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"""
Copyright (c) 2020, NVIDIA CORPORATION. All rights reserved.
NVIDIA CORPORATION and its licensors retain all intellectual property
and proprietary rights in and to this software, related documentation
and any modifications thereto. Any use, reproduction, disclosure or
distribution of this software and related documentation without an express
license agreement from NVIDIA CORPORATION is strictly prohibited.
Franka Cube Pick
----------------
Use Jacobian matrix and inverse kinematics control of Franka robot to pick up a box.
Damped Least Squares method from: https://www.math.ucsd.edu/~sbuss/ResearchWeb/ikmethods/iksurvey.pdf
"""
from isaacgym import gymapi
from isaacgym import gymutil
from isaacgym import gymtorch
from isaacgym.torch_utils import *
import math
import numpy as np
import torch
import random
import time
def quat_axis(q, axis=0):
basis_vec = torch.zeros(q.shape[0], 3, device=q.device)
basis_vec[:, axis] = 1
return quat_rotate(q, basis_vec)
def orientation_error(desired, current):
cc = quat_conjugate(current)
q_r = quat_mul(desired, cc)
return q_r[:, 0:3] * torch.sign(q_r[:, 3]).unsqueeze(-1)
def cube_grasping_yaw(q, corners):
""" returns horizontal rotation required to grasp cube """
rc = quat_rotate(q, corners)
yaw = (torch.atan2(rc[:, 1], rc[:, 0]) - 0.25 * math.pi) % (0.5 * math.pi)
theta = 0.5 * yaw
w = theta.cos()
x = torch.zeros_like(w)
y = torch.zeros_like(w)
z = theta.sin()
yaw_quats = torch.stack([x, y, z, w], dim=-1)
return yaw_quats
def control_ik(dpose):
global damping, j_eef, num_envs
# solve damped least squares
j_eef_T = torch.transpose(j_eef, 1, 2)
lmbda = torch.eye(6, device=device) * (damping ** 2)
u = (j_eef_T @ torch.inverse(j_eef @ j_eef_T + lmbda) @ dpose).view(num_envs, 7)
return u
def control_osc(dpose):
global kp, kd, kp_null, kd_null, default_dof_pos_tensor, mm, j_eef, num_envs, dof_pos, dof_vel, hand_vel
mm_inv = torch.inverse(mm)
m_eef_inv = j_eef @ mm_inv @ torch.transpose(j_eef, 1, 2)
m_eef = torch.inverse(m_eef_inv)
u = torch.transpose(j_eef, 1, 2) @ m_eef @ (
kp * dpose - kd * hand_vel.unsqueeze(-1))
# Nullspace control torques `u_null` prevents large changes in joint configuration
# They are added into the nullspace of OSC so that the end effector orientation remains constant
# roboticsproceedings.org/rss07/p31.pdf
j_eef_inv = m_eef @ j_eef @ mm_inv
u_null = kd_null * -dof_vel + kp_null * (
(default_dof_pos_tensor.view(1, -1, 1) - dof_pos + np.pi) % (2 * np.pi) - np.pi)
u_null = u_null[:, :7]
u_null = mm @ u_null
u += (torch.eye(7, device=device).unsqueeze(0) - torch.transpose(j_eef, 1, 2) @ j_eef_inv) @ u_null
return u.squeeze(-1)
# set random seed
np.random.seed(42)
torch.set_printoptions(precision=4, sci_mode=False)
# acquire gym interface
gym = gymapi.acquire_gym()
# parse arguments
# Add custom arguments
custom_parameters = [
{"name": "--controller", "type": str, "default": "ik",
"help": "Controller to use for Franka. Options are {ik, osc}"},
{"name": "--num_envs", "type": int, "default": 256, "help": "Number of environments to create"},
]
args = gymutil.parse_arguments(
description="Franka Jacobian Inverse Kinematics (IK) + Operational Space Control (OSC) Example",
custom_parameters=custom_parameters,
)
# Grab controller
controller = args.controller
assert controller in {"ik", "osc"}, f"Invalid controller specified -- options are (ik, osc). Got: {controller}"
# set torch device
device = args.sim_device if args.use_gpu_pipeline else 'cpu'
# configure sim
sim_params = gymapi.SimParams()
sim_params.up_axis = gymapi.UP_AXIS_Z
sim_params.gravity = gymapi.Vec3(0.0, 0.0, -9.8)
sim_params.dt = 1.0 / 60.0
sim_params.substeps = 2
sim_params.use_gpu_pipeline = args.use_gpu_pipeline
if args.physics_engine == gymapi.SIM_PHYSX:
sim_params.physx.solver_type = 1
sim_params.physx.num_position_iterations = 8
sim_params.physx.num_velocity_iterations = 1
sim_params.physx.rest_offset = 0.0
sim_params.physx.contact_offset = 0.001
sim_params.physx.friction_offset_threshold = 0.001
sim_params.physx.friction_correlation_distance = 0.0005
sim_params.physx.num_threads = args.num_threads
sim_params.physx.use_gpu = args.use_gpu
else:
raise Exception("This example can only be used with PhysX")
# Set controller parameters
# IK params
damping = 0.05
# OSC params
kp = 150.
