addressing PR comments

This commit is contained in:
Abhishek Joshi
2024-02-21 10:18:13 -06:00
parent f721d3900d
commit 7ffd43b55c
7 changed files with 677 additions and 464 deletions
+779
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from typing import Optional, List, Tuple
import numpy as np
import open3d as o3d
from pxr import Gf, Sdf, Vt
from pxr import Usd, UsdGeom, UsdShade, UsdLux
import mujoco
from mujoco import mjtGeom
from mujoco.usd.usd_utils import *
from mujoco import _structs, _enums
class USDMesh:
def __init__(
self,
stage: Usd.Stage,
model: _structs.MjModel,
geom: _structs.MjvGeom,
objid: int,
dataid: int,
rgba: Tuple[int] = (1,1,1,1),
texture_file: Optional[str] = None
):
""" Initializes a new USD mesh
Args:
model: an MjModel instance.
dataid: id of the mesh
texture_file: texture associated with the mesh
"""
self.stage = stage
self.model = model
self.geom = geom
self.objid = objid
self.rgba = rgba
self.dataid = dataid
self.texture_file = texture_file
xform_path = f'/World/Mesh_Xform_{objid}'
mesh_path= f'{xform_path}/Mesh_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_mesh = UsdGeom.Mesh.Define(stage, mesh_path)
self.usd_prim = stage.GetPrimAtPath(mesh_path)
# setting mesh structure properties
mesh_vert, mesh_face, mesh_facenum = self._get_mesh_geometry()
self.usd_mesh.GetPointsAttr().Set(mesh_vert)
self.usd_mesh.GetFaceVertexCountsAttr().Set([3 for _ in range(mesh_facenum)])
self.usd_mesh.GetFaceVertexIndicesAttr().Set(mesh_face)
# setting mesh uv properties
mesh_texcoord, mesh_facetexcoord = self._get_uv_geometry()
self.texcoords = UsdGeom.PrimvarsAPI(self.usd_mesh).CreatePrimvar("UVMap",
Sdf.ValueTypeNames.TexCoord2fArray,
UsdGeom.Tokens.faceVarying)
self.texcoords.Set(mesh_texcoord)
self.texcoords.SetIndices(Vt.IntArray(mesh_facetexcoord.tolist()))
self._attach_material()
# defining ops required by update function
self.transform_op = self.usd_xform.AddTransformOp()
def get_facetexcoord_ranges(
self,
nmesh,
arr
):
facetexcoords_ranges = [0]
running_sum = 0
for i in range(nmesh):
running_sum += arr[i] * 3
facetexcoords_ranges.append(running_sum)
return facetexcoords_ranges
def _get_uv_geometry(self):
mesh_texcoord_adr_from = self.model.mesh_texcoordadr[self.dataid]
mesh_texcoord_adr_to = self.model.mesh_texcoordadr[self.dataid+1] \
if self.dataid < self.model.nmesh - 1 \
else len(self.model.mesh_texcoord)
mesh_texcoord = self.model.mesh_texcoord[mesh_texcoord_adr_from:mesh_texcoord_adr_to]
mesh_facetexcoord_ranges = self.get_facetexcoord_ranges(self.model.nmesh, self.model.mesh_facenum)
mesh_facetexcoord = self.model.mesh_facetexcoord.flatten()
mesh_facetexcoord = mesh_facetexcoord[mesh_facetexcoord_ranges[self.dataid]:mesh_facetexcoord_ranges[self.dataid+1]]
mesh_facetexcoord[mesh_facetexcoord == len(mesh_texcoord)] = 0
return mesh_texcoord, mesh_facetexcoord
def _get_mesh_geometry(self):
mesh_vert_adr_from = self.model.mesh_vertadr[self.dataid]
mesh_vert_adr_to = self.model.mesh_vertadr[self.dataid+1] \
if self.dataid < self.model.nmesh - 1 \
else len(self.model.mesh_vert)
mesh_vert = self.model.mesh_vert[mesh_vert_adr_from:mesh_vert_adr_to]
mesh_face_adr_from = self.model.mesh_faceadr[self.dataid]
mesh_face_adr_to = self.model.mesh_faceadr[self.dataid+1] \
if self.dataid < self.model.nmesh - 1 \
else len(self.model.mesh_face)
mesh_face = self.model.mesh_face[mesh_face_adr_from:mesh_face_adr_to]
mesh_facenum = self.model.mesh_facenum[self.dataid]
return mesh_vert, mesh_face, mesh_facenum
def _attach_material(self):
mtl_path = Sdf.Path(f"/World/_materials/Material_{self.objid}")
mtl = UsdShade.Material.Define(self.stage, mtl_path)
if self.texture_file:
bsdf_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("Principled_BSDF"))
image_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("Image_Texture"))
uvmap_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("uvmap"))
# setting the bsdf shader attributes
bsdf_shader.CreateIdAttr("UsdPreviewSurface")
bsdf_shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).ConnectToSource(image_shader.ConnectableAPI(), "rgb")
bsdf_shader.CreateInput("opacity", Sdf.ValueTypeNames.Float).Set(float(self.rgba[-1]))
bsdf_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(self.geom.shininess)
