# 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 different rigid and deformable meshes in the scene. It randomly spawns different types of meshes in the scene. The meshes can be rigid or deformable based on the probability of 0.5. The rigid meshes are spawned with rigid body and collision properties, while the deformable meshes are spawned with deformable body properties. .. code-block:: bash # Usage ./isaaclab.sh -p source/isaaclab/test/sim/check_meshes.py """ """Launch Isaac Sim Simulator first.""" import argparse from isaaclab.app import AppLauncher # create argparser parser = argparse.ArgumentParser(description="This script demonstrates different meshes in 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 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(): """Designs the scene by spawning ground plane, light, and deformable meshes.""" # 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) # create new xform prims for all objects to be spawned under origins = define_origins(num_origins=4, spacing=5.5) for idx, origin in enumerate(origins): sim_utils.create_prim(f"/World/Origin{idx:02d}", "Xform", translation=origin) # spawn a red cone cfg_sphere = sim_utils.MeshSphereCfg( radius=0.25, mass_props=sim_utils.MassPropertiesCfg(mass=1.0), visual_material=sim_utils.PreviewSurfaceCfg(), ) cfg_cuboid = sim_utils.MeshCuboidCfg( size=(0.2, 0.2, 0.2), mass_props=sim_utils.MassPropertiesCfg(mass=1.0), visual_material=sim_utils.PreviewSurfaceCfg(), ) cfg_cylinder = sim_utils.MeshCylinderCfg( radius=0.15, height=0.5, mass_props=sim_utils.MassPropertiesCfg(mass=1.0), visual_material=sim_utils.PreviewSurfaceCfg(), ) cfg_capsule = sim_utils.MeshCapsuleCfg( radius=0.15, height=0.5, mass_props=sim_utils.MassPropertiesCfg(mass=1.0), visual_material=sim_utils.PreviewSurfaceCfg(), ) cfg_cone = sim_utils.MeshConeCfg( radius=0.15, height=0.5, mass_props=sim_utils.MassPropertiesCfg(mass=1.0), visual_material=sim_utils.PreviewSurfaceCfg(), ) # 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=25, spacing=0.5) 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] # randomly decide if it is rigid or deformable if random.random() < 0.5: obj_cfg.rigid_props = None obj_cfg.collision_props = None obj_cfg.deformable_props = sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0) else: obj_cfg.deformable_props = None obj_cfg.rigid_props = sim_utils.RigidBodyPropertiesCfg() obj_cfg.collision_props = sim_utils.CollisionPropertiesCfg() # 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) def main(): """Main function.""" # Initialize the simulation context sim_cfg = sim_utils.SimulationCfg(dt=0.01) sim = sim_utils.SimulationContext(sim_cfg) # Set main camera sim.set_camera_view([8.0, 8.0, 6.0], [0.0, 0.0, 0.0]) # Design scene by adding assets to it design_scene() # Play the simulator sim.reset() # Now we are ready! print("[INFO]: Setup complete...") # Simulate physics while simulation_app.is_running(): # perform step sim.step() if __name__ == "__main__": # run the main function main() # close sim app simulation_app.close()