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import numpy as np
import sapien
import torch
from ...logging_utils import logger
import mani_skill.envs.utils.randomization as randomization
from mani_skill.agents.robots import SO100, Fetch, Panda
from mani_skill.envs.sapien_env import BaseEnv
from mani_skill.envs.tasks.tabletop.pick_cube_cfgs import PICK_CUBE_CONFIGS
from mani_skill.sensors.camera import CameraConfig
from mani_skill.utils import sapien_utils
from mani_skill.utils.building import actors
from mani_skill.utils.registration import register_env
from mani_skill.utils.scene_builder.table import TableSceneBuilder
from mani_skill.utils.structs.pose import Pose
#Robomme
import matplotlib.pyplot as plt
import random
from mani_skill.utils.geometry.rotation_conversions import (
euler_angles_to_matrix,
matrix_to_quaternion,
)
from robomme.robomme_env.utils import *
def sequential_task_check(self, tasks,allow_subgoal_change_this_timestep):
"""
Sequential task check function with task name and demonstration flag.
Args:
tasks: List of tasks, where each element is a dictionary containing "func", "name", "demonstration",
optional "failure_func", "solve" keys, or a tuple in the old format:
(task_func, task_name[, demonstration[, failure_func[, solve]]])
Returns:
tuple: (all_completed: bool, current_task_name: str, task_failed: bool)
- all_completed: True if all tasks are completed, otherwise False
- current_task_name: Name of the current task
- task_failed: Whether the current task triggered a failure condition
Example:
tasks = [
{
"func": lambda: is_obj_pickup(self, obj=self.cube_0),
"name": "Pick up cube 0",
"demonstration": True,
"failure_func": lambda: self.some_failure_condition(),
"solve": lambda env, planner: solve_pickup(env, planner, obj=self.cube_0),
},
{
"func": lambda: is_obj_pickup(self, obj=self.cube_1),
"name": "Pick up cube 1",
"solve": lambda env, planner: solve_pickup(env, planner, obj=self.cube_1),
},
{
"func": lambda: is_obj_at_location(self, obj=self.cube_1, location=self.target),
"name": "Place cube 1",
"demonstration": True,
"solve": lambda env, planner: solve_putonto_whenhold(env, planner, obj=self.cube_1, target=self.target),
},
]
all_completed, current_task, task_failed = sequential_task_check(self, tasks)
"""
# Normalize task entries to dictionary format, compatible with old 2-tuple/3-tuple definitions
if not hasattr(self, '_timelimit_deadlines'):
self._timelimit_deadlines = {}
normalized_tasks = []
for task in tasks:
if isinstance(task, dict):
# Copy to avoid side effects on original data
task_entry = dict(task)
func = task_entry.get("func") or task_entry.get("task_func")
if func is None:
raise KeyError("Task dictionary must contain a 'func' callable")
name = task_entry.get("name") or task_entry.get("task_name") or "Unknown"
demonstration = task_entry.get("demonstration")
if demonstration is None:
demonstration = task_entry.get("demo", False)
failure_func = task_entry.get("failure_func") or task_entry.get("failure")
solve_callable = task_entry.get("solve")
segment=task_entry.get("segment")
subgoal_segment=task_entry.get("subgoal_segment")
task_entry["func"] = func
task_entry["name"] = name
task_entry["demonstration"] = bool(demonstration)
task_entry["failure_func"] = failure_func
task_entry["solve"] = solve_callable
task_entry['segment']=segment
task_entry['subgoal_segment']=subgoal_segment
normalized_tasks.append(task_entry)
# else:
# if len(task) == 2:
# func, name = task
# demonstration = False
# failure_func = None
# solve_callable = None
# elif len(task) == 3:
# func, name, demonstration = task
# failure_func = None
# solve_callable = None
# elif len(task) == 4:
# func, name, demonstration, failure_func = task
# solve_callable = None
# else:
# func, name, demonstration, failure_func, solve_callable = task[:5]
# if len(task) < 2:
# raise ValueError("Task entries must be dicts or tuples/lists with at least 2 items")
# normalized_tasks.append({
# "func": func,
# "name": name,
# "demonstration": bool(demonstration),
# "failure_func": failure_func,
# "solve": solve_callable,
# })
# Get number of tasks
num_tasks = len(normalized_tasks)
