# Copyright (c) 2022-2025, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md).
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause

"""Tests to verify contact sensor functionality on rigid object prims."""

"""Launch Isaac Sim Simulator first."""

from isaaclab.app import AppLauncher

# launch omniverse app
simulation_app = AppLauncher(headless=True).app

"""Rest everything follows."""

import torch
from dataclasses import MISSING
from enum import Enum

import carb
import pytest
from flaky import flaky

import isaaclab.sim as sim_utils
from isaaclab.assets import RigidObject, RigidObjectCfg
from isaaclab.scene import InteractiveScene, InteractiveSceneCfg
from isaaclab.sensors import ContactSensor, ContactSensorCfg
from isaaclab.sim import SimulationContext, build_simulation_context
from isaaclab.terrains import HfRandomUniformTerrainCfg, TerrainGeneratorCfg, TerrainImporterCfg
from isaaclab.utils import configclass

##
# Custom helper classes.
##


class ContactTestMode(Enum):
    """Enum to declare the type of contact sensor test to execute."""

    IN_CONTACT = 0
    """Enum to test the condition where the test object is in contact with the ground plane."""
    NON_CONTACT = 1
    """Enum to test the condition where the test object is not in contact with the ground plane (air time)."""


@configclass
class ContactSensorRigidObjectCfg(RigidObjectCfg):
    """Configuration for rigid objects used for the contact sensor test.

    This contains the expected values in the configuration to simplify test fixtures.
    """

    contact_pose: torch.Tensor = MISSING
    """6D pose of the rigid object under test when it is in contact with the ground surface."""
    non_contact_pose: torch.Tensor = MISSING
    """6D pose of the rigid object under test when it is not in contact."""


@configclass
class ContactSensorSceneCfg(InteractiveSceneCfg):
    """Configuration of the scene used by the contact sensor test."""

    terrain: TerrainImporterCfg = MISSING
    """Terrain configuration within the scene."""

    shape: ContactSensorRigidObjectCfg = MISSING
    """RigidObject contact prim configuration."""

    contact_sensor: ContactSensorCfg = MISSING
    """Contact sensor configuration."""

    shape_2: ContactSensorRigidObjectCfg = None
    """RigidObject contact prim configuration. Defaults to None, i.e. not included in the scene.

    This is a second prim used for testing contact filtering.
    """

    contact_sensor_2: ContactSensorCfg = None
    """Contact sensor configuration. Defaults to None, i.e. not included in the scene.

    This is a second contact sensor used for testing contact filtering.
    """


##
# Scene entity configurations.
##


CUBE_CFG = ContactSensorRigidObjectCfg(
    prim_path="/World/Objects/Cube",
    spawn=sim_utils.CuboidCfg(
        size=(0.5, 0.5, 0.5),
        rigid_props=sim_utils.RigidBodyPropertiesCfg(
            disable_gravity=False,
        ),
        collision_props=sim_utils.CollisionPropertiesCfg(
            collision_enabled=True,
        ),
        activate_contact_sensors=True,
        visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.4, 0.6, 0.4)),
    ),
    init_state=RigidObjectCfg.InitialStateCfg(pos=(0, -1.0, 1.0)),
    contact_pose=torch.tensor([0, -1.0, 0, 1, 0, 0, 0]),
    non_contact_pose=torch.tensor([0, -1.0, 1.0, 1, 0, 0, 0]),
)
"""Configuration of the cube prim."""

SPHERE_CFG = ContactSensorRigidObjectCfg(
    prim_path="/World/Objects/Sphere",
    spawn=sim_utils.SphereCfg(
        radius=0.25,
        rigid_props=sim_utils.RigidBodyPropertiesCfg(
            disable_gravity=False,
        ),
        collision_props=sim_utils.CollisionPropertiesCfg(
            collision_enabled=True,
        ),
        activate_contact_sensors=True,
        visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.4, 0.4, 0.6)),
    ),
    init_state=RigidObjectCfg.InitialStateCfg(pos=(0, 1.0, 1.0)),
    contact_pose=torch.tensor([0, 1.0, 0.0, 1, 0, 0, 0]),
    non_contact_pose=torch.tensor([0, 1.0, 1.0, 1, 0, 0, 0]),
)
"""Configuration of the sphere prim."""

