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Update ArtVIP-v1.1

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  1. Articulated_objects/README.md +103 -0
  2. Interactive_scene/README.md +99 -0
  3. Interactive_scene/childrenroom/.thumbs/256x256/Interactive_childrenroom.usd.png +3 -0
  4. Interactive_scene/childrenroom/.thumbs/256x256/childrenroom.usd.png +2 -2
  5. Interactive_scene/childrenroom/.thumbs/256x256/childrenroom_target_position0.usd.png +2 -2
  6. Interactive_scene/childrenroom/Interactive_childrenroom.usd +3 -0
  7. Interactive_scene/{childrenroom/childrenroom.usd → diningroom/.thumbs/256x256/Interactive_diningroom.usd.png} +2 -2
  8. Interactive_scene/diningroom/.thumbs/256x256/diningroom_target_position0.usd.png +2 -2
  9. Interactive_scene/diningroom/{diningroom.usd → Interactive_diningroom.usd} +2 -2
  10. Interactive_scene/{childrenroom/childrenroom_target_position0.usd → kitchen/.thumbs/256x256/Interactive_kitchen.usd.png} +2 -2
  11. Interactive_scene/kitchen/.thumbs/256x256/kitchen.usd.png +2 -2
  12. Interactive_scene/kitchen/.thumbs/256x256/kitchen_target_position0.usd.png +2 -2
  13. Interactive_scene/{diningroom/diningroom_target_position0.usd → kitchen/Interactive_kitchen.usd} +2 -2
  14. Interactive_scene/kitchen/interactive_objects/script/fridge_control.py +241 -0
  15. Interactive_scene/kitchen/interactive_objects/script/light_control.py +4 -4
  16. Interactive_scene/kitchen/kitchen.usd +0 -3
  17. Interactive_scene/kitchen/kitchen_target_position0.usd +0 -3
  18. Interactive_scene/kitchen_with_parlor/{kitchen_with_parlor.usd → .thumbs/256x256/Interactive_kitchen.usd.png} +2 -2
  19. Interactive_scene/kitchen_with_parlor/{kitchen_with_parlor_target_position0.usd → .thumbs/256x256/kitchen_with_parlor_1.usd.png} +2 -2
  20. Interactive_scene/kitchen_with_parlor/Interactive_kitchen_with_parlor.usd +3 -0
  21. Interactive_scene/kitchen_with_parlor/oven/resource/script/.vscode/extensions.json +8 -0
  22. Interactive_scene/kitchen_with_parlor/oven/resource/script/.vscode/launch.json +25 -0
  23. Interactive_scene/kitchen_with_parlor/oven/resource/script/.vscode/settings.json +10 -0
  24. Interactive_scene/kitchen_with_parlor/oven/resource/script/fridge_control.py +241 -0
  25. Interactive_scene/kitchen_with_parlor/oven/resource/script/oven_control.py +195 -0
  26. Interactive_scene/largelivingroom/.thumbs/256x256/Interactive_largelivingroom.usd.png +3 -0
  27. Interactive_scene/largelivingroom/.thumbs/256x256/largelivingroom_target_position0.usd.png +2 -2
  28. Interactive_scene/largelivingroom/Interactive_largelivingroom.usd +3 -0
  29. Interactive_scene/largelivingroom/largelivingroom.usd +0 -3
  30. Interactive_scene/largelivingroom/largelivingroom_target_position0.usd +0 -3
  31. Interactive_scene/smalllivingroom/.thumbs/256x256/smalllivingroom.usd.png +2 -2
  32. Interactive_scene/smalllivingroom/.thumbs/256x256/smalllivingroom_target_position0.usd.png +2 -2
  33. Interactive_scene/smalllivingroom/Interactive_smalllivingroom.usd +3 -0
  34. Interactive_scene/smalllivingroom/smalllivingroom.usd +0 -3
  35. Interactive_scene/smalllivingroom/smalllivingroom_target_position0.usd +0 -3
  36. README.md +164 -61
  37. Scenes/README.md +22 -0
  38. assets/206_articulated_objects.gif +3 -0
  39. assets/Interactive_kitchen_with_parlor.gif +3 -0
  40. assets/Joint_drive.png +3 -0
  41. assets/Kitchen_interactive.gif +3 -0
  42. assets/Magnetic_Effect_cupboard.gif +3 -0
  43. assets/Magnetic_attraction.gif +3 -0
  44. assets/Release_history.md +31 -0
  45. assets/Seg_chair.gif +3 -0
  46. assets/bedroom_open.gif +3 -0
  47. assets/chair.gif +3 -0
  48. assets/digital_twin_scences.gif +3 -0
  49. assets/interactive_childrenroom.gif +3 -0
  50. assets/interactive_largelivingroom.gif +3 -0
Articulated_objects/README.md ADDED
@@ -0,0 +1,103 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Articulated Objects
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+
3
+ 📁 `ArtVIP/Articulated_objects` contains **206** articulated objects.
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+
5
+ ## All object categories
6
+
7
+ The articulated objects are organized into the following categories:
8
+
9
+ | Category | Items |
10
+ |----------|-------|
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+ | Household Items | basket, cardboard_box, mop, pump_bottle, stationery, tongs, toolbox, trash_can |
12
+ | Large Furniture | cupboard, wardrobe |
13
+ | Major Appliances | built-in_oven, dishwasher, refrigerator, standing_fan, toilet, washing_machine, water_dispenser |
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+ | Small Appliances | coffee_machine, laptop, microwave, oven, rice_cooker, table_fan, water_dispenser |
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+ | Small Furniture | cabinet, chair, faucet, filing_cabinet, shoe_cabinet, table |
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+
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+ ## Modular Interactive Objects
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+ From all of the above objects, we selected a portion (**48**) and set up modular interactive functions, mainly providing three types of modular interactions that simulate physical behavior in the real world:
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+
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+ ### 1. Magnetic Door Effect
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+
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+ Items like refrigerators with door closers or cabinets with magnetic strips exhibit different physical behavior near the closing point—such as increased pulling force and locking effect. Simulating this requires configuring joint control models to reflect the force change before and after the magnetic engagement threshold.
23
+
24
+ **Objects with Magnetic Door Effect (14 total):**
25
+ - `large_furniture/cupboard/` (2 items)
26
+ - `major_appliances/dishwasher/` (4 items)
27
+ - `major_appliances/refrigerator/fridge/` (4 items)
28
+ - `major_appliances/refrigerator/refrigerator/` (4 items)
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+
30
+ <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
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+ <!-- Magnetic Effect Dishwasher -->
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+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
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+ <img src="../assets/modular-interaction/Magnetic_Effect_dishwasher.gif" width="100%" alt="Magnetic Effect Dishwasher">
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+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
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+ Magnetic Effect Dishwasher
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+ </p>
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+ </div>
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+
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+ <!-- Magnetic Effect Refrigerator -->
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+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
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+ <img src="../assets/modular-interaction/Magnetic_Effect_refrigerator.gif" width="100%" alt="Magnetic Effect Refrigerator">
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+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
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+ Magnetic Effect Refrigerator
44
+ </p>
45
+ </div>
46
+ </div>
47
+
48
+ ### 2. Damping Effect
49
+
50
+ For objects like drawers or hinged cabinet doors, varying resistance is felt at different opening angles. To replicate this in simulation, we adjust joint stiffness and damping parameters to reflect variable force responses—mimicking the real-world feel of changing resistance.
51
+
52
+ **Objects with Damping Effect (24 total):**
53
+ - `small_furniture/cabinet/` (9 items)
54
+ - `small_furniture/filing_cabinet/double_door/` (2 items)
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+ - `small_furniture/filing_cabinet/drawers/` (5 items)
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+ - `small_furniture/table/` (5 items)
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+ - `major_appliances/dishwasher/` (3 items)
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+
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+ <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
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+ <!-- Damping Effect Cabinet -->
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+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
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+ <img src="../assets/modular-interaction/Damping_Effect_cabinet.gif" width="100%" alt="Damping Effect Cabinet">
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+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
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+ Damping Effect Cabinet
65
+ </p>
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+ </div>
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+
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+ <!-- Damping Effect Cabinet 2 -->
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+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
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+ <img src="../assets/modular-interaction/Damping_Effect_cabint_2.gif" width="100%" alt="Damping Effect Cabinet 2">
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+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
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+ Damping Effect Cabinet 2
73
+ </p>
74
+ </div>
75
+ </div>
76
+
77
+ ### 3. Trigger Interactions
78
+
79
+ Scenes often include cross-object and inter-object interactions, such as buttons controlling lights or doors, fridge doors activating interior lights, or foot pedals opening trash bins. These behaviors require building control logic to link components, often in combination with the physical effects described above.
80
+
81
+ **Objects with Trigger Interactions (10 total):**
82
+ - `household_items/trash_can/` (5 items)
83
+ - `small_appliances/microwave/` (3 items)
84
+ - `small_appliances/oven/` (1 item)
85
+ - `small_furniture/table/` (1 item)
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+
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+ <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
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+ <!-- Trigger Interactions Table -->
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+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
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+ <img src="../assets/modular-interaction/Trigger_Interactions_table_2.gif" width="100%" alt="Trigger Interactions Table">
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+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
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+ Trigger Interactions Table
93
+ </p>
94
+ </div>
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+
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+ <!-- Trigger Interactions Trash Can -->
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+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
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+ <img src="../assets/modular-interaction/Trigger_Interactions_trash_can.gif" width="100%" alt="Trigger Interactions Trash Can">
99
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
100
+ Trigger Interactions Trash Can
101
+ </p>
102
+ </div>
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+ </div>
Interactive_scene/README.md ADDED
@@ -0,0 +1,99 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+
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+
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+
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+ ## Introduction to Interactive Scenes
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+
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+ 📁 `ArtVIP/Interactive_scene` contains **6** pre-configured digital-twin scenes.
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+
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+ ### Scene Features
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+
10
+ Each scene's USD includes joint drivers with preset stiffness and damping values, and the target position of the drivers is set to 0.
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+
12
+ **Interaction modes:**
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+ - Clicking "Play" will not trigger any actions
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+ - Dragging the joint position will move the object, and it will stop at different positions depending on the magnitude of the drag force
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+
