Patch MuJoCo plugin #50
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@ -109,7 +109,19 @@ template <typename ComponentType> void AMujocoVolumeActor::AssignComponentsToArr
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}
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}
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template <typename UserClass>
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void AMujocoVolumeActor::BindPostPhysicDelegate(UserClass* Object, void(UserClass::* Func)(float))
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{
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PostPhysicUpdateDelegate.BindUObject(Object, Func);
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}
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void AMujocoVolumeActor::InitializeMujoco()
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{
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InitializeMujocoScene_WithContactExclusion(TMap<FString, FString>{});
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}
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void AMujocoVolumeActor::InitializeMujocoScene_WithContactExclusion(const TMap<FString, FString>& ContactExclusion)
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{
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if (!Options)
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{
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@ -149,7 +161,7 @@ void AMujocoVolumeActor::InitializeMujoco()
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}
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TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>();
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TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(Options, Objects, ExportFilename);
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TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(Options, Objects, ExportFilename, ContactExclusion);
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FString XmlString;
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tinyxml2::XMLPrinter Printer;
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@ -164,6 +176,8 @@ void AMujocoVolumeActor::InitializeMujoco()
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return;
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}
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// 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
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std::array<char, 1024> ErrMsg{};
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MujocoModel = MakeMujocoModelPtr(mj_loadXML(TCHAR_TO_ANSI(*ExportFilename), nullptr, ErrMsg.data(), ErrMsg.size()));
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if (!MujocoModel)
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@ -196,6 +210,12 @@ void AMujocoVolumeActor::InitializeMujoco()
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}
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}
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mjData_& AMujocoVolumeActor::GetMujocoData() const
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{
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check(MujocoData.IsValid());
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return *MujocoData.Get();
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}
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void AMujocoVolumeActor::SetActuatorValue(const FString& ActuatorName, double Value)
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{
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if (MujocoModel)
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@ -391,11 +411,13 @@ void AMujocoVolumeActor::Tick(float DeltaTime)
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{
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if (MujocoData)
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{
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mj_step(MujocoModel.Get(), MujocoData.Get());
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for (int32 Frame = 0; Frame < FrameSkip; ++Frame)
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// Default SimStepsPerGameFrame = 16 x 1ms for roughly 60FPS
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// If ticks are strictly 16.666 ms then simulation will lag behind UE clock
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// Anyway, we need a proper synchronisation between UE and Sim times - probably using TempoTime?
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for (int32 SimStep = 0; SimStep < SimStepsPerGameFrame; ++SimStep)
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{
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mj_step(MujocoModel.Get(), MujocoData.Get());
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PostPhysicUpdateDelegate.ExecuteIfBound(MujocoData->time);
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}
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for (int32 i = 1; i < BodyComponents.Num(); ++i)
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@ -1255,7 +1255,11 @@ bool FMujocoXmlGenerator::ParseActorAsset(AActor* Actor, tinyxml2::XMLElement* R
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return true;
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}
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TUniquePtr<tinyxml2::XMLDocument> FMujocoXmlGenerator::GenerateMujocoXml(const TObjectPtr<UMujocoExportOptions>& ExportOptions, const TArray<UObject*>& Objects, const FString& ExportFilename)
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TUniquePtr<tinyxml2::XMLDocument> FMujocoXmlGenerator::GenerateMujocoXml(
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const TObjectPtr<UMujocoExportOptions>& ExportOptions,
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const TArray<UObject*>& Objects,
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const FString& ExportFilename,
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TMap<FString, FString> ContactExclusion)
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{
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TUniquePtr<tinyxml2::XMLDocument> Doc = MakeUnique<tinyxml2::XMLDocument>();
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Doc->InsertFirstChild(Doc->NewDeclaration("xml version=\"1.0\" encoding=\"utf-8\""));
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@ -1268,6 +1272,30 @@ TUniquePtr<tinyxml2::XMLDocument> FMujocoXmlGenerator::GenerateMujocoXml(const T
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Root->InsertEndChild(Doc->NewElement("equality"));
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Root->InsertEndChild(Doc->NewElement("tendon"));
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Root->InsertEndChild(Doc->NewElement("actuator"));
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// TODO Refacto using property from the MujocoActor aka the robot
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// TODO Maybe using a ParentObject as parameter which holds that information?
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// TODO Need actor refactoring anyway - Merge Pawn and Mujoco Actor?
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if (!ContactExclusion.IsEmpty())
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{
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Root->InsertEndChild(Doc->NewElement("contact"));
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for (auto& [Body1, Body2] : ContactExclusion)
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{
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// Don't add empty strings to the map please!
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if (Body1.IsEmpty() || Body2.IsEmpty()) continue;
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// Create the contact exclusion - formatted as (SO100 example)
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// <exclude body1="Body_Base" body2="Body_Rotation_Pitch"/>
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const auto Exclude = Doc->NewElement("exclude");
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Exclude->SetAttribute("body1", TCHAR_TO_ANSI(*Body1));
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Exclude->SetAttribute("body2", TCHAR_TO_ANSI(*Body2));
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// Add exclusion to the contact tag
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Root->FirstChildElement("contact")->InsertEndChild(Exclude);
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}
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}
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if (ExportOptions->bAddSkyBox)
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{
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tinyxml2::XMLElement* TextureElement = AssetRoot->GetDocument()->NewElement("texture");
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@ -21,11 +21,44 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMujocoCompileBegin);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMujocoCompileError, FString, Error);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnMujocoCompileSuccess);
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// To be called after mj_step
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DECLARE_DELEGATE_OneParam(FPostPhysicUpdate, float);
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UCLASS(Blueprintable, BlueprintType)
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class LUCKYMUJOCO_API AMujocoVolumeActor : public AActor
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{
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GENERATED_BODY()
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public:
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AMujocoVolumeActor();
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/**
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* Initialize the sim scene in headless mujoco
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*/
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UFUNCTION(BlueprintCallable, Category = "Mujoco")
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void InitializeMujoco();
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/**
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* Initialize the sim scene in headless mujoco with a list of contact exclusion
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* @param ContactExclusion a list of pairs that should be patched in the xml file for contact exclusion (no friction, no collision)
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* TODO Can't use a default empty map as parameter in blueprints? We shouldn't need to have 2 functions
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* TODO ContactExclusion should be stored as a property of MujocoActor and not passed in the scene init
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* TODO This require to cast the Actor in addition to the components list
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*/
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UFUNCTION(BlueprintCallable, Category = "Mujoco")
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void InitializeMujocoScene_WithContactExclusion(const TMap<FString, FString>& ContactExclusion);
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protected:
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void PostRegisterAllComponents() override;
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virtual void Tick(float DeltaTime) override;
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virtual void PostInitializeComponents() override;
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private:
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TMujocoModelPtr MujocoModel;
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TMujocoDataPtr MujocoData;
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@ -50,16 +83,11 @@ class LUCKYMUJOCO_API AMujocoVolumeActor : public AActor
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UPROPERTY(Transient, VisibleAnywhere, Category = "Mujoco | Debug")
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TArray<TSoftObjectPtr<UMujocoTendonComponent>> TendonComponents;
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UFUNCTION(BlueprintCallable, Category = "Mujoco")
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void InitializeMujoco();
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template <typename ComponentType> void AssignComponentsToArray(UWorld* World, TArray<TSoftObjectPtr<ComponentType>>& ComponentArray);
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public:
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AMujocoVolumeActor();
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation", meta = (Min = 0, Max = 100, ClampMin = 0, ClampMax = 100))
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int32 FrameSkip = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Mujoco | Simulation", meta = (Min = 1, Max = 100, ClampMin = 0, ClampMax = 100))
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int32 SimStepsPerGameFrame = 16;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Mujoco")
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TObjectPtr<UBillboardComponent> SpriteComponent;
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@ -76,6 +104,30 @@ public:
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UPROPERTY(BlueprintAssignable, Category = "Mujoco | Events")
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FOnMujocoCompileSuccess OnMujocoCompileSuccess;
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/**
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* Access MuJoCo scene options and data (e.g. Simulation time) - This is mutable, be careful
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* @return mjData_ - Full access to mujoco scene options and data
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*/
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mjData_& GetMujocoData() const;
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// ---------------------------
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// ------- POST UPDATE -------
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// ---------------------------
