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2 changes: 2 additions & 0 deletions docs/source/how-to/add_own_library.rst
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@@ -1,3 +1,5 @@
.. _how-to-add-library:

Adding your own learning library
================================

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4 changes: 2 additions & 2 deletions docs/source/how-to/import_new_asset.rst
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Expand Up @@ -307,8 +307,8 @@ of gravity.

.. _instanceable: https://openusd.org/dev/api/_usd__page__scenegraph_instancing.html
.. _documentation: https://docs.isaacsim.omniverse.nvidia.com/latest/isaac_lab_tutorials/tutorial_instanceable_assets.html
.. _MJCF importer: https://docs.isaacsim.omniverse.nvidia.com/latest/robot_setup/import_mjcf.html
.. _URDF importer: https://docs.isaacsim.omniverse.nvidia.com/latest/robot_setup/import_urdf.html
.. _MJCF importer: https://docs.isaacsim.omniverse.nvidia.com/latest/importer_exporter/ext_isaacsim_asset_importer_mjcf.html
.. _URDF importer: https://docs.isaacsim.omniverse.nvidia.com/latest/importer_exporter/ext_isaacsim_asset_importer_urdf.html
.. _anymal.urdf: https://github.com/isaac-orbit/anymal_d_simple_description/blob/master/urdf/anymal.urdf
.. _asset converter: https://docs.omniverse.nvidia.com/extensions/latest/ext_asset-converter.html
.. _mujoco_menagerie: https://github.com/google-deepmind/mujoco_menagerie/tree/main/unitree_h1
1 change: 0 additions & 1 deletion docs/source/how-to/master_omniverse.rst
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Expand Up @@ -119,6 +119,5 @@ Part 3: More Resources

- `Omniverse Glossary of Terms <https://docs.isaacsim.omniverse.nvidia.com/latest/reference_material/reference_glossary.html>`__
- `Omniverse Code Samples <https://docs.omniverse.nvidia.com/dev-guide/latest/programmer_ref.html>`__
- `PhysX Collider Compatibility <https://docs.omniverse.nvidia.com/extensions/latest/ext_physics/rigid-bodies.html#collidercompatibility>`__
- `PhysX Limitations <https://docs.isaacsim.omniverse.nvidia.com/latest/physics/physics_resources.html>`__
- `PhysX Documentation <https://nvidia-omniverse.github.io/PhysX/physx/>`__.
3 changes: 1 addition & 2 deletions docs/source/overview/developer-guide/vs_code.rst
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Expand Up @@ -52,8 +52,7 @@ If everything executes correctly, it should create the following files:
For more information on VSCode support for Omniverse, please refer to the
following links:

* `Isaac Sim VSCode support <https://docs.omniverse.nvidia.com/app_isaacsim/app_isaacsim/manual_standalone_python.html#isaac-sim-python-vscode>`__
* `Debugging with VSCode <https://docs.isaacsim.omniverse.nvidia.com/latest/development_tools/vscode.html#visual-studio-code-vs-code>`__
* `Isaac Sim VSCode support <https://docs.isaacsim.omniverse.nvidia.com/latest/development_tools/vscode.html#visual-studio-code-vs-code>`__


Configuring the python interpreter
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7 changes: 2 additions & 5 deletions docs/source/refs/contributing.rst
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Expand Up @@ -115,11 +115,8 @@ integrated with the `NVIDIA Omniverse Platform <https://developer.nvidia.com/omn
Since all assets are hosted on Nucleus, we do not need to include them in the repository. However,
we need to include the links to the assets in the documentation.

The included assets are part of the `Isaac Sim Content <https://docs.isaacsim.omniverse.nvidia.com/latest/assets/index.html>`__.
To use this content, you can use the Asset Browser provided in Isaac Sim.

Please check the `Isaac Sim documentation <https://docs.isaacsim.omniverse.nvidia.com/latest/assets/index.html>`__
for more information on how to download the assets.
Please checkout the `Isaac Sim Assets <https://docs.isaacsim.omniverse.nvidia.com/latest/assets/usd_assets_overview.html>`__
for more information on what is presently available.

.. attention::

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15 changes: 8 additions & 7 deletions docs/source/refs/reference_architecture/index.rst
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Expand Up @@ -195,10 +195,12 @@ Some wrappers include:
* `Video Wrappers <https://isaac-sim.github.io/IsaacLab/main/source/how-to/wrap_rl_env.html#wrapper-for-recording-videos>`__
* `RL Libraries Wrappers <https://isaac-sim.github.io/IsaacLab/main/source/how-to/wrap_rl_env.html#wrapper-for-learning-frameworks>`__

.. currentmodule:: isaaclab_rl

Most RL libraries expect their own variation of an environment interface. This means the
data types needed by each library differs. Isaac Lab provides its own wrappers to convert
the environment into the expected interface by the RL library a user wants to use. These are
specified in the `Isaac Lab utils wrapper module <https://isaac-sim.github.io/IsaacLab/main/source/api/lab_tasks/isaaclab_rl.html#module-isaaclab_rl>`__.
specified in :class:`isaaclab_rl`

See the `full list <https://gymnasium.farama.org/api/wrappers/#gymnasium.Wrapper>`__ of other wrappers APIs. For more information on how these wrappers work,
please refer to the `Wrapping environments <https://isaac-sim.github.io/IsaacLab/main/source/how-to/wrap_rl_env.html#how-to-env-wrappers>`__ documentation.
Expand Down Expand Up @@ -345,7 +347,7 @@ Check out our resources on using Isaac Lab with your robots.

Review Our Documentation & Samples Resources

* `Isaac Lab Tutorials`_
* :ref:`Isaac Lab Tutorials <tutorials>`
* `Fast-Track Robot Learning in Simulation Using NVIDIA Isaac Lab`_
* `Supercharge Robotics Workflows with AI and Simulation Using NVIDIA Isaac Sim 4.0 and NVIDIA Isaac Lab`_
* `Closing the Sim-to-Real Gap: Training Spot Quadruped Locomotion with NVIDIA Isaac Lab <https://developer.nvidia.com/blog/closing-the-sim-to-real-gap-training-spot-quadruped-locomotion-with-nvidia-isaac-lab/>`__
Expand All @@ -360,16 +362,15 @@ Learn More About Featured NVIDIA Solutions

.. _curriculum learning: https://arxiv.org/abs/2109.11978
.. _CAD Converter: https://docs.omniverse.nvidia.com/extensions/latest/ext_cad-converter.html
.. _URDF Importer: https://docs.isaacsim.omniverse.nvidia.com/latest/robot_setup/ext_isaacsim_asset_importer_urdf.html
.. _MJCF Importer: https://docs.isaacsim.omniverse.nvidia.com/latest/robot_setup/ext_isaacsim_asset_importer_mjcf.html
.. _URDF Importer: https://docs.isaacsim.omniverse.nvidia.com/latest/importer_exporter/ext_isaacsim_asset_importer_urdf.html
.. _MJCF Importer: https://docs.isaacsim.omniverse.nvidia.com/latest/importer_exporter/ext_isaacsim_asset_importer_mjcf.html
.. _Onshape Importer: https://docs.omniverse.nvidia.com/extensions/latest/ext_onshape.html
.. _Isaac Sim Reference Architecture: https://docs.isaacsim.omniverse.nvidia.com/latest/isaac_sim_reference_architecture.html
.. _Importing Assets section: https://docs.isaacsim.omniverse.nvidia.com/latest/isaac_sim_reference_architecture.html#importing-assets
.. _Isaac Sim Reference Architecture: https://docs.isaacsim.omniverse.nvidia.com/latest/introduction/reference_architecture.html
.. _Importing Assets section: https://docs.isaacsim.omniverse.nvidia.com/latest/importer_exporter/importers_exporters.html