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+ ### Customization Options
17
+
18
+ All joint driver parameters can be adjusted as needed, and you can also control the target position via scripting to achieve specific requirements.
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+
20
+ For example, to make a joint open automatically, you need to set the joint stiffness value and target position.
21
+ Joint driver visualization:
22
+ <div align="center" style="margin: 1rem 0;">
23
+ <img src="../assets/Joint_drive.png" width="100%" alt="Joint Drive Visualization">
24
+ </div>
25
+
26
+
27
+ ---
28
+
29
+ ### Pre-configured Joint States
30
+
31
+ The following demonstration sets all joint target positions to the enabled state:
32
+
33
+
34
+ <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
35
+
36
+ <!-- Kitchen Scene -->
37
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
38
+ <img src="../assets/kitchen-open.gif" width="100%" alt="Kitchen Scene">
39
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
40
+ 🔪 Kitchen Scene Interaction
41
+ </p>
42
+ </div>
43
+ <!-- Small Living Room Scene -->
44
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
45
+ <img src="../assets/smalllivingroom_open.gif" width="100%" alt="Small Living Room Scene">
46
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
47
+ 📺 Small Living Room Interaction
48
+ </p>
49
+ </div>
50
+
51
+ <!-- Kitchen_with_parlor Scene -->
52
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
53
+ <img src="../assets/parlor_open.gif" width="100%" alt="Parlor Scene">
54
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
55
+ 🛋️ Parlor Scene Interaction
56
+ </p>
57
+ </div>
58
+ <!-- Bedroom Scene -->
59
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
60
+ <img src="../assets/bedroom_open.gif" width="100%" alt="Bedroom Scene">
61
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
62
+ 🛏️ Bedroom Scene Interaction
63
+ </p>
64
+ </div>
65
+
66
+ </div>
67
+
68
+ ---
69
+
70
+ ### Interactive Demonstrations
71
+
72
+ The following is a demonstration of interacting with the environment using drag and drop:
73
+
74
+ <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
75
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
76
+ <img src="../assets/Kitchen_interactive.gif" width="100%" alt="Kitchen Scene Example">
77
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
78
+ 🍳 Kitchen Interaction Showcase
79
+ </p>
80
+ </div>
81
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
82
+ <img src="../assets/interactive_largelivingroom.gif" width="100%" alt="Living Room Scene Example">
83
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
84
+ 🛋️ Living Room Interaction Showcase
85
+ </p>
86
+ </div>
87
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
88
+ <img src="../assets/interactive_childrenroom.gif" width="100%" alt="Children Room Scene Example">
89
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
90
+ 🧸 Children Room Interaction Showcase
91
+ </p>
92
+ </div>
93
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
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+ <img src="../assets/Interactive_kitchen_with_parlor.gif" width="100%" alt="Kitchen with Parlor Scene Example">
95
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
96
+ 🍽️ Kitchen with Parlor Interaction Showcase
97
+ </p>
98
+ </div>
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+ </div>
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1
+ import carb
2
+ from omni.kit.scripting import BehaviorScript
3
+ from omni.isaac.dynamic_control import _dynamic_control
4
+ from enum import Enum
5
+ from pxr import Gf
6
+ from threading import Thread
7
+ import marshal,json
8
+ import omni.kit.commands
9
+ from omni.isaac.core.prims import XFormPrim
10
+ import numpy as np
11
+ from pxr import Gf, Sdf, Usd, UsdGeom
12
+ from omni.isaac.core import SimulationContext, World
13
+ import math
14
+ from omni.replicator.core import utils
15
+ from pxr import PhysxSchema, UsdGeom, UsdPhysics
16
+ import math
17
+
18
+
19
+ def find_prim_path_by_name(prim_name: str, root_path: str = "/") -> str:
20
+ """Recursively find the full path by Prim name"""
21
+ stage = omni.usd.get_context().get_stage()
22
+ prim = stage.GetPrimAtPath(root_path)
23
+
24
+ def _find_prim(prim):
25
+ if prim.GetName() == prim_name:
26
+ return prim.GetPath().pathString
27
+ for child in prim.GetChildren():
28
+ result = _find_prim(child)
29
+ if result:
30
+ return result
31
+ return None
32
+
33
+ found_path = _find_prim(prim)
34
+ if not found_path:
35
+ raise RuntimeError(f"Prim '{prim_name}' not found under {root_path}")
36
+ return found_path
37
+
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+
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+
40
+ # 1. prim init
41
+ # joint_prim = XFormPrim(find_prim_path_by_name("fridge_E_body_61"))
42
+ # right_revolutejoint_path = find_prim_path_by_name("RevoluteJoint_fridge_right")
43
+ # left_revolutejoint_path = find_prim_path_by_name("RevoluteJoint_fridge_left")
44
+
45
+ # 2. articulation Root prim
46
+ root_articulation_prim = find_prim_path_by_name("fridge_E_body_61")
47
+ stage = omni.usd.get_context().get_stage()
48
+ # 3. joint name
49
+ joint_names = ["RevoluteJoint_fridge_left","RevoluteJoint_fridge_right"]
50
+ joint_threshold = 0.4
51
+ # 4. Joint information
52
+ joints_info = {}
53
+ for joint_name in joint_names:
54
+ joint_prim_path = find_prim_path_by_name(joint_name)
55
+ joint_prim_obj = stage.GetPrimAtPath(joint_prim_path)
56
+ joint = UsdPhysics.RevoluteJoint(joint_prim_obj)
57
+
58
+ joints_info[joint_name] = {
59
+ 'prim': joint,
60
+ 'lower_limit': joint.GetLowerLimitAttr().Get(),
61
+ 'upper_limit': joint.GetUpperLimitAttr().Get()
62
+ }
63
+
64
+ # 5. Joint limits and limit differences
65
+ joint_limits = {}
66
+ joint_limit_diffs = {}
67
+
68
+ for i, joint_name in enumerate(joint_names):
69
+ joint_limits[joint_name] = {
70
+ 'lower': joints_info[joint_name]['lower_limit'],
71
+ 'upper': joints_info[joint_name]['upper_limit']
72
+ }
73
+ joint_limit_diffs[joint_name] = (
74
+ joints_info[joint_name]['upper_limit'] - joints_info[joint_name]['lower_limit']
75
+ )
76
+ # joint_limit_diff1 = joint_limit_diffs[joint_names[0]]
77
+ # joint_limit_diff2 = joint_limit_diffs[joint_names[1]]
78
+ # 5. light prim
79
+ light_scopes=[
80
+ XFormPrim(find_prim_path_by_name("fridge_light"))
81
+ ]
82
+
83
+ class CupboardControl(BehaviorScript):
84
+ def on_init(self):
85
+ self.phsx_freq = 120
86
+ self.joint_handles = []
87
+ self.dc = _dynamic_control.acquire_dynamic_control_interface()
88
+ light_scopes[0].set_visibility(False)
89
+ # light_scopes[1].set_visibility(False)
90
+ # init_pose
91
+ # self.local_pose_button, self.local_ort_button_down = joint_prim.get_local_pose()
92
+ # self.local_pose_door, self.local_ort_drawer_up = door_prim.get_local_pose()
93
+
94
+ # Find Root
95
+ self.art = self.dc.get_articulation(root_articulation_prim)
96
+ if self.art == _dynamic_control.INVALID_HANDLE:
97
+ print('the prim is not an articulation')
98
+
99
+
100
+ def on_destroy(self):
101
+ pass
102
+
103
+ def on_play(self):
104
+ #
105
+ self.simulation_context = SimulationContext(
106
+ stage_units_in_meters=1.0,
107
+ physics_dt=1.0/120,
108
+ rendering_dt=1.0/120
109
+ )
110
+
111
+ def on_pause(self):
112
+ pass
113
+
114
+ def on_stop(self):
115
+ self.init_start=True
116
+ # for light in light_scopes:
117
+ # light.set_visibility(False)
118
+ light_scopes[0].set_visibility(False)
119
+ # light_scopes[1].set_visibility(False)
120
+ # back to initial pose
121
+ # joint_prim.set_local_pose(translation=self.local_pose_button)
122
+ pass
123
+
124
+ def on_update(self, current_time: float, delta_time: float):
125
+ if delta_time <= 0:
126
+ return
127
+ self.active_art()
128
+ self.apply_behavior()
129
+
130
+ def active_art(self):
131
+ # Find Root
132
+ self.art = self.dc.get_articulation(root_articulation_prim)
133
+ if self.art == _dynamic_control.INVALID_HANDLE:
134
+ print('the prim is not an articulation')
135
+ self.dc.wake_up_articulation(self.art)
136
+
137
+ # Find joint
138
+ self.joint_handles = []
139
+ for joint_name in joint_names:
140
+ self.joint_handles.append( self.dc.find_articulation_dof(self.art, joint_name))
141
+
142
+ def apply_behavior(self):
143
+ self.light_control()
144
+ self.damping_stiffness_change()
145
+ self.target_pose_control()
146
+
147
+
148
+ def light_control(self):
149
+ self.left_joint_state = self.dc.get_dof_state(self.joint_handles[0], _dynamic_control.STATE_ALL).pos
150
+ self.right_joint_state = self.dc.get_dof_state(self.joint_handles[1], _dynamic_control.STATE_ALL).pos
151
+ # print("self.Joint1_state",self.Joint1_state)
152
+ # 联合判断双门状态
153
+ doors_open = [
154
+ self.left_joint_state > math.radians(30),
155
+ self.right_joint_state > math.radians(30)
156
+ ]
157
+
158
+ # 灯光控制逻辑
159
+ current_visibility = light_scopes[0].get_visibility()
160
+ if any(doors_open):
161
+ if not current_visibility:
162
+ for light in light_scopes:
163
+ light.set_visibility(True)
164
+ else:
165
+ if current_visibility:
166
+ for light in light_scopes:
167
+ light.set_visibility(False)
168
+
169
+ # if self.right_joint_state > math.radians(30) :
170
+ # if light_scopes[0].get_visibility() == False:
171
+ # for light in light_scopes:
172
+ # light.set_visibility(True)
173
+ # # self.dc.set_dof_position_target(self.joint_handles[1], 140)
174
+
175
+ # elif self.right_joint_state < math.radians(30):
176
+ # if light_scopes[0].get_visibility() == True:
177
+ # for light in light_scopes:
178
+ # light.set_visibility(False)
179
+ # self.dc.set_dof_position_target(self.joint_handles[1], 0)
180
+
181
+
182
+ def damping_stiffness_change(self):
183
+
184
+ for i, joint_name in enumerate(joint_names):
185
+ # Get joint state
186
+ joint_state = self.dc.get_dof_state(self.joint_handles[i], _dynamic_control.STATE_ALL).pos
187
+ # Get joint drive API
188
+ joint_drive_path = stage.GetPrimAtPath(find_prim_path_by_name(joint_name))
189
+ joint_drive = UsdPhysics.DriveAPI.Get(joint_drive_path, "angular")
190
+ # Get joint limit difference and set stiffness
191
+
192
+ joint_limit_diff = joint_limit_diffs[joint_names[i]]
193
+ joint_drive.GetStiffnessAttr().Set(self.calculate_stiffness(joint_state))
194
+ # stiffness = joint_drive.GetStiffnessAttr().Get()
195
+ # damping = joint_drive.GetDampingAttr().Get()
196
+ # print(f"{joint_name} - Stiffness: {stiffness}, Damping: {damping}")
197
+ def calculate_stiffness(self,joint_state):
198
+ """Calculate stiffness value based on joint angle
199
+
200
+ Args:
201
+ joint_state (float): Joint angle (radians)
202
+ joint_limit (float): Joint limit value
203
+
204
+ Returns:
205
+ float: Stiffness value
206
+ """
207
+ max_stiffness = 20 # 最大刚度
208
+ # max_stiffness = 50 # 最大刚度
209
+ min_stiffness = 2 # 最小刚度
210
+ decay_rate = 3 # 衰减率
211
+ # 使用指数衰减函数计算刚度
212
+ if abs(joint_state) >= abs(math.radians(joint_threshold * (joints_info[joint_names[i]]['upper_limit']+joints_info[joint_names[i]]['lower_limit']))):
213
+ return min_stiffness
214
+
215
+ # 计算刚度值:stiffness = max_stiffness * e^(-decay_rate * angle)
216
+ stiffness = max_stiffness * math.exp(-decay_rate * abs(joint_state))
217
+
218
+ # 确保刚度值在最小值和最大值之间
219
+ return max(min_stiffness, min(stiffness, max_stiffness))
220
+
221
+ def target_pose_control(self):
222
+ for i, joint_handle in enumerate(self.joint_handles):
223
+ # Get joint state
224
+ joint_state = self.dc.get_dof_state(joint_handle, _dynamic_control.STATE_ALL).pos
225
+
226
+ # print("joint_state", joint_state)
227
+ # print("joints_info[joint_names[i]]['upper_limit']", joints_info[joint_names[i]]['upper_limit'])
228
+ # Get joint limit difference
229
+ # Set target position based on joint state
230
+ if abs(joints_info[joint_names[i]]['lower_limit']) <= math.radians(abs(joints_info[joint_names[i]]['upper_limit'])):
231
+ if joint_state > math.radians(joint_threshold * (joints_info[joint_names[i]]['upper_limit']+joints_info[joint_names[i]]['lower_limit'])):
232
+
233
+ self.dc.set_dof_position_target(joint_handle, math.radians(joints_info[joint_names[i]]['upper_limit']))
234
+ else:
235
+ self.dc.set_dof_position_target(joint_handle, math.radians(joints_info[joint_names[i]]['lower_limit']))
236
+ else:
237
+ if joint_state < math.radians(joint_threshold * (joints_info[joint_names[i]]['upper_limit']+joints_info[joint_names[i]]['lower_limit'])):
238
+ self.dc.set_dof_position_target(joint_handle, math.radians(joints_info[joint_names[i]]['lower_limit']))
239
+ else:
240
+ self.dc.set_dof_position_target(joint_handle, math.radians(joints_info[joint_names[i]]['upper_limit']))
241
+ # print("self.dc.get_dof_position_target=",self.dc.get_dof_position_target(joint_handle))
Interactive_scene/kitchen/interactive_objects/script/light_control.py CHANGED
@@ -123,19 +123,19 @@ class RoomLightControl(BehaviorScript):
123
  current_visibility = light_scopes[0].get_visibility()
124
 
