""" Copyright (c) 2020, 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. Asset and Environment Information --------------------------------- Demonstrates introspection capabilities of the gym api at the asset and environment levels - Once an asset is loaded its properties can be queried - Assets in environments can be queried and their current states be retrieved """ import os from isaacgym import gymapi from isaacgym import gymutil def print_asset_info(asset, name): print("======== Asset info %s: ========" % (name)) num_bodies = gym.get_asset_rigid_body_count(asset) num_joints = gym.get_asset_joint_count(asset) num_dofs = gym.get_asset_dof_count(asset) print("Got %d bodies, %d joints, and %d DOFs" % (num_bodies, num_joints, num_dofs)) # Iterate through bodies print("Bodies:") for i in range(num_bodies): name = gym.get_asset_rigid_body_name(asset, i) print(" %2d: '%s'" % (i, name)) # Iterate through joints print("Joints:") for i in range(num_joints): name = gym.get_asset_joint_name(asset, i) type = gym.get_asset_joint_type(asset, i) type_name = gym.get_joint_type_string(type) print(" %2d: '%s' (%s)" % (i, name, type_name)) # iterate through degrees of freedom (DOFs) print("DOFs:") for i in range(num_dofs): name = gym.get_asset_dof_name(asset, i) type = gym.get_asset_dof_type(asset, i) type_name = gym.get_dof_type_string(type) print(" %2d: '%s' (%s)" % (i, name, type_name)) def print_actor_info(gym, env, actor_handle): name = gym.get_actor_name(env, actor_handle) body_names = gym.get_actor_rigid_body_names(env, actor_handle) body_dict = gym.get_actor_rigid_body_dict(env, actor_handle) joint_names = gym.get_actor_joint_names(env, actor_handle) joint_dict = gym.get_actor_joint_dict(env, actor_handle) dof_names = gym.get_actor_dof_names(env, actor_handle) dof_dict = gym.get_actor_dof_dict(env, actor_handle) print() print("===== Actor: %s =======================================" % name) print("\nBodies") print(body_names) print(body_dict) print("\nJoints") print(joint_names) print(joint_dict) print("\n Degrees Of Freedom (DOFs)") print(dof_names) print(dof_dict) print() # Get body state information body_states = gym.get_actor_rigid_body_states( env, actor_handle, gymapi.STATE_ALL) # Print some state slices print("Poses from Body State:") print(body_states['pose']) # print just the poses print("\nVelocities from Body State:") print(body_states['vel']) # print just the velocities print() # iterate through bodies and print name and position body_positions = body_states['pose']['p'] for i in range(len(body_names)): print("Body '%s' has position" % body_names[i], body_positions[i]) print("\nDOF states:") # get DOF states dof_states = gym.get_actor_dof_states(env, actor_handle, gymapi.STATE_ALL) # print some state slices # Print all states for each degree of freedom print(dof_states) print() # iterate through DOFs and print name and position dof_positions = dof_states['pos'] for i in range(len(dof_names)): print("DOF '%s' has position" % dof_names[i], dof_positions[i]) # initialize gym gym = gymapi.acquire_gym() # parse arguments args = gymutil.parse_arguments(description="Asset and Environment Information") # create simulation context sim_params = gymapi.SimParams() 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() # Print out the working directory # helpful in determining the relative location that assets will be loaded from print("Working directory: %s" % os.getcwd()) # Path where assets are searched, relative to the current working directory asset_root = "../../assets" # List of assets that will be loaded, both URDF and MJCF files are supported asset_files = ["urdf/cartpole.urdf", "urdf/franka_description/robots/franka_panda.urdf", "mjcf/nv_ant.xml"] asset_names = ["cartpole", "franka", "ant"] loaded_assets = [] # Load the assets and ensure that we are successful for asset in asset_files: print("Loading asset '%s' from '%s'" % (asset, asset_root)) current_asset = gym.load_asset(sim, asset_root, asset) if current_asset is None: print("*** Failed to load asset '%s'" % (asset, asset_root)) quit() loaded_assets.append(current_asset) for i in range(len(loaded_assets)): print() print_asset_info(loaded_assets[i], asset_names[i]) # Setup environment spacing spacing = 2.0 lower = gymapi.Vec3(-spacing, 0.0, -spacing) upper = gymapi.Vec3(spacing, spacing, spacing) # Create one environment env = gym.create_env(sim, lower, upper, 1) # Add actors to environment pose = gymapi.Transform() for i in range(len(loaded_assets)): pose.p = gymapi.Vec3(0.0, 0.0, i * 2) pose.r = gymapi.Quat(-0.707107, 0.0, 0.0, 0.707107) gym.create_actor(env, loaded_assets[i], pose, asset_names[i], -1, -1) print("=== Environment info: ================================================") actor_count = gym.get_actor_count(env) print("%d actors total" % actor_count) # Iterate through all actors for the environment for i in range(actor_count): actor_handle = gym.get_actor_handle(env, i) print_actor_info(gym, env, actor_handle) # Cleanup the simulator gym.destroy_sim(sim)