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# Copyright (c) 2022-2024, The Isaac Lab Project Developers.
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause
import argparse
import numpy as np
import torch
from isaaclab.app import AppLauncher
# add argparse arguments
parser = argparse.ArgumentParser(
description="This script demonstrates different single-arm manipulators."
)
# 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
# isaac sim modules are only available after launching it (?)
import carb
import gymnasium as gym
from pxr import Usd
import isaacsim.core.utils.prims as prim_utils
import isaaclab.sim as sim_utils
from isaaclab.assets import Articulation
from isaaclab.utils.assets import ISAAC_NUCLEUS_DIR, ISAACLAB_NUCLEUS_DIR
from simpub.sim.isaacsim_publisher import IsaacSimPublisher
print(ISAACLAB_NUCLEUS_DIR)
##
# Pre-defined configs
##
# isort: off
from isaaclab_assets import (
FRANKA_PANDA_CFG,
UR10_CFG,
KINOVA_JACO2_N7S300_CFG,
KINOVA_JACO2_N6S300_CFG,
KINOVA_GEN3_N7_CFG,
SAWYER_CFG,
)
# isort: on
def define_origins(num_origins: int, spacing: float) -> list[list[float]]:
"""Defines the origins of the the scene."""
# currently this function is unimportant, since we only test with a single origin/env.
# create tensor based on number of environments
env_origins = torch.zeros(num_origins, 3)
# create a grid of origins
num_rows = np.floor(np.sqrt(num_origins))
num_cols = np.ceil(num_origins / num_rows)
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] = 0.0
# return the origins
return env_origins.tolist()
def design_scene() -> tuple[dict, list[list[float]]]:
"""Designs the scene."""
# this function will build the scene by adding primitives to it.
# Ground-plane
cfg = sim_utils.GroundPlaneCfg()
cfg.func("/World/defaultGroundPlane", cfg)
# Lights
cfg = sim_utils.DomeLightCfg(intensity=2000.0, color=(0.75, 0.75, 0.75))
cfg.func("/World/Light", cfg)
# Create separate groups called "Origin1", "Origin2", "Origin3"
# Each group will have a mount and a robot on top of it
origins = define_origins(num_origins=1, spacing=2.0)
# Origin 1 with Franka Panda
prim_utils.create_prim("/World/Origin1", "Xform", translation=origins[0])
prim_utils.create_prim("/World/Origin1/Tables", "Xform")
cfg_wall_1 = sim_utils.CuboidCfg(
size=(10, 0.1, 1),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(1.0, 0.7, 0.4)
),
)
cfg_wall_1.func("/World/Wall1", cfg_wall_1, translation=(0, -5, 0))
cfg_wall_1.func("/World/Wall2", cfg_wall_1, translation=(0, 5, 0))
cfg_wall_2 = sim_utils.CuboidCfg(
size=(0.1, 10, 1),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(1.0, 1.0, 1.0)
),
)
cfg_wall_2.func("/World/Wall3", cfg_wall_2, translation=(-5, 0, 0))
cfg_wall_2.func("/World/Wall4", cfg_wall_2, translation=(5, 0, 0))
# # -- Table
cfg = sim_utils.UsdFileCfg(
usd_path=f"{ISAAC_NUCLEUS_DIR}/Props/Mounts/SeattleLabTable/table_instanceable.usd"
)
cfg.func("/World/Origin1/Tables/Table", cfg, translation=(0.55, 0.0, 1.05))
# cfg.func("/World/Origin1/Tables/Table_1", cfg, translation=(0.55, 3.0, 1.05))
# -- Robot
franka_arm_cfg = FRANKA_PANDA_CFG.replace(prim_path="/World/Origin1/Robot")
franka_arm_cfg.init_state.pos = (0.0, 0.0, 1.05)
franka_panda = Articulation(cfg=franka_arm_cfg)
# -- cube
cfg_cube = sim_utils.CuboidCfg(
size=(0.1, 0.1, 0.1),
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(0.0, 1.0, 1.0)
),
)
cfg_cube.func(
"/World/Origin1/Cube1", cfg_cube, translation=(0.2, 0.0, 3.0)
)
cfg_cube = sim_utils.CuboidCfg(
size=(0.1, 0.2, 0.3),
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(0.0, 1.0, 1.0)
),
)
cfg_cube.func(
"/World/Origin1/Cube2", cfg_cube, translation=(0.2, 0.0, 5.0)
)
cfg_capsule = sim_utils.CapsuleCfg(
radius=0.1,
height=0.3,
axis="Z",
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(1.0, 0.1, 0.1)
),
)
cfg_capsule.func(
"/World/Origin1/CapsuleZ", cfg_capsule, translation=(0.2, 0.0, 7.0)
)
cfg_capsule = sim_utils.CapsuleCfg(
radius=0.2,
height=0.4,
axis="X",
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(0.1, 1.0, 0.1)
),
)
cfg_capsule.func(
"/World/Origin1/CapsuleX", cfg_capsule, translation=(0.2, 0.0, 9.0)
)
cfg_capsule = sim_utils.CapsuleCfg(
radius=0.3,
