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anymal_terrain.py
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anymal_terrain.py
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# Copyright (c) 2018-2023, NVIDIA Corporation
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice, this
# list of conditions and the following disclaimer.
#
# 2. Redistributions in binary form must reproduce the above copyright notice,
# this list of conditions and the following disclaimer in the documentation
# and/or other materials provided with the distribution.
#
# 3. Neither the name of the copyright holder nor the names of its
# contributors may be used to endorse or promote products derived from
# this software without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
# FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
# DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
# SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
# OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
import numpy as np
import os, time
from isaacgym import gymtorch
from isaacgym import gymapi
from .base.vec_task import VecTask
import torch
from typing import Tuple, Dict
from isaacgymenvs.utils.torch_jit_utils import to_torch, get_axis_params, torch_rand_float, normalize, quat_apply, quat_rotate_inverse
from isaacgymenvs.tasks.base.vec_task import VecTask
class AnymalTerrain(VecTask):
def __init__(self, cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render):
self.cfg = cfg
self.height_samples = None
self.custom_origins = False
self.debug_viz = self.cfg["env"]["enableDebugVis"]
self.init_done = False
# normalization
self.lin_vel_scale = self.cfg["env"]["learn"]["linearVelocityScale"]
self.ang_vel_scale = self.cfg["env"]["learn"]["angularVelocityScale"]
self.dof_pos_scale = self.cfg["env"]["learn"]["dofPositionScale"]
self.dof_vel_scale = self.cfg["env"]["learn"]["dofVelocityScale"]
self.height_meas_scale = self.cfg["env"]["learn"]["heightMeasurementScale"]
self.action_scale = self.cfg["env"]["control"]["actionScale"]
# reward scales
self.rew_scales = {}
self.rew_scales["termination"] = self.cfg["env"]["learn"]["terminalReward"]
self.rew_scales["lin_vel_xy"] = self.cfg["env"]["learn"]["linearVelocityXYRewardScale"]
self.rew_scales["lin_vel_z"] = self.cfg["env"]["learn"]["linearVelocityZRewardScale"]
self.rew_scales["ang_vel_z"] = self.cfg["env"]["learn"]["angularVelocityZRewardScale"]
self.rew_scales["ang_vel_xy"] = self.cfg["env"]["learn"]["angularVelocityXYRewardScale"]
self.rew_scales["orient"] = self.cfg["env"]["learn"]["orientationRewardScale"]
self.rew_scales["torque"] = self.cfg["env"]["learn"]["torqueRewardScale"]
self.rew_scales["joint_acc"] = self.cfg["env"]["learn"]["jointAccRewardScale"]
self.rew_scales["base_height"] = self.cfg["env"]["learn"]["baseHeightRewardScale"]
self.rew_scales["air_time"] = self.cfg["env"]["learn"]["feetAirTimeRewardScale"]
self.rew_scales["collision"] = self.cfg["env"]["learn"]["kneeCollisionRewardScale"]
self.rew_scales["stumble"] = self.cfg["env"]["learn"]["feetStumbleRewardScale"]
self.rew_scales["action_rate"] = self.cfg["env"]["learn"]["actionRateRewardScale"]
self.rew_scales["hip"] = self.cfg["env"]["learn"]["hipRewardScale"]
#command ranges
self.command_x_range = self.cfg["env"]["randomCommandVelocityRanges"]["linear_x"]
self.command_y_range = self.cfg["env"]["randomCommandVelocityRanges"]["linear_y"]
self.command_yaw_range = self.cfg["env"]["randomCommandVelocityRanges"]["yaw"]
# base init state
pos = self.cfg["env"]["baseInitState"]["pos"]
rot = self.cfg["env"]["baseInitState"]["rot"]
v_lin = self.cfg["env"]["baseInitState"]["vLinear"]
v_ang = self.cfg["env"]["baseInitState"]["vAngular"]
self.base_init_state = pos + rot + v_lin + v_ang
# default joint positions
self.named_default_joint_angles = self.cfg["env"]["defaultJointAngles"]
# other
self.decimation = self.cfg["env"]["control"]["decimation"]
self.dt = self.decimation * self.cfg["sim"]["dt"]
self.max_episode_length_s = self.cfg["env"]["learn"]["episodeLength_s"]
self.max_episode_length = int(self.max_episode_length_s/ self.dt + 0.5)
self.push_interval = int(self.cfg["env"]["learn"]["pushInterval_s"] / self.dt + 0.5)
self.allow_knee_contacts = self.cfg["env"]["learn"]["allowKneeContacts"]
self.Kp = self.cfg["env"]["control"]["stiffness"]
self.Kd = self.cfg["env"]["control"]["damping"]
self.curriculum = self.cfg["env"]["terrain"]["curriculum"]
