Source code for rofunc.learning.RofuncRL.tasks.isaacgymenv.anymal_terrain

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import os

from isaacgym import gymtorch
from isaacgym.torch_utils import *

from rofunc.learning.RofuncRL.tasks.isaacgymenv.base.vec_task import VecTask


[docs]class AnymalTerrain(VecTask): def __init__(self, cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render): self.cfg = cfg self.height_samples = None self.custom_origins = False self.debug_viz = self.cfg["env"]["enableDebugVis"] self.init_done = False # normalization self.lin_vel_scale = self.cfg["env"]["learn"]["linearVelocityScale"] self.ang_vel_scale = self.cfg["env"]["learn"]["angularVelocityScale"] self.dof_pos_scale = self.cfg["env"]["learn"]["dofPositionScale"] self.dof_vel_scale = self.cfg["env"]["learn"]["dofVelocityScale"] self.height_meas_scale = self.cfg["env"]["learn"]["heightMeasurementScale"] self.action_scale = self.cfg["env"]["control"]["actionScale"] # reward scales self.rew_scales = {} self.rew_scales["termination"] = self.cfg["env"]["learn"]["terminalReward"] self.rew_scales["lin_vel_xy"] = self.cfg["env"]["learn"]["linearVelocityXYRewardScale"] self.rew_scales["lin_vel_z"] = self.cfg["env"]["learn"]["linearVelocityZRewardScale"] self.rew_scales["ang_vel_z"] = self.cfg["env"]["learn"]["angularVelocityZRewardScale"] self.rew_scales["ang_vel_xy"] = self.cfg["env"]["learn"]["angularVelocityXYRewardScale"] self.rew_scales["orient"] = self.cfg["env"]["learn"]["orientationRewardScale"] self.rew_scales["torque"] = self.cfg["env"]["learn"]["torqueRewardScale"] self.rew_scales["joint_acc"] = self.cfg["env"]["learn"]["jointAccRewardScale"] self.rew_scales["base_height"] = self.cfg["env"]["learn"]["baseHeightRewardScale"] self.rew_scales["air_time"] = self.cfg["env"]["learn"]["feetAirTimeRewardScale"] self.rew_scales["collision"] = self.cfg["env"]["learn"]["kneeCollisionRewardScale"] self.rew_scales["stumble"] = self.cfg["env"]["learn"]["feetStumbleRewardScale"] self.rew_scales["action_rate"] = self.cfg["env"]["learn"]["actionRateRewardScale"] self.rew_scales["hip"] = self.cfg["env"]["learn"]["hipRewardScale"] # command ranges self.command_x_range = self.cfg["env"]["randomCommandVelocityRanges"]["linear_x"] self.command_y_range = self.cfg["env"]["randomCommandVelocityRanges"]["linear_y"] self.command_yaw_range = self.cfg["env"]["randomCommandVelocityRanges"]["yaw"] # base init state pos = self.cfg["env"]["baseInitState"]["pos"] rot = self.cfg["env"]["baseInitState"]["rot"] v_lin = self.cfg["env"]["baseInitState"]["vLinear"] v_ang = self.cfg["env"]["baseInitState"]["vAngular"] self.base_init_state = pos + rot + v_lin + v_ang # default joint positions self.named_default_joint_angles = self.cfg["env"]["defaultJointAngles"] # other self.decimation = self.cfg["env"]["control"]["decimation"] self.dt = self.decimation * self.cfg["sim"]["dt"] self.max_episode_length_s = self.cfg["env"]["learn"]["episodeLength_s"] self.max_episode_length = int(self.max_episode_length_s / self.dt + 0.5) self.push_interval = int(self.cfg["env"]["learn"]["pushInterval_s"] / self.dt + 0.5) self.allow_knee_contacts = self.cfg["env"]["learn"]["allowKneeContacts"] self.Kp = self.cfg["env"]["control"]["stiffness"] self.Kd = self.cfg["env"]["control"]["damping"] self.curriculum = self.cfg["env"]["terrain"]["curriculum"] for key in self.rew_scales.keys(): self.rew_scales[key] *= self.dt super().