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| """PcGpuAssemblyScene — insert a graphics card into the PC's PCIe slot. | |
| The same gaming-PC case as `pc_motherboard` lies on its side on the table, opening up, motherboard | |
| facing the ceiling — but here the board's PCIe area is the work site. Beside the case lies a loose | |
| RTX 2060 (extracted from the PC model as its own rigid body, backplate down). Goal (carried here, | |
| no task layer): stand the card upright over the primary x16 slot, line its PCB edge up with the | |
| slot, and press it straight down until it seats. | |
| The case is one kinematic body that never moves — the PC model stays visual-only; its physics is | |
| an invisible fixture inside the case body: a channel whose walls grip the card's 4 mm PCB tab at | |
| 0.15 mm/side (flaring to a 1.2 mm/side funnel mouth — idealizing the real slot's spring | |
| contacts, and capping the unscrewed card's gravity roll at ~2 deg), a floor whose top is the | |
| model's own seated tab height, end stops (~1.6 mm play), a flush board plate so a dropped card | |
| rests on the board face, and a REAR I/O PANEL frame around the expansion-slot cutout — so the | |
| card must be placed inside the case, slid rearward until its bracket/ports pass through the | |
| opening, and only then pressed down (a straight vertical drop is physically blocked by the | |
| panel above the cutout, exactly like a real build). The card's origin is its | |
| PCB-tab bottom CENTRE with axes equal to the case's, so the seated pose is just `seat_pos` + | |
| identity orientation in the case frame, and insertion depth is a z difference. | |
| Heavy imports (isaaclab, pxr) are deferred so importing this module stays app-free. | |
| """ | |
| from __future__ import annotations | |
| import math | |
| from dataclasses import dataclass | |
| from pathlib import Path | |
| from robobench.core.assets import asset_path | |
| from typing import TYPE_CHECKING, Any, ClassVar | |
| import torch | |
| from robobench.core import GraspWeldContract, SCENES, BaseCfg, BaseScene, SimCfg | |
| if TYPE_CHECKING: | |
| from isaaclab.assets import RigidObject | |
| from robobench.core import BaseEnv | |
| class PcGpuAssemblySceneCfg(BaseCfg): | |
| """Config for `PcGpuAssemblyScene`. Nothing is locked — a variant is just a copy with a few | |
| fields changed.""" | |
| # --- the curriculum / difficulty dials ----------------------------------------------- | |
| # The card is "seated" when — in the case's frame — its tab is >= `seat_depth` below the slot | |
| # mouth, its origin is within `align_xy` of the seated point, and its axes are within | |
| # `align_axis_deg` (tilt) / `align_yaw_deg` (heading along the slot) of the case's. The full | |
| # stroke from the slot mouth to the channel floor is 5 mm, so 4 mm separates "seated" from | |
| # "merely resting in the mouth". | |
| seat_depth: float = 0.004 # min tab depth below the slot mouth (m) to count as seated | |
| align_xy: float = 0.003 # max distance (m) of the card origin from the seated point | |
| align_axis_deg: float = 3.0 # max tilt of the card's up axis off the slot axis (deg) | |
| align_yaw_deg: float = 3.0 # max heading error of the card's length axis (deg) | |
| reset_pos_jitter: float = 0.01 # uniform +/- xy jitter for the loose card at reset (m) | |
| # Part friction (static = dynamic), set on every shape at bind. The moving card runs moderately | |
