Merge pull request 'Patch MuJoCo plugin' (#50) from ft-pre-post-substep-delegates into main

Reviewed-on: #50
Reviewed-by: evanvyktori <evan@luckyrobots.com>
This commit is contained in:
evanvyktori 2025-04-30 14:22:03 +00:00
commit 7d383871b8
9 changed files with 137 additions and 31 deletions

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@ -109,9 +109,21 @@ template <typename ComponentType> void AMujocoVolumeActor::AssignComponentsToArr
} }
} }
template <typename UserClass>
void AMujocoVolumeActor::BindPostPhysicDelegate(UserClass* Object, void(UserClass::* Func)(float))
{
PostPhysicUpdateDelegate.BindUObject(Object, Func);
}
void AMujocoVolumeActor::InitializeMujoco() void AMujocoVolumeActor::InitializeMujoco()
{ {
if (!Options) InitializeMujocoScene_WithContactExclusion(TMap<FString, FString>{});
}
void AMujocoVolumeActor::InitializeMujocoScene_WithContactExclusion(const TMap<FString, FString>& ContactExclusion)
{
if (!Options)
{ {
return; return;
} }
@ -149,7 +161,7 @@ void AMujocoVolumeActor::InitializeMujoco()
} }
TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>(); TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>();
TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(Options, Objects, ExportFilename); TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(Options, Objects, ExportFilename, ContactExclusion);
FString XmlString; FString XmlString;
tinyxml2::XMLPrinter Printer; tinyxml2::XMLPrinter Printer;
@ -164,6 +176,8 @@ void AMujocoVolumeActor::InitializeMujoco()
return; return;
} }
// TODO Here we should check for mujoco dll if we are on windows and LOG an error if there is not + gently quit the game
std::array<char, 1024> ErrMsg{}; std::array<char, 1024> ErrMsg{};
MujocoModel = MakeMujocoModelPtr(mj_loadXML(TCHAR_TO_ANSI(*ExportFilename), nullptr, ErrMsg.data(), ErrMsg.size())); MujocoModel = MakeMujocoModelPtr(mj_loadXML(TCHAR_TO_ANSI(*ExportFilename), nullptr, ErrMsg.data(), ErrMsg.size()));
if (!MujocoModel) if (!MujocoModel)
@ -196,6 +210,12 @@ void AMujocoVolumeActor::InitializeMujoco()
} }
} }
mjData_& AMujocoVolumeActor::GetMujocoData() const
{
check(MujocoData.IsValid());
return *MujocoData.Get();
}
void AMujocoVolumeActor::SetActuatorValue(const FString& ActuatorName, double Value) void AMujocoVolumeActor::SetActuatorValue(const FString& ActuatorName, double Value)
{ {
if (MujocoModel) if (MujocoModel)
@ -391,11 +411,13 @@ void AMujocoVolumeActor::Tick(float DeltaTime)
{ {
if (MujocoData) if (MujocoData)
{ {
mj_step(MujocoModel.Get(), MujocoData.Get()); // Default SimStepsPerGameFrame = 16 x 1ms for roughly 60FPS
// If ticks are strictly 16.666 ms then simulation will lag behind UE clock
for (int32 Frame = 0; Frame < FrameSkip; ++Frame) // Anyway, we need a proper synchronisation between UE and Sim times - probably using TempoTime?
for (int32 SimStep = 0; SimStep < SimStepsPerGameFrame; ++SimStep)
{ {
mj_step(MujocoModel.Get(), MujocoData.Get()); mj_step(MujocoModel.Get(), MujocoData.Get());
PostPhysicUpdateDelegate.ExecuteIfBound(MujocoData->time);
} }
for (int32 i = 1; i < BodyComponents.Num(); ++i) for (int32 i = 1; i < BodyComponents.Num(); ++i)

