# 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 Usd, UsdLux import isaaclab.sim as sim_utils from isaaclab.utils.string import to_camel_case @pytest.fixture(autouse=True) def sim(): """Setup and teardown for each test.""" # Setup: Create a new stage sim_utils.create_new_stage() # Simulation time-step dt = 0.1 # Load kit helper sim = SimulationContext(physics_dt=dt, rendering_dt=dt, backend="numpy") # Wait for spawning sim_utils.update_stage() # Yield the simulation context for the test yield sim # Teardown: Stop simulation sim.stop() sim.clear() sim.clear_all_callbacks() sim.clear_instance() def test_spawn_disk_light(sim): """Test spawning a disk light source.""" cfg = sim_utils.DiskLightCfg( color=(0.1, 0.1, 0.1), enable_color_temperature=True, color_temperature=5500, intensity=100, radius=20.0 ) prim = cfg.func("/World/disk_light", cfg) # check if the light is spawned assert prim.IsValid() assert sim.stage.GetPrimAtPath("/World/disk_light").IsValid() assert prim.GetPrimTypeInfo().GetTypeName() == "DiskLight" # validate properties on the prim _validate_properties_on_prim(prim, cfg) def test_spawn_distant_light(sim): """Test spawning a distant light.""" cfg = sim_utils.DistantLightCfg( color=(0.1, 0.1, 0.1), enable_color_temperature=True, color_temperature=5500, intensity=100, angle=20 ) prim = cfg.func("/World/distant_light", cfg) # check if the light is spawned assert prim.IsValid() assert sim.stage.GetPrimAtPath("/World/distant_light").IsValid() assert prim.GetPrimTypeInfo().GetTypeName() == "DistantLight" # validate properties on the prim _validate_properties_on_prim(prim, cfg) def test_spawn_dome_light(sim): """Test spawning a dome light source.""" cfg = sim_utils.DomeLightCfg( color=(0.1, 0.1, 0.1), enable_color_temperature=True, color_temperature=5500, intensity=100 ) prim = cfg.func("/World/dome_light", cfg) # check if the light is spawned assert prim.IsValid() assert sim.stage.GetPrimAtPath("/World/dome_light").IsValid() assert prim.GetPrimTypeInfo().GetTypeName() == "DomeLight" # validate properties on the prim _validate_properties_on_prim(prim, cfg) def test_spawn_cylinder_light(sim): """Test spawning a cylinder light source.""" cfg = sim_utils.CylinderLightCfg( color=(0.1, 0.1, 0.1), enable_color_temperature=True, color_temperature=5500, intensity=100, radius=20.0 ) prim = cfg.func("/World/cylinder_light", cfg) # check if the light is spawned assert prim.IsValid() assert sim.stage.GetPrimAtPath("/World/cylinder_light").IsValid() assert prim.GetPrimTypeInfo().GetTypeName() == "CylinderLight" # validate properties on the prim _validate_properties_on_prim(prim, cfg) def test_spawn_sphere_light(sim): """Test spawning a sphere light source.""" cfg = sim_utils.SphereLightCfg( color=(0.1, 0.1, 0.1), enable_color_temperature=True, color_temperature=5500, intensity=100, radius=20.0 ) prim = cfg.func("/World/sphere_light", cfg) # check if the light is spawned assert prim.IsValid() assert sim.stage.GetPrimAtPath("/World/sphere_light").IsValid() assert prim.GetPrimTypeInfo().GetTypeName() == "SphereLight" # validate properties on the prim _validate_properties_on_prim(prim, cfg) """ Helper functions. """ def _validate_properties_on_prim(prim: Usd.Prim, cfg: sim_utils.LightCfg): """Validate the properties on the prim. Args: prim: The prim. cfg: The configuration for the light source. """ # default list of params to skip non_usd_params = ["func", "prim_type", "visible", "semantic_tags", "copy_from_source"] # validate the properties for attr_name, attr_value in cfg.__dict__.items(): # skip names we know are not present if attr_name in non_usd_params or attr_value is None: continue # deal with texture input names if "texture" in attr_name: light_prim = UsdLux.DomeLight(prim) if attr_name == "texture_file": configured_value = light_prim.GetTextureFileAttr().Get() elif attr_name == "texture_format": configured_value = light_prim.GetTextureFormatAttr().Get() else: raise ValueError(f"Unknown texture attribute: '{attr_name}'") else: # convert attribute name in prim to cfg name if attr_name == "visible_in_primary_ray": prim_prop_name = f"{to_camel_case(attr_name, to='cC')}" else: prim_prop_name = f"inputs:{to_camel_case(attr_name, to='cC')}" # configured value configured_value = prim.GetAttribute(prim_prop_name).Get() # validate the values assert configured_value == attr_value, f"Failed for attribute: '{attr_name}'"