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heat_source_or_sink

HeatSourceOrSink

Bases: AbsoluteObjectState, LinkBasedStateMixin, UpdateStateMixin

This state indicates the heat source or heat sink state of the object.

Currently, if the object is not an active heat source/sink, this returns (False, None). Otherwise, it returns True and the position of the heat source element, or (True, None) if the heat source has no heating element / only checks for Inside. E.g. on a stove object, True and the coordinates of the heating element will be returned. on a microwave object, True and None will be returned.

Source code in omnigibson/object_states/heat_source_or_sink.py
class HeatSourceOrSink(AbsoluteObjectState, LinkBasedStateMixin, UpdateStateMixin):
    """
    This state indicates the heat source or heat sink state of the object.

    Currently, if the object is not an active heat source/sink, this returns (False, None).
    Otherwise, it returns True and the position of the heat source element, or (True, None) if the heat source has no
    heating element / only checks for Inside.
    E.g. on a stove object, True and the coordinates of the heating element will be returned.
    on a microwave object, True and None will be returned.
    """

    def __init__(
        self,
        obj,
        temperature=None,
        heating_rate=None,
        distance_threshold=None,
        requires_toggled_on=False,
        requires_closed=False,
        requires_inside=False,
    ):
        """
        Args:
            obj (StatefulObject): The object with the heat source ability.
            temperature (float): The temperature of the heat source.
            heating_rate (float): Fraction in [0, 1] of the temperature difference with the
                heat source temperature should be received every step, per second.
            distance_threshold (float): The distance threshold which an object needs
                to be closer than in order to receive heat from this heat source.
            requires_toggled_on (bool): Whether the heat source object needs to be
                toggled on to emit heat. Requires toggleable ability if set to True.
            requires_closed (bool): Whether the heat source object needs to be
                closed (e.g. in terms of the joints) to emit heat. Requires openable
                ability if set to True.
            requires_inside (bool): Whether an object needs to be `inside` the
                heat source to receive heat. See the Inside state for details. This
                will mean that the "heating element" link for the object will be
                ignored.
        """
        super(HeatSourceOrSink, self).__init__(obj)
        self._temperature = temperature if temperature is not None else m.DEFAULT_TEMPERATURE
        self._heating_rate = heating_rate if heating_rate is not None else m.DEFAULT_HEATING_RATE
        self.distance_threshold = distance_threshold if distance_threshold is not None else m.DEFAULT_DISTANCE_THRESHOLD

        # If the heat source needs to be toggled on, we assert the presence
        # of that ability.
        if requires_toggled_on:
            assert ToggledOn in self.obj.states
        self.requires_toggled_on = requires_toggled_on

        # If the heat source needs to be closed, we assert the presence
        # of that ability.
        if requires_closed:
            assert Open in self.obj.states
        self.requires_closed = requires_closed

        # If the heat source needs to contain an object inside to heat it,
        # we record that for use in the heat transfer process.
        self.requires_inside = requires_inside

        # Internal state that gets cached
        self._affected_objects = None

    @classmethod
    def is_compatible(cls, obj, **kwargs):
        # Run super first
        compatible, reason = super().is_compatible(obj, **kwargs)
        if not compatible:
            return compatible, reason

        # Check whether this state has toggledon if required or open if required
        for kwarg, state_type in zip(("requires_toggled_on", "requires_closed"), (ToggledOn, Open)):
            if kwargs.get(kwarg, False) and state_type not in obj.states:
                return False, f"{cls.__name__} has {kwarg} but obj has no {state_type.__name__} state!"

        return True, None

    @classmethod
    def is_compatible_asset(cls, prim, **kwargs):
        # Run super first
        compatible, reason = super().is_compatible_asset(prim, **kwargs)
        if not compatible:
            return compatible, reason

        # Check whether this state has toggledon if required or open if required
        for kwarg, state_type in zip(("requires_toggled_on", "requires_closed"), (ToggledOn, Open)):
            if kwargs.get(kwarg, False) and not state_type.is_compatible_asset(prim=prim, **kwargs)[0]:
                return False, f"{cls.__name__} has {kwarg} but obj has no {state_type.__name__} state!"

        return True, None

    @classproperty
    def metalink_prefix(cls):
        return m.HEATSOURCE_LINK_PREFIX

    @classmethod
    def requires_metalink(cls, **kwargs):
        # No metalink required if inside
        return not kwargs.get("requires_inside", False)

    @property
    def _default_link(self):
        # Only supported if we require inside
        return self.obj.root_link if self.requires_inside else super()._default_link

    @property
    def heating_rate(self):
        """
        Returns:
            float: Temperature changing rate of this heat source / sink
        """
        return self._heating_rate

