floats Local position of inertial frame optional baseInertialFrameOrientation vec4, list of 4 floats Local orientation of inertial frame, [x,y,z,w] optional linkMasses list of float List of the mass values, one for each link. optional linkCollisionShapeIndices list of int List of the unique id, one for each link. 13 optional linkVisualShapeIndices list of int list of the visual shape unique id for each link optional linkPositions list of vec3 list of local link positions, with respect to parent optional linkOrientations list of vec4 list of local link orientations, w.r.t. parent optional linkInertialFramePositions list of vec3 list of local inertial frame pos. in link frame optional linkInertialFrameOrientations list of vec4 list of local inertial frame orn. in link frame optional linkParentIndices list of int Link index of the parent link or 0 for the base. optional linkJointTypes list of int list of joint types, one for each link. Only JOINT_REVOLUTE, JOINT_PRISMATIC, and JOINT_FIXED is supported at the moment. optional linkJointAxis list of vec3 Joint axis in local frame optional useMaximalCoordinates int experimental, best to leave it 0/false. optional physicsClientId int If you are connected to multiple servers, you can pick one. The return value of createMultiBody is a non-negative unique id or -1 for failure. Example: cuid = pybullet.createCollisionShape(pybullet.GEOM_BOX, halfExtents = [1, 1, 1]) mass= 0 #static box pybullet.createMultiBody(mass,cuid) See also createMultiBodyLinks.py, createObstacleCourse.py and createVisualShape.py in the Bullet/examples/pybullet/examples folder. stepSimulation stepSimulation will perform all the actions in a single forward dynamics simulation step such as collision detection, constraint solving and integration. stepSimulation input arguments are optional: optional physicsClientId int if you are connected to multiple servers, you can pick one. stepSimulation has no return values. See also setRealTimeSimulation to automatically let the physics server run forward dynamics simulation based on its real-time clock. 14 setRealTimeSimulation By default, the physics server will not step the simulation, unless you explicitly send a 'stepSimulation' command. This way you can maintain control determinism of the simulation. It is possible to run the simulation in real-time by letting the physics server automatically step the simulation according to its real-time-clock (RTC) using the setRealTimeSimulation command. If you enable the real-time simulation, you don't need to call 'stepSimulation'. Note that setRealTimeSimulation has no effect in DIRECT mode: in DIRECT mode the physics server and client happen in the same thread and you trigger every command. In GUI mode and in Virtual Reality mode, and TCP/UDP mode, the physics server runs in a separate thread from the client (PyBullet), and setRealTimeSimulation allows the physicsserver thread to add additional calls to stepSimulation. The input parameters are: required enableRealTimeSimulation int 0 to disable real-time simulation, 1 to enable optional physicsClientId int if you are connected to multiple servers, you can pick one. getBasePositionAndOrientation getBasePositionAndOrientation reports the current position and orientation of the base (or root link) of the body in Cartesian world coordinates. The orientation is a quaternion in [x,y,z,w] format. The getBasePositionAndOrientation input parameters are: required objectUniqueId int object unique id, as returned from loadURDF. optional physicsClientId int if you are connected to multiple servers, you can pick one. getBasePositionAndOrientation returns the position list of 3 floats and orientation as list of 4 floats in [x,y,z,w] order. Use getEulerFromQuaternion to convert the quaternion to Euler if needed. See also resetBasePositionAndOrientation to reset the position and orientation of the object. 15 This completes the first PyBullet script. Bullet ships with several URDF files in the Bullet/data folder. resetBasePositionAndOrientation You can reset the position and orientation of the base (root) of each object. It is best only to do this at the start, and not during a running simulation, since the command will override the effect of all physics simulation. The linear and angular velocity is set to zero. You can use resetBaseVelocity to reset to a non-zero linear and/or angular velocity. The input arguments to resetBasePositionAndOrientation are: required objectUniqueId int object unique id, as returned from loadURDF. required posObj vec3 reset the base of the object at the specified position in world space coordinates [X,Y,Z] required ornObj vec4 reset the base of the object at the specified orientation as world space quaternion [X,Y,Z,W] optional physicsClientId int if you are connected to multiple servers, you can pick one. There are no return arguments. Transforms: Position and Orientation The position of objects can be expressed in Cartesian world space coordinates [x,y,z]. The orientation (or rotation) of objects can be expressed using quaternions [x,y,z,w], euler angles [yaw, pitch, roll] or 3x3 matrices. PyBullet provides a few helper functions to convert between quaternions, euler angles and 3x3 matrices. In additions there are some functions to multiply and invert transforms. getQuaternionFromEuler and g etEulerFromQuaternion The PyBullet API uses quaternions to represent orientations. Since quaternions are not very intuitive for people, there are two APIs to convert between quaternions and Euler angles. The getQuaternionFromEuler input arguments are: required eulerAngle vec3: list of 3 floats The X,Y,Z Euler angles are in radians, accumulating 3 rotations expressing the roll around the X, pitch around Y and yaw around the Z axis. optional physicsClientId int unused, added for API consistency. getQuaternionFromEuler returns a quaternion, vec4 list of 4 floating point values [X,Y,Z,W]. 16 getEulerFromQuaternion The getEulerFromQuaternion input arguments are: required quaternion vec4: list of 4 floats The quaternion format is [x,y,z,w] optional physicsClientId int unused, added for API consistency. getEulerFromQuaternion returns alist of 3 floating point values, a vec3. getMatrixFromQuaternion getMatrixFromQuaternion is a utility API to create a 3x3 matrix from a quaternion. The input is a quaternion and output a list of 9 floats, representing the matrix. multiplyTransforms, invertTransform PyBullet provides a few helper functions to multiply and inverse transforms. This can be helpful to transform coordinates from one to the other coordinate system. The input parameters of multiplyTransforms are: required positionA vec3, list of 3 floats required orientationA vec4, list of 4 floats required positionB vec3, list of 3 floats required orientationB vec4, list of 4 floats quaternion [x,y,z,w] optional physicsClientId int unused, added for API consistency. quaternion [x,y,z,w] The return value is a list of position (vec3) and orientation (vec4, quaternion x,y,x,w). The input and output parameters of invertTransform are: required position vec3, list of 3 floats required orientation vec4, list of 4 floats quaternion [x,y,z,w] The output of invertTransform is a position (vec3) and orientation (vec4, quaternion x,y,x,w). 