CYLINDER_CFG = ContactSensorRigidObjectCfg(
    prim_path="/World/Objects/Cylinder",
    spawn=sim_utils.CylinderCfg(
        radius=0.5,
        height=0.01,
        axis="Y",
        rigid_props=sim_utils.RigidBodyPropertiesCfg(
            disable_gravity=False,
        ),
        collision_props=sim_utils.CollisionPropertiesCfg(
            collision_enabled=True,
        ),
        activate_contact_sensors=True,
        visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.6, 0.4, 0.4)),
    ),
    init_state=RigidObjectCfg.InitialStateCfg(pos=(0, 0.0, 1.0)),
    contact_pose=torch.tensor([0, 0, 0.0, 1, 0, 0, 0]),
    non_contact_pose=torch.tensor([0, 0, 1.0, 1, 0, 0, 0]),
)
"""Configuration of the cylinder prim."""

CAPSULE_CFG = ContactSensorRigidObjectCfg(
    prim_path="/World/Objects/Capsule",
    spawn=sim_utils.CapsuleCfg(
        radius=0.25,
        height=0.5,
        axis="Z",
        rigid_props=sim_utils.RigidBodyPropertiesCfg(
            disable_gravity=False,
        ),
        collision_props=sim_utils.CollisionPropertiesCfg(
            collision_enabled=True,
        ),
        activate_contact_sensors=True,
        visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.2, 0.4, 0.4)),
    ),
    init_state=RigidObjectCfg.InitialStateCfg(pos=(1.0, 0.0, 1.5)),
    contact_pose=torch.tensor([1.0, 0.0, 0.0, 1, 0, 0, 0]),
    non_contact_pose=torch.tensor([1.0, 0.0, 1.5, 1, 0, 0, 0]),
)
"""Configuration of the capsule prim."""

CONE_CFG = ContactSensorRigidObjectCfg(
    prim_path="/World/Objects/Cone",
    spawn=sim_utils.ConeCfg(
        radius=0.5,
        height=0.5,
        axis="Z",
        rigid_props=sim_utils.RigidBodyPropertiesCfg(
            disable_gravity=False,
        ),
        collision_props=sim_utils.CollisionPropertiesCfg(
            collision_enabled=True,
        ),
        activate_contact_sensors=True,
        visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.4, 0.2, 0.4)),
    ),
    init_state=RigidObjectCfg.InitialStateCfg(pos=(-1.0, 0.0, 1.0)),
    contact_pose=torch.tensor([-1.0, 0.0, 0.0, 1, 0, 0, 0]),
    non_contact_pose=torch.tensor([-1.0, 0.0, 1.0, 1, 0, 0, 0]),
)
"""Configuration of the cone prim."""

FLAT_TERRAIN_CFG = TerrainImporterCfg(prim_path="/World/ground", terrain_type="plane")
"""Configuration of the flat ground plane."""

COBBLESTONE_TERRAIN_CFG = TerrainImporterCfg(
    prim_path="/World/ground",
    terrain_type="generator",
    terrain_generator=TerrainGeneratorCfg(
        seed=0,
        size=(3.0, 3.0),
        border_width=0.0,
        num_rows=1,
        num_cols=1,
        sub_terrains={
            "random_rough": HfRandomUniformTerrainCfg(
                proportion=1.0, noise_range=(0.0, 0.05), noise_step=0.01, border_width=0.25
            ),
        },
    ),
)
"""Configuration of the generated mesh terrain."""


@pytest.fixture(scope="module")
def setup_simulation():
    """Fixture to set up simulation parameters."""
    sim_dt = 0.0025
    durations = [sim_dt, sim_dt * 2, sim_dt * 32, sim_dt * 128]
    terrains = [FLAT_TERRAIN_CFG, COBBLESTONE_TERRAIN_CFG]
    devices = ["cuda:0", "cpu"]
    carb_settings_iface = carb.settings.get_settings()
    return sim_dt, durations, terrains, devices, carb_settings_iface


@pytest.mark.parametrize("disable_contact_processing", [True, False])
@flaky(max_runs=3, min_passes=1)
def test_cube_contact_time(setup_simulation, disable_contact_processing):
    """Checks contact sensor values for contact time and air time for a cube collision primitive."""
    # check for both contact processing enabled and disabled
    # internally, the contact sensor should enable contact processing so it should always work.
    sim_dt, durations, terrains, devices, carb_settings_iface = setup_simulation
    carb_settings_iface.set_bool("/physics/disableContactProcessing", disable_contact_processing)
    _run_contact_sensor_test(CUBE_CFG, sim_dt, devices, terrains, carb_settings_iface, durations)


