omni.isaac.lab.scene.interactive_scene 源代码

# Copyright (c) 2022-2024, The Isaac Lab Project Developers.
# All rights reserved.
#
# SPDX-License-Identifier: BSD-3-Clause

import torch
from collections.abc import Sequence
from typing import Any

import carb
import omni.usd
from omni.isaac.cloner import GridCloner
from omni.isaac.core.prims import XFormPrimView
from pxr import PhysxSchema

import omni.isaac.lab.sim as sim_utils
from omni.isaac.lab.assets import (
    Articulation,
    ArticulationCfg,
    AssetBaseCfg,
    DeformableObject,
    DeformableObjectCfg,
    RigidObject,
    RigidObjectCfg,
    RigidObjectCollection,
    RigidObjectCollectionCfg,
)
from omni.isaac.lab.sensors import ContactSensorCfg, FrameTransformerCfg, SensorBase, SensorBaseCfg
from omni.isaac.lab.terrains import TerrainImporter, TerrainImporterCfg

from .interactive_scene_cfg import InteractiveSceneCfg


[文档]class InteractiveScene: """A scene that contains entities added to the simulation. The interactive scene parses the :class:`InteractiveSceneCfg` class to create the scene. Based on the specified number of environments, it clones the entities and groups them into different categories (e.g., articulations, sensors, etc.). Cloning can be performed in two ways: * For tasks where all environments contain the same assets, a more performant cloning paradigm can be used to allow for faster environment creation. This is specified by the ``replicate_physics`` flag. .. code-block:: python scene = InteractiveScene(cfg=InteractiveSceneCfg(replicate_physics=True)) * For tasks that require having separate assets in the environments, ``replicate_physics`` would have to be set to False, which will add some costs to the overall startup time. .. code-block:: python scene = InteractiveScene(cfg=InteractiveSceneCfg(replicate_physics=False)) Each entity is registered to scene based on its name in the configuration class. For example, if the user specifies a robot in the configuration class as follows: .. code-block:: python from omni.isaac.lab.scene import InteractiveSceneCfg from omni.isaac.lab.utils import configclass from omni.isaac.lab_assets.anymal import ANYMAL_C_CFG @configclass class MySceneCfg(InteractiveSceneCfg): robot = ANYMAL_C_CFG.replace(prim_path="{ENV_REGEX_NS}/Robot") Then the robot can be accessed from the scene as follows: .. code-block:: python from omni.isaac.lab.scene import InteractiveScene # create 128 environments scene = InteractiveScene(cfg=MySceneCfg(num_envs=128)) # access the robot from the scene robot = scene["robot"] # access the robot based on its type robot = scene.articulations["robot"] If the :class:`InteractiveSceneCfg` class does not include asset entities, the cloning process can still be triggered if assets were added to the stage outside of the :class:`InteractiveScene` class: .. code-block:: python scene = InteractiveScene(cfg=InteractiveSceneCfg(num_envs=128, replicate_physics=True)) scene.clone_environments() .. note:: It is important to note that the scene only performs common operations on the entities. For example, resetting the internal buffers, writing the buffers to the simulation and updating the buffers from the simulation. The scene does not perform any task specific to the entity. For example, it does not apply actions to the robot or compute observations from the robot. These tasks are handled by different modules called "managers" in the framework. Please refer to the :mod:`omni.isaac.lab.managers` sub-package for more details. """
[文档] def __init__(self, cfg: InteractiveSceneCfg): """Initializes the scene. Args: cfg: The configuration class for the scene. """ # check that the config is valid cfg.validate() # store inputs self.cfg = cfg # initialize scene elements self._terrain = None self._articulations = dict() self._deformable_objects = dict() self._rigid_objects = dict() self._rigid_object_collections = dict() self._sensors = dict() self._extras = dict() # obtain the current stage self.stage = omni.usd.get_context().get_stage() # physics scene path self._physics_scene_path = None # prepare cloner for environment replication self.cloner = GridCloner(spacing=self.cfg.env_spacing) self.cloner.define_base_env(self.env_ns) self.env_prim_paths = self.cloner.generate_paths(f"{self.env_ns}/env", self.cfg.num_envs) # create source prim self.stage.DefinePrim(self.env_prim_paths[0], "Xform") # when replicate_physics=False, we assume heterogeneous environments and clone the xforms first. # this triggers per-object level cloning in the spawner. if