17 getAPIVersion You can query for the API version in a year-month-0-day format. You can only connect between physics client/server of the same API version, with the same number of bits (32-bit / 64bit). There is a optional unused argument physicsClientId, added for API consistency. optional physicsClientId int unused, added for API consistency. Controlling a robot In the Introduction we already showed how to initialize PyBullet and load some objects. If you replace the file name in the loadURDF command with "r2d2.urdf" you can simulate a R2D2 robot from the ROS tutorial. Let's control this R2D2 robot to move, look around and control the gripper. For this we need to know how to access its joint motors. Base, Joints, Links A simulated robot as described in a URDF file has a base, and optionally links connected by joints. Each joint connects one parent link to a child link. At the root of the hierarchy there is a single root parent that we call base. The base can be either fully fixed, 0 degrees of freedom, or fully free, with 6 degrees of freedom. Since each link is connected to a parent with a single joint, the number of joints is equal to the number of links. Regular links have link indices in the range [0..getNumJoints()] Since the base is not a regular 'link', we use the convention of -1 as its link 18 index. We use the convention that joint frames are expressed relative to the parents center of mass inertial frame, which is aligned with the principle axis of inertia. getNumJoints, getJointInfo After you load a robot you can query the number of joints using the getNumJoints API. For the r2d2.urdf this should return 15. getNumJoints input parameters: required bodyUniqueId int the body unique id, as returned by loadURDF etc. optional physicsClientId int if you are connected to multiple servers, you can pick one. getNumJoints returns an integer value representing the number of joints. getJointInfo For each joint we can query some information, such as its name and type. getJointInfo input parameters required bodyUniqueId int the body unique id, as returned by loadURDF etc. required jointIndex int an index in the range [0 .. getNumJoints(bodyUniqueId)) optional physicsClientId int if you are connected to multiple servers, you can pick one. getJointInfo returns a list of information: jointIndex int the same joint index as the input parameter jointName string the name of the joint, as specified in the URDF (or SDF etc) file jointType int type of the joint, this also implies the number of position and velocity variables. JOINT_REVOLUTE, JOINT_PRISMATIC, JOINT_SPHERICAL, JOINT_PLANAR, JOINT_FIXED. See the section on Base, Joint and Links for more details. qIndex int the first position index in the positional state variables for this body uIndex int the first velocity index in the velocity state variables for this body flags int reserved jointDamping float the joint damping value, as specified in the URDF file jointFriction float the joint friction value, as specified in the URDF file jointLowerLimit float Positional lower limit for slider and revolute (hinge) joints. jointUpperLimit float Positional upper limit for slider and revolute joints. Values ignored in case upper 19 limit100). required physicsClientId int physics client id as returned by 'connect' loadTexture Load a texture from file and return a non-negative texture unique id if the loading succeeds. This unique id can be used with changeVisualShape. 40 Collision Detection Queries You can query the contact point information that existed during the last 'stepSimulation'. To get the contact points you can use the 'getContactPoints' API. Note that the 'getContactPoints' will not recompute any contact point information. getOverlappingObjects, getAABB This query will return all the unique ids of objects that have axis aligned bounding box overlap with a given axis aligned bounding box. Note that the query is conservative and may return additional objects that don't have actual AABB overlap. This happens because the acceleration structures have some heuristic that enlarges the AABBs a bit (extra margin and extruded along the velocity vector). The getOverlappingObjects input parameters are: required aabbMin vec3, list of 3 floats minimum coordinates of the aabb required aabbMax vec3, list of 3 floats maximum coordinates of the aabb optional physicsClientId int if you are connected to multiple servers, you can pick one. The getOverlappingObjects will return a list of object unique ids. getAABB You can query the axis aligned bounding box (in world space) given an object unique id, and optionally a link index. (when you don't pass the link index, or use -1, you get the AABB of the base). The input parameters are required bodyUniqueId int object unique id as returned by creation methods. optional linkIndex int link index in range [0..getNumJoints(..)] optional physicsClientId int if you are connected to multiple servers, you can pick one. 41 The return structure is a list of vec3, aabbMin (x,y,z) and aabbMax (x,y,z) in world space coordinates. See also the getAABB.py example. getContactPoints, getClosestPoints The getContactPoints API returns the contact points computed during the most recent call to stepSimulation. Its input parameters are as follows: optional bodyA int only report contact points that involve body A optional bodyB int only report contact points that involve body B optional linkIndexA int Only report contact points that involve linkIndexA of bodyA optional linkIndexB int Only report contact points that involve linkIndexB of bodyB optional physicsClientId int if you are connected to multiple servers, you can pick one. getContactPoints will return a list of contact points. Each contact point has the following fields: contactFlag int reserved bodyUniqueIdA int body unique id of body A bodyUniqueIdB int body unique id of body B linkIndexA int link index of body A, -1 for base linkIndexB int link index of body B, -1 for base positionOnA vec3, list of 3 floats contact position on A, in Cartesian world coordinates positionOnB