kd = 2.0 * np.sqrt(kp)
kp_null = 10.
kd_null = 2.0 * np.sqrt(kp_null)
# create sim
sim = gym.create_sim(args.compute_device_id, args.graphics_device_id, args.physics_engine, sim_params)
if sim is None:
raise Exception("Failed to create sim")
# create viewer
viewer = gym.create_viewer(sim, gymapi.CameraProperties())
if viewer is None:
raise Exception("Failed to create viewer")
asset_root = "../../assets"
# create table asset
table_dims = gymapi.Vec3(0.6, 1.0, 0.4)
asset_options = gymapi.AssetOptions()
asset_options.fix_base_link = True
table_asset = gym.create_box(sim, table_dims.x, table_dims.y, table_dims.z, asset_options)
# create box asset
box_size = 0.045
asset_options = gymapi.AssetOptions()
box_asset = gym.create_box(sim, box_size, box_size, box_size, asset_options)
# load franka asset
franka_asset_file = "urdf/franka_description/robots/franka_panda.urdf"
asset_options = gymapi.AssetOptions()
asset_options.armature = 0.01
asset_options.fix_base_link = True
asset_options.disable_gravity = True
asset_options.flip_visual_attachments = True
franka_asset = gym.load_asset(sim, asset_root, franka_asset_file, asset_options)
# configure franka dofs
franka_dof_props = gym.get_asset_dof_properties(franka_asset)
franka_lower_limits = franka_dof_props["lower"]
franka_upper_limits = franka_dof_props["upper"]
franka_ranges = franka_upper_limits - franka_lower_limits
franka_mids = 0.3 * (franka_upper_limits + franka_lower_limits)
# use position drive for all dofs
if controller == "ik":
franka_dof_props["driveMode"][:7].fill(gymapi.DOF_MODE_POS)
franka_dof_props["stiffness"][:7].fill(400.0)
franka_dof_props["damping"][:7].fill(40.0)
else: # osc
franka_dof_props["driveMode"][:7].fill(gymapi.DOF_MODE_EFFORT)
franka_dof_props["stiffness"][:7].fill(0.0)
franka_dof_props["damping"][:7].fill(0.0)
# grippers
franka_dof_props["driveMode"][7:].fill(gymapi.DOF_MODE_POS)
franka_dof_props["stiffness"][7:].fill(800.0)
franka_dof_props["damping"][7:].fill(40.0)
# default dof states and position targets
franka_num_dofs = gym.get_asset_dof_count(franka_asset)
default_dof_pos = np.zeros(franka_num_dofs, dtype=np.float32)
default_dof_pos[:7] = franka_mids[:7]
# grippers open
default_dof_pos[7:] = franka_upper_limits[7:]
default_dof_state = np.zeros(franka_num_dofs, gymapi.DofState.dtype)
default_dof_state["pos"] = default_dof_pos
# send to torch
default_dof_pos_tensor = to_torch(default_dof_pos, device=device)
# get link index of panda hand, which we will use as end effector
franka_link_dict = gym.get_asset_rigid_body_dict(franka_asset)
franka_hand_index = franka_link_dict["panda_hand"]
print(franka_link_dict)
# configure env grid
num_envs = args.num_envs
num_per_row = int(math.sqrt(num_envs))
spacing = 1.0
env_lower = gymapi.Vec3(-spacing, -spacing, 0.0)
env_upper = gymapi.Vec3(spacing, spacing, spacing)
print("Creating %d environments" % num_envs)
franka_pose = gymapi.Transform()
franka_pose.p = gymapi.Vec3(0, 0, 0)
table_pose = gymapi.Transform()
table_pose.p = gymapi.Vec3(0.5, 0.0, 0.5 * table_dims.z)
box_pose = gymapi.Transform()
envs = []
box_idxs = []
hand_idxs = []
init_pos_list = []
init_rot_list = []
# add ground plane
plane_params = gymapi.PlaneParams()
plane_params.normal = gymapi.Vec3(0, 0, 1)
gym.add_ground(sim, plane_params)
for i in range(num_envs):
# create env
env = gym.create_env(sim, env_lower, env_upper, num_per_row)
envs.append(env)
# add table
table_handle = gym.create_actor(env, table_asset, table_pose, "table", i, 0)
