robolab_motionplanning / robolab /core /task /predicate_logic.py
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# SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
# SPDX-License-Identifier: Apache-2.0
"""
predicate_logic: "Is condition X true?"
Spatial predicates: left_of(), above_top(), inside(), enclosed()
State predicates: stationary(), upright()
Multi-object predicates: check_stacked(), in_line(), between()
Functions take a `world: WorldState` as their first parameter.
All functions support an `env_id` parameter:
env_id=None → vectorized, returns Tensor(num_envs,) of bools
env_id=int → single env, returns bool (backward compat)
"""
from typing import Callable
import numpy as np
import torch
from isaaclab.utils.math import quat_apply, quat_apply_inverse
import robolab.constants
from robolab.constants import DEBUG
from robolab.core.task.hull_check import build_local_hull, point_in_hull
from robolab.core.utils.geometry_utils import spatial_condition_check_vector_based
from robolab.core.utils.transform_utils import transform_pose_from_w_to_b_vectorized
from robolab.core.world.world_state import get_world
def get_task_conditional_func(func_name: str):
"""Load a conditional function by name from the conditionals module."""
from robolab.core.task import conditionals
from robolab.core.utils.function_loader import load_callable_from_module
return load_callable_from_module(conditionals, func_name)
def evaluate_logicals(results: list[bool], logical: str, N: int = 1) -> bool:
"""Evaluates a list of boolean results according to the logical selection strategy."""
if logical == "all":
result = all(results)
elif logical == "any":
result = any(results)
elif logical == "choose":
result = results.count(True) == N
else:
raise ValueError(f"Invalid logical: {logical}")
if DEBUG:
print(f"evaluate_logicals: Evaluating {len(results)} boolean results with logical='{logical}' (N={N}) -> {result}")
return result
def evaluate_logicals_vectorized(results: list[torch.Tensor], logical: str, N: int = 1) -> torch.Tensor:
"""Vectorized version — each result is Tensor(num_envs,), returns Tensor(num_envs,)."""
stacked = torch.stack(results, dim=0) # (num_objects, num_envs)
if logical == "all":
return stacked.all(dim=0)
elif logical == "any":
return stacked.any(dim=0)
elif logical == "choose":
return stacked.sum(dim=0) == N
else:
raise ValueError(f"Invalid logical: {logical}")
def evaluate_spatial_condition(
env,
object: str | list[str],
condition_func: Callable,
logical: str = "all",
K: int = 1,
env_id: int | None = None,
**kwargs
):
"""
Generic helper to evaluate a spatial condition across multiple objects.
Args:
env: Environment or WorldState
object: Single object name or list of object names
condition_func: Function that takes (world, obj, env_id=..., **kwargs) and returns
bool (when env_id=int) or Tensor(num_envs,) (when env_id=None)
logical: "all", "any", or "choose"
K: Number of objects for "choose" logical
env_id: None → vectorized, int → single env
**kwargs: Additional arguments to pass to condition_func
"""
if logical not in ["any", "all", "choose"]:
raise ValueError(f"Invalid logical: {logical}")
world = get_world(env)
objects = [object] if isinstance(object, str) else list(object)
if env_id is not None:
# Single env — scalar path
results = [condition_func(world, obj, env_id=env_id, **kwargs) for obj in objects]
result = evaluate_logicals(results, logical, K)
if DEBUG:
print(f"evaluate_spatial_condition: Evaluating '{condition_func.__name__}' on {objects} with logical='{logical}' (K={K}) -> {result}")
return result
else:
# Vectorized path
results = [condition_func(world, obj, env_id=None, **kwargs) for obj in objects]
result = evaluate_logicals_vectorized(results, logical, K)
if DEBUG:
print(f"evaluate_spatial_condition: Evaluating '{condition_func.__name__}' on {objects} with logical='{logical}' (K={K}) [vectorized]")
return result
#########################################################
# Helpers for dual scalar/tensor logic
#########################################################
def _and(a, b):
"""Logical AND that works for both bool and Tensor."""
if isinstance(a, torch.Tensor) or isinstance(b, torch.Tensor):
return a & b
return a and b
def _not(a):
"""Logical NOT that works for both bool and Tensor."""
if isinstance(a, torch.Tensor):
return ~a
return not a
#########################################################
# Spatial relationship functions
#########################################################
def _spatial_condition(world, object: str, reference_object: str,
spatial_condition: str,
frame_of_reference: str = "robot",
mirrored: bool = False,
cone_deg: int = 45,
env_id: int | None = None):
"""
Internal helper to evaluate directional spatial relationships between two objects.
