embodichain.lab.sim.sim_manager#
Overview#
SimulationManager is the central handle around the DexSim scene. It
owns the physics world and the object/sensor registry, drives the simulation
step, owns its profiler, and exposes capture hooks and visualization
configuration. Downstream components (environments, planners, IK solvers, the
visualization runtime) look up the active manager through its class-level
instance registry instead of passing it around explicitly.
Native entity interaction defaults on when the first native window opens.
Set SimulationManagerCfg(enable_entity_gizmo=False) to opt out, or call
sim.disable_entity_gizmo() at runtime. Explicit enable/disable calls and
custom DexSim controller settings survive window close/reopen. Pure headless
and Viser runs do not automatically create native gizmos.
SimulationManagerCfg.robot_ik_gizmo defaults to GizmoCfg() and registers
robot control parts with configured IK-chain/TCP metadata during normal updates.
Native IK activates on the first I press by default; Viser constructs its solver on
the first drag and requires visualization.allow_commands. Registration does
not write drive targets. Set this field to None to opt out or select
GizmoCfg(ik_solver="embodichain") to reuse configured solvers. Explicit
enable_gizmo() settings override automatic defaults, and disable_gizmo()
prevents automatic recreation. GizmoCfg(ik_start_enabled=True) activates
native IK on the first update with an open window, as used by the robot tutorial.
Physics and visual consumption#
State-only headless stepping does not publish Newton state to the renderer.
An open native window, camera groups, due recording and due Viser captures
request publication when they consume state. render_frame() shares that
publication within one read-only consumption phase. Gym arranges this phase
after physics and interval events automatically. Standalone callers combining
camera observations with recording or Viser can use:
sim.update(physics_dt, step=1, render_final_step=False)
# Complete direct state edits before entering the read-only frame.
with sim.render_frame():
sim.render_camera_group(camera_group_ids)
# Due recording and Viser captures run on context exit.
The phase never advances physics and never caches publication across frames.
Independent camera/capture calls request fresh publication. If state changes
inside a frame, call sync_render_state() explicitly before further reads.
Opening a window and rendering while paused also request publication. Native
render-thread recording consumes already-published state without invoking the
blocking physics-to-render bridge from that thread.
Classes
Global Embodied AI simulation manager. |
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Global robot simulation configuration. |
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Return the active physics scene from a SimulationManager instance. |
- class embodichain.lab.sim.sim_manager.SimulationManager[source]#
Bases:
objectGlobal Embodied AI simulation manager.
- This class is used to manage the global simulation environment and simulated assets.
- assets loading, creation, modification and deletion.
assets include rigid objects, soft objects, articulations, robots, sensors and lights.
- manager the scenes and the simulation environment.
parallel scenes simulation on both CPU and GPU.
create and setup the rendering related settings, eg. environment map, lighting, materials, etc.
physics simulation management, including time steps and explicit stepping.
interactive control via gizmo and window callbacks events.
- Parameters:
sim_config (SimulationManagerCfg, optional) – simulation configuration. Defaults to SimulationManagerCfg().
defer_startup_summary (
bool) – Let an owning environment emit one combined table after task and manager initialization. Standalone callers keep False.requires_native_renderer (
bool|None) – Predeclared native render demand. False permits auto to select NoRender; None preserves standalone GPU selection. Windows, Viser, forced synchronization and renderer overrides retain precedence. The renderer is fixed before the World is constructed.
Attributes:
Get the arena offsets for all arenas.
Get all assets uid in the simulation.
Return the differentiable facade over the Spawn-owned Newton runtime.
Whether the World owns a native renderer and visual resources.
Whether the Default physics backend is active.
Whether the Newton physics backend is active.
Whether the active physics backend is running on GPU.
Compatibility accessor for the removed NewtonManager API.
Get the number of arenas in the simulation.
Return the active physics backend name.
Return the finalized Scene, or
Nonebefore first prepare.Return current visualization service and client health.
Return the overlays included in every Viser scene frame.
Return the active visualization runtime, if one has been started.
Return visualization telemetry, or
Nonebefore startup.Methods:
__init__([sim_config, render_cfg, dlss, ...])Construct the simulation World with a fixed renderer selection.
__new__(cls[, sim_config, render_cfg, dlss, ...])Create or return the instance based on instance_id.
add_articulation(cfg)Add an articulation to the scene.
add_custom_window_control(controls)Add one or more custom window input controls.
Declare a volume or surface deformable in the scene.
add_light(cfg)Create a light in the scene.
add_rigid_object(cfg)Add a rigid object to the scene.
Add a rigid object group to the scene.
add_robot(cfg)Add a Robot to the scene.
add_sensor(sensor_cfg)Create a sensor on the pre-created simulation Arenas.
add_usd(name, file_path, *[, pose, robot_cfgs])Declare the supported entities in a USD scene.
add_visual_object(cfg)Declare a render-only mesh or primitive, without physics or colliders.
Return whether the native DexSim window may be opened.
capture_visualization([force, ...])Capture current scene data for the configured visualizer.
capture_visualization_safely([force, ...])Update visualization without allowing failures to stop simulation.
Clear runtime wrappers and ask the native owner to release unused materials.
Close the simulation window.
create_rigid_constraint(cfg[, env_ids])Create a fixed constraint between two rigid objects.
Create a visual material with given configuration.
destroy([exit_process])No longer destructs C++ objects in place due to lingering deep local variables; instead, packages itself into a destruction task, submits to the cleanup queue, and waits for top-level delayed consumption.
Disable native object interaction, including future window opens.
disable_gizmo(uid[, control_part])Disable a Gizmo and prevent its automatic recreation.
draw_marker(cfg)Draw visual markers in the simulation scene for debugging and visualization.
enable_entity_gizmo([config])Enable DexSim entity control and exclude the EmbodiChain ground.
enable_gizmo(uid[, control_part, gizmo_cfg])Register Gizmo control for a simulation target.
enable_physics(enable)Enable or disable physics simulation.
Register
pto print the current viewer camera pose.enable_window_record_hotkey([save_path, ...])Register the
rkey to start/stop viewer recording.export_usd(fpath)Export the current simulation scene to a USD file.
Prepare the Spawn-owned physics runtime.
Run pending destruction tasks and wait for their scenes to disappear.
get_articulation(uid)Get an articulation by its unique ID.
Get current articulation uid list
get_asset(uid)Get an asset by its UID.
Return active axes for backend-neutral visualization.
Get a deformable object by its unique ID.
Return all deformable object UIDs in declaration order.
get_env([arena_index])Get the arena or env by index.
get_gizmo(uid[, control_part])Return an active Gizmo.
Return a stable snapshot of active Gizmo IDs and controllers.
get_instance([instance_id])Get the instance of SimulationManager by id.
Get the number of instantiated SimulationManager instances.
get_light(uid)Get a light by its UID.
Get current light uid list
Return the Default backend's compatibility scene after Spawn preparation.
get_rigid_constraint(name)Get a rigid constraint by its base name.
Get the list of registered constraint base names.
get_rigid_object(uid)Get a rigid object by its unique ID.
Get a rigid object group by its unique ID.
Get current rigid body group uid list
Get current rigid body uid list
get_robot(uid)Get a Robot by its unique ID.
Retrieves a list of unique identifiers (UIDs) for all robots in the simulation system.
get_sensor(uid)Get a sensor by its UID.