vec3, list of 3 floats contact position on B, in Cartesian world coordinates contactNormalOnB vec3, list of 3 floats contact normal on B, pointing towards A contactDistance float contact distance, positive for separation, negative for penetration normalForce float normal force applied during the last 'stepSimulation' getClosestPoints 42 It is also possible to compute the closest points, independent from stepSimulation. This also lets you compute closest points of objects with an arbitrary separating distance. In this query there will be no normal forces reported. getClosestPoints input parameters: required bodyA int object unique id for first object (A) required bodyB int object unique id for second object (B) required distance float If the distance between objects exceeds this maximum distance, no points may be returned. optional linkIndexA int link index for object A (-1 for base) optional linkIndexB int link index for object B (-1 for base) optional physicsClientId int if you are connected to multiple servers, you can pick one. getClosestPoints returns a list of closest points in the same format as getContactPoints (but normalForce is always zero in this case) rayTest, rayTestBatch You can perform a single raycast to find the intersection information of the first object hit. The rayTest input parameters are: required rayFromPosition vec3, list of 3 floats start of the ray in world coordinates required rayToPosition vec3, list of 3 floats end of the ray in world coordinates optional physicsClientId int if you are connected to multiple servers, you can pick one. The raytest query will return the following information in case of an intersection: objectUniqueId int object unique id of the hit object linkIndex int link index of the hit object, or -1 if none/parent. hit fraction float hit fraction along the ray in range [0,1] along the ray. hit position vec3, list of 3 floats hit position in Cartesian world coordinates hit normal vec3, list of 3 floats hit normal in Cartesian world coordinates 43 rayTestBatch This is similar to the rayTest, but allows you to provide an array of rays, for faster execution. The size of 'rayFromPositions' needs to be equal to the size of 'rayToPositions'. You can one ray result per ray, even if there is no intersection: you need to use the objectUniqueId field to check if the ray has hit anything: if the objectUniqueId is -1, there is no hit. In that case, the 'hit fraction' is 1. The maximum number of rays per batch is pybullet.MAX_RAY_INTERSECTION_BATCH_SIZE. The rayTest input parameters are: required rayFromPositions list of vec3, list of list of 3 floats list of start points for each ray, in world coordinates required rayToPositions list of vec3, list of list of 3 floats list of end points for each ray in world coordinates optional physicsClientId int if you are connected to multiple servers, you can pick one. Output is one ray intersection result per input ray, with the same information as in above rayTest query. getCollisionShapeData You can query the collision geometry type and other collision shape information of existing body base and links using this query. It works very similar to getVisualShapeData. The input parameters for getCollisionShapeData are: required objectUniqueId int object unique id, received from loadURDF etc required linkIndex int link index or -1 for the base optional physicsClientId int if you are connected to multiple servers, you can pick one. The return value is a list with following contents: object unique id int object unique id 44 linkIndex int link index or -1 for the base geometry type int geometry type: GEOM_BOX, GEOM_SPHERE, GEOM_CAPSULE, GEOM_MESH, GEOM_PLANE dimensions vec3 depends on geometry type: for GEOM_BOX: extents, for GEOM_SPHERE dimensions[0] = radius, for GEOM_CAPSULE and GEOM_CYLINDER, dimensions[0] = height (length), dimensions[1] = radius. For GEOM_MESH, dimensions is the scaling factor. filename string Only for GEOM_MESH: file name (and path) of the collision mesh asset local frame pos vec3 Local position of the collision frame with respect to the center of mass/inertial frame. local fram orn vec4 Local orientation of the collision frame with respect to the inertial frame. Inverse Dynamics, Kinematics calculateInverseDynamics calculateInverseDynamics will compute the forces needed to reach the given joint accelerations, starting from specified joint positions and velocities. The calculateInverseDynamics input parameters are: required bodyUniqueId int body unique id, as returned by loadURDF etc. required objPositions list of float joint positions (angles) for each degree of freedom (DoF). Note that fixed joints have 0 degrees of freedom. The base is skipped/ignored in all cases (floating base and fixed base). required objVelocities list of float joint velocities for each degree of freedom (DoF) required objAccelerations list of float desired joint accelerations for each degree of freedom (DoF) optional physicsClientId int if you are connected to multiple servers, you can pick one. calculateInverseDynamics returns a list of joint forces for each degree of freedom. calculateJacobian, MassMatrix calculateJacobian will compute the translational and rotational jacobians for a point on a link, e.g. x_dot = J * q_dot. The returned jacobians are slightly different depending on whether the root link is fixed or floating. If floating, the jacobians will include columns corresponding to the root link degrees of freedom; if fixed, the jacobians will only have columns associated with the joints. The function call takes the full description of the kinematic state, this is because 45 calculateInverseDynamics is actually called first and the desired jacobians are extracted from this; therefore, it is reasonable to pass zero vectors for joint velocities and accelerations if desired. The calculateJacobian input parameters are: required bodyUniqueId int body unique id, as returned by loadURDF etc. required linkIndex int link index for the jacobian. required localPosition list of float the point on the specified link to compute the jacobian for. required objPositions list of float joint positions (angles) required objVelocities list of float joint velocities required objAccelerations list of float desired joint accelerations optional physicsClientId int if you are connected to multiple servers, you can pick one. calculateJacobian returns: required linearJacobian mat3x ((dof), (dof), (dof)) the translational jacobian, x_dot = J_t * q_dot. required angularJacobian mat3x ((dof), (dof), (dof)) the rotational jacobian, r_dot = J_r * q_dot. calculateMassMatrix calculateMassMatrix will compute the system inertia for an