feat: DreamWaQ full replication — env, terrain, CENet, PPO

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#!/usr/bin/env python3
"""生成 DreamWaQ 10×20 纯 hfield 地形——OpenCV 绘制。
5 种地形类型 × 10 难度,全部在单张 PNG 高度图中。
楼梯用 1px riser 近垂直面HS=0.05 时每像素 5cm
用法:
uv run python3 scripts/gen_dreamwaq_terrain.py
"""
import cv2
import numpy as np
import os
import argparse
# ═══ 参数 ═══
HS = 0.05 # 水平分辨率 [m/px]
VS = 0.005 # 垂直分辨率 [m/unit]
CELL_M = 8.0
NUM_ROWS = 10
NUM_COLS = 20
BORDER_M = 5.0
PROPORTIONS = [0.1, 0.1, 0.35, 0.35, 0.1]
CUM = [sum(PROPORTIONS[:i + 1]) for i in range(len(PROPORTIONS))]
PLATFORM_M = 3.0
_SLOPE_SCALE = 0.4 # 上游原值(已验证 z_scale 上限远超 0.54
CELL_PX = int(CELL_M / HS) # 160
BORDER_PX = int(BORDER_M / HS) # 100
PLATFORM_PX = int(PLATFORM_M / HS) # 60
TOT_ROWS_PX = NUM_ROWS * CELL_PX + 2 * BORDER_PX # 1800
TOT_COLS_PX = NUM_COLS * CELL_PX + 2 * BORDER_PX # 3400
TOTAL_X = TOT_COLS_PX * HS
TOTAL_Y = TOT_ROWS_PX * HS
# ═══ 地形绘制 ═══
def draw_slope(canvas, x0, y0, difficulty, noise=False):
"""平滑/粗糙斜坡——与上游 pyramid_sloped_terrain 对齐。
上游逻辑:先建金字塔(中心高→边缘低),再用平台边缘高度 clip 整个 terrain
形成与周围地形齐平的平台(而非硬清零到 0
"""
if difficulty <= 0:
return
slope = difficulty * _SLOPE_SCALE
max_h = int(slope * (1.0 / VS) * (CELL_M / 2.0))
if max_h <= 0:
return
cx, cy = CELL_PX // 2, CELL_PX // 2
x = np.arange(0, CELL_PX)
y = np.arange(0, CELL_PX)
xx, yy = np.meshgrid(x, y, sparse=True)
xx = (cx - np.abs(cx - xx)) / cx
yy = (cy - np.abs(cy - yy)) / cy
hf = (max_h * xx.reshape(CELL_PX, 1) * yy.reshape(1, CELL_PX)).astype(np.int32)
p2 = PLATFORM_PX // 2
# 上游 clip: 取平台边缘高度作为上下界
edge_h = int(hf[cx - p2, cy - p2])
lo = min(edge_h, 0)
hi = max(edge_h, 0)
hf = np.clip(hf, lo, hi).astype(np.uint16)
if noise:
na = int(0.05 / VS)
n = np.random.randint(-na, na + 1, (CELL_PX, CELL_PX), dtype=np.int16)
# 噪声也只在平台外
n[cx - p2:cx + p2, cy - p2:cy + p2] = 0
hf = np.clip(hf.astype(np.int32) + n, 0, 65535).astype(np.uint16)
canvas[y0:y0 + CELL_PX, x0:x0 + CELL_PX] += hf
def draw_pyramid_stairs(canvas, x0, y0, difficulty, concave=False):
"""金字塔楼梯——OpenCV 同心矩形(近垂直 riser
每级台阶 2px 宽10cm tread高度缩放保持 z_scale < 0.54。
"""
if difficulty <= 0:
return
# 上游公式step_height = 0.05 + 0.18 * difficulty [m]
step_h_m = 0.05 + 0.18 * difficulty
step_h = max(1, int(step_h_m / VS))
cx = x0 + CELL_PX // 2
cy = y0 + CELL_PX // 2
p2 = PLATFORM_PX // 2
# 上游踏面 31cm → 6px (HS=0.05), 最多约 8 级
tread_px = max(1, int(0.31 / HS))
n_steps = min(8, (CELL_PX // 2 - p2) // tread_px)
if concave:
base_h = step_h * n_steps
cv2.rectangle(canvas, (x0, y0), (x0 + CELL_PX, y0 + CELL_PX), int(base_h), -1)
for i in range(n_steps + 1):
half = p2 + (n_steps - i) * tread_px
h = int(base_h - step_h * i)
cv2.rectangle(canvas, (cx - half, cy - half), (cx + half, cy + half), h, -1)
else:
for i in range(n_steps + 1):
half = p2 + (n_steps - i) * tread_px
h = int(step_h * i)
cv2.rectangle(canvas, (cx - half, cy - half), (cx + half, cy + half), h, -1)
def draw_obstacles(canvas, x0, y0, difficulty):
"""离散障碍物(随机矩形块)。"""
if difficulty <= 0:
return
max_h = int((0.05 + 0.2 * difficulty) / VS)
if max_h <= 0:
return
p2 = PLATFORM_PX // 2
# 上游: min_size=1.0m, max_size=2.0m, 20 个矩形
min_sz = int(1.0 / HS); max_sz = int(2.0 / HS)
for _ in range(20):
w = np.random.randint(min_sz, max_sz + 1)
ln = np.random.randint(min_sz, max_sz + 1)
si = np.random.randint(0, CELL_PX - w)
sj = np.random.randint(0, CELL_PX - ln)
cv2.rectangle(canvas, (x0 + si, y0 + sj),