    @property
    def temperature(self):
        """
        Returns:
            float: Temperature of this heat source / sink
        """
        return self._temperature

    @classmethod
    def get_dependencies(cls):
        deps = super().get_dependencies()
        deps.update({AABB, Inside})
        return deps

    @classmethod
    def get_optional_dependencies(cls):
        deps = super().get_optional_dependencies()
        deps.update({ToggledOn, Open})
        return deps

    def _initialize(self):
        # Run super first
        super()._initialize()
        self.initialize_link_mixin()

    def _get_value(self):
        # Check the toggle state.
        if self.requires_toggled_on and not self.obj.states[ToggledOn].get_value():
            return False

        # Check the open state.
        if self.requires_closed and self.obj.states[Open].get_value():
            return False

        return True

    def affects_obj(self, obj):
        """
        Computes whether this heat source or sink object is affecting object @obj
        Computes the temperature delta that may be applied to object @obj. NOTE: This value is agnostic to simulation
        stepping speed, and should be scaled accordingly

        Args:
            obj (StatefulObject): Object whose temperature delta should be computed

        Returns:
            bool: Whether this heat source or sink is currently affecting @obj's temperature
        """
        # No change if we're not on
        if not self.get_value():
            return False

        # If the object is not affected, we return False
        if obj not in self._affected_objects:
            return False

        # If all checks pass, we're actively influencing the object!
        return True

    def _update(self):
        # Avoid circular imports
        from omnigibson.object_states.temperature import Temperature
        from omnigibson.objects.stateful_object import StatefulObject

        # Update the internally tracked nearby objects to accelerate filtering for affects_obj
        affected_objects = set()

        # Only update if we're valid
        if self.get_value():

            def overlap_callback(hit):
                nonlocal affected_objects
                # global affected_objects
                obj = self.obj.scene.object_registry("prim_path", "/".join(hit.rigid_body.split("/")[:-1]))
                if obj is not None and obj != self.obj and obj in Temperature.OBJ_IDXS:
                    affected_objects.add(obj)
                # Always continue traversal
                return True

            if self.requires_inside:
                # Use overlap_box check to check for objects inside the box!
                aabb_lower, aabb_upper = self.obj.states[AABB].get_value()
                half_extent = (aabb_upper - aabb_lower) / 2.0
                aabb_center = (aabb_upper + aabb_lower) / 2.0

                og.sim.psqi.overlap_box(
                    halfExtent=half_extent.tolist(),
                    pos=aabb_center.tolist(),
                    rot=[0, 0, 0, 1.0],
                    reportFn=overlap_callback,
                )

                # Cloth isn't subject to overlap checks, so we also have to manually check their poses as well
                cloth_objs = tuple(self.obj.scene.object_registry("prim_type", PrimType.CLOTH, []))
                n_cloth_objs = len(cloth_objs)
                if n_cloth_objs > 0:
                    cloth_positions = th.zeros((n_cloth_objs, 3))
                    for i, obj in enumerate(cloth_objs):
                        cloth_positions[i] = obj.get_position_orientation()[0]
                    for idx in th.where(
                        th.all(
                            (aabb_lower.reshape(1, 3) < cloth_positions) & (cloth_positions < aabb_upper.reshape(1, 3)),
                            dim=-1,
                        )
                    )[0]:
                        # Only add if object has temperature
                        if cloth_objs[idx] in Temperature.OBJ_IDXS:
                            affected_objects.add(cloth_objs[idx])

                # Additionally prune objects based on Temperature / Inside requirement -- cast to avoid in-place operations
                for obj in tuple(affected_objects):
                    if not obj.states[Inside].get_value(self.obj):
                        affected_objects.remove(obj)

            else:
                # Position is either the AABB center of the default link or the metalink position itself
                heat_source_pos = (
                    self.link.aabb_center
                    if self.link == self._default_link
                    else self.link.get_position_orientation()[0]
                )

                # Use overlap_sphere check!
                og.sim.psqi.overlap_sphere(
                    radius=self.distance_threshold,
                    pos=heat_source_pos.tolist(),
                    reportFn=overlap_callback,
                )

                # Cloth isn't subject to overlap checks, so we also have to manually check their poses as well
                cloth_objs = tuple(self.obj.scene.object_registry("prim_type", PrimType.CLOTH, []))
                n_cloth_objs = len(cloth_objs)
                if n_cloth_objs > 0:
                    cloth_positions = th.zeros((n_cloth_objs, 3))
                    for i, obj in enumerate(cloth_objs):
                        cloth_positions[i] = obj.get_position_orientation()[0]
                    for idx in th.where(
                        th.norm(heat_source_pos.reshape(1, 3) - cloth_positions, dim=-1) <= self.distance_threshold
                    )[0]:
                        # Only add if object has temperature
                        if cloth_objs[idx] in Temperature.OBJ_IDXS:
                            affected_objects.add(cloth_objs[idx])

