import os
import random
from PIL import Image as Im
from isaacgym import gymapi
from isaacgym import gymtorch
from rofunc.learning.RofuncRL.tasks.isaacgymenv.base.vec_task import VecTask
from rofunc.learning.RofuncRL.tasks.utils.torch_jit_utils import *
from rofunc.utils.logger.beauty_logger import beauty_print
from rofunc.utils.oslab import get_rofunc_path
[docs]class QbSoftHandGraspTask(VecTask):
"""
This class corresponds to the GraspAndPlace task. This environment consists of dual-hands, an
object and a bucket that requires us to pick up the object and put it into the bucket.
"""
def __init__(self, cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture,
force_render, agent_index=[[[0, 1, 2, 3, 4, 5]], [[0, 1, 2, 3, 4, 5]]], is_multi_agent=False):
self.cfg = cfg
self.agent_index = agent_index
self.is_multi_agent = is_multi_agent
self.randomize = self.cfg["task"]["randomize"]
self.randomization_params = self.cfg["task"]["randomization_params"]
self.aggregate_mode = self.cfg["env"]["aggregateMode"]
self.dist_reward_scale = self.cfg["env"]["distRewardScale"]
self.rot_reward_scale = self.cfg["env"]["rotRewardScale"]
self.action_penalty_scale = self.cfg["env"]["actionPenaltyScale"]
self.success_tolerance = self.cfg["env"]["successTolerance"]
self.reach_goal_bonus = self.cfg["env"]["reachGoalBonus"]
self.fall_dist = self.cfg["env"]["fallDistance"]
self.fall_penalty = self.cfg["env"]["fallPenalty"]
self.rot_eps = self.cfg["env"]["rotEps"]
self.vel_obs_scale = 0.2 # scale factor of velocity based observations
self.force_torque_obs_scale = 10.0 # scale factor of velocity based observations
self.reset_position_noise = self.cfg["env"]["resetPositionNoise"]
self.reset_rotation_noise = self.cfg["env"]["resetRotationNoise"]
self.reset_dof_pos_noise = self.cfg["env"]["resetDofPosRandomInterval"]
self.reset_dof_vel_noise = self.cfg["env"]["resetDofVelRandomInterval"]
self.qbsofthand_dof_speed_scale = self.cfg["env"]["dofSpeedScale"]
self.use_relative_control = self.cfg["env"]["useRelativeControl"]
self.act_moving_average = self.cfg["env"]["actionsMovingAverage"]
self.debug_viz = self.cfg["env"]["enableDebugVis"]
self.max_episode_length = self.cfg["env"]["episodeLength"]
self.reset_time = self.cfg["env"].get("resetTime", -1.0)
self.print_success_stat = self.cfg["env"]["printNumSuccesses"]
self.max_consecutive_successes = self.cfg["env"]["maxConsecutiveSuccesses"]
self.av_factor = self.cfg["env"].get("averFactor", 0.01)
print("Averaging factor: ", self.av_factor)
self.transition_scale = self.cfg["env"]["transition_scale"]
self.orientation_scale = self.cfg["env"]["orientation_scale"]
control_freq_inv = self.cfg["env"].get("controlFrequencyInv", 1)
if self.reset_time > 0.0:
self.max_episode_length = int(round(self.reset_time / (control_freq_inv * self.sim_params.dt)))
print("Reset time: ", self.reset_time)
print("New episode length: ", self.max_episode_length)
self.object_type = self.cfg["env"]["objectType"]
# assert self.object_type in ["block", "egg", "pen"]
self.ignore_z = (self.object_type == "pen")
self.asset_files_dict = {
"block": "urdf/objects/cube_multicolor.urdf",
"egg": "mjcf/open_ai_assets/hand/egg.xml",
"pen": "mjcf/open_ai_assets/hand/pen.xml",
# "pot": "mjcf/pot.xml",
"pot": "mjcf/bucket/100454/mobility.urdf"
}
if "asset" in self.cfg["env"]:
self.asset_files_dict["block"] = self.cfg["env"]["asset"].get("assetFileNameBlock",
self.asset_files_dict["block"])
self.asset_files_dict["egg"] = self.cfg["env"]["asset"].get("assetFileNameEgg",
self.asset_files_dict["egg"])
self.asset_files_dict["pen"] = self.cfg["env"]["asset"].get("assetFileNamePen",
self.asset_files_dict["pen"])
# can be "openai", "full_no_vel", "full", "full_state"
self.obs_type = self.cfg["env"]["observationType"]
if not (self.obs_type in ["point_cloud", "full_state"]):
raise Exception(
"Unknown type of observations!\nobservationType should be one of: [point_cloud, full_state]")
print("Obs type:", self.obs_type)
self.num_point_cloud_feature_dim = 768
self.num_obs_dict = {
"point_cloud": 157 + self.num_point_cloud_feature_dim * 3,
"point_cloud_for_distill": 157 + self.num_point_cloud_feature_dim * 3,
"full_state": 157
}
self.num_hand_obs = 45 + 95 + 21 + 6 # TODO
self.up_axis = 'z'
self.fingertips = ["right_qbhand_thumb_distal_link", "right_qbhand_index_distal_link",
"right_qbhand_middle_distal_link", "right_qbhand_ring_distal_link",
"right_qbhand_little_distal_link"]
self.num_fingertips = len(self.fingertips)
self.use_vel_obs = False
self.fingertip_obs = True
self.asymmetric_obs = self.cfg["env"]["asymmetric_observations"]
num_states = 0
self.cfg["env"]["numObservations"] = self.num_obs_dict[self.obs_type]
self.cfg["env"]["numStates"] = num_states
self.cfg["env"]["numActions"] = 15 + 6 # hand dof + hand pos + hand rot
super().__init__(cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render)
if self.obs_type in ["point_cloud"]:
from PIL import Image as Im
# from pointnet2_ops import pointnet2_utils
self.camera_debug = self.cfg["env"].get("cameraDebug", False)
self.point_cloud_debug = self.cfg["env"].get("pointCloudDebug", False)
if self.viewer != None:
cam_pos = gymapi.Vec3(10.0, 5.0, 1.0)
cam_target = gymapi.Vec3(6.0, 5.0, 0.0)
self.gym.viewer_camera_look_at(self.viewer, None, cam_pos, cam_target)
# get gym GPU state tensors
actor_root_state_tensor = self.gym.acquire_actor_root_state_tensor(self.sim)
dof_state_tensor = self.gym.acquire_dof_state_tensor(self.sim)
rigid_body_tensor = self.gym.acquire_rigid_body_state_tensor(self.sim)
# sensor_tensor = self.gym.acquire_force_sensor_tensor(self.sim)
# self.vec_sensor_tensor = gymtorch.wrap_tensor(sensor_tensor).view(self.num_envs, self.num_fingertips * 6)
dof_force_tensor = self.gym.acquire_dof_force_tensor(self.sim)
self.dof_force_tensor = gymtorch.wrap_tensor(dof_force_tensor).view(self.num_envs,
self.num_qbsofthand_dofs + self.num_object_dofs * 2)
self.dof_force_tensor = self.dof_force_tensor[:, :15]
self.gym.refresh_actor_root_state_tensor(self.sim)
self.gym.refresh_dof_state_tensor(self.sim)
self.gym.refresh_rigid_body_state_tensor(self.sim)
# create some wrapper tensors for different slices
self.qbsofthand_default_dof_pos = torch.zeros(self.num_qbsofthand_dofs, dtype=torch.float, device=self.device)
# self.qbsofthand_default_dof_pos = to_torch([0.0, 0.0, -0, -0, -0, -0, -0, -0,
# -0, -0, -0, -0, -0, -0, -0, -0,
# -0, -0, -0, -1.04, 1.2, 0., 0, -1.57], dtype=torch.float, device=self.device)
self.dof_state = gymtorch.wrap_tensor(dof_state_tensor)
self.qbsofthand_dof_state = self.dof_state.view(self.num_envs, -1, 2)[:, :self.num_qbsofthand_dofs]
self.qbsofthand_dof_pos = self.qbsofthand_dof_state[..., 0]
