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578663d | 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 | """BaseRobot — the actor (embodiment).
A robot declares its assets + the control modes it supports, and how to read/write its own state.
The per-step action→sim pipeline is handled **generically through a controller**: `bind()`
orchestrates the lifecycle — bind the robot to the env, acquire its sim handles, then build + bind a
controller *to the robot* — and `apply_action` / `action_dim` delegate to that controller. A concrete
robot only fills in **hooks**: `on_bind` (grab handles), `build_controller` (the controller for the
active `control_mode`), and — unless it's a single articulation — `actuator_sink` / `actuator_limits`.
It does not re-implement the lifecycle. Controller-less robots (NullRobot, force-driven debug actors)
just leave `build_controller` returning None.
The env is open, so an agent can drop in its own controller at runtime with `set_controller(...)`
(or override `apply_action` for a fully custom path). Each controller writes its own command to sim
through the `actuator_sink` it captured at bind, so a composite can mix command types per joint group.
Heavy imports are deferred so this module imports without AppLauncher.
"""
from __future__ import annotations
from abc import ABC, abstractmethod
from dataclasses import dataclass, field
from typing import TYPE_CHECKING, Any, ClassVar
from .config import BaseCfg
if TYPE_CHECKING:
import torch
from .controller import BaseController
from .env import BaseEnv
@dataclass
class BaseRobotCfg(BaseCfg):
"""Thin shared base for robot configs: carries only the one universal selectable, the
`control_mode`. Concrete robots subclass this and add their own asset / partial body variant (e.g. hands) /
`fix_root_link` / ee-frame / gains — morphologies differ too much for a fat shared cfg."""
#: Which of the robot's `control_modes` to use; "" -> the first one the robot declares. The agent
#: may switch it (a new actuation of the same hardware).
control_mode: str = "" # active control mode; '' selects the robot's first
#: The robot's scene namespace: its asset key in `env.iscene` and (capitalized) its prim name —
#: "robot" -> `iscene["robot"]` at `{ENV_REGEX_NS}/Robot`. Single-robot envs keep the default; a
#: composite parent (`MultiRobot`) stamps each child's name ("left", "right", ...) so several
#: robots coexist in one scene without key/prim collisions. Concrete robots read it through
#: `BaseRobot.name` / `BaseRobot.prim_name` rather than hardcoding "robot".
name: str = field(default="robot", kw_only=True) # scene-asset key / prim namespace for this robot
class BaseRobot(ABC):
#: Control modes this embodiment supports (e.g. ("joint", "ee_pose", "osc_impedance")).
#: Declared per concrete robot; the active one is `self.control_mode`.
control_modes: tuple[str, ...] = ()
#: Named EGO viewpoints for visual replay (data_engine render.py) — embodiment knowledge:
#: which body is the wrist, where a lens clears the fingers. Each entry: {"link": <body prim
#: name>, "eye": (x,y,z), "target": (x,y,z), "focal": mm}, eye/target in the LINK frame; the
#: camera mounts under that link and rides it. External scene views live on the SCENE's
#: `CAMERAS` instead.
CAMERAS: ClassVar[dict[str, dict]] = {}
def __init__(self, cfg: Any) -> None:
self.cfg = cfg
self._env: BaseEnv | None = None
self.control_mode: str | None = getattr(cfg, "control_mode", None) or (
self.control_modes[0] if self.control_modes else None
)
#: The active controller, built in `bind()` (None for a controller-less robot). The agent may
#: swap it at runtime via `set_controller()`.
self.controller: BaseController | None = None
#: The robot's main articulation handle — set in `on_bind` for the common single-articulation
#: case (the default `actuator_sink` / `actuator_limits` use it). None until bound.
self.articulation: Any = None
# ----- naming (the robot's scene namespace; see BaseRobotCfg.name) --------------------------
@property
def name(self) -> str:
"""This robot's scene-asset key (`cfg.name`; "robot" for a plain single-robot env). Concrete
robots use it in `assets()` and `on_bind` (`env.iscene[self.name]`) so a composite parent can
re-namespace them just by stamping `cfg.name`."""