articulated body given its joint positions. required bodyUniqueId int body unique id, as returned by loadURDF etc. required objPositions array of float jointPositions for each link. optional physicsClientId int if you are connected to multiple servers, you can pick one. The result is the square mass matrix with dimensions dofCount * dofCount, stored as a list of dofCount rows, each row is a list of dofCount mass matrix elements. Inverse Kinematics You can compute the joint angles that makes the end-effector reach a given target position in Cartesian world space. Internally, Bullet uses an improved version of Samuel Buss Inverse Kinematics library. At the moment only the Damped Least Squares method with or without Null 46 Space control is exposed, with a single end-effector target. Optionally you can also specify the target orientation of the end effector. In addition, there is an option to use the null-space to specify joint limits and rest poses. This optional null-space support requires all 4 lists (lowerLimits, upperLimits, jointRanges, restPoses), otherwise regular IK will be used. See also inverse_kinematics.py example in Bullet/examples/pybullet/examples folder for details. calculateInverseKinematics calculateInverseKinematics input parameters are: required bodyUniqueId int body unique id, as returned by loadURDF required endEffectorLinkIndex int end effector link index required targetPosition vec3, list of 3 floats target position in Cartesian world space optional targetOrientation vec3, list of 4 floats target orientation in Cartesian world space, quaternion [x,y,w,z]. If not specified, pure position IK will be used. optional lowerLimits list of floats [0..nDof] Optional null-space IK requires all 4 lists (lowerLimits, upperLimits, jointRanges, restPoses). Otherwise regular IK will be used. optional upperLimits list of floats [0..nDof] lowerLimit and upperLimit specify joint limits optional jointRanges list of floats [0..nDof] optional restPoses list of floats [0..nDof] Favor an IK solution closer to a given rest pose optional jointDamping list of floats [0..nDof] jointDamping allow to tune the IK solution using joint damping factors optional solver int p.IK_DLS or p.IK_SDLS, Damped Least Squares or Selective Damped Least Squares, as described in the paper by Samuel Buss "Selectively Damped Least Squares for Inverse Kinematics". optional physicsClientId int if you are connected to multiple servers, you can pick one. calculateInverseKinematics returns a list of joint positions. See Bullet/examples/pybullet/inverse_kinematics.py for an example. Note that the calculateInverseKinematics may give an approximate result in end-effector location. You can get more accurate results using the "accurateCalculateInverseKinematics" example code. 47 48 Reinforcement Learning Gym Envs A suite of RL Gym Environments are installed during "pip install pybullet". This includes PyBullet versions of the OpenAI Gym environments such as ant, hopper, humanoid and walker. There are also environments that apply in simulation as well as on real robots, such as the Ghost Robotics Minitaur quadruped, the MIT racecar and the KUKA robot arm grasping environments. The source code of pybullet, pybullet_envs, pybullet_data and the examples are here: https://github.com/bulletphysics/bullet3/tree/master/examples/pybullet/gym. You can train the environments with RL training algorithms such as DQN, PPO, TRPO and DDPG. Several pre-trained examples are available, you can enjoy them like this: pip install pybullet, tensorflow, gym python -m pybullet_envs.examples.enjoy_TF_HumanoidBulletEnv_v0_2017may python -m pybullet_envs.examples.kukaGymEnvTest Environments and Data After you "sudo pip install pybullet", the pybullet_envs and pybullet_data packages are available. Importing the pybullet_envs package will register the environments automatically to OpenAI Gym. You can get a list of the Bullet environments in gym using the following Python line: print( MinitaurBulletEnv-v0 CartPoleBulletEnv-v0 HumanoidBulletEnv-v0 RacecarBulletEnv-v0 AntBulletEnv-v0 HopperBulletEnv-v0 49 KukaBulletEnv-v0 HalfCheetahBulletEnv-v0 Walker2DBulletEnv-v0 Environment Name Description MinitaurBulletEnv-v0 Simulation of the Ghost Robotics Minitaur quadruped on a flat ground. Reward based on distance traveled. Create the class using Gym: env = gym.make('MinitaurBulletEnv-v0') or create the environment using the class directly, with parameters: import pybullet_envs.bullet.minitaur_gym_env as e env = e.MinitaurBulletEnv(render=True) RacecarBulletEnv-v0 Simulation of the MIT RC Racecar. Reward based on distance to the randomly placed ball. Observations are ball position (x,y) in camera frame. The action space of the environment can be discrete (for DQN) or continuous (for PPO, TRPO and DDPG). import pybullet_envs.bullet.racecarGymEnv as e env = e.RacecarGymEnv(isDiscrete=False ,renders=True) env.reset() RacecarZedBulletEnv-v0 Same as the RacecarBulletEnv-v0, but observations are camera pixels. KukaBulletEnv-v0 Simulation of the KUKA Iiwa robotic arm, grasping an object in a tray. The main reward happens a the end, when the gripped can grasp the object above a certain height. Some very small reward/cost happens each step: cost of action and distance between gripper and object. Observation includes the x,y position of the object. Note: this environment has issues training at the moment, we look into it. KukaCamBulletEnv-v0 Same as KukaBulletEnv-v0, but observation are camera pixels. 50 We ported the Roboschool environments to pybullet. The Roboschool environments are harder than the MuJoCo Gym environments. AntBulletEnv-v0 Ant is heavier, encouraging it to typically have two or more legs on the ground. HalfCheetahBulletEnv-v0 HumanoidBulletEnv-v0 HopperBulletEnv-v0 Walker2DBulletEnv-v0 Humanoid benefits from more realistic energy cost (= torque × angular velocity) subtracted from reward. 