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// Copyright 2019 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Xml;
using UnityEngine;
using UnityEngine.Profiling;
namespace Mujoco {
public class PhysicsRuntimeException : Exception {
public PhysicsRuntimeException(string message) : base(message) {}
}
public class MjScene : MonoBehaviour {
public unsafe MujocoLib.mjModel_* Model = null;
public unsafe MujocoLib.mjData_* Data = null;
// Public and global access to the active MjSceneGenerationContext.
// Throws an exception if accessed when the scene is not being generated.
public MjcfGenerationContext GenerationContext {
get {
if (_generationContext == null) {
throw new InvalidOperationException(
"This property can only be accessed from the scope of MjComponent.GenerateMjcf().");
}
return _generationContext;
}
}
public static MjScene Instance {
get {
if (_instance == null) {
var instances = FindObjectsOfType<MjScene>();
if (instances.Length >= 1) { // even one is too much - _instance shouldn't have been null.
throw new InvalidOperationException(
"A MjScene singleton is created automatically, yet multiple instances exist.");
} else {
GameObject go = new GameObject("MjScene");
_instance = go.AddComponent<MjScene>();
}
}
return _instance;
}
}
public void Awake() {
if (_instance == null) {
_instance = this;
} else if (_instance != this) {
throw new InvalidOperationException(
"MjScene is a singleton, yet multiple instances found.");
}
}
private static MjScene _instance = null;
private List<MjComponent> _orderedComponents;
protected unsafe void Start() {
CreateScene();
}
protected unsafe void OnDestroy() {
DestroyScene();
}
protected unsafe void FixedUpdate() {
StepScene();
}
public bool SceneRecreationAtLateUpdateRequested = false;
protected unsafe void LateUpdate() {
if (SceneRecreationAtLateUpdateRequested) {
RecreateScene();
SceneRecreationAtLateUpdateRequested = false;
}
}
// Context used during scene generation where components will store their shared dependencies
// (such as the mesh assets they reference, or common compiler settings that need to be resolved
// globally).
// The field will be initialized with a class instance only during the scene generation.
// A public read-only property will provide MjComponents with access to the instance
// of that field.
private MjcfGenerationContext _generationContext;
// Builds a new Mujoco scene.
public unsafe XmlDocument CreateScene(bool skipCompile=false) {
if (_generationContext != null) {
throw new InvalidOperationException(
"The scene is currently being generated on another thread.");
}
// Linearize the hierarchy of transforms of the components.
// We will use this list to update the transforms of the associated GameObject in a way that
// ensures we first update the parent transforms, and then we progress down the hierarchy
// tree and update the children.
// We're doing this, because we will use Unity's hierarchical transforms system to translate
// Mujoco elements' world transforms directly to Unity's world coordinates. That however
// will only work if we can guarantee that for every child, the parent transforms have already
// been recalculated.
//
// DESIGN: An alternative to that would be to operate in local space on the Unity side.
// I briefly explored that approach, but decided against it. It increases the amount of code
// on the side of the individual components. This solution allows to restrict the code in the
// components to a bare minimum, at the expense of one extra method here.
var hierarchyRoots = FindObjectsOfType<MjComponent>()
.Where(component => MjHierarchyTool.FindParentComponent(component) == null)
.Select(component => component.transform)
.Distinct();
_orderedComponents = new List<MjComponent>();
foreach (var root in hierarchyRoots) {
_orderedComponents.AddRange(MjHierarchyTool.LinearizeHierarchyBFS(root));
}
XmlDocument sceneMjcf = null;
try {
_generationContext = new MjcfGenerationContext();
sceneMjcf = GenerateSceneMjcf(_orderedComponents);
} catch (Exception e) {
_generationContext = null;
Debug.LogException(e);
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
throw;
}
_generationContext = null;
// Save the Mjcf to a file for debug purposes.
var settings = MjGlobalSettings.Instance;
if (settings && !string.IsNullOrEmpty(settings.DebugFileName)) {
SaveToFile(sceneMjcf, Path.Combine(Application.temporaryCachePath, settings.DebugFileName));
}
if (!skipCompile) {
// Compile the scene from the Mjcf.
CompileScene(sceneMjcf, _orderedComponents);
}
return sceneMjcf;
}
private unsafe void CompileScene(
XmlDocument mjcf, IEnumerable<MjComponent> components) {
Model = MjEngineTool.LoadModelFromString(mjcf.OuterXml);
if (Model == null) {
throw new NullReferenceException("Failed to create Mujoco runtime model.");
} else {
Data = MujocoLib.mj_makeData(Model);
}
if (Data == null) {
throw new NullReferenceException("Failed to create Mujoco runtime data.");
}
// Bind the components to their Mujoco counterparts.
foreach (var component in components) {
component.BindToRuntime(Model, Data);
}
}
public unsafe void SyncUnityToMjState() {
foreach (var component in _orderedComponents) {
if (component != null && component.isActiveAndEnabled) {
component.OnSyncState(Data);
}
}
}
// This must be called after every change in the Unity scene during runtime, in order to keep the
// MuJoCo physics scene in sync. The spatial arrangement in the MJCF that creates the new physics
// is defined by the Unity transforms; therefore, we:
// 1. cache the joint states;
// 2. reset the Unity scene to its configuration at initialization;
// 3. recreate the scene in this pristine configuration;
// 4. rehydrate the physics scene, and sync the Unity scene to it.
