Legged Robot
Legged Robot
All
rights reserved.
# SPDX-License-Identifier: BSD-3-Clause
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# Copyright (c) 2021 ETH Zurich, Nikita Rudin
import torch
from torch import Tensor
from typing import Tuple, Dict
class LeggedRobot(BaseTask):
def __init__(self, cfg: LeggedRobotCfg, sim_params, physics_engine, sim_device,
headless):
""" Parses the provided config file,
calls create_sim() (which creates, simulation, terrain and
environments),
initilizes pytorch buffers used during training
Args:
cfg (Dict): Environment config file
sim_params (gymapi.SimParams): simulation parameters
physics_engine (gymapi.SimType): gymapi.SIM_PHYSX (must be PhysX)
device_type (string): 'cuda' or 'cpu'
device_id (int): 0, 1, ...
headless (bool): Run without rendering if True
"""
self.cfg = cfg
self.sim_params = sim_params
self.height_samples = None
self.debug_viz = False
self.init_done = False
self._parse_cfg(self.cfg)
super().__init__(self.cfg, sim_params, physics_engine, sim_device,
headless)
self.num_one_step_obs = self.cfg.env.num_one_step_observations
self.num_one_step_privileged_obs = self.cfg.env.num_one_step_privileged_obs
self.history_length = int(self.num_obs / self.num_one_step_obs)
if not self.headless:
self.set_camera(self.cfg.viewer.pos, self.cfg.viewer.lookat)
self._init_buffers()
self._prepare_reward_function()
self.init_done = True
Args:
actions (torch.Tensor): Tensor of shape (num_envs, num_actions_per_env)
"""
clip_actions = self.cfg.normalization.clip_actions
self.actions = torch.clip(actions, -clip_actions,
clip_actions).to(self.device)
self.delayed_actions = self.actions.clone().view(self.num_envs, 1,
self.num_actions).repeat(1, self.cfg.control.decimation, 1)
delay_steps = torch.randint(0, self.cfg.control.decimation, (self.num_envs,
1), device=self.device)
if self.cfg.domain_rand.delay:
for i in range(self.cfg.control.decimation):
self.delayed_actions[:, i] = self.last_actions + (self.actions -
self.last_actions) * (i >= delay_steps)
# step physics and render each frame
self.render()
for _ in range(self.cfg.control.decimation):
self.torques = self._compute_torques(self.delayed_actions[:,
_]).view(self.torques.shape)
self.gym.set_dof_actuation_force_tensor(self.sim,
gymtorch.unwrap_tensor(self.torques))
self.gym.simulate(self.sim)
if self.device == 'cpu':
self.gym.fetch_results(self.sim, True)
self.gym.refresh_dof_state_tensor(self.sim)
termination_ids, termination_priveleged_obs = self.post_physics_step()
# return clipped obs, clipped states (None), rewards, dones and infos
clip_obs = self.cfg.normalization.clip_observations
self.obs_buf = torch.clip(self.obs_buf, -clip_obs, clip_obs)
if self.privileged_obs_buf is not None:
self.privileged_obs_buf = torch.clip(self.privileged_obs_buf, -
clip_obs, clip_obs)
return self.obs_buf, self.privileged_obs_buf, self.rew_buf, self.reset_buf,
self.extras, termination_ids, termination_priveleged_obs
def post_physics_step(self):
""" check terminations, compute observations and rewards
calls self._post_physics_step_callback() for common computations
calls self._draw_debug_vis() if needed
"""
self.gym.refresh_actor_root_state_tensor(self.sim)
self.gym.refresh_net_contact_force_tensor(self.sim)
self.gym.refresh_rigid_body_state_tensor(self.sim)
self.episode_length_buf += 1
self.common_step_counter += 1
# 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)
self._post_physics_step_callback()
self.disturbance[:, :, :] = 0.0
self.last_last_actions[:] = self.last_actions[:]
self.last_actions[:] = self.actions[:]
self.last_dof_vel[:] = self.dof_vel[:]
self.last_root_vel[:] = self.root_states[:, 7:13]
def check_termination(self):
""" Check if environments need to be reset
"""
self.reset_buf = torch.any(torch.norm(self.contact_forces[:,
self.termination_contact_indices, :], dim=-1) > 1., dim=1)
self.time_out_buf = self.episode_length_buf > self.max_episode_length # no
terminal reward for time-outs
self.reset_buf |= self.time_out_buf
Args:
env_ids (list[int]): List of environment ids which must be reset
"""
if len(env_ids) == 0:
return
# update curriculum
if self.cfg.terrain.curriculum:
self._update_terrain_curriculum(env_ids)
# avoid updating command curriculum at each step since the maximum command
is common to all envs
if self.cfg.commands.curriculum and (self.common_step_counter %
self.max_episode_length==0):
self.update_command_curriculum(env_ids)
self._resample_commands(env_ids)
# reset buffers
self.last_actions[env_ids] = 0.
self.last_last_actions[env_ids] = 0.
self.last_dof_vel[env_ids] = 0.
self.feet_air_time[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] /
torch.clip(self.episode_length_buf[env_ids], min=1) / self.dt)
self.episode_sums[key][env_ids] = 0.