Args:
env_id: None → Tensor(num_envs,) bool, int → bool
"""
pose1 = world.get_pose(object, as_matrix=True, env_id=env_id)
pose2 = world.get_pose(reference_object, as_matrix=True, env_id=env_id)
if frame_of_reference == "world":
result = spatial_condition_check_vector_based(pose1, pose2, spatial_condition, mirrored=mirrored, cone_deg=cone_deg)
else:
ref_pose = world.get_pose(frame_of_reference, as_matrix=True, env_id=env_id)
pose1_r = transform_pose_from_w_to_b_vectorized(pose1, ref_pose)
pose2_r = transform_pose_from_w_to_b_vectorized(pose2, ref_pose)
result = spatial_condition_check_vector_based(pose1_r, pose2_r, spatial_condition, mirrored=mirrored, cone_deg=cone_deg)
# Ensure scalar bool for single-env path
if env_id is not None and not isinstance(result, bool):
result = bool(result)
if DEBUG:
print(f"_spatial_condition: Checking if '{object}' is {spatial_condition} '{reference_object}' (frame={frame_of_reference}, mirrored={mirrored}, cone_deg={cone_deg}) -> {result}")
return result
# Directional spatial checks
def left_of(world, object: str, reference_object: str,
frame_of_reference: str = "robot", mirrored: bool = False, cone_deg: int = 45, env_id: int | None = None) -> bool:
"""Check if object is to the left of reference_object."""
return _spatial_condition(world, object, reference_object, "left_of", frame_of_reference, mirrored, cone_deg, env_id=env_id)
def right_of(world, object: str, reference_object: str,
frame_of_reference: str = "robot", mirrored: bool = False, cone_deg: int = 45, env_id: int | None = None) -> bool:
"""Check if object is to the right of reference_object."""
return _spatial_condition(world, object, reference_object, "right_of", frame_of_reference, mirrored, cone_deg, env_id=env_id)
def in_front_of(world, object: str, reference_object: str,
frame_of_reference: str = "robot", mirrored: bool = False, cone_deg: int = 45, env_id: int | None = None) -> bool:
"""Check if object is in front of reference_object."""
return _spatial_condition(world, object, reference_object, "in_front_of", frame_of_reference, mirrored, cone_deg, env_id=env_id)
def behind(world, object: str, reference_object: str,
frame_of_reference: str = "robot", mirrored: bool = False, cone_deg: int = 45, env_id: int | None = None) -> bool:
"""Check if object is behind reference_object."""
return _spatial_condition(world, object, reference_object, "behind", frame_of_reference, mirrored, cone_deg, env_id=env_id)
# Containment spatial checks — these use get_bbox which now supports vectorized
def _bbox_min_max(corners, env_id):
"""Extract min/max from corners. Returns (min, max) as appropriate type."""
if env_id is not None:
# corners is list[Gf.Vec3d]
xs = [c[0] for c in corners]
ys = [c[1] for c in corners]
zs = [c[2] for c in corners]
return (min(xs), max(xs), min(ys), max(ys), min(zs), max(zs))
else:
# corners is Tensor(N, 8, 3)
mins = corners.min(dim=1).values # (N, 3)
maxs = corners.max(dim=1).values # (N, 3)
return mins, maxs
def enclosed(world, inside_obj: str, outside_obj: str, tolerance: float = 0.0, env_id: int | None = None):
"""Check if inside_obj's hull centroid is inside outside_obj's closed convex hull.
Same centroid-in-hull primitive as ``inside``, but uses the *full* (closed)
plane set rather than the open-top variant.
Returns ``bool`` for single-env, ``Tensor(N,) bool`` for batched.
"""
result = _obj_centroid_in_container(world, inside_obj, outside_obj, env_id, planes_attr="planes_full")
if DEBUG and env_id is not None:
print(f"enclosed: '{inside_obj}' centroid in '{outside_obj}' closed hull -> {result}")
return result
def centroid_in_footprint(world, obj: str, surface: str, tolerance: float = 0.01, env_id: int | None = None):
"""Check if obj's centroid xy lies within surface's AABB footprint (z is ignored)."""
surface_corners, _ = world.get_bbox(surface, env_id=env_id)
_, centroid = world.get_bbox(obj, env_id=env_id)
if env_id is not None:
min_x, max_x, min_y, max_y, _, _ = _bbox_min_max(surface_corners, env_id)
result = bool(
min_x - tolerance <= centroid[0] <= max_x + tolerance and
min_y - tolerance <= centroid[1] <= max_y + tolerance
)
if DEBUG:
print(f"centroid_in_footprint: '{obj}' xy in '{surface}' (tol={tolerance}) -> {result}")
return result
else:
mins, maxs = _bbox_min_max(surface_corners, env_id)
x_ok = (centroid[:, 0] >= mins[:, 0] - tolerance) & (centroid[:, 0] <= maxs[:, 0] + tolerance)
y_ok = (centroid[:, 1] >= mins[:, 1] - tolerance) & (centroid[:, 1] <= maxs[:, 1] + tolerance)
return x_ok & y_ok
def _read_local_mesh_points(world, body_name: str) -> np.ndarray:
"""Concatenated mesh points of ``body_name`` in the prim's own local frame.
