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from collections.abc import Iterable
import numpy as np
from robosuite.models.objects import CompositeObject
from robosuite.utils.mjcf_utils import BLUE, CYAN, GREEN, RED, CustomMaterial, add_to_dict
class HammerObject(CompositeObject):
"""
Generates a Hammer object with a cylindrical or box-shaped handle, cubic head, cylindrical face and triangular claw
(used in Handover task)
Args:
name (str): Name of this Hammer object
handle_shape (str): Either "box", for a box-shaped handle, or "cylinder", for a cylindrically-shaped handle
handle_radius (float or 2-array of float): Either specific or range of values to draw randomly from
uniformly for the handle radius
handle_length (float or 2-array of float): Either specific or range of values to draw randomly from
uniformly for the handle length
handle_density (float or 2-array of float): Either specific or range of values to draw randomly from
uniformly for the handle density (in SI units). Note that this value is scaled x4 for the hammer head
handle_friction (float or 2-array of float): Either specific or range of values to draw randomly from
uniformly for the handle friction. Note that Mujoco default values are used for the head
head_density_ratio (float): Ratio of density of handle to head (including face and claw)
use_texture (bool): If true, geoms will be defined by realistic textures and rgba values will be ignored
rgba_handle (4-array or None): If specified, sets handle rgba values
rgba_head (4-array or None): If specified, sets handle rgba values
rgba_face (4-array or None): If specified, sets handle rgba values
rgba_claw (4-array or None): If specified, sets handle rgba values
rng (self.rng.RandomState): Random number generator to use for sampling. If None, will use self.rng.default_rng()
Raises:
ValueError: [Invalid handle shape]
"""
def __init__(
self,
name,
handle_shape="box",
handle_radius=(0.015, 0.02),
handle_length=(0.1, 0.25),
handle_density=(100, 250),
handle_friction=(3.0, 5.0),
head_density_ratio=2.0,
use_texture=True,
rgba_handle=None,
rgba_head=None,
rgba_face=None,
rgba_claw=None,
rng=None,
):
if rng is None:
rng = np.random.default_rng()
self.rng = rng
# Set name
self._name = name
# Set handle type and density ratio
self.handle_shape = handle_shape
self.head_density_ratio = head_density_ratio
# Set radius and length ranges
self.handle_radius_range = handle_radius if isinstance(handle_radius, Iterable) else [handle_radius] * 2
self.handle_length_range = handle_length if isinstance(handle_length, Iterable) else [handle_length] * 2
self.handle_density_range = handle_density if isinstance(handle_density, Iterable) else [handle_density] * 2
self.handle_friction_range = handle_friction if isinstance(handle_friction, Iterable) else [handle_friction] * 2
# Sample actual radius and length, as well as head half-size
self.handle_radius = self.rng.uniform(self.handle_radius_range[0], self.handle_radius_range[1])
self.handle_length = self.rng.uniform(self.handle_length_range[0], self.handle_length_range[1])
self.handle_density = self.rng.uniform(self.handle_density_range[0], self.handle_density_range[1])
self.handle_friction = self.rng.uniform(self.handle_friction_range[0], self.handle_friction_range[1])
self.head_halfsize = self.rng.uniform(self.handle_radius, self.handle_radius * 1.2)
# Initialize RGBA values and texture flag
self.use_texture = use_texture
self.rgba_handle = rgba_handle if rgba_handle is not None else RED
self.rgba_head = rgba_head if rgba_head is not None else CYAN
self.rgba_face = rgba_face if rgba_face is not None else BLUE
self.rgba_claw = rgba_claw if rgba_claw is not None else GREEN
# Create dictionary of values to create geoms for composite object and run super init
super().__init__(**self._get_geom_attrs())
# Define materials we want to use for this object
tex_attrib = {
"type": "cube",
}
mat_attrib = {
"texrepeat": "3 3",
"specular": "0.4",
"shininess": "0.1",
}
metal = CustomMaterial(
texture="SteelScratched",
tex_name="metal",
mat_name="metal_mat",
tex_attrib=tex_attrib,
mat_attrib=mat_attrib,
)
wood = CustomMaterial(
texture="WoodLight",
tex_name="wood",
mat_name="wood_mat",
tex_attrib=tex_attrib,
mat_attrib=mat_attrib,
)
# Append materials to object
self.append_material(metal)
self.append_material(wood)
def _get_geom_attrs(self):
"""
Creates geom elements that will be passed to superclass CompositeObject constructor
Returns:
dict: args to be used by CompositeObject to generate geoms
