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sim_utils.py
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sim_utils.py
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from isaacgym import gymapi
from MPC_Controller.common.Quadruped import RobotType
from isaacgym.terrain_utils import *
ASSET_ROOT = "assets"
ALIENGO = "aliengo_description/urdf/aliengo.urdf"
A1 = "a1_description/urdf/a1.urdf"
GO1 = "go1_description/urdf/go1.urdf"
# MINI_CHEETAH = "mini_cheetah/mini_cheetah.urdf"
FOOT_IDX = [4, 8, 12, 16]
fix_base_link = False
init_height = 0.5
def acquire_sim(gym, dt):
# get default set of parameters
sim_params = gymapi.SimParams()
# set common parameters
sim_params.dt = dt # control timestep
sim_params.substeps = 2 # physics simulation timestep
sim_params.up_axis = gymapi.UP_AXIS_Z
sim_params.gravity = gymapi.Vec3(0.0, 0.0, -9.81)
# set PhysX-specific parameters
sim_params.physx.use_gpu = True
sim_params.physx.solver_type = 1 # TGS
sim_params.physx.num_position_iterations = 6 #4 improve solver convergence
sim_params.physx.num_velocity_iterations = 1 # keep default
# shapes whose distance is less than the sum of their contactOffset values will generate contacts
sim_params.physx.contact_offset = 0.02 # 0.02
# two shapes will come to rest at a distance equal to the sum of their restOffset values
sim_params.physx.rest_offset = 0.0
# A contact with a relative velocity below this will not bounce.
sim_params.physx.bounce_threshold_velocity = 0.2
# The maximum velocity permitted to be introduced by the solver to correct for penetrations in contacts.
sim_params.physx.max_depenetration_velocity = 100.0
# create sim with these parameters
sim = gym.create_sim(compute_device=0, graphics_device=0, type=gymapi.SIM_PHYSX, params=sim_params)
return sim
def load_asset(gym, sim, robot, fix_base_link):
if robot is RobotType.ALIENGO:
asset_file = ALIENGO
# elif robot is RobotType.MINI_CHEETAH:
# asset_file = MINI_CHEETAH
elif robot is RobotType.A1:
asset_file = A1
elif robot is RobotType.GO1:
asset_file = GO1
else:
raise Exception("Invalid RobotType")
asset_options = gymapi.AssetOptions()
asset_options.fix_base_link = fix_base_link
asset_options.use_mesh_materials = True
asset_options.flip_visual_attachments = True
asset_options.angular_damping = 0.0
asset_options.linear_damping = 0.0
# asset_options.density = 0.001
# asset_options.thickness = 0.01
# asset_options.disable_gravity = False
asset_options.armature = 0.01 # added to the diagonal elements of inertia tensors
# for all of the asset’s rigid bodies/links.
# Could improve simulation stability
print("Loading asset '%s' from '%s'" % (asset_file, ASSET_ROOT))
asset = gym.load_urdf(sim, ASSET_ROOT, asset_file, asset_options) # or load_asset_urdf
return asset
def create_envs(gym, sim, robot, num_envs, envs_per_row, env_spacing):
# load robot from urdf
asset = load_asset(gym, sim, robot, fix_base_link)
# attach force sensor on robot foot
# create_asset_force_sensor(gym, asset)
# set up the env grid
env_lower = gymapi.Vec3(-env_spacing, -env_spacing, 0.0)
env_upper = gymapi.Vec3(env_spacing, env_spacing, env_spacing)
# cache some common handles for later use
envs = []
actor_handles = []
height = init_height
# create and populate the environments
for i in range(num_envs):
env = gym.create_env(sim, env_lower, env_upper, envs_per_row)
envs.append(env)
pose = gymapi.Transform()
pose.p = gymapi.Vec3(0.0, 0.0, height)
# pose.r = gymapi.Quat(-0.707107, 0.0, 0.0, 0.707107) # rotate -90deg about x
# pose.r = gymapi.Quat.from_axis_angle(gymapi.Vec3(1, 0, 0), -0.5*math.pi)
actor_handle = gym.create_actor(env, asset, pose, "MyActor", group=i, filter=1)
actor_handles.append(actor_handle)
return envs, actor_handles
def create_asset_force_sensor(gym, asset):
sensor_pose = gymapi.Transform(gymapi.Vec3(0.0, 0.0, 0.0))
sensor_props = gymapi.ForceSensorProperties()
sensor_props.enable_forward_dynamics_forces = True
sensor_props.enable_constraint_solver_forces = True
sensor_props.use_world_frame = False
for id in FOOT_IDX:
gym.create_asset_force_sensor(asset, id, sensor_pose, sensor_props)
def get_force_sensor(gym, envs, actor_handles):
sensors = []
for env, actor_handle in zip(envs, actor_handles):
num_sensors = gym.get_actor_force_sensor_count(env, actor_handle)
for i in range(num_sensors):
sensor = gym.get_actor_force_sensor(env, actor_handle, i)
sensors.append(sensor)
return sensors
def add_viewer(gym, sim, env, cam_pos, _cam_target=[0.0, 0.0, 0.0]):
# add viewer
cam_props = gymapi.CameraProperties()
viewer = gym.create_viewer(sim, cam_props)
# Look at the env
cam_target = gymapi.Vec3(*_cam_target)
gym.viewer_camera_look_at(viewer, env, cam_pos, cam_target)
return viewer
def add_ground(gym, sim):
# configure the ground plane
plane_params = gymapi.PlaneParams()
plane_params.normal = gymapi.Vec3(0, 0, 1) # z-up!
plane_params.static_friction = 1
plane_params.dynamic_friction = 1
plane_params.restitution = 0 # control the elasticity of collisions (amount of bounce)
# create the ground plane
gym.add_ground(sim, plane_params)
def add_terrain(gym, sim, name="slope", x_offset=2., invert=False, width=2.8):
# terrains
num_terrains = 1
terrain_width = 2.
terrain_length = width
horizontal_scale = 0.05 # [m] resolution in x
vertical_scale = 0.005 # [m] resolution in z
num_rows = int(terrain_width/horizontal_scale)
num_cols = int(terrain_length/horizontal_scale)
heightfield = np.zeros((num_terrains*num_rows, num_cols), dtype=np.int16)
step_height = 0.07
step_width = 0.3
num_steps = terrain_width / step_width
height = step_height * num_steps
slope = height / terrain_width
# num_stairs = height / step_height
# step_width = terrain_length / num_stairs
def new_sub_terrain(): return SubTerrain(width=num_rows, length=num_cols, vertical_scale=vertical_scale, horizontal_scale=horizontal_scale)
if name=="slope":
heightfield[0: num_rows, :] = sloped_terrain(new_sub_terrain(), slope=slope).height_field_raw
elif name=="stair":
heightfield[0: num_rows, :] = stairs_terrain(new_sub_terrain(), step_width=step_width, step_height=step_height).height_field_raw
elif name=="pyramid":
heightfield[0: num_rows, :] = pyramid_stairs_terrain(new_sub_terrain(), step_width=step_width, step_height=step_height).height_field_raw
else:
raise NotImplementedError("Not support terrains!")
if invert:
heightfield[0: num_rows, :] = heightfield[0: num_rows, :][::-1]
# add the terrain as a triangle mesh
vertices, triangles = convert_heightfield_to_trimesh(heightfield, horizontal_scale=horizontal_scale, vertical_scale=vertical_scale, slope_threshold=1.5)
tm_params = gymapi.TriangleMeshParams()
tm_params.nb_vertices = vertices.shape[0]
tm_params.nb_triangles = triangles.shape[0]
tm_params.transform.p.x = x_offset
tm_params.transform.p.y = -1
if name=="stair":
tm_params.transform.p.z = -0.09
elif name=="pyramid":
tm_params.transform.p.z = 0.01
gym.add_triangle_mesh(sim, vertices.flatten(), triangles.flatten(), tm_params)
def add_random_uniform_terrain(gym, sim):
num_terrains = 1
terrain_width = 50.
terrain_length = 50.
horizontal_scale = 0.1 # [m] resolution in x
vertical_scale = 0.005 # [m] resolution in z
num_rows = int(terrain_width/horizontal_scale)
num_cols = int(terrain_length/horizontal_scale)
heightfield = np.zeros((num_terrains*num_rows, num_cols), dtype=np.int16)
def new_sub_terrain(): return SubTerrain(width=num_rows, length=num_cols, vertical_scale=vertical_scale, horizontal_scale=horizontal_scale)
heightfield[0:1*num_rows, :] = random_uniform_terrain(new_sub_terrain(), min_height=-0.2, max_height=0.0, step=0.05, downsampled_scale=0.3).height_field_raw
vertices, triangles = convert_heightfield_to_trimesh(heightfield, horizontal_scale=horizontal_scale, vertical_scale=vertical_scale, slope_threshold=1.5)
tm_params = gymapi.TriangleMeshParams()
tm_params.nb_vertices = vertices.shape[0]
tm_params.nb_triangles = triangles.shape[0]
tm_params.transform.p.x = -terrain_width/3
tm_params.transform.p.y = -terrain_length/3
gym.add_triangle_mesh(sim, vertices.flatten(), triangles.flatten(), tm_params)
def add_uneven_terrains(gym, sim):
# terrains
num_terrains = 4
terrain_width = 12.
terrain_length = 12.
horizontal_scale = 0.25 # [m] resolution in x
vertical_scale = 0.005 # [m] resolution in z
num_rows = int(terrain_width/horizontal_scale)
num_cols = int(terrain_length/horizontal_scale)
heightfield = np.zeros((num_terrains*num_rows, num_cols), dtype=np.int16)
def new_sub_terrain(): return SubTerrain(width=num_rows, length=num_cols, vertical_scale=vertical_scale, horizontal_scale=horizontal_scale)
heightfield[0:1*num_rows, :] = random_uniform_terrain(new_sub_terrain(), min_height=-0.1, max_height=0.1, step=0.2, downsampled_scale=0.5).height_field_raw
heightfield[1*num_rows:2*num_rows, :] = sloped_terrain(new_sub_terrain(), slope=-0.5).height_field_raw
heightfield[2*num_rows:3*num_rows, :] = stairs_terrain(new_sub_terrain(), step_width=0.75, step_height=-0.35).height_field_raw
heightfield[2*num_rows:3*num_rows, :] = heightfield[2*num_rows:3*num_rows, :][::-1]
heightfield[3*num_rows:4*num_rows, :] = pyramid_stairs_terrain(new_sub_terrain(), step_width=0.75, step_height=-0.5).height_field_raw
# add the terrain as a triangle mesh
vertices, triangles = convert_heightfield_to_trimesh(heightfield, horizontal_scale=horizontal_scale, vertical_scale=vertical_scale, slope_threshold=1.5)
tm_params = gymapi.TriangleMeshParams()
tm_params.nb_vertices = vertices.shape[0]
tm_params.nb_triangles = triangles.shape[0]
tm_params.transform.p.x = -1.
tm_params.transform.p.y = -terrain_width/2 - 1.
gym.add_triangle_mesh(sim, vertices.flatten(), triangles.flatten(), tm_params)