| .. _tutorial-interactive-scene: | |
| Using the Interactive Scene | |
| =========================== | |
| .. currentmodule:: isaaclab | |
| So far in the tutorials, we manually spawned assets into the simulation and created | |
| object instances to interact with them. However, as the complexity of the scene | |
| increases, it becomes tedious to perform these tasks manually. In this tutorial, | |
| we will introduce the :class:`scene.InteractiveScene` class, which provides a convenient | |
| interface for spawning prims and managing them in the simulation. | |
| At a high-level, the interactive scene is a collection of scene entities. Each entity | |
| can be either a non-interactive prim (e.g. ground plane, light source), an interactive | |
| prim (e.g. articulation, rigid object), or a sensor (e.g. camera, lidar). The interactive | |
| scene provides a convenient interface for spawning these entities and managing them | |
| in the simulation. | |
| Compared the manual approach, it provides the following benefits: | |
| * Alleviates the user needing to spawn each asset separately as this is handled implicitly. | |
| * Enables user-friendly cloning of scene prims for multiple environments. | |
| * Collects all the scene entities into a single object, which makes them easier to manage. | |
| In this tutorial, we take the cartpole example from the :ref:`tutorial-interact-articulation` | |
| tutorial and replace the ``design_scene`` function with an :class:`scene.InteractiveScene` object. | |
| While it may seem like overkill to use the interactive scene for this simple example, it will | |
| become more useful in the future as more assets and sensors are added to the scene. | |
| The Code | |
| ~~~~~~~~ | |
| This tutorial corresponds to the ``create_scene.py`` script within | |
| ``scripts/tutorials/02_scene``. | |
| .. dropdown:: Code for create_scene.py | |
| :icon: code | |
| .. literalinclude:: ../../../../scripts/tutorials/02_scene/create_scene.py | |
| :language: python | |
| :emphasize-lines: 50-63, 68-70, 91-92, 99-100, 105-106, 116-118 | |
| :linenos: | |
| The Code Explained | |
| ~~~~~~~~~~~~~~~~~~ | |
| While the code is similar to the previous tutorial, there are a few key differences | |
| that we will go over in detail. | |
| Scene configuration | |
| ------------------- | |
| The scene is composed of a collection of entities, each with their own configuration. | |
| These are specified in a configuration class that inherits from :class:`scene.InteractiveSceneCfg`. | |
| The configuration class is then passed to the :class:`scene.InteractiveScene` constructor | |
| to create the scene. | |
| For the cartpole example, we specify the same scene as in the previous tutorial, but list | |
| them now in the configuration class :class:`CartpoleSceneCfg` instead of manually spawning them. | |
| .. literalinclude:: ../../../../scripts/tutorials/02_scene/create_scene.py | |
| :language: python | |
| :pyobject: CartpoleSceneCfg | |
| The variable names in the configuration class are used as keys to access the corresponding | |
| entity from the :class:`scene.InteractiveScene` object. For example, the cartpole can | |
| be accessed via ``scene["cartpole"]``. However, we will get to that later. First, let's | |
| look at how individual scene entities are configured. | |
| Similar to how a rigid object and articulation were configured in the previous tutorials, | |
| the configurations are specified using a configuration class. However, there is a key | |
| difference between the configurations for the ground plane and light source and the | |
| configuration for the cartpole. The ground plane and light source are non-interactive | |
| prims, while the cartpole is an interactive prim. This distinction is reflected in the | |
| configuration classes used to specify them. The configurations for the ground plane and | |
| light source are specified using an instance of the :class:`assets.AssetBaseCfg` class | |
| while the cartpole is configured using an instance of the :class:`assets.ArticulationCfg`. | |
| Anything that is not an interactive prim (i.e., neither an asset nor a sensor) is not | |
