| .. _tutorial-spawn-prims: |
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| Spawning prims into the scene |
| ============================= |
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| .. currentmodule:: isaaclab |
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| This tutorial explores how to spawn various objects (or prims) into the scene in Isaac Lab from Python. |
| It builds on the previous tutorial on running the simulator from a standalone script and |
| demonstrates how to spawn a ground plane, lights, primitive shapes, and meshes from USD files. |
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| The Code |
| ~~~~~~~~ |
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| The tutorial corresponds to the ``spawn_prims.py`` script in the ``scripts/tutorials/00_sim`` directory. |
| Let's take a look at the Python script: |
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| .. dropdown:: Code for spawn_prims.py |
| :icon: code |
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| .. literalinclude:: ../../../../scripts/tutorials/00_sim/spawn_prims.py |
| :language: python |
| :emphasize-lines: 40-88, 100-101 |
| :linenos: |
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| The Code Explained |
| ~~~~~~~~~~~~~~~~~~ |
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| Scene designing in Omniverse is built around a software system and file format called USD (Universal Scene Description). |
| It allows describing 3D scenes in a hierarchical manner, similar to a file system. Since USD is a comprehensive framework, |
| we recommend reading the `USD documentation`_ to learn more about it. |
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| For completeness, we introduce the must know concepts of USD in this tutorial. |
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| * **Primitives (Prims)**: These are the basic building blocks of a USD scene. They can be thought of as nodes in a scene |
| graph. Each node can be a mesh, a light, a camera, or a transform. It can also be a group of other prims under it. |
| * **Attributes**: These are the properties of a prim. They can be thought of as key-value pairs. For example, a prim can |
| have an attribute called ``color`` with a value of ``red``. |
| * **Relationships**: These are the connections between prims. They can be thought of as pointers to other prims. For |
| example, a mesh prim can have a relationship to a material prim for shading. |
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| A collection of these prims, with their attributes and relationships, is called a **USD stage**. It can be thought of |
| as a container for all prims in a scene. When we say we are designing a scene, we are actually designing a USD stage. |
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| While working with direct USD APIs provides a lot of flexibility, it can be cumbersome to learn and use. To make it |
| easier to design scenes, Isaac Lab builds on top of the USD APIs to provide a configuration-driven interface to spawn prims |
| into a scene. These are included in the :mod:`sim.spawners` module. |
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| When spawning prims into the scene, each prim requires a configuration class instance that defines the prim's attributes |
| and relationships (through material and shading information). The configuration class is then passed to its respective |
| function where the prim name and transformation are specified. The function then spawns the prim into the scene. |
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| At a high-level, this is how it works: |
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| .. code-block:: python |
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| # Create a configuration class instance |
| cfg = MyPrimCfg() |
| prim_path = "/path/to/prim" |
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| # Spawn the prim into the scene using the corresponding spawner function |
| spawn_my_prim(prim_path, cfg, translation=[0, 0, 0], orientation=[1, 0, 0, 0], scale=[1, 1, 1]) |
| # OR |
| # Use the spawner function directly from the configuration class |
| cfg.func(prim_path, cfg, translation=[0, 0, 0], orientation=[1, 0, 0, 0], scale=[1, 1, 1]) |
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| In this tutorial, we demonstrate the spawning of various different prims into the scene. For more |
| information on the available spawners, please refer to the :mod:`sim.spawners` module in Isaac Lab. |
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| .. attention:: |
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| All the scene designing must happen before the simulation starts. Once the simulation starts, we recommend keeping |
| the scene frozen and only altering the properties of the prim. This is particularly important for GPU simulation |
| as adding new prims during simulation may alter the physics simulation buffers on GPU and lead to unexpected |
| behaviors. |
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| Spawning a ground plane |
| ----------------------- |
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| The :class:`~sim.spawners.from_files.GroundPlaneCfg` configures a grid-like ground plane with |
| modifiable properties such as its appearance and size. |
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| .. literalinclude:: ../../../../scripts/tutorials/00_sim/spawn_prims.py |
| :language: python |
| :start-at: # Ground-plane |
| :end-at: cfg_ground.func("/World/defaultGroundPlane", cfg_ground) |
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| Spawning lights |
| --------------- |
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| It is possible to spawn `different light prims`_ into the stage. These include distant lights, sphere lights, disk |
| lights, and cylinder lights. In this tutorial, we spawn a distant light which is a light that is infinitely far away |
| from the scene and shines in a single direction. |
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| .. literalinclude:: ../../../../scripts/tutorials/00_sim/spawn_prims.py |
