""" Export the TASK 9 packing-area scene as a single self-describing USD. Authors the same composition as teleop_openarm_demo_simready_warehouse_task_9.py -- the empty warehouse shell (populated zones deactivated), the cleared SM_CratePacking_Table_A1 packing bench at the origin, the dressing props around it, and the dome/key lights -- into one USD layer that references the PhysicalAI SimReady Warehouse assets by RELATIVE path. The output lives inside the assets tree so those relative references stay valid: assets/task9_packing_area/task9_packing_area.usd Reference it as the background in benchmark scenes (e.g. under a /Root/ Background Xform). Frame contract: origin at the table (work surface center), x = table long axis, y = away from the robot; work surface at z=0.994 m, floor at z=0. Depth order along -y: table, robot spot (~y=-0.5, kept clear), box rack behind the robot, warehouse wall behind that; open warehouse beyond the table. All props are static colliders (physics variants), no rigid bodies. Pure pxr -- no Isaac Sim launch needed. Run with any python that has pxr, e.g. the Isaac Sim USD libs: USDLIBS=/opt/isaac-sim/extscache/omni.usd.libs-1.0.1+69cbf6ad.lx64.r.cp311 PYTHONPATH=$USDLIBS LD_LIBRARY_PATH=$USDLIBS/bin \ /opt/isaac-sim/kit/python/bin/python3 simready_warehouse_tasks/export_task9_scene_usd.py or simply /opt/isaac-sim/python.sh (slower startup). """ from pathlib import Path from pxr import Gf, Sdf, Usd, UsdGeom, UsdLux SCRIPT_DIR = Path(__file__).resolve().parent PROJECT_DIR = SCRIPT_DIR.parent ASSETS_DIR = PROJECT_DIR / "assets" / "physicalai_simready_warehouse_01" OUTPUT_PATH = PROJECT_DIR / "assets" / "simple_packing_area" / "simple_packing_area.usd" # Asset paths are authored RELATIVE to the output layer's directory. WAREHOUSE_REL = "../isaac_sim_assets_51/Isaac/Environments/Simple_Warehouse/warehouse.usd" def _assembly(name): return f"../physicalai_simready_warehouse_01/Props/assembly/{name}/{name}_physics.usd" def _general(name): return f"../physicalai_simready_warehouse_01/Props/general/{name}/{name}_physics.usd" # ── the task-9 scene definition (kept in sync with the task-9 script) ───────── # Isaac Simple_Warehouse shell (local mirror of NVIDIA's cloud asset, # ~24x39 m hall, floor z=0). Referenced at IDENTITY, matching the live # teleop layout that was visually approved. Do NOT shift the shell +y: the # hall has an interior dividing wall at shell-local y=-12.1 (full-width # panels SM_WallA_6M4/6/7 + upper 3M rows, with a 6 m back room behind it); # a +10 y shift parks that wall at world y=-2.1, exactly in front of the # box rack (y -4.7..-2.1), hiding every box behind brick. At identity the # wall sits ~11.6 m behind the robot and the rack stands inside the hall. WAREHOUSE_KEEP_ZONES = None WAREHOUSE_ROT = 0.0 WAREHOUSE_POS = (0.0, 0.0, 0.0) TABLE_USD = _assembly("SM_CratePacking_Table_A1") TABLE_ROOT = "/Root/PackingTable" TABLE_POS = (0.0, 0.0, 0.0) TABLE_ROT = 0.0 TABLE_KEEP = ("SM_HeavyDutyPackingTable",) SHELF_Z = 0.354 SCENERY = ( # Boxes-loaded double rack BEHIND the robot (robot ~y=-0.5): rack depth # 2.56 m centered at y=-3.4 spans y -4.7..