ConstructTraining / source /isaaclab /test /scene /test_interactive_scene.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
"""Launch Isaac Sim Simulator first."""
from isaaclab.app import AppLauncher
# launch omniverse app
simulation_app = AppLauncher(headless=True).app
"""Rest everything follows."""
import pytest
import torch
import isaaclab.sim as sim_utils
from isaaclab.actuators import ImplicitActuatorCfg
from isaaclab.assets import ArticulationCfg, AssetBaseCfg, RigidObjectCfg
from isaaclab.scene import InteractiveScene, InteractiveSceneCfg
from isaaclab.sensors import ContactSensorCfg
from isaaclab.sim import build_simulation_context
from isaaclab.utils import configclass
from isaaclab.utils.assets import ISAAC_NUCLEUS_DIR
@configclass
class MySceneCfg(InteractiveSceneCfg):
"""Example scene configuration."""
# articulation
robot = ArticulationCfg(
prim_path="/World/envs/env_.*/Robot",
spawn=sim_utils.UsdFileCfg(
usd_path=f"{ISAAC_NUCLEUS_DIR}/Robots/IsaacSim/SimpleArticulation/revolute_articulation.usd"
),
actuators={
"joint": ImplicitActuatorCfg(joint_names_expr=[".*"], stiffness=100.0, damping=1.0),
},
)
# rigid object
rigid_obj = RigidObjectCfg(
prim_path="/World/envs/env_.*/RigidObj",
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,
),
),
)
@pytest.fixture
def setup_scene(request):
"""Create simulation context with the specified device."""
device = request.getfixturevalue("device")
with build_simulation_context(device=device, auto_add_lighting=True, add_ground_plane=True) as sim:
sim._app_control_on_stop_handle = None
def make_scene(num_envs: int, env_spacing: float = 1.0):
scene_cfg = MySceneCfg(num_envs=num_envs, env_spacing=env_spacing)
return scene_cfg
yield make_scene, sim
sim.stop()
sim.clear()
sim.clear_all_callbacks()
sim.clear_instance()
@pytest.mark.parametrize("device", ["cuda:0", "cpu"])
def test_scene_entity_isolation(device, setup_scene):
"""Tests that multiple instances of InteractiveScene do not share any data.
In this test, two InteractiveScene instances are created in a loop and added to a list.
The scene at index 0 of the list will have all of its entities cleared manually, and
the test compares that the data held in the scene at index 1 remained intact.
"""
make_scene, sim = setup_scene
scene_cfg = make_scene(num_envs=1)
# set additional light to test 'extras' attribute of the scene
setattr(
scene_cfg,
"light",
AssetBaseCfg(
prim_path="/World/light",
spawn=sim_utils.DistantLightCfg(),
),
)
# set additional sensor to test 'sensors' attribute of the scene
setattr(scene_cfg, "sensor", ContactSensorCfg(prim_path="/World/envs/env_.*/Robot"))
scene_list = []
# create two InteractiveScene instances
for _ in range(2):
with build_simulation_context(device=device, dt=sim.get_physics_dt()) as _:
scene = InteractiveScene(scene_cfg)
scene_list.append(scene)
scene_0 = scene_list[0]
scene_1 = scene_list[1]
# clear entities for scene_0 - this should not affect any data in scene_1
scene_0.articulations.clear()
scene_0.rigid_objects.clear()
scene_0.sensors.clear()
scene_0.extras.clear()
# check that scene_0 and scene_1 do not share entity data via dictionary comparison
assert scene_0.articulations == dict()
assert scene_0.articulations != scene_1.articulations
assert scene_0.rigid_objects == dict()
assert scene_0.rigid_objects != scene_1.rigid_objects
assert scene_0.sensors == dict()
assert scene_0.sensors != scene_1.sensors
assert scene_0.extras == dict()
assert scene_0.extras != scene_1.extras
@pytest.mark.parametrize("device", ["cuda:0", "cpu"])
def test_relative_flag(device, setup_scene):