__init__(config=self.cfg, rl_device=rl_device, sim_device=sim_device, graphics_device_id=graphics_device_id, headless=headless, virtual_screen_capture=virtual_screen_capture, force_render=force_render) if self.graphics_device_id != -1: p = self.cfg["env"]["viewer"]["pos"] lookat = self.cfg["env"]["viewer"]["lookat"] cam_pos = gymapi.Vec3(p[0], p[1], p[2]) cam_target = gymapi.Vec3(lookat[0], lookat[1], lookat[2]) self.gym.viewer_camera_look_at(self.viewer, None, cam_pos, cam_target) # get gym GPU state tensors actor_root_state = self.gym.acquire_actor_root_state_tensor(self.sim) dof_state_tensor = self.gym.acquire_dof_state_tensor(self.sim) net_contact_forces = self.gym.acquire_net_contact_force_tensor(self.sim) self.gym.refresh_dof_state_tensor(self.sim) self.gym.refresh_actor_root_state_tensor(self.sim) self.gym.refresh_net_contact_force_tensor(self.sim) # create some wrapper tensors for different slices self.root_states = gymtorch.wrap_tensor(actor_root_state) self.dof_state = gymtorch.wrap_tensor(dof_state_tensor) self.dof_pos = self.dof_state.view(self.num_envs, self.num_dof, 2)[..., 0] self.dof_vel = self.dof_state.view(self.num_envs, self.num_dof, 2)[..., 1] self.contact_forces = gymtorch.wrap_tensor(net_contact_forces).view(self.num_envs, -1, 3) # shape: num_envs, num_bodies, xyz axis # initialize some data used later on self.common_step_counter = 0 self.extras = {} self.noise_scale_vec = self._get_noise_scale_vec(self.cfg) self.commands = torch.zeros(self.num_envs, 4, dtype=torch.float, device=self.device, requires_grad=False) # x vel, y vel, yaw vel, heading self.commands_scale = torch.tensor([self.lin_vel_scale, self.lin_vel_scale, self.ang_vel_scale], device=self.device, requires_grad=False, ) self.gravity_vec = to_torch(get_axis_params(-1., self.up_axis_idx), device=self.device).repeat( (self.num_envs, 1)) self.forward_vec = to_torch([1., 0., 0.], device=self.device).repeat((self.num_envs, 1)) self.torques = torch.zeros(self.num_envs, self.num_actions, dtype=torch.float, device=self.device, requires_grad=False) self.actions = torch.zeros(self.num_envs, self.num_actions, dtype=torch.float, device=self.device, requires_grad=False) self.last_actions = torch.zeros(self.num_envs, self.num_actions, dtype=torch.float, device=self.device, requires_grad=False) self.feet_air_time = torch.zeros(self.num_envs, 4, dtype=torch.float, device=self.device, requires_grad=False) self.last_dof_vel = torch.zeros_like(self.dof_vel) self.height_points = self.init_height_points() self.measured_heights = None # joint positions offsets self.default_dof_pos = torch.zeros_like(self.dof_pos, dtype=torch.float, device=self.device, requires_grad=False) for i in range(self.num_actions): name = self.dof_names[i] angle = self.named_default_joint_angles[name] self.default_dof_pos[:, i] = angle # reward episode sums torch_zeros = lambda: torch.zeros(self.num_envs, dtype=torch.float, device=self.device, requires_grad=False) self.episode_sums = {"lin_vel_xy": torch_zeros(), "lin_vel_z": torch_zeros(), "ang_vel_z": torch_zeros(), "ang_vel_xy": torch_zeros(), "orient": torch_zeros(), "torques": torch_zeros(), "joint_acc": torch_zeros(), "base_height": torch_zeros(), "air_time": torch_zeros(), "collision": torch_zeros(), "stumble": torch_zeros(), "action_rate": torch_zeros(), "hip": torch_zeros()} self.reset_idx(torch.arange(self.num_envs, device=self.device)) self.init_done = True
[docs] def create_sim(self): self.up_axis_idx = 2 # index of up axis: Y=1, Z=2 self.sim = super().create_sim(self.device_id, self.graphics_device_id, self.physics_engine, self.sim_params) terrain_type = self.cfg["env"]["terrain"]["terrainType"] if terrain_type == 'plane': self._create_ground_plane() elif terrain_type == 'trimesh': self._create_trimesh() self.custom_origins = True self._create_envs(self.num_envs, self.cfg["env"]['envSpacing'], int(np.sqrt(self.num_envs)))