self.qbsofthand_dof_vel = self.qbsofthand_dof_state[..., 1]
self.rigid_body_states = gymtorch.wrap_tensor(rigid_body_tensor).view(self.num_envs, -1, 13) # (256, 22, 13)
self.num_bodies = self.rigid_body_states.shape[1] # 22
self.root_state_tensor = gymtorch.wrap_tensor(actor_root_state_tensor).view(-1, 13)
self.hand_positions = self.root_state_tensor[:, 0:3]
self.hand_orientations = self.root_state_tensor[:, 3:7]
self.hand_linvels = self.root_state_tensor[:, 7:10]
self.hand_angvels = self.root_state_tensor[:, 10:13]
self.saved_root_tensor = self.root_state_tensor.clone()
self.num_dofs = self.gym.get_sim_dof_count(self.sim) // self.num_envs
self.prev_targets = torch.zeros((self.num_envs, self.num_dofs), dtype=torch.float, device=self.device)
self.cur_targets = torch.zeros((self.num_envs, self.num_dofs), dtype=torch.float, device=self.device)
self.global_indices = torch.arange(self.num_envs * 3, dtype=torch.int32, device=self.device).view(self.num_envs,
-1)
self.x_unit_tensor = to_torch([1, 0, 0], dtype=torch.float, device=self.device).repeat((self.num_envs, 1))
self.y_unit_tensor = to_torch([0, 1, 0], dtype=torch.float, device=self.device).repeat((self.num_envs, 1))
self.z_unit_tensor = to_torch([0, 0, 1], dtype=torch.float, device=self.device).repeat((self.num_envs, 1))
self.reset_goal_buf = self.reset_buf.clone()
self.successes = torch.zeros(self.num_envs, dtype=torch.float, device=self.device)
self.consecutive_successes = torch.zeros(1, dtype=torch.float, device=self.device)
self.av_factor = to_torch(self.av_factor, dtype=torch.float, device=self.device)
self.apply_forces = torch.zeros((self.num_envs, self.num_bodies, 3), device=self.device, dtype=torch.float)
self.apply_torque = torch.zeros((self.num_envs, self.num_bodies, 3), device=self.device, dtype=torch.float)
self.total_successes = 0
self.total_resets = 0
[docs] def create_sim(self):
"""
Allocates which device will simulate and which device will render the scene. Defines the simulation type to be used
"""
self.dt = self.sim_params.dt
self.up_axis_idx = self.set_sim_params_up_axis(self.sim_params, self.up_axis)
self.sim = super().create_sim(self.device_id, self.graphics_device_id, self.physics_engine, self.sim_params)
self._create_ground_plane()
self._create_envs(self.num_envs, self.cfg["env"]['envSpacing'], int(np.sqrt(self.num_envs)))
def _create_ground_plane(self):
"""
Adds ground plane to simulation
"""
plane_params = gymapi.PlaneParams()
plane_params.normal = gymapi.Vec3(0.0, 0.0, 1.0)
self.gym.add_ground(self.sim, plane_params)
def _create_envs(self, num_envs, spacing, num_per_row):
"""
Create multiple parallel isaacgym environments
:param num_envs: The total number of environment
:param spacing: Specifies half the side length of the square area occupied by each environment
:param num_per_row: Specify how many environments in a row
:return:
"""
lower = gymapi.Vec3(-spacing, -spacing, 0.0)
upper = gymapi.Vec3(spacing, spacing, spacing)
# get rofunc path from rofunc package metadata
rofunc_path = get_rofunc_path()
asset_root = os.path.join(rofunc_path, "simulator/assets")
qbsofthand_asset_file = "mjcf/qbhand_no_virtual_right.xml"
table_texture_files = os.path.join(asset_root, "textures/texture_stone_stone_texture_0.jpg")
table_texture_handle = self.gym.create_texture_from_file(self.sim, table_texture_files)
if "asset" in self.cfg["env"]:
asset_root = self.cfg["env"]["asset"].get("assetRoot", asset_root)
object_asset_file = self.asset_files_dict[self.object_type]
# load shadow hand_ asset
asset_options = gymapi.AssetOptions()
asset_options.flip_visual_attachments = False
asset_options.fix_base_link = False
asset_options.collapse_fixed_joints = True
asset_options.disable_gravity = True
asset_options.thickness = 0.001
asset_options.angular_damping = 100
asset_options.linear_damping = 100
if self.physics_engine == gymapi.SIM_PHYSX:
asset_options.use_physx_armature = True
asset_options.default_dof_drive_mode = gymapi.DOF_MODE_NONE
qbsofthand_asset = self.gym.load_asset(self.sim, asset_root, qbsofthand_asset_file, asset_options)
self.num_qbsofthand_bodies = self.gym.get_asset_rigid_body_count(qbsofthand_asset)
self.num_qbsofthand_shapes = self.gym.get_asset_rigid_shape_count(qbsofthand_asset)
self.num_qbsofthand_dofs = self.gym.get_asset_dof_count(qbsofthand_asset)
self.num_qbsofthand_actuators = self.gym.get_asset_actuator_count(qbsofthand_asset)
self.num_qbsofthand_tendons = self.gym.get_asset_tendon_count(qbsofthand_asset)
beauty_print(f"self.num_qbsofthand_bodies: {self.num_qbsofthand_bodies}")
beauty_print(f"self.num_qbsofthand_shapes: {self.num_qbsofthand_shapes}")
beauty_print(f"self.num_qbsofthand_dofs: {self.num_qbsofthand_dofs}")
beauty_print(f"self.num_qbsofthand_actuators: {self.num_qbsofthand_actuators}")
beauty_print(f"self.num_qbsofthand_tendons: {self.num_qbsofthand_tendons}")
actuated_dof_names = [self.gym.get_asset_actuator_joint_name(qbsofthand_asset, i) for i in
range(self.num_qbsofthand_actuators)]
self.actuated_dof_indices = [self.gym.find_asset_dof_index(qbsofthand_asset, name) for name in
actuated_dof_names]
beauty_print(f"self.actuated_dof_indices: {self.actuated_dof_indices}")
# set qbsofthand dof properties
qbsofthand_dof_props = self.gym.get_asset_dof_properties(qbsofthand_asset)
self.qbsofthand_dof_lower_limits = []
self.qbsofthand_dof_upper_limits = []
self.qbsofthand_dof_default_pos = []
self.qbsofthand_dof_default_vel = []
for i in range(self.num_qbsofthand_dofs):
self.qbsofthand_dof_lower_limits.append(qbsofthand_dof_props['lower'][i])
self.qbsofthand_dof_upper_limits.append(qbsofthand_dof_props['upper'][i])
self.qbsofthand_dof_default_pos.append(0.0)
self.qbsofthand_dof_default_vel.append(0.0)
self.actuated_dof_indices = to_torch(self.actuated_dof_indices, dtype=torch.long, device=self.device)
self.qbsofthand_dof_lower_limits = to_torch(self.qbsofthand_dof_lower_limits, device=self.device)
self.qbsofthand_dof_upper_limits = to_torch(self.qbsofthand_dof_upper_limits, device=self.device)
self.qbsofthand_dof_default_pos = to_torch(self.qbsofthand_dof_default_pos, device=self.device)
self.qbsofthand_dof_default_vel = to_torch(self.qbsofthand_dof_default_vel, device=self.device)
# load manipulated object and goal assets
object_asset_options = gymapi.AssetOptions()
object_asset_options.density = 500
object_asset_options.fix_base_link = False
# object_asset_options.collapse_fixed_joints = True
# object_asset_options.disable_gravity = True
object_asset_options.use_mesh_materials = True
object_asset_options.mesh_normal_mode = gymapi.COMPUTE_PER_VERTEX
object_asset_options.override_com = True