bsdf_shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(1.0 - self.geom.shininess)
mtl.CreateSurfaceOutput().ConnectToSource(bsdf_shader.ConnectableAPI(), "surface")
self.usd_mesh.GetPrim().ApplyAPI(UsdShade.MaterialBindingAPI)
UsdShade.MaterialBindingAPI(self.usd_mesh).Bind(mtl)
# setting the image texture attributes
image_shader.CreateIdAttr("UsdUVTexture")
image_shader.CreateInput("file", Sdf.ValueTypeNames.Asset).Set(self.texture_file)
image_shader.CreateInput("sourceColorSpace", Sdf.ValueTypeNames.Token).Set("sRGB")
image_shader.CreateInput("wrapS", Sdf.ValueTypeNames.Token).Set("repeat")
image_shader.CreateInput("wrapT", Sdf.ValueTypeNames.Token).Set("repeat")
image_shader.CreateInput("st", Sdf.ValueTypeNames.Float2).ConnectToSource(uvmap_shader.ConnectableAPI(), "result")
image_shader.CreateOutput('rgb', Sdf.ValueTypeNames.Float3)
# setting uvmap shader attributes
uvmap_shader.CreateIdAttr("UsdPrimvarReader_float2")
uvmap_shader.CreateInput("varname", Sdf.ValueTypeNames.Token).Set("UVMap")
uvmap_shader.CreateOutput('results', Sdf.ValueTypeNames.Float2)
else:
bsdf_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("Principled_BSDF"))
# settings the bsdf shader attributes
bsdf_shader.CreateIdAttr("UsdPreviewSurface")
bsdf_shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).Set(tuple(color))
bsdf_shader.CreateInput("opacity", Sdf.ValueTypeNames.Float).Set(float(self.rgba[-1]))
bsdf_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(self.geom.shininess)
bsdf_shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(1.0 - self.geom.shininess)
mtl.CreateSurfaceOutput().ConnectToSource(bsdf_shader.ConnectableAPI(), "surface")
self.usd_mesh.GetPrim().ApplyAPI(UsdShade.MaterialBindingAPI)
UsdShade.MaterialBindingAPI(self.usd_mesh).Bind(mtl)
def update(
self,
pos: np.array,
mat: np.array,
visible: bool,
frame: int
):
transformation_mat = create_transform_matrix(rotation_matrix=mat, translation_vector=pos).T
self.transform_op.Set(Gf.Matrix4d(transformation_mat.tolist()), frame)
self.update_visibility(visible, frame)
def update_visibility(
self,
visible: bool,
frame: int
):
if visible:
self.usd_prim.GetAttribute("visibility").Set("inherited", frame)
else:
self.usd_prim.GetAttribute("visibility").Set("invisible", frame)
class USDPrimitiveMesh:
def __init__(
self,
stage: Usd.Stage,
geom: _structs.MjvGeom,
objid: int,
rgba: Tuple[int] = (1, 1, 1, 1),
texture_file: Optional[str] = None
):
self.stage = stage
self.geom = geom
self.objid = objid
self.rgba = rgba
self.texture_file = texture_file
self.prim_mesh = None
def _set_refinement_properties(self):
self.usd_prim.GetAttribute('subdivisionScheme').Set("none")
def _get_uv_geometry(self):
assert self.prim_mesh
x_scale, y_scale = self.geom.texrepeat
mesh_texcoord = np.array(self.prim_mesh.triangle_uvs)
mesh_facetexcoord = np.asarray(self.prim_mesh.triangles)
x_multiplier, y_multiplier = 1, 1
if self.geom.texuniform:
x_multiplier, y_multiplier = self.geom.size[:2]
mesh_texcoord[:, 0] *= x_scale * x_multiplier
mesh_texcoord[:, 1] *= y_scale * y_multiplier
return mesh_texcoord, mesh_facetexcoord.flatten()
def _get_mesh_geometry(self):
assert self.prim_mesh
# get mesh geometry from the open3d mesh model
mesh_vert = np.asarray(self.prim_mesh.vertices)
mesh_face = np.asarray(self.prim_mesh.triangles)
return mesh_vert, mesh_face, len(mesh_face)
def _attach_material(self):
mtl_path = Sdf.Path(f"/World/_materials/Material_{self.objid}")
mtl = UsdShade.Material.Define(self.stage, mtl_path)
if self.texture_file:
bsdf_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("Principled_BSDF"))
image_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("Image_Texture"))
uvmap_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("uvmap"))
# setting the bsdf shader attributes
bsdf_shader.CreateIdAttr("UsdPreviewSurface")
bsdf_shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).ConnectToSource(image_shader.ConnectableAPI(), "rgb")
bsdf_shader.CreateInput("opacity", Sdf.ValueTypeNames.Float).Set(float(self.rgba[-1]))
bsdf_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(self.geom.shininess)
bsdf_shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(1.0 - self.geom.shininess)
mtl.CreateSurfaceOutput().ConnectToSource(bsdf_shader.ConnectableAPI(), "surface")