# If no tasks, return True directly
if num_tasks == 0:
# Set current task info to empty
self.current_task_index = -1
self.current_task_name = "No tasks"
self.current_task_demonstration = False
self.current_task_failure = False
self.current_task_solve = None
return True, "No tasks", False,None
# Initialize timestep (if not exists)
if not hasattr(self, 'timestep'):
self.timestep = 0
# Ensure timestep does not exceed number of tasks
if self.timestep >= num_tasks:
# All tasks completed
self.current_task_index = num_tasks
self.current_task_name = "All tasks completed"
self.current_task_demonstration = False
self.current_task_failure = False
self.current_task_solve = None
return True, "All tasks completed", False,None
# Get current task
task_entry = normalized_tasks[self.timestep]
current_task_func = task_entry["func"]
current_task_name = task_entry.get("name", "Unknown")
current_demonstration = task_entry.get("demonstration", False)
current_failure_func = task_entry.get("failure_func")
current_task_specialflag=task_entry.get("specialflag", None)
current_segment=task_entry.get("segment",None)
current_subgoal_segment=task_entry.get("subgoal_segment",None)
# Set current task info for RecordWrapper to use
if allow_subgoal_change_this_timestep==True:
self.current_task_index = self.timestep
self.current_task_name = current_task_name
self.current_task_demonstration = current_demonstration
self.current_task_failure = False
self.current_task_solve = task_entry.get("solve")
self.current_segment=current_segment
self.current_subgoal_segment=current_subgoal_segment
self.current_choice_label = task_entry.get("choice_label", "")
self.current_task_name_online = current_task_name # Real-time subgoal
self.current_subgoal_segment_online=current_subgoal_segment # Real-time subgoal segment
self.current_segment_online=current_segment # Real-time segment online
self.current_task_specialflag=current_task_specialflag
# If switched to a new task, reset static check related state
last_task_index = getattr(self, "_last_task_index", None)
if last_task_index != self.timestep:
if hasattr(self, "first_timestep"):
delattr(self, "first_timestep")
_clear_timelimit_deadline(self, last_task_index)
self._last_task_index = self.timestep
# Check failure conditions first
failure_triggered = False
task_idx = self.timestep
if current_failure_func is not None:
if callable(current_failure_func):
try:
failure_result = current_failure_func()
except Exception as exc: # pragma: no cover - defensive
display_index = self.timestep + 1
logger.debug(f"Task {display_index} failure check raised exception: {exc}")
failure_triggered = True
else:
failure_triggered = _coerce_failure_result(failure_result)
else:
failure_triggered = _coerce_failure_result(current_failure_func)
if failure_triggered:
self.current_task_failure = True
_clear_timelimit_deadline(self, task_idx)
display_index = self.timestep + 1
logger.debug(f"Task {display_index} failed: {current_task_name}")
return False, current_task_name, True,current_task_specialflag
# Execute current task check
if current_task_func():
display_index = self.timestep + 1
logger.debug(f"Task {display_index} completed: {current_task_name}")
_clear_timelimit_deadline(self, task_idx)
# Check if it is the last task
if self.timestep == num_tasks - 1:
# All tasks completed, ensure timestep is out of range to avoid repeated checks
self.timestep = num_tasks
self.current_task_index = num_tasks
self.current_task_name = "All tasks completed"
self.current_task_demonstration = False
logger.debug(f"All {num_tasks} tasks completed successfully!")
return True, "All tasks completed", False,None
else:
# Enter next timestep
self.timestep += 1
# Get next task name
next_task_name = normalized_tasks[self.timestep].get("name", "Unknown")
return False, next_task_name, False,None # Has subsequent tasks
return False, current_task_name, False,current_task_specialflag # Current task not completed
def _coerce_failure_result(value):
"""Normalize various failure_func return types into a boolean."""