object_asset_options.override_inertia = True
object_asset_options.vhacd_enabled = True
object_asset_options.vhacd_params = gymapi.VhacdParams()
object_asset_options.vhacd_params.resolution = 100000
object_asset_options.default_dof_drive_mode = gymapi.DOF_MODE_NONE
object_asset = self.gym.load_asset(self.sim, asset_root, object_asset_file, object_asset_options)
block_asset_file = "urdf/objects/cube_multicolor1.urdf"
block_asset = self.gym.load_asset(self.sim, asset_root, block_asset_file, object_asset_options)
object_asset_options.disable_gravity = True
goal_asset = self.gym.load_asset(self.sim, asset_root, object_asset_file, object_asset_options)
self.num_object_bodies = self.gym.get_asset_rigid_body_count(object_asset)
self.num_object_shapes = self.gym.get_asset_rigid_shape_count(object_asset)
# set object dof properties
self.num_object_dofs = self.gym.get_asset_dof_count(object_asset)
object_dof_props = self.gym.get_asset_dof_properties(object_asset)
self.object_dof_lower_limits = []
self.object_dof_upper_limits = []
for i in range(self.num_object_dofs):
self.object_dof_lower_limits.append(object_dof_props['lower'][i])
self.object_dof_upper_limits.append(object_dof_props['upper'][i])
self.object_dof_lower_limits = to_torch(self.object_dof_lower_limits, device=self.device)
self.object_dof_upper_limits = to_torch(self.object_dof_upper_limits, device=self.device)
# create table asset
table_dims = gymapi.Vec3(1.0, 1.0, 0.6)
asset_options = gymapi.AssetOptions()
asset_options.fix_base_link = True
asset_options.flip_visual_attachments = True
asset_options.collapse_fixed_joints = True
asset_options.disable_gravity = True
asset_options.thickness = 0.001
table_asset = self.gym.create_box(self.sim, table_dims.x, table_dims.y, table_dims.z, gymapi.AssetOptions())
qbsofthand_start_pose = gymapi.Transform()
qbsofthand_start_pose.p = gymapi.Vec3(0.55, 0.2, 0.8)
qbsofthand_start_pose.r = gymapi.Quat().from_euler_zyx(-1.57, 0, -1.57)
object_start_pose = gymapi.Transform()
object_start_pose.p = gymapi.Vec3(0.0, 0.2, 0.6)
object_start_pose.r = gymapi.Quat().from_euler_zyx(0, 0, 0)
block_start_pose = gymapi.Transform()
block_start_pose.p = gymapi.Vec3(0.0, -0.2, 0.6)
block_start_pose.r = gymapi.Quat().from_euler_zyx(1.57, 1.57, 0)
if self.object_type == "pen":
object_start_pose.p.z = qbsofthand_start_pose.p.z + 0.02
self.goal_displacement = gymapi.Vec3(-0., 0.0, 10)
self.goal_displacement_tensor = to_torch(
[self.goal_displacement.x, self.goal_displacement.y, self.goal_displacement.z], device=self.device)
goal_start_pose = gymapi.Transform()
goal_start_pose.p = object_start_pose.p + self.goal_displacement
goal_start_pose.p.z -= 0.0
table_pose = gymapi.Transform()
table_pose.p = gymapi.Vec3(0.0, 0.0, 0.5 * table_dims.z)
table_pose.r = gymapi.Quat().from_euler_zyx(-0., 0, 0)
# compute aggregate size
max_agg_bodies = self.num_qbsofthand_bodies + 3 * self.num_object_bodies + 1
max_agg_shapes = self.num_qbsofthand_shapes + 3 * self.num_object_shapes + 1
self.qbsofthands = []
self.envs = []
self.object_init_state = []
self.hand_start_states = []
self.hand_indices = []
self.fingertip_indices = []
self.object_indices = []
self.goal_object_indices = []
self.table_indices = []
self.block_indices = []
self.fingertip_handles = [self.gym.find_asset_rigid_body_index(qbsofthand_asset, name) for name in
self.fingertips]
# # create fingertip force sensors, if needed
# sensor_pose = gymapi.Transform()
# for ft_handle in self.fingertip_handles:
# self.gym.create_asset_force_sensor(qbsofthand_asset, ft_handle, sensor_pose)
if self.obs_type in ["point_cloud"]:
self.cameras = []
self.camera_tensors = []
self.camera_view_matrixs = []
self.camera_proj_matrixs = []
self.camera_props = gymapi.CameraProperties()
self.camera_props.width = 256
self.camera_props.height = 256
self.camera_props.enable_tensors = True
self.env_origin = torch.zeros((self.num_envs, 3), device=self.device, dtype=torch.float)
self.pointCloudDownsampleNum = 768
self.camera_u = torch.arange(0, self.camera_props.width, device=self.device)
self.camera_v = torch.arange(0, self.camera_props.height, device=self.device)
self.camera_v2, self.camera_u2 = torch.meshgrid(self.camera_v, self.camera_u, indexing='ij')
if self.point_cloud_debug:
import open3d as o3d
from bidexhands.utils.o3dviewer import PointcloudVisualizer
self.pointCloudVisualizer = PointcloudVisualizer()
self.pointCloudVisualizerInitialized = False
self.o3d_pc = o3d.geometry.PointCloud()
else:
self.pointCloudVisualizer = None
for i in range(self.num_envs):
# create env instance
env_ptr = self.gym.create_env(
self.sim, lower, upper, num_per_row
)
if self.aggregate_mode >= 1:
self.gym.begin_aggregate(env_ptr, max_agg_bodies, max_agg_shapes, True)
# add hand - collision filter = -1 to use asset collision filters set in mjcf loader
qbsofthand_actor = self.gym.create_actor(env_ptr, qbsofthand_asset, qbsofthand_start_pose, "hand", i, 2)
self.hand_start_states.append(
[qbsofthand_start_pose.p.x, qbsofthand_start_pose.p.y, qbsofthand_start_pose.p.z,
qbsofthand_start_pose.r.x, qbsofthand_start_pose.r.y, qbsofthand_start_pose.r.z,
qbsofthand_start_pose.r.w,
0, 0, 0, 0, 0, 0])
self.gym.set_actor_dof_properties(env_ptr, qbsofthand_actor, qbsofthand_dof_props)
hand_idx = self.gym.get_actor_index(env_ptr, qbsofthand_actor, gymapi.DOMAIN_SIM)
self.hand_indices.append(hand_idx)
# randomize colors and textures for rigid body
num_bodies = self.gym.get_actor_rigid_body_count(env_ptr, qbsofthand_actor)
hand_rigid_body_index = [[0], [1, 2, 3], [4, 5, 6], [7, 8, 9], [10, 11, 12], [13, 14, 15]]
for n in self.agent_index[0]:
colorx = random.uniform(0, 1)
colory = random.uniform(0, 1)
colorz = random.uniform(0, 1)
for m in n:
for o in hand_rigid_body_index[m]:
self.gym.set_rigid_body_color(env_ptr, qbsofthand_actor, o, gymapi.MESH_VISUAL,
gymapi.Vec3(colorx, colory, colorz))
# # create fingertip force-torque sensors
# self.gym.enable_actor_dof_force_sensors(env_ptr, qbsofthand_actor)
# add object
object_handle = self.gym.create_actor(env_ptr, object_asset, object_start_pose, "object", i, 0, 0)
self.object_init_state.append([object_start_pose.p.x, object_start_pose.p.y, object_start_pose.p.z,
object_start_pose.r.x, object_start_pose.r.y, object_start_pose.r.z,
object_start_pose.r.w,
0, 0, 0, 0, 0, 0])
object_idx = self.gym.get_actor_index(env_ptr, object_handle, gymapi.DOMAIN_SIM)
self.object_indices.append(object_idx)
# self.gym.set_actor_scale(env_ptr, object_handle, 0.3)
block_handle = self.gym.create_actor(env_ptr, block_asset, block_start_pose, "block", i, 0, 0)
block_idx = self.gym.get_actor_index(env_ptr, block_handle, gymapi.DOMAIN_SIM)
