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NVIDIA CORPORATION and its licensors retain all intellectual property
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Body physics properties example
-------------------------------
An example that demonstrates how to load rigid body, update its properties
and apply various actions. Specifically, there are three scenarios that
presents the following:
- Load rigid body asset with varying properties
- Modify body shape properties
- Modify body visual properties
- Apply body force
- Apply body linear velocity
"""
from isaacgym import gymutil
from isaacgym import gymapi
# initialize gym
gym = gymapi.acquire_gym()
# parse arguments
args = gymutil.parse_arguments(description="Body Physics Properties Example")
# configure sim
sim_params = gymapi.SimParams()
if args.physics_engine == gymapi.SIM_FLEX:
sim_params.flex.relaxation = 0.9
sim_params.flex.dynamic_friction = 0.0
sim_params.flex.static_friction = 0.0
elif args.physics_engine == gymapi.SIM_PHYSX:
sim_params.physx.solver_type = 1
sim_params.physx.num_position_iterations = 4
sim_params.physx.num_velocity_iterations = 1
sim_params.physx.num_threads = args.num_threads
sim_params.physx.use_gpu = args.use_gpu
sim_params.use_gpu_pipeline = False
if args.use_gpu_pipeline:
print("WARNING: Forcing CPU pipeline.")
sim = gym.create_sim(args.compute_device_id, args.graphics_device_id, args.physics_engine, sim_params)
if sim is None:
print("*** Failed to create sim")
quit()
# create viewer using the default camera properties
viewer = gym.create_viewer(sim, gymapi.CameraProperties())
if viewer is None:
raise ValueError('*** Failed to create viewer')
# add ground plane
plane_params = gymapi.PlaneParams()
plane_params.static_friction = 0.0
plane_params.dynamic_friction = 0.0
gym.add_ground(sim, plane_params)
# set up the env grid
num_envs = 3
spacing = 1.8
env_lower = gymapi.Vec3(-spacing, 0.0, -spacing)
env_upper = gymapi.Vec3(spacing, spacing, spacing)
# create list to mantain environment and asset handles
envs = []
box_handles = []
actor_handles = []
# create box assets w/ varying densities (measured in kg/m^3)
box_size = 0.2
box_densities = [8., 32., 1024.]
for dx in range(3):
# AssetOptions enables loading assets with different properties
# Properties include density, angularDamping, maxAngularVelocity, linearDamping, maxLinearVelocity etc.
asset_options = gymapi.AssetOptions()
asset_options.density = box_densities[dx]
asset_box = gym.create_box(sim, box_size, box_size, box_size, asset_options)
box_handles.append(asset_box)
# create capsule asset
asset_options = gymapi.AssetOptions()
asset_options.density = 100.
asset_capsule = gym.create_capsule(sim, 0.2, 0.2, asset_options)
# create ball asset with gravity disabled
asset_root = "../../assets"
asset_file = "urdf/ball.urdf"
asset_options = gymapi.AssetOptions()
asset_options.disable_gravity = True
print("Loading asset '%s' from '%s'" % (asset_file, asset_root))
asset_ball = gym.load_asset(sim, asset_root, asset_file, asset_options)
# create static box asset
asset_options.fix_base_link = True
asset_box = gym.create_box(sim, 0.5, 0.1, 0.5, asset_options)
print('Creating %d environments' % num_envs)
for i in range(num_envs):
# create env
env = gym.create_env(sim, env_lower, env_upper, 1)
envs.append(env)
# Scenario 1: Source boxes collide with target boxes with varying densities
if i == 0:
# add moving boxes to env
for dx in range(3):
name = 'moving_box_{}'.format(dx)
actor_handles.append(gym.create_actor(env, box_handles[0], gymapi.Transform(p=gymapi.Vec3(dx, 0.1, 0.)), name, i, 0))
# set shape physics properties for moving boxes
shape_props = gym.get_actor_rigid_shape_properties(env, actor_handles[-1])
# set_actor_rigid_shape_properties enables setting shape properties for rigid body
# Properties include friction, rolling_friction, torsion_friction, restitution etc.
shape_props[0].friction = 0.
shape_props[0].rolling_friction = 0.
shape_props[0].torsion_friction = 0.
gym.set_actor_rigid_shape_properties(env, actor_handles[-1], shape_props)
# set visual property like color to moving boxes
gym.set_rigid_body_color(env, actor_handles[-1], 0, gymapi.MESH_VISUAL, gymapi.Vec3(0., 1., 0.))
# apply linear velocity
gym.set_rigid_linear_velocity(env,
gym.get_rigid_handle(env, name, gym.get_actor_rigid_body_names(env, actor_handles[0])[0]),
gymapi.Vec3(0., 0., 2.))
# add target boxes to env
target_box_names = ['target_box_low', 'target_box_med', 'target_box_high']
target_box_positions = [gymapi.Vec3(0., 0.1, 2.), gymapi.Vec3(1, 0.1, 2.), gymapi.Vec3(2, 0.1, 2.)]
target_box_color = [gymapi.Vec3(0., 1., 0.), gymapi.Vec3(2, 0.1, 2.), gymapi.Vec3(1., 0., 0.)]
for dx in range(3):
actor_handles.append(gym.create_actor(env, box_handles[dx], gymapi.Transform(p=target_box_positions[dx]), target_box_names[dx], i, 0))
# set shape physics properties for target boxes
shape_props = gym.get_actor_rigid_shape_properties(env, actor_handles[-1])
# set coeffecient of friction
shape_props[0].friction = 0.
shape_props[0].rolling_friction = 0.
shape_props[0].torsion_friction = 0.
gym.set_actor_rigid_shape_properties(env, actor_handles[-1], shape_props)
# set visual property like color to target boxes
gym.set_rigid_body_color(env, actor_handles[-1], 0, gymapi.MESH_VISUAL, target_box_color[dx])
# Scenario 2: Capsule with varying restitution and complince dropped on a hanging box
if i == 1:
# add box actor
pose = gymapi.Transform()
pose.p = gymapi.Vec3(0.0, 0.5, 0.0)
pose.r = gymapi.Quat(0, 0, 0, 1)
box_handle = gym.create_actor(env, asset_box, pose, "actor1", i, 0)
actor_handles.append(box_handle)
# set restitution for box actor
shape_props = gym.get_actor_rigid_shape_properties(env, box_handle)
shape_props[0].restitution = 1
shape_props[0].compliance = 0.5
gym.set_actor_rigid_shape_properties(env, box_handle, shape_props)
# add capsule actor
pose.p = gymapi.Vec3(0.0, 2.0, 0.0)
capsule_handle = gym.create_actor(env, asset_capsule, pose, "actor2", i, 0)
# set restitution for capsule actor
shape_props = gym.get_actor_rigid_shape_properties(env, capsule_handle)
shape_props[0].restitution = 1
shape_props[0].compliance = 0.5
gym.set_actor_rigid_shape_properties(env, capsule_handle, shape_props)
# Scenario 3: Balls with gravity enabled and disabled
if i == 2:
# create ball pyramid
pose = gymapi.Transform()
pose.r = gymapi.Quat(0, 0, 0, 1)
num_balls = 3
ball_radius = .2
ball_spacing = 2.5 * ball_radius
y = 1 * (num_balls - 1) * ball_spacing
while num_balls > 0:
pose.p = gymapi.Vec3(num_balls * 0.001, 1. + y, 0)
# create ball actor
ball_handle = gym.create_actor(env, asset_ball, pose, None)
color_vec = [1, .2, .2]
if num_balls != 2:
color_vec = [.3, .8, .3]
# Enable gravity back on the middle ball
body_props = gym.get_actor_rigid_body_properties(env, ball_handle)
for b in range(len(body_props)):
body_props[b].flags = gymapi.RIGID_BODY_NONE
gym.set_actor_rigid_body_properties(env, ball_handle, body_props)
# set ball color
color = gymapi.Vec3(color_vec[0], color_vec[1], color_vec[2])
gym.set_rigid_body_color(env, ball_handle, 0, gymapi.MESH_VISUAL_AND_COLLISION, color)
y += ball_spacing
num_balls -= 1
# look at the first env
cam_pos = gymapi.Vec3(6, 4.5, 3)
cam_target = gymapi.Vec3(-0.8, 0.5, 0)
gym.viewer_camera_look_at(viewer, None, cam_pos, cam_target)
while not gym.query_viewer_has_closed(viewer):
# step the physics
gym.simulate(sim)
gym.fetch_results(sim, True)
# update the viewer
gym.step_graphics(sim)
gym.draw_viewer(viewer, sim, True)
# Wait for dt to elapse in real time.
# This synchronizes the physics simulation with the rendering rate.
gym.sync_frame_time(sim)
print('Done')
gym.destroy_viewer(viewer)
gym.destroy_sim(sim)
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