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| .. _cloning-environments: | |
| Cloning Environments | |
| ==================== | |
| .. currentmodule:: isaaclab | |
| Isaac Lab creates many parallel environments by spawning representative source prims and | |
| then cloning them to the remaining environment paths. This guide starts with direct cloning | |
| so the primitive contract is clear, then shows how :class:`~isaaclab.cloner.ClonePlan` and | |
| build on top of that contract. | |
| .. contents:: On this page | |
| :local: | |
| :depth: 2 | |
| Direct Cloning | |
| -------------- | |
| Use direct cloning for custom scene pipelines, tooling, or tests that need explicit | |
| control over the replication contract. | |
| The cloner operates on three pieces of data: | |
| 1. **Source prims** that already exist on the stage. | |
| 2. **Destination templates** containing ``{}``, which is formatted with each environment id. | |
| 3. **A boolean mask** with shape ``[len(sources), num_envs]`` that selects which source | |
| populates each environment. | |
| The direct flow is: | |
| 1. Create the environment namespace prims. | |
| 2. Spawn representative source prims. | |
| 3. Call the physics replicate function for your backend. | |
| 4. Call :func:`~isaaclab.cloner.usd_replicate` with the same source-to-environment mapping. | |
| .. code-block:: python | |
| import torch | |
| import isaaclab.sim as sim_utils | |
| from isaaclab.cloner import usd_replicate | |
| from isaaclab_physx.cloner import physx_replicate | |
| num_envs = 128 | |
| stage = sim_utils.get_current_stage() | |
| env_ids = torch.arange(num_envs, device="cuda:0") | |
| sim_utils.create_prim("/World/envs", "Xform") | |
| for env_id in range(num_envs): | |
| sim_utils.create_prim(f"/World/envs/env_{env_id}", "Xform") | |
| source = "/World/envs/env_0/Cube" | |
| destination = "/World/envs/env_{}/Object" | |
| cube_cfg = sim_utils.CuboidCfg(size=(0.5, 0.5, 0.5)) | |
| cube_cfg.func(source, cube_cfg) | |
| mask = torch.ones((1, num_envs), dtype=torch.bool, device="cuda:0") | |
| physx_replicate(stage, [source], [destination], env_ids, mask, device="cuda:0") | |
| usd_replicate(stage, [source], [destination], env_ids, mask) | |
| This creates one source cube at ``/World/envs/env_0/Cube`` and clones it to | |
| ``/World/envs/env_1/Object`` through ``/World/envs/env_127/Object``. When a source path is | |
| the same as the destination for an environment, ``usd_replicate`` skips the self-copy. | |
| Direct heterogeneous cloning uses the same API with more source rows. Each row in ``mask`` | |
| selects the environments that receive the matching source. For example, this explicit mask | |
| clones a cone into environments 0 and 2, and a sphere into environments 1 and 3: | |
| .. code-block:: python | |
| env_ids = torch.arange(4, device="cuda:0") | |
| sources = ["/World/envs/env_0/Cone", "/World/envs/env_1/Sphere"] | |
| destinations = ["/World/envs/env_{}/Object", "/World/envs/env_{}/Object"] | |
| cone_cfg = sim_utils.ConeCfg(radius=0.25, height=0.5) | |
| sphere_cfg = sim_utils.SphereCfg(radius=0.25) | |
| cone_cfg.func(sources[0], cone_cfg) | |
| sphere_cfg.func(sources[1], sphere_cfg) | |
| mask = torch.tensor([[True, False, True, False], [False, True, False, True]], dtype=torch.bool) | |
| physx_replicate(stage, sources, destinations, env_ids, mask, device="cuda:0") | |
| usd_replicate(stage, sources, destinations, env_ids, mask) | |
| The mask above reads as: | |
| .. list-table:: | |
| :header-rows: 1 | |
| :widths: 15 40 20 25 | |
| * - Source row | |
| - Source path | |
| - Env ids | |
| - Destination path | |
| * - ``0`` | |
| - ``/World/envs/env_0/Cone`` | |
| - ``0, 2`` | |
| - ``/World/envs/env_{}/Object`` | |
| * - ``1`` | |
| - ``/World/envs/env_1/Sphere`` | |