self.block_indices.append(block_idx)
# add goal object
goal_handle = self.gym.create_actor(env_ptr, goal_asset, goal_start_pose, "goal_object", i + self.num_envs,
0, 0)
goal_object_idx = self.gym.get_actor_index(env_ptr, goal_handle, gymapi.DOMAIN_SIM)
self.goal_object_indices.append(goal_object_idx)
# self.gym.set_actor_scale(env_ptr, goal_handle, 0.3)
# add table
table_handle = self.gym.create_actor(env_ptr, table_asset, table_pose, "table", i, -1, 0)
self.gym.set_rigid_body_texture(env_ptr, table_handle, 0, gymapi.MESH_VISUAL, table_texture_handle)
table_idx = self.gym.get_actor_index(env_ptr, table_handle, gymapi.DOMAIN_SIM)
self.table_indices.append(table_idx)
if self.object_type != "block":
self.gym.set_rigid_body_color(
env_ptr, object_handle, 0, gymapi.MESH_VISUAL, gymapi.Vec3(0.6, 0.72, 0.98))
self.gym.set_rigid_body_color(
env_ptr, goal_handle, 0, gymapi.MESH_VISUAL, gymapi.Vec3(0.6, 0.72, 0.98))
if self.obs_type in ["point_cloud"]:
camera_handle = self.gym.create_camera_sensor(env_ptr, self.camera_props)
self.gym.set_camera_location(camera_handle, env_ptr, gymapi.Vec3(0.25, -0., 1.0),
gymapi.Vec3(-0.24, -0., 0))
camera_tensor = self.gym.get_camera_image_gpu_tensor(self.sim, env_ptr, camera_handle,
gymapi.IMAGE_DEPTH)
torch_cam_tensor = gymtorch.wrap_tensor(camera_tensor)
cam_vinv = torch.inverse(
(torch.tensor(self.gym.get_camera_view_matrix(self.sim, env_ptr, camera_handle)))).to(self.device)
cam_proj = torch.tensor(self.gym.get_camera_proj_matrix(self.sim, env_ptr, camera_handle),
device=self.device)
origin = self.gym.get_env_origin(env_ptr)
self.env_origin[i][0] = origin.x
self.env_origin[i][1] = origin.y
self.env_origin[i][2] = origin.z
self.camera_tensors.append(torch_cam_tensor)
self.camera_view_matrixs.append(cam_vinv)
self.camera_proj_matrixs.append(cam_proj)
self.cameras.append(camera_handle)
if self.aggregate_mode > 0:
self.gym.end_aggregate(env_ptr)
self.envs.append(env_ptr)
self.qbsofthands.append(qbsofthand_actor)
self.object_init_state = to_torch(self.object_init_state, device=self.device, dtype=torch.float).view(
self.num_envs, 13)
self.goal_states = self.object_init_state.clone()
self.goal_init_state = self.goal_states.clone()
self.hand_start_states = to_torch(self.hand_start_states, device=self.device).view(self.num_envs, 13)
self.fingertip_handles = to_torch(self.fingertip_handles, dtype=torch.long, device=self.device)
self.hand_indices = to_torch(self.hand_indices, dtype=torch.long, device=self.device)
self.object_indices = to_torch(self.object_indices, dtype=torch.long, device=self.device)
self.goal_object_indices = to_torch(self.goal_object_indices, dtype=torch.long, device=self.device)
self.table_indices = to_torch(self.table_indices, dtype=torch.long, device=self.device)
self.block_indices = to_torch(self.block_indices, dtype=torch.long, device=self.device)
[docs] def compute_reward(self, actions):
"""
Compute the reward of all environment. The core function is compute_hand_reward(
self.rew_buf, self.reset_buf, self.reset_goal_buf, self.progress_buf, self.successes, self.consecutive_successes,
self.max_episode_length, self.object_pos, self.object_rot, self.goal_pos, self.goal_rot, self.block_right_handle_pos, self.block_left_handle_pos,
self.left_hand_pos, self.right_hand_pos, self.right_hand_ff_pos, self.right_hand_mf_pos, self.right_hand_rf_pos, self.right_hand_lf_pos, self.right_hand_th_pos,
self.left_hand_ff_pos, self.left_hand_mf_pos, self.left_hand_rf_pos, self.left_hand_lf_pos, self.left_hand_th_pos,
self.dist_reward_scale, self.rot_reward_scale, self.rot_eps, self.actions, self.action_penalty_scale,
self.success_tolerance, self.reach_goal_bonus, self.fall_dist, self.fall_penalty,
self.max_consecutive_successes, self.av_factor, (self.object_type == "pen")
)
, which we will introduce in detail there
Args:
actions (tensor): Actions of agents in the all environment
"""
self.rew_buf[:], self.reset_buf[:], self.reset_goal_buf[:], self.progress_buf[:], self.successes[
:], self.consecutive_successes[
:] = compute_hand_reward(
self.rew_buf, self.reset_buf, self.reset_goal_buf, self.progress_buf, self.successes,
self.consecutive_successes,
self.max_episode_length, self.object_pos, self.object_rot, self.goal_pos, self.goal_rot,
self.block_right_handle_pos, self.right_hand_pos, self.right_hand_ff_pos, self.right_hand_mf_pos,
self.right_hand_rf_pos, self.right_hand_lf_pos, self.right_hand_th_pos,
self.dist_reward_scale, self.rot_reward_scale, self.rot_eps, self.actions, self.action_penalty_scale,
self.success_tolerance, self.reach_goal_bonus, self.fall_dist, self.fall_penalty,
self.max_consecutive_successes, self.av_factor, (self.object_type == "pen")
)
self.extras['successes'] = self.successes
self.extras['consecutive_successes'] = self.consecutive_successes
if self.print_success_stat:
self.total_resets = self.total_resets + self.reset_buf.sum()
direct_average_successes = self.total_successes + self.successes.sum()
self.total_successes = self.total_successes + (self.successes * self.reset_buf).sum()
# The direct average shows the overall result more quickly, but slightly undershoots long term
# policy performance.
print("Direct average consecutive successes = {:.1f}".format(
direct_average_successes / (self.total_resets + self.num_envs)))
if self.total_resets > 0:
print("Post-Reset average consecutive successes = {:.1f}".format(
self.total_successes / self.total_resets))
[docs] def compute_observations(self):
"""
Compute the observations of all environment. The core function is self.compute_full_state(True),
which we will introduce in detail there
"""
self.gym.refresh_dof_state_tensor(self.sim)
self.gym.refresh_actor_root_state_tensor(self.sim)
self.gym.refresh_rigid_body_state_tensor(self.sim)
self.gym.refresh_force_sensor_tensor(self.sim)
self.gym.refresh_dof_force_tensor(self.sim)
if self.obs_type in ["point_cloud"]:
self.gym.render_all_camera_sensors(self.sim)
self.gym.start_access_image_tensors(self.sim)
self.object_pose = self.root_state_tensor[self.object_indices, 0:7]
self.object_pos = self.root_state_tensor[self.object_indices, 0:3]
self.object_rot = self.root_state_tensor[self.object_indices, 3:7]
self.object_linvel = self.root_state_tensor[self.object_indices, 7:10]
self.object_angvel = self.root_state_tensor[self.object_indices, 10:13]
self.block_right_handle_pos = self.rigid_body_states[:, 16 + 1, 0:3]
self.block_right_handle_rot = self.rigid_body_states[:, 16 + 1, 3:7]
self.block_right_handle_pos = self.block_right_handle_pos + quat_apply(self.block_right_handle_rot,
to_torch([0, 1, 0],
device=self.device).repeat(
self.num_envs, 1) * 0.)
