
from unittest import TextTestRunner
from matplotlib.pyplot import axis
from PIL import Image as Im

import numpy as np
import os
import random
import torch

from isaacgym import gymtorch
from isaacgym import gymapi
from isaacgymenvs.utils.torch_jit_utils import *
from isaacgymenvs.tasks.base.vec_task import VecTask



class ShadowHandDoorOpenOutward(VecTask):
    def __init__(self, cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render):
        self.cfg = cfg
        self.agent_index = [[[0, 1, 2, 3, 4, 5]], [[0, 1, 2, 3, 4, 5]]]
        self.is_multi_agent = False

        self.randomize = self.cfg["task"]["randomize"]
        self.randomization_params = self.cfg["task"]["randomization_params"]
        self.aggregate_mode = self.cfg["env"]["aggregateMode"]

        self.dist_reward_scale = self.cfg["env"]["distRewardScale"]
        self.rot_reward_scale = self.cfg["env"]["rotRewardScale"]
        self.action_penalty_scale = self.cfg["env"]["actionPenaltyScale"]
        self.success_tolerance = self.cfg["env"]["successTolerance"]
        self.reach_goal_bonus = self.cfg["env"]["reachGoalBonus"]
        self.fall_dist = self.cfg["env"]["fallDistance"]
        self.fall_penalty = self.cfg["env"]["fallPenalty"]
        self.rot_eps = self.cfg["env"]["rotEps"]

        self.vel_obs_scale = 0.2  # scale factor of velocity based observations
        self.force_torque_obs_scale = 10.0  # scale factor of velocity based observations

        self.reset_position_noise = self.cfg["env"]["resetPositionNoise"]
        self.reset_rotation_noise = self.cfg["env"]["resetRotationNoise"]
        self.reset_dof_pos_noise = self.cfg["env"]["resetDofPosRandomInterval"]
        self.reset_dof_vel_noise = self.cfg["env"]["resetDofVelRandomInterval"]

        self.shadow_hand_dof_speed_scale = self.cfg["env"]["dofSpeedScale"]
        self.use_relative_control = self.cfg["env"]["useRelativeControl"]
        self.act_moving_average = self.cfg["env"]["actionsMovingAverage"]

        self.debug_viz = self.cfg["env"]["enableDebugVis"]

        self.max_episode_length = self.cfg["env"]["episodeLength"]
        self.reset_time = self.cfg["env"].get("resetTime", -1.0)
        self.print_success_stat = self.cfg["env"]["printNumSuccesses"]
        self.max_consecutive_successes = self.cfg["env"]["maxConsecutiveSuccesses"]
        self.av_factor = self.cfg["env"].get("averFactor", 0.01)
        print("Averaging factor: ", self.av_factor)

        self.transition_scale = self.cfg["env"]["transition_scale"]
        self.orientation_scale = self.cfg["env"]["orientation_scale"]

        control_freq_inv = self.cfg["env"].get("controlFrequencyInv", 1)
        if self.reset_time > 0.0:
            self.max_episode_length = int(round(self.reset_time/(control_freq_inv * self.sim_params.dt)))
            print("Reset time: ", self.reset_time)
            print("New episode length: ", self.max_episode_length)

        self.object_type = self.cfg["env"]["objectType"]

        self.ignore_z = (self.object_type == "pen")

        self.asset_files_dict = {
            "block": "urdf/objects/cube_multicolor.urdf",
            "egg": "mjcf/open_ai_assets/hand/egg.xml",
            "pen": "mjcf/open_ai_assets/hand/pen.xml",
            "pot": "mjcf/door/mobility.urdf"
        }

        if "asset" in self.cfg["env"]:
            self.asset_files_dict["block"] = self.cfg["env"]["asset"].get("assetFileNameBlock", self.asset_files_dict["block"])
            self.asset_files_dict["egg"] = self.cfg["env"]["asset"].get("assetFileNameEgg", self.asset_files_dict["egg"])
            self.asset_files_dict["pen"] = self.cfg["env"]["asset"].get("assetFileNamePen", self.asset_files_dict["pen"])

        self.obs_type = self.cfg["env"]["observationType"]

        if not (self.obs_type in ["point_cloud", "full_state"]):
            raise Exception(
                "Unknown type of observations!\nobservationType should be one of: [point_cloud, full_state]")

        print("Obs type:", self.obs_type)

        self.num_point_cloud_feature_dim = 768
        self.num_obs_dict = {
            "point_cloud": 417 + self.num_point_cloud_feature_dim * 3,
            "point_cloud_for_distill": 417 + self.num_point_cloud_feature_dim * 3,
            "full_state": 417
        }

        self.num_hand_obs = 72 + 95 + 26 + 6
        self.up_axis = 'z'

        self.fingertips = ["robot0:ffdistal", "robot0:mfdistal", "robot0:rfdistal", "robot0:lfdistal", "robot0:thdistal"]
        self.a_fingertips = ["robot1:ffdistal", "robot1:mfdistal", "robot1:rfdistal", "robot1:lfdistal", "robot1:thdistal"]

        self.hand_center = ["robot1:palm"]

        self.num_fingertips = len(self.fingertips) * 2

        self.use_vel_obs = False
        self.fingertip_obs = True
        self.asymmetric_obs = self.cfg["env"]["asymmetric_observations"]

        num_states = 0
        if self.asymmetric_obs:
            num_states = 211

        self.cfg["env"]["numObservations"] = self.num_obs_dict[self.obs_type]
        self.cfg["env"]["numStates"] = num_states
        if self.is_multi_agent:
            self.num_agents = 2
            self.cfg["env"]["numActions"] = 26
            
        else:
            self.num_agents = 1
            self.cfg["env"]["numActions"] = 52

        super().__init__(config=self.cfg, rl_device=rl_device, sim_device=sim_device, graphics_device_id=graphics_device_id, headless=headless, virtual_screen_capture=virtual_screen_capture, force_render=force_render)


        if self.obs_type in ["point_cloud"]:
            from PIL import Image as Im
            from bidexhands.utils import o3dviewer

        self.camera_debug = self.cfg["env"].get("cameraDebug", False)
        self.point_cloud_debug = self.cfg["env"].get("pointCloudDebug", False)


        if self.viewer != None:
            cam_pos = gymapi.Vec3(10.0, 5.0, 1.0)
            cam_target = gymapi.Vec3(6.0, 5.0, 0.0)
            self.gym.viewer_camera_look_at(self.viewer, None, cam_pos, cam_target)

        actor_root_state_tensor = self.gym.acquire_actor_root_state_tensor(self.sim)
        dof_state_tensor = self.gym.acquire_dof_state_tensor(self.sim)
        rigid_body_tensor = self.gym.acquire_rigid_body_state_tensor(self.sim)

        sensor_tensor = self.gym.acquire_force_sensor_tensor(self.sim)
        self.vec_sensor_tensor = gymtorch.wrap_tensor(sensor_tensor).view(self.num_envs, self.num_fingertips * 6)

        dof_force_tensor = self.gym.acquire_dof_force_tensor(self.sim)
        self.dof_force_tensor = gymtorch.wrap_tensor(dof_force_tensor).view(self.num_envs, self.num_shadow_hand_dofs * 2 + 4)
        self.dof_force_tensor = self.dof_force_tensor[:, :48]

        self.gym.refresh_actor_root_state_tensor(self.sim)
        self.gym.refresh_dof_state_tensor(self.sim)
        self.gym.refresh_rigid_body_state_tensor(self.sim)

        self.shadow_hand_default_dof_pos = torch.zeros(self.num_shadow_hand_dofs, dtype=torch.float, device=self.device)

        self.dof_state = gymtorch.wrap_tensor(dof_state_tensor)
        self.shadow_hand_dof_state = self.dof_state.view(self.num_envs, -1, 2)[:, :self.num_shadow_hand_dofs]
        self.shadow_hand_dof_pos = self.shadow_hand_dof_state[..., 0]
        self.shadow_hand_dof_vel = self.shadow_hand_dof_state[..., 1]

        self.shadow_hand_another_dof_state = self.dof_state.view(self.num_envs, -1, 2)[:, self.num_shadow_hand_dofs:self.num_shadow_hand_dofs*2]
        self.shadow_hand_another_dof_pos = self.shadow_hand_another_dof_state[..., 0]
        self.shadow_hand_another_dof_vel = self.shadow_hand_another_dof_state[..., 1]

        self.object_dof_state = self.dof_state.view(self.num_envs, -1, 2)[:, self.num_shadow_hand_dofs*2:self.num_shadow_hand_dofs*2 + self.num_object_dofs]
        self.object_dof_pos = self.object_dof_state[..., 0]
        self.object_dof_vel = self.object_dof_state[..., 1]

        self.goal_object_dof_state = self.dof_state.view(self.num_envs, -1, 2)[:, self.num_shadow_hand_dofs*2 + self.num_object_dofs:self.num_shadow_hand_dofs*2 + 2*self.num_object_dofs]
        self.goal_object_dof_pos = self.goal_object_dof_state[..., 0]
        self.goal_object_dof_vel = self.goal_object_dof_state[..., 1]

