# 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.usda` for pick-and-place and whole-body-control scenes. - `scenes/blank/blank_cloth.usda` and `scenes/blank/T_Shirt_fold.usd` for the Swiftpicker shirt scene. - `background/home/fried_noodles/background.usda` for the Wuji chef scenes. - `robot/G2_crsB_wuji/robot.usda` for 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//`, 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 ```bash # 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**: - `ITEM` dictionary for object metadata (lowercase with underscores) - `find_all_items()` and `extract_item_dict()` for function names (snake_case) - `usda_path`, `desc_path`, `combined_dict` for variable names (snake_case) - `ASSETS_PATH`, `CHROMA_DB_PATH`, `ASSETS_INDEX` for constants (uppercase_with_underscores) - **Data Structure Style**: - Use dictionary definitions with `ITEM = { ... }` format in `item.py` files - Keep dictionaries nested with clear keys for objects, shapes, properties - Use list format `["name", "position", "quaternion", "scale", "size", "type"]` consistently - Include `description` key as empty dict `{}` when no description present ### 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 ```python # 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 `Path` type hint - Dictionary types with `dict` hint - List types with `list` hint - Number types with `float` or use `number` from 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.