| :language: python |
| :start-at: # spawn distant light |
| :end-at: cfg_light_distant.func("/World/lightDistant", cfg_light_distant, translation=(1, 0, 10)) |
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| Spawning primitive shapes |
| ------------------------- |
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| Before spawning primitive shapes, we introduce the concept of a transform prim or Xform. A transform prim is a prim that |
| contains only transformation properties. It is used to group other prims under it and to transform them as a group. |
| Here we make an Xform prim to group all the primitive shapes under it. |
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| .. literalinclude:: ../../../../scripts/tutorials/00_sim/spawn_prims.py |
| :language: python |
| :start-at: # create a new xform prim for all objects to be spawned under |
| :end-at: sim_utils.create_prim("/World/Objects", "Xform") |
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| Next, we spawn a cone using the :class:`~sim.spawners.shapes.ConeCfg` class. It is possible to specify |
| the radius, height, physics properties, and material properties of the cone. By default, the physics and material |
| properties are disabled. |
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| The first two cones we spawn ``Cone1`` and ``Cone2`` are visual elements and do not have physics enabled. |
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| .. literalinclude:: ../../../../scripts/tutorials/00_sim/spawn_prims.py |
| :language: python |
| :start-at: # spawn a red cone |
| :end-at: cfg_cone.func("/World/Objects/Cone2", cfg_cone, translation=(-1.0, -1.0, 1.0)) |
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| For the third cone ``ConeRigid``, we add rigid body physics to it by setting the attributes for that in the configuration |
| class. Through these attributes, we can specify the mass, friction, and restitution of the cone. If unspecified, they |
| default to the default values set by USD Physics. |
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| .. literalinclude:: ../../../../scripts/tutorials/00_sim/spawn_prims.py |
| :language: python |
| :start-at: # spawn a green cone with colliders and rigid body |
| :end-before: # spawn a blue cuboid with deformable body |
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| Lastly, we spawn a cuboid ``CuboidDeformable`` which contains deformable body physics properties. Unlike the |
| rigid body simulation, a deformable body can have relative motion between its vertices. This is useful for simulating |
| soft bodies like cloth, rubber, or jello. It is important to note that deformable bodies are only supported in |
| GPU simulation and require a mesh object to be spawned with the deformable body physics properties. |
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| .. literalinclude:: ../../../../scripts/tutorials/00_sim/spawn_prims.py |
| :language: python |
| :start-at: # spawn a blue cuboid with deformable body |
| :end-before: # spawn a usd file of a table into the scene |
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| Spawning from another file |
| -------------------------- |
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| Lastly, it is possible to spawn prims from other file formats such as other USD, URDF, or OBJ files. In this tutorial, |
| we spawn a USD file of a table into the scene. The table is a mesh prim and has a material prim associated with it. |
| All of this information is stored in its USD file. |
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| .. literalinclude:: ../../../../scripts/tutorials/00_sim/spawn_prims.py |
| :language: python |
| :start-at: # spawn a usd file of a table into the scene |
| :end-at: cfg.func("/World/Objects/Table", cfg, translation=(0.0, 0.0, 1.05)) |
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| The table above is added as a reference to the scene. In layman terms, this means that the table is not actually added |
| to the scene, but a ``pointer`` to the table asset is added. This allows us to modify the table asset and have the changes |
| reflected in the scene in a non-destructive manner. For example, we can change the material of the table without |
| actually modifying the underlying file for the table asset directly. Only the changes are stored in the USD stage. |
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| Executing the Script |
| ~~~~~~~~~~~~~~~~~~~~ |
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| Similar to the tutorial before, to run the script, execute the following command: |
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| .. code-block:: bash |
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| ./isaaclab.sh -p scripts/tutorials/00_sim/spawn_prims.py |
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| Once the simulation starts, you should see a window with a ground plane, a light, some cones, and a table. |
| The green cone, which has rigid body physics enabled, should fall and collide with the table and the ground |
| plane. The other cones are visual elements and should not move. To stop the simulation, you can close the window, |
| or press ``Ctrl+C`` in the terminal. |
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| .. figure:: ../../_static/tutorials/tutorial_spawn_prims.jpg |
| :align: center |
| :figwidth: 100% |
| :alt: result of spawn_prims.py |
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| This tutorial provided a foundation for spawning various prims into the scene in Isaac Lab. Although simple, it |
| demonstrates the basic concepts of scene designing in Isaac Lab and how to use the spawners. In the coming tutorials, |
| we will now look at how to interact with the scene and the simulation. |
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| .. _`USD documentation`: https://graphics.pixar.com/usd/docs/index.html |
| .. _`different light prims`: https://youtu.be/c7qyI8pZvF4?feature=shared |
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