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6 Commits

Author SHA1 Message Date
Jb win
e63695a453 FIX - SO100 works in kitchen level
+ Rotation values are better
+ changed Kp value back to 300 like Pitch
+ Added Contact exclusion rule
+ Fixed Range for body and control
+ Restore proper delta values
2025-04-30 17:18:29 +07:00
Jb win
947556661a FIX - Typo 2025-04-30 16:59:39 +07:00
Jb win
bf89adc9b9 FIX - InitializeMujoco is now a wrapper to the real SceneInitialization
+ I don't want to commit 10 blueprints because we can't put empty map as default values in BP nodes
2025-04-30 16:45:32 +07:00
Jb win
a5bbfa56ea FT - Contact Exclusion list for XML scene creation
+ This feature was missing from the plugin while being necessary for robots to work
+ e.g. SO100 requires the main body and the first arm to have contact exclusion, I guess the piece are too tight in the model?
+ This is not clean, but making it right requires to have a better understanding of how the MuJoCo actor works - problem for future self
2025-04-30 16:25:40 +07:00
Jb win
a4dcdb561e FT - Access low level mujoco data from anywhere
+ be careful, this is not const!
2025-04-30 15:53:13 +07:00
Jb win
0143d8d7d7 FT - PostStep Update as a Delegate
+ Can be used to finely control actuators between mj_steps
2025-04-30 15:39:04 +07:00
9 changed files with 137 additions and 31 deletions

View File

@ -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()
{
if (!Options)
InitializeMujocoScene_WithContactExclusion(TMap<FString, FString>{});
}
void AMujocoVolumeActor::InitializeMujocoScene_WithContactExclusion(const TMap<FString, FString>& ContactExclusion)
{
if (!Options)
{
return;
}
@ -149,7 +161,7 @@ void AMujocoVolumeActor::InitializeMujoco()
}
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;
tinyxml2::XMLPrinter Printer;
@ -164,6 +176,8 @@ void AMujocoVolumeActor::InitializeMujoco()
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{};
MujocoModel = MakeMujocoModelPtr(mj_loadXML(TCHAR_TO_ANSI(*ExportFilename), nullptr, ErrMsg.data(), ErrMsg.size()));
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)
{
if (MujocoModel)
@ -391,11 +411,13 @@ void AMujocoVolumeActor::Tick(float DeltaTime)
{
if (MujocoData)
{
mj_step(MujocoModel.Get(), MujocoData.Get());
for (int32 Frame = 0; Frame < FrameSkip; ++Frame)
// Default SimStepsPerGameFrame = 16 x 1ms for roughly 60FPS
// If ticks are strictly 16.666 ms then simulation will lag behind UE clock
// 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());
PostPhysicUpdateDelegate.ExecuteIfBound(MujocoData->time);
}
for (int32 i = 1; i < BodyComponents.Num(); ++i)

View File

@ -1255,7 +1255,11 @@ bool FMujocoXmlGenerator::ParseActorAsset(AActor* Actor, tinyxml2::XMLElement* R
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>();
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("tendon"));
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)
{
tinyxml2::XMLElement* TextureElement = AssetRoot->GetDocument()->NewElement("texture");

View File

@ -21,11 +21,44 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMujocoCompileBegin);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMujocoCompileError, FString, Error);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMujocoCompileSuccess);
// To be called after mj_step
DECLARE_DELEGATE_OneParam(FPostPhysicUpdate, float);
UCLASS(Blueprintable, BlueprintType)
class LUCKYMUJOCO_API AMujocoVolumeActor : public AActor
{
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;
TMujocoDataPtr MujocoData;
@ -50,16 +83,11 @@ class LUCKYMUJOCO_API AMujocoVolumeActor : public AActor
UPROPERTY(Transient, VisibleAnywhere, Category = "Mujoco | Debug")
TArray<TSoftObjectPtr<UMujocoTendonComponent>> TendonComponents;
UFUNCTION(BlueprintCallable, Category = "Mujoco")
void InitializeMujoco();
template <typename ComponentType> void AssignComponentsToArray(UWorld* World, TArray<TSoftObjectPtr<ComponentType>>& ComponentArray);
public:
AMujocoVolumeActor();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation", meta = (Min = 0, Max = 100, ClampMin = 0, ClampMax = 100))
int32 FrameSkip = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation", meta = (Min = 1, Max = 100, ClampMin = 0, ClampMax = 100))
int32 SimStepsPerGameFrame = 16;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Mujoco")
TObjectPtr<UBillboardComponent> SpriteComponent;
@ -76,6 +104,30 @@ public:
UPROPERTY(BlueprintAssignable, Category = "Mujoco | Events")
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")
void SetActuatorValue(const FString& ActuatorName, double Value);
@ -94,6 +146,9 @@ public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco")
FVector2D GetActuatorRangeByIndex(int32 ActuatorIndex) const;
// ----------------------
// ------- JOINTS -------
// ----------------------
UFUNCTION(BlueprintCallable, Category = "Mujoco")
void SetJointValue(const FString& JointName, double Value);
@ -105,16 +160,4 @@ public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco")
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;
};

View File

@ -307,13 +307,13 @@ struct LUCKYMUJOCO_API FMujocoOptions
{
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))
bool bOverrideTimeStep = false;
/** 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))
float TimeStep = 0.002f;
float TimeStep = 0.001f; // Default to 1ms
/** Override API Rate setting. */
UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (InlineEditConditionToggle))

View File

@ -35,6 +35,19 @@ class LUCKYMUJOCO_API FMujocoXmlGenerator
TMap<FString, TSoftObjectPtr<UObject>> ObjectMap;
public:
TUniquePtr<tinyxml2::XMLDocument> GenerateMujocoXml(const TObjectPtr<UMujocoExportOptions>& ExportOptions, const TArray<UObject*>& Objects, const FString& ExportFilename);
public:
/**
* 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);
};

View File

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