self.usd_mesh.GetPrim().ApplyAPI(UsdShade.MaterialBindingAPI)
UsdShade.MaterialBindingAPI(self.usd_mesh).Bind(mtl)
# setting the image texture attributes
image_shader.CreateIdAttr("UsdUVTexture")
image_shader.CreateInput("file", Sdf.ValueTypeNames.Asset).Set(self.texture_file)
image_shader.CreateInput("sourceColorSpace", Sdf.ValueTypeNames.Token).Set("sRGB")
image_shader.CreateInput("wrapS", Sdf.ValueTypeNames.Token).Set("repeat")
image_shader.CreateInput("wrapT", Sdf.ValueTypeNames.Token).Set("repeat")
image_shader.CreateInput("st", Sdf.ValueTypeNames.Float2).ConnectToSource(uvmap_shader.ConnectableAPI(), "result")
image_shader.CreateOutput('rgb', Sdf.ValueTypeNames.Float3)
# setting uvmap shader attributes
uvmap_shader.CreateIdAttr("UsdPrimvarReader_float2")
uvmap_shader.CreateInput("varname", Sdf.ValueTypeNames.Token).Set("UVMap")
uvmap_shader.CreateOutput('results', Sdf.ValueTypeNames.Float2)
else:
bsdf_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("Principled_BSDF"))
# settings the bsdf shader attributes
bsdf_shader.CreateIdAttr("UsdPreviewSurface")
bsdf_shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).Set(tuple(self.rgba[:3]))
bsdf_shader.CreateInput("opacity", Sdf.ValueTypeNames.Float).Set(float(self.rgba[-1]))
bsdf_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(self.geom.shininess)
bsdf_shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(1.0 - self.geom.shininess)
mtl.CreateSurfaceOutput().ConnectToSource(bsdf_shader.ConnectableAPI(), "surface")
self.usd_mesh.GetPrim().ApplyAPI(UsdShade.MaterialBindingAPI)
UsdShade.MaterialBindingAPI(self.usd_mesh).Bind(mtl)
def update(
self,
pos: np.ndarray,
mat: np.ndarray,
visible: bool,
frame: int
):
transformation_mat = create_transform_matrix(rotation_matrix=mat, translation_vector=pos).T
self.transform_op.Set(Gf.Matrix4d(transformation_mat.tolist()), frame)
self.update_visibility(visible, frame)
def update_visibility(
self,
visible: bool,
frame: int
):
if visible:
self.usd_prim.GetAttribute("visibility").Set("inherited", frame)
else:
self.usd_prim.GetAttribute("visibility").Set("invisible", frame)
class USDPrimitive:
def __init__(
self,
stage: Usd.Stage,
geom: _structs.MjvGeom,
objid: int,
rgba: Tuple[int] = (1, 1, 1, 1),
texture_file: Optional[str] = None
):
self.stage = stage
self.geom = geom
self.objid = objid
self.rgba = rgba
self.texture_file = texture_file
def _set_refinement_properties(self):
self.usd_prim.GetAttribute('subdivisionScheme').Set("none")
def _attach_material(self):
mtl_path = Sdf.Path(f"/World/_materials/Material_{self.objid}")
mtl = UsdShade.Material.Define(self.stage, mtl_path)
if self.texture_file:
bsdf_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("Principled_BSDF"))
image_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("Image_Texture"))
uvmap_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("uvmap"))
# settings the bsdf shader attributes
bsdf_shader.CreateIdAttr("UsdPreviewSurface")
bsdf_shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).ConnectToSource(image_shader.ConnectableAPI(), "rgb")
bsdf_shader.CreateInput("opacity", Sdf.ValueTypeNames.Float).Set(float(self.rgba[-1]))
bsdf_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(self.geom.shininess)
bsdf_shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(1.0 - self.geom.shininess)
mtl.CreateSurfaceOutput().ConnectToSource(bsdf_shader.ConnectableAPI(), "surface")
self.usd_primitive_shape.GetPrim().ApplyAPI(UsdShade.MaterialBindingAPI)
UsdShade.MaterialBindingAPI(self.usd_primitive_shape).Bind(mtl)
# setting the image texture attributes
image_shader.CreateIdAttr("UsdUVTexture")
image_shader.CreateInput("file", Sdf.ValueTypeNames.Asset).Set(self.texture_file)
image_shader.CreateInput("sourceColorSpace", Sdf.ValueTypeNames.Token).Set("sRGB")
image_shader.CreateInput("st", Sdf.ValueTypeNames.Float2).ConnectToSource(uvmap_shader.ConnectableAPI(), "result")
image_shader.CreateOutput('rgb', Sdf.ValueTypeNames.Float3)
# setting uvmap shader attributes
uvmap_shader.CreateIdAttr("UsdPrimvarReader_float2")
uvmap_shader.CreateInput("varname", Sdf.ValueTypeNames.Token).Set("UVMap")
uvmap_shader.CreateOutput('results', Sdf.ValueTypeNames.Float2)
else:
bsdf_shader = UsdShade.Shader.Define(self.stage, mtl_path.AppendPath("Principled_BSDF"))
