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SIMULATOR:
dim: 3
gravity: [0., -3.8, 0.]
default_dt: 5.e-4
quality: 1.
padding: [28, 3, 28]
needs_grad: True
use_checkpointing: True
max_substeps_local: 20
max_substeps: 7000
max_num_particles: 75000
use_dynamic_field: False
checkpoint_cache_device: torch_cpu
base_active_materials: []
max_actuation: 81
ENVIRONMENT:
objective: throw_object
objective_config:
reward_mode: final
forward_direction: [0., 1., 0.]
max_episode_steps: 100
obj_particles_id: 2
ITEMS:
# Terrain
- type: Static.BoundingBox # World boundary
semantic_id: 0 # static obstacle
- type: Static.Terrain
surface: Surface.Slip
semantic_id: 0 # static obstacle
friction: 0.5
min_height: &ground_height 0.1
max_height: *ground_height
dampen_coeff: 1.0 # Should be around 0.5-0.6, lower will cause sinking, higher will cause bounce.
- type: Primitive.Box
size: [0.05, 0.03, 0.05]
sample_density: 16
initial_position: [0.55, 0.12, 0.4]
initial_velocity: [0., 0., 0.]
material: FakeRigid
particle_id: 2
semantic_id: 2
# ground_height: 0.101
# Environment-specific
use_renderer: False
actuation_strength: 0.3
observation_space: [time, com]
design_space: pbr
design_space_config:
n_actuators: 81
initial_principle_direction: [1., 0., 0.]
p_rho_lower_bound_mul: 0.1
base_shape:
type: Primitive.Box
size: [0.1, 0.1, 0.1]
sample_density: 32
initial_position: [0.55, 0.205, 0.4]
initial_velocity: [0., 0., 0.]
material: DiffAquaMuscle
particle_id: 3 # used as robot id
particle_info:
p_rho_0: 1.e+3
E_0: 1.e+4
semantic_id: 3
CUSTOM:
randomize_terrain: False
has_matter_on_ground: False
matter_id: 4
matter_materials: []
matter_thickness: 0.02
matter_sample_density: 8
matter_semantic_id: 4
matter_youngs_modulus: 1.e+5
matter_padding: [32, 3, 32]
RENDERER:
type: ggui
GGUI:
ambient_light: [0.5, 0.5, 0.5]
camera_lookat: [0.5, 0.1, 0.5] # horizontal look
camera_position: [0.5, 0.25, 0.05]
particle_radius: 0.002
particle_coloring_mode: actuation
ground_surface_cmap: textures/ground.png
res: [1920, 1080]
# meshify_particle_ids: [2]
# meshification_colors: [[1.,0.,0.,1.]]