def _get_noise_scale_vec(self, cfg): noise_vec = torch.zeros_like(self.obs_buf[0]) self.add_noise = self.cfg["env"]["learn"]["addNoise"] noise_level = self.cfg["env"]["learn"]["noiseLevel"] noise_vec[:3] = self.cfg["env"]["learn"]["linearVelocityNoise"] * noise_level * self.lin_vel_scale noise_vec[3:6] = self.cfg["env"]["learn"]["angularVelocityNoise"] * noise_level * self.ang_vel_scale noise_vec[6:9] = self.cfg["env"]["learn"]["gravityNoise"] * noise_level noise_vec[9:12] = 0. # commands noise_vec[12:24] = self.cfg["env"]["learn"]["dofPositionNoise"] * noise_level * self.dof_pos_scale noise_vec[24:36] = self.cfg["env"]["learn"]["dofVelocityNoise"] * noise_level * self.dof_vel_scale noise_vec[36:176] = self.cfg["env"]["learn"]["heightMeasurementNoise"] * noise_level * self.height_meas_scale noise_vec[176:188] = 0. # previous actions return noise_vec def _create_ground_plane(self): plane_params = gymapi.PlaneParams() plane_params.normal = gymapi.Vec3(0.0, 0.0, 1.0) plane_params.static_friction = self.cfg["env"]["terrain"]["staticFriction"] plane_params.dynamic_friction = self.cfg["env"]["terrain"]["dynamicFriction"] plane_params.restitution = self.cfg["env"]["terrain"]["restitution"] self.gym.add_ground(self.sim, plane_params) def _create_trimesh(self): self.terrain = Terrain(self.cfg["env"]["terrain"], num_robots=self.num_envs) tm_params = gymapi.TriangleMeshParams() tm_params.nb_vertices = self.terrain.vertices.shape[0] tm_params.nb_triangles = self.terrain.triangles.shape[0] tm_params.transform.p.x = -self.terrain.border_size tm_params.transform.p.y = -self.terrain.border_size tm_params.transform.p.z = 0.0 tm_params.static_friction = self.cfg["env"]["terrain"]["staticFriction"] tm_params.dynamic_friction = self.cfg["env"]["terrain"]["dynamicFriction"] tm_params.restitution = self.cfg["env"]["terrain"]["restitution"] self.gym.add_triangle_mesh(self.sim, self.terrain.vertices.flatten(order='C'), self.terrain.triangles.flatten(order='C'), tm_params) self.height_samples = torch.tensor(self.terrain.heightsamples).view(self.terrain.tot_rows, self.terrain.tot_cols).to(self.device) def _create_envs(self, num_envs, spacing, num_per_row): asset_root = os.path.join(os.path.dirname(os.path.abspath(__file__)), '../../assets') asset_file = self.cfg["env"]["urdfAsset"]["file"] asset_path = os.path.join(asset_root, asset_file) asset_root = os.path.dirname(asset_path) asset_file = os.path.basename(asset_path) asset_options = gymapi.AssetOptions() asset_options.default_dof_drive_mode = gymapi.DOF_MODE_EFFORT asset_options.collapse_fixed_joints = True asset_options.replace_cylinder_with_capsule = True asset_options.flip_visual_attachments = True asset_options.fix_base_link = self.cfg["env"]["urdfAsset"]["fixBaseLink"] asset_options.density = 0.001 asset_options.angular_damping = 0.0 asset_options.linear_damping = 0.0 asset_options.armature = 0.0 asset_options.thickness = 0.01 asset_options.disable_gravity = False anymal_asset = self.gym.load_asset(self.sim, asset_root, asset_file, asset_options) self.num_dof = self.gym.get_asset_dof_count(anymal_asset) self.num_bodies = self.gym.get_asset_rigid_body_count(anymal_asset) # prepare friction randomization rigid_shape_prop = self.gym.get_asset_rigid_shape_properties(anymal_asset) friction_range = self.cfg["env"]["learn"]["frictionRange"] num_buckets = 100 friction_buckets = torch_rand_float(friction_range[0], friction_range[1], (num_buckets, 1), device=self.device) self.base_init_state = to_torch(self.base_init_state, device=self.device, requires_grad=False) start_pose = gymapi.Transform() start_pose.p = gymapi.Vec3(*self.base_init_state[:3]) body_names = self.gym.get_asset_rigid_body_names(anymal_asset) self.dof_names = self.gym.get_asset_dof_names(anymal_asset) foot_name = self.cfg["env"]["urdfAsset"]["footName"] knee_name = self.cfg["env"]["urdfAsset"]["kneeName"] feet_names = [s for s in body_names if foot_name in s] self.feet_indices = torch.zeros(len(feet_names), dtype=torch.long, device=self.device, requires_grad=False) knee_names = [s for s in body_names if knee_name in s] self.knee_indices = torch.zeros(len(knee_names), dtype=torch.long, device=self.device, requires_grad=False) self.base_index = 0 dof_props = self.gym.get_asset_dof_properties(anymal_asset) # env