| | =========== |
| | Programming |
| | =========== |
| |
|
| | .. _inIntro: |
| |
|
| | Introduction |
| | ~~~~~~~~~~~~ |
| |
|
| | This chapter is the MuJoCo programming guide. A separate chapter contains the :doc:`../APIreference/index` |
| | documentation. MuJoCo is a dynamic library compatible with Windows, Linux and macOS, which requires a processor with AVX |
| | instructions. The library exposes the full functionality of the simulator through a compiler-independent shared-memory C |
| | API. It can also be used in C++ programs. |
| |
|
| | The MuJoCo codebase is organized into subdirectories corresponding to different major areas of functionality: |
| |
|
| | Engine |
| | The simulator (or physics engine) is written in C. It is responsible for all runtime computations. |
| | Parser |
| | The XML parser is written in C++. It can parse MJCF models and URDF models, converting them into an internal mjCModel |
| | C++ object which is exposed to the user via mjSpec. |
| | Compiler |
| | The compiler is written in C++. It takes an mjCModel C++ object constructed by the parser, and converts it into an |
| | mjModel C structure used at runtime. |
| | Abstract visualizer |
| | The abstract visualizer is written in C. It generates a list of abstract geometric entities representing the |
| | simulation state, with all information needed for actual rendering. It also provides abstract mouse hooks for camera |
| | and perturbation control. |
| | OpenGL renderer |
| | The renderer is written in C and is based on fixed-function OpenGL. It does not have all the features of |
| | state-of-the-art rendering engines (and can be replaced with such an engine if desired) but nevertheless it provides |
| | efficient and informative 3D rendering. |
| | Thread |
| | The Threading framework (new in MuJoCo 3.0) is written in C++ and exposed in C. It provides a ThreadPool interface |
| | to process Tasks asynchronously. To enable use in MuJoCo, create a ThreadPool and assign it to the thread_pool field |
| | in mjData. |
| | UI framework |
| | The UI framework is written in C. UI elements are rendered in OpenGL. It has its own event |
| | mechanism and abstract hooks for keyboard and mouse input. The code samples use it with GLFW, but it can also be used |
| | with other window libraries. |
| |
|
| | .. _inStart: |
| |
|
| | Getting started |
| | ~~~~~~~~~~~~~~~ |
| |
|
| | MuJoCo is an open-source project. Pre-built dynamic libraries are available for x86_64 and arm64 machines running |
| | Windows, Linux, and macOS. These can be downloaded from the `GitHub Releases page |
| | <https: |
| | are encouraged to use our pre-built libraries, as these come bundled with the same versions of dependencies that we |
| | regularly test against, and benefit from build flags that have been tuned for performance. Our pre-built libraries are |
| | almost entirely self-contained and do not require any other library to be present, outside the standard C runtime. We |
| | also hide all symbols apart from those that form MuJoCo's public API, thus ensuring that it can coexist with any other |
| | libraries that may be loaded into the process (including other versions of libraries that MuJoCo depends on). |
| | |
| | The pre-built distribution is a single .zip on Windows, .dmg on macOS, and .tar.gz on Linux. There is no installer. |
| | On Windows and Linux, simply extract the archive in a directory of your choice. From the ``bin`` subdirectory, you can |
| | now run the precompiled code samples, for example: |
| | |
| | .. code-block:: Text |
| | |
| | Windows: simulate ..\model\humanoid\humanoid.xml |
| | Linux and macOS: ./simulate ../model/humanoid/humanoid.xml |
| | |
| | The directory structure is shown below. Users can re-organize it if needed, as well as install the dynamic libraries in |
| | other directories and set the path accordingly. The only file created automatically is MUJOCO_LOG.TXT in the executable |
| | directory; it contains error and warning messages, and can be deleted at any time. |
| | |
| | .. code-block:: Text |
| | |
| | bin - dynamic libraries, executables, MUJOCO_LOG.TXT |
| | doc - README.txt and REFERENCE.txt |
| | include - header files needed to develop with MuJoCo |