.. _Scale AI-Enabled Robotics Development Workloads with NVIDIA OSMO: https://developer.nvidia.com/blog/scale-ai-enabled-robotics-development-workloads-with-nvidia-osmo/
.. _Isaac Perceptor: https://developer.nvidia.com/isaac/perceptor
.. _Isaac Manipulator: https://developer.nvidia.com/isaac/manipulator
.. _Additional Resources: https://isaac-sim.github.io/IsaacLab/main/source/refs/additional_resources.html
.. _Isaac Lab Tutorials: file:///home/oomotuyi/isaac/IsaacLab/docs/_build/current/source/tutorials/index.html
.. _Fast-Track Robot Learning in Simulation Using NVIDIA Isaac Lab: https://developer.nvidia.com/blog/fast-track-robot-learning-in-simulation-using-nvidia-isaac-lab/
.. _Supercharge Robotics Workflows with AI and Simulation Using NVIDIA Isaac Sim 4.0 and NVIDIA Isaac Lab: https://developer.nvidia.com/blog/supercharge-robotics-workflows-with-ai-and-simulation-using-nvidia-isaac-sim-4-0-and-nvidia-isaac-lab/
4 changes: 2 additions & 2 deletions docs/source/refs/release_notes.rst
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Expand Up @@ -1361,12 +1361,12 @@ New Features

* Integrated CI/CD pipeline, which is triggered on pull requests and publishes the results publicly
* Extended support for Windows OS platforms
* Added `tiled rendered <https://isaac-sim.github.io/IsaacLab/source/features/tiled_rendering.html>`_ based Camera
* Added tiled render based Camera
sensor implementation. This provides optimized RGB-D rendering throughputs of up to 10k frames per second.
* Added support for multi-GPU and multi-node training for the RL-Games library
* Integrated APIs for environment designing (direct workflow) without relying on managers
* Added implementation of delayed PD actuator model
* `Added various new learning environments <https://isaac-sim.github.io/IsaacLab/main/source/features/environments.html>`_:
* Added various new learning environments:
* Cartpole balancing using images
* Shadow hand cube reorientation
* Boston Dynamics Spot locomotion
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2 changes: 1 addition & 1 deletion docs/source/tutorials/00_sim/launch_app.rst
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Expand Up @@ -172,5 +172,5 @@ want our simulation to be more performant. The process can be killed by pressing
terminal.


.. _specification: https://docs.omniverse.nvidia.com/py/isaacsim/source/isaacsim.simulation_app/docs/index.html#isaacsim.simulation_app.SimulationApp.DEFAULT_LAUNCHER_CONFIG
.. _specification: https://docs.isaacsim.omniverse.nvidia.com/latest/py/source/extensions/isaacsim.simulation_app/docs/index.html#isaacsim.simulation_app.SimulationApp.DEFAULT_LAUNCHER_CONFIG
.. _WebRTC Livestreaming: https://docs.isaacsim.omniverse.nvidia.com/latest/installation/manual_livestream_clients.html#isaac-sim-short-webrtc-streaming-client
2 changes: 1 addition & 1 deletion docs/source/tutorials/01_assets/add_new_robot.rst
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Expand Up @@ -6,7 +6,7 @@ Adding a New Robot to Isaac Lab
.. currentmodule:: isaaclab

Simulating and training a new robot is a multi-step process that starts with importing the robot into Isaac Sim.
This is covered in depth in the Isaac Sim documentation `here <https://docs.isaacsim.omniverse.nvidia.com/latest/robot_setup/importers_exporters.html>`_.
This is covered in depth in the Isaac Sim documentation `here <https://docs.isaacsim.omniverse.nvidia.com/latest/importer_exporter/importers_exporters.html>`_.
Once the robot is imported and tuned for simulation, we must define those interfaces necessary to clone the robot across multiple environments, drive its joints,
and properly reset it, regardless of the chosen workflow or training framework.