origins self.env_origins = torch.zeros(self.num_envs, 3, device=self.device, requires_grad=False) if not self.curriculum: self.cfg["env"]["terrain"]["maxInitMapLevel"] = self.cfg["env"]["terrain"][ "numLevels"] - 1 self.terrain_levels = torch.randint(0, self.cfg["env"]["terrain"]["maxInitMapLevel"] + 1, (self.num_envs,), device=self.device) self.terrain_types = torch.randint(0, self.cfg["env"]["terrain"]["numTerrains"], (self.num_envs,), device=self.device) if self.custom_origins: self.terrain_origins = torch.from_numpy(self.terrain.env_origins).to(self.device).to(torch.float) spacing = 0. env_lower = gymapi.Vec3(-spacing, -spacing, 0.0) env_upper = gymapi.Vec3(spacing, spacing, spacing) self.anymal_handles = [] self.envs = [] for i in range(self.num_envs): # create env instance env_handle = self.gym.create_env(self.sim, env_lower, env_upper, num_per_row) if self.custom_origins: self.env_origins[i] = self.terrain_origins[self.terrain_levels[i], self.terrain_types[i]] pos = self.env_origins[i].clone() pos[:2] += torch_rand_float(-1., 1., (2, 1), device=self.device).squeeze(1) start_pose.p = gymapi.Vec3(*pos) for s in range(len(rigid_shape_prop)): rigid_shape_prop[s].friction = friction_buckets[i % num_buckets] self.gym.set_asset_rigid_shape_properties(anymal_asset, rigid_shape_prop) anymal_handle = self.gym.create_actor(env_handle, anymal_asset, start_pose, "anymal", i, 0, 0) self.gym.set_actor_dof_properties(env_handle, anymal_handle, dof_props) self.envs.append(env_handle) self.anymal_handles.append(anymal_handle) for i in range(len(feet_names)): self.feet_indices[i] = self.gym.find_actor_rigid_body_handle(self.envs[0], self.anymal_handles[0], feet_names[i]) for i in range(len(knee_names)): self.knee_indices[i] = self.gym.find_actor_rigid_body_handle(self.envs[0], self.anymal_handles[0], knee_names[i]) self.base_index = self.gym.find_actor_rigid_body_handle(self.envs[0], self.anymal_handles[0], "base")
[docs] def check_termination(self): self.reset_buf = torch.norm(self.contact_forces[:, self.base_index, :], dim=1) > 1. if not self.allow_knee_contacts: knee_contact = torch.norm(self.contact_forces[:, self.knee_indices, :], dim=2) > 1. self.reset_buf |= torch.any(knee_contact, dim=1) self.reset_buf = torch.where(self.progress_buf >= self.max_episode_length - 1, torch.ones_like(self.reset_buf), self.reset_buf)
[docs] def compute_observations(self): self.measured_heights = self.get_heights() heights = torch.clip(self.root_states[:, 2].unsqueeze(1) - 0.5 - self.measured_heights, -1, 1.) * self.height_meas_scale self.obs_buf = torch.cat((self.base_lin_vel * self.lin_vel_scale, self.base_ang_vel * self.ang_vel_scale, self.projected_gravity, self.commands[:, :3] * self.commands_scale, self.dof_pos * self.dof_pos_scale, self.dof_vel * self.dof_vel_scale, heights, self.actions ), dim=-1)
[docs] def compute_reward(self): # velocity tracking reward lin_vel_error = torch.sum(torch.square(self.commands[:, :2] - self.base_lin_vel[:, :2]), dim=1) ang_vel_error = torch.square(self.commands[:, 2] - self.base_ang_vel[:, 2]) rew_lin_vel_xy = torch.exp(-lin_vel_error / 0.25) * self.rew_scales["lin_vel_xy"] rew_ang_vel_z = torch.exp(-ang_vel_error / 0.25) * self.rew_scales["ang_vel_z"] # other base velocity penalties rew_lin_vel_z = torch.square(self.base_lin_vel[:, 2]) * self.rew_scales["lin_vel_z"] rew_ang_vel_xy = torch.sum(torch.square(self.base_ang_vel[:, :2]), dim=1) * self.rew_scales["ang_vel_xy"] # orientation penalty rew_orient = torch.sum(torch.square(self.projected_gravity[:, :2]), dim=1) * self.rew_scales["orient"] # base height penalty rew_base_height = torch.square(self.root_states[:, 2] - 0.52) * self.rew_scales[ "base_height"] # TODO add target base height to cfg # torque penalty rew_torque = torch.sum(torch.square(self.torques), dim=1) * self.rew_scales["torque"] # joint