| - ``1, 3`` | |
| - ``/World/envs/env_{}/Object`` | |
| ``usd_replicate`` copies parent paths before children and supports optional ``positions`` | |
| and ``quaternions`` buffers. If ``positions`` is provided, it authors | |
| ``xformOp:translate`` on each destination using the environment id. The helper | |
| creates the same grid layout used by | |
| .. code-block:: python | |
| from isaaclab.cloner import grid_transforms | |
| positions, orientations = grid_transforms( | |
| N=num_envs, | |
| spacing=2.0, | |
| up_axis="z", | |
| device="cuda:0", | |
| ) | |
| usd_replicate(stage, [source], [destination], env_ids, mask, positions=positions) | |
| Clone Plans | |
| ----------- | |
| For one source row, passing ``sources``, ``destinations``, and ``mask`` by hand is simple. | |
| For heterogeneous scenes, the mapping is easier to build with | |
| which returns the raw flat components. Composing | |
| those components into a :class:`~isaaclab.cloner.ClonePlan` together with the per-environment | |
| pose buffer is the caller's responsibility — keeping pose authority on the side that owns the | |
| buffer (typically the scene) avoids duplicating tensors. | |
| stores the same flat contract used by direct cloning: | |
| .. code-block:: text | |
| sources = [source_0, source_1, ...] | |
| destinations = [destination_0, destination_1, ...] | |
| clone_mask = bool tensor, shape [len(sources), num_envs] | |
| ``clone_mask[i, j]`` is ``True`` when environment ``j`` should receive source row ``i``. | |
| The same plan can be passed to USD replication, physics replication, and scene-data | |
| providers. | |
| Homogeneous Plans | |
| ~~~~~~~~~~~~~~~~~ | |
| In a homogeneous scene, every environment receives the same asset layout. The default plan | |
| is: | |
| .. code-block:: text | |
| sources = ["/World/envs/env_0"] | |
| destinations = ["/World/envs/env_{}"] | |
| clone_mask = all True, shape [1, num_envs] | |
| This means the scene spawns everything for ``env_0`` and replicates that environment to | |
| ``env_1`` through ``env_N``. | |
| Heterogeneous Plans | |
| ~~~~~~~~~~~~~~~~~~~ | |
| Heterogeneous cloning is used when different environments receive different prototypes. | |
| For example, an object with three variants may have representative source prims at: | |
| .. code-block:: text | |
| /World/envs/env_0/Object | |
| /World/envs/env_1/Object | |
| /World/envs/env_2/Object | |
| These paths have the same leaf name because each variant will be cloned to | |
| ``/World/envs/env_{}/Object``, but their authored contents are different. For example, | |
| ``env_0/Object`` could be a cone, ``env_1/Object`` a cuboid, and ``env_2/Object`` a sphere. | |
| The plan maps those source rows to all environments: | |
| .. code-block:: python | |
| from isaaclab.cloner import make_clone_plan, sequential | |
| sources, destinations, clone_mask = make_clone_plan( | |
| sources=[ | |
| [ | |
| "/World/envs/env_0/Object", | |
| "/World/envs/env_1/Object", | |
| "/World/envs/env_2/Object", | |
| ] | |
| ], | |
| destinations=["/World/envs/env_{}/Object"], | |
| num_clones=8, | |
| clone_strategy=sequential, | |
| device="cuda:0", | |
| ) | |
| # source row used by env: 0, 1, 2, 0, 1, 2, 0, 1 | |
| Direct code can use the components exactly like the hand-written direct example: | |
| .. code-block:: python | |
| physx_replicate(stage, sources, destinations, env_ids, clone_mask, device="cuda:0") | |
| usd_replicate(stage, sources, destinations, env_ids, clone_mask) | |
| When variants span multiple groups, such as robot variants and object variants, | |
| ``make_clone_plan`` enumerates the Cartesian product of the groups and assigns one | |
| combination per environment. Unused prototype rows may still appear in the plan with an | |
| all-false mask row. | |
| .. _cloning-strategies: | |
