embodichain.lab.sim.sim_manager

Contents

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.

Classes

SimulationManager

Global Embodied AI simulation manager.

SimulationManagerCfg

Global robot simulation configuration.

class embodichain.lab.sim.sim_manager.SimulationManager[source]#

Bases: object

Global 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, eg. time step, manual update, etc.

    • interactive control via gizmo and window callbacks events.

Parameters:

sim_config (SimulationManagerCfg, optional) – simulation configuration. Defaults to SimulationManagerCfg().

Attributes:

SUPPORTED_SENSOR_TYPES

arena_offsets

Get the arena offsets for all arenas.

asset_uids

Get all assets uid in the simulation.

is_use_gpu_physics

Check if the physics simulation is using GPU.

num_envs

Get the number of arenas in the simulation.

visualization_health

Return current visualization service and client health.

visualization_overlays

Return the overlays included in every Viser scene frame.

visualization_runtime

Return the active visualization runtime, if one has been started.

visualization_stats

Return visualization telemetry, or None before startup.

Methods:

__init__([sim_config, render_cfg, ...])

__new__(cls[, sim_config, render_cfg, ...])

Create or return the instance based on instance_id.

add_articulation(cfg)

Add an articulation to the scene.

add_cloth_object(cfg)

Add a cloth object to the scene.

add_custom_window_control(controls)

Add one or more custom window input controls.

add_light(cfg)

Create a light in the scene.

add_rigid_object(cfg)

Add a rigid object to the scene.

add_rigid_object_group(cfg)

Add a rigid object group to the scene.

add_robot(cfg)

Add a Robot to the scene.

add_sensor(sensor_cfg)

General interface to add a sensor to the scene and returns a handle.

add_soft_object(cfg)

Add a soft object to the scene.

can_open_native_window()

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.

clean_materials()

close_window()

Close the simulation window.

create_rigid_constraint(cfg[, env_ids])

Create a fixed constraint between two RigidObjects.

create_visual_material(cfg)

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_entity_gizmo()

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.

enable_window_camera_pose_hotkey([...])

Register p to print the current viewer camera pose.

enable_window_record_hotkey([save_path, ...])

Register the r key to start/stop viewer recording.

export_usd(fpath)

Export the current simulation scene to a USD file.

flush_cleanup_queue()

Run pending destruction tasks and wait for their scenes to disappear.

get_articulation(uid)

Get an articulation by its unique ID.

get_articulation_uid_list()

Get current articulation uid list

get_asset(uid)

Get an asset by its UID.

get_axis_marker_items()

Return active axes for backend-neutral visualization.

get_cloth_object(uid)

Get a cloth object by its unique ID.

get_cloth_object_uid_list()

Get current cloth body uid list

get_env([arena_index])

Get the arena or env by index.

get_gizmo(uid[, control_part])

Return an active Gizmo.

get_gizmo_items()

Return a stable snapshot of active Gizmo IDs and controllers.

get_instance([instance_id])

Get the instance of SimulationManager by id.

get_instance_num()

Get the number of instantiated SimulationManager instances.

get_light(uid)

Get a light by its UID.

get_light_uid_list()

Get current light uid list

get_rigid_constraint(name)

Get a rigid constraint by its base name.

get_rigid_constraint_uid_list()

Get the list of registered constraint base names.

get_rigid_object(uid)

Get a rigid object by its unique ID.

get_rigid_object_group(uid)

Get a rigid object group by its unique ID.

get_rigid_object_group_uid_list()

Get current rigid body group uid list

get_rigid_object_uid_list()

Get current rigid body uid list

get_robot(uid)

Get a Robot by its unique ID.

get_robot_uid_list()

Retrieves a list of unique identifiers (UIDs) for all robots in the V2 system.

get_sensor(uid)

Get a sensor by its UID.

get_sensor_uid_list()

Get current sensor uid list

get_soft_object(uid)

Get a soft object by its unique ID.

get_soft_object_uid_list()

Get current soft body uid list

get_texture_cache([key])

Get the texture from the global texture cache.

get_visual_material(uid)

Get visual material by UID.

get_world()

has_gizmo(uid[, control_part])

Check if a gizmo exists for the given UID and control part.

has_non_static_rigid_object()

Check if there is any non-static rigid object in the simulation.

init_gpu_physics()

Initialize the GPU physics simulation.

is_instantiated([instance_id])

Check if the instance has been created.

is_window_recording()

Check whether the viewer window is currently recording.

list_gizmos()

List active Gizmo IDs and availability.

notify_visualization_topology_changed()

Mark scene topology dirty and return its new local revision.

open_window()

Open the native DexSim simulation window when allowed.

print_window_camera_pose([convert_to_look_at])

Print the current viewer camera pose as reusable Python code.

process_pick_commands()

Apply queued Viser click-pick commands on the simulation thread.

process_visualization_commands()

Apply queued Viser Gizmo commands on the simulation thread.

refresh_visualization()

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)

Render all camera group in the simulation.

reset([instance_id])

Reset the instance.

reset_objects_state([env_ids, excluded_uids])

Reset the state of the simulated assets given the environment IDs and excluded UIDs.

set_default_background()

Set default background.

set_default_global_lighting()

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)

_summary_

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_visualization()

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_visualization()

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.