if isinstance(value, (list, tuple, set)):
return any(_coerce_failure_result(item) for item in value)
if isinstance(value, dict):
return any(_coerce_failure_result(item) for item in value.values())
if isinstance(value, torch.Tensor):
if value.numel() == 0:
return False
return bool(value.detach().cpu().bool().any().item())
if isinstance(value, np.ndarray):
if value.size == 0:
return False
return bool(np.any(value))
try:
return bool(value)
except ValueError:
try:
iterator = iter(value)
except TypeError:
raise
return any(_coerce_failure_result(item) for item in iterator)
def _clear_timelimit_deadline(self, task_index):
if task_index is None:
return
deadlines = getattr(self, '_timelimit_deadlines', None)
if isinstance(deadlines, dict):
deadlines.pop(task_index, None)
def timewindow(self, func, timewindow_timer,min_steps=300, max_steps=500):
"""
Wrap arbitrary function to return True only within specified time window (between min_steps and max_steps).
Counting starts from the first call.
Args:
func: Function to wrap (e.g., lambda: is_button_pressed(self, obj=self.button))
min_steps: Start step of time window (default 300)
max_steps: End step of time window (default 500)
timewindow_timer: Timer ID to distinguish different time windows (default 0)
Returns:
bool: True if within time window and func returns True, otherwise False
"""
if not hasattr(self, '_timewindow_timers'):
self._timewindow_timers = {}
current_step = int(getattr(self, "elapsed_steps", 0))
# If timer does not exist, start counting
if timewindow_timer not in self._timewindow_timers:
self._timewindow_timers[timewindow_timer] = current_step
logger.debug(f"Timewindow timer {timewindow_timer} started at step {current_step}")
# Get start step (continue previous count)
start_step = self._timewindow_timers[timewindow_timer]
elapsed = current_step - start_step
# If not reached time window, return False
if elapsed < min_steps:
return False
# If exceeded time window, return False (task failed)
if elapsed > max_steps:
return False
# Within time window, call wrapped function
return func()
def in_demonstration(self):
if self.use_demonstrationwrapper==True:
return True
else:
return False
def check_block_away_gripper(self,obj):
gripper_open_flag=False
away_flag=False
qpos=self.agent.robot.get_qpos().tolist()[0]
last_two = qpos[-2:]
if all(x > 0.02 for x in last_two):
gripper_open_flag=True
gripper_pos = self.agent.tcp.pose.p.tolist()[0]
obj_pos= obj.pose.p.tolist()[0]
gripper_pos=torch.as_tensor(gripper_pos, dtype=torch.float32).flatten()[:3]
obj_pos=torch.as_tensor(obj_pos, dtype=torch.float32).flatten()[:3]
distance = np.linalg.norm(obj_pos - gripper_pos)
if distance>0.02:
away_flag=True
flag=gripper_open_flag and away_flag
return flag
def is_obj_pickup(self, obj, goal_pos=None):
# if in_demonstration(self):
# obj_lifted = obj.pose.p[:, 2] > 0.05
# return obj_lifted
# else:
# Check if object z coordinate is greater than 0.05
obj_lifted = obj.pose.p[:, 2] > 0.05
# Check if robot has truly grasped the object
is_grasping = self.agent.is_grasping(obj)
result = obj_lifted & is_grasping
return result
def is_any_obj_pickup_flag_currentpickup(self, objects):
# Only record current picked up block reference, do not update count here; count is handled in environment step
for obj in objects:
if is_obj_pickup(self,obj):
self.currentpickup=obj
logger.debug(f"currentpickup={obj}")
return True
return False
def is_obj_dropped(self, obj):
# Get object and target positions
obj_pos = obj.pose.p[0] # [x, y, z]
# Check if object is not grasped
is_grasping = self.agent.is_grasping(obj)
gripper_pos = self.agent.tcp.pose.p.tolist()[0]
if in_demonstration(self):
# Return True only when object is near target and not grasped
if obj_pos[2] <=0.035 and not is_grasping:
return True
else:
if obj_pos[2] <= 0.2 and not is_grasping and gripper_pos[2] > 0.05:
return True
return False
def is_obj_dropped_currentpickup(self,list):
current_obj = getattr(self, "currentpickup", None)
if current_obj is None:
return False
if not is_obj_dropped(self, current_obj):
return False
# Only responsible for clearing currentpickup here, actual drop count is done in environment step
self.currentpickup = None
return True
def is_bin_putdown(self, obj, goal_pos=None):
# Check if object z coordinate is greater than 0.3
is_grasping = self.agent.is_grasping(obj)
gripper_pos = self.agent.tcp.pose.p.tolist()[0]
if obj.pose.p[:, 2] <= 0.07 and not is_grasping and gripper_pos[2] > 0.05:
return True
return False
def is_reset(self):
gripper = self.agent.tcp.pose.p
if isinstance(gripper, torch.Tensor):
gripper_pos = gripper.detach().cpu().numpy()
else:
gripper_pos = np.asarray(gripper, dtype=np.float32)
if gripper_pos.ndim > 1:
gripper_pos = gripper_pos[0]
target_pos = np.array([0.0, 0.0, 0.2], dtype=np.float32)
distance = np.linalg.norm(gripper_pos - target_pos)
return float(distance) < 0.1
def is_bin_pickup(self, obj,):
# Check if object z coordinate is greater than 0.3
is_bin_pickup = obj.pose.p[:, 2] > 0.15
# Check if robot has truly grasped the object
return is_bin_pickup
def is_any_bin_pickup(self, objects):
"""Return True if any object in the iterable is picked up."""
