# Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
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.oslab import get_rofunc_path
[docs]class ShadowHandCatchUnderarmTask(VecTask):
"""
This class corresponds to the Catch Underarm task. In this task, two shadow hands with palms
facing upwards are controlled to pass an object from one palm to the other. What makes it more difficult
than the Hand over task is that the hands' translation and rotation degrees of freedom are no longer
frozen but are added into the action space
"""
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):
"""
:param cfg:
:param rl_device:
:param sim_device:
:param graphics_device_id:
:param headless:
:param virtual_screen_capture:
:param force_render:
:param agent_index: Specifies how to divide the agents of the hands, useful only when using a
multi-agent algorithm. It contains two lists, representing the left hand and the right hand.
Each list has six numbers from 0 to 5, representing the palm, middle finger, ring finger,
tail finger, index finger, and thumb. Each part can be combined arbitrarily, and if placed
in the same list, it means that it is divided into the same agent. The default setting is
[[[0, 1, 2, 3, 4, 5]], [[0, 1, 2, 3, 4, 5]]], which means that the two whole hands are
regarded as one agent respectively.
:param is_multi_agent: Specifies whether it is a multi-agent environment
"""
self.cfg = cfg
self.agent_index = agent_index
self.is_multi_agent = is_multi_agent
# Domain randomization configuration
self.randomize = self.cfg["task"]["randomize"]
self.randomization_params = self.cfg["task"]["randomization_params"]
self.aggregate_mode = self.cfg["env"]["aggregateMode"]
# Reward configuration
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"]
# Scale factor of velocity based observations
self.vel_obs_scale = 0.2
# Scale factor of velocity based observations
self.force_torque_obs_scale = 10.0
# The noise of the initial state each time the environment is reset
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"]
# The configuration of how to control the ShadowHand (Action in RL)
self.shadow_hand_dof_speed_scale = self.cfg["env"]["dofSpeedScale"]
self.use_relative_control = self.cfg["env"]["useRelativeControl"]
self.act_moving_average = self.cfg["env"]["actionsMovingAverage"]
# Whether to enable debug mode during visualization
self.debug_viz = self.cfg["env"]["enableDebugVis"]
# Success and goal configuration
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)
# Scale factor of transition and orientation when the base of Shadowhand is not fixed
self.transition_scale = self.cfg["env"]["transition_scale"]
self.orientation_scale = self.cfg["env"]["orientation_scale"]
# The inverser number of the control frequency
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)
# Specifies the object to be manipulated, which can be an object in the sapien dataset.
# Only useful in certain environments
self.object_type = self.cfg["env"]["objectType"]
self.ignore_z = (self.object_type == "pen")
# Specify the path of the asset
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"
}
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)
# Specify the number of action and observation in the environment
self.num_point_cloud_feature_dim = 768
self.num_obs_dict = {
"point_cloud": 422 + self.num_point_cloud_feature_dim * 3,
"point_cloud_for_distill": 422 + self.num_point_cloud_feature_dim * 3,
"full_state": 422
}
self.num_hand_obs = 72 + 95 + 26 + 6
self.up_axis = 'z'
# The names of the five fingertips of Shadowhand, which are used to obtain force information later
self.fingertips = ["robot0:ffdistal", "robot0:mfdistal", "robot0:rfdistal", "robot0:lfdistal",
"robot0:thdistal"]
self.a_fingertips = ["robot1:ffdistal", "robot1:mfdistal", "robot1:rfdistal", "robot1:lfdistal",
"robot1:thdistal"]
self.num_fingertips = len(self.fingertips) * 2
self.use_vel_obs = False
self.fingertip_obs = True
self.asymmetric_obs = self.cfg["env"]["asymmetric_observations"]
num_states = 0
if self.asymmetric_obs:
num_states = 211
self.cfg["env"]["numObservations"] = self.num_obs_dict[self.obs_type]
self.cfg["env"]["numStates"] = num_states
