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406662d | 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 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 | # Copyright (c) 2022-2026, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md).
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause
"""This script demonstrates how to spawn deformable prims into the scene.
.. code-block:: bash
# Usage
./isaaclab.sh -p scripts/demos/deformables.py
"""
"""Launch Isaac Sim Simulator first."""
import argparse
from isaaclab.app import AppLauncher
# create argparser
parser = argparse.ArgumentParser(description="This script demonstrates how to spawn deformable prims into the scene.")
# append AppLauncher cli args
AppLauncher.add_app_launcher_args(parser)
# parse the arguments
args_cli = parser.parse_args()
# launch omniverse app
app_launcher = AppLauncher(args_cli)
simulation_app = app_launcher.app
"""Rest everything follows."""
import random
import numpy as np
import torch
import tqdm
import isaaclab.sim as sim_utils
from isaaclab.assets import DeformableObject, DeformableObjectCfg
def define_origins(num_origins: int, spacing: float) -> list[list[float]]:
"""Defines the origins of the the scene."""
# create tensor based on number of environments
env_origins = torch.zeros(num_origins, 3)
# create a grid of origins
num_cols = np.floor(np.sqrt(num_origins))
num_rows = np.ceil(num_origins / num_cols)
xx, yy = torch.meshgrid(torch.arange(num_rows), torch.arange(num_cols), indexing="xy")
env_origins[:, 0] = spacing * xx.flatten()[:num_origins] - spacing * (num_rows - 1) / 2
env_origins[:, 1] = spacing * yy.flatten()[:num_origins] - spacing * (num_cols - 1) / 2
env_origins[:, 2] = torch.rand(num_origins) + 1.0
# return the origins
return env_origins.tolist()
def design_scene() -> tuple[dict, list[list[float]]]:
"""Designs the scene."""
# Ground-plane
cfg_ground = sim_utils.GroundPlaneCfg()
cfg_ground.func("/World/defaultGroundPlane", cfg_ground)
# spawn distant light
cfg_light = sim_utils.DomeLightCfg(
intensity=3000.0,
color=(0.75, 0.75, 0.75),
)
cfg_light.func("/World/light", cfg_light)
# spawn a red cone
cfg_sphere = sim_utils.MeshSphereCfg(
radius=0.25,
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
cfg_cuboid = sim_utils.MeshCuboidCfg(
size=(0.2, 0.2, 0.2),
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
cfg_cylinder = sim_utils.MeshCylinderCfg(
radius=0.15,
height=0.5,
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
cfg_capsule = sim_utils.MeshCapsuleCfg(
radius=0.15,
height=0.5,
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
cfg_cone = sim_utils.MeshConeCfg(
radius=0.15,
height=0.5,
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
# create a dictionary of all the objects to be spawned
objects_cfg = {
"sphere": cfg_sphere,
"cuboid": cfg_cuboid,
"cylinder": cfg_cylinder,
"capsule": cfg_capsule,
"cone": cfg_cone,
}
# Create separate groups of deformable objects
origins = define_origins(num_origins=64, spacing=0.6)
print("[INFO]: Spawning objects...")
# Iterate over all the origins and randomly spawn objects
for idx, origin in tqdm.tqdm(enumerate(origins), total=len(origins)):
# randomly select an object to spawn
obj_name = random.choice(list(objects_cfg.keys()))
obj_cfg = objects_cfg[obj_name]
# randomize the young modulus (somewhere between a Silicone 30 and Silicone 70)
obj_cfg.physics_material.youngs_modulus = random.uniform(0.7e6, 3.3e6)
# randomize the poisson's ratio
obj_cfg.physics_material.poissons_ratio = random.uniform(0.25, 0.5)
# randomize the color
obj_cfg.visual_material.diffuse_color = (random.random(), random.random(), random.random())
# spawn the object
obj_cfg.func(f"/World/Origin/Object{idx:02d}", obj_cfg, translation=origin)
# create a view for all the deformables
# note: since we manually spawned random deformable meshes above, we don't need to
# specify the spawn configuration for the deformable object
cfg = DeformableObjectCfg(
prim_path="/World/Origin/Object.*",
spawn=None,
init_state=DeformableObjectCfg.InitialStateCfg(),
)
deformable_object = DeformableObject(cfg=cfg)
# return the scene information
scene_entities = {"deformable_object": deformable_object}
return scene_entities, origins
def run_simulator(sim: sim_utils.SimulationContext, entities: dict[str, DeformableObject], origins: torch.Tensor):
"""Runs the simulation loop."""
# Define simulation stepping
sim_dt = sim.get_physics_dt()
sim_time = 0.0
count = 0
# Simulate physics
while simulation_app.is_running():
# reset
if count % 400 == 0:
# reset counters
sim_time = 0.0
count = 0
# reset deformable object state
for _, deform_body in enumerate(entities.values()):
# root state
nodal_state = deform_body.data.default_nodal_state_w.clone()
deform_body.write_nodal_state_to_sim(nodal_state)
# reset the internal state
deform_body.reset()
print("[INFO]: Resetting deformable object state...")
# perform step
sim.step()
# update sim-time
sim_time += sim_dt
count += 1
# update buffers
for deform_body in entities.values():
deform_body.update(sim_dt)
def main():
"""Main function."""
# Initialize the simulation context
sim_cfg = sim_utils.SimulationCfg(dt=0.01, device=args_cli.device)
sim = sim_utils.SimulationContext(sim_cfg)
# Set main camera
sim.set_camera_view([4.0, 4.0, 3.0], [0.5, 0.5, 0.0])
# Design scene by adding assets to it
scene_entities, scene_origins = design_scene()
scene_origins = torch.tensor(scene_origins, device=sim.device)
# Play the simulator
sim.reset()
# Now we are ready!
print("[INFO]: Setup complete...")
# Run the simulator
run_simulator(sim, scene_entities, scene_origins)
if __name__ == "__main__":
# run the main function
main()
# close sim app
simulation_app.close()
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