125
  # 定义开关阈值和状态
126
- SWITCH_ON_THRESHOLD = math.radians(1)
127
  SWITCH_ON_POSITION = math.radians(13)
128
  SWITCH_OFF_POSITION = math.radians(0)
129
 
130
  # 判断开关状态并控制灯光
131
- if self.Joint1_state > SWITCH_ON_THRESHOLD:
132
  # 开关打开状态
133
  if not current_visibility:
134
  # 如果灯是关闭的,则打开所有灯
135
  for light in light_scopes:
136
  light.set_visibility(True)
137
  # 设置开关到打开位置
138
- self.dc.set_dof_position_target(self.joint_handles[0], SWITCH_ON_POSITION)
139
  else:
140
  # 开关关闭状态
141
  if current_visibility:
@@ -143,7 +143,7 @@ class RoomLightControl(BehaviorScript):
143
  for light in light_scopes:
144
  light.set_visibility(False)
145
  # 设置开关到关闭位置
146
- self.dc.set_dof_position_target(self.joint_handles[0], SWITCH_OFF_POSITION)
147
 
148
  except Exception as e:
149
  carb.log_error(f"Error in light control: {str(e)}")
 
123
  current_visibility = light_scopes[0].get_visibility()
124
 
125
  # 定义开关阈值和状态
126
+ SWITCH_ON_THRESHOLD = math.radians(11)
127
  SWITCH_ON_POSITION = math.radians(13)
128
  SWITCH_OFF_POSITION = math.radians(0)
129
 
130
  # 判断开关状态并控制灯光
131
+ if self.Joint1_state < SWITCH_ON_THRESHOLD:
132
  # 开关打开状态
133
  if not current_visibility:
134
  # 如果灯是关闭的,则打开所有灯
135
  for light in light_scopes:
136
  light.set_visibility(True)
137
  # 设置开关到打开位置
138
+ self.dc.set_dof_position_target(self.joint_handles[0], SWITCH_OFF_POSITION)
139
  else:
140
  # 开关关闭状态
141
  if current_visibility:
 
143
  for light in light_scopes:
144
  light.set_visibility(False)
145
  # 设置开关到关闭位置
146
+ self.dc.set_dof_position_target(self.joint_handles[0], SWITCH_ON_POSITION)
147
 
148
  except Exception as e:
149
  carb.log_error(f"Error in light control: {str(e)}")
Interactive_scene/kitchen/kitchen.usd DELETED
@@ -1,3 +0,0 @@
1
- version https://git-lfs.github.com/spec/v1
2
- oid sha256:6e35c82d1608743dfd10d311752f709f856b3f8ac7d4e95a15cc2a25ff48187b
3
- size 20768908
 
 
 
 
Interactive_scene/kitchen/kitchen_target_position0.usd DELETED
@@ -1,3 +0,0 @@
1
- version https://git-lfs.github.com/spec/v1
2
- oid sha256:68dd2324c3997d564db72de4b910af44172d42fb510fd97fe17b72e6fd5cb804
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- size 20739250
 
 
 
 
Interactive_scene/kitchen_with_parlor/{kitchen_with_parlor.usd → .thumbs/256x256/Interactive_kitchen.usd.png} RENAMED
File without changes
Interactive_scene/kitchen_with_parlor/{kitchen_with_parlor_target_position0.usd → .thumbs/256x256/kitchen_with_parlor_1.usd.png} RENAMED
File without changes
Interactive_scene/kitchen_with_parlor/Interactive_kitchen_with_parlor.usd ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:7c48ff13bc03db8d38900d14ab4bb45ff7bd9ac52935c45df3dbac291222d75f
3
+ size 88799
Interactive_scene/kitchen_with_parlor/oven/resource/script/.vscode/extensions.json ADDED
@@ -0,0 +1,8 @@
 
 
 
 
 
 
 
 
 
