Spaces:
Sleeping
Sleeping
File size: 18,494 Bytes
66c9c8a | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 | # Copyright (c) 2023 NVIDIA CORPORATION. All rights reserved.
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
"""Sample node that simulates flocking behaviors by animating prim attributes."""
import math
import traceback
import numpy as np
import carb.settings
import omni.kit.app
import omni.graph.core as og
import omni.usd
import usdrt
import warp as wp
import omni.warp.nodes
from omni.warp.nodes.ogn.OgnSamplePrimFlockingDatabase import OgnSamplePrimFlockingDatabase
# device used for flocking simulation
MAIN_DEVICE = "cuda:0"
# device used for updating colors
COLOR_DEVICE = "cpu"
# Kernels
# -----------------------------------------------------------------------------
@wp.struct
class Boid:
vel: wp.vec3f
wander_angles: wp.vec2f
mass: float
group: int
@wp.struct
class Obstacle:
pos: wp.vec3f
radius: float
@wp.struct
class World:
lower: wp.vec3f
upper: wp.vec3f
grid: wp.uint64
seed: int
biases: wp.mat33f
obstacles: wp.array(dtype=Obstacle)
@wp.kernel(enable_backward=False)
def copy_positions(dst: wp.array(dtype=wp.vec3f), src: wp.fabricarray(dtype=wp.vec3d)):
tid = wp.tid()
pos = src[tid]
dst[tid] = wp.vec3f(float(pos[0]), float(pos[1]), float(pos[2]))
@wp.kernel(enable_backward=False)
def assign_colors(
glows: wp.array(dtype=float),
groups: wp.array(dtype=int),
color_ramps: wp.array2d(dtype=wp.vec3f),
colors: wp.fabricarrayarray(dtype=wp.vec3f)
):
tid = wp.tid()
glow = glows[tid]
group = groups[tid]
if glow < 0.4:
alpha = glow / 0.4
colors[tid][0] = (1.0 - alpha) * color_ramps[group, 0] + alpha * color_ramps[group, 1]
elif glow < 0.8:
alpha = (glow - 0.4) / 0.4
colors[tid][0] = (1.0 - alpha) * color_ramps[group, 1] + alpha * color_ramps[group, 2]
else:
alpha = (glow - 0.8) / 0.2
colors[tid][0] = (1.0 - alpha) * color_ramps[group, 2] + alpha * color_ramps[group, 3]
@wp.func
def intersect_ray_sphere(origin: wp.vec3f, dir: wp.vec3f, center: wp.vec3f, radius: float):
to_sphere = center - origin
tc = wp.dot(to_sphere, dir)
if tc < 0.0:
return tc
d = wp.sqrt(wp.length_sq(to_sphere) - tc * tc)
if d < 0.0:
return -999999.0
ts = wp.sqrt(radius * radius - d * d)
return tc - ts
@wp.kernel(enable_backward=False)
def boids(
boids: wp.array(dtype=Boid),
world: World,
dt: float,
positions: wp.fabricarray(dtype=wp.vec3d),
orientations: wp.fabricarray(dtype=wp.quatf),
glows: wp.array(dtype=float),
):
tid = wp.tid()
boid = boids[tid]
old_pos = positions[tid]
old_rot = orientations[tid]
pos = wp.vec3(float(old_pos[0]), float(old_pos[1]), float(old_pos[2]))
vel = boid.vel
forward = wp.quat_rotate(old_rot, wp.vec3f(1.0, 0.0, 0.0))
force = wp.vec3f(0.0)
# obstacle avoidance
depenetration_force = 100.0
avoidance_dist = 20.0
avoidance_force = 20.0
obstacles = world.obstacles
num_obstacles = obstacles.shape[0]
for i in range(num_obstacles):
obstacle = obstacles[i]
to_obstacle = obstacle.pos - pos
# use padded radius
radius = obstacle.radius + 2.0
if wp.length(to_obstacle) < radius:
# depenetration
force += depenetration_force * wp.normalize(-to_obstacle)
else:
# avoidance
t = intersect_ray_sphere(pos, forward, obstacle.pos, radius)
if t > 0.0 and t < avoidance_dist:
intersection_point = pos + t * forward
out = intersection_point - obstacle.pos
force += avoidance_force * (1.0 - t / avoidance_dist) * wp.normalize(out)
# wander
r = 10.0
s0 = wp.sin(boid.wander_angles[0])
c0 = wp.cos(boid.wander_angles[0])
s1 = wp.sin(boid.wander_angles[1])
c1 = wp.cos(boid.wander_angles[1])
p = wp.vec3f(r * s0 * s1, r * s0 * c1, r * c0)
offset = r + 1.0
target = pos + wp.quat_rotate(old_rot, wp.vec3f(offset, 0.0, 0.0) + p)
wander_force = 7.0
force += wander_force * wp.normalize(target - pos)
state = wp.rand_init(world.seed, tid)
angle0 = boid.wander_angles[0] + wp.pi * (0.1 - 0.2 * wp.randf(state))