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2 changes: 1 addition & 1 deletion source/isaaclab/isaaclab/app/app_launcher.py
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Expand Up @@ -76,7 +76,7 @@ def __init__(self, launcher_args: argparse.Namespace | dict | None = None, **kwa
such as ``LIVESTREAM``.
.. _argparse.Namespace: https://docs.python.org/3/library/argparse.html?highlight=namespace#argparse.Namespace
.. _SimulationApp: https://docs.omniverse.nvidia.com/py/isaacsim/source/isaacsim.simulation_app/docs/index.html
.. _SimulationApp: https://docs.isaacsim.omniverse.nvidia.com/latest/py/source/extensions/isaacsim.simulation_app/docs/index.html#isaacsim.simulation_app.SimulationApp
"""
# We allow users to pass either a dict or an argparse.Namespace into
# __init__, anticipating that these will be all of the argparse arguments
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2 changes: 1 addition & 1 deletion source/isaaclab/isaaclab/envs/__init__.py
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Expand Up @@ -39,7 +39,7 @@

For more information about the workflow design patterns, see the `Task Design Workflows`_ section.

.. _`Task Design Workflows`: https://isaac-sim.github.io/IsaacLab/source/features/task_workflows.html
.. _`Task Design Workflows`: https://docs.isaacsim.omniverse.nvidia.com/latest/introduction/workflows.html
"""

from . import mdp, ui
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2 changes: 1 addition & 1 deletion source/isaaclab/isaaclab/scene/interactive_scene.py
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Expand Up @@ -421,7 +421,7 @@ def extras(self) -> dict[str, XFormPrim]:
These are not reset or updated by the scene. They are mainly other prims that are not necessarily
handled by the interactive scene, but are useful to be accessed by the user.

.. _XFormPrim: https://docs.omniverse.nvidia.com/py/isaacsim/source/isaacsim.core/docs/index.html#isaacsim.core.prims.XFormPrim
.. _XFormPrim: https://docs.isaacsim.omniverse.nvidia.com/latest/py/source/extensions/isaacsim.core.prims/docs/index.html#isaacsim.core.prims.XFormPrim

"""
return self._extras
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Expand Up @@ -58,7 +58,7 @@ class ContactSensor(SensorBase):
it against the object.

.. _PhysX ContactReporter: https://docs.omniverse.nvidia.com/kit/docs/omni_usd_schema_physics/104.2/class_physx_schema_physx_contact_report_a_p_i.html
.. _RigidContact: https://docs.omniverse.nvidia.com/py/isaacsim/source/isaacsim.core/docs/index.html#isaacsim.core.prims.RigidContact
.. _RigidContact: https://docs.isaacsim.omniverse.nvidia.com/latest/py/source/extensions/isaacsim.core.api/docs/index.html#isaacsim.core.api.sensors.RigidContactView
"""

cfg: ContactSensorCfg
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Expand Up @@ -109,7 +109,7 @@ def bpearl_pattern(cfg: patterns_cfg.BpearlPatternCfg, device: str) -> tuple[tor
The `Robosense RS-Bpearl`_ is a short-range LiDAR that has a 360 degrees x 90 degrees super wide
field of view. It is designed for near-field blind-spots detection.
.. _Robosense RS-Bpearl: https://www.roscomponents.com/en/lidar-laser-scanner/267-rs-bpearl.html
.. _Robosense RS-Bpearl: https://www.roscomponents.com/product/rs-bpearl/
Args:
cfg: The configuration instance for the pattern.
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Expand Up @@ -29,7 +29,7 @@ class MeshConverter(AssetConverterBase):
instancing and physics work. The rigid body component must be added to each instance and not the
referenced asset (i.e. the prototype prim itself). This is because the rigid body component defines
properties that are specific to each instance and cannot be shared under the referenced asset. For
more information, please check the `documentation <https://docs.omniverse.nvidia.com/extensions/latest/ext_physics/rigid-bodies.html#instancing-rigid-bodies>`_.
more information, please check the `documentation <https://docs.isaacsim.omniverse.nvidia.com/latest/physics/simulation_fundamentals.html#rigid-body>`_.