not self.cfg.replicate_physics: # clone the env xform env_origins = self.cloner.clone( source_prim_path=self.env_prim_paths[0], prim_paths=self.env_prim_paths, replicate_physics=False, copy_from_source=True, ) self._default_env_origins = torch.tensor(env_origins, device=self.device, dtype=torch.float32) else: # otherwise, environment origins will be initialized during cloning at the end of environment creation self._default_env_origins = None self._global_prim_paths = list() if self._is_scene_setup_from_cfg(): # add entities from config self._add_entities_from_cfg() # clone environments on a global scope if environment is homogeneous if self.cfg.replicate_physics: self.clone_environments(copy_from_source=False) # replicate physics if we have more than one environment # this is done to make scene initialization faster at play time if self.cfg.replicate_physics and self.cfg.num_envs > 1: self.cloner.replicate_physics( source_prim_path=self.env_prim_paths[0], prim_paths=self.env_prim_paths, base_env_path=self.env_ns, root_path=self.env_regex_ns.replace(".*", ""), ) self.filter_collisions(self._global_prim_paths)
[文档] def clone_environments(self, copy_from_source: bool = False): """Creates clones of the environment ``/World/envs/env_0``. Args: copy_from_source: (bool): If set to False, clones inherit from /World/envs/env_0 and mirror its changes. If True, clones are independent copies of the source prim and won't reflect its changes (start-up time may increase). Defaults to False. """ # check if user spawned different assets in individual environments # this flag will be None if no multi asset is spawned carb_settings_iface = carb.settings.get_settings() has_multi_assets = carb_settings_iface.get("/isaaclab/spawn/multi_assets") if has_multi_assets and self.cfg.replicate_physics: omni.log.warn( "Varying assets might have been spawned under different environments." " However, the replicate physics flag is enabled in the 'InteractiveScene' configuration." " This may adversely affect PhysX parsing. We recommend disabling this property." ) # clone the environment env_origins = self.cloner.clone( source_prim_path=self.env_prim_paths[0], prim_paths=self.env_prim_paths, replicate_physics=self.cfg.replicate_physics, copy_from_source=copy_from_source, ) # in case of heterogeneous cloning, the env origins is specified at init if self._default_env_origins is None: self._default_env_origins = torch.tensor(env_origins, device=self.device, dtype=torch.float32)
[文档] def filter_collisions(self, global_prim_paths: list[str] | None = None): """Filter environments collisions. Disables collisions between the environments in ``/World/envs/env_.*`` and enables collisions with the prims in global prim paths (e.g. ground plane). Args: global_prim_paths: A list of global prim paths to enable collisions with. Defaults to None, in which case no global prim paths are considered. """ # validate paths in global prim paths if global_prim_paths is None: global_prim_paths = [] else: # remove duplicates in paths global_prim_paths = list(set(global_prim_paths)) # set global prim paths list if not previously defined if len(self._global_prim_paths) < 1: self._global_prim_paths += global_prim_paths # filter collisions within each environment instance self.cloner.filter_collisions( self.physics_scene_path, "/World/collisions", self.env_prim_paths, global_paths=self._global_prim_paths, )
def __str__(self) -> str: """Returns a string representation of the scene.""" msg = f"<class {self.__class__.__name__}>\n" msg += f"\tNumber of environments: {self.cfg.num_envs}\n" msg += f"\tEnvironment spacing : {self.cfg.env_spacing}\n" msg += f"\tSource prim name : {self.env_prim_paths[0]}\n" msg += f"\tGlobal prim paths : {self._global_prim_paths}\n" msg += f"\tReplicate physics : {self.cfg.replicate_physics}" return msg """ Properties. """ @property def physics_scene_path(self) -> str: """The path to the USD Physics Scene.""" if self._physics_scene_path is None: for prim in self.stage.Traverse(): if prim.HasAPI(PhysxSchema.PhysxSceneAPI): self._physics_scene_path = prim.GetPrimPath().pathString omni.log.info(f"Physics scene prim path: {self._physics_scene_path}") break if self._physics_scene_path is None: raise RuntimeError("No physics scene found! Please make sure one exists.") return self._physics_scene_path @property def physics_dt(self) -> float: """The physics timestep of the scene.""" return sim_utils.SimulationContext.instance().get_physics_dt() # pyright: ignore [reportOptionalMemberAccess] @property def device(self) -> str: """The device on which the scene is created.""" return sim_utils.SimulationContext.instance().device # pyright: ignore [reportOptionalMemberAccess] @property def env_ns(self) -> str: """The namespace ``/World/envs`` in which all environments created. The environments are present w.r.t. this namespace under "env_{N}" prim, where N is a natural number. """ return "/World/envs" @property def env_regex_ns(self) -> str: """The namespace ``/World/envs/env_.