Creating a Modular Environment#
This tutorial demonstrates how to create sophisticated robotic environments using EmbodiChain’s modular architecture. You’ll learn how to use the advanced envs.EmbodiedEnv class with configuration-driven setup, event managers, observation managers, and randomization systems.
The Code#
The tutorial corresponds to the modular_env.py script in the scripts/tutorials/gym directory.
Code for modular_env.py
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2# Copyright (c) 2021-2026 DexForce Technology Co., Ltd.
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4# Licensed under the Apache License, Version 2.0 (the "License");
5# you may not use this file except in compliance with the License.
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13# See the License for the specific language governing permissions and
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15# ----------------------------------------------------------------------------
16
17import torch
18
19from typing import List, Dict, Any
20
21import embodichain.lab.gym.envs.managers.randomization as rand
22import embodichain.lab.gym.envs.managers.events as events
23import embodichain.lab.gym.envs.managers.observations as obs
24
25from embodichain.lab.gym.envs.managers import (
26 EventCfg,
27 SceneEntityCfg,
28 ObservationCfg,
29)
30from embodichain.lab.gym.envs import EmbodiedEnv, EmbodiedEnvCfg
31from embodichain.lab.gym.utils.registration import register_env
32from embodichain.lab.sim.robots import DexforceW1Cfg
33from embodichain.lab.sim.sensors import StereoCameraCfg, SensorCfg
34from embodichain.lab.sim.shapes import MeshCfg
35from embodichain.lab.sim.cfg import (
36 RenderCfg,
37 LightCfg,
38 ArticulationCfg,
39 RobotCfg,
40 RigidObjectCfg,
41 RigidBodyAttributesCfg,
42)
43from embodichain.data import get_data_path
44from embodichain.utils import configclass
45
46
47@configclass
48class ExampleEventCfg:
49
50 replace_obj: EventCfg = EventCfg(
51 func=events.replace_assets_from_group,
52 mode="reset",
53 params={
54 "entity_cfg": SceneEntityCfg(
55 uid="fork",
56 ),
57 "folder_path": get_data_path("TableWare/tableware/fork/"),
58 },
59 )
60
61 randomize_fork_mass: EventCfg = EventCfg(
62 func=rand.randomize_rigid_object_mass,
63 mode="reset",
64 params={
65 "entity_cfg": SceneEntityCfg(
66 uid="fork",
67 ),
68 "mass_range": (0.1, 2.0),
69 },
70 )
71
72 randomize_table_mat: EventCfg = EventCfg(
73 func=rand.randomize_visual_material,
74 mode="interval",
75 interval_step=25,
76 params={
77 "entity_cfg": SceneEntityCfg(
78 uid="table",
79 ),
80 "random_texture_prob": 0.5,
81 "texture_path": get_data_path("CocoBackground/coco"),
82 "base_color_range": [[0.2, 0.2, 0.2], [1.0, 1.0, 1.0]],
83 },
84 )
85
86
87@configclass
88class ObsCfg:
89
90 obj_pose: ObservationCfg = ObservationCfg(
91 func=obs.get_rigid_object_pose,
92 mode="add",
93 name="fork_pose",
94 params={"entity_cfg": SceneEntityCfg(uid="fork")},
95 )
96
97
98@configclass
99class ExampleCfg(EmbodiedEnvCfg):
100
101 # Define the robot configuration using DexforceW1Cfg
102 robot: RobotCfg = DexforceW1Cfg.from_dict(
103 {
104 "uid": "dexforce_w1",
105 "version": "v021",
106 "arm_kind": "anthropomorphic",
107 "init_pos": [0.0, 0, 0.0],
108 }
109 )
110
111 # Define the sensor configuration using StereoCameraCfg
112 sensor: List[SensorCfg] = [
113 StereoCameraCfg(
114 uid="eye_in_head",
115 width=960,
116 height=540,
117 enable_mask=True,
118 enable_depth=True,
119 left_to_right_pos=(0.06, 0, 0),
120 intrinsics=(450, 450, 480, 270),
121 intrinsics_right=(450, 450, 480, 270),
122 extrinsics=StereoCameraCfg.ExtrinsicsCfg(
123 parent="eyes",
124 ),
125 )
126 ]
127
128 background: List[RigidObjectCfg] = [
129 RigidObjectCfg(
130 uid="table",
131 shape=MeshCfg(
132 fpath=get_data_path("CircleTableSimple/circle_table_simple.ply"),
133 compute_uv=True,
134 ),
135 attrs=RigidBodyAttributesCfg(
136 mass=10.0,
137 static_friction=0.95,
138 dynamic_friction=0.85,
139 restitution=0.01,
140 ),
141 body_type="kinematic",
142 init_pos=(0.80, 0, 0.8),
143 init_rot=(0, 90, 0),
144 ),
145 ]
146
147 rigid_object: List[RigidObjectCfg] = [
148 RigidObjectCfg(
149 uid="fork",
150 shape=MeshCfg(
151 fpath=get_data_path("TableWare/tableware/fork/standard_fork_scale.ply"),
152 ),
153 body_scale=(0.75, 0.75, 1.0),
154 init_pos=(0.8, 0, 1.0),
155 ),
156 ]
157
158 articulation_cfg: List[ArticulationCfg] = [
159 ArticulationCfg(
160 uid="drawer",
161 fpath="SlidingBoxDrawer/SlidingBoxDrawer.urdf",
162 init_pos=(0.5, 0.0, 0.85),
163 )
164 ]
165
166 events = ExampleEventCfg()
167
168 observations = ObsCfg()
169
170
171@register_env("ModularEnv-v1", max_episode_steps=100, override=True)
172class ModularEnv(EmbodiedEnv):
173 """
174 An example of a modular environment that inherits from EmbodiedEnv
175 and uses custom event and observation managers.
