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physx_utils

bind_material(prim_path, material_path)

Binds material located at @material_path to the prim located at @prim_path.

Parameters:

Name Type Description Default
prim_path str

Stage path to prim to bind material to

required
material_path str

Stage path to material to be bound

required
Source code in omnigibson/utils/physx_utils.py
def bind_material(prim_path, material_path):
    """
    Binds material located at @material_path to the prim located at @prim_path.

    Args:
        prim_path (str): Stage path to prim to bind material to
        material_path (str): Stage path to material to be bound
    """
    lazy.omni.kit.commands.execute(
        "BindMaterialCommand",
        prim_path=prim_path,
        material_path=material_path,
        strength=None,
    )

create_physx_particle_system(prim_path, physics_scene_path, particle_contact_offset, visual_only=False, smoothing=True, anisotropy=True, isosurface=True)

Creates an Omniverse physx particle system at @prim_path. For post-processing visualization effects (anisotropy, smoothing, isosurface), see the Omniverse documentation (https://docs.omniverse.nvidia.com/app_create/prod_extensions/ext_physics.html?highlight=isosurface#post-processing-for-fluid-rendering) for more info

Parameters:

Name Type Description Default
prim_path str

Stage path to where particle system should be created

required
physics_scene_path str

Stage path to where active physicsScene prim is defined

required
particle_contact_offset float

Distance between particles which triggers a collision (m)

required
visual_only bool

If True, will disable collisions between particles and non-particles, as well as self-collisions

False
smoothing bool

Whether to smooth particle positions or not

True
anisotropy bool

Whether to apply anisotropy post-processing when visualizing particles. Stretches generated particles in order to make the particle cluster surface appear smoother. Useful for fluids

True
isosurface bool

Whether to apply isosurface mesh to visualize particles. Uses a monolithic surface that can have materials attached to it, useful for visualizing fluids

True

Returns:

Type Description

UsdGeom.PhysxParticleSystem: Generated particle system prim

Source code in omnigibson/utils/physx_utils.py
def create_physx_particle_system(
    prim_path,
    physics_scene_path,
    particle_contact_offset,
    visual_only=False,
    smoothing=True,
    anisotropy=True,
    isosurface=True,
):
    """
    Creates an Omniverse physx particle system at @prim_path. For post-processing visualization effects (anisotropy,
    smoothing, isosurface), see the Omniverse documentation
    (https://docs.omniverse.nvidia.com/app_create/prod_extensions/ext_physics.html?highlight=isosurface#post-processing-for-fluid-rendering)
    for more info

    Args:
        prim_path (str): Stage path to where particle system should be created
        physics_scene_path (str): Stage path to where active physicsScene prim is defined
        particle_contact_offset (float): Distance between particles which triggers a collision (m)
        visual_only (bool): If True, will disable collisions between particles and non-particles,
            as well as self-collisions
        smoothing (bool): Whether to smooth particle positions or not
        anisotropy (bool): Whether to apply anisotropy post-processing when visualizing particles. Stretches generated
            particles in order to make the particle cluster surface appear smoother. Useful for fluids
        isosurface (bool): Whether to apply isosurface mesh to visualize particles. Uses a monolithic surface that
            can have materials attached to it, useful for visualizing fluids

    Returns:
        UsdGeom.PhysxParticleSystem: Generated particle system prim
    """
    # TODO: Add sanity check to make sure GPU dynamics are enabled
    # Create particle system
    stage = lazy.omni.isaac.core.utils.stage.get_current_stage()
    particle_system = lazy.pxr.PhysxSchema.PhysxParticleSystem.Define(stage, prim_path)
    particle_system.CreateSimulationOwnerRel().SetTargets([physics_scene_path])

    # Use a smaller particle size for nicer fluid, and let the sim figure out the other offsets
    particle_system.CreateParticleContactOffsetAttr().Set(particle_contact_offset)

    # Possibly disable collisions if we're only visual
    if visual_only:
        particle_system.GetGlobalSelfCollisionEnabledAttr().Set(False)
        particle_system.GetNonParticleCollisionEnabledAttr().Set(False)

    if anisotropy:
        # apply api and use all defaults
        lazy.pxr.PhysxSchema.PhysxParticleAnisotropyAPI.Apply(particle_system.GetPrim())

    if smoothing:
        # apply api and use all defaults
        lazy.pxr.PhysxSchema.PhysxParticleSmoothingAPI.Apply(particle_system.GetPrim())

    if isosurface:
        # apply api and use all defaults
        lazy.pxr.PhysxSchema.PhysxParticleIsosurfaceAPI.Apply(particle_system.GetPrim())
        # Make sure we're not casting shadows
        primVarsApi = lazy.pxr.UsdGeom.PrimvarsAPI(particle_system.GetPrim())
        primVarsApi.CreatePrimvar("doNotCastShadows", lazy.pxr.Sdf.ValueTypeNames.Bool).Set(True)
        # tweak anisotropy min, max, and scale to work better with isosurface:
        if anisotropy:
            ani_api = lazy.pxr.PhysxSchema.PhysxParticleAnisotropyAPI.Apply(particle_system.GetPrim())
            ani_api.CreateScaleAttr().Set(5.0)
            ani_api.CreateMinAttr().Set(1.0)  # avoids gaps in surface
            ani_api.CreateMaxAttr().Set(2.0)

    return particle_system

create_physx_particleset_pointinstancer(name, particle_system_path, physx_particle_system_path, prototype_prim_paths, particle_group, positions, self_collision=True, fluid=False, particle_mass=None, particle_density=None, orientations=None, velocities=None, angular_velocities=None, scales=None, prototype_indices=None, enabled=True)

Creates a particle set instancer based on a UsdGeom.PointInstancer at @prim_path on the current stage, with the specified parameters.

Parameters:

Name Type Description Default
name str

Name for this point instancer

required
particle_system_path str

Stage path to particle system (Scope)

required
physx_particle_system_path str

Stage path to physx particle system (PhysxParticleSystem)

required
prototype_prim_paths list of str

Stage path(s) to the prototypes to reference for this particle set.

required
particle_group int

ID for this particle set. Particles from different groups will automatically collide with each other. Particles in the same group will have collision behavior dictated by @self_collision

required
positions list of 3-tuple or np.array

Particle (x,y,z) positions either as a list or a (N, 3) numpy array

required
self_collision bool

Whether to enable particle-particle collision within the set (as defined by @particle_group) or not

True
fluid bool

Whether to simulated the particle set as fluid or not

False
particle_mass None or float

If specified, should be per-particle mass. Otherwise, will be inferred from @density. Note: Either @particle_mass or @particle_density must be specified!

None
particle_density None or float

If specified, should be per-particle density and is used to compute total point set mass. Otherwise, will be inferred from @density. Note: Either @particle_mass or @particle_density must be specified!

None
orientations None or list of 4-array or np.array

Particle (x,y,z,w) quaternion orientations, either as a list or a (N, 4) numpy array. If not specified, all will be set to canonical orientation (0, 0, 0, 1)

None
velocities None or list of 3-array or np.array

Particle (x,y,z) velocities either as a list or a (N, 3) numpy array. If not specified, all will be set to 0

None
angular_velocities None or list of 3-array or np.array

Particle (x,y,z) angular velocities either as a list or a (N, 3) numpy array. If not specified, all will be set to 0

None
scales None or list of 3-array or np.array

Particle (x,y,z) scales either as a list or a (N, 3) numpy array. If not specified, all will be set to 1.0

None
prototype_indices None or list of int

If specified, should specify which prototype should be used for each particle. If None, will use all 0s (i.e.: the first prototype created)

None
enabled bool

Whether to enable this particle instancer. If not enabled, then no physics will be used

True

Returns:

Type Description

UsdGeom.PointInstancer: Created point instancer prim

Source code in omnigibson/utils/physx_utils.py
def create_physx_particleset_pointinstancer(
    name,
    particle_system_path,
    physx_particle_system_path,
    prototype_prim_paths,
    particle_group,
    positions,
    self_collision=True,
    fluid=False,
    particle_mass=None,
    particle_density=None,
    orientations=None,
    velocities=None,
    angular_velocities=None,
    scales=None,
    prototype_indices=None,
    enabled=True,
):
    """
    Creates a particle set instancer based on a UsdGeom.PointInstancer at @prim_path on the current stage, with
    the specified parameters.

    Args:
        name (str): Name for this point instancer
        particle_system_path (str): Stage path to particle system (Scope)
        physx_particle_system_path (str): Stage path to physx particle system (PhysxParticleSystem)
        prototype_prim_paths (list of str): Stage path(s) to the prototypes to reference for this particle set.
        particle_group (int): ID for this particle set. Particles from different groups will automatically collide
            with each other. Particles in the same group will have collision behavior dictated by @self_collision
        positions (list of 3-tuple or np.array): Particle (x,y,z) positions either as a list or a (N, 3) numpy array
        self_collision (bool): Whether to enable particle-particle collision within the set
            (as defined by @particle_group) or not
        fluid (bool): Whether to simulated the particle set as fluid or not
        particle_mass (None or float): If specified, should be per-particle mass. Otherwise, will be
            inferred from @density. Note: Either @particle_mass or @particle_density must be specified!
        particle_density (None or float): If specified, should be per-particle density and is used to compute total
            point set mass. Otherwise, will be inferred from @density. Note: Either @particle_mass or
            @particle_density must be specified!
        orientations (None or list of 4-array or np.array): Particle (x,y,z,w) quaternion orientations, either as a
            list or a (N, 4) numpy array. If not specified, all will be set to canonical orientation (0, 0, 0, 1)
        velocities (None or list of 3-array or np.array): Particle (x,y,z) velocities either as a list or a (N, 3)
            numpy array. If not specified, all will be set to 0
        angular_velocities (None or list of 3-array or np.array): Particle (x,y,z) angular velocities either as a
            list or a (N, 3) numpy array. If not specified, all will be set to 0
        scales (None or list of 3-array or np.array): Particle (x,y,z) scales either as a list or a (N, 3)
            numpy array. If not specified, all will be set to 1.0
        prototype_indices (None or list of int): If specified, should specify which prototype should be used for
            each particle. If None, will use all 0s (i.e.: the first prototype created)
        enabled (bool): Whether to enable this particle instancer. If not enabled, then no physics will be used

    Returns:
        UsdGeom.PointInstancer: Created point instancer prim
    """
    stage = og.sim.stage
    n_particles = len(positions)
    particle_system = lazy.omni.isaac.core.utils.prims.get_prim_at_path(physx_particle_system_path)

    # Create point instancer scope
    prim_path = f"{particle_system_path}/{name}"
    assert not stage.GetPrimAtPath(prim_path), f"Cannot create an instancer scope, scope already exists at {prim_path}!"
    stage.DefinePrim(prim_path, "Scope")

    # Create point instancer
    instancer_prim_path = f"{prim_path}/instancer"
    assert not stage.GetPrimAtPath(instancer_prim_path), f"Cannot create a PointInstancer prim, prim already exists at {instancer_prim_path}!"
    instancer = lazy.pxr.UsdGeom.PointInstancer.Define(stage, instancer_prim_path)

    is_isosurface = particle_system.HasAPI(lazy.pxr.PhysxSchema.PhysxParticleIsosurfaceAPI) and \
                    particle_system.GetAttribute("physxParticleIsosurface:isosurfaceEnabled").Get()

    # Add prototype mesh prim paths to the prototypes relationship attribute for this point set
    # We need to make copies of prototypes for each instancer currently because particles won't render properly
    # if multiple instancers share the same prototypes for some reason
    mesh_list = instancer.GetPrototypesRel()
    prototype_prims = []
    for i, original_path in enumerate(prototype_prim_paths):
        prototype_prim_path = f"{prim_path}/prototype{i}"
        lazy.omni.kit.commands.execute("CopyPrim", path_from=original_path, path_to=prototype_prim_path)
        prototype_prim = lazy.omni.isaac.core.utils.prims.get_prim_at_path(prototype_prim_path)
        # Make sure this prim is invisible if we're using isosurface, and vice versa.
        imageable = lazy.pxr.UsdGeom.Imageable(prototype_prim)
        if is_isosurface:
            imageable.MakeInvisible()
        else:
            imageable.MakeVisible()

        # Move the prototype to the graveyard position so that it won't be visible to the agent
        # We can't directly hide the prototype because it will also hide all the generated particles (if not isosurface)
        prototype_prim.GetAttribute("xformOp:translate").Set(m.PROTOTYPE_GRAVEYARD_POS)

        mesh_list.AddTarget(lazy.pxr.Sdf.Path(prototype_prim_path))
        prototype_prims.append(prototype_prim)

    # Set particle instance default data
    prototype_indices = [0] * n_particles if prototype_indices is None else prototype_indices
    if orientations is None:
        orientations = np.zeros((n_particles, 4))
        orientations[:, -1] = 1.0
    orientations = np.array(orientations)[:, [3, 0, 1, 2]]  # x,y,z,w --> w,x,y,z
    velocities = np.zeros((n_particles, 3)) if velocities is None else velocities
    angular_velocities = np.zeros((n_particles, 3)) if angular_velocities is None else angular_velocities
    scales = np.ones((n_particles, 3)) if scales is None else scales
    assert particle_mass is not None or particle_density is not None, \
        "Either particle mass or particle density must be specified when creating particle instancer!"
    particle_mass = 0.0 if particle_mass is None else particle_mass
    particle_density = 0.0 if particle_density is None else particle_density

    # Set particle states
    instancer.GetProtoIndicesAttr().Set(prototype_indices)
    instancer.GetPositionsAttr().Set(lazy.pxr.Vt.Vec3fArray.FromNumpy(positions))
    instancer.GetOrientationsAttr().Set(lazy.pxr.Vt.QuathArray.FromNumpy(orientations))
    instancer.GetVelocitiesAttr().Set(lazy.pxr.Vt.Vec3fArray.FromNumpy(velocities))
    instancer.GetAngularVelocitiesAttr().Set(lazy.pxr.Vt.Vec3fArray.FromNumpy(angular_velocities))
    instancer.GetScalesAttr().Set(lazy.pxr.Vt.Vec3fArray.FromNumpy(scales))

    # Take a render step to "lock" the visuals of the prototypes at the graveyard position
    # This needs to happen AFTER setting particle states
    # We suppress a known warning that we have no control over where omni complains about a prototype
    # not being populated yet
    with suppress_omni_log(channels=["omni.hydra.scene_delegate.plugin"]):
        og.sim.render()

    # Then we move the prototypes back to zero offset because otherwise all the generated particles will be offset by
    # the graveyard position. At this point, the prototypes themselves no longer appear at the zero offset (locked at
    # the graveyard position), which is desirable because we don't want the agent to see the prototypes themselves.
    for prototype_prim in prototype_prims:
        prototype_prim.GetAttribute("xformOp:translate").Set((0.0, 0.0, 0.0))

    instancer_prim = instancer.GetPrim()

    lazy.omni.physx.scripts.particleUtils.configure_particle_set(
        instancer_prim,
        physx_particle_system_path,
        self_collision,
        fluid,
        particle_group,
        particle_mass * n_particles,
        particle_density,
    )

    # Set whether the instancer is enabled or not
    instancer_prim.GetAttribute("physxParticle:particleEnabled").Set(enabled)

    # Render three more times to fully propagate changes
    # Omni always complains about a low-level USD thing we have no control over
    # so we suppress the warnings
    with suppress_omni_log(channels=["omni.usd"]):
        for i in range(3):
            og.sim.render()

    # Isosurfaces require an additional physics timestep before they're actually rendered
    if is_isosurface:
        og.log.warning(f"Creating an instancer that uses isosurface {instancer_prim_path}. "
                       f"The rendering of these particles will have a delay of one timestep.")

    return instancer_prim