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| # Copyright (c) 2022-2026, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md). | |
| # All rights reserved. | |
| # | |
| # SPDX-License-Identifier: BSD-3-Clause | |
| """Demonstration of randomized bin-packing with Isaac Lab. | |
| This script tiles multiple environments, spawns a configurable set of grocery | |
| objects, and continuously randomizes their poses, velocities, mass properties, | |
| and active/cached state to mimic a bin filling workflow. It showcases how to | |
| use ``RigidObjectCollection`` utilities for bulk pose resets, cache management, | |
| and out-of-bounds recovery inside an interactive simulation loop. | |
| .. code-block:: bash | |
| # Usage | |
| ./isaaclab.sh -p scripts/demos/bin_packing.py --num_envs 32 | |
| """ | |
| from __future__ import annotations | |
| """Launch Isaac Sim Simulator first.""" | |
| import argparse | |
| from isaaclab.app import AppLauncher | |
| # add argparse arguments | |
| parser = argparse.ArgumentParser(description="Demo usage of RigidObjectCollection through bin packing example") | |
| parser.add_argument("--num_envs", type=int, default=16, help="Number of environments to spawn.") | |
| # append AppLauncher cli args | |
| AppLauncher.add_app_launcher_args(parser) | |
| # demos should open Kit visualizer by default | |
| parser.set_defaults(visualizer=["kit"]) | |
| # parse the arguments | |
| args_cli = parser.parse_args() | |
| # launch omniverse app | |
| app_launcher = AppLauncher(args_cli) | |
| simulation_app = app_launcher.app | |
| """Rest everything follows.""" | |
| import math | |
| import torch | |
| import isaaclab.sim as sim_utils | |
| import isaaclab.utils.math as math_utils | |
| from isaaclab.assets import AssetBaseCfg, RigidObjectCfg, RigidObjectCollection, RigidObjectCollectionCfg | |
| from isaaclab.scene import InteractiveScene, InteractiveSceneCfg | |
| from isaaclab.sim import SimulationContext | |
| from isaaclab.utils import Timer | |
| from isaaclab.utils.assets import ISAAC_NUCLEUS_DIR | |
| from isaaclab.utils.configclass import configclass | |
| ## | |
| # Scene Configuration | |
| ## | |
| # Layout and spawn counts. | |
| MAX_NUM_OBJECTS = 24 # Hard cap on objects managed per environment (active + cached). | |
| MAX_OBJECTS_PER_BIN = 24 # Maximum active objects we plan to fit inside the bin. | |
| MIN_OBJECTS_PER_BIN = 1 # Lower bound for randomized active object count. | |
| NUM_OBJECTS_PER_LAYER = 4 # Number of groceries spawned on each layer of the active stack. | |
| # Cached staging area and grid spacing. | |
| CACHE_HEIGHT = 2.5 # Height (m) at which inactive groceries wait out of view. | |
| ACTIVE_LAYER_SPACING = 0.1 # Vertical spacing (m) between layers inside the bin. | |
| CACHE_SPACING = 0.25 # XY spacing (m) between cached groceries. | |
| # Bin dimensions and bounds. | |
| BIN_DIMENSIONS = (0.2, 0.3, 0.15) # Physical size (m) of the storage bin. | |
| BIN_XY_BOUND = ((-0.2, -0.3), (0.2, 0.3)) # Valid XY region (min/max) for active groceries. | |
| # Randomization ranges (radians for rotations, m/s and rad/s for velocities). | |
| POSE_RANGE = {"roll": (-3.14, 3.14), "pitch": (-3.14, 3.14), "yaw": (-3.14, 3.14)} | |
| VELOCITY_RANGE = {"roll": (-0.2, 1.0), "pitch": (-0.2, 1.0), "yaw": (-0.2, 1.0)} | |
| # Object layout configuration | |
