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|
| | """Launch Isaac Sim Simulator first.""" |
| |
|
| | from isaaclab.app import AppLauncher |
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| | |
| | simulation_app = AppLauncher(headless=True).app |
| |
|
| | """Rest everything follows.""" |
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| |
|
| | 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 |
| |
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| |
|
| | @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() |
| |
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| |
|
| | 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) |
| | |
| | assert prim.IsValid() |
| | assert sim.stage.GetPrimAtPath("/Looks/PreviewSurface").IsValid() |
| | assert prim.GetPrimTypeInfo().GetTypeName() == "Shader" |
| | |
| | assert prim.GetAttribute("inputs:diffuseColor").Get() == cfg.diffuse_color |
| |
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| |
|
| | 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) |
| | |
| | assert prim.IsValid() |
| | assert sim.stage.GetPrimAtPath("/Looks/MdlMaterial").IsValid() |
| | assert prim.GetPrimTypeInfo().GetTypeName() == "Shader" |
| | |
| | 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) |
| | |
| | assert prim.IsValid() |
| | assert sim.stage.GetPrimAtPath("/Looks/GlassMaterial").IsValid() |
| | assert prim.GetPrimTypeInfo().GetTypeName() == "Shader" |
| | |
| | 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) |
| | |
| | assert prim.IsValid() |
| | assert sim.stage.GetPrimAtPath("/Looks/RigidBodyMaterial").IsValid() |
| | |
| | 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) |
| | |
| | assert prim.IsValid() |
| | assert sim.stage.GetPrimAtPath("/Looks/DeformableBodyMaterial").IsValid() |
| | |
| | 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) |
| | |
| | assert prim.IsValid() |
| | assert sim.stage.GetPrimAtPath("/Looks/Material").IsValid() |
| | |
| | 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.""" |
| |
|
| | |
| | object_prim = sim_utils.create_prim("/World/Geometry/box", "Cube") |
| | UsdPhysics.CollisionAPI.Apply(object_prim) |
| |
|
| | |
| | visual_material_cfg = sim_utils.GlassMdlCfg(glass_ior=1.0, thin_walled=True) |
| | visual_material_cfg.func("/World/Looks/glassMaterial", visual_material_cfg) |
| | |
| | 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") |
| |
|
| | |
| | material_binding_api = UsdShade.MaterialBindingAPI(object_prim) |
| | |
| | material_direct_binding = material_binding_api.GetDirectBinding() |
| | assert material_direct_binding.GetMaterialPath() == "/World/Looks/glassMaterial" |
| | assert material_direct_binding.GetMaterialPurpose() == "" |
| | |
| | material_direct_binding = material_binding_api.GetDirectBinding("physics") |
| | assert material_direct_binding.GetMaterialPath() == "/World/Physics/rubberMaterial" |
| | assert material_direct_binding.GetMaterialPurpose() == "physics" |
| |
|