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# 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 scripts/demos/deformables.py
"""
"""Launch Isaac Sim Simulator first."""
import argparse
from isaaclab.app import AppLauncher
# create argparser
parser = argparse.ArgumentParser(description="This script demonstrates how to spawn deformable prims into the scene.")
parser.add_argument("--backend", type=str, default="physx", choices=["physx", "newton"], help="Physics backend.")
# append AppLauncher cli args
AppLauncher.add_app_launcher_args(parser)
# demos should open Kit visualizer by default
parser.set_defaults(visualizer=["kit"])
# 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 random
import numpy as np
import torch
import tqdm
import isaaclab.sim as sim_utils
from isaaclab.assets import DeformableObject, DeformableObjectCfg
from isaaclab.utils.assets import ISAACLAB_NUCLEUS_DIR
if args_cli.backend == "newton":
from isaaclab_newton.sim.schemas import NewtonDeformableBodyPropertiesCfg as DeformableBodyPropertiesCfg
from isaaclab_newton.sim.spawners.materials import (
NewtonDeformableBodyMaterialCfg as VolumeDeformableMaterialCfg,
)
from isaaclab_newton.sim.spawners.materials import (
NewtonSurfaceDeformableBodyMaterialCfg as SurfaceDeformableMaterialCfg,
)
else:
from isaaclab_physx.sim.schemas import PhysxDeformableBodyPropertiesCfg as DeformableBodyPropertiesCfg
from isaaclab_physx.sim.spawners.materials import (
PhysxDeformableBodyMaterialCfg as VolumeDeformableMaterialCfg,
)
from isaaclab_physx.sim.spawners.materials import (
PhysxSurfaceDeformableBodyMaterialCfg as SurfaceDeformableMaterialCfg,
)
def define_origins(num_origins: int, radius: float = 2.0, center_height: float = 3.0) -> list[list[float]]:
"""Defines origins distributed on the surface of a sphere, sampled according to a Fibonacci lattice.
Args:
num_origins: Number of points to place.
radius: Radius of the sphere [m].
center_height: Height of the sphere center above ground [m].
"""
golden_ratio = (1 + np.sqrt(5)) / 2
env_origins = torch.zeros(num_origins, 3)
for i in range(num_origins):
theta = 2 * np.pi * i / golden_ratio
phi = np.arccos(1 - 2 * (i + 0.5) / num_origins)
env_origins[i, 0] = radius * np.cos(theta) * np.sin(phi)
env_origins[i, 1] = radius * np.sin(theta) * np.sin(phi)
env_origins[i, 2] = radius * np.cos(phi) + center_height
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=0.4,
deformable_props=DeformableBodyPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=VolumeDeformableMaterialCfg(),
)
cfg_cuboid = sim_utils.MeshCuboidCfg(
size=(0.6, 0.6, 0.6),
deformable_props=DeformableBodyPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=VolumeDeformableMaterialCfg(),
)
cfg_cylinder = sim_utils.MeshCylinderCfg(
radius=0.25,
height=0.5,
deformable_props=DeformableBodyPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=VolumeDeformableMaterialCfg(),
)
cfg_capsule = sim_utils.MeshCapsuleCfg(
radius=0.35,
height=0.5,
deformable_props=DeformableBodyPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=VolumeDeformableMaterialCfg(),
)
cfg_cone = sim_utils.MeshConeCfg(
radius=0.35,
height=0.75,
deformable_props=DeformableBodyPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=VolumeDeformableMaterialCfg(),
)
cfg_cloth = sim_utils.MeshRectangleCfg(
size=(1.5, 1.0),
resolution=(21, 21),
deformable_props=DeformableBodyPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=SurfaceDeformableMaterialCfg(),
)
cfg_usd = sim_utils.UsdFileCfg(
usd_path=f"{ISAACLAB_NUCLEUS_DIR}/Objects/Teddy_Bear/teddy_bear.usd",
deformable_props=DeformableBodyPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(),
physics_material=VolumeDeformableMaterialCfg(),
scale=[0.05, 0.05, 0.05],
)
# 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,
"cloth": cfg_cloth,
"usd": cfg_usd,
}
# Create separate groups of deformable objects
origins = define_origins(num_origins=12, radius=1.5, center_height=2.0)
print("[INFO]: Spawning objects...")
# Iterate over all the origins, spawn objects, and 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
scene_entities = {}
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 deformable material stiffness
if args_cli.backend == "newton" and obj_name == "cloth":
obj_cfg.physics_material.tri_ke = random.uniform(5e3, 5e4)
obj_cfg.physics_material.tri_ka = random.uniform(5e3, 5e4)
else:
youngs_modulus = random.uniform(5e5, 1e8)
poissons_ratio = random.uniform(0.25, 0.45)
if args_cli.backend == "newton":
obj_cfg.physics_material.k_mu = youngs_modulus / (2.0 * (1.0 + poissons_ratio))
obj_cfg.physics_material.k_lambda = (
youngs_modulus * poissons_ratio / ((1.0 + poissons_ratio) * (1.0 - 2.0 * poissons_ratio))
)
else:
obj_cfg.physics_material.youngs_modulus = youngs_modulus
obj_cfg.physics_material.poissons_ratio = poissons_ratio
# randomize the color
obj_cfg.visual_material.diffuse_color = (random.random(), random.random(), random.random())
# spawn the object, separate groups for surface and volume deformables
if obj_name in ["cloth"]:
prim_path = f"/World/Origin/Surface{idx:02d}"
cfg = DeformableObjectCfg(
prim_path=prim_path,
spawn=obj_cfg,
init_state=DeformableObjectCfg.InitialStateCfg(pos=origin),
)
scene_entities[f"Surface{idx:02d}"] = DeformableObject(cfg=cfg)
else:
prim_path = f"/World/Origin/Volume{idx:02d}"
cfg = DeformableObjectCfg(
prim_path=prim_path,
spawn=obj_cfg,
init_state=DeformableObjectCfg.InitialStateCfg(pos=origin),
)
scene_entities[f"Volume{idx:02d}"] = DeformableObject(cfg=cfg)
# return the scene information
return scene_entities, origins
def run_simulator(sim: sim_utils.SimulationContext, entities: dict[str, DeformableObject]):
"""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 % int(3.0 / sim_dt) == 0:
# reset counters
count = 0
# reset deformable object state
for _, deform_body in enumerate(entities.values()):
# root state
nodal_state = deform_body.data.default_nodal_state_w.torch.clone()
deform_body.write_nodal_state_to_sim_index(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
if args_cli.backend == "newton":
from isaaclab_newton.physics import NewtonCfg
from isaaclab_contrib.deformable.newton_manager_cfg import VBDSolverCfg
physics_cfg = NewtonCfg(
solver_cfg=VBDSolverCfg(
iterations=5,
particle_enable_self_contact=True,
particle_self_contact_radius=0.0001,
particle_self_contact_margin=0.1,
),
num_substeps=4,
)
else:
from isaaclab_physx.physics import PhysxCfg
physics_cfg = PhysxCfg()
sim_cfg = sim_utils.SimulationCfg(dt=0.01, device=args_cli.device, physics=physics_cfg)
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, _ = design_scene()
# Play the simulator
sim.reset()
# Now we are ready!
print("[INFO]: Setup complete...")
run_simulator(sim, scene_entities)
print("[INFO]: Simulation complete...")
if __name__ == "__main__":
# run the main function
main()
# close sim app
simulation_app.close()
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