if self.is_multi_agent:
self.num_agents = 2
self.cfg["env"]["numActions"] = 26
else:
self.num_agents = 1
self.cfg["env"]["numActions"] = 52
super().__init__(cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render)
self.camera_debug = self.cfg["env"].get("cameraDebug", False)
self.point_cloud_debug = self.cfg["env"].get("pointCloudDebug", False)
# Viewer settings, including the camera's initial position and viewing direction
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_shadow_hand_dofs * 2)
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 dof state wrapper tensors for different slices
self.shadow_hand_default_dof_pos = torch.zeros(self.num_shadow_hand_dofs, dtype=torch.float, device=self.device)
self.dof_state = gymtorch.wrap_tensor(dof_state_tensor)
self.shadow_hand_dof_state = self.dof_state.view(self.num_envs, -1, 2)[:, :self.num_shadow_hand_dofs]
self.shadow_hand_dof_pos = self.shadow_hand_dof_state[..., 0]
self.shadow_hand_dof_vel = self.shadow_hand_dof_state[..., 1]
self.shadow_hand_another_dof_state = self.dof_state.view(self.num_envs, -1, 2)[:,
self.num_shadow_hand_dofs:self.num_shadow_hand_dofs * 2]
self.shadow_hand_another_dof_pos = self.shadow_hand_another_dof_state[..., 0]
self.shadow_hand_another_dof_vel = self.shadow_hand_another_dof_state[..., 1]
# Create rigid body state wrapper tensors for different slices
self.rigid_body_states = gymtorch.wrap_tensor(rigid_body_tensor).view(self.num_envs, -1, 13)
self.num_bodies = self.rigid_body_states.shape[1]
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()
# The total number of dofs in the environment
self.num_dofs = self.gym.get_sim_dof_count(self.sim) // self.num_envs
# Tensor used to control dof value in the environment
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)
# The total number of actors in the environment
self.global_indices = torch.arange(self.num_envs * 3, dtype=torch.int32, device=self.device).view(self.num_envs,
-1)
# Unit tensor in x, y, z axis
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))
# Reset and success buffer
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(self.num_envs, dtype=torch.float, device=self.device)
self.av_factor = to_torch(self.av_factor, dtype=torch.float, device=self.device)
# Forces and torque applied to the Shadowhand's base
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)
# Total success and reset count
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
Args:
num_envs (int): The total number of environment
spacing (float): Specifies half the side length of the square area occupied by each environment
num_per_row (int): Specify how many environments in a row
"""
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")
shadow_hand_asset_file = "mjcf/open_ai_assets/hand/shadow_hand.xml"
shadow_hand_another_asset_file = "mjcf/open_ai_assets/hand/shadow_hand1.xml"
if "asset" in self.cfg["env"]:
asset_root = self.cfg["env"]["asset"].get("assetRoot", asset_root)
shadow_hand_asset_file = self.cfg["env"]["asset"].get("assetFileName", shadow_hand_asset_file)
object_asset_file = self.asset_files_dict[self.object_type]
# Load Shadowhand asset
asset_options = gymapi.AssetOptions()
# Switch Meshes from Z-up left-handed system to Y-up Right-handed coordinate system
asset_options.flip_visual_attachments = False
# Set Asset base to a fixed placement upon import
asset_options.fix_base_link = False
# Merge links that are connected by fixed joints
asset_options.collapse_fixed_joints = True
# Disables gravity for asset
asset_options.disable_gravity = True
# Thickness of the collision shapes. Sets how far objects should come to rest from the surface of this body
asset_options.thickness = 0.001
# Angular velocity damping for rigid bodies
asset_options.angular_damping = 100
# Linear velocity damping for rigid bodies
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
shadow_hand_asset = self.gym.load_asset(self.sim, asset_root, shadow_hand_asset_file, asset_options)
shadow_hand_another_asset = self.gym.load_asset(self.sim, asset_root, shadow_hand_another_asset_file,
asset_options)
# The count of Shadowhand's attributes
self.num_shadow_hand_bodies = self.gym.get_asset_rigid_body_count(shadow_hand_asset)
