| .. _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: |
|
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| * 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: |
|
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| * 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 |
| ~~~~~~~~~~~~~~~~~~ |
|
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|
| 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. |
|
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| .. 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. |
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|