acc penalty rew_joint_acc = torch.sum(torch.square(self.last_dof_vel - self.dof_vel), dim=1) * self.rew_scales["joint_acc"] # collision penalty knee_contact = torch.norm(self.contact_forces[:, self.knee_indices, :], dim=2) > 1. rew_collision = torch.sum(knee_contact, dim=1) * self.rew_scales["collision"] # sum vs any ? # stumbling penalty stumble = (torch.norm(self.contact_forces[:, self.feet_indices, :2], dim=2) > 5.) * ( torch.abs(self.contact_forces[:, self.feet_indices, 2]) < 1.) rew_stumble = torch.sum(stumble, dim=1) * self.rew_scales["stumble"] # action rate penalty rew_action_rate = torch.sum(torch.square(self.last_actions - self.actions), dim=1) * self.rew_scales[ "action_rate"] # air time reward # contact = torch.norm(contact_forces[:, feet_indices, :], dim=2) > 1. contact = self.contact_forces[:, self.feet_indices, 2] > 1. first_contact = (self.feet_air_time > 0.) * contact self.feet_air_time += self.dt rew_airTime = torch.sum((self.feet_air_time - 0.5) * first_contact, dim=1) * self.rew_scales[ "air_time"] # reward only on first contact with the ground rew_airTime *= torch.norm(self.commands[:, :2], dim=1) > 0.1 # no reward for zero command self.feet_air_time *= ~contact # cosmetic penalty for hip motion rew_hip = torch.sum(torch.abs(self.dof_pos[:, [0, 3, 6, 9]] - self.default_dof_pos[:, [0, 3, 6, 9]]), dim=1) * \ self.rew_scales["hip"] # total reward self.rew_buf = rew_lin_vel_xy + rew_ang_vel_z + rew_lin_vel_z + rew_ang_vel_xy + rew_orient + rew_base_height + \ rew_torque + rew_joint_acc + rew_collision + rew_action_rate + rew_airTime + rew_hip + rew_stumble self.rew_buf = torch.clip(self.rew_buf, min=0., max=None) # add termination reward self.rew_buf += self.rew_scales["termination"] * self.reset_buf * ~self.timeout_buf # log episode reward sums self.episode_sums["lin_vel_xy"] += rew_lin_vel_xy self.episode_sums["ang_vel_z"] += rew_ang_vel_z self.episode_sums["lin_vel_z"] += rew_lin_vel_z self.episode_sums["ang_vel_xy"] += rew_ang_vel_xy self.episode_sums["orient"] += rew_orient self.episode_sums["torques"] += rew_torque self.episode_sums["joint_acc"] += rew_joint_acc self.episode_sums["collision"] += rew_collision self.episode_sums["stumble"] += rew_stumble self.episode_sums["action_rate"] += rew_action_rate self.episode_sums["air_time"] += rew_airTime self.episode_sums["base_height"] += rew_base_height self.episode_sums["hip"] += rew_hip
[docs] def reset_idx(self, env_ids): positions_offset = torch_rand_float(0.5, 1.5, (len(env_ids), self.num_dof), device=self.device) velocities = torch_rand_float(-0.1, 0.1, (len(env_ids), self.num_dof), device=self.device) self.dof_pos[env_ids] = self.default_dof_pos[env_ids] * positions_offset self.dof_vel[env_ids] = velocities env_ids_int32 = env_ids.to(dtype=torch.int32) if self.custom_origins: self.update_terrain_level(env_ids) self.root_states[env_ids] = self.base_init_state self.root_states[env_ids, :3] += self.env_origins[env_ids] self.root_states[env_ids, :2] += torch_rand_float(-0.5, 0.5, (len(env_ids), 2), device=self.device) else: self.root_states[env_ids] = self.base_init_state self.gym.set_actor_root_state_tensor_indexed(self.sim, gymtorch.unwrap_tensor(self.root_states), gymtorch.unwrap_tensor(env_ids_int32), len(env_ids_int32)) self.gym.set_dof_state_tensor_indexed(self.sim, gymtorch.unwrap_tensor(self.dof_state), gymtorch.unwrap_tensor(env_ids_int32), len(env_ids_int32)) self.commands[env_ids, 0] = torch_rand_float(self.command_x_range[0], self.command_x_range[1], (len(env_ids), 1), device=self.device).squeeze() self.commands[env_ids, 1] = torch_rand_float(self.command_y_range[0], self.command_y_range[1], (len(env_ids), 1), device=self.device).squeeze() self.commands[env_ids, 3] = torch_rand_float(self.command_yaw_range[0], self.command_yaw_range[1], (len(env_ids), 1), device=self.device).squeeze() self.commands[env_ids] *= (torch.norm(self.commands[env_ids, :2], dim=1) > 0.25).unsqueeze( 1) # set small commands to zero self.last_actions[env_ids] = 0. self.last_dof_vel[env_ids] = 0. self.feet_air_time[env_ids] = 0. self.progress_buf[env_ids] = 0 self.reset_buf[env_ids] = 1 # fill extras self.extras["episode"] = {} for key in self.episode_sums.keys(): self.extras["episode"]['rew_' + key] = torch.mean( self.episode_sums[key][env_ids]) / self.max_episode_length_s self.episode_sums[key][env_ids] = 0. self.extras["episode"]["terrain_level"] = torch.mean(self.terrain_levels.float())