self.block_right_handle_pos = self.block_right_handle_pos + quat_apply(self.block_right_handle_rot,
to_torch([1, 0, 0],
device=self.device).repeat(
self.num_envs, 1) * 0.0)
self.block_right_handle_pos = self.block_right_handle_pos + quat_apply(self.block_right_handle_rot,
to_torch([0, 0, 1],
device=self.device).repeat(
self.num_envs, 1) * 0.0)
self.right_hand_pos = self.rigid_body_states[:, 0, 0:3]
self.right_hand_rot = self.rigid_body_states[:, 0, 3:7]
self.right_hand_pos = self.right_hand_pos + quat_apply(self.right_hand_rot,
to_torch([0, 0, 1], device=self.device).repeat(
self.num_envs, 1) * 0.08)
self.right_hand_pos = self.right_hand_pos + quat_apply(self.right_hand_rot,
to_torch([0, 1, 0], device=self.device).repeat(
self.num_envs, 1) * -0.02)
# right hand finger
self.right_hand_th_pos = self.rigid_body_states[:, 3, 0:3]
self.right_hand_th_rot = self.rigid_body_states[:, 3, 3:7]
self.right_hand_th_pos = self.right_hand_th_pos + quat_apply(self.right_hand_th_rot,
to_torch([0, 0, 1], device=self.device).repeat(
self.num_envs, 1) * 0.02)
self.right_hand_ff_pos = self.rigid_body_states[:, 6, 0:3]
self.right_hand_ff_rot = self.rigid_body_states[:, 6, 3:7]
self.right_hand_ff_pos = self.right_hand_ff_pos + quat_apply(self.right_hand_ff_rot,
to_torch([0, 0, 1], device=self.device).repeat(
self.num_envs, 1) * 0.02)
self.right_hand_mf_pos = self.rigid_body_states[:, 9, 0:3]
self.right_hand_mf_rot = self.rigid_body_states[:, 9, 3:7]
self.right_hand_mf_pos = self.right_hand_mf_pos + quat_apply(self.right_hand_mf_rot,
to_torch([0, 0, 1], device=self.device).repeat(
self.num_envs, 1) * 0.02)
self.right_hand_rf_pos = self.rigid_body_states[:, 12, 0:3]
self.right_hand_rf_rot = self.rigid_body_states[:, 12, 3:7]
self.right_hand_rf_pos = self.right_hand_rf_pos + quat_apply(self.right_hand_rf_rot,
to_torch([0, 0, 1], device=self.device).repeat(
self.num_envs, 1) * 0.02)
self.right_hand_lf_pos = self.rigid_body_states[:, 15, 0:3]
self.right_hand_lf_rot = self.rigid_body_states[:, 15, 3:7]
self.right_hand_lf_pos = self.right_hand_lf_pos + quat_apply(self.right_hand_lf_rot,
to_torch([0, 0, 1], device=self.device).repeat(
self.num_envs, 1) * 0.02)
self.goal_pos = to_torch([-0.3, 0, 0.6], dtype=torch.float, device=self.device).repeat((self.num_envs, 1))
self.goal_rot = self.goal_states[:, 3:7]
self.fingertip_state = self.rigid_body_states[:, self.fingertip_handles][:, :, 0:13]
self.fingertip_pos = self.rigid_body_states[:, self.fingertip_handles][:, :, 0:3]
if self.obs_type == "full_state":
self.compute_full_state()
elif self.obs_type == "point_cloud":
self.compute_point_cloud_observation()
if self.asymmetric_obs:
self.compute_full_state(True)
[docs] def compute_full_state(self, asymm_obs=False):
"""
Compute the observations of all environment. The observation is composed of three parts:
the state values of the left and right hands, and the information of objects and target.
The state values of the left and right hands were the same for each task, including hand
joint and finger positions, velocity, and force information. The detail 157-dimensional
observational space as shown in below:
Index Description
0 - 14 right shadow hand dof position
15 - 29 right shadow hand dof velocity
30 - 44 right shadow hand dof force
45 - 109 right shadow hand fingertip pose, linear velocity, angle velocity (5 x 13)
110 - 112 right shadow hand base position
113 - 115 right shadow hand base rotation
116 - 130 right shadow hand actions
131 - 137 object pose
138 - 140 object linear velocity
141 - 143 object angle velocity
144 - 146 block right handle position
147 - 150 block right handle rotation
"""
num_ft_states = 13 * int(self.num_fingertips) # 65
self.obs_buf[:, 0:self.num_qbsofthand_dofs] = unscale(self.qbsofthand_dof_pos,
self.qbsofthand_dof_lower_limits,
self.qbsofthand_dof_upper_limits)
self.obs_buf[:,
self.num_qbsofthand_dofs:2 * self.num_qbsofthand_dofs] = self.vel_obs_scale * self.qbsofthand_dof_vel
self.obs_buf[:,
2 * self.num_qbsofthand_dofs:3 * self.num_qbsofthand_dofs] = self.force_torque_obs_scale * self.dof_force_tensor[
:, :15]
fingertip_obs_start = 45
self.obs_buf[:, fingertip_obs_start:fingertip_obs_start + num_ft_states] = self.fingertip_state.reshape(
self.num_envs, num_ft_states)
hand_pose_start = fingertip_obs_start + 65
self.obs_buf[:, hand_pose_start:hand_pose_start + 3] = self.right_hand_pos
self.obs_buf[:, hand_pose_start + 3:hand_pose_start + 4] = \
get_euler_xyz(self.hand_orientations[self.hand_indices, :])[0].unsqueeze(-1)
self.obs_buf[:, hand_pose_start + 4:hand_pose_start + 5] = \
get_euler_xyz(self.hand_orientations[self.hand_indices, :])[1].unsqueeze(-1)
self.obs_buf[:, hand_pose_start + 5:hand_pose_start + 6] = \
get_euler_xyz(self.hand_orientations[self.hand_indices, :])[2].unsqueeze(-1)
action_obs_start = hand_pose_start + 6
self.obs_buf[:, action_obs_start:action_obs_start + 21] = self.actions[:, :21]
obj_obs_start = action_obs_start + 21 # 131
self.obs_buf[:, obj_obs_start:obj_obs_start + 7] = self.object_pose
self.obs_buf[:, obj_obs_start + 7:obj_obs_start + 10] = self.object_linvel
self.obs_buf[:, obj_obs_start + 10:obj_obs_start + 13] = self.vel_obs_scale * self.object_angvel
self.obs_buf[:, obj_obs_start + 13:obj_obs_start + 16] = self.block_right_handle_pos
self.obs_buf[:, obj_obs_start + 16:obj_obs_start + 20] = self.block_right_handle_rot
[docs] def compute_point_cloud_observation(self, collect_demonstration=False):
"""
Compute the observations of all environment. The observation is composed of three parts:
the state values of the left and right hands, and the information of objects and target.