| GROCERIES = { | |
| "OBJECT_A": sim_utils.UsdFileCfg( | |
| usd_path=f"{ISAAC_NUCLEUS_DIR}/Props/YCB/Axis_Aligned_Physics/004_sugar_box.usd", | |
| rigid_props=sim_utils.RigidBodyPropertiesCfg(solver_position_iteration_count=4), | |
| ), | |
| "OBJECT_B": sim_utils.UsdFileCfg( | |
| usd_path=f"{ISAAC_NUCLEUS_DIR}/Props/YCB/Axis_Aligned_Physics/003_cracker_box.usd", | |
| rigid_props=sim_utils.RigidBodyPropertiesCfg(solver_position_iteration_count=4), | |
| ), | |
| "OBJECT_C": sim_utils.UsdFileCfg( | |
| usd_path=f"{ISAAC_NUCLEUS_DIR}/Props/YCB/Axis_Aligned_Physics/005_tomato_soup_can.usd", | |
| rigid_props=sim_utils.RigidBodyPropertiesCfg(solver_position_iteration_count=4), | |
| ), | |
| "OBJECT_D": sim_utils.UsdFileCfg( | |
| usd_path=f"{ISAAC_NUCLEUS_DIR}/Props/YCB/Axis_Aligned_Physics/006_mustard_bottle.usd", | |
| rigid_props=sim_utils.RigidBodyPropertiesCfg(solver_position_iteration_count=4), | |
| ), | |
| } | |
| class MultiObjectSceneCfg(InteractiveSceneCfg): | |
| """Configuration for a multi-object scene.""" | |
| # ground plane | |
| ground = AssetBaseCfg(prim_path="/World/defaultGroundPlane", spawn=sim_utils.GroundPlaneCfg()) | |
| # lights | |
| dome_light = AssetBaseCfg( | |
| prim_path="/World/Light", spawn=sim_utils.DomeLightCfg(intensity=3000.0, color=(0.75, 0.75, 0.75)) | |
| ) | |
| # rigid object | |
| object: RigidObjectCfg = RigidObjectCfg( | |
| prim_path="/World/envs/env_.*/Object", | |
| spawn=sim_utils.UsdFileCfg( | |
| usd_path=f"{ISAAC_NUCLEUS_DIR}/Props/KLT_Bin/small_KLT.usd", | |
| scale=(2.0, 2.0, 2.0), | |
| rigid_props=sim_utils.RigidBodyPropertiesCfg( | |
| solver_position_iteration_count=4, solver_velocity_iteration_count=0, kinematic_enabled=True | |
| ), | |
| mass_props=sim_utils.MassPropertiesCfg(mass=1.0), | |
| ), | |
| init_state=RigidObjectCfg.InitialStateCfg(pos=(0.0, 0.0, 0.15)), | |
| ) | |
| groceries: RigidObjectCollectionCfg = RigidObjectCollectionCfg( | |
| # Instantiate four grocery variants per layer and replicate across all layers in each environment. | |
| rigid_objects={ | |
| f"Object_{label}_Layer{layer}": RigidObjectCfg( | |
| prim_path=f"/World/envs/env_.*/Object_{label}_Layer{layer}", | |
| init_state=RigidObjectCfg.InitialStateCfg(pos=(x, y, 0.2 + (layer) * 0.2)), | |
| spawn=GROCERIES.get(f"OBJECT_{label}"), | |
| ) | |
| for layer in range(MAX_NUM_OBJECTS // NUM_OBJECTS_PER_LAYER) | |
| for label, (x, y) in zip(["A", "B", "C", "D"], [(-0.035, -0.1), (-0.035, 0.1), (0.035, 0.1), (0.035, -0.1)]) | |
| } | |
| ) | |
| def reset_object_collections( | |
| scene: InteractiveScene, | |
| asset_name: str, | |
| poses: torch.Tensor, | |
| vels: torch.Tensor, | |
| view_ids: torch.Tensor, | |
| noise: bool = False, | |
| ) -> None: | |
| """Apply poses and velocities to a subset of a collection, with optional noise. | |
| Updates ``poses`` and ``vels`` in-place for ``view_ids`` and writes them | |
| to the PhysX view for the collection ``asset_name``. When ``noise`` is True, adds | |
| uniform perturbations to pose (XYZ + Euler) and velocities using ``POSE_RANGE`` and | |
| ``VELOCITY_RANGE``. | |
| Args: | |
| scene: Interactive scene containing the collection. | |
| asset_name: Key in the scene (e.g., ``"groceries"``) for the RigidObjectCollection. | |
| poses: Env-major body poses [m, rad], shape ``(num_envs, num_bodies, 7)``. | |