for obj in objects:
if is_bin_pickup(self, obj=obj):
return True
return False
def is_A_pickup_notB(self, A, B):
# Check if object A z coordinate is greater than 0.1
is_obj_pickup = A.pose.p[:, 2] > 0.1
# Get gripper position
gripper_pos = self.agent.tcp.pose.p
# Calculate distance between A and gripper
dist_A_gripper = np.linalg.norm(A.pose.p - gripper_pos, axis=-1)
# Calculate distance between B and gripper
dist_B_gripper = np.linalg.norm(B.pose.p - gripper_pos, axis=-1)
# A is closer to gripper
is_A_closer = dist_A_gripper < dist_B_gripper
# Both conditions met
return is_obj_pickup & is_A_closer
def is_A_insert_notB(self, A, B,box,direction=None,mark_end_flag=False,threashold=0.05):
"""Check peg insertion with optional direction constraint."""
def _to_np(vec):
if isinstance(vec, torch.Tensor):
vec = vec.detach().cpu().numpy()
return np.asarray(vec, dtype=np.float32).reshape(-1)
A_pos = _to_np(A.pose.p)
B_pos = _to_np(B.pose.p)
box_pos = _to_np(box.pose.p)
is_obj_insert = np.linalg.norm(A_pos - box_pos, axis=-1) < threashold
dist_A_gripper = np.linalg.norm(A_pos - box_pos, axis=-1)
dist_B_gripper = np.linalg.norm(B_pos - box_pos, axis=-1)
is_A_closer = dist_A_gripper < dist_B_gripper
direction_ok = True
if direction is not None:
gripper_pos = _to_np(self.agent.tcp.pose.p)
side_indicator = gripper_pos[1] - box_pos[1]
if abs(side_indicator) < 1e-3:
side_indicator = B_pos[1] - box_pos[1]
direction_ok = side_indicator * direction < 0
success = bool(is_obj_insert and is_A_closer and direction_ok)
if success and mark_end_flag:
logger.debug("marked end step! end_at=%s", self.elapsed_steps + 3)
self.end_steps=int(getattr(self, "elapsed_steps", 0))
return success
def restore_finish(self):
peg_pos = np.array(self.peg.pose.p.tolist()[0])
init_pos = np.array(self.peg_init_pose.p.tolist()[0])
flag=np.linalg.norm(peg_pos-init_pos)<0.05
return flag
def is_any_obj_pickup(self, objects):
"""Return True if any object in the iterable is picked up."""
for obj in objects:
if is_obj_pickup(self, obj=obj):
return True
return False
def correct_timestep(self, time_range=None, stop_timestep=None):
"""
Failure helper for timing-based tasks.
Returns True (failure) when the recorded stop timestep falls outside the
allowed time window or when we have already exceeded the window without
recording a stop timestep.