for key in self.rew_scales.keys():
self.rew_scales[key] *= self.dt
super().__init__(config=self.cfg, rl_device=rl_device, sim_device=sim_device, graphics_device_id=graphics_device_id, headless=headless, virtual_screen_capture=virtual_screen_capture, force_render=force_render)
if self.graphics_device_id != -1:
p = self.cfg["env"]["viewer"]["pos"]
lookat = self.cfg["env"]["viewer"]["lookat"]
cam_pos = gymapi.Vec3(p[0], p[1], p[2])
cam_target = gymapi.Vec3(lookat[0], lookat[1], lookat[2])
self.gym.viewer_camera_look_at(self.viewer, None, cam_pos, cam_target)
# get gym GPU state tensors
actor_root_state = self.gym.acquire_actor_root_state_tensor(self.sim)
dof_state_tensor = self.gym.acquire_dof_state_tensor(self.sim)
net_contact_forces = self.gym.acquire_net_contact_force_tensor(self.sim)
self.gym.refresh_dof_state_tensor(self.sim)
self.gym.refresh_actor_root_state_tensor(self.sim)
self.gym.refresh_net_contact_force_tensor(self.sim)
# create some wrapper tensors for different slices
self.root_states = gymtorch.wrap_tensor(actor_root_state)
self.dof_state = gymtorch.wrap_tensor(dof_state_tensor)
self.dof_pos = self.dof_state.view(self.num_envs, self.num_dof, 2)[..., 0]
self.dof_vel = self.dof_state.view(self.num_envs, self.num_dof, 2)[..., 1]
self.contact_forces = gymtorch.wrap_tensor(net_contact_forces).view(self.num_envs, -1, 3) # shape: num_envs, num_bodies, xyz axis
# initialize some data used later on
self.common_step_counter = 0
self.extras = {}
self.noise_scale_vec = self._get_noise_scale_vec(self.cfg)
self.commands = torch.zeros(self.num_envs, 4, dtype=torch.float, device=self.device, requires_grad=False) # x vel, y vel, yaw vel, heading
self.commands_scale = torch.tensor([self.lin_vel_scale, self.lin_vel_scale, self.ang_vel_scale], device=self.device, requires_grad=False,)
self.gravity_vec = to_torch(get_axis_params(-1., self.up_axis_idx), device=self.device).repeat((self.num_envs, 1))
self.forward_vec = to_torch([1., 0., 0.], device=self.device).repeat((self.num_envs, 1))
self.torques = torch.zeros(self.num_envs, self.num_actions, dtype=torch.float, device=self.device, requires_grad=False)
self.actions = torch.zeros(self.num_envs, self.num_actions, dtype=torch.float, device=self.device, requires_grad=False)
self.last_actions = torch.zeros(self.num_envs, self.num_actions, dtype=torch.float, device=self.device, requires_grad=False)
self.feet_air_time = torch.zeros(self.num_envs, 4, dtype=torch.float, device=self.device, requires_grad=False)
self.last_dof_vel = torch.zeros_like(self.dof_vel)
self.height_points = self.init_height_points()
self.measured_heights = None
# joint positions offsets
self.default_dof_pos = torch.zeros_like(self.dof_pos, dtype=torch.float, device=self.device, requires_grad=False)
for i in range(self.num_actions):
name = self.dof_names[i]
angle = self.named_default_joint_angles[name]
self.default_dof_pos[:, i] = angle
# reward episode sums
torch_zeros = lambda : torch.zeros(self.num_envs, dtype=torch.float, device=self.device, requires_grad=False)
self.episode_sums = {"lin_vel_xy": torch_zeros(), "lin_vel_z": torch_zeros(), "ang_vel_z": torch_zeros(), "ang_vel_xy": torch_zeros(),
"orient": torch_zeros(), "torques": torch_zeros(), "joint_acc": torch_zeros(), "base_height": torch_zeros(),
"air_time": torch_zeros(), "collision": torch_zeros(), "stumble": torch_zeros(), "action_rate": torch_zeros(), "hip": torch_zeros()}
self.reset_idx(torch.arange(self.num_envs, device=self.device))
self.init_done = True
def create_sim(self):
self.up_axis_idx = 2 # index of up axis: Y=1, Z=2
self.sim = super().create_sim(self.device_id, self.graphics_device_id, self.physics_engine, self.sim_params)
terrain_type = self.cfg["env"]["terrain"]["terrainType"]
if terrain_type=='plane':
self._create_ground_plane()
elif terrain_type=='trimesh':
self._create_trimesh()
self.custom_origins = True
self._create_envs(self.num_envs, self.cfg["env"]['envSpacing'], int(np.sqrt(self.num_envs)))
def _get_noise_scale_vec(self, cfg):
noise_vec = torch.zeros_like(self.obs_buf[0])
self.add_noise = self.cfg["env"]["learn"]["addNoise"]
noise_level = self.cfg["env"]["learn"]["noiseLevel"]
noise_vec[:3] = self.cfg["env"]["learn"]["linearVelocityNoise"] * noise_level * self.lin_vel_scale
noise_vec[3:6] = self.cfg["env"]["learn"]["angularVelocityNoise"] * noise_level * self.ang_vel_scale
noise_vec[6:9] = self.cfg["env"]["learn"]["gravityNoise"] * noise_level