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@ -1255,7 +1255,11 @@ bool FMujocoXmlGenerator::ParseActorAsset(AActor* Actor, tinyxml2::XMLElement* R
return true; return true;
} }
TUniquePtr<tinyxml2::XMLDocument> FMujocoXmlGenerator::GenerateMujocoXml(const TObjectPtr<UMujocoExportOptions>& ExportOptions, const TArray<UObject*>& Objects, const FString& ExportFilename) TUniquePtr<tinyxml2::XMLDocument> FMujocoXmlGenerator::GenerateMujocoXml(
const TObjectPtr<UMujocoExportOptions>& ExportOptions,
const TArray<UObject*>& Objects,
const FString& ExportFilename,
TMap<FString, FString> ContactExclusion)
{ {
TUniquePtr<tinyxml2::XMLDocument> Doc = MakeUnique<tinyxml2::XMLDocument>(); TUniquePtr<tinyxml2::XMLDocument> Doc = MakeUnique<tinyxml2::XMLDocument>();
Doc->InsertFirstChild(Doc->NewDeclaration("xml version=\"1.0\" encoding=\"utf-8\"")); Doc->InsertFirstChild(Doc->NewDeclaration("xml version=\"1.0\" encoding=\"utf-8\""));
@ -1268,6 +1272,30 @@ TUniquePtr<tinyxml2::XMLDocument> FMujocoXmlGenerator::GenerateMujocoXml(const T
Root->InsertEndChild(Doc->NewElement("equality")); Root->InsertEndChild(Doc->NewElement("equality"));
Root->InsertEndChild(Doc->NewElement("tendon")); Root->InsertEndChild(Doc->NewElement("tendon"));
Root->InsertEndChild(Doc->NewElement("actuator")); Root->InsertEndChild(Doc->NewElement("actuator"));
// TODO Refacto using property from the MujocoActor aka the robot
// TODO Maybe using a ParentObject as parameter which holds that information?
// TODO Need actor refactoring anyway - Merge Pawn and Mujoco Actor?
if (!ContactExclusion.IsEmpty())
{
Root->InsertEndChild(Doc->NewElement("contact"));
for (auto& [Body1, Body2] : ContactExclusion)
{
// Don't add empty strings to the map please!
if (Body1.IsEmpty() || Body2.IsEmpty()) continue;
// Create the contact exclusion - formatted as (SO100 example)
// <exclude body1="Body_Base" body2="Body_Rotation_Pitch"/>
const auto Exclude = Doc->NewElement("exclude");
Exclude->SetAttribute("body1", TCHAR_TO_ANSI(*Body1));
Exclude->SetAttribute("body2", TCHAR_TO_ANSI(*Body2));
// Add exclusion to the contact tag
Root->FirstChildElement("contact")->InsertEndChild(Exclude);
}
}
if (ExportOptions->bAddSkyBox) if (ExportOptions->bAddSkyBox)
{ {
tinyxml2::XMLElement* TextureElement = AssetRoot->GetDocument()->NewElement("texture"); tinyxml2::XMLElement* TextureElement = AssetRoot->GetDocument()->NewElement("texture");

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@ -21,11 +21,44 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMujocoCompileBegin);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMujocoCompileError, FString, Error); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMujocoCompileError, FString, Error);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMujocoCompileSuccess); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMujocoCompileSuccess);
// To be called after mj_step
DECLARE_DELEGATE_OneParam(FPostPhysicUpdate, float);
UCLASS(Blueprintable, BlueprintType) UCLASS(Blueprintable, BlueprintType)
class LUCKYMUJOCO_API AMujocoVolumeActor : public AActor class LUCKYMUJOCO_API AMujocoVolumeActor : public AActor
{ {
GENERATED_BODY() GENERATED_BODY()
public:
AMujocoVolumeActor();
/**
* Initialize the sim scene in headless mujoco
*/
UFUNCTION(BlueprintCallable, Category = "Mujoco")
void InitializeMujoco();
/**
* Initialize the sim scene in headless mujoco with a list of contact exclusion
* @param ContactExclusion a list of pairs that should be patched in the xml file for contact exclusion (no friction, no collision)
* TODO Can't use a default empty map as parameter in blueprints? We shouldn't need to have 2 functions
* TODO ContactExclusion should be stored as a property of MujocoActor and not passed in the scene init
* TODO This require to cast the Actor in addition to the components list
*/
UFUNCTION(BlueprintCallable, Category = "Mujoco")
void InitializeMujocoScene_WithContactExclusion(const TMap<FString, FString>& ContactExclusion);
protected:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void PostRegisterAllComponents() override;
virtual void Tick(float DeltaTime) override;
virtual void PostInitializeComponents() override;
private:
TMujocoModelPtr MujocoModel; TMujocoModelPtr MujocoModel;
TMujocoDataPtr MujocoData; TMujocoDataPtr MujocoData;
@ -50,16 +83,11 @@ class LUCKYMUJOCO_API AMujocoVolumeActor : public AActor
UPROPERTY(Transient, VisibleAnywhere, Category = "Mujoco | Debug") UPROPERTY(Transient, VisibleAnywhere, Category = "Mujoco | Debug")
TArray<TSoftObjectPtr<UMujocoTendonComponent>> TendonComponents; TArray<TSoftObjectPtr<UMujocoTendonComponent>> TendonComponents;
UFUNCTION(BlueprintCallable, Category = "Mujoco")
void InitializeMujoco();
template <typename ComponentType> void AssignComponentsToArray(UWorld* World, TArray<TSoftObjectPtr<ComponentType>>& ComponentArray); template <typename ComponentType> void AssignComponentsToArray(UWorld* World, TArray<TSoftObjectPtr<ComponentType>>& ComponentArray);
public: public:
AMujocoVolumeActor(); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation", meta = (Min = 1, Max = 100, ClampMin = 0, ClampMax = 100))
int32 SimStepsPerGameFrame = 16;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation", meta = (Min = 0, Max = 100, ClampMin = 0, ClampMax = 100))
int32 FrameSkip = 0;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Mujoco") UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Mujoco")
TObjectPtr<UBillboardComponent> SpriteComponent; TObjectPtr<UBillboardComponent> SpriteComponent;
@ -76,6 +104,30 @@ public:
UPROPERTY(BlueprintAssignable, Category = "Mujoco | Events") UPROPERTY(BlueprintAssignable, Category = "Mujoco | Events")
FOnMujocoCompileSuccess OnMujocoCompileSuccess; FOnMujocoCompileSuccess OnMujocoCompileSuccess;
/**
* Access MuJoCo scene options and data (e.g. Simulation time) - This is mutable, be careful
* @return mjData_ - Full access to mujoco scene options and data
*/
mjData_& GetMujocoData() const;
// ---------------------------
// ------- POST UPDATE -------
// ---------------------------
private:
FPostPhysicUpdate PostPhysicUpdateDelegate;
public:
/**
* Register a delegate to be executed after mj_step, useful to fine control actuators
* @param Object - The Class to call
* @param Func - The Function to call - takes a float as parameter which is the current simulation timestamp
*/
template<typename UserClass>
void BindPostPhysicDelegate(UserClass* Object, void (UserClass::*Func)(float));
// -------------------------
// ------- ACTUATORS -------
// -------------------------
UFUNCTION(BlueprintCallable, Category = "Mujoco") UFUNCTION(BlueprintCallable, Category = "Mujoco")
void SetActuatorValue(const FString& ActuatorName, double Value); void SetActuatorValue(const FString& ActuatorName, double Value);
@ -94,6 +146,9 @@ public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco")
FVector2D GetActuatorRangeByIndex(int32 ActuatorIndex) const; FVector2D GetActuatorRangeByIndex(int32 ActuatorIndex) const;
// ----------------------
// ------- JOINTS -------
// ----------------------
UFUNCTION(BlueprintCallable, Category = "Mujoco") UFUNCTION(BlueprintCallable, Category = "Mujoco")
void SetJointValue(const FString& JointName, double Value); void SetJointValue(const FString& JointName, double Value);
@ -105,16 +160,4 @@ public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco")
double GetJointValueByIndex(int32 JointIndex) const; double GetJointValueByIndex(int32 JointIndex) const;
virtual void PostRegisterAllComponents() override;
virtual void Tick(float DeltaTime) override;
virtual void PostInitializeComponents() override;
protected:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
}; };

