ConstructTraining / scripts /demos /procedural_terrain.py
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# Copyright (c) 2022-2026, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md).
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause
"""
This script demonstrates procedural terrains with flat patches.
Example usage:
.. code-block:: bash
# Generate terrain with height color scheme
./isaaclab.sh -p scripts/demos/procedural_terrain.py --color_scheme height
# Generate terrain with random color scheme
./isaaclab.sh -p scripts/demos/procedural_terrain.py --color_scheme random
# Generate terrain with no color scheme
./isaaclab.sh -p scripts/demos/procedural_terrain.py --color_scheme none
# Generate terrain with curriculum
./isaaclab.sh -p scripts/demos/procedural_terrain.py --use_curriculum
# Generate terrain with curriculum along with flat patches
./isaaclab.sh -p scripts/demos/procedural_terrain.py --use_curriculum --show_flat_patches
"""
"""Launch Isaac Sim Simulator first."""
import argparse
from isaaclab.app import AppLauncher
# add argparse arguments
parser = argparse.ArgumentParser(description="This script demonstrates procedural terrain generation.")
parser.add_argument(
"--color_scheme",
type=str,
default="none",
choices=["height", "random", "none"],
help="Color scheme to use for the terrain generation.",
)
parser.add_argument(
"--use_curriculum",
action="store_true",
default=False,
help="Whether to use the curriculum for the terrain generation.",
)
parser.add_argument(
"--show_flat_patches",
action="store_true",
default=False,
help="Whether to show the flat patches computed during the terrain generation.",
)
# append AppLauncher cli args
AppLauncher.add_app_launcher_args(parser)
# parse the arguments
args_cli = parser.parse_args()
# launch omniverse app
app_launcher = AppLauncher(args_cli)
simulation_app = app_launcher.app
"""Rest everything follows."""
import random
import torch
import isaaclab.sim as sim_utils
from isaaclab.assets import AssetBase
from isaaclab.markers import VisualizationMarkers, VisualizationMarkersCfg
from isaaclab.terrains import FlatPatchSamplingCfg, TerrainImporter, TerrainImporterCfg
##
# Pre-defined configs
##
from isaaclab.terrains.config.rough import ROUGH_TERRAINS_CFG # isort:skip
def design_scene() -> tuple[dict, torch.Tensor]:
"""Designs the scene."""
# Lights
cfg = sim_utils.DomeLightCfg(intensity=2000.0, color=(0.75, 0.75, 0.75))
cfg.func("/World/Light", cfg)
# Parse terrain generation
terrain_gen_cfg = ROUGH_TERRAINS_CFG.replace(curriculum=args_cli.use_curriculum, color_scheme=args_cli.color_scheme)
# Add flat patch configuration
# Note: To have separate colors for each sub-terrain type, we set the flat patch sampling configuration name
# to the sub-terrain name. However, this is not how it should be used in practice. The key name should be
# the intention of the flat patch. For instance, "source" or "target" for spawn and command related flat patches.
if args_cli.show_flat_patches:
for sub_terrain_name, sub_terrain_cfg in terrain_gen_cfg.sub_terrains.items():
sub_terrain_cfg.flat_patch_sampling = {
sub_terrain_name: FlatPatchSamplingCfg(num_patches=10, patch_radius=0.5, max_height_diff=0.05)
}
# Handler for terrains importing
terrain_importer_cfg = TerrainImporterCfg(
num_envs=2048,
env_spacing=3.0,
prim_path="/World/ground",
max_init_terrain_level=None,
terrain_type="generator",
terrain_generator=terrain_gen_cfg,
debug_vis=True,
)
# Remove visual material for height and random color schemes to use the default material
if args_cli.color_scheme in ["height", "random"]:
terrain_importer_cfg.visual_material = None
# Create terrain importer
terrain_importer = TerrainImporter(terrain_importer_cfg)
# Show the flat patches computed
if args_cli.show_flat_patches:
# Configure the flat patches
vis_cfg = VisualizationMarkersCfg(prim_path="/Visuals/TerrainFlatPatches", markers={})
for name in terrain_importer.flat_patches:
vis_cfg.markers[name] = sim_utils.CylinderCfg(
radius=0.5, # note: manually set to the patch radius for visualization
height=0.1,
visual_material=sim_utils.GlassMdlCfg(glass_color=(random.random(), random.random(), random.random())),
)
flat_patches_visualizer = VisualizationMarkers(vis_cfg)
# Visualize the flat patches
all_patch_locations = []
all_patch_indices = []
for i, patch_locations in enumerate(terrain_importer.flat_patches.values()):
num_patch_locations = patch_locations.view(-1, 3).shape[0]
# store the patch locations and indices
all_patch_locations.append(patch_locations.view(-1, 3))
all_patch_indices += [i] * num_patch_locations
# combine the patch locations and indices
flat_patches_visualizer.visualize(torch.cat(all_patch_locations), marker_indices=all_patch_indices)
# return the scene information
scene_entities = {"terrain": terrain_importer}
return scene_entities, terrain_importer.env_origins
def run_simulator(sim: sim_utils.SimulationContext, entities: dict[str, AssetBase], origins: torch.Tensor):
"""Runs the simulation loop."""
# Simulate physics
while simulation_app.is_running():
# perform step
sim.step()
def main():
"""Main function."""
# Initialize the simulation context
sim_cfg = sim_utils.SimulationCfg(dt=0.01, device=args_cli.device)
sim = sim_utils.SimulationContext(sim_cfg)
# Set main camera
sim.set_camera_view(eye=[5.0, 5.0, 5.0], target=[0.0, 0.0, 0.0])
# design scene
scene_entities, scene_origins = design_scene()
# Play the simulator
sim.reset()
# Now we are ready!
print("[INFO]: Setup complete...")
# Run the simulator
run_simulator(sim, scene_entities, scene_origins)
if __name__ == "__main__":
# run the main function
main()
# close sim app
simulation_app.close()