mujoco / data /unity /Runtime /Tools /ConvertMj2Rca.cs
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// Copyright 2019 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mujoco {
public static class ConvertMj2Rca {
private static MjActuator[] _actuators;
private static MjExclude[] _excludes;
public static GameObject ConvertTree(MjBody mjRoot) {
_excludes = GameObject.FindObjectsOfType<MjExclude>();
_actuators = GameObject.FindObjectsOfType<MjActuator>();
// does it have joints with its parent?
bool jointFound = false;
foreach (Transform mjChild in mjRoot.transform) {
var joint = mjChild.gameObject.GetComponent<MjHingeJoint>();
if (joint) {
jointFound = true;
break;
}
}
var rcaRoot = new GameObject("rcaRoot");
rcaRoot.transform.position = mjRoot.transform.position + Vector3.right;
rcaRoot.transform.rotation = mjRoot.transform.rotation;
var rca = rcaRoot.AddComponent<ArticulationBody>();
rca.linearDamping = 0f; // Removes dampings.
rca.angularDamping = 0f;
rca.jointFriction = 0f;
rca.maxLinearVelocity = 1.8446743E+19f; // Removes velocity limits.
rca.maxAngularVelocity = 1.8446743E+19f;
var inertial = mjRoot.GetComponentInChildren<MjInertial>();
if (inertial != null) {
rca.mass = inertial.Mass;
}
if (jointFound) {
rca.immovable = true;
// the ArticulationBody component will be added when the joint is converted
var newRcaRoot = new GameObject(mjRoot.gameObject.name);
newRcaRoot.transform.parent = rcaRoot.transform;
newRcaRoot.transform.position = rcaRoot.transform.position;
newRcaRoot.transform.rotation = rcaRoot.transform.rotation;
ConvertSubtree(mjRoot, newRcaRoot);
} else {
ConvertSubtree(mjRoot, rcaRoot);
}
return rcaRoot;
}
private static void ConvertSubtree(MjBody mjParent, GameObject originalRcParent) {
Quaternion reverseXZ = Quaternion.Euler(0, 180, 0);
// may be overriden later:
GameObject rcParent = originalRcParent;
ArticulationBody rcb = null;
// first pass: convert geoms, sites, cameras, lights
foreach (Transform mjChild in mjParent.transform) {
// there's only one mj component in a gameObject:
var mjComponent = mjChild.gameObject.GetComponent<MjComponent>();
if (mjComponent) {
if (!(mjComponent is MjBody)) {
var newGO = new GameObject(mjComponent.gameObject.name);
newGO.transform.parent = rcParent.transform;
// set global position:
newGO.transform.position = mjComponent.transform.position + Vector3.right;
newGO.transform.rotation = mjComponent.transform.rotation;
if (mjComponent is MjGeom) {
MjGeom geom = mjComponent as MjGeom;
GameObject primitive = null;
if (geom.ShapeType == MjShapeComponent.ShapeTypes.Capsule) {
primitive = GameObject.CreatePrimitive(PrimitiveType.Capsule);
primitive.name = newGO.name;
primitive.transform.parent = newGO.transform.parent;
primitive.transform.position = newGO.transform.position;
primitive.transform.rotation = newGO.transform.rotation;
// MISSING: this results in a skewed capsule - replace with a procedural capsule
// component.
primitive.transform.localScale = new Vector3(
geom.Capsule.Radius * 2,
geom.Capsule.HalfHeight + geom.Capsule.Radius,
geom.Capsule.Radius * 2);
GameObject.DestroyImmediate(newGO);
} else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Sphere) {
primitive = GameObject.CreatePrimitive(PrimitiveType.Sphere);
primitive.name = newGO.name;
primitive.transform.parent = newGO.transform.parent;
primitive.transform.position = newGO.transform.position;
primitive.transform.rotation = newGO.transform.rotation;
var r = 2 * geom.Sphere.Radius;
primitive.transform.localScale = new Vector3(r, r, r);
GameObject.DestroyImmediate(newGO);
} else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Cylinder) {
primitive = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
primitive.name = newGO.name;
primitive.transform.parent = newGO.transform.parent;
primitive.transform.position = newGO.transform.position;
primitive.transform.rotation = newGO.transform.rotation;
primitive.transform.localScale = new Vector3(geom.Cylinder.Radius,
geom.Cylinder.HalfHeight * 2,
geom.Cylinder.Radius);
GameObject.DestroyImmediate(newGO);
} else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Mesh) {
if (geom.Settings.Filtering.Contype != 0 ||
geom.Settings.Filtering.Conaffinity != 0) {
var collider = newGO.AddComponent<MeshCollider>();
collider.sharedMesh = geom.Mesh.Mesh;
}
var mf = newGO.AddComponent<MeshFilter>();
mf.sharedMesh = geom.Mesh.Mesh;
var mr = newGO.AddComponent<MeshRenderer>();
primitive = newGO; // so that the material can be set below.