        self.rigid_body_states = gymtorch.wrap_tensor(rigid_body_tensor).view(self.num_envs, -1, 13)
        self.num_bodies = self.rigid_body_states.shape[1]

        self.root_state_tensor = gymtorch.wrap_tensor(actor_root_state_tensor).view(-1, 13)
        self.hand_positions = self.root_state_tensor[:, 0:3]
        self.hand_orientations = self.root_state_tensor[:, 3:7]
        self.hand_linvels = self.root_state_tensor[:, 7:10]
        self.hand_angvels = self.root_state_tensor[:, 10:13]
        self.saved_root_tensor = self.root_state_tensor.clone() 

        self.num_dofs = self.gym.get_sim_dof_count(self.sim) // self.num_envs
        self.prev_targets = torch.zeros((self.num_envs, self.num_dofs), dtype=torch.float, device=self.device)
        self.cur_targets = torch.zeros((self.num_envs, self.num_dofs), dtype=torch.float, device=self.device)

        self.global_indices = torch.arange(self.num_envs * 3, dtype=torch.int32, device=self.device).view(self.num_envs, -1)
        self.x_unit_tensor = to_torch([1, 0, 0], dtype=torch.float, device=self.device).repeat((self.num_envs, 1))
        self.y_unit_tensor = to_torch([0, 1, 0], dtype=torch.float, device=self.device).repeat((self.num_envs, 1))
        self.z_unit_tensor = to_torch([0, 0, 1], dtype=torch.float, device=self.device).repeat((self.num_envs, 1))

        self.reset_goal_buf = self.reset_buf.clone()
        self.successes = torch.zeros(self.num_envs, dtype=torch.float, device=self.device)
        self.consecutive_successes = torch.zeros(1, dtype=torch.float, device=self.device)

        self.av_factor = to_torch(self.av_factor, dtype=torch.float, device=self.device)
        self.apply_forces = torch.zeros((self.num_envs, self.num_bodies, 3), device=self.device, dtype=torch.float)
        self.apply_torque = torch.zeros((self.num_envs, self.num_bodies, 3), device=self.device, dtype=torch.float)

        self.total_successes = 0
        self.total_resets = 0

    def create_sim(self):

        self.dt = self.sim_params.dt
        self.up_axis_idx = 2 if self.up_axis == 'z' else 1 # index of up axis: Y=1, Z=2

        self.sim = super().create_sim(self.device_id, self.graphics_device_id, self.physics_engine, self.sim_params)
        self._create_ground_plane()
        self._create_envs(self.num_envs, self.cfg["env"]['envSpacing'], int(np.sqrt(self.num_envs)))

    def _create_ground_plane(self):
        plane_params = gymapi.PlaneParams()
        plane_params.normal = gymapi.Vec3(0.0, 0.0, 1.0)
        self.gym.add_ground(self.sim, plane_params)

    def _create_envs(self, num_envs, spacing, num_per_row):
        lower = gymapi.Vec3(-spacing, -spacing, 0.0)
        upper = gymapi.Vec3(spacing, spacing, spacing)

        asset_root = os.path.normpath(os.path.join(os.path.dirname(os.path.abspath(__file__)), '../../assets'))
        shadow_hand_asset_file = "mjcf/open_ai_assets/hand/shadow_hand.xml"
        shadow_hand_another_asset_file = "mjcf/open_ai_assets/hand/shadow_hand1.xml"
        table_texture_files = asset_root + "/" + "textures/texture_stone_stone_texture_0.jpg"
        table_texture_handle = self.gym.create_texture_from_file(self.sim, table_texture_files)

        if "asset" in self.cfg["env"]:
            shadow_hand_asset_file = self.cfg["env"]["asset"].get("assetFileName", shadow_hand_asset_file)

        object_asset_file = self.asset_files_dict[self.object_type]

        asset_options = gymapi.AssetOptions()
        asset_options.flip_visual_attachments = False
        asset_options.fix_base_link = False
        asset_options.collapse_fixed_joints = True
        asset_options.disable_gravity = True
        asset_options.thickness = 0.001
        asset_options.angular_damping = 100
        asset_options.linear_damping = 100

        if self.physics_engine == gymapi.SIM_PHYSX:
            asset_options.use_physx_armature = True
        asset_options.default_dof_drive_mode = gymapi.DOF_MODE_NONE

        shadow_hand_asset = self.gym.load_asset(self.sim, asset_root, shadow_hand_asset_file, asset_options)
        shadow_hand_another_asset = self.gym.load_asset(self.sim, asset_root, shadow_hand_another_asset_file, asset_options)

        self.num_shadow_hand_bodies = self.gym.get_asset_rigid_body_count(shadow_hand_asset)
        self.num_shadow_hand_shapes = self.gym.get_asset_rigid_shape_count(shadow_hand_asset)
        self.num_shadow_hand_dofs = self.gym.get_asset_dof_count(shadow_hand_asset)
        self.num_shadow_hand_actuators = self.gym.get_asset_actuator_count(shadow_hand_asset)
        self.num_shadow_hand_tendons = self.gym.get_asset_tendon_count(shadow_hand_asset)

        print("self.num_shadow_hand_bodies: ", self.num_shadow_hand_bodies)
        print("self.num_shadow_hand_shapes: ", self.num_shadow_hand_shapes)
        print("self.num_shadow_hand_dofs: ", self.num_shadow_hand_dofs)
        print("self.num_shadow_hand_actuators: ", self.num_shadow_hand_actuators)
        print("self.num_shadow_hand_tendons: ", self.num_shadow_hand_tendons)

        limit_stiffness = 30
        t_damping = 0.1
        relevant_tendons = ["robot0:T_FFJ1c", "robot0:T_MFJ1c", "robot0:T_RFJ1c", "robot0:T_LFJ1c"]
        a_relevant_tendons = ["robot1:T_FFJ1c", "robot1:T_MFJ1c", "robot1:T_RFJ1c", "robot1:T_LFJ1c"]
        tendon_props = self.gym.get_asset_tendon_properties(shadow_hand_asset)
        a_tendon_props = self.gym.get_asset_tendon_properties(shadow_hand_another_asset)

        for i in range(self.num_shadow_hand_tendons):
            for rt in relevant_tendons:
                if self.gym.get_asset_tendon_name(shadow_hand_asset, i) == rt:
                    tendon_props[i].limit_stiffness = limit_stiffness
                    tendon_props[i].damping = t_damping
            for rt in a_relevant_tendons:
                if self.gym.get_asset_tendon_name(shadow_hand_another_asset, i) == rt:
                    a_tendon_props[i].limit_stiffness = limit_stiffness
                    a_tendon_props[i].damping = t_damping
        self.gym.set_asset_tendon_properties(shadow_hand_asset, tendon_props)
        self.gym.set_asset_tendon_properties(shadow_hand_another_asset, a_tendon_props)
        
        actuated_dof_names = [self.gym.get_asset_actuator_joint_name(shadow_hand_asset, i) for i in range(self.num_shadow_hand_actuators)]
        self.actuated_dof_indices = [self.gym.find_asset_dof_index(shadow_hand_asset, name) for name in actuated_dof_names]

        shadow_hand_dof_props = self.gym.get_asset_dof_properties(shadow_hand_asset)
        shadow_hand_another_dof_props = self.gym.get_asset_dof_properties(shadow_hand_another_asset)

        self.shadow_hand_dof_lower_limits = []
        self.shadow_hand_dof_upper_limits = []
        self.shadow_hand_dof_default_pos = []
        self.shadow_hand_dof_default_vel = []
        self.sensors = []
        sensor_pose = gymapi.Transform()

        for i in range(self.num_shadow_hand_dofs):
            self.shadow_hand_dof_lower_limits.append(shadow_hand_dof_props['lower'][i])
            self.shadow_hand_dof_upper_limits.append(shadow_hand_dof_props['upper'][i])
            self.shadow_hand_dof_default_pos.append(0.0)
            self.shadow_hand_dof_default_vel.append(0.0)

        self.actuated_dof_indices = to_torch(self.actuated_dof_indices, dtype=torch.long, device=self.device)
        self.shadow_hand_dof_lower_limits = to_torch(self.shadow_hand_dof_lower_limits, device=self.device)
        self.shadow_hand_dof_upper_limits = to_torch(self.shadow_hand_dof_upper_limits, device=self.device)
        self.shadow_hand_dof_default_pos = to_torch(self.shadow_hand_dof_default_pos, device=self.device)
        self.shadow_hand_dof_default_vel = to_torch(self.shadow_hand_dof_default_vel, device=self.device)

        object_asset_options = gymapi.AssetOptions()
        object_asset_options.density = 500
        object_asset_options.fix_base_link = True
        object_asset_options.disable_gravity = True
        object_asset_options.use_mesh_materials = True
        object_asset_options.mesh_normal_mode = gymapi.COMPUTE_PER_VERTEX
        object_asset_options.override_com = True
        object_asset_options.override_inertia = True
        object_asset_options.vhacd_enabled = True
        object_asset_options.vhacd_params = gymapi.VhacdParams()
        object_asset_options.vhacd_params.resolution = 200000
        object_asset_options.default_dof_drive_mode = gymapi.DOF_MODE_NONE

