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usd_object

USDObject

Bases: StatefulObject

USDObjects are instantiated from a USD file. They can be composed of one or more links and joints. They may or may not be passive.

Source code in omnigibson/objects/usd_object.py
class USDObject(StatefulObject):
    """
    USDObjects are instantiated from a USD file. They can be composed of one
    or more links and joints. They may or may not be passive.
    """

    def __init__(
        self,
        name,
        usd_path,
        encrypted=False,
        prim_path=None,
        category="object",
        class_id=None,
        uuid=None,
        scale=None,
        visible=True,
        fixed_base=False,
        visual_only=False,
        self_collisions=False,
        prim_type=PrimType.RIGID,
        load_config=None,
        abilities=None,
        include_default_states=True,
        **kwargs,
    ):
        """
        Args:
            name (str): Name for the object. Names need to be unique per scene
            usd_path (str): global path to the USD file to load
            encrypted (bool): whether this file is encrypted (and should therefore be decrypted) or not
            prim_path (None or str): global path in the stage to this object. If not specified, will automatically be
                created at /World/<name>
            category (str): Category for the object. Defaults to "object".
            class_id (None or int): What class ID the object should be assigned in semantic segmentation rendering mode.
                If None, the ID will be inferred from this object's category.
            uuid (None or int): Unique unsigned-integer identifier to assign to this object (max 8-numbers).
                If None is specified, then it will be auto-generated
            scale (None or float or 3-array): if specified, sets either the uniform (float) or x,y,z (3-array) scale
                for this object. A single number corresponds to uniform scaling along the x,y,z axes, whereas a
                3-array specifies per-axis scaling.
            visible (bool): whether to render this object or not in the stage
            fixed_base (bool): whether to fix the base of this object or not
            visual_only (bool): Whether this object should be visual only (and not collide with any other objects)
            self_collisions (bool): Whether to enable self collisions for this object
            prim_type (PrimType): Which type of prim the object is, Valid options are: {PrimType.RIGID, PrimType.CLOTH}
            load_config (None or dict): If specified, should contain keyword-mapped values that are relevant for
                loading this prim at runtime.
            abilities (None or dict): If specified, manually adds specific object states to this object. It should be
                a dict in the form of {ability: {param: value}} containing object abilities and parameters to pass to
                the object state instance constructor.
            include_default_states (bool): whether to include the default object states from @get_default_states
            kwargs (dict): Additional keyword arguments that are used for other super() calls from subclasses, allowing
                for flexible compositions of various object subclasses (e.g.: Robot is USDObject + ControllableObject).
                Note that this base object does NOT pass kwargs down into the Prim-type super() classes, and we assume
                that kwargs are only shared between all SUBclasses (children), not SUPERclasses (parents).
        """
        self._usd_path = usd_path
        self._encrypted = encrypted
        super().__init__(
            prim_path=prim_path,
            name=name,
            category=category,
            class_id=class_id,
            uuid=uuid,
            scale=scale,
            visible=visible,
            fixed_base=fixed_base,
            visual_only=visual_only,
            self_collisions=self_collisions,
            prim_type=prim_type,
            include_default_states=include_default_states,
            load_config=load_config,
            abilities=abilities,
            **kwargs,
        )

    def _load(self):
        """
        Load the object into pybullet and set it to the correct pose
        """
        usd_path = self._usd_path
        if self._encrypted:
            # Create a temporary file to store the decrytped asset, load it, and then delete it
            encrypted_filename = self._usd_path.replace(".usd", ".encrypted.usd")
            decrypted_fd, usd_path = tempfile.mkstemp(os.path.basename(self._usd_path), dir=og.tempdir)
            decrypt_file(encrypted_filename, usd_path)

        prim = add_asset_to_stage(asset_path=usd_path, prim_path=self._prim_path)

        if self._encrypted:
            os.close(decrypted_fd)
            # On Windows, Isaac Sim won't let go of the file until the prim is removed, so we can't delete it.
            if os.name == "posix":
                os.remove(usd_path)

        return prim

    def _create_prim_with_same_kwargs(self, prim_path, name, load_config):
        # Add additional kwargs
        return self.__class__(
            prim_path=prim_path,
            usd_path=self._usd_path,
            name=name,
            category=self.category,
            class_id=self.class_id,
            scale=self.scale,
            visible=self.visible,
            fixed_base=self.fixed_base,
            visual_only=self._visual_only,
            prim_type=self._prim_type,
            load_config=load_config,
            abilities=self._abilities,
        )

    @property
    def usd_path(self):
        """
        Returns:
            str: absolute path to this model's USD file. By default, this is the loaded usd path
                passed in as an argument
        """
        return self._usd_path

usd_path property

Returns:

Name Type Description
str

absolute path to this model's USD file. By default, this is the loaded usd path passed in as an argument

__init__(name, usd_path, encrypted=False, prim_path=None, category='object', class_id=None, uuid=None, scale=None, visible=True, fixed_base=False, visual_only=False, self_collisions=False, prim_type=PrimType.RIGID, load_config=None, abilities=None, include_default_states=True, **kwargs)

Parameters:

Name Type Description Default
name str

Name for the object. Names need to be unique per scene

required
usd_path str

global path to the USD file to load

required
encrypted bool

whether this file is encrypted (and should therefore be decrypted) or not

False
prim_path None or str

global path in the stage to this object. If not specified, will automatically be created at /World/

None
category str

Category for the object. Defaults to "object".