Get current sensor uid list
get_texture_cache([key])Get the texture from the global texture cache.
get_visual_material(uid)Get visual material by UID.
get_visual_object(uid)Find a registered render-only object.
Return the registered render-only object identifiers.
has_gizmo(uid[, control_part])Check if a gizmo exists for the given UID and control part.
Check if there is any non-static rigid object in the simulation.
Prepare the Spawn-owned physics runtime.
is_instantiated([instance_id])Check if the instance has been created.
Check whether the viewer window is currently recording.
List active Gizmo IDs and availability.
Mark scene topology dirty and return its new local revision.
Open the native DexSim simulation window when allowed.
prepare()Materialize declarations, bind state, and restore camera parents.
print_window_camera_pose([convert_to_look_at])Print the current viewer camera pose as reusable Python code.
Apply queued Viser click-pick commands on the simulation thread.
Apply queued Viser Gizmo commands on the simulation thread.
Publish current scene topology when Viser is active.
remove_asset(uid)Remove an asset by its UID.
remove_marker(name)Remove markers (including axis) with the given name.
remove_rigid_constraint(name[, env_ids])Remove a rigid constraint by name.
render_camera_group(group_ids)Synchronize physics state and render camera groups.
render_frame(*[, force_visualization, ...])Share one state publication across the frame's visual consumers.
replace_rigid_object(cfg)Replace a rigid object with the same UID in one preparation.
replace_rigid_objects(cfgs)Replace multiple existing rigid objects in one preparation.
reset([instance_id])Reset the instance.
reset_objects_state([env_ids, ...])Reset the state of the simulated assets given the environment IDs and excluded UIDs.
Set default background.
Set default global lighting for the scene.
set_default_renderer([renderer, gpu_id])Set the global default renderer used by new simulations.
set_emission_light([color, intensity])Set environment emission light.
set_gizmo_visibility(uid, visible[, ...])Set Gizmo visibility by target UID and optional control part.
set_ground_plane_visibility(visible)Set native ground rendering visibility while preserving collisions.
set_indirect_lighting(name)Set indirect lighting.
set_texture_cache(key, texture)Set the texture to the global texture cache.
set_visualization_overlays(overlays)Set persistent overlays for automatic Viser captures.
Start the configured live visualizer and publish the current scene.
start_window_record([save_path, fps, ...])Start asynchronously recording the simulation to a video buffer.
Stop the visualization server and release its worker thread.
stop_window_record([save_path])Stop the active viewer recording and save frames in the background.
Publish current physics state to render resources without stepping.
toggle_gizmo_visibility(uid[, control_part])Toggle Gizmo visibility and return the new state, if it exists.
toggle_window_record([save_path, fps, ...])Toggle viewer recording on or off.
update([physics_dt, step, after_substep, ...])Advance physics explicitly and publish the resulting simulation state.
Register robot controls, process interaction, and update active Gizmos.
wait_scene_destruction([timeout_ms])A public helper to wait for the underlying C++ scenes (dexsim.World) to destruct completely.
Wait for all background video export threads to finish.
- SUPPORTED_SENSOR_TYPES = {'Camera': <class 'embodichain.lab.sim.sensors.camera.Camera'>, 'ContactSensor': <class 'embodichain.lab.sim.sensors.contact_sensor.ContactSensor'>, 'StereoCamera': <class 'embodichain.lab.sim.sensors.stereo.StereoCamera'>}#
- __init__(sim_config=SimulationManagerCfg(width=1920, startup_summary='compact', dexsim_startup_info=False, scene_node_capacity=None, height=1080, headless=False, enable_entity_gizmo=True, robot_ik_gizmo=GizmoCfg(axis_length_x=0.2, axis_length_y=0.2, axis_length_z=0.2, axis_size=0.01, rings_radius=0.15, rings_size=0.01, ik_solver='dexsim', ik_root_link_name=None, ik_end_link_name=None, ik_tcp_pose=None, ik_iterations=24, ik_device=None, ik_gizmo_scale=1.5, ik_toggle_key=<InputKey.SCANCODE_I: 12>, ik_start_enabled=False), render_cfg=RenderCfg(renderer='auto', spp=1, denoising=DenoisingCfg(window='dlss', offscreen='dlss'), dlss=DLSSCfg(dlss_quality=2, upsample_ratio=None, render_width=0, render_height=0, target_width=0, target_height=0, tiled_enabled=True, exposure_compensation=1.0), nrd=NRDCfg(max_indirect_bounces=1, denoising_range=500000.0, disocclusion_threshold=0.01, disocclusion_threshold_alternate=0.05, disocclusion_threshold_mix_enabled=True, history_confidence_enabled=True, history_confidence_probe_stride=5, history_confidence_sigma_scale=2.0, history_confidence_sensitivity=1.0, max_accumulated_frame_num=30, max_fast_accumulated_frame_num=6, history_fix_frame_num=3, diffuse_prepass_blur_radius=30.0, specular_prepass_blur_radius=50.0, anti_firefly_enabled=False, sh_mode_enabled=False, validation_enabled=False, max_stabilized_frame_num=63, min_blur_radius=1.0, max_blur_radius=30.0, antilag_luminance_sigma_scale=2.0, antilag_luminance_sensitivity=3.0, taa_min_current_weight=0.0625, taa_sigma_scale=2.0, taa_depth_rejection_enabled=True, taa_tone_mapping_enabled=False), tone_mapping_enabled=False, tone_mapping_exposure=1.0, min_bounces=4, max_bounces=8), gpu_id=0, thread_mode=<ThreadMode.RENDER_SHARE_ENGINE: 0>, cpu_num=1, num_envs=1, arena_space=5.0, physics_cfg=DefaultPhysicsCfg(physics_dt=0.01, device='cpu', gravity=array([ 0. , 0. , -9.81]), cache_material=False, bounce_threshold=2.0, enable_ccd=False, length_tolerance=0.05, speed_tolerance=0.25, gpu_memory=GPUMemoryCfg(temp_buffer_capacity=16777216, max_rigid_contact_count=524288, max_rigid_patch_count=262144, heap_capacity=67108864, found_lost_pairs_capacity=33554432, found_lost_aggregate_pairs_capacity=1024, total_aggregate_pairs_capacity=1024)), profiler=None, window_record=WindowRecordCfg(enable_hotkey=True, save_path=None, fps=20, max_memory=1024, video_prefix='viewer_record'), window_camera_pose=WindowCameraPoseCfg(enable_hotkey=True, convert_to_look_at=True), visualization=VisualizationCfg(backend='none', scene_fps=15.0, env_ids=[0], max_visible_envs=None, point_cloud_max_points=100000, sensor_image_fps=2.0, soft_body_fps=5.0, allow_commands=False, viser_server=ViserServerCfg(host='127.0.0.1', port=8080, label='EmbodiChain', verbose=False))), *, defer_startup_summary=False, requires_native_renderer=None)[source]#
Construct the simulation World with a fixed renderer selection.
Failed construction queues cleanup for its owned World without exiting the process. Flush the cleanup queue after constructor frames unwind. Failures before World creation remove only their own registry entry.
- Parameters:
sim_config (
SimulationManagerCfg) – Simulation, physics and rendering configuration.defer_startup_summary (
bool) – Let the owning environment emit the summary.requires_native_renderer (
bool|None) – Predeclared render demand.Falseallows auto to select NoRender when there are no window, browser or forced-sync consumers.Nonepreserves standalone GPU-based selection. Explicit and global renderer overrides take precedence.
