walk-these-ways-go2/go2_gym/utils/terrain.py

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2024-01-28 17:11:38 +08:00
# License: see [LICENSE, LICENSES/legged_gym/LICENSE]
import math
import numpy as np
from isaacgym import terrain_utils
from numpy.random import choice
from go2_gym.envs.base.legged_robot_config import Cfg
2024-01-28 17:11:38 +08:00
class Terrain:
def __init__(self, cfg: Cfg.terrain, num_robots, eval_cfg=None, num_eval_robots=0) -> None:
self.cfg = cfg
self.eval_cfg = eval_cfg
self.num_robots = num_robots
self.type = cfg.mesh_type
if self.type in ["none", 'plane']:
return
self.train_rows, self.train_cols, self.eval_rows, self.eval_cols = self.load_cfgs()
self.tot_rows = len(self.train_rows) + len(self.eval_rows)
self.tot_cols = max(len(self.train_cols), len(self.eval_cols))
self.cfg.env_length = cfg.terrain_length
self.cfg.env_width = cfg.terrain_width
self.height_field_raw = np.zeros((self.tot_rows, self.tot_cols), dtype=np.int16)
self.initialize_terrains()
self.heightsamples = self.height_field_raw
if self.type == "trimesh":
self.vertices, self.triangles = terrain_utils.convert_heightfield_to_trimesh(self.height_field_raw,
self.cfg.horizontal_scale,
self.cfg.vertical_scale,
self.cfg.slope_treshold)
def load_cfgs(self):
self._load_cfg(self.cfg)
self.cfg.row_indices = np.arange(0, self.cfg.tot_rows)
self.cfg.col_indices = np.arange(0, self.cfg.tot_cols)
self.cfg.x_offset = 0
self.cfg.rows_offset = 0
if self.eval_cfg is None:
return self.cfg.row_indices, self.cfg.col_indices, [], []
else:
self._load_cfg(self.eval_cfg)
self.eval_cfg.row_indices = np.arange(self.cfg.tot_rows, self.cfg.tot_rows + self.eval_cfg.tot_rows)
self.eval_cfg.col_indices = np.arange(0, self.eval_cfg.tot_cols)
self.eval_cfg.x_offset = self.cfg.tot_rows
self.eval_cfg.rows_offset = self.cfg.num_rows
return self.cfg.row_indices, self.cfg.col_indices, self.eval_cfg.row_indices, self.eval_cfg.col_indices
def _load_cfg(self, cfg):
cfg.proportions = [np.sum(cfg.terrain_proportions[:i + 1]) for i in range(len(cfg.terrain_proportions))]
cfg.num_sub_terrains = cfg.num_rows * cfg.num_cols
cfg.env_origins = np.zeros((cfg.num_rows, cfg.num_cols, 3))
cfg.width_per_env_pixels = int(cfg.terrain_length / cfg.horizontal_scale)
cfg.length_per_env_pixels = int(cfg.terrain_width / cfg.horizontal_scale)
cfg.border = int(cfg.border_size / cfg.horizontal_scale)
cfg.tot_cols = int(cfg.num_cols * cfg.width_per_env_pixels) + 2 * cfg.border
cfg.tot_rows = int(cfg.num_rows * cfg.length_per_env_pixels) + 2 * cfg.border
def initialize_terrains(self):
self._initialize_terrain(self.cfg)
if self.eval_cfg is not None:
self._initialize_terrain(self.eval_cfg)
def _initialize_terrain(self, cfg):
if cfg.curriculum:
self.curriculum(cfg)
elif cfg.selected:
self.selected_terrain(cfg)
else:
self.randomized_terrain(cfg)
def randomized_terrain(self, cfg):
for k in range(cfg.num_sub_terrains):
# Env coordinates in the world
(i, j) = np.unravel_index(k, (cfg.num_rows, cfg.num_cols))
choice = np.random.uniform(0, 1)
difficulty = np.random.choice([0.5, 0.75, 0.9])
terrain = self.make_terrain(cfg, choice, difficulty, cfg.proportions)
self.add_terrain_to_map(cfg, terrain, i, j)
def curriculum(self, cfg):
for j in range(cfg.num_cols):
for i in range(cfg.num_rows):
difficulty = i / cfg.num_rows * cfg.difficulty_scale
choice = j / cfg.num_cols + 0.001
terrain = self.make_terrain(cfg, choice, difficulty, cfg.proportions)
self.add_terrain_to_map(cfg, terrain, i, j)
def selected_terrain(self, cfg):