176 """
177
178 def __init__(self, cfg: EmbodiedEnvCfg, **kwargs):
179 super().__init__(cfg, **kwargs)
180
181
182if __name__ == "__main__":
183 import gymnasium as gym
184 import argparse
185
186 from embodichain.lab.sim import SimulationManagerCfg
187 from embodichain.lab.gym.utils.gym_utils import add_env_launcher_args_to_parser
188
189 parser = argparse.ArgumentParser()
190 add_env_launcher_args_to_parser(parser)
191 args = parser.parse_args()
192
193 env_cfg = ExampleCfg(
194 sim_cfg=SimulationManagerCfg(
195 render_cfg=RenderCfg(renderer=args.renderer),
196 headless=args.headless,
197 sim_device=args.device,
198 ),
199 num_envs=args.num_envs,
200 )
201
202 # Create the Gym environment
203 env = gym.make("ModularEnv-v1", cfg=env_cfg)
204
205 for i in range(5):
206 obs, info = env.reset()
207
208 for i in range(100):
209 action = torch.zeros(env.action_space.shape, dtype=torch.float32)
210 obs, reward, done, truncated, info = env.step(action)
The Code Explained#
This tutorial showcases EmbodiChain’s most powerful environment creation approach using the envs.EmbodiedEnv class. Unlike the basic environment tutorial, this approach uses declarative configuration classes and manager systems for maximum flexibility and reusability.
Event Configuration#
Events define automated behaviors that occur during simulation. There are three types of supported modes:
startup: triggers once when the environment is initialized
reset: triggers every time the environment is reset
interval: triggers at fixed step intervals during simulation
The ExampleEventCfg demonstrates three types of events:
RenderCfg,
LightCfg,
ArticulationCfg,
RobotCfg,
RigidObjectCfg,
RigidBodyAttributesCfg,
)
from embodichain.data import get_data_path
from embodichain.utils import configclass
@configclass
class ExampleEventCfg:
replace_obj: EventCfg = EventCfg(
func=events.replace_assets_from_group,
mode="reset",
params={
"entity_cfg": SceneEntityCfg(
uid="fork",
),
"folder_path": get_data_path("TableWare/tableware/fork/"),
},
)
randomize_fork_mass: EventCfg = EventCfg(
func=rand.randomize_rigid_object_mass,
mode="reset",
params={
"entity_cfg": SceneEntityCfg(
uid="fork",
),
"mass_range": (0.1, 2.0),
},
)
randomize_table_mat: EventCfg = EventCfg(
func=rand.randomize_visual_material,
mode="interval",
interval_step=25,
params={
Asset Replacement Event
The replace_obj event demonstrates dynamic asset swapping:
Mode:
"reset"- triggers at environment resetPurpose: Randomly selects different fork models from a folder
Light Randomization Event
The randomize_light event creates dynamic lighting conditions:
Function:
envs.managers.randomization.rendering.randomize_light()Mode:
"interval"- triggers every 5 stepsParameters: Randomizes position, color, and intensity within specified ranges
Material Randomization Event
The randomize_table_mat event varies visual appearance:
Function:
envs.managers.randomization.rendering.randomize_visual_material()Mode:
"interval"- triggers every 10 stepsFeatures: Random textures from COCO dataset and base color variations
For more randomization events, please refer to Event Functors.
Observation Configuration#
The default observation from envs.EmbodiedEnv includes:
- robot: robot proprioceptive data (joint positions, velocities, efforts)
- sensor: all available sensor data (images, depth, segmentation, etc.)
However, users always need to define some custom observation for specified learning tasks. To handle this, the observation manager system allows users to declaratively specify additional observations.
),
"random_texture_prob": 0.5,
"texture_path": get_data_path("CocoBackground/coco"),
"base_color_range": [[0.2, 0.2, 0.2], [1.0, 1.0, 1.0]],
},
)
@configclass
This configuration:
Function:
envs.managers.observations.get_rigid_object_pose()Mode:
"add"- appends data to observation dictionaryName: Custom key for the observation data
Target: Tracks the fork object’s pose in the scene
For details documentation, see envs.managers.cfg.ObservationCfg.
