# 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 checks the functionality of scale randomization. """ from __future__ import annotations """Launch Isaac Sim Simulator first.""" from isaaclab.app import AppLauncher # launch omniverse app app_launcher = AppLauncher(headless=True, enable_cameras=True) simulation_app = app_launcher.app """Rest everything follows.""" import pytest import torch import omni.usd from pxr import Sdf import isaaclab.envs.mdp as mdp import isaaclab.sim as sim_utils from isaaclab.assets import AssetBaseCfg, RigidObject, RigidObjectCfg from isaaclab.envs import ManagerBasedEnv, ManagerBasedEnvCfg from isaaclab.managers import ActionTerm, ActionTermCfg, SceneEntityCfg from isaaclab.managers import EventTermCfg as EventTerm from isaaclab.managers import ObservationGroupCfg as ObsGroup from isaaclab.managers import ObservationTermCfg as ObsTerm from isaaclab.scene import InteractiveSceneCfg from isaaclab.terrains import TerrainImporterCfg from isaaclab.utils import configclass ## # Custom action term ## class CubeActionTerm(ActionTerm): """Simple action term that implements a PD controller to track a target position. The action term is applied to the cube asset. It involves two steps: 1. **Process the raw actions**: Typically, this includes any transformations of the raw actions that are required to map them to the desired space. This is called once per environment step. 2. **Apply the processed actions**: This step applies the processed actions to the asset. It is called once per simulation step. In this case, the action term simply applies the raw actions to the cube asset. The raw actions are the desired target positions of the cube in the environment frame. The pre-processing step simply copies the raw actions to the processed actions as no additional processing is required. The processed actions are then applied to the cube asset by implementing a PD controller to track the target position. """ _asset: RigidObject """The articulation asset on which the action term is applied.""" def __init__(self, cfg: CubeActionTermCfg, env: ManagerBasedEnv): # call super constructor super().__init__(cfg, env) # create buffers self._raw_actions = torch.zeros(env.num_envs, 3, device=self.device) self._processed_actions = torch.zeros(env.num_envs, 3, device=self.device) self._vel_command = torch.zeros(self.num_envs, 6, device=self.device) # gains of controller self.p_gain = cfg.p_gain self.d_gain = cfg.d_gain """ Properties. """ @property def action_dim(self) -> int: return self._raw_actions.shape[1] @property def raw_actions(self) -> torch.Tensor: return self._raw_actions @property def processed_actions(self) -> torch.Tensor: return self._processed_actions """ Operations """ def process_actions(self, actions: torch.Tensor): # store the raw actions self._raw_actions[:] = actions # no-processing of actions self._processed_actions[:] = self._raw_actions[:] def apply_actions(self): # implement a PD controller to track the target position pos_error = self._processed_actions - (self._asset.data.root_pos_w - self._env.scene.env_origins) vel_error = -self._asset.data.root_lin_vel_w # set velocity targets self._vel_command[:, :3] = self.p_gain * pos_error + self.d_gain * vel_error self._asset.write_root_velocity_to_sim(self._vel_command) @configclass class CubeActionTermCfg(ActionTermCfg): """Configuration for the cube action term.""" class_type: type = CubeActionTerm """The class corresponding to the action term.""" p_gain: float = 5.0 """Proportional gain of the PD controller.""" d_gain: float = 0.5 """Derivative gain of the PD controller.""" ## # Custom observation term ## def base_position(env: ManagerBasedEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor: """Root linear velocity in the asset's root frame.""" # extract the used quantities (to enable type-hinting) asset: RigidObject = env.scene[asset_cfg.name] return asset.data.root_pos_w - env.scene.env_origins ## # Scene definition ## @configclass class MySceneCfg(InteractiveSceneCfg): """Example scene configuration. The scene comprises of a ground plane, light source and floating cubes (gravity disabled). """ # add terrain terrain = TerrainImporterCfg(prim_path="/World/ground", terrain_type="plane", debug_vis=False) # add cube for scale randomization cube1: RigidObjectCfg = RigidObjectCfg( prim_path="{ENV_REGEX_NS}/cube1", spawn=sim_utils.CuboidCfg( size=(0.2, 0.2, 0.2), rigid_props=sim_utils.RigidBodyPropertiesCfg(max_depenetration_velocity=1.0, disable_gravity=True), mass_props=sim_utils.MassPropertiesCfg(mass=1.0), physics_material=sim_utils.RigidBodyMaterialCfg(), visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.0, 0.0, 0.0)), ), init_state=RigidObjectCfg.InitialStateCfg(pos=(0.0, 0.0, 5)), ) # add cube for static scale values cube2: RigidObjectCfg = RigidObjectCfg( prim_path="{ENV_REGEX_NS}/cube2", spawn=sim_utils.CuboidCfg( size=(0.2, 