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@ -307,13 +307,13 @@ struct LUCKYMUJOCO_API FMujocoOptions
{ {
GENERATED_BODY() GENERATED_BODY()
/** Override TimeStep setting. When enabled, the default value (0.002) is applied. */ /** Override TimeStep setting. When enabled, the default value (0.001) is applied. */
UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (InlineEditConditionToggle)) UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (InlineEditConditionToggle))
bool bOverrideTimeStep = false; bool bOverrideTimeStep = false;
/** Simulation time step in seconds. */ /** Simulation time step in seconds. */
UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (Attribute = "timestep", EditCondition = "bOverrideTimeStep", ClampMin = 0.0001, ClampMax = 0.01, UIMin = 0.0001, UIMax = 0.01)) UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (Attribute = "timestep", EditCondition = "bOverrideTimeStep", ClampMin = 0.0001, ClampMax = 0.01, UIMin = 0.0001, UIMax = 0.01))
float TimeStep = 0.002f; float TimeStep = 0.001f; // Default to 1ms
/** Override API Rate setting. */ /** Override API Rate setting. */
UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (InlineEditConditionToggle)) UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (InlineEditConditionToggle))

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@ -36,5 +36,18 @@ class LUCKYMUJOCO_API FMujocoXmlGenerator
TMap<FString, TSoftObjectPtr<UObject>> ObjectMap; TMap<FString, TSoftObjectPtr<UObject>> ObjectMap;
public: public:
TUniquePtr<tinyxml2::XMLDocument> GenerateMujocoXml(const TObjectPtr<UMujocoExportOptions>& ExportOptions, const TArray<UObject*>& Objects, const FString& ExportFilename);
/**
* Generate the XML file used by the MuJoCo headless scene representing the physics simulation
* @param ExportOptions TODO - What they can be?
* @param Objects Actors and Components to be added to the scene
* @param ExportFilename pretty much that
* @param ContactExclusion a list of pairs that should be patched in the xml file for contact exclusion (no friction, no collision)
* TODO ContactExclusion should be stored as a property of MujocoActor and not passed in the scene init
*/
TUniquePtr<tinyxml2::XMLDocument> GenerateMujocoXml(
const TObjectPtr<UMujocoExportOptions>& ExportOptions,
const TArray<UObject*>& Objects,
const FString& ExportFilename,
TMap<FString, FString> ContactExclusion);
}; };

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@ -141,8 +141,8 @@ public:
CancelButton->SetEnabled(false); CancelButton->SetEnabled(false);
RequestDestroyWindow(); RequestDestroyWindow();
TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>(); const TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>();
TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(ExportOptions, Objects, ExportFilename); const TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(ExportOptions, Objects, ExportFilename, TMap<FString, FString>{});
FString XmlString; FString XmlString;
tinyxml2::XMLPrinter Printer; tinyxml2::XMLPrinter Printer;