- static __new__(cls, sim_config=SimulationManagerCfg(width=1920, startup_summary='compact', dexsim_startup_info=False, scene_node_capacity=None, height=1080, headless=False, enable_entity_gizmo=True, robot_ik_gizmo=GizmoCfg(axis_length_x=0.2, axis_length_y=0.2, axis_length_z=0.2, axis_size=0.01, rings_radius=0.15, rings_size=0.01, ik_solver='dexsim', ik_root_link_name=None, ik_end_link_name=None, ik_tcp_pose=None, ik_iterations=24, ik_device=None, ik_gizmo_scale=1.5, ik_toggle_key=<InputKey.SCANCODE_I: 12>, ik_start_enabled=False), render_cfg=RenderCfg(renderer='auto', spp=1, denoising=DenoisingCfg(window='dlss', offscreen='dlss'), dlss=DLSSCfg(dlss_quality=2, upsample_ratio=None, render_width=0, render_height=0, target_width=0, target_height=0, tiled_enabled=True, exposure_compensation=1.0), nrd=NRDCfg(max_indirect_bounces=1, denoising_range=500000.0, disocclusion_threshold=0.01, disocclusion_threshold_alternate=0.05, disocclusion_threshold_mix_enabled=True, history_confidence_enabled=True, history_confidence_probe_stride=5, history_confidence_sigma_scale=2.0, history_confidence_sensitivity=1.0, max_accumulated_frame_num=30, max_fast_accumulated_frame_num=6, history_fix_frame_num=3, diffuse_prepass_blur_radius=30.0, specular_prepass_blur_radius=50.0, anti_firefly_enabled=False, sh_mode_enabled=False, validation_enabled=False, max_stabilized_frame_num=63, min_blur_radius=1.0, max_blur_radius=30.0, antilag_luminance_sigma_scale=2.0, antilag_luminance_sensitivity=3.0, taa_min_current_weight=0.0625, taa_sigma_scale=2.0, taa_depth_rejection_enabled=True, taa_tone_mapping_enabled=False), tone_mapping_enabled=False, tone_mapping_exposure=1.0, min_bounces=4, max_bounces=8), gpu_id=0, thread_mode=<ThreadMode.RENDER_SHARE_ENGINE: 0>, cpu_num=1, num_envs=1, arena_space=5.0, physics_cfg=DefaultPhysicsCfg(physics_dt=0.01, device='cpu', gravity=array([ 0. , 0. , -9.81]), cache_material=False, bounce_threshold=2.0, enable_ccd=False, length_tolerance=0.05, speed_tolerance=0.25, gpu_memory=GPUMemoryCfg(temp_buffer_capacity=16777216, max_rigid_contact_count=524288, max_rigid_patch_count=262144, heap_capacity=67108864, found_lost_pairs_capacity=33554432, found_lost_aggregate_pairs_capacity=1024, total_aggregate_pairs_capacity=1024)), profiler=None, window_record=WindowRecordCfg(enable_hotkey=True, save_path=None, fps=20, max_memory=1024, video_prefix='viewer_record'), window_camera_pose=WindowCameraPoseCfg(enable_hotkey=True, convert_to_look_at=True), visualization=VisualizationCfg(backend='none', scene_fps=15.0, env_ids=[0], max_visible_envs=None, point_cloud_max_points=100000, sensor_image_fps=2.0, soft_body_fps=5.0, allow_commands=False, viser_server=ViserServerCfg(host='127.0.0.1', port=8080, label='EmbodiChain', verbose=False))), *, defer_startup_summary=False, requires_native_renderer=None)[source]#
Create or return the instance based on instance_id.
- add_articulation(cfg)[source]#
Add an articulation to the scene.
- Parameters:
cfg (ArticulationCfg) – Configuration for the articulation.
- Returns:
The added articulation instance handle.
- Return type:
- add_custom_window_control(controls)[source]#
Add one or more custom window input controls.
This method registers additional
ObjectManipulatorinstances with the simulation window so they can handle input events alongside any default controls.- Parameters:
controls (list[ObjectManipulator]) – A list of initialized ObjectManipulator instances to add to the current window. Each control will be registered via
window.add_input_control. If no window is available, the controls are not added and a warning is logged.- Return type:
None
- add_deformable_object(cfg)[source]#
Declare a volume or surface deformable in the scene.
Deformables are DexSim 0.5 typed particle sets owned by the Newton Spawn scene. The Default backend is intentionally unsupported.
- Parameters:
cfg (
DeformableObjectCfg) – Volume- or surface-deformable configuration.- Return type:
- Returns:
The declared deformable facade.
- Raises:
NotImplementedError – If the active backend or device cannot host the requested deformable type.
ValueError – If the discriminator or UID is invalid.
- add_light(cfg)[source]#
Create a light in the scene.
Supports six light types:
"point","sun","direction","spot","rect", and"mesh". SeeLightCfgfor type-specific configuration fields.Attention
"sun"and"direction"lights are global scene lights (infinite-distance directional light sources). They are created as a single instance on the root environment, not batched per environment. All other types are created as per-environment batched lights.
- add_rigid_object(cfg)[source]#
Add a rigid object to the scene.
- Parameters:
cfg (RigidObjectCfg) – Configuration for the rigid object.
- Returns:
The added rigid object instance handle.
- Return type:
- add_rigid_object_group(cfg)[source]#
Add a rigid object group to the scene.
- Parameters:
cfg (RigidObjectGroupCfg) – Configuration for the rigid object group.
- Return type:
- Returns:
The stable Group facade. During initial scene construction it is bound to Spawn handles by
prepare().
- add_robot(cfg)[source]#
Add a Robot to the scene.
- Parameters:
cfg (
RobotCfg|RobotPresetCfg) – A concrete robot configuration or a replace-only backend preset. Presets are resolved fromphysics_cfgbefore the robot is declared. Mounted cameras are created only whencfg.enable_sensoris True and attach during preparation.- Returns:
The added robot instance handle, or None if failed.
- Return type:
Robot | None
- add_sensor(sensor_cfg)[source]#
Create a sensor on the pre-created simulation Arenas.
Cameras keep EmbodiChain’s native CameraGroup implementation. A camera attached to an articulation link is created immediately and attached after the physical Spawn scene is prepared. Contact sensors are created after preparation and query contacts through the backend-neutral Spawn Scene API.
- Parameters:
sensor_cfg (SensorCfg) – configuration for the sensor.
- Returns:
The added sensor instance handle.
- Return type:
- add_usd(name, file_path, *, pose=None, robot_cfgs=None)[source]#
Declare the supported entities in a USD scene.
The returned facades are keyed by their USD prim paths. They remain in declared state until
prepare()finalizes the shared Spawn scene, then bind in place to the resulting DexSim handles.Objects without physics or collision geometry become VisualObjects. Conflicting render-only names receive a
name_prefix; dictionary keys retain their original USD prim paths. Other UID conflicts fail before native declarations.USD does not identify which articulations should expose EmbodiChain’s robot interface. Pass those explicitly through
robot_cfgs; all other articulation descriptions becomeArticulationobjects.- Parameters:
name (
str) – Name passed to DexSim’s USD scene parser.file_path (
str) – USD, USDA, USDC, or USDZ file path.pose (
ndarray|None) – Optional scene-root transform.robot_cfgs (
dict[str,RobotCfg] |None) – Robot configurations keyed by USD prim path. These provide robot-side metadata while physics remains authored by the USD scene.
