Window interaction#
This section describes the default window interaction controls available in the simulation. These controls allow users to interact with the simulation environment using keyboard, mouse, and customizable input events.
The main visualization window is provided by DexSim. When
SimulationManagerCfg.headless=False or SimulationManager.open_window() is
called, DexSim creates the viewer with ORBIT camera control by default.
The native window and the Viser backend are mutually exclusive;
SimulationManager.open_window() safely returns False without opening a
native window while Viser is enabled.
Likewise, SimulationManager.start_visualization() rejects Viser startup while
the native window is open.
See Viser browser visualization for
the headless browser frontend.
Default Window Controls#
Mouse Controls#
Input |
Operation |
|---|---|
Left drag / Middle drag |
Rotate around the current target point. |
Right drag |
Pan the camera and target together. |
Mouse wheel |
Dolly the camera closer to or farther from the target. |
Keyboard Controls#
Input |
Operation |
|---|---|
Space |
Reset the window camera to its home view. |
Left Ctrl + W / S |
Temporarily translate the view forward / backward. |
Left Ctrl + A / D |
Temporarily translate the view left / right. |
Left Ctrl + Q / E |
Temporarily translate the view down / up. |
In ORBIT mode, plain W/A/S/D/Q/E does not move the view. Hold Left Ctrl while pressing those keys to translate both the camera eye and target.
Selection and Focus#
Input |
Operation |
|---|---|
Left click |
Select the object under the cursor in the main visualization window. |
F |
Focus the selected object and frame it in the view. |
L |
Toggle selection log output in the terminal. Selection logs are disabled by default. When enabled, left-clicking an object prints its id, name, world position, and rotation. |
EmbodiChain Extensions#
Input |
Operation |
|---|---|
Viewer recording (toggle) |
Press |
Print camera pose |
Press |
Recording hotkey registration is controlled by SimConfig.window_record.enable_hotkey (enabled by default). You can also call SimulationManager.start_window_record(), stop_window_record(), or toggle_window_record() programmatically.
The camera-pose hotkey is controlled by SimulationManagerCfg.window_camera_pose.enable_hotkey and prints look-at form by default. Set SimulationManagerCfg.window_camera_pose.convert_to_look_at=False to print the raw 4x4 pose matrix instead. The same output can be requested programmatically with SimulationManager.print_window_camera_pose().
Entity Gizmo Control#
DexSim owns native entity selection and manipulation. EmbodiChain enables it
automatically when the first native window opens, including a window created
with SimulationManagerCfg(headless=False). Pure headless and Viser runs do not
automatically create native entity gizmos.
To start with native interaction disabled, use
SimulationManagerCfg(enable_entity_gizmo=False). Gym JSON/YAML deployments
accept the top-level field enable_entity_gizmo: false as well. At runtime,
sim.disable_entity_gizmo() disables interaction and cancels automatic
enablement even before the first window opens. Closing and reopening a window
preserves the controller’s current enabled state and custom configuration.
For custom DexSim settings, enable or reconfigure the controller explicitly:
import dexsim
gizmo_config = dexsim.interaction.EntityGizmoConfig()
gizmo_config.max_gizmos = 0 # Unlimited simultaneous bindings.
sim.open_window()
sim.enable_entity_gizmo(gizmo_config)
While enabled, left-click a render mesh, dynamic/kinematic rigid body, or
articulation link and press G to attach or detach its root gizmo. The
controller supports multiple simultaneous bindings and owns selection,
temporary physics-state changes, and cleanup. No sim.update_gizmos() call is
needed for this world-level controller.
EmbodiChain’s built-in default_plane is registered as an immovable target and
cannot receive an entity gizmo. Other supported scene entities remain
selectable normally.
sim.enable_entity_gizmo(config) is a thin helper that also excludes
EmbodiChain’s render-only default plane. Query the controller through DexSim’s
world object; use the manager’s disable helper to preserve your preference
across future window opens:
controller = sim.get_world().get_entity_gizmo()
sim.disable_entity_gizmo()
Robot TCP IK controls are registered automatically for parts with configured
IK chain/TCP metadata. By default, the first I press activates them; later
presses show or hide their targets. G continues to control entity roots. Normal
sim.update() calls handle IK updates; no controller-specific call is needed.
For immediate activation, set
SimulationManagerCfg(robot_ik_gizmo=GizmoCfg(ik_start_enabled=True)). The
controller starts on the first update with an open window. The robot Gizmo
tutorial enables this option after preparing its initial joint pose.
The entity gizmo is native-window only. The Viser backend offers an analogous
click-to-pick flow (an Enable click-to-pick Gizmo checkbox instead of the
G hotkey, since browsers do not expose keyboard events); see
:doc:tutorial/gizmo for details.
Customizing Window Events#
Users can create their own custom window interaction controls by subclassing the ObjectManipulator class (provided by dexsim). This allows for the implementation of specific behaviors and responses to user inputs.
Here’s an example of how to create a custom window event that responds to key presses:
from dexsim.engine import ObjectManipulator
from dexsim.types import InputKey
class CustomWindowEvent(ObjectManipulator):
def on_key_down(self, key):
if key == InputKey.SPACE.value:
print("Space key pressed!")
# Assuming you already have a SimulationManager instance called `sim_manager`
# (for example, created elsewhere in your code):
# sim_manager = SimulationManager(...)
# Register the custom window event handler with the simulation:
sim_manager.add_custom_window_control([CustomWindowEvent()])
The functions table below summarizes the key methods available in the ObjectManipulator class for customizing window events:
Method |
Description |
|---|---|
|
Triggered when a key is pressed down. The |
|
Triggered when a key is released. The |
|
Triggered when the mouse is moved. The |
|
Triggered when a mouse button is pressed. The |
|
Triggered when a mouse button is released. The |
|
Triggered when the mouse wheel is scrolled. The |
|
When enabled, caches the last raycast selection so |