1
+ {
2
+ // See http://go.microsoft.com/fwlink/?LinkId=827846
3
+ // for the documentation about the extensions.json format
4
+ "recommendations": [
5
+ "ms-python.python",
6
+ "ms-python.vscode-pylance"
7
+ ],
8
+ }
Interactive_scene/kitchen_with_parlor/oven/resource/script/.vscode/launch.json ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ // Use IntelliSense to learn about possible attributes.
3
+ // Hover to view descriptions of existing attributes.
4
+ // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
5
+ "version": "0.2.0",
6
+ "configurations": [
7
+ {
8
+ "name": "Python: Attach (windows-x86_64/linux-x86_64)",
9
+ "type": "python",
10
+ "request": "attach",
11
+ "pathMappings": [
12
+ {
13
+ "localRoot": "${workspaceFolder}",
14
+ "remoteRoot": "${workspaceFolder}"
15
+ }],
16
+ "port": 3000,
17
+ "host": "127.0.0.1",
18
+ "subProcess": true,
19
+ "runtimeArgs": [
20
+ "--preserve-symlinks",
21
+ "--preserve-symlinks-main"
22
+ ]
23
+ }
24
+ ]
25
+ }
Interactive_scene/kitchen_with_parlor/oven/resource/script/.vscode/settings.json ADDED
@@ -0,0 +1,10 @@
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "editor.rulers": [120],
3
+ "python.languageServer": "Pylance",
4
+ "python.formatting.provider": "black",
5
+ "python.formatting.blackArgs": ["--line-length", "120"],
6
+ "python.linting.enabled": true,
7
+ "python.linting.pylintEnabled": false,
8
+ "python.linting.flake8Enabled": true,
9
+ "python.linting.flake8Args": ["--max-line-length=120"]
10
+ }
Interactive_scene/kitchen_with_parlor/oven/resource/script/fridge_control.py ADDED
@@ -0,0 +1,241 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import carb
2
+ from omni.kit.scripting import BehaviorScript
3
+ from omni.isaac.dynamic_control import _dynamic_control
4
+ from enum import Enum
5
+ from pxr import Gf
6
+ from threading import Thread
7
+ import marshal,json
8
+ import omni.kit.commands
9
+ from omni.isaac.core.prims import XFormPrim
10
+ import numpy as np
11
+ from pxr import Gf, Sdf, Usd, UsdGeom
12
+ from omni.isaac.core import SimulationContext, World
13
+ import math
14
+ from omni.replicator.core import utils
15
+ from pxr import PhysxSchema, UsdGeom, UsdPhysics
16
+ import math
17
+
18
+
19
+ def find_prim_path_by_name(prim_name: str, root_path: str = "/") -> str:
20
+ """Recursively find the full path by Prim name"""
21
+ stage = omni.usd.get_context().get_stage()
22
+ prim = stage.GetPrimAtPath(root_path)
23
+
24
+ def _find_prim(prim):
25
+ if prim.GetName() == prim_name:
26
+ return prim.GetPath().pathString
27
+ for child in prim.GetChildren():
28
+ result = _find_prim(child)
29
+ if result:
30
+ return result
31
+ return None
32
+
33
+ found_path = _find_prim(prim)
34
+ if not found_path:
35
+ raise RuntimeError(f"Prim '{prim_name}' not found under {root_path}")
36
+ return found_path
37
+
38
+
39
+
40
+ # 1. prim init
41
+ # joint_prim = XFormPrim(find_prim_path_by_name("fridge_E_body_61"))
42
+ # right_revolutejoint_path = find_prim_path_by_name("RevoluteJoint_fridge_right")
43
+ # left_revolutejoint_path = find_prim_path_by_name("RevoluteJoint_fridge_left")
44
+
45
+ # 2. articulation Root prim
46
+ root_articulation_prim = find_prim_path_by_name("E_body_9")
47
+ stage = omni.usd.get_context().get_stage()
48
+ # 3. joint name
49
+ joint_names = ["RevoluteJoint_skbx_25_right1","RevoluteJoint_skbx_25_right"]
50
+ joint_threshold = 0.4
51
+ # 4. Joint information
52
+ joints_info = {}
53
+ for joint_name in joint_names:
54
+ joint_prim_path = find_prim_path_by_name(joint_name)
55
+ joint_prim_obj = stage.GetPrimAtPath(joint_prim_path)
56
+ joint = UsdPhysics.RevoluteJoint(joint_prim_obj)
57
+
58
+ joints_info[joint_name] = {
59
+ 'prim': joint,
60
+ 'lower_limit': joint.GetLowerLimitAttr().Get(),
61
+ 'upper_limit': joint.GetUpperLimitAttr().Get()
62
+ }
63
+
64
+ # 5. Joint limits and limit differences
65
+ joint_limits = {}
66
+ joint_limit_diffs = {}
67
+
68
+ for i, joint_name in enumerate(joint_names):
69
+ joint_limits[joint_name] = {
70
+ 'lower': joints_info[joint_name]['lower_limit'],
71
+ 'upper': joints_info[joint_name]['upper_limit']
72
+ }
73
+ joint_limit_diffs[joint_name] = (
74
+ joints_info[joint_name]['upper_limit'] - joints_info[joint_name]['lower_limit']
75
+ )
76
+ # joint_limit_diff1 = joint_limit_diffs[joint_names[0]]
77
+ # joint_limit_diff2 = joint_limit_diffs[joint_names[1]]
78
+ # 5. light prim
79
+ light_scopes=[
80
+ XFormPrim(find_prim_path_by_name("fridge_4_light"))
81
+ ]
82
+
83
+ class CupboardControl(BehaviorScript):
84
+ def on_init(self):
85
+ self.phsx_freq = 120
86
+ self.joint_handles = []
87
+ self.dc = _dynamic_control.acquire_dynamic_control_interface()
88
+ light_scopes[0].set_visibility(False)
89
+ # light_scopes[1].set_visibility(False)
90
+ # init_pose
91
+ # self.local_pose_button, self.local_ort_button_down = joint_prim.get_local_pose()
92
+ # self.local_pose_door, self.local_ort_drawer_up = door_prim.get_local_pose()
93
+
94
+ # Find Root
95
+ self.art = self.dc.get_articulation(root_articulation_prim)
96
+ if self.art == _dynamic_control.INVALID_HANDLE:
97
+ print('the prim is not an articulation')
98
+
99
+
100
+ def on_destroy(self):
101
+ pass
102
+
103
+ def on_play(self):
104
+ #
105
+ self.simulation_context = SimulationContext(
106
+ stage_units_in_meters=1.0,
107
+ physics_dt=1.0/120,
108
+ rendering_dt=1.0/120
109
+ )
110
+
111
+ def on_pause(self):
112
+ pass
113
+
114
+ def on_stop(self):
115
+ self.init_start=True
116
+ # for light in light_scopes:
117
+ # light.set_visibility(False)
118
+ light_scopes[0].set_visibility(False)
119
+ # light_scopes[1].set_visibility(False)
120
+ # back to initial pose
121
+ # joint_prim.set_local_pose(translation=self.local_pose_button)
122
+ pass
123
+
124
+ def on_update(self, current_time: float, delta_time: float):
125
+ if delta_time <= 0:
126
+ return
127
+ self.active_art()
128
+ self.apply_behavior()
129
+
130
+ def active_art(self):
131
+ # Find Root
132
+ self.art = self.dc.get_articulation(root_articulation_prim)
133
+ if self.art == _dynamic_control.INVALID_HANDLE:
134
+ print('the prim is not an articulation')
135
+ self.dc.wake_up_articulation(self.art)
136
+
137
+ # Find joint
138
+ self.joint_handles = []
139
+ for joint_name in joint_names:
140
+ self.joint_handles.append( self.dc.find_articulation_dof(self.art, joint_name))
141
+
142
+ def apply_behavior(self):
143
+ self.light_control()
144
+ self.damping_stiffness_change()
145
+ self.target_pose_control()
146
+
147
+
148
+ def light_control(self):
149
+ self.left_joint_state = self.dc.get_dof_state(self.joint_handles[0], _dynamic_control.STATE_ALL).pos
150
+ self.right_joint_state = self.dc.get_dof_state(self.joint_handles[1], _dynamic_control.STATE_ALL).pos
151
+ # print("self.Joint1_state",self.Joint1_state)
152
+ # 联合判断双门状态
153
+ doors_open = [
154
+ self.left_joint_state > math.radians(30),
155
+ self.right_joint_state > math.radians(30)
156
+ ]
157
+
158
+ # 灯光控制逻辑
159
+ current_visibility = light_scopes[0].get_visibility()
160
+ if any(doors_open):
161
+ if not current_visibility:
162
+ for light in light_scopes:
163
+ light.set_visibility(True)
164
+ else:
165
+ if current_visibility:
166
+ for light in light_scopes:
167
+ light.set_visibility(False)
168
+
169
+ # if self.right_joint_state > math.radians(30) :
170
+ # if light_scopes[0].get_visibility() == False:
171
+ # for light in light_scopes:
172
+ # light.set_visibility(True)
173
+ # # self.dc.set_dof_position_target(self.joint_handles[1], 140)
174
+
175
+ # elif self.right_joint_state < math.radians(30):
176
+ # if light_scopes[0].get_visibility() == True:
177
+ # for light in light_scopes:
178
+ # light.set_visibility(False)
179
+ # self.dc.set_dof_position_target(self.joint_handles[1], 0)
180
+
181
+
182
+ def damping_stiffness_change(self):
183
+
184
+ for i, joint_name in enumerate(joint_names):
185
+ # Get joint state
186
+ joint_state = self.dc.get_dof_state(self.joint_handles[i], _dynamic_control.STATE_ALL).pos
187
+ # Get joint drive API
188
+ joint_drive_path = stage.GetPrimAtPath(find_prim_path_by_name(joint_name))
189
+ joint_drive = UsdPhysics.DriveAPI.Get(joint_drive_path, "angular")
190
+ # Get joint limit difference and set stiffness
191
+
192
+ joint_limit_diff = joint_limit_diffs[joint_names[i]]
193
+ joint_drive.GetStiffnessAttr().Set(self.calculate_stiffness(joint_state))
194
+ # stiffness = joint_drive.GetStiffnessAttr().Get()
195
+ # damping = joint_drive.GetDampingAttr().Get()
196
+ # print(f"{joint_name} - Stiffness: {stiffness}, Damping: {damping}")
197
+ def calculate_stiffness(self,joint_state):
198
+ """Calculate stiffness value based on joint angle
199
+
200
+ Args:
201
+ joint_state (float): Joint angle (radians)
202
+ joint_limit (float): Joint limit value
203
+
204
+ Returns:
205
+ float: Stiffness value
206
+ """
207
+ max_stiffness = 20 # 最大刚度
208
+ # max_stiffness = 50 # 最大刚度
209
+ min_stiffness = 2 # 最小刚度
210
+ decay_rate = 3 # 衰减率
211
+ # 使用指数衰减函数计算刚度
212
+ if abs(joint_state) >= abs(math.radians(joint_threshold * (joints_info[joint_names[i]]['upper_limit']+joints_info[joint_names[i]]['lower_limit']))):
213
+ return min_stiffness
214
+
215
+ # 计算刚度值:stiffness = max_stiffness * e^(-decay_rate * angle)
216
+ stiffness = max_stiffness * math.exp(-decay_rate * abs(joint_state))
217
+
218
+ # 确保刚度值在最小值和最大值之间
219
+ return max(min_stiffness, min(stiffness, max_stiffness))
220
+
221
+ def target_pose_control(self):
222
+ for i, joint_handle in enumerate(self.joint_handles):
223
+ # Get joint state
224