- Return type:
dict[str,VisualObject|RigidObject|Articulation|Robot]- Returns:
Supported EmbodiChain facades keyed by USD prim path.
- Raises:
RuntimeError – If called after the Spawn scene was finalized.
- add_visual_object(cfg)[source]#
Declare a render-only mesh or primitive, without physics or colliders.
- Parameters:
cfg (
VisualObjectCfg) – Appearance and initial state.source=UsdSourceCfg(...)selects a source USD object; only its appearance is imported.- Return type:
- Returns:
The declared facade, bound after
prepare().
- property arena_offsets: Tensor#
Get the arena offsets for all arenas.
- Returns:
The arena offsets of shape (num_arenas, 3).
- Return type:
torch.Tensor
- property asset_uids: List[str]#
Get all assets uid in the simulation.
The assets include lights, sensors, visual objects, robots, rigid objects and articulations.
- Returns:
list of all assets uid.
- Return type:
List[str]
- can_open_native_window()[source]#
Return whether the native DexSim window may be opened.
The Viser backend owns visualization while it is configured or running, so a native window must not be opened for the same simulation.
- Return type:
bool- Returns:
Trueunless the Viser backend is configured or running.
- capture_visualization(force=False, *, capture_camera_images=True)[source]#
Capture current scene data for the configured visualizer.
- Parameters:
force (
bool) – Whether to bypass visualization frame-rate limiting.capture_camera_images (
bool) – Whether camera images may be captured.
- Return type:
bool- Returns:
Whether scene or camera data was captured.
- capture_visualization_safely(force=False, *, capture_camera_images=True)[source]#
Update visualization without allowing failures to stop simulation.
The first visualization failure is logged and subsequent captures are skipped until the runtime is restarted.
- Parameters:
force (
bool) – Whether to bypass visualization frame-rate limiting.capture_camera_images (
bool) – Whether camera images may be captured.
- Return type:
None
- clean_materials()[source]#
Clear runtime wrappers and ask the native owner to release unused materials.
Explicit material definitions remain reserved in the Scene for the World lifetime. Cleaning does not permit a conflicting definition to replace a UID that declarations or live native handles may still reference.
- Return type:
None
- create_rigid_constraint(cfg, env_ids=None)[source]#
Create a fixed constraint between two rigid objects.
Constraints are native Default-backend resources owned by each Arena. Spawn owns the two actors; this method only borrows their native actor handles while creating the constraint.
- Parameters:
cfg (
RigidConstraintCfg) – The constraint configuration.env_ids (
Union[Sequence[int],Tensor,None]) – Target environment indices. Accepts a tensor (as passed by theEventManager) or a sequence of ints. None -> all arenas.
- Return type:
- Returns:
The created constraint batch.
- create_visual_material(cfg)[source]#
Create a visual material with given configuration.
- Parameters:
cfg (VisualMaterialCfg) – configuration for the visual material.
- Returns:
the created visual material instance handle.
- Return type:
- destroy(exit_process=None)[source]#
No longer destructs C++ objects in place due to lingering deep local variables; instead, packages itself into a destruction task, submits to the cleanup queue, and waits for top-level delayed consumption.
- Parameters:
exit_process (bool | None) – Whether to call os._exit(0) after queuing the destruction task. If None, reads EMBODICHAIN_SIM_EXIT_PROCESS.
- Return type:
None
- property differentiable_runtime#
Return the differentiable facade over the Spawn-owned Newton runtime.
- disable_entity_gizmo()[source]#
Disable native object interaction, including future window opens.
Call
enable_entity_gizmo()to explicitly re-enable interaction. Robot IK controllers and Viser command permissions are independent.- Return type:
None
- disable_gizmo(uid, control_part=None)[source]#
Disable a Gizmo and prevent its automatic recreation.
- Parameters:
uid (
str) – Target asset UID.control_part (
str|None) – Robot control part. Omit to disable every part of a robot.
- Return type:
None
- draw_marker(cfg)[source]#
Draw visual markers in the simulation scene for debugging and visualization.
Drawing markers does not advance physics. Call
capture_visualization()to publish them to Viser without stepping.- Parameters:
cfg (MarkerCfg) –
Marker configuration with the following key parameters: - name (str): Unique identifier for the marker group - marker_type (str): Type of marker (“axis” currently supported) - axis_xpos (np.ndarray | List[np.ndarray]): 4x4 transformation matrices
for marker positions and orientations
axis_size (float): Thickness of axis arrows
axis_len (float): Length of axis arrows
arena_index (int): Arena index for placement (-1 for global)
- Returns:
List of created marker handles, False if invalid input, None if no poses provided.
- Return type:
List[MeshObject]
Example
`python cfg = MarkerCfg(name="test_axis", marker_type="axis", axis_xpos=np.eye(4)) markers = sim.draw_marker(cfg) `
- enable_entity_gizmo(config=None)[source]#
Enable DexSim entity control and exclude the EmbodiChain ground.
Called automatically on the first native window unless disabled in
SimulationManagerCfg. Explicit calls also work headlessly. DexSim retains this controller and its configuration across window close/reopen; reopening does not reapply the default configuration.- Parameters:
config (
EntityGizmoConfig|None) – Native DexSim entity-Gizmo configuration.- Return type:
EntityGizmoManipulator- Returns:
The active world-owned entity Gizmo manipulator.
- enable_gizmo(uid, control_part=None, gizmo_cfg=None)[source]#
Register Gizmo control for a simulation target.
Robot controls support native windows and Viser; native IK activates on the configured toggle key. Explicit configuration takes precedence over automatically registered controls.
- enable_physics(enable)[source]#
Enable or disable physics simulation.
- Parameters:
enable (bool) – whether to enable physics simulation.
- Return type:
None
- enable_window_camera_pose_hotkey(convert_to_look_at=True)[source]#
Register
pto print the current viewer camera pose.- Parameters:
convert_to_look_at (
bool) – Print awindow.set_look_at(...)call when true, which is the default. Set false to print the raw matrix.- Return type:
bool- Returns:
Whether the control is registered on an available window.
- enable_window_record_hotkey(save_path=None, fps=20, max_memory=1024, video_prefix='viewer_record')[source]#
Register the
rkey to start/stop viewer recording.- Return type:
bool
- export_usd(fpath)[source]#
Export the current simulation scene to a USD file.
- Parameters:
fpath (str) – The file path to save the USD file.
- Returns:
True if export is successful, False otherwise.
- Return type:
bool
- finalize_newton_physics()[source]#
Prepare the Spawn-owned physics runtime.
This backwards-compatible alias now has the same backend-neutral behavior as
prepare().- Return type:
None
- static flush_cleanup_queue()[source]#
Run pending destruction tasks and wait for their scenes to disappear.
An empty queue means that no manager requested destruction. In that case, returning immediately is important: other managers may still own live worlds, and waiting for the global world count to reach zero would block until the timeout even though there is nothing to clean up.
- Return type:
None
- get_articulation(uid)[source]#
Get an articulation by its unique ID.
- Parameters:
uid (str) – The unique ID of the articulation.
- Returns:
The articulation instance if found, otherwise None.
- Return type:
Articulation | None
- get_articulation_uid_list()[source]#
Get current articulation uid list
- Returns:
list of articulation uid.
