""" 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. Kuka bin perfromance test ------------------------------- Test simulation perfromance and stability of the robotic arm dealing with a set of complex objects in a bin. """ from __future__ import print_function, division, absolute_import import os import math import numpy as np from isaacgym import gymapi from isaacgym import gymutil from copy import copy axes_geom = gymutil.AxesGeometry(0.1) sphere_rot = gymapi.Quat.from_euler_zyx(0.5 * math.pi, 0, 0) sphere_pose = gymapi.Transform(r=sphere_rot) sphere_geom = gymutil.WireframeSphereGeometry(0.03, 12, 12, sphere_pose, color=(1, 0, 0)) colors = [gymapi.Vec3(1.0, 0.0, 0.0), gymapi.Vec3(1.0, 127.0/255.0, 0.0), gymapi.Vec3(1.0, 1.0, 0.0), gymapi.Vec3(0.0, 1.0, 0.0), gymapi.Vec3(0.0, 0.0, 1.0), gymapi.Vec3(39.0/255.0, 0.0, 51.0/255.0), gymapi.Vec3(139.0/255.0, 0.0, 1.0)] tray_color = gymapi.Vec3(0.24, 0.35, 0.8) banana_color = gymapi.Vec3(0.85, 0.88, 0.2) brick_color = gymapi.Vec3(0.9, 0.5, 0.1) # initialize gym gym = gymapi.acquire_gym() # parse arguments args = gymutil.parse_arguments( description="Kuka Bin Test", custom_parameters=[ {"name": "--num_envs", "type": int, "default": 16, "help": "Number of environments to create"}, {"name": "--num_objects", "type": int, "default": 10, "help": "Number of objects in the bin"}, {"name": "--object_type", "type": int, "default": 0, "help": "Type of bjects to place in the bin: 0 - box, 1 - meat can, 2 - banana, 3 - mug, 4 - brick, 5 - random"}]) num_envs = args.num_envs num_objects = args.num_objects box_size = 0.05 # configure sim sim_type = args.physics_engine sim_params = gymapi.SimParams() if sim_type == gymapi.SIM_FLEX: sim_params.substeps = 4 sim_params.flex.solver_type = 5 sim_params.flex.num_outer_iterations = 4 sim_params.flex.num_inner_iterations = 20 sim_params.flex.relaxation = 0.75 sim_params.flex.warm_start = 0.8 elif sim_type == gymapi.SIM_PHYSX: sim_params.substeps = 2 sim_params.physx.solver_type = 1 sim_params.physx.num_position_iterations = 25 sim_params.physx.num_velocity_iterations = 0 sim_params.physx.num_threads = args.num_threads sim_params.physx.use_gpu = args.use_gpu sim_params.physx.rest_offset = 0.001 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, sim_type, sim_params) if sim is None: print("*** Failed to create sim") quit() # add ground plane plane_params = gymapi.PlaneParams() gym.add_ground(sim, plane_params) # create viewer viewer = gym.create_viewer(sim, gymapi.CameraProperties()) if viewer is None: print("*** Failed to create viewer") quit() # load assets asset_root = "../../assets" table_dims = gymapi.Vec3(0.6, 0.4, 1.0) pose = gymapi.Transform() pose.p = gymapi.Vec3(0.0, 0.0, 0.0) pose.r = gymapi.Quat(-0.707107, 0.0, 0.0, 0.707107) asset_options = gymapi.AssetOptions() asset_options.armature = 0.001 asset_options.fix_base_link = True asset_options.thickness = 0.002 asset_options.mesh_normal_mode = gymapi.COMPUTE_PER_VERTEX table_pose = gymapi.Transform() table_pose.p = gymapi.Vec3(0.7, 0.5 * table_dims.y + 0.001, 0.0) bin_pose = gymapi.Transform() bin_pose.r = gymapi.Quat(-0.707107, 0.0, 0.0, 0.707107) object_pose = gymapi.Transform() table_asset = gym.create_box(sim, table_dims.x, table_dims.y, table_dims.z, asset_options) # load assets of objects in a bin asset_options.fix_base_link = False can_asset_file = "urdf/ycb/010_potted_meat_can/010_potted_meat_can.urdf" banana_asset_file = "urdf/ycb/011_banana/011_banana.urdf" mug_asset_file = "urdf/ycb/025_mug/025_mug.urdf" brick_asset_file = "urdf/ycb/061_foam_brick/061_foam_brick.urdf" object_files = [] object_files.append(can_asset_file) object_files.append(banana_asset_file) object_files.append(mug_asset_file) object_files.append(object_files) object_assets = [] object_assets.append(gym.create_box(sim, box_size, box_size, box_size, asset_options)) object_assets.append(gym.load_asset(sim, asset_root, can_asset_file, asset_options)) object_assets.append(gym.load_asset(sim, asset_root, banana_asset_file, asset_options)) object_assets.append(gym.load_asset(sim, asset_root, mug_asset_file, asset_options)) object_assets.append(gym.load_asset(sim, asset_root, brick_asset_file, asset_options)) spawn_height = gymapi.Vec3(0.0, 0.3, 0.0) # load bin asset bin_asset_file = "urdf/tray/traybox.urdf" print("Loading asset '%s' from '%s'" % (bin_asset_file, asset_root)) bin_asset = gym.load_asset(sim, asset_root, bin_asset_file, asset_options) corner = table_pose.p - table_dims * 0.5 asset_root = "../../assets" kuka_asset_file = "urdf/kuka_allegro_description/kuka_allegro.urdf" asset_options.fix_base_link = True asset_options.flip_visual_attachments = False asset_options.collapse_fixed_joints = True asset_options.disable_gravity = True if sim_type == gymapi.SIM_FLEX: asset_options.max_angular_velocity = 40. print("Loading asset '%s' from '%s'" % (kuka_asset_file, asset_root)) kuka_asset = gym.load_asset(sim, asset_root, kuka_asset_file, asset_options) # set up the env grid spacing = 1.5 env_lower = gymapi.Vec3(-spacing, 0.0, -spacing) env_upper = gymapi.Vec3(spacing, spacing, spacing) # cache some common handles for later use envs = [] kuka_handles = [] tray_handles = [] object_handles = [] # Attractors setup kuka_attractors = ["iiwa7_link_7"] # , "thumb_link_3", "index_link_3", "middle_link_3", "ring_link_3"] attractors_offsets = [gymapi.Transform(), gymapi.Transform(), gymapi.Transform(), gymapi.Transform(), gymapi.Transform()] # Coordinates to offset attractors to tips of fingers # thumb attractors_offsets[1].p = gymapi.Vec3(0.07, 0.01, 0) attractors_offsets[1].r = gymapi.Quat(0.0, 0.0, 0.216433, 0.976297) # index, middle and ring for i in range(2, 5): attractors_offsets[i].p = gymapi.Vec3(0.055, 0.015, 0) attractors_offsets[i].r = gymapi.Quat(0.0, 0.0, 0.216433, 0.976297) attractor_handles = {} print("Creating %d environments" % num_envs) num_per_row = int(math.sqrt(num_envs)) base_poses = [] for i in range(num_envs): # create env env = gym.create_env(sim, env_lower, env_upper, num_per_row) envs.append(env) table_handle = gym.create_actor(env, table_asset, table_pose, "table", i, 0) x = corner.x + table_dims.x * 0.5 y = table_dims.y + box_size + 0.01 z = corner.z + table_dims.z * 0.5 bin_pose.p = gymapi.Vec3(x, y, z) tray_handles.append(gym.create_actor(env, bin_asset, bin_pose, "bin", i, 0)) gym.set_rigid_body_color(env, tray_handles[-1], 0, gymapi.MESH_VISUAL_AND_COLLISION, tray_color) for j in range(num_objects): x = corner.x + table_dims.x * 0.5 + np.random.rand() * 0.35 - 0.2 y = table_dims.y + box_size * 1.2 * j - 0.05 z = corner.z + table_dims.z * 0.5 + np.random.rand() * 0.3 - 0.15 object_pose.p = gymapi.Vec3(x, y, z) + spawn_height object_asset = object_assets[0] if args.object_type >= 5: object_asset = object_assets[np.random.randint(len(object_assets))] else: object_asset = object_assets[args.object_type] object_handles.append(gym.create_actor(env, object_asset, object_pose, "object" + str(j), i, 0)) if args.object_type == 2: color = gymapi.Vec3(banana_color.x + np.random.rand()*0.1, banana_color.y + np.random.rand()*0.05, banana_color.z) gym.set_rigid_body_color(env, object_handles[-1], 0, gymapi.MESH_VISUAL_AND_COLLISION, color) elif args.object_type == 4: color = gymapi.Vec3(brick_color.x + np.random.rand()*0.1, brick_color.y + np.random.rand()*0.04, brick_color.z + np.random.rand()*0.05) gym.set_rigid_body_color(env, object_handles[-1], 0, gymapi.MESH_VISUAL_AND_COLLISION, color) else: gym.set_rigid_body_color(env, object_handles[-1], 0, gymapi.MESH_VISUAL_AND_COLLISION, colors[j % len(colors)]) # add kuka kuka_handle = gym.create_actor(env, kuka_asset, pose, "kuka", i, 1) attractor_handles[i] = [] body_dict = gym.get_actor_rigid_body_dict(env, kuka_handle) props = gym.get_actor_rigid_body_states(env, kuka_handle, gymapi.STATE_POS) for j, body in enumerate(kuka_attractors): attractor_properties = gymapi.AttractorProperties() attractor_properties.stiffness = 1e6 attractor_properties.damping = 5e2 body_handle = gym.find_actor_rigid_body_handle(env, kuka_handle, body) attractor_properties.target = props['pose'][:][body_dict[body]] attractor_properties.target.p.y -= 0.15 # By Default, offset pose is set to origin, so no need to set it if j > 0: attractor_properties.offset = attractors_offsets[j] base_poses.append(attractor_properties.target) if j == 0: # make attractor in all axes attractor_properties.axes = gymapi.AXIS_ALL else: # make attractor in Translation only attractor_properties.axes = gymapi.AXIS_TRANSLATION # attractor_properties.target.p.z=0.1 attractor_properties.rigid_handle = body_handle gymutil.draw_lines(axes_geom, gym, viewer, env, attractor_properties.target) gymutil.draw_lines(sphere_geom, gym, viewer, env, attractor_properties.target) attractor_handle = gym.create_rigid_body_attractor(env, attractor_properties) attractor_handles[i].append(attractor_handle) kuka_handles.append(kuka_handle) # get joint limits and ranges for kuka kuka_dof_props = gym.get_actor_dof_properties(envs[0], kuka_handles[0]) kuka_lower_limits = kuka_dof_props['lower'] kuka_upper_limits = kuka_dof_props['upper'] kuka_ranges = kuka_upper_limits - kuka_lower_limits kuka_mids = 0.5 * (kuka_upper_limits + kuka_lower_limits) kuka_num_dofs = len(kuka_dof_props) # override default stiffness and damping values kuka_dof_props['stiffness'].fill(100.0) kuka_dof_props['damping'].fill(100.0) # Set base to track pose zero to maintain posture kuka_dof_props["driveMode"][0] = gymapi.DOF_MODE_POS for env in envs: gym.set_actor_dof_properties(env, kuka_handles[i], kuka_dof_props) # a helper function to initialize all envs def init(): for i in range(num_envs): # set updated stiffness and damping properties gym.set_actor_dof_properties(envs[i], kuka_handles[i], kuka_dof_props) kuka_dof_states = gym.get_actor_dof_states(envs[i], kuka_handles[i], gymapi.STATE_NONE) for j in range(kuka_num_dofs): kuka_dof_states['pos'][j] = kuka_mids[j] - kuka_mids[j] * .5 gym.set_actor_dof_states(envs[i], kuka_handles[i], kuka_dof_states, gymapi.STATE_POS) def update_kuka(t): gym.clear_lines(viewer) for i in range(num_envs): for j in range(len(attractor_handles[i])): attractor_properties = gym.get_attractor_properties(envs[i], attractor_handles[i][j]) attr_pose = copy(base_poses[j]) attr_pose.p.z += 0.2 * np.cos(1.5*t - np.pi*float(i) / num_envs) if j == 0: attr_pose.p.x += 0.2 * np.sin(1.5*t - np.pi*float(i) / num_envs) attr_pose.p.y += 0.08 * np.cos(2.5*t - np.pi*float(i) / num_envs) elif j == 1: attr_pose.p.x = -0.05 + 0.2 * np.sin(1.5*t - np.pi*float(i) / num_envs) attr_pose.p.y += 0.05 + 0.08 * np.cos(2.5*t - np.pi*float(i) / num_envs) + 0.01 * np.cos(5*t - np.pi*j/5) attr_pose.p.z += 0.01 * np.cos(8*t - np.pi*j/5) else: attr_pose.p.x = -0.05 + 0.2 * np.sin(1.5*t - np.pi*float(i) / num_envs) attr_pose.p.y += -0.01 + 0.08 * np.cos(2.5*t - np.pi*float(i) / num_envs) + 0.01 * np.cos(5*t - np.pi*j/5) gym.set_attractor_target(envs[i], attractor_handles[i][j], attr_pose) gymutil.draw_lines(axes_geom, gym, viewer, envs[i], attr_pose) gymutil.draw_lines(sphere_geom, gym, viewer, envs[i], attr_pose) init() next_kuka_update_time = 0.1 frame = 0 while not gym.query_viewer_has_closed(viewer): # check if we should update t = gym.get_sim_time(sim) if t >= next_kuka_update_time: update_kuka(t) next_kuka_update_time += 0.01 # step the physics gym.simulate(sim) gym.fetch_results(sim, True) # for env in envs: # gym.draw_env_rigid_contacts(viewer, env, colors[0], 0.5, True) # step rendering gym.step_graphics(sim) gym.draw_viewer(viewer, sim, False) gym.sync_frame_time(sim) frame = frame + 1 print("Done") gym.destroy_viewer(viewer) gym.destroy_sim(sim)