# log additional curriculum info
if self.cfg.terrain.curriculum:
self.extras["episode"]["terrain_level"] =
torch.mean(self.terrain_levels.float())
if self.cfg.commands.curriculum:
self.extras["episode"]["max_command_x"] =
self.command_ranges["lin_vel_x"][1]
# send timeout info to the algorithm
if self.cfg.env.send_timeouts:
self.extras["time_outs"] = self.time_out_buf
self.episode_length_buf[env_ids] = 0
def compute_reward(self):
""" Compute rewards
Calls each reward function which had a non-zero scale (processed in
self._prepare_reward_function())
adds each terms to the episode sums and to the total reward
"""
self.rew_buf[:] = 0.
for i in range(len(self.reward_functions)):
name = self.reward_names[i]
rew = self.reward_functions[i]() * self.reward_scales[name]
self.rew_buf += rew
self.episode_sums[name] += rew
if self.cfg.rewards.only_positive_rewards:
self.rew_buf[:] = torch.clip(self.rew_buf[:], min=0.)
# add termination reward after clipping
if "termination" in self.reward_scales:
rew = self._reward_termination() * self.reward_scales["termination"]
self.rew_buf += rew
self.episode_sums["termination"] += rew
def compute_observations(self):
""" Computes observations
"""
current_obs = torch.cat(( self.commands[:, :3] * self.commands_scale,
self.base_ang_vel * self.obs_scales.ang_vel,
self.projected_gravity,
(self.dof_pos - self.default_dof_pos) *
self.obs_scales.dof_pos,
self.dof_vel * self.obs_scales.dof_vel,
self.actions
),dim=-1)
# add noise if needed
if self.add_noise:
current_obs += (2 * torch.rand_like(current_obs) - 1) *
self.noise_scale_vec[0:(9 + 3 * self.num_actions)]
# add perceptive inputs if not blind
current_obs = torch.cat((current_obs, self.base_lin_vel *
self.obs_scales.lin_vel, self.disturbance[:, 0, :]), dim=-1)
if self.cfg.terrain.measure_heights:
heights = torch.clip(self.root_states[:, 2].unsqueeze(1) - 0.5 -
self.measured_heights, -1, 1.) * self.obs_scales.height_measurements
heights += (2 * torch.rand_like(heights) - 1) * self.noise_scale_vec[(9
+ 3 * self.num_actions):(9 + 3 * self.num_actions+187)]
current_obs = torch.cat((current_obs, heights), dim=-1)
def get_current_obs(self):
current_obs = torch.cat(( self.commands[:, :3] * self.commands_scale,
self.base_ang_vel * self.obs_scales.ang_vel,
self.projected_gravity,
(self.dof_pos - self.default_dof_pos) *
self.obs_scales.dof_pos,
self.dof_vel * self.obs_scales.dof_vel,
self.actions
),dim=-1)
# add noise if needed
if self.add_noise:
current_obs += (2 * torch.rand_like(current_obs) - 1) *
self.noise_scale_vec[0:(9 + 3 * self.num_actions)]
return current_obs
def create_sim(self):
""" Creates simulation, terrain and evironments
"""
self.up_axis_idx = 2 # 2 for z, 1 for y -> adapt gravity accordingly
self.sim = self.gym.create_sim(self.sim_device_id, self.graphics_device_id,
self.physics_engine, self.sim_params)
mesh_type = self.cfg.terrain.mesh_type
if mesh_type in ['heightfield', 'trimesh']:
self.terrain = Terrain(self.cfg.terrain, self.num_envs)
if mesh_type=='plane':
self._create_ground_plane()
elif mesh_type=='heightfield':
self._create_heightfield()
elif mesh_type=='trimesh':
self._create_trimesh()
elif mesh_type is not None:
raise ValueError("Terrain mesh type not recognised. Allowed types are
[None, plane, heightfield, trimesh]")
self._create_envs()
Args:
props (List[gymapi.RigidShapeProperties]): Properties of each shape of
the asset
env_id (int): Environment id
Returns:
[List[gymapi.RigidShapeProperties]]: Modified rigid shape properties
"""
if self.cfg.domain_rand.randomize_friction:
if env_id==0:
# prepare friction randomization
friction_range = self.cfg.domain_rand.friction_range
self.friction_coeffs = torch_rand_float(friction_range[0],
friction_range[1], (self.num_envs,1), device=self.device)
for s in range(len(props)):
props[s].friction = self.friction_coeffs[env_id]
if self.cfg.domain_rand.randomize_restitution:
if env_id==0:
# prepare restitution randomization
restitution_range = self.cfg.domain_rand.restitution_range
self.restitution_coeffs = torch_rand_float(restitution_range[0],
restitution_range[1], (self.num_envs,1), device=self.device)
for s in range(len(props)):
props[s].restitution = self.restitution_coeffs[env_id]
return props
for i in range(len(rigid_shape_props)):
rigid_shape_props[i].friction = self.friction_coeffs[env_id, 0]
rigid_shape_props[i].restitution = self.restitution_coeffs[env_id,
