object_base
BaseObject
Bases: EntityPrim, Registerable
This is the interface that all OmniGibson objects must implement.
Source code in OmniGibson/omnigibson/objects/object_base.py
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abilities
property
Returns:
| Type | Description |
|---|---|
dict
|
Dictionary mapping ability name to ability arguments for this object |
highlighted
property
writable
Returns:
| Type | Description |
|---|---|
bool
|
Whether the object is highlighted or not |
is_active
property
Returns:
| Type | Description |
|---|---|
bool
|
True if this object is currently considered active -- e.g.: if this object is currently awake |
mass
property
writable
Returns:
| Type | Description |
|---|---|
float
|
Cumulative mass of this potentially articulated object. |
states
property
Get the current states of this object.
Returns:
| Type | Description |
|---|---|
dict
|
Keyword-mapped states for this object |
uuid
property
Returns:
| Type | Description |
|---|---|
int
|
8-digit unique identifier for this object. It is randomly generated from this object's name but deterministic |
volume
property
writable
Returns:
| Type | Description |
|---|---|
float
|
Cumulative volume of this potentially articulated object. |
__init__(name, relative_prim_path=None, category='object', scale=None, visible=True, fixed_base=False, visual_only=False, kinematic_only=None, self_collisions=False, prim_type=PrimType.RIGID, link_physics_materials=None, 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 |
relative_prim_path
|
None or str
|
The path relative to its scene prim for this object. If not specified, it defaults to / |
None
|
category
|
str
|
Category for the object. Defaults to "object". |
'object'
|
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
|
kinematic_only
|
None or bool
|
Whether this object should be kinematic only (and not get affected by any collisions). If None, then this value will be set to True if @fixed_base is True and some other criteria are satisfied (see object_base.py post_load function), else False. |
None
|
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
|
link_physics_materials
|
None or dict
|
If specified, dictionary mapping link name to kwargs used to generate a specific physical material for that link's collision meshes, where the kwargs are arguments directly passed into the isaacsim.core.api.materials.physics_material.PhysicsMaterial constructor, e.g.: "static_friction", "dynamic_friction", and "restitution" |
None
|
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). 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/omnigibson/objects/object_base.py
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add_state(state)
Adds state @state with name @name to self.states.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
state
|
ObjectStateBase
|
Object state instance to add to this object |
required |
Source code in OmniGibson/omnigibson/objects/object_base.py
clear_states_cache()
Clears the internal cache from all owned states
Source code in OmniGibson/omnigibson/objects/object_base.py
dump_state(serialized=False)
Dumps the state of this object in either dictionary of flattened numerical form.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
serialized
|
bool
|
If True, will return the state of this object as a 1D numpy array. Otherewise, will return a (potentially nested) dictionary of states for this object |
False
|
Returns:
| Type | Description |
|---|---|
dict or n - array
|
Either: - Keyword-mapped states of this object, or - encoded + serialized, 1D numerical th.Tensor capturing this object's state |
Source code in OmniGibson/omnigibson/objects/object_base.py
get_base_aligned_bbox(link_name=None, visual=False, xy_aligned=False)
Get a bounding box for this object that's axis-aligned in the object's base frame.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
link_name
|
None or str
|
If specified, only get the bbox for the given link |
None
|
visual
|
bool
|
Whether to aggregate the bounding boxes from the visual meshes. Otherwise, will use collision meshes |
False
|
xy_aligned
|
bool
|
Whether to align the bounding box to the global XY-plane |
False
|
Returns:
| Type | Description |
|---|---|
4 - tuple
|
|
Source code in OmniGibson/omnigibson/objects/object_base.py
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prebuild(stage)
Implement this function to provide pre-building functionality on an USD stage that is not loaded into Isaac Sim. This is useful for pre-compiling scene USDs, speeding up load times especially for parallel envs.
Source code in OmniGibson/omnigibson/objects/object_base.py
prepare_object_states()
Prepare the state dictionary for an object by generating the appropriate object state instances.
This uses the abilities of the object and the state dependency graph to find & instantiate all relevant states.
Source code in OmniGibson/omnigibson/objects/object_base.py
set_emitter_enabled(emitter_type, value)
Enable/disable the emitter prim for fire/steam effect.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
emitter_type
|
EmitterType
|
Emitter to set |
required |
value
|
bool
|
Value to set |
required |
Source code in OmniGibson/omnigibson/objects/object_base.py
set_highlight_properties(color=m.HIGHLIGHT_RGB, intensity=m.HIGHLIGHT_INTENSITY)
Sets the highlight properties for this object
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
color
|
3 - array
|
RGB color for the highlight |
HIGHLIGHT_RGB
|
intensity
|
float
|
Intensity for the highlight |
HIGHLIGHT_INTENSITY
|
Source code in OmniGibson/omnigibson/objects/object_base.py
set_position_orientation(position=None, orientation=None, frame='world')
Set the position and orientation of the object.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
position
|
None or 3 - array
|
The position to set the object to. If None, the position is not changed. |
None
|
orientation
|
None or 4 - array
|
The orientation to set the object to. If None, the orientation is not changed. |
None
|
frame
|
Literal
|
The frame in which to set the position and orientation. Defaults to world. parent frame: set position relative to the object parent. scene frame: set position relative to the scene. |
'world'
|
Source code in OmniGibson/omnigibson/objects/object_base.py
state_updated()
Adds this object to this object's scene's updated_state_objects set -- generally called externally by owned object state instances when its state is updated. This is useful for tracking when this object has had its state updated within the last simulation step
Source code in OmniGibson/omnigibson/objects/object_base.py
update_visuals()
Update the prim's visuals (texture change, steam/fire effects, etc). Should be called after all the states are updated.