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# 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 use the ray-caster sensor.
.. code-block:: bash
# Usage
./isaaclab.sh -p scripts/tutorials/04_sensors/run_ray_caster.py
"""
"""Launch Isaac Sim Simulator first."""
import argparse
from isaaclab.app import AppLauncher
# add argparse arguments
parser = argparse.ArgumentParser(description="Ray Caster Test Script")
# 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 torch
import isaaclab.sim as sim_utils
from isaaclab.assets import RigidObject, RigidObjectCfg
from isaaclab.sensors.ray_caster import RayCaster, RayCasterCfg, patterns
from isaaclab.utils.assets import ISAAC_NUCLEUS_DIR
from isaaclab.utils.timer import Timer
def define_sensor() -> RayCaster:
"""Defines the ray-caster sensor to add to the scene."""
# Create a ray-caster sensor
ray_caster_cfg = RayCasterCfg(
prim_path="/World/Origin.*/ball",
mesh_prim_paths=["/World/ground"],
pattern_cfg=patterns.GridPatternCfg(resolution=0.1, size=(2.0, 2.0)),
ray_alignment="yaw",
debug_vis=not args_cli.headless,
)
ray_caster = RayCaster(cfg=ray_caster_cfg)
return ray_caster
def design_scene() -> dict:
"""Design the scene."""
# Populate scene
# -- Rough terrain
cfg = sim_utils.UsdFileCfg(usd_path=f"{ISAAC_NUCLEUS_DIR}/Environments/Terrains/rough_plane.usd")
cfg.func("/World/ground", cfg)
# -- Light
cfg = sim_utils.DistantLightCfg(intensity=2000)
cfg.func("/World/light", cfg)
# Create separate groups called "Origin1", "Origin2", "Origin3"
# Each group will have a robot in it
origins = [[0.25, 0.25, 0.0], [-0.25, 0.25, 0.0], [0.25, -0.25, 0.0], [-0.25, -0.25, 0.0]]
for i, origin in enumerate(origins):
sim_utils.create_prim(f"/World/Origin{i}", "Xform", translation=origin)
# -- Balls
cfg = RigidObjectCfg(
prim_path="/World/Origin.*/ball",
spawn=sim_utils.SphereCfg(
radius=0.25,
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=0.5),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.0, 0.0, 1.0)),
),
)
balls = RigidObject(cfg)
# -- Sensors
ray_caster = define_sensor()
# return the scene information
scene_entities = {"balls": balls, "ray_caster": ray_caster}
return scene_entities
def run_simulator(sim: sim_utils.SimulationContext, scene_entities: dict):
"""Run the simulator."""
# Extract scene_entities for simplified notation
ray_caster: RayCaster = scene_entities["ray_caster"]
balls: RigidObject = scene_entities["balls"]
# define an initial position of the sensor
ball_default_state = balls.data.default_root_state.clone()
ball_default_state[:, :3] = torch.rand_like(ball_default_state[:, :3]) * 10
# Create a counter for resetting the scene
step_count = 0
# Simulate physics
while simulation_app.is_running():
# Reset the scene
if step_count % 250 == 0:
# reset the balls
balls.write_root_pose_to_sim(ball_default_state[:, :7])
balls.write_root_velocity_to_sim(ball_default_state[:, 7:])
# reset the sensor
ray_caster.reset()
# reset the counter
step_count = 0
# Step simulation
sim.step()
# Update the ray-caster
with Timer(
f"Ray-caster update with {4} x {ray_caster.num_rays} rays with max height of"
f" {torch.max(ray_caster.data.pos_w).item():.2f}"
):
ray_caster.update(dt=sim.get_physics_dt(), force_recompute=True)
# Update counter
step_count += 1
def main():
"""Main function."""
# Load simulation context
sim_cfg = sim_utils.SimulationCfg(device=args_cli.device)
sim = sim_utils.SimulationContext(sim_cfg)
# Set main camera
sim.set_camera_view([0.0, 15.0, 15.0], [0.0, 0.0, -2.5])
# Design scene
scene_entities = design_scene()
# Play simulator
sim.reset()
# Now we are ready!
print("[INFO]: Setup complete...")
# Run simulator
run_simulator(sim=sim, scene_entities=scene_entities)
if __name__ == "__main__":
# run the main function
main()
# close sim app
simulation_app.close()