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simulator_base_ori.py
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import tqdm
from robotics.cfg import Config
import os
from sapien.utils.viewer import Viewer
import sapien.core as sapien
from typing import Optional, Union, Callable, Tuple
from robotics import Pose
from sapien import physx
from .sensors.sensor_cfg import CameraConfig
from .engines.cpu_engine import CPUEngine
from .engines.gpu_engine import GPUEngineConfig, GPUEngine
_Engine: CPUEngine | GPUEngine | None = None
def get_engine() -> CPUEngine | GPUEngine:
assert _Engine is not None, "Engine is not initialized. Please create a simulator first."
return _Engine
class SimulatorConfig(Config):
sim_freq: int = 500
shader_dir: str = "default"
enable_shadow: bool = False
contact_offset: float = 0.02
control_freq_without_robot: int = 20
viewer_camera: Optional[CameraConfig] = None
viewer_id: Optional[int] = None
gpu_config: Optional[GPUEngineConfig] = None
solver_iterations: int = 50
velocity_iterations: int = 1
enable_pcm: bool = False
n_scenes: int = 1
class SimulatorBase:
"""
This is the base class to initialize the SAPIEN simulator.
"""
_scene: sapien.Scene
_show_camera_linesets = True
_viewer_has_scene_updated: bool = False
config: "SimulatorConfig"
def __init__(self, config: SimulatorConfig):
self.config = config
self.contact_offset = config.contact_offset
self._engine = CPUEngine() if config.gpu_config is None else GPUEngine(config.gpu_config)
global _Engine
_Engine = self._engine
renderer_kwargs = {}
self._renderer = sapien.SapienRenderer(**renderer_kwargs)
self._default_shader_dir = config.shader_dir
shader_dir = config.shader_dir
if shader_dir == "rt":
sapien.render.set_camera_shader_dir("rt")
sapien.render.set_ray_tracing_samples_per_pixel(128)
sapien.render.set_ray_tracing_path_depth(16)
sapien.render.set_ray_tracing_denoiser("oidn") # TODO "optix or oidn?" previous value was just True
else:
sapien.render.set_camera_shader_dir(shader_dir)
sapien.render.set_viewer_shader_dir(shader_dir)
sapien.render.set_log_level(os.getenv("MS2_RENDERER_LOG_LEVEL", "warn"))
self._engine.set_renderer(self._renderer)
# Set simulation and control frequency
self._sim_freq = config.sim_freq
self._viewer: Optional[Viewer] = None
self.enable_shadow = config.enable_shadow
self._configured = False
self._viewer_camera = config.viewer_camera
self._viewer_id = config.viewer_id
@property
def sim_freq(self):
return self._sim_freq
@property
def sim_timestep(self):
return 1.0 / self._sim_freq
def set_scene(self, idx: int):
assert 0 <= idx < self.config.n_scenes
self._scene = self._scene_list[idx]
self._scene_idx = idx
self._viewer_has_scene_updated = False
if self._viewer is not None:
self._viewer.set_scene(self._scene)
def set_viewer_scenes(self, idx: list[int], spacing: float = 1.):
if spacing is not None and len(idx) > 1:
import numpy as np
side = int(np.ceil(len(idx) ** 0.5))
idx = np.arange(len(idx))
offsets = np.stack([idx // side, idx % side, np.zeros_like(idx)], axis=1) * spacing
else:
offsets = None
self.viewer.set_scenes([self._scene_list[i] for i in idx], offsets=offsets)
vs = self.viewer.window._internal_scene # type: ignore
cubemap = self._scene.render_system.get_cubemap()
if cubemap is not None:
vs.set_cubemap(cubemap._internal_cubemap)
else:
vs.set_ambient_light([0.5, 0.5, 0.5])
self._setup_viewer(False)
self._viewer_has_scene_updated = False
def reset(self, init_engine: bool = True):
"""
Although this is called reset, it is actually initilize the simulator and all scenes
"""
self.close()
self._setup_scene()
self.actor_batches = []
self.articulation_batches = []
self.camera_batches = []
if self.config.n_scenes > 1:
it = tqdm.tqdm(self._scene_list, desc="Creating all scenes")
else:
it = self._scene_list
for idx, scene in enumerate(it):
self.set_scene(idx)
self._setup_lighting()
# self._scene.load_widget_from_package("demo_arena", "DemoArena")
self._load()
self._scene = self._scene_list[0]
if init_engine:
self._engine.reset()
if len(self._scene_list) > 1:
self._engine.init_batch(self.actor_batches, self.articulation_batches)
if len(self.camera_batches) > 0:
self._engine.set_cameras(self._scene_list, self.camera_batches)
def _load(self):
raise NotImplementedError
# -------------------------------------------------------------------------- #
# Code for setup sapien scene and renderer
# -------------------------------------------------------------------------- #
def _get_default_scene_config(self):
scene_config = sapien.SceneConfig()
# note these frictions are same as unity
physx.set_default_material(dynamic_friction=0.5, static_friction=0.5, restitution=0)
scene_config.contact_offset = self.contact_offset
scene_config.enable_pcm = self.config.enable_pcm
scene_config.solver_iterations = self.config.solver_iterations
# NOTE(fanbo): solver_velocity_iterations=0 is undefined in PhysX
scene_config.solver_velocity_iterations = self.config.velocity_iterations
return scene_config
def _setup_scene(self, scene_config: Optional[sapien.SceneConfig] = None):
"""Setup the simulation scene instance.