| # slick against a grippier fixed case, so it slides down the channel but holds seat. | |
| card_friction: float = 0.3 | |
| case_friction: float = 0.75 | |
| # Weld-on-closure grasping (the benchmark's auto-weld contract, PhysX | |
| # form — the grasp-weld machinery at the end of this scene class): | |
| # close the fingers squarely across the card's body slab near its top edge and the card welds | |
| # to the hand; open wide to release. Gripper envs only (no-op under robot="null"). | |
| grasp_weld: bool = True | |
| grasp_weld_dist: float = 0.010 # pinch-point-to-grip-band engage radius (m) | |
| pilot_jitter_x: float = 0.004 | |
| pilot_jitter_y: float = 0.0007 | |
| # --- structure, reset layout, masses, asset paths (fixed) ------------------------------- | |
| # Seated card origin (its PCB-tab bottom centre) in the case's local frame; orientation seated | |
| # = the case's own axes (identity). Baked into the committed USDs (keep in sync if they change). | |
| seat_pos: tuple[float, float, float] = (-0.01595, 0.0293, 0.0035) | |
| slot_mouth_z: float = 0.0085 # slot top in the case frame: depth datum (5 mm at full seat) | |
| board_top: float = 0.0 # board face height in the case frame (the asset's own origin) | |
| case_lift: float = 0.0289 # board face above the side panel the case lies on | |
| card_mass: float = 1.0 # dual-fan RTX 2060 (kg) | |
| light_intensity: float = 2500.0 | |
| # Loose card start pose: lying backplate-down on the table beside the case (+x side; the case | |
| # spans x < 0.13 and the lying card's tail reaches origin_x - 0.132). | |
| card_init_xy: tuple[float, float] = (0.28, 0.0) # card start xy (table-rel.) | |
| card_init_z: float = 0.0022 # origin height lying backplate-down (backplate plane -2 mm) | |
| card_init_quat: tuple[float, float, float, float] = (0.70711, 0.70711, 0.0, 0.0) # flat | |
| card_contact_offset: float = 0.0001 # well below the 0.15 mm/side channel grip | |
| case_contact_offset: float = 0.0001 # ditto for the slot fixture's walls | |
| # Optional foam holder (a floor pad + two rails flanking the card's 36 mm body slab) that | |
| # presents the card UPRIGHT for a parallel-jaw grasp. The lying default is ungraspable by a | |
| # Franka gripper: flat on its backplate the card's only sub-80 mm dimension (the 36 mm body | |
| # thickness) points UP, so no top-down or side pinch can straddle it. Enable together with an | |
| # upright `card_init_quat` (identity = the seated orientation) and `card_init_z` = the | |
| # holder's floor top; the rails cap the free card's lean at ~3 deg and the pick pulls | |
| # straight up out of them. | |
| card_stand: bool = False | |
| card_stand_gap: float = 0.0025 # rail clearance per side around the body slab (m) | |
| # Selectable work surface (same presets as the sibling scenes). | |
| table: str = "lab_table" # which work surface: "lab_table" | "packing" | |
| surface_z: float | None = None # table-top height (m); None -> the preset's | |
| workbench_pos: tuple[float, float] | None = None # xy the table sits at; None -> preset | |
| workbench_usd: str = "" # empty -> the preset's vendored USD | |
| TABLES: ClassVar[dict[str, dict[str, Any]]] = { | |
| "lab_table": {"usd": ("lab_table", "table_instanceable.usd"), "scale": 1.0, | |
| "orient": (0.70711, 0.0, 0.0, 0.70711), "surface_z": 0.0, "pos": (0.5, 0.0), | |
| "top_offset": 0.0, "height": 1.05, "kinematic": False}, | |