*`` in which all environments created.""" return f"{self.env_ns}/env_.*" @property def num_envs(self) -> int: """The number of environments handled by the scene.""" return self.cfg.num_envs @property def env_origins(self) -> torch.Tensor: """The origins of the environments in the scene. Shape is (num_envs, 3).""" if self._terrain is not None: return self._terrain.env_origins else: return self._default_env_origins @property def terrain(self) -> TerrainImporter | None: """The terrain in the scene. If None, then the scene has no terrain. Note: We treat terrain separate from :attr:`extras` since terrains define environment origins and are handled differently from other miscellaneous entities. """ return self._terrain @property def articulations(self) -> dict[str, Articulation]: """A dictionary of articulations in the scene.""" return self._articulations @property def deformable_objects(self) -> dict[str, DeformableObject]: """A dictionary of deformable objects in the scene.""" return self._deformable_objects @property def rigid_objects(self) -> dict[str, RigidObject]: """A dictionary of rigid objects in the scene.""" return self._rigid_objects @property def rigid_object_collections(self) -> dict[str, RigidObjectCollection]: """A dictionary of rigid object collections in the scene.""" return self._rigid_object_collections @property def sensors(self) -> dict[str, SensorBase]: """A dictionary of the sensors in the scene, such as cameras and contact reporters.""" return self._sensors @property def extras(self) -> dict[str, XFormPrimView]: """A dictionary of miscellaneous simulation objects that neither inherit from assets nor sensors. The keys are the names of the miscellaneous objects, and the values are the `XFormPrimView`_ of the corresponding prims. As an example, lights or other props in the scene that do not have any attributes or properties that you want to alter at runtime can be added to this dictionary. Note: These are not reset or updated by the scene. They are mainly other prims that are not necessarily handled by the interactive scene, but are useful to be accessed by the user. .. _XFormPrimView: https://docs.omniverse.nvidia.com/py/isaacsim/source/extensions/omni.isaac.core/docs/index.html#omni.isaac.core.prims.XFormPrimView """ return self._extras """ Operations. """
[文档] def reset(self, env_ids: Sequence[int] | None = None): """Resets the scene entities. Args: env_ids: The indices of the environments to reset. Defaults to None (all instances). """ # -- assets for articulation in self._articulations.values(): articulation.reset(env_ids) for deformable_object in self._deformable_objects.values(): deformable_object.reset(env_ids) for rigid_object in self._rigid_objects.values(): rigid_object.reset(env_ids) for rigid_object_collection in self._rigid_object_collections.values(): rigid_object_collection.reset(env_ids) # -- sensors for sensor in self._sensors.values(): sensor.reset(env_ids)
[文档] def write_data_to_sim(self): """Writes the data of the scene entities to the simulation.""" # -- assets for articulation in self._articulations.values(): articulation.write_data_to_sim() for deformable_object in self._deformable_objects.values(): deformable_object.write_data_to_sim() for rigid_object in self._rigid_objects.values(): rigid_object.write_data_to_sim() for rigid_object_collection in self._rigid_object_collections.values(): rigid_object_collection.write_data_to_sim()
[文档] def update(self, dt: float) -> None: """Update the scene entities. Args: dt: The amount of time passed from last :meth:`update` call. """ # -- assets for articulation in self._articulations.values(): articulation.update(dt) for deformable_object in self._deformable_objects.values(): deformable_object.update(dt) for rigid_object in self._rigid_objects.values(): rigid_object.update(dt) for rigid_object_collection in self._rigid_object_collections.values(): rigid_object_collection.update(dt) # -- sensors for sensor in self._sensors.values(): sensor.update(dt, force_recompute=not self.cfg.lazy_sensor_update)
""" Operations: Iteration. """
[文档] def keys(self) -> list[str]: """Returns the keys of the scene entities. Returns: The keys of the scene entities. """ all_keys = ["terrain"] for asset_family in [ self._articulations, self._deformable_objects, self._rigid_objects, self._rigid_object_collections, self._sensors, self._extras, ]: all_keys += list(asset_family.keys()) return all_keys
def __getitem__(self, key: str) -> Any: """Returns the scene entity with the given key. Args: key: The key of the scene entity. Returns: The scene entity. """ # check if it is a terrain if key == "terrain": return self._terrain all_keys = ["terrain"] # check if it is in other dictionaries for asset_family in [ self._articulations, self._deformable_objects, self._rigid_objects, self._rigid_object_collections, self._sensors, self._extras, ]: out = asset_family.get(key) # if found, return if out is not None: return out all_keys += list(asset_family.keys()) # if not found, raise error raise KeyError(f"Scene entity with key '{key}' not found. Available Entities: '{all_keys}'") """ Internal methods. """ def _is_scene_setup_from_cfg(self): return any( not (asset_name in InteractiveSceneCfg.__dataclass_fields__ or asset_cfg is None) for asset_name, asset_cfg in self.cfg.__dict__.items() ) def _add_entities_from_cfg(self): """Add scene entities from the config.""" # store paths that are in global collision filter self._global_prim_paths = list() # parse the entire scene config and resolve regex for asset_name, asset_cfg in self.cfg.__dict__.items(): # skip keywords # note: easier than writing a list of keywords: [num_envs, env_spacing, lazy_sensor_update] if asset_name in InteractiveSceneCfg.__dataclass_fields__ or asset_cfg is None: continue # resolve regex if hasattr(asset_cfg, "prim_path"): asset_cfg.prim_path = asset_cfg.prim_path.format(ENV_REGEX_NS=self.env_regex_ns) # create asset if isinstance(asset_cfg, TerrainImporterCfg): # terrains are special entities since they define environment origins asset_cfg.num_envs = self.cfg.num_envs asset_cfg.env_spacing = self.cfg.env_spacing self._terrain = asset_cfg.class_type(asset_cfg) elif isinstance(asset_cfg, ArticulationCfg): self._articulations[asset_name] = asset_cfg.class_type(asset_cfg) elif isinstance(asset_cfg, DeformableObjectCfg): self._deformable_objects[asset_name] = asset_cfg.class_type(asset_cfg) elif isinstance(asset_cfg, RigidObjectCfg): self._rigid_objects[asset_name] = asset_cfg.class_type(asset_cfg) elif isinstance(asset_cfg, RigidObjectCollectionCfg): for rigid_object_cfg in asset_cfg.rigid_objects.values(): rigid_object_cfg.prim_path = rigid_object_cfg.prim_path.format(ENV_REGEX_NS=self.env_regex_ns) self._rigid_object_collections[asset_name] = asset_cfg.class_type(asset_cfg) for rigid_object_cfg in asset_cfg.rigid_objects.values(): if hasattr(rigid_object_cfg, "collision_group") and rigid_object_cfg.collision_group == -1: asset_paths = sim_utils.find_matching_prim_paths(rigid_object_cfg.prim_path) self._global_prim_paths += asset_paths elif isinstance(asset_cfg, SensorBaseCfg): # Update target frame path(s)' regex name space for FrameTransformer if isinstance(asset_cfg, FrameTransformerCfg): updated_target_frames = [] for target_frame in asset_cfg.target_frames: target_frame.prim_path = target_frame.prim_path.format(ENV_REGEX_NS=self.env_regex_ns) updated_target_frames.append(target_frame) asset_cfg.target_frames = updated_target_frames elif isinstance(asset_cfg, ContactSensorCfg): updated_filter_prim_paths_expr = [] for filter_prim_path in asset_cfg.filter_prim_paths_expr: updated_filter_prim_paths_expr.append(filter_prim_path.format(ENV_REGEX_NS=self.env_regex_ns)) asset_cfg.filter_prim_paths_expr = updated_filter_prim_paths_expr self._sensors[asset_name] = asset_cfg.class_type(asset_cfg) elif isinstance(asset_cfg, AssetBaseCfg): # manually spawn asset if asset_cfg.spawn is not None: asset_cfg.spawn.func( asset_cfg.prim_path, asset_cfg.spawn, translation=asset_cfg.init_state.pos, orientation=asset_cfg.init_state.rot, ) # store xform prim view corresponding to this asset # all prims in the scene are Xform prims (i.e. have a transform component) self._extras[asset_name] = XFormPrimView(asset_cfg.prim_path, reset_xform_properties=False) else: raise ValueError(f"Unknown asset config type for {asset_name}: {asset_cfg}") # store global collision paths if hasattr(asset_cfg, "collision_group") and asset_cfg.collision_group == -1: asset_paths = sim_utils.find_matching_prim_paths(asset_cfg.prim_path) self._global_prim_paths += asset_paths