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| Spawning Multiple Assets | |
| ======================== | |
| .. currentmodule:: isaaclab | |
| Typical spawning configurations (introduced in the :ref:`tutorial-spawn-prims` tutorial) copy the same | |
| asset (or USD primitive) across the different resolved prim paths from the expressions. | |
| For instance, if the user specifies to spawn the asset at "/World/Table\_.*/Object", the same | |
| asset is created at the paths "/World/Table_0/Object", "/World/Table_1/Object" and so on. | |
| However, we also support multi-asset spawning with two mechanisms: | |
| 1. Rigid object collections. This allows the user to spawn multiple rigid objects in each environment and access/modify | |
| them with a unified API, improving performance. | |
| 2. Spawning different assets under the same prim path. This allows the user to create diverse simulations, where each | |
| environment has a different asset. | |
| This guide describes how to use these two mechanisms. | |
| The sample script ``multi_asset.py`` is used as a reference, located in the | |
| ``IsaacLab/scripts/demos`` directory. | |
| .. dropdown:: Code for multi_asset.py | |
| :icon: code | |
| .. literalinclude:: ../../../scripts/demos/multi_asset.py | |
| :language: python | |
| :emphasize-lines: 109-131, 135-179, 184-203 | |
| :linenos: | |
| This script creates multiple environments, where each environment has: | |
| * a rigid object collection containing a cone, a cube, and a sphere | |
| * a rigid object that is either a cone, a cube, or a sphere, chosen at random | |
| * an articulation that is either the ANYmal-C or ANYmal-D robot, chosen at random | |
| .. image:: ../_static/demos/multi_asset.jpg | |
| :width: 100% | |
| :alt: result of multi_asset.py | |
| Rigid Object Collections | |
| ------------------------ | |
| Multiple rigid objects can be spawned in each environment and accessed/modified with a unified ``(env_ids, obj_ids)`` API. | |
| While the user could also create multiple rigid objects by spawning them individually, the API is more user-friendly and | |
| more efficient since it uses a single physics view under the hood to handle all the objects. | |
| .. literalinclude:: ../../../scripts/demos/multi_asset.py | |
| :language: python | |
| :lines: 135-179 | |
| :dedent: | |
| The configuration :class:`~assets.RigidObjectCollectionCfg` is used to create the collection. It's attribute :attr:`~assets.RigidObjectCollectionCfg.rigid_objects` | |
| is a dictionary containing :class:`~assets.RigidObjectCfg` objects. The keys serve as unique identifiers for each | |
| rigid object in the collection. | |
| Spawning different assets under the same prim path | |
| -------------------------------------------------- | |
| It is possible to spawn different assets and USDs under the same prim path in each environment using the spawners | |
| :class:`~sim.spawners.wrappers.MultiAssetSpawnerCfg` and :class:`~sim.spawners.wrappers.MultiUsdFileCfg`: | |
| * We set the spawn configuration in :class:`~assets.RigidObjectCfg` to be | |
| :class:`~sim.spawners.wrappers.MultiAssetSpawnerCfg`: | |
| .. literalinclude:: ../../../scripts/demos/multi_asset.py | |
| :language: python | |
| :lines: 107-133 | |
| :dedent: | |
| This function allows you to define a list of different assets that can be spawned as rigid objects. | |
| When :attr:`~sim.spawners.wrappers.MultiAssetSpawnerCfg.random_choice` is set to True, one asset from the list | |
| is randomly selected and spawned at the specified prim path. | |
| * Similarly, we set the spawn configuration in :class:`~assets.ArticulationCfg` to be | |
| :class:`~sim.spawners.wrappers.MultiUsdFileCfg`: | |
| .. literalinclude:: ../../../scripts/demos/multi_asset.py | |
| :language: python | |
| :lines: 182-215 | |
| :dedent: | |
| Similar to before, this configuration allows the selection of different USD files representing articulated assets. | |
| Things to Note | |
| ~~~~~~~~~~~~~~ | |
| Similar asset structuring | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| While spawning and handling multiple assets using the same physics interface (the rigid object or articulation classes), | |
| it is essential to have the assets at all the prim locations follow a similar structure. In case of an articulation, | |
| this means that they all must have the same number of links and joints, the same number of collision bodies and | |
| the same names for them. If that is not the case, the physics parsing of the prims can get affected and fail. | |
| The main purpose of this functionality is to enable the user to create randomized versions of the same asset, | |
| for example robots with different link lengths, or rigid objects with different collider shapes. | |
| Disabling physics replication in interactive scene | |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | |
| By default, the flag :attr:`scene.InteractiveScene.replicate_physics` is set to True. This flag informs the physics | |
| engine that the simulation environments are copies of one another so it just needs to parse the first environment | |
| to understand the entire simulation scene. This helps speed up the simulation scene parsing. | |
| However, in the case of spawning different assets in different environments, this assumption does not hold | |
| anymore. Hence the flag :attr:`scene.InteractiveScene.replicate_physics` must be disabled. | |
| For a full guide on the template-based cloning system including strategies and collision filtering, | |
| see :doc:`cloning`. | |
| .. literalinclude:: ../../../scripts/demos/multi_asset.py | |
| :language: python | |
| :lines: 280-283 | |
| :dedent: | |
| The Code Execution | |
| ------------------ | |
| To execute the script with multiple environments and randomized assets, use the following command: | |
| .. code-block:: bash | |
| python scripts/demos/multi_asset.py --num_envs 2048 | |
| This command runs the simulation with 2048 environments, each with randomly selected assets. | |
| To stop the simulation, you can close the window, or press ``Ctrl+C`` in the terminal. | |