'object'
class_id None or int

What class ID the object should be assigned in semantic segmentation rendering mode. If None, the ID will be inferred from this object's category.

None
uuid None or int

Unique unsigned-integer identifier to assign to this object (max 8-numbers). If None is specified, then it will be auto-generated

None
scale None or float or 3 - array

if specified, sets either the uniform (float) or x,y,z (3-array) scale for this object. A single number corresponds to uniform scaling along the x,y,z axes, whereas a 3-array specifies per-axis scaling.

None
visible bool

whether to render this object or not in the stage

True
fixed_base bool

whether to fix the base of this object or not

False
visual_only bool

Whether this object should be visual only (and not collide with any other objects)

False
self_collisions bool

Whether to enable self collisions for this object

False
prim_type PrimType

Which type of prim the object is, Valid options are: {PrimType.RIGID, PrimType.CLOTH}

RIGID
load_config None or dict

If specified, should contain keyword-mapped values that are relevant for loading this prim at runtime.

None
abilities None or dict

If specified, manually adds specific object states to this object. It should be a dict in the form of {ability: {param: value}} containing object abilities and parameters to pass to the object state instance constructor.

None
include_default_states bool

whether to include the default object states from @get_default_states

True
kwargs dict

Additional keyword arguments that are used for other super() calls from subclasses, allowing for flexible compositions of various object subclasses (e.g.: Robot is USDObject + ControllableObject). Note that this base object does NOT pass kwargs down into the Prim-type super() classes, and we assume that kwargs are only shared between all SUBclasses (children), not SUPERclasses (parents).

{}
Source code in omnigibson/objects/usd_object.py
def __init__(
    self,
    name,
    usd_path,
    encrypted=False,
    prim_path=None,
    category="object",
    class_id=None,
    uuid=None,
    scale=None,
    visible=True,
    fixed_base=False,
    visual_only=False,
    self_collisions=False,
    prim_type=PrimType.RIGID,
    load_config=None,
    abilities=None,
    include_default_states=True,
    **kwargs,
):
    """
    Args:
        name (str): Name for the object. Names need to be unique per scene
        usd_path (str): global path to the USD file to load
        encrypted (bool): whether this file is encrypted (and should therefore be decrypted) or not
        prim_path (None or str): global path in the stage to this object. If not specified, will automatically be
            created at /World/<name>
        category (str): Category for the object. Defaults to "object".
        class_id (None or int): What class ID the object should be assigned in semantic segmentation rendering mode.
            If None, the ID will be inferred from this object's category.
        uuid (None or int): Unique unsigned-integer identifier to assign to this object (max 8-numbers).
            If None is specified, then it will be auto-generated
        scale (None or float or 3-array): if specified, sets either the uniform (float) or x,y,z (3-array) scale
            for this object. A single number corresponds to uniform scaling along the x,y,z axes, whereas a
            3-array specifies per-axis scaling.
        visible (bool): whether to render this object or not in the stage
        fixed_base (bool): whether to fix the base of this object or not
        visual_only (bool): Whether this object should be visual only (and not collide with any other objects)
        self_collisions (bool): Whether to enable self collisions for this object
        prim_type (PrimType): Which type of prim the object is, Valid options are: {PrimType.RIGID, PrimType.CLOTH}
        load_config (None or dict): If specified, should contain keyword-mapped values that are relevant for
            loading this prim at runtime.
        abilities (None or dict): If specified, manually adds specific object states to this object. It should be
            a dict in the form of {ability: {param: value}} containing object abilities and parameters to pass to
            the object state instance constructor.
        include_default_states (bool): whether to include the default object states from @get_default_states
        kwargs (dict): Additional keyword arguments that are used for other super() calls from subclasses, allowing
            for flexible compositions of various object subclasses (e.g.: Robot is USDObject + ControllableObject).
            Note that this base object does NOT pass kwargs down into the Prim-type super() classes, and we assume
            that kwargs are only shared between all SUBclasses (children), not SUPERclasses (parents).
    """
    self._usd_path = usd_path
    self._encrypted = encrypted
    super().__init__(
        prim_path=prim_path,
        name=name,
        category=category,
        class_id=class_id,
        uuid=uuid,
        scale=scale,
        visible=visible,
        fixed_base=fixed_base,
        visual_only=visual_only,
        self_collisions=self_collisions,
        prim_type=prim_type,
        include_default_states=include_default_states,
        load_config=load_config,
        abilities=abilities,
        **kwargs,
    )