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private:
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FPostPhysicUpdate PostPhysicUpdateDelegate;
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public:
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/**
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* Register a delegate to be executed after mj_step, useful to fine control actuators
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* @param Object - The Class to call
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* @param Func - The Function to call - takes a float as parameter which is the current simulation timestamp
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*/
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template<typename UserClass>
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void BindPostPhysicDelegate(UserClass* Object, void (UserClass::*Func)(float));
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// -------------------------
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// ------- ACTUATORS -------
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// -------------------------
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UFUNCTION(BlueprintCallable, Category = "Mujoco")
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void SetActuatorValue(const FString& ActuatorName, double Value);
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@ -94,6 +146,9 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco")
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FVector2D GetActuatorRangeByIndex(int32 ActuatorIndex) const;
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// ----------------------
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// ------- JOINTS -------
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// ----------------------
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UFUNCTION(BlueprintCallable, Category = "Mujoco")
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void SetJointValue(const FString& JointName, double Value);
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@ -105,16 +160,4 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Mujoco")
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double GetJointValueByIndex(int32 JointIndex) const;
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virtual void PostRegisterAllComponents() override;
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virtual void Tick(float DeltaTime) override;
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virtual void PostInitializeComponents() override;
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protected:
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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};
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@ -307,13 +307,13 @@ struct LUCKYMUJOCO_API FMujocoOptions
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{
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GENERATED_BODY()
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/** Override TimeStep setting. When enabled, the default value (0.002) is applied. */
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/** Override TimeStep setting. When enabled, the default value (0.001) is applied. */
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UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (InlineEditConditionToggle))
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bool bOverrideTimeStep = false;
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/** Simulation time step in seconds. */
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UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (Attribute = "timestep", EditCondition = "bOverrideTimeStep", ClampMin = 0.0001, ClampMax = 0.01, UIMin = 0.0001, UIMax = 0.01))
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float TimeStep = 0.002f;
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float TimeStep = 0.001f; // Default to 1ms
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/** Override API Rate setting. */
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UPROPERTY(config, EditAnywhere, BlueprintReadWrite, Category = "Mujoco", meta = (InlineEditConditionToggle))
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@ -36,5 +36,18 @@ class LUCKYMUJOCO_API FMujocoXmlGenerator
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TMap<FString, TSoftObjectPtr<UObject>> ObjectMap;
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public:
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TUniquePtr<tinyxml2::XMLDocument> GenerateMujocoXml(const TObjectPtr<UMujocoExportOptions>& ExportOptions, const TArray<UObject*>& Objects, const FString& ExportFilename);
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/**
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* Generate the XML file used by the MuJoCo headless scene representing the physics simulation
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* @param ExportOptions TODO - What they can be?
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* @param Objects Actors and Components to be added to the scene
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* @param ExportFilename pretty much that
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* @param ContactExclusion a list of pairs that should be patched in the xml file for contact exclusion (no friction, no collision)
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* TODO ContactExclusion should be stored as a property of MujocoActor and not passed in the scene init
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*/
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TUniquePtr<tinyxml2::XMLDocument> GenerateMujocoXml(
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const TObjectPtr<UMujocoExportOptions>& ExportOptions,
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const TArray<UObject*>& Objects,
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const FString& ExportFilename,
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TMap<FString, FString> ContactExclusion);
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};
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@ -141,8 +141,8 @@ public:
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CancelButton->SetEnabled(false);
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RequestDestroyWindow();
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TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>();
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TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(ExportOptions, Objects, ExportFilename);
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const TUniquePtr<FMujocoXmlGenerator> Generator = MakeUnique<FMujocoXmlGenerator>();
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const TUniquePtr<tinyxml2::XMLDocument> Doc = Generator->GenerateMujocoXml(ExportOptions, Objects, ExportFilename, TMap<FString, FString>{});
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FString XmlString;
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tinyxml2::XMLPrinter Printer;
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