Working on SOArm100 with new UI and also multi-threaded mujoco

This commit is contained in:
Behron 2025-04-07 18:03:33 -06:00
parent 6163d9b9e0
commit 188b2b665b
269 changed files with 7365 additions and 65 deletions

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Content/Map/PickAndPlaceArmLevel.umap (Stored with Git LFS) Normal file

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Content/Map/Test_Level.umap (Stored with Git LFS)

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@ -0,0 +1,2 @@
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<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AHoxuhub_002Easm_002Fl_003AC_0021_003FUsers_003FBhrama_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FHynojar_003FHoxuhub_002Easm/@EntryIndexedValue">ForceIncluded</s:String></wpf:ResourceDictionary>

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@ -52,6 +52,16 @@
{
"Name": "StateGraph",
"Enabled": true
},
{
"Name": "BlueprintJson",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/f837e4835fbc434a853fe1ead2410b84"
},
{
"Name": "CPathfinding",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/c533ad0234c540fb81bdfa7bd55d3514"
}
]
}

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@ -1,6 +1,6 @@
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathDefines.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathNode.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathVolume.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathDynamicObstacle.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathFindPath.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathDefines.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathVolume.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathNode.h
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathVolumeGroundPrio.h

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@ -2,23 +2,23 @@
"RemapUnityFiles":
{
"Module.CPathfinding.cpp.obj": [
"CPathDefines.gen.cpp.obj",
"CPathDynamicObstacle.gen.cpp.obj",
"CPathfinding.init.gen.cpp.obj",
"CPathFindPath.gen.cpp.obj",
"CPathNode.gen.cpp.obj",
"CPathVolume.gen.cpp.obj",
"CPathVolumeGroundPrio.gen.cpp.obj",
"PerModuleInline.gen.cpp.obj",
"CPathAsyncVolumeGeneration.cpp.obj",
"CPathDefines.cpp.obj",
"CPathDynamicObstacle.cpp.obj",
"CPathfinding.cpp.obj",
"CPathFindPath.cpp.obj",
"CPathNode.cpp.obj",
"CPathOctree.cpp.obj",
"CPathVolume.cpp.obj",
"CPathVolumeGroundPrio.cpp.obj",
"CPathDefines.gen.cpp.obj",
"CPathfinding.init.gen.cpp.obj",
"CPathFindPath.gen.cpp.obj",
"CPathDefines.cpp.obj",
"CPathDynamicObstacle.cpp.obj",
"CPathFindPath.cpp.obj"
"CPathVolumeGroundPrio.cpp.obj"
]
}
}

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@ -38,12 +38,6 @@
/NOIMPLIB
"..\Intermediate\Build\Win64\x64\UnrealEditor\Development\UnrealEd\SharedPCH.UnrealEd.Project.ValApi.Cpp20.InclOrderUnreal5_3.h.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\Module.CPathfinding.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathDefines.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathDynamicObstacle.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathFindPath.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathDefines.gen.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathfinding.init.gen.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathFindPath.gen.cpp.obj"
"..\Intermediate\Build\Win64\x64\UnrealEditor\Development\Default.rc2.res"
"..\Intermediate\Build\Win64\x64\UnrealEditor\Development\CoreUObject\UnrealEditor-CoreUObject.lib"
"..\Intermediate\Build\Win64\x64\UnrealEditor\Development\Engine\UnrealEditor-Engine.lib"

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@ -8,11 +8,5 @@
/NODEFAULTLIB
"..\Intermediate\Build\Win64\x64\UnrealEditor\Development\UnrealEd\SharedPCH.UnrealEd.Project.ValApi.Cpp20.InclOrderUnreal5_3.h.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\Module.CPathfinding.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathDefines.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathDynamicObstacle.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathFindPath.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathDefines.gen.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathfinding.init.gen.cpp.obj"
"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\CPathFindPath.gen.cpp.obj"
"..\Intermediate\Build\Win64\x64\UnrealEditor\Development\Default.rc2.res"
/OUT:"D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Intermediate\Build\Win64\x64\UnrealEditor\Development\CPathfinding\UnrealEditor-CPathfinding.lib"