return getattr(self.cfg, "name", None) or "robot"
@property
def prim_name(self) -> str:
"""USD prim name under `{ENV_REGEX_NS}`: `cfg.name` with the first letter upper-cased
("robot" -> "Robot", "left" -> "Left"), so default single-robot prim paths stay unchanged."""
n = self.name
return n[:1].upper() + n[1:]
# ----- assets / state / description (the robot-specific contract) ---------------------------
@abstractmethod
def assets(self) -> dict[str, Any]:
"""`{name: cfg}` for the robot prim(s) (ArticulationCfg / RigidObjectCfg / …)."""
@abstractmethod
def reset(self, env_ids: torch.Tensor) -> None:
"""Reset the robot to its home configuration for `env_ids` (also reset `self.controller`)."""
def get_state(self, env_ids: torch.Tensor) -> dict[str, Any]:
"""Full restorable state, uniform across single-articulation robots: the articulation's
sim-resident state (root, joint pos/vel, and the actuator setpoints) plus the controller's own
state (delegated, so it travels with whatever controller is bound).
To ADD robot-specific state, extend rather than replace — call `super().get_state(env_ids)` for
this uniform part, add your own keys, and restore them after `super().set_state(...)`:
def get_state(self, ids): s = super().get_state(ids); s["tool"] = ...; return s
def set_state(self, s, ids): super().set_state(s, ids); self._tool.write_(s["tool"])
`set_state` reads only the base keys, so it ignores any extra keys a subclass adds (no clash).
Override fully only if the robot isn't a single articulation (e.g. multi-body)."""
state: dict[str, Any] = {}
art = self.articulation
if art is not None:
d = art.data
state["root"] = d.root_state_w[env_ids].clone()
state["joint_pos"] = d.joint_pos[env_ids].clone()
state["joint_vel"] = d.joint_vel[env_ids].clone()
state["joint_pos_target"] = d.joint_pos_target[env_ids].clone()
state["joint_effort_target"] = d.joint_effort_target[env_ids].clone()
if self.controller is not None:
state["controller"] = self.controller.get_state(env_ids)
return state
def set_state(self, state: dict[str, Any], env_ids: torch.Tensor) -> None:
"""Restore what `get_state` returned: write the articulation's root + joint state and re-apply
the actuator setpoints (so a restored robot resumes its commanded motion), then restore the
controller's state."""
art = self.articulation
if art is not None:
art.write_root_state_to_sim(state["root"], env_ids)
art.write_joint_state_to_sim(state["joint_pos"], state["joint_vel"], env_ids=env_ids)
art.set_joint_position_target(state["joint_pos_target"], env_ids=env_ids)
art.set_joint_effort_target(state["joint_effort_target"], env_ids=env_ids)
if self.controller is not None and "controller" in state:
self.controller.set_state(state["controller"], env_ids)
@abstractmethod
def describe(self) -> str:
"""**Natural-language** description of the embodiment + its control, for the agent."""
# ----- lifecycle: env -> robot -> controller (concrete; override the HOOKS, not bind) -------
def bind(self, env: BaseEnv) -> None:
"""Bind the robot to `env`, then build + bind its controller **to the robot**. The chain:
the env builds the scene, calls this once → it caches the env, `on_bind` grabs sim handles,
`build_controller` makes the controller for the active mode, and `set_controller` binds it to
this robot. Override the hooks (`on_bind` / `build_controller`, or `actuator_sink` /
`actuator_limits` for non-articulation robots), not this."""
self._env = env
self.on_bind(env)
controller = self.build_controller()
if controller is not None:
self.set_controller(controller)
def on_bind(self, env: BaseEnv) -> None:
"""Hook: grab sim handles once after build (e.g. `self.articulation = env.iscene["robot"]`).