Reads ``points`` directly from descendant ``UsdGeom.Mesh`` prims and composes
each mesh's local-to-prim transform. Sidesteps a known issue with
``UsdGeom.BBoxCache.ComputeUntransformedBound``: it stores the geometry's
*world-space* AABB plus the prim's inverse-world matrix, and
``ComputeAlignedRange`` re-axis-aligns after applying the inverse — both
axis-alignments are lossy for any prim whose authored rotation isn't an
axis-aligned flip, producing a box up to ~2× the canonical extents.
Returns:
(P, 3) array of points in body-local frame, **expressed in world units (meters)**.
Important: composes the mesh's full local-to-world (which includes any USD
metersPerUnit conversion + xformOp:scale on ancestors) and then undoes only
the prim's *rotation + translation* — explicitly NOT the prim's scale. This
leaves the mesh points expressed in the prim's rotated frame but at world
scale. Without this, prims authored in non-meter units (e.g. cm) end up
with hull dimensions 100x larger than world coordinates, breaking
point-in-hull tests against world-frame poses.
"""
from pxr import Gf, Usd, UsdGeom
prim = world._get_prim(body_name, env_id=0)
xform_cache = UsdGeom.XformCache(Usd.TimeCode.Default())
prim_xform = xform_cache.GetLocalToWorldTransform(prim)
# Build a no-scale-no-shear world-to-prim that preserves world's meter units.
prim_xform_no_scale = prim_xform.RemoveScaleShear()
prim_world_to_local = prim_xform_no_scale.GetInverse()
all_points: list[list[float]] = []
for child in Usd.PrimRange(prim):
if not child.IsA(UsdGeom.Mesh):
continue
mesh = UsdGeom.Mesh(child)
purpose = mesh.GetPurposeAttr().Get()
if purpose not in (None, UsdGeom.Tokens.default_):
continue
points = mesh.GetPointsAttr().Get()
if points is None or len(points) == 0:
continue
mesh_to_world = xform_cache.GetLocalToWorldTransform(child)
for p in points:
p_world = mesh_to_world.Transform(p) # true world meters
p_local = prim_world_to_local.Transform(Gf.Vec3d(p_world)) # rotated to prim frame, meters preserved
all_points.append([p_local[0], p_local[1], p_local[2]])
if not all_points:
raise ValueError(f"_read_local_mesh_points: no mesh geometry found under prim '{body_name}'")
return np.asarray(all_points, dtype=np.float64)
def _untransformed_aabb(world, body_name: str):
"""Truly-local AABB of body_name's geometry, in the prim's own frame, independent of
its authored xform. Cached on the world singleton.
Backed by ``_read_local_mesh_points``; takes min/max along each axis.
"""
cache_attr = "_untransformed_aabb_cache"
if not hasattr(world, cache_attr):
setattr(world, cache_attr, {})
cache = getattr(world, cache_attr)
if body_name not in cache:
points = _read_local_mesh_points(world, body_name)
device = world.env.device
cache[body_name] = (
torch.tensor(points.min(axis=0), dtype=torch.float32, device=device),
torch.tensor(points.max(axis=0), dtype=torch.float32, device=device),
)
return cache[body_name]
def _untransformed_hull(world, body_name: str):
"""Convex hull of ``body_name``'s mesh in body-local frame. Cached on world.
Backed by ``_read_local_mesh_points`` + ``build_local_hull``. The hull is
computed once at first call; subsequent calls return the cached
``LocalHull``.
Returns:
``hull_check.LocalHull`` — vertices (V, 3) used on the object side,
plane sets (F, 4) and (F_kept, 4) used on the container side.
"""
cache_attr = "_untransformed_hull_cache"
if not hasattr(world, cache_attr):
setattr(world, cache_attr, {})
cache = getattr(world, cache_attr)
if body_name not in cache:
points = _read_local_mesh_points(world, body_name)
cache[body_name] = build_local_hull(points, device=world.env.device)
return cache[body_name]
def _obj_centroid_in_container(
world,
inside_obj: str,
outside_obj: str,
env_id: int | None,
planes_attr: str = "planes_open_top",
):
"""Test whether ``inside_obj``'s hull-vertex centroid lies inside ``outside_obj``'s hull.