terrain_type = cfg.terrain_kwargs.pop('type')
for k in range(cfg.num_sub_terrains):
# Env coordinates in the world
(i, j) = np.unravel_index(k, (cfg.num_rows, cfg.num_cols))
terrain = terrain_utils.SubTerrain("terrain",
width=cfg.width_per_env_pixels,
length=cfg.width_per_env_pixels,
vertical_scale=cfg.vertical_scale,
horizontal_scale=cfg.horizontal_scale)
eval(terrain_type)(terrain, **cfg.terrain_kwargs.terrain_kwargs)
self.add_terrain_to_map(cfg, terrain, i, j)
def make_terrain(self, cfg, choice, difficulty, proportions):
terrain = terrain_utils.SubTerrain("terrain",
width=cfg.width_per_env_pixels,
length=cfg.width_per_env_pixels,
vertical_scale=cfg.vertical_scale,
horizontal_scale=cfg.horizontal_scale)
slope = difficulty * 0.4
step_height = 0.05 + 0.18 * difficulty
discrete_obstacles_height = 0.05 + difficulty * (cfg.max_platform_height - 0.05)
stepping_stones_size = 1.5 * (1.05 - difficulty)
stone_distance = 0.05 if difficulty == 0 else 0.1
if choice < proportions[0]:
if choice < proportions[0] / 2:
slope *= -1
terrain_utils.pyramid_sloped_terrain(terrain, slope=slope, platform_size=3.)
elif choice < proportions[1]:
terrain_utils.pyramid_sloped_terrain(terrain, slope=slope, platform_size=3.)
terrain_utils.random_uniform_terrain(terrain, min_height=-0.05, max_height=0.05,
step=self.cfg.terrain_smoothness, downsampled_scale=0.2)
elif choice < proportions[3]:
if choice < proportions[2]:
step_height *= -1
terrain_utils.pyramid_stairs_terrain(terrain, step_width=0.31, step_height=step_height, platform_size=3.)
elif choice < proportions[4]:
num_rectangles = 20
rectangle_min_size = 1.
rectangle_max_size = 2.
terrain_utils.discrete_obstacles_terrain(terrain, discrete_obstacles_height, rectangle_min_size,
rectangle_max_size, num_rectangles, platform_size=3.)
elif choice < proportions[5]:
terrain_utils.stepping_stones_terrain(terrain, stone_size=stepping_stones_size,
stone_distance=stone_distance, max_height=0., platform_size=4.)
elif choice < proportions[6]:
pass
elif choice < proportions[7]:
pass
elif choice < proportions[8]:
terrain_utils.random_uniform_terrain(terrain, min_height=-cfg.terrain_noise_magnitude,
max_height=cfg.terrain_noise_magnitude, step=0.005,
downsampled_scale=0.2)
elif choice < proportions[9]:
terrain_utils.random_uniform_terrain(terrain, min_height=-0.05, max_height=0.05,
step=self.cfg.terrain_smoothness, downsampled_scale=0.2)
terrain.height_field_raw[0:terrain.length // 2, :] = 0
return terrain
def add_terrain_to_map(self, cfg, terrain, row, col):
i = row
j = col
# map coordinate system
start_x = cfg.border + i * cfg.length_per_env_pixels + cfg.x_offset
end_x = cfg.border + (i + 1) * cfg.length_per_env_pixels + cfg.x_offset
start_y = cfg.border + j * cfg.width_per_env_pixels
end_y = cfg.border + (j + 1) * cfg.width_per_env_pixels
self.height_field_raw[start_x: end_x, start_y:end_y] = terrain.height_field_raw
env_origin_x = (i + 0.5) * cfg.terrain_length + cfg.x_offset * terrain.horizontal_scale
env_origin_y = (j + 0.5) * cfg.terrain_width
x1 = int((cfg.terrain_length / 2. - 1) / terrain.horizontal_scale) + cfg.x_offset
x2 = int((cfg.terrain_length / 2. + 1) / terrain.horizontal_scale) + cfg.x_offset
y1 = int((cfg.terrain_width / 2. - 1) / terrain.horizontal_scale)
y2 = int((cfg.terrain_width / 2. + 1) / terrain.horizontal_scale)
env_origin_z = np.max(self.height_field_raw[start_x: end_x, start_y:end_y]) * terrain.vertical_scale
cfg.env_origins[i, j] = [env_origin_x, env_origin_y, env_origin_z]