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])

Advance physics explicitly and publish the resulting simulation state.

update_gizmos()

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_window_record_saves()

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, 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, dlss=DLSSCfg(dlss_enabled=True, offscreen_dlss_enabled=True, rayreconstruction_enabled=True, upscale_enabled=True, dlss_quality=2, upsample_ratio=None, render_width=0, render_height=0, target_width=0, target_height=0, exposure_compensation=1.0, frame_time_delta_ms=0.0), tone_mapping_enabled=False, tone_mapping_exposure=1.0), gpu_id=0, thread_mode=<ThreadMode.RENDER_SHARE_ENGINE: 0>, cpu_num=1, num_envs=1, arena_space=5.0, physics_dt=0.01, profiler=None, sim_device='cpu', physics_config=PhysicsCfg(gravity=array([ 0.  ,  0.  , -9.81]), bounce_threshold=2.0, enable_ccd=False, length_tolerance=0.05, speed_tolerance=0.25), gpu_memory_config=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), 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))))[source]#
static __new__(cls, sim_config=SimulationManagerCfg(width=1920, 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, dlss=DLSSCfg(dlss_enabled=True, offscreen_dlss_enabled=True, rayreconstruction_enabled=True, upscale_enabled=True, dlss_quality=2, upsample_ratio=None, render_width=0, render_height=0, target_width=0, target_height=0, exposure_compensation=1.0, frame_time_delta_ms=0.0), tone_mapping_enabled=False, tone_mapping_exposure=1.0), gpu_id=0, thread_mode=<ThreadMode.RENDER_SHARE_ENGINE: 0>, cpu_num=1, num_envs=1, arena_space=5.0, physics_dt=0.01, profiler=None, sim_device='cpu', physics_config=PhysicsCfg(gravity=array([ 0.  ,  0.  , -9.81]), bounce_threshold=2.0, enable_ccd=False, length_tolerance=0.05, speed_tolerance=0.25), gpu_memory_config=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), 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))))[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:

Articulation

add_cloth_object(cfg)[source]#

Add a cloth object to the scene.

Parameters:

cfg (ClothObjectCfg) – Configuration for the cloth object.

Returns:

The added cloth object instance handle.

Return type:

ClothObject

add_custom_window_control(controls)[source]#

Add one or more custom window input controls.

This method registers additional ObjectManipulator instances 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_light(cfg)[source]#

Create a light in the scene.

Supports six light types: "point", "sun", "direction", "spot", "rect", and "mesh". See LightCfg for 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.

Parameters:

cfg (LightCfg) – Configuration for the light, including type, color, intensity, and type-specific properties.

Returns:

The created light instance.

Return type:

Light

Raises:

RuntimeError – If cfg.light_type is not one of the supported types.

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:

RigidObject

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:

RigidObjectGroup

add_robot(cfg)[source]#

Add a Robot to the scene.

Parameters:

cfg (RobotCfg) – Configuration for the robot.

Returns:

The added robot instance handle, or None if failed.

Return type:

Robot | None

add_sensor(sensor_cfg)[source]#

General interface to add a sensor to the scene and returns a handle.

Parameters:

sensor_cfg (SensorCfg) – configuration for the sensor.

Returns:

The added sensor instance handle.

Return type:

BaseSensor

add_soft_object(cfg)[source]#

Add a soft object to the scene.

Parameters:

cfg (SoftObjectCfg) – Configuration for the soft object.

Returns:

The added soft object instance handle.

Return type:

SoftObject

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, 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:

True unless 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]#
close_window()[source]#

Close the simulation window.

Return type:

None

create_rigid_constraint(cfg, env_ids=None)[source]#

Create a fixed constraint between two RigidObjects.

Binds rigid_object_a’s entity[i] to rigid_object_b’s entity[i] within arena[i], for each env in env_ids. Local frames default to welding the objects at their current relative pose: local_frame_a defaults to identity (object A’s origin) and local_frame_b defaults to inv(pose_B) @ pose_A (computed per env), so the offset is preserved rather than the two origins being pulled together. Pass explicit frames to define a specific joint frame.

Parameters:
  • cfg (RigidConstraintCfg) – The constraint configuration.

  • env_ids (Union[Sequence[int], Tensor, None]) – Target environment indices. Accepts a tensor (as passed by the EventManager) or a sequence of ints. None -> all arenas.

Return type:

RigidConstraint

Returns:

The created RigidConstraint.

Raises:

RuntimeError – If either object is missing, the name is already in use, a frame shape is invalid, or dexsim fails to create a handle.

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:

VisualMaterial

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

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.

Parameters:
  • uid (str) – UID of the robot, rigid object, or camera sensor.

  • control_part (str | None) – Robot control part used for IK/FK.

  • gizmo_cfg (GizmoCfg | None) – Gizmo appearance and robot IK configuration.

Return type:

Gizmo | None

Returns:

The created Gizmo, or None if setup failed.

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 p to print the current viewer camera pose.

