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");
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13# See the License for the specific language governing permissions and
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15# ----------------------------------------------------------------------------
16
17from __future__ import annotations
18
19import torch
20
21from typing import List, Dict, Any
22
23import embodichain.lab.gym.envs.managers.randomization as rand
24import embodichain.lab.gym.envs.managers.events as events
25import embodichain.lab.gym.envs.managers.observations as obs
26
27from embodichain.lab.gym.envs.managers import (
28 EventCfg,
29 SceneEntityCfg,
30 ObservationCfg,
31)
32from embodichain.lab.gym.envs import EmbodiedEnv, EmbodiedEnvCfg
33from embodichain.lab.gym.utils.registration import register_env
34from embodichain.lab.sim.robots import DexforceW1Cfg
35from embodichain.lab.sim.sensors import StereoCameraCfg, SensorCfg
36from embodichain.lab.sim.shapes import MeshCfg
37from embodichain.lab.sim.cfg import (
38 RenderCfg,
39 LightCfg,
40 ArticulationCfg,
41 RobotCfg,
42 RigidObjectCfg,
43 RigidBodyAttributesCfg,
44)
45from embodichain.data import get_data_path
46from embodichain.utils import configclass
47
48
49@configclass
50class ExampleEventCfg:
51
52 replace_obj: EventCfg = EventCfg(
53 func=events.replace_assets_from_group,
54 mode="reset",
55 params={
56 "entity_cfg": SceneEntityCfg(
57 uid="fork",
58 ),
59 "folder_path": get_data_path("TableWare/tableware/fork/"),
60 },
61 )
62
63 randomize_fork_mass: EventCfg = EventCfg(
64 func=rand.randomize_rigid_object_mass,
65 mode="reset",
66 params={
67 "entity_cfg": SceneEntityCfg(
68 uid="fork",
69 ),
70 "mass_range": (0.1, 2.0),
71 },
72 )
73
74 randomize_table_mat: EventCfg = EventCfg(
75 func=rand.randomize_visual_material,
76 mode="interval",
77 interval_step=25,
78 params={
79 "entity_cfg": SceneEntityCfg(
80 uid="table",
81 ),
82 "random_texture_prob": 0.5,
83 "texture_path": get_data_path("CocoBackground/coco"),
84 "base_color_range": [[0.2, 0.2, 0.2], [1.0, 1.0, 1.0]],
85 },
86 )
87
88
89@configclass
90class ObsCfg:
91
92 obj_pose: ObservationCfg = ObservationCfg(
93 func=obs.get_rigid_object_pose,
94 mode="add",
95 name="fork_pose",
96 params={"entity_cfg": SceneEntityCfg(uid="fork")},
97 )
98
99
100@configclass
101class ExampleCfg(EmbodiedEnvCfg):
102
103 # Define the robot configuration using DexforceW1Cfg
104 robot: RobotCfg = DexforceW1Cfg.from_dict(
105 {
106 "uid": "dexforce_w1",
107 "version": "v021",
108 "init_pos": [0.0, 0, 0.0],
109 }
110 )
111
112 # Define the sensor configuration using StereoCameraCfg
113 sensor: List[SensorCfg] = [
114 StereoCameraCfg(
115 uid="eye_in_head",
116 width=960,
117 height=540,
118 enable_mask=True,
119 enable_depth=True,
120 left_to_right_pos=(0.06, 0, 0),
121 intrinsics=(450, 450, 480, 270),
122 intrinsics_right=(450, 450, 480, 270),
123 extrinsics=StereoCameraCfg.ExtrinsicsCfg(
124 parent="eyes",
125 ),
126 )
127 ]
128
129 background: List[RigidObjectCfg] = [
130 RigidObjectCfg(
131 uid="table",
132 shape=MeshCfg(
133 fpath=get_data_path("CircleTableSimple/circle_table_simple.ply"),
134 compute_uv=True,
135 ),
136 attrs=RigidBodyAttributesCfg(
137 mass=10.0,
138 static_friction=0.95,
139 dynamic_friction=0.85,
140 restitution=0.01,
141 ),
142 body_type="kinematic",
143 init_pos=(0.80, 0, 0.8),
144 init_rot=(0, 90, 0),
145 ),
146 ]
147
148 rigid_object: List[RigidObjectCfg] = [
149 RigidObjectCfg(
150 uid="fork",
151 shape=MeshCfg(