- Return type:
List[str]
- get_asset(uid)[source]#
Get an asset by its UID.
The asset can be a light, sensor, robot, visual object, rigid object, deformable, or articulation.
- Parameters:
uid (str) – The UID of the asset.
- Return type:
Light|BaseSensor|Robot|RigidObject|VisualObject|RigidObjectGroup|DeformableObject|Articulation|None- Returns:
The asset instance if found, otherwise
None.
- get_axis_marker_items()[source]#
Return active axes for backend-neutral visualization.
- Return type:
tuple[tuple[str,tuple[MeshObject,...],float,float],...]- Returns:
Tuples containing the marker name, native handles, axis length, and axis radius for each active marker group.
- get_deformable_object(uid)[source]#
Get a deformable object by its unique ID.
- Return type:
DeformableObject|None
- get_deformable_object_uid_list()[source]#
Return all deformable object UIDs in declaration order.
- Return type:
List[str]
- get_env(arena_index=-1)[source]#
Get the arena or env by index.
If arena_index is -1, return the global env. If arena_index is valid, return the corresponding arena.
- Parameters:
arena_index (int, optional) – the index of arena to get, -1 for global env. Defaults to -1.
- Returns:
The arena or global env.
- Return type:
dexsim.environment.Arena
- get_gizmo(uid, control_part=None)[source]#
Return an active Gizmo.
- Parameters:
uid (
str) – Target asset UID.control_part (
str|None) – Robot control part, if applicable.
- Return type:
Gizmo|None- Returns:
Gizmo instance if found, otherwise
None.
- get_gizmo_items()[source]#
Return a stable snapshot of active Gizmo IDs and controllers.
- Return type:
tuple[tuple[str,Gizmo],...]
- classmethod get_instance(instance_id=0)[source]#
Get the instance of SimulationManager by id.
- Parameters:
instance_id (int) – The instance id. Defaults to 0.
- Returns:
The instance.
- Return type:
- Raises:
RuntimeError – If the instance has not been created yet.
- classmethod get_instance_num()[source]#
Get the number of instantiated SimulationManager instances.
- Returns:
The number of instances.
- Return type:
int
- get_light(uid)[source]#
Get a light by its UID.
- Parameters:
uid (str) – The UID of the light.
- Returns:
The light instance if found, otherwise None.
- Return type:
Light | None
- get_light_uid_list()[source]#
Get current light uid list
- Returns:
list of light uid.
- Return type:
List[str]
- get_physics_scene()[source]#
Return the Default backend’s compatibility scene after Spawn preparation.
Newton has no
PhysicsScenefacade and raises with guidance to usespawn_resultinstead.- Return type:
PhysicsScene
- get_rigid_constraint(name)[source]#
Get a rigid constraint by its base name.
- Parameters:
name (
str) – The base constraint name.- Return type:
RigidConstraint|None- Returns:
The constraint, or None if not found.
- get_rigid_constraint_uid_list()[source]#
Get the list of registered constraint base names.
- Returns:
list of constraint names.
- Return type:
List[str]
- get_rigid_object(uid)[source]#
Get a rigid object by its unique ID.
- Parameters:
uid (str) – The unique ID of the rigid object.
- Returns:
The rigid object instance if found, otherwise None.
- Return type:
RigidObject | None
- get_rigid_object_group(uid)[source]#
Get a rigid object group by its unique ID.
- Parameters:
uid (str) – The unique ID of the rigid object group.
- Returns:
The rigid object group instance if found, otherwise None.
- Return type:
RigidObjectGroup | None
- get_rigid_object_group_uid_list()[source]#
Get current rigid body group uid list
- Returns:
list of rigid body group uid.
- Return type:
List[str]
- get_rigid_object_uid_list()[source]#
Get current rigid body uid list
- Returns:
list of rigid body uid.
- Return type:
List[str]
- get_robot(uid)[source]#
Get a Robot by its unique ID.
- Parameters:
uid (str) – The unique ID of the robot.
- Returns:
The robot instance if found, otherwise None.
- Return type:
Robot | None
- get_robot_uid_list()[source]#
Retrieves a list of unique identifiers (UIDs) for all robots in the simulation system.
- Returns:
A list containing the UIDs of the robots.
- Return type:
list
- get_sensor(uid)[source]#
Get a sensor by its UID.
- Parameters:
uid (str) – The UID of the sensor.
- Returns:
The sensor instance if found, otherwise None.
- Return type:
BaseSensor | None
- get_sensor_uid_list()[source]#
Get current sensor uid list
- Returns:
list of sensor uid.
- Return type:
List[str]
- get_texture_cache(key=None)[source]#
Get the texture from the global texture cache.
- Parameters:
key (str | None, optional) – The key of the texture. If None, return None. Defaults to None.
- Returns:
The texture if found, otherwise None.
- Return type:
torch.Tensor | list[torch.Tensor] | None
- get_visual_material(uid)[source]#
Get visual material by UID.
- Parameters:
uid (str) – uid of visual material.
- Return type:
VisualMaterial|None
- get_visual_object(uid)[source]#
Find a registered render-only object.
- Parameters:
uid (
str) – Logical asset identifier.- Return type:
VisualObject|None- Returns:
The visual object, or
Noneif absent.
- get_visual_object_uid_list()[source]#
Return the registered render-only object identifiers.
- Return type:
list[str]- Returns:
Identifiers in declaration order.
- has_gizmo(uid, control_part=None)[source]#
Check if a gizmo exists for the given UID and control part.
- Parameters:
uid (str) – Object UID to check
control_part (str | None, optional) – Control part name for robots. Defaults to None.
- Returns:
True if gizmo exists, False otherwise.
- Return type:
bool
- property has_native_renderer: bool#
Whether the World owns a native renderer and visual resources.
- has_non_static_rigid_object()[source]#
Check if there is any non-static rigid object in the simulation.
- Returns:
True if there is at least one non-static rigid object, False otherwise.
- Return type:
bool
- init_gpu_physics()[source]#
Prepare the Spawn-owned physics runtime.
This backwards-compatible alias now has the same backend-neutral behavior as
prepare().- Return type:
None
- property is_default_backend: bool#
Whether the Default physics backend is active.
- classmethod is_instantiated(instance_id=0)[source]#
Check if the instance has been created.
- Returns:
True if the instance exists, False otherwise.
- Return type:
bool
- property is_newton_backend: bool#
Whether the Newton physics backend is active.
- property is_physics_manually_update: bool#
- property is_use_gpu_physics: bool#
Whether the active physics backend is running on GPU.
- is_window_recording()[source]#
Check whether the viewer window is currently recording.
- Return type:
bool
- list_gizmos()[source]#
List active Gizmo IDs and availability.
- Return type:
dict[str,bool]- Returns:
Mapping from
uid[:control_part]to availability.
- property newton_manager#
Compatibility accessor for the removed NewtonManager API.
A non-Newton backend still returns
None. The Newton backend raises an actionable error because Spawn owns its World-level runtime and no independent NewtonManager exists.
- notify_visualization_topology_changed()[source]#
Mark scene topology dirty and return its new local revision.
- Return type:
int
- property num_envs: int#
Get the number of arenas in the simulation.
- Returns:
number of arenas.
- Return type:
int
- open_window()[source]#
Open the native DexSim simulation window when allowed.
