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| import numpy as np |
| from numpy.random import choice |
| from scipy import interpolate |
|
|
| from isaacgym import gymutil, gymapi |
| from math import sqrt |
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|
| def random_uniform_terrain(terrain, min_height, max_height, step=1, downsampled_scale=None,): |
| """ |
| Generate a uniform noise terrain |
| |
| Parameters |
| terrain (SubTerrain): the terrain |
| min_height (float): the minimum height of the terrain [meters] |
| max_height (float): the maximum height of the terrain [meters] |
| step (float): minimum height change between two points [meters] |
| downsampled_scale (float): distance between two randomly sampled points ( musty be larger or equal to terrain.horizontal_scale) |
| |
| """ |
| if downsampled_scale is None: |
| downsampled_scale = terrain.horizontal_scale |
|
|
| |
| min_height = int(min_height / terrain.vertical_scale) |
| max_height = int(max_height / terrain.vertical_scale) |
| step = int(step / terrain.vertical_scale) |
|
|
| heights_range = np.arange(min_height, max_height + step, step) |
| height_field_downsampled = np.random.choice(heights_range, (int(terrain.width * terrain.horizontal_scale / downsampled_scale), int( |
| terrain.length * terrain.horizontal_scale / downsampled_scale))) |
|
|
| x = np.linspace(0, terrain.width * terrain.horizontal_scale, height_field_downsampled.shape[0]) |
| y = np.linspace(0, terrain.length * terrain.horizontal_scale, height_field_downsampled.shape[1]) |
|
|
| f = interpolate.interp2d(y, x, height_field_downsampled, kind='linear') |
|
|
| x_upsampled = np.linspace(0, terrain.width * terrain.horizontal_scale, terrain.width) |
| y_upsampled = np.linspace(0, terrain.length * terrain.horizontal_scale, terrain.length) |
| z_upsampled = np.rint(f(y_upsampled, x_upsampled)) |
|
|
| terrain.height_field_raw += z_upsampled.astype(np.int16) |
| return terrain |
|
|
|
|
| def sloped_terrain(terrain, slope=1): |
| """ |
| Generate a sloped terrain |
| |
| Parameters: |
| terrain (SubTerrain): the terrain |
| slope (int): positive or negative slope |
| Returns: |
| terrain (SubTerrain): update terrain |
| """ |
|
|
| x = np.arange(0, terrain.width) |
| y = np.arange(0, terrain.length) |
| xx, yy = np.meshgrid(x, y, sparse=True) |
| xx = xx.reshape(terrain.width, 1) |
| max_height = int(slope * (terrain.horizontal_scale / terrain.vertical_scale) * terrain.width) |
| terrain.height_field_raw[:, np.arange(terrain.length)] += (max_height * xx / terrain.width).astype(terrain.height_field_raw.dtype) |
| return terrain |
|
|
|
|
| def pyramid_sloped_terrain(terrain, slope=1, platform_size=1.): |
| """ |
| Generate a sloped terrain |
| |
| Parameters: |
| terrain (terrain): the terrain |
| slope (int): positive or negative slope |
| platform_size (float): size of the flat platform at the center of the terrain [meters] |
| Returns: |
| terrain (SubTerrain): update terrain |
| """ |
| x = np.arange(0, terrain.width) |
| y = np.arange(0, terrain.length) |
| center_x = int(terrain.width / 2) |
| center_y = int(terrain.length / 2) |
| xx, yy = np.meshgrid(x, y, sparse=True) |
| xx = (center_x - np.abs(center_x-xx)) / center_x |
| yy = (center_y - np.abs(center_y-yy)) / center_y |
| xx = xx.reshape(terrain.width, 1) |
| yy = yy.reshape(1, terrain.length) |
| max_height = int(slope * (terrain.horizontal_scale / terrain.vertical_scale) * (terrain.width / 2)) |
| terrain.height_field_raw += (max_height * xx * yy).astype(terrain.height_field_raw.dtype) |
