""" 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 # initialize gym gym = gymapi.acquire_gym() # parse arguments args = gymutil.parse_arguments() # configure sim 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() # load ball asset 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()) # set up the env grid 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 = [] # set random seed np.random.seed(17) for i in range(num_envs): # create env env = gym.create_env(sim, env_lower, env_upper, num_per_row) envs.append(env) # generate random bright color 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) # create a local copy of initial state, which we can send back for reset initial_state = np.copy(gym.get_sim_rigid_body_states(sim, gymapi.STATE_ALL)) # create all available terrain types num_terains = 8 terrain_width = 12. terrain_length = 12. horizontal_scale = 0.25 # [m] vertical_scale = 0.005 # [m] 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 # add the terrain as a triangle mesh 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) # create viewer 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) # subscribe to spacebar event for reset gym.subscribe_viewer_keyboard_event(viewer, gymapi.KEY_R, "reset") while not gym.query_viewer_has_closed(viewer): # Get input actions from the viewer and handle them appropriately 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) # 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) gym.destroy_viewer(viewer) gym.destroy_sim(sim)