| *handled* by the scene during simulation steps. | |
| Another key difference to note is in the specification of the prim paths for the | |
| different prims: | |
| * Ground plane: ``/World/defaultGroundPlane`` | |
| * Light source: ``/World/Light`` | |
| * Cartpole: ``{ENV_REGEX_NS}/Robot`` | |
| As we learned earlier, Omniverse creates a graph of prims in the USD stage. The prim | |
| paths are used to specify the location of the prim in the graph. The ground plane and | |
| light source are specified using absolute paths, while the cartpole is specified using | |
| a relative path. The relative path is specified using the ``ENV_REGEX_NS`` variable, | |
| which is a special variable that is replaced with the environment name during scene creation. | |
| Any entity that has the ``ENV_REGEX_NS`` variable in its prim path will be cloned for each | |
| environment. This path is replaced by the scene object with ``/World/envs/env_{i}`` where | |
| ``i`` is the environment index. | |
| Scene instantiation | |
| ------------------- | |
| Unlike before where we called the ``design_scene`` function to create the scene, we now | |
| create an instance of the :class:`scene.InteractiveScene` class and pass in the configuration | |
| object to its constructor. While creating the configuration instance of ``CartpoleSceneCfg`` | |
| we specify how many environment copies we want to create using the ``num_envs`` argument. | |
| This will be used to clone the scene for each environment. | |
| .. literalinclude:: ../../../../scripts/tutorials/02_scene/create_scene.py | |
| :language: python | |
| :start-at: # Design scene | |
| :end-at: scene = InteractiveScene(scene_cfg) | |
| Accessing scene elements | |
| ------------------------ | |
| Similar to how entities were accessed from a dictionary in the previous tutorials, the | |
| scene elements can be accessed from the :class:`InteractiveScene` object using the | |
| ``[]`` operator. The operator takes in a string key and returns the corresponding | |
| entity. The key is specified through the configuration class for each entity. For example, | |
| the cartpole is specified using the key ``"cartpole"`` in the configuration class. | |
| .. literalinclude:: ../../../../scripts/tutorials/02_scene/create_scene.py | |
| :language: python | |
| :start-at: # Extract scene entities | |
| :end-at: robot = scene["cartpole"] | |
| Running the simulation loop | |
| --------------------------- | |
| The rest of the script looks similar to previous scripts that interfaced with :class:`assets.Articulation`, | |
| with a few small differences in the methods called: | |
| * :meth:`assets.Articulation.reset` ⟶ :meth:`scene.InteractiveScene.reset` | |
| * :meth:`assets.Articulation.write_data_to_sim` ⟶ :meth:`scene.InteractiveScene.write_data_to_sim` | |
| * :meth:`assets.Articulation.update` ⟶ :meth:`scene.InteractiveScene.update` | |
| Under the hood, the methods of :class:`scene.InteractiveScene` call the corresponding | |
| methods of the entities in the scene. | |
| The Code Execution | |
| ~~~~~~~~~~~~~~~~~~ | |
| Let's run the script to simulate 32 cartpoles in the scene. We can do this by passing | |
| the ``--num_envs`` argument to the script. | |
| .. code-block:: bash | |
| ./isaaclab.sh -p scripts/tutorials/02_scene/create_scene.py --num_envs 32 | |
| This should open a stage with 32 cartpoles swinging around randomly. You can use the | |
| mouse to rotate the camera and the arrow keys to move around the scene. | |
| .. figure:: ../../_static/tutorials/tutorial_creating_a_scene.jpg | |
| :align: center | |
| :figwidth: 100% | |
| :alt: result of create_scene.py | |
| In this tutorial, we saw how to use :class:`scene.InteractiveScene` to create a | |
| scene with multiple assets. We also saw how to use the ``num_envs`` argument | |
| to clone the scene for multiple environments. | |
| There are many more example usages of the :class:`scene.InteractiveSceneCfg` in the tasks found | |
| under the ``isaaclab_tasks`` extension. Please check out the source code to see | |
| how they are used for more complex scenes. | |