# settings the bsdf shader attributes
bsdf_shader.CreateIdAttr("UsdPreviewSurface")
bsdf_shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).Set(tuple(self.rgba[:3]))
bsdf_shader.CreateInput("opacity", Sdf.ValueTypeNames.Float).Set(float(self.rgba[-1]))
bsdf_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set(self.geom.shininess)
bsdf_shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set(1.0 - self.geom.shininess)
mtl.CreateSurfaceOutput().ConnectToSource(bsdf_shader.ConnectableAPI(), "surface")
self.usd_primitive_shape.GetPrim().ApplyAPI(UsdShade.MaterialBindingAPI)
UsdShade.MaterialBindingAPI(self.usd_primitive_shape).Bind(mtl)
def update(
self,
pos: np.ndarray,
mat: np.ndarray,
visible: bool,
frame: int
):
transformation_mat = create_transform_matrix(rotation_matrix=mat, translation_vector=pos).T
self.transform_op.Set(Gf.Matrix4d(transformation_mat.tolist()), frame)
self.update_visibility(visible, frame)
def update_visibility(
self,
visible: bool,
frame: int
):
if visible:
self.usd_prim.GetAttribute("visibility").Set("inherited", frame)
else:
self.usd_prim.GetAttribute("visibility").Set("invisible", frame)
class USDCapsule(USDPrimitive):
def __init__(
self,
stage: Usd.Stage,
geom: _structs.MjvGeom,
objid: int,
rgba: Tuple[int] = (1, 1, 1, 1),
texture_file: Optional[str] = None
):
super().__init__(
stage,
geom,
objid,
rgba,
texture_file
)
xform_path = f'/World/Capsule_Xform_{objid}'
capsule_path = f'{xform_path}/Capsule_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_primitive_shape = UsdGeom.Capsule.Define(stage, capsule_path)
self.usd_prim = stage.GetPrimAtPath(capsule_path)
# defining ops required by update function
self.transform_op = self.usd_xform.AddTransformOp()
self.scale_op = self.usd_xform.AddScaleOp()
# setting attributes for the shape
self._set_size_attributes()
self._attach_material()
self._set_refinement_properties()
def _set_size_attributes(self):
self.usd_primitive_shape.GetRadiusAttr().Set(float(self.geom.size[0]))
self.usd_primitive_shape.GetHeightAttr().Set(float(self.geom.size[2]*2)) # mujoco gives the half length
class USDEllipsoid(USDPrimitive):
def __init__(
self,
stage: Usd.Stage,
geom: _structs.MjvGeom,
objid: int,
rgba: Tuple[int] = (1, 1, 1, 1),
texture_file: Optional[str] = None
):
super().__init__(
stage,
geom,
objid,
rgba,
texture_file
)
xform_path = f'/World/Ellipsoid_Xform_{objid}'
ellipsoid_path = f'{xform_path}/Ellipsoid_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_primitive_shape = UsdGeom.Sphere.Define(stage, ellipsoid_path)
self.usd_prim = stage.GetPrimAtPath(ellipsoid_path)
# defining ops required by update function
self.transform_op = self.usd_xform.AddTransformOp()
self.scale_op = self.usd_xform.AddScaleOp()
# setting attributes for the shape
self._set_size_attributes()
self._attach_material()
self._set_refinement_properties()
def _set_size_attributes(self):
self.scale_op.Set(Gf.Vec3d(self.geom.size.tolist()))
class USDCubeMesh(USDPrimitiveMesh):
def __init__(
self,
stage: Usd.Stage,
geom: _structs.MjvGeom,
objid: int,
rgba: Tuple[int] = (1, 1, 1, 1),
texture_file: Optional[str] = None
):
super().__init__(
stage,
geom,
objid,
rgba,
texture_file
)
xform_path = f'/World/CubeMesh_Xform_{objid}'
mesh_path= f'{xform_path}/CubeMesh_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_mesh = UsdGeom.Mesh.Define(stage, mesh_path)
self.usd_prim = stage.GetPrimAtPath(mesh_path)
self.prim_mesh = o3d.geometry.TriangleMesh.create_box(
width=self.geom.size[0]*2,
height=self.geom.size[1]*2,
depth=self.geom.size[2]*2,
create_uv_map=True,
map_texture_to_each_face=True
)
self.prim_mesh.translate(-self.prim_mesh.get_center())
mesh_vert, mesh_face, mesh_facenum = self._get_mesh_geometry()
self.usd_mesh.GetPointsAttr().Set(mesh_vert)
self.usd_mesh.GetFaceVertexCountsAttr().Set([3 for _ in range(mesh_facenum)])
self.usd_mesh.GetFaceVertexIndicesAttr().Set(mesh_face)
# setting mesh uv properties
mesh_texcoord, mesh_facetexcoord = self._get_uv_geometry()
self.texcoords = UsdGeom.PrimvarsAPI(self.usd_mesh).CreatePrimvar("UVMap",
Sdf.ValueTypeNames.TexCoord2fArray,
UsdGeom.Tokens.faceVarying)
self.texcoords.Set(mesh_texcoord)
self.texcoords.SetIndices(Vt.IntArray([i for i in range(mesh_facenum*3)]))
self._set_refinement_properties()