| vels: Env-major body velocities [m/s, rad/s], shape ``(num_envs, num_bodies, 6)``. | |
| view_ids: 1D tensor of env-major flattened indices into ``poses`` and ``vels`` to update. | |
| noise: If True, apply pose and velocity noise before writing. | |
| Returns: | |
| None: This function updates ``poses``, ``vels``, and the underlying PhysX view in-place. | |
| """ | |
| rigid_object_collection: RigidObjectCollection = scene[asset_name] | |
| flat_poses = poses.view(-1, poses.shape[-1]) | |
| flat_velocities = vels.view(-1, vels.shape[-1]) | |
| selected_poses = flat_poses[view_ids] | |
| positions = selected_poses[:, :3] | |
| orientations = selected_poses[:, 3:7] | |
| # poses | |
| if noise: | |
| range_list = [POSE_RANGE.get(key, (0.0, 0.0)) for key in ["x", "y", "z", "roll", "pitch", "yaw"]] | |
| ranges = torch.tensor(range_list, device=scene.device) | |
| samples = math_utils.sample_uniform(ranges[:, 0], ranges[:, 1], (len(view_ids), 6), device=scene.device) | |
| positions += samples[..., 0:3] | |
| # Compose new orientations by applying the sampled euler noise in quaternion space. | |
| orientations_delta = math_utils.quat_from_euler_xyz(samples[..., 3], samples[..., 4], samples[..., 5]) | |
| orientations = math_utils.quat_mul(orientations, orientations_delta) | |
| # velocities | |
| new_velocities = flat_velocities[view_ids] | |
| if noise: | |
| range_list = [VELOCITY_RANGE.get(key, (0.0, 0.0)) for key in ["x", "y", "z", "roll", "pitch", "yaw"]] | |
| ranges = torch.tensor(range_list, device=scene.device) | |
| samples = math_utils.sample_uniform(ranges[:, 0], ranges[:, 1], (len(view_ids), 6), device=scene.device) | |
| new_velocities += samples | |
| else: | |
| new_velocities[:] = 0.0 | |
| flat_poses[view_ids, :3] = positions | |
| flat_poses[view_ids, 3:7] = orientations | |
| flat_velocities[view_ids] = new_velocities | |
| rigid_object_collection.write_body_link_pose_to_sim_index(body_poses=poses) | |
| rigid_object_collection.write_body_com_velocity_to_sim_index(body_velocities=vels) | |
| def build_grocery_defaults( | |
| num_envs: int, | |
| device: str = "cpu", | |
| ) -> tuple[torch.Tensor, torch.Tensor]: | |
| """Create default active/cached spawn poses for all environments. | |
| - Active poses: stacked 3D grid over the bin with ``ACTIVE_LAYER_SPACING`` per layer. | |
| - Cached poses: 2D grid at ``CACHE_HEIGHT`` to park inactive objects out of view. | |
| Args: | |
| num_envs: Number of environments to tile the poses for. | |
| device: Torch device for allocation (e.g., ``"cuda:0"`` or ``"cpu"``). | |
| Returns: | |
| tuple[torch.Tensor, torch.Tensor]: Active and cached spawn poses, each shaped | |
| ``(num_envs, M, 7)`` with ``[x, y, z, qx, qy, qz, qw]`` where ``M`` equals | |
| ``MAX_NUM_OBJECTS``. | |
| """ | |
| # The bin has a size of 0.2 x 0.3 x 0.15 m | |
| bin_x_dim, bin_y_dim, bin_z_dim = BIN_DIMENSIONS | |
| # First, we calculate the number of layers and objects per layer | |
| num_layers = math.ceil(MAX_OBJECTS_PER_BIN / NUM_OBJECTS_PER_LAYER) | |
| num_x_objects = math.ceil(math.sqrt(NUM_OBJECTS_PER_LAYER)) | |
| num_y_objects = math.ceil(NUM_OBJECTS_PER_LAYER / num_x_objects) | |
| total_objects = num_x_objects * num_y_objects * num_layers | |
| # Then, we create a 3D grid that allows for IxJxN objects to be placed on top of the bin. | |
