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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)
# 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, configclass
from isaaclab.utils.assets import ISAAC_NUCLEUS_DIR
##
# 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),
),
}
@configclass
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, view_states: torch.Tensor, view_ids: torch.Tensor, noise: bool = False
) -> None:
"""Apply states to a subset of a collection, with optional noise.
Updates ``view_states`` in-place for ``view_ids`` and writes transforms/velocities
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.
view_states: Flat tensor (N, 13) with [x, y, z, qx, qy, qz, qw, lin(3), ang(3)] in world frame.
view_ids: 1D tensor of indices into ``view_states`` to update.
noise: If True, apply pose and velocity noise before writing.
Returns:
None: This function updates ``view_states`` and the underlying PhysX view in-place.
"""
rigid_object_collection: RigidObjectCollection = scene[asset_name]
sel_view_states = view_states[view_ids]
positions = sel_view_states[:, :3]
orientations = sel_view_states[:, 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.convert_quat(orientations, to="wxyz")
orientations = math_utils.quat_mul(orientations, orientations_delta)
orientations = math_utils.convert_quat(orientations, to="xyzw")
# velocities
new_velocities = sel_view_states[:, 7:13]
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
view_states[view_ids, :7] = torch.concat((positions, orientations), dim=-1)
view_states[view_ids, 7:] = new_velocities
rigid_object_collection.root_physx_view.set_transforms(view_states[:, :7], indices=view_ids)
rigid_object_collection.root_physx_view.set_velocities(view_states[:, 7:], indices=view_ids)
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([[1.0, 0.0, 0.0, 0.0]], 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_objects
num_envs = scene.num_envs
device = scene.device
view_indices = torch.arange(num_envs * num_objects, device=device)
default_state_w = groceries.data.default_object_state.clone()
default_state_w[..., :3] = default_state_w[..., :3] + scene.env_origins.unsqueeze(1)
# 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)
active_spawn_poses = groceries.reshape_data_to_view(active_spawn_poses)
cached_spawn_poses = groceries.reshape_data_to_view(cached_spawn_poses)
spawn_w = groceries.reshape_data_to_view(default_state_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_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).view(-1, 1)
spawn_w[:, :7] = cached_spawn_poses * (~groceries_mask) + active_spawn_poses * groceries_mask
# Retrieve positions
with Timer("[INFO] Time to reset scene: "):
reset_object_collections(scene, "groceries", spawn_w, view_indices[~groceries_mask.view(-1)])
reset_object_collections(scene, "groceries", spawn_w, view_indices[groceries_mask.view(-1)], 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.root_physx_view.set_masses(random_masses.cpu(), view_indices.cpu())
groceries.root_physx_view.set_disable_gravities((~groceries_mask).cpu(), indices=view_indices.cpu())
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.reshape_data_to_view(groceries.data.object_pos_w - scene.env_origins.unsqueeze(1))[:, :2]
out_bound = torch.nonzero(~((xy >= bounds_xy[0]) & (xy <= bounds_xy[1])).all(dim=1), as_tuple=False).flatten()
if out_bound.numel():
# Teleport stray objects back into the active stack to keep the bin tidy.
reset_object_collections(scene, "groceries", spawn_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=False)
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()