ConstructTraining / source /isaaclab /test /sim /test_spawn_materials.py
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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
"""Launch Isaac Sim Simulator first."""
from isaaclab.app import AppLauncher
# launch omniverse app
simulation_app = AppLauncher(headless=True).app
"""Rest everything follows."""
import pytest
from isaacsim.core.api.simulation_context import SimulationContext
from pxr import UsdPhysics, UsdShade
import isaaclab.sim as sim_utils
from isaaclab.utils.assets import NVIDIA_NUCLEUS_DIR
@pytest.fixture
def sim():
"""Create a simulation context."""
sim_utils.create_new_stage()
dt = 0.1
sim = SimulationContext(physics_dt=dt, rendering_dt=dt, backend="numpy")
sim_utils.update_stage()
yield sim
sim.stop()
sim.clear()
sim.clear_all_callbacks()
sim.clear_instance()
def test_spawn_preview_surface(sim):
"""Test spawning preview surface."""
cfg = sim_utils.materials.PreviewSurfaceCfg(diffuse_color=(0.0, 1.0, 0.0))
prim = cfg.func("/Looks/PreviewSurface", cfg)
# Check validity
assert prim.IsValid()
assert sim.stage.GetPrimAtPath("/Looks/PreviewSurface").IsValid()
assert prim.GetPrimTypeInfo().GetTypeName() == "Shader"
# Check properties
assert prim.GetAttribute("inputs:diffuseColor").Get() == cfg.diffuse_color
def test_spawn_mdl_material(sim):
"""Test spawning mdl material."""
cfg = sim_utils.materials.MdlFileCfg(
mdl_path=f"{NVIDIA_NUCLEUS_DIR}/Materials/Base/Metals/Aluminum_Anodized.mdl",
project_uvw=True,
albedo_brightness=0.5,
)
prim = cfg.func("/Looks/MdlMaterial", cfg)
# Check validity
assert prim.IsValid()
assert sim.stage.GetPrimAtPath("/Looks/MdlMaterial").IsValid()
assert prim.GetPrimTypeInfo().GetTypeName() == "Shader"
# Check properties
assert prim.GetAttribute("inputs:project_uvw").Get() == cfg.project_uvw
assert prim.GetAttribute("inputs:albedo_brightness").Get() == cfg.albedo_brightness
def test_spawn_glass_mdl_material(sim):
"""Test spawning a glass mdl material."""
cfg = sim_utils.materials.GlassMdlCfg(thin_walled=False, glass_ior=1.0, glass_color=(0.0, 1.0, 0.0))
prim = cfg.func("/Looks/GlassMaterial", cfg)
# Check validity
assert prim.IsValid()
assert sim.stage.GetPrimAtPath("/Looks/GlassMaterial").IsValid()
assert prim.GetPrimTypeInfo().GetTypeName() == "Shader"
# Check properties
assert prim.GetAttribute("inputs:thin_walled").Get() == cfg.thin_walled
assert prim.GetAttribute("inputs:glass_ior").Get() == cfg.glass_ior
assert prim.GetAttribute("inputs:glass_color").Get() == cfg.glass_color
def test_spawn_rigid_body_material(sim):
"""Test spawning a rigid body material."""
cfg = sim_utils.materials.RigidBodyMaterialCfg(
dynamic_friction=1.5,
restitution=1.5,
static_friction=0.5,
restitution_combine_mode="max",
friction_combine_mode="max",
)
prim = cfg.func("/Looks/RigidBodyMaterial", cfg)
# Check validity
assert prim.IsValid()
assert sim.stage.GetPrimAtPath("/Looks/RigidBodyMaterial").IsValid()
# Check properties
assert prim.GetAttribute("physics:staticFriction").Get() == cfg.static_friction
assert prim.GetAttribute("physics:dynamicFriction").Get() == cfg.dynamic_friction
assert prim.GetAttribute("physics:restitution").Get() == cfg.restitution
assert prim.GetAttribute("physxMaterial:restitutionCombineMode").Get() == cfg.restitution_combine_mode
assert prim.GetAttribute("physxMaterial:frictionCombineMode").Get() == cfg.friction_combine_mode
def test_spawn_deformable_body_material(sim):
"""Test spawning a deformable body material."""