} else { // cube or ellipsoid
primitive = GameObject.CreatePrimitive(PrimitiveType.Cube);
primitive.name = newGO.name;
primitive.transform.parent = newGO.transform.parent;
primitive.transform.position = newGO.transform.position;
primitive.transform.rotation = newGO.transform.rotation;
Vector3 scale = new Vector3(1, 1, 1);
if (geom.ShapeType == MjShapeComponent.ShapeTypes.Ellipsoid) {
scale = 2 * geom.Ellipsoid.Radiuses;
} else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Box) {
scale = 2 * geom.Box.Extents;
}
primitive.transform.localScale = scale;
GameObject.DestroyImmediate(newGO);
}
if (geom.Settings.Filtering.Contype == 0 &&
geom.Settings.Filtering.Conaffinity == 0) {
var collider = primitive.GetComponent<Collider>();
if (collider) {
GameObject.DestroyImmediate(collider);
}
}
primitive.GetComponent<MeshRenderer>().sharedMaterial =
geom.gameObject.GetComponent<MeshRenderer>().sharedMaterial;
} else {
var nameParts = mjComponent.GetType().ToString().Split('.'); // remove namespace
var elementType = nameParts[nameParts.Length - 1].Substring(2); // remove "Mj..."
newGO.name = mjComponent.gameObject.name + "_" + elementType;
}
}
} else { // if it's a camera, copy it over:
var mjCamera = mjChild.GetComponent<Camera>();
if (mjCamera != null) {
var newGO = new GameObject(mjChild.name);
newGO.transform.parent = rcParent.transform;
// set global position:
newGO.transform.position = mjChild.transform.position + Vector3.right;
newGO.transform.rotation = mjChild.transform.rotation;
var pxCamera = newGO.AddComponent<Camera>();
pxCamera.fieldOfView = mjCamera.fieldOfView;
pxCamera.nearClipPlane = mjCamera.nearClipPlane;
}
}
}
// second pass: look for joints
int jointsFound = 0;
foreach (Transform mjChild in mjParent.transform) {
var joint = mjChild.GetComponent<MjHingeJoint>();
if (joint) {
if (jointsFound == 0) { // first joint, create the rcb
rcb = rcParent.AddComponent<ArticulationBody>();
var inertial = mjParent.GetComponentInChildren<MjInertial>();
if (inertial != null) {
rcb.mass = inertial.Mass;
}
rcb.anchorPosition = joint.transform.localPosition;
// This reversal is critical as it gives us the rest of the swizzling for free:
rcb.anchorRotation = joint.transform.localRotation * reverseXZ;
rcParent.name += "_" + joint.gameObject.name;
} else {
// Store children, move them later:
List<Transform> childrenToMove = new List<Transform>();
foreach (Transform child in rcParent.transform) {
childrenToMove.Add(child);
}
var newrRcParent = new GameObject(mjParent.gameObject.name + "_" + joint.gameObject.name);
// subsequent joints create new bodies, leave anchor as 0.