| | model - model collection |
| | sample - code samples and CMakeLists.txt needed to build them |
| | |
| | After verifying that the simulator works, you may also want to re-compile the code samples to ensure that you have a |
| | working development environment. We provide a cross-platform `CMake |
| | <https://github.com/google-deepmind/mujoco/blob/main/sample/CMakeLists.txt>`__ setup that can be used to build sample |
| | applications independently of the MuJoCo library itself. |
| | |
| | On macOS, the DMG disk image contains ``MuJoCo.app``, which you can double-click to launch the ``simulate`` GUI. You can |
| | also drag ``MuJoCo.app`` into the ``/Application`` on your system, as you would to install any other app. As well as the |
| | ``MuJoCo.app`` `Application Bundle <https://developer.apple.com/go/?id=bundle- |
| | structure>`__, the DMG includes the ``mujoco.framework`` subdirectory containing the MuJoCo dynamic library and all of |
| | its public headers. If you are using Xcode, you can import it as a framework dependency on your project. (This also |
| | works for Swift projects without any modification). If you are building manually, you can use ``-F`` and |
| | ``-framework mujoco`` to specify the header search path and the library search path respectively. |
| | |
| | .. _inBuild: |
| | |
| | Building from source |
| | ~~~~~~~~~~~~~~~~~~~~ |
| | |
| | To build MuJoCo from source, you will need CMake and a working C++17 compiler installed. The steps are: |
| | |
| | #. Clone the ``mujoco`` repository: ``git clone https://github.com/deepmind/mujoco.git`` |
| | #. Create a new build directory and ``cd`` into it. |
| | #. Run :shell:`cmake $PATH_TO_CLONED_REPO` to configure the build. |
| | #. Run ``cmake --build .`` to build. |
| | |
| | MuJoCo's build system automatically fetches dependencies from upstream repositories over the Internet using CMake's |
| | `FetchContent <https://cmake.org/cmake/help/latest/module/FetchContent.html>`_ module. |
| | |
| | The main CMake setup will build the MuJoCo library itself along with all sample applications, but the Python |
| | bindings are not built. Those come with their own build instructions, which can be found in the :doc:`../python` |
| | section of the documentation. |
| | |
| | Additionally, the CMake setup also implements an installation phase which will copy and organize the output files to a |
| | target directory. |
| | |
| | 5. Select the directory: :shell:`cmake $PATH_TO_CLONED_REPO -DCMAKE_INSTALL_PREFIX=<my_install_dir>` |
| | #. After building, install with ``cmake --install .`` |
| | |
| | **Notes:** |
| | |
| | - When building on Windows, use Visual Studio 2019 or later and make sure Windows SDK version 10.0.22000 or later is |
| | installed (see :github:issue:`862` for more details). |
| | - To optimize runtime performance build with ``-DCMAKE_BUILD_TYPE=Release`` |
| | |
| | .. tip:: |
| | As a reference, a working build configuration can be found in MuJoCo's |
| | `continuous integration setup <https: |
| | GitHub. |
| |
|
| | .. _inBuildDocs: |
| |
|
| | Building the docs |
| | ~~~~~~~~~~~~~~~~~ |
| |
|
| | If you wish to build the documentation locally, for example to test pull-requests that improve it, do: |
| |
|
| | 1. Clone the ``mujoco`` repository: ``git clone https: |
| | 2. Go to the ``doc/`` directory: ``cd mujoco/doc`` |
| | 3. Install the dependencies: ``pip install -r requirements.txt`` |
| | 4. Build the HTML: ``make html`` |
| | 5. Open ``_build/html/index.html`` in your browser of choice. |
| |
|
| | .. _inHeader: |
| |
|
| | Header files |
| | ~~~~~~~~~~~~ |
| |
|
| | The distribution contains several header files which are identical on all platforms. They are also available from the |
| | links below, to make this documentation self-contained. |
| |
|
| | `mujoco.h <https: |
| | This is the main header file and must be included in all programs using MuJoCo. It defines all API functions and |
| | global variables, and includes all other header files except mjxmacro.h. |
| | `mjmodel.h <https: |
| | Defines the C structure :ref:`mjModel` which is the runtime representation of the |