The state values of the left and right hands were the same for each task, including hand
joint and finger positions, velocity, and force information. The detail 157-dimensional
observational space as shown in below:
Index Description
0 - 23 right shadow hand dof position
24 - 47 right shadow hand dof velocity
48 - 71 right shadow hand dof force
72 - 136 right shadow hand fingertip pose, linear velocity, angle velocity (5 x 13)
137 - 166 right shadow hand fingertip force, torque (5 x 6)
167 - 169 right shadow hand base position
170 - 172 right shadow hand base rotation
173 - 198 right shadow hand actions
199 - 222 left shadow hand dof position
223 - 246 left shadow hand dof velocity
247 - 270 left shadow hand dof force
271 - 335 left shadow hand fingertip pose, linear velocity, angle velocity (5 x 13)
336 - 365 left shadow hand fingertip force, torque (5 x 6)
366 - 368 left shadow hand base position
369 - 371 left shadow hand base rotation
372 - 397 left shadow hand actions
398 - 404 object pose
405 - 407 object linear velocity
408 - 410 object angle velocity
411 - 413 block right handle position
414 - 417 block right handle rotation
418 - 420 block left handle position
421 - 424 block left handle rotation
"""
num_ft_states = 13 * int(self.num_fingertips / 2) # 65
num_ft_force_torques = 6 * int(self.num_fingertips / 2) # 30
self.obs_buf[:, 0:self.num_qbsofthand_dofs] = unscale(self.qbsofthand_dof_pos,
self.qbsofthand_dof_lower_limits,
self.qbsofthand_dof_upper_limits)
self.obs_buf[:,
self.num_qbsofthand_dofs:2 * self.num_qbsofthand_dofs] = self.vel_obs_scale * self.qbsofthand_dof_vel
self.obs_buf[:,
2 * self.num_qbsofthand_dofs:3 * self.num_qbsofthand_dofs] = self.force_torque_obs_scale * self.dof_force_tensor[
:, :24]
fingertip_obs_start = 72 # 168 = 157 + 11
self.obs_buf[:, fingertip_obs_start:fingertip_obs_start + num_ft_states] = self.fingertip_state.reshape(
self.num_envs, num_ft_states)
self.obs_buf[:, fingertip_obs_start + num_ft_states:fingertip_obs_start + num_ft_states +
num_ft_force_torques] = self.force_torque_obs_scale * self.vec_sensor_tensor[
:,
:30]
hand_pose_start = fingertip_obs_start + 65
self.obs_buf[:, hand_pose_start:hand_pose_start + 3] = self.right_hand_pos
self.obs_buf[:, hand_pose_start + 3:hand_pose_start + 4] = \
get_euler_xyz(self.hand_orientations[self.hand_indices, :])[0].unsqueeze(-1)
self.obs_buf[:, hand_pose_start + 4:hand_pose_start + 5] = \
get_euler_xyz(self.hand_orientations[self.hand_indices, :])[1].unsqueeze(-1)
self.obs_buf[:, hand_pose_start + 5:hand_pose_start + 6] = \
get_euler_xyz(self.hand_orientations[self.hand_indices, :])[2].unsqueeze(-1)
action_obs_start = hand_pose_start + 6
self.obs_buf[:, action_obs_start:action_obs_start + 15] = self.actions[:, :15]
point_clouds = torch.zeros((self.num_envs, self.pointCloudDownsampleNum, 3), device=self.device)
if self.camera_debug:
import matplotlib.pyplot as plt
self.camera_rgba_debug_fig = plt.figure("CAMERA_RGBD_DEBUG")
camera_rgba_image = self.camera_visulization(is_depth_image=False)
plt.imshow(camera_rgba_image)
plt.pause(1e-9)
for i in range(self.num_envs):
# Here is an example. In practice, it's better not to convert tensor from GPU to CPU
points = depth_image_to_point_cloud_GPU(self.camera_tensors[i], self.camera_view_matrixs[i],
self.camera_proj_matrixs[i], self.camera_u2, self.camera_v2,
self.camera_props.width, self.camera_props.height, 10, self.device)
if points.shape[0] > 0:
selected_points = self.sample_points(points, sample_num=self.pointCloudDownsampleNum,
sample_mathed='random')
else:
selected_points = torch.zeros((self.num_envs, self.pointCloudDownsampleNum, 3), device=self.device)
point_clouds[i] = selected_points
if self.pointCloudVisualizer != None:
import open3d as o3d
points = point_clouds[0, :, :3].cpu().numpy()
# colors = plt.get_cmap()(point_clouds[0, :, 3].cpu().numpy())
self.o3d_pc.points = o3d.utility.Vector3dVector(points)
# self.o3d_pc.colors = o3d.utility.Vector3dVector(colors[..., :3])
if self.pointCloudVisualizerInitialized == False:
self.pointCloudVisualizer.add_geometry(self.o3d_pc)
self.pointCloudVisualizerInitialized = True
else:
self.pointCloudVisualizer.update(self.o3d_pc)
self.gym.end_access_image_tensors(self.sim)
point_clouds -= self.env_origin.view(self.num_envs, 1, 3)
point_clouds_start = obj_obs_start + 27
self.obs_buf[:, point_clouds_start:].copy_(point_clouds.view(self.num_envs, self.pointCloudDownsampleNum * 3))
[docs] def reset_target_pose(self, env_ids, apply_reset=False):
"""
Reset and randomize the goal pose
Args:
env_ids (tensor): The index of the environment that needs to reset goal pose
apply_reset (bool): Whether to reset the goal directly here, usually used
when the same task wants to complete multiple goals
"""
rand_floats = torch_rand_float(-1.0, 1.0, (len(env_ids), 4), device=self.device)
new_rot = randomize_rotation(rand_floats[:, 0], rand_floats[:, 1], self.x_unit_tensor[env_ids],
self.y_unit_tensor[env_ids])
self.goal_states[env_ids, 0:3] = self.goal_init_state[env_ids, 0:3]
# self.goal_states[env_ids, 1] -= 0.25
self.goal_states[env_ids, 2] += 10.0
# self.goal_states[env_ids, 3:7] = new_rot
self.root_state_tensor[self.goal_object_indices[env_ids], 0:3] = self.goal_states[env_ids,
0:3] + self.goal_displacement_tensor
self.root_state_tensor[self.goal_object_indices[env_ids], 3:7] = self.goal_states[env_ids, 3:7]
self.root_state_tensor[self.goal_object_indices[env_ids], 7:13] = torch.zeros_like(
self.root_state_tensor[self.goal_object_indices[env_ids], 7:13])
if apply_reset:
goal_object_indices = self.goal_object_indices[env_ids].to(torch.int32)
self.gym.set_actor_root_state_tensor_indexed(self.sim,
gymtorch.unwrap_tensor(self.root_state_tensor),
gymtorch.unwrap_tensor(goal_object_indices), len(env_ids))
self.reset_goal_buf[env_ids] = 0
[docs] def reset_idx(self, env_ids, goal_env_ids):
"""
Reset and randomize the environment
Args:
env_ids (tensor): The index of the environment that needs to reset
goal_env_ids (tensor): The index of the environment that only goals need reset
"""
# randomization can happen only at reset time, since it can reset actor positions on GPU
if self.randomize:
self.apply_randomizations(self.randomization_params)
# generate random values
rand_floats = torch_rand_float(-1.0, 1.0, (len(env_ids), self.num_qbsofthand_dofs * 2 + 5), device=self.device)
# randomize start object poses
self.reset_target_pose(env_ids)
# reset object
self.root_state_tensor[self.object_indices[env_ids]] = self.object_init_state[env_ids].clone()
new_object_rot = randomize_rotation(rand_floats[:, 3], rand_floats[:, 4], self.x_unit_tensor[env_ids],
self.y_unit_tensor[env_ids])
if self.object_type == "pen":
rand_angle_y = torch.tensor(0.3)
new_object_rot = randomize_rotation_pen(rand_floats[:, 3], rand_floats[:, 4], rand_angle_y,
self.x_unit_tensor[env_ids], self.y_unit_tensor[env_ids],
self.z_unit_tensor[env_ids])
# self.root_state_tensor[self.object_indices[env_ids], 3:7] = new_object_rot
self.root_state_tensor[self.object_indices[env_ids], 7:13] = torch.zeros_like(
self.root_state_tensor[self.object_indices[env_ids], 7:13])
object_indices = torch.unique(torch.cat([self.object_indices[env_ids],
self.goal_object_indices[env_ids],
self.goal_object_indices[goal_env_ids]]).to(torch.int32))
# self.gym.set_actor_root_state_tensor_indexed(self.sim,
# gymtorch.unwrap_tensor(self.root_state_tensor),
# gymtorch.unwrap_tensor(object_indices), len(object_indices))
# reset shadow hand
delta_max = self.qbsofthand_dof_upper_limits - self.qbsofthand_dof_default_pos