+ joint_state = self.dc.get_dof_state(joint_handle, _dynamic_control.STATE_ALL).pos
225
+
226
+ # print("joint_state", joint_state)
227
+ # print("joints_info[joint_names[i]]['upper_limit']", joints_info[joint_names[i]]['upper_limit'])
228
+ # Get joint limit difference
229
+ # Set target position based on joint state
230
+ if abs(joints_info[joint_names[i]]['lower_limit']) <= math.radians(abs(joints_info[joint_names[i]]['upper_limit'])):
231
+ if joint_state > math.radians(joint_threshold * (joints_info[joint_names[i]]['upper_limit']+joints_info[joint_names[i]]['lower_limit'])):
232
+
233
+ self.dc.set_dof_position_target(joint_handle, math.radians(joints_info[joint_names[i]]['upper_limit']))
234
+ else:
235
+ self.dc.set_dof_position_target(joint_handle, math.radians(joints_info[joint_names[i]]['lower_limit']))
236
+ else:
237
+ if joint_state < math.radians(joint_threshold * (joints_info[joint_names[i]]['upper_limit']+joints_info[joint_names[i]]['lower_limit'])):
238
+ self.dc.set_dof_position_target(joint_handle, math.radians(joints_info[joint_names[i]]['lower_limit']))
239
+ else:
240
+ self.dc.set_dof_position_target(joint_handle, math.radians(joints_info[joint_names[i]]['upper_limit']))
241
+ # print("self.dc.get_dof_position_target=",self.dc.get_dof_position_target(joint_handle))
Interactive_scene/kitchen_with_parlor/oven/resource/script/oven_control.py ADDED
@@ -0,0 +1,195 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import carb
2
+ from omni.kit.scripting import BehaviorScript
3
+ from omni.isaac.dynamic_control import _dynamic_control
4
+ from enum import Enum
5
+ from pxr import Gf
6
+ from threading import Thread
7
+ import marshal,json
8
+ import omni.kit.commands
9
+ from omni.isaac.core.prims import XFormPrim
10
+ import numpy as np
11
+ from pxr import PhysxSchema, UsdGeom, UsdPhysics
12
+ import math
13
+ from omni.isaac.core import SimulationContext, World
14
+ # from isaacsim.core.prims import XFormPrim
15
+ # stiffness :0.8 Damping: 0.05
16
+
17
+
18
+ def find_prim_path_by_name(prim_name: str, root_path: str = "/") -> str:
19
+ """Recursively find the full path by Prim name"""
20
+ stage = omni.usd.get_context().get_stage()
21
+ prim = stage.GetPrimAtPath(root_path)
22
+
23
+ def _find_prim(prim):
24
+ if prim.GetName() == prim_name:
25
+ return prim.GetPath().pathString
26
+ for child in prim.GetChildren():
27
+ result = _find_prim(child)
28
+ if result:
29
+ return result
30
+ return None
31
+
32
+ found_path = _find_prim(prim)
33
+ if not found_path:
34
+ raise RuntimeError(f"Prim '{prim_name}' not found under {root_path}")
35
+ return found_path
36
+
37
+ # # 1. prim init
38
+ # button_prim = XFormPrim("/sm_warehouse_a01_h10m_cornerout_01/micro_wave_oven_2/Xform")
39
+ # door_prim = XFormPrim("/sm_warehouse_a01_h10m_cornerout_01/micro_wave_oven_2/oven/oven_door")
40
+ # # 2. articulation Root prim
41
+ # root_articulation_prim = "/sm_warehouse_a01_h10m_cornerout_01/micro_wave_oven_2/oven/oven_base"
42
+ # # 3. joint name
43
+ # joint_names = ["PrismaticJoint", "RevoluteJoint"]
44
+ # # 4. joint num
45
+ # num_arm_dof = 2
46
+
47
+ # light_scopes=[XFormPrim("/sm_warehouse_a01_h10m_cornerout_01/micro_wave_oven_2/Lights_on"),
48
+ # XFormPrim("/sm_warehouse_a01_h10m_cornerout_01/micro_wave_oven_2/Lights_on_1"),
49
+ # ]
50
+ # for i in range(0, light_scopes.__len__()):
51
+ # light_scopes[i].set_visibility(False)
52
+ # index = random.randint(0, len(light_scopes)-1)
53
+ # light_scopes[index].set_visibility(True)
54
+ button_prim = XFormPrim(find_prim_path_by_name("oven_E_button_5"))
55
+ print("button_prim", button_prim.prim_path)
56
+ # door_prim = XFormPrim(find_prim_path_by_name("oven_E_door_4"))
57
+ # print("door_prim", door_prim.prim_path)
58
+ root_articulation_prim = find_prim_path_by_name("oven_E_body_7")
59
+ print("root_articulation_prim", root_articulation_prim)
60
+ joint_names = ["PrismaticJoint_oven_down", "RevoluteJoint_oven_up"]
61
+ light_scopes=[XFormPrim(find_prim_path_by_name("oven_light"))
62
+ ]
63
+ revolutejoint_path = find_prim_path_by_name("RevoluteJoint_oven_up")
64
+
65
+
66
+ class MicrowaveOverControl(BehaviorScript):
67
+ def on_init(self):
68
+ self.phsx_freq = 120
69
+ self.joint_handles = []
70
+ self.dc = _dynamic_control.acquire_dynamic_control_interface()
71
+ light_scopes[0].set_visibility(False)
72
+ self.Stiffness_max = 0.8
73
+ self.Stiffness_min = 0.08
74
+
75
+ # 初始化门的锁定状态
76
+ self.door_locked = True
77
+
78
+ # init_pose
79
+ self.local_pose_button, self.local_ort_drawer_down = button_prim.get_local_pose()
80
+ # self.local_pose_door, self.local_ort_drawer_up = door_prim.get_local_pose()
81
+
82
+ # Find Root
83
+ self.art = self.dc.get_articulation(root_articulation_prim)
84
+ if self.art == _dynamic_control.INVALID_HANDLE:
85
+ print('the prim is not an articulation')
86
+ stage = omni.usd.get_context().get_stage()
87
+ self.revoluteJoint_drive_path = stage.GetPrimAtPath(revolutejoint_path)
88
+ self.revoluteJoint_drive = UsdPhysics.DriveAPI.Get(self.revoluteJoint_drive_path, "angular")
89
+
90
+
91
+ def on_destroy(self):
92
+ pass
93
+
94
+ def on_play(self):
95
+ self.simulation_context = SimulationContext(
96
+ stage_units_in_meters=1.0,
97
+ physics_dt=1.0/120,
98
+ rendering_dt=1.0/120
99
+ )
100
+
101
+
102
+ def on_pause(self):
103
+ pass
104
+
105
+ def on_stop(self):
106
+ self.init_start=True
107
+ light_scopes[0].set_visibility(False)
108
+ # back to initial pose
109
+ # button_prim.set_local_pose(translation=self.local_pose_button)
110
+ # door_prim.set_local_pose(translation=self.local_pose_door)
111
+ self.door_locked = True
112
+ carb.log_info(f"{type(self).__name__}.on_stop()->{self.prim_path}")
113
+ pass
114
+
115
+ def on_update(self, current_time: float, delta_time: float):
116
+ if delta_time <= 0:
117
+ return
118
+ self.dc = _dynamic_control.acquire_dynamic_control_interface()
119
+ self.active_art()
120
+ self.apply_behavior()
121
+
122
+ def active_art(self):
123
+ # Find Root
124
+ self.art = self.dc.get_articulation(root_articulation_prim)
125
+ if self.art == _dynamic_control.INVALID_HANDLE:
126
+ print('the prim is not an articulation')
127
+ self.dc.wake_up_articulation(self.art)
128
+
129
+ # Find joint
130
+ self.joint_handles = []
131
+ for joint_name in joint_names:
132
+ self.joint_handles.append( self.dc.find_articulation_dof(self.art, joint_name))
133
+ # print("self.joint_handles",self.joint_handles)
134
+ def apply_behavior(self):
135
+ self.oven_control()
136
+
137
+ # def oven_control(self):
138
+ # self.Joint0_state = self.dc.get_dof_state(self.joint_handles[0], _dynamic_control.STATE_ALL).pos
139
+ # self.Joint1_state = self.dc.get_dof_state(self.joint_handles[1], _dynamic_control.STATE_ALL).pos
140
+ # # print("self.Joint0_state", self.Joint0_state)
141
+ # # print("self.Joint1_state", self.Joint1_state)
142
+ # # 按钮被按下且门处于锁定状态
143
+ # if self.Joint0_state < -0.001 and self.door_locked:
144
+ # self.dc.set_dof_position_target(self.joint_handles[1], math.radians(-90))
145
+ # # if self.Joint1_state > math.radians(100):
146
+ # # self.door_locked = False # 解除锁定
147
+
148
+ # # 门开到30度后开灯,按钮归位s
149
+ # if self.Joint1_state < math.radians(-30) :
150
+ # self.door_locked = False # 解除锁定
151
+ # light_scopes[0].set_visibility(True)
152
+ # self.dc.set_dof_position_target(self.joint_handles[0], 0)
153
+
154
+ # # 检测手动关门
155
+ # if self.Joint1_state > math.radians(-20) and not self.door_locked: # 当门接近关闭位置时
156
+
157
+ # self.dc.set_dof_position_target(self.joint_handles[1], 0) # 设置目标位置为0
158
+ # self.door_locked = True
159
+ # if self.Joint1_state < math.radians(5): # 当门完全关闭时
160
+ # # 锁定门
161
+ # self.door_locked = True
162
+ # light_scopes[0].set_visibility(False) # 关闭灯
163
+ def oven_control(self):
164
+
165
+ self.Joint0_state = self.dc.get_dof_state(self.joint_handles[0], _dynamic_control.STATE_ALL).pos
166
+ self.Joint1_state = self.dc.get_dof_state(self.joint_handles[1], _dynamic_control.STATE_ALL).pos
167
+ # print("self.Joint0_state", self.Joint0_state)
168
+ # print("self.Joint1_state", self.Joint1_state)
169
+ # 按钮被按下且门处于锁定状态
170
+ if self.Joint0_state < -0.001 and self.door_locked:
171
+ self.dc.set_dof_position_target(self.joint_handles[1], math.radians(-50))
172
+ # if self.Joint1_state > math.radians(100):
173
+ # self.door_locked = False # 解除锁定
174
+
175
+ # 门开到30度后开灯,按钮归位s
176
+ if self.Joint1_state < math.radians(-30) :
177
+ self.door_locked = False # 解除锁定
178
+ light_scopes[0].set_visibility(True)
179
+ self.dc.set_dof_position_target(self.joint_handles[0], 0)
180
+
181
+ if abs(self.Joint1_state - math.radians(-50)) < math.radians(0.5) :
182
+ self.dc.set_dof_position_target(self.joint_handles[1], math.radians(-78))
183
+ self.revoluteJoint_drive.GetStiffnessAttr().Set(self.Stiffness_min)
184
+
185
+
186
+ # 检测手动关门
187
+ if self.Joint1_state > math.radians(-20) and not self.door_locked: # 当门接近关闭位置时
188
+
189
+ self.dc.set_dof_position_target(self.joint_handles[1], 0) # 设置目标位置为0
190
+ self.door_locked = True
191
+ if self.Joint1_state < math.radians(5): # 当门完全关闭时
192
+ # 锁定门
193
+ self.door_locked = True
194
+ light_scopes[0].set_visibility(False) # 关闭灯
195
+ self.revoluteJoint_drive.GetStiffnessAttr().Set(self.Stiffness_max)
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README.md CHANGED
@@ -24,82 +24,166 @@ Formats:
24
  [![arXiv](https://img.shields.io/badge/arXiv-ArtVIP-red.svg)](https://arxiv.org/abs/2506.04941)
25
  [![Paper](https://img.shields.io/badge/Hugging_Face-Paper-yellow.svg)](https://huggingface.co/papers/2506.04941)
26
 