|
|
| platform_size = int(platform_size / terrain.horizontal_scale / 2) |
| x1 = terrain.width // 2 - platform_size |
| x2 = terrain.width // 2 + platform_size |
| y1 = terrain.length // 2 - platform_size |
| y2 = terrain.length // 2 + platform_size |
|
|
| min_h = min(terrain.height_field_raw[x1, y1], 0) |
| max_h = max(terrain.height_field_raw[x1, y1], 0) |
| terrain.height_field_raw = np.clip(terrain.height_field_raw, min_h, max_h) |
| return terrain |
|
|
|
|
| def discrete_obstacles_terrain(terrain, max_height, min_size, max_size, num_rects, platform_size=1.): |
| """ |
| Generate a terrain with gaps |
| |
| Parameters: |
| terrain (terrain): the terrain |
| max_height (float): maximum height of the obstacles (range=[-max, -max/2, max/2, max]) [meters] |
| min_size (float): minimum size of a rectangle obstacle [meters] |
| max_size (float): maximum size of a rectangle obstacle [meters] |
| num_rects (int): number of randomly generated obstacles |
| platform_size (float): size of the flat platform at the center of the terrain [meters] |
| Returns: |
| terrain (SubTerrain): update terrain |
| """ |
| |
| max_height = int(max_height / terrain.vertical_scale) |
| min_size = int(min_size / terrain.horizontal_scale) |
| max_size = int(max_size / terrain.horizontal_scale) |
| platform_size = int(platform_size / terrain.horizontal_scale) |
|
|
| (i, j) = terrain.height_field_raw.shape |
| height_range = [-max_height, -max_height // 2, max_height // 2, max_height] |
| width_range = range(min_size, max_size, 4) |
| length_range = range(min_size, max_size, 4) |
|
|
| for _ in range(num_rects): |
| width = np.random.choice(width_range) |
| length = np.random.choice(length_range) |
| start_i = np.random.choice(range(0, i-width, 4)) |
| start_j = np.random.choice(range(0, j-length, 4)) |
| terrain.height_field_raw[start_i:start_i+width, start_j:start_j+length] = np.random.choice(height_range) |
|
|
| x1 = (terrain.width - platform_size) // 2 |
| x2 = (terrain.width + platform_size) // 2 |
| y1 = (terrain.length - platform_size) // 2 |
| y2 = (terrain.length + platform_size) // 2 |
| terrain.height_field_raw[x1:x2, y1:y2] = 0 |
| return terrain |
|
|
|
|
| def wave_terrain(terrain, num_waves=1, amplitude=1.): |
| """ |
| Generate a wavy terrain |
| |
| Parameters: |
| terrain (terrain): the terrain |
| num_waves (int): number of sine waves across the terrain length |
| Returns: |
| terrain (SubTerrain): update terrain |
| """ |
| amplitude = int(0.5*amplitude / terrain.vertical_scale) |
| if num_waves > 0: |
| div = terrain.length / (num_waves * np.pi * 2) |
| x = np.arange(0, terrain.width) |
| y = np.arange(0, terrain.length) |
| xx, yy = np.meshgrid(x, y, sparse=True) |
| xx = xx.reshape(terrain.width, 1) |
| yy = yy.reshape(1, terrain.length) |
| terrain.height_field_raw += (amplitude*np.cos(yy / div) + amplitude*np.sin(xx / div)).astype( |
| terrain.height_field_raw.dtype) |
| return terrain |
|
|
|
|
| def stairs_terrain(terrain, step_width, step_height): |
| """ |
| Generate a stairs |
| |
| Parameters: |
| terrain (terrain): the terrain |
| step_width (float): the width of the step [meters] |
| step_height (float): the height of the step [meters] |
| Returns: |
| terrain (SubTerrain): update terrain |
| """ |
| |
| step_width = int(step_width / terrain.horizontal_scale) |
| step_height = int(step_height / terrain.vertical_scale) |
|
|
| num_steps = terrain.width // step_width |
| height = step_height |
| for i in range(num_steps): |
| terrain.height_field_raw[i * step_width: (i + 1) * step_width, :] += height |
| height += step_height |
| return terrain |
|
|
|
|
| def pyramid_stairs_terrain(terrain, step_width, step_height, platform_size=1.): |
| """ |
| Generate stairs |
| |
| Parameters: |
| terrain (terrain): the terrain |
| step_width (float): the width of the step [meters] |
| step_height (float): the step_height [meters] |
| platform_size (float): size of the flat platform at the center of the terrain [meters] |
| Returns: |
| terrain (SubTerrain): update terrain |
| """ |
| |
| step_width = int(step_width / terrain.horizontal_scale) |
| step_height = int(step_height / terrain.vertical_scale) |
| platform_size = int(platform_size / terrain.horizontal_scale) |
|
|
| height = 0 |
| start_x = 0 |
| stop_x = terrain.width |
| start_y = 0 |
| stop_y = terrain.length |
| while (stop_x - start_x) > platform_size and (stop_y - start_y) > platform_size: |
| start_x += step_width |
| stop_x -= step_width |
| start_y += step_width |
| stop_y -= step_width |
| height += step_height |
| terrain.height_field_raw[start_x: stop_x, start_y: stop_y] = height |
| return terrain |
|
|
|
|
| def stepping_stones_terrain(terrain, stone_size, stone_distance, max_height, platform_size=1., depth=-10): |
| """ |
| Generate a stepping stones terrain |
| |
| Parameters: |
| terrain (terrain): the terrain |
| stone_size (float): horizontal size of the stepping stones [meters] |
| stone_distance (float): distance between stones (i.e size of the holes) [meters] |
| max_height (float): maximum height of the stones (positive and negative) [meters] |
| platform_size (float): size of the flat platform at the center of the terrain [meters] |
| depth (float): depth of the holes (default=-10.) [meters] |
| Returns: |
| terrain (SubTerrain): update terrain |
| """ |
| |
| stone_size = int(stone_size / terrain.horizontal_scale) |
| stone_distance = int(stone_distance / terrain.horizontal_scale) |
| max_height = int(max_height / terrain.vertical_scale) |
| platform_size = int(platform_size / terrain.horizontal_scale) |
| height_range = np.arange(-max_height-1, max_height, step=1) |
|
|
| start_x = 0 |
| start_y = 0 |
| terrain.height_field_raw[:, :] = int(depth / terrain.vertical_scale) |
| if terrain.length >= terrain.width: |
| while start_y < terrain.length: |
| stop_y = min(terrain.length, start_y + stone_size) |
| start_x = np.random.randint(0, stone_size) |
| |
| stop_x = max(0, start_x - stone_distance) |
| terrain.height_field_raw[0: stop_x, start_y: stop_y] = np.random.choice(height_range) |
| |
| while start_x < terrain.width: |
| stop_x = min(terrain.width, start_x + stone_size) |
| terrain.height_field_raw[start_x: stop_x, start_y: stop_y] = np.random.choice(height_range) |
| start_x += stone_size + stone_distance |
| start_y += stone_size + stone_distance |
| elif terrain.width > terrain.length: |
| while start_x < terrain.width: |
| stop_x = min(terrain.width, start_x + stone_size) |
| start_y = np.random.randint(0, stone_size) |
| |
| stop_y = max(0, start_y - stone_distance) |
| terrain.height_field_raw[start_x: stop_x, 0: stop_y] = np.random.choice(height_range) |
| |
| while start_y < terrain.length: |
| stop_y = min(terrain.length, start_y + stone_size) |
| terrain.height_field_raw[start_x: stop_x, start_y: stop_y] = np.random.choice(height_range) |
| start_y += stone_size + stone_distance |
| start_x += stone_size + stone_distance |
|
|
| x1 = (terrain.width - platform_size) // 2 |
| x2 = (terrain.width + platform_size) // 2 |
| y1 = (terrain.length - platform_size) // 2 |
| y2 = (terrain.length + platform_size) // 2 |