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@ -11,6 +11,7 @@
#include "LuckyMujoco.h"
#include "fstream"
#include "filesystem"
#include "Misc/FMujocoSimWorker.h"
AMujocoVolumeActor::AMujocoVolumeActor()
{
@ -21,7 +22,6 @@ AMujocoVolumeActor::AMujocoVolumeActor()
SpriteComponent = CreateDefaultSubobject<UBillboardComponent>(TEXT("Sprite"));
RootComponent = SpriteComponent;
if (SpriteComponent)
{
SpriteComponent->bHiddenInGame = true;
@ -118,6 +118,7 @@ void AMujocoVolumeActor::InitializeMujoco()
if (auto* World = GetWorld())
{
//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Generating Mujoco model..."));
OnMujocoCompileBegin.Broadcast();
@ -190,7 +191,15 @@ void AMujocoVolumeActor::InitializeMujoco()
AssignComponentsToArray(World, TendonComponents);
mj_resetData(MujocoModel.Get(), MujocoData.Get());
if (MujocoModel && MujocoData && bMultithreaded)
{
SimulatedPositions.SetNum(MujocoModel->nbody);
SimulatedRotations.SetNum(MujocoModel->nbody);
SimWorker = MakeUnique<FMujocoSimWorker>(
MujocoModel.Get(), MujocoData.Get(), Options.Get()->Options.TimeStep,
&SimulatedPositions, &SimulatedRotations, &MujocoDataLock);
}
//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Mujoco model generated!"));
OnMujocoCompileSuccess.Broadcast();
}
@ -389,6 +398,31 @@ void AMujocoVolumeActor::PostRegisterAllComponents()
void AMujocoVolumeActor::Tick(float DeltaTime)
{
// Super::Tick(DeltaTime);
if (bMultithreaded)
{
FScopeLock Lock(&MujocoDataLock);
for (int32 i = 1; i < BodyComponents.Num(); ++i)
{
if (BodyComponents[i].IsValid() && SimulatedPositions.IsValidIndex(i) && SimulatedRotations.IsValidIndex(i))
{
if (bUpdatePositions)
{
BodyComponents[i]->SetWorldLocationAndRotation(SimulatedPositions[i], SimulatedRotations[i]);
}
if (bUpdateBounds)
{
BodyComponents[i]->UpdateBounds();
}
if (bUpdateOverlaps)
{
BodyComponents[i]->UpdateOverlaps();
}
}
}
return;
}
if (MujocoData)
{
mj_step(MujocoModel.Get(), MujocoData.Get());
@ -397,7 +431,7 @@ void AMujocoVolumeActor::Tick(float DeltaTime)
{
mj_step(MujocoModel.Get(), MujocoData.Get());
}
for (int32 i = 1; i < BodyComponents.Num(); ++i)
{
if (BodyComponents[i].IsValid())
@ -408,16 +442,25 @@ void AMujocoVolumeActor::Tick(float DeltaTime)
FVector Position = FVector(Pos[0], -Pos[1], Pos[2]) * 100.0f;
FQuat Rotation = FQuat(Quat[1], -Quat[2], Quat[3], -Quat[0]);
BodyComponents[i]->SetWorldLocationAndRotation(Position, Rotation);
BodyComponents[i]->UpdateBounds();
BodyComponents[i]->UpdateOverlaps();
if (bUpdatePositions)
{
BodyComponents[i]->SetWorldLocationAndRotation(Position, Rotation);
}
if (bUpdateBounds)
{
BodyComponents[i]->UpdateBounds();
}
if (bUpdateOverlaps)
{
BodyComponents[i]->UpdateOverlaps();
}
}
else
{
UE_LOG(LogMujoco, Warning, TEXT("Invalid body component at index: %d"), i);
}
}
}
}
}
void AMujocoVolumeActor::PostInitializeComponents()
@ -427,13 +470,19 @@ void AMujocoVolumeActor::PostInitializeComponents()
void AMujocoVolumeActor::BeginPlay()
{
Super::BeginPlay();
Super::BeginPlay();
}
void AMujocoVolumeActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (SimWorker)
{
SimWorker->EnsureCompletion();
SimWorker.Reset();
}
MujocoData.Reset();
MujocoModel.Reset();
}

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@ -0,0 +1,72 @@
// MujocoSimWorker.cpp
#include "Misc/FMujocoSimWorker.h"
#include "HAL/PlatformProcess.h"
FMujocoSimWorker::FMujocoSimWorker(mjModel* InModel, mjData* InData, float InTimestep,
TArray<FVector>* InPositions, TArray<FQuat>* InRotations, FCriticalSection* InLock)
: Model(InModel), Data(InData), Timestep(InTimestep),
Positions(InPositions), Rotations(InRotations), DataLock(InLock), bStopThread(false)
{
Thread = FRunnableThread::Create(this, TEXT("FMujocoSimWorker"), 0, TPri_AboveNormal);
if (!Thread)
{
UE_LOG(LogTemp, Fatal, TEXT("Failed to create MuJoCo simulation thread!"));
}
}
FMujocoSimWorker::~FMujocoSimWorker()
{
if (Thread)
{
Thread->Kill(true);
delete Thread;
Thread = nullptr;
}
}
bool FMujocoSimWorker::Init()
{
return true;
}
uint32 FMujocoSimWorker::Run()
{
int NumBodies = Model->nbody;
Positions->SetNum(NumBodies);
Rotations->SetNum(NumBodies);
while (!bStopThread)
{
mj_step(Model, Data);
// Lock the buffer
FScopeLock Lock(DataLock);
for (int i = 0; i < NumBodies; ++i)
{
mjtNum* Pos = Data->xpos + 3 * i;
mjtNum* Quat = Data->xquat + 4 * i;
(*Positions)[i] = FVector(Pos[0], -Pos[1], Pos[2]) * 100.0f;
(*Rotations)[i] = FQuat(Quat[1], -Quat[2], Quat[3], -Quat[0]);
}
FPlatformProcess::Sleep(Timestep);
}
return 0;
}
void FMujocoSimWorker::Stop()
{
bStopThread = true;
}
void FMujocoSimWorker::EnsureCompletion()
{
Stop();
if (Thread)
{
Thread->WaitForCompletion();
}
}