The centroid of the object's convex-hull vertices is transformed
world→object→world→container-local once per call and tested against the
container's plane set. ``planes_attr`` selects which face set:
- ``"planes_open_top"`` (default) — top faces dropped, polytope unbounded
upward along container-local +z. Used by ``inside`` / ``in_opentop_container``.
- ``"planes_full"`` — closed hull. Used by ``enclosed``.
Boolean semantics — clean ``not`` symmetric with ``in_opentop_container``.
Sidesteps the elongated-object frac-threshold pathology where part of an
object's hull dangles into the container even when its center is clearly
outside.
Returns:
``Tensor(N,) bool`` when ``env_id`` is None, scalar ``bool`` when ``env_id`` is an int.
"""
obj_hull = _untransformed_hull(world, inside_obj)
cav_hull = _untransformed_hull(world, outside_obj)
cav_planes = getattr(cav_hull, planes_attr)
obj_centroid_local = obj_hull.centroid # (3,) — precomputed, see LocalHull
obj_pos, obj_quat = world.get_pose(inside_obj, env_id=env_id)
cav_pos, cav_quat = world.get_pose(outside_obj, env_id=env_id)
is_single = env_id is not None
if is_single:
obj_pos = obj_pos.unsqueeze(0) # (1, 3)
obj_quat = obj_quat.unsqueeze(0) # (1, 4)
cav_pos = cav_pos.unsqueeze(0)
cav_quat = cav_quat.unsqueeze(0)
N = obj_pos.shape[0]
centroid_b = obj_centroid_local.unsqueeze(0).expand(N, 3) # (N, 3)
pt_world = quat_apply(obj_quat, centroid_b) + obj_pos # (N, 3)
pt_cav = quat_apply_inverse(cav_quat, pt_world - cav_pos) # (N, 3)
inside = point_in_hull(pt_cav, cav_planes) # (N,) bool
return bool(inside[0]) if is_single else inside
def inside(world, inside_obj: str, outside_obj: str, tolerance: float = 0.0, env_id: int | None = None):
"""Check if inside_obj's hull centroid is inside outside_obj's open-top hull.
Boolean centroid-in-hull test. The legacy ``tolerance`` parameter is accepted
for backward compatibility but unused — geometry of the convex hull subsumes
the noise margin.
Returns ``bool`` for single-env, ``Tensor(N,) bool`` for batched.
"""
result = _obj_centroid_in_container(world, inside_obj, outside_obj, env_id)
if DEBUG and env_id is not None:
print(f"inside: '{inside_obj}' centroid in '{outside_obj}' open-top hull -> {result}")
return result
def in_opentop_container(world, inside_obj: str, outside_obj: str, tolerance: float = 0.0, env_id: int | None = None):
"""Alias of ``inside`` under the convex-hull-with-open-top-air model.
Retained so existing tasks (e.g. ``BananasOutOfBinTask``) using this name
keep working without renaming.
"""
result = _obj_centroid_in_container(world, inside_obj, outside_obj, env_id)
if DEBUG and env_id is not None:
print(f"in_opentop_container: '{inside_obj}' centroid in '{outside_obj}' -> {result}")
return result
# Vertical spatial checks
def _vertical_check(world, obj: str, surface: str, tolerance: float, z_margin: float,
mode: str, use_max_z: bool, obj_above: bool, env_id: int | None = None):
"""Shared logic for above_top, above_bottom, below_top, below_bottom.
