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passive_physics_collisions.yaml
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# Setup the scene in exactly the same way as the "passive physics" eval scenes.
# This automatically sets the performer agent's starting position and rotation,
# room dimensions, floor friction, and a platform to adjust the camera height.
passive_physics_scene: true
# Max of 200 action steps in each passive collisions scene.
last_step: 200
# One moving-and-rotating occluding wall with semi-random width and position.
# Remove these lines if you don't want an occluder in your scenes.
structural_moving_occluders:
- num: 1
occluder_height: 1.8
occluder_thickness: 0.1
occluder_width:
min: 2.0
max: 4.0
origin: 'top'
position_x:
min: -1.5
max: 1.5
position_z: 1
move_up_before_last_step: true
reverse_direction: false
rotation_y: 0
labels: occluder
# One thrower with random small object at semi-random location.
structural_throwers:
- num: 1
wall: ['left', 'right']
# Depth (Z position) along the wall.
position_wall:
min: 4.6
max: 6.4
height: 0
rotation_y: 0
rotation_z: 0
projectile_labels: rolled_object
# Choose randomly from shapes normally used in passive collisions tasks.
# Remove shapes from this list you don't want to generate.
# Copy lines for shapes you want to generate more often than others.
projectile_shape:
- ball
- bobcat
- bus_1
- car_1
- car_2
- car_3
- cart_2
- cylinder
- dog_on_wheels
- dog_on_wheels_2
- duck_on_wheels
- duck_on_wheels_2
- dumbbell_1
- dumbbell_2
- jeep
- racecar_red
- rollable_1
- rollable_2
- rollable_3
- rollable_4
- roller
- skateboard
- sphere
- tank_1
- tank_2
- tie_fighter
- train_1
- train_2
- trolley_1
- truck_1
- truck_2
- truck_3
- truck_4
- tube_narrow
- tube_wide
- turtle_on_wheels
# Automatically select a good throw force for a collision scene.
passive_physics_collision_force: true
throw_step:
min: 51
max: 80
# One object with the same shape and size as the rolled object, but a different
# color, positioned so it will sometimes (50%) cause a collision.
specific_interactable_objects:
- num: 1
identical_except_color: rolled_object
position_relative:
# Give this object a Z position either in line with the thrower and
# rolled object, and will therefore cause a collision (50%), or off
# by 3, and will therefore NOT cause a collision (50%).
# Change "add_z" to 0 if you want to always generate collisions.
- label: rolled_object
use_z: true
add_z: [-3, 0, 0, 3]
# Give this object a X position hidden behind the occluder.
# Remove these lines if you don't want an occluder in your scenes.
- label: occluder
use_x: true
view_angle_x: true
# The object will either face directly to the left or the right.
rotation:
y: [0, 180]
rotate_cylinders: True
# Uncomment these lines if you don't want an occluder in your scenes
# to ensure this object is positioned within the camera's view.
# position:
# x:
# min: -2
# max: 2
# Override the defaults to avoid randomly generating any other objects.
keyword_objects:
- num: 0
random_structural_objects:
- num: 0
excluded_shapes: soccer_ball