0]
self.gym.set_actor_rigid_shape_properties(self.envs[env_id], 0,
rigid_shape_props)
Args:
props (numpy.array): Properties of each DOF of the asset
env_id (int): Environment id
Returns:
[numpy.array]: Modified DOF properties
"""
if env_id==0:
self.dof_pos_limits = torch.zeros(self.num_dof, 2, dtype=torch.float,
device=self.device, requires_grad=False)
self.dof_vel_limits = torch.zeros(self.num_dof, dtype=torch.float,
device=self.device, requires_grad=False)
self.torque_limits = torch.zeros(self.num_dof, dtype=torch.float,
device=self.device, requires_grad=False)
for i in range(len(props)):
self.dof_pos_limits[i, 0] = props["lower"][i].item()
self.dof_pos_limits[i, 1] = props["upper"][i].item()
self.dof_vel_limits[i] = props["velocity"][i].item()
self.torque_limits[i] = props["effort"][i].item()
# soft limits
m = (self.dof_pos_limits[i, 0] + self.dof_pos_limits[i, 1]) / 2
r = self.dof_pos_limits[i, 1] - self.dof_pos_limits[i, 0]
self.dof_pos_limits[i, 0] = m - 0.5 * r *
self.cfg.rewards.soft_dof_pos_limit
self.dof_pos_limits[i, 1] = m + 0.5 * r *
self.cfg.rewards.soft_dof_pos_limit
return props
if self.cfg.domain_rand.randomize_com_displacement:
props[0].com = gymapi.Vec3(self.com_displacement[env_id, 0],
self.com_displacement[env_id, 1], self.com_displacement[env_id, 2])
if self.cfg.domain_rand.randomize_link_mass:
rng = self.cfg.domain_rand.link_mass_range
for i in range(1, len(props)):
scale = np.random.uniform(rng[0], rng[1])
props[i].mass = scale * self.default_rigid_body_mass[i]
return props
def _post_physics_step_callback(self):
""" Callback called before computing terminations, rewards, and
observations
Default behaviour: Compute ang vel command based on target and heading,
compute measured terrain heights and randomly push robots
"""
#
env_ids = (self.episode_length_buf %
int(self.cfg.commands.resampling_time /
self.dt)==0).nonzero(as_tuple=False).flatten()
self._resample_commands(env_ids)
if self.cfg.commands.heading_command:
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), -2., 2.)
if self.cfg.terrain.measure_heights:
self.measured_heights = self._get_heights()
if self.cfg.domain_rand.push_robots and (self.common_step_counter %
self.cfg.domain_rand.push_interval == 0):
self._push_robots()
if self.cfg.domain_rand.disturbance and (self.common_step_counter %
self.cfg.domain_rand.disturbance_interval == 0):
self._disturbance_robots()
Args:
env_ids (List[int]): Environments ids for which new commands are needed
"""
self.commands[env_ids, 0] = torch_rand_float(-1.0, 1.0, (len(env_ids), 1),
device=self.device).squeeze(1)
self.commands[env_ids, 1] =
torch_rand_float(self.command_ranges["lin_vel_y"][0],
self.command_ranges["lin_vel_y"][1], (len(env_ids), 1),
device=self.device).squeeze(1)
if self.cfg.commands.heading_command:
self.commands[env_ids, 3] =
torch_rand_float(self.command_ranges["heading"][0], self.command_ranges["heading"]
[1], (len(env_ids), 1), device=self.device).squeeze(1)
else:
self.commands[env_ids, 2] =
torch_rand_float(self.command_ranges["ang_vel_yaw"][0],
self.command_ranges["ang_vel_yaw"][1], (len(env_ids), 1),
device=self.device).squeeze(1)
self.commands[high_vel_env_ids, 0] =
torch_rand_float(self.command_ranges["lin_vel_x"][0],
self.command_ranges["lin_vel_x"][1], (len(high_vel_env_ids), 1),
device=self.device).squeeze(1)
Args:
actions (torch.Tensor): Actions
Returns:
[torch.Tensor]: Torques sent to the simulation
"""
#pd controller
actions_scaled = actions * self.cfg.control.action_scale
actions_scaled[:, [0, 3, 6, 9]] *=self.cfg.control.hip_reduction
self.joint_pos_target = self.default_dof_pos + actions_scaled
control_type = self.cfg.control.control_type
if control_type=="P":
torques = self.p_gains * self.Kp_factors * (self.joint_pos_target -
self.dof_pos) - self.d_gains * self.Kd_factors * self.dof_vel
elif control_type=="V":
torques = self.p_gains*(actions_scaled - self.dof_vel) -
self.d_gains*(self.dof_vel - self.last_dof_vel)/self.sim_params.dt
elif control_type=="T":
torques = actions_scaled
else:
raise NameError(f"Unknown controller type: {control_type}")
return torch.clip(torques, -self.torque_limits, self.torque_limits)
Args:
env_ids (List[int]): Environemnt ids
"""
self.dof_pos[env_ids] = self.default_dof_pos * torch_rand_float(0.5, 1.5,
(len(env_ids), self.num_dof), device=self.device)
self.dof_vel[env_ids] = 0.