newrRcParent.transform.parent = rcParent.transform;
newrRcParent.transform.position = joint.transform.position + Vector3.right;
newrRcParent.transform.rotation = joint.transform.rotation * reverseXZ;
var mass = rcb.mass;
rcb.mass = 0.001f; // the previous body becomes a placeholder / dummy body
rcParent = newrRcParent; // override
// move children (except the new one) to the new link, none of which should be rcb:
foreach (Transform childToMove in childrenToMove) {
childToMove.SetParent(rcParent.transform);
}
rcb = rcParent.AddComponent<ArticulationBody>(); // override the variable rcb
// this is needed because the default anchor rotation is not 0:
rcb.anchorRotation = Quaternion.identity;
rcb.mass = mass;
}
rcb.jointType = ArticulationJointType.RevoluteJoint;
if (joint.RangeLower == 0 && joint.RangeUpper == 0) {
rcb.twistLock = ArticulationDofLock.FreeMotion;
} else {
rcb.twistLock = ArticulationDofLock.LimitedMotion;
}
rcb.jointFriction = joint.Settings.Solver.FrictionLoss;
var drive = new ArticulationDrive();
drive.lowerLimit = joint.RangeLower;
drive.upperLimit = joint.RangeUpper;
drive.damping = joint.Settings.Spring.Damping;
var actuatorFound = false;
foreach (var actuator in _actuators) {
if (actuator.Joint == joint) {
// Assumes symmetry between upper and lower limits of the force range:
drive.forceLimit = actuator.CommonParams.ForceRange[1];
drive.stiffness = actuator.CommonParams.Gear[0] * actuator.CustomParams.GainPrm[0];
if (drive.stiffness == 0f) {
if (drive.forceLimit == 0f) {
throw new Exception(
"How do I parse an actuator without force limit nor stiffness?");
} else {
drive.stiffness = 1000f; // we rely on force limit.
}
} else {
if (drive.forceLimit == 0f) {
drive.forceLimit = 1e10f; // we rely on stiffness.
}
}
actuatorFound = true;
break;
}
if (!actuatorFound) {
// passive joint, shouldn't be driven.
drive.stiffness = 0f;
drive.forceLimit = 0f;
}
}
// MISSING: this drive should be the target of agent actuation.
rcb.xDrive = drive;
// PhysX's default is positive damping and limited max velocity:
rcb.maxLinearVelocity = 1.8446743E+19f;
rcb.maxAngularVelocity = 1.8446743E+19f;
rcb.linearDamping = 0.0f;
rcb.angularDamping = 0.0f;
jointsFound += 1;
}
}
if (jointsFound > 1) {
var grandparent = originalRcParent.transform.parent?.gameObject;
if (grandparent) {
// MISSING: When we add an intermediate body in PhysX, we run a real risk of introducing
// spurious contacts between collider pairs that previously were ignored (as a
// parent-child), since they are now two or more steps away in the hierarchy. You need to
// add a component here that adds Physics.IgnoreCollision statements when launched (see also
// below).
}
}
// the gameObject with all the colliders should have just the name of the body without joints:
rcParent.name = mjParent.gameObject.name;
// add contact exclusions, but only if we created an articulation body:
var rcParentParent = rcParent.transform.parent?.GetComponentInParent<ArticulationBody>();
if (rcParentParent != null && rcParent.GetComponent<ArticulationBody>() != null) {
foreach (var exclude in _excludes) {
string other = null;
if (exclude.Body1 == mjParent) {
other = exclude.Body2.gameObject.name;
} else if (exclude.Body2 == mjParent) {
other = exclude.Body1.gameObject.name;
}
// The list of available ArticulationBodies changes as the recursion advances
foreach (var rcOther in GameObject.FindObjectsOfType<ArticulationBody>()) {
// don't add explicit exclusion to immediate parent (no children yet)
if (rcParentParent != rcOther && rcOther.gameObject.name == other) {
// MISSING: Physics.IgnoreCollision statements between all colliders of rcParent
// and rcOther. IgnoreCollision can only be applied in Running mode, so if you're
// running this script at Editor mode (e.g., for generating a prefab from the resulting
// PhysX model, you need to add a component that would add IgnoreCollision when
// launched.
break;
}
}
}
}
// third pass - build the next layer of the tree
foreach (Transform mjChild in mjParent.transform) {
// there's only one mj component in a gameObject:
var mjComponent = mjChild.gameObject.GetComponent<MjComponent>();
if (mjComponent & mjComponent is MjBody) {
var rcChild = new GameObject(mjChild.name);
rcChild.transform.parent = rcParent.transform;
// set global position:
rcChild.transform.position = mjComponent.transform.position + Vector3.right;
rcChild.transform.rotation = mjComponent.transform.rotation;
// main recursive call:
ConvertSubtree(mjComponent as MjBody, rcChild);
}
}
}
}
}