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import os
from isaacgym import gymapi
from isaacgym import gymtorch
from isaacgym.torch_utils import *
from rofunc.utils.oslab.path import get_rofunc_path
from rofunc.learning.RofuncRL.tasks.isaacgymenv.ase.humanoid_amp_task import HumanoidAMPTask
from rofunc.learning.RofuncRL.tasks.utils import torch_jit_utils as torch_utils
[docs]class HumanoidReachTask(HumanoidAMPTask):
def __init__(self, cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render):
self.cfg = cfg
self._tar_speed = cfg["env"]["tarSpeed"]
self._tar_change_steps_min = cfg["env"]["tarChangeStepsMin"]
self._tar_change_steps_max = cfg["env"]["tarChangeStepsMax"]
self._tar_dist_max = cfg["env"]["tarDistMax"]
self._tar_height_min = cfg["env"]["tarHeightMin"]
self._tar_height_max = cfg["env"]["tarHeightMax"]
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._tar_change_steps = torch.zeros([self.num_envs], device=self.device, dtype=torch.int64)
self._tar_pos = torch.zeros([self.num_envs, 3], device=self.device, dtype=torch.float)
reach_body_name = cfg["env"]["reachBodyName"]
self._reach_body_id = self._build_reach_body_id_tensor(self.envs[0], self.humanoid_handles[0], reach_body_name)
if not self.headless:
self._build_marker_state_tensors()
[docs] def get_task_obs_size(self):
obs_size = 0
if self._enable_task_obs:
obs_size = 3
return obs_size
def _update_marker(self):
self._marker_pos[..., :] = self._tar_pos
self.gym.set_actor_root_state_tensor_indexed(self.sim, gymtorch.unwrap_tensor(self._root_states),
gymtorch.unwrap_tensor(self._marker_actor_ids),
len(self._marker_actor_ids))
def _create_envs(self, num_envs, spacing, num_per_row):
if not self.headless:
self._marker_handles = []
self._load_marker_asset()
super()._create_envs(num_envs, spacing, num_per_row)
def _load_marker_asset(self):
asset_root = os.path.join(get_rofunc_path(), "simulator/assets")
asset_file = "mjcf/location_marker.urdf"
asset_options = gymapi.AssetOptions()
asset_options.angular_damping = 0.01
asset_options.linear_damping = 0.01
asset_options.max_angular_velocity = 100.0
asset_options.density = 1.0
asset_options.fix_base_link = True
asset_options.default_dof_drive_mode = gymapi.DOF_MODE_NONE
self._marker_asset = self.gym.load_asset(self.sim, asset_root, asset_file, asset_options)
def _build_env(self, env_id, env_ptr, humanoid_asset):
super()._build_env(env_id, env_ptr, humanoid_asset)
if not self.headless:
self._build_marker(env_id, env_ptr)
def _build_marker(self, env_id, env_ptr):
col_group = env_id
col_filter = 2
segmentation_id = 0
default_pose = gymapi.Transform()
marker_handle = self.gym.create_actor(env_ptr, self._marker_asset, default_pose, "marker", col_group,
col_filter, segmentation_id)
self.gym.set_rigid_body_color(env_ptr, marker_handle, 0, gymapi.MESH_VISUAL, gymapi.Vec3(0.8, 0.0, 0.0))
self._marker_handles.append(marker_handle)
def _build_marker_state_tensors(self):
num_actors = self._root_states.shape[0] // self.num_envs
self._marker_states = self._root_states.view(self.num_envs, num_actors, self._root_states.shape[-1])[..., 1, :]
self._marker_pos = self._marker_states[..., :3]
self._marker_actor_ids = self._humanoid_actor_ids + 1
def _build_reach_body_id_tensor(self, env_ptr, actor_handle, body_name):
body_id = self.gym.find_actor_rigid_body_handle(env_ptr, actor_handle, body_name)
assert (body_id != -1)
body_id = to_torch(body_id, device=self.device, dtype=torch.long)
return body_id
def _update_task(self):
reset_task_mask = self.progress_buf >= self._tar_change_steps
rest_env_ids = reset_task_mask.nonzero(as_tuple=False).flatten()
if len(rest_env_ids) > 0:
self._reset_task(rest_env_ids)
def _reset_task(self, env_ids):
n = len(env_ids)
rand_pos = torch.rand([n, 3], device=self.device)
rand_pos[..., 0:2] = self._tar_dist_max * (2.0 * rand_pos[..., 0:2] - 1.0)
rand_pos[..., 2] = (self._tar_height_max - self._tar_height_min) * rand_pos[..., 2] + self._tar_height_min
change_steps = torch.randint(low=self._tar_change_steps_min, high=self._tar_change_steps_max,
size=(n,), device=self.device, dtype=torch.int64)
self._tar_pos[env_ids, :] = rand_pos
self._tar_change_steps[env_ids] = self.progress_buf[env_ids] + change_steps
def _compute_task_obs(self, env_ids=None):
if env_ids is None:
root_states = self._humanoid_root_states
tar_pos = self._tar_pos
else:
root_states = self._humanoid_root_states[env_ids]
tar_pos = self._tar_pos[env_ids]
obs = compute_location_observations(root_states, tar_pos)
return obs
def _compute_reward(self, actions):
reach_body_pos = self._rigid_body_pos[:, self._reach_body_id, :]
root_rot = self._humanoid_root_states[..., 3:7]
self.rew_buf[:] = compute_reach_reward(reach_body_pos, root_rot,
self._tar_pos, self._tar_speed,
self.dt)
def _draw_task(self):
self._update_marker()
cols = np.array([[0.0, 1.0, 0.0]], dtype=np.float32)
self.gym.clear_lines(self.viewer)
starts = self._rigid_body_pos[:, self._reach_body_id, :]
ends = self._tar_pos
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_location_observations(root_states, tar_pos):
# type: (Tensor, Tensor) -> Tensor
root_rot = root_states[:, 3:7]
heading_rot = torch_utils.calc_heading_quat_inv(root_rot)
local_tar_pos = quat_rotate(heading_rot, tar_pos)
obs = local_tar_pos
return obs
@torch.jit.script
def compute_reach_reward(reach_body_pos, root_rot, tar_pos, tar_speed, dt):
# type: (Tensor, Tensor, Tensor, float, float) -> Tensor
pos_err_scale = 4.0
pos_diff = tar_pos - reach_body_pos
pos_err = torch.sum(pos_diff * pos_diff, dim=-1)
pos_reward = torch.exp(-pos_err_scale * pos_err)
reward = pos_reward
return reward