height=0.5,
axis="Y",
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(0.1, 0.1, 1.0)
),
)
cfg_capsule.func(
"/World/Origin1/CapsuleY", cfg_capsule, translation=(0.2, 0.0, 11.0)
)
cfg_cone = sim_utils.ConeCfg(
radius=0.1,
height=0.3,
axis="Z",
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(1.0, 0.1, 0.1)
),
)
cfg_cone.func(
"/World/Origin1/ConeZ", cfg_cone, translation=(0.2, 0.0, 13.0)
)
cfg_cone = sim_utils.ConeCfg(
radius=0.2,
height=0.4,
axis="X",
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(0.1, 1.0, 0.1)
),
)
cfg_cone.func(
"/World/Origin1/ConeX", cfg_cone, translation=(0.2, 0.0, 15.0)
)
cfg_cone = sim_utils.ConeCfg(
radius=0.3,
height=0.5,
axis="Y",
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(0.1, 0.1, 1.0)
),
)
cfg_cone.func(
"/World/Origin1/ConeY", cfg_cone, translation=(0.2, 0.0, 17.0)
)
cfg_cylinder = sim_utils.CylinderCfg(
radius=0.1,
height=0.3,
axis="Z",
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(1.0, 0.1, 0.1)
),
)
cfg_cylinder.func(
"/World/Origin1/CylinderZ", cfg_cylinder, translation=(0.2, 0.0, 19.0)
)
cfg_cylinder = sim_utils.CylinderCfg(
radius=0.2,
height=0.4,
axis="X",
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(0.1, 1.0, 0.1)
),
)
cfg_cylinder.func(
"/World/Origin1/CylinderX", cfg_cylinder, translation=(0.2, 0.0, 21.0)
)
cfg_cylinder = sim_utils.CylinderCfg(
radius=0.3,
height=0.5,
axis="Y",
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(0.1, 0.1, 1.0)
),
)
cfg_cylinder.func(
"/World/Origin1/CylinderY", cfg_cylinder, translation=(0.2, 0.0, 23.0)
)
cfg_sphere = sim_utils.SphereCfg(
radius=0.3,
rigid_props=sim_utils.RigidBodyPropertiesCfg(),
mass_props=sim_utils.MassPropertiesCfg(mass=1.0),
collision_props=sim_utils.CollisionPropertiesCfg(),
visual_material=sim_utils.PreviewSurfaceCfg(
diffuse_color=(0.1, 0.1, 1.0)
),
)
cfg_sphere.func(
"/World/Origin1/Sphere1", cfg_sphere, translation=(0.2, 0.0, 25.0)
)
# return the scene information
scene_entities = {
"franka_panda": franka_panda,
}
return scene_entities, origins
def run_simulator(
sim: sim_utils.SimulationContext,
entities: dict[str, Articulation],
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 % 200 == 0:
# reset counters
sim_time = 0.0
count = 0
# reset the scene entities
for index, robot in enumerate(entities.values()):
# root state
root_state = robot.data.default_root_state.clone()
root_state[:, :3] += origins[index]
robot.write_root_state_to_sim(root_state)
# set joint positions
joint_pos, joint_vel = (
robot.data.default_joint_pos.clone(),
robot.data.default_joint_vel.clone(),
)
robot.write_joint_state_to_sim(joint_pos, joint_vel)
# clear internal buffers
robot.reset()
print("[INFO]: Resetting robots state...")
# apply random actions to the robots
for robot in entities.values():
# generate random joint positions
joint_pos_target = (
robot.data.default_joint_pos
+ torch.randn_like(robot.data.joint_pos) * 0.1
)
joint_pos_target = joint_pos_target.clamp_(
robot.data.soft_joint_pos_limits[..., 0],
robot.data.soft_joint_pos_limits[..., 1],
)
# apply action to the robot
robot.set_joint_position_target(joint_pos_target)
# write data to sim
robot.write_data_to_sim()
# perform step
sim.step()
# update sim-time
sim_time += sim_dt
count += 1
# update buffers
for robot in entities.values():
robot.update(sim_dt)
def main():
"""Main function."""
# sim_utils.SimulationContext is a singleton class
# if SimulationContext.instance() is None:
# self.sim: SimulationContext = SimulationContext(self.cfg.sim)
# or: print(env.sim)
# Initialize the simulation context
sim_cfg = sim_utils.SimulationCfg()
# # use cpu simulation
# sim_cfg.use_fabric = False
# sim_cfg.device = "cpu"
# sim_cfg.use_gpu_pipeline = False
# sim_cfg.physx.use_gpu = False
sim = sim_utils.SimulationContext(sim_cfg)
# Set main camera
sim.set_camera_view([3.5, 0.0, 3.2], [0.0, 0.0, 0.5])
# design scene
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...")
# start publisher
# make sure you have a correct host address
_ = IsaacSimPublisher(host="192.168.0.134", stage=sim.stage)
# Run the simulator
run_simulator(sim, scene_entities, scene_origins)
if __name__ == "__main__":
main()
simulation_app.close()