| "packing": {"usd": ("packing_table", "SM_HeavyDutyPackingTable_C02_01_physics.usd"), "scale": 0.01, | |
| "orient": (1.0, 0.0, 0.0, 0.0), "surface_z": 0.994, "pos": (0.0, 0.0), | |
| "top_offset": 0.994, "height": 0.994, "kinematic": True}, | |
| } | |
| # Asset USDs; empty -> the prebuilt assets committed under `assets/`. | |
| asset_dir: str = "" | |
| case_usd: str = "" | |
| card_usd: str = "" | |
| def __post_init__(self) -> None: | |
| assets = asset_path(Path(__file__).resolve().parents[1] / "assets") | |
| self.asset_dir = self.asset_dir or str(assets) | |
| self.case_usd = self.case_usd or str(Path(self.asset_dir) / "pc" / "pc_case_gpu_assembly_mb.usd") | |
| self.card_usd = self.card_usd or str(Path(self.asset_dir) / "pc" / "gpu_rtx2060.usd") | |
| preset = self.TABLES[self.table] | |
| if self.surface_z is None: | |
| self.surface_z = preset["surface_z"] | |
| if self.workbench_pos is None: | |
| self.workbench_pos = preset["pos"] | |
| self.workbench_usd = self.workbench_usd or str(assets / "props" / preset["usd"][0] / preset["usd"][1]) | |
| class PcGpuAssemblyScene(BaseScene): | |
| cfg: PcGpuAssemblySceneCfg | |
| # Object physics remains nominal in this pilot; L4 uses the recorded noise channel. | |
| PHYSICAL_PARAMS = {'card_mass': None, 'card_friction': None, 'case_friction': None} | |
| VISUAL_PARAMS = {'light_intensity': {'dist': 'choice', 'options': [1600., 2500., 3400.]}} | |
| CAMERAS = {'front': {'eye': (-.1, -1.06, 1.282), 'target': (.42, -.08, .06), | |
| 'focal': 16., 'bands': { | |
| 'eye_x': {'dist': 'uniform', 'lo': -.125, 'hi': -.075}, | |
| 'eye_y': {'dist': 'uniform', 'lo': -1.085, 'hi': -1.035}, | |
| 'target_x': {'dist': 'uniform', 'lo': .405, 'hi': .435}}}} | |
| def apply_visual_params(self, env, values): | |
| # Render-only light; never touches geometry, contact, or robot control. | |
| from pxr import UsdLux | |
| if 'light_intensity' in values: | |
| prim = env.sim.stage.GetPrimAtPath('/World/light') | |
| UsdLux.LightAPI(prim).GetIntensityAttr().Set(float(values['light_intensity'])) | |
| # Card-local y extent of the body collision slab (from gpu_rtx2060.usd `/gpu/collision/body`: | |
| # backplate plane -2 mm, fan-shroud plane +32.8 mm around the PCB-tab-centre origin — the | |
| # collider is trimmed to the VISUAL shell). The stand's rails flank THESE faces — the same | |
| # pair a parallel-jaw grasp pinches. | |
| CARD_BODY_Y: ClassVar[tuple[float, float]] = (-0.002, 0.0328) | |
| def __init__(self, cfg: PcGpuAssemblySceneCfg | None = None) -> None: | |
| super().__init__(cfg or PcGpuAssemblySceneCfg()) | |
| # ----- assets ------------------------------------------------------------------------------- | |
| def assets(self) -> dict[str, Any]: | |
| """Floor, dome light, table, the PC case lying on it (kinematic, with the invisible slot | |
| fixture), and one loose graphics card. The card loads with the high solver-iteration count | |
| the snug channel needs.""" | |
| import isaaclab.sim as sim_utils | |
| from isaaclab.assets import AssetBaseCfg, RigidObjectCfg | |
| c = self.cfg | |
| for usd in (c.case_usd, c.card_usd): | |
| if not Path(usd).is_file(): | |
| raise FileNotFoundError( | |
| f"{usd} not found — the pc-gpu assets ship with the repo under " | |
| f"`suites/assembly/assets/`" | |
| ) | |
| preset = c.TABLES[c.table] | |
| wx, wy = c.workbench_pos | |
| table_z = c.surface_z - preset["top_offset"] | |
