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15.2 kB
| 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 | |