self.num_shadow_hand_shapes = self.gym.get_asset_rigid_shape_count(shadow_hand_asset)
self.num_shadow_hand_dofs = self.gym.get_asset_dof_count(shadow_hand_asset)
self.num_shadow_hand_actuators = self.gym.get_asset_actuator_count(shadow_hand_asset)
self.num_shadow_hand_tendons = self.gym.get_asset_tendon_count(shadow_hand_asset)
print("self.num_shadow_hand_bodies: ", self.num_shadow_hand_bodies)
print("self.num_shadow_hand_shapes: ", self.num_shadow_hand_shapes)
print("self.num_shadow_hand_dofs: ", self.num_shadow_hand_dofs)
print("self.num_shadow_hand_actuators: ", self.num_shadow_hand_actuators)
print("self.num_shadow_hand_tendons: ", self.num_shadow_hand_tendons)
# Tendon set up
limit_stiffness = 30
t_damping = 0.1
relevant_tendons = ["robot0:T_FFJ1c", "robot0:T_MFJ1c", "robot0:T_RFJ1c", "robot0:T_LFJ1c"]
a_relevant_tendons = ["robot1:T_FFJ1c", "robot1:T_MFJ1c", "robot1:T_RFJ1c", "robot1:T_LFJ1c"]
tendon_props = self.gym.get_asset_tendon_properties(shadow_hand_asset)
a_tendon_props = self.gym.get_asset_tendon_properties(shadow_hand_another_asset)
for i in range(self.num_shadow_hand_tendons):
for rt in relevant_tendons:
if self.gym.get_asset_tendon_name(shadow_hand_asset, i) == rt:
tendon_props[i].limit_stiffness = limit_stiffness
tendon_props[i].damping = t_damping
for rt in a_relevant_tendons:
if self.gym.get_asset_tendon_name(shadow_hand_another_asset, i) == rt:
a_tendon_props[i].limit_stiffness = limit_stiffness
a_tendon_props[i].damping = t_damping
self.gym.set_asset_tendon_properties(shadow_hand_asset, tendon_props)
self.gym.set_asset_tendon_properties(shadow_hand_another_asset, a_tendon_props)
# Specifies the index of the actuated dof
actuated_dof_names = [self.gym.get_asset_actuator_joint_name(shadow_hand_asset, i) for i in
range(self.num_shadow_hand_actuators)]
self.actuated_dof_indices = [self.gym.find_asset_dof_index(shadow_hand_asset, name) for name in
actuated_dof_names]
# Set Shadowhand dof properties
shadow_hand_dof_props = self.gym.get_asset_dof_properties(shadow_hand_asset)
shadow_hand_another_dof_props = self.gym.get_asset_dof_properties(shadow_hand_another_asset)
self.shadow_hand_dof_lower_limits = []
self.shadow_hand_dof_upper_limits = []
self.shadow_hand_dof_default_pos = []
self.shadow_hand_dof_default_vel = []
self.sensors = []
sensor_pose = gymapi.Transform()
for i in range(self.num_shadow_hand_dofs):
self.shadow_hand_dof_lower_limits.append(shadow_hand_dof_props['lower'][i])
self.shadow_hand_dof_upper_limits.append(shadow_hand_dof_props['upper'][i])
self.shadow_hand_dof_default_pos.append(0.0)
self.shadow_hand_dof_default_vel.append(0.0)
self.actuated_dof_indices = to_torch(self.actuated_dof_indices, dtype=torch.long, device=self.device)
self.shadow_hand_dof_lower_limits = to_torch(self.shadow_hand_dof_lower_limits, device=self.device)
self.shadow_hand_dof_upper_limits = to_torch(self.shadow_hand_dof_upper_limits, device=self.device)
self.shadow_hand_dof_default_pos = to_torch(self.shadow_hand_dof_default_pos, device=self.device)
self.shadow_hand_dof_default_vel = to_torch(self.shadow_hand_dof_default_vel, device=self.device)
# Load manipulated object and goal assets and their initial state
object_asset_options = gymapi.AssetOptions()
object_asset_options.density = 500
object_asset = self.gym.load_asset(self.sim, asset_root, object_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)
shadow_hand_start_pose = gymapi.Transform()
shadow_hand_start_pose.p = gymapi.Vec3(*get_axis_params(0.5, self.up_axis_idx))
shadow_another_hand_start_pose = gymapi.Transform()
shadow_another_hand_start_pose.p = gymapi.Vec3(0, -1.15, 0.5)
shadow_another_hand_start_pose.r = gymapi.Quat().from_euler_zyx(0, 0, 3.1415)
object_start_pose = gymapi.Transform()
object_start_pose.p = gymapi.Vec3()
object_start_pose.p.x = shadow_hand_start_pose.p.x
pose_dy, pose_dz = -0.39, 0.04
object_start_pose.p.y = shadow_hand_start_pose.p.y + pose_dy
object_start_pose.p.z = shadow_hand_start_pose.p.z + pose_dz
if self.object_type == "pen":
object_start_pose.p.z = shadow_hand_start_pose.p.z + 0.02
self.goal_displacement = gymapi.Vec3(-0., 0.0, 0.)