angle1 = boid.wander_angles[1] + wp.pi * (0.1 - 0.2 * wp.randf(state))
boid.wander_angles = wp.vec2f(angle0, angle1)
cohesion_radius = 15.0
cohesion_force = 20.0
separation_radius = 10.0
separation_force = 100.0
# flocking
query = wp.hash_grid_query(world.grid, pos, cohesion_radius)
num_neighbors = int(0)
num_align_neighbors = int(0)
num_cohesion_neighbors = float(0)
num_decohesion_neighbors = float(0)
cohesion_pos_sum = wp.vec3f(0.0)
decohesion_pos_sum = wp.vec3f(0.0)
vel_sum = wp.vec3f(0.0)
for index in query:
if index != tid:
other = boids[index]
other_pos64 = positions[index]
other_pos = wp.vec3f(float(other_pos64[0]), float(other_pos64[1]), float(other_pos64[2]))
dist = wp.length(pos - other_pos)
if dist < cohesion_radius:
to_other = wp.normalize(other_pos - pos)
# separation
if dist < separation_radius:
force -= separation_force * (1.0 - dist / separation_radius) * to_other
# cohesion
bias = world.biases[boid.group, other.group]
if bias > 0.0:
cohesion_pos_sum += bias * other_pos
num_cohesion_neighbors += bias
else:
decohesion_pos_sum -= bias * other_pos
num_decohesion_neighbors -= bias
# alignment
if other.group == boid.group:
vel_sum += bias * other.vel
num_align_neighbors += 1
num_neighbors += 1
# align
if num_align_neighbors > 0:
vel_avg = vel_sum / float(num_align_neighbors)
force += vel_avg - vel
# cohere
if num_cohesion_neighbors > 0.0:
cohesion_pos_avg = cohesion_pos_sum / float(num_cohesion_neighbors)
force += cohesion_force * wp.normalize(cohesion_pos_avg - pos)
# decohere (group separation)
if num_decohesion_neighbors > 0.0:
decohesion_pos_avg = decohesion_pos_sum / float(num_decohesion_neighbors)
force += cohesion_force * wp.normalize(pos - decohesion_pos_avg)
# boundaries
boundary_force = 20.0
if pos[0] >= world.upper[0]:
force += wp.vec3f(-boundary_force, 0.0, 0.0)
if pos[0] <= world.lower[0]:
force += wp.vec3f(boundary_force, 0.0, 0.0)
if pos[1] >= world.upper[1]:
force += wp.vec3f(0.0, -0.5 * boundary_force, 0.0)
if pos[1] <= world.lower[1]:
force += wp.vec3f(0.0, 5.0 * boundary_force, 0.0)
if pos[2] >= world.upper[2]:
force += wp.vec3f(0.0, 0.0, -boundary_force)
if pos[2] <= world.lower[2]:
force += wp.vec3f(0.0, 0.0, boundary_force)
vel += dt * force / boid.mass
# clamp speed
max_speed = 15.0
speed_sq = wp.length_sq(vel)
if speed_sq > max_speed * max_speed:
vel = max_speed * wp.normalize(vel)
# update position
pos += dt * vel
positions[tid] = wp.vec3d(wp.float64(pos[0]), wp.float64(pos[1]), wp.float64(pos[2]))
# update orientation
dq = wp.quat_between_vectors(forward, vel)
orientations[tid] = wp.normalize(dq * orientations[tid])
# save velocity
boid.vel = vel
boids[tid] = boid
# update glow as an exponentially weighted moving average to keep it smooth
glow = wp.min(1.0, float(num_neighbors) / 25.0)
glow_alpha = 0.25
glows[tid] = glow_alpha * glow + (1.0 - glow_alpha) * glows[tid]
# Internal State
# ------------------------------------------------------------------------------
class InternalState:
"""Internal state for the node."""
def __init__(self) -> None:
self.initialized = False
def initialize(self, device):
# requirement checks
ext_mgr = omni.kit.app.get_app().get_extension_manager()
# make sure USDRT is enabled
usdrt_ext_name = "usdrt.scenegraph"
if not ext_mgr.is_extension_enabled(usdrt_ext_name):
raise RuntimeError(f"This sample requires the '{usdrt_ext_name}' extension to be enabled")
# check USDRT version to make sure we have a working SelectPrims()
usdrt_ext_id = ext_mgr.get_enabled_extension_id(usdrt_ext_name)
usdrt_version_string = ext_mgr.get_extension_dict(usdrt_ext_id)["package"]["version"]
usdrt_version = tuple(int(v) for v in usdrt_version_string.split("."))
if usdrt_version < (7, 3, 0):
raise RuntimeError(f"USDRT version 7.3.0 is required, found {usdrt_version_string}. Please update to a newer version of Kit to run this sample.")