"""
full_size = np.array(
(3.2 * self.head_halfsize, self.head_halfsize, self.handle_length + 2 * self.head_halfsize)
)
# Initialize dict of obj args that we'll pass to the CompositeObject constructor
base_args = {
"total_size": full_size / 2.0,
"name": self.name,
"locations_relative_to_center": True,
"obj_types": "all",
}
obj_args = {}
# Add handle component
assert self.handle_shape in {
"cylinder",
"box",
}, "Error loading hammer: Handle type must either be 'box' or 'cylinder', got {}.".format(self.handle_shape)
add_to_dict(
dic=obj_args,
geom_types="cylinder" if self.handle_shape == "cylinder" else "box",
geom_locations=(0, 0, 0),
geom_quats=(1, 0, 0, 0),
geom_sizes=np.array([self.handle_radius, self.handle_length / 2.0])
if self.handle_shape == "cylinder"
else np.array([self.handle_radius, self.handle_radius, self.handle_length / 2.0]),
geom_names="handle",
geom_rgbas=None if self.use_texture else self.rgba_handle,
geom_materials="wood_mat" if self.use_texture else None,
geom_frictions=(self.handle_friction, 0.005, 0.0001),
density=self.handle_density,
)
# Add head component
add_to_dict(
dic=obj_args,
geom_types="box",
geom_locations=(0, 0, self.handle_length / 2.0 + self.head_halfsize),
geom_quats=(1, 0, 0, 0),
geom_sizes=np.array([self.head_halfsize * 2, self.head_halfsize, self.head_halfsize]),
geom_names="head",
geom_rgbas=None if self.use_texture else self.rgba_head,
geom_materials="metal_mat" if self.use_texture else None,
geom_frictions=None,
density=self.handle_density * self.head_density_ratio,
)
# Add neck component
add_to_dict(
dic=obj_args,
geom_types="cylinder",
geom_locations=(self.head_halfsize * 2.2, 0, self.handle_length / 2.0 + self.head_halfsize),
geom_quats=(0.707106, 0, 0.707106, 0),
geom_sizes=np.array([self.head_halfsize * 0.8, self.head_halfsize * 0.2]),
geom_names="neck",
geom_rgbas=None if self.use_texture else self.rgba_face,
geom_materials="metal_mat" if self.use_texture else None,
geom_frictions=None,
density=self.handle_density * self.head_density_ratio,
)
# Add face component
add_to_dict(
dic=obj_args,
geom_types="cylinder",
geom_locations=(self.head_halfsize * 2.8, 0, self.handle_length / 2.0 + self.head_halfsize),
geom_quats=(0.707106, 0, 0.707106, 0),
geom_sizes=np.array([self.head_halfsize, self.head_halfsize * 0.4]),
geom_names="face",
geom_rgbas=None if self.use_texture else self.rgba_face,
geom_materials="metal_mat" if self.use_texture else None,
geom_frictions=None,
density=self.handle_density * self.head_density_ratio,
)
# Add claw component
add_to_dict(
dic=obj_args,
geom_types="box",
geom_locations=(-self.head_halfsize * 2, 0, self.handle_length / 2.0 + self.head_halfsize),
geom_quats=(0.9238795, 0, 0.3826834, 0),
geom_sizes=np.array([self.head_halfsize * 0.7072, self.head_halfsize * 0.95, self.head_halfsize * 0.7072]),
geom_names="claw",
geom_rgbas=None if self.use_texture else self.rgba_claw,
geom_materials="metal_mat" if self.use_texture else None,
geom_frictions=None,
density=self.handle_density * self.head_density_ratio,
)
# Add back in base args
obj_args.update(base_args)
# Return this dict
return obj_args
@property
def init_quat(self):
"""
Generates a new random orientation for the hammer
Returns:
np.array: (x, y, z, w) quaternion orientation for the hammer
"""
# Randomly sample between +/- flip (such that the hammer head faces one way or the other)
return np.array([0.5, -0.5, 0.5, -0.5]) if self.rng.random() >= 0.5 else np.array([-0.5, -0.5, -0.5, -0.5])
@property
def handle_geoms(self):
"""
Returns:
list of str: geom names corresponding to hammer handle
"""
return self.correct_naming(["handle"])
@property
def head_geoms(self):
"""
Returns:
list of str: geom names corresponding to hammer head
"""
return self.correct_naming(["head"])
@property
def face_geoms(self):
"""
Returns:
list of str: geom names corresponding to hammer face
"""
return self.correct_naming(["neck", "face"])
@property
def claw_geoms(self):
"""
Returns:
list of str: geom names corresponding to hammer claw
"""
return self.correct_naming(["claw"])
@property
def all_geoms(self):
"""
Returns:
list of str: geom names corresponding to all hammer components
"""
return self.handle_geoms + self.head_geoms + self.face_geoms + self.claw_geoms
@property
def bottom_offset(self):
return np.array([0, 0, -self.handle_radius])
@property
def top_offset(self):
return np.array([0, 0, self.handle_radius])
@property
def horizontal_radius(self):
return self.head_halfsize + 0.5 * self.handle_length