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Add texture randomizations to objects #299
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,74 @@ | ||
| # Copyright (c) 2025, The Isaac Lab Arena Project Developers (https://github.com/isaac-sim/IsaacLab-Arena/blob/main/CONTRIBUTORS.md). | ||
| # All rights reserved. | ||
| # | ||
| # SPDX-License-Identifier: Apache-2.0 | ||
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| from isaaclab_arena.tests.utils.subprocess import run_simulation_app_function | ||
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| HEADLESS = True | ||
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| def _test_apply_material_variants_to_objects(simulation_app) -> bool: | ||
| """Test applying UsdPreviewSurface materials to objects with randomization.""" | ||
| from pxr import Usd, UsdShade | ||
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| from isaaclab_arena.assets.asset_registry import AssetRegistry | ||
| from isaaclab_arena.utils.usd_helpers import apply_material_variants_to_objects | ||
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| stage = Usd.Stage.CreateInMemory() | ||
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| root = stage.DefinePrim("/World", "Xform") | ||
| stage.SetDefaultPrim(root) | ||
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| # Get asset registry and reference two cracker boxes | ||
| asset_registry = AssetRegistry() | ||
| cracker_box = asset_registry.get_asset_by_name("cracker_box")() | ||
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| # Create two cracker box prims by referencing the USD | ||
| box1_prim = stage.DefinePrim("/World/cracker_box_1", "Xform") | ||
| box1_prim.GetReferences().AddReference(cracker_box.usd_path) | ||
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| box2_prim = stage.DefinePrim("/World/cracker_box_2", "Xform") | ||
| box2_prim.GetReferences().AddReference(cracker_box.usd_path) | ||
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| # Apply randomized materials | ||
| prim_paths = ["/World/cracker_box_1", "/World/cracker_box_2"] | ||
| apply_material_variants_to_objects( | ||
| prim_paths=prim_paths, | ||
| stage=stage, | ||
| randomize=True, | ||
| ) | ||
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| # Verify materials were created under each object's prim path | ||
| material_paths = [ | ||
| "/World/cracker_box_1/MaterialVariants", | ||
| "/World/cracker_box_2/MaterialVariants", | ||
| ] | ||
| for material_path in material_paths: | ||
| material_prim = stage.GetPrimAtPath(material_path) | ||
| assert material_prim.IsValid(), f"Material prim not created at {material_path}" | ||
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| # Verify shader has UsdPreviewSurface ID | ||
| shader = UsdShade.Shader.Get(stage, f"{material_path}/Shader") | ||
| shader_id = shader.GetIdAttr().Get() | ||
| assert shader_id == "UsdPreviewSurface", f"Shader ID is {shader_id}, expected 'UsdPreviewSurface'" | ||
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| # Verify shader inputs exist | ||
| assert shader.GetInput("diffuseColor"), "diffuseColor not found" | ||
| assert shader.GetInput("roughness"), "roughness not found" | ||
| assert shader.GetInput("metallic"), "metallic not found" | ||
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| return True | ||
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| def test_apply_material_variants_to_objects(): | ||
| result = run_simulation_app_function( | ||
| _test_apply_material_variants_to_objects, | ||
| headless=HEADLESS, | ||
| ) | ||
| assert result, "Test failed" | ||
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| if __name__ == "__main__": | ||
| test_apply_material_variants_to_objects() | ||
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In my opinion, we need to keep variations (and other feature requests) out of the policy_runner.
We should aim for an interface where objects can have texture variations applied. Something like:
That way, the policy runner doesn't need to worry about this stuff; it's all hidden away in the object definition and the policy runner just runs the policy.