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@ -0,0 +1,58 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "World/LLMWorldManager.h"
#include "EngineUtils.h"
#include "Components/LightComponent.h"
#include "Engine/DirectionalLight.h"
// Sets default values
ALLMWorldManager::ALLMWorldManager()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
}
// Called when the game starts or when spawned
void ALLMWorldManager::BeginPlay()
{
Super::BeginPlay();
TArray<ADirectionalLight*> Lights;
for (TActorIterator<ADirectionalLight> Itr(GetWorld()); Itr; ++Itr)
{
DefaultLighting.Add(*Itr,Itr->GetLightComponent()->Intensity);
}
}
// Called every frame
void ALLMWorldManager::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ALLMWorldManager::ProcessLLMCommand_Implementation(const FString& Command)
{
const FString CMD = Command.Replace(*CommandPrefix,*FString(""));
FString Left = "";
FString Right = "";
CMD.Split(" ", &Left, &Right);
if (Left.IsEmpty() || Right.IsEmpty())
{
return;
}
if (Left == GlobalLightingCommandPrefix)
{
TArray<ADirectionalLight*> Lights;
for (TActorIterator<ADirectionalLight> Itr(GetWorld()); Itr; ++Itr)
{
//Right == "0" ? 0 : DefaultLighting.FindRef(*Itr)
Itr->GetLightComponent()->SetIntensity(FCString::Atof(*Right));
}
}
}

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@ -6,6 +6,7 @@
#include "Components/BillboardComponent.h"
#include "Misc/MujocoWrapper.h"
#include "Delegates/DelegateCombinations.h"
#include "Misc/FMujocoSimWorker.h"
#include "MujocoVolumeActor.generated.h"
class UMujocoBodyComponent;
@ -61,6 +62,18 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation", meta = (Min = 0, Max = 100, ClampMin = 0, ClampMax = 100))
int32 FrameSkip = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation")
bool bMultithreaded = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation")
bool bUpdatePositions = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation")
bool bUpdateBounds = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation")
bool bUpdateOverlaps = true;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Mujoco")
TObjectPtr<UBillboardComponent> SpriteComponent;
@ -117,4 +130,12 @@ protected:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
private:
TUniquePtr<FMujocoSimWorker> SimWorker;
FCriticalSection MujocoDataLock;
TArray<FVector> SimulatedPositions;
TArray<FQuat> SimulatedRotations;
};

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@ -0,0 +1,34 @@
// MujocoSimWorker.h
#pragma once
#include "CoreMinimal.h"
#include "HAL/Runnable.h"
#include "HAL/ThreadSafeBool.h"
#include <mujoco/mujoco.h>
class FMujocoSimWorker : public FRunnable
{
public:
FMujocoSimWorker(mjModel* InModel, mjData* InData, float InTimestep,
TArray<FVector>* InPositions, TArray<FQuat>* InRotations, FCriticalSection* InLock);
virtual ~FMujocoSimWorker();
virtual bool Init() override;
virtual uint32 Run() override;
virtual void Stop() override;
void EnsureCompletion();
private:
FThreadSafeBool bStopThread;
FRunnableThread* Thread;
mjModel* Model;
mjData* Data;
float Timestep;
TArray<FVector>* Positions;
TArray<FQuat>* Rotations;
FCriticalSection* DataLock;
};

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@ -0,0 +1,40 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DirectionalLight.h"
#include "GameFramework/Actor.h"
#include "LLMWorldManager.generated.h"
UCLASS(BlueprintType,Blueprintable)
class LUCKYMUJOCO_API ALLMWorldManager : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ALLMWorldManager();
UPROPERTY(EditAnywhere,BlueprintReadWrite)
FString CommandPrefix = "World:";
UPROPERTY(EditAnywhere,BlueprintReadWrite)
FString GlobalLightingCommandPrefix = "Lighting";
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintCallable,BlueprintNativeEvent)
void ProcessLLMCommand(const FString& Command);
private:
TMap<ADirectionalLight*, float> DefaultLighting;
};

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