Parameters:

convert_to_look_at (bool) – Print a window.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 r key 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

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, rigid object or articulation.

Parameters:

uid (str) – The UID of the asset.

Returns:

The asset instance if found, otherwise None.

Return type:

Light | BaseSensor | Robot | RigidObject | Articulation | 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_cloth_object(uid)[source]#

Get a cloth object by its unique ID.

Parameters:

uid (str) – The unique ID of the cloth object.

Returns:

The cloth object instance if found, otherwise None.

Return type:

ClothObject | None

get_cloth_object_uid_list()[source]#

Get current cloth body uid list

Returns:

list of cloth body uid.

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:

SimulationManager

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_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 V2 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_soft_object(uid)[source]#

Get a soft object by its unique ID.

Parameters:

uid (str) – The unique ID of the soft object.

Returns:

The soft object instance if found, otherwise None.

Return type:

SoftObject | None

get_soft_object_uid_list()[source]#

Get current soft body uid list

Returns:

list of soft body 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

get_world()[source]#
Return type:

World

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

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]#

Initialize the GPU physics simulation.

Return type:

None

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_use_gpu_physics: bool#

Check if the physics simulation is using 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.

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:

True when the native window is open, otherwise False.

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) – Print window.set_look_at(...) by default. Set false to print the raw 4x4 pose matrix instead.

Return type:

str | None

Returns:

The printed snippet, or None when 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.

The asset can be a light, sensor, robot, rigid object or articulation.

Note

Currently, lights and sensors are not supported to be removed.

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=None the 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 the EventManager) 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]#

Render all camera group in the simulation.

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.

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)[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.

Return type:

None

set_default_background()[source]#

Set default background.

Return type:

None

set_default_global_lighting()[source]#

Set default global lighting for the scene.

Configures both the environment emission (ambient) light and a directional light to provide default scene illumination. The directional light is a global scene light (infinite distance) pointing downward along the -Z axis.

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 by embodichain.lab.sim.utility.render_utils.select_default_renderer() when render_cfg.renderer="auto" is resolved during SimulationManager construction.

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 via embodichain.lab.sim.utility.render_utils.select_default_renderer().

  • gpu_id (int) – The CUDA device index to query when renderer="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]#

_summary_

Parameters:

visible (bool) – _description_

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 with None. When Viser is running, the new overlays are published immediately.

Parameters:

overlays (SceneOverlays | None) – Backend-neutral overlays to publish with every frame, or None to clear all persistent overlays.

Return type:

None

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 when save_path is 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

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)[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 steps to update physics. Defaults to 10.

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 None before startup.

static wait_scene_destruction(timeout_ms=10000)[source]#

A public helper to wait for the underlying C++ scenes (dexsim.World) to destruct completely.

Return type:

None

wait_window_record_saves()[source]#

Wait for all background video export threads to finish.

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 to 2.0.

  • 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: object

Global robot simulation configuration.

Attributes:

arena_space

The distance between each arena when building multiple arenas.

cpu_num

The number of CPU threads to use for the simulation engine.

enable_entity_gizmo

Enable native object interaction when the first native window opens.

gpu_id

The gpu index that the simulation engine will be used.

gpu_memory_config

The GPU memory configuration parameters.

headless

Whether to run without an automatically opened native window.

height

The height of the simulation window.

num_envs

The number of parallel environments (arenas) to simulate.

physics_config

The physics configuration parameters.

physics_dt

The time step for the physics simulation.

profiler

Optional simulation profiler.

render_cfg

The rendering configuration parameters.

robot_ik_gizmo

Automatically register robot parts with configured IK chain/TCP metadata.

sim_device

The device for the physics simulation.

thread_mode

The threading mode for the simulation engine.

visualization

Live browser visualization settings.

width

The width of the simulation window.

window_camera_pose

Interactive viewer camera-pose printing settings.

window_record

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.

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.

gpu_memory_config: GPUMemoryCfg#

The GPU memory configuration parameters.

headless: bool#

Whether to run without an automatically opened native window.

This is forced to True when 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_config: PhysicsCfg#

The physics configuration parameters.

physics_dt: float#

The time step for the physics simulation.

profiler: ProfilerCfg | None#

Optional simulation profiler. None disables profiling.

Standalone calls to SimulationManager.update() are recorded below a sim_update root. When the manager is owned by an environment, the same profiler instance composes with the environment’s step/reset hierarchy.

render_cfg: RenderCfg#

The rendering configuration parameters.

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. Use GizmoCfg(ik_solver="embodichain") to reuse configured solvers such as Pink, or None to disable automatic setup. GizmoCfg(ik_start_enabled=True) explicitly activates native controls on their first update with an open window, without waiting for I.

sim_device: Union[str, device]#

The device for the physics simulation. Can be ‘cpu’, ‘cuda’, or a torch.device object.

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.

visualization: VisualizationCfg#

Live browser visualization settings.

width: int#

The width of the simulation window.

window_camera_pose: WindowCameraPoseCfg#

Interactive viewer camera-pose printing settings.

window_record: WindowRecordCfg#

Viewer window recording settings (hotkey, paths, FPS, memory budget).