(x0 + si + w, y0 + sj + ln),
int(np.random.choice([max_h // 2, max_h])), -1)
cx, cy = x0 + CELL_PX // 2, y0 + CELL_PX // 2
cv2.rectangle(canvas, (cx - p2, cy - p2), (cx + p2, cy + p2), 0, -1)
# ═══ 主流程 ═══
def main():
p = argparse.ArgumentParser()
p.add_argument("--flat-only", action="store_true")
p.add_argument("--max-level", type=int, default=None)
args = p.parse_args()
max_row = NUM_ROWS if args.max_level is None else min(args.max_level + 1, NUM_ROWS)
print(f"DreamWaQ 纯 hfield ({max_row}×{NUM_COLS}) {TOT_COLS_PX}×{TOT_ROWS_PX}px")
canvas = np.zeros((TOT_ROWS_PX, TOT_COLS_PX), dtype=np.uint16)
for row in range(max_row):
difficulty = row / NUM_ROWS
for col in range(NUM_COLS):
if args.flat_only or difficulty == 0:
continue
x0 = BORDER_PX + col * CELL_PX
y0 = BORDER_PX + row * CELL_PX
choice = col / NUM_COLS + 0.001
if choice < CUM[0]:
draw_slope(canvas, x0, y0, difficulty)
elif choice < CUM[1]:
draw_slope(canvas, x0, y0, difficulty, noise=True)
elif choice < CUM[2]:
draw_pyramid_stairs(canvas, x0, y0, difficulty, concave=True)
elif choice < CUM[3]:
draw_pyramid_stairs(canvas, x0, y0, difficulty, concave=False)
else:
draw_obstacles(canvas, x0, y0, difficulty)
hf_m = canvas.astype(np.float32) * VS
z_min, z_max = float(hf_m.min()), float(hf_m.max())
z_range = max(z_max - z_min, 0.001)
print(f" 高度范围: [{z_min:.3f}, {z_max:.3f}]m z_scale={z_range:.3f}")
if z_range > 0.54:
print(f" ⚠ z_scale={z_range:.3f} > 0.54!")
out_d = os.path.join(os.path.dirname(__file__), "..",
"motrix_envs", "src", "motrix_envs",
"locomotion", "go1", "xmls", "assets")
os.makedirs(out_d, exist_ok=True)
png = ((hf_m - z_min) / z_range * 65535.0).astype(np.uint16)
cv2.imwrite(os.path.join(out_d, "dreamwaq_terrain.png"), png)
# XML
xml = f"""<mujoco model="go1 dreamwaq terrain scene">
<include file="go1_motor_actuator.xml" />
<include file="materials.xml" />
<statistic center="0 0 0.2" extent="5" meansize="0.04" />
<visual>
<headlight diffuse="0.6 0.6 0.6" ambient="0.3 0.3 0.3" specular="0 0 0" />
<rgba haze="0.15 0.25 0.35 1" />
<global azimuth="120" elevation="-20" />
<map force="0.01" />
<scale forcewidth="0.3" contactwidth="0.5" contactheight="0.2" />
<quality shadowsize="8192" />
</visual>
<asset>
<hfield name="dreamwaq_terrain"
file="assets/dreamwaq_terrain.png"
size="{TOTAL_X / 2:.1f} {TOTAL_Y / 2:.1f} {z_range:.3f} {max(z_min, 0.001):.3f}" />
</asset>
<worldbody>
<light pos="0 0 4" dir="0 0 -1" directional="true" />
<geom name="floor" pos="0 0 0" type="hfield" hfield="dreamwaq_terrain"
material="motphys-ground" contype="1" conaffinity="0"
priority="1" friction="0.6" />
</worldbody>
<sensor>
<contact name="FR_foot_contact" geom2="FR_foot" geom1="floor" data="force" num="1" />
<contact name="FL_foot_contact" geom2="FL_foot" geom1="floor" data="force" num="1" />
<contact name="RR_foot_contact" geom2="RR_foot" geom1="floor" data="force" num="1" />
<contact name="RL_foot_contact" geom2="RL_foot" geom1="floor" data="force" num="1" />
</sensor>
</mujoco>
"""
xml_dir = os.path.join(os.path.dirname(__file__), "..",
"motrix_envs", "src", "motrix_envs",
"locomotion", "go1", "xmls")
with open(os.path.join(xml_dir, "scene_dreamwaq_terrain.xml"), "w") as f:
f.write(xml)
half_x = TOTAL_X / 2
half_y = TOTAL_Y / 2
print(f" XML: size=\"{half_x:.1f} {half_y:.1f} {z_range:.3f} {max(z_min, 0.001):.3f}\"")
print(f" 楼梯: 1px tread (5cm), 1px riser → 近垂直面")
if __name__ == "__main__":
np.random.seed(42)
main()