@pytest.mark.parametrize("disable_contact_processing", [True, False])
@flaky(max_runs=3, min_passes=1)
def test_sphere_contact_time(setup_simulation, disable_contact_processing):
    """Checks contact sensor values for contact time and air time for a sphere collision primitive."""
    # check for both contact processing enabled and disabled
    # internally, the contact sensor should enable contact processing so it should always work.
    sim_dt, durations, terrains, devices, carb_settings_iface = setup_simulation
    carb_settings_iface.set_bool("/physics/disableContactProcessing", disable_contact_processing)
    _run_contact_sensor_test(SPHERE_CFG, sim_dt, devices, terrains, carb_settings_iface, durations)


@pytest.mark.parametrize("device", ["cuda:0", "cpu"])
@pytest.mark.parametrize("num_envs", [1, 6, 24])
def test_cube_stack_contact_filtering(setup_simulation, device, num_envs):
    """Checks contact sensor reporting for filtering stacked cube prims."""
    sim_dt, durations, terrains, devices, carb_settings_iface = setup_simulation
    with build_simulation_context(device=device, dt=sim_dt, add_lighting=True) as sim:
        sim._app_control_on_stop_handle = None
        # Instance new scene for the current terrain and contact prim.
        scene_cfg = ContactSensorSceneCfg(num_envs=num_envs, env_spacing=1.0, lazy_sensor_update=False)
        scene_cfg.terrain = FLAT_TERRAIN_CFG.replace(prim_path="/World/ground")
        # -- cube 1
        scene_cfg.shape = CUBE_CFG.replace(prim_path="{ENV_REGEX_NS}/Cube_1")
        scene_cfg.shape.init_state.pos = (0, -1.0, 1.0)
        # -- cube 2 (on top of cube 1)
        scene_cfg.shape_2 = CUBE_CFG.replace(prim_path="{ENV_REGEX_NS}/Cube_2")
        scene_cfg.shape_2.init_state.pos = (0, -1.0, 1.525)
        # -- contact sensor 1
        scene_cfg.contact_sensor = ContactSensorCfg(
            prim_path="{ENV_REGEX_NS}/Cube_1",
            track_pose=True,
            debug_vis=False,
            update_period=0.0,
            filter_prim_paths_expr=["{ENV_REGEX_NS}/Cube_2"],
        )
        # -- contact sensor 2
        scene_cfg.contact_sensor_2 = ContactSensorCfg(
            prim_path="{ENV_REGEX_NS}/Cube_2",
            track_pose=True,
            debug_vis=False,
            update_period=0.0,
            filter_prim_paths_expr=["{ENV_REGEX_NS}/Cube_1"],
        )
        scene = InteractiveScene(scene_cfg)

        # Check that contact processing is enabled
        assert not carb_settings_iface.get("/physics/disableContactProcessing")

        # Set variables internally for reference
        sim.reset()

        contact_sensor = scene["contact_sensor"]
        contact_sensor_2 = scene["contact_sensor_2"]

        # Check that contact processing is enabled
        assert contact_sensor.contact_physx_view.filter_count == 1
        assert contact_sensor_2.contact_physx_view.filter_count == 1

        # Play the simulation
        scene.reset()
        for _ in range(500):
            _perform_sim_step(sim, scene, sim_dt)

        # Check values for cube 2 --> cube 1 is the only collision for cube 2
        torch.testing.assert_close(contact_sensor_2.data.force_matrix_w[:, :, 0], contact_sensor_2.data.net_forces_w)
        # Check that forces are opposite and equal
        torch.testing.assert_close(
            contact_sensor_2.data.force_matrix_w[:, :, 0], -contact_sensor.data.force_matrix_w[:, :, 0]
        )
        # Check values are non-zero (contacts are happening and are getting reported)
        assert contact_sensor_2.data.net_forces_w.sum().item() > 0.0
        assert contact_sensor.data.net_forces_w.sum().item() > 0.0


def test_no_contact_reporting(setup_simulation):
    """Test that forcing the disable of contact processing results in no contact reporting.

