| .. _tutorial-interact-rigid-object: | |
| Interacting with a rigid object | |
| =============================== | |
| .. currentmodule:: isaaclab | |
| In the previous tutorials, we learned the essential workings of the standalone script and how to | |
| spawn different objects (or *prims*) into the simulation. This tutorial shows how to create and interact | |
| with a rigid object. For this, we will use the :class:`assets.RigidObject` class provided in Isaac Lab. | |
| The Code | |
| ~~~~~~~~ | |
| The tutorial corresponds to the ``run_rigid_object.py`` script in the ``scripts/tutorials/01_assets`` directory. | |
| .. dropdown:: Code for run_rigid_object.py | |
| :icon: code | |
| .. literalinclude:: ../../../../scripts/tutorials/01_assets/run_rigid_object.py | |
| :language: python | |
| :emphasize-lines: 55-74, 76-78, 98-108, 111-112, 118-119, 132-134, 139-140 | |
| :linenos: | |
| The Code Explained | |
| ~~~~~~~~~~~~~~~~~~ | |
| In this script, we split the ``main`` function into two separate functions, which highlight the two main | |
| steps of setting up any simulation in the simulator: | |
| 1. **Design scene**: As the name suggests, this part is responsible for adding all the prims to the scene. | |
| 2. **Run simulation**: This part is responsible for stepping the simulator, interacting with the prims | |
| in the scene, e.g., changing their poses, and applying any commands to them. | |
| A distinction between these two steps is necessary because the second step only happens after the first step | |
| is complete and the simulator is reset. Once the simulator is reset (which automatically plays the simulation), | |
| no new (physics-enabled) prims should be added to the scene as it may lead to unexpected behaviors. However, | |
| the prims can be interacted with through their respective handles. | |
| Designing the scene | |
| ------------------- | |
| Similar to the previous tutorial, we populate the scene with a ground plane and a light source. In addition, | |
| we add a rigid object to the scene using the :class:`assets.RigidObject` class. This class is responsible for | |
| spawning the prims at the input path and initializes their corresponding rigid body physics handles. | |
| In this tutorial, we create a conical rigid object using the spawn configuration similar to the rigid cone | |
| in the :ref:`Spawn Objects <tutorial-spawn-prims>` tutorial. The only difference is that now we wrap | |
| the spawning configuration into the :class:`assets.RigidObjectCfg` class. This class contains information about | |
| the asset's spawning strategy, default initial state, and other meta-information. When this class is passed to | |
| the :class:`assets.RigidObject` class, it spawns the object and initializes the corresponding physics handles | |
| when the simulation is played. | |
| As an example on spawning the rigid object prim multiple times, we create its parent Xform prims, | |
| ``/World/Origin{i}``, that correspond to different spawn locations. When the regex expression | |
| ``/World/Origin.*/Cone`` is passed to the :class:`assets.RigidObject` class, it spawns the rigid object prim at | |
| each of the ``/World/Origin{i}`` locations. For instance, if ``/World/Origin1`` and ``/World/Origin2`` are | |
| present in the scene, the rigid object prims are spawned at the locations ``/World/Origin1/Cone`` and | |
| ``/World/Origin2/Cone`` respectively. | |
| .. literalinclude:: ../../../../scripts/tutorials/01_assets/run_rigid_object.py | |
| :language: python | |
| :start-at: # Create separate groups called "Origin1", "Origin2", "Origin3" | |
| :end-at: cone_object = RigidObject(cfg=cone_cfg) | |
| Since we want to interact with the rigid object, we pass this entity back to the main function. This entity | |
| is then used to interact with the rigid object in the simulation loop. In later tutorials, we will see a more | |
| convenient way to handle multiple scene entities using the :class:`scene.InteractiveScene` class. | |
| .. literalinclude:: ../../../../scripts/tutorials/01_assets/run_rigid_object.py | |
| :language: python | |
| :start-at: # return the scene information | |
| :end-at: return scene_entities, origins | |
| Running the simulation loop | |
| --------------------------- | |
| We modify the simulation loop to interact with the rigid object to include three steps -- resetting the | |
| simulation state at fixed intervals, stepping the simulation, and updating the internal buffers of the | |
| rigid object. For the convenience of this tutorial, we extract the rigid object's entity from the scene | |
| dictionary and store it in a variable. | |
| Resetting the simulation state | |
| """""""""""""""""""""""""""""" | |
| To reset the simulation state of the spawned rigid object prims, we need to set their pose and velocity. | |
| Together they define the root state of the spawned rigid objects. It is important to note that this state | |
| is defined in the **simulation world frame**, and not of their parent Xform prim. This is because the physics | |
| engine only understands the world frame and not the parent Xform prim's frame. Thus, we need to transform | |
| desired state of the rigid object prim into the world frame before setting it. | |
| We use the :attr:`assets.RigidObject.data.default_root_state` attribute to get the default root state of the | |
| spawned rigid object prims. This default state can be configured from the :attr:`assets.RigidObjectCfg.init_state` | |
| attribute, which we left as identity in this tutorial. We then randomize the translation of the root state and | |
| set the desired state of the rigid object prim using the :meth:`assets.RigidObject.write_root_pose_to_sim` and :meth:`assets.RigidObject.write_root_velocity_to_sim` methods. | |
| As the name suggests, this method writes the root state of the rigid object prim into the simulation buffer. | |
| .. literalinclude:: ../../../../scripts/tutorials/01_assets/run_rigid_object.py | |
| :language: python | |
| :start-at: # reset root state | |
| :end-at: cone_object.reset() | |
| Stepping the simulation | |
| """"""""""""""""""""""" | |
| Before stepping the simulation, we perform the :meth:`assets.RigidObject.write_data_to_sim` method. This method | |
| writes other data, such as external forces, into the simulation buffer. In this tutorial, we do not apply any | |
| external forces to the rigid object, so this method is not necessary. However, it is included for completeness. | |
| .. literalinclude:: ../../../../scripts/tutorials/01_assets/run_rigid_object.py | |
| :language: python | |
| :start-at: # apply sim data | |
| :end-at: cone_object.write_data_to_sim() | |
| Updating the state | |
| """""""""""""""""" | |
| After stepping the simulation, we update the internal buffers of the rigid object prims to reflect their new state | |
| inside the :class:`assets.RigidObject.data` attribute. This is done using the :meth:`assets.RigidObject.update` method. | |
| .. literalinclude:: ../../../../scripts/tutorials/01_assets/run_rigid_object.py | |
| :language: python | |
| :start-at: # update buffers | |
| :end-at: cone_object.update(sim_dt) | |
| The Code Execution | |
| ~~~~~~~~~~~~~~~~~~ | |
| Now that we have gone through the code, let's run the script and see the result: | |
| .. code-block:: bash | |
| ./isaaclab.sh -p scripts/tutorials/01_assets/run_rigid_object.py | |
| This should open a stage with a ground plane, lights, and several green cones. The cones must be dropping from | |
| a random height and settling on to the ground. To stop the simulation, you can either close the window, or press | |
| the ``STOP`` button in the UI, or press ``Ctrl+C`` in the terminal | |
| .. figure:: ../../_static/tutorials/tutorial_run_rigid_object.jpg | |
| :align: center | |
| :figwidth: 100% | |
| :alt: result of run_rigid_object.py | |
| This tutorial showed how to spawn rigid objects and wrap them in a :class:`RigidObject` class to initialize their | |
| physics handles which allows setting and obtaining their state. In the next tutorial, we will see how to interact | |
| with an articulated object which is a collection of rigid objects connected by joints. | |