"""
min_step, max_step = time_range
current_step = int(getattr(self, "elapsed_steps", 0))
if min_step <= stop_timestep <= max_step:
return True
return False
def is_obj_stopped_onto(self, obj, target, stop):
# Get object and target positions
obj_pos = obj.pose.p[0] # [x, y, z]
target_pos = target.pose.p[0] # [x, y, z]
# Calculate horizontal distance (ignoring z-axis)
horizontal_distance = torch.sqrt(
(obj_pos[0] - target_pos[0])**2 +
(obj_pos[1] - target_pos[1])**2
)
# Set distance threshold
distance_threshold = self.cube_half_size*(2.5)
distance_threshold = self.cube_half_size*(3)
########for oracle eval only
# Return True only when object is near target and has stopped moving
stop_ok = stop
#print("stop_ok",stop_ok,"horizontal_distance",horizontal_distance <= distance_threshold)
if horizontal_distance <= distance_threshold and stop_ok:
if getattr(self, "stop_timestep", None) is None:
self.stop_timestep = int(getattr(self, "elapsed_steps", 0))
return True
return False
def is_all_obj_dropped(self, objects):
return all(is_obj_dropped(self, obj) for obj in objects)
def is_obj_swing_onto(self, obj, target, achieved_list=None,distance_threshold=0.01,z_threshold=0.1,judge_direction_list=None):
# Get object and target positions
obj_pos = obj.pose.p[0] # [x, y, z]
target_pos = target.pose.p[0] # [x, y, z]
# Calculate horizontal distance (ignoring z-axis)
horizontal_distance = torch.sqrt(
(obj_pos[0] - target_pos[0])**2 +
(obj_pos[1] - target_pos[1])**2
)
# Set distance threshold 0.01
# Smaller value might fail to detect first swing target
z_flag=obj_pos[2]<z_threshold
if horizontal_distance <= distance_threshold and z_flag:
if judge_direction_list!=None:
return self.direction_fail(judge_direction_list=judge_direction_list)
else:
return True
return False
def is_obj_dropped_onto(self, obj, target):
# Get object and target positions
obj_pos = obj.pose.p[0] # [x, y, z]
target_pos = target.pose.p[0] # [x, y, z]
# Calculate horizontal distance (ignoring z-axis)
horizontal_distance = torch.sqrt(
(obj_pos[0] - target_pos[0])**2 +
(obj_pos[1] - target_pos[1])**2
)
# Set distance threshold
distance_threshold = 0.05
# Return True only when object is near target and not grasped
if horizontal_distance <= distance_threshold and is_obj_dropped(self,obj):
return True
return False
def is_obj_pushed_onto(self, obj, target,distance_threshold=None,must_gripper_open=False):
if must_gripper_open==True:
qpos=self.agent.robot.get_qpos().tolist()[0]
last_two = qpos[-2:]
if not(all(x > 0.02 for x in last_two)):
return False
# Get object and target positions
obj_pos = obj.pose.p[0] # [x, y, z]
target_pos = target.pose.p[0] # [x, y, z]
# Calculate horizontal distance (ignoring z-axis)
horizontal_distance = torch.sqrt(
(obj_pos[0] - target_pos[0])**2 +
(obj_pos[1] - target_pos[1])**2
)
# Set distance threshold
if distance_threshold is None:
distance_threshold = self.cube_half_size * 2 * 1.2
# Return True only when object is near target and not grasped
if horizontal_distance <= distance_threshold:
return True
return False
def gripper_direction_correct(self,target,direction):
if direction==-1:
gripper_pos = self.agent.tcp.pose.p[0]
target_pos = target.pose.p[0]
logger.debug(gripper_pos[1]>target_pos[1])#y>y on the right side
return gripper_pos[1]>target_pos[1]
else:
gripper_pos = self.agent.tcp.pose.p[0]
target_pos = target.pose.p[0]
logger.debug(gripper_pos[1]<target_pos[1])#y<y on the left side
return gripper_pos[1]<target_pos[1]
def is_obj_pushed_onto_byAnotB_wDirection(self, obj, target, A, B,direction=None):
"""
Check if object is pushed onto target by A (not B).
A must be closer to obj than B.