| Clone Strategies | |
| ~~~~~~~~~~~~~~~~ | |
| A clone strategy chooses prototype combinations for the environments: | |
| * :func:`~isaaclab.cloner.random` samples combinations randomly and is the default. | |
| * :func:`~isaaclab.cloner.sequential` assigns combinations in round-robin order, which is | |
| useful for reproducible tests and balanced coverage. | |
| Custom strategies are callables with this signature: | |
| .. code-block:: python | |
| def my_strategy(combinations: torch.Tensor, num_clones: int, device: str) -> torch.Tensor: | |
| ... | |
| ``combinations`` has shape ``[num_combinations, num_groups]`` and the return value must have | |
| shape ``[num_clones, num_groups]``. | |
| Common Workflow: ``InteractiveScene`` | |
| ------------------------------------- | |
| automates the direct cloning flow for task scenes. | |
| It inspects scene configuration, builds a :class:`~isaaclab.cloner.ClonePlan`, rewrites | |
| spawner paths to the representative sources, spawns those sources, runs physics and USD | |
| replication, and filters inter-environment collisions for PhysX when configured. | |
| Put per-environment assets under ``{ENV_REGEX_NS}`` and global assets under normal USD | |
| paths: | |
| .. code-block:: python | |
| import isaaclab.sim as sim_utils | |
| from isaaclab.assets import AssetBaseCfg | |
| from isaaclab.scene import InteractiveScene, InteractiveSceneCfg | |
| from isaaclab.utils.configclass import configclass | |
| from isaaclab_assets.robots.cartpole import CARTPOLE_CFG | |
| @configclass | |
| class MySceneCfg(InteractiveSceneCfg): | |
| # Cloned once per environment. | |
| robot = CARTPOLE_CFG.replace(prim_path="{ENV_REGEX_NS}/Robot") | |
| # Authored once globally, not cloned per environment. | |
| light = AssetBaseCfg( | |
| prim_path="/World/Light", | |
| spawn=sim_utils.DistantLightCfg(intensity=3000.0), | |
| ) | |
| scene_cfg = MySceneCfg(num_envs=128, env_spacing=2.0, replicate_physics=True) | |
| scene = InteractiveScene(cfg=scene_cfg) | |
| For heterogeneous scenes, use :class:`~isaaclab.sim.spawners.wrappers.MultiAssetSpawnerCfg` | |
| or :class:`~isaaclab.sim.spawners.wrappers.MultiUsdFileCfg`. ``InteractiveScene`` assigns | |
| representative source paths to the spawner and lets the clone strategy choose which | |
| prototype each environment receives. See :doc:`multi_asset_spawning` for the asset | |
| configuration details. | |
| The most important scene options are on :class:`~isaaclab.scene.InteractiveSceneCfg`: | |
| .. list-table:: | |
| :header-rows: 1 | |
| :widths: 25 15 60 | |
| * - Field | |
| - Default | |
| - When to change it | |
| * - ``replicate_physics`` | |
| - ``True`` | |
| - Keep enabled for homogeneous environments and fast startup. Disable it when each | |
| environment needs independently authored physics or USD randomization. | |
| * - ``filter_collisions`` | |
| - ``True`` | |
| - Keep enabled for parallel RL so cloned environments do not collide with each other. | |
| This is automatic for PhysX-backed scene cloning. | |
| * - ``clone_in_fabric`` | |
| - ``False`` | |
| - Enables the PhysX Fabric cloning path for faster scene creation. Use USDRT for stage | |
| inspection when Fabric cloning is enabled. | |
| Choosing an API | |
| --------------- | |
| .. list-table:: | |
| :header-rows: 1 | |
| :widths: 25 45 30 | |
| * - Goal | |
| - Recommended API | |
| - Notes | |
| * - Build a custom cloning pipeline | |
| - :func:`~isaaclab.cloner.usd_replicate` and a backend physics replicate function | |
| - Useful for tests, tooling, or advanced scene construction. | |
| * - Build complex direct mappings | |
| - :func:`~isaaclab.cloner.make_clone_plan` | |
| - Produces the same ``sources``, ``destinations``, and ``clone_mask`` used by direct cloning. | |