        object_asset = self.gym.load_asset(self.sim, asset_root, object_asset_file, object_asset_options)

        object_asset_options.disable_gravity = True
        goal_asset = self.gym.load_asset(self.sim, asset_root, object_asset_file, object_asset_options)
        
        self.num_object_bodies = self.gym.get_asset_rigid_body_count(object_asset)
        self.num_object_shapes = self.gym.get_asset_rigid_shape_count(object_asset)

        self.num_object_dofs = self.gym.get_asset_dof_count(object_asset)
        object_dof_props = self.gym.get_asset_dof_properties(object_asset)

        self.object_dof_lower_limits = []
        self.object_dof_upper_limits = []

        for i in range(self.num_object_dofs):
            self.object_dof_lower_limits.append(object_dof_props['lower'][i])
            self.object_dof_upper_limits.append(object_dof_props['upper'][i])

        self.object_dof_lower_limits = to_torch(self.object_dof_lower_limits, device=self.device)
        self.object_dof_upper_limits = to_torch(self.object_dof_upper_limits, device=self.device)

        table_dims = gymapi.Vec3(0.3, 0.3, 0.)
        asset_options = gymapi.AssetOptions()
        asset_options.fix_base_link = True
        asset_options.flip_visual_attachments = True
        asset_options.collapse_fixed_joints = True
        asset_options.disable_gravity = True
        asset_options.thickness = 0.001

        table_asset = self.gym.create_box(self.sim, table_dims.x, table_dims.y, table_dims.z, asset_options)

        shadow_hand_start_pose = gymapi.Transform()
        shadow_hand_start_pose.p = gymapi.Vec3(0.55, 0.2, 0.6)
        shadow_hand_start_pose.r = gymapi.Quat().from_euler_zyx(3.14159, 1.57, 1.57)

        shadow_another_hand_start_pose = gymapi.Transform()
        shadow_another_hand_start_pose.p = gymapi.Vec3(0.55, -0.2, 0.6)
        shadow_another_hand_start_pose.r = gymapi.Quat().from_euler_zyx(3.14159, -1.57, 1.57)

        object_start_pose = gymapi.Transform()
        object_start_pose.p = gymapi.Vec3(0.0, 0., 0.7)
        object_start_pose.r = gymapi.Quat().from_euler_zyx(0, 0.0, 0.0)
        pose_dx, pose_dy, pose_dz = -1.0, 0.0, -0.0


        if self.object_type == "pen":
            object_start_pose.p.z = shadow_hand_start_pose.p.z + 0.02

        self.goal_displacement = gymapi.Vec3(-0., 0.0, 5.)
        self.goal_displacement_tensor = to_torch(
            [self.goal_displacement.x, self.goal_displacement.y, self.goal_displacement.z], device=self.device)
        goal_start_pose = gymapi.Transform()
        goal_start_pose.p = object_start_pose.p + self.goal_displacement

        goal_start_pose.p.z -= 0.0

        table_pose = gymapi.Transform()
        table_pose.p = gymapi.Vec3(0.0, -0.6, 0.5 * table_dims.z)
        table_pose.r = gymapi.Quat().from_euler_zyx(-0., 0, 0)

        max_agg_bodies = self.num_shadow_hand_bodies * 2 + 2 * self.num_object_bodies + 1
        max_agg_shapes = self.num_shadow_hand_shapes * 2 + 2 * self.num_object_shapes + 1

        self.shadow_hands = []
        self.envs = []

        self.object_init_state = []
        self.hand_start_states = []

        self.hand_indices = []
        self.another_hand_indices = []
        self.fingertip_indices = []
        self.object_indices = []
        self.goal_object_indices = []
        self.table_indices = []

        self.fingertip_handles = [self.gym.find_asset_rigid_body_index(shadow_hand_asset, name) for name in self.fingertips]
        self.fingertip_another_handles = [self.gym.find_asset_rigid_body_index(shadow_hand_another_asset, name) for name in self.a_fingertips]

        sensor_pose = gymapi.Transform()
        for ft_handle in self.fingertip_handles:
            self.gym.create_asset_force_sensor(shadow_hand_asset, ft_handle, sensor_pose)
        for ft_a_handle in self.fingertip_another_handles:
            self.gym.create_asset_force_sensor(shadow_hand_another_asset, ft_a_handle, sensor_pose)

        if self.obs_type in ["point_cloud"]:
            self.cameras = []
            self.camera_tensors = []
            self.camera_view_matrixs = []
            self.camera_proj_matrixs = []

            self.camera_props = gymapi.CameraProperties()
            self.camera_props.width = 256
            self.camera_props.height = 256
            self.camera_props.enable_tensors = True

            self.env_origin = torch.zeros((self.num_envs, 3), device=self.device, dtype=torch.float)
            self.pointCloudDownsampleNum = 768
            self.camera_u = torch.arange(0, self.camera_props.width, device=self.device)
            self.camera_v = torch.arange(0, self.camera_props.height, device=self.device)

            self.camera_v2, self.camera_u2 = torch.meshgrid(self.camera_v, self.camera_u, indexing='ij')

            if self.point_cloud_debug:
                import open3d as o3d
                from bidexhands.utils.o3dviewer import PointcloudVisualizer
                self.pointCloudVisualizer = PointcloudVisualizer()
                self.pointCloudVisualizerInitialized = False
                self.o3d_pc = o3d.geometry.PointCloud()
            else :
                self.pointCloudVisualizer = None

        for i in range(self.num_envs):
            env_ptr = self.gym.create_env(
                self.sim, lower, upper, num_per_row
            )

            if self.aggregate_mode >= 1:
                self.gym.begin_aggregate(env_ptr, max_agg_bodies, max_agg_shapes, True)


            shadow_hand_actor = self.gym.create_actor(env_ptr, shadow_hand_asset, shadow_hand_start_pose, "hand", i, 0, 0)
            shadow_hand_another_actor = self.gym.create_actor(env_ptr, shadow_hand_another_asset, shadow_another_hand_start_pose, "another_hand", i, 0, 0)
            
            self.hand_start_states.append([shadow_hand_start_pose.p.x, shadow_hand_start_pose.p.y, shadow_hand_start_pose.p.z,
                                           shadow_hand_start_pose.r.x, shadow_hand_start_pose.r.y, shadow_hand_start_pose.r.z, shadow_hand_start_pose.r.w,
                                           0, 0, 0, 0, 0, 0])
            
            self.gym.set_actor_dof_properties(env_ptr, shadow_hand_actor, shadow_hand_dof_props)
            hand_idx = self.gym.get_actor_index(env_ptr, shadow_hand_actor, gymapi.DOMAIN_SIM)
            self.hand_indices.append(hand_idx)

            self.gym.set_actor_dof_properties(env_ptr, shadow_hand_another_actor, shadow_hand_another_dof_props)
            another_hand_idx = self.gym.get_actor_index(env_ptr, shadow_hand_another_actor, gymapi.DOMAIN_SIM)
            self.another_hand_indices.append(another_hand_idx)            

            num_bodies = self.gym.get_actor_rigid_body_count(env_ptr, shadow_hand_actor)
            hand_rigid_body_index = [[0,1,2,3], [4,5,6,7], [8,9,10,11], [12,13,14,15], [16,17,18,19,20], [21,22,23,24,25]]
            
            for n in self.agent_index[0]:
                colorx = random.uniform(0, 1)
                colory = random.uniform(0, 1)
                colorz = random.uniform(0, 1)
                for m in n:
                    for o in hand_rigid_body_index[m]:
                        self.gym.set_rigid_body_color(env_ptr, shadow_hand_actor, o, gymapi.MESH_VISUAL,
                                                gymapi.Vec3(colorx, colory, colorz))
            for n in self.agent_index[1]:                
                colorx = random.uniform(0, 1)
                colory = random.uniform(0, 1)
                colorz = random.uniform(0, 1)
                for m in n:
                    for o in hand_rigid_body_index[m]:
                        self.gym.set_rigid_body_color(env_ptr, shadow_hand_another_actor, o, gymapi.MESH_VISUAL,
                                                gymapi.Vec3(colorx, colory, colorz))

            self.gym.enable_actor_dof_force_sensors(env_ptr, shadow_hand_actor)
            self.gym.enable_actor_dof_force_sensors(env_ptr, shadow_hand_another_actor)
            
            object_handle = self.gym.create_actor(env_ptr, object_asset, object_start_pose, "object", i, 0, 0)
            self.object_init_state.append([object_start_pose.p.x, object_start_pose.p.y, object_start_pose.p.z,
                                           object_start_pose.r.x, object_start_pose.r.y, object_start_pose.r.z, object_start_pose.r.w,
                                           0, 0, 0, 0, 0, 0])
            self.gym.set_actor_dof_properties(env_ptr, object_handle, object_dof_props)
            object_idx = self.gym.get_actor_index(env_ptr, object_handle, gymapi.DOMAIN_SIM)
            self.object_indices.append(object_idx)