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
goal_start_pose.p.z -= 0.0
# Compute aggregate size
max_agg_bodies = self.num_shadow_hand_bodies * 2 + 2
max_agg_shapes = self.num_shadow_hand_shapes * 2 + 2
self.shadow_hands = []
self.envs = []
self.object_init_state = []
self.hand_start_states = []
self.hand_indices = []
self.another_hand_indices = []
self.fingertip_indices = []
self.object_indices = []
self.goal_object_indices = []
self.fingertip_handles = [self.gym.find_asset_rigid_body_index(shadow_hand_asset, name) for name in
self.fingertips]
self.fingertip_another_handles = [self.gym.find_asset_rigid_body_index(shadow_hand_another_asset, name) for name
in self.a_fingertips]
# Create fingertip force sensors, if needed
sensor_pose = gymapi.Transform()
for ft_handle in self.fingertip_handles:
self.gym.create_asset_force_sensor(shadow_hand_asset, ft_handle, sensor_pose)
for ft_a_handle in self.fingertip_another_handles:
self.gym.create_asset_force_sensor(shadow_hand_another_asset, ft_a_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
shadow_hand_actor = self.gym.create_actor(env_ptr, shadow_hand_asset, shadow_hand_start_pose, "hand", i, -1,
0)
shadow_hand_another_actor = self.gym.create_actor(env_ptr, shadow_hand_another_asset,
shadow_another_hand_start_pose, "another_hand", i, -1, 0)
self.hand_start_states.append(
[shadow_hand_start_pose.p.x, shadow_hand_start_pose.p.y, shadow_hand_start_pose.p.z,
shadow_hand_start_pose.r.x, shadow_hand_start_pose.r.y, shadow_hand_start_pose.r.z,
shadow_hand_start_pose.r.w,
0, 0, 0, 0, 0, 0])
self.gym.set_actor_dof_properties(env_ptr, shadow_hand_actor, shadow_hand_dof_props)
hand_idx = self.gym.get_actor_index(env_ptr, shadow_hand_actor, gymapi.DOMAIN_SIM)
self.hand_indices.append(hand_idx)
self.gym.set_actor_dof_properties(env_ptr, shadow_hand_another_actor, shadow_hand_another_dof_props)
another_hand_idx = self.gym.get_actor_index(env_ptr, shadow_hand_another_actor, gymapi.DOMAIN_SIM)
self.another_hand_indices.append(another_hand_idx)
# Randomize colors and textures for rigid body
num_bodies = self.gym.get_actor_rigid_body_count(env_ptr, shadow_hand_actor)
hand_rigid_body_index = [[0, 1, 2, 3], [4, 5, 6, 7], [8, 9, 10, 11], [12, 13, 14, 15], [16, 17, 18, 19, 20],
[21, 22, 23, 24, 25]]
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, shadow_hand_actor, o, gymapi.MESH_VISUAL,
gymapi.Vec3(colorx, colory, colorz))
for n in self.agent_index[1]:
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, shadow_hand_another_actor, o, gymapi.MESH_VISUAL,
gymapi.Vec3(colorx, colory, colorz))
# Create fingertip force-torque sensors
self.gym.enable_actor_dof_force_sensors(env_ptr, shadow_hand_actor)
self.gym.enable_actor_dof_force_sensors(env_ptr, shadow_hand_another_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)
# 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)
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, -0.57, 0.85),
gymapi.Vec3(-0.24, -0.57, 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.shadow_hands.append(shadow_hand_actor)
# Convert each tensor to a pytorch type
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.fingertip_another_handles = to_torch(self.fingertip_another_handles, dtype=torch.long, device=self.device)
self.hand_indices = to_torch(self.hand_indices, dtype=torch.long, device=self.device)
self.another_hand_indices = to_torch(self.another_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)
[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.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.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
# Whether to print out success information
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
"""
# Refreash gym GPU state tensors and specify the state we need
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.goal_pose = self.goal_states[:, 0:7]
self.goal_pos = self.goal_states[:, 0:3]
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]
self.fingertip_another_state = self.rigid_body_states[:, self.fingertip_another_handles][:, :, 0:13]
self.fingertip_another_pos = self.rigid_body_states[:, self.fingertip_another_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 422-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 - 417 goal pose