| x = torch.linspace(-bin_x_dim * (2 / 6), bin_x_dim * (2 / 6), num_x_objects, device=device) | |
| y = torch.linspace(-bin_y_dim * (2 / 6), bin_y_dim * (2 / 6), num_y_objects, device=device) | |
| z = torch.linspace(0, ACTIVE_LAYER_SPACING * (num_layers - 1), num_layers, device=device) + bin_z_dim * 2 | |
| grid_z, grid_y, grid_x = torch.meshgrid(z, y, x, indexing="ij") # Note Z first, this stacks the layers. | |
| # Using this grid plus a reference quaternion, create the poses for the groceries to be spawned above the bin. | |
| ref_quat = torch.tensor([[0.0, 0.0, 0.0, 1.0]], device=device).repeat(total_objects, 1) | |
| positions = torch.stack((grid_x.flatten(), grid_y.flatten(), grid_z.flatten()), dim=-1) | |
| poses = torch.cat((positions, ref_quat), dim=-1) | |
| # Duplicate across environments, cap at max_num_objects | |
| active_spawn_poses = poses.unsqueeze(0).repeat(num_envs, 1, 1)[:, :MAX_NUM_OBJECTS, :] | |
| # We'll also create a buffer for the cached groceries. They'll be spawned below the bin so they can't be seen. | |
| num_x_objects = math.ceil(math.sqrt(MAX_NUM_OBJECTS)) | |
| num_y_objects = math.ceil(MAX_NUM_OBJECTS / num_x_objects) | |
| # We create a XY grid only and fix the Z height for the cache. | |
| x = CACHE_SPACING * torch.arange(num_x_objects, device=device) | |
| y = CACHE_SPACING * torch.arange(num_y_objects, device=device) | |
| grid_y, grid_x = torch.meshgrid(y, x, indexing="ij") | |
| grid_z = CACHE_HEIGHT * torch.ones_like(grid_x) | |
| # We can then create the poses for the cached groceries. | |
| ref_quat = torch.tensor([[0.0, 0.0, 0.0, 1.0]], device=device).repeat(num_x_objects * num_y_objects, 1) | |
| positions = torch.stack((grid_x.flatten(), grid_y.flatten(), grid_z.flatten()), dim=-1) | |
| poses = torch.cat((positions, ref_quat), dim=-1) | |
| # Duplicate across environments, cap at max_num_objects | |
| cached_spawn_poses = poses.unsqueeze(0).repeat(num_envs, 1, 1)[:, :MAX_NUM_OBJECTS, :] | |
| return active_spawn_poses, cached_spawn_poses | |
| ## | |
| # Simulation Loop | |
| ## | |
| def run_simulator(sim: SimulationContext, scene: InteractiveScene) -> None: | |
| """Runs the simulation loop that coordinates spawn randomization and stepping. | |
| Returns: | |
| None: The simulator side-effects are applied through ``scene`` and ``sim``. | |
| """ | |
| # Extract scene entities | |
| # note: we only do this here for readability. | |
| groceries: RigidObjectCollection = scene["groceries"] | |
| num_objects = groceries.num_bodies | |
| num_envs = scene.num_envs | |
| device = scene.device | |
| view_indices = torch.arange(num_envs * num_objects, device=device) | |
| default_pose_w = groceries.data.default_body_pose.torch.clone() | |
| default_pose_w[..., :3] = default_pose_w[..., :3] + scene.env_origins.unsqueeze(1) | |
| default_vel_w = groceries.data.default_body_vel.torch.clone() | |
| # Define simulation stepping | |
| sim_dt = sim.get_physics_dt() | |
| count = 0 | |
| # Pre-compute canonical spawn poses for each object both inside the bin and in the cache. | |
| active_spawn_poses, cached_spawn_poses = build_grocery_defaults(num_envs, device) | |
| # Offset poses into each environment's world frame. | |
| active_spawn_poses[..., :3] += scene.env_origins.view(-1, 1, 3) | |
| cached_spawn_poses[..., :3] += scene.env_origins.view(-1, 1, 3) | |
| spawn_poses_w = default_pose_w.clone() | |
