Source code for isaaclab.sensors.ray_caster.base_ray_caster

# Copyright (c) 2022-2026, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md).
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause

from __future__ import annotations

import logging
from collections.abc import Sequence
from typing import TYPE_CHECKING, Any, ClassVar

import numpy as np
import torch
import warp as wp

from pxr import Gf, Usd, UsdGeom

import isaaclab.sim as sim_utils
import isaaclab.utils.math as math_utils
from isaaclab.cloner import queue_replication
from isaaclab.markers import VisualizationMarkers
from isaaclab.terrains.trimesh.utils import make_plane
from isaaclab.utils.warp import ProxyArray, convert_to_warp_mesh
from isaaclab.utils.warp.kernels import raycast_mesh_masked_kernel

from ..sensor_base import SensorBase
from . import kernels as ray_caster_kernels
from .ray_caster_data import RayCasterData

if TYPE_CHECKING:
    from .ray_caster_cfg import RayCasterCfg

logger = logging.getLogger(__name__)


[docs] class BaseRayCaster(SensorBase): """A ray-casting sensor. The ray-caster uses a set of rays to detect collisions with meshes in the scene. The rays are defined in the sensor's local coordinate frame. The sensor can be configured to ray-cast against a set of meshes with a given ray pattern. The meshes are parsed from the list of primitive paths provided in the configuration. These are then converted to warp meshes and stored in the :attr:`meshes` dictionary. The ray-caster then ray-casts against these warp meshes using the ray pattern provided in the configuration. .. note:: Currently, only static meshes are supported. Extending the warp mesh to support dynamic meshes is a work in progress. """ cfg: RayCasterCfg """The configuration parameters.""" meshes: ClassVar[dict[tuple[str, str], wp.Mesh]] = {} """A dictionary to store warp meshes for raycasting, shared across all instances. The keys are ``(prim_path, device)`` tuples and values are the corresponding warp Mesh objects. Meshes are created lazily for the sensor's active device, not eagerly for every device. Including the device in the key prevents a mesh created on one device (e.g. CPU) from being reused by a kernel running on a different device (e.g. CUDA) when multiple simulation contexts or tests use different devices in the same Python process.""" _instance_count: ClassVar[int] = 0 """A counter to track the number of RayCaster instances, used to manage class variable lifecycle."""
[docs] def __init__(self, cfg: RayCasterCfg): """Initializes the ray-caster object. Args: cfg: The configuration parameters. """ BaseRayCaster._instance_count += 1 super().__init__(cfg) queue_replication(self._source_cfg) self._data = RayCasterData()
def __str__(self) -> str: """Returns: A string containing information about the instance.""" return ( f"Ray-caster @ '{self.cfg.prim_path}': \n" f"\tview type : {self._view.__class__}\n" f"\tupdate period (s) : {self.cfg.update_period}\n" f"\tnumber of meshes : {len(BaseRayCaster.meshes)}\n" f"\tnumber of sensors : {self._view_count}\n" f"\tnumber of rays/sensor: {self.num_rays}\n" f"\ttotal number of rays : {self.num_rays * self._view_count}" ) """ Properties """ @property def num_instances(self) -> int: return self._view_count @property def data(self) -> RayCasterData: # update sensors if needed self._update_outdated_buffers() # return the data return self._data """ Operations. """ def reset(self, env_ids: Sequence[int] | None = None, env_mask: wp.array | None = None): # reset the timers and counters super().reset(env_ids, env_mask) # resolve to indices for torch indexing if env_ids is not None: num_envs_ids = len(env_ids) elif env_mask is not None: env_ids = wp.to_torch(env_mask).nonzero(as_tuple=False).squeeze(-1) num_envs_ids = len(env_ids) else: env_ids = slice(None) num_envs_ids = self._view_count # resample drift (uses torch views for indexing) r = torch.empty(num_envs_ids, 3, device=self.device) self.drift.torch[env_ids] = r.uniform_(*self.cfg.drift_range) # resample the ray cast drift range_list = [self.cfg.ray_cast_drift_range.get(key, (0.0, 0.0)) for key in ["x", "y", "z"]] ranges = torch.tensor(range_list, device=self.device) self.ray_cast_drift.torch[env_ids] = math_utils.sample_uniform( ranges[:, 