# check if FSD is enabled
settings = carb.settings.get_settings()
is_fsd_enabled = settings.get_as_bool("/app/useFabricSceneDelegate")
if not is_fsd_enabled:
print("***")
print("*** Flocking demo warning: The Fabric Scene Delegate is not enabled.")
print("*** Some features, like color animation, may not work.")
print("*** You can enable FSD in Preferences->Rendering.")
print("***")
stage_id = omni.usd.get_context().get_stage_id()
usdrt_stage = usdrt.Usd.Stage.Attach(stage_id)
# import to Fabric
for prim in usdrt_stage.Traverse():
pass
# set up for Fabric interop
boid_root = usdrt_stage.GetPrimAtPath(usdrt.Sdf.Path("/World/Boids"))
boid_prims = boid_root.GetChildren()
for prim in boid_prims:
pos = prim.GetAttribute("xformOp:translate").Get()
prim.CreateAttribute("_worldPosition", usdrt.Sdf.ValueTypeNames.Double3, True).Set(pos)
prim.CreateAttribute("_worldOrientation", usdrt.Sdf.ValueTypeNames.Quatf, True).Set(usdrt.Gf.Quatf(1, 0, 0, 0))
# create a custom tag for the boids (could use applied schema too)
prim.CreateAttribute("BoidTag", usdrt.Sdf.ValueTypeNames.AppliedSchemaTypeTag, True)
num_boids = len(boid_prims)
self.stage = usdrt_stage
self.require_schemas = ["BoidTag"]
self.transform_attrs = [
(usdrt.Sdf.ValueTypeNames.Double3, "_worldPosition", usdrt.Usd.Access.ReadWrite),
(usdrt.Sdf.ValueTypeNames.Quatf, "_worldOrientation", usdrt.Usd.Access.ReadWrite),
]
self.color_attrs = [
(usdrt.Sdf.ValueTypeNames.Float3Array, "primvars:_emissive", usdrt.Usd.Access.ReadWrite),
]
npboids = np.zeros(num_boids, dtype=Boid.numpy_dtype())
angles = math.pi - 2 * math.pi * np.random.rand(num_boids)
vx = 20 * np.sin(angles)
vz = 20 * np.cos(angles)
npboids["vel"][:, 0] = vx
npboids["vel"][:, 2] = vz
npboids["wander_angles"][:, 0] = math.pi * np.random.rand(num_boids)
npboids["wander_angles"][:, 1] = 2 * math.pi * np.random.rand(num_boids)
min_mass = 1.0
max_mass = 2.0
npboids["mass"][:] = min_mass + (max_mass - min_mass) * np.random.rand(num_boids)
# we can have up to 3 groups currently, but that can be easily extended
self.num_groups = 2
npboids["group"] = np.random.randint(self.num_groups, size=num_boids)
num_obstacles = 3
npobstacles = np.zeros(num_obstacles, dtype=Obstacle.numpy_dtype())
npobstacles["pos"][0] = (-20, 30, -40)
npobstacles["radius"][0] = 40
npobstacles["pos"][1] = (90, 30, 30)
npobstacles["radius"][1] = 30
npobstacles["pos"][2] = (-100, 30, 60)
npobstacles["radius"][2] = 25
self.grid = wp.HashGrid(dim_x=32, dim_y=32, dim_z=32, device=device)
biases = wp.mat33f(-1.0)
for i in range(self.num_groups):
biases[i, i] = 1.0
world = World()
world.lower = (-120, 20, -90)
world.upper = (120, 40, 90)
world.grid = self.grid.id
world.seed = 0
world.biases = biases
world.obstacles = wp.array(npobstacles, dtype=Obstacle, device=device)
self.world = world
self.num_boids = num_boids
self.boids = wp.array(npboids, dtype=Boid, device=device)
# color ramps per group
color_ramps = [
[[0.3, 0.0, 0.0], [1.0, 0.0, 0.0], [1.0, 0.5, 0.0], [1.0, 1.0, 0.5]],
[[0.0, 0.0, 0.3], [0.0, 0.0, 1.0], [0.0, 0.5, 1.0], [0.5, 1.0, 1.0]],
[[0.0, 0.3, 0.0], [0.0, 1.0, 0.0], [0.0, 1.0, 0.5], [0.8, 1.0, 0.8]],
]
# copy of positions used for updating the spatial grid
self.positions = wp.zeros(num_boids, dtype=wp.vec3f, device=device)
# color ramps are only used on the COLOR_DEVICE
self.color_ramps_c = wp.array(color_ramps, dtype=wp.vec3f, device=COLOR_DEVICE)
# keep a copy of group assignments on the COLOR_DEVICE
self.groups_c = wp.array(npboids["group"], device=COLOR_DEVICE)
# if we use different devices, the glow array must be copied on each update
if COLOR_DEVICE == device:
# use the same glow array on each device, no copying needed
self.glows_c = wp.zeros(num_boids, dtype=float, device=device)
self.glows_m = self.glows_c
elif COLOR_DEVICE == "cpu" or device == "cpu":
