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| Spawning Multiple Assets |
| ======================== |
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| .. currentmodule:: isaaclab |
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| 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. |
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| However, we also support multi-asset spawning with two mechanisms: |
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| 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. |
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| 2. Spawning different assets under the same prim path. This allows the user to create diverse simulations, where each |
| environment has a different asset. |
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| This guide describes how to use these two mechanisms. |
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| The sample script ``multi_asset.py`` is used as a reference, located in the |
| ``IsaacLab/scripts/demos`` directory. |
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| .. dropdown:: Code for multi_asset.py |
| :icon: code |
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| .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| :language: python |
| :emphasize-lines: 109-131, 135-179, 184-203 |
| :linenos: |
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| This script creates multiple environments, where each environment has: |
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| * 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 |
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| .. image:: ../_static/demos/multi_asset.jpg |
| :width: 100% |
| :alt: result of multi_asset.py |
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| Rigid Object Collections |
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| 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. |
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| .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| :language: python |
| :lines: 135-179 |
| :dedent: |
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| 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. |
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| Spawning different assets under the same prim path |
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| 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`: |
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| * We set the spawn configuration in :class:`~assets.RigidObjectCfg` to be |
| :class:`~sim.spawners.wrappers.MultiAssetSpawnerCfg`: |
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| .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| :language: python |
| :lines: 107-133 |
| :dedent: |
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| 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. |
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| * Similarly, we set the spawn configuration in :class:`~assets.ArticulationCfg` to be |
| :class:`~sim.spawners.wrappers.MultiUsdFileCfg`: |
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| .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| :language: python |
| :lines: 182-215 |
| :dedent: |
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| Similar to before, this configuration allows the selection of different USD files representing articulated assets. |
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| Things to Note |
| ~~~~~~~~~~~~~~ |
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| Similar asset structuring |
| ~~~~~~~~~~~~~~~~~~~~~~~~~ |
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| 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. |
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| 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. |
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| Disabling physics replication in interactive scene |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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| 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. |
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| 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. |
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| .. literalinclude:: ../../../scripts/demos/multi_asset.py |
| :language: python |
| :lines: 280-283 |
| :dedent: |
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| The Code Execution |
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| To execute the script with multiple environments and randomized assets, use the following command: |
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| .. code-block:: bash |
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| ./isaaclab.sh -p scripts/demos/multi_asset.py |
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| 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. |
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