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

# Copyright (c) 2018-2022, NVIDIA Corporation
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice, this
#    list of conditions and the following disclaimer.
#
# 2. Redistributions in binary form must reproduce the above copyright notice,
#    this list of conditions and the following disclaimer in the documentation
#    and/or other materials provided with the distribution.
#
# 3. Neither the name of the copyright holder nor the names of its
#    contributors may be used to endorse or promote products derived from
#    this software without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
# FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
# DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
# SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
# OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

import torch

from isaacgym import gymtorch

from rofunc.learning.RofuncRL.tasks.isaacgymenv.ase.humanoid_amp import HumanoidAMP


[docs]class HumanoidASEViewMotionTask(HumanoidAMP): def __init__( self, cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render, ): self.cfg = cfg control_freq_inv = cfg["env"]["controlFrequencyInv"] cfg["env"]["controlFrequencyInv"] = 1 cfg["env"]["pdControl"] = False super().__init__( cfg=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._motion_dt = control_freq_inv * self.sim_params.dt num_motions = self._motion_lib.num_motions() self._motion_ids = torch.arange( self.num_envs, device=self.device, dtype=torch.long ) self._motion_ids = torch.remainder(self._motion_ids, num_motions)
[docs] def pre_physics_step(self, actions): self.actions = actions.to(self.device).clone() # Set the actuation force to zero so that the motion is not affected # So the action obtaining from the policy is not the real action forces = torch.zeros_like(self.actions) force_tensor = gymtorch.unwrap_tensor(forces) self.gym.set_dof_actuation_force_tensor(self.sim, force_tensor) return
[docs] def post_physics_step(self): super().post_physics_step() self._motion_sync() # Read the real action from the motion data and actuate the robot return
def _get_humanoid_collision_filter(self): return 1 # disable self collisions def _motion_sync(self): num_motions = self._motion_lib.num_motions() motion_ids = self._motion_ids motion_times = self.progress_buf * self._motion_dt ( root_pos, root_rot, dof_pos, root_vel, root_ang_vel, dof_vel, key_pos, ) = self._motion_lib.get_motion_state(motion_ids, motion_times) root_vel = torch.zeros_like(root_vel) root_ang_vel = torch.zeros_like(root_ang_vel) dof_vel = torch.zeros_like(dof_vel) env_ids = torch.arange(self.num_envs, dtype=torch.long, device=self.device) self._set_env_state( env_ids=env_ids, root_pos=root_pos, root_rot=root_rot, dof_pos=dof_pos, root_vel=root_vel, root_ang_vel=root_ang_vel, dof_vel=dof_vel, ) env_ids_int32 = self._humanoid_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), ) 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), ) # TODO use the object pose to let the object move frame_id = motion_ids.to("cpu").numpy()[0] object_pose = self._motion_lib.get_object_pose(frame_id) return def _compute_reset(self): motion_lengths = self._motion_lib.get_motion_length(self._motion_ids) self.reset_buf[:], self._terminate_buf[:] = compute_view_motion_reset( self.reset_buf, motion_lengths, self.progress_buf, self._motion_dt ) return def _reset_actors(self, env_ids): return def _reset_env_tensors(self, env_ids): num_motions = self._motion_lib.num_motions() self._motion_ids[env_ids] = torch.remainder( self._motion_ids[env_ids] + self.num_envs, num_motions ) self.progress_buf[env_ids] = 0 self.reset_buf[env_ids] = 0 self._terminate_buf[env_ids] = 0 return
@torch.jit.script def compute_view_motion_reset(reset_buf, motion_lengths, progress_buf, dt): # type: (Tensor, Tensor, Tensor, float) -> Tuple[Tensor, Tensor] terminated = torch.zeros_like(reset_buf) motion_times = progress_buf * dt reset = torch.where( motion_times > motion_lengths, torch.ones_like(reset_buf), terminated ) return reset, terminated