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env_bases.py
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env_bases.py
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import gym, gym.spaces, gym.utils, gym.utils.seeding
import numpy as np
import pybullet
from pybullet_envs.bullet import bullet_client
from pkg_resources import parse_version
class BaseBulletEnv(gym.Env):
"""
Base class for Bullet physics simulation environments in a Scene.
These environments create single-player scenes and behave like normal Gym environments, if
you don't use multiplayer.
"""
metadata = {
'render.modes': ['human', 'rgb_array'],
'video.frames_per_second': 60
}
def __init__(self, robot, render=False):
self.scene = None
self.physicsClientId = -1
self.ownsPhysicsClient = 0
self.camera = Camera()
self.isRender = render
self.robot = robot
self._seed()
self._cam_dist = 3
self._cam_yaw = 0
self._cam_pitch = -30
self._render_width = 320
self._render_height = 240
self.action_space = robot.action_space
self.observation_space = robot.observation_space
def configure(self, args):
self.robot.args = args
def _seed(self, seed=None):
self.np_random, seed = gym.utils.seeding.np_random(seed)
self.robot.np_random = self.np_random # use the same np_randomizer for robot as for env
return [seed]
def _reset(self):
if self.physicsClientId < 0:
self.ownsPhysicsClient = True
if self.isRender:
self._p = bullet_client.BulletClient(connection_mode=pybullet.GUI)
else:
self._p = bullet_client.BulletClient()
self.physicsClientId = self._p._client
self._p.configureDebugVisualizer(pybullet.COV_ENABLE_GUI,0)
if self.scene is None:
self.scene = self.create_single_player_scene(self._p)
if not self.scene.multiplayer and self.ownsPhysicsClient:
self.scene.episode_restart(self._p)
self.robot.scene = self.scene
self.frame = 0
self.done = 0
self.reward = 0
dump = 0
s = self.robot.reset(self._p)
self.potential = self.robot.calc_potential()
return s
def _render(self, mode, close=False):
if mode == "human":
self.isRender = True
if mode != "rgb_array":
return np.array([])
base_pos = [0, 0, 0]
if hasattr(self,'robot'):
if hasattr(self.robot,'body_xyz'):
base_pos = self.robot.body_xyz
view_matrix = self._p.computeViewMatrixFromYawPitchRoll(
cameraTargetPosition=base_pos,
distance=self._cam_dist,
yaw=self._cam_yaw,
pitch=self._cam_pitch,
roll=0,
upAxisIndex=2)
proj_matrix = self._p.computeProjectionMatrixFOV(
fov=60, aspect=float(self._render_width)/self._render_height,
nearVal=0.1, farVal=100.0)
(_, _, px, _, _) = self._p.getCameraImage(
width = self._render_width, height=self._render_height, viewMatrix=view_matrix,
projectionMatrix=proj_matrix,
renderer=pybullet.ER_BULLET_HARDWARE_OPENGL
)
rgb_array = np.array(px)
rgb_array = rgb_array[:, :, :3]
return rgb_array
def _close(self):
if self.ownsPhysicsClient:
if self.physicsClientId >= 0:
self._p.disconnect()
self.physicsClientId = -1
def HUD(self, state, a, done):
pass
# backwards compatibility for gym >= v0.9.x
# for extension of this class.
def step(self, *args, **kwargs):
return self._step(*args, **kwargs)
if parse_version(gym.__version__)>=parse_version('0.9.6'):
close = _close
render = _render
reset = _reset
seed = _seed
class Camera:
def __init__(self):
pass
def move_and_look_at(self,i,j,k,x,y,z):
lookat = [x,y,z]
distance = 10
yaw = 10
self._p.resetDebugVisualizerCamera(distance, yaw, -20, lookat)