public unsafe void RecreateScene() {
// cache joint states in order to re-apply it to the new scene
var joints = FindObjectsOfType<MjBaseJoint>();
var positions = new Dictionary<MjBaseJoint, double[]>();
var velocities = new Dictionary<MjBaseJoint, double[]>();
foreach (var joint in joints) {
if (joint.QposAddress > -1) { // newly added components shouldn't be cached
switch (Model->jnt_type[joint.MujocoId]) {
default:
case (int)MujocoLib.mjtJoint.mjJNT_HINGE:
case (int)MujocoLib.mjtJoint.mjJNT_SLIDE:
positions[joint] = new double[] {Data->qpos[joint.QposAddress]};
velocities[joint] = new double[] {Data->qvel[joint.DofAddress]};
break;
case (int)MujocoLib.mjtJoint.mjJNT_BALL:
positions[joint] = new double[] {
Data->qpos[joint.QposAddress],
Data->qpos[joint.QposAddress+1],
Data->qpos[joint.QposAddress+2],
Data->qpos[joint.QposAddress+3]};
velocities[joint] = new double[] {
Data->qvel[joint.DofAddress],
Data->qvel[joint.DofAddress+1],
Data->qvel[joint.DofAddress+2]};
break;
case (int)MujocoLib.mjtJoint.mjJNT_FREE:
positions[joint] = new double[] {
Data->qpos[joint.QposAddress],
Data->qpos[joint.QposAddress+1],
Data->qpos[joint.QposAddress+2],
Data->qpos[joint.QposAddress+3],
Data->qpos[joint.QposAddress+4],
Data->qpos[joint.QposAddress+5],
Data->qpos[joint.QposAddress+6]};
velocities[joint] = new double[] {
Data->qvel[joint.DofAddress],
Data->qvel[joint.DofAddress+1],
Data->qvel[joint.DofAddress+2],
Data->qvel[joint.DofAddress+3],
Data->qvel[joint.DofAddress+4],
Data->qvel[joint.DofAddress+5]};
break;
}
}
}
// update unity transforms according to qpos0, so they're ready to create the new MJCF
MujocoLib.mj_resetData(Model, Data);
MujocoLib.mj_kinematics(Model, Data);
SyncUnityToMjState();
// Delete previous model, data
DestroyScene();
// Create a new MJCF and new model+data, indices may be different
CreateScene();
// for joints that persisted, set state of the new MuJoCo scene according to the cached state
foreach (var joint in joints) {
try {
var position = positions[joint]; // this will fail for new joints, hence try/catch
var velocity = velocities[joint];
switch (Model->jnt_type[joint.MujocoId]) {
default:
case (int)MujocoLib.mjtJoint.mjJNT_HINGE:
case (int)MujocoLib.mjtJoint.mjJNT_SLIDE:
Data->qpos[joint.QposAddress] = position[0];
Data->qvel[joint.DofAddress] = velocity[0];
break;
case (int)MujocoLib.mjtJoint.mjJNT_BALL:
Data->qpos[joint.QposAddress] = position[0];
Data->qpos[joint.QposAddress+1] = position[1];
Data->qpos[joint.QposAddress+2] = position[2];
Data->qpos[joint.QposAddress+3] = position[3];
Data->qvel[joint.DofAddress] = velocity[0];
Data->qvel[joint.DofAddress+1] = velocity[1];
Data->qvel[joint.DofAddress+2] = velocity[2];
break;
case (int)MujocoLib.mjtJoint.mjJNT_FREE:
Data->qpos[joint.QposAddress] = position[0];
Data->qpos[joint.QposAddress+1] = position[1];
Data->qpos[joint.QposAddress+2] = position[2];
Data->qpos[joint.QposAddress+3] = position[3];
Data->qpos[joint.QposAddress+4] = position[4];
Data->qpos[joint.QposAddress+5] = position[5];
Data->qpos[joint.QposAddress+6] = position[6];
Data->qvel[joint.DofAddress] = velocity[0];
Data->qvel[joint.DofAddress+1] = velocity[1];
Data->qvel[joint.DofAddress+2] = velocity[2];
Data->qvel[joint.DofAddress+3] = velocity[3];
Data->qvel[joint.DofAddress+4] = velocity[4];
Data->qvel[joint.DofAddress+5] = velocity[5];
break;
}
} catch {}
}
// update mj transforms:
MujocoLib.mj_kinematics(Model, Data);
SyncUnityToMjState();
}
// Destroys the Mujoco scene.
public unsafe void DestroyScene() {
if (Model != null) {
MujocoLib.mj_deleteModel(Model);
Model = null;
}
if (Data != null) {
MujocoLib.mj_deleteData(Data);
Data = null;
}
}
// Updates the scene and the state of Mujoco simulation.
public unsafe void StepScene() {
if (Model == null || Data == null) {
throw new NullReferenceException("Failed to create Mujoco runtime.");
}
Profiler.BeginSample("MjStep");
Profiler.BeginSample("MjStep.mj_step");
MujocoLib.mj_step(Model, Data);
Profiler.EndSample(); // MjStep.mj_step
CheckForPhysicsException();
Profiler.BeginSample("MjStep.OnSyncState");
SyncUnityToMjState();
Profiler.EndSample(); // MjStep.OnSyncState
Profiler.EndSample(); // MjStep
}
private unsafe void CheckForPhysicsException() {
if (Data->warning0.number > 0) {
Data->warning0.number = 0;
throw new PhysicsRuntimeException("INERTIA: (Near-) Singular inertia matrix.");
}
if (Data->warning1.number > 0) {
Data->warning1.number = 0;
throw new PhysicsRuntimeException($"CONTACTFULL: nconmax {Model->nconmax} isn't sufficient.");
}
if (Data->warning2.number > 0) {
Data->warning2.number = 0;
throw new PhysicsRuntimeException("CNSTRFULL: njmax {Model.njmax} isn't sufficient.");
}
if (Data->warning3.number > 0) {
Data->warning3.number = 0;
throw new PhysicsRuntimeException("VGEOMFULL: who constructed a mjvScene?!");
}
if (Data->warning4.number > 0) {
Data->warning4.number = 0;
throw new PhysicsRuntimeException("BADQPOS: NaN/inf in qpos.");
}
if (Data->warning5.number > 0) {
Data->warning5.number = 0;
throw new PhysicsRuntimeException("BADQVEL: NaN/inf in qvel.");
}
if (Data->warning6.number > 0) {
Data->warning6.number = 0;
throw new PhysicsRuntimeException("BADQACC: NaN/inf in qacc.");
}
if (Data->warning7.number > 0) {
Data->warning7.number = 0;
throw new PhysicsRuntimeException("BADCTRL: NaN/inf in ctrl.");
}
}
// Generate a Mujoco scene description using the specified components.
private XmlDocument GenerateSceneMjcf(IEnumerable<MjComponent> components) {
var doc = new XmlDocument();
var MjRoot = (XmlElement)doc.AppendChild(doc.CreateElement("mujoco"));
// Scene definition section.
var worldMjcf = (XmlElement)MjRoot.AppendChild(doc.CreateElement("worldbody"));
BuildHierarchicalMjcf(
doc,
components.Where(component =>
(component is MjBaseBody) ||
(component is MjInertial) ||
(component is MjBaseJoint) ||
(component is MjGeom) ||
(component is MjSite)),
worldMjcf);
// Non-hierarchical sections:
MjRoot.AppendChild(GenerateMjcfSection(
doc, components.Where(component => component is MjExclude), "contact"));
MjRoot.AppendChild(GenerateMjcfSection(
doc, components.Where(component => component is MjBaseTendon), "tendon"));
MjRoot.AppendChild(GenerateMjcfSection(
doc, components.Where(component => component is MjBaseConstraint), "equality"));
MjRoot.AppendChild(GenerateMjcfSection(
doc, components.Where(component => component is MjActuator), "actuator"));
MjRoot.AppendChild(GenerateMjcfSection(
doc, components.Where(component => component is MjBaseSensor), "sensor"));
// Generate the Mjcf of the runtime dependencies added to the context.
_generationContext.GenerateMjcf(MjRoot);
return doc;
}
private XmlElement GenerateMjcfSection(
XmlDocument doc, IEnumerable<MjComponent> components, string sectionName) {
var section = doc.CreateElement(sectionName);
foreach (var component in components) {
var componentMjcf = component.GenerateMjcf(_generationContext.GenerateName(component), doc);
section.AppendChild(componentMjcf);
}
return section;
}
private void BuildHierarchicalMjcf(
XmlDocument doc, IEnumerable<MjComponent> components, XmlElement worldMjcf) {
var associations = new Dictionary<MjComponent, XmlElement>();
// Build individual Mjcfs.
foreach (var component in components) {
var componentMjcf = component.GenerateMjcf(
_generationContext.GenerateName(component), doc);
// We'll use a dictionary to define associations between the components and the corresponding
// Mjcf elements.
associations.Add(component, componentMjcf);
}
// Connect the Mjcfs into hierarchy.
foreach (var component in components) {
var componentMjcf = associations[component];
var parentComponent = MjHierarchyTool.FindParentComponent(component);
if (parentComponent != null) {
var parentComponentMjcf = associations[parentComponent];
parentComponentMjcf.AppendChild(componentMjcf);
} else {
worldMjcf.AppendChild(componentMjcf);
}
}
}
// Saves an XML document to the specified file.
private void SaveToFile(XmlDocument document, string filePath) {
try {
using (var stream = File.Open(filePath, FileMode.Create)) {
using (var writer = new XmlTextWriter(stream, new UTF8Encoding(false))) {
writer.Formatting = Formatting.Indented;
document.WriteContentTo(writer);
Debug.Log($"MJCF saved to {filePath}");
}
}
} catch (IOException ex) {
Debug.LogWarning("Failed to save Xml to a file: " + ex.ToString(), this);
}
}
}
}
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