418 - 421 goal rot - object rot
"""
# Fingertip observations, state(pose and vel) + force-torque sensors
num_ft_states = 13 * int(self.num_fingertips / 2)
num_ft_force_torques = 6 * int(self.num_fingertips / 2)
self.obs_buf[:, 0:self.num_shadow_hand_dofs] = unscale(self.shadow_hand_dof_pos,
self.shadow_hand_dof_lower_limits,
self.shadow_hand_dof_upper_limits)
self.obs_buf[:,
self.num_shadow_hand_dofs:2 * self.num_shadow_hand_dofs] = self.vel_obs_scale * self.shadow_hand_dof_vel
self.obs_buf[:,
2 * self.num_shadow_hand_dofs:3 * self.num_shadow_hand_dofs] = self.force_torque_obs_scale * self.dof_force_tensor[
:, :24]
fingertip_obs_start = 72
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 + 95
self.obs_buf[:, hand_pose_start:hand_pose_start + 3] = self.hand_positions[self.hand_indices, :]
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 + 26] = self.actions[:, :26]
another_hand_start = action_obs_start + 26
self.obs_buf[:, another_hand_start:self.num_shadow_hand_dofs + another_hand_start] = unscale(
self.shadow_hand_another_dof_pos,
self.shadow_hand_dof_lower_limits, self.shadow_hand_dof_upper_limits)
self.obs_buf[:,
self.num_shadow_hand_dofs + another_hand_start:2 * self.num_shadow_hand_dofs + another_hand_start] = self.vel_obs_scale * self.shadow_hand_another_dof_vel
self.obs_buf[:,
2 * self.num_shadow_hand_dofs + another_hand_start:3 * self.num_shadow_hand_dofs + another_hand_start] = self.force_torque_obs_scale * self.dof_force_tensor[
:,
24:48]
fingertip_another_obs_start = another_hand_start + 72
self.obs_buf[:,
fingertip_another_obs_start:fingertip_another_obs_start + num_ft_states] = self.fingertip_another_state.reshape(
self.num_envs, num_ft_states)
self.obs_buf[:, fingertip_another_obs_start + num_ft_states:fingertip_another_obs_start + num_ft_states +
num_ft_force_torques] = self.force_torque_obs_scale * self.vec_sensor_tensor[
:,
30:]
hand_another_pose_start = fingertip_another_obs_start + 95
self.obs_buf[:, hand_another_pose_start:hand_another_pose_start + 3] = self.hand_positions[
self.another_hand_indices, :]
self.obs_buf[:, hand_another_pose_start + 3:hand_another_pose_start + 4] = \
get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[0].unsqueeze(-1)
self.obs_buf[:, hand_another_pose_start + 4:hand_another_pose_start + 5] = \
get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[1].unsqueeze(-1)
self.obs_buf[:, hand_another_pose_start + 5:hand_another_pose_start + 6] = \
get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[2].unsqueeze(-1)
action_another_obs_start = hand_another_pose_start + 6
self.obs_buf[:, action_another_obs_start:action_another_obs_start + 26] = self.actions[:, 26:]
obj_obs_start = action_another_obs_start + 26
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
goal_obs_start = obj_obs_start + 13
self.obs_buf[:, goal_obs_start:goal_obs_start + 7] = self.goal_pose
self.obs_buf[:, goal_obs_start + 7:goal_obs_start + 11] = quat_mul(self.object_rot,
quat_conjugate(self.goal_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 422-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 - 417 goal pose
418 - 421 goal rot - object rot
"""
# Fingertip observations, state(pose and vel) + force-torque sensors
num_ft_states = 13 * int(self.num_fingertips / 2)
num_ft_force_torques = 6 * int(self.num_fingertips / 2)
self.obs_buf[:, 0:self.num_shadow_hand_dofs] = unscale(self.shadow_hand_dof_pos,
self.shadow_hand_dof_lower_limits,
self.shadow_hand_dof_upper_limits)
self.obs_buf[:,
self.num_shadow_hand_dofs:2 * self.num_shadow_hand_dofs] = self.vel_obs_scale * self.shadow_hand_dof_vel
self.obs_buf[:,
2 * self.num_shadow_hand_dofs:3 * self.num_shadow_hand_dofs] = self.force_torque_obs_scale * self.dof_force_tensor[
:, :24]
fingertip_obs_start = 72
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 + 95
self.obs_buf[:, hand_pose_start:hand_pose_start + 3] = self.hand_positions[self.hand_indices, :]
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 + 26] = self.actions[:, :26]
another_hand_start = action_obs_start + 26
self.obs_buf[:, another_hand_start:self.num_shadow_hand_dofs + another_hand_start] = unscale(
self.shadow_hand_another_dof_pos,
self.shadow_hand_dof_lower_limits, self.shadow_hand_dof_upper_limits)