[docs] def update_terrain_level(self, env_ids): if not self.init_done or not self.curriculum: # don't change on initial reset return distance = torch.norm(self.root_states[env_ids, :2] - self.env_origins[env_ids, :2], dim=1) self.terrain_levels[env_ids] -= 1 * ( distance < torch.norm(self.commands[env_ids, :2]) * self.max_episode_length_s * 0.25) self.terrain_levels[env_ids] += 1 * (distance > self.terrain.env_length / 2) self.terrain_levels[env_ids] = torch.clip(self.terrain_levels[env_ids], 0) % self.terrain.env_rows self.env_origins[env_ids] = self.terrain_origins[self.terrain_levels[env_ids], self.terrain_types[env_ids]]
[docs] def push_robots(self): self.root_states[:, 7:9] = torch_rand_float(-1., 1., (self.num_envs, 2), device=self.device) # lin vel x/y self.gym.set_actor_root_state_tensor(self.sim, gymtorch.unwrap_tensor(self.root_states))
[docs] def pre_physics_step(self, actions): self.actions = actions.clone().to(self.device) for i in range(self.decimation): torques = torch.clip(self.Kp * ( self.action_scale * self.actions + self.default_dof_pos - self.dof_pos) - self.Kd * self.dof_vel, -80., 80.) self.gym.set_dof_actuation_force_tensor(self.sim, gymtorch.unwrap_tensor(torques)) self.torques = torques.view(self.torques.shape) self.gym.simulate(self.sim) if self.device == 'cpu': self.gym.fetch_results(self.sim, True) self.gym.refresh_dof_state_tensor(self.sim)
[docs] def post_physics_step(self): # self.gym.refresh_dof_state_tensor(self.sim) # done in step self.gym.refresh_actor_root_state_tensor(self.sim) self.gym.refresh_net_contact_force_tensor(self.sim) self.progress_buf += 1 self.randomize_buf += 1 self.common_step_counter += 1 if self.common_step_counter % self.push_interval == 0: self.push_robots() # prepare quantities self.base_quat = self.root_states[:, 3:7] self.base_lin_vel = quat_rotate_inverse(self.base_quat, self.root_states[:, 7:10]) self.base_ang_vel = quat_rotate_inverse(self.base_quat, self.root_states[:, 10:13]) self.projected_gravity = quat_rotate_inverse(self.base_quat, self.gravity_vec) forward = quat_apply(self.base_quat, self.forward_vec) heading = torch.atan2(forward[:, 1], forward[:, 0]) self.commands[:, 2] = torch.clip(0.5 * wrap_to_pi(self.commands[:, 3] - heading), -1., 1.) # compute observations, rewards, resets, ... self.check_termination() self.compute_reward() env_ids = self.reset_buf.nonzero(as_tuple=False).flatten() if len(env_ids) > 0: self.reset_idx(env_ids) self.compute_observations() if self.add_noise: self.obs_buf += (2 * torch.rand_like(self.obs_buf) - 1) * self.noise_scale_vec self.last_actions[:] = self.actions[:] self.last_dof_vel[:] = self.dof_vel[:] if self.viewer and self.enable_viewer_sync and self.debug_viz: # draw height lines self.gym.clear_lines(self.viewer) self.gym.refresh_rigid_body_state_tensor(self.sim) sphere_geom = gymutil.WireframeSphereGeometry(0.02, 4, 4, None, color=(1, 1, 0)) for i in range(self.num_envs): base_pos = (self.root_states[i, :3]).cpu().numpy() heights = self.measured_heights[i].cpu().numpy() height_points = quat_apply_yaw(self.base_quat[i].repeat(heights.shape[0]), self.height_points[i]).cpu().numpy() for j in range(heights.shape[0]): x = height_points[j, 0] + base_pos[0] y = height_points[j, 1] + base_pos[1] z = heights[j] sphere_pose = gymapi.Transform(gymapi.Vec3(x, y, z), r=None) gymutil.draw_lines(sphere_geom, self.gym, self.viewer, self.envs[i], sphere_pose)