Due to the above, we follow the following structure:

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2 changes: 1 addition & 1 deletion source/isaaclab/isaaclab/sim/simulation_context.py
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Expand Up @@ -783,7 +783,7 @@ def _set_additional_physx_params(self):

# create the default physics material
# this material is used when no material is specified for a primitive
# check: https://docs.omniverse.nvidia.com/extensions/latest/ext_physics/simulation-control/physics-settings.html#physics-materials
# check: https://isaac-sim.github.io/IsaacLab/main/source/api/lab/isaaclab.sim.html#isaaclab.sim.SimulationCfg.physics_material
material_path = f"{self.cfg.physics_prim_path}/defaultMaterial"
self.cfg.physics_material.func(material_path, self.cfg.physics_material)
# bind the physics material to the scene
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Expand Up @@ -49,7 +49,7 @@

.. _Material Definition Language (MDL): https://raytracing-docs.nvidia.com/mdl/introduction/index.html#mdl_introduction#
.. _Materials: https://docs.omniverse.nvidia.com/materials-and-rendering/latest/materials.html
.. _physics material: https://docs.omniverse.nvidia.com/extensions/latest/ext_physics/simulation-control/physics-settings.html#physics-materials
.. _physics material: https://isaac-sim.github.io/IsaacLab/main/source/api/lab/isaaclab.sim.html#isaaclab.sim.SimulationCfg.physics_material
.. _USD Material Binding API: https://openusd.org/dev/api/class_usd_shade_material_binding_a_p_i.html
.. _Physics Scene: https://openusd.org/dev/api/usd_physics_page_front.html
"""
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Expand Up @@ -31,10 +31,6 @@ class RigidBodyMaterialCfg(PhysicsMaterialCfg):
"""Physics material parameters for rigid bodies.
See :meth:`spawn_rigid_body_material` for more information.
Note:
The default values are the `default values used by PhysX 5
<https://docs.omniverse.nvidia.com/extensions/latest/ext_physics/rigid-bodies.html#rigid-body-materials>`__.
"""

func: Callable = physics_materials.spawn_rigid_body_material
Expand Down Expand Up @@ -89,9 +85,6 @@ class DeformableBodyMaterialCfg(PhysicsMaterialCfg):
See :meth:`spawn_deformable_body_material` for more information.
Note:
The default values are the `default values used by PhysX 5
<https://docs.omniverse.nvidia.com/extensions/latest/ext_physics/deformable-bodies.html#deformable-body-material>`__.
"""

func: Callable = physics_materials.spawn_deformable_body_material
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Expand Up @@ -24,10 +24,6 @@ class PinholeCameraCfg(SpawnerCfg):
..note ::
Focal length as well as the aperture sizes and offsets are set as a tenth of the world unit. In our case, the
world unit is Meter s.t. all of these values are set in cm.

.. note::
The default values are taken from the `Replicator camera <https://docs.omniverse.nvidia.com/py/replicator/1.9.8/source/omni.replicator.core/docs/API.html#omni.replicator.core.create.camera>`__
function.
"""

func: Callable = sensors.spawn_camera
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2 changes: 1 addition & 1 deletion source/isaaclab/isaaclab/sim/spawners/shapes/shapes.py
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Expand Up @@ -244,7 +244,7 @@ def _spawn_geom_from_prim_type(
instancing and physics work. The rigid body component must be added to each instance and not the
referenced asset (i.e. the prototype prim itself). This is because the rigid body component defines
properties that are specific to each instance and cannot be shared under the referenced asset. For
more information, please check the `documentation <https://docs.omniverse.nvidia.com/extensions/latest/ext_physics/rigid-bodies.html#instancing-rigid-bodies>`_.
more information, please check the `documentation <https://docs.isaacsim.omniverse.nvidia.com/latest/physics/simulation_fundamentals.html#rigid-body>`_.

Due to the above, we follow the following structure:

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2 changes: 1 addition & 1 deletion source/isaaclab/isaaclab/sim/utils.py
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Expand Up @@ -394,7 +394,7 @@ def bind_physics_material(
The function is decorated with :meth:`apply_nested` to allow applying the function to a prim path
and all its descendants.
.. _Physics material: https://docs.omniverse.nvidia.com/extensions/latest/ext_physics/simulation-control/physics-settings.html#physics-materials
.. _Physics material: https://isaac-sim.github.io/IsaacLab/main/source/api/lab/isaaclab.sim.html#isaaclab.sim.SimulationCfg.physics_material
Args:
prim_path: The prim path where to apply the material.
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