            goal_handle = self.gym.create_actor(env_ptr, goal_asset, goal_start_pose, "goal_object", i + self.num_envs, 0, 0)
            goal_object_idx = self.gym.get_actor_index(env_ptr, goal_handle, gymapi.DOMAIN_SIM)
            self.goal_object_indices.append(goal_object_idx)


            object_dof_props = self.gym.get_actor_dof_properties(env_ptr, object_handle)
            for object_dof_prop in object_dof_props:
                object_dof_prop[4] = 100
                object_dof_prop[5] = 100
                object_dof_prop[6] = 5
                object_dof_prop[7] = 1
            self.gym.set_actor_dof_properties(env_ptr, object_handle, object_dof_props)

            object_shape_props = self.gym.get_actor_rigid_shape_properties(env_ptr, object_handle)
            for object_shape_prop in object_shape_props:
                object_shape_prop.friction = 0.1
            self.gym.set_actor_rigid_shape_properties(env_ptr, object_handle, object_shape_props)

            if self.object_type != "block":
                self.gym.set_rigid_body_color(
                    env_ptr, object_handle, 0, gymapi.MESH_VISUAL, gymapi.Vec3(0.6, 0.72, 0.98))
                self.gym.set_rigid_body_color(
                    env_ptr, goal_handle, 0, gymapi.MESH_VISUAL, gymapi.Vec3(0.6, 0.72, 0.98))

            if self.obs_type in ["point_cloud"]:
                camera_handle = self.gym.create_camera_sensor(env_ptr, self.camera_props)
                self.gym.set_camera_location(camera_handle, env_ptr, gymapi.Vec3(1.0, -0.0, 1.0), gymapi.Vec3(-0.5, -0.0, 0.5))
                camera_tensor = self.gym.get_camera_image_gpu_tensor(self.sim, env_ptr, camera_handle, gymapi.IMAGE_DEPTH)
                torch_cam_tensor = gymtorch.wrap_tensor(camera_tensor)
                cam_vinv = torch.inverse((torch.tensor(self.gym.get_camera_view_matrix(self.sim, env_ptr, camera_handle)))).to(self.device)
                cam_proj = torch.tensor(self.gym.get_camera_proj_matrix(self.sim, env_ptr, camera_handle), device=self.device)

                origin = self.gym.get_env_origin(env_ptr)
                self.env_origin[i][0] = origin.x
                self.env_origin[i][1] = origin.y
                self.env_origin[i][2] = origin.z
                self.camera_tensors.append(torch_cam_tensor)
                self.camera_view_matrixs.append(cam_vinv)
                self.camera_proj_matrixs.append(cam_proj)
                self.cameras.append(camera_handle)

            if self.aggregate_mode > 0:
                self.gym.end_aggregate(env_ptr)

            self.envs.append(env_ptr)
            self.shadow_hands.append(shadow_hand_actor)

        self.object_init_state = to_torch(self.object_init_state, device=self.device, dtype=torch.float).view(self.num_envs, 13)
        self.goal_states = self.object_init_state.clone()
        self.goal_init_state = self.goal_states.clone()
        self.hand_start_states = to_torch(self.hand_start_states, device=self.device).view(self.num_envs, 13)

        self.fingertip_handles = to_torch(self.fingertip_handles, dtype=torch.long, device=self.device)
        self.fingertip_another_handles = to_torch(self.fingertip_another_handles, dtype=torch.long, device=self.device)

        self.hand_indices = to_torch(self.hand_indices, dtype=torch.long, device=self.device)
        self.another_hand_indices = to_torch(self.another_hand_indices, dtype=torch.long, device=self.device)

        self.object_indices = to_torch(self.object_indices, dtype=torch.long, device=self.device)
        self.goal_object_indices = to_torch(self.goal_object_indices, dtype=torch.long, device=self.device)
        self.table_indices = to_torch(self.table_indices, dtype=torch.long, device=self.device)

    def compute_reward(self, actions):
        self.gt_rew_buf, self.reset_buf[:], self.reset_goal_buf[:], self.progress_buf[:], self.successes[:], self.consecutive_successes[:] = compute_success(
            self.rew_buf, self.reset_buf, self.reset_goal_buf, self.progress_buf, self.successes, self.consecutive_successes,
            self.max_episode_length, self.object_pos, self.object_rot, self.goal_pos, self.goal_rot, self.door_left_handle_pos, self.door_right_handle_pos, 
            self.left_hand_pos, self.right_hand_pos, self.right_hand_ff_pos, self.right_hand_mf_pos, self.right_hand_rf_pos, self.right_hand_lf_pos, self.right_hand_th_pos, 
            self.left_hand_ff_pos, self.left_hand_mf_pos, self.left_hand_rf_pos, self.left_hand_lf_pos, self.left_hand_th_pos, 
            self.dist_reward_scale, self.rot_reward_scale, self.rot_eps, self.actions, self.action_penalty_scale,
            self.success_tolerance, self.reach_goal_bonus, self.fall_dist, self.fall_penalty,
            self.max_consecutive_successes, self.av_factor, (self.object_type == "pen")
        )
        self.extras['gt_reward'] = self.gt_rew_buf.mean()
        self.extras['successes'] = self.successes
        self.extras['consecutive_successes'] = self.consecutive_successes.mean()

        if self.print_success_stat:
            self.total_resets = self.total_resets + self.reset_buf.sum()
            direct_average_successes = self.total_successes + self.successes.sum()
            self.total_successes = self.total_successes + (self.successes * self.reset_buf).sum()

            print("Direct average consecutive successes = {:.1f}".format(direct_average_successes/(self.total_resets + self.num_envs)))
            if self.total_resets > 0:
                print("Post-Reset average consecutive successes = {:.1f}".format(self.total_successes/self.total_resets))

    def compute_observations(self):
        self.gym.refresh_dof_state_tensor(self.sim)
        self.gym.refresh_actor_root_state_tensor(self.sim)
        self.gym.refresh_rigid_body_state_tensor(self.sim)
        self.gym.refresh_force_sensor_tensor(self.sim)
        self.gym.refresh_dof_force_tensor(self.sim)

        if self.obs_type in ["point_cloud"]:
            self.gym.render_all_camera_sensors(self.sim)
            self.gym.start_access_image_tensors(self.sim)

        self.object_pose = self.root_state_tensor[self.object_indices, 0:7]
        self.object_pos = self.root_state_tensor[self.object_indices, 0:3]
        self.object_rot = self.root_state_tensor[self.object_indices, 3:7]
        self.object_linvel = self.root_state_tensor[self.object_indices, 7:10]
        self.object_angvel = self.root_state_tensor[self.object_indices, 10:13]

        self.door_left_handle_pos = self.rigid_body_states[:, 26 * 2 + 3, 0:3]
        self.door_left_handle_rot = self.rigid_body_states[:, 26 * 2 + 3, 3:7]
        self.door_left_handle_pos = self.door_left_handle_pos + quat_apply(self.door_left_handle_rot, to_torch([0, 1, 0], device=self.device).repeat(self.num_envs, 1) * -0.5)
        self.door_left_handle_pos = self.door_left_handle_pos + quat_apply(self.door_left_handle_rot, to_torch([1, 0, 0], device=self.device).repeat(self.num_envs, 1) * -0.39)
        self.door_left_handle_pos = self.door_left_handle_pos + quat_apply(self.door_left_handle_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * -0.04)

        self.door_right_handle_pos = self.rigid_body_states[:, 26 * 2 + 2, 0:3]
        self.door_right_handle_rot = self.rigid_body_states[:, 26 * 2 + 2, 3:7]
        self.door_right_handle_pos = self.door_right_handle_pos + quat_apply(self.door_right_handle_rot, to_torch([0, 1, 0], device=self.device).repeat(self.num_envs, 1) * -0.5)
        self.door_right_handle_pos = self.door_right_handle_pos + quat_apply(self.door_right_handle_rot, to_torch([1, 0, 0], device=self.device).repeat(self.num_envs, 1) * 0.39)
        self.door_right_handle_pos = self.door_right_handle_pos + quat_apply(self.door_right_handle_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * -0.04)

        self.left_hand_pos = self.rigid_body_states[:, 3 + 26, 0:3]
        self.left_hand_rot = self.rigid_body_states[:, 3 + 26, 3:7]
        self.left_hand_pos = self.left_hand_pos + quat_apply(self.left_hand_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.08)
        self.left_hand_pos = self.left_hand_pos + quat_apply(self.left_hand_rot, to_torch([0, 1, 0], device=self.device).repeat(self.num_envs, 1) * -0.02)

        self.right_hand_pos = self.rigid_body_states[:, 3, 0:3]
        self.right_hand_rot = self.rigid_body_states[:, 3, 3:7]
        self.right_hand_pos = self.right_hand_pos + quat_apply(self.right_hand_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.08)
        self.right_hand_pos = self.right_hand_pos + quat_apply(self.right_hand_rot, to_torch([0, 1, 0], device=self.device).repeat(self.num_envs, 1) * -0.02)