0.2, 0.2), rigid_props=sim_utils.RigidBodyPropertiesCfg(max_depenetration_velocity=1.0, disable_gravity=True), mass_props=sim_utils.MassPropertiesCfg(mass=1.0), physics_material=sim_utils.RigidBodyMaterialCfg(), visual_material=sim_utils.PreviewSurfaceCfg(diffuse_color=(0.0, 0.0, 0.0)), ), init_state=RigidObjectCfg.InitialStateCfg(pos=(0.0, 0.0, 5)), ) # lights light = AssetBaseCfg( prim_path="/World/light", spawn=sim_utils.DistantLightCfg(color=(0.75, 0.75, 0.75), intensity=3000.0), ) ## # Environment settings ## @configclass class ActionsCfg: """Action specifications for the MDP.""" joint_pos = CubeActionTermCfg(asset_name="cube1") @configclass class ObservationsCfg: """Observation specifications for the MDP.""" @configclass class PolicyCfg(ObsGroup): """Observations for policy group.""" # cube velocity position = ObsTerm(func=base_position, params={"asset_cfg": SceneEntityCfg("cube1")}) def __post_init__(self): self.enable_corruption = True self.concatenate_terms = True # observation groups policy: PolicyCfg = PolicyCfg() @configclass class EventCfg: """Configuration for events.""" reset_base = EventTerm( func=mdp.reset_root_state_uniform, mode="reset", params={ "pose_range": {"x": (-0.5, 0.5), "y": (-0.5, 0.5), "yaw": (-3.14, 3.14)}, "velocity_range": { "x": (-0.5, 0.5), "y": (-0.5, 0.5), "z": (-0.5, 0.5), }, "asset_cfg": SceneEntityCfg("cube1"), }, ) # Scale randomization as intended randomize_cube1__scale = EventTerm( func=mdp.randomize_rigid_body_scale, mode="prestartup", params={ "scale_range": {"x": (0.5, 1.5), "y": (0.5, 1.5), "z": (0.5, 1.5)}, "asset_cfg": SceneEntityCfg("cube1"), }, ) # Static scale values randomize_cube2__scale = EventTerm( func=mdp.randomize_rigid_body_scale, mode="prestartup", params={ "scale_range": {"x": (1.0, 1.0), "y": (1.0, 1.0), "z": (1.0, 1.0)}, "asset_cfg": SceneEntityCfg("cube2"), }, ) ## # Environment configuration ## @configclass class CubeEnvCfg(ManagerBasedEnvCfg): """Configuration for the locomotion velocity-tracking environment.""" # Scene settings scene: MySceneCfg = MySceneCfg(num_envs=10, env_spacing=2.5, replicate_physics=False) # Basic settings observations: ObservationsCfg = ObservationsCfg() actions: ActionsCfg = ActionsCfg() events: EventCfg = EventCfg() def __post_init__(self): """Post initialization.""" # general settings self.decimation = 2 # simulation settings self.sim.dt = 0.01 self.sim.physics_material = self.scene.terrain.physics_material self.sim.render_interval = self.decimation @pytest.mark.parametrize("device", ["cpu", "cuda"]) def test_scale_randomization(device): """Test scale randomization for cube environment.""" # create a new stage omni.usd.get_context().new_stage() # set the device env_cfg = CubeEnvCfg() env_cfg.sim.device = device # setup base environment env = ManagerBasedEnv(cfg=env_cfg) # setup target position commands target_position = torch.rand(env.num_envs, 3, device=env.device) * 2 target_position[:, 2] += 2.0 # offset all targets so that they move to the world origin target_position -= env.scene.env_origins # test to make sure all assets in the scene are created all_prim_paths = sim_utils.find_matching_prim_paths("/World/envs/env_.*/cube.*/.*") assert len(all_prim_paths) == (env.num_envs * 2) # test to make sure randomized values are truly random applied_scaling_randomization = set() prim_paths = sim_utils.find_matching_prim_paths("/World/envs/env_.*/cube1") # get the stage stage = omni.usd.get_context().get_stage() # check if the scale values are truly random for i in range(3): prim_spec = Sdf.CreatePrimInLayer(stage.GetRootLayer(), prim_paths[i]) scale_spec = prim_spec.GetAttributeAtPath(prim_paths[i] + ".xformOp:scale") if scale_spec.default in applied_scaling_randomization: raise ValueError( "Detected repeat in applied scale values - indication scaling randomization is not working." ) applied_scaling_randomization.add(scale_spec.default) # test to make sure that fixed values are assigned correctly prim_paths = sim_utils.find_matching_prim_paths("/World/envs/env_.*/cube2") for i in range(3): prim_spec = Sdf.CreatePrimInLayer(stage.GetRootLayer(), prim_paths[i]) scale_spec = prim_spec.GetAttributeAtPath(prim_paths[i] + ".xformOp:scale") assert tuple(scale_spec.default) == (1.0, 1.0, 1.0) # simulate physics with torch.inference_mode(): for count in range(200): # reset every few steps to check nothing breaks if count % 100 == 0: env.reset() # step the environment env.step(target_position) env.close() def test_scale_randomization_failure_replicate_physics(): """Test scale randomization failure when replicate physics is set to True.""" # create a new stage omni.usd.get_context().new_stage() # set the arguments cfg_failure = CubeEnvCfg() cfg_failure.scene.replicate_physics = True # run the test with pytest.raises(RuntimeError): env = ManagerBasedEnv(cfg_failure) env.close()