in env_humanoid_base.py [0:0]
def render(self, rm):
colors = rm.COLORS_FOR_AGENTS
rm.gl.glEnable(rm.gl.GL_LIGHTING)
rm.gl.glEnable(rm.gl.GL_BLEND)
rm.gl.glBlendFunc(rm.gl.GL_SRC_ALPHA, rm.gl.GL_ONE_MINUS_SRC_ALPHA)
self._base_env.render(rm,
ground_height=self.get_ground_height())
if rm.flag['target_pose']:
for i in range(self._num_agent):
if self._target_pose[i] is None: continue
agent = self._kin_agent[i]
agent_state = agent.save_states()
agent.set_pose(self._target_pose[i])
rm.gl.glPushAttrib(rm.gl.GL_LIGHTING|rm.gl.GL_DEPTH_TEST|rm.gl.GL_BLEND)
rm.bullet_render.render_model(self._pb_client,
agent._body_id,
draw_link=True,
draw_link_info=False,
draw_joint=rm.flag['joint'],
draw_joint_geom=False,
ee_indices=agent._char_info.end_effector_indices,
color=[colors[i][0], colors[i][1], colors[i][2], 0.5])
rm.gl.glPopAttrib()
agent.restore_states(agent_state)
if rm.flag['kin_model']:
for i in range(self._num_agent):
agent = self._kin_agent[i]
rm.gl.glPushAttrib(rm.gl.GL_LIGHTING|rm.gl.GL_DEPTH_TEST|rm.gl.GL_BLEND)
rm.bullet_render.render_model(self._pb_client,
agent._body_id,
draw_link=True,
draw_link_info=False,
draw_joint=rm.flag['joint'],
draw_joint_geom=False,
ee_indices=agent._char_info.end_effector_indices,
color=[colors[i][0], colors[i][1], colors[i][2], 0.5])
if rm.flag['com_vel']:
p, Q, v, w = agent.get_root_state()
p, v = agent.get_com_and_com_vel()
rm.gl_render.render_arrow(p, p+v, D=0.01, color=[0.5, 0.5, 0.5, 1])
rm.gl.glPopAttrib()