cfg = sim_utils.materials.DeformableBodyMaterialCfg(
density=1.0,
dynamic_friction=0.25,
youngs_modulus=50000000.0,
poissons_ratio=0.5,
elasticity_damping=0.005,
damping_scale=1.0,
)
prim = cfg.func("/Looks/DeformableBodyMaterial", cfg)
# Check validity
assert prim.IsValid()
assert sim.stage.GetPrimAtPath("/Looks/DeformableBodyMaterial").IsValid()
# Check properties
assert prim.GetAttribute("physxDeformableBodyMaterial:density").Get() == cfg.density
assert prim.GetAttribute("physxDeformableBodyMaterial:dynamicFriction").Get() == cfg.dynamic_friction
assert prim.GetAttribute("physxDeformableBodyMaterial:youngsModulus").Get() == cfg.youngs_modulus
assert prim.GetAttribute("physxDeformableBodyMaterial:poissonsRatio").Get() == cfg.poissons_ratio
assert prim.GetAttribute("physxDeformableBodyMaterial:elasticityDamping").Get() == pytest.approx(
cfg.elasticity_damping
)
assert prim.GetAttribute("physxDeformableBodyMaterial:dampingScale").Get() == cfg.damping_scale
def test_apply_rigid_body_material_on_visual_material(sim):
"""Test applying a rigid body material on a visual material."""
cfg = sim_utils.materials.GlassMdlCfg(thin_walled=False, glass_ior=1.0, glass_color=(0.0, 1.0, 0.0))
prim = cfg.func("/Looks/Material", cfg)
cfg = sim_utils.materials.RigidBodyMaterialCfg(
dynamic_friction=1.5,
restitution=1.5,
static_friction=0.5,
restitution_combine_mode="max",
friction_combine_mode="max",
)
prim = cfg.func("/Looks/Material", cfg)
# Check validity
assert prim.IsValid()
assert sim.stage.GetPrimAtPath("/Looks/Material").IsValid()
# Check properties
assert prim.GetAttribute("physics:staticFriction").Get() == cfg.static_friction
assert prim.GetAttribute("physics:dynamicFriction").Get() == cfg.dynamic_friction
assert prim.GetAttribute("physics:restitution").Get() == cfg.restitution
assert prim.GetAttribute("physxMaterial:restitutionCombineMode").Get() == cfg.restitution_combine_mode
assert prim.GetAttribute("physxMaterial:frictionCombineMode").Get() == cfg.friction_combine_mode
def test_bind_prim_to_material(sim):
"""Test binding a rigid body material on a mesh prim."""
# create a mesh prim
object_prim = sim_utils.create_prim("/World/Geometry/box", "Cube")
UsdPhysics.CollisionAPI.Apply(object_prim)
# create a visual material
visual_material_cfg = sim_utils.GlassMdlCfg(glass_ior=1.0, thin_walled=True)
visual_material_cfg.func("/World/Looks/glassMaterial", visual_material_cfg)
# create a physics material
physics_material_cfg = sim_utils.RigidBodyMaterialCfg(static_friction=0.5, dynamic_friction=1.5, restitution=1.5)
physics_material_cfg.func("/World/Physics/rubberMaterial", physics_material_cfg)
sim_utils.bind_visual_material("/World/Geometry/box", "/World/Looks/glassMaterial")
sim_utils.bind_physics_material("/World/Geometry/box", "/World/Physics/rubberMaterial")
# check the material binding
material_binding_api = UsdShade.MaterialBindingAPI(object_prim)
# -- visual material
material_direct_binding = material_binding_api.GetDirectBinding()
assert material_direct_binding.GetMaterialPath() == "/World/Looks/glassMaterial"
assert material_direct_binding.GetMaterialPurpose() == ""
# -- physics material
material_direct_binding = material_binding_api.GetDirectBinding("physics")
assert material_direct_binding.GetMaterialPath() == "/World/Physics/rubberMaterial"
assert material_direct_binding.GetMaterialPurpose() == "physics"