| | model being simulated. It also defines a number of primitive types and other structures needed to define mjModel. |
| | `mjdata.h <https: |
| | Defines the C structure :ref:`mjData` which is the workspace where all computations |
| | read their inputs and write their outputs. It also defines primitive types and other structures needed to define |
| | mjData. |
| | `mjvisualize.h <https: |
| | Defines the primitive types and structures needed by the abstract visualizer. |
| | `mjrender.h <https: |
| | Defines the primitive types and structures needed by the OpenGL renderer. |
| | `mjui.h <https: |
| | Defines the primitive types and structures needed by the UI framework. |
| | `mjtnum.h <https: |
| | Defines MuJoCo's ``mjtNum`` floating-point type to be either ``double`` or ``float``. See :ref:`mjtNum`. |
| | `mjspec.h <https://github.com/google-deepmind/mujoco/blob/main/include/mujoco/mjspec.h>`__ |
| | Defines enums and structs used for :doc:`procedural model editing <modeledit>`. |
| | `mjplugin.h <https://github.com/google-deepmind/mujoco/blob/main/include/mujoco/mjplugin.h>`__ |
| | Defines data structures required by :ref:`engine plugins<exPlugin>`. |
| | `mjthread.h <https://github.com/google-deepmind/mujoco/blob/main/include/mujoco/mjthread.h>`__ |
| | Defines data structures and functions required by :ref:`thread<Thread>`. |
| | `mjmacro.h <https://github.com/google-deepmind/mujoco/blob/main/include/mujoco/mjmacro.h>`__ |
| | Defines C macros that are useful in user code. |
| | `mjxmacro.h <https://github.com/google-deepmind/mujoco/blob/main/include/mujoco/mjxmacro.h>`__ |
| | This file is optional and is not included by mujoco.h. It defines :ref:`X Macros <tyXMacro>` that can |
| | automate the mapping of mjModel and mjData into scripting languages, as well as other operations that require |
| | accessing all fields of mjModel and mjData. |
| | `mjexport.h <https://github.com/google-deepmind/mujoco/blob/main/include/mujoco/mjexport.h>`__ |
| | Macros used for exporting public symbols from the MuJoCo library. This header should not be used directly by client |
| | code. |
| | `mjsan.h <https://github.com/google-deepmind/mujoco/blob/main/include/mujoco/mjsan.h>`__ |
| | Definitions required when building with sanitizer instrumentation. |
| | |
| | .. _inVersion: |
| | |
| | Versions and compatibility |
| | ~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| | |
| | MuJoCo has been used extensively since 2010 and is quite mature (even though our version numbering scheme is quite |
| | conservative). Nevertheless it remains under active development, and we have many exciting ideas for new features and |
| | are also making changes based on user feedback. This leads to unavoidable changes in both the modeling language in the |
| | API. While we encourage users to upgrade to the latest version, we recognize that this is not always feasible, |
| | especially when other developers release software that relies on MuJoCo. Therefore we have introduced simple |
| | mechanisms to help avoid version conflicts, as follows. |
| | |
| | The situation is more subtle if existing code was developed with a certain version of MuJoCo, and is now being |
| | compiled and linked with a different version. If the definitions of the API functions used in that code have changed, |
| | either the compiler or the linker will generate errors. But even if the function definitions have not changed, it may |
| | still be a good idea to assert that the software version is the same. To this end, the main header (mujoco.h) defines |
| | the symbol :ref:`mjVERSION_HEADER <glNumeric>` and the library provides the function |
| | :ref:`mj_version`. Thus the header and library versions can be compared with: |
| | |
| | .. code-block:: C |
| | |
| | // recommended version check |
| | if (mjVERSION_HEADER!=mj_version()) |
| | complain(); |
| | |
| | Note that only the main header defines this symbol. We assume that the collection of headers released with each software |
| | version will stay together and will not be mixed between versions. To avoid complications with floating-point |
| | comparisons, the above symbol and function use integers that are 100x the version number, so for example in software |