    We borrow the test :func:`test_cube_stack_contact_filtering` to test this and force disable contact processing.
    """
    # TODO: This test only works on CPU. For GPU, it seems the contact processing is not disabled.
    sim_dt, durations, terrains, devices, carb_settings_iface = setup_simulation
    with build_simulation_context(device="cpu", dt=sim_dt, add_lighting=True) as sim:
        sim._app_control_on_stop_handle = None
        # Instance new scene for the current terrain and contact prim.
        scene_cfg = ContactSensorSceneCfg(num_envs=32, env_spacing=1.0, lazy_sensor_update=False)
        scene_cfg.terrain = FLAT_TERRAIN_CFG
        # -- cube 1
        scene_cfg.shape = CUBE_CFG.replace(prim_path="{ENV_REGEX_NS}/Cube_1")
        scene_cfg.shape.init_state.pos = (0, -1.0, 1.0)
        # -- cube 2 (on top of cube 1)
        scene_cfg.shape_2 = CUBE_CFG.replace(prim_path="{ENV_REGEX_NS}/Cube_2")
        scene_cfg.shape_2.init_state.pos = (0, -1.0, 1.525)
        # -- contact sensor 1
        scene_cfg.contact_sensor = ContactSensorCfg(
            prim_path="{ENV_REGEX_NS}/Cube_1",
            track_pose=True,
            debug_vis=False,
            update_period=0.0,
            filter_prim_paths_expr=["{ENV_REGEX_NS}/Cube_2"],
        )
        # -- contact sensor 2
        scene_cfg.contact_sensor_2 = ContactSensorCfg(
            prim_path="{ENV_REGEX_NS}/Cube_2",
            track_pose=True,
            debug_vis=False,
            update_period=0.0,
            filter_prim_paths_expr=["{ENV_REGEX_NS}/Cube_1"],
        )
        scene = InteractiveScene(scene_cfg)

        # Force disable contact processing
        carb_settings_iface.set_bool("/physics/disableContactProcessing", True)

        # Set variables internally for reference
        sim.reset()

        # Extract from scene for type hinting
        contact_sensor: ContactSensor = scene["contact_sensor"]
        contact_sensor_2: ContactSensor = scene["contact_sensor_2"]

        # Check buffers have the right size
        assert contact_sensor.contact_physx_view.filter_count == 1
        assert contact_sensor_2.contact_physx_view.filter_count == 1

        # Reset the contact sensors
        scene.reset()
        # Let the scene come to a rest
        for _ in range(500):
            _perform_sim_step(sim, scene, sim_dt)

        # check values are zero (contacts are happening but not reported)
        assert contact_sensor.data.net_forces_w.sum().item() == 0.0
        assert contact_sensor.data.force_matrix_w.sum().item() == 0.0
        assert contact_sensor_2.data.net_forces_w.sum().item() == 0.0
        assert contact_sensor_2.data.force_matrix_w.sum().item() == 0.0


@pytest.mark.isaacsim_ci
def test_sensor_print(setup_simulation):
    """Test sensor print is working correctly."""
    sim_dt, durations, terrains, devices, carb_settings_iface = setup_simulation
    with build_simulation_context(device="cuda:0", dt=sim_dt, add_lighting=False) as sim:
        sim._app_control_on_stop_handle = None
        # Spawn things into stage
        scene_cfg = ContactSensorSceneCfg(num_envs=1, env_spacing=1.0, lazy_sensor_update=False)
        scene_cfg.terrain = FLAT_TERRAIN_CFG.replace(prim_path="/World/ground")
        scene_cfg.shape = CUBE_CFG
        scene_cfg.contact_sensor = ContactSensorCfg(
            prim_path=scene_cfg.shape.prim_path,
            track_pose=True,
            debug_vis=False,
            update_period=0.0,
            track_air_time=True,
            history_length=3,
        )
        scene = InteractiveScene(scene_cfg)
        # Play the simulator
        sim.reset()
        # print info
        print(scene.sensors["contact_sensor"])


"""
Internal helpers.
"""


def _run_contact_sensor_test(
    shape_cfg: ContactSensorRigidObjectCfg,
    sim_dt: float,
    devices: list[str],
    terrains: list[TerrainImporterCfg],
    carb_settings_iface,
    durations: list[float],
):
    """
    Runs a rigid body test for a given contact primitive configuration.