# add box
box_pose.p.x = table_pose.p.x + np.random.uniform(-0.2, 0.1)
box_pose.p.y = table_pose.p.y + np.random.uniform(-0.3, 0.3)
box_pose.p.z = table_dims.z + 0.5 * box_size
box_pose.r = gymapi.Quat.from_axis_angle(gymapi.Vec3(0, 0, 1), np.random.uniform(-math.pi, math.pi))
box_handle = gym.create_actor(env, box_asset, box_pose, "box", i, 0)
color = gymapi.Vec3(np.random.uniform(0, 1), np.random.uniform(0, 1), np.random.uniform(0, 1))
gym.set_rigid_body_color(env, box_handle, 0, gymapi.MESH_VISUAL_AND_COLLISION, color)
# get global index of box in rigid body state tensor
box_idx = gym.get_actor_rigid_body_index(env, box_handle, 0, gymapi.DOMAIN_SIM)
box_idxs.append(box_idx)
# add franka
franka_handle = gym.create_actor(env, franka_asset, franka_pose, "franka", i, 2)
# set dof properties
gym.set_actor_dof_properties(env, franka_handle, franka_dof_props)
# set initial dof states
gym.set_actor_dof_states(env, franka_handle, default_dof_state, gymapi.STATE_ALL)
# set initial position targets
gym.set_actor_dof_position_targets(env, franka_handle, default_dof_pos)
# get inital hand pose
hand_handle = gym.find_actor_rigid_body_handle(env, franka_handle, "panda_hand")
hand_pose = gym.get_rigid_transform(env, hand_handle)
init_pos_list.append([hand_pose.p.x, hand_pose.p.y, hand_pose.p.z])
init_rot_list.append([hand_pose.r.x, hand_pose.r.y, hand_pose.r.z, hand_pose.r.w])
# get global index of hand in rigid body state tensor
hand_idx = gym.find_actor_rigid_body_index(env, franka_handle, "panda_hand", gymapi.DOMAIN_SIM)
hand_idxs.append(hand_idx)
# point camera at middle env
cam_pos = gymapi.Vec3(4, 3, 2)
cam_target = gymapi.Vec3(-4, -3, 0)
middle_env = envs[num_envs // 2 + num_per_row // 2]
gym.viewer_camera_look_at(viewer, middle_env, cam_pos, cam_target)
# ==== prepare tensors =====
# from now on, we will use the tensor API that can run on CPU or GPU
gym.prepare_sim(sim)
# initial hand position and orientation tensors
init_pos = torch.Tensor(init_pos_list).view(num_envs, 3).to(device)
init_rot = torch.Tensor(init_rot_list).view(num_envs, 4).to(device)
# hand orientation for grasping
down_q = torch.stack(num_envs * [torch.tensor([1.0, 0.0, 0.0, 0.0])]).to(device).view((num_envs, 4))
# box corner coords, used to determine grasping yaw
box_half_size = 0.5 * box_size
corner_coord = torch.Tensor([box_half_size, box_half_size, box_half_size])
corners = torch.stack(num_envs * [corner_coord]).to(device)
# downard axis
down_dir = torch.Tensor([0, 0, -1]).to(device).view(1, 3)
# get jacobian tensor
# for fixed-base franka, tensor has shape (num envs, 10, 6, 9)
_jacobian = gym.acquire_jacobian_tensor(sim, "franka")
jacobian = gymtorch.wrap_tensor(_jacobian)
# jacobian entries corresponding to franka hand
j_eef = jacobian[:, franka_hand_index - 1, :, :7]
# get mass matrix tensor
_massmatrix = gym.acquire_mass_matrix_tensor(sim, "franka")
mm = gymtorch.wrap_tensor(_massmatrix)
mm = mm[:, :7, :7] # only need elements corresponding to the franka arm
# get rigid body state tensor
_rb_states = gym.acquire_rigid_body_state_tensor(sim)
rb_states = gymtorch.wrap_tensor(_rb_states)
# get dof state tensor
_dof_states = gym.acquire_dof_state_tensor(sim)
dof_states = gymtorch.wrap_tensor(_dof_states)
dof_pos = dof_states[:, 0].view(num_envs, 9, 1)
dof_vel = dof_states[:, 1].view(num_envs, 9, 1)