Args:
use_max_z: True → reference is max_z (top), False → reference is min_z (bottom)
obj_above: True → object must be >= ref, False → object must be <= ref
"""
surface_corners, _ = world.get_bbox(surface, env_id=env_id)
if env_id is not None:
min_x, max_x, min_y, max_y, min_z, max_z = _bbox_min_max(surface_corners, env_id)
ref_z = max_z if use_max_z else min_z
if mode == "centroid":
_, centroid = world.get_bbox(obj, env_id=env_id)
xy_ok = (min_x - tolerance <= centroid[0] <= max_x + tolerance and
min_y - tolerance <= centroid[1] <= max_y + tolerance)
if obj_above:
z_ok = centroid[2] >= ref_z + z_margin
else:
z_ok = centroid[2] <= ref_z - z_margin
return bool(xy_ok and z_ok)
else: # bbox mode
obj_corners, centroid = world.get_bbox(obj, env_id=env_id)
xy_ok = (min_x - tolerance <= centroid[0] <= max_x + tolerance and
min_y - tolerance <= centroid[1] <= max_y + tolerance)
if obj_above:
z_ok = all(corner[2] >= ref_z + z_margin for corner in obj_corners)
else:
z_ok = all(corner[2] <= ref_z - z_margin for corner in obj_corners)
return bool(xy_ok and z_ok)
else:
# Vectorized
s_mins, s_maxs = _bbox_min_max(surface_corners, env_id)
ref_z = s_maxs[:, 2] if use_max_z else s_mins[:, 2] # (N,)
if mode == "centroid":
_, centroid = world.get_bbox(obj, env_id=env_id) # (N, 3)
x_ok = (centroid[:, 0] >= s_mins[:, 0] - tolerance) & (centroid[:, 0] <= s_maxs[:, 0] + tolerance)
y_ok = (centroid[:, 1] >= s_mins[:, 1] - tolerance) & (centroid[:, 1] <= s_maxs[:, 1] + tolerance)
if obj_above:
z_ok = centroid[:, 2] >= ref_z + z_margin
else:
z_ok = centroid[:, 2] <= ref_z - z_margin
return x_ok & y_ok & z_ok
else: # bbox mode
obj_corners, centroid = world.get_bbox(obj, env_id=env_id) # (N,8,3), (N,3)
x_ok = (centroid[:, 0] >= s_mins[:, 0] - tolerance) & (centroid[:, 0] <= s_maxs[:, 0] + tolerance)
y_ok = (centroid[:, 1] >= s_mins[:, 1] - tolerance) & (centroid[:, 1] <= s_maxs[:, 1] + tolerance)
if obj_above:
z_ok = (obj_corners[:, :, 2] >= ref_z.unsqueeze(1) + z_margin).all(dim=1)
else:
z_ok = (obj_corners[:, :, 2] <= ref_z.unsqueeze(1) - z_margin).all(dim=1)
return x_ok & y_ok & z_ok
def above_top(world, above_obj: str, surface: str, tolerance: float = 0.01, z_margin: float = 0.0, mode: str = "bbox", env_id: int | None = None):
"""Check if above_obj is above the top surface."""
result = _vertical_check(world, above_obj, surface, tolerance, z_margin, mode, use_max_z=True, obj_above=True, env_id=env_id)
if DEBUG and env_id is not None:
print(f"above_top: '{above_obj}' above top of '{surface}' (tol={tolerance}, z_margin={z_margin}, mode={mode}) -> {result}")
return result
def above_bottom(world, above_obj: str, surface: str, tolerance: float = 0.01, z_margin: float = 0.0, mode: str = "bbox", env_id: int | None = None):
"""Check if above_obj is above the bottom surface."""
result = _vertical_check(world, above_obj, surface, tolerance, z_margin, mode, use_max_z=False, obj_above=True, env_id=env_id)
if DEBUG and env_id is not None:
print(f"above_bottom: '{above_obj}' above bottom of '{surface}' (tol={tolerance}, z_margin={z_margin}, mode={mode}) -> {result}")
return result
def below_top(world, below_obj: str, surface: str, tolerance: float = 0.01, z_margin: float = 0.0, mode: str = "bbox", env_id: int | None = None):
"""Check if below_obj is below the top surface."""
result = _vertical_check(world, below_obj, surface, tolerance, z_margin, mode, use_max_z=True, obj_above=False, env_id=env_id)
if DEBUG and env_id is not None:
print(f"below_top: '{below_obj}' below top of '{surface}' (tol={tolerance}, z_margin={z_margin}, mode={mode}) -> {result}")
return result
def below_bottom(world, below_obj: str, surface: str, tolerance: float = 0.01, z_margin: float = 0.0, mode: str = "bbox", env_id: int | None = None):
"""Check if below_obj is below the bottom surface."""
result = _vertical_check(world, below_obj, surface, tolerance, z_margin, mode, use_max_z=False, obj_above=False, env_id=env_id)
if DEBUG and env_id is not None:
print(f"below_bottom: '{below_obj}' below bottom of '{surface}' (tol={tolerance}, z_margin={z_margin}, mode={mode}) -> {result}")
return result
# Alignment spatial checks
def center_of(world, object: str, reference_object: str, tolerance: float = 0.01, env_id: int | None = None):
"""Check if object's centroid is aligned with reference_object's centroid (XY only)."""
centroid1 = world.get_centroid(object, env_id=env_id)
centroid2 = world.get_centroid(reference_object, env_id=env_id)
if env_id is not None:
result = bool(np.allclose(centroid1[:2], centroid2[:2], atol=tolerance))
if DEBUG:
print(f"center_of: '{object}' XY-aligned with '{reference_object}' (tol={tolerance}) -> {result}")
return result
else:
# centroid1, centroid2 are Tensor(N, 3)
diff = torch.abs(centroid1[:, :2] - centroid2[:, :2]) # (N, 2)
return (diff <= tolerance).all(dim=1) # (N,)
def next_to(world, object: str, reference_object: str, dist: float = 0.05, env_id: int | None = None):
"""Check if object is within dist of reference_object horizontally with z-overlap."""