Args:
self: environment instance
obj: the object being pushed
target: the target position
A: the pusher that should be closer (e.g., robot TCP)
B: the pusher that should be farther (e.g., another object)
Returns:
bool: True if obj is at target and A is closer to obj than B
"""
# First check if object is at target position
if not is_obj_pushed_onto(self, obj, target,distance_threshold=self.cube_half_size * 2 * 1.2):
return False
# Get positions
obj_pos = obj.pose.p[0] # [x, y, z]
A_pos = A.pose.p[0] # [x, y, z]
B_pos = B.pose.p[0] # [x, y, z]
# Calculate distance from A to obj
distance_A_to_obj = torch.sqrt(
(obj_pos[0] - A_pos[0])**2 +
(obj_pos[1] - A_pos[1])**2 +
(obj_pos[2] - A_pos[2])**2
)
# Calculate distance from B to obj
distance_B_to_obj = torch.sqrt(
(obj_pos[0] - B_pos[0])**2 +
(obj_pos[1] - B_pos[1])**2 +
(obj_pos[2] - B_pos[2])**2
)
# A must be closer to obj than B
if distance_A_to_obj < distance_B_to_obj:
#if gripper_direction_correct(self,target,direction):
return True
return False
def is_obj_swing_onto_any(self, obj, targets):
"""Check if object swings onto any of the targets in the list."""
for target in targets:
if is_obj_swing_onto(self, obj=obj, target=target):
logger.debug(f"failure:swing onto {target}")
return True
return False
def too_many_swings(self):
# Read swing_over_limit flag from environment; True indicates swing count exceeded limit
return getattr(self, "swing_over_limit", False)
def is_any_obj_dropped_onto_delete(self, objects, target):
for obj in objects:
if is_obj_dropped_onto_delete(self, obj, target):
if obj in self.red_cubes:
self.red_cubes_in_bin+=1
elif obj in self.blue_cubes:
self.blue_cubes_in_bin+=1
elif obj in self.green_cubes:
self.green_cubes_in_bin+=1
logger.debug(f"red_cubes_in_bin={self.red_cubes_in_bin},blue_cubes_in_bin={self.blue_cubes_in_bin},green_cubes_in_bin={self.green_cubes_in_bin}")
return True
return False
def is_obj_dropped_onto_delete(self, obj, target):
# If object is near target and low enough, delete object
if is_obj_dropped_onto(self,obj,target) and check_block_away_gripper(self,obj):
# Delete object: move it away from scene
with torch.no_grad():
# Move to location outside scene
obj.set_pose(sapien.Pose(p=[10.0, 10.0, 0.0]))
return True
return False
def is_obj_dropped_onto_any(self, obj, target):
"""Check if object is dropped onto any of the targets in the list."""
for t in target:
if is_obj_dropped_onto(self, obj=obj, target=t):
return True
return False
def is_static(self, threshold: float = 0.2):
qvel = self.agent.robot.get_qvel()[..., :-2]
return torch.max(torch.abs(qvel), 1)[0] <= threshold
def reset_check(self,gripper=None,target_qpos=None):
if target_qpos==None:
target_qpos=reset_panda.get_reset_panda_param("qpos",gripper=gripper)
current_qpos=self.agent.robot.qpos
if torch.max(torch.abs(current_qpos - target_qpos)) < 0.01:
return True
return False
def button_hover(self,button,distance_threshold=0.03,z_threshold=0.2):
# Get object and target positions
obj_pos =self.agent.tcp.pose.p[0]
target_pos = button.pose.p[0]
# Calculate horizontal distance (ignoring z-axis)
horizontal_distance = torch.sqrt(
(obj_pos[0] - target_pos[0])**2 +
(obj_pos[1] - target_pos[1])**2
)
# Set distance threshold 0.01
z_flag=obj_pos[2]<z_threshold
if horizontal_distance <= distance_threshold and z_flag:
return True
return False
def before_absTimestep(self,absTimestep):
if int(getattr(self, "elapsed_steps", 0))<absTimestep:
return False
else:
return True
def static_check(self, timestep, static_steps=10):
"""
Static check function, records timestep of first call, returns success after maintaining static for specified steps.
If is_static returns False, restarts counting.