        # Remove self (we cannot affect ourselves) and update the internal set of objects, and remove self
        if self.obj in affected_objects:
            affected_objects.remove(self.obj)
        self._affected_objects = affected_objects

        # Propagate the affected objects' temperatures
        if len(self._affected_objects) > 0:
            Temperature.update_temperature_from_heatsource_or_sink(
                objs=self._affected_objects,
                temperature=self.temperature,
                rate=self.heating_rate,
            )

heating_rate property

Returns:

Type Description
float

Temperature changing rate of this heat source / sink

temperature property

Returns:

Type Description
float

Temperature of this heat source / sink

__init__(obj, temperature=None, heating_rate=None, distance_threshold=None, requires_toggled_on=False, requires_closed=False, requires_inside=False)

Parameters:

Name Type Description Default
obj StatefulObject

The object with the heat source ability.

required
temperature float

The temperature of the heat source.

None
heating_rate float

Fraction in [0, 1] of the temperature difference with the heat source temperature should be received every step, per second.

None
distance_threshold float

The distance threshold which an object needs to be closer than in order to receive heat from this heat source.

None
requires_toggled_on bool

Whether the heat source object needs to be toggled on to emit heat. Requires toggleable ability if set to True.

False
requires_closed bool

Whether the heat source object needs to be closed (e.g. in terms of the joints) to emit heat. Requires openable ability if set to True.

False
requires_inside bool

Whether an object needs to be inside the heat source to receive heat. See the Inside state for details. This will mean that the "heating element" link for the object will be ignored.

False
Source code in omnigibson/object_states/heat_source_or_sink.py
def __init__(
    self,
    obj,
    temperature=None,
    heating_rate=None,
    distance_threshold=None,
    requires_toggled_on=False,
    requires_closed=False,
    requires_inside=False,
):
    """
    Args:
        obj (StatefulObject): The object with the heat source ability.
        temperature (float): The temperature of the heat source.
        heating_rate (float): Fraction in [0, 1] of the temperature difference with the
            heat source temperature should be received every step, per second.
        distance_threshold (float): The distance threshold which an object needs
            to be closer than in order to receive heat from this heat source.
        requires_toggled_on (bool): Whether the heat source object needs to be
            toggled on to emit heat. Requires toggleable ability if set to True.
        requires_closed (bool): Whether the heat source object needs to be
            closed (e.g. in terms of the joints) to emit heat. Requires openable
            ability if set to True.
        requires_inside (bool): Whether an object needs to be `inside` the
            heat source to receive heat. See the Inside state for details. This
            will mean that the "heating element" link for the object will be
            ignored.
    """
    super(HeatSourceOrSink, self).__init__(obj)
    self._temperature = temperature if temperature is not None else m.DEFAULT_TEMPERATURE
    self._heating_rate = heating_rate if heating_rate is not None else m.DEFAULT_HEATING_RATE
    self.distance_threshold = distance_threshold if distance_threshold is not None else m.DEFAULT_DISTANCE_THRESHOLD

    # If the heat source needs to be toggled on, we assert the presence
    # of that ability.
    if requires_toggled_on:
        assert ToggledOn in self.obj.states
    self.requires_toggled_on = requires_toggled_on

    # If the heat source needs to be closed, we assert the presence
    # of that ability.
    if requires_closed:
        assert Open in self.obj.states
    self.requires_closed = requires_closed

    # If the heat source needs to contain an object inside to heat it,
    # we record that for use in the heat transfer process.
    self.requires_inside = requires_inside

    # Internal state that gets cached
    self._affected_objects = None

affects_obj(obj)

Computes whether this heat source or sink object is affecting object @obj Computes the temperature delta that may be applied to object @obj. NOTE: This value is agnostic to simulation stepping speed, and should be scaled accordingly

Parameters:

Name Type Description Default
obj StatefulObject

Object whose temperature delta should be computed

required

Returns:

Type Description
bool

Whether this heat source or sink is currently affecting @obj's temperature

Source code in omnigibson/object_states/heat_source_or_sink.py
def affects_obj(self, obj):
    """
    Computes whether this heat source or sink object is affecting object @obj
    Computes the temperature delta that may be applied to object @obj. NOTE: This value is agnostic to simulation
    stepping speed, and should be scaled accordingly

    Args:
        obj (StatefulObject): Object whose temperature delta should be computed

    Returns:
        bool: Whether this heat source or sink is currently affecting @obj's temperature
    """
    # No change if we're not on
    if not self.get_value():
        return False

    # If the object is not affected, we return False
    if obj not in self._affected_objects:
        return False

    # If all checks pass, we're actively influencing the object!
    return True