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Download scripts/export_simple_packing_scene_usd.py from Cybernetic-Labs/packingbench-assets: direct link, hf CLI and curl.
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7 kB
| """ | |
| Export the TASK 9 packing-area scene as a single self-describing USD. | |
| Authors the same composition as teleop_openarm_demo_simready_warehouse_task_9.py | |
| -- the empty warehouse shell (populated zones deactivated), the cleared | |
| SM_CratePacking_Table_A1 packing bench at the origin, the dressing props | |
| around it, and the dome/key lights -- into one USD layer that references the | |
| PhysicalAI SimReady Warehouse assets by RELATIVE path. The output lives inside | |
| the assets tree so those relative references stay valid: | |
| assets/task9_packing_area/task9_packing_area.usd | |
| Reference it as the background in benchmark scenes (e.g. under a /Root/ | |
| Background Xform). Frame contract: origin at the table (work surface center), | |
| x = table long axis, y = away from the robot; work surface at z=0.994 m, | |
| floor at z=0. Depth order along -y: table, robot spot (~y=-0.5, kept clear), | |
| box rack behind the robot, warehouse wall behind that; open warehouse beyond | |
| the table. All props are static colliders (physics variants), no rigid | |
| bodies. | |
| Pure pxr -- no Isaac Sim launch needed. Run with any python that has pxr, | |
| e.g. the Isaac Sim USD libs: | |
| USDLIBS=/opt/isaac-sim/extscache/omni.usd.libs-1.0.1+69cbf6ad.lx64.r.cp311 | |
| PYTHONPATH=$USDLIBS LD_LIBRARY_PATH=$USDLIBS/bin \ | |
| /opt/isaac-sim/kit/python/bin/python3 simready_warehouse_tasks/export_task9_scene_usd.py | |
| or simply /opt/isaac-sim/python.sh (slower startup). | |
| """ | |
| from pathlib import Path | |
| from pxr import Gf, Sdf, Usd, UsdGeom, UsdLux | |
| SCRIPT_DIR = Path(__file__).resolve().parent | |
| PROJECT_DIR = SCRIPT_DIR.parent | |
| ASSETS_DIR = PROJECT_DIR / "assets" / "physicalai_simready_warehouse_01" | |
| OUTPUT_PATH = PROJECT_DIR / "assets" / "simple_packing_area" / "simple_packing_area.usd" | |
| # Asset paths are authored RELATIVE to the output layer's directory. | |
| WAREHOUSE_REL = "../isaac_sim_assets_51/Isaac/Environments/Simple_Warehouse/warehouse.usd" | |
| def _assembly(name): | |
| return f"../physicalai_simready_warehouse_01/Props/assembly/{name}/{name}_physics.usd" | |
| def _general(name): | |
| return f"../physicalai_simready_warehouse_01/Props/general/{name}/{name}_physics.usd" | |
| # ── the task-9 scene definition (kept in sync with the task-9 script) ───────── | |
| # Isaac Simple_Warehouse shell (local mirror of NVIDIA's cloud asset, | |
| # ~24x39 m hall, floor z=0). Referenced at IDENTITY, matching the live | |
| # teleop layout that was visually approved. Do NOT shift the shell +y: the | |
| # hall has an interior dividing wall at shell-local y=-12.1 (full-width | |
| # panels SM_WallA_6M4/6/7 + upper 3M rows, with a 6 m back room behind it); | |
| # a +10 y shift parks that wall at world y=-2.1, exactly in front of the | |
| # box rack (y -4.7..-2.1), hiding every box behind brick. At identity the | |
| # wall sits ~11.6 m behind the robot and the rack stands inside the hall. | |
| WAREHOUSE_KEEP_ZONES = None | |
| WAREHOUSE_ROT = 0.0 | |
| WAREHOUSE_POS = (0.0, 0.0, 0.0) | |
| TABLE_USD = _assembly("SM_CratePacking_Table_A1") | |
| TABLE_ROOT = "/Root/PackingTable" | |
| TABLE_POS = (0.0, 0.0, 0.0) | |
| TABLE_ROT = 0.0 | |
| TABLE_KEEP = ("SM_HeavyDutyPackingTable",) | |
| SHELF_Z = 0.354 | |
| SCENERY = ( | |
| # Boxes-loaded double rack BEHIND the robot (robot ~y=-0.5): rack depth | |
| # 2.56 m centered at y=-3.4 spans y -4.7..-2.1, ~1.2 m behind the robot. | |
| ("RackBoxes", _assembly("sm_rackcomposition_s58_01"), (0.3, -3.4, 0.0), 0.0, 0.01), | |