Runs before the controller is built, so the controller can resolve its joints against the
handle. No-op by default."""
def build_controller(self) -> BaseController | None:
"""Hook: the controller for the active `control_mode` (its `joint_ids` / solver are resolved
when it is bound, in `set_controller`). Return None for a controller-less robot (default)."""
return None
def set_controller(self, controller: BaseController) -> None:
"""Bind `controller` to this robot and install it as the active one. The **supported seam**
for an agent to drop in its own controller at runtime —
`env.robot.set_controller(MyController(...))` — which takes effect on the next `step()` (the
env dispatches through `self.robot`). Bypasses `control_modes`: a custom controller need not
be in the menu."""
controller.bind(self)
self.controller = controller
# ----- action + control rate (generic, via the active controller) ---------------------------
@property
def action_dim(self) -> int:
"""Width of the action vector = the active controller's (0 if there is none)."""
return self.controller.action_dim if self.controller is not None else 0
@property
def control_period(self) -> int:
"""Physics substeps the env runs per `env.step` = the active controller's `control_period`
(1 if there is none, i.e. control at sim rate). For a composite this is its slowest leaf."""
return self.controller.control_period if self.controller is not None else 1
def control_dt(self, controller: BaseController) -> float | None:
"""Hook: a robot-level control period (s) that OVERRIDES `controller.cfg.dt`; None -> defer to
the controller. Takes the controller so a robot can pin per-leaf rates of a composite. Read at
bind and turned into an integer `control_period`."""
return None
def apply_action(self, action: torch.Tensor, substep: int = 0) -> None:
"""Run the active controller, which computes **and writes** its command (no-op without one).
`substep` is the physics-step index in the `env.step` window; the controller fires only on its
own subdivision (see `BaseController.apply`). Override for a fully custom action path.
`action` may be any array-like (numpy / list / torch): controllers assume a float32 torch
tensor on the sim device, so it is coerced here — the one choke point every path shares
(`env.step`, direct calls). Agent-written code passes numpy, which used to surface as a
baffling numpy↔cuda-tensor TypeError deep in the controller's EMA math. A no-op (same
object back) when the input is already a float32 tensor on the sim device."""
if self.controller is not None:
import torch
action = torch.as_tensor(action, dtype=torch.float32, device=self.env.device)
if action.dim() == 1: # tolerate a single unbatched action vector
action = action.unsqueeze(0)
self.controller.apply(action, substep)
def actuator_sink(self, command_type: str):
"""The **write path** for a controller's `command_type`: a callable `(command, joint_ids) ->
None` that sends `command` to sim through the matching joint-target setter. A controller
captures this once at bind and writes through it itself — so a `composite` can mix command
types (effort arms + position hands), each leaf writing its own group. Default uses
`self.articulation`; override for multi-body or non-articulation robots."""
art = self.articulation
setter = {
"position": art.set_joint_position_target,
"velocity": art.set_joint_velocity_target,
"effort": art.set_joint_effort_target,
}[command_type]
return lambda command, joint_ids: setter(command, joint_ids=joint_ids)
def actuator_limits(self, joint_ids: Any) -> dict[str, Any]:
"""Per-joint actuation bounds for `joint_ids`, handed to a controller at bind (`self.limits`)
so it can clamp / scale / validate — most controllers ignore them and stay general. A snapshot
from the articulation (re-query for live values). Keys: ``pos`` (n, k, 2 = lower/upper),
``vel`` (n, k), ``effort`` (n, k). Override for non-articulation robots."""
d = self.articulation.data
return {
"pos": d.joint_pos_limits[:, joint_ids, :],
"vel": d.joint_vel_limits[:, joint_ids],
"effort": d.joint_effort_limits[:, joint_ids],
}
@property
def env(self) -> BaseEnv:
"""The env this robot is bound to. Available after `bind()`; raises if accessed before."""
if self._env is None:
raise RuntimeError("robot is not bound to an env yet (call happens before bind())")
return self._env
def post_step(self, env_ids: torch.Tensor | None = None) -> None:
"""Step-coupled robot bookkeeping, run by the env **once per physics substep** (after the sim
advances), so it tracks every physics step even under control decimation. Default no-op.
Override for things that must track the new state every step (e.g. advancing a controller's
internal target/integrator). Not for the agent to call."""
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