self.obs_buf[:,
self.num_shadow_hand_dofs + another_hand_start:2 * self.num_shadow_hand_dofs + another_hand_start] = self.vel_obs_scale * self.shadow_hand_another_dof_vel
self.obs_buf[:,
2 * self.num_shadow_hand_dofs + another_hand_start:3 * self.num_shadow_hand_dofs + another_hand_start] = self.force_torque_obs_scale * self.dof_force_tensor[
:,
24:48]
fingertip_another_obs_start = another_hand_start + 72
self.obs_buf[:,
fingertip_another_obs_start:fingertip_another_obs_start + num_ft_states] = self.fingertip_another_state.reshape(
self.num_envs, num_ft_states)
self.obs_buf[:, fingertip_another_obs_start + num_ft_states:fingertip_another_obs_start + num_ft_states +
num_ft_force_torques] = self.force_torque_obs_scale * self.vec_sensor_tensor[
:,
30:]
hand_another_pose_start = fingertip_another_obs_start + 95
self.obs_buf[:, hand_another_pose_start:hand_another_pose_start + 3] = self.hand_positions[
self.another_hand_indices, :]
self.obs_buf[:, hand_another_pose_start + 3:hand_another_pose_start + 4] = \
get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[0].unsqueeze(-1)
self.obs_buf[:, hand_another_pose_start + 4:hand_another_pose_start + 5] = \
get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[1].unsqueeze(-1)
self.obs_buf[:, hand_another_pose_start + 5:hand_another_pose_start + 6] = \
get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[2].unsqueeze(-1)
action_another_obs_start = hand_another_pose_start + 6
self.obs_buf[:, action_another_obs_start:action_another_obs_start + 26] = self.actions[:, 26:]
obj_obs_start = action_another_obs_start + 26
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
goal_obs_start = obj_obs_start + 13
self.obs_buf[:, goal_obs_start:goal_obs_start + 7] = self.goal_pose
self.obs_buf[:, goal_obs_start + 7:goal_obs_start + 11] = quat_mul(self.object_rot,
quat_conjugate(self.goal_rot))
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 = goal_obs_start + 11
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] -= 0.4
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)
# Sets actor root state buffer to values provided for given actor indices. Full actor root states buffer should
# be provided for all actors.
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_shadow_hand_dofs * 2 + 5), device=self.device)
# Reset and randomize start object poses
self.reset_target_pose(env_ids)
# Reset object and goal
self.root_state_tensor[self.object_indices[env_ids]] = self.object_init_state[env_ids].clone()
self.root_state_tensor[self.object_indices[env_ids], 0:2] = self.object_init_state[env_ids, 0:2] + \
self.reset_position_noise * rand_floats[:, 0:2]
self.root_state_tensor[self.object_indices[env_ids], self.up_axis_idx] = self.object_init_state[
env_ids, self.up_axis_idx] + \
self.reset_position_noise * rand_floats[
:,
self.up_axis_idx]
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))
# Reset shadow hand
delta_max = self.shadow_hand_dof_upper_limits - self.shadow_hand_dof_default_pos
delta_min = self.shadow_hand_dof_lower_limits - self.shadow_hand_dof_default_pos
rand_delta = delta_min + (delta_max - delta_min) * rand_floats[:, 5:5 + self.num_shadow_hand_dofs]
pos = self.shadow_hand_default_dof_pos + self.reset_dof_pos_noise * rand_delta
self.shadow_hand_dof_pos[env_ids, :] = pos
self.shadow_hand_another_dof_pos[env_ids, :] = pos
self.shadow_hand_dof_vel[env_ids, :] = self.shadow_hand_dof_default_vel + \
self.reset_dof_vel_noise * rand_floats[:,
5 + self.num_shadow_hand_dofs:5 + self.num_shadow_hand_dofs * 2]
self.shadow_hand_another_dof_vel[env_ids, :] = self.shadow_hand_dof_default_vel + \
self.reset_dof_vel_noise * rand_floats[:,
5 + self.num_shadow_hand_dofs:5 + self.num_shadow_hand_dofs * 2]
self.prev_targets[env_ids, :self.num_shadow_hand_dofs] = pos
self.cur_targets[env_ids, :self.num_shadow_hand_dofs] = pos
self.prev_targets[env_ids, self.num_shadow_hand_dofs:self.num_shadow_hand_dofs * 2] = pos
self.cur_targets[env_ids, self.num_shadow_hand_dofs:self.num_shadow_hand_dofs * 2] = pos
hand_indices = self.hand_indices[env_ids].to(torch.int32)
another_hand_indices = self.another_hand_indices[env_ids].to(torch.int32)
all_hand_indices = torch.unique(torch.cat([hand_indices,
another_hand_indices]).to(torch.int32))