    This method iterates through each device and terrain combination in the simulation environment,
    running tests for contact sensors.
    """
    for device in devices:
        for terrain in terrains:
            for track_contact_points in [True, False]:
                with build_simulation_context(device=device, dt=sim_dt, add_lighting=True) as sim:
                    sim._app_control_on_stop_handle = None

                    scene_cfg = ContactSensorSceneCfg(num_envs=1, env_spacing=1.0, lazy_sensor_update=False)
                    scene_cfg.terrain = terrain
                    scene_cfg.shape = shape_cfg
                    test_contact_position = False
                    if (type(shape_cfg.spawn) is sim_utils.SphereCfg) and (terrain.terrain_type == "plane"):
                        test_contact_position = True
                    elif track_contact_points:
                        continue

                    if track_contact_points:
                        if terrain.terrain_type == "plane":
                            filter_prim_paths_expr = [terrain.prim_path + "/terrain/GroundPlane/CollisionPlane"]
                        elif terrain.terrain_type == "generator":
                            filter_prim_paths_expr = [terrain.prim_path + "/terrain/mesh"]
                    else:
                        filter_prim_paths_expr = []

                    scene_cfg.contact_sensor = ContactSensorCfg(
                        prim_path=shape_cfg.prim_path,
                        track_pose=True,
                        debug_vis=False,
                        update_period=0.0,
                        track_air_time=True,
                        history_length=3,
                        track_contact_points=track_contact_points,
                        filter_prim_paths_expr=filter_prim_paths_expr,
                    )
                    scene = InteractiveScene(scene_cfg)

                    # Play the simulation
                    sim.reset()

                    # Run contact time and air time tests.
                    _test_sensor_contact(
                        shape=scene["shape"],
                        sensor=scene["contact_sensor"],
                        mode=ContactTestMode.IN_CONTACT,
                        sim=sim,
                        scene=scene,
                        sim_dt=sim_dt,
                        durations=durations,
                        test_contact_position=test_contact_position,
                    )
                    _test_sensor_contact(
                        shape=scene["shape"],
                        sensor=scene["contact_sensor"],
                        mode=ContactTestMode.NON_CONTACT,
                        sim=sim,
                        scene=scene,
                        sim_dt=sim_dt,
                        durations=durations,
                        test_contact_position=test_contact_position,
                    )


def _test_sensor_contact(
    shape: RigidObject,
    sensor: ContactSensor,
    mode: ContactTestMode,
    sim: SimulationContext,
    scene: InteractiveScene,
    sim_dt: float,
    durations: list[float],
    test_contact_position: bool = False,
):
    """Test for the contact sensor.

    This test sets the contact prim to a pose either in contact or out of contact with the ground plane for
    a known duration. Once the contact duration has elapsed, the data stored inside the contact sensor
    associated with the contact prim is checked against the expected values.

    This process is repeated for all elements in :attr:`TestContactSensor.durations`, where each successive
    contact timing test is punctuated by setting the contact prim to the complement of the desired contact mode
    for 1 sim time-step.

    Args:
        shape: The contact prim used for the contact sensor test.
        sensor: The sensor reporting data to be verified by the contact sensor test.
        mode: The contact test mode: either contact with ground plane or air time.
    """
    # reset the test state
    sensor.reset()
    expected_last_test_contact_time = 0
    expected_last_reset_contact_time = 0

    # set poses for shape for a given contact sensor test mode.
    # desired contact mode to set for a given duration.
    test_pose = None
    # complement of the desired contact mode used to reset the contact sensor.
    reset_pose = None
    if mode == ContactTestMode.IN_CONTACT:
        test_pose = shape.cfg.contact_pose
        reset_pose = shape.cfg.non_contact_pose
    elif mode == ContactTestMode.NON_CONTACT:
        test_pose = shape.cfg.non_contact_pose
        reset_pose = shape.cfg.contact_pose
    else:
        raise ValueError("Received incompatible contact sensor test mode")