# Create a tensor noting whether the hand should return to the initial position
hand_restart = torch.full([num_envs], False, dtype=torch.bool).to(device)
# Set action tensors
pos_action = torch.zeros_like(dof_pos).squeeze(-1)
effort_action = torch.zeros_like(pos_action)
# simulation loop
while not gym.query_viewer_has_closed(viewer):
# step the physics
gym.simulate(sim)
gym.fetch_results(sim, True)
# refresh tensors
gym.refresh_rigid_body_state_tensor(sim)
gym.refresh_dof_state_tensor(sim)
gym.refresh_jacobian_tensors(sim)
gym.refresh_mass_matrix_tensors(sim)
box_pos = rb_states[box_idxs, :3]
box_rot = rb_states[box_idxs, 3:7]
hand_pos = rb_states[hand_idxs, :3]
hand_rot = rb_states[hand_idxs, 3:7]
hand_vel = rb_states[hand_idxs, 7:]
to_box = box_pos - hand_pos
box_dist = torch.norm(to_box, dim=-1).unsqueeze(-1)
box_dir = to_box / box_dist
box_dot = box_dir @ down_dir.view(3, 1)
# how far the hand should be from box for grasping
grasp_offset = 0.11 if controller == "ik" else 0.10
# determine if we're holding the box (grippers are closed and box is near)
gripper_sep = dof_pos[:, 7] + dof_pos[:, 8]
gripped = (gripper_sep < 0.045) & (box_dist < grasp_offset + 0.5 * box_size)
yaw_q = cube_grasping_yaw(box_rot, corners)
box_yaw_dir = quat_axis(yaw_q, 0)
hand_yaw_dir = quat_axis(hand_rot, 0)
yaw_dot = torch.bmm(box_yaw_dir.view(num_envs, 1, 3), hand_yaw_dir.view(num_envs, 3, 1)).squeeze(-1)
# determine if we have reached the initial position; if so allow the hand to start moving to the box
to_init = init_pos - hand_pos
init_dist = torch.norm(to_init, dim=-1)
hand_restart = (hand_restart & (init_dist > 0.02)).squeeze(-1)
return_to_start = (hand_restart | gripped.squeeze(-1)).unsqueeze(-1)
# if hand is above box, descend to grasp offset
# otherwise, seek a position above the box
above_box = ((box_dot >= 0.99) & (yaw_dot >= 0.95) & (box_dist < grasp_offset * 3)).squeeze(-1)
grasp_pos = box_pos.clone()
grasp_pos[:, 2] = torch.where(above_box, box_pos[:, 2] + grasp_offset, box_pos[:, 2] + grasp_offset * 2.5)
# compute goal position and orientation
goal_pos = torch.where(return_to_start, init_pos, grasp_pos)
goal_rot = torch.where(return_to_start, init_rot, quat_mul(down_q, quat_conjugate(yaw_q)))
# compute position and orientation error
pos_err = goal_pos - hand_pos
orn_err = orientation_error(goal_rot, hand_rot)
dpose = torch.cat([pos_err, orn_err], -1).unsqueeze(-1)
# Deploy control based on type
if controller == "ik":
pos_action[:, :7] = dof_pos.squeeze(-1)[:, :7] + control_ik(dpose)
else: # osc
effort_action[:, :7] = control_osc(dpose)
# gripper actions depend on distance between hand and box
close_gripper = (box_dist < grasp_offset + 0.02) | gripped
# always open the gripper above a certain height, dropping the box and restarting from the beginning
hand_restart = hand_restart | (box_pos[:, 2] > 0.6)
keep_going = torch.logical_not(hand_restart)
close_gripper = close_gripper & keep_going.unsqueeze(-1)
grip_acts = torch.where(close_gripper, torch.Tensor([[0., 0.]] * num_envs).to(device), torch.Tensor([[0.04, 0.04]] * num_envs).to(device))
pos_action[:, 7:9] = grip_acts
# Deploy actions
gym.set_dof_position_target_tensor(sim, gymtorch.unwrap_tensor(pos_action))
gym.set_dof_actuation_force_tensor(sim, gymtorch.unwrap_tensor(effort_action))
# update viewer
gym.step_graphics(sim)
gym.draw_viewer(viewer, sim, False)
gym.sync_frame_time(sim)
# cleanup
gym.destroy_viewer(viewer)
gym.destroy_sim(sim)
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