# 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 how to use the ray-caster sensor. .. code-block:: bash # Usage ./isaaclab.sh -p scripts/tutorials/04_sensors/run_ray_caster.py """ """Launch Isaac Sim Simulator first.""" import argparse from isaaclab.app import AppLauncher # add argparse arguments parser = argparse.ArgumentParser(description="Ray Caster Test Script") # 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 torch import isaaclab.sim as sim_utils from isaaclab.assets import RigidObject, RigidObjectCfg from isaaclab.sensors.ray_caster import RayCaster, RayCasterCfg, patterns from isaaclab.utils.assets import ISAAC_NUCLEUS_DIR from isaaclab.utils.timer import Timer def define_sensor() -> RayCaster: """Defines the ray-caster sensor to add to the scene.""" # Create a ray-caster sensor ray_caster_cfg = RayCasterCfg( prim_path="/World/Origin.*/ball", mesh_prim_paths=["/World/ground"], pattern_cfg=patterns.GridPatternCfg(resolution=0.1, size=(2.0, 2.0)), ray_alignment="yaw", debug_vis=not args_cli.headless, ) ray_caster = RayCaster(cfg=ray_caster_cfg) return ray_caster def design_scene() -> dict: """Design the scene.""" # Populate scene # -- Rough terrain cfg = sim_utils.UsdFileCfg(usd_path=f"{ISAAC_NUCLEUS_DIR}/Environments/Terrains/rough_plane.usd") cfg.func("/World/ground", cfg) # -- Light cfg = sim_utils.DistantLightCfg(intensity=2000) cfg.func("/World/light", cfg) # Create separate groups called "Origin1", "Origin2", "Origin3" # Each group will have a robot in it origins = [[0.25, 0.25, 0.0], [-0.25, 0.25, 0.0], [0.25, -0.25, 0.0], [-0.25, -0.25, 0.0]] for i, origin in enumerate(origins): sim_utils.create_prim(f"/World/Origin{i}", "Xform", translation=origin) # -- Balls cfg = RigidObjectCfg( prim_path="/World/Origin.*/ball", spawn=sim_utils.SphereCfg( radius=0.25, rigid_props=sim_utils.RigidBodyPropertiesCfg(), mass_props=sim_utils.MassPropertiesCfg(mass=0.5), collision_props=sim_utils.CollisionPropertiesCfg(), visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.0, 0.0, 1.0)), ), ) balls = RigidObject(cfg) # -- Sensors ray_caster = define_sensor() # return the scene information scene_entities = {"balls": balls, "ray_caster": ray_caster} return scene_entities def run_simulator(sim: sim_utils.SimulationContext, scene_entities: dict): """Run the simulator.""" # Extract scene_entities for simplified notation ray_caster: RayCaster = scene_entities["ray_caster"] balls: RigidObject = scene_entities["balls"] # define an initial position of the sensor ball_default_state = balls.data.default_root_state.clone() ball_default_state[:, :3] = torch.rand_like(ball_default_state[:, :3]) * 10 # Create a counter for resetting the scene step_count = 0 # Simulate physics while simulation_app.is_running(): # Reset the scene if step_count % 250 == 0: # reset the balls balls.write_root_pose_to_sim(ball_default_state[:, :7]) balls.write_root_velocity_to_sim(ball_default_state[:, 7:]) # reset the sensor ray_caster.reset() # reset the counter step_count = 0 # Step simulation sim.step() # Update the ray-caster with Timer( f"Ray-caster update with {4} x {ray_caster.num_rays} rays with max height of" f" {torch.max(ray_caster.data.pos_w).item():.2f}" ): ray_caster.update(dt=sim.get_physics_dt(), force_recompute=True) # Update counter step_count += 1 def main(): """Main function.""" # Load simulation context sim_cfg = sim_utils.SimulationCfg(device=args_cli.device) sim = sim_utils.SimulationContext(sim_cfg) # Set main camera sim.set_camera_view([0.0, 15.0, 15.0], [0.0, 0.0, -2.5]) # Design scene scene_entities = design_scene() # Play simulator sim.reset() # Now we are ready! print("[INFO]: Setup complete...") # Run simulator run_simulator(sim=sim, scene_entities=scene_entities) if __name__ == "__main__": # run the main function main() # close sim app simulation_app.close()