| spawn_vel_w = default_vel_w.clone() | |
| groceries_mask_helper = torch.arange(num_objects * num_envs, device=device) % num_objects | |
| # Precompute a helper mask to toggle objects between active and cached sets. | |
| # Precompute XY bounds [[x_min,y_min],[x_max,y_max]] | |
| bounds_xy = torch.as_tensor(BIN_XY_BOUND, device=device, dtype=spawn_poses_w.dtype) | |
| # Simulation loop | |
| while simulation_app.is_running(): | |
| # Reset | |
| if count % 250 == 0: | |
| # reset counter | |
| count = 0 | |
| # Randomly choose how many groceries stay active in each environment. | |
| num_active_groceries = torch.randint(MIN_OBJECTS_PER_BIN, num_objects, (num_envs, 1), device=device) | |
| groceries_mask = (groceries_mask_helper.view(num_envs, -1) < num_active_groceries).unsqueeze(-1) | |
| spawn_poses_w[:] = cached_spawn_poses * (~groceries_mask) + active_spawn_poses * groceries_mask | |
| # Retrieve positions | |
| with Timer("[INFO] Time to reset scene: "): | |
| active_indices = view_indices[~groceries_mask.view(-1)] | |
| reset_object_collections(scene, "groceries", spawn_poses_w, spawn_vel_w, active_indices) | |
| cached_indices = view_indices[groceries_mask.view(-1)] | |
| reset_object_collections(scene, "groceries", spawn_poses_w, spawn_vel_w, cached_indices, noise=True) | |
| # Vary the mass and gravity settings so cached objects stay parked. | |
| random_masses = torch.rand((groceries.num_instances, num_objects), device=device) * 0.2 + 0.2 | |
| groceries.set_masses_index(masses=random_masses) | |
| scene.reset() | |
| # Write data to sim | |
| scene.write_data_to_sim() | |
| # Perform step | |
| sim.step() | |
| # Bring out-of-bounds objects back to the bin in one pass. | |
| xy = (groceries.data.body_link_pos_w.torch - scene.env_origins.unsqueeze(1))[..., :2] | |
| out_bound = torch.nonzero((~((xy >= bounds_xy[0]) & (xy <= bounds_xy[1])).all(dim=-1)).view(-1)).flatten() | |
| if out_bound.numel(): | |
| # Teleport stray objects back into the active stack to keep the bin tidy. | |
| body_pose_w = groceries.data.body_link_pose_w.torch.clone() | |
| body_vel_w = groceries.data.body_com_vel_w.torch.clone() | |
| body_pose_w.view(-1, 7)[out_bound] = spawn_poses_w.view(-1, 7)[out_bound] | |
| body_vel_w.view(-1, 6)[out_bound] = spawn_vel_w.view(-1, 6)[out_bound] | |
| reset_object_collections(scene, "groceries", body_pose_w, body_vel_w, out_bound) | |
| # Increment counter | |
| count += 1 | |
| # Update buffers | |
| scene.update(sim_dt) | |
| def main() -> None: | |
| """Main function. | |
| Returns: | |
| None: The function drives the simulation for its side-effects. | |
| """ | |
| # Load kit helper | |
| sim_cfg = sim_utils.SimulationCfg(dt=0.005, device=args_cli.device) | |
| sim = SimulationContext(sim_cfg) | |
| # Set main camera | |
| sim.set_camera_view((2.5, 0.0, 4.0), (0.0, 0.0, 2.0)) | |
| # Design scene | |
| scene_cfg = MultiObjectSceneCfg(num_envs=args_cli.num_envs, env_spacing=1.0, replicate_physics=True) | |
| with Timer("[INFO] Time to create scene: "): | |
| scene = InteractiveScene(scene_cfg) | |
| # Play the simulator | |
| sim.reset() | |
| # Now we are ready! | |
| print("[INFO]: Setup complete...") | |
| # Run the simulator | |
| run_simulator(sim, scene) | |
| if __name__ == "__main__": | |
| # run the main execution | |
| main() | |
| # close sim app | |
| simulation_app.close() | |