| terrain.height_field_raw[x1:x2, y1:y2] = 0 |
| return terrain |
|
|
|
|
| def convert_heightfield_to_trimesh(height_field_raw, horizontal_scale, vertical_scale, slope_threshold=None): |
| """ |
| Convert a heightfield array to a triangle mesh represented by vertices and triangles. |
| Optionally, corrects vertical surfaces above the provide slope threshold: |
| |
| If (y2-y1)/(x2-x1) > slope_threshold -> Move A to A' (set x1 = x2). Do this for all directions. |
| B(x2,y2) |
| /| |
| / | |
| / | |
| (x1,y1)A---A'(x2',y1) |
| |
| Parameters: |
| height_field_raw (np.array): input heightfield |
| horizontal_scale (float): horizontal scale of the heightfield [meters] |
| vertical_scale (float): vertical scale of the heightfield [meters] |
| slope_threshold (float): the slope threshold above which surfaces are made vertical. If None no correction is applied (default: None) |
| Returns: |
| vertices (np.array(float)): array of shape (num_vertices, 3). Each row represents the location of each vertex [meters] |
| triangles (np.array(int)): array of shape (num_triangles, 3). Each row represents the indices of the 3 vertices connected by this triangle. |
| """ |
| hf = height_field_raw |
| num_rows = hf.shape[0] |
| num_cols = hf.shape[1] |
|
|
| y = np.linspace(0, (num_cols-1)*horizontal_scale, num_cols) |
| x = np.linspace(0, (num_rows-1)*horizontal_scale, num_rows) |
| yy, xx = np.meshgrid(y, x) |
|
|
| if slope_threshold is not None: |
|
|
| slope_threshold *= horizontal_scale / vertical_scale |
| move_x = np.zeros((num_rows, num_cols)) |
| move_y = np.zeros((num_rows, num_cols)) |
| move_corners = np.zeros((num_rows, num_cols)) |
| move_x[:num_rows-1, :] += (hf[1:num_rows, :] - hf[:num_rows-1, :] > slope_threshold) |
| move_x[1:num_rows, :] -= (hf[:num_rows-1, :] - hf[1:num_rows, :] > slope_threshold) |
| move_y[:, :num_cols-1] += (hf[:, 1:num_cols] - hf[:, :num_cols-1] > slope_threshold) |
| move_y[:, 1:num_cols] -= (hf[:, :num_cols-1] - hf[:, 1:num_cols] > slope_threshold) |
| move_corners[:num_rows-1, :num_cols-1] += (hf[1:num_rows, 1:num_cols] - hf[:num_rows-1, :num_cols-1] > slope_threshold) |
| move_corners[1:num_rows, 1:num_cols] -= (hf[:num_rows-1, :num_cols-1] - hf[1:num_rows, 1:num_cols] > slope_threshold) |
| xx += (move_x + move_corners*(move_x == 0)) * horizontal_scale |
| yy += (move_y + move_corners*(move_y == 0)) * horizontal_scale |
|
|
| |
| vertices = np.zeros((num_rows*num_cols, 3), dtype=np.float32) |
| vertices[:, 0] = xx.flatten() |
| vertices[:, 1] = yy.flatten() |
| vertices[:, 2] = hf.flatten() * vertical_scale |
| triangles = -np.ones((2*(num_rows-1)*(num_cols-1), 3), dtype=np.uint32) |
| for i in range(num_rows - 1): |
| ind0 = np.arange(0, num_cols-1) + i*num_cols |
| ind1 = ind0 + 1 |
| ind2 = ind0 + num_cols |
| ind3 = ind2 + 1 |
| start = 2*i*(num_cols-1) |
| stop = start + 2*(num_cols-1) |
| triangles[start:stop:2, 0] = ind0 |
| triangles[start:stop:2, 1] = ind3 |
| triangles[start:stop:2, 2] = ind1 |
| triangles[start+1:stop:2, 0] = ind0 |
| triangles[start+1:stop:2, 1] = ind2 |
| triangles[start+1:stop:2, 2] = ind3 |
|
|
| return vertices, triangles |
|
|
|
|
| class SubTerrain: |
| def __init__(self, terrain_name="terrain", width=256, length=256, vertical_scale=1.0, horizontal_scale=1.0): |
| self.terrain_name = terrain_name |
| self.vertical_scale = vertical_scale |
| self.horizontal_scale = horizontal_scale |
| self.width = width |
| self.length = length |
| self.height_field_raw = np.zeros((self.width, self.length), dtype=np.int16) |
|
|