        self.right_hand_ff_pos = self.rigid_body_states[:, 7, 0:3]
        self.right_hand_ff_rot = self.rigid_body_states[:, 7, 3:7]
        self.right_hand_ff_pos = self.right_hand_ff_pos + quat_apply(self.right_hand_ff_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)
        self.right_hand_mf_pos = self.rigid_body_states[:, 11, 0:3]
        self.right_hand_mf_rot = self.rigid_body_states[:, 11, 3:7]
        self.right_hand_mf_pos = self.right_hand_mf_pos + quat_apply(self.right_hand_mf_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)
        self.right_hand_rf_pos = self.rigid_body_states[:, 15, 0:3]
        self.right_hand_rf_rot = self.rigid_body_states[:, 15, 3:7]
        self.right_hand_rf_pos = self.right_hand_rf_pos + quat_apply(self.right_hand_rf_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)
        self.right_hand_lf_pos = self.rigid_body_states[:, 20, 0:3]
        self.right_hand_lf_rot = self.rigid_body_states[:, 20, 3:7]
        self.right_hand_lf_pos = self.right_hand_lf_pos + quat_apply(self.right_hand_lf_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)
        self.right_hand_th_pos = self.rigid_body_states[:, 25, 0:3]
        self.right_hand_th_rot = self.rigid_body_states[:, 25, 3:7]
        self.right_hand_th_pos = self.right_hand_th_pos + quat_apply(self.right_hand_th_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)

        self.left_hand_ff_pos = self.rigid_body_states[:, 7 + 26, 0:3]
        self.left_hand_ff_rot = self.rigid_body_states[:, 7 + 26, 3:7]
        self.left_hand_ff_pos = self.left_hand_ff_pos + quat_apply(self.left_hand_ff_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)
        self.left_hand_mf_pos = self.rigid_body_states[:, 11 + 26, 0:3]
        self.left_hand_mf_rot = self.rigid_body_states[:, 11 + 26, 3:7]
        self.left_hand_mf_pos = self.left_hand_mf_pos + quat_apply(self.left_hand_mf_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)
        self.left_hand_rf_pos = self.rigid_body_states[:, 15 + 26, 0:3]
        self.left_hand_rf_rot = self.rigid_body_states[:, 15 + 26, 3:7]
        self.left_hand_rf_pos = self.left_hand_rf_pos + quat_apply(self.left_hand_rf_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)
        self.left_hand_lf_pos = self.rigid_body_states[:, 20 + 26, 0:3]
        self.left_hand_lf_rot = self.rigid_body_states[:, 20 + 26, 3:7]
        self.left_hand_lf_pos = self.left_hand_lf_pos + quat_apply(self.left_hand_lf_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)
        self.left_hand_th_pos = self.rigid_body_states[:, 25 + 26, 0:3]
        self.left_hand_th_rot = self.rigid_body_states[:, 25 + 26, 3:7]
        self.left_hand_th_pos = self.left_hand_th_pos + quat_apply(self.left_hand_th_rot, to_torch([0, 0, 1], device=self.device).repeat(self.num_envs, 1) * 0.02)

        self.goal_pose = self.goal_states[:, 0:7]
        self.goal_pos = self.goal_states[:, 0:3]
        self.goal_rot = self.goal_states[:, 3:7]

        self.fingertip_state = self.rigid_body_states[:, self.fingertip_handles][:, :, 0:13]
        self.fingertip_pos = self.rigid_body_states[:, self.fingertip_handles][:, :, 0:3]
        self.fingertip_another_state = self.rigid_body_states[:, self.fingertip_another_handles][:, :, 0:13]
        self.fingertip_another_pos = self.rigid_body_states[:, self.fingertip_another_handles][:, :, 0:3]

        if self.obs_type == "full_state":
            self.compute_full_state()
        elif self.obs_type == "point_cloud":
            self.compute_point_cloud_observation()

        if self.asymmetric_obs:
            self.compute_full_state(True)

    def compute_full_state(self, asymm_obs=False):
        num_ft_states = 13 * int(self.num_fingertips / 2)  # 65
        num_ft_force_torques = 6 * int(self.num_fingertips / 2)  # 30

        self.obs_buf[:, 0:self.num_shadow_hand_dofs] = unscale(self.shadow_hand_dof_pos,
                                                            self.shadow_hand_dof_lower_limits, self.shadow_hand_dof_upper_limits)
        self.obs_buf[:, self.num_shadow_hand_dofs:2*self.num_shadow_hand_dofs] = self.vel_obs_scale * self.shadow_hand_dof_vel
        self.obs_buf[:, 2*self.num_shadow_hand_dofs:3*self.num_shadow_hand_dofs] = self.force_torque_obs_scale * self.dof_force_tensor[:, :24]

        fingertip_obs_start = 72  # 168 = 157 + 11
        self.obs_buf[:, fingertip_obs_start:fingertip_obs_start + num_ft_states] = self.fingertip_state.reshape(self.num_envs, num_ft_states)
        self.obs_buf[:, fingertip_obs_start + num_ft_states:fingertip_obs_start + num_ft_states +
                    num_ft_force_torques] = self.force_torque_obs_scale * self.vec_sensor_tensor[:, :30]
        
        hand_pose_start = fingertip_obs_start + 95
        self.obs_buf[:, hand_pose_start:hand_pose_start + 3] = self.right_hand_pos
        self.obs_buf[:, hand_pose_start+3:hand_pose_start+4] = get_euler_xyz(self.hand_orientations[self.hand_indices, :])[0].unsqueeze(-1)
        self.obs_buf[:, hand_pose_start+4:hand_pose_start+5] = get_euler_xyz(self.hand_orientations[self.hand_indices, :])[1].unsqueeze(-1)
        self.obs_buf[:, hand_pose_start+5:hand_pose_start+6] = get_euler_xyz(self.hand_orientations[self.hand_indices, :])[2].unsqueeze(-1)

        action_obs_start = hand_pose_start + 6
        self.obs_buf[:, action_obs_start:action_obs_start + 26] = self.actions[:, :26]

        another_hand_start = action_obs_start + 26
        self.obs_buf[:, another_hand_start:self.num_shadow_hand_dofs + another_hand_start] = unscale(self.shadow_hand_another_dof_pos,
                                                            self.shadow_hand_dof_lower_limits, self.shadow_hand_dof_upper_limits)
        self.obs_buf[:, self.num_shadow_hand_dofs + another_hand_start:2*self.num_shadow_hand_dofs + another_hand_start] = self.vel_obs_scale * self.shadow_hand_another_dof_vel
        self.obs_buf[:, 2*self.num_shadow_hand_dofs + another_hand_start:3*self.num_shadow_hand_dofs + another_hand_start] = self.force_torque_obs_scale * self.dof_force_tensor[:, 24:48]

        fingertip_another_obs_start = another_hand_start + 72
        self.obs_buf[:, fingertip_another_obs_start:fingertip_another_obs_start + num_ft_states] = self.fingertip_another_state.reshape(self.num_envs, num_ft_states)
        self.obs_buf[:, fingertip_another_obs_start + num_ft_states:fingertip_another_obs_start + num_ft_states +
                    num_ft_force_torques] = self.force_torque_obs_scale * self.vec_sensor_tensor[:, 30:]

        hand_another_pose_start = fingertip_another_obs_start + 95
        self.obs_buf[:, hand_another_pose_start:hand_another_pose_start + 3] = self.left_hand_pos
        self.obs_buf[:, hand_another_pose_start+3:hand_another_pose_start+4] = get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[0].unsqueeze(-1)
        self.obs_buf[:, hand_another_pose_start+4:hand_another_pose_start+5] = get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[1].unsqueeze(-1)
        self.obs_buf[:, hand_another_pose_start+5:hand_another_pose_start+6] = get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[2].unsqueeze(-1)

        action_another_obs_start = hand_another_pose_start + 6
        self.obs_buf[:, action_another_obs_start:action_another_obs_start + 26] = self.actions[:, 26:]

        obj_obs_start = action_another_obs_start + 26  # 144
        self.obs_buf[:, obj_obs_start:obj_obs_start + 7] = self.object_pose
        self.obs_buf[:, obj_obs_start + 7:obj_obs_start + 10] = self.object_linvel
        self.obs_buf[:, obj_obs_start + 10:obj_obs_start + 13] = self.vel_obs_scale * self.object_angvel
        self.obs_buf[:, obj_obs_start + 13:obj_obs_start + 16] = self.door_left_handle_pos
        self.obs_buf[:, obj_obs_start + 16:obj_obs_start + 19] = self.door_right_handle_pos
    
    def compute_point_cloud_observation(self, collect_demonstration=False):
        num_ft_states = 13 * int(self.num_fingertips / 2)  # 65
        num_ft_force_torques = 6 * int(self.num_fingertips / 2)  # 30

        self.obs_buf[:, 0:self.num_shadow_hand_dofs] = unscale(self.shadow_hand_dof_pos,
                                                            self.shadow_hand_dof_lower_limits, self.shadow_hand_dof_upper_limits)
        self.obs_buf[:, self.num_shadow_hand_dofs:2*self.num_shadow_hand_dofs] = self.vel_obs_scale * self.shadow_hand_dof_vel
        self.obs_buf[:, 2*self.num_shadow_hand_dofs:3*self.num_shadow_hand_dofs] = self.force_torque_obs_scale * self.dof_force_tensor[:, :24]