| ground_z = c.surface_z - preset["height"] | |
| table_spawn = sim_utils.UsdFileCfg(usd_path=c.workbench_usd, scale=(preset["scale"],) * 3) | |
| if preset["kinematic"]: | |
| table_spawn.rigid_props = sim_utils.RigidBodyPropertiesCfg(kinematic_enabled=True) | |
| cx, cy = c.card_init_xy | |
| assets: dict[str, Any] = { | |
| "ground": AssetBaseCfg( | |
| prim_path="/World/ground", | |
| spawn=sim_utils.GroundPlaneCfg(usd_path=str( | |
| asset_path(Path(__file__).resolve().parents[1] / "assets") / "props" / "ground" / "default_ground.usd")), | |
| init_state=AssetBaseCfg.InitialStateCfg(pos=(0.0, 0.0, ground_z)), | |
| ), | |
| "light": AssetBaseCfg( | |
| prim_path="/World/light", | |
| spawn=sim_utils.DomeLightCfg(intensity=c.light_intensity, color=(0.9, 0.9, 0.9)), | |
| ), | |
| "workbench": AssetBaseCfg( | |
| prim_path="{ENV_REGEX_NS}/Table", | |
| init_state=AssetBaseCfg.InitialStateCfg(pos=(wx, wy, table_z), rot=preset["orient"]), | |
| spawn=table_spawn, | |
| ), | |
| # The case: kinematic; the invisible fixture inside it (slot channel + rear-panel | |
| # cutout frame) is what the card mates with. Fixture contact offsets are set here | |
| # (not just authored in the asset) so the 0.15 mm/side channel grip never fights | |
| # speculative contacts. | |
| "case": RigidObjectCfg( | |
| prim_path="{ENV_REGEX_NS}/Case", | |
| spawn=sim_utils.UsdFileCfg( | |
| usd_path=c.case_usd, | |
| activate_contact_sensors=True, | |
| collision_props=sim_utils.CollisionPropertiesCfg( | |
| contact_offset=c.case_contact_offset, rest_offset=0.0 | |
| ), | |
| rigid_props=sim_utils.RigidBodyPropertiesCfg(kinematic_enabled=True), | |
| ), | |
| init_state=RigidObjectCfg.InitialStateCfg(pos=(wx, wy, c.surface_z + c.case_lift)), | |
| ), | |
| # Card contact offset must stay well below the channel grip (0.15 mm/side) or | |
| # speculative contacts choke the fit. | |
| "card": RigidObjectCfg( | |
| prim_path="{ENV_REGEX_NS}/Card", | |
| spawn=sim_utils.UsdFileCfg( | |
| usd_path=c.card_usd, | |
| activate_contact_sensors=True, | |
| collision_props=sim_utils.CollisionPropertiesCfg( | |
| contact_offset=c.card_contact_offset, rest_offset=0.0 | |
| ), | |
| rigid_props=sim_utils.RigidBodyPropertiesCfg( | |
| solver_position_iteration_count=192, | |
| solver_velocity_iteration_count=1, | |
| max_depenetration_velocity=0.02, | |
| linear_damping=2.0, | |
| angular_damping=2.0, | |
| ), | |
| mass_props=sim_utils.MassPropertiesCfg(mass=c.card_mass), | |
| ), | |
| init_state=RigidObjectCfg.InitialStateCfg( | |
| pos=(wx + cx, wy + cy, c.surface_z + c.card_init_z), rot=c.card_init_quat | |
| ), | |
| ), | |
| } | |
| if c.card_stand: | |
| # Foam holder for a gripper env: three STATIC boxes (no rigid body). The floor pad's | |
| # top is the card spawn height (`card_init_z` = the tab-bottom plane), the two rails | |
| # flank the body slab's faces at `card_stand_gap` per side. Rail tops stay 35+ mm | |
| # below the pick grip band, so descending open fingers never meet them. | |
| y0, y1 = self.CARD_BODY_Y | |
| mid_y = wy + cy + 0.5 * (y0 + y1) # body-slab mid-plane (the pinch/rail centre) | |
| half_gap = 0.5 * (y1 - y0) + c.card_stand_gap # rail inner face off the mid-plane | |
| rail_h, rail_t = 0.055, 0.008 | |
| foam = sim_utils.PreviewSurfaceCfg(diffuse_color=(0.17, 0.17, 0.2), roughness=0.9) | |
| for name, size, pos in ( | |
| ("card_stand_floor", (0.11, 0.09, c.card_init_z), | |