Environment Configuration#
The main environment configuration inherits from envs.EmbodiedEnvCfg and defines all scene components:
Robot Configuration
robot: RobotCfg = DexforceW1Cfg.from_dict(
{
"uid": "dexforce_w1",
"version": "v021",
"arm_kind": "anthropomorphic",
"init_pos": [0.0, 0, 0.0],
}
)
Uses the pre-configured DexforceW1Cfg with customizations:
Version: Specific robot variant (v021)
Arm Type: Anthropomorphic configuration
Position: Initial placement in the scene
Sensor Configuration
"uid": "dexforce_w1",
"version": "v021",
"arm_kind": "anthropomorphic",
"init_pos": [0.0, 0, 0.0],
}
)
# Define the sensor configuration using StereoCameraCfg
sensor: List[SensorCfg] = [
StereoCameraCfg(
uid="eye_in_head",
width=960,
height=540,
enable_mask=True,
enable_depth=True,
Configures a stereo camera system using StereoCameraCfg:
Resolution: 960x540 pixels for realistic visual input
Features: Depth sensing and segmentation masks enabled
Stereo Setup: 6cm baseline between left and right cameras
Mounting: Attached to robot’s “eyes” frame
Lighting Configuration
intrinsics=(450, 450, 480, 270),
intrinsics_right=(450, 450, 480, 270),
extrinsics=StereoCameraCfg.ExtrinsicsCfg(
parent="eyes",
),
)
]
background: List[RigidObjectCfg] = [
RigidObjectCfg(
uid="table",
Defines scene illumination with configurable lights:
Types: Supports
"point","sun","direction","spot","rect", and"mesh".Global lights:
"sun"and"direction"are global scene lights (single instance, infinite distance).Properties: Configurable color, intensity, position, and direction.
UID: Named reference for event system manipulation.
Rigid Objects
fpath=get_data_path("CircleTableSimple/circle_table_simple.ply"),
compute_uv=True,
),
attrs=RigidBodyAttributesCfg(
mass=10.0,
static_friction=0.95,
dynamic_friction=0.85,
restitution=0.01,
),
body_type="kinematic",
init_pos=(0.80, 0, 0.8),
init_rot=(0, 90, 0),
),
]
rigid_object: List[RigidObjectCfg] = [
RigidObjectCfg(
uid="fork",
shape=MeshCfg(
fpath=get_data_path("TableWare/tableware/fork/standard_fork_scale.ply"),
),
body_scale=(0.75, 0.75, 1.0),
init_pos=(0.8, 0, 1.0),
),
]
Multiple objects demonstrate different physics properties:
Table Configuration:
Shape: Custom PLY mesh with UV mapping
Physics: Kinematic body (movable but not affected by forces)
Material: Friction and restitution properties for realistic contact
Fork Configuration:
Shape: Detailed mesh from asset library
Scale: Proportionally scaled for scene consistency
Physics: Dynamic body affected by gravity and collisions
Articulated Objects
ArticulationCfg(
uid="drawer",
fpath="SlidingBoxDrawer/SlidingBoxDrawer.urdf",
init_pos=(0.5, 0.0, 0.85),
)
]
events = ExampleEventCfg()
observations = ObsCfg()
Demonstrates complex mechanisms with moving parts:
URDF: Sliding drawer with joints and constraints
Positioning: Placed on table surface for interaction
Environment Implementation#
The actual environment class is remarkably simple due to the configuration-driven approach:
The envs.EmbodiedEnv base class automatically:
Loads all configured scene components
Sets up observation and action spaces
Initializes event and observation managers
Handles environment lifecycle (reset, step, etc.)
The Code Execution#
To run the modular environment:
cd /path/to/embodichain
python scripts/tutorials/gym/modular_env.py
The script demonstrates the complete workflow:
Configuration: Creates an instance of
ExampleCfgRegistration: Uses the registered environment ID
Execution: Runs episodes with zero actions to observe automatic behaviors
Manager System Benefits#
The manager-based architecture provides several key advantages:
Event Managers
Modularity: Reusable event functions across environments
Timing Control: Flexible scheduling (reset, interval, condition-based)
Parameter Binding: Type-safe configuration with validation
Extensibility: Easy to add custom event behaviors
Observation Managers
Flexible Data: Any simulation data can become an observation
Processing Pipeline: Built-in normalization and transformation
Dynamic Composition: Runtime observation space modification
Performance: Efficient data collection and GPU acceleration
Key Features Demonstrated#
This tutorial showcases the most advanced features of EmbodiChain environments:
Configuration-Driven Design: Declarative environment specification
Manager Systems: Modular event and observation handling
Asset Management: Dynamic loading and randomization
Sensor Integration: Realistic camera systems with stereo vision
Physics Simulation: Complex articulated and rigid body dynamics
Visual Randomization: Automated domain randomization
Extensible Architecture: Easy customization and extension points
This tutorial demonstrates the full power of EmbodiChain’s modular environment system, providing the foundation for creating sophisticated robotic learning scenarios.
Tip
Using an AI coding agent? These skills can help you build on this tutorial:
/add-task-env — Scaffold a new task environment with the correct file structure,
@register_envdecorator, base class methods,__init__.pyupdate, and test stub./add-functor — Add observation, reward, event, or randomization functors with the correct signature and module placement.