Viser owns visualization while it is configured or running. In that case this method safely skips the native window so launchers do not need a separate Viser condition.
- Return type:
bool- Returns:
Truewhen the native window is open, otherwiseFalse.
- property physics_backend: str#
Return the active physics backend name.
- prepare()[source]#
Materialize declarations, bind state, and restore camera parents.
- Return type:
None
- print_window_camera_pose(convert_to_look_at=True)[source]#
Print the current viewer camera pose as reusable Python code.
- Parameters:
convert_to_look_at (
bool) – Printwindow.set_look_at(...)by default. Set false to print the raw 4x4 pose matrix instead.- Return type:
str|None- Returns:
The printed snippet, or
Nonewhen no viewer window is open.
- process_pick_commands()[source]#
Apply queued Viser click-pick commands on the simulation thread.
A non-empty pick attaches a picker-owned Gizmo to the clicked node; an empty pick (clicking empty space) clears it. Only one picker-owned Gizmo is kept at a time and user-created Gizmos are never touched.
- Return type:
int- Returns:
Number of pick commands drained from the visualization runtime.
- process_visualization_commands()[source]#
Apply queued Viser Gizmo commands on the simulation thread.
- Return type:
int- Returns:
Number of commands accepted for active Gizmos.
- refresh_visualization()[source]#
Publish current scene topology when Viser is active.
- Return type:
SceneManifest|None
- remove_asset(uid)[source]#
Remove an asset by its UID.
Native render lights are not removed by this method. Sensors and Spawn-owned physical assets are supported. Removing a robot also destroys its automatically initialized mounted cameras.
- Parameters:
uid (str) – The UID of the asset.
- Returns:
True if the asset is removed successfully, otherwise False.
- Return type:
bool
- remove_marker(name)[source]#
Remove markers (including axis) with the given name.
- Parameters:
name (str) – The name of the marker to remove.
- Returns:
True if the marker was removed successfully, False otherwise.
- Return type:
bool
- remove_rigid_constraint(name, env_ids=None)[source]#
Remove a rigid constraint by name.
With
env_ids=Nonethe constraint is removed from every arena and dropped from the registry. With a subset, only those arenas are cleared; the registry entry is kept until all handles become None.- Parameters:
name (
str) – The base constraint name.env_ids (
Union[Sequence[int],Tensor,None]) – Subset of arenas to clear. Accepts a tensor (as passed by theEventManager) or a sequence of ints. None -> all.
- Return type:
bool- Returns:
True if the constraint was found (and removed or partially removed), False if the name is unknown.
- render_camera_group(group_ids)[source]#
Synchronize physics state and render camera groups.
An empty group list skips camera rendering. An open native window still consumes current state. Use
render_frame()to share publication with recording and browser visualization.- Parameters:
group_ids (list[int]) – The list of camera group ids to render.
- Return type:
None
Note: This interface is only valid when Ray Tracing rendering backend is enabled.
- render_frame(*, force_visualization=False, capture_camera_images=True)[source]#
Share one state publication across the frame’s visual consumers.
Render camera observations inside this context. On exit, due recording and Viser frames consume the same state. An open native window is a consumer even when automatic Newton synchronization is disabled.
Attention
Complete physics steps, resets and direct state writes before entering. If state must change inside the context, explicitly call
sync_render_state()afterwards. Publication is never cached across contexts or independent camera/visualization calls.- Parameters:
force_visualization (
bool) – Bypass the Viser frame-rate limiter.capture_camera_images (
bool) – Allow Viser to capture camera images.
- Yields:
Control to the caller rendering this frame’s camera observations.
- Return type:
Iterator[None]
- replace_rigid_object(cfg)[source]#
Replace a rigid object with the same UID in one preparation.
The replacement uses its configured initial state and physical properties. Previously returned handles for this object must not be reused. Other scene objects retain their runtime state.
- Parameters:
cfg (
RigidObjectCfg) – New configuration whose UID identifies an existing rigid object.- Return type:
- Returns:
The replacement object, ready for state access if the scene was already materialized.
- Raises:
KeyError – If the UID does not identify an existing rigid object.
Note
Replacement applies to all instances of the logical object. A backend preparation failure is propagated; this operation does not provide rollback of native resources.
- replace_rigid_objects(cfgs)[source]#
Replace multiple existing rigid objects in one preparation.
All UIDs and descriptors are checked before scene mutation. Returned facades follow input order and are ready after the single preparation when the scene was materialized. Run events needing the new objects after this call. Old replaced handles must be discarded; other objects retain their state. Native preparation failures do not roll back.
- Parameters:
cfgs (
Sequence[RigidObjectCfg]) – Replacement configurations with distinct, existing UIDs.- Return type:
list[RigidObject]- Returns:
Replacement objects in input order, or an empty list for no input.
- Raises:
ValueError – A UID is missing or duplicated, or translation fails.
KeyError – A UID does not identify an existing rigid object.
- classmethod reset(instance_id=0)[source]#
Reset the instance.
This allows creating a new instance with different configuration.
- Return type:
None
- reset_objects_state(env_ids=None, excluded_uids=None, *, excluded_sensor_uids=None)[source]#
Reset the state of the simulated assets given the environment IDs and excluded UIDs.
- Parameters:
env_ids (Sequence[int] | None) – The environment IDs to reset. If None, reset all environments.
excluded_uids (Sequence[str] | None) – List of asset UIDs to exclude from resetting. If None, reset all assets.
excluded_sensor_uids (
Optional[Sequence[str]]) – Sensor UIDs to exclude without excluding physical assets with the same UID.
- Return type:
None
- set_default_global_lighting()[source]#
Set default global lighting for the scene.
Initialize environment emission without creating direct lights or changing existing scene lights. Add direct lights explicitly through
add_light()or the task’s lighting configuration.- Return type:
None
- classmethod set_default_renderer(renderer='auto', gpu_id=0)[source]#
Set the global default renderer used by new simulations.
This updates
embodichain.lab.sim.cfg.DEFAULT_RENDERER, which is consulted byembodichain.lab.sim.utility.render_utils.select_default_renderer()whenrender_cfg.renderer="auto"is resolved duringSimulationManagerconstruction.- Parameters:
renderer (
str) – The renderer to set. One of"auto","hybrid","fast-rt", or"rt". When"auto", the renderer is resolved immediately from the detected GPU viaembodichain.lab.sim.utility.render_utils.select_default_renderer().gpu_id (
int) – The CUDA device index to query whenrenderer="auto".
- Return type:
str- Returns:
The resolved renderer name that was set as the default.
- set_emission_light(color=None, intensity=None)[source]#
Set environment emission light.
- Parameters:
color (Sequence[float] | None) – color of the light.
intensity (float | None) – intensity of the light.
- Return type:
None
- set_gizmo_visibility(uid, visible, control_part=None)[source]#
Set Gizmo visibility by target UID and optional control part.
- Return type:
None
- set_ground_plane_visibility(visible)[source]#
Set native ground rendering visibility while preserving collisions.
Applies to native windows and cameras. The setting is retained until the ground is materialized, and does not control the Viser grid. NoRender stores the setting without accessing native visual resources.
- Parameters:
visible (
bool) – Whether the default ground plane is rendered.- Return type:
None
- set_indirect_lighting(name)[source]#
Set indirect lighting.
- Parameters:
name (str) – name of path of the indirect lighting.