| (wx + cx, mid_y, c.surface_z + 0.5 * c.card_init_z)), | |
| ("card_stand_rail_pcb", (0.11, rail_t, rail_h), | |
| (wx + cx, mid_y - half_gap - 0.5 * rail_t, c.surface_z + c.card_init_z + 0.5 * rail_h)), | |
| ("card_stand_rail_fan", (0.11, rail_t, rail_h), | |
| (wx + cx, mid_y + half_gap + 0.5 * rail_t, c.surface_z + c.card_init_z + 0.5 * rail_h)), | |
| ): | |
| assets[name] = AssetBaseCfg( | |
| prim_path="{ENV_REGEX_NS}/" + "".join(p.capitalize() for p in name.split("_")), | |
| spawn=sim_utils.CuboidCfg( | |
| size=size, | |
| collision_props=sim_utils.CollisionPropertiesCfg( | |
| contact_offset=0.001, rest_offset=0.0 | |
| ), | |
| visual_material=foam, | |
| ), | |
| init_state=AssetBaseCfg.InitialStateCfg(pos=pos), | |
| ) | |
| # Immutable visual-only set dressing, clear of the arm/task swept volume. | |
| assets['pilot_parts_box'] = AssetBaseCfg( | |
| prim_path='{ENV_REGEX_NS}/PilotPartsBox', | |
| spawn=sim_utils.CuboidCfg(size=(.075, .075, .045), | |
| visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(.08, .35, .65), roughness=.8)), | |
| init_state=AssetBaseCfg.InitialStateCfg(pos=(.90, .36, c.surface_z+.0225))) | |
| return assets | |
| def sim_cfg(self) -> SimCfg: | |
| return SimCfg( | |
| dt=1.0 / 120.0, | |
| physx={ | |
| "solver_type": 1, | |
| "bounce_threshold_velocity": 0.2, | |
| "friction_offset_threshold": 0.01, | |
| "friction_correlation_distance": 0.00625, | |
| "gpu_max_rigid_contact_count": 2**23, | |
| "gpu_max_rigid_patch_count": 2**23, | |
| "gpu_collision_stack_size": 2**28, | |
| "gpu_max_num_partitions": 1, | |
| }, | |
| ) | |
| # ----- lifecycle ---------------------------------------------------------------------------- | |
| def __getattr__(self, name: str): | |
| # Legacy surface: the grasp contract's state used to live directly on the scene | |
| # (inline machinery era) and existing solutions read it there — forward to the | |
| # composed contract. `__getattr__` only fires for attributes not found normally. | |
| if name.startswith("_gw_") and "grasp_weld" in self.__dict__: | |
| return getattr(self.grasp_weld, name) | |
| raise AttributeError(name) | |
| def bind(self, env: BaseEnv) -> None: | |
| """Grab the case + card handles, cache env origins, and set the part frictions.""" | |
| super().bind(env) | |
| self.case: RigidObject = env.iscene["case"] | |
| self.card: RigidObject = env.iscene["card"] | |
| self.env_origins = env.iscene.env_origins | |
| self._set_friction(self.case, self.cfg.case_friction) | |
| self._set_friction(self.card, self.cfg.card_friction) | |
| self.grasp_weld = GraspWeldContract(self) # composed, publishes self.grasp_held | |
| self.grasp_weld.bind() | |
| def grasp_sites(self) -> list: | |
| """One grip band: across the body slab (faces at CARD_BODY_Y, 34.8 mm wide), along the | |
| card's upper length — band centre 15 mm below the shroud's top edge (z 0.1155).""" | |
| y = 0.5 * (self.CARD_BODY_Y[0] + self.CARD_BODY_Y[1]) | |
| return [("card", self.card, (-0.045, y, 0.1005), (0.045, y, 0.1005), (0.030, 0.039))] | |
| def post_step(self, env_ids: torch.Tensor | None = None) -> None: | |
| """Reconcile the weld-on-closure grasp contract every physics substep.""" | |
| self.grasp_weld.step() | |
| def _set_friction(self, asset, value: float) -> None: | |
| """Overwrite the static + dynamic friction on every shape of `asset` (across all envs).""" | |