51 InvertedPendulumBulletEnv-v0 InvertedDoublePendulumBulletEnv-v0 InvertedPendulumSwingupBulletEnv-v0 It is also possible to access the data, such as URDF/SDF robot assets, Wavefront .OBJ files from the pybullet_data package. Here is an example how to do this: import pybullet import pybullet_data datapath = pybullet_data.getDataPath() pybullet.connect(pybullet.GUI) pybullet.setAdditionalSearchPath(datapath) pybullet.loadURDF("r2d2.urdf",[0,0,1]) Alternatively, manually append the datapath to the filename in the loadURDF/SDF commands. Train and Enjoy: DQN, PPO, ES For discrete Gym environments such as the KukaBulletEnv-v0 and RacecarBulletEnv-v0 you can use OpenAI Baselines DQN to train the model using a discrete action space. Some examples are provided how to train and enjoy those discrete environments: python -m pybullet_envs.baselines.train_pybullet_cartpole python -m pybullet_envs.baselines.train_pybullet_racecar OpenAI Baselines will save a .PKL file at specified intervals when the model improves. This .PKL file is used in the enjoy scripts: python -m pybullet_envs.baselines.enjoy_pybullet_cartpole python -m pybullet_envs.baselines.enjoy_pybullet_racecar There are also some pre-trained models that you can enjoy out-of-the-box. Here is a list of pretrained environments to enjoy: 52 python -m pybullet_envs.examples.enjoy_TF_AntBulletEnv_v0_2017may python -m pybullet_envs.examples.enjoy_TF_HalfCheetahBulletEnv_v0_2017may python -m pybullet_envs.examples.enjoy_TF_AntBulletEnv_v0_2017may python -m pybullet_envs.examples.enjoy_TF_HopperBulletEnv_v0_2017may python -m pybullet_envs.examples.enjoy_TF_HumanoidBulletEnv_v0_2017may python -m pybullet_envs.examples.enjoy_TF_InvertedDoublePendulumBulletEnv_v0_2017may python -m pybullet_envs.examples.enjoy_TF_InvertedPendulumBulletEnv_v0_2017may python -m pybullet_envs.examples.enjoy_TF_InvertedPendulumSwingupBulletEnv_v0_2017may python -m pybullet_envs.examples.enjoy_TF_Walker2DBulletEnv_v0_2017may Train using TensorFlow & PyTorch You can train various pybullet environments using TensorFlow Agents PPO. First install the required Python packages: pip install gym, tensorflow, agents, pybullet, ruamel.yaml Then for training use: python -m pybullet_envs.agents.train_ppo --config=pybullet_pendulum --logdir=pendulum The following environments are available as Agents config: pybullet_pendulum pybullet_doublependulum pybullet_pendulumswingup pybullet_cheetah pybullet_ant pybullet_racecar pybullet_minitaur You can use tensorboard to see the progress of the training: tensorboard --logdir=pendulum --port=2222 Open a web browser and visit localhost:2222 page. Here is an example graph from Tensorboard for the pendulum training: After training, you can visualize the trained model, creating a video or visualizing it using a physics server (python -m pybullet_envs.examples.runServer or ExampleBrowser in physics server mode or in Virtual Reality). If you start a local GUI physics server, the visualizer (bullet_client.py) will automatically connect 53 to it, and use OpenGL hardware rendering to create the video. Otherwise it will use the CPU tinyrenderer instead. To generate the video, use: python -m pybullet_envs.agents.visualize_ppo --logdir=pendulum/xxxxx --outdir=pendulum_video In a similar way you can train and visualize the Minitaur robot: python -m pybullet_envs.agents.train_ppo --config=pybullet_minitaur --logdir=pybullet_minitaur Here is an example video of the Minitaur gait: https://www.youtube.com/watch?v=tfqCHDoFHRQ Evolution Strategies (ES) There is an blog article by David Ha (hardmaru) how to train PyBullet environments using Evolution Strategies at http://blog.otoro.net/2017/11/12/evolving-stable-strategies . Train using PyTorch PPO We will add some description how to get started with PyTorch and pybullet. In the meanwhile, see this repository: https://github.com/ikostrikov/pytorch-a2c-ppo-acktr 54 Virtual Reality See also the vrBullet quickstart guide. The VR physics server uses the OpenVR API for HTC Vive and Oculus Rift Touch controller support. OpenVR is currently working on Windows, Valve is also working on a Linux version. See also https://www.youtube.com/watch?v=VMJyZtHQL50 for an example video of the VR example, part of Bullet, that can be fully controlled using PyBullet over shared memory, UDP or TCP connection. For VR on Windows, it is recommended to compile the Bullet Physics SDK using Microsoft Visual Studio (MSVC). Generate MSVC project files by running the "build_visual_studio_vr_pybullet_double.bat" script. You can customize this small script to point to the location of Python etc. Make sure to switch to 'Release' configuration of MSVC and build and run the App_PhysicsServer_SharedMemory_VR*.exe. By default, this VR application will present an empty world showing trackers/controllers (if available). getVREvents,setVRCameraState getVREvents will return a list events for a selected VR devices that changed state since the last call to getVREvents. When not providing any deviceTypeFilter, the default is to only report VR_DEVICE_CONTROLLER state. You can choose any combination of devices including VR_DEVICE_CONTROLLER, VR_DEVICE_HMD (Head Mounted Device) and VR_DEVICE_GENERIC_TRACKER (such as the HTC Vive Tracker). Note that VR_DEVICE_HMD and VR_DEVICE_GENERIC_TRACKER only report position and orientation events. getVREvents has the following parameters: optional deviceTypeFilter int default is VR_DEVICE_CONTROLLER . You can also choose VR_DEVICE_HMD or VR_DEVICE_GENERIC_TRACKER or any combination of them. optional allAnalogAxes int 1 for all analogue axes, 0 with just a single axis optional physicsClientId int if you are connected to multiple servers, you can pick one. The output parameters are: 55 controllerId int controller index (0..MAX_VR_CONTROLLERS) controllerPosition vec3, list of 3 floats controller position, in world space Cartesian coordinates controllerOrientation vec4, list of 4 floats controller orientation quaternion [x,y,z,w] in world space controllerAnalogueAxis float analogue axis value numButtonEvents int number of button events since last call to getVREvents numMoveEvents int number of move events since last call to getVREvents buttons int[64], list of button states (OpenVR has a maximum of 64 buttons) flags for each button: VR_BUTTON_IS_DOWN (currently held down), VR_BUTTON_WAS_TRIGGERED (went down at least once since last cal to getVREvents, VR_BUTTON_WAS_RELEASED (was released at least once since last call to getVREvents). Note that only VR_BUTTON_IS_DOWN reports actual current state. For example if the button went down and up, you can tell from the RELEASE/TRIGGERED flags, even though IS_DOWN is still false. Note that in the log file, those buttons are packed with 10 buttons in 1 integer (3 bits per button). deviceType int type of device: VR_DEVICE_CONTROLLER, VR_DEVICE_HMD or VR_DEVICE_GENERIC_TRACKER allAnalogAxes (only if explicitly requested!) list of 10 floats currently, MAX_VR_ANALOGUE_AXIS is 5, for each axis x and y value. See Bullet/examples/pybullet/examples/vrEvents.py for an example of VR drawing and Bullet/examples/pybullet/examples/vrTracker.py to track HMD and generic tracker. setVRCameraState setVRCameraState allows to set the camera root transform offset position and orientation. This allows to control the position of the VR camera in the virtual world. It is also possible to let the VR Camera track an object, such as a vehicle. setVRCameraState has the following arguments (there are no return values): optional rootPosition vec3, vector of 3 floats camera root position optional rootOrientation vec4, vector of 4 floats camera root orientation in quaternion [x,y,z,w] format. optional trackObject vec3, vector of 3 floats the object unique id to track optional trackObjectFlag int flags.VR_CAMERA_TRACK_OBJECT_ORIENTATIO N (if enabled, both position and orientation is tracked) optional physicsClientId int if you are connected to multiple servers, you can pick 56 one. Debug GUI, Lines, Text, Parameters PyBullet has some functionality to make it easier to debug, visualize and tune the simulation. This feature is only useful if there is some 3D visualization window, such as GUI mode or when connected to a separate physics server (such as Example Browser in 'Physics Server' mode or standalone Physics Server with OpenGL GUI). addUserDebugLine, Text You can add a 3d line specified by a 3d starting point (from) and end point (to), a color [red,green,blue], a line width and a duration in seconds. The arguments to addUserDebugline are: required lineFromXYZ vec3, list of 3 floats starting point of the line in Cartesian world coordinates required lineToXYZ vec3, list of 3 floats end point of the line in Cartesian world coordinates optional lineColorRGB vec3, list of 3 floats RGB color [Red, Green, Blue] each component in range [0..1] optional lineWidth float line width (limited by OpenGL implementation) optional lifeTime float use 0 for permanent line, or positive time in seconds (afterwards the line with be removed automatically) optional parentObjectUniqueId int new in upcoming PyBullet 1.0.8: draw line in local coordinates of a parent object/link. optional parentLinkIndex int new in upcoming PyBullet 1.0.8: draw line in local coordinates of a parent object/link. optional physicsClientId int if you are connected to multiple servers, you can pick one addUserDebugLine will return a non-negative unique id, that lets you remove the line using removeUserDebugItem. addUserDebugText You can add some 3d text at a specific location using a color and size. The input arguments are: 57 required text text text represented as a string (array of characters) required textPosition vec3, list of 3 floats 3d position of the text in Cartesian world coordinates [x,y,z] optional textColorRGB vec3, list of 3 floats RGB color [Red, Green, Blue] each component in range [0..1] optional textSize float Text size optional lifeTime float use 0 for permanent text, or positive time in seconds (afterwards the text with be removed automatically) optional textOrientation vec4, list of 4 floats By default, debug text will always face the camera, automatically rotation. By specifying a text orientation (quaternion), the orientation will be fixed in world space or local space (when parent is specified). Note that a different implementation/shader is used for camera facing text, with different appearance: camera facing text uses bitmap fonts, text with specified orientation uses TrueType fonts.. optional parentObjectUniqueId int new in upcoming PyBullet 1.0.8: draw line in local coordinates of a parent object/link. optional parentLinkIndex int new in upcoming PyBullet 1.0.8: draw line in local coordinates of a parent object/link. optional physicsClientId int if you are connected to multiple servers, you can pick one addUserDebugText will return a non-negative unique id, that lets you remove the line using removeUserDebugItem. See also pybullet/examples/debugDrawItems.py addUserDebugParameter addUserDebugParameter lets you add custom sliders to tune parameters. It will return a unique id. This lets you read the value of the parameter using readUserDebugParameter. The input parameters of addUserDebugParameter are: required paramName string name of the parameter required rangeMin float minimum value required rangeMax float maximum value required startValue float starting value optional physicsClientId int if you are connected to multiple servers, you can pick one 58 The input parameters of readUserDebugParameter are: required itemUniqueId int the unique id returned by 'addUserDebugParameter) optional physicsClientId int if you are connected to multiple servers, you can pick one Return value is the most up-to-date reading of the parameter. removeUserDebugItem/All The functions to add user debug lines, text or parameters will return a non-negative unique id if it succeeded. You can remove the debug item using this unique id using the removeUserDebugItem method.The input parameters are: required itemUniqueId int unique id of the debug item to be removed (line, text etc) optional physicsClientId int if you are connected to multiple servers, you can pick one removeAllUserDebugItems This API will remove all debug items (text, lines etc). setDebugObjectColor The built-in OpenGL visualizers have a wireframe debug rendering feature: press 'w' to toggle. The wireframe has some default colors. You can override the color of a specific object and link using setDebugObjectColor. The input parameters are: required objectUniqueId int unique id of the object required linkIndex int link index optional objectDebugColorRGB vec3, list of 3 floats debug color in [Red,Green,Blue]. If not provided, the custom color will be removed. optional physicsClientId int if you are connected to multiple servers, you can pick one 59 configureDebugVisualizer You can configure some settings of the built-in OpenGL visualizer, such as enabling or disabling wireframe, shadows and GUI rendering. This is useful since some laptops or Desktop GUIs have performance issues with our OpenGL 3 visualizer. required flag int The feature to enable or disable, such as COV_ENABLE_WIREFRAME, COV_ENABLE_SHADOWS,COV_ENABLE_GUI, COV_ENABLE_VR_PICKING, COV_ENABLE_VR_TELEPORTING, COV_ENABLE_RENDERING, COV_ENABLE_TINY_RENDERER, COV_ENABLE_VR_RENDER_CONTROLLERS, COV_ENABLE_KEYBOARD_SHORTCUTS, COV_ENABLE_MOUSE_PICKING, COV_ENABLE_Y_AXIS_UP (Z is default world up axis),COV_ENABLE_RGB_BUFFER_PREVIEW, COV_ENABLE_DEPTH_BUFFER_PREVIEW, COV_ENABLE_SEGMENTATION_MARK_PREVIEW required enable int 0 or 1 optional physicsClientId int if you are connected to multiple servers, you can pick one Example: pybullet.configureDebugVisualizer(pybullet.COV_ENABLE_WIREFRAME,1) get/resetDebugVisualizerCamera Warning: the return arguments of getDebugVisualizerCamera are in a different order than resetDebugVisualizerCamera. Will be fixed in a future API revision. resetDebugVisualizerCamera You can reset the 3D OpenGL debug visualizer camera distance (between eye and camera target position), camera yaw and pitch and camera target position. required cameraDistance float distance from eye to camera target position required cameraYaw float camera yaw angle (in degrees) left/right required cameraPitch float camera pitch angle (in degrees) up/down required cameraTargetPosition vec3, list of 3 floats cameraTargetPosition is the camera focus point optional physicsClientId int if you are connected to multiple servers, you can pick one 60 Example: pybullet.resetDebugVisualizerCamera( cameraDistance=3, cameraYaw=30, cameraPitch=52, cameraTargetPosition=[0,0,0]) getDebugVisualizerCamera You can get the width and height (in pixels) of the camera, its view and projection matrix using this command. Input parameter is the optional physicsClientId. Output information is: width int width of the camera image in pixels height int height of the camera image in pixels viewMatrix float16, list of 16 floats view matrix of the camera projectionMatrix float16, list of 16 floats projection matrix of the camera cameraUp float3, list of 3 floats up axis of the camera, in Cartesian world space coordinates cameraForward float3, list of 3 floats forward axis of the camera, in Cartesian world space coordinates horizontal float3, list of 3 floats TBD. This is a horizontal vector that can be used to generate rays (for mouse picking or creating a simple ray tracer for example) vertical float3, list of 3 floats TBD.This is a vertical vector that can be used to generate rays(for mouse picking or creating a simple ray tracer for example). yaw float yaw angle of the camera, in Cartesian local space coordinates pitch float pitch angle of the camera, in Cartesian local space coordinates dist float distance between the camera and the camera target target float3, list of 3 floats target of the camera, in Cartesian world space coordinates getKeyboardEvents, getMouseEvents You can receive all keyboard events that happened since the last time you called 'getKeyboardEvents'. Each event has a keycode and a state. The state is a bit flag combination of KEY_IS_DOWN, KEY_WAS_TRIGGERED and KEY_WAS_RELEASED. If a key is going from 'up' to 'down' state, you receive the KEY_IS_DOWN state, as well as the KEY_WAS_TRIGGERED state. If a key was pressed and released, the state will be KEY_IS_DOWN and KEY_WAS_RELEASED. 61 Some special keys are defined: B3G_F1 … B3G_F12, B3G_LEFT_ARROW, B3G_RIGHT_ARROW, B3G_UP_ARROW, B3G_DOWN_ARROW, B3G_PAGE_UP, B3G_PAGE_DOWN, B3G_PAGE_END, B3G_HOME, B3G_DELETE, B3G_INSERT, B3G_ALT, B3G_SHIFT, B3G_CONTROL, B3G_RETURN. The input of getKeyboardEvents is an optional physicsClientId: optional physicsClientId int if you are connected to multiple servers, you can pick one The output is a dictionary of keycode 'key' and keyboard state 'value'. getMouseEvents Similar to getKeyboardEvents, you can get the mouse events that happened since the last call to getMouseEvents. All the mouse move events are merged into a single mouse move event with the most up-to-date position. In addition, all mouse button events for a given button are merged. If a button went down and up, the state will be 'KEY_WAS_TRIGGERED '. We reuse the KEY_WAS_TRIGGERED /KEY_IS_DOWN /KEY_WAS_RELEASED for the mouse button states. Input arguments to getMouseEvents are: optional physicsClientId int if you are connected to multiple servers, you can pick one The output is a list of mouse events in the following format: eventType int MOUSE_MOVE_EVENT=1, MOUSE_BUTTON_EVENT=2 mousePosX float x-coordinates of the mouse pointer mousePosY float y-coordinates of the mouse pointer buttonIndex int button index for left/middle/right mouse button buttonState int flag KEY_WAS_TRIGGERED /KEY_IS_DOWN /KEY_WAS_RELEASED Build and install PyBullet There are a few different ways to install PyBullet on Windows, Mac OSX and Linux. We use Python 2.7 and Python 3.5.2, but expect most Python 2.x and Python 3.x versions should work. The easiest to get PyBullet to work is using pip or python setup.py: 62 Using Python pip Make sure Python and pip is installed, and then run: pip install pybullet Note that if you used pip to install PyBullet, it is still beneficial to also install the C++ Bullet Physics SDK: it includes data files, physics servers and tools useful for PyBullet. You can also run 'python setup.py build' and 'python setup.py install' in the root of the Bullet Physics SDK (get the SDK from http://github.com/bulletphysics/bullet3) See also https://pypi.python.org/pypi/pybullet Alternatively you can install PyBullet from source code using premake (Windows) or cmake: Using premake for Windows Make sure some Python version is installed in c:\python-3.5.2 (or other version folder name) First get the source code from github, using git clone https://github.com/bulletphysics/bullet3 Click on build_visual_studio_vr_pybullet_double.bat and open the 0_Bullet3Solution.sln project in Visual Studio, convert projects if needed. Switch to Release mode, and compile the 'pybullet' project. Then there are a few options to import pybullet in a Python interpreter: 1) Rename pybullet_vs2010..dll to pybullet.pyd and start the Python.exe interpreter using bullet/bin as the current working directory. Optionally for debugging: rename bullet/bin/pybullet_vs2010_debug.dll to pybullet_d.pyd and start python_d.exe) 2) Rename bullet/bin/pybullet_vs2010..dll to pybullet.pyd and use command prompt: set PYTHONPATH=c:\develop\bullet3\bin (replace with actual folder where Bullet is located) or create this PYTHONPATH environment variable using Windows GUI 3) create an administrator prompt (cmd.exe) and create a symbolic link as follows 63 cd c:\python-3.5.2\dlls mklink pybullet.pyd c:\develop\bullet3\bin\pybullet_vs2010.dll Then run python.exe and import pybullet should work. Using cmake on Linux and Mac OSX Note that the recommended way is to use sudo pip install pybullet (or pip3). Using cmake or premake or other build systems is only for developers who know what they are doing, and is unsupported in general. First get the source code from github, using git clone https://github.com/bulletphysics/bullet3 1) Download and install cmake 2) Run the shell script in the root of Bullet: build_cmake_pybullet_double.sh 3) Make sure Python finds our pybullet.so module: export PYTHONPATH = /your_path_to_bullet/build_cmake/examples/pybullet That's it. Test pybullet by running a python interpreter and enter 'import pybullet' to see if the module loads. If so, you can play with the pybullet scripts in Bullet/examples/pybullet. Possible Mac OSX Issues ● If you have any issues importing pybullet on Mac OSX, make sure you run the right Python interpreter, matching the include/libraries set in -DPYTHON_INCLUDE_DIR and -DPYTHON_LIBRARY (using