# Sets DOF position targets to values provided for given actor indices. Full DOF position targets buffer should
# be provided for all actors. For presimatic DOF, target is in meters. For revolute DOF, target is in radians.
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))
# Reset all position and velocity value in the environment
self.hand_positions[all_hand_indices.to(torch.long), :] = self.saved_root_tensor[
all_hand_indices.to(torch.long), 0:3]
self.hand_orientations[all_hand_indices.to(torch.long), :] = self.saved_root_tensor[
all_hand_indices.to(torch.long), 3:7]
all_indices = torch.unique(torch.cat([all_hand_indices,
object_indices]).to(torch.int32))
# Sets DOF state buffer to values provided for given actor indices. Full DOF state buffer should be provided for
# all actors. DOF state includes position in meters for prismatic DOF, or radians for revolute DOF, and velocity
# in m/s for prismatic DOF and rad/s for revolute DOF.
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))
# Sets actor root state buffer to values provided for given actor indices. Full actor root states buffer should
# be provided for all actors.
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
0 - 19 right shadow hand actuated joint
20 - 22 right shadow hand base translation
23 - 25 right shadow hand base rotation
26 - 45 left shadow hand actuated joint
46 - 48 left shadow hand base translation
49 - 51 left shadow hand base rotatio
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)
# Calculate the next movement of Shadowhand
self.actions = actions.clone().to(self.device)
if self.use_relative_control:
targets = self.prev_targets[:,
self.actuated_dof_indices] + self.shadow_hand_dof_speed_scale * self.dt * self.actions
self.cur_targets[:, self.actuated_dof_indices] = tensor_clamp(targets,
self.shadow_hand_dof_lower_limits[
self.actuated_dof_indices],
self.shadow_hand_dof_upper_limits[
self.actuated_dof_indices])
else:
self.cur_targets[:, self.actuated_dof_indices] = scale(self.actions[:, 6:26],
self.shadow_hand_dof_lower_limits[
self.actuated_dof_indices],
self.shadow_hand_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.shadow_hand_dof_lower_limits[self.actuated_dof_indices],
self.shadow_hand_dof_upper_limits[self.actuated_dof_indices])
self.cur_targets[:, self.actuated_dof_indices + 24] = scale(self.actions[:, 32:52],
self.shadow_hand_dof_lower_limits[
self.actuated_dof_indices],
self.shadow_hand_dof_upper_limits[
self.actuated_dof_indices])
self.cur_targets[:, self.actuated_dof_indices + 24] = self.act_moving_average * self.cur_targets[:,
self.actuated_dof_indices + 24] + (
1.0 - self.act_moving_average) * self.prev_targets[
:,
self.actuated_dof_indices]
self.cur_targets[:, self.actuated_dof_indices + 24] = tensor_clamp(
self.cur_targets[:, self.actuated_dof_indices + 24],
self.shadow_hand_dof_lower_limits[self.actuated_dof_indices],
self.shadow_hand_dof_upper_limits[self.actuated_dof_indices])
self.apply_forces[:, 1, :] = self.actions[:, 0:3] * self.dt * self.transition_scale * 100000
self.apply_forces[:, 1 + 26, :] = self.actions[:, 26:29] * self.dt * self.transition_scale * 100000
self.apply_torque[:, 1, :] = self.actions[:, 3:6] * self.dt * self.orientation_scale * 1000
self.apply_torque[:, 1 + 26, :] = self.actions[:, 29:32] * self.dt * self.orientation_scale * 1000
# Applies forces and torques to Shadowhand's base for the immediate timestep, in Newtons
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]
self.prev_targets[:, self.actuated_dof_indices + 24] = self.cur_targets[:, self.actuated_dof_indices + 24]