noise_vec[9:12] = 0. # commands
noise_vec[12:24] = self.cfg["env"]["learn"]["dofPositionNoise"] * noise_level * self.dof_pos_scale
noise_vec[24:36] = self.cfg["env"]["learn"]["dofVelocityNoise"] * noise_level * self.dof_vel_scale
noise_vec[36:176] = self.cfg["env"]["learn"]["heightMeasurementNoise"] * noise_level * self.height_meas_scale
noise_vec[176:188] = 0. # previous actions
return noise_vec
def _create_ground_plane(self):
plane_params = gymapi.PlaneParams()
plane_params.normal = gymapi.Vec3(0.0, 0.0, 1.0)
plane_params.static_friction = self.cfg["env"]["terrain"]["staticFriction"]
plane_params.dynamic_friction = self.cfg["env"]["terrain"]["dynamicFriction"]
plane_params.restitution = self.cfg["env"]["terrain"]["restitution"]
self.gym.add_ground(self.sim, plane_params)
def _create_trimesh(self):
self.terrain = Terrain(self.cfg["env"]["terrain"], num_robots=self.num_envs)
tm_params = gymapi.TriangleMeshParams()
tm_params.nb_vertices = self.terrain.vertices.shape[0]
tm_params.nb_triangles = self.terrain.triangles.shape[0]
tm_params.transform.p.x = -self.terrain.border_size
tm_params.transform.p.y = -self.terrain.border_size
tm_params.transform.p.z = 0.0
tm_params.static_friction = self.cfg["env"]["terrain"]["staticFriction"]
tm_params.dynamic_friction = self.cfg["env"]["terrain"]["dynamicFriction"]
tm_params.restitution = self.cfg["env"]["terrain"]["restitution"]
self.gym.add_triangle_mesh(self.sim, self.terrain.vertices.flatten(order='C'), self.terrain.triangles.flatten(order='C'), tm_params)
self.height_samples = torch.tensor(self.terrain.heightsamples).view(self.terrain.tot_rows, self.terrain.tot_cols).to(self.device)
def _create_envs(self, num_envs, spacing, num_per_row):
asset_root = os.path.join(os.path.dirname(os.path.abspath(__file__)), '../../assets')
asset_file = self.cfg["env"]["urdfAsset"]["file"]
asset_path = os.path.join(asset_root, asset_file)
asset_root = os.path.dirname(asset_path)
asset_file = os.path.basename(asset_path)
asset_options = gymapi.AssetOptions()
asset_options.default_dof_drive_mode = gymapi.DOF_MODE_EFFORT
asset_options.collapse_fixed_joints = True
asset_options.replace_cylinder_with_capsule = True
asset_options.flip_visual_attachments = True
asset_options.fix_base_link = self.cfg["env"]["urdfAsset"]["fixBaseLink"]
asset_options.density = 0.001
asset_options.angular_damping = 0.0
asset_options.linear_damping = 0.0
asset_options.armature = 0.0
asset_options.thickness = 0.01
asset_options.disable_gravity = False
anymal_asset = self.gym.load_asset(self.sim, asset_root, asset_file, asset_options)
self.num_dof = self.gym.get_asset_dof_count(anymal_asset)
self.num_bodies = self.gym.get_asset_rigid_body_count(anymal_asset)
# prepare friction randomization
rigid_shape_prop = self.gym.get_asset_rigid_shape_properties(anymal_asset)
friction_range = self.cfg["env"]["learn"]["frictionRange"]
num_buckets = 100
friction_buckets = torch_rand_float(friction_range[0], friction_range[1], (num_buckets,1), device=self.device)
self.base_init_state = to_torch(self.base_init_state, device=self.device, requires_grad=False)
start_pose = gymapi.Transform()
start_pose.p = gymapi.Vec3(*self.base_init_state[:3])
body_names = self.gym.get_asset_rigid_body_names(anymal_asset)
self.dof_names = self.gym.get_asset_dof_names(anymal_asset)
foot_name = self.cfg["env"]["urdfAsset"]["footName"]
knee_name = self.cfg["env"]["urdfAsset"]["kneeName"]
feet_names = [s for s in body_names if foot_name in s]
self.feet_indices = torch.zeros(len(feet_names), dtype=torch.long, device=self.device, requires_grad=False)
knee_names = [s for s in body_names if knee_name in s]
self.knee_indices = torch.zeros(len(knee_names), dtype=torch.long, device=self.device, requires_grad=False)
self.base_index = 0
dof_props = self.gym.get_asset_dof_properties(anymal_asset)
# env origins
self.env_origins = torch.zeros(self.num_envs, 3, device=self.device, requires_grad=False)
if not self.curriculum: self.cfg["env"]["terrain"]["maxInitMapLevel"] = self.cfg["env"]["terrain"]["numLevels"] - 1
self.terrain_levels = torch.randint(0, self.cfg["env"]["terrain"]["maxInitMapLevel"]+1, (self.num_envs,), device=self.device)
self.terrain_types = torch.randint(0, self.cfg["env"]["terrain"]["numTerrains"], (self.num_envs,), device=self.device)
if self.custom_origins:
self.terrain_origins = torch.from_numpy(self.terrain.env_origins).to(self.device).to(torch.float)
spacing = 0.