        fingertip_obs_start = 72  # 168 = 157 + 11
        self.obs_buf[:, fingertip_obs_start:fingertip_obs_start + num_ft_states] = self.fingertip_state.reshape(self.num_envs, num_ft_states)
        self.obs_buf[:, fingertip_obs_start + num_ft_states:fingertip_obs_start + num_ft_states +
                    num_ft_force_torques] = self.force_torque_obs_scale * self.vec_sensor_tensor[:, :30]
        
        hand_pose_start = fingertip_obs_start + 95
        self.obs_buf[:, hand_pose_start:hand_pose_start + 3] = self.right_hand_pos
        self.obs_buf[:, hand_pose_start+3:hand_pose_start+4] = get_euler_xyz(self.hand_orientations[self.hand_indices, :])[0].unsqueeze(-1)
        self.obs_buf[:, hand_pose_start+4:hand_pose_start+5] = get_euler_xyz(self.hand_orientations[self.hand_indices, :])[1].unsqueeze(-1)
        self.obs_buf[:, hand_pose_start+5:hand_pose_start+6] = get_euler_xyz(self.hand_orientations[self.hand_indices, :])[2].unsqueeze(-1)

        action_obs_start = hand_pose_start + 6
        self.obs_buf[:, action_obs_start:action_obs_start + 26] = self.actions[:, :26]

        another_hand_start = action_obs_start + 26
        self.obs_buf[:, another_hand_start:self.num_shadow_hand_dofs + another_hand_start] = unscale(self.shadow_hand_another_dof_pos,
                                                            self.shadow_hand_dof_lower_limits, self.shadow_hand_dof_upper_limits)
        self.obs_buf[:, self.num_shadow_hand_dofs + another_hand_start:2*self.num_shadow_hand_dofs + another_hand_start] = self.vel_obs_scale * self.shadow_hand_another_dof_vel
        self.obs_buf[:, 2*self.num_shadow_hand_dofs + another_hand_start:3*self.num_shadow_hand_dofs + another_hand_start] = self.force_torque_obs_scale * self.dof_force_tensor[:, 24:48]

        fingertip_another_obs_start = another_hand_start + 72
        self.obs_buf[:, fingertip_another_obs_start:fingertip_another_obs_start + num_ft_states] = self.fingertip_another_state.reshape(self.num_envs, num_ft_states)
        self.obs_buf[:, fingertip_another_obs_start + num_ft_states:fingertip_another_obs_start + num_ft_states +
                    num_ft_force_torques] = self.force_torque_obs_scale * self.vec_sensor_tensor[:, 30:]

        hand_another_pose_start = fingertip_another_obs_start + 95
        self.obs_buf[:, hand_another_pose_start:hand_another_pose_start + 3] = self.left_hand_pos
        self.obs_buf[:, hand_another_pose_start+3:hand_another_pose_start+4] = get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[0].unsqueeze(-1)
        self.obs_buf[:, hand_another_pose_start+4:hand_another_pose_start+5] = get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[1].unsqueeze(-1)
        self.obs_buf[:, hand_another_pose_start+5:hand_another_pose_start+6] = get_euler_xyz(self.hand_orientations[self.another_hand_indices, :])[2].unsqueeze(-1)

        action_another_obs_start = hand_another_pose_start + 6
        self.obs_buf[:, action_another_obs_start:action_another_obs_start + 26] = self.actions[:, 26:]

        obj_obs_start = action_another_obs_start + 26  # 144
        self.obs_buf[:, obj_obs_start:obj_obs_start + 7] = self.object_pose
        self.obs_buf[:, obj_obs_start + 7:obj_obs_start + 10] = self.object_linvel
        self.obs_buf[:, obj_obs_start + 10:obj_obs_start + 13] = self.vel_obs_scale * self.object_angvel
        self.obs_buf[:, obj_obs_start + 13:obj_obs_start + 16] = self.door_left_handle_pos
        self.obs_buf[:, obj_obs_start + 16:obj_obs_start + 19] = self.door_right_handle_pos

        point_clouds = torch.zeros((self.num_envs, self.pointCloudDownsampleNum, 3), device=self.device)
        
        if self.camera_debug:
            import matplotlib.pyplot as plt
            self.camera_rgba_debug_fig = plt.figure("CAMERA_RGBD_DEBUG")
            camera_rgba_image = self.camera_visulization(is_depth_image=False)
            plt.imshow(camera_rgba_image)
            plt.pause(1e-9)

        for i in range(self.num_envs):
            points = depth_image_to_point_cloud_GPU(self.camera_tensors[i], self.camera_view_matrixs[i], self.camera_proj_matrixs[i], self.camera_u2, self.camera_v2, self.camera_props.width, self.camera_props.height, 10, self.device)
            
            if points.shape[0] > 0:
                selected_points = self.sample_points(points, sample_num=self.pointCloudDownsampleNum, sample_mathed='random')
            else:
                selected_points = torch.zeros((self.num_envs, self.pointCloudDownsampleNum, 3), device=self.device)
            
            point_clouds[i] = selected_points

        if self.pointCloudVisualizer != None :
            import open3d as o3d
            points = point_clouds[0, :, :3].cpu().numpy()
            self.o3d_pc.points = o3d.utility.Vector3dVector(points)

            if self.pointCloudVisualizerInitialized == False :
                self.pointCloudVisualizer.add_geometry(self.o3d_pc)
                self.pointCloudVisualizerInitialized = True
            else :
                self.pointCloudVisualizer.update(self.o3d_pc)

        self.gym.end_access_image_tensors(self.sim)
        point_clouds -= self.env_origin.view(self.num_envs, 1, 3)

        point_clouds_start = obj_obs_start + 19
        self.obs_buf[:, point_clouds_start:].copy_(point_clouds.view(self.num_envs, self.pointCloudDownsampleNum * 3))

    def reset_target_pose(self, env_ids, apply_reset=False):
        rand_floats = torch_rand_float(-1.0, 1.0, (len(env_ids), 4), device=self.device)

        new_rot = randomize_rotation(rand_floats[:, 0], rand_floats[:, 1], self.x_unit_tensor[env_ids], self.y_unit_tensor[env_ids])

        self.goal_states[env_ids, 0:3] = self.goal_init_state[env_ids, 0:3]
        self.goal_states[env_ids, 2] += 5.0

        self.root_state_tensor[self.goal_object_indices[env_ids], 0:3] = self.goal_states[env_ids, 0:3] + self.goal_displacement_tensor
        self.root_state_tensor[self.goal_object_indices[env_ids], 3:7] = self.goal_states[env_ids, 3:7]
        self.root_state_tensor[self.goal_object_indices[env_ids], 7:13] = torch.zeros_like(self.root_state_tensor[self.goal_object_indices[env_ids], 7:13])

        if apply_reset:
            goal_object_indices = self.goal_object_indices[env_ids].to(torch.int32)
            self.gym.set_actor_root_state_tensor_indexed(self.sim,
                                                         gymtorch.unwrap_tensor(self.root_state_tensor),
                                                         gymtorch.unwrap_tensor(goal_object_indices), len(env_ids))
        self.reset_goal_buf[env_ids] = 0

    def reset_idx(self, env_ids, goal_env_ids):
        if self.randomize:
            self.apply_randomizations(self.randomization_params)

        rand_floats = torch_rand_float(-1.0, 1.0, (len(env_ids), self.num_shadow_hand_dofs * 2 + 5), device=self.device)

        self.reset_target_pose(env_ids)

        self.root_state_tensor[self.object_indices[env_ids]] = self.object_init_state[env_ids].clone()
        self.root_state_tensor[self.object_indices[env_ids], 0:2] = self.object_init_state[env_ids, 0:2] + \
            self.reset_position_noise * rand_floats[:, 0:2]
        self.root_state_tensor[self.object_indices[env_ids], self.up_axis_idx] = self.object_init_state[env_ids, self.up_axis_idx] + \
            self.reset_position_noise * rand_floats[:, self.up_axis_idx]

        new_object_rot = randomize_rotation(rand_floats[:, 3], rand_floats[:, 4], self.x_unit_tensor[env_ids], self.y_unit_tensor[env_ids])
        if self.object_type == "pen":
            rand_angle_y = torch.tensor(0.3)
            new_object_rot = randomize_rotation_pen(rand_floats[:, 3], rand_floats[:, 4], rand_angle_y,
                                                    self.x_unit_tensor[env_ids], self.y_unit_tensor[env_ids], self.z_unit_tensor[env_ids])

        self.root_state_tensor[self.object_indices[env_ids], 7:13] = torch.zeros_like(self.root_state_tensor[self.object_indices[env_ids], 7:13])

        object_indices = torch.unique(torch.cat([self.object_indices[env_ids],
                                                 self.goal_object_indices[env_ids],
                                                 self.goal_object_indices[goal_env_ids]]).to(torch.int32))