delta_min = self.qbsofthand_dof_lower_limits - self.qbsofthand_dof_default_pos
rand_delta = delta_min + (delta_max - delta_min) * rand_floats[:, 5:5 + self.num_qbsofthand_dofs]
pos = self.qbsofthand_default_dof_pos + self.reset_dof_pos_noise * rand_delta
self.qbsofthand_dof_pos[env_ids, :] = pos
self.qbsofthand_dof_vel[env_ids, :] = self.qbsofthand_dof_default_vel + \
self.reset_dof_vel_noise * rand_floats[:,
5 + self.num_qbsofthand_dofs:5 + self.num_qbsofthand_dofs * 2]
self.prev_targets[env_ids, :self.num_qbsofthand_dofs] = pos
self.cur_targets[env_ids, :self.num_qbsofthand_dofs] = pos
hand_indices = self.hand_indices[env_ids].to(torch.int32)
all_hand_indices = hand_indices.to(torch.int32)
self.gym.set_dof_position_target_tensor_indexed(self.sim,
gymtorch.unwrap_tensor(self.prev_targets),
gymtorch.unwrap_tensor(all_hand_indices), len(all_hand_indices))
all_indices = torch.unique(torch.cat([all_hand_indices,
self.object_indices[env_ids],
self.table_indices[env_ids],
self.block_indices[env_ids]]).to(torch.int32))
self.hand_positions[all_indices.to(torch.long), :] = self.saved_root_tensor[all_indices.to(torch.long), 0:3]
self.hand_orientations[all_indices.to(torch.long), :] = self.saved_root_tensor[all_indices.to(torch.long), 3:7]
self.gym.set_dof_state_tensor_indexed(self.sim,
gymtorch.unwrap_tensor(self.dof_state),
gymtorch.unwrap_tensor(all_hand_indices), len(all_hand_indices))
self.gym.set_actor_root_state_tensor_indexed(self.sim,
gymtorch.unwrap_tensor(self.root_state_tensor),
gymtorch.unwrap_tensor(all_indices), len(all_indices))
self.progress_buf[env_ids] = 0
self.reset_buf[env_ids] = 0
self.successes[env_ids] = 0
[docs] def pre_physics_step(self, actions):
"""
The pre-processing of the physics step. Determine whether the reset environment is needed,
and calculate the next movement of Shadowhand through the given action. The 52-dimensional
action space as shown in below:
Index Description # TODO
0 - 14 right shadow hand actuated joint
15 - 17 right shadow hand base translation
18 - 20 right shadow hand base rotation
Args:
actions (tensor): Actions of agents in the all environment
"""
env_ids = self.reset_buf.nonzero(as_tuple=False).squeeze(-1)
goal_env_ids = self.reset_goal_buf.nonzero(as_tuple=False).squeeze(-1)
# if only goals need reset, then call set API
if len(goal_env_ids) > 0 and len(env_ids) == 0:
self.reset_target_pose(goal_env_ids, apply_reset=True)
# if goals need reset in addition to other envs, call set API in reset()
elif len(goal_env_ids) > 0:
self.reset_target_pose(goal_env_ids)
if len(env_ids) > 0:
self.reset_idx(env_ids, goal_env_ids)
self.actions = actions.clone().to(self.device)
if self.use_relative_control:
targets = self.prev_targets[:,
self.actuated_dof_indices] + self.qbsofthand_dof_speed_scale * self.dt * self.actions
self.cur_targets[:, self.actuated_dof_indices] = tensor_clamp(targets,
self.qbsofthand_dof_lower_limits[
self.actuated_dof_indices],
self.qbsofthand_dof_upper_limits[
self.actuated_dof_indices])
else:
self.cur_targets[:, self.actuated_dof_indices] = scale(self.actions[:, 6:21],
self.qbsofthand_dof_lower_limits[
self.actuated_dof_indices],
self.qbsofthand_dof_upper_limits[
self.actuated_dof_indices])
self.cur_targets[:, self.actuated_dof_indices] = self.act_moving_average * self.cur_targets[:,
self.actuated_dof_indices] + (
1.0 - self.act_moving_average) * self.prev_targets[
:,
self.actuated_dof_indices]
self.cur_targets[:, self.actuated_dof_indices] = tensor_clamp(
self.cur_targets[:, self.actuated_dof_indices],
self.qbsofthand_dof_lower_limits[self.actuated_dof_indices],
self.qbsofthand_dof_upper_limits[self.actuated_dof_indices])
self.apply_forces[:, 0, :] = actions[:, 0:3] * self.dt * self.transition_scale * 100000
self.apply_torque[:, 0, :] = self.actions[:, 3:6] * self.dt * self.orientation_scale * 1000
self.gym.apply_rigid_body_force_tensors(self.sim, gymtorch.unwrap_tensor(self.apply_forces),
gymtorch.unwrap_tensor(self.apply_torque), gymapi.ENV_SPACE)
self.prev_targets[:, self.actuated_dof_indices] = self.cur_targets[:, self.actuated_dof_indices]
all_hand_indices = self.hand_indices.to(torch.int32)
self.gym.set_dof_position_target_tensor_indexed(self.sim,
gymtorch.unwrap_tensor(self.prev_targets),
gymtorch.unwrap_tensor(all_hand_indices), len(all_hand_indices))
[docs] def post_physics_step(self):
"""
The post-processing of the physics step. Compute the observation and reward, and visualize auxiliary
lines for debug when needed
"""
self.progress_buf += 1
self.randomize_buf += 1
self.compute_observations()
self.compute_reward(self.actions)
if self.viewer and self.debug_viz:
# draw axes on target object
self.gym.clear_lines(self.viewer)
self.gym.refresh_rigid_body_state_tensor(self.sim)
for i in range(self.num_envs):
self.add_debug_lines(self.envs[i], self.block_right_handle_pos[i], self.block_right_handle_rot[i])
# self.add_debug_lines(self.envs[i], self.goal_pos[i], self.block_left_handle_rot[i])
# self.add_debug_lines(self.envs[i], self.right_hand_ff_pos[i], self.right_hand_ff_rot[i])
# self.add_debug_lines(self.envs[i], self.right_hand_mf_pos[i], self.right_hand_mf_rot[i])
# self.add_debug_lines(self.envs[i], self.right_hand_rf_pos[i], self.right_hand_rf_rot[i])
# self.add_debug_lines(self.envs[i], self.right_hand_lf_pos[i], self.right_hand_lf_rot[i])
# self.add_debug_lines(self.envs[i], self.right_hand_th_pos[i], self.right_hand_th_rot[i])
# self.add_debug_lines(self.envs[i], self.left_hand_ff_pos[i], self.right_hand_ff_rot[i])
# self.add_debug_lines(self.envs[i], self.left_hand_mf_pos[i], self.right_hand_mf_rot[i])
# self.add_debug_lines(self.envs[i], self.left_hand_rf_pos[i], self.right_hand_rf_rot[i])
# self.add_debug_lines(self.envs[i], self.left_hand_lf_pos[i], self.right_hand_lf_rot[i])
# self.add_debug_lines(self.envs[i], self.left_hand_th_pos[i], self.right_hand_th_rot[i])
[docs] def add_debug_lines(self, env, pos, rot):
posx = (pos + quat_apply(rot, to_torch([1, 0, 0], device=self.device) * 0.2)).cpu().numpy()
posy = (pos + quat_apply(rot, to_torch([0, 1, 0], device=self.device) * 0.2)).cpu().numpy()
posz = (pos + quat_apply(rot, to_torch([0, 0, 1], device=self.device) * 0.2)).cpu().numpy()
p0 = pos.cpu().numpy()
self.gym.add_lines(self.viewer, env, 1, [p0[0], p0[1], p0[2], posx[0], posx[1], posx[2]], [0.85, 0.1, 0.1])
self.gym.add_lines(self.viewer, env, 1, [p0[0], p0[1], p0[2], posy[0], posy[1], posy[2]], [0.1, 0.85, 0.1])
self.gym.add_lines(self.viewer, env, 1, [p0[0], p0[1], p0[2], posz[0], posz[1], posz[2]], [0.1, 0.1, 0.85])
[docs] def rand_row(self, tensor, dim_needed):
row_total = tensor.shape[0]
return tensor[torch.randint(low=0, high=row_total, size=(dim_needed,)), :]
[docs] def sample_points(self, points, sample_num=1000, sample_mathed='furthest'):
eff_points = points[points[:, 2] > 0.04]
if eff_points.shape[0] < sample_num:
eff_points = points
if sample_mathed == 'random':
sampled_points = self.rand_row(eff_points, sample_num)
elif sample_mathed == 'furthest':
sampled_points_id = pointnet2_utils.furthest_point_sample(eff_points.reshape(1, *eff_points.shape),
sample_num)
sampled_points = eff_points.index_select(0, sampled_points_id[0].long())
return sampled_points
[docs] def camera_visulization(self, is_depth_image=False):
if is_depth_image:
camera_depth_tensor = self.gym.get_camera_image_gpu_tensor(self.sim, self.envs[0], self.cameras[0],
