embodichain.lab.sim.common#
Overview#
BatchEntity is the abstract base class for every batched scene entity
in EmbodiChain. Rigid objects, articulations (and therefore robots), cameras,
lights, and sensors all derive from it. A BatchEntity wraps a list of
underlying DexSim entities and exposes their state as batched tensors with a
leading B = num_envs dimension, so a single instance represents one entity
replicated across all parallel environments.
Classes
Abstract base class for batch entity in the simulation engine. |
- class embodichain.lab.sim.common.BatchEntity[source]#
Bases:
ABCAbstract base class for batch entity in the simulation engine.
This class defines the interfaces for managing and manipulating a batch of entity. A single entity could be one of the following assets: - actor (eg. rigid object) - articulation (eg. robot) - camera - light - sensor (eg. force sensor)
Methods:
__init__(cfg[, entities, device])destroy()Destroy all entities managed by this batch entity.
get_local_pose([to_matrix])reset([env_ids])Reset the entity to its initial state.
set_local_pose(pose[, env_ids])Attributes:
-
cfg:
ObjectBaseCfg= None#
-
device:
device= None#
- property num_instances: int#
- property pose: Tensor#
- abstract reset(env_ids=None)[source]#
Reset the entity to its initial state.
- Parameters:
env_ids (Sequence[int] | None) – The environment IDs to reset. If None, reset all environments.
- Return type:
None
-
uid:
str|None= None#
-
cfg: