Fix a number of tests
This commit is contained in:
parent
1dfb2cd6fb
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1f5b918b10
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@ -95,15 +95,17 @@ def main(random_selection=False, headless=False, short_exec=False):
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orientation=T.euler2quat([-math.pi / 2, 0, 0]),
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)
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input("The knife will fall on the apple and dice it. Press [ENTER] to continue.")
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if short_exec == False:
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input("The knife will fall on the apple and dice it. Press [ENTER] to continue.")
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# Step simulation for a bit so that apple is diced
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for i in range(1000):
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for _ in range(1000):
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env.step(th.empty(0))
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input("Apple has been diced! Press [ENTER] to terminate the demo.")
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if short_exec == False:
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input("Apple has been diced! Press [ENTER] to terminate the demo.")
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# Always close environment at the end
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# Always close simulator at the end
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env.close()
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@ -8,7 +8,7 @@ from omnigibson.macros import gm
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gm.ENABLE_OBJECT_STATES = True
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def main():
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def main(random_selection=False, headless=False, short_exec=False):
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# Create the scene config to load -- empty scene with a stove object added
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cfg = {
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"scene": {
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@ -56,7 +56,8 @@ def main():
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assert not heat_source_state
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# Toggle on stove, notify user
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input("Heat source will now turn ON: Press ENTER to continue.")
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if not short_exec:
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input("Heat source will now turn ON: Press ENTER to continue.")
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stove.states[object_states.ToggledOn].set_value(True)
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assert stove.states[object_states.ToggledOn].get_value()
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@ -71,20 +72,23 @@ def main():
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env.step(th.empty(0))
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# Toggle off stove, notify user
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input("Heat source will now turn OFF: Press ENTER to continue.")
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if not short_exec:
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input("Heat source will now turn OFF: Press ENTER to continue.")
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stove.states[object_states.ToggledOn].set_value(False)
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assert not stove.states[object_states.ToggledOn].get_value()
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for _ in range(200):
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env.step(th.empty(0))
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# Move stove, notify user
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input("Heat source is now moving: Press ENTER to continue.")
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if not short_exec:
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input("Heat source is now moving: Press ENTER to continue.")
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stove.set_position(th.tensor([0, 1.0, 0.61]))
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for i in range(100):
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env.step(th.empty(0))
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# Toggle on stove again, notify user
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input("Heat source will now turn ON: Press ENTER to continue.")
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if not short_exec:
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input("Heat source will now turn ON: Press ENTER to continue.")
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stove.states[object_states.ToggledOn].set_value(True)
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assert stove.states[object_states.ToggledOn].get_value()
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for i in range(500):
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@ -8,7 +8,7 @@ from omnigibson.macros import gm
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gm.ENABLE_OBJECT_STATES = True
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def main():
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def main(random_selection=False, headless=False, short_exec=False):
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# Define object configurations for objects to load -- we want to load a light and three bowls
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obj_configs = []
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@ -70,8 +70,9 @@ def main():
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print("==== Initial state ====")
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report_states(objs)
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# Notify user that we're about to heat the object
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input("Objects will be heated, and steam will slowly rise. Press ENTER to continue.")
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if not short_exec:
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# Notify user that we're about to heat the object
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input("Objects will be heated, and steam will slowly rise. Press ENTER to continue.")
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# Heated.
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for obj in objs:
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@ -83,7 +84,8 @@ def main():
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# After a while, objects will be below the Steam temperature threshold.
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print("==== Objects are now heated... ====")
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print()
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for _ in range(2000):
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max_iterations = 2000 if not short_exec else 100
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for _ in range(max_iterations):
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env.step(th.empty(0))
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# Also print temperatures
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temps = [f"{obj.states[object_states.Temperature].get_value():>7.2f}" for obj in objs]
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@ -94,8 +96,10 @@ def main():
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print("==== Objects are no longer heated... ====")
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report_states(objs)
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# Close environment at the end
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input("Demo completed. Press ENTER to shutdown environment.")
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if not short_exec:
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# Close environment at the end
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input("Demo completed. Press ENTER to shutdown environment.")
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env.close()
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@ -11,7 +11,7 @@ gm.USE_GPU_DYNAMICS = True
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gm.ENABLE_HQ_RENDERING = True
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def main():
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def main(random_selection=False, headless=False, short_exec=False):
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# Create the scene config to load -- empty scene plus a cabinet
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cfg = {
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"scene": {
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@ -87,38 +87,45 @@ def main():
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report_states()
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# Notify user that we're about to freeze the object, and then freeze the object
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input("\nObject will be frozen. Press ENTER to continue.")
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if not short_exec:
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input("\nObject will be frozen. Press ENTER to continue.")
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obj.states[object_states.Temperature].set_value(-50)
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report_states()
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# Notify user that we're about to cook the object, and then cook the object
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input("\nObject will be cooked. Press ENTER to continue.")
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if not short_exec:
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input("\nObject will be cooked. Press ENTER to continue.")
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obj.states[object_states.Temperature].set_value(100)
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report_states()
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# Notify user that we're about to burn the object, and then burn the object
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input("\nObject will be burned. Press ENTER to continue.")
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if not short_exec:
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input("\nObject will be burned. Press ENTER to continue.")
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obj.states[object_states.Temperature].set_value(250)
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report_states()
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# Notify user that we're about to reset the object to its default state, and then reset state
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input("\nObject will be reset to default state. Press ENTER to continue.")
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if not short_exec:
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input("\nObject will be reset to default state. Press ENTER to continue.")
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obj.states[object_states.Temperature].set_value(macros.object_states.temperature.DEFAULT_TEMPERATURE)
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obj.states[object_states.MaxTemperature].set_value(macros.object_states.temperature.DEFAULT_TEMPERATURE)
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report_states()
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# Notify user that we're about to soak the object, and then soak the object
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input("\nObject will be saturated with water. Press ENTER to continue.")
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if not short_exec:
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input("\nObject will be saturated with water. Press ENTER to continue.")
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obj.states[object_states.Saturated].set_value(env.scene.get_system("water"), True)
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report_states()
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# Notify user that we're about to unsoak the object, and then unsoak the object
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input("\nObject will be unsaturated with water. Press ENTER to continue.")
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if not short_exec:
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input("\nObject will be unsaturated with water. Press ENTER to continue.")
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obj.states[object_states.Saturated].set_value(env.scene.get_system("water"), False)
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report_states()
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# Close environment at the end
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input("Demo completed. Press ENTER to shutdown environment.")
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if not short_exec:
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input("Demo completed. Press ENTER to shutdown environment.")
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env.close()
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@ -68,6 +68,7 @@ def main(random_selection=False, headless=False, short_exec=False):
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while steps != max_steps:
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print(f"Overlaid {carpet.states[Overlaid].get_value(breakfast_table)} ", end="\r")
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env.step(th.empty(0))
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steps += 1
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# Shut down env at the end
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env.close()
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@ -76,7 +76,9 @@ def main(random_selection=False, headless=False, short_exec=False):
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if "3d" not in bbox_modality:
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from omnigibson.utils.deprecated_utils import colorize_bboxes
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colorized_img = colorize_bboxes(bboxes_2d_data=obs[bbox_modality], bboxes_2d_rgb=obs["rgb"], num_channels=4)
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colorized_img = colorize_bboxes(
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bboxes_2d_data=obs[bbox_modality], bboxes_2d_rgb=obs["rgb"].cpu().numpy(), num_channels=4
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)
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fpath = f"{bbox_modality}_img.png"
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plt.imsave(fpath, colorized_img)
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og.log.info(f"Saving modality [{bbox_modality}] image to: {fpath}")
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@ -327,7 +327,7 @@ class BaseObject(EntityPrim, Registerable, metaclass=ABCMeta):
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}
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material.enable_emission = True if enabled else self._highlight_cached_values[material]["enable_emission"]
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material.emissive_color = (
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m.HIGHLIGHT_RGB if enabled else self._highlight_cached_values[material]["emissive_color"]
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m.HIGHLIGHT_RGB if enabled else self._highlight_cached_values[material]["emissive_color"].tolist()
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)
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material.emissive_intensity = (
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m.HIGHLIGHT_INTENSITY if enabled else self._highlight_cached_values[material]["emissive_intensity"]
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@ -184,7 +184,11 @@ class PrimitiveObject(StatefulObject):
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raise ValueError("Prim type must either be PrimType.RIGID or PrimType.CLOTH for loading a primitive object")
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visual_geom_prim.color = self._load_config["color"]
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visual_geom_prim.opacity = self._load_config["opacity"].item()
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visual_geom_prim.opacity = (
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self._load_config["opacity"].item()
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if isinstance(self._load_config["opacity"], th.Tensor)
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else self._load_config["opacity"]
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)
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@property
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def radius(self):
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@ -326,10 +330,13 @@ class PrimitiveObject(StatefulObject):
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for attr in (geom.GetPointsAttr(), geom.GetNormalsAttr()):
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# Scale all three axes by the scaling factor
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vals = th.tensor(attr.Get()).double() * scaling_factor
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attr.Set(lazy.pxr.Vt.Vec3fArray([lazy.pxr.Gf.Vec3f(*v) for v in vals]))
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attr.Set(lazy.pxr.Vt.Vec3fArray([lazy.pxr.Gf.Vec3f(*v.tolist()) for v in vals]))
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geom.GetExtentAttr().Set(
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lazy.pxr.Vt.Vec3fArray(
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[lazy.pxr.Gf.Vec3f(*(-self._extents / 2.0)), lazy.pxr.Gf.Vec3f(*(self._extents / 2.0))]
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[
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lazy.pxr.Gf.Vec3f(*(-self._extents / 2.0).tolist()),
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lazy.pxr.Gf.Vec3f(*(self._extents / 2.0).tolist()),
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]
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)
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)
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@ -294,7 +294,8 @@ class VisionSensor(BaseSensor):
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# All segmentation modalities return uint32 warp arrays, but PyTorch doesn't support it
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if modality in ["seg_semantic", "seg_instance", "seg_instance_id"]:
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obs[modality] = obs[modality].view(lazy.warp.int32)
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obs[modality] = lazy.warp.to_torch(obs[modality])
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if not modality in ["bbox_2d_tight", "bbox_2d_loose", "bbox_3d"]:
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obs[modality] = lazy.warp.to_torch(obs[modality])
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if modality == "seg_semantic":
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id_to_labels = raw_obs["info"]["idToLabels"]
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obs[modality], info[modality] = self._remap_semantic_segmentation(obs[modality], id_to_labels)
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@ -341,7 +342,7 @@ class VisionSensor(BaseSensor):
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replicator_mapping[key] = categories[0]
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assert (
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replicator_mapping[key] in semantic_class_id_to_name(self._scene).values()
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replicator_mapping[key] in semantic_class_id_to_name().values()
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), f"Class {val['class']} does not exist in the semantic class name to id mapping!"
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image_keys = th.unique(img)
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@ -349,9 +350,7 @@ class VisionSensor(BaseSensor):
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set(replicator_mapping.keys())
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), "Semantic segmentation image does not match the original id_to_labels mapping."
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return VisionSensor.SEMANTIC_REMAPPER.remap(
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replicator_mapping, semantic_class_id_to_name(self._scene), img, image_keys
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)
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return VisionSensor.SEMANTIC_REMAPPER.remap(replicator_mapping, semantic_class_id_to_name(), img, image_keys)
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def _remap_instance_segmentation(self, img, id_to_labels, semantic_img, semantic_labels, id=False):
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"""
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@ -163,6 +163,7 @@ def get_all_system_categories():
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og_categories_path = os.path.join(og_dataset_path, "systems")
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categories = [f for f in os.listdir(og_categories_path) if not is_dot_file(f)]
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categories.append("cloth")
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return sorted(categories)
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@ -11,7 +11,7 @@ import torch as th
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import omnigibson as og
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from omnigibson.macros import gm
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from omnigibson.utils.asset_utils import get_all_object_categories, get_og_avg_category_specs
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from omnigibson.utils.asset_utils import get_all_object_categories, get_all_system_categories
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MAX_INSTANCE_COUNT = th.iinfo(th.int32).max
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MAX_CLASS_COUNT = th.iinfo(th.int32).max
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@ -170,7 +170,7 @@ UNDER_OBJECTS = [
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@cache
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def semantic_class_name_to_id(scene):
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def semantic_class_name_to_id():
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"""
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Get mapping from semantic class name to class id
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@ -178,8 +178,8 @@ def semantic_class_name_to_id(scene):
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dict: class name to class id
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"""
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categories = get_all_object_categories()
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systems = get_all_system_categories()
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systems = sorted(scene.system_registry.object_names)
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all_semantics = sorted(set(categories + systems + ["background", "unlabelled", "object", "light", "agent"]))
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# Assign a unique class id to each class name with hashing, the upper limit here is the max of int32
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@ -189,11 +189,11 @@ def semantic_class_name_to_id(scene):
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@cache
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def semantic_class_id_to_name(scene):
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def semantic_class_id_to_name():
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"""
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Get mapping from semantic class id to class name
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Returns:
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dict: class id to class name
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"""
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return {v: k for k, v in semantic_class_name_to_id(scene).items()}
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return {v: k for k, v in semantic_class_name_to_id().items()}
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@ -10,6 +10,7 @@ import omni
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import omni.graph.core as ogc
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import omni.timeline
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import omni.usd as ou
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import numpy as np
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import torch
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import torch as th
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import warp as wp
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@ -681,10 +682,10 @@ def colorize_bboxes(bboxes_2d_data, bboxes_2d_rgb, num_channels=3):
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for bbox_2d in bboxes_2d_data:
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semantic_id_list.append(bbox_2d["semanticId"])
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bbox_2d_list.append(bbox_2d)
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semantic_id_list_np = th.unique(th.tensor(semantic_id_list))
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semantic_id_list_np = np.unique(np.array(semantic_id_list))
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color_list = random_colours(len(semantic_id_list_np.tolist()), True, num_channels)
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for bbox_2d in bbox_2d_list:
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index = th.where(semantic_id_list_np == bbox_2d["semanticId"])[0][0]
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index = np.where(semantic_id_list_np == bbox_2d["semanticId"])[0][0]
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bbox_color = color_list[index]
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outline = (bbox_color[0], bbox_color[1], bbox_color[2])
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if num_channels == 4:
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@ -697,5 +698,5 @@ def colorize_bboxes(bboxes_2d_data, bboxes_2d_rgb, num_channels=3):
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rgb_img_draw.rectangle(
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[(bbox_2d["x_min"], bbox_2d["y_min"]), (bbox_2d["x_max"], bbox_2d["y_max"])], outline=outline, width=2
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)
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bboxes_2d_rgb = th.tensor(rgb_img)
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bboxes_2d_rgb = np.array(rgb_img)
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return bboxes_2d_rgb
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@ -153,7 +153,7 @@ class Remapper:
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f"We do not have semantic information about bounding box semantic id {semantic_id} yet. Marking as unlabelled."
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)
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self.warning_printed.add(semantic_id)
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return semantic_class_name_to_id(scene)["unlabelled"]
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return semantic_class_name_to_id()["unlabelled"]
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return self.key_array[semantic_id]
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@ -17,7 +17,10 @@ EXAMPLES_TO_SKIP = [
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"learning.navigation_policy_demo",
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"teleoperation.robot_teleoperate_demo",
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# TODO: Temporarily skip the following examples
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"robots.all_robots_visualizer",
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"robots.all_robots_visualizer", # waiting for base link bug to be fixed
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"object_states.attachment_demo", # seg fualt??
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"environments.behavior_env_demo", # This only works with pre-sampled cached BEHAVIOR activity scene
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"robots.advanced.ik_example", # waiting for base link bug to be fixed; Fetch is fix base in this example
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]
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