env_ids_int32 = env_ids.to(dtype=torch.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))
def _reset_root_states(self, env_ids):
""" Resets ROOT states position and velocities of selected environmments
Sets base position based on the curriculum
Selects randomized base velocities within -0.5:0.5 [m/s, rad/s]
Args:
env_ids (List[int]): Environemnt ids
"""
# base position
if self.custom_origins:
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(-1., 1.,
(len(env_ids), 2), device=self.device) # xy position within 1m of the center
else:
self.root_states[env_ids] = self.base_init_state
self.root_states[env_ids, :3] += self.env_origins[env_ids]
# base velocities
self.root_states[env_ids, 7:13] = torch_rand_float(-0.5, 0.5,
(len(env_ids), 6), device=self.device) # [7:10]: lin vel, [10:13]: ang vel
env_ids_int32 = env_ids.to(dtype=torch.int32)
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))
def _push_robots(self):
""" Random pushes the robots. Emulates an impulse by setting a randomized
base velocity.
"""
max_vel = self.cfg.domain_rand.max_push_vel_xy
self.root_states[:, 7:9] = torch_rand_float(-max_vel, max_vel,
(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 _disturbance_robots(self):
""" Random add disturbance force to the robots.
"""
disturbance = torch_rand_float(self.cfg.domain_rand.disturbance_range[0],
self.cfg.domain_rand.disturbance_range[1], (self.num_envs, 3), device=self.device)
self.disturbance[:, 0, :] = disturbance
self.gym.apply_rigid_body_force_tensors(self.sim,
forceTensor=gymtorch.unwrap_tensor(self.disturbance),
space=gymapi.CoordinateSpace.LOCAL_SPACE)
Args:
env_ids (List[int]): ids of environments being reset
"""
# Implement Terrain curriculum
if not self.init_done:
# don't change on initial reset
return
distance = torch.norm(self.root_states[env_ids, :2] -
self.env_origins[env_ids, :2], dim=1)
# robots that walked far enough progress to harder terains
move_up = distance > self.terrain.env_length / 2
# robots that walked less than half of their required distance go to
simpler terrains
move_down = (distance < torch.norm(self.commands[env_ids, :2],
dim=1)*self.max_episode_length_s*0.5) * ~move_up
self.terrain_levels[env_ids] += 1 * move_up - 1 * move_down
# Robots that solve the last level are sent to a random one
self.terrain_levels[env_ids] =
torch.where(self.terrain_levels[env_ids]>=self.max_terrain_level,
torch.randint_like(self.terrain_levels[env_ids], self.max_terrain_level),
Args:
env_ids (List[int]): ids of environments being reset
"""
low_vel_env_ids = (env_ids > (self.num_envs * 0.2))
high_vel_env_ids = (env_ids < (self.num_envs * 0.2))
low_vel_env_ids = env_ids[low_vel_env_ids.nonzero(as_tuple=True)]
high_vel_env_ids = env_ids[high_vel_env_ids.nonzero(as_tuple=True)]
# If the tracking reward is above 80% of the maximum, increase the range of
commands
if (torch.mean(self.episode_sums["tracking_lin_vel"][low_vel_env_ids]) /
self.max_episode_length > 0.8 * self.reward_scales["tracking_lin_vel"]) and
(torch.mean(self.episode_sums["tracking_lin_vel"][high_vel_env_ids]) /
self.max_episode_length > 0.8 * self.reward_scales["tracking_lin_vel"]):
self.command_ranges["lin_vel_x"][0] =
np.clip(self.command_ranges["lin_vel_x"][0] - 0.2, -
self.cfg.commands.max_curriculum, 0.)