env_lower = gymapi.Vec3(-spacing, -spacing, 0.0)
env_upper = gymapi.Vec3(spacing, spacing, spacing)
self.anymal_handles = []
self.envs = []
for i in range(self.num_envs):
# create env instance
env_handle = self.gym.create_env(self.sim, env_lower, env_upper, num_per_row)
if self.custom_origins:
self.env_origins[i] = self.terrain_origins[self.terrain_levels[i], self.terrain_types[i]]
pos = self.env_origins[i].clone()
pos[:2] += torch_rand_float(-1., 1., (2, 1), device=self.device).squeeze(1)
start_pose.p = gymapi.Vec3(*pos)
for s in range(len(rigid_shape_prop)):
rigid_shape_prop[s].friction = friction_buckets[i % num_buckets]
self.gym.set_asset_rigid_shape_properties(anymal_asset, rigid_shape_prop)
anymal_handle = self.gym.create_actor(env_handle, anymal_asset, start_pose, "anymal", i, 0, 0)
self.gym.set_actor_dof_properties(env_handle, anymal_handle, dof_props)
self.envs.append(env_handle)
self.anymal_handles.append(anymal_handle)
for i in range(len(feet_names)):
self.feet_indices[i] = self.gym.find_actor_rigid_body_handle(self.envs[0], self.anymal_handles[0], feet_names[i])
for i in range(len(knee_names)):
self.knee_indices[i] = self.gym.find_actor_rigid_body_handle(self.envs[0], self.anymal_handles[0], knee_names[i])
self.base_index = self.gym.find_actor_rigid_body_handle(self.envs[0], self.anymal_handles[0], "base")
def check_termination(self):
self.reset_buf = torch.norm(self.contact_forces[:, self.base_index, :], dim=1) > 1.
if not self.allow_knee_contacts:
knee_contact = torch.norm(self.contact_forces[:, self.knee_indices, :], dim=2) > 1.
self.reset_buf |= torch.any(knee_contact, dim=1)
self.reset_buf = torch.where(self.progress_buf >= self.max_episode_length - 1, torch.ones_like(self.reset_buf), self.reset_buf)
def compute_observations(self):
self.measured_heights = self.get_heights()
heights = torch.clip(self.root_states[:, 2].unsqueeze(1) - 0.5 - self.measured_heights, -1, 1.) * self.height_meas_scale
self.obs_buf = torch.cat(( self.base_lin_vel * self.lin_vel_scale,
self.base_ang_vel * self.ang_vel_scale,
self.projected_gravity,
self.commands[:, :3] * self.commands_scale,
self.dof_pos * self.dof_pos_scale,
self.dof_vel * self.dof_vel_scale,
heights,
self.actions
), dim=-1)
def compute_reward(self):
# velocity tracking reward
lin_vel_error = torch.sum(torch.square(self.commands[:, :2] - self.base_lin_vel[:, :2]), dim=1)
ang_vel_error = torch.square(self.commands[:, 2] - self.base_ang_vel[:, 2])
rew_lin_vel_xy = torch.exp(-lin_vel_error/0.25) * self.rew_scales["lin_vel_xy"]
rew_ang_vel_z = torch.exp(-ang_vel_error/0.25) * self.rew_scales["ang_vel_z"]
# other base velocity penalties
rew_lin_vel_z = torch.square(self.base_lin_vel[:, 2]) * self.rew_scales["lin_vel_z"]
rew_ang_vel_xy = torch.sum(torch.square(self.base_ang_vel[:, :2]), dim=1) * self.rew_scales["ang_vel_xy"]
# orientation penalty
rew_orient = torch.sum(torch.square(self.projected_gravity[:, :2]), dim=1) * self.rew_scales["orient"]
# base height penalty
rew_base_height = torch.square(self.root_states[:, 2] - 0.52) * self.rew_scales["base_height"] # TODO add target base height to cfg
# torque penalty
rew_torque = torch.sum(torch.square(self.torques), dim=1) * self.rew_scales["torque"]
# joint acc penalty
rew_joint_acc = torch.sum(torch.square(self.last_dof_vel - self.dof_vel), dim=1) * self.rew_scales["joint_acc"]
# collision penalty
knee_contact = torch.norm(self.contact_forces[:, self.knee_indices, :], dim=2) > 1.
rew_collision = torch.sum(knee_contact, dim=1) * self.rew_scales["collision"] # sum vs any ?
# stumbling penalty
stumble = (torch.norm(self.contact_forces[:, self.feet_indices, :2], dim=2) > 5.) * (torch.abs(self.contact_forces[:, self.feet_indices, 2]) < 1.)
rew_stumble = torch.sum(stumble, dim=1) * self.rew_scales["stumble"]
# action rate penalty
rew_action_rate = torch.sum(torch.square(self.last_actions - self.actions), dim=1) * self.rew_scales["action_rate"]
# air time reward
# contact = torch.norm(contact_forces[:, feet_indices, :], dim=2) > 1.
contact = self.contact_forces[:, self.feet_indices, 2] > 1.
first_contact = (self.feet_air_time > 0.) * contact
self.feet_air_time += self.dt
rew_airTime = torch.sum((self.feet_air_time - 0.5) * first_contact, dim=1) * self.rew_scales["air_time"] # reward only on first contact with the ground
rew_airTime *= torch.norm(self.commands[:, :2], dim=1) > 0.1 #no reward for zero command
self.feet_air_time *= ~contact
# cosmetic penalty for hip motion
rew_hip = torch.sum(torch.abs(self.dof_pos[:, [0, 3, 6, 9]] - self.default_dof_pos[:, [0, 3, 6, 9]]), dim=1)* self.rew_scales["hip"]
# total reward
self.rew_buf = rew_lin_vel_xy + rew_ang_vel_z + rew_lin_vel_z + rew_ang_vel_xy + rew_orient + rew_base_height +\
rew_torque + rew_joint_acc + rew_collision + rew_action_rate + rew_airTime + rew_hip + rew_stumble
self.rew_buf = torch.clip(self.rew_buf, min=0., max=None)
# add termination reward
self.rew_buf += self.rew_scales["termination"] * self.reset_buf * ~self.timeout_buf
# log episode reward sums
self.episode_sums["lin_vel_xy"] += rew_lin_vel_xy
self.episode_sums["ang_vel_z"] += rew_ang_vel_z
self.episode_sums["lin_vel_z"] += rew_lin_vel_z
self.episode_sums["ang_vel_xy"] += rew_ang_vel_xy
self.episode_sums["orient"] += rew_orient
self.episode_sums["torques"] += rew_torque
self.episode_sums["joint_acc"] += rew_joint_acc
self.episode_sums["collision"] += rew_collision
self.episode_sums["stumble"] += rew_stumble
self.episode_sums["action_rate"] += rew_action_rate
self.episode_sums["air_time"] += rew_airTime
self.episode_sums["base_height"] += rew_base_height
self.episode_sums["hip"] += rew_hip
def reset_idx(self, env_ids):
positions_offset = torch_rand_float(0.5, 1.5, (len(env_ids), self.num_dof), device=self.device)
velocities = torch_rand_float(-0.1, 0.1, (len(env_ids), self.num_dof), device=self.device)
self.dof_pos[env_ids] = self.default_dof_pos[env_ids] * positions_offset
self.dof_vel[env_ids] = velocities
env_ids_int32 = env_ids.to(dtype=torch.int32)
if self.custom_origins:
self.update_terrain_level(env_ids)
self.root_states[env_ids] = self.base_init_state
self.root_states[env_ids, :3] += self.env_origins[env_ids]
self.root_states[env_ids, :2] += torch_rand_float(-0.5, 0.5, (len(env_ids), 2), device=self.device)
else:
self.root_states[env_ids] = self.base_init_state
self.gym.set_actor_root_state_tensor_indexed(self.sim,
gymtorch.unwrap_tensor(self.root_states),
gymtorch.unwrap_tensor(env_ids_int32), len(env_ids_int32))
self.gym.set_dof_state_tensor_indexed(self.sim,
gymtorch.unwrap_tensor(self.dof_state),
gymtorch.unwrap_tensor(env_ids_int32), len(env_ids_int32))
self.commands[env_ids, 0] = torch_rand_float(self.command_x_range[0], self.command_x_range[1], (len(env_ids), 1), device=self.device).squeeze()
self.commands[env_ids, 1] = torch_rand_float(self.command_y_range[0], self.command_y_range[1], (len(env_ids), 1), device=self.device).squeeze()
self.commands[env_ids, 3] = torch_rand_float(self.command_yaw_range[0], self.command_yaw_range[1], (len(env_ids), 1), device=self.device).squeeze()
self.commands[env_ids] *= (torch.norm(self.commands[env_ids, :2], dim=1) > 0.25).unsqueeze(1) # set small commands to zero
self.last_actions[env_ids] = 0.
self.last_dof_vel[env_ids] = 0.
self.feet_air_time[env_ids] = 0.
self.progress_buf[env_ids] = 0
self.reset_buf[env_ids] = 1
# fill extras
self.extras["episode"] = {}
for key in self.episode_sums.keys():
self.extras["episode"]['rew_' + key] = torch.mean(self.episode_sums[key][env_ids]) / self.max_episode_length_s
self.episode_sums[key][env_ids] = 0.
self.extras["episode"]["terrain_level"] = torch.mean(self.terrain_levels.float())
def update_terrain_level(self, env_ids):
if not self.init_done or not self.curriculum:
# don't change on initial reset
return
distance = torch.norm(self.root_states[env_ids, :2] - self.env_origins[env_ids, :2], dim=1)
self.terrain_levels[env_ids] -= 1 * (distance < torch.norm(self.commands[env_ids, :2])*self.max_episode_length_s*0.25)
self.terrain_levels[env_ids] += 1 * (distance > self.terrain.env_length / 2)
self.terrain_levels[env_ids] = torch.clip(self.terrain_levels[env_ids], 0) % self.terrain.env_rows
self.env_origins[env_ids] = self.terrain_origins[self.terrain_levels[env_ids], self.terrain_types[env_ids]]
def push_robots(self):
self.root_states[:, 7:9] = torch_rand_float(-1., 1., (self.num_envs, 2), device=self.device) # lin vel x/y
self.gym.set_actor_root_state_tensor(self.sim, gymtorch.unwrap_tensor(self.root_states))
def pre_physics_step(self, actions):
self.actions = actions.clone().to(self.device)
for i in range(self.decimation):
torques = torch.clip(self.Kp*(self.action_scale*self.actions + self.default_dof_pos - self.dof_pos) - self.Kd*self.dof_vel,
-80., 80.)
self.gym.set_dof_actuation_force_tensor(self.sim, gymtorch.unwrap_tensor(torques))
self.torques = torques.view(self.torques.shape)
self.gym.simulate(self.sim)
if self.device == 'cpu':
self.gym.fetch_results(self.sim, True)
self.gym.refresh_dof_state_tensor(self.sim)
def post_physics_step(self):
# self.gym.refresh_dof_state_tensor(self.sim) # done in step
self.gym.refresh_actor_root_state_tensor(self.sim)
self.gym.refresh_net_contact_force_tensor(self.sim)
self.progress_buf += 1
self.randomize_buf += 1
self.common_step_counter += 1
if self.common_step_counter % self.push_interval == 0:
self.push_robots()
# prepare quantities
self.base_quat = self.root_states[:, 3:7]
self.base_lin_vel = quat_rotate_inverse(self.base_quat, self.root_states[:, 7:10])
self.base_ang_vel = quat_rotate_inverse(self.base_quat, self.root_states[:, 10:13])
self.projected_gravity = quat_rotate_inverse(self.base_quat, self.gravity_vec)
forward = quat_apply(self.base_quat, self.forward_vec)
heading = torch.atan2(forward[:, 1], forward[:, 0])
self.commands[:, 2] = torch.clip(0.5*wrap_to_pi(self.commands[:, 3] - heading), -1., 1.)
# compute observations, rewards, resets, ...
self.check_termination()
self.compute_reward()
env_ids = self.reset_buf.nonzero(as_tuple=False).flatten()
if len(env_ids) > 0:
self.reset_idx(env_ids)
self.compute_observations()
if self.add_noise:
self.obs_buf += (2 * torch.rand_like(self.obs_buf) - 1) * self.noise_scale_vec
self.last_actions[:] = self.actions[:]
self.last_dof_vel[:] = self.dof_vel[:]
if self.viewer and self.enable_viewer_sync and self.debug_viz:
# draw height lines
self.gym.clear_lines(self.viewer)
self.gym.refresh_rigid_body_state_tensor(self.sim)
sphere_geom = gymutil.WireframeSphereGeometry(0.02, 4, 4, None, color=(1, 1, 0))
for i in range(self.num_envs):
base_pos = (self.root_states[i, :3]).cpu().numpy()
heights = self.measured_heights[i].cpu().numpy()
height_points = quat_apply_yaw(self.base_quat[i].repeat(heights.shape[0]), self.height_points[i]).cpu().numpy()
for j in range(heights.shape[0]):
x = height_points[j, 0] + base_pos[0]
y = height_points[j, 1] + base_pos[1]
z = heights[j]
sphere_pose = gymapi.Transform(gymapi.Vec3(x, y, z), r=None)
gymutil.draw_lines(sphere_geom, self.gym, self.viewer, self.envs[i], sphere_pose)
def init_height_points(self):
# 1mx1.6m rectangle (without center line)
y = 0.1 * torch.tensor([-5, -4, -3, -2, -1, 1, 2, 3, 4, 5], device=self.device, requires_grad=False) # 10-50cm on each side
x = 0.1 * torch.tensor([-8, -7, -6, -5, -4, -3, -2, 2, 3, 4, 5, 6, 7, 8], device=self.device, requires_grad=False) # 20-80cm on each side
grid_x, grid_y = torch.meshgrid(x, y)
self.num_height_points = grid_x.numel()
points = torch.zeros(self.num_envs, self.num_height_points, 3, device=self.device, requires_grad=False)
points[:, :, 0] = grid_x.flatten()
points[:, :, 1] = grid_y.flatten()
return points
def get_heights(self, env_ids=None):
if self.cfg["env"]["terrain"]["terrainType"] == 'plane':
return torch.zeros(self.num_envs, self.num_height_points, device=self.device, requires_grad=False)
elif self.cfg["env"]["terrain"]["terrainType"] == 'none':
raise NameError("Can't measure height with terrain type 'none'")
if env_ids:
points = quat_apply_yaw(self.base_quat[env_ids].repeat(1, self.num_height_points), self.height_points[env_ids]) + (self.root_states[env_ids, :3]).unsqueeze(1)
else:
points = quat_apply_yaw(self.base_quat.repeat(1, self.num_height_points), self.height_points) + (self.root_states[:, :3]).unsqueeze(1)
points += self.terrain.border_size
points = (points/self.terrain.horizontal_scale).long()
px = points[:, :, 0].view(-1)
py = points[:, :, 1].view(-1)
px = torch.clip(px, 0, self.height_samples.shape[0]-2)
py = torch.clip(py, 0, self.height_samples.shape[1]-2)
heights1 = self.height_samples[px, py]
heights2 = self.height_samples[px+1, py+1]
heights = torch.min(heights1, heights2)
return heights.view(self.num_envs, -1) * self.terrain.vertical_scale
# terrain generator
from isaacgym.terrain_utils import *
class Terrain:
def __init__(self, cfg, num_robots) -> None:
self.type = cfg["terrainType"]
if self.type in ["none", 'plane']:
return
self.horizontal_scale = 0.1
self.vertical_scale = 0.005
self.border_size = 20
self.num_per_env = 2
self.env_length = cfg["mapLength"]
self.env_width = cfg["mapWidth"]
self.proportions = [np.sum(cfg["terrainProportions"][:i+1]) for i in range(len(cfg["terrainProportions"]))]
self.env_rows = cfg["numLevels"]
self.env_cols = cfg["numTerrains"]
self.num_maps = self.env_rows * self.env_cols
self.num_per_env = int(num_robots / self.num_maps)
self.env_origins = np.zeros((self.env_rows, self.env_cols, 3))
self.width_per_env_pixels = int(self.env_width / self.horizontal_scale)
self.length_per_env_pixels = int(self.env_length / self.horizontal_scale)
self.border = int(self.border_size/self.horizontal_scale)
self.tot_cols = int(self.env_cols * self.width_per_env_pixels) + 2 * self.border
self.tot_rows = int(self.env_rows * self.length_per_env_pixels) + 2 * self.border
self.height_field_raw = np.zeros((self.tot_rows , self.tot_cols), dtype=np.int16)
if cfg["curriculum"]:
self.curiculum(num_robots, num_terrains=self.env_cols, num_levels=self.env_rows)
else:
self.randomized_terrain()
self.heightsamples = self.height_field_raw
self.vertices, self.triangles = convert_heightfield_to_trimesh(self.height_field_raw, self.horizontal_scale, self.vertical_scale, cfg["slopeTreshold"])
def randomized_terrain(self):
for k in range(self.num_maps):
# Env coordinates in the world
(i, j) = np.unravel_index(k, (self.env_rows, self.env_cols))
# Heightfield coordinate system from now on
start_x = self.border + i * self.length_per_env_pixels
end_x = self.border + (i + 1) * self.length_per_env_pixels
start_y = self.border + j * self.width_per_env_pixels
end_y = self.border + (j + 1) * self.width_per_env_pixels
terrain = SubTerrain("terrain",
width=self.width_per_env_pixels,
length=self.width_per_env_pixels,
vertical_scale=self.vertical_scale,
horizontal_scale=self.horizontal_scale)
choice = np.random.uniform(0, 1)
if choice < 0.1:
if np.random.choice([0, 1]):
pyramid_sloped_terrain(terrain, np.random.choice([-0.3, -0.2, 0, 0.2, 0.3]))
random_uniform_terrain(terrain, min_height=-0.1, max_height=0.1, step=0.05, downsampled_scale=0.2)
else:
pyramid_sloped_terrain(terrain, np.random.choice([-0.3, -0.2, 0, 0.2, 0.3]))
elif choice < 0.6:
# step_height = np.random.choice([-0.18, -0.15, -0.1, -0.05, 0.05, 0.1, 0.15, 0.18])
step_height = np.random.choice([-0.15, 0.15])
pyramid_stairs_terrain(terrain, step_width=0.31, step_height=step_height, platform_size=3.)
elif choice < 1.:
discrete_obstacles_terrain(terrain, 0.15, 1., 2., 40, platform_size=3.)
self.height_field_raw[start_x: end_x, start_y:end_y] = terrain.height_field_raw
env_origin_x = (i + 0.5) * self.env_length
env_origin_y = (j + 0.5) * self.env_width
x1 = int((self.env_length/2. - 1) / self.horizontal_scale)
x2 = int((self.env_length/2. + 1) / self.horizontal_scale)
y1 = int((self.env_width/2. - 1) / self.horizontal_scale)
y2 = int((self.env_width/2. + 1) / self.horizontal_scale)
env_origin_z = np.max(terrain.height_field_raw[x1:x2, y1:y2])*self.vertical_scale
self.env_origins[i, j] = [env_origin_x, env_origin_y, env_origin_z]
def curiculum(self, num_robots, num_terrains, num_levels):
num_robots_per_map = int(num_robots / num_terrains)
left_over = num_robots % num_terrains
idx = 0
for j in range(num_terrains):
for i in range(num_levels):
terrain = SubTerrain("terrain",
width=self.width_per_env_pixels,
length=self.width_per_env_pixels,
vertical_scale=self.vertical_scale,
horizontal_scale=self.horizontal_scale)
difficulty = i / num_levels
choice = j / num_terrains
slope = difficulty * 0.4
step_height = 0.05 + 0.175 * difficulty
discrete_obstacles_height = 0.025 + difficulty * 0.15
stepping_stones_size = 2 - 1.8 * difficulty
if choice < self.proportions[0]:
if choice < 0.05:
slope *= -1
pyramid_sloped_terrain(terrain, slope=slope, platform_size=3.)
elif choice < self.proportions[1]:
if choice < 0.15:
slope *= -1
pyramid_sloped_terrain(terrain, slope=slope, platform_size=3.)
random_uniform_terrain(terrain, min_height=-0.1, max_height=0.1, step=0.025, downsampled_scale=0.2)
elif choice < self.proportions[3]:
if choice<self.proportions[2]:
step_height *= -1
pyramid_stairs_terrain(terrain, step_width=0.31, step_height=step_height, platform_size=3.)
elif choice < self.proportions[4]:
discrete_obstacles_terrain(terrain, discrete_obstacles_height, 1., 2., 40, platform_size=3.)
else:
stepping_stones_terrain(terrain, stone_size=stepping_stones_size, stone_distance=0.1, max_height=0., platform_size=3.)
# Heightfield coordinate system
start_x = self.border + i * self.length_per_env_pixels
end_x = self.border + (i + 1) * self.length_per_env_pixels
start_y = self.border + j * self.width_per_env_pixels
end_y = self.border + (j + 1) * self.width_per_env_pixels
self.height_field_raw[start_x: end_x, start_y:end_y] = terrain.height_field_raw
robots_in_map = num_robots_per_map
if j < left_over:
robots_in_map +=1
env_origin_x = (i + 0.5) * self.env_length
env_origin_y = (j + 0.5) * self.env_width
x1 = int((self.env_length/2. - 1) / self.horizontal_scale)
x2 = int((self.env_length/2. + 1) / self.horizontal_scale)
y1 = int((self.env_width/2. - 1) / self.horizontal_scale)
y2 = int((self.env_width/2. + 1) / self.horizontal_scale)
env_origin_z = np.max(terrain.height_field_raw[x1:x2, y1:y2])*self.vertical_scale
self.env_origins[i, j] = [env_origin_x, env_origin_y, env_origin_z]
@torch.jit.script
def quat_apply_yaw(quat, vec):
quat_yaw = quat.clone().view(-1, 4)
quat_yaw[:, :2] = 0.
quat_yaw = normalize(quat_yaw)
return quat_apply(quat_yaw, vec)
@torch.jit.script
def wrap_to_pi(angles):
angles %= 2*np.pi
angles -= 2*np.pi * (angles > np.pi)
return angles