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201 | # Copyright (c) 2022-2024, The Isaac Lab Project Developers.
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause
"""This script demonstrates how to spawn deformable prims into the scene.
.. code-block:: bash
# Usage
./isaaclab.sh -p source/standalone/demos/deformables.py
"""
"""Launch Isaac Sim Simulator first."""
import argparse
from omni.isaac.lab.app import AppLauncher
# create argparser
parser = argparse.ArgumentParser(description="This script demonstrates how to spawn deformable prims into 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 numpy as np
import random
import torch
import tqdm
import omni.isaac.lab.sim as sim_utils
from omni.isaac.lab.assets import DeformableObject, DeformableObjectCfg
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() -> tuple[dict, list[list[float]]]:
"""Designs the scene."""
# 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)
# spawn a red cone
cfg_sphere = sim_utils.MeshSphereCfg(
radius=0.25,
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
cfg_cuboid = sim_utils.MeshCuboidCfg(
size=(0.2, 0.2, 0.2),
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
cfg_cylinder = sim_utils.MeshCylinderCfg(
radius=0.15,
height=0.5,
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
cfg_capsule = sim_utils.MeshCapsuleCfg(
radius=0.15,
height=0.5,
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
cfg_cone = sim_utils.MeshConeCfg(
radius=0.15,
height=0.5,
deformable_props=sim_utils.DeformableBodyPropertiesCfg(rest_offset=0.0),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=sim_utils.DeformableBodyMaterialCfg(),
)
# 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=64, spacing=0.6)
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]
# randomize the young modulus (somewhere between a Silicone 30 and Silicone 70)
obj_cfg.physics_material.youngs_modulus = random.uniform(0.7e6, 3.3e6)
# randomize the poisson's ratio
obj_cfg.physics_material.poissons_ratio = random.uniform(0.25, 0.5)
# 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)
# create a view for all the deformables
# note: since we manually spawned random deformable meshes above, we don't need to
# specify the spawn configuration for the deformable object
cfg = DeformableObjectCfg(
prim_path="/World/Origin/Object.*",
spawn=None,
init_state=DeformableObjectCfg.InitialStateCfg(),
)
deformable_object = DeformableObject(cfg=cfg)
# return the scene information
scene_entities = {"deformable_object": deformable_object}
return scene_entities, origins
def run_simulator(sim: sim_utils.SimulationContext, entities: dict[str, DeformableObject], origins: torch.Tensor):
"""Runs the simulation loop."""
# Define simulation stepping
sim_dt = sim.get_physics_dt()
sim_time = 0.0
count = 0
# Simulate physics
while simulation_app.is_running():
# reset
if count % 400 == 0:
# reset counters
sim_time = 0.0
count = 0
# reset deformable object state
for _, deform_body in enumerate(entities.values()):
# root state
nodal_state = deform_body.data.default_nodal_state_w.clone()
deform_body.write_nodal_state_to_sim(nodal_state)
# reset the internal state
deform_body.reset()
print("[INFO]: Resetting deformable object state...")
# perform step
sim.step()
# update sim-time
sim_time += sim_dt
count += 1
# update buffers
for deform_body in entities.values():
deform_body.update(sim_dt)
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([4.0, 4.0, 3.0], [0.5, 0.5, 0.0])
# Design scene by adding assets to it
scene_entities, scene_origins = design_scene()
scene_origins = torch.tensor(scene_origins, device=sim.device)
# Play the simulator
sim.reset()
# Now we are ready!
print("[INFO]: Setup complete...")
# Run the simulator
run_simulator(sim, scene_entities, scene_origins)
if __name__ == "__main__":
# run the main function
main()
# close sim app
simulation_app.close()
|