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Adds bin packing demo that showcasing RigidObjectCollection advanced use case. #3801
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a502a9b
bin packing example
ooctipus 7e9d673
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ooctipus 7e437a0
remove unnecessary line in bin packing
ooctipus 1529e46
added more helpful documentations
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ooctipus c1d3892
Update docs/source/overview/showroom.rst
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| # Copyright (c) 2022-2025, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md). | ||
| # All rights reserved. | ||
| # | ||
| # SPDX-License-Identifier: BSD-3-Clause | ||
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| """Demonstration of randomized bin-packing with Isaac Lab. | ||
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| 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. | ||
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| .. code-block:: bash | ||
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| # Usage | ||
| ./isaaclab.sh -p scripts/demos/bin_packing.py --num_envs 32 | ||
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| """ | ||
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| from __future__ import annotations | ||
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| """Launch Isaac Sim Simulator first.""" | ||
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| import argparse | ||
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| from isaaclab.app import AppLauncher | ||
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| # 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() | ||
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| # launch omniverse app | ||
| app_launcher = AppLauncher(args_cli) | ||
| simulation_app = app_launcher.app | ||
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| """Rest everything follows.""" | ||
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| import math | ||
| import torch | ||
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| 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 | ||
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| ## | ||
| # Scene Configuration | ||
| ## | ||
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| # 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. | ||
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| # 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. | ||
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| # 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. | ||
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| # 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)} | ||
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| # Object layout configuration | ||
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| 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), | ||
| ), | ||
| } | ||
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| @configclass | ||
| class MultiObjectSceneCfg(InteractiveSceneCfg): | ||
| """Configuration for a multi-object scene.""" | ||
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| # ground plane | ||
| ground = AssetBaseCfg(prim_path="/World/defaultGroundPlane", spawn=sim_utils.GroundPlaneCfg()) | ||
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| # lights | ||
| dome_light = AssetBaseCfg( | ||
| prim_path="/World/Light", spawn=sim_utils.DomeLightCfg(intensity=3000.0, color=(0.75, 0.75, 0.75)) | ||
| ) | ||
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| # 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)), | ||
| ) | ||
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| 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}"), | ||
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| ) | ||
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| 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)]) | ||
| } | ||
| ) | ||
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| 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. | ||
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| 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``. | ||
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| 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. | ||
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| 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) | ||
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| positions += samples[..., 0:3] | ||
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| # 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") | ||
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| # 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 | ||
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| view_states[view_ids, :7] = torch.concat((positions, orientations), dim=-1) | ||
| view_states[view_ids, 7:] = new_velocities | ||
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| 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) | ||
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| def build_grocery_defaults( | ||
| num_envs: int, | ||
| device: str = "cpu", | ||
| ) -> tuple[torch.Tensor, torch.Tensor]: | ||
| """Create default active/cached spawn poses for all environments. | ||
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| - 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. | ||
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| Args: | ||
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| num_envs: Number of environments to tile the poses for. | ||
| device: Torch device for allocation (e.g., ``"cuda:0"`` or ``"cpu"``). | ||
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| 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``. | ||
| """ | ||
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| # 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, :] | ||
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| # 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, :] | ||
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| return active_spawn_poses, cached_spawn_poses | ||
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| ## | ||
| # Simulation Loop | ||
| ## | ||
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| def run_simulator(sim: SimulationContext, scene: InteractiveScene) -> None: | ||
| """Runs the simulation loop that coordinates spawn randomization and stepping. | ||
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| 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 | ||
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| # 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() | ||
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| 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) | ||
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| 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() | ||
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| # Write data to sim | ||
| scene.write_data_to_sim() | ||
| # Perform step | ||
| sim.step() | ||
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| # 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) | ||
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| def main() -> None: | ||
| """Main function. | ||
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| 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)) | ||
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| # 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) | ||
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| # Play the simulator | ||
| sim.reset() | ||
| # Now we are ready! | ||
| print("[INFO]: Setup complete...") | ||
| # Run the simulator | ||
| run_simulator(sim, scene) | ||
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| if __name__ == "__main__": | ||
| # run the main execution | ||
| main() | ||
| # close sim app | ||
| simulation_app.close() | ||
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