self.command_ranges["lin_vel_x"][1] =
np.clip(self.command_ranges["lin_vel_x"][1] + 0.2, 0.,
self.cfg.commands.max_curriculum)
Args:
cfg (Dict): Environment config file
Returns:
[torch.Tensor]: Vector of scales used to multiply a uniform
distribution in [-1, 1]
"""
# noise_vec = torch.zeros_like(self.obs_buf[0])\
if self.cfg.terrain.measure_heights:
noise_vec = torch.zeros(9 + 3*self.num_actions + 187,
device=self.device)
else:
noise_vec = torch.zeros(9 + 3*self.num_actions, device=self.device)
self.add_noise = self.cfg.noise.add_noise
noise_scales = self.cfg.noise.noise_scales
noise_level = self.cfg.noise.noise_level
noise_vec[0:3] = 0. # commands
noise_vec[3:6] = noise_scales.ang_vel * noise_level *
self.obs_scales.ang_vel
noise_vec[6:9] = noise_scales.gravity * noise_level
noise_vec[9:(9 + self.num_actions)] = noise_scales.dof_pos * noise_level *
self.obs_scales.dof_pos
noise_vec[(9 + self.num_actions):(9 + 2 * self.num_actions)] =
noise_scales.dof_vel * noise_level * self.obs_scales.dof_vel
noise_vec[(9 + 2 * self.num_actions):(9 + 3 * self.num_actions)] = 0. #
previous actions
if self.cfg.terrain.measure_heights:
noise_vec[(9 + 3 * self.num_actions):(9 + 3 * self.num_actions + 187)]
= noise_scales.height_measurements* noise_level *
self.obs_scales.height_measurements
#noise_vec[232:] = 0
return noise_vec
#----------------------------------------
def _init_buffers(self):
""" Initialize torch tensors which will contain simulation states and
processed quantities
"""
# 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)
rigid_body_state = self.gym.acquire_rigid_body_state_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)
self.gym.refresh_rigid_body_state_tensor(self.sim)
self.contact_forces =
gymtorch.wrap_tensor(net_contact_forces).view(self.num_envs, -1, 3) # shape:
num_envs, num_bodies, xyz axis
if self.cfg.domain_rand.randomize_kp:
self.Kp_factors = torch_rand_float(self.cfg.domain_rand.kp_range[0],
self.cfg.domain_rand.kp_range[1], (self.num_envs, 1), device=self.device)
if self.cfg.domain_rand.randomize_kd:
self.Kd_factors = torch_rand_float(self.cfg.domain_rand.kd_range[0],
self.cfg.domain_rand.kd_range[1], (self.num_envs, 1), device=self.device)
if self.cfg.domain_rand.randomize_motor_strength:
self.motor_strength_factors =
torch_rand_float(self.cfg.domain_rand.motor_strength_range[0],
self.cfg.domain_rand.motor_strength_range[1], (self.num_envs, 1),
device=self.device)
if self.cfg.domain_rand.randomize_payload_mass:
self.payload =
torch_rand_float(self.cfg.domain_rand.payload_mass_range[0],
self.cfg.domain_rand.payload_mass_range[1], (self.num_envs, 1), device=self.device)
if self.cfg.domain_rand.randomize_com_displacement:
self.com_displacement =
torch_rand_float(self.cfg.domain_rand.com_displacement_range[0],
self.cfg.domain_rand.com_displacement_range[1], (self.num_envs, 3),
device=self.device)
def _prepare_reward_function(self):
""" Prepares a list of reward functions, whcih will be called to compute
the total reward.
Looks for self._reward_<REWARD_NAME>, where <REWARD_NAME> are names of
all non zero reward scales in the cfg.
"""
# remove zero scales + multiply non-zero ones by dt
for key in list(self.reward_scales.keys()):
scale = self.reward_scales[key]
if scale==0:
self.reward_scales.pop(key)
else:
self.reward_scales[key] *= self.dt
# prepare list of functions
self.reward_functions = []
self.reward_names = []
for name, scale in self.reward_scales.items():
if name=="termination":
continue
self.reward_names.append(name)
name = '_reward_' + name
self.reward_functions.append(getattr(self, name))
def _create_ground_plane(self):
""" Adds a ground plane to the simulation, sets friction and restitution
based on the cfg.
"""
plane_params = gymapi.PlaneParams()
plane_params.normal = gymapi.Vec3(0.0, 0.0, 1.0)
plane_params.static_friction = self.cfg.terrain.static_friction
plane_params.dynamic_friction = self.cfg.terrain.dynamic_friction
plane_params.restitution = self.cfg.terrain.restitution
self.gym.add_ground(self.sim, plane_params)
def _create_heightfield(self):
""" Adds a heightfield terrain to the simulation, sets parameters based on
the cfg.
"""
hf_params = gymapi.HeightFieldParams()
hf_params.column_scale = self.terrain.cfg.horizontal_scale
hf_params.row_scale = self.terrain.cfg.horizontal_scale
hf_params.vertical_scale = self.terrain.cfg.vertical_scale
hf_params.nbRows = self.terrain.tot_cols
hf_params.nbColumns = self.terrain.tot_rows
hf_params.transform.p.x = -self.terrain.cfg.border_size
hf_params.transform.p.y = -self.terrain.cfg.border_size
hf_params.transform.p.z = 0.0
hf_params.static_friction = self.cfg.terrain.static_friction
hf_params.dynamic_friction = self.cfg.terrain.dynamic_friction
hf_params.restitution = self.cfg.terrain.restitution
def _create_trimesh(self):
""" Adds a triangle mesh terrain to the simulation, sets parameters based
on the cfg.