# setting attributes for the shape
self._attach_material()
# defining ops required by update function
self.transform_op = self.usd_xform.AddTransformOp()
class USDSphereMesh(USDPrimitiveMesh):
def __init__(
self,
stage: Usd.Stage,
geom: _structs.MjvGeom,
objid: int,
rgba: Tuple[int] = (1, 1, 1, 1),
texture_file: Optional[str] = None
):
super().__init__(
stage,
geom,
objid,
rgba,
texture_file
)
xform_path = f'/World/SphereMesh_Xform_{objid}'
mesh_path= f'{xform_path}/SphereMesh_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_mesh = UsdGeom.Mesh.Define(stage, mesh_path)
self.usd_prim = stage.GetPrimAtPath(mesh_path)
self.prim_mesh = o3d.geometry.TriangleMesh.create_sphere(
radius=float(self.geom.size[0]),
create_uv_map=True
)
self.prim_mesh.translate(-self.prim_mesh.get_center())
mesh_vert, mesh_face, mesh_facenum = self._get_mesh_geometry()
self.usd_mesh.GetPointsAttr().Set(mesh_vert)
self.usd_mesh.GetFaceVertexCountsAttr().Set([3 for _ in range(mesh_facenum)])
self.usd_mesh.GetFaceVertexIndicesAttr().Set(mesh_face)
# setting mesh uv properties
mesh_texcoord, mesh_facetexcoord = self._get_uv_geometry()
self.texcoords = UsdGeom.PrimvarsAPI(self.usd_mesh).CreatePrimvar("UVMap",
Sdf.ValueTypeNames.TexCoord2fArray,
UsdGeom.Tokens.faceVarying)
self.texcoords.Set(mesh_texcoord)
self.texcoords.SetIndices(Vt.IntArray([i for i in range(mesh_facenum*3)]))
self._set_refinement_properties()
# setting attributes for the shape
self._attach_material()
# defining ops required by update function
self.transform_op = self.usd_xform.AddTransformOp()
class USDCylinderMesh(USDPrimitiveMesh):
def __init__(
self,
stage: Usd.Stage,
geom: _structs.MjvGeom,
objid: int,
rgba: Tuple[int] = (1, 1, 1, 1),
texture_file: Optional[str] = None
):
super().__init__(
stage,
geom,
objid,
rgba,
texture_file
)
xform_path = f'/World/CylinderMesh_Xform_{objid}'
mesh_path= f'{xform_path}/CylinderMesh_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_mesh = UsdGeom.Mesh.Define(stage, mesh_path)
self.usd_prim = stage.GetPrimAtPath(mesh_path)
self.prim_mesh = o3d.geometry.TriangleMesh.create_cylinder(
radius=self.geom.size[0],
height=self.geom.size[2]*2,
create_uv_map=True
)
self.prim_mesh.translate(-self.prim_mesh.get_center())
mesh_vert, mesh_face, mesh_facenum = self._get_mesh_geometry()
self.usd_mesh.GetPointsAttr().Set(mesh_vert)
self.usd_mesh.GetFaceVertexCountsAttr().Set([3 for _ in range(mesh_facenum)])
self.usd_mesh.GetFaceVertexIndicesAttr().Set(mesh_face)
# setting mesh uv properties
mesh_texcoord, mesh_facetexcoord = self._get_uv_geometry()
self.texcoords = UsdGeom.PrimvarsAPI(self.usd_mesh).CreatePrimvar("UVMap",
Sdf.ValueTypeNames.TexCoord2fArray,
UsdGeom.Tokens.faceVarying)
self.texcoords.Set(mesh_texcoord)
self.texcoords.SetIndices(Vt.IntArray([i for i in range(mesh_facenum*3)]))
self._set_refinement_properties()
# setting attributes for the shape
self._attach_material()
# defining ops required by update function
self.transform_op = self.usd_xform.AddTransformOp()
class USDPlaneMesh(USDPrimitiveMesh):
def __init__(
self,
stage: Usd.Stage,
geom: _structs.MjvGeom,
objid: int,
rgba: Tuple[int] = (1, 1, 1, 1),
texture_file: Optional[str] = None
):
super().__init__(
stage,
geom,
objid,
rgba,
texture_file
)
xform_path = f'/World/Plane_Xform_{objid}'
plane_path = f'{xform_path}/PlaneMesh_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_mesh = UsdGeom.Mesh.Define(stage, plane_path)
self.usd_prim = stage.GetPrimAtPath(plane_path)
self.prim_mesh = o3d.geometry.TriangleMesh.create_box(
width=self.geom.size[0]*2 if self.geom.size[0] > 0 else 100,
height=self.geom.size[1]*2 if self.geom.size[1] > 0 else 100,
depth=0.001,
create_uv_map=True,
map_texture_to_each_face=True
)
self.prim_mesh.translate(-self.prim_mesh.get_center())
mesh_vert, mesh_face, mesh_facenum = self._get_mesh_geometry()
self.usd_mesh.GetPointsAttr().Set(mesh_vert)
self.usd_mesh.GetFaceVertexCountsAttr().Set([3 for _ in range(mesh_facenum)])
self.usd_mesh.GetFaceVertexIndicesAttr().Set(mesh_face)
# setting mesh uv properties
mesh_texcoord, mesh_facetexcoord = self._get_uv_geometry()
self.texcoords = UsdGeom.PrimvarsAPI(self.usd_mesh).CreatePrimvar("UVMap",
Sdf.ValueTypeNames.TexCoord2fArray,
UsdGeom.Tokens.faceVarying)
self.texcoords.Set(mesh_texcoord)