corners1, _ = world.get_bbox(object, env_id=env_id)
corners2, _ = world.get_bbox(reference_object, env_id=env_id)
if env_id is not None:
bbox1_min = np.min(corners1, axis=0)
bbox1_max = np.max(corners1, axis=0)
bbox2_min = np.min(corners2, axis=0)
bbox2_max = np.max(corners2, axis=0)
z_overlap = (bbox1_min[2] <= bbox2_max[2]) and (bbox1_max[2] >= bbox2_min[2])
dx = max(bbox2_min[0] - bbox1_max[0], bbox1_min[0] - bbox2_max[0], 0)
dy = max(bbox2_min[1] - bbox1_max[1], bbox1_min[1] - bbox2_max[1], 0)
horizontal_dist = np.sqrt(dx ** 2 + dy ** 2)
result = bool(horizontal_dist <= dist and z_overlap)
if DEBUG:
print(f"next_to: '{object}' within {dist}m of '{reference_object}' -> {result}")
return result
else:
# corners1, corners2: (N, 8, 3)
b1_min = corners1.min(dim=1).values # (N, 3)
b1_max = corners1.max(dim=1).values
b2_min = corners2.min(dim=1).values
b2_max = corners2.max(dim=1).values
z_overlap = (b1_min[:, 2] <= b2_max[:, 2]) & (b1_max[:, 2] >= b2_min[:, 2])
dx = torch.clamp(torch.max(b2_min[:, 0] - b1_max[:, 0], b1_min[:, 0] - b2_max[:, 0]), min=0)
dy = torch.clamp(torch.max(b2_min[:, 1] - b1_max[:, 1], b1_min[:, 1] - b2_max[:, 1]), min=0)
horizontal_dist = torch.sqrt(dx ** 2 + dy ** 2)
return (horizontal_dist <= dist) & z_overlap
def level(world, object: str, reference_object: str, tolerance: float = 0.1, env_id: int | None = None):
"""Check if object is at the same level as reference_object, based on the centroid z-coordinate."""
centroid_obj = world.get_centroid(object, env_id=env_id)
centroid_ref = world.get_centroid(reference_object, env_id=env_id)
if env_id is not None:
result = bool(abs(centroid_obj[2] - centroid_ref[2]) <= tolerance)
if DEBUG:
print(f"level: '{object}' at same z-level as '{reference_object}' (tol={tolerance}) -> {result}")
return result
else:
return torch.abs(centroid_obj[:, 2] - centroid_ref[:, 2]) <= tolerance
def between(world, object: str, reference_obj1: str, reference_obj2: str,
check_alignment: bool = True, alignment_tolerance: float = 0.1, env_id: int | None = None):
"""Check if object is positioned between two reference objects."""
centroid_obj = world.get_centroid(object, env_id=env_id)
centroid_ref1 = world.get_centroid(reference_obj1, env_id=env_id)
centroid_ref2 = world.get_centroid(reference_obj2, env_id=env_id)
if env_id is not None:
# Existing scalar logic
separations = np.abs(centroid_ref1 - centroid_ref2)
primary_axis = np.argmax(separations)
pos_obj = centroid_obj[primary_axis]
pos_ref1 = centroid_ref1[primary_axis]
pos_ref2 = centroid_ref2[primary_axis]
min_pos = min(pos_ref1, pos_ref2)
max_pos = max(pos_ref1, pos_ref2)
between_on_axis = min_pos <= pos_obj <= max_pos
if not check_alignment:
result = bool(between_on_axis)
else:
other_axes = [i for i in range(3) if i != primary_axis]
result = bool(between_on_axis)
for axis in other_axes:
t = (pos_obj - pos_ref1) / (pos_ref2 - pos_ref1 + 1e-8)
expected_pos = centroid_ref1[axis] + t * (centroid_ref2[axis] - centroid_ref1[axis])
actual_pos = centroid_obj[axis]
if abs(actual_pos - expected_pos) > alignment_tolerance:
result = False
break
if DEBUG:
print(f"between: '{object}' between '{reference_obj1}' and '{reference_obj2}' -> {result}")
return result
else:
# Vectorized — centroid_obj, ref1, ref2 are (N, 3) tensors
separations = torch.abs(centroid_ref1 - centroid_ref2) # (N, 3)
primary_axis = separations.argmax(dim=1) # (N,)
# Gather positions along primary axis for each env
pos_obj = torch.gather(centroid_obj, 1, primary_axis.unsqueeze(1)).squeeze(1)
pos_ref1 = torch.gather(centroid_ref1, 1, primary_axis.unsqueeze(1)).squeeze(1)
pos_ref2 = torch.gather(centroid_ref2, 1, primary_axis.unsqueeze(1)).squeeze(1)
min_pos = torch.min(pos_ref1, pos_ref2)
max_pos = torch.max(pos_ref1, pos_ref2)
between_on_axis = (pos_obj >= min_pos) & (pos_obj <= max_pos)
if not check_alignment:
return between_on_axis
# Alignment check — simplified for vectorized: check all axes deviation
t = (pos_obj - pos_ref1) / (pos_ref2 - pos_ref1 + 1e-8) # (N,)
expected = centroid_ref1 + t.unsqueeze(1) * (centroid_ref2 - centroid_ref1) # (N, 3)
deviation = torch.abs(centroid_obj - expected) # (N, 3)
aligned = (deviation <= alignment_tolerance).all(dim=1) # (N,)
return between_on_axis & aligned
def in_line(world, objects: list[str], axis: str | None = None,
tolerance: float = 0.05, min_spacing: float = 0.02, env_id: int | None = None):
"""Check if objects are arranged in a line."""