0], ranges[:, 1], (num_envs_ids, 3), device=self.device ) """ Implementation. """ def _initialize_impl(self): super()._initialize_impl() self._initialize_pose_tracking() if not hasattr(self, "_view_count"): view: Any = self._view self._view_count = view.count # Resolve alignment mode to integer constant for kernel dispatch alignment_map = {"world": 0, "yaw": 1, "base": 2} if self.cfg.ray_alignment not in alignment_map: raise RuntimeError(f"Unsupported ray_alignment type: {self.cfg.ray_alignment}.") self._alignment_mode = alignment_map[self.cfg.ray_alignment] # load the meshes by parsing the stage self._initialize_warp_meshes() self._initialize_rays_impl() def _initialize_pose_tracking(self) -> None: """Initialize backend-specific sensor pose tracking. Backend subclasses must set ``_view_count`` and provide transforms through either ``_view.get_world_poses(indices=None)`` or an override of :meth:`_get_view_transforms_wp`. They must also set ``_offset_pos_wp`` and ``_offset_quat_wp`` to the sensor-frame offset relative to the tracked backend body/site. """ raise NotImplementedError(f"{self.__class__.__name__} must initialize backend pose tracking.") def _initialize_warp_meshes(self): # check number of mesh prims provided if len(self.cfg.mesh_prim_paths) != 1: raise NotImplementedError( f"RayCaster currently only supports one mesh prim. Received: {len(self.cfg.mesh_prim_paths)}" ) # read prims to ray-cast for mesh_prim_path in self.cfg.mesh_prim_paths: mesh_key = (mesh_prim_path, self._device) if mesh_key in BaseRayCaster.meshes: continue mesh_prim = sim_utils.get_first_matching_child_prim( mesh_prim_path, lambda prim: prim.GetTypeName() == "Plane" ) if mesh_prim is None: mesh_prim = sim_utils.get_first_matching_child_prim( mesh_prim_path, lambda prim: prim.GetTypeName() == "Mesh" ) if mesh_prim is None or not mesh_prim.IsValid(): raise RuntimeError(f"Invalid mesh prim path: {mesh_prim_path}") mesh_prim = UsdGeom.Mesh(mesh_prim) points = np.asarray(mesh_prim.GetPointsAttr().Get()) xformable = UsdGeom.Xformable(mesh_prim) world_transform: Gf.Matrix4d = xformable.ComputeLocalToWorldTransform(Usd.TimeCode.Default()) transform_matrix = np.array(world_transform).T points = np.matmul(points, transform_matrix[:3, :3].T) points += transform_matrix[:3, 3] indices = np.asarray(mesh_prim.GetFaceVertexIndicesAttr().Get()) wp_mesh = convert_to_warp_mesh(points, indices, device=self._device) logger.info( f"Read mesh prim: {mesh_prim.GetPath()} with {len(points)} vertices and {len(indices)} faces." ) else: mesh = make_plane(size=(2e6, 2e6), height=0.0, center_zero=True) wp_mesh = convert_to_warp_mesh(mesh.vertices, mesh.faces, device=self._device) logger.info(f"Created infinite plane mesh prim: {mesh_prim.GetPath()}.") BaseRayCaster.meshes[mesh_key] = wp_mesh if all((path, self._device) not in BaseRayCaster.meshes for path in self.cfg.mesh_prim_paths): raise RuntimeError(f"No meshes found for ray-casting! Please check paths: {self.cfg.mesh_prim_paths}") def _initialize_rays_impl(self): # Compute ray starts and directions from pattern (torch, init-time only) ray_starts_torch, ray_directions_torch = self.cfg.pattern_cfg.func(self.cfg.pattern_cfg, self._device) self.num_rays = len(ray_directions_torch) # Apply sensor offset rotation/position to local ray pattern offset_pos = torch.tensor(list(self.cfg.offset.pos), device=self._device) offset_quat = torch.tensor(list(self.cfg.offset.rot), device=self._device) ray_directions_torch = math_utils.quat_apply( offset_quat.repeat(len(ray_directions_torch), 1), ray_directions_torch ) ray_starts_torch += offset_pos # Repeat for each environment ray_starts_torch = ray_starts_torch.repeat(self._view_count, 1, 1).contiguous() ray_directions_torch = ray_directions_torch.repeat(self._view_count, 1, 1).contiguous() # Keep public aliases warp-first; kernels use the underlying Warp arrays. self.ray_starts = ProxyArray(wp.from_torch(ray_starts_torch, dtype=wp.vec3f)) self.ray_directions = ProxyArray(wp.from_torch(ray_directions_torch, dtype=wp.vec3f)) # Drift buffers are warp-first; reset uses explicit .torch views for sampling. self.drift = ProxyArray(wp.zeros(self._view_count, dtype=wp.vec3f, device=self._device)) self.ray_cast_drift = ProxyArray(wp.zeros(self._view_count, dtype=wp.vec3f, device=self._device)) # World-frame ray buffers self._ray_starts_w = wp.empty((self._view_count, self.num_rays), dtype=wp.vec3f, device=self._device) self._ray_directions_w = wp.empty((self._view_count, self.num_rays), dtype=wp.vec3f, device=self._device) # Data buffers self._data.create_buffers(self._view_count, self.num_rays, self._device) # Dummy distance/normal buffers required by the merged raycast_mesh_masked_kernel signature. # Sized (1, 1) even though the kernel is launched at (num_envs, num_rays): the kernel only # writes to these buffers when return_distance==1 or return_normal==1 respectively, and # RayCaster always passes 0 for both flags. If those flags are ever enabled here, these # buffers must be resized to (num_envs, num_rays) to avoid an out-of-bounds write. self._dummy_ray_distance = wp.empty((1, 1), dtype=wp.float32, device=self._device) self._dummy_ray_normal = wp.empty((1, 1), dtype=wp.vec3f, device=self._device) def _get_view_transforms_wp(self) -> wp.array: """Get world transforms from the frame view as a warp array of ``wp.transformf``. Returns: Warp array of ``wp.transformf`` with shape ``(num_envs,)``. Layout is ``(tx, ty, tz, qx, qy, qz, qw)`` per element, matching the quaternion convention returned by the backend pose tracker. """ pos_w, quat_w = self._view.get_world_poses() pos_torch = pos_w.torch.reshape(-1, 3) quat_torch = quat_w.torch.reshape(-1, 4) poses = torch.cat([pos_torch, quat_torch], dim=-1).contiguous() return wp.from_torch(poses).view(wp.transformf) def _update_ray_infos(self, env_mask: wp.array): """Updates sensor poses and ray world-frame buffers via a single warp kernel.""" transforms = self._get_view_transforms_wp() wp.launch( ray_caster_kernels.update_ray_caster_kernel, dim=(self._num_envs, self.num_rays), inputs=[ transforms, env_mask, self._offset_pos_wp, self._offset_quat_wp, self.drift.warp, self.ray_cast_drift.warp, self.ray_starts.warp, self.ray_directions.warp, self._alignment_mode, ], outputs=[ self._data._pos_w, self._data._quat_w, self._ray_starts_w, self._ray_directions_w, ], device=self._device, ) def _update_buffers_impl(self, env_mask: wp.array): """Fills the buffers of the sensor data.""" self._update_ray_infos(env_mask) # Fill ray hits with inf before raycasting wp.launch( ray_caster_kernels.fill_vec3_inf_kernel, dim=(self._num_envs, self.num_rays), inputs=[env_mask, wp.inf, self._data._ray_hits_w], device=self._device, ) # Ray-cast against the mesh wp.launch( raycast_mesh_masked_kernel, dim=(self._num_envs, self.num_rays), inputs=[ BaseRayCaster.meshes[(self.cfg.mesh_prim_paths[0], self._device)].id, env_mask, self._ray_starts_w, self._ray_directions_w, float(self.cfg.max_distance), int(False), # return_distance: not needed by RayCaster int(False), # return_normal: not needed by RayCaster self._data._ray_hits_w, self._dummy_ray_distance, self._dummy_ray_normal, ], device=self._device, ) # Apply vertical drift to ray hits wp.launch( ray_caster_kernels.apply_z_drift_kernel, dim=(self._num_envs, self.num_rays), inputs=[env_mask, self.ray_cast_drift.warp, self._data._ray_hits_w], device=self._device, ) def _set_debug_vis_impl(self, debug_vis: bool): if debug_vis: if not hasattr(self, "ray_visualizer"): self.ray_visualizer = VisualizationMarkers(self.cfg.visualizer_cfg) self.ray_visualizer.set_visibility(True) else: if hasattr(self, "ray_visualizer"): self.ray_visualizer.set_visibility(False) def _debug_vis_callback(self, event): if self._data._ray_hits_w is None: return ray_hits_torch = wp.to_torch(self._data._ray_hits_w) # remove possible inf values viz_points = ray_hits_torch.reshape(-1, 3) viz_points = viz_points[~torch.any(torch.isinf(viz_points), dim=1)] # if no points to visualize, skip if viz_points.shape[0] == 0: return self.ray_visualizer.visualize(viz_points) """ Internal simulation callbacks. """ def _invalidate_initialize_callback(self, event): """Invalidates the scene elements.""" super()._invalidate_initialize_callback(event) self._view = None def __del__(self): BaseRayCaster._instance_count -= 1 if BaseRayCaster._instance_count == 0: BaseRayCaster.meshes.clear()