# Copyright (c) 2022-2026, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md). # 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()