| * - Build normal task scenes | |
| - :class:`~isaaclab.scene.InteractiveScene` | |
| - Preferred path. Configure assets with ``{ENV_REGEX_NS}`` and let the scene clone them. | |
| * - Randomize which asset each environment receives | |
| - ``InteractiveScene`` with :class:`~isaaclab.sim.spawners.wrappers.MultiAssetSpawnerCfg` or | |
| :class:`~isaaclab.sim.spawners.wrappers.MultiUsdFileCfg` | |
| - See :doc:`multi_asset_spawning` for the asset configuration details. | |
| * - Use Isaac Sim's ``GridCloner`` | |
| - Isaac Sim API | |
| - Isaac Lab's tested path is the ``isaaclab.cloner`` API described here. | |
| Migrating From Template Cloning | |
| ------------------------------- | |
| The template-root discovery API has been removed. Replace | |
| ``clone_from_template(...)`` calls with explicit source prims plus | |
| a backend physics replicate function, and | |
| Replace ``TemplateCloneCfg`` with | |
| for execution settings such as clone strategy, | |
| Fabric cloning, and backend replication. | |
| Collision Filtering and Isolation | |
| --------------------------------- | |
| Some prims, such as terrain, are intentionally shared across environments and should collide | |
| with every environment. These are modeled as global collision paths. The workaround is only | |
| the per-environment filtering: when cloning is fully isolated per world, cloned environments | |
| should not collide with each other and no manual per-environment filter should be needed. | |
| Some PhysX cloning paths still rely on USD collision groups for that isolation fallback. In | |
| the scene workflow this is handled by ``InteractiveScene`` when ``filter_collisions=True`` | |
| and the backend is PhysX. | |
| For direct PhysX usage, call :func:`~isaaclab.cloner.filter_collisions` after cloning if | |
| per-environment isolation is not already provided by the cloning backend: | |
| .. code-block:: python | |
| from isaaclab.cloner import filter_collisions | |
| filter_collisions( | |
| stage=stage, | |
| physicsscene_path="/physicsScene", | |
| collision_root_path="/World/collisions", | |
| prim_paths=[f"/World/envs/env_{i}" for i in range(num_envs)], | |
| global_paths=["/World/ground"], | |
| ) | |
| .. note:: | |
| Collision filtering uses PhysX collision groups. Newton handles per-environment isolation | |
| through its own world system. | |
| Backend and Option Notes | |
| ------------------------ | |
| **Physics replication.** :class:`~isaaclab.scene.InteractiveScene` selects the backend | |
| replication function automatically. Direct PhysX users call | |
| Newton users call | |
| **``replicate_physics=False``.** Disable physics replication when environments need | |
| independent authored USD or physics state, such as some scale, texture, or color | |
| randomization workflows. Startup and physics parsing are slower because the backend cannot | |
| assume every environment is a clone of the same source. | |
| **``copy_from_source``.** ``InteractiveScene`` calls | |
| ``clone_environments(copy_from_source=True)`` when ``replicate_physics=False``. This skips | |
| backend physics replication and leaves physics parsing to the backend. Spawner-level | |
| ``copy_from_source`` is a separate setting used by spawn functions that clone from a source | |
| path matched by a regex. | |
| **Fabric cloning.** ``clone_in_fabric=True`` applies to PhysX replication. It can reduce | |
| scene-creation time for large PhysX scenes, especially when many replicated rigid bodies are | |
| authored. Fabric-backed stage data must be inspected through USDRT rather than normal USD | |
| APIs. | |
| See Also | |
| -------- | |
| * :doc:`multi_asset_spawning` -- configuring multi-asset and multi-USD spawners. | |
| * :doc:`optimize_stage_creation` -- Fabric cloning and stage-in-memory optimizations. | |