self.texcoords.SetIndices(Vt.IntArray([i for i in range(mesh_facenum*3)]))
self._set_refinement_properties()
# setting attributes for the shape
self._attach_material()
# defining ops required by update function
self.transform_op = self.usd_xform.AddTransformOp()
class USDSphereLight:
def __init__(
self,
stage: Usd.Stage,
objid: int,
radius: Optional[float] = 0.3
):
self.stage = stage
xform_path = f'/World/Light_Xform_{objid}'
light_path = f'{xform_path}/Light_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_light = UsdLux.SphereLight.Define(stage, light_path)
self.usd_prim = stage.GetPrimAtPath(light_path)
# we assume in mujoco that all lights are point lights
self.usd_light.GetRadiusAttr().Set(radius)
self.usd_light.GetTreatAsPointAttr().Set(False)
self.usd_light.GetNormalizeAttr().Set(True)
# defining ops required by update function
self.translate_op = self.usd_xform.AddTranslateOp()
def update(
self,
pos: np.ndarray,
intensity: int,
color: np.ndarray,
frame: int
):
self.translate_op.Set(Gf.Vec3d(pos.tolist()), frame)
if not np.any(pos):
intensity = 0
self.usd_light.GetIntensityAttr().Set(intensity)
self.usd_light.GetColorAttr().Set(Gf.Vec3d(color.tolist()))
class USDDomeLight:
def __init__(
self,
stage: Usd.Stage,
objid: int
):
self.stage = stage
xform_path = f'/World/Light_Xform_{objid}'
light_path = f'{xform_path}/Light_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_light = UsdLux.DomeLight.Define(stage, light_path)
self.usd_prim = stage.GetPrimAtPath(light_path)
# we assume in mujoco that all lights are point lights
self.usd_light.GetNormalizeAttr().Set(True)
def update(
self,
intensity: int,
color: np.ndarray,
frame: int
):
self.usd_light.GetIntensityAttr().Set(intensity)
self.usd_light.GetExposureAttr().Set(0.0)
self.usd_light.GetColorAttr().Set(Gf.Vec3d(color.tolist()))
class USDCamera:
def __init__(
self,
stage: Usd.Stage,
objid: int
):
self.stage = stage
xform_path = f'/World/Camera_Xform_{objid}'
camera_path = f'{xform_path}/Camera_{objid}'
self.usd_xform = UsdGeom.Xform.Define(stage, xform_path)
self.usd_camera = UsdGeom.Camera.Define(stage, camera_path)
self.usd_prim = stage.GetPrimAtPath(camera_path)
# defining ops required by update function
self.transform_op = self.usd_xform.AddTransformOp()
# self.usd_camera.CreateFocalLengthAttr().Set(18.14756) # default in omniverse
self.usd_camera.CreateFocalLengthAttr().Set(12)
self.usd_camera.CreateFocusDistanceAttr().Set(400)
self.usd_camera.GetHorizontalApertureAttr().Set(12)
self.usd_camera.GetClippingRangeAttr().Set(Gf.Vec2f(1e-4, 1e6))
def update(
self,
cam_pos: np.ndarray,
cam_mat: np.ndarray,
frame: int
):
transformation_mat = create_transform_matrix(rotation_matrix=cam_mat, translation_vector=cam_pos).T
self.transform_op.Set(Gf.Matrix4d(transformation_mat.tolist()), frame)
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import os
import json
from typing import Optional, List, Union, Tuple
import pprint
from tqdm import tqdm
from PIL import ImageOps
from PIL import Image as im
from pxr import Gf, Sdf, Vt
from pxr import Usd, UsdGeom
from termcolor import colored
from scipy.spatial.transform import Rotation as R
import mujoco
from mujoco import mjtGeom
from mujoco.usd.usd_utils import *
from mujoco.usd.usd_component import *
from mujoco import mjv_averageCamera
from mujoco import _structs, _constants, _enums
class USDExporter:
def __init__(
self,
model: _structs.MjModel,
height: int = 480,
width: int = 480,
max_geom: int = 10000,
output_directory_name: str = "mujoco_usdpkg",
output_directory_root: str = "./",
light_intensity: int = 10000,
camera_names: List[str] = None,
specialized_materials_file: str = None,
verbose: bool = True,
):
""" Initializes a new USD Renderer
Args:
model: an MjModel instance.
height: image height in pixels.
width: image width in pixels.
max_geom: Optional integer specifying the maximum number of geoms that can
be rendered in the same scene. If None this will be chosen automatically
based on the estimated maximum number of renderable geoms in the model.
output_directory_name: name of root directory to store outputted frames and assets generated by the USD renderer.
output_directory_root: path to root directory storing generated frames and assets by the USD renderer.
verbose: decides whether to print updates.