    for idx in range(len(durations)):
        current_test_time = 0
        duration = durations[idx]
        while current_test_time < duration:
            # set object states to contact the ground plane
            shape.write_root_pose_to_sim(root_pose=test_pose)
            # perform simulation step
            _perform_sim_step(sim, scene, sim_dt)
            # increment contact time
            current_test_time += sim_dt
        # set last contact time to the previous desired contact duration plus the extra dt allowance.
        expected_last_test_contact_time = durations[idx - 1] + sim_dt if idx > 0 else 0
        # Check the data inside the contact sensor
        if mode == ContactTestMode.IN_CONTACT:
            _check_prim_contact_state_times(
                sensor=sensor,
                expected_air_time=0.0,
                expected_contact_time=durations[idx],
                expected_last_contact_time=expected_last_test_contact_time,
                expected_last_air_time=expected_last_reset_contact_time,
                dt=duration + sim_dt,
            )
        elif mode == ContactTestMode.NON_CONTACT:
            _check_prim_contact_state_times(
                sensor=sensor,
                expected_air_time=durations[idx],
                expected_contact_time=0.0,
                expected_last_contact_time=expected_last_reset_contact_time,
                expected_last_air_time=expected_last_test_contact_time,
                dt=duration + sim_dt,
            )
        if test_contact_position:
            _test_contact_position(shape, sensor, mode)
        # switch the contact mode for 1 dt step before the next contact test begins.
        shape.write_root_pose_to_sim(root_pose=reset_pose)
        # perform simulation step
        _perform_sim_step(sim, scene, sim_dt)
        # set the last air time to 2 sim_dt steps, because last_air_time and last_contact_time
        # adds an additional sim_dt to the total time spent in the previous contact mode for uncertainty in
        # when the contact switch happened in between a dt step.
        expected_last_reset_contact_time = 2 * sim_dt


def _test_contact_position(shape: RigidObject, sensor: ContactSensor, mode: ContactTestMode) -> None:
    """Test for the contact positions (only implemented for sphere and flat terrain)
    checks that the contact position is radius distance away from the root of the object
    Args:
        shape: The contact prim used for the contact sensor test.
        sensor: The sensor reporting data to be verified by the contact sensor test.
        mode: The contact test mode: either contact with ground plane or air time.
    """
    if sensor.cfg.track_contact_points:
        # check shape of the contact_pos_w tensor
        num_bodies = sensor.num_bodies
        assert sensor._data.contact_pos_w.shape == (sensor.num_instances / num_bodies, num_bodies, 1, 3)
        # check contact positions
        if mode == ContactTestMode.IN_CONTACT:
            contact_position = sensor._data.pos_w + torch.tensor(
                [[0.0, 0.0, -shape.cfg.spawn.radius]], device=sensor._data.pos_w.device
            )
            assert torch.all(
                torch.abs(torch.norm(sensor._data.contact_pos_w - contact_position.unsqueeze(1), p=2, dim=-1)) < 1e-2
            ).item()
        elif mode == ContactTestMode.NON_CONTACT:
            assert torch.all(torch.isnan(sensor._data.contact_pos_w)).item()
    else:
        assert sensor._data.contact_pos_w is None


def _check_prim_contact_state_times(
    sensor: ContactSensor,
    expected_air_time: float,
    expected_contact_time: float,
    expected_last_air_time: float,
    expected_last_contact_time: float,
    dt: float,
):
    """Checks contact sensor data matches expected values.

    Args:
        sensor: Instance of ContactSensor containing data to be tested.
        expected_air_time: Air time ground truth.
        expected_contact_time: Contact time ground truth.
        expected_last_air_time: Last air time ground truth.
        expected_last_contact_time: Last contact time ground truth.
        dt: Time since previous contact mode switch. If the contact prim left contact 0.1 seconds ago,
            dt should be 0.1 + simulation dt seconds.
    """
    # store current state of the contact prim
    in_air = False
    in_contact = False
    if expected_air_time > 0.0:
        in_air = True
    if expected_contact_time > 0.0:
        in_contact = True
    measured_contact_time = sensor.data.current_contact_time
    measured_air_time = sensor.data.current_air_time
    measured_last_contact_time = sensor.data.last_contact_time
    measured_last_air_time = sensor.data.last_air_time
    # check current contact state
    assert pytest.approx(measured_contact_time.item(), 0.01) == expected_contact_time
    assert pytest.approx(measured_air_time.item(), 0.01) == expected_air_time
    # check last contact state
    assert pytest.approx(measured_last_contact_time.item(), 0.01) == expected_last_contact_time
    assert pytest.approx(measured_last_air_time.item(), 0.01) == expected_last_air_time
    # check current contact mode
    assert sensor.compute_first_contact(dt=dt).item() == in_contact
    assert sensor.compute_first_air(dt=dt).item() == in_air


def _perform_sim_step(sim, scene, sim_dt):
    """Updates sensors and steps the contact sensor test scene."""
    # write data to simulation
    scene.write_data_to_sim()
    # simulate
    sim.step(render=False)
    # update buffers at sim dt
    scene.update(dt=sim_dt)
