import gym from gym import spaces import collections import numpy as np import pygame import pymunk import pymunk.pygame_util from pymunk.vec2d import Vec2d import shapely.geometry as sg import cv2 import skimage.transform as st from diffusion_policy.env.pusht.pymunk_override import DrawOptions def pymunk_to_shapely(body, shapes): geoms = list() for shape in shapes: if isinstance(shape, pymunk.shapes.Poly): verts = [body.local_to_world(v) for v in shape.get_vertices()] verts += [verts[0]] geoms.append(sg.Polygon(verts)) else: raise RuntimeError(f'Unsupported shape type {type(shape)}') geom = sg.MultiPolygon(geoms) return geom class PushTEnv(gym.Env): metadata = {"render.modes": ["human", "rgb_array"], "video.frames_per_second": 10} reward_range = (0., 1.) def __init__(self, legacy=False, block_cog=None, damping=None, render_action=True, render_size=96, reset_to_state=None, perturb_level=0.0, ): self._seed = None self.seed() self.window_size = ws = 512 # The size of the PyGame window self.render_size = render_size self.sim_hz = 100 # Local controller params. self.k_p, self.k_v = 100, 20 # PD control.z self.control_hz = self.metadata['video.frames_per_second'] # legcay set_state for data compatibility self.legacy = legacy # agent_pos, block_pos, block_angle self.observation_space = spaces.Box( low=np.array([0,0,0,0,0], dtype=np.float64), high=np.array([ws,ws,ws,ws,np.pi*2], dtype=np.float64), shape=(5,), dtype=np.float64 ) # positional goal for agent self.action_space = spaces.Box( low=np.array([0,0], dtype=np.float64), high=np.array([ws,ws], dtype=np.float64), shape=(2,), dtype=np.float64 ) self.block_cog = block_cog self.damping = damping self.render_action = render_action """ If human-rendering is used, `self.window` will be a reference to the window that we draw to. `self.clock` will be a clock that is used to ensure that the environment is rendered at the correct framerate in human-mode. They will remain `None` until human-mode is used for the first time. """ self.window = None self.clock = None self.screen = None self.space = None self.teleop = None self.render_buffer = None self.latest_action = None self.reset_to_state = reset_to_state self.perturb = perturb_level def reset(self): seed = self._seed self._setup() if self.block_cog is not None: self.block.center_of_gravity = self.block_cog if self.damping is not None: self.space.damping = self.damping # use legacy RandomState for compatibility state = self.reset_to_state if state is None: rs = np.random.RandomState(seed=seed) state = np.array([ rs.randint(50, 450), rs.randint(50, 450), rs.randint(100, 400), rs.randint(100, 400), rs.randn() * 2 * np.pi - np.pi ]) self._set_state(state) observation = self._get_obs() return observation def step(self, action): dt = 1.0 / self.sim_hz self.n_contact_points = 0 n_steps = self.sim_hz // self.control_hz if action is not None: self.latest_action = action for i in range(n_steps): # Step PD control. # self.agent.velocity = self.k_p * (act - self.agent.position) # P control works too. acceleration = self.k_p * (action - self.agent.position) + self.k_v * (Vec2d(0, 0) - self.agent.velocity) self.agent.velocity += acceleration * dt # Step physics. self.space.step(dt) # external perturbation if self.perturb > 0: self.block.position += Vec2d(self.perturb,self.perturb) # compute reward goal_body = self._get_goal_pose_body(self.goal_pose) goal_geom = pymunk_to_shapely(goal_body, self.block.shapes) block_geom = pymunk_to_shapely(self.block, self.block.shapes) intersection_area = goal_geom.intersection(block_geom).area goal_area = goal_geom.area coverage = intersection_area / goal_area reward = np.clip(coverage / self.success_threshold, 0, 1) done = coverage > self.success_threshold observation = self._get_obs() info = self._get_info() info.update({'coverage': coverage}) # Expose this to use with oracle return observation, reward, done, info def render(self, mode): return self._render_frame(mode) def teleop_agent(self): TeleopAgent = collections.namedtuple('TeleopAgent', ['act']) def act(obs): act = None mouse_position = pymunk.pygame_util.from_pygame(Vec2d(*pygame.mouse.get_pos()), self.screen) if self.teleop or (mouse_position - self.agent.position).length < 30: self.teleop = True act = mouse_position return act return TeleopAgent(act) def _get_obs(self): obs = np.array( tuple(self.agent.position) \ + tuple(self.block.position) \ + (self.block.angle % (2 * np.pi),)) return obs def _get_goal_pose_body(self, pose): mass = 1 inertia = pymunk.moment_for_box(mass, (50, 100)) body = pymunk.Body(mass, inertia) # preserving the legacy assignment order for compatibility # the order here doesn't matter somehow, maybe because CoM is aligned with body origin body.position = pose[:2].tolist() body.angle = pose[2] return body def _get_info(self): n_steps = self.sim_hz // self.control_hz n_contact_points_per_step = int(np.ceil(self.n_contact_points / n_steps)) info = { 'pos_agent': np.array(self.agent.position), 'vel_agent': np.array(self.agent.velocity), 'block_pose': np.array(list(self.block.position) + [self.block.angle]), 'goal_pose': self.goal_pose, 'n_contacts': n_contact_points_per_step} return info def _render_frame(self, mode): if self.window is None and mode == "human": pygame.init() pygame.display.init() self.window = pygame.display.set_mode((self.window_size, self.window_size)) if self.clock is None and mode == "human": self.clock = pygame.time.Clock() canvas = pygame.Surface((self.window_size, self.window_size)) canvas.fill((255, 255, 255)) self.screen = canvas draw_options = DrawOptions(canvas) # Draw goal pose. goal_body = self._get_goal_pose_body(self.goal_pose) for shape in self.block.shapes: goal_points = [pymunk.pygame_util.to_pygame(goal_body.local_to_world(v), draw_options.surface) for v in shape.get_vertices()] goal_points += [goal_points[0]] pygame.draw.polygon(canvas, self.goal_color, goal_points) # Draw agent and block. self.space.debug_draw(draw_options) if mode == "human": # The following line copies our drawings from `canvas` to the visible window self.window.blit(canvas, canvas.get_rect()) pygame.event.pump() pygame.display.update() # the clock is already ticked during in step for "human" # # Draw perturbation # if self.perturb > 0: # wind_direction = np.arctan2(self.perturb, self.perturb) # wind_arrow_length = 40 # Increased length for better visibility # center = (50, 50) # Adjusted position for better placement # end_pos = (center[0] + int(wind_arrow_length * np.cos(wind_direction)), # center[1] + int(wind_arrow_length * np.sin(wind_direction))) # pygame.draw.circle(canvas, (0, 0, 0), center, 40, 3) # Increased radius and thickness # pygame.draw.line(canvas, (139, 0, 0), center, end_pos, 5) # Dark red color # wind_magnitude = np.sqrt(self.perturb**2 + self.perturb**2) # max_wind_magnitude = 2 # Adjust this value according to your max wind magnitude # bar_length = 150 # Increased length for better visibility # bar_height = 30 # Increased height for better visibility # bar_x = self.window_size - bar_length - 10 # bar_y = 10 # pygame.draw.rect(canvas, (0, 0, 0), (bar_x, bar_y, bar_length, bar_height), 3) # Thicker outline # filled_length = int(bar_length * (wind_magnitude / max_wind_magnitude)) # pygame.draw.rect(canvas, (139, 0, 0), (bar_x, bar_y, filled_length, bar_height)) # Dark red fill img = np.transpose( np.array(pygame.surfarray.pixels3d(canvas)), axes=(1, 0, 2) ) img = cv2.resize(img, (self.render_size, self.render_size)) if self.render_action: if self.render_action and (self.latest_action is not None): action = np.array(self.latest_action) coord = (action / 512 * 96).astype(np.int32) marker_size = int(8/96*self.render_size) thickness = int(1/96*self.render_size) cv2.drawMarker(img, coord, color=(255,0,0), markerType=cv2.MARKER_CROSS, markerSize=marker_size, thickness=thickness) return img def close(self): if self.window is not None: pygame.display.quit() pygame.quit() def seed(self, seed=None): if seed is None: seed = np.random.randint(0,25536) self._seed = seed self.np_random = np.random.default_rng(seed) def _handle_collision(self, arbiter, space, data): self.n_contact_points += len(arbiter.contact_point_set.points) def _set_state(self, state): if isinstance(state, np.ndarray): state = state.tolist() pos_agent = state[:2] pos_block = state[2:4] rot_block = state[4] self.agent.position = pos_agent # setting angle rotates with respect to center of mass # therefore will modify the geometric position # if not the same as CoM # therefore should be modified first. if self.legacy: # for compatibility with legacy data self.block.position = pos_block self.block.angle = rot_block else: self.block.angle = rot_block self.block.position = pos_block # Run physics to take effect self.space.step(1.0 / self.sim_hz) def _set_state_local(self, state_local): agent_pos_local = state_local[:2] block_pose_local = state_local[2:] tf_img_obj = st.AffineTransform( translation=self.goal_pose[:2], rotation=self.goal_pose[2]) tf_obj_new = st.AffineTransform( translation=block_pose_local[:2], rotation=block_pose_local[2] ) tf_img_new = st.AffineTransform( matrix=tf_img_obj.params @ tf_obj_new.params ) agent_pos_new = tf_img_new(agent_pos_local) new_state = np.array( list(agent_pos_new[0]) + list(tf_img_new.translation) \ + [tf_img_new.rotation]) self._set_state(new_state) return new_state def _setup(self): self.space = pymunk.Space() self.space.gravity = 0, 0 self.space.damping = 0 self.teleop = False self.render_buffer = list() # Add walls. walls = [ self._add_segment((5, 506), (5, 5), 2), self._add_segment((5, 5), (506, 5), 2), self._add_segment((506, 5), (506, 506), 2), self._add_segment((5, 506), (506, 506), 2) ] self.space.add(*walls) # Add agent, block, and goal zone. self.agent = self.add_circle((256, 400), 15) self.block = self.add_tee((256, 300), 0) self.goal_color = pygame.Color('LightGreen') self.goal_pose = np.array([256,256,np.pi/4]) # x, y, theta (in radians) # Add collision handling self.collision_handeler = self.space.add_collision_handler(0, 0) self.collision_handeler.post_solve = self._handle_collision self.n_contact_points = 0 self.max_score = 50 * 100 self.success_threshold = 0.95 # 95% coverage. def _add_segment(self, a, b, radius): shape = pymunk.Segment(self.space.static_body, a, b, radius) shape.color = pygame.Color('LightGray') # https://htmlcolorcodes.com/color-names return shape def add_circle(self, position, radius): body = pymunk.Body(body_type=pymunk.Body.KINEMATIC) body.position = position body.friction = 1 shape = pymunk.Circle(body, radius) shape.color = pygame.Color('RoyalBlue') self.space.add(body, shape) return body def add_box(self, position, height, width): mass = 1 inertia = pymunk.moment_for_box(mass, (height, width)) body = pymunk.Body(mass, inertia) body.position = position shape = pymunk.Poly.create_box(body, (height, width)) shape.color = pygame.Color('LightSlateGray') self.space.add(body, shape) return body def add_tee(self, position, angle, scale=30, color='LightSlateGray', mask=pymunk.ShapeFilter.ALL_MASKS()): mass = 1 length = 4 vertices1 = [(-length*scale/2, scale), ( length*scale/2, scale), ( length*scale/2, 0), (-length*scale/2, 0)] inertia1 = pymunk.moment_for_poly(mass, vertices=vertices1) vertices2 = [(-scale/2, scale), (-scale/2, length*scale), ( scale/2, length*scale), ( scale/2, scale)] inertia2 = pymunk.moment_for_poly(mass, vertices=vertices1) body = pymunk.Body(mass, inertia1 + inertia2) shape1 = pymunk.Poly(body, vertices1) shape2 = pymunk.Poly(body, vertices2) shape1.color = pygame.Color(color) shape2.color = pygame.Color(color) shape1.filter = pymunk.ShapeFilter(mask=mask) shape2.filter = pymunk.ShapeFilter(mask=mask) body.center_of_gravity = (shape1.center_of_gravity + shape2.center_of_gravity) / 2 body.position = position body.angle = angle body.friction = 1 self.space.add(body, shape1, shape2) return body