if len(objects) < 2:
if env_id is not None:
return True
return torch.ones(world.env.num_envs, dtype=torch.bool, device=world.env.device)
if env_id is not None:
centroids = np.array([world.get_centroid(obj, env_id=env_id) for obj in objects])
if axis is None:
variances = np.var(centroids, axis=0)
primary_axis_idx = np.argmax(variances)
else:
axis_map = {"x": 0, "y": 1, "z": 2}
primary_axis_idx = axis_map[axis.lower()]
result = True
for perp_axis in [i for i in range(3) if i != primary_axis_idx]:
if np.std(centroids[:, perp_axis]) > tolerance:
result = False
break
if result:
primary_positions = centroids[:, primary_axis_idx]
sorted_positions = np.sort(primary_positions)
spacings = np.diff(sorted_positions)
if len(spacings) > 0 and np.min(spacings) < min_spacing:
result = False
if DEBUG:
print(f"in_line: {objects} in a line (axis={axis}, tol={tolerance}) -> {result}")
return result
else:
# Vectorized: each centroid is (N, 3)
centroids = torch.stack([world.get_centroid(obj, env_id=None) for obj in objects], dim=1) # (N, num_objs, 3)
if axis is None:
variances = centroids.var(dim=1) # (N, 3)
primary_axis_idx = variances.argmax(dim=1) # (N,)
else:
axis_map = {"x": 0, "y": 1, "z": 2}
primary_axis_idx = torch.full((centroids.shape[0],), axis_map[axis.lower()],
dtype=torch.long, device=centroids.device)
# For simplicity with variable primary axes per env, loop over envs
# (in_line is rarely called in hot path)
results = torch.ones(centroids.shape[0], dtype=torch.bool, device=centroids.device)
for env_idx in range(centroids.shape[0]):
pa = primary_axis_idx[env_idx].item()
c = centroids[env_idx] # (num_objs, 3)
for perp in [i for i in range(3) if i != pa]:
if c[:, perp].std().item() > tolerance:
results[env_idx] = False
break
if results[env_idx]:
sorted_primary = c[:, pa].sort().values
spacings = sorted_primary.diff()
if len(spacings) > 0 and spacings.min().item() < min_spacing:
results[env_idx] = False
return results
def stationary(world, object: str, linear_threshold: float = 0.01,
angular_threshold: float = 0.1, check_angular: bool = True, env_id: int | None = None):
"""Check if object has stopped moving (velocity near zero)."""
velocity = world.get_velocity(object, env_id=env_id)
if env_id is not None:
linear_velocity = velocity[:3]
linear_speed = np.linalg.norm(linear_velocity.cpu().numpy())
result = linear_speed < linear_threshold
if result and check_angular:
angular_velocity = velocity[3:]
angular_speed = np.linalg.norm(angular_velocity.cpu().numpy())
result = angular_speed < angular_threshold
if DEBUG:
print(f"stationary: '{object}' stopped (lin_thr={linear_threshold}) -> {result}")
return result
else:
# velocity: (N, 6)
linear_speed = torch.norm(velocity[:, :3], dim=1) # (N,)
result = linear_speed < linear_threshold
if check_angular:
angular_speed = torch.norm(velocity[:, 3:], dim=1)
result = result & (angular_speed < angular_threshold)
return result
def upright(world, object: str, tolerance: float = 0.1, up_axis: str = "z", env_id: int | None = None):
"""Check if object is standing upright (local up-axis aligned with world up)."""
