change T1EventCfg to add more initial state
This commit is contained in:
35
rl_game/get_up/env/t1_env.py
vendored
35
rl_game/get_up/env/t1_env.py
vendored
@@ -12,12 +12,20 @@ T1_USD_PATH = os.path.join(_DEMO_DIR, "asset", "t1", "t1_locomotion_physics.usd"
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@configclass
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class T1SceneCfg(InteractiveSceneCfg):
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"""修改后的 T1 机器人场景配置,适配随机姿态起身任务"""
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"""最终修正版:彻底解决 Unknown asset config type 报错"""
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# 1. 地面配置 (如果之前没定义,必须加上)
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# 1. 地面配置:直接在 spawn 内部定义材质
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ground = AssetBaseCfg(
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prim_path="/World/ground",
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spawn=sim_utils.GroundPlaneCfg(),
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spawn=sim_utils.GroundPlaneCfg(
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physics_material=sim_utils.RigidBodyMaterialCfg(
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static_friction=1.0,
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dynamic_friction=1.0,
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restitution=0.3,
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friction_combine_mode="average",
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restitution_combine_mode="average",
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)
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),
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)
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# 2. 机器人配置
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@@ -28,28 +36,25 @@ class T1SceneCfg(InteractiveSceneCfg):
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activate_contact_sensors=True,
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rigid_props=sim_utils.RigidBodyPropertiesCfg(
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disable_gravity=False,
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max_depenetration_velocity=10.0, # ⬅️ 提高穿透修正速度,防止肢体卡在地下
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max_depenetration_velocity=10.0,
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),
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articulation_props=sim_utils.ArticulationRootPropertiesCfg(
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enabled_self_collisions=True, # 开启自碰撞,起身时肢体可能互碰
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solver_position_iteration_count=8, # ⬅️ 增加迭代次数,提高物理稳定性
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enabled_self_collisions=True,
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solver_position_iteration_count=8,
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solver_velocity_iteration_count=4,
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),
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),
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init_state=ArticulationCfg.InitialStateCfg(
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# ⬅️ 核心修改:高度降低。因为是躺着生成,0.2m 比较合适
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pos=(0.0, 0.0, 0.3),
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# 默认旋转设为单位阵,具体的随机化由 Event 管理器处理
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rot=(1.0, 0.0, 0.0, 0.0),
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pos=(0.0, 0.0, 0.4), # 掉落高度
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joint_pos={".*": 0.0},
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),
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actuators={
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"legs": ImplicitActuatorCfg(
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"t1_joints": ImplicitActuatorCfg(
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joint_names_expr=[".*"],
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effort_limit=400.0, # T1 通常有较强的力矩输出
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velocity_limit=20.0, # ⬅️ 调高速度限制,起身需要爆发动作
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stiffness=150.0, # ⬅️ 调高刚度:起身需要更“硬”的支撑
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damping=5.0, # ⬅️ 增加阻尼:防止机器人站起瞬间晃动太厉害
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effort_limit=400.0,
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velocity_limit=20.0,
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stiffness=150.0,
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damping=5.0,
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),
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},
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)
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