| ("BoxPileLeft", _assembly("WarehousePile_A3"), (-2.7, 1.0, 0.0), -15.0, 0.01), | |
| ("BoxPileRight", _assembly("WarehousePile_A5"), (2.5, 0.4, 0.0), 15.0, 0.01), | |
| # Hand pallet truck parked by the rack, behind the robot. | |
| ("PalletTruck", _general("SM_HeavyDutyPalletTruck_A01_01"), (3.4, -3.0, 0.0), -90.0, 0.01), | |
| ("FloorBox", _general("Cardbox_C1"), (-1.9, -0.9, 0.0), 30.0, 0.01), | |
| ("ShelfCartonA", _general("Cardbox_C1"), (-0.55, 0.0, SHELF_Z), 12.0, 0.01), | |
| ("ShelfCartonB", _general("Cardbox_C1"), (0.35, -0.02, SHELF_Z), -30.0, 0.01), | |
| ("ShelfCartonC", _general("Cardbox_D2"), (0.92, 0.05, SHELF_Z), 40.0, 0.01), | |
| ) | |
| def set_xform(prim, position, rotate_z=None, scale=None): | |
| xf = UsdGeom.Xformable(prim) | |
| xf.ClearXformOpOrder() | |
| xf.AddTranslateOp(UsdGeom.XformOp.PrecisionDouble).Set(Gf.Vec3d(*position)) | |
| if rotate_z is not None: | |
| xf.AddRotateZOp(UsdGeom.XformOp.PrecisionDouble).Set(float(rotate_z)) | |
| if scale is not None and abs(float(scale) - 1.0) > 1e-9: | |
| s = float(scale) | |
| xf.AddScaleOp(UsdGeom.XformOp.PrecisionDouble).Set(Gf.Vec3d(s, s, s)) | |
| def main(): | |
| OUTPUT_PATH.parent.mkdir(parents=True, exist_ok=True) | |
| stage = Usd.Stage.CreateNew(str(OUTPUT_PATH)) | |
| UsdGeom.SetStageUpAxis(stage, UsdGeom.Tokens.z) | |
| UsdGeom.SetStageMetersPerUnit(stage, 1.0) | |
| root = stage.DefinePrim("/Root", "Xform") | |
| stage.SetDefaultPrim(root) | |
| # Empty warehouse: reference the full scene, deactivate populated zones. | |
| warehouse = stage.DefinePrim("/Root/Warehouse", "Xform") | |
| warehouse.GetReferences().AddReference(WAREHOUSE_REL) | |
| set_xform(warehouse, WAREHOUSE_POS, WAREHOUSE_ROT) | |
| print(f"Simple_Warehouse shell referenced at {WAREHOUSE_POS}") | |
| # Packing bench, cleared down to the bare table. | |
| table = stage.DefinePrim(TABLE_ROOT, "Xform") | |
| table.GetReferences().AddReference(TABLE_USD) | |
| set_xform(table, TABLE_POS, TABLE_ROT) | |
| if table.IsInstance(): | |
| table.SetInstanceable(False) | |
| cleared = [] | |
| for child in table.GetChildren(): | |
| if any(child.GetName().startswith(keep) for keep in TABLE_KEEP): | |
| continue | |
| child.SetActive(False) | |
| cleared.append(child.GetName()) | |
| print(f"Table referenced; cleared {len(cleared)} props") | |
| # Dressing props. Reference each on a child prim: the assets author their | |
| # own float3 xformOp:scale, which collides with set_xform's | |
| # double-precision ops if the reference sits directly on the root. | |
| for name, usd_rel, pos, rot, scale in SCENERY: | |
| prop = stage.DefinePrim(f"/Root/Scenery/{name}", "Xform") | |
| model = stage.DefinePrim(f"/Root/Scenery/{name}/Model", "Xform") | |
| model.GetReferences().AddReference(usd_rel) | |
| set_xform(prop, pos, rot, scale) | |
| print(f"Scenery {name}: {usd_rel} at {pos}, rot={rot}, scale={scale}") | |
| # Lighting. The Simple_Warehouse shell lights itself: 16 ceiling lamps | |
| # (RectLight 400k each) plus one hall-wide fill RectLight whose authored | |
| # 5000 intensity alone overexposes the packing area (table-view mean | |
| # ~171/255). Dim that fill to 2000 and add only a soft dome for shadow | |
| # fill -- no distant key light (the task-9 photoreal shell needed one, | |
| # this shell does not). Tuned to table-view mean ~118/255. | |
| fill = stage.GetPrimAtPath("/Root/Warehouse/RectLight") | |
| fill.GetAttribute("inputs:intensity").Set(2000.0) | |
| dome = UsdLux.DomeLight.Define(stage, "/Root/Lights/DomeLight") | |
| dome.CreateIntensityAttr(60.0) | |
| dome.CreateColorAttr(Gf.Vec3f(1.0, 1.0, 1.0)) | |
| stage.GetRootLayer().Save() | |
| print(f"Saved: {OUTPUT_PATH}") | |
| if __name__ == "__main__": | |
| main() | |