# """
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.cfg.border_size
tm_params.transform.p.y = -self.terrain.cfg.border_size
tm_params.transform.p.z = 0.0
tm_params.static_friction = self.cfg.terrain.static_friction
tm_params.dynamic_friction = self.cfg.terrain.dynamic_friction
tm_params.restitution = self.cfg.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):
""" Creates environments:
1. loads the robot URDF/MJCF asset,
2. For each environment
2.1 creates the environment,
2.2 calls DOF and Rigid shape properties callbacks,
2.3 create actor with these properties and add them to the env
3. Store indices of different bodies of the robot
"""
asset_path =
self.cfg.asset.file.format(LEGGED_GYM_ROOT_DIR=LEGGED_GYM_ROOT_DIR)
asset_root = os.path.dirname(asset_path)
asset_file = os.path.basename(asset_path)
asset_options = gymapi.AssetOptions()
asset_options.default_dof_drive_mode =
self.cfg.asset.default_dof_drive_mode
asset_options.collapse_fixed_joints = self.cfg.asset.collapse_fixed_joints
asset_options.replace_cylinder_with_capsule =
self.cfg.asset.replace_cylinder_with_capsule
asset_options.flip_visual_attachments =
self.cfg.asset.flip_visual_attachments
asset_options.fix_base_link = self.cfg.asset.fix_base_link
asset_options.density = self.cfg.asset.density
asset_options.angular_damping = self.cfg.asset.angular_damping
asset_options.linear_damping = self.cfg.asset.linear_damping
asset_options.max_angular_velocity = self.cfg.asset.max_angular_velocity
asset_options.max_linear_velocity = self.cfg.asset.max_linear_velocity
asset_options.armature = self.cfg.asset.armature
asset_options.thickness = self.cfg.asset.thickness
asset_options.disable_gravity = self.cfg.asset.disable_gravity
self.default_rigid_body_mass = torch.zeros(self.num_bodies,
dtype=torch.float, device=self.device, requires_grad=False)
self._get_env_origins()
env_lower = gymapi.Vec3(0., 0., 0.)
env_upper = gymapi.Vec3(0., 0., 0.)
self.actor_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,
int(np.sqrt(self.num_envs)))
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)
rigid_shape_props =
self._process_rigid_shape_props(rigid_shape_props_asset, i)
self.gym.set_asset_rigid_shape_properties(robot_asset,
rigid_shape_props)
actor_handle = self.gym.create_actor(env_handle, robot_asset,
start_pose, self.cfg.asset.name, i, self.cfg.asset.self_collisions, 0)
dof_props = self._process_dof_props(dof_props_asset, i)
self.gym.set_actor_dof_properties(env_handle, actor_handle, dof_props)
body_props = self.gym.get_actor_rigid_body_properties(env_handle,
actor_handle)
if i == 0:
for j in range(len(body_props)):
self.default_rigid_body_mass[j] = body_props[j].mass
body_props = self._process_rigid_body_props(body_props, i)
self.gym.set_actor_rigid_body_properties(env_handle, actor_handle,
body_props, recomputeInertia=True)
self.envs.append(env_handle)
self.actor_handles.append(actor_handle)
self.penalised_contact_indices = torch.zeros(len(penalized_contact_names),
dtype=torch.long, device=self.device, requires_grad=False)
for i in range(len(penalized_contact_names)):
self.penalised_contact_indices[i] =
self.gym.find_actor_rigid_body_handle(self.envs[0], self.actor_handles[0],
penalized_contact_names[i])
self.termination_contact_indices =
torch.zeros(len(termination_contact_names), dtype=torch.long, device=self.device,
requires_grad=False)
for i in range(len(termination_contact_names)):
self.termination_contact_indices[i] =
self.gym.find_actor_rigid_body_handle(self.envs[0], self.actor_handles[0],
termination_contact_names[i])
def _get_env_origins(self):
""" Sets environment origins. On rough terrain the origins are defined by
the terrain platforms.
Otherwise create a grid.
"""
if self.cfg.terrain.mesh_type in ["heightfield", "trimesh"]:
self.custom_origins = True
self.env_origins = torch.zeros(self.num_envs, 3, device=self.device,
requires_grad=False)
# put robots at the origins defined by the terrain
max_init_level = self.cfg.terrain.max_init_terrain_level
if not self.cfg.terrain.curriculum: max_init_level =
self.cfg.terrain.num_rows - 1
self.terrain_levels = torch.randint(0, max_init_level+1,
(self.num_envs,), device=self.device)
self.terrain_types = torch.div(torch.arange(self.num_envs,
device=self.device), (self.num_envs/self.cfg.terrain.num_cols),
rounding_mode='floor').to(torch.long)
self.max_terrain_level = self.cfg.terrain.num_rows
self.terrain_origins =
torch.from_numpy(self.terrain.env_origins).to(self.device).to(torch.float)
self.env_origins[:] = self.terrain_origins[self.terrain_levels,
self.terrain_types]
else:
self.custom_origins = False
self.env_origins = torch.zeros(self.num_envs, 3, device=self.device,
requires_grad=False)
# create a grid of robots
num_cols = np.floor(np.sqrt(self.num_envs))
num_rows = np.ceil(self.num_envs / num_cols)
xx, yy = torch.meshgrid(torch.arange(num_rows), torch.arange(num_cols))
spacing = self.cfg.env.env_spacing
self.env_origins[:, 0] = spacing * xx.flatten()[:self.num_envs]
self.env_origins[:, 1] = spacing * yy.flatten()[:self.num_envs]
self.env_origins[:, 2] = 0.
