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| """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 |
|
|
| |
| 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.") |
| |
| AppLauncher.add_app_launcher_args(parser) |
| |
| args_cli = parser.parse_args() |
|
|
| |
| 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 |
|
|
| |
| |
| |
|
|
| |
| MAX_NUM_OBJECTS = 24 |
| MAX_OBJECTS_PER_BIN = 24 |
| MIN_OBJECTS_PER_BIN = 1 |
| NUM_OBJECTS_PER_LAYER = 4 |
|
|
| |
| CACHE_HEIGHT = 2.5 |
| ACTIVE_LAYER_SPACING = 0.1 |
| CACHE_SPACING = 0.25 |
|
|
| |
| BIN_DIMENSIONS = (0.2, 0.3, 0.15) |
| BIN_XY_BOUND = ((-0.2, -0.3), (0.2, 0.3)) |
|
|
| |
| 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)} |
|
|
| |
|
|
| 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 = AssetBaseCfg(prim_path="/World/defaultGroundPlane", spawn=sim_utils.GroundPlaneCfg()) |
|
|
| |
| dome_light = AssetBaseCfg( |
| prim_path="/World/Light", spawn=sim_utils.DomeLightCfg(intensity=3000.0, color=(0.75, 0.75, 0.75)) |
| ) |
|
|
| |
| 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( |
| |
| 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] |
| |
| 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] |
|
|
| |
| 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") |
|
|
| |
| 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``. |
| """ |
|
|
| |
| bin_x_dim, bin_y_dim, bin_z_dim = BIN_DIMENSIONS |
| |
| 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 |
| |
| 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") |
| |
| 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) |
| |
| active_spawn_poses = poses.unsqueeze(0).repeat(num_envs, 1, 1)[:, :MAX_NUM_OBJECTS, :] |
|
|
| |
| num_x_objects = math.ceil(math.sqrt(MAX_NUM_OBJECTS)) |
| num_y_objects = math.ceil(MAX_NUM_OBJECTS / num_x_objects) |
| |
| 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) |
| |
| 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) |
| |
| cached_spawn_poses = poses.unsqueeze(0).repeat(num_envs, 1, 1)[:, :MAX_NUM_OBJECTS, :] |
|
|
| return active_spawn_poses, cached_spawn_poses |
|
|
|
|
| |
| |
| |
|
|
|
|
| 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``. |
| """ |
| |
| |
| 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) |
| |
| sim_dt = sim.get_physics_dt() |
| count = 0 |
|
|
| |
| active_spawn_poses, cached_spawn_poses = build_grocery_defaults(num_envs, device) |
| |
| 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 |
| |
| |
| bounds_xy = torch.as_tensor(BIN_XY_BOUND, device=device, dtype=spawn_w.dtype) |
| |
| while simulation_app.is_running(): |
| |
| if count % 250 == 0: |
| |
| count = 0 |
| |
| 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 |
| |
| 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) |
| |
| 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() |
|
|
| |
| scene.write_data_to_sim() |
| |
| sim.step() |
|
|
| |
| 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(): |
| |
| reset_object_collections(scene, "groceries", spawn_w, out_bound) |
| |
| count += 1 |
| |
| scene.update(sim_dt) |
|
|
|
|
| def main() -> None: |
| """Main function. |
| |
| Returns: |
| None: The function drives the simulation for its side-effects. |
| """ |
| |
| sim_cfg = sim_utils.SimulationCfg(dt=0.005, device=args_cli.device) |
| sim = SimulationContext(sim_cfg) |
| |
| sim.set_camera_view((2.5, 0.0, 4.0), (0.0, 0.0, 2.0)) |
|
|
| |
| 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) |
|
|
| |
| sim.reset() |
| |
| print("[INFO]: Setup complete...") |
| |
| run_simulator(sim, scene) |
|
|
|
|
| if __name__ == "__main__": |
| |
| main() |
| |
| simulation_app.close() |
|
|