        delta_max = self.shadow_hand_dof_upper_limits - self.shadow_hand_dof_default_pos
        delta_min = self.shadow_hand_dof_lower_limits - self.shadow_hand_dof_default_pos
        rand_delta = delta_min + (delta_max - delta_min) * rand_floats[:, 5:5+self.num_shadow_hand_dofs]

        pos = self.shadow_hand_default_dof_pos + self.reset_dof_pos_noise * rand_delta

        self.shadow_hand_dof_pos[env_ids, :] = pos
        self.shadow_hand_another_dof_pos[env_ids, :] = pos
        self.object_dof_pos[env_ids, :] = to_torch([0, 0], device=self.device)
        self.goal_object_dof_pos[env_ids, :] = to_torch([0, 0], device=self.device)
        self.object_dof_vel[env_ids, :] = to_torch([0, 0], device=self.device)
        self.goal_object_dof_vel[env_ids, :] = to_torch([0, 0], device=self.device)

        self.shadow_hand_dof_vel[env_ids, :] = self.shadow_hand_dof_default_vel + \
            self.reset_dof_vel_noise * rand_floats[:, 5+self.num_shadow_hand_dofs:5+self.num_shadow_hand_dofs*2]   

        self.shadow_hand_another_dof_vel[env_ids, :] = self.shadow_hand_dof_default_vel + \
            self.reset_dof_vel_noise * rand_floats[:, 5+self.num_shadow_hand_dofs:5+self.num_shadow_hand_dofs*2]

        self.prev_targets[env_ids, :self.num_shadow_hand_dofs] = pos
        self.cur_targets[env_ids, :self.num_shadow_hand_dofs] = pos

        self.prev_targets[env_ids, self.num_shadow_hand_dofs:self.num_shadow_hand_dofs*2] = pos
        self.cur_targets[env_ids, self.num_shadow_hand_dofs:self.num_shadow_hand_dofs*2] = pos

        self.prev_targets[env_ids, self.num_shadow_hand_dofs*2:self.num_shadow_hand_dofs*2 + 2] = to_torch([0, 0], device=self.device)
        self.cur_targets[env_ids, self.num_shadow_hand_dofs*2:self.num_shadow_hand_dofs*2 + 2] = to_torch([0, 0], device=self.device)
        self.prev_targets[env_ids, self.num_shadow_hand_dofs*2 + 2:self.num_shadow_hand_dofs*2 + 2*2] = to_torch([0, 0], device=self.device)
        self.cur_targets[env_ids, self.num_shadow_hand_dofs*2 + 2:self.num_shadow_hand_dofs*2 + 2*2] = to_torch([0, 0], device=self.device)

        hand_indices = self.hand_indices[env_ids].to(torch.int32)
        another_hand_indices = self.another_hand_indices[env_ids].to(torch.int32)

        all_hand_indices = torch.unique(torch.cat([hand_indices,
                                                 another_hand_indices,
                                                 object_indices]).to(torch.int32))
        
        self.hand_positions[all_hand_indices.to(torch.long), :] = self.saved_root_tensor[all_hand_indices.to(torch.long), 0:3]
        self.hand_orientations[all_hand_indices.to(torch.long), :] = self.saved_root_tensor[all_hand_indices.to(torch.long), 3:7]
        self.hand_linvels[all_hand_indices.to(torch.long), :] = self.saved_root_tensor[all_hand_indices.to(torch.long), 7:10]
        self.hand_angvels[all_hand_indices.to(torch.long), :] = self.saved_root_tensor[all_hand_indices.to(torch.long), 10:13]

        all_indices = torch.unique(torch.cat([all_hand_indices,
                                              object_indices]).to(torch.int32))

        self.gym.set_dof_state_tensor_indexed(self.sim,
                                              gymtorch.unwrap_tensor(self.dof_state),
                                              gymtorch.unwrap_tensor(all_hand_indices), len(all_hand_indices))
                                              
        self.gym.set_dof_position_target_tensor_indexed(self.sim,
                                                        gymtorch.unwrap_tensor(self.prev_targets),
                                                        gymtorch.unwrap_tensor(all_hand_indices), len(all_hand_indices))  

        self.gym.set_actor_root_state_tensor_indexed(self.sim,
                                                     gymtorch.unwrap_tensor(self.root_state_tensor),
                                                     gymtorch.unwrap_tensor(all_indices), len(all_indices))
        self.progress_buf[env_ids] = 0
        self.reset_buf[env_ids] = 0
        self.successes[env_ids] = 0


    def pre_physics_step(self, actions):
        env_ids = self.reset_buf.nonzero(as_tuple=False).squeeze(-1)
        goal_env_ids = self.reset_goal_buf.nonzero(as_tuple=False).squeeze(-1)

        if len(goal_env_ids) > 0 and len(env_ids) == 0:
            self.reset_target_pose(goal_env_ids, apply_reset=True)
        elif len(goal_env_ids) > 0:
            self.reset_target_pose(goal_env_ids)

        if len(env_ids) > 0:
            self.reset_idx(env_ids, goal_env_ids)

        self.actions = actions.clone().to(self.device)
        if self.use_relative_control:
            targets = self.prev_targets[:, self.actuated_dof_indices] + self.shadow_hand_dof_speed_scale * self.dt * self.actions
            self.cur_targets[:, self.actuated_dof_indices] = tensor_clamp(targets,
                                                                          self.shadow_hand_dof_lower_limits[self.actuated_dof_indices], self.shadow_hand_dof_upper_limits[self.actuated_dof_indices])
        else:
            self.cur_targets[:, self.actuated_dof_indices] = scale(self.actions[:, 6:26],
                                                                   self.shadow_hand_dof_lower_limits[self.actuated_dof_indices], self.shadow_hand_dof_upper_limits[self.actuated_dof_indices])
            self.cur_targets[:, self.actuated_dof_indices] = self.act_moving_average * self.cur_targets[:,
                                                                                                        self.actuated_dof_indices] + (1.0 - self.act_moving_average) * self.prev_targets[:, self.actuated_dof_indices]
            self.cur_targets[:, self.actuated_dof_indices] = tensor_clamp(self.cur_targets[:, self.actuated_dof_indices],
                                                                          self.shadow_hand_dof_lower_limits[self.actuated_dof_indices], self.shadow_hand_dof_upper_limits[self.actuated_dof_indices])

            self.cur_targets[:, self.actuated_dof_indices + 24] = scale(self.actions[:, 32:52],
                                                                   self.shadow_hand_dof_lower_limits[self.actuated_dof_indices], self.shadow_hand_dof_upper_limits[self.actuated_dof_indices])
            self.cur_targets[:, self.actuated_dof_indices + 24] = self.act_moving_average * self.cur_targets[:,
                                                                                                        self.actuated_dof_indices + 24] + (1.0 - self.act_moving_average) * self.prev_targets[:, self.actuated_dof_indices]
            self.cur_targets[:, self.actuated_dof_indices + 24] = tensor_clamp(self.cur_targets[:, self.actuated_dof_indices + 24],
                                                                          self.shadow_hand_dof_lower_limits[self.actuated_dof_indices], self.shadow_hand_dof_upper_limits[self.actuated_dof_indices])


            self.apply_forces[:, 1, :] = actions[:, 0:3] * self.dt * self.transition_scale * 100000
            self.apply_forces[:, 1 + 26, :] = actions[:, 26:29] * self.dt * self.transition_scale * 100000
            self.apply_torque[:, 1, :] = self.actions[:, 3:6] * self.dt * self.orientation_scale * 1000
            self.apply_torque[:, 1 + 26, :] = self.actions[:, 29:32] * self.dt * self.orientation_scale * 1000   

            self.gym.apply_rigid_body_force_tensors(self.sim, gymtorch.unwrap_tensor(self.apply_forces), gymtorch.unwrap_tensor(self.apply_torque), gymapi.ENV_SPACE)

        self.prev_targets[:, self.actuated_dof_indices] = self.cur_targets[:, self.actuated_dof_indices]
        self.prev_targets[:, self.actuated_dof_indices + 24] = self.cur_targets[:, self.actuated_dof_indices + 24]

        self.gym.set_dof_position_target_tensor(self.sim, gymtorch.unwrap_tensor(self.cur_targets))

    def post_physics_step(self):
        self.progress_buf += 1
        self.randomize_buf += 1

        self.compute_observations()
        self.compute_reward(self.actions)

        if self.viewer and self.debug_viz:
            self.gym.clear_lines(self.viewer)
            self.gym.refresh_rigid_body_state_tensor(self.sim)

            for i in range(self.num_envs):
                self.add_debug_lines(self.envs[i], self.door_left_handle_pos[i], self.door_left_handle_rot[i])
                self.add_debug_lines(self.envs[i], self.door_right_handle_pos[i], self.door_right_handle_rot[i])