152 fpath=get_data_path("TableWare/tableware/fork/standard_fork_scale.ply"),
153 ),
154 body_scale=(0.75, 0.75, 1.0),
155 init_pos=(0.8, 0, 1.0),
156 ),
157 ]
158
159 articulation_cfg: List[ArticulationCfg] = [
160 ArticulationCfg(
161 uid="drawer",
162 fpath="SlidingBoxDrawer/SlidingBoxDrawer.urdf",
163 init_pos=(0.5, 0.0, 0.85),
164 )
165 ]
166
167 events = ExampleEventCfg()
168
169 observations = ObsCfg()
170
171
172@register_env("ModularEnv-v1", max_episode_steps=100, override=True)
173class ModularEnv(EmbodiedEnv):
174 """
175 An example of a modular environment that inherits from EmbodiedEnv
176 and uses custom event and observation managers.
177 """
178
179 def __init__(self, cfg: EmbodiedEnvCfg, **kwargs):
180 super().__init__(cfg, **kwargs)
181
182
183if __name__ == "__main__":
184 import gymnasium as gym
185 import argparse
186
187 from embodichain.lab.sim import SimulationManagerCfg
188 from embodichain.lab.gym.utils.gym_utils import add_env_launcher_args_to_parser
189 from embodichain.lab.visualization import visualization_cfg_from_args
190
191 parser = argparse.ArgumentParser()
192 add_env_launcher_args_to_parser(parser)
193 args = parser.parse_args()
194
195 env_cfg = ExampleCfg(
196 sim_cfg=SimulationManagerCfg(
197 render_cfg=RenderCfg(renderer=args.renderer),
198 headless=args.headless,
199 sim_device=args.device,
200 visualization=visualization_cfg_from_args(args),
201 ),
202 num_envs=args.num_envs,
203 )
204
205 # Create the Gym environment
206 env = gym.make("ModularEnv-v1", cfg=env_cfg)
207
208 for i in range(5):
209 obs, info = env.reset()
210
211 for i in range(100):
212 action = torch.zeros(env.action_space.shape, dtype=torch.float32)
213 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:
from embodichain.lab.sim.shapes import MeshCfg
from embodichain.lab.sim.cfg import (
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",
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.
"entity_cfg": SceneEntityCfg(
uid="table",
),
"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]],
},
)
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",
"init_pos": [0.0, 0, 0.0],
}
)
Uses the pre-configured DexforceW1Cfg with customizations:
Version: Specific robot variant (v021)
Position: Initial placement in the scene
Sensor Configuration
robot: RobotCfg = DexforceW1Cfg.from_dict(
{
"uid": "dexforce_w1",
"version": "v021",
"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,
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
left_to_right_pos=(0.06, 0, 0),
intrinsics=(450, 450, 480, 270),
intrinsics_right=(450, 450, 480, 270),
extrinsics=StereoCameraCfg.ExtrinsicsCfg(
parent="eyes",
),
)
]
background: List[RigidObjectCfg] = [
RigidObjectCfg(
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
shape=MeshCfg(
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
articulation_cfg: List[ArticulationCfg] = [
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:
@register_env("ModularEnv-v1", max_episode_steps=100, override=True)
class ModularEnv(EmbodiedEnv):
"""
An example of a modular environment that inherits from EmbodiedEnv
and uses custom event and observation managers.
"""
def __init__(self, cfg: EmbodiedEnvCfg, **kwargs):
super().__init__(cfg, **kwargs)
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.
Next Steps#
Configure and Run an Embodied Task Program — Compose a modular environment with a declarative Task Program, embodiment, scene binding, and execution policy.
Expert Data Generation — Record expert demonstrations from modular environments.