self.cfg.domain_rand.push_interval =
np.ceil(self.cfg.domain_rand.push_interval_s / self.dt)
def _draw_debug_vis(self):
""" Draws visualizations for dubugging (slows down simulation a lot).
Default behaviour: draws height measurement points
"""
# draw height lines
if not self.terrain.cfg.measure_heights:
return
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):
""" Returns points at which the height measurments are sampled (in base
frame)
Returns:
[torch.Tensor]: Tensor of shape (num_envs, self.num_height_points, 3)
"""
y = torch.tensor(self.cfg.terrain.measured_points_y, device=self.device,
requires_grad=False)
x = torch.tensor(self.cfg.terrain.measured_points_x, device=self.device,
requires_grad=False)
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 _init_base_height_points(self):
""" Returns points at which the height measurments are sampled (in base
frame)
Returns:
[torch.Tensor]: Tensor of shape (num_envs, self.num_base_height_points,
3)
"""
y = torch.tensor([-0.2, -0.15, -0.1, -0.05, 0., 0.05, 0.1, 0.15, 0.2],
device=self.device, requires_grad=False)
x = torch.tensor([-0.15, -0.1, -0.05, 0., 0.05, 0.1, 0.15],
device=self.device, requires_grad=False)
grid_x, grid_y = torch.meshgrid(x, y)
self.num_base_height_points = grid_x.numel()
points = torch.zeros(self.num_envs, self.num_base_height_points, 3,
device=self.device, requires_grad=False)
points[:, :, 0] = grid_x.flatten()
points[:, :, 1] = grid_y.flatten()
return points
Args:
env_ids (List[int], optional): Subset of environments for which to
return the heights. Defaults to None.
Raises:
NameError: [description]
Returns:
[type]: [description]
"""
if self.cfg.terrain.mesh_type == 'plane':
return torch.zeros(self.num_envs, self.num_height_points,
device=self.device, requires_grad=False)
elif self.cfg.terrain.mesh_type == 'none':
raise NameError("Can't measure height with terrain mesh 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.cfg.border_size
points = (points/self.terrain.cfg.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)
Args:
env_ids (List[int], optional): Subset of environments for which to
return the heights. Defaults to None.
Raises:
NameError: [description]
Returns:
[type]: [description]
"""
if self.cfg.terrain.mesh_type == 'plane':
return self.root_states[:, 2].clone()
elif self.cfg.terrain.mesh_type == 'none':
raise NameError("Can't measure height with terrain mesh type 'none'")
if env_ids:
points = quat_apply_yaw(self.base_quat[env_ids].repeat(1,
self.num_base_height_points), self.base_height_points[env_ids]) +
(self.root_states[env_ids, :3]).unsqueeze(1)
else:
points = quat_apply_yaw(self.base_quat.repeat(1,
self.num_base_height_points), self.base_height_points) +
(self.root_states[:, :3]).unsqueeze(1)
points += self.terrain.cfg.border_size
points = (points/self.terrain.cfg.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)
return base_height
Args:
env_ids (List[int], optional): Subset of environments for which to
return the heights. Defaults to None.