[docs] def init_height_points(self): # 1mx1.6m rectangle (without center line) y = 0.1 * torch.tensor([-5, -4, -3, -2, -1, 1, 2, 3, 4, 5], device=self.device, requires_grad=False) # 10-50cm on each side x = 0.1 * torch.tensor([-8, -7, -6, -5, -4, -3, -2, 2, 3, 4, 5, 6, 7, 8], device=self.device, requires_grad=False) # 20-80cm on each side grid_x, grid_y = torch.meshgrid(x, y) self.num_height_points = grid_x.numel() points = torch.zeros(self.num_envs, self.num_height_points, 3, device=self.device, requires_grad=False) points[:, :, 0] = grid_x.flatten() points[:, :, 1] = grid_y.flatten() return points
[docs] def get_heights(self, env_ids=None): if self.cfg["env"]["terrain"]["terrainType"] == 'plane': return torch.zeros(self.num_envs, self.num_height_points, device=self.device, requires_grad=False) elif self.cfg["env"]["terrain"]["terrainType"] == 'none': raise NameError("Can't measure height with terrain type 'none'") if env_ids: points = quat_apply_yaw(self.base_quat[env_ids].repeat(1, self.num_height_points), self.height_points[env_ids]) + (self.root_states[env_ids, :3]).unsqueeze(1) else: points = quat_apply_yaw(self.base_quat.repeat(1, self.num_height_points), self.height_points) + ( self.root_states[:, :3]).unsqueeze(1) points += self.terrain.border_size points = (points / self.terrain.horizontal_scale).long() px = points[:, :, 0].view(-1) py = points[:, :, 1].view(-1) px = torch.clip(px, 0, self.height_samples.shape[0] - 2) py = torch.clip(py, 0, self.height_samples.shape[1] - 2) heights1 = self.height_samples[px, py] heights2 = self.height_samples[px + 1, py + 1] heights = torch.min(heights1, heights2) return heights.view(self.num_envs, -1) * self.terrain.vertical_scale
# terrain generator from isaacgym.terrain_utils import *
[docs]class Terrain: def __init__(self, cfg, num_robots) -> None: self.type = cfg["terrainType"] if self.type in ["none", 'plane']: return self.horizontal_scale = 0.1 self.vertical_scale = 0.005 self.border_size = 20 self.num_per_env = 2 self.env_length = cfg["mapLength"] self.env_width = cfg["mapWidth"] self.proportions = [np.sum(cfg["terrainProportions"][:i + 1]) for i in range(len(cfg["terrainProportions"]))] self.env_rows = cfg["numLevels"] self.env_cols = cfg["numTerrains"] self.num_maps = self.env_rows * self.env_cols self.num_per_env = int(num_robots / self.num_maps) self.env_origins = np.zeros((self.env_rows, self.env_cols, 3)) self.width_per_env_pixels = int(self.env_width / self.horizontal_scale) self.length_per_env_pixels = int(self.env_length / self.horizontal_scale) self.border = int(self.border_size / self.horizontal_scale) self.tot_cols = int(self.env_cols * self.width_per_env_pixels) + 2 * self.border self.tot_rows = int(self.env_rows * self.length_per_env_pixels) + 2 * self.border self.height_field_raw = np.zeros((self.tot_rows, self.tot_cols), dtype=np.int16) if cfg["curriculum"]: self.curiculum(num_robots, num_terrains=self.env_cols, num_levels=self.env_rows) else: self.randomized_terrain() self.heightsamples = self.height_field_raw self.vertices, self.triangles = convert_heightfield_to_trimesh(self.height_field_raw, self.horizontal_scale, self.vertical_scale, cfg["slopeTreshold"])
