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Gym_GPU/rl_game/get_up/env/t1_env.py

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2026-03-26 04:31:10 -04:00
from isaaclab.assets import ArticulationCfg, AssetBaseCfg
from isaaclab.scene import InteractiveSceneCfg
from isaaclab.sensors import ContactSensorCfg
from isaaclab.utils import configclass
from isaaclab.actuators import ImplicitActuatorCfg
from isaaclab import sim as sim_utils
import os
_DEMO_DIR = os.path.abspath(os.path.join(os.path.dirname(__file__), ".."))
T1_USD_PATH = os.path.join(_DEMO_DIR, "asset", "t1", "T1_locomotion_physics_lab.usd")
@configclass
class T1SceneCfg(InteractiveSceneCfg):
"""最终修正版:彻底解决 Unknown asset config type 报错"""
# 1. 地面配置:直接在 spawn 内部定义材质
ground = AssetBaseCfg(
prim_path="/World/ground",
spawn=sim_utils.GroundPlaneCfg(
physics_material=sim_utils.RigidBodyMaterialCfg(
static_friction=1.0,
dynamic_friction=1.0,
restitution=0.3,
friction_combine_mode="average",
restitution_combine_mode="average",
)
),
)
# 2. 机器人配置
robot = ArticulationCfg(
prim_path="{ENV_REGEX_NS}/Robot",
spawn=sim_utils.UsdFileCfg(
usd_path=T1_USD_PATH,
activate_contact_sensors=True,
rigid_props=sim_utils.RigidBodyPropertiesCfg(
disable_gravity=False,
max_depenetration_velocity=10.0,
),
articulation_props=sim_utils.ArticulationRootPropertiesCfg(
enabled_self_collisions=True,
solver_position_iteration_count=8,
solver_velocity_iteration_count=4,
),
),
init_state=ArticulationCfg.InitialStateCfg(
pos=(0.0, 0.0, 0.2), # 掉落高度
joint_pos={".*": 0.0},
),
actuators={
# 1. 核心承重关节:大腿、膝盖、腰部
"heavy_joints": ImplicitActuatorCfg(
joint_names_expr=["L.*_Hip_.*", "R.*_Hip_.*", "L.*_Knee_.*", "R.*_Knee_.*", "Waist.*"],
effort_limit=800.0,
velocity_limit=15.0,
stiffness=600.0,
damping=30.0,
),
# 2. 末端/轻型关节:手臂、脚踝、头部
"light_joints": ImplicitActuatorCfg(
joint_names_expr=["L.*_Shoulder_.*", "R.*_Shoulder_.*", "L.*_Elbow_.*", "R.*_Elbow_.*", ".*Ankle.*", ".*Head.*"],
effort_limit=300.0,
velocity_limit=25.0,
stiffness=200.0,
damping=10.0,
),
},
)
contact_sensor = ContactSensorCfg(
prim_path="{ENV_REGEX_NS}/Robot/.*",
update_period=0.0,
history_length=3,
)
# 3. 光照配置
light = AssetBaseCfg(
prim_path="/World/light",
spawn=sim_utils.DistantLightCfg(color=(0.75, 0.75, 0.75), intensity=3000.0),
)