pos, quat = world.get_pose(object, env_id=env_id)
axis_map = {"x": 0, "y": 1, "z": 2}
axis_idx = axis_map[up_axis.lower()]
if env_id is not None:
w, x, y, z = quat[0], quat[1], quat[2], quat[3]
R = torch.tensor([
[1 - 2*(y*y + z*z), 2*(x*y - w*z), 2*(x*z + w*y)],
[2*(x*y + w*z), 1 - 2*(x*x + z*z), 2*(y*z - w*x)],
[2*(x*z - w*y), 2*(y*z + w*x), 1 - 2*(x*x + y*y)]
])
up_vector_world = R[:, axis_idx]
world_up = torch.tensor([0.0, 0.0, 1.0])
alignment = torch.dot(up_vector_world, world_up).item()
threshold = np.cos(tolerance)
result = bool(alignment >= threshold)
if DEBUG:
print(f"upright: '{object}' upright (up_axis={up_axis}, tol={tolerance}) -> {result}")
return result
else:
# quat: (N, 4) wxyz format
w, x, y, z = quat[:, 0], quat[:, 1], quat[:, 2], quat[:, 3]
# Build rotation matrices column for axis_idx
if axis_idx == 0:
up_z = 2*(x*z - w*y) # R[2, 0]
elif axis_idx == 1:
up_z = 2*(y*z + w*x) # R[2, 1]
else:
up_z = 1 - 2*(x*x + y*y) # R[2, 2]
threshold = np.cos(tolerance)
return up_z >= threshold
def check_stacked(
world,
objects: list[str],
order: str | None = None,
tolerance: float = 0.01,
env_id: int | None = None,
):
"""Check if objects are stacked in the given order."""
if order is not None and order not in ["bottom_to_top", "top_to_bottom"]:
raise ValueError(f"Invalid order: {order}")
if len(objects) < 2:
if env_id is not None:
return True
return torch.ones(world.env.num_envs, dtype=torch.bool, device=world.env.device)
if env_id is not None:
# Existing scalar logic
if order in ["bottom_to_top", "top_to_bottom"]:
result = True
for i in range(len(objects) - 1):
if order == "bottom_to_top":
contact = world.in_contact(objects[i+1], objects[i], env_id=env_id)
on_top = above_top(world, objects[i+1], objects[i], tolerance, env_id=env_id)
on_bottom = above_bottom(world, objects[i+1], objects[i], tolerance=0, env_id=env_id)
else:
contact = world.in_contact(objects[i], objects[i+1], env_id=env_id)
on_top = above_top(world, objects[i], objects[i+1], tolerance, env_id=env_id)
on_bottom = above_bottom(world, objects[i], objects[i+1], tolerance=0, env_id=env_id)
if not (contact and (on_top or on_bottom)):
result = False
break
else:
positions = []
for obj in objects:
p, _ = world.get_pose(obj, env_id=env_id)
positions.append((obj, p[2]))
sorted_objects = [obj for (obj, z_val) in sorted(positions, key=lambda item: -item[1])]
result = True
for j in range(len(sorted_objects) - 1):
contact = world.in_contact(sorted_objects[j], sorted_objects[j+1], env_id=env_id)
on_top = above_top(world, sorted_objects[j], sorted_objects[j+1], tolerance, env_id=env_id)
on_bottom = above_bottom(world, sorted_objects[j], sorted_objects[j+1], tolerance=0, env_id=env_id)
if not (contact and (on_top or on_bottom)):
result = False
break
if DEBUG:
print(f"check_stacked: {objects} stacked (order={order}, tol={tolerance}) -> {result}")
return result
else:
# Vectorized — loop over pairs, combine per-env results
# For order-agnostic, we'd need per-env sorting which is complex.
# Use per-env loop for this rare function.
num_envs = world.env.num_envs
results = torch.ones(num_envs, dtype=torch.bool, device=world.env.device)
for eid in range(num_envs):
results[eid] = check_stacked(world, objects, order, tolerance, env_id=eid)
return results
# Contact spatial checks
def in_contact(world, object1: str | list[str], object2: str | list[str], force_threshold: float = 0.1, env_id: int | None = None):
"""
Checks if multiple objects are in contact with each other.
Returns True (or Tensor) only if ALL pairs are in contact.
"""
object1 = [object1] if isinstance(object1, str) else list(object1)
object2 = [object2] if isinstance(object2, str) else list(object2)
if env_id is not None:
results = [
world.in_contact(o1, o2, force_threshold, env_id=env_id)
for o1 in object1
for o2 in object2
]
result = all(results)
if DEBUG:
print(f"in_contact: all pairs of {object1} and {object2} in contact -> {result}")
return result
else:
# Vectorized: each world.in_contact returns (N,) tensor
results = [
world.in_contact(o1, o2, force_threshold, env_id=None)
for o1 in object1
for o2 in object2
]
stacked = torch.stack(results, dim=0) # (num_pairs, N)
return stacked.all(dim=0) # (N,)