| mats = asset.root_physx_view.get_material_properties() | |
| mats[..., 0:2] = value # [static, dynamic, restitution] | |
| asset.root_physx_view.set_material_properties(mats, torch.arange(self.env.num_envs, device="cpu")) | |
| def reset(self, env_ids: torch.Tensor) -> None: | |
| """Fresh, unassembled start: the case pinned at spawn, the card lying backplate-down on | |
| the table beside it, with xy jitter.""" | |
| c = self.cfg | |
| dev = self.env.device | |
| m = len(env_ids) | |
| origin = self.env_origins[env_ids] # (m, 3) | |
| wx, wy = c.workbench_pos | |
| cx, cy = c.card_init_xy | |
| st = torch.zeros(m, 13, device=dev) | |
| st[:, 0:3] = origin + torch.tensor((wx + cx, wy + cy, c.surface_z + c.card_init_z), device=dev) | |
| st[:, 0:2] += (torch.rand(m, 2, device=dev) * 2 - 1) * c.reset_pos_jitter | |
| # Small in-holder variation: below rail clearance; no case/slot changes. | |
| st[:, :2] += (torch.rand(m, 2, device=dev)*2-1) * torch.tensor( | |
| [c.pilot_jitter_x, c.pilot_jitter_y], device=dev) | |
| st[:, 3:7] = torch.tensor(c.card_init_quat, device=dev) | |
| self.card.write_root_state_to_sim(st, env_ids) | |
| self.grasp_weld.release_all(env_ids) | |
| # ----- state (full, restorable) ------------------------------------------------------------- | |
| def get_state(self, env_ids: torch.Tensor) -> dict[str, Any]: | |
| """Restorable scene state: world root states (13) of the case and the card, plus the | |
| grasp-weld holds.""" | |
| return { | |
| "case": self.case.data.root_state_w[env_ids].clone(), | |
| "card": self.card.data.root_state_w[env_ids].clone(), | |
| **self.grasp_weld.state(env_ids), | |
| } | |
| def set_state(self, state: dict[str, Any], env_ids: torch.Tensor) -> None: | |
| """Restore what `get_state` returned. The card's insertion depth is fully captured by its | |
| root state, so the channel holds it on restore.""" | |
| self.case.write_root_pose_to_sim(state["case"][:, 0:7], env_ids) | |
| self.card.write_root_state_to_sim(state["card"], env_ids) | |
| self.grasp_weld.restore(state, env_ids) | |
| # ----- description -------------------------------------------------------------------------- | |
| def describe(self) -> str: | |
| if self.cfg.card_stand: | |
| card = ( | |
| "Beside the case a loose graphics card stands upright in a foam holder, already " | |
| "in its installation orientation.\nGoal: grip the card by its top edge, lift it " | |
| "straight out of the holder, " | |
| ) | |
| else: | |
| card = ( | |
| "Beside the case lies a loose graphics card, backplate down.\nGoal: lift the " | |
| "card upright (fans toward the case front), " | |
| ) | |
| return ( | |
| "A gaming-PC case lying on its side on a sturdy table, opening up, its motherboard " | |
| "facing the ceiling. The board's primary PCIe x16 slot is empty, and the rear I/O " | |
| f"panel has an open expansion-slot cutout. {card}" | |
| "lower it into the case with its I/O bracket just forward of the rear panel, slide " | |
| "it rearward until the bracket and ports pass through the cutout, line its PCB edge " | |
| "connector up with the x16 slot, and press it straight down until it bottoms out. " | |
| "A seated card stays put on its own. The task is complete once the card is fully " | |
| "seated." | |
| + " A fixed blue parts box decorates the far corner, outside the task volume." | |
| + ( | |
| " The card holds in a firm pinch: close the fingers squarely across its body " | |
