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| | Spawning Multiple Assets |
| | ======================== |
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| | .. currentmodule:: isaaclab |
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| | Typical spawning configurations (introduced in the :ref:`tutorial-spawn-prims` tutorial) copy the same |
| | asset (or USD primitive) across the different resolved prim paths from the expressions. |
| | For instance, if the user specifies to spawn the asset at "/World/Table\_.*/Object", the same |
| | asset is created at the paths "/World/Table_0/Object", "/World/Table_1/Object" and so on. |
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|
| | However, we also support multi-asset spawning with two mechanisms: |
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| | 1. Rigid object collections. This allows the user to spawn multiple rigid objects in each environment and access/modify |
| | them with a unified API, improving performance. |
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| | 2. Spawning different assets under the same prim path. This allows the user to create diverse simulations, where each |
| | environment has a different asset. |
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| | This guide describes how to use these two mechanisms. |
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|
| | The sample script ``multi_asset.py`` is used as a reference, located in the |
| | ``IsaacLab/scripts/demos`` directory. |
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|
| | .. dropdown:: Code for multi_asset.py |
| | :icon: code |
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| | .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| | :language: python |
| | :emphasize-lines: 109-131, 135-179, 184-203 |
| | :linenos: |
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| | This script creates multiple environments, where each environment has: |
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| | * a rigid object collection containing a cone, a cube, and a sphere |
| | * a rigid object that is either a cone, a cube, or a sphere, chosen at random |
| | * an articulation that is either the ANYmal-C or ANYmal-D robot, chosen at random |
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| | .. image:: ../_static/demos/multi_asset.jpg |
| | :width: 100% |
| | :alt: result of multi_asset.py |
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| | Rigid Object Collections |
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| | Multiple rigid objects can be spawned in each environment and accessed/modified with a unified ``(env_ids, obj_ids)`` API. |
| | While the user could also create multiple rigid objects by spawning them individually, the API is more user-friendly and |
| | more efficient since it uses a single physics view under the hood to handle all the objects. |
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| | .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| | :language: python |
| | :lines: 135-179 |
| | :dedent: |
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| | The configuration :class:`~assets.RigidObjectCollectionCfg` is used to create the collection. It's attribute :attr:`~assets.RigidObjectCollectionCfg.rigid_objects` |
| | is a dictionary containing :class:`~assets.RigidObjectCfg` objects. The keys serve as unique identifiers for each |
| | rigid object in the collection. |
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| | Spawning different assets under the same prim path |
| | |
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| | It is possible to spawn different assets and USDs under the same prim path in each environment using the spawners |
| | :class:`~sim.spawners.wrappers.MultiAssetSpawnerCfg` and :class:`~sim.spawners.wrappers.MultiUsdFileCfg`: |
| |
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| | * We set the spawn configuration in :class:`~assets.RigidObjectCfg` to be |
| | :class:`~sim.spawners.wrappers.MultiAssetSpawnerCfg`: |
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| | .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| | :language: python |
| | :lines: 107-133 |
| | :dedent: |
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| | This function allows you to define a list of different assets that can be spawned as rigid objects. |
| | When :attr:`~sim.spawners.wrappers.MultiAssetSpawnerCfg.random_choice` is set to True, one asset from the list |
| | is randomly selected and spawned at the specified prim path. |
| |
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| | * Similarly, we set the spawn configuration in :class:`~assets.ArticulationCfg` to be |
| | :class:`~sim.spawners.wrappers.MultiUsdFileCfg`: |
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| | .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| | :language: python |
| | :lines: 182-215 |
| | :dedent: |
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| | Similar to before, this configuration allows the selection of different USD files representing articulated assets. |
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| | Things to Note |
| | ~~~~~~~~~~~~~~ |
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| | Similar asset structuring |
| | ~~~~~~~~~~~~~~~~~~~~~~~~~ |
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| | While spawning and handling multiple assets using the same physics interface (the rigid object or articulation classes), |
| | it is essential to have the assets at all the prim locations follow a similar structure. In case of an articulation, |
| | this means that they all must have the same number of links and joints, the same number of collision bodies and |
| | the same names for them. If that is not the case, the physics parsing of the prims can get affected and fail. |
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| | The main purpose of this functionality is to enable the user to create randomized versions of the same asset, |
| | for example robots with different link lengths, or rigid objects with different collider shapes. |
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| | Disabling physics replication in interactive scene |
| | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |
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| | By default, the flag :attr:`scene.InteractiveScene.replicate_physics` is set to True. This flag informs the physics |
| | engine that the simulation environments are copies of one another so it just needs to parse the first environment |
| | to understand the entire simulation scene. This helps speed up the simulation scene parsing. |
| |
|
| | However, in the case of spawning different assets in different environments, this assumption does not hold |
| | anymore. Hence the flag :attr:`scene.InteractiveScene.replicate_physics` must be disabled. |
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| | .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| | :language: python |
| | :lines: 280-283 |
| | :dedent: |
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| | The Code Execution |
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| | To execute the script with multiple environments and randomized assets, use the following command: |
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| | .. code-block:: bash |
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| | ./isaaclab.sh -p scripts/demos/multi_asset.py |
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| | This command runs the simulation with 2048 environments, each with randomly selected assets. |
| | To stop the simulation, you can close the window, or press ``Ctrl+C`` in the terminal. |
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