| """ |
| Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved. |
| |
| NVIDIA CORPORATION and its licensors retain all intellectual property |
| and proprietary rights in and to this software, related documentation |
| and any modifications thereto. Any use, reproduction, disclosure or |
| distribution of this software and related documentation without an express |
| license agreement from NVIDIA CORPORATION is strictly prohibited. |
| |
| |
| Terrain examples |
| ------------------------- |
| Demonstrates the use terrain meshes. |
| Press 'R' to reset the simulation |
| """ |
|
|
| import numpy as np |
| from numpy.random import choice |
| from numpy.random.mtrand import triangular |
| from scipy import interpolate |
| import os |
|
|
| from isaacgym import gymutil, gymapi |
| from isaacgym.terrain_utils import * |
| from math import sqrt |
|
|
|
|
| |
| gym = gymapi.acquire_gym() |
|
|
| |
| args = gymutil.parse_arguments() |
|
|
| |
| sim_params = gymapi.SimParams() |
| sim_params.up_axis = gymapi.UpAxis.UP_AXIS_Z |
| sim_params.gravity = gymapi.Vec3(0.0, 0.0, -9.81) |
|
|
| if args.physics_engine == gymapi.SIM_FLEX: |
| print("WARNING: Terrain creation is not supported for Flex! Switching to PhysX") |
| args.physics_engine = gymapi.SIM_PHYSX |
| sim_params.substeps = 2 |
| sim_params.physx.solver_type = 1 |
| sim_params.physx.num_position_iterations = 4 |
| sim_params.physx.num_velocity_iterations = 0 |
| sim_params.physx.num_threads = args.num_threads |
| sim_params.physx.use_gpu = args.use_gpu |
|
|
| 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() |
|
|
| |
| asset_root = os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir, os.pardir, "assets") |
| asset_file = "urdf/ball.urdf" |
| asset = gym.load_asset(sim, asset_root, asset_file, gymapi.AssetOptions()) |
|
|
| |
| num_envs = 800 |
| num_per_row = 80 |
| env_spacing = 0.56 |
| env_lower = gymapi.Vec3(-env_spacing, -env_spacing, 0.0) |
| env_upper = gymapi.Vec3(env_spacing, env_spacing, env_spacing) |
| pose = gymapi.Transform() |
| pose.r = gymapi.Quat(0, 0, 0, 1) |
| pose.p.z = 1. |
| pose.p.x = 3. |
|
|
| envs = [] |
| |
| np.random.seed(17) |
| for i in range(num_envs): |
| |
| env = gym.create_env(sim, env_lower, env_upper, num_per_row) |
| envs.append(env) |
|
|
| |
| c = 0.5 + 0.5 * np.random.random(3) |
| color = gymapi.Vec3(c[0], c[1], c[2]) |
|
|
| ahandle = gym.create_actor(env, asset, pose, None, 0, 0) |
| gym.set_rigid_body_color(env, ahandle, 0, gymapi.MESH_VISUAL_AND_COLLISION, color) |
|
|
| |
| initial_state = np.copy(gym.get_sim_rigid_body_states(sim, gymapi.STATE_ALL)) |
|
|
| |
| num_terains = 8 |
| terrain_width = 12. |
| terrain_length = 12. |
| horizontal_scale = 0.25 |
| vertical_scale = 0.005 |
| num_rows = int(terrain_width/horizontal_scale) |
| num_cols = int(terrain_length/horizontal_scale) |
| heightfield = np.zeros((num_terains*num_rows, num_cols), dtype=np.int16) |
|
|
|
|
| def new_sub_terrain(): return SubTerrain(width=num_rows, length=num_cols, vertical_scale=vertical_scale, horizontal_scale=horizontal_scale) |
|
|
|
|
| heightfield[0:num_rows, :] = random_uniform_terrain(new_sub_terrain(), min_height=-0.2, max_height=0.2, step=0.2, downsampled_scale=0.5).height_field_raw |
| heightfield[num_rows:2*num_rows, :] = sloped_terrain(new_sub_terrain(), slope=-0.5).height_field_raw |
| heightfield[2*num_rows:3*num_rows, :] = pyramid_sloped_terrain(new_sub_terrain(), slope=-0.5).height_field_raw |
| heightfield[3*num_rows:4*num_rows, :] = discrete_obstacles_terrain(new_sub_terrain(), max_height=0.5, min_size=1., max_size=5., num_rects=20).height_field_raw |
| heightfield[4*num_rows:5*num_rows, :] = wave_terrain(new_sub_terrain(), num_waves=2., amplitude=1.).height_field_raw |
| heightfield[5*num_rows:6*num_rows, :] = stairs_terrain(new_sub_terrain(), step_width=0.75, step_height=-0.5).height_field_raw |
| heightfield[6*num_rows:7*num_rows, :] = pyramid_stairs_terrain(new_sub_terrain(), step_width=0.75, step_height=-0.5).height_field_raw |
| heightfield[7*num_rows:8*num_rows, :] = stepping_stones_terrain(new_sub_terrain(), stone_size=1., |
| stone_distance=1., max_height=0.5, platform_size=0.).height_field_raw |
|
|
| |
| vertices, triangles = convert_heightfield_to_trimesh(heightfield, horizontal_scale=horizontal_scale, vertical_scale=vertical_scale, slope_threshold=1.5) |
| tm_params = gymapi.TriangleMeshParams() |
| tm_params.nb_vertices = vertices.shape[0] |
| tm_params.nb_triangles = triangles.shape[0] |
| tm_params.transform.p.x = -1. |
| tm_params.transform.p.y = -1. |
| gym.add_triangle_mesh(sim, vertices.flatten(), triangles.flatten(), tm_params) |
|
|
| |
| viewer = gym.create_viewer(sim, gymapi.CameraProperties()) |
| if viewer is None: |
| print("*** Failed to create viewer") |
| quit() |
|
|
| cam_pos = gymapi.Vec3(-5, -5, 15) |
| cam_target = gymapi.Vec3(0, 0, 10) |
| gym.viewer_camera_look_at(viewer, None, cam_pos, cam_target) |
|
|
| |
| gym.subscribe_viewer_keyboard_event(viewer, gymapi.KEY_R, "reset") |
|
|
| while not gym.query_viewer_has_closed(viewer): |
|
|
| |
| for evt in gym.query_viewer_action_events(viewer): |
| if evt.action == "reset" and evt.value > 0: |
| gym.set_sim_rigid_body_states(sim, initial_state, gymapi.STATE_ALL) |
|
|
| |
| gym.simulate(sim) |
| gym.fetch_results(sim, True) |
|
|
| |
| gym.step_graphics(sim) |
| gym.draw_viewer(viewer, sim, True) |
|
|
| |
| |
| gym.sync_frame_time(sim) |
|
|
| gym.destroy_viewer(viewer) |
| gym.destroy_sim(sim) |
|
|