# Sets DOF position targets to values provided for all DOFs in simulation. For presimatic DOF,
# target is in meters. For revolute DOF, target is in radians.
self.gym.set_dof_position_target_tensor(self.sim, gymtorch.unwrap_tensor(self.cur_targets))
[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)
# Draw axes on target object
if self.viewer and self.debug_viz:
self.gym.clear_lines(self.viewer)
self.gym.refresh_rigid_body_state_tensor(self.sim)
for i in range(self.num_envs):
targetx = (self.goal_pos[i] + quat_apply(self.goal_rot[i],
to_torch([1, 0, 0], device=self.device) * 0.2)).cpu().numpy()
targety = (self.goal_pos[i] + quat_apply(self.goal_rot[i],
to_torch([0, 1, 0], device=self.device) * 0.2)).cpu().numpy()
targetz = (self.goal_pos[i] + quat_apply(self.goal_rot[i],
to_torch([0, 0, 1], device=self.device) * 0.2)).cpu().numpy()
p0 = self.goal_pos[i].cpu().numpy() + self.goal_displacement_tensor.cpu().numpy()
self.gym.add_lines(self.viewer, self.envs[i], 1,
[p0[0], p0[1], p0[2], targetx[0], targetx[1], targetx[2]], [0.85, 0.1, 0.1])
self.gym.add_lines(self.viewer, self.envs[i], 1,
[p0[0], p0[1], p0[2], targety[0], targety[1], targety[2]], [0.1, 0.85, 0.1])
self.gym.add_lines(self.viewer, self.envs[i], 1,
[p0[0], p0[1], p0[2], targetz[0], targetz[1], targetz[2]], [0.1, 0.1, 0.85])
objectx = (self.object_pos[i] + quat_apply(self.object_rot[i],
to_torch([1, 0, 0], device=self.device) * 0.2)).cpu().numpy()
objecty = (self.object_pos[i] + quat_apply(self.object_rot[i],
to_torch([0, 1, 0], device=self.device) * 0.2)).cpu().numpy()
objectz = (self.object_pos[i] + quat_apply(self.object_rot[i],
to_torch([0, 0, 1], device=self.device) * 0.2)).cpu().numpy()
p0 = self.object_pos[i].cpu().numpy()
self.gym.add_lines(self.viewer, self.envs[i], 1,
[p0[0], p0[1], p0[2], objectx[0], objectx[1], objectx[2]], [0.85, 0.1, 0.1])
self.gym.add_lines(self.viewer, self.envs[i], 1,
[p0[0], p0[1], p0[2], objecty[0], objecty[1], objecty[2]], [0.1, 0.85, 0.1])
self.gym.add_lines(self.viewer, self.envs[i], 1,
[p0[0], p0[1], p0[2], objectz[0], objectz[1], objectz[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,
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
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
goal_dist = torch.norm(target_pos - object_pos, p=2, dim=-1)
if ignore_z_rot:
success_tolerance = 2.0 * success_tolerance
# 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))
dist_rew = goal_dist
action_penalty = torch.sum(actions ** 2, dim=-1)
# Total reward is: position distance + orientation alignment + action regularization + success bonus + fall penalty
reward = torch.exp(-0.2 * (dist_rew * dist_reward_scale + rot_dist))
# Find out which envs hit the goal and update successes count
goal_resets = torch.where(torch.abs(goal_dist) <= 0, torch.ones_like(reset_goal_buf), reset_goal_buf)
successes = torch.where(successes == 0,
torch.where(goal_dist < 0.03, torch.ones_like(successes), successes), successes)
# Fall penalty: distance to the goal is larger than a threashold
reward = torch.where(object_pos[:, 2] <= 0.1, reward + fall_penalty, reward)
# Check env termination conditions, including maximum success number
resets = torch.where(object_pos[:, 2] <= 0.1, torch.ones_like(reset_buf), reset_buf)
if max_consecutive_successes > 0:
# Reset progress buffer on goal envs if max_consecutive_successes > 0
progress_buf = torch.where(torch.abs(rot_dist) <= success_tolerance, torch.zeros_like(progress_buf),
progress_buf)
resets = torch.where(successes >= max_consecutive_successes, torch.ones_like(resets), resets)
resets = torch.where(progress_buf >= max_episode_length, torch.ones_like(resets), resets)
# Apply penalty for not reaching the goal
if max_consecutive_successes > 0:
reward = torch.where(progress_buf >= max_episode_length, reward + 0.5 * fall_penalty, reward)
num_resets = torch.sum(resets)
finished_cons_successes = torch.sum(successes * resets.float())
cons_successes = torch.where(resets > 0, successes * resets, consecutive_successes)
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