cmake). It is possible that you have multiple Python interpreters installed, for example when using homebrew. See this comment for an example. Possible Linux Issues ● ● ● Make sure OpenGL is installed When using Anaconda as Python distribution, conda install libgcc so that ‘GLIBCXX’ is found (see http://askubuntu.com/questions/575505/glibcxx-3-4-20-not-found-how-to-fix-this-error) It is possible that cmake cannot find the python libs when using Anaconda as Python distribution. You can add them manually by going to the ../build_cmake/CMakeCache.txt file and changing following line: 64 ‘PYTHON_LIBRARY:FILEPATH=/usr/lib/python2.7/config-x86_64-linux-gnu/libpython2.7 .so’ GPU or virtual machine lacking OpenGL 3 ● ● By default PyBullet uses OpenGL 3. Some remote desktop environments and GPUs don't support OpenGL 3, leading to artifacts (grey screen) or even crashes. You can use the --opengl2 flag to fall back to OpenGL 2. This is not fully supported, but it give you some way to view the scene.: ○ pybullet.connect(pybullet.GUI,options="--opengl2") Alternatively, you can run the physics server on the remote machine, with UDP or TCP bridge, and connect from local laptop to the remote server over UDP tunneling. (todo: describe steps in detail) Support, Tips, Citation Question: Answer: Where do we go for support and to report issues? There is a discussion forum at http://pybullet.org/Bullet and an issue tracker at https://github.com/bulletphysics/bullet3 Question: Answer: How do we add a citation to PyBullet in our academic paper? Question: Answer: What happens to Bullet 2.x and the Bullet 3 OpenCL implementation? PyBullet is wrapping the Bullet C-API. We will put the Bullet 3 OpenCL GPU API (and future Bullet 4.x API) behind this C-API. So if you use PyBullet or the C-API you are future-proof. Not to be confused with the Bullet 2.x C++ API. Question: Should I use torque/force control or velocity/position control mode? In general it is best to start with position or velocity control. It will take much more effort to get force/torque control working reliably. Question: Answer: How to turn off gravity only for some parts of a robot (for example the arm)? @MISC{coumans2018, author = {Erwin Coumans and Yunfei Bai}, title = {PyBullet, a Python module for physics simulation for games, robotics and machine learning}, howpublished = {\url{http://pybullet.org}}, year = {2016--2018} } At the moment this is not exposed, so you would need to either turn of gravity acceleration for all objects, and manually apply gravity for the objects that need it. 65 Or you can actively compute gravity compensation forces, like happens on a real robot. Since Bullet has a full constraint system, it would be trivial to compute those anti-gravity forces: You could run a second simulation (PyBullet lets you connect to multiple physics servers) and position the robot under gravity, set joint position control to keep the position as desired, and gather those 'anti-gravity' forces. Then apply those in the main simulation. Question: Answer: How to scale up/down objects? You can use the globalScaleFactor value as optional argument to loadURDF and loadSDF. Otherwise scaling of visual shapes and collision shapes is part of most file formats, such as URDF and SDF. At the moment you cannot rescale objects. Question: Answer: How can I get textures in my models? You can use the Wavefront .obj file format. This will support material files (.mtl). There are various examples using textures in the Bullet/data folder. You can change the texture for existing textured objects using the 'changeTexture' API. Question: Answer: Which texture file formats are valid for PyBullet? Bullet uses stb_image to load texture files, which loads PNG, JPG,TGA, GIF etc. see stb_image.h for details. Question: How can I improve the performance and stability of the collision detection? Answer: There are many ways to optimize, for example: shape type 1) Choose one or multiple primitive collision shape types such as box, sphere, capsule, cylinder to approximate an object, instead of using convex or concave triangle meshes. 2) If you really need to use triangle meshes, create a convex decomposition using Hierarchical Approximate Convex Decomposition (v-HACD). The test_hacd utility converts convex triangle mesh in an OBJ file into a new OBJ file with multiple convex hull objects. See for example Bullet/data/teddy_vhacd.urdf pointing to Bullet/data/teddy2_VHACD_CHs.obj, or duck_vhacd.urdf pointing to duck_vhacd.obj. 3) Reduce the number of vertices in a triangle mesh. For example Blender 3D has a great mesh decimation modifier that interactively lets you see the result of the mesh simplification. 4) Use rolling friction and spinning friction for round objects such as sphere and capsules and robotic grippers using the and nodes inside nodes. See for example Bullet/data/sphere2.urdf 5) Use a small amount of compliance for wheels using the inside the URDF xml node. See for example the Bullet/data/husky/husky.urdf vehicle. 6) Use the double precision build of Bullet, this is good both for contact stability and collision accuracy. Choose some good constraint solver setting and time step. 66 7) Decouple the physics simulation from the graphics. PyBullet already does this for the GUI and various physics servers: the OpenGL graphics visualization runs in its own thread, independent of the physics simulation. Question: What are the options for friction handling? Answer: by default, Bullet and PyBullet uses an exact implicit cone friction for the Coulomb friction model. In addition, You can enable rolling and spinning friction by adding a and node inside the node, see the Bullet/data/sphere2.urdf for example. Instead of the cone friction, you can enable pyramidal approximation. Question: What kind of constant or threshold inside Bullet, that makes high speeds impossible? Answer: By default, Bullet relies on discrete collision detection in combination with penetration recovery. Relying purely on discrete collision detection means that an object should not travel faster than its own radius within one timestep. PyBullet uses 1./240 as a default timestep. Time steps larger than 1./60 can introduce instabilities for various reasons (deep penetrations, numerical integrator). Bullet has is an option for continuous collision detection to catch collisions for objects that move faster than their own radius within one timestep. Unfortunately, this continuous collision detection can introduce its own issues (performance and non-physical response, lack of restitution), hence this experimental feature is not enabled by default.
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