# use a pinned host array for async copying glows between devices
glows_h = wp.zeros(num_boids, dtype=float, device="cpu", pinned=True)
if COLOR_DEVICE == "cpu":
self.glows_c = glows_h
self.glows_m = wp.zeros_like(glows_h, device=device)
else:
self.glows_c = wp.zeros_like(glows_h, device=COLOR_DEVICE)
self.glows_m = glows_h
else:
# two different CUDA devices
self.glows_c = wp.zeros(num_boids, dtype=float, device=COLOR_DEVICE)
self.glows_m = wp.zeros(num_boids, dtype=float, device=device)
# ...but that's currently not supported in Kit
raise ValueError("Multiple GPUs not supported yet")
self.time = 0.0
self.min_group_think = 3.0
self.max_group_think = 10.0
self.next_group_think = self.min_group_think + (self.max_group_think - self.min_group_think) * np.random.rand()
self.frameno = 0
self.initialized = True
# Compute
# ------------------------------------------------------------------------------
def compute(db: OgnSamplePrimFlockingDatabase) -> None:
"""Evaluates the node."""
state = db.internal_state
device = wp.get_device()
if not state.initialized:
state.initialize(device)
state.frameno += 1
# get transform attributes
selection = state.stage.SelectPrims(
require_applied_schemas=state.require_schemas,
require_attrs=state.transform_attrs,
device=str(device)
)
fpos = wp.fabricarray(data=selection, attrib="_worldPosition")
frot = wp.fabricarray(data=selection, attrib="_worldOrientation")
# use fixed dt for stability
dt = 1.0 / 60.0
state.time += dt
# copy positions to a contiguous array and convert to vec3f so they can be used to update the spatial grid
wp.launch(copy_positions, dim=state.num_boids, inputs=[state.positions, fpos])
# grid cell radius should be a bit bigger than query radius
cell_radius = 20.0
state.grid.build(state.positions, cell_radius)
state.world.seed = state.frameno
# step the flocking simulation
wp.launch(boids, dim=state.num_boids, inputs=[state.boids, state.world, dt, fpos, frot, state.glows_m])
# async copy from main device and remember the stream so we can sync later
if COLOR_DEVICE != device:
if device.is_cuda:
work_stream = device.stream
else:
work_stream = wp.get_stream(COLOR_DEVICE)
wp.copy(state.glows_c, state.glows_m, stream=work_stream)
else:
work_stream = None
# get color attributes
color_selection = state.stage.SelectPrims(
require_applied_schemas=state.require_schemas,
require_attrs=state.color_attrs,
device=COLOR_DEVICE
)
fcolor = wp.fabricarray(data=color_selection, attrib="primvars:_emissive")
# occasionally update group biases (whether they are attracted or repelled from each other)
if state.num_groups > 1 and state.time >= state.next_group_think:
# pick two random groups
group0 = np.random.randint(state.num_groups)
group1 = np.random.randint(state.num_groups)
while group0 == group1:
group1 = np.random.randint(state.num_groups)
# bias towards intra-group separation, but also allow attraction
state.world.biases[group0, group1] = 1.0 - 5.0 * np.random.rand()
state.world.biases[group1, group0] = 1.0 - 5.0 * np.random.rand()
state.next_group_think += state.min_group_think + (state.max_group_think - state.min_group_think) * np.random.rand()
if work_stream is not None:
# wait for async GPU work to complete
wp.synchronize_stream(work_stream)
# update colors
wp.launch(assign_colors, dim=state.num_boids, inputs=[state.glows_c, state.groups_c, state.color_ramps_c, fcolor], device=COLOR_DEVICE)
# Node Entry Point
# ------------------------------------------------------------------------------
class OgnSamplePrimFlocking:
"""Node."""
@staticmethod
def internal_state() -> InternalState:
return InternalState()
@staticmethod
def compute(db: OgnSamplePrimFlockingDatabase) -> None:
device = wp.get_device(MAIN_DEVICE)
try:
with wp.ScopedDevice(device):
compute(db)
except Exception:
db.log_error(traceback.format_exc())
return
# Fire the execution for the downstream nodes.
db.outputs.execOut = og.ExecutionAttributeState.ENABLED
|