make_scene, sim = setup_scene
scene_cfg = make_scene(num_envs=4)
scene = InteractiveScene(scene_cfg)
sim.reset()
# test relative == False produces different result than relative == True
assert_state_different(scene.get_state(is_relative=False), scene.get_state(is_relative=True))
# test is relative == False
prev_state = scene.get_state(is_relative=False)
scene["robot"].write_joint_state_to_sim(
position=torch.rand_like(scene["robot"].data.joint_pos), velocity=torch.rand_like(scene["robot"].data.joint_pos)
)
next_state = scene.get_state(is_relative=False)
assert_state_different(prev_state, next_state)
scene.reset_to(prev_state, is_relative=False)
assert_state_equal(prev_state, scene.get_state(is_relative=False))
# test is relative == True
prev_state = scene.get_state(is_relative=True)
scene["robot"].write_joint_state_to_sim(
position=torch.rand_like(scene["robot"].data.joint_pos), velocity=torch.rand_like(scene["robot"].data.joint_pos)
)
next_state = scene.get_state(is_relative=True)
assert_state_different(prev_state, next_state)
scene.reset_to(prev_state, is_relative=True)
assert_state_equal(prev_state, scene.get_state(is_relative=True))
@pytest.mark.parametrize("device", ["cuda:0", "cpu"])
def test_reset_to_env_ids_input_types(device, setup_scene):
make_scene, sim = setup_scene
scene_cfg = make_scene(num_envs=4)
scene = InteractiveScene(scene_cfg)
sim.reset()
# test env_ids = None
prev_state = scene.get_state()
scene["robot"].write_joint_state_to_sim(
position=torch.rand_like(scene["robot"].data.joint_pos), velocity=torch.rand_like(scene["robot"].data.joint_pos)
)
scene.reset_to(prev_state, env_ids=None)
assert_state_equal(prev_state, scene.get_state())
# test env_ids = torch tensor
scene["robot"].write_joint_state_to_sim(
position=torch.rand_like(scene["robot"].data.joint_pos), velocity=torch.rand_like(scene["robot"].data.joint_pos)
)
scene.reset_to(prev_state, env_ids=torch.arange(scene.num_envs, device=scene.device))
assert_state_equal(prev_state, scene.get_state())
def assert_state_equal(s1: dict, s2: dict, path=""):
"""
Recursively assert that s1 and s2 have the same nested keys
and that every tensor leaf is exactly equal.
"""
assert set(s1.keys()) == set(s2.keys()), f"Key mismatch at {path}: {s1.keys()} vs {s2.keys()}"
for k in s1:
v1, v2 = s1[k], s2[k]
subpath = f"{path}.{k}" if path else k
if isinstance(v1, dict):
assert isinstance(v2, dict), f"Type mismatch at {subpath}"
assert_state_equal(v1, v2, path=subpath)
else:
# leaf: should be a torch.Tensor
assert isinstance(v1, torch.Tensor) and isinstance(v2, torch.Tensor), f"Expected tensors at {subpath}"
if not torch.equal(v1, v2):
diff = (v1 - v2).abs().max()
pytest.fail(f"Tensor mismatch at {subpath}, max abs diff = {diff}")
def assert_state_different(s1: dict, s2: dict, path=""):
"""
Recursively scan s1 and s2 (which must have identical keys) and
succeed as soon as you find one tensor leaf that differs.
If you reach the end with everything equal, fail the test.
"""
assert set(s1.keys()) == set(s2.keys()), f"Key mismatch at {path}: {s1.keys()} vs {s2.keys()}"
for k in s1:
v1, v2 = s1[k], s2[k]
subpath = f"{path}.{k}" if path else k
if isinstance(v1, dict):
# recurse; if any nested call returns (i.e. finds a diff), we propagate success
try:
assert_state_different(v1, v2, path=subpath)
return
except AssertionError:
continue
else:
assert isinstance(v1, torch.Tensor) and isinstance(v2, torch.Tensor), f"Expected tensors at {subpath}"
if not torch.equal(v1, v2):
return # found a difference → success
pytest.fail(f"No differing tensor found in nested state at {path}")