Args:
timestep: Current timestep
static_steps: Steps required to stay static, default is 10
Returns:
bool: Returns True if timestep reaches recorded start timestep + static_steps, otherwise False
"""
# Check if robot is static
if not is_static(self):
# If not static, restart counting
self.first_timestep = timestep
#print(f"Robot not static, restarting count at timestep: {timestep}")
return False
# Initialize first_timestep (if not exists)
if not hasattr(self, 'first_timestep'):
self.first_timestep = timestep
logger.debug(f"Static check initialized at timestep: {timestep}")
# Check if target timestep reached (start timestep + static_steps)
target_timestep = self.first_timestep + static_steps
current_progress = timestep - self.first_timestep
if current_progress >= static_steps:
setattr(self, "_static_deadline", None)
return True
else:
return False
def get_button_depth(self,obj):
"""Returns button press depth (meters), 0=not pressed, larger means pressed deeper. Supports vectorized parallel envs."""
assert hasattr(self, "button"), "Button not created yet (_build_button)"
qpos = obj.get_qpos() # Shape usually (B, 1) or (1,)
depth = -(qpos[..., 0]) # Negate [-travel, 0] to become [0, travel]
return depth
def is_button_pressed(self, obj):
flag=False
depth = get_button_depth(self,obj=obj)#0.015
#print(depth)
if depth > 0.005:
flag=True
return flag
def is_any_button_pressed_removelist(self, button_list):
"""
Return True if any button in the provided list is pressed and remove those buttons from the list.
Args:
button_list (MutableSequence): sequence of button objects to check.
Returns:
bool: True if at least one button was pressed during this call.
"""
if not button_list:
return False
pressed_found = False
# Iterate over a copy so we can safely mutate the original list.
for button in list(button_list):
if is_button_pressed(self, button):
pressed_found = True
button_list.remove(button)
return pressed_found
def check_in_bin_number(self, in_bin_list, total_number_list):
"""
Check if elements in two lists correspond and are equal.
Args:
in_bin_list: List containing counts in current bin, e.g. [self.red_cubes_in_bin, self.blue_cubes_in_bin, self.green_cubes_in_bin]
total_number_list: List containing target counts, e.g. [self.red_cubes_target_number, self.blue_cubes_target_number, self.green_cubes_target_number]
Returns:
bool: True if all elements correspond and are equal, otherwise False
"""
# Check if list lengths are the same
if len(in_bin_list) != len(total_number_list):
return False
# Check if each element corresponds and is equal
for in_bin, target in zip(in_bin_list, total_number_list):
if in_bin != target:
logger.debug(f"in_bin={in_bin},target={target}")
return False
return True
def direction(current_target, last_target,direction=8):
"""
Return the closest compass direction from last_target to current_target
using the xy plane (up, down, left, right and four diagonals).
"""
def _extract_xy(target):
if not hasattr(target, "pose"):
raise ValueError("Target must have pose information to compute direction.")
pos = target.pose.p
if isinstance(pos, torch.Tensor):
coords = pos.detach().cpu().numpy()
else:
coords = np.asarray(pos, dtype=np.float32)
if coords.ndim > 1:
coords = coords[0]
if coords.shape[0] < 2:
raise ValueError("Pose must provide at least x and y coordinates.")
return coords[:2]
current_xy = _extract_xy(current_target)
last_xy = _extract_xy(last_target)
delta = current_xy - last_xy
norm = np.linalg.norm(delta)
if norm < 1e-8:
return "same"
delta /= norm
diag = np.sqrt(2.0)
if direction ==8:
direction_vectors = {
"forward": np.array([1.0, 0.0]),
"backward": np.array([-1.0, 0.0]),
"left": np.array([0.0, 1.0]),
"right": np.array([0.0, -1.0]),
"forward-left": np.array([1.0, 1.0]) / diag,
"forward-right": np.array([1.0, -1.0]) / diag,
"backward-left": np.array([-1.0, 1.0]) / diag,
"backward-right": np.array([-1.0, -1.0]) / diag,
}
elif direction ==4:
direction_vectors = {
"forward": np.array([1.0, 0.0]),
"backward": np.array([-1.0, 0.0]),
"left": np.array([0.0, 1.0]),
"right": np.array([0.0, -1.0]),
}
best_direction = max(
direction_vectors.items(), key=lambda item: float(np.dot(delta, item[1]))
)[0]
return best_direction
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