# 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()