The function should be called in reset(). Called by `self.reconfigure`"""
if scene_config is None:
scene_config = self._get_default_scene_config()
def create_scene():
scene = self._engine.create_scene(scene_config)
scene.set_timestep(1.0 / self._sim_freq)
return scene
self._scene = create_scene()
self._scene_list = [self._scene]
if self.config.n_scenes > 1:
it = range(1, self.config.n_scenes)
self._scene_list += [create_scene() for i in it]
self._viewer_has_scene_updated = False
def close(self):
"""Clear the simulation scene instance and other buffers.
The function can be called in reset() before a new scene is created.
Called by `self.reconfigure` and when the environment is closed/deleted
"""
self._close_viewer()
setattr(self, "_scene", None)
setattr(self, "_scene_list", None)
def _close_viewer(self):
if self._viewer is None:
return
self._viewer.close()
self._viewer = None
def _add_ground(self, altitude=0.0, render=True):
if render:
rend_mtl = self._renderer.create_material()
rend_mtl.base_color = [0.06, 0.08, 0.12, 1]
rend_mtl.metallic = 0.0
rend_mtl.roughness = 0.9
rend_mtl.specular = 0.8
else:
rend_mtl = None
ground = self._scene.add_ground(
altitude=altitude,
render=render,
render_material=rend_mtl,
)
self.ground = ground
return ground
@property
def viewer(self):
if self._viewer is None:
self._viewer = Viewer(self._renderer)
self._setup_viewer()
return self._viewer
def _setup_lighting(self):
"""Setup lighting in the scene. Called by `self.reconfigure`"""
shadow = self.enable_shadow
self._scene.set_ambient_light([0.3, 0.3, 0.3])
# Only the first of directional lights can have shadow
self._light1 = self._scene.add_directional_light(
[1, 1, -1], [1, 1, 1], shadow=shadow, shadow_scale=5, shadow_map_size=2048
)
self._light2 = self._scene.add_directional_light([0, 0, -1], [1, 1, 1])
def _set_viewer_camera(self, camera_config: Optional["CameraConfig"]):
from .sensors.camera_v2 import CameraConfig
from .sensors.sensor_base import get_pose_from_sensor_cfg
if camera_config is None:
camera_config = CameraConfig(p=(1, 1, 1), look_at=(0, 0, 0.5))
import transforms3d
pose = get_pose_from_sensor_cfg(camera_config)
xyz, q = pose.p, pose.q
rpy = transforms3d.euler.quat2euler(q)
self._viewer.set_camera_xyz(*xyz) # type: ignore
self._viewer.set_camera_rpy(rpy[0], -rpy[1], -rpy[2]) # type: ignore mysterious
def _setup_viewer(self, set_scene: bool=True):
#TOOD: setup viewer
assert self._viewer is not None
if set_scene:
self._viewer.set_scene(self._scene)
camera_config = self._viewer_camera
self._set_viewer_camera(camera_config)
self._viewer.control_window._show_camera_linesets = self._show_camera_linesets # type: ignore
if self._viewer_id is not None:
assert self._viewer.plugins is not None
for i in self._viewer.plugins:
if hasattr(i, 'camera_index'): # HACK: set camera index, maybe there is a better way
i.camera_index = self._viewer_id
def update_scene_if_needed(self):
if not self._viewer_has_scene_updated:
self._engine.sync_pose()
try:
self.viewer.window.update_render() # type: ignore
except AttributeError:
self._scene.update_render() # in case of old sapien version
self._viewer_has_scene_updated = True
def render(self, show=True):
self.update_scene_if_needed()
if show:
self.viewer.render()
return self._viewer
# def remove_articulation(self, articulation):
# self._scene.remove_articulation(articulation)
# def add_articulation(self, articulation):
# entities = [l.entity for l in articulation.links]
# for e in entities:
# self._scene.add_entity(e)
FrameLike = Union[str,Callable[[SimulatorBase], Tuple[str, Pose]]]