Source code for rofunc.learning.RofuncRL.tasks.isaacgymenv.ase.humanoid_perturb

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import os

from isaacgym import gymapi, gymtorch
from isaacgym.torch_utils import *

from rofunc.utils.oslab.path import get_rofunc_path
from rofunc.learning.RofuncRL.tasks.isaacgymenv.ase.humanoid_amp import HumanoidAMP

# import env.tasks.humanoid_amp_getup as humanoid_amp_getup
# # import env.tasks.humanoid_strike as humanoid_strike
# # import env.tasks.humanoid_location as humanoid_location
# # from utils import torch_utils

PERTURB_OBJS = [
    ["small", 60],
    ["small", 7],
    ["small", 10],
    ["small", 35],
    ["small", 2],
    ["small", 2],
    ["small", 3],
    ["small", 2],
    ["small", 2],
    ["small", 3],
    ["small", 2],
    ["large", 60],
    ["small", 300],
]


[docs]class HumanoidPerturbTask(HumanoidAMP): def __init__(self, cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render): self.cfg = cfg super().__init__(cfg=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) self._proj_dist_min = 4 self._proj_dist_max = 5 self._proj_h_min = 0.25 self._proj_h_max = 2 self._proj_steps = 150 self._proj_warmup_steps = 1 self._proj_speed_min = 30 self._proj_speed_max = 40 assert (self._proj_warmup_steps < self._proj_steps) self._build_proj_tensors() self._calc_perturb_times() return def _create_envs(self, num_envs, spacing, num_per_row): self._proj_handles = [] self._load_proj_asset() super()._create_envs(num_envs, spacing, num_per_row) return def _build_env(self, env_id, env_ptr, humanoid_asset): super()._build_env(env_id, env_ptr, humanoid_asset) self._build_proj(env_id, env_ptr) return def _load_proj_asset(self): asset_root = os.path.join(get_rofunc_path(), "simulator/assets/mjcf/") small_asset_file = "block_projectile.urdf" small_asset_options = gymapi.AssetOptions() small_asset_options.angular_damping = 0.01 small_asset_options.linear_damping = 0.01 small_asset_options.max_angular_velocity = 100.0 small_asset_options.density = 200.0 small_asset_options.default_dof_drive_mode = gymapi.DOF_MODE_NONE self._small_proj_asset = self.gym.load_asset(self.sim, asset_root, small_asset_file, small_asset_options) large_asset_file = "block_projectile_large.urdf" large_asset_options = gymapi.AssetOptions() large_asset_options.angular_damping = 0.01 large_asset_options.linear_damping = 0.01 large_asset_options.max_angular_velocity = 100.0 large_asset_options.density = 100.0 large_asset_options.default_dof_drive_mode = gymapi.DOF_MODE_NONE self._large_proj_asset = self.gym.load_asset(self.sim, asset_root, large_asset_file, large_asset_options) return def _build_proj(self, env_id, env_ptr): col_group = env_id col_filter = 0 segmentation_id = 0 for i, obj in enumerate(PERTURB_OBJS): default_pose = gymapi.Transform() default_pose.p.x = 200 + i default_pose.p.z = 1 obj_type = obj[0] if obj_type == "small": proj_asset = self._small_proj_asset elif obj_type == "large": proj_asset = self._large_proj_asset proj_handle = self.gym.create_actor(env_ptr, proj_asset, default_pose, "proj{:d}".format(i), col_group, col_filter, segmentation_id) self._proj_handles.append(proj_handle) def _build_body_ids_tensor(self, env_ptr, actor_handle, body_names): env_ptr = self.envs[0] actor_handle = self.humanoid_handles[0] body_ids = [] for body_name in body_names: body_id = self.gym.find_actor_rigid_body_handle(env_ptr, actor_handle, body_name) assert (body_id != -1) body_ids.append(body_id) body_ids = to_torch(body_ids, device=self.device, dtype=torch.long) return body_ids def _build_proj_tensors(self): num_actors = self.get_num_actors_per_env() num_objs = self._get_num_objs() self._proj_states = self._root_states.view(self.num_envs, num_actors, self._root_states.shape[-1])[..., (num_actors - num_objs):, :] self._proj_actor_ids = num_actors * np.arange(self.num_envs) self._proj_actor_ids = np.expand_dims(self._proj_actor_ids, axis=-1) self._proj_actor_ids = self._proj_actor_ids + np.reshape(np.array(self._proj_handles), [self.num_envs, num_objs]) self._proj_actor_ids = self._proj_actor_ids.flatten() self._proj_actor_ids = to_torch(self._proj_actor_ids, device=self.device, dtype=torch.int32) bodies_per_env = self._rigid_body_state.shape[0] // self.num_envs contact_force_tensor = self.gym.acquire_net_contact_force_tensor(self.sim) contact_force_tensor = gymtorch.wrap_tensor(contact_force_tensor) self._proj_contact_forces = contact_force_tensor.view(self.num_envs, bodies_per_env, 3)[..., (num_actors - num_objs):, :] def _calc_perturb_times(self): self._perturb_timesteps = [] total_steps = 0 for i, obj in enumerate(PERTURB_OBJS): curr_time = obj[1] total_steps += curr_time self._perturb_timesteps.append(total_steps) self._perturb_timesteps = np.array(self._perturb_timesteps) def _reset_env_tensors(self, env_ids): super()._reset_env_tensors(env_ids) env_ids_int32 = self._proj_actor_ids[env_ids] 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)) return def _compute_reset(self): self.reset_buf[:], self._terminate_buf[:] = compute_humanoid_reset(self.reset_buf, self.progress_buf, self._contact_forces, self._contact_body_ids, self._rigid_body_pos, self.max_episode_length, self._enable_early_termination, self._termination_heights)
[docs] def post_physics_step(self): self._update_proj() super().post_physics_step() return
def _get_num_objs(self): return len(PERTURB_OBJS) def _update_proj(self): curr_timestep = self.progress_buf.cpu().numpy()[0] curr_timestep = curr_timestep % (self._perturb_timesteps[-1] + 1) perturb_step = np.where(self._perturb_timesteps == curr_timestep)[0] if len(perturb_step) > 0: perturb_id = perturb_step[0] n = self.num_envs humanoid_root_pos = self._humanoid_root_states[..., 0:3] rand_theta = torch.rand([n], dtype=self._proj_states.dtype, device=self._proj_states.device) rand_theta *= 2 * np.pi rand_dist = (self._proj_dist_max - self._proj_dist_min) * torch.rand([n], dtype=self._proj_states.dtype, device=self._proj_states.device) + self._proj_dist_min pos_x = rand_dist * torch.cos(rand_theta) pos_y = -rand_dist * torch.sin(rand_theta) pos_z = (self._proj_h_max - self._proj_h_min) * torch.rand([n], dtype=self._proj_states.dtype, device=self._proj_states.device) + self._proj_h_min self._proj_states[..., perturb_id, 0] = humanoid_root_pos[..., 0] + pos_x self._proj_states[..., perturb_id, 1] = humanoid_root_pos[..., 1] + pos_y self._proj_states[..., perturb_id, 2] = pos_z self._proj_states[..., perturb_id, 3:6] = 0.0 self._proj_states[..., perturb_id, 6] = 1.0 tar_body_idx = np.random.randint(self.num_bodies) tar_body_idx = 1 launch_tar_pos = self._rigid_body_pos[..., tar_body_idx, :] launch_dir = launch_tar_pos - self._proj_states[..., perturb_id, 0:3] launch_dir += 0.1 * torch.randn_like(launch_dir) launch_dir = torch.nn.functional.normalize(launch_dir, dim=-1) launch_speed = (self._proj_speed_max - self._proj_speed_min) * torch.rand_like( launch_dir[:, 0:1]) + self._proj_speed_min launch_vel = launch_speed * launch_dir launch_vel[..., 0:2] += self._rigid_body_vel[..., tar_body_idx, 0:2] self._proj_states[..., perturb_id, 7:10] = launch_vel self._proj_states[..., perturb_id, 10:13] = 0.0 self.gym.set_actor_root_state_tensor_indexed(self.sim, gymtorch.unwrap_tensor(self._root_states), gymtorch.unwrap_tensor(self._proj_actor_ids), len(self._proj_actor_ids)) def _draw_task(self): super()._draw_task() cols = np.array([[1.0, 0.0, 0.0]], dtype=np.float32) self.gym.clear_lines(self.viewer) starts = self._humanoid_root_states[..., 0:3] ends = self._proj_states[..., 0:3] verts = torch.cat([starts, ends], dim=-1).cpu().numpy() for i, env_ptr in enumerate(self.envs): curr_verts = verts[i] curr_verts = curr_verts.reshape([1, 6]) self.gym.add_lines(self.viewer, env_ptr, curr_verts.shape[0], curr_verts, cols)
##################################################################### ###=========================jit functions=========================### ##################################################################### @torch.jit.script def compute_humanoid_reset(reset_buf, progress_buf, contact_buf, contact_body_ids, rigid_body_pos, max_episode_length, enable_early_termination, termination_heights): # type: (Tensor, Tensor, Tensor, Tensor, Tensor, float, bool, Tensor) -> Tuple[Tensor, Tensor] terminated = torch.zeros_like(reset_buf) reset = torch.where(progress_buf >= max_episode_length - 1, torch.ones_like(reset_buf), terminated) return reset, terminated