# 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,)