"""
buffer_width = model.vis.global_.offwidth
buffer_height = model.vis.global_.offheight
if width > buffer_width:
raise ValueError(f"""
Image width {width} > framebuffer width {buffer_width}. Either reduce the image
width or specify a larger offscreen framebuffer in the model XML using the
clause:
<visual>
<global offwidth="my_width"/>
</visual>""".lstrip())
if height > buffer_height:
raise ValueError(f"""
Image height {height} > framebuffer height {buffer_height}. Either reduce the
image height or specify a larger offscreen framebuffer in the model XML using
the clause:
<visual>
<global offheight="my_height"/>
</visual>""".lstrip())
self.model = model
self.height = height
self.width = width
self.max_geom = max_geom
self.output_directory_name = output_directory_name
self.output_directory_root = output_directory_root
self.light_intensity = light_intensity
self.camera_names = camera_names
self.specialized_materials_file = specialized_materials_file
self.verbose = verbose
# assert specialized_materials_file.endswith('.json')
# self.specialized_materials = json.loads(specialized_materials_file)
self.frame_count = 0 # maintains how many times we have saved the scene
self.updates = 0
self.geom_name2usd = {}
# initializing rendering requirements
self.renderer = mujoco.Renderer(model, height, width, max_geom)
self._initialize_usd_stage()
self._scene_option = _structs.MjvOption() # using default scene option
# initializing output_directories
self._initialize_output_directories()
# loading required textures for the scene
self._load_textures()
self.extra_added_water = False
self.extra_added_stove = False
self.extra_added_coffee = False
@property
def usd(self):
return self.stage.GetRootLayer().ExportToString()
@property
def scene(self):
return self.renderer.scene
def _initialize_usd_stage(self):
self.stage = Usd.Stage.CreateInMemory()
UsdGeom.SetStageUpAxis(self.stage, UsdGeom.Tokens.z)
self.stage.SetStartTimeCode(0)
# add as user imput
self.stage.SetTimeCodesPerSecond(24.0)
default_prim = UsdGeom.Xform.Define(self.stage, Sdf.Path("/World")).GetPrim()
self.stage.SetDefaultPrim(default_prim)
def _initialize_output_directories(self):
self.output_directory_path = os.path.join(self.output_directory_root, self.output_directory_name)
if not os.path.exists(self.output_directory_path):
os.makedirs(self.output_directory_path)
self.frames_directory = os.path.join(self.output_directory_path, "frames")
if not os.path.exists(self.frames_directory):
os.makedirs(self.frames_directory)
self.assets_directory = os.path.join(self.output_directory_path, "assets")
if not os.path.exists(self.assets_directory):
os.makedirs(self.assets_directory)
if self.verbose:
print(colored(f"Writing output frames and assets to {self.output_directory_path}", "green"))
def update_scene(
self,
data: _structs.MjData,
scene_option: Optional[_structs.MjvOption] = None,
):
""" Updates the scene with latest sim data
Args:
data: structure storing current simulation state
scene_option: we use this to determine which geom groups to activate
"""
self.frame_count += 1
scene_option = scene_option or self._scene_option
# update the mujoco renderer
self.renderer.update_scene(data,
scene_option=scene_option)
# TODO: update scene options
if self.updates == 0:
self._initialize_usd_stage()
self._load_lights()
self._load_cameras()
self._update_geoms()
self._update_lights()
self._update_cameras(data, scene_option=scene_option)
self.updates += 1
def _load_textures(self):
# TODO: remove code once added internally to mujoco
data_adr = 0
self.texture_files = []
for texture_id in tqdm(range(self.model.ntex)):
texture_height = self.model.tex_height[texture_id]
texture_width = self.model.tex_width[texture_id]
pixels = 3*texture_height*texture_width
img = im.fromarray(self.model.tex_rgb[data_adr:data_adr+pixels].reshape(texture_height, texture_width, 3))
img = ImageOps.flip(img)
texture_file_name = f"texture_{texture_id}.png"
img.save(os.path.join(self.assets_directory, texture_file_name))
relative_path = os.path.relpath(self.assets_directory, self.frames_directory)
img_path = os.path.join(relative_path, texture_file_name) # relative path, TODO: switch back to this
self.texture_files.append(img_path)
data_adr += pixels
if self.verbose:
print(colored(f"Completed writing {self.model.ntex} textures to {self.assets_directory}", "green"))
def _load_geom(
self,
geom: _structs.MjvGeom
):
geom_name = mujoco.mj_id2name(self.model, geom.objtype, geom.objid)
assert geom_name not in self.geom_name2usd
# handles meshes in scene
if geom.type == mjtGeom.mjGEOM_MESH:
usd_geom = USDMesh(stage=self.stage,
model=self.model,
geom=geom,
objid=geom_name,
dataid=self.model.geom_dataid[geom.objid],
rgba=geom.rgba,
texture_file=self.texture_files[geom.texid] if geom.texid != -1 else None)
elif geom.type == mjtGeom.mjGEOM_PLANE:
usd_geom = USDPlaneMesh(stage=self.stage,
geom=geom,
objid=geom_name,
rgba=geom.rgba,
texture_file=self.texture_files[geom.texid] if geom.texid != -1 else None)
elif geom.type == mjtGeom.mjGEOM_SPHERE:
usd_geom = USDSphereMesh(stage=self.stage,
geom=geom,
objid=geom_name,
rgba=geom.rgba,
texture_file=self.texture_files[geom.texid] if geom.texid != -1 else None)
elif geom.type == mjtGeom.mjGEOM_CAPSULE:
usd_geom = USDCapsule(stage=self.stage,
geom=geom,
objid=geom_name,
rgba=geom.rgba,
texture_file=self.texture_files[geom.texid] if geom.texid != -1 else None)
elif geom.type == mjtGeom.mjGEOM_ELLIPSOID:
usd_geom = USDEllipsoid(stage=self.stage,
geom=geom,
objid=geom_name,
rgba=geom.rgba,
texture_file=self.texture_files[geom.texid] if geom.texid != -1 else None)
elif geom.type == mjtGeom.mjGEOM_CYLINDER:
usd_geom = USDCylinderMesh(stage=self.stage,
geom=geom,
objid=geom_name,
rgba=geom.rgba,
texture_file=self.texture_files[geom.texid] if geom.texid != -1 else None)
elif geom.type == mjtGeom.mjGEOM_BOX:
usd_geom = USDCubeMesh(stage=self.stage,
geom=geom,
objid=geom_name,
rgba=geom.rgba,
texture_file=self.texture_files[geom.texid] if geom.texid != -1 else None)
else:
usd_geom = None
self.geom_name2usd[geom_name] = usd_geom
def _update_geoms(self):
geom_names = set(self.geom_name2usd.keys())
# iterate through all geoms in the scene and makes update
for i in range(self.scene.ngeom):
geom = self.scene.geoms[i]
geom_name = mujoco.mj_id2name(self.model, geom.objtype, geom.objid)
if geom_name not in self.geom_name2usd:
self._load_geom(geom)
if self.geom_name2usd[geom_name]:
self.geom_name2usd[geom_name].update_visibility(False, 0)
if self.geom_name2usd[geom_name]:
self.geom_name2usd[geom_name].update(pos=geom.pos,
mat=geom.mat,
visible=geom.rgba[3] > 0,
frame=self.updates)
if geom_name in geom_names:
geom_names.remove(geom_name)
for geom_name in geom_names:
if self.geom_name2usd[geom_name]:
self.geom_name2usd[geom_name].update_visibility(False, self.updates)
def _load_lights(self):
# initializes an usd light object for every light in the scene
self.usd_lights = []
for i in range(self.scene.nlight):
light = self.scene.lights[i]
if not np.allclose(light.pos, [0, 0, 0]):
self.usd_lights.append(USDSphereLight(stage=self.stage,
objid=i))
else:
self.usd_lights.append(None)
def _update_lights(self):
for i in range(self.scene.nlight):
light = self.scene.lights[i]
if not np.allclose(light.pos, [0, 0, 0]):
self.usd_lights[i].update(pos=light.pos,
intensity=self.light_intensity,
color=light.diffuse,
frame=self.updates)
print("done updating")
def _load_cameras(self):
self.usd_cameras = []
for name in self.camera_names:
self.usd_cameras.append(USDCamera(stage=self.stage,
objid=name))
def _update_cameras(
self,
data: _structs.MjData,
scene_option: Optional[_structs.MjvOption] = None
):
for i in range(len(self.usd_cameras)):
camera = self.usd_cameras[i]
camera_name = self.camera_names[i]
self.renderer.update_scene(data,
scene_option=scene_option,
camera=camera_name)
avg_camera = mjv_averageCamera(self.scene.camera[0], self.scene.camera[1])
forward = avg_camera.forward
up = avg_camera.up
right = np.cross(forward, up)
R = np.eye(3)
R[:, 0] = right
R[:, 1] = up
R[:, 2] = -forward
camera.update(cam_pos=avg_camera.pos,
cam_mat=R,
frame=self.updates)
def add_light(
self,
pos: List[float],
intensity:int,
radius: Optional[float] = 1.0,
color: Optional[np.array] = np.array([0.3, 0.3, 0.3]),
objid: Optional[int]=1,
light_type: Optional[str]="sphere"
):
if light_type == "sphere":
new_light = USDSphereLight(stage=self.stage,
objid=objid,
radius=radius)
new_light.update(pos=pos,
intensity=intensity,
color=color,
frame=0)
elif light_type == "dome":
new_light = USDDomeLight(stage=self.stage,
objid=objid)
new_light.update(intensity=intensity,
color=color,
frame=0)
def add_camera(
self,
pos:List[float],
rotation_xyz:List[float],
objid: Optional[int]=1
):
new_camera = USDCamera(stage=self.stage,
objid=objid)
r = R.from_euler('xyz', rotation_xyz, degrees=True)
new_camera.update(cam_pos=pos,
cam_mat=r.as_matrix(),
frame=0)
def save_scene(
self,
filetype: str = "usd"
):
self.stage.SetEndTimeCode(self.frame_count)
self.stage.Export(f'{self.output_directory_root}/{self.output_directory_name}/frames/frame_{self.frame_count}_.{filetype}')
if self.verbose:
print(colored(f"Writing frame_{self.frame_count}", "green"))
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import numpy as np
def create_transform_matrix(rotation_matrix, translation_vector):
# Ensure rotation_matrix and translation_vector are NumPy arrays
rotation_matrix = np.array(rotation_matrix)
translation_vector = np.array(translation_vector)
transform_matrix = np.eye(4)
transform_matrix[:3, :3] = rotation_matrix
transform_matrix[:3, 3] = translation_vector
return transform_matrix