1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316
|
// 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.Generic;
using UnityEngine;
namespace Mujoco {
public static class ConvertMj2Rca {
private static MjActuator[] _actuators;
private static MjExclude[] _excludes;
public static GameObject ConvertTree(MjBody mjRoot) {
_excludes = GameObject.FindObjectsOfType<MjExclude>();
_actuators = GameObject.FindObjectsOfType<MjActuator>();
// does it have joints with its parent?
bool jointFound = false;
foreach (Transform mjChild in mjRoot.transform) {
var joint = mjChild.gameObject.GetComponent<MjHingeJoint>();
if (joint) {
jointFound = true;
break;
}
}
var rcaRoot = new GameObject("rcaRoot");
rcaRoot.transform.position = mjRoot.transform.position + Vector3.right;
rcaRoot.transform.rotation = mjRoot.transform.rotation;
var rca = rcaRoot.AddComponent<ArticulationBody>();
rca.linearDamping = 0f; // Removes dampings.
rca.angularDamping = 0f;
rca.jointFriction = 0f;
rca.maxLinearVelocity = 1.8446743E+19f; // Removes velocity limits.
rca.maxAngularVelocity = 1.8446743E+19f;
var inertial = mjRoot.GetComponentInChildren<MjInertial>();
if (inertial != null) {
rca.mass = inertial.Mass;
}
if (jointFound) {
rca.immovable = true;
// the ArticulationBody component will be added when the joint is converted
var newRcaRoot = new GameObject(mjRoot.gameObject.name);
newRcaRoot.transform.parent = rcaRoot.transform;
newRcaRoot.transform.position = rcaRoot.transform.position;
newRcaRoot.transform.rotation = rcaRoot.transform.rotation;
ConvertSubtree(mjRoot, newRcaRoot);
} else {
ConvertSubtree(mjRoot, rcaRoot);
}
return rcaRoot;
}
private static void ConvertSubtree(MjBody mjParent, GameObject originalRcParent) {
Quaternion reverseXZ = Quaternion.Euler(0, 180, 0);
// may be overriden later:
GameObject rcParent = originalRcParent;
ArticulationBody rcb = null;
// first pass: convert geoms, sites, cameras, lights
foreach (Transform mjChild in mjParent.transform) {
// there's only one mj component in a gameObject:
var mjComponent = mjChild.gameObject.GetComponent<MjComponent>();
if (mjComponent) {
if (!(mjComponent is MjBody)) {
var newGO = new GameObject(mjComponent.gameObject.name);
newGO.transform.parent = rcParent.transform;
// set global position:
newGO.transform.position = mjComponent.transform.position + Vector3.right;
newGO.transform.rotation = mjComponent.transform.rotation;
if (mjComponent is MjGeom) {
MjGeom geom = mjComponent as MjGeom;
GameObject primitive = null;
if (geom.ShapeType == MjShapeComponent.ShapeTypes.Capsule) {
primitive = GameObject.CreatePrimitive(PrimitiveType.Capsule);
primitive.name = newGO.name;
primitive.transform.parent = newGO.transform.parent;
primitive.transform.position = newGO.transform.position;
primitive.transform.rotation = newGO.transform.rotation;
// MISSING: this results in a skewed capsule - replace with a procedural capsule
// component.
primitive.transform.localScale = new Vector3(
geom.Capsule.Radius * 2,
geom.Capsule.HalfHeight + geom.Capsule.Radius,
geom.Capsule.Radius * 2);
GameObject.DestroyImmediate(newGO);
} else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Sphere) {
primitive = GameObject.CreatePrimitive(PrimitiveType.Sphere);
primitive.name = newGO.name;
primitive.transform.parent = newGO.transform.parent;
primitive.transform.position = newGO.transform.position;
primitive.transform.rotation = newGO.transform.rotation;
var r = 2 * geom.Sphere.Radius;
primitive.transform.localScale = new Vector3(r, r, r);
GameObject.DestroyImmediate(newGO);
} else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Cylinder) {
primitive = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
primitive.name = newGO.name;
primitive.transform.parent = newGO.transform.parent;
primitive.transform.position = newGO.transform.position;
primitive.transform.rotation = newGO.transform.rotation;
primitive.transform.localScale = new Vector3(geom.Cylinder.Radius,
geom.Cylinder.HalfHeight * 2,
geom.Cylinder.Radius);
GameObject.DestroyImmediate(newGO);
} else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Mesh) {
if (geom.Settings.Filtering.Contype != 0 ||
geom.Settings.Filtering.Conaffinity != 0) {
var collider = newGO.AddComponent<MeshCollider>();
collider.sharedMesh = geom.Mesh.Mesh;
}
var mf = newGO.AddComponent<MeshFilter>();
mf.sharedMesh = geom.Mesh.Mesh;
var mr = newGO.AddComponent<MeshRenderer>();
primitive = newGO; // so that the material can be set below.
} else { // cube or ellipsoid
primitive = GameObject.CreatePrimitive(PrimitiveType.Cube);
primitive.name = newGO.name;
primitive.transform.parent = newGO.transform.parent;
primitive.transform.position = newGO.transform.position;
primitive.transform.rotation = newGO.transform.rotation;
Vector3 scale = new Vector3(1, 1, 1);
if (geom.ShapeType == MjShapeComponent.ShapeTypes.Ellipsoid) {
scale = 2 * geom.Ellipsoid.Radiuses;
} else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Box) {
scale = 2 * geom.Box.Extents;
}
primitive.transform.localScale = scale;
GameObject.DestroyImmediate(newGO);
}
if (geom.Settings.Filtering.Contype == 0 &&
geom.Settings.Filtering.Conaffinity == 0) {
var collider = primitive.GetComponent<Collider>();
if (collider) {
GameObject.DestroyImmediate(collider);
}
}
primitive.GetComponent<MeshRenderer>().sharedMaterial =
geom.gameObject.GetComponent<MeshRenderer>().sharedMaterial;
} else {
var nameParts = mjComponent.GetType().ToString().Split('.'); // remove namespace
var elementType = nameParts[nameParts.Length - 1].Substring(2); // remove "Mj..."
newGO.name = mjComponent.gameObject.name + "_" + elementType;
}
}
} else { // if it's a camera, copy it over:
var mjCamera = mjChild.GetComponent<Camera>();
if (mjCamera != null) {
var newGO = new GameObject(mjChild.name);
newGO.transform.parent = rcParent.transform;
// set global position:
newGO.transform.position = mjChild.transform.position + Vector3.right;
newGO.transform.rotation = mjChild.transform.rotation;
var pxCamera = newGO.AddComponent<Camera>();
pxCamera.fieldOfView = mjCamera.fieldOfView;
pxCamera.nearClipPlane = mjCamera.nearClipPlane;
}
}
}
// second pass: look for joints
int jointsFound = 0;
foreach (Transform mjChild in mjParent.transform) {
var joint = mjChild.GetComponent<MjHingeJoint>();
if (joint) {
if (jointsFound == 0) { // first joint, create the rcb
rcb = rcParent.AddComponent<ArticulationBody>();
var inertial = mjParent.GetComponentInChildren<MjInertial>();
if (inertial != null) {
rcb.mass = inertial.Mass;
}
rcb.anchorPosition = joint.transform.localPosition;
// This reversal is critical as it gives us the rest of the swizzling for free:
rcb.anchorRotation = joint.transform.localRotation * reverseXZ;
rcParent.name += "_" + joint.gameObject.name;
} else {
// Store children, move them later:
List<Transform> childrenToMove = new List<Transform>();
foreach (Transform child in rcParent.transform) {
childrenToMove.Add(child);
}
var newrRcParent = new GameObject(mjParent.gameObject.name + "_" + joint.gameObject.name);
// subsequent joints create new bodies, leave anchor as 0.
newrRcParent.transform.parent = rcParent.transform;
newrRcParent.transform.position = joint.transform.position + Vector3.right;
newrRcParent.transform.rotation = joint.transform.rotation * reverseXZ;
var mass = rcb.mass;
rcb.mass = 0.001f; // the previous body becomes a placeholder / dummy body
rcParent = newrRcParent; // override
// move children (except the new one) to the new link, none of which should be rcb:
foreach (Transform childToMove in childrenToMove) {
childToMove.SetParent(rcParent.transform);
}
rcb = rcParent.AddComponent<ArticulationBody>(); // override the variable rcb
// this is needed because the default anchor rotation is not 0:
rcb.anchorRotation = Quaternion.identity;
rcb.mass = mass;
}
rcb.jointType = ArticulationJointType.RevoluteJoint;
if (joint.RangeLower == 0 && joint.RangeUpper == 0) {
rcb.twistLock = ArticulationDofLock.FreeMotion;
} else {
rcb.twistLock = ArticulationDofLock.LimitedMotion;
}
rcb.jointFriction = joint.Settings.Solver.FrictionLoss;
var drive = new ArticulationDrive();
drive.lowerLimit = joint.RangeLower;
drive.upperLimit = joint.RangeUpper;
drive.damping = joint.Settings.Spring.Damping;
var actuatorFound = false;
foreach (var actuator in _actuators) {
if (actuator.Joint == joint) {
// Assumes symmetry between upper and lower limits of the force range:
drive.forceLimit = actuator.CommonParams.ForceRange[1];
drive.stiffness = actuator.CommonParams.Gear[0] * actuator.CustomParams.GainPrm[0];
if (drive.stiffness == 0f) {
if (drive.forceLimit == 0f) {
throw new Exception(
"How do I parse an actuator without force limit nor stiffness?");
} else {
drive.stiffness = 1000f; // we rely on force limit.
}
} else {
if (drive.forceLimit == 0f) {
drive.forceLimit = 1e10f; // we rely on stiffness.
}
}
actuatorFound = true;
break;
}
if (!actuatorFound) {
// passive joint, shouldn't be driven.
drive.stiffness = 0f;
drive.forceLimit = 0f;
}
}
// MISSING: this drive should be the target of agent actuation.
rcb.xDrive = drive;
// PhysX's default is positive damping and limited max velocity:
rcb.maxLinearVelocity = 1.8446743E+19f;
rcb.maxAngularVelocity = 1.8446743E+19f;
rcb.linearDamping = 0.0f;
rcb.angularDamping = 0.0f;
jointsFound += 1;
}
}
if (jointsFound > 1) {
var grandparent = originalRcParent.transform.parent?.gameObject;
if (grandparent) {
// MISSING: When we add an intermediate body in PhysX, we run a real risk of introducing
// spurious contacts between collider pairs that previously were ignored (as a
// parent-child), since they are now two or more steps away in the hierarchy. You need to
// add a component here that adds Physics.IgnoreCollision statements when launched (see also
// below).
}
}
// the gameObject with all the colliders should have just the name of the body without joints:
rcParent.name = mjParent.gameObject.name;
// add contact exclusions, but only if we created an articulation body:
var rcParentParent = rcParent.transform.parent?.GetComponentInParent<ArticulationBody>();
if (rcParentParent != null && rcParent.GetComponent<ArticulationBody>() != null) {
foreach (var exclude in _excludes) {
string other = null;
if (exclude.Body1 == mjParent) {
other = exclude.Body2.gameObject.name;
} else if (exclude.Body2 == mjParent) {
other = exclude.Body1.gameObject.name;
}
// The list of available ArticulationBodies changes as the recursion advances
foreach (var rcOther in GameObject.FindObjectsOfType<ArticulationBody>()) {
// don't add explicit exclusion to immediate parent (no children yet)
if (rcParentParent != rcOther && rcOther.gameObject.name == other) {
// MISSING: Physics.IgnoreCollision statements between all colliders of rcParent
// and rcOther. IgnoreCollision can only be applied in Running mode, so if you're
// running this script at Editor mode (e.g., for generating a prefab from the resulting
// PhysX model, you need to add a component that would add IgnoreCollision when
// launched.
break;
}
}
}
}
// third pass - build the next layer of the tree
foreach (Transform mjChild in mjParent.transform) {
// there's only one mj component in a gameObject:
var mjComponent = mjChild.gameObject.GetComponent<MjComponent>();
if (mjComponent & mjComponent is MjBody) {
var rcChild = new GameObject(mjChild.name);
rcChild.transform.parent = rcParent.transform;
// set global position:
rcChild.transform.position = mjComponent.transform.position + Vector3.right;
rcChild.transform.rotation = mjComponent.transform.rotation;
// main recursive call:
ConvertSubtree(mjComponent as MjBody, rcChild);
}
}
}
}
}
|