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.]]