- Return type:
None
- set_texture_cache(key, texture)[source]#
Set the texture to the global texture cache.
- Parameters:
key (str) – The key of the texture.
texture (Union[torch.Tensor, List[torch.Tensor]]) – The texture data.
- Return type:
None
- set_visualization_overlays(overlays)[source]#
Set persistent overlays for automatic Viser captures.
The overlays remain active across
update()calls until replaced or cleared withNone. When Viser is running, the new overlays are published immediately.- Parameters:
overlays (
SceneOverlays|None) – Backend-neutral overlays to publish with every frame, orNoneto clear all persistent overlays.- Return type:
None
- property spawn_result: Scene | None#
Return the finalized Scene, or
Nonebefore first prepare.
- start_visualization()[source]#
Start the configured live visualizer and publish the current scene.
- Return type:
VisualizationRuntime|None
- start_window_record(save_path=None, fps=20, max_memory=1024, video_prefix='viewer_record', pose_provider=None, fixed_pose=None, look_at=None, use_sim_time=None)[source]#
Start asynchronously recording the simulation to a video buffer.
The recorder can either follow the live viewer camera or run without a window by using a fixed pose or a pose callback supplied by the caller.
- Parameters:
save_path (
str|None) – Optional output path for the recorded video.fps (
int) – Target output frames per second. Must be positive.max_memory (
int) – Maximum buffered frame memory in MB. Must be positive.video_prefix (
str) – File name prefix used whensave_pathis not provided.pose_provider (
Optional[Callable[[],ndarray]]) – Optional callback that returns the current camera pose.fixed_pose (
ndarray|None) – Optional fixed 4x4 camera pose matrix.look_at (
tuple[Sequence[float],Sequence[float],Sequence[float]] |None) – Optional(eye, target, up)tuple used to derive a fixed pose.use_sim_time (
bool|None) – Whether to capture frames from simulation time instead of wall time. Defaults to headless mode when no viewer window exists.
- Returns:
True if recording starts successfully, otherwise False.
- Return type:
bool
- stop_visualization()[source]#
Stop the visualization server and release its worker thread.
- Return type:
None
- stop_window_record(save_path=None)[source]#
Stop the active viewer recording and save frames in the background.
- Return type:
bool
- sync_render_state()[source]#
Publish current physics state to render resources without stepping.
Use this after direct state writes, such as an environment reset, and before reading cameras or publishing a visualization frame.
- Raises:
RuntimeError – If the Spawn scene has not been prepared.
- Return type:
None
- toggle_gizmo_visibility(uid, control_part=None)[source]#
Toggle Gizmo visibility and return the new state, if it exists.
- Return type:
bool|None
- toggle_window_record(save_path=None, fps=20, max_memory=1024, video_prefix='viewer_record')[source]#
Toggle viewer recording on or off.
- Return type:
bool
- update(physics_dt=None, step=10, *, after_substep=None, render_final_step=True)[source]#
Advance physics explicitly and publish the resulting simulation state.
Each substep applies pending Gizmo controls before advancing the world, then updates simulation time, recording, and browser visualization. Physics does not advance in the background while the caller is idle.
- Parameters:
physics_dt (float | None, optional) – the time step for physics simulation. Defaults to None.
step (int, optional) – the number of
World.update()calls per invocation. Defaults to 10.after_substep (
Optional[Callable[[float],None]]) – Observer called with the elapsed physics time after each world update, before recording and visualization. It runs inside this update call and is not retained by the manager.render_final_step (
bool) – Render the final substep immediately. Gym defers it until after interval events, then entersrender_frame()around observations to share publication with other consumers.
- Return type:
None
- update_gizmos()[source]#
Register robot controls, process interaction, and update active Gizmos.
- Return type:
None
- property visualization_health: RuntimeHealth#
Return current visualization service and client health.
- property visualization_overlays: SceneOverlays | None#
Return the overlays included in every Viser scene frame.
- property visualization_runtime: VisualizationRuntime | None#
Return the active visualization runtime, if one has been started.
- property visualization_stats: RuntimeStats | None#
Return visualization telemetry, or
Nonebefore startup.
Newton runtime controls
Runtime controls must be registered after declaring their target assets and
before SimulationManager.prepare(). The manager expands logical UIDs to
the concrete paths of every Arena, so callers do not need access to the private
Spawn scene. The particle-material schedule is host-side and disables CUDA
Graph replay; the other controls are graph-compatible.
- SimulationManager.register_kinematic_joint_trajectory(uid, joint_positions, *, fps=None, root_poses=None)[source]#
Register a Newton kinematic joint trajectory for every arena.
The leading trajectory dimension follows EmbodiChain’s batched arena layout. Each arena row is lowered to one DexSim runtime control with the corresponding concrete Spawn articulation path. Row zero is the initial sample; when
fpsis omitted, each call toupdate()advances to the next sample.Attention
Declare the target robot or articulation first, then call this method before
prepare(). Runtime controls are part of the finalized Newton simulation pipeline and cannot be added later.- Parameters:
uid (
str) – UID of a robot or articulation declared on this manager.joint_positions (
Tensor|ndarray) – Batched positions in the articulation’s public qpos order with shape(num_envs, frames, dof).fps (
float|None) – Optional trajectory sample rate. When omitted, samples advance once per EmbodiChain physics frame.root_poses (
Tensor|ndarray|None) – Optional batched world-space root transforms with shape(num_envs, frames, 4, 4).
- Raises:
RuntimeError – If the active backend is not Newton, the Spawn scene is already finalized, or its arena count is inconsistent.
KeyError – If
uidis not a declared robot or articulation.ValueError – If an input has an invalid batch shape or non-finite values.
- Return type:
None
- SimulationManager.register_kinematic_nodal_trajectory(uid, node_indices, position_offsets, *, fps=None, rebuild_self_contact_bvh=False)[source]#
Register a Newton trajectory for selected deformable nodes.
Each selected node is fixed during Newton model construction and then moved relative to the world position captured when the runtime control initializes. The manager expands the batched offsets to one control per Arena without exposing the private Spawn scene.
When
fpsis provided, samples are linearly interpolated at Newton substep times. Otherwise one sample is consumed per substep. The final sample is held after the trajectory ends.Attention
Declare the deformable first and clear the Newton
ACTIVEbit in itsparticle_flagsfor every selected node. Then register this control beforeprepare(). This host-side control makes Newton use direct substep launches instead of CUDA Graph replay. Surface node indices can follow an array-backed mesh directly; volume node indices refer to the generated tetrahedral simulation particles, not source-mesh vertices.- Parameters:
uid (
str) – UID of a deformable declared on this manager.node_indices (
Union[Tensor,ndarray,Sequence[int]]) – Shared one-dimensional simulation-particle indices.position_offsets (
Tensor|ndarray) – Batched world-frame position offsets with shape(num_envs, samples, selected_nodes, 3).fps (
float|None) – Optional trajectory sample rate in samples per second.rebuild_self_contact_bvh (
bool) – Whether to request a full solver BVH rebuild at the start of every physics frame when supported.
- Raises:
RuntimeError – If the active backend is not Newton, the Spawn scene is already finalized, or its Arena count is inconsistent.
KeyError – If
uidis not a declared deformable.TypeError – If node indices,
fps, or the BVH option have invalid types.ValueError – If an input has an invalid shape or value, or selected nodes were not configured as inactive particles.