[docs] def randomized_terrain(self): for k in range(self.num_maps): # Env coordinates in the world (i, j) = np.unravel_index(k, (self.env_rows, self.env_cols)) # Heightfield coordinate system from now on start_x = self.border + i * self.length_per_env_pixels end_x = self.border + (i + 1) * self.length_per_env_pixels start_y = self.border + j * self.width_per_env_pixels end_y = self.border + (j + 1) * self.width_per_env_pixels terrain = SubTerrain("terrain", width=self.width_per_env_pixels, length=self.width_per_env_pixels, vertical_scale=self.vertical_scale, horizontal_scale=self.horizontal_scale) choice = np.random.uniform(0, 1) if choice < 0.1: if np.random.choice([0, 1]): pyramid_sloped_terrain(terrain, np.random.choice([-0.3, -0.2, 0, 0.2, 0.3])) random_uniform_terrain(terrain, min_height=-0.1, max_height=0.1, step=0.05, downsampled_scale=0.2) else: pyramid_sloped_terrain(terrain, np.random.choice([-0.3, -0.2, 0, 0.2, 0.3])) elif choice < 0.6: # step_height = np.random.choice([-0.18, -0.15, -0.1, -0.05, 0.05, 0.1, 0.15, 0.18]) step_height = np.random.choice([-0.15, 0.15]) pyramid_stairs_terrain(terrain, step_width=0.31, step_height=step_height, platform_size=3.) elif choice < 1.: discrete_obstacles_terrain(terrain, 0.15, 1., 2., 40, platform_size=3.) self.height_field_raw[start_x: end_x, start_y:end_y] = terrain.height_field_raw env_origin_x = (i + 0.5) * self.env_length env_origin_y = (j + 0.5) * self.env_width x1 = int((self.env_length / 2. - 1) / self.horizontal_scale) x2 = int((self.env_length / 2. + 1) / self.horizontal_scale) y1 = int((self.env_width / 2. - 1) / self.horizontal_scale) y2 = int((self.env_width / 2. + 1) / self.horizontal_scale) env_origin_z = np.max(terrain.height_field_raw[x1:x2, y1:y2]) * self.vertical_scale self.env_origins[i, j] = [env_origin_x, env_origin_y, env_origin_z]
[docs] def curiculum(self, num_robots, num_terrains, num_levels): num_robots_per_map = int(num_robots / num_terrains) left_over = num_robots % num_terrains idx = 0 for j in range(num_terrains): for i in range(num_levels): terrain = SubTerrain("terrain", width=self.width_per_env_pixels, length=self.width_per_env_pixels, vertical_scale=self.vertical_scale, horizontal_scale=self.horizontal_scale) difficulty = i / num_levels choice = j / num_terrains slope = difficulty * 0.4 step_height = 0.05 + 0.175 * difficulty discrete_obstacles_height = 0.025 + difficulty * 0.15 stepping_stones_size = 2 - 1.8 * difficulty if choice < self.proportions[0]: if choice < 0.05: slope *= -1 pyramid_sloped_terrain(terrain, slope=slope, platform_size=3.) elif choice < self.proportions[1]: if choice < 0.15: slope *= -1 pyramid_sloped_terrain(terrain, slope=slope, platform_size=3.) random_uniform_terrain(terrain, min_height=-0.1, max_height=0.1, step=0.025, downsampled_scale=0.2) elif choice < self.proportions[3]: if choice < self.proportions[2]: step_height *= -1 pyramid_stairs_terrain(terrain, step_width=0.31, step_height=step_height, platform_size=3.) elif choice < self.proportions[4]: discrete_obstacles_terrain(terrain, discrete_obstacles_height, 1., 2., 40, platform_size=3.) else: stepping_stones_terrain(terrain, stone_size=stepping_stones_size, stone_distance=0.1, max_height=0., platform_size=3.) # Heightfield coordinate system start_x = self.border + i * self.length_per_env_pixels end_x = self.border + (i + 1) * self.length_per_env_pixels start_y = self.border + j * self.width_per_env_pixels end_y = self.border + (j + 1) * self.width_per_env_pixels self.height_field_raw[start_x: end_x, start_y:end_y] = terrain.height_field_raw robots_in_map = num_robots_per_map if j < left_over: robots_in_map += 1 env_origin_x = (i + 0.5) * self.env_length env_origin_y = (j + 0.5) * self.env_width x1 = int((self.env_length / 2. - 1) / self.horizontal_scale) x2 = int((self.env_length / 2. + 1) / self.horizontal_scale) y1 = int((self.env_width / 2. - 1) / self.horizontal_scale) y2 = int((self.env_width / 2. + 1) / self.horizontal_scale) env_origin_z = np.max(terrain.height_field_raw[x1:x2, y1:y2]) * self.vertical_scale self.env_origins[i, j] = [env_origin_x, env_origin_y, env_origin_z]
@torch.jit.script def quat_apply_yaw(quat, vec): quat_yaw = quat.clone().view(-1, 4) quat_yaw[:, :2] = 0. quat_yaw = normalize(quat_yaw) return quat_apply(quat_yaw, vec) @torch.jit.script def wrap_to_pi(angles): angles %= 2 * np.pi angles -= 2 * np.pi * (angles > np.pi) return angles