| "slab near the top edge and the grip locks; open wide to release." | |
| if self.cfg.grasp_weld | |
| else "" | |
| ) | |
| ) | |
| # ----- progress (public: seated()/engaged(); reads how far the assembly has got) ------------- | |
| def engaged(self) -> torch.Tensor: | |
| """Tab depth below the slot mouth, shape (num_envs,), in metres (negative = still above | |
| the slot). The card bottoms out on the channel floor at 0.005 depth.""" | |
| rel = self._card_offset_in_case() # (n, 3), zero at the seated pose | |
| return (self.cfg.slot_mouth_z - self.cfg.seat_pos[2]) - rel[:, 2] | |
| def seated(self) -> torch.Tensor: | |
| """Whether the card is seated in the slot, shape (num_envs,): pressed down to `seat_depth` | |
| below the mouth, within `align_xy` of the seated point, and aligned in tilt AND heading.""" | |
| c = self.cfg | |
| rel = self._card_offset_in_case() # (n, 3) | |
| depth_ok = self.engaged() >= c.seat_depth | |
| xy_ok = rel[:, :2].norm(dim=-1) <= c.align_xy | |
| up_ok = self._axis_cos(2) >= math.cos(math.radians(c.align_axis_deg)) | |
| yaw_ok = self._axis_cos(0) >= math.cos(math.radians(c.align_yaw_deg)) | |
| return depth_ok & xy_ok & up_ok & yaw_ok | |
| def success(self) -> torch.Tensor: | |
| """(N,) bool: the card seated in its slot — this scene's assembled state | |
| (scene-level success alias, matching the other suites' surface).""" | |
| return self.seated() | |
| def _card_offset_in_case(self) -> torch.Tensor: | |
| """The card origin's offset from the seated point, in the case's local frame, shape | |
| (num_envs, 3). Zero means the card origin sits exactly at the seated pose.""" | |
| from isaaclab.utils.math import quat_apply_inverse | |
| rel = quat_apply_inverse( | |
| self.case.data.root_quat_w, self.card.data.root_pos_w - self.case.data.root_pos_w | |
| ) | |
| return rel - torch.tensor(self.cfg.seat_pos, device=rel.device) | |
| def _axis_cos(self, axis: int) -> torch.Tensor: | |
| """cos of the angle between the card's and the case's local `axis` (0=x: heading along the | |
| slot, 2=z: insertion axis), shape (num_envs,). Seated orientation = the case's own axes.""" | |
| from isaaclab.utils.math import quat_apply | |
| e = torch.zeros(3, device=self.env.device) | |
| e[axis] = 1.0 | |
| e = e.expand(self.env.num_envs, 3) | |
| case_ax = quat_apply(self.case.data.root_quat_w, e) | |
| card_ax = quat_apply(self.card.data.root_quat_w, e) | |
| return (card_ax * case_ax).sum(dim=-1) | |
| # Grasp-weld contract: composed `GraspWeldContract` (robobench.core.grasp_weld), | |
| # created in `bind()`; this scene supplies the part-side `grasp_sites()`. | |
| # Grasp-weld contract constants — the scene's public knobs (solutions read these off the | |
| # scene, e.g. `scene.GRASP_PINCH_OFFSET`); the composed GraspWeldContract consumes them. | |
| GRASP_HAND_BODY: ClassVar[str] = "panda_hand" | |
| GRASP_FINGER_JOINTS: ClassVar[str] = "panda_finger_joint.*" | |
| GRASP_PINCH_OFFSET: ClassVar[float] = 0.1034 # hand origin -> finger-pad centre, along approach | |
| GRASP_POOL: ClassVar[int] = 8 # engages per (env, site) per run; exhausted -> warn, no weld | |
| GRASP_STALL: ClassVar[float] = 0.01 # max |finger vel| sum (m/s): fingers stopped ON the part | |
| GRASP_DEBOUNCE: ClassVar[int] = 8 # consecutive qualifying substeps before the weld engages | |
| GRASP_RELEASE_MARGIN: ClassVar[float] = 0.008 # release at window-top + this (m), hysteresis | |