-2.1, ~1.2 m behind the robot. ("RackBoxes", _assembly("sm_rackcomposition_s58_01"), (0.3, -3.4, 0.0), 0.0, 0.01), ("BoxPileLeft", _assembly("WarehousePile_A3"), (-2.7, 1.0, 0.0), -15.0, 0.01), ("BoxPileRight", _assembly("WarehousePile_A5"), (2.5, 0.4, 0.0), 15.0, 0.01), # Hand pallet truck parked by the rack, behind the robot. ("PalletTruck", _general("SM_HeavyDutyPalletTruck_A01_01"), (3.4, -3.0, 0.0), -90.0, 0.01), ("FloorBox", _general("Cardbox_C1"), (-1.9, -0.9, 0.0), 30.0, 0.01), ("ShelfCartonA", _general("Cardbox_C1"), (-0.55, 0.0, SHELF_Z), 12.0, 0.01), ("ShelfCartonB", _general("Cardbox_C1"), (0.35, -0.02, SHELF_Z), -30.0, 0.01), ("ShelfCartonC", _general("Cardbox_D2"), (0.92, 0.05, SHELF_Z), 40.0, 0.01), ) def set_xform(prim, position, rotate_z=None, scale=None): xf = UsdGeom.Xformable(prim) xf.ClearXformOpOrder() xf.AddTranslateOp(UsdGeom.XformOp.PrecisionDouble).Set(Gf.Vec3d(*position)) if rotate_z is not None: xf.AddRotateZOp(UsdGeom.XformOp.PrecisionDouble).Set(float(rotate_z)) if scale is not None and abs(float(scale) - 1.0) > 1e-9: s = float(scale) xf.AddScaleOp(UsdGeom.XformOp.PrecisionDouble).Set(Gf.Vec3d(s, s, s)) def main(): OUTPUT_PATH.parent.mkdir(parents=True, exist_ok=True) stage = Usd.Stage.CreateNew(str(OUTPUT_PATH)) UsdGeom.SetStageUpAxis(stage, UsdGeom.Tokens.z) UsdGeom.SetStageMetersPerUnit(stage, 1.0) root = stage.DefinePrim("/Root", "Xform") stage.SetDefaultPrim(root) # Empty warehouse: reference the full scene, deactivate populated zones. warehouse = stage.DefinePrim("/Root/Warehouse", "Xform") warehouse.GetReferences().AddReference(WAREHOUSE_REL) set_xform(warehouse, WAREHOUSE_POS, WAREHOUSE_ROT) print(f"Simple_Warehouse shell referenced at {WAREHOUSE_POS}") # Packing bench, cleared down to the bare table. table = stage.DefinePrim(TABLE_ROOT, "Xform") table.GetReferences().AddReference(TABLE_USD) set_xform(table, TABLE_POS, TABLE_ROT) if table.IsInstance(): table.SetInstanceable(False) cleared = [] for child in table.GetChildren(): if any(child.GetName().startswith(keep) for keep in TABLE_KEEP): continue child.SetActive(False) cleared.append(child.GetName()) print(f"Table referenced; cleared {len(cleared)} props") # Dressing props. Reference each on a child prim: the assets author their # own float3 xformOp:scale, which collides with set_xform's # double-precision ops if the reference sits directly on the root. for name, usd_rel, pos, rot, scale in SCENERY: prop = stage.DefinePrim(f"/Root/Scenery/{name}", "Xform") model = stage.DefinePrim(f"/Root/Scenery/{name}/Model", "Xform") model.GetReferences().AddReference(usd_rel) set_xform(prop, pos, rot, scale) print(f"Scenery {name}: {usd_rel} at {pos}, rot={rot}, scale={scale}") # Lighting. The Simple_Warehouse shell lights itself: 16 ceiling lamps # (RectLight 400k each) plus one hall-wide fill RectLight whose authored # 5000 intensity alone overexposes the packing area (table-view mean # ~171/255). Dim that fill to 2000 and add only a soft dome for shadow # fill -- no distant key light (the task-9 photoreal shell needed one, # this shell does not). Tuned to table-view mean ~118/255. fill = stage.GetPrimAtPath("/Root/Warehouse/RectLight") fill.GetAttribute("inputs:intensity").Set(2000.0) dome = UsdLux.DomeLight.Define(stage, "/Root/Lights/DomeLight") dome.CreateIntensityAttr(60.0) dome.CreateColorAttr(Gf.Vec3f(1.0, 1.0, 1.0)) stage.GetRootLayer().Save() print(f"Saved: {OUTPUT_PATH}") if __name__ == "__main__": main()