27
- ## Version History
28
 
29
- | Version | Release Date | Description | Highlights |
30
- |---------|--------------|-----------------------------------------------------------------------------|------------|
31
- | v1.0 | 2024-06 | Initial release of ArtVIP dataset | ✅ 206 articulated objects<br>✅ 6 interactive scenes<br>✅ 6 digital twin scenes<br> |
32
-
33
- ### Current Version Details (v1.0)
34
- - **Dataset Size**: 206 articulated objects across 26 categories
35
- - **Scene Coverage**: 6 digital twin environments, 6 fully interactive environments
36
- - **Key Innovations**:
37
- - Pixel-level affordance annotations
38
- - Embedded modular interaction behaviors
39
- - Physically accurate dynamic parameters
40
- - High-resolution textures (4K PBR materials)
41
- - **Supported Platforms**: Isaac Sim 4.5
42
 
43
  ## Key Features
44
 
45
- We release a collection of 26 categories, **206 high-quality digital-twin articulated objects**.
 
 
 
 
 
 
 
 
 
 
 
46
 
47
- We provide digital-twin scene assets and configured scenarios integrating articulated objects within scene for immediate use.
 
 
 
 
 
 
48
 
49
- All assets are provided in **USD format** and are **open-source**.
 
 
 
 
 
 
50
 
51
- The detailed production process and standard offer comprehensive guidance to facilitate community adoption and replication.
 
 
 
 
 
 
52
 
 
53
 
54
  ---
 
 
 
 
 
 
 
 
 
 
55
 
56
  ### Dataset Structure
57
 
58
  1. **Articulated objects**
 
 
59
 
60
- | Articulated objects | Items |
61
- |-----------------------|-----------------------------------------------------------------------|
62
- | Household Items | basket, cardboard_box, mop, pump_bottle, stationery, tongs, toolbox, trash_can |
63
- | Large Furniture | cupboard, wardrobe |
64
- | Major Appliances | built-in_oven, dishwasher, refrigerator, standing_fan, toilet, washing_machine, water_dispenser |
65
- | Small Appliances | coffee_machine, laptop, microwave, oven, rice_cooker, table_fan, water_dispenser |
66
- | Small Furniture | cabinet, chair, faucet, filing_cabinet, shoe_cabinet, table |
67
-
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
68
 
69
- 2. **Scenes**
 
 
 
 
 
 
 
 
70
 
71
- | Scene Type | Included Scenes |
72
- |---------------------|---------------------------------------------------------------------------------|
73
- | Children's Room | 🏠 `children_room` |
74
- | Dining Room | 🍽️ `dining_room` |
75
- | Kitchen | 🔪 `kitchen` |
76
- | Kitchen with Parlor | 🛋️ `kitchen_with_parlor` |
77
- | Large Living Room | 🖼️ `large_living_room` |
78
- | Small Living Room | 📺 `small_living_room` |
79
 
80
- 3. **Interactive Scenes**
81
- Based on the **Scenes** files mentioned above, we have added articulated objects with interactive capabilities to the scenes and configured two types of USD files: one type has all joints opened by default when clicking PLAY, and the other type has all joints closed by default. Both types are interactive.
82
 
83
- <div align="center" style="display: flex; justify-content: space-around; margin: 1rem 0;">
84
- <div style="text-align: center;">
85
- <img src="./assets/Kitchen_Open.png" alt="All joints opened by default" style="max-width: 100%;">
86
- <p style="margin-top: 8px; font-size: 0.9em;">All joints opened by default</p>
 
 
87
  </div>
88
- <div style="text-align: center;">
89
- <img src="./assets/Kitchen_Off.png" alt="All joints closed by default" style="max-width: 100%;">
90
- <p style="margin-top: 8px; font-size: 0.9em;">All joints closed by default</p>
 
 
 
91
  </div>
92
- </div>
93
 
94
- ---
 
 
 
 
 
 
 
 
 
 
 
 
 
95
 
 
96
 
97
 
98
- ## Dataset information
99
 
100
- ### Description
101
 
102
- ArtVIP, a com-prehensive open-source dataset comprising high-quality digital-twin articulated objects, accompanied by indoor-scene assets. Crafted by professional 3D modelers adhering to unified standards, ArtVIP ensures visual realism through precise ge-ometric meshes and high-resolution textures, while physical fidelity is achieved via fine-tuned dynamic parameters. Meanwhile, the dataset pioneers embedded modular interaction behaviors within assets and pixel-level affordance annotations. Feature-map visualization and optical motion capture are employed to quantitatively demonstrate ArtVIP’s visual and physical fidelity, with its applicability validated across imitation learning and reinforcement learning experiments. Provided in USD format with detailed production guidelines, ArtVIP is fully open-source, benefiting the research community and advancing robot learning research.
103
 
104
  ### How to use
105
  1. **Install Isaac Sim 4.5**
@@ -124,20 +208,12 @@ ArtVIP, a com-prehensive open-source dataset comprising high-quality digital-twi
124
  ./isaac-sim.sh
125
  ### Examples
126
 
127
- **Kitchen Scene Interaction Demo**:
128
  1. Locate the scene file: `/Interactive_scene/kitchen/kitchen_target_position0.usd`
129
  2. Open in Isaac Sim and click ▶️ PLAY
130
  3. **Force Application**:
131
  - Hold `SHIFT + Left Click` and drag to apply external forces (highlighted in green in the demonstration image)
132
-
133
- ![Oven Articulation](./assets/open_oven.png)
134
-
135
- 1. **Available Interactions**:
136
- - Press switches to open doors
137
- - Toggle light switches
138
- - Operate microwave buttons
139
- - Open refrigerator doors
140
-
141
 
142
  <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
143
 
@@ -147,7 +223,7 @@ ArtVIP, a com-prehensive open-source dataset comprising high-quality digital-twi
147
  <source src="https://huggingface.co/datasets/x-humanoid-robomind/ArtVIP/resolve/main/assets/open_door.mp4" type="video/mp4">
148
  </video>
149
  <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
150
- 🚪 Door Operation Demo
151
  </p>
152
  </div>
153
 
@@ -167,7 +243,7 @@ ArtVIP, a com-prehensive open-source dataset comprising high-quality digital-twi
167
  <source src="https://huggingface.co/datasets/x-humanoid-robomind/ArtVIP/resolve/main/assets/oven_open.mp4" type="video/mp4">
168
  </video>
169
  <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
170
- 🔥 Oven Door Articulation
171
  </p>
172
  </div>
173
 
@@ -180,5 +256,32 @@ ArtVIP, a com-prehensive open-source dataset comprising high-quality digital-twi
180
  ❄️ Refrigerator Interaction
181
  </p>
182
  </div>
 
183
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
184
  </div>
 
24
  [![arXiv](https://img.shields.io/badge/arXiv-ArtVIP-red.svg)](https://arxiv.org/abs/2506.04941)
25
  [![Paper](https://img.shields.io/badge/Hugging_Face-Paper-yellow.svg)](https://huggingface.co/papers/2506.04941)
26
 
 
27
 
 
 
 
 
 
 
 
 
 
 
 
 
 
28
 
29
  ## Key Features
30
 
31
+ ✅ 206 high-quality digital-twin articulated objects.
32
+ ![articulated objects](./assets/206_articulated_objects.gif)
33
+
34
+ <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
35
+
36
+ <!-- Digital Twin Scenes -->
37
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
38
+ <img src="./assets/digital_twin_scences.gif" width="100%" alt="Digital Twin Scenes">
39
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
40
+ ✅ 6 pre-configured digital-twin scenes, 6 user-defined scenes
41
+ </p>
42
+ </div>
43
 
44
+ <!-- Reusable Modular Interaction -->
45
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
46
+ <img src="./assets/Magnetic_attraction.gif" width="100%" alt="Modular Interaction">
47
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
48
+ ✅ Reusable Modular interaction
49
+ </p>
50
+ </div>
51
 
52
+ <!-- Physics Fidelity -->
53
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
54
+ <img src="assets/chair.gif" width="100%" alt="Physics Fidelity">
55
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
56
+ ✅ Physics fidelity
57
+ </p>
58
+ </div>
59
 
60
+ <!-- Pixel-level Affordance Annotations -->
61
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
62
+ <img src="assets/Seg_chair.gif" width="100%" alt="Affordance Annotations">
63
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
64
+ ✅ Pixel-level affordance annotations
65
+ </p>
66
+ </div>
67
 
68
+ </div>
69
 
70
  ---
71
+ ## [Version History](./assets/Release_history.md)
72
+
73
+ | Version | Release Date | Description | Highlights |
74
+ |---------|--------------|-----------------------------------------------------------------------------|------------|
75
+ | v1.1 | 2024-08 | Optimized the details of interactive scenes. | ✅ Modify interactive scene joint drive configuration<br>✅Optimize collision volume decomposition within interactive scenes <br> ✅Including 48 modular interactive objects |
76
+ | v1.0 | 2024-06 | Initial release of ArtVIP dataset | ✅ 206 articulated objects<br>✅ 6 interactive scenes<br>✅ 6 digital twin scenes<br> |
77
+
78
+ ### Dataset Information
79
+ ### Description
80
+ [Click here](https://x-humanoid-artvip.github.io/) for a detailed dataset description and full video introduction.
81
 
82
  ### Dataset Structure
83
 
84
  1. **Articulated objects**
85
+ [Click here](./Articulated_objects/README.md) for the introduction to Articulated objects.
86
+ The specific modular-interaction types:
87
 