- Return type:
None
- SimulationManager.register_contact_material_schedule(uid, keyframes, *, link_names=None)[source]#
Register time-varying Newton contact properties for an asset.
The manager expands the declared UID to the concrete Spawn path in every Arena. Supported keyframe tracks are
dynamic_friction,stiffness, anddamping; each track contains(time, value)pairs and is sampled piecewise-constantly in simulation time.Attention
Declare the rigid object, robot, or articulation first and call this method before
prepare(). Runtime controls are part of the finalized Newton pipeline and cannot be added later.- Parameters:
uid (
str) – UID of a declared rigid object, robot, or articulation.keyframes (
Mapping[str,Sequence[Sequence[float]]]) – Contact-property tracks keyed by property name.link_names (
Optional[Sequence[str]]) – Optional articulation-link names to update.Noneupdates every collision shape belonging to the target.
- Raises:
RuntimeError – If the backend is not Newton, the scene is already finalized, or its Arena count is inconsistent.
KeyError – If
uiddoes not identify a declared supported asset.ValueError – If the UID or keyframes are invalid.
- Return type:
None
- SimulationManager.register_particle_contact_material_schedule(keyframes)[source]#
Register time-varying Newton particle contact properties.
Supported tracks are
dynamic_friction,stiffness, anddamping. Values apply scene-wide to particle-versus-rigid contacts and are sampled piecewise-constantly in simulation time.Attention
Register this control before
prepare(). This host-side control requires direct Newton stepping and therefore disables CUDA Graph replay for the finalized simulation.- Parameters:
keyframes (
Mapping[str,Sequence[Sequence[float]]]) – Particle contact-property tracks containing(time, value)pairs.- Raises:
RuntimeError – If the backend is not Newton or the scene is already finalized.
ValueError – If the keyframes are invalid.
- Return type:
None
Native point-cloud visualization
- SimulationManager.visualize_point_cloud(points, colors=None, point_size=2.0, name='point_cloud')[source]#
Visualize a static point cloud in the native simulation viewer.
Each invocation creates a separate native point-cloud object. This convenience API is intended for static data, not incremental or streaming updates.
- Parameters:
points (
Tensor|ndarray) – Point positions with shape(N, 3).colors (
Tensor|ndarray|None) – Optional per-point RGB or RGBA colors with shape(N, 3)or(N, 4). Values in[0, 255]are normalized to[0, 1]. The alpha channel of RGBA input is ignored by the native renderer. Defaults to green.point_size (
float) – Native renderer point size. Defaults to2.0.name (
str) – Name assigned to the native point-cloud object.
- Return type:
PointCloud- Returns:
The native DexSim point-cloud handle.
- Raises:
RuntimeError – If there is no active simulation environment.
ValueError – If the points or colors do not have a supported shape.
- class embodichain.lab.sim.sim_manager.SimulationManagerCfg[source]#
Bases:
objectGlobal robot simulation configuration.
Attributes:
The distance between each arena when building multiple arenas.
The number of CPU threads to use for the simulation engine.
The device for the physics simulation.
Show DexSim's native startup information in addition to our summary.
Enable native object interaction when the first native window opens.
The gpu index that the simulation engine will be used.
Legacy alias for the default backend GPU-memory configuration.
Whether to run without an automatically opened native window.
The height of the simulation window.
The number of parallel environments (arenas) to simulate.
Physics backend configuration (type selects default vs Newton backend).
Legacy alias for
physics_cfg.The time step for the physics simulation.
Optional simulation profiler.
The rendering configuration parameters.
Automatically register robot parts with configured IK chain/TCP metadata.
Maximum scene nodes, or None to retain the DexSim World default.
Legacy alias for
device.Startup table detail.
The threading mode for the simulation engine.
Live browser visualization settings.
The width of the simulation window.
Interactive viewer camera-pose printing settings.
Viewer window recording settings (hotkey, paths, FPS, memory budget).
-
arena_space:
float# The distance between each arena when building multiple arenas.
-
cpu_num:
int# The number of CPU threads to use for the simulation engine.
- property device: str | device#
The device for the physics simulation.
-
dexsim_startup_info:
bool# Show DexSim’s native startup information in addition to our summary.
Warnings and errors remain visible regardless of this setting. Requires a DexSim build exposing
WorldConfig.log_startup_info.
-
enable_entity_gizmo:
bool# Enable native object interaction when the first native window opens.
Headless and Viser simulations do not automatically create native gizmos. Explicit runtime enable/disable calls take precedence over this default; reopening a window preserves the current DexSim controller state. Robot IK interaction is controlled separately by
robot_ik_gizmo.
-
gpu_id:
int# The gpu index that the simulation engine will be used.
Note: it will affect the gpu physics device if using gpu physics.
- property gpu_memory_config: GPUMemoryCfg | None#
Legacy alias for the default backend GPU-memory configuration.
-
headless:
bool# Whether to run without an automatically opened native window.
This is forced to
Truewhen the Viser backend is enabled. Viser and the native DexSim window are mutually exclusive; browser Gizmos do not require a native window.
-
height:
int# The height of the simulation window.
-
num_envs:
int# The number of parallel environments (arenas) to simulate.
-
physics_cfg:
PhysicsBackendCfg# Physics backend configuration (type selects default vs Newton backend).
The concrete config owns the default device: Default uses
cpuand Newton usescuda:0. The constructor’s optionaldevice/sim_devicearguments are applied only when explicitly provided.
- property physics_config: PhysicsBackendCfg#
Legacy alias for
physics_cfg.
- property physics_dt: float#
The time step for the physics simulation.
-
profiler:
ProfilerCfg|None# Optional simulation profiler.
Nonedisables profiling.Standalone calls to
SimulationManager.update()are recorded below asim_updateroot. When the manager is owned by an environment, the same profiler instance composes with the environment’s step/reset hierarchy.
-
robot_ik_gizmo:
GizmoCfg|None# Automatically register robot parts with configured IK chain/TCP metadata.
Native controls activate on the first I press; Viser creates its IK solver on the first drag and requires
visualization.allow_commands. Pure headless and multi-environment simulations do not register controls. Defaults to DexSim IK. UseGizmoCfg(ik_solver="embodichain")to reuse configured solvers such as Pink, orNoneto disable automatic setup.GizmoCfg(ik_start_enabled=True)explicitly activates native controls on their first update with an open window, without waiting for I.
-
scene_node_capacity:
int|None# Maximum scene nodes, or None to retain the DexSim World default.
Large batches of articulated robots may require more nodes than the default 65,536. NoRender caps larger native-renderer reservations at its 131,071-node limit while retaining the authored capacity in this config. Physical scene replication must fit the effective capacity. This changes allocation capacity, not physics settings.
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startup_summary:
Literal['compact','full','off']# Startup table detail.
offdisables both simulation and Gym summaries.
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thread_mode:
ThreadMode# The threading mode for the simulation engine.
RENDER_SHARE_ENGINE: The rendering thread shares the same thread with the simulation engine.
RENDER_SCENE_SHARE_ENGINE: The rendering thread and scene update thread share the same thread with the simulation engine.
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visualization:
VisualizationCfg# Live browser visualization settings.
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width:
int# The width of the simulation window.
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window_camera_pose:
WindowCameraPoseCfg# Interactive viewer camera-pose printing settings.
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window_record:
WindowRecordCfg# Viewer window recording settings (hotkey, paths, FPS, memory budget).
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arena_space: