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# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause
from __future__ import annotations
import argparse
from isaaclab.app import AppLauncher
# add argparse arguments
parser = argparse.ArgumentParser(description="Keyboard control for Isaac Lab Pick and Place.")
parser.add_argument("--num_envs", type=int, default=32, help="Number of environments to spawn.")
# append AppLauncher cli args
AppLauncher.add_app_launcher_args(parser)
# parse the arguments
args_cli = parser.parse_args()
# launch omniverse app
app_launcher = AppLauncher(args_cli)
simulation_app = app_launcher.app
"""Rest everything follows."""
from collections.abc import Sequence
import torch
import carb
import omni
import isaaclab.sim as sim_utils
from isaaclab.assets import (
Articulation,
ArticulationCfg,
RigidObject,
RigidObjectCfg,
SurfaceGripper,
SurfaceGripperCfg,
)
from isaaclab.envs import DirectRLEnv, DirectRLEnvCfg
from isaaclab.markers import SPHERE_MARKER_CFG, VisualizationMarkers
from isaaclab.scene import InteractiveSceneCfg
from isaaclab.sim import SimulationCfg
from isaaclab.sim.spawners.from_files import GroundPlaneCfg, spawn_ground_plane
from isaaclab.utils import configclass
from isaaclab.utils.math import sample_uniform
from isaaclab_assets.robots.pick_and_place import PICK_AND_PLACE_CFG
@configclass
class PickAndPlaceEnvCfg(DirectRLEnvCfg):
"""Example configuration for a PickAndPlace robot using suction-cups.
This example follows what would be typically done in a DirectRL pipeline.
"""
# env
decimation = 4
episode_length_s = 240.0
action_space = 4
observation_space = 6
state_space = 0
# Simulation cfg. Surface grippers are currently only supported on CPU.
# Surface grippers also require scene query support to function.
sim: SimulationCfg = SimulationCfg(
dt=1 / 60,
device="cpu",
render_interval=decimation,
use_fabric=True,
enable_scene_query_support=True,
)
debug_vis = True
# robot
robot_cfg: ArticulationCfg = PICK_AND_PLACE_CFG.replace(prim_path="/World/envs/env_.*/Robot")
x_dof_name = "x_axis"
y_dof_name = "y_axis"
z_dof_name = "z_axis"
# We add a cube to pick-up
cube_cfg: RigidObjectCfg = RigidObjectCfg(
prim_path="/World/envs/env_.*/Robot/Cube",
spawn=sim_utils.CuboidCfg(
size=(0.4, 0.4, 0.4),
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.8, 0.0, 0.8)),
),
init_state=RigidObjectCfg.InitialStateCfg(),
)
# Surface Gripper, the prim_expr need to point to a unique surface gripper per environment.
gripper = SurfaceGripperCfg(
prim_path="/World/envs/env_.*/Robot/picker_head/SurfaceGripper",
max_grip_distance=0.1,
shear_force_limit=500.0,
coaxial_force_limit=500.0,
retry_interval=0.2,
)
# scene
scene: InteractiveSceneCfg = InteractiveSceneCfg(num_envs=1, env_spacing=12.0, replicate_physics=True)
# reset logic
# Initial position of the robot
initial_x_pos_range = [-2.0, 2.0]
initial_y_pos_range = [-2.0, 2.0]
initial_z_pos_range = [0.0, 0.5]
# Initial position of the cube
initial_object_x_pos_range = [-2.0, 2.0]
initial_object_y_pos_range = [-2.0, -0.5]
initial_object_z_pos = 0.2
# Target position of the cube
target_x_pos_range = [-2.0, 2.0]
target_y_pos_range = [2.0, 0.5]
target_z_pos = 0.2
class PickAndPlaceEnv(DirectRLEnv):
"""Example environment for a PickAndPlace robot using suction-cups.
This example follows what would be typically done in a DirectRL pipeline.
Here we substitute the policy by keyboard inputs.
"""
cfg: PickAndPlaceEnvCfg
def __init__(self, cfg: PickAndPlaceEnvCfg, render_mode: str | None = None, **kwargs):
super().__init__(cfg, render_mode, **kwargs)
# Indices used to control the different axes of the gantry
self._x_dof_idx, _ = self.pick_and_place.find_joints(self.cfg.x_dof_name)
self._y_dof_idx, _ = self.pick_and_place.find_joints(self.cfg.y_dof_name)
self._z_dof_idx, _ = self.pick_and_place.find_joints(self.cfg.z_dof_name)
# joints info
self.joint_pos = self.pick_and_place.data.joint_pos
self.joint_vel = self.pick_and_place.data.joint_vel
# Buffers
self.go_to_cube = torch.zeros(self.num_envs, dtype=torch.bool, device=self.device)
self.go_to_target = torch.zeros(self.num_envs, dtype=torch.bool, device=self.device)
self.target_pos = torch.zeros((self.num_envs, 3), device=self.device, dtype=torch.float32)
self.instant_controls = torch.zeros((self.num_envs, 3), device=self.device, dtype=torch.float32)
self.permanent_controls = torch.zeros((self.num_envs, 1), device=self.device, dtype=torch.float32)
# Visual marker for the target
self.set_debug_vis(self.cfg.debug_vis)
# Sets up the keyboard callback and settings
self.set_up_keyboard()
def set_up_keyboard(self):
"""Sets up interface for keyboard input and registers the desired keys for control."""
# Acquire keyboard interface
self._input = carb.input.acquire_input_interface()
self._keyboard = omni.appwindow.get_default_app_window().get_keyboard()
self._sub_keyboard = self._input.subscribe_to_keyboard_events(self._keyboard, self._on_keyboard_event)
# Open / Close / Idle commands for gripper
self._instant_key_controls = {
"Q": torch.tensor([0, 0, -1]),
"E": torch.tensor([0, 0, 1]),
"ZEROS": torch.tensor([0, 0, 0]),
}
# Move up or down
self._permanent_key_controls = {
"W": torch.tensor([-200.0], device=self.device),
"S": torch.tensor([100.0], device=self.device),
}
# Aiming manually is painful we can automate this.
self._auto_aim_cube = "A"
self._auto_aim_target = "D"
# Task description:
print("Keyboard set up!")
print("The simulation is ready for you to try it out!")
print("Your goal is pick up the purple cube and to drop it on the red sphere!")
print(f"Number of environments: {self.num_envs}")
print("Use the following controls to interact with ALL environments simultaneously:")
print("Press the 'A' key to have all grippers track the cube position.")
print("Press the 'D' key to have all grippers track the target position")
print("Press the 'W' or 'S' keys to move all gantries UP or DOWN respectively")
print("Press 'Q' or 'E' to OPEN or CLOSE all grippers respectively")
def _on_keyboard_event(self, event):
"""Checks for a keyboard event and assign the corresponding command control depending on key pressed."""
if event.type == carb.input.KeyboardEventType.KEY_PRESS:
# Logic on key press - apply to ALL environments
if event.input.name == self._auto_aim_target:
self.go_to_target[:] = True
self.go_to_cube[:] = False
if event.input.name == self._auto_aim_cube:
self.go_to_cube[:] = True
self.go_to_target[:] = False
if event.input.name in self._instant_key_controls:
self.go_to_cube[:] = False
self.go_to_target[:] = False
self.instant_controls[:] = self._instant_key_controls[event.input.name]
if event.input.name in self._permanent_key_controls:
self.go_to_cube[:] = False
self.go_to_target[:] = False
self.permanent_controls[:] = self._permanent_key_controls[event.input.name]
# On key release, all robots stop moving
elif event.type == carb.input.KeyboardEventType.KEY_RELEASE:
self.go_to_cube[:] = False
self.go_to_target[:] = False
self.instant_controls[:] = self._instant_key_controls["ZEROS"]
def _setup_scene(self):
self.pick_and_place = Articulation(self.cfg.robot_cfg)
self.cube = RigidObject(self.cfg.cube_cfg)
self.gripper = SurfaceGripper(self.cfg.gripper)
# add ground plane
spawn_ground_plane(prim_path="/World/ground", cfg=GroundPlaneCfg())
# clone and replicate
self.scene.clone_environments(copy_from_source=False)
# add articulation to scene
self.scene.articulations["pick_and_place"] = self.pick_and_place
self.scene.rigid_objects["cube"] = self.cube
self.scene.surface_grippers["gripper"] = self.gripper
# add lights
light_cfg = sim_utils.DomeLightCfg(intensity=2000.0, color=(0.75, 0.75, 0.75))
light_cfg.func("/World/Light", light_cfg)
def _pre_physics_step(self, actions: torch.Tensor) -> None:
# Store the actions
self.actions = actions.clone()
def _apply_action(self) -> None:
# We use the keyboard outputs as an action.
# Process each environment independently
if self.go_to_cube.any():
# Effort based proportional controller to track the cube position
head_pos_x = self.pick_and_place.data.joint_pos[self.go_to_cube, self._x_dof_idx[0]]
head_pos_y = self.pick_and_place.data.joint_pos[self.go_to_cube, self._y_dof_idx[0]]
cube_pos_x = self.cube.data.root_pos_w[self.go_to_cube, 0] - self.scene.env_origins[self.go_to_cube, 0]
cube_pos_y = self.cube.data.root_pos_w[self.go_to_cube, 1] - self.scene.env_origins[self.go_to_cube, 1]
d_cube_robot_x = cube_pos_x - head_pos_x
d_cube_robot_y = cube_pos_y - head_pos_y
self.instant_controls[self.go_to_cube] = torch.stack(
[d_cube_robot_x * 5.0, d_cube_robot_y * 5.0, torch.zeros_like(d_cube_robot_x)], dim=1
)
if self.go_to_target.any():
# Effort based proportional controller to track the target position
head_pos_x = self.pick_and_place.data.joint_pos[self.go_to_target, self._x_dof_idx[0]]
head_pos_y = self.pick_and_place.data.joint_pos[self.go_to_target, self._y_dof_idx[0]]
target_pos_x = self.target_pos[self.go_to_target, 0]
target_pos_y = self.target_pos[self.go_to_target, 1]
d_target_robot_x = target_pos_x - head_pos_x
d_target_robot_y = target_pos_y - head_pos_y
self.instant_controls[self.go_to_target] = torch.stack(
[d_target_robot_x * 5.0, d_target_robot_y * 5.0, torch.zeros_like(d_target_robot_x)], dim=1
)
# Set the joint effort targets for the picker
self.pick_and_place.set_joint_effort_target(
self.instant_controls[:, 0].unsqueeze(dim=1), joint_ids=self._x_dof_idx
)
self.pick_and_place.set_joint_effort_target(
self.instant_controls[:, 1].unsqueeze(dim=1), joint_ids=self._y_dof_idx
)
self.pick_and_place.set_joint_effort_target(
self.permanent_controls[:, 0].unsqueeze(dim=1), joint_ids=self._z_dof_idx
)
# Set the gripper command
self.gripper.set_grippers_command(self.instant_controls[:, 2])
def _get_observations(self) -> dict:
# Get the observations
gripper_state = self.gripper.state.clone()
obs = torch.cat(
(
self.joint_pos[:, self._x_dof_idx[0]].unsqueeze(dim=1),
self.joint_vel[:, self._x_dof_idx[0]].unsqueeze(dim=1),
self.joint_pos[:, self._y_dof_idx[0]].unsqueeze(dim=1),
self.joint_vel[:, self._y_dof_idx[0]].unsqueeze(dim=1),
self.joint_pos[:, self._z_dof_idx[0]].unsqueeze(dim=1),
self.joint_vel[:, self._z_dof_idx[0]].unsqueeze(dim=1),
self.target_pos[:, 0].unsqueeze(dim=1),
self.target_pos[:, 1].unsqueeze(dim=1),
gripper_state.unsqueeze(dim=1),
),
dim=-1,
)
observations = {"policy": obs}
return observations
def _get_rewards(self) -> torch.Tensor:
return torch.zeros_like(self.reset_terminated, dtype=torch.float32)
def _get_dones(self) -> tuple[torch.Tensor, torch.Tensor]:
# Dones
self.joint_pos = self.pick_and_place.data.joint_pos
self.joint_vel = self.pick_and_place.data.joint_vel
# Check for time out
time_out = self.episode_length_buf >= self.max_episode_length - 1
# Check if the cube reached the target
cube_to_target_x_dist = self.cube.data.root_pos_w[:, 0] - self.target_pos[:, 0] - self.scene.env_origins[:, 0]
cube_to_target_y_dist = self.cube.data.root_pos_w[:, 1] - self.target_pos[:, 1] - self.scene.env_origins[:, 1]
cube_to_target_z_dist = self.cube.data.root_pos_w[:, 2] - self.target_pos[:, 2] - self.scene.env_origins[:, 2]
cube_to_target_distance = torch.norm(
torch.stack((cube_to_target_x_dist, cube_to_target_y_dist, cube_to_target_z_dist), dim=1), dim=1
)
self.target_reached = cube_to_target_distance < 0.3
# Check if the cube is out of bounds (that is outside of the picking area)
cube_to_origin_xy_diff = self.cube.data.root_pos_w[:, :2] - self.scene.env_origins[:, :2]
cube_to_origin_x_dist = torch.abs(cube_to_origin_xy_diff[:, 0])
cube_to_origin_y_dist = torch.abs(cube_to_origin_xy_diff[:, 1])
self.cube_out_of_bounds = (cube_to_origin_x_dist > 2.5) | (cube_to_origin_y_dist > 2.5)
time_out = time_out | self.target_reached
return self.cube_out_of_bounds, time_out
def _reset_idx(self, env_ids: Sequence[int] | None):
if env_ids is None:
env_ids = self.pick_and_place._ALL_INDICES
# Reset the environment, this must be done first! As it releases the objects held by the grippers.
# (And that's an operation that should be done before the gripper or the gripped objects are moved)
super()._reset_idx(env_ids)
num_resets = len(env_ids)
# Set a target position for the cube
self.target_pos[env_ids, 0] = sample_uniform(
self.cfg.target_x_pos_range[0],
self.cfg.target_x_pos_range[1],
num_resets,
self.device,
)
self.target_pos[env_ids, 1] = sample_uniform(
self.cfg.target_y_pos_range[0],
self.cfg.target_y_pos_range[1],
num_resets,
self.device,
)
self.target_pos[env_ids, 2] = self.cfg.target_z_pos
# Set the initial position of the cube
cube_pos = self.cube.data.default_root_state[env_ids, :7]
cube_pos[:, 0] = sample_uniform(
self.cfg.initial_object_x_pos_range[0],
self.cfg.initial_object_x_pos_range[1],
cube_pos[:, 0].shape,
self.device,
)
cube_pos[:, 1] = sample_uniform(
self.cfg.initial_object_y_pos_range[0],
self.cfg.initial_object_y_pos_range[1],
cube_pos[:, 1].shape,
self.device,
)
cube_pos[:, 2] = self.cfg.initial_object_z_pos
cube_pos[:, :3] += self.scene.env_origins[env_ids]
self.cube.write_root_pose_to_sim(cube_pos, env_ids)
# Set the initial position of the robot
joint_pos = self.pick_and_place.data.default_joint_pos[env_ids]
joint_pos[:, self._x_dof_idx] += sample_uniform(
self.cfg.initial_x_pos_range[0],
self.cfg.initial_x_pos_range[1],
joint_pos[:, self._x_dof_idx].shape,
self.device,
)
joint_pos[:, self._y_dof_idx] += sample_uniform(
self.cfg.initial_y_pos_range[0],
self.cfg.initial_y_pos_range[1],
joint_pos[:, self._y_dof_idx].shape,
self.device,
)
joint_pos[:, self._z_dof_idx] += sample_uniform(
self.cfg.initial_z_pos_range[0],
self.cfg.initial_z_pos_range[1],
joint_pos[:, self._z_dof_idx].shape,
self.device,
)
joint_vel = self.pick_and_place.data.default_joint_vel[env_ids]
self.joint_pos[env_ids] = joint_pos
self.joint_vel[env_ids] = joint_vel
self.pick_and_place.write_joint_state_to_sim(joint_pos, joint_vel, None, env_ids)
def _set_debug_vis_impl(self, debug_vis: bool):
# create markers if necessary for the first tome
if debug_vis:
if not hasattr(self, "goal_pos_visualizer"):
marker_cfg = SPHERE_MARKER_CFG.copy()
marker_cfg.markers["sphere"].radius = 0.25
# -- goal pose
marker_cfg.prim_path = "/Visuals/Command/goal_position"
self.goal_pos_visualizer = VisualizationMarkers(marker_cfg)
# set their visibility to true
self.goal_pos_visualizer.set_visibility(True)
else:
if hasattr(self, "goal_pos_visualizer"):
self.goal_pos_visualizer.set_visibility(False)
def _debug_vis_callback(self, event):
# update the markers
self.goal_pos_visualizer.visualize(self.target_pos + self.scene.env_origins)
def main():
"""Main function."""
# create environment configuration
env_cfg = PickAndPlaceEnvCfg()
env_cfg.scene.num_envs = args_cli.num_envs
# create environment
pick_and_place = PickAndPlaceEnv(env_cfg)
obs, _ = pick_and_place.reset()
while simulation_app.is_running():
# check for selected robots
with torch.inference_mode():
actions = torch.zeros((pick_and_place.num_envs, 4), device=pick_and_place.device, dtype=torch.float32)
pick_and_place.step(actions)
if __name__ == "__main__":
main()
simulation_app.close()
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