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| """ |
| This script demonstrates how to use the ray-caster sensor. |
| |
| .. code-block:: bash |
| |
| # Usage |
| ./isaaclab.sh -p scripts/tutorials/04_sensors/run_ray_caster.py |
| |
| """ |
|
|
| """Launch Isaac Sim Simulator first.""" |
|
|
| import argparse |
|
|
| from isaaclab.app import AppLauncher |
|
|
| |
| parser = argparse.ArgumentParser(description="Ray Caster Test Script") |
| |
| AppLauncher.add_app_launcher_args(parser) |
| |
| args_cli = parser.parse_args() |
| |
| app_launcher = AppLauncher(args_cli) |
| simulation_app = app_launcher.app |
|
|
| """Rest everything follows.""" |
|
|
| import torch |
|
|
| import isaaclab.sim as sim_utils |
| from isaaclab.assets import RigidObject, RigidObjectCfg |
| from isaaclab.sensors.ray_caster import RayCaster, RayCasterCfg, patterns |
| from isaaclab.utils.assets import ISAAC_NUCLEUS_DIR |
| from isaaclab.utils.timer import Timer |
|
|
|
|
| def define_sensor() -> RayCaster: |
| """Defines the ray-caster sensor to add to the scene.""" |
| |
| ray_caster_cfg = RayCasterCfg( |
| prim_path="/World/Origin.*/ball", |
| mesh_prim_paths=["/World/ground"], |
| pattern_cfg=patterns.GridPatternCfg(resolution=0.1, size=(2.0, 2.0)), |
| ray_alignment="yaw", |
| debug_vis=not args_cli.headless, |
| ) |
| ray_caster = RayCaster(cfg=ray_caster_cfg) |
|
|
| return ray_caster |
|
|
|
|
| def design_scene() -> dict: |
| """Design the scene.""" |
| |
| |
| cfg = sim_utils.UsdFileCfg(usd_path=f"{ISAAC_NUCLEUS_DIR}/Environments/Terrains/rough_plane.usd") |
| cfg.func("/World/ground", cfg) |
| |
| cfg = sim_utils.DistantLightCfg(intensity=2000) |
| cfg.func("/World/light", cfg) |
|
|
| |
| |
| origins = [[0.25, 0.25, 0.0], [-0.25, 0.25, 0.0], [0.25, -0.25, 0.0], [-0.25, -0.25, 0.0]] |
| for i, origin in enumerate(origins): |
| sim_utils.create_prim(f"/World/Origin{i}", "Xform", translation=origin) |
| |
| cfg = RigidObjectCfg( |
| prim_path="/World/Origin.*/ball", |
| spawn=sim_utils.SphereCfg( |
| radius=0.25, |
| rigid_props=sim_utils.RigidBodyPropertiesCfg(), |
| mass_props=sim_utils.MassPropertiesCfg(mass=0.5), |
| collision_props=sim_utils.CollisionPropertiesCfg(), |
| visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.0, 0.0, 1.0)), |
| ), |
| ) |
| balls = RigidObject(cfg) |
| |
| ray_caster = define_sensor() |
|
|
| |
| scene_entities = {"balls": balls, "ray_caster": ray_caster} |
| return scene_entities |
|
|
|
|
| def run_simulator(sim: sim_utils.SimulationContext, scene_entities: dict): |
| """Run the simulator.""" |
| |
| ray_caster: RayCaster = scene_entities["ray_caster"] |
| balls: RigidObject = scene_entities["balls"] |
|
|
| |
| ball_default_state = balls.data.default_root_state.clone() |
| ball_default_state[:, :3] = torch.rand_like(ball_default_state[:, :3]) * 10 |
|
|
| |
| step_count = 0 |
| |
| while simulation_app.is_running(): |
| |
| if step_count % 250 == 0: |
| |
| balls.write_root_pose_to_sim(ball_default_state[:, :7]) |
| balls.write_root_velocity_to_sim(ball_default_state[:, 7:]) |
| |
| ray_caster.reset() |
| |
| step_count = 0 |
| |
| sim.step() |
| |
| with Timer( |
| f"Ray-caster update with {4} x {ray_caster.num_rays} rays with max height of" |
| f" {torch.max(ray_caster.data.pos_w).item():.2f}" |
| ): |
| ray_caster.update(dt=sim.get_physics_dt(), force_recompute=True) |
| |
| step_count += 1 |
|
|
|
|
| def main(): |
| """Main function.""" |
| |
| sim_cfg = sim_utils.SimulationCfg(device=args_cli.device) |
| sim = sim_utils.SimulationContext(sim_cfg) |
| |
| sim.set_camera_view([0.0, 15.0, 15.0], [0.0, 0.0, -2.5]) |
| |
| scene_entities = design_scene() |
| |
| sim.reset() |
| |
| print("[INFO]: Setup complete...") |
| |
| run_simulator(sim=sim, scene_entities=scene_entities) |
|
|
|
|
| if __name__ == "__main__": |
| |
| main() |
| |
| simulation_app.close() |
|
|