gymapi.IMAGE_DEPTH)
torch_depth_tensor = gymtorch.wrap_tensor(camera_depth_tensor)
torch_depth_tensor = torch.clamp(torch_depth_tensor, -1, 1)
torch_depth_tensor = scale(torch_depth_tensor, to_torch([0], dtype=torch.float, device=self.device),
to_torch([256], dtype=torch.float, device=self.device))
camera_image = torch_depth_tensor.cpu().numpy()
camera_image = Im.fromarray(camera_image)
else:
camera_rgba_tensor = self.gym.get_camera_image_gpu_tensor(self.sim, self.envs[0], self.cameras[0],
gymapi.IMAGE_COLOR)
torch_rgba_tensor = gymtorch.wrap_tensor(camera_rgba_tensor)
camera_image = torch_rgba_tensor.cpu().numpy()
camera_image = Im.fromarray(camera_image)
return camera_image
#####################################################################
###=========================jit functions=========================###
#####################################################################
@torch.jit.script
def depth_image_to_point_cloud_GPU(camera_tensor, camera_view_matrix_inv, camera_proj_matrix, u, v, width: float,
height: float, depth_bar: float, device: torch.device):
# time1 = time.time()
depth_buffer = camera_tensor.to(device)
# Get the camera view matrix and invert it to transform points from camera to world space
vinv = camera_view_matrix_inv
# Get the camera projection matrix and get the necessary scaling
# coefficients for deprojection
proj = camera_proj_matrix
fu = 2 / proj[0, 0]
fv = 2 / proj[1, 1]
centerU = width / 2
centerV = height / 2
Z = depth_buffer
X = -(u - centerU) / width * Z * fu
Y = (v - centerV) / height * Z * fv
Z = Z.view(-1)
valid = Z > -depth_bar
X = X.view(-1)
Y = Y.view(-1)
position = torch.vstack((X, Y, Z, torch.ones(len(X), device=device)))[:, valid]
position = position.permute(1, 0)
position = position @ vinv
points = position[:, 0:3]
return points
@torch.jit.script
def compute_hand_reward(
rew_buf, reset_buf, reset_goal_buf, progress_buf, successes, consecutive_successes,
max_episode_length: float, object_pos, object_rot, target_pos, target_rot, block_right_handle_pos
, right_hand_pos, right_hand_ff_pos, right_hand_mf_pos, right_hand_rf_pos, right_hand_lf_pos,
right_hand_th_pos,
dist_reward_scale: float, rot_reward_scale: float, rot_eps: float,
actions, action_penalty_scale: float,
success_tolerance: float, reach_goal_bonus: float, fall_dist: float,
fall_penalty: float, max_consecutive_successes: int, av_factor: float, ignore_z_rot: bool
):
"""
Compute the reward of all environment.
Args:
rew_buf (tensor): The reward buffer of all environments at this time
reset_buf (tensor): The reset buffer of all environments at this time
reset_goal_buf (tensor): The only-goal reset buffer of all environments at this time
progress_buf (tensor): The porgress buffer of all environments at this time
successes (tensor): The successes buffer of all environments at this time
consecutive_successes (tensor): The consecutive successes buffer of all environments at this time
max_episode_length (float): The max episode length in this environment
object_pos (tensor): The position of the object
object_rot (tensor): The rotation of the object
target_pos (tensor): The position of the target
target_rot (tensor): The rotate of the target
block_right_handle_pos (tensor): The position of the right block handle
right_hand_ff_pos, right_hand_mf_pos, right_hand_rf_pos, right_hand_lf_pos, right_hand_th_pos (tensor): The position of the five fingers
of the right hand
dist_reward_scale (float): The scale of the distance reward
rot_reward_scale (float): The scale of the rotation reward
rot_eps (float): The epsilon of the rotation calculate
actions (tensor): The action buffer of all environments at this time
action_penalty_scale (float): The scale of the action penalty reward
success_tolerance (float): The tolerance of the success determined
reach_goal_bonus (float): The reward given when the object reaches the goal
fall_dist (float): When the object is far from the Shadowhand, it is judged as falling
fall_penalty (float): The reward given when the object is fell
max_consecutive_successes (float): The maximum of the consecutive successes
av_factor (float): The average factor for calculate the consecutive successes
ignore_z_rot (bool): Is it necessary to ignore the rot of the z-axis, which is usually used
for some specific objects (e.g. pen)
"""
# Distance from the hand to the object
right_goal_dist = torch.norm(target_pos - block_right_handle_pos, p=2, dim=-1)
# goal_dist = target_pos[:, 2] - object_pos[:, 2]
right_hand_dist = torch.norm(block_right_handle_pos - right_hand_pos, p=2, dim=-1)
right_hand_finger_dist = (torch.norm(block_right_handle_pos - right_hand_ff_pos, p=2, dim=-1) + torch.norm(
block_right_handle_pos - right_hand_mf_pos, p=2, dim=-1)
+ torch.norm(block_right_handle_pos - right_hand_rf_pos, p=2, dim=-1) + torch.norm(
block_right_handle_pos - right_hand_lf_pos, p=2, dim=-1)
+ torch.norm(block_right_handle_pos - right_hand_th_pos, p=2, dim=-1))
# Orientation alignment for the cube in hand and goal cube
# quat_diff = quat_mul(object_rot, quat_conjugate(target_rot))
# rot_dist = 2.0 * torch.asin(torch.clamp(torch.norm(quat_diff[:, 0:3], p=2, dim=-1), max=1.0))
right_hand_dist_rew = torch.exp(-10 * right_hand_finger_dist)
# rot_rew = 1.0/(torch.abs(rot_dist) + rot_eps) * rot_reward_scale
action_penalty = torch.sum(actions ** 2, dim=-1)
# Total reward is: position distance + orientation alignment + action regularization + success bonus + fall penalty
# reward = torch.exp(-0.05*(up_rew * dist_reward_scale)) + torch.exp(-0.05*(right_hand_dist_rew * dist_reward_scale)) + torch.exp(-0.05*(left_hand_dist_rew * dist_reward_scale))
# up_rew = torch.zeros_like(right_hand_dist_rew)
# up_rew = torch.where(right_hand_finger_dist < 0.6,
# torch.where(left_hand_finger_dist < 0.4,
up_rew = torch.zeros_like(right_hand_dist_rew)
up_rew = torch.exp(-10 * torch.norm(block_right_handle_pos, p=2, dim=-1)) * 2
# up_rew = torch.where(right_hand_finger_dist <= 0.3, torch.norm(bottle_cap_up - bottle_pos, p=2, dim=-1) * 30, up_rew)
# reward = torch.exp(-0.1*(right_hand_dist_rew * dist_reward_scale)) + torch.exp(-0.1*(left_hand_dist_rew * dist_reward_scale))
reward = right_hand_dist_rew + up_rew
resets = torch.where(right_hand_dist_rew <= 0, torch.ones_like(reset_buf), reset_buf)
resets = torch.where(right_hand_finger_dist >= 1.5, torch.ones_like(resets), resets)
# Find out which envs hit the goal and update successes count
successes = torch.where(successes == 0,
torch.where(torch.norm(block_right_handle_pos, p=2, dim=-1) < 0.2,
torch.ones_like(successes), successes), successes)
resets = torch.where(progress_buf >= max_episode_length, torch.ones_like(resets), resets)
goal_resets = torch.zeros_like(resets)
num_resets = torch.sum(resets)
finished_cons_successes = torch.sum(successes * resets.float())
cons_successes = torch.where(resets > 0, successes * resets, consecutive_successes).mean()
return reward, resets, goal_resets, progress_buf, successes, cons_successes
@torch.jit.script
def randomize_rotation(rand0, rand1, x_unit_tensor, y_unit_tensor):
return quat_mul(quat_from_angle_axis(rand0 * np.pi, x_unit_tensor),
quat_from_angle_axis(rand1 * np.pi, y_unit_tensor))
@torch.jit.script
def randomize_rotation_pen(rand0, rand1, max_angle, x_unit_tensor, y_unit_tensor, z_unit_tensor):
rot = quat_mul(quat_from_angle_axis(0.5 * np.pi + rand0 * max_angle, x_unit_tensor),
quat_from_angle_axis(rand0 * np.pi, z_unit_tensor))
return rot