Raises:
NameError: [description]
Returns:
[type]: [description]
"""
if self.cfg.terrain.mesh_type == 'plane':
return self.feet_pos[:, :, 2].clone()
elif self.cfg.terrain.mesh_type == 'none':
raise NameError("Can't measure height with terrain mesh type 'none'")
if env_ids:
points = self.feet_pos[env_ids].clone()
else:
points = self.feet_pos.clone()
points += self.terrain.cfg.border_size
points = (points/self.terrain.cfg.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)
return feet_height
def _reward_tracking_ang_vel(self):
# Tracking of angular velocity commands (yaw)
ang_vel_error = torch.square(self.commands[:, 2] - self.base_ang_vel[:, 2])
return torch.exp(-ang_vel_error/self.cfg.rewards.tracking_sigma)
def _reward_lin_vel_z(self):
# Penalize z axis base linear velocity
return torch.square(self.base_lin_vel[:, 2])
def _reward_ang_vel_xy(self):
# Penalize xy axes base angular velocity
return torch.sum(torch.square(self.base_ang_vel[:, :2]), dim=1)
def _reward_orientation(self):
# Penalize non flat base orientation
return torch.sum(torch.square(self.projected_gravity[:, :2]), dim=1)
def _reward_dof_acc(self):
# Penalize dof accelerations
return torch.sum(torch.square((self.last_dof_vel - self.dof_vel) /
self.dt), dim=1)
def _reward_joint_power(self):
#Penalize high power
return torch.sum(torch.abs(self.dof_vel) * torch.abs(self.torques), dim=1)
def _reward_base_height(self):
# Penalize base height away from target
base_height = self._get_base_heights()
return torch.square(base_height - self.cfg.rewards.base_height_target)
def _reward_foot_clearance(self):
cur_footpos_translated = self.feet_pos - self.root_states[:,
0:3].unsqueeze(1)
footpos_in_body_frame = torch.zeros(self.num_envs, len(self.feet_indices),
3, device=self.device)
cur_footvel_translated = self.feet_vel - self.root_states[:,
7:10].unsqueeze(1)
footvel_in_body_frame = torch.zeros(self.num_envs, len(self.feet_indices),
3, device=self.device)
for i in range(len(self.feet_indices)):
footpos_in_body_frame[:, i, :] = quat_rotate_inverse(self.base_quat,
cur_footpos_translated[:, i, :])
footvel_in_body_frame[:, i, :] = quat_rotate_inverse(self.base_quat,
cur_footvel_translated[:, i, :])
height_error = torch.square(footpos_in_body_frame[:, :, 2] -
self.cfg.rewards.clearance_height_target).view(self.num_envs, -1)
foot_leteral_vel =
torch.sqrt(torch.sum(torch.square(footvel_in_body_frame[:, :, :2]),
dim=2)).view(self.num_envs, -1)
return torch.sum(height_error * foot_leteral_vel, dim=1)
def _reward_action_rate(self):
# Penalize changes in actions
return torch.sum(torch.square(self.last_actions - self.actions), dim=1)
def _reward_smoothness(self):
# second order smoothness
return torch.sum(torch.square(self.actions - self.last_actions -
self.last_actions + self.last_last_actions), dim=1)
def _reward_torques(self):
# Penalize torques
return torch.sum(torch.square(self.torques), dim=1)
def _reward_dof_vel(self):
# Penalize dof velocities
return torch.sum(torch.square(self.dof_vel), dim=1)
def _reward_collision(self):
# Penalize collisions on selected bodies
return torch.sum(1.*(torch.norm(self.contact_forces[:,
self.penalised_contact_indices, :], dim=-1) > 0.1), dim=1)
def _reward_termination(self):
# Terminal reward / penalty
return self.reset_buf * ~self.time_out_buf
def _reward_dof_pos_limits(self):
# Penalize dof positions too close to the limit
out_of_limits = -(self.dof_pos - self.dof_pos_limits[:, 0]).clip(max=0.) #
lower limit
out_of_limits += (self.dof_pos - self.dof_pos_limits[:, 1]).clip(min=0.)
return torch.sum(out_of_limits, dim=1)
def _reward_dof_vel_limits(self):
# Penalize dof velocities too close to the limit
# clip to max error = 1 rad/s per joint to avoid huge penalties
return torch.sum((torch.abs(self.dof_vel) -
self.dof_vel_limits*self.cfg.rewards.soft_dof_vel_limit).clip(min=0., max=1.),
dim=1)
def _reward_torque_limits(self):
# penalize torques too close to the limit
return torch.sum((torch.abs(self.torques) -
self.torque_limits*self.cfg.rewards.soft_torque_limit).clip(min=0.), dim=1)
def _reward_feet_air_time(self):
# Reward long steps
# Need to filter the contacts because the contact reporting of PhysX is
unreliable on meshes
contact = self.contact_forces[:, self.feet_indices, 2] > 1.
contact_filt = torch.logical_or(contact, self.last_contacts)
self.last_contacts = contact
first_contact = (self.feet_air_time > 0.) * contact_filt
self.feet_air_time += self.dt
rew_airTime = torch.sum((self.feet_air_time - 0.5) * first_contact, dim=1)
# 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_filt
return rew_airTime
def _reward_stumble(self):
# Penalize feet hitting vertical surfaces
return torch.any(torch.norm(self.contact_forces[:, self.feet_indices, :2],
dim=2) >\
5 *torch.abs(self.contact_forces[:, self.feet_indices, 2]), dim=1)
def _reward_stand_still(self):
# Penalize motion at zero commands
return torch.sum(torch.abs(self.dof_pos - self.default_dof_pos), dim=1) *
(torch.norm(self.commands[:, :2], dim=1) < 0.1)
def _reward_feet_contact_forces(self):
# penalize high contact forces
return torch.sum((torch.norm(self.contact_forces[:, self.feet_indices, :],
dim=-1) - self.cfg.rewards.max_contact_force).clip(min=0.), dim=1)