| | version 2.1 the symbol mjVERSION_HEADER is defined as 210. |
| | |
| | .. _inNaming: |
| | |
| | Naming convention |
| | ~~~~~~~~~~~~~~~~~ |
| | |
| | All symbols defined in the API start with the prefix "mj". The character after "mj" in the prefix determines the family |
| | to which the symbol belongs. First we list the prefixes corresponding to type definitions. |
| | |
| | ``mj`` |
| | Core simulation data structure (C struct), for example :ref:`mjModel`. If all characters |
| | after the prefix are capital, for example :ref:`mjMIN`, this is a macro or a symbol (#define). |
| | ``mjt`` |
| | Primitive type, for example :ref:`mjtGeom`. Except for mjtByte and mjtNum, all other |
| | definitions in this family are enums. |
| | ``mjf`` |
| | Callback function type, for example :ref:`mjfGeneric`. |
| | ``mjv`` |
| | Data structure related to abstract visualization, for example :ref:`mjvCamera`. |
| | ``mjr`` |
| | Data structure related to OpenGL rendering, for example :ref:`mjrContext`. |
| | ``mjui`` |
| | Data structure related to UI framework, for example :ref:`mjuiSection`. |
| | ``mjs`` |
| | Data structure related :doc:`procedural model editing <modeledit>`, for example :ref:`mjsJoint`. |
| | |
| | Next we list the prefixes corresponding to function definitions. Note that function prefixes always end with underscore. |
| | |
| | ``mj_`` |
| | Core simulation function, for example :ref:`mj_step`. Almost all such functions have |
| | pointers to mjModel and mjData as their first two arguments, possibly followed by other arguments. They usually write |
| | their outputs to mjData. |
| | ``mju_`` |
| | Utility function, for example :ref:`mju_mulMatVec`. These functions are self-contained |
| | in the sense that they do not have mjModel and mjData pointers as their arguments. |
| | ``mjv_`` |
| | Function related to abstract visualization, for example :ref:`mjv_updateScene`. |
| | ``mjr_`` |
| | Function related to OpenGL rendering, for example :ref:`mjr_render`. |
| | ``mjui_`` |
| | Function related to UI framework, for example :ref:`mjui_update`. |
| | ``mjcb_`` |
| | Global callback function pointer, for example :ref:`mjcb_control`. The user can install |
| | custom callbacks by setting these global pointers to user-defined functions. |
| | ``mjd_`` |
| | Functions for computing derivatives, for example :ref:`mjd_transitionFD`. |
| | ``mjs_`` |
| | Functions for :doc:`procedural model editing <modeledit>`, for example :ref:`mjs_addJoint`. |
| | |
| | .. _inOpenGL: |
| | |
| | Using OpenGL |
| | ~~~~~~~~~~~~ |
| | |
| | The use of MuJoCo's native OpenGL renderer will be explained in :ref:`Rendering`. For rendering, MuJoCo uses OpenGL 1.5 |
| | in the compatibility profile with the ``ARB_framebuffer_object`` and ``ARB_vertex_buffer_object`` extensions. OpenGL |
| | symbols are loaded via `GLAD <https: |
| | is called. This means that the MuJoCo library itself does not have an explicit dependency on OpenGL and can be used |
| | on systems without OpenGL support, as long as ``mjr_`` functions are not called. |
| |
|
| | Applications that use MuJoCo's built-in rendering functionalities are responsible for linking against an appropriate |
| | OpenGL context creation library and for ensuring that there is an OpenGL context that is made current on the running |
| | thread. On Windows and macOS, there is a canonical OpenGL library provided by the operating system. On Linux, MuJoCo |
| | currently supports GLX for rendering to an X11 window, OSMesa for headless software rendering, and EGL for hardware |
| | accelerated headless rendering. |
| | |
| | Before version 2.1.4, MuJoCo used GLEW rather than GLAD to manage OpenGL symbols, which required linking against |
| | different GLEW libraries at build time depending on the GL implementation used. In order to avoid having manage OpenGL |
| | dependency when no rendering was required, "nogl" builds of the library was made available. Since OpenGL symbols are |
| | now lazily resolved at runtime after the switch to GLAD, the "nogl" libraries are no longer provided. |
| | |
| | .. toctree:: |
| | :hidden: |
| | |
| | simulation |
| | visualization |
| | ui |
| | modeledit |
| | samples |
| | extension |
| | |