88
+ <div align="center" style="display: grid; grid-template-columns: repeat(3, 1fr); gap: 20px; margin: 2rem 0;">
89
+ <!-- Modular Interaction GIF 1 -->
90
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
91
+ <img src="assets/modular-interaction/Damping_Effect_cabinet.gif" width="100%" alt="Modular Interaction 1">
92
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
93
+ Damping_Effect_cabinet
94
+ </p>
95
+ </div>
96
+
97
+ <!-- Modular Interaction GIF 2 -->
98
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
99
+ <img src="assets/modular-interaction/Magnetic_Effect_dishwasher.gif" width="100%" alt="Modular Interaction 2">
100
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
101
+ Magnetic_Effect_dishwasher
102
+ </p>
103
+ </div>
104
+
105
+ <!-- Modular Interaction GIF 3 -->
106
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
107
+ <img src="assets/modular-interaction/Trigger_Interactions_table_2.gif" width="100%" alt="Modular Interaction 3">
108
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
109
+ Trigger_Interactions_table
110
+ </p>
111
+ </div>
112
+
113
+ <!-- Modular Interaction GIF 4 -->
114
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
115
+ <img src="assets/modular-interaction/Damping_Effect_cabint_2.gif" width="100%" alt="Modular Interaction 4">
116
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
117
+ Damping_Effect_cabint
118
+ </p>
119
+ </div>
120
+
121
+ <!-- Modular Interaction GIF 5 -->
122
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
123
+ <img src="assets/modular-interaction/Magnetic_Effect_refrigerator.gif" width="100%" alt="Modular Interaction 5">
124
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
125
+ Magnetic_Effect_refrigerator
126
+ </p>
127
+ </div>
128
+
129
+ <!-- Modular Interaction GIF 6 -->
130
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
131
+ <img src="assets/modular-interaction/Trigger_Interactions_trash_can.gif" width="100%" alt="Modular Interaction 6">
132
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
133
+ Trigger_Interactions_trash_can
134
+ </p>
135
+ </div>
136
+ </div>
137
 
138
+ 1. **Scenes**
139
+ 1.1 Digital Twin Scenes
140
+ 📁 ``ArtVIP/Secenes`` contains **6** user-defined digital-twin scenes.
141
+ - [📘 Introduction to Digital-Twin Scenes](./Scenes/README.md)
142
+
143
+
144
+ 1.2 Interactive_scene
145
+ 📁 ``ArtVIP/Interactive_scene`` contains **6** pre-configured Interactive scenes.
146
+ - [📘 Introduction to Interactive scenes](./Interactive_scene/README.md)
147
 
 
 
 
 
 
 
 
 
148
 
149
+ <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
 
150
 
151
+ <!-- Kitchen Scene -->
152
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
153
+ <img src="./assets/kitchen-open.gif" width="100%" alt="Kitchen Scene">
154
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
155
+ 🔪 Kitchen Scene Interaction
156
+ </p>
157
  </div>
158
+ <!-- Small Living Room Scene -->
159
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
160
+ <img src="./assets/smalllivingroom_open.gif" width="100%" alt="Small Living Room Scene">
161
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
162
+ 📺 Small Living Room Interaction
163
+ </p>
164
  </div>
 
165
 
166
+ <!-- Kitchen_with_parlor Scene -->
167
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
168
+ <img src="./assets/parlor_open.gif" width="100%" alt="Parlor Scene">
169
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
170
+ 🛋️ Parlor Scene Interaction
171
+ </p>
172
+ </div>
173
+ <!-- Bedroom Scene -->
174
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
175
+ <img src="./assets/bedroom_open.gif" width="100%" alt="Bedroom Scene">
176
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
177
+ 🛏️ Bedroom Scene Interaction
178
+ </p>
179
+ </div>
180
 
181
+ </div>
182
 
183
 
 
184
 
185
+ ---
186
 
 
187
 
188
  ### How to use
189
  1. **Install Isaac Sim 4.5**
 
208
  ./isaac-sim.sh
209
  ### Examples
210
 
211
+ **Interaction Demo**:
212
  1. Locate the scene file: `/Interactive_scene/kitchen/kitchen_target_position0.usd`
213
  2. Open in Isaac Sim and click ▶️ PLAY
214
  3. **Force Application**:
215
  - Hold `SHIFT + Left Click` and drag to apply external forces (highlighted in green in the demonstration image)
216
+ <!-- ![Oven Articulation](./assets/open_oven.png) -->
 
 
 
 
 
 
 
 
217
 
218
  <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
219
 
 
223
  <source src="https://huggingface.co/datasets/x-humanoid-robomind/ArtVIP/resolve/main/assets/open_door.mp4" type="video/mp4">
224
  </video>
225
  <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
226
+ 🚪 Door Operation
227
  </p>
228
  </div>
229
 
 
243
  <source src="https://huggingface.co/datasets/x-humanoid-robomind/ArtVIP/resolve/main/assets/oven_open.mp4" type="video/mp4">
244
  </video>
245
  <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
246
+ 🔥 Microwave Interaction
247
  </p>
248
  </div>
249
 
 
256
  ❄️ Refrigerator Interaction
257
  </p>
258
  </div>
259
+ </div>
260
 
261
+ **Full Object Interactivity**:
262
+ <div align="center" style="display: grid; grid-template-columns: repeat(2, 1fr); gap: 20px; margin: 2rem 0;">
263
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
264
+ <img src="./assets/Kitchen_interactive.gif" width="100%" alt="Kitchen Scene Example">
265
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
266
+ 🍳 Kitchen Interaction Showcase
267
+ </p>
268
+ </div>
269
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
270
+ <img src="./assets/interactive_largelivingroom.gif" width="100%" alt="Bedroom Scene Example">
271
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
272
+ 🛋️ livingroom Interaction Showcase
273
+ </p>
274
+ </div>
275
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
276
+ <img src="./assets/interactive_childrenroom.gif" width="100%" alt="childrenroom Scene Example">
277
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
278
+ 🧸 childrenroom Interaction Showcase
279
+ </p>
280
+ </div>
281
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
282
+ <img src="./assets/Interactive_kitchen_with_parlor.gif" width="100%" alt="Bedroom Scene Example">
283
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
284
+ 🍽️ kitchen_with_parlor Interaction Showcase
285
+ </p>
286
+ </div>
287
  </div>
Scenes/README.md ADDED
@@ -0,0 +1,22 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ## Introduction to digital twin Scenes
2
+ 📁 ``ArtVIP/Secenes`` contains **6** user-defined digital-twin scenes.
3
+
4
+ - 🏠 **Children's Room**
5
+ - 🍽️ **Dining Room**
6
+ - 🔪 **Kitchen**
7
+ - 🛋️ **Kitchen with Parlor**
8
+ - 🖼️ **Large Living Room**
9
+ - 📺 **Small Living Room**
10
+
11
+ ### Scene Features
12
+ The scenes in this directory are digital twin scenes modeled 1:1 based on real data collected from the factory site.
13
+ - These scenes have basic collision volume decomposition but do not have scene interaction capabilities.
14
+ - If you want to build your own simulation scenes based on these scenes, you can add 📁 ``ArtVIP/Articulated_objectses`` items to the scenes.
15
+
16
+ The following is a comparison of the digital twin scene and the real scene:
17
+ <div style="border-radius: 8px; overflow: hidden; box-shadow: 0 4px 12px rgba(0,0,0,0.1);">
18
+ <img src="../assets/digital_twin_scences.gif" width="100%" alt="Digital Twin Scenes">
19
+ <p style="text-align: center; margin: 8px 0; font-size: 0.9em; color: #666;">
20
+ ✅ 6 pre-configured digital-twin scenes, 6 user-defined scenes
21
+ </p>
22
+ </div>
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1
+ # Release History
2
+
3
+ ---
4
+ ### Current Version Details (v1.1)
5
+ The specific modular-interaction types:
6
+ - **Dataset Size**:
7
+ - 206 classified objects covering 26 categories
8
+ - Including 48 modular interactive objects
9
+ - **Scene Coverage**:
10
+ - 6 optimized fully interactive scenes
11
+ - 6 digital twin scenes
12
+ - **Key Innovations**:
13
+ - Pixel-level affordance annotations
14
+ - Embedded modular interaction behaviors
15
+ - Physically accurate dynamic parameters
16
+ - High-resolution textures (4K PBR materials)
17
+ - **Supported Platforms**: Isaac Sim 4.5
18
+
19
+ ---
20
+ ### Version Details (v1.0)
21
+ -**Release Date**: 2025-06
22
+ - **Dataset Size**: 206 articulated objects across 26 categories
23
+ - **Scene Coverage**: 6 digital twin scenes, 6 fully interactive scenes
24
+ - **Key Innovations**:
25
+ - Pixel-level affordance annotations
26
+ - Embedded modular interaction behaviors
27
+ - Physically accurate dynamic parameters
28
+ - High-resolution textures (4K PBR materials)
29
+ - **Supported Platforms**: Isaac Sim 4.5
30
+
31
+ ---
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