                self.add_debug_lines(self.envs[i], self.right_hand_ff_pos[i], self.right_hand_ff_rot[i])
                self.add_debug_lines(self.envs[i], self.right_hand_mf_pos[i], self.right_hand_mf_rot[i])
                self.add_debug_lines(self.envs[i], self.right_hand_rf_pos[i], self.right_hand_rf_rot[i])
                self.add_debug_lines(self.envs[i], self.right_hand_lf_pos[i], self.right_hand_lf_rot[i])
                self.add_debug_lines(self.envs[i], self.right_hand_th_pos[i], self.right_hand_th_rot[i])

                self.add_debug_lines(self.envs[i], self.left_hand_ff_pos[i], self.right_hand_ff_rot[i])
                self.add_debug_lines(self.envs[i], self.left_hand_mf_pos[i], self.right_hand_mf_rot[i])
                self.add_debug_lines(self.envs[i], self.left_hand_rf_pos[i], self.right_hand_rf_rot[i])
                self.add_debug_lines(self.envs[i], self.left_hand_lf_pos[i], self.right_hand_lf_rot[i])
                self.add_debug_lines(self.envs[i], self.left_hand_th_pos[i], self.right_hand_th_rot[i])


    def add_debug_lines(self, env, pos, rot):
        posx = (pos + quat_apply(rot, to_torch([1, 0, 0], device=self.device) * 0.2)).cpu().numpy()
        posy = (pos + quat_apply(rot, to_torch([0, 1, 0], device=self.device) * 0.2)).cpu().numpy()
        posz = (pos + quat_apply(rot, to_torch([0, 0, 1], device=self.device) * 0.2)).cpu().numpy()

        p0 = pos.cpu().numpy()
        self.gym.add_lines(self.viewer, env, 1, [p0[0], p0[1], p0[2], posx[0], posx[1], posx[2]], [0.85, 0.1, 0.1])
        self.gym.add_lines(self.viewer, env, 1, [p0[0], p0[1], p0[2], posy[0], posy[1], posy[2]], [0.1, 0.85, 0.1])
        self.gym.add_lines(self.viewer, env, 1, [p0[0], p0[1], p0[2], posz[0], posz[1], posz[2]], [0.1, 0.1, 0.85])

    def rand_row(self, tensor, dim_needed):  
        row_total = tensor.shape[0]
        return tensor[torch.randint(low=0, high=row_total, size=(dim_needed,)),:]

    def sample_points(self, points, sample_num=1000, sample_mathed='furthest'):
        eff_points = points[points[:, 2]>0.04]
        if eff_points.shape[0] < sample_num :
            eff_points = points
        if sample_mathed == 'random':
            sampled_points = self.rand_row(eff_points, sample_num)
        elif sample_mathed == 'furthest':
            sampled_points_id = pointnet2_utils.furthest_point_sample(eff_points.reshape(1, *eff_points.shape), sample_num)
            sampled_points = eff_points.index_select(0, sampled_points_id[0].long())
        return sampled_points

    def camera_visulization(self, is_depth_image=False):
        if is_depth_image:
            camera_depth_tensor = self.gym.get_camera_image_gpu_tensor(self.sim, self.envs[0], self.cameras[0], gymapi.IMAGE_DEPTH)
            torch_depth_tensor = gymtorch.wrap_tensor(camera_depth_tensor)
            torch_depth_tensor = torch.clamp(torch_depth_tensor, -1, 1)
            torch_depth_tensor = scale(torch_depth_tensor, to_torch([0], dtype=torch.float, device=self.device),
                                                         to_torch([256], dtype=torch.float, device=self.device))
            camera_image = torch_depth_tensor.cpu().numpy()
            camera_image = Im.fromarray(camera_image)
        
        else:
            camera_rgba_tensor = self.gym.get_camera_image_gpu_tensor(self.sim, self.envs[0], self.cameras[0], gymapi.IMAGE_COLOR)
            torch_rgba_tensor = gymtorch.wrap_tensor(camera_rgba_tensor)
            camera_image = torch_rgba_tensor.cpu().numpy()
            camera_image = Im.fromarray(camera_image)
        
        return camera_image
        
@torch.jit.script
def depth_image_to_point_cloud_GPU(camera_tensor, camera_view_matrix_inv, camera_proj_matrix, u, v, width:float, height:float, depth_bar:float, device:torch.device):
    depth_buffer = camera_tensor.to(device)

    vinv = camera_view_matrix_inv

    
    proj = camera_proj_matrix
    fu = 2/proj[0, 0]
    fv = 2/proj[1, 1]

    centerU = width/2
    centerV = height/2

    Z = depth_buffer
    X = -(u-centerU)/width * Z * fu
    Y = (v-centerV)/height * Z * fv

    Z = Z.view(-1)
    valid = Z > -depth_bar
    X = X.view(-1)
    Y = Y.view(-1)

    position = torch.vstack((X, Y, Z, torch.ones(len(X), device=device)))[:, valid]
    position = position.permute(1, 0)
    position = position@vinv

    points = position[:, 0:3]

    return points

@torch.jit.script
def randomize_rotation(rand0, rand1, x_unit_tensor, y_unit_tensor):
    return quat_mul(quat_from_angle_axis(rand0 * np.pi, x_unit_tensor),
                    quat_from_angle_axis(rand1 * np.pi, y_unit_tensor))


@torch.jit.script
def randomize_rotation_pen(rand0, rand1, max_angle, x_unit_tensor, y_unit_tensor, z_unit_tensor):
    rot = quat_mul(quat_from_angle_axis(0.5 * np.pi + rand0 * max_angle, x_unit_tensor),
                   quat_from_angle_axis(rand0 * np.pi, z_unit_tensor))
    return rot


@torch.jit.script
def compute_success(
    rew_buf, reset_buf, reset_goal_buf, progress_buf, successes, consecutive_successes,
    max_episode_length: float, object_pos, object_rot, target_pos, target_rot, door_left_handle_pos, door_right_handle_pos,
    left_hand_pos, right_hand_pos, right_hand_ff_pos, right_hand_mf_pos, right_hand_rf_pos, right_hand_lf_pos, right_hand_th_pos,
    left_hand_ff_pos, left_hand_mf_pos, left_hand_rf_pos, left_hand_lf_pos, left_hand_th_pos,
    dist_reward_scale: float, rot_reward_scale: float, rot_eps: float,
    actions, action_penalty_scale: float,
    success_tolerance: float, reach_goal_bonus: float, fall_dist: float,
    fall_penalty: float, max_consecutive_successes: int, av_factor: float, ignore_z_rot: bool
):
    goal_dist = torch.norm(target_pos - object_pos, p=2, dim=-1)

    right_hand_dist = torch.norm(door_right_handle_pos - right_hand_pos, p=2, dim=-1)
    left_hand_dist = torch.norm(door_left_handle_pos - left_hand_pos, p=2, dim=-1)

    right_hand_finger_dist = (torch.norm(door_right_handle_pos - right_hand_ff_pos, p=2, dim=-1) + torch.norm(door_right_handle_pos - right_hand_mf_pos, p=2, dim=-1)
                            + torch.norm(door_right_handle_pos - right_hand_rf_pos, p=2, dim=-1) + torch.norm(door_right_handle_pos - right_hand_lf_pos, p=2, dim=-1) 
                            + torch.norm(door_right_handle_pos - right_hand_th_pos, p=2, dim=-1))
    left_hand_finger_dist = (torch.norm(door_left_handle_pos - left_hand_ff_pos, p=2, dim=-1) + torch.norm(door_left_handle_pos - left_hand_mf_pos, p=2, dim=-1)
                            + torch.norm(door_left_handle_pos - left_hand_rf_pos, p=2, dim=-1) + torch.norm(door_left_handle_pos - left_hand_lf_pos, p=2, dim=-1) 
                            + torch.norm(door_left_handle_pos - left_hand_th_pos, p=2, dim=-1))
    


    right_hand_dist_rew = right_hand_finger_dist
    left_hand_dist_rew = left_hand_finger_dist


    action_penalty = torch.sum(actions ** 2, dim=-1)

    up_rew = torch.zeros_like(right_hand_dist_rew)
    up_rew = torch.where(right_hand_finger_dist < 0.5,
                    torch.where(left_hand_finger_dist < 0.5,
                                    torch.abs(door_right_handle_pos[:, 1] - door_left_handle_pos[:, 1]) * 2, up_rew), up_rew)

    reward = 2 - right_hand_dist_rew - left_hand_dist_rew + up_rew

    resets = torch.where(right_hand_finger_dist >= 1.5, torch.ones_like(reset_buf), reset_buf)
    resets = torch.where(left_hand_finger_dist >= 1.5, torch.ones_like(resets), resets)
    
    successes = torch.where(successes == 0, 
                    torch.where(torch.abs(door_right_handle_pos[:, 1] - door_left_handle_pos[:, 1]) > 0.5, torch.ones_like(successes), successes), successes)

    resets = torch.where(progress_buf >= max_episode_length, torch.ones_like(resets), resets)

    goal_resets = torch.zeros_like(resets)

    num_resets = torch.sum(resets)
    finished_cons_successes = torch.sum(successes * resets.float())

    cons_successes = torch.where(resets > 0, successes * resets, consecutive_successes).mean()

    return reward, resets, goal_resets, progress_buf, successes, cons_successes