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AGENTS.md
HDR background retention
HDR environment maps are retained for benchmark runtime generalization even when
no current task or USD statically references them. Do not prune .hdr maps under
background/ based only on dependency reachability. Preserve EXR environment maps
as well. Keep scene-embedded map paths so DomeLight directory sampling still
works. This exception does not restore excluded robots, external packages, or
unused scene USDs.
Data collection example retention
Data collection examples and replay presets are release roots alongside benchmark tasks. Retain their complete candidate asset catalogs, metadata, USD-attached behavior scripts, canonical interaction/grasp data, and configured HDR background entry layers. Follow recursive USD, material, texture, and script references before pruning. An asset need not occur in a sampled benchmark scene to be required by an example task or its other scene instances.
Engine pipeline retention
genie_sim_engine_* bringup scenes are release roots alongside benchmark tasks
and data collection examples. Preserve these configured entry assets and their
complete recursive USD, material, texture, mesh, and attached-script dependencies:
scenes/GDK/demo.usdafor pick-and-place and whole-body-control scenes.scenes/blank/blank_cloth.usdaandscenes/blank/T_Shirt_fold.usdfor the Swiftpicker shirt scene.background/home/fried_noodles/background.usdafor the Wuji chef scenes.robot/G2_crsB_wuji/robot.usdafor the chef evaluation visual robot.
The cloth scene references the retained local gridroom at
background/common/environments/gridroom_black/gridroom_black.usd, including its
Materials/Textures maps. Keep that relative reference local and portable.
Do not replace a missing configured world with a generated flat scene or prune
these dependencies merely because benchmark tasks do not reference them.
Runtime assembly cache
Engine-generated assemblies belong in scenes/<scene_stem>/, including
manifest.json, robot USD/URDF, render layers, and payloads. Keep this complete
cache together; manifest paths and generated USD references must resolve after
moving it. Generated scene_* directories are ignored by scenes/.gitignore.
Retained authored entry assets such as scenes/GDK/ and scenes/blank/ remain
tracked; categorized backgrounds and shared assets stay under background/.
Build, Lint, and Test Commands
Running Tests
# No explicit test framework found - the project consists mainly of asset configuration files.
Code Style and Conventions
Python Code Style
- Formatting: Use standard PEP 8 style with 4-space indentation
- Naming Conventions:
ITEMdictionary for object metadata (lowercase with underscores)find_all_items()andextract_item_dict()for function names (snake_case)usda_path,desc_path,combined_dictfor variable names (snake_case)ASSETS_PATH,CHROMA_DB_PATH,ASSETS_INDEXfor constants (uppercase_with_underscores)
- Data Structure Style:
- Use dictionary definitions with
ITEM = { ... }format initem.pyfiles - Keep dictionaries nested with clear keys for objects, shapes, properties
- Use list format
["name", "position", "quaternion", "scale", "size", "type"]consistently - Include
descriptionkey as empty dict{}when no description present
- Use dictionary definitions with
Python Imports
- Import standard library modules at top of file:
os,ast,hashlib - Import pathlib for path operations:
from pathlib import Path - Use absolute imports for core functions
- No external library imports in asset files (only dictionaries)
File Organization
- Asset files:
objects/{category}/{category}_{id}/{id}/item.py - Background files:
background/common/{category}/{category}_{id}/item.py - Keep
.usda,.usd,.json, and texture files in same directory as corresponding item - Organize by object category with unique identifiers
Code Organization Principles
# Dictionary-based configuration files
ITEM = {
"description": {}, # Optional description dict
"id": "{object_id}", # Unique identifier
"shapes": [ # List of mesh definitions
{
"name": "{shape_name}", # e.g., "bbox", "origin"
"position": [x, y, z], # Float position coordinates
"quaternion": [w, x, y, z],# Quaternion for rotation
"scale": [x, y, z], # Scale multipliers
"size": [x, y, z], # Physical dimensions
"type": "{geometry_type}", # e.g., "cube", "sphere"
}
],
"size": [], # Additional size specification
"url": "path/to/object.usda" # Path to USD file
}
Error Handling
- Use try-except for file reading operations
- Print informational messages for warnings and errors
- Skip files with errors instead of raising exceptions
- Provide meaningful error messages with file paths
Type Hints
- Use standard Python types in function signatures
- Path objects with
Pathtype hint - Dictionary types with
dicthint - List types with
listhint - Number types with
floator usenumberfrom typing
Documentation
- Document complex functions with docstrings
- Use descriptive comments for special cases
- Add error messages inline for critical operations
- Include WARN and ERROR prefixes for important messages
Asset Tools (Scripts)
The tools/ directory retains only .gitignore and these two standalone scripts:
tools/generate_recorder_usda.py: generate recorder stages and cameras for assets.tools/generate_object_snapshots_and_video.py: render snapshots and preview videos from recorder stages using an Isaac Sim runtime.
Run them from a prepared runtime with geniesim_assets installed. The rendering
script starts Isaac Sim; do not import it for a metadata or syntax-only check.