// 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; using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Xml; using UnityEngine; using UnityEngine.Profiling; namespace Mujoco { public class PhysicsRuntimeException : Exception { public PhysicsRuntimeException(string message) : base(message) {} } public class MjScene : MonoBehaviour { public unsafe MujocoLib.mjModel_* Model = null; public unsafe MujocoLib.mjData_* Data = null; // Public and global access to the active MjSceneGenerationContext. // Throws an exception if accessed when the scene is not being generated. public MjcfGenerationContext GenerationContext { get { if (_generationContext == null) { throw new InvalidOperationException( "This property can only be accessed from the scope of MjComponent.GenerateMjcf()."); } return _generationContext; } } public static MjScene Instance { get { if (_instance == null) { var instances = FindObjectsOfType(); if (instances.Length >= 1) { // even one is too much - _instance shouldn't have been null. throw new InvalidOperationException( "A MjScene singleton is created automatically, yet multiple instances exist."); } else { GameObject go = new GameObject("MjScene"); _instance = go.AddComponent(); } } return _instance; } } public static bool InstanceExists { get => _instance != null; } public void Awake() { if (_instance == null) { _instance = this; } else if (_instance != this) { throw new InvalidOperationException( "MjScene is a singleton, yet multiple instances found."); } } private static MjScene _instance = null; private List _orderedComponents; public event EventHandler postInitEvent; public event EventHandler preUpdateEvent; public event EventHandler ctrlCallback; public event EventHandler postUpdateEvent; public event EventHandler preDestroyEvent; protected unsafe void Start() { SceneRecreationAtLateUpdateRequested = false; CreateScene(); } protected unsafe void OnDestroy() { DestroyScene(); } protected unsafe void FixedUpdate() { preUpdateEvent?.Invoke(this, new MjStepArgs(Model, Data)); StepScene(); postUpdateEvent?.Invoke(this, new MjStepArgs(Model, Data)); } public bool SceneRecreationAtLateUpdateRequested = false; protected unsafe void LateUpdate() { if (SceneRecreationAtLateUpdateRequested) { RecreateScene(); SceneRecreationAtLateUpdateRequested = false; } } // Context used during scene generation where components will store their shared dependencies // (such as the mesh assets they reference, or common compiler settings that need to be resolved // globally). // The field will be initialized with a class instance only during the scene generation. // A public read-only property will provide MjComponents with access to the instance // of that field. private MjcfGenerationContext _generationContext; // Builds a new Mujoco scene. public unsafe XmlDocument CreateScene(bool skipCompile=false) { if (_generationContext != null) { throw new InvalidOperationException( "The scene is currently being generated on another thread."); } // Linearize the hierarchy of transforms of the components. // We will use this list to update the transforms of the associated GameObject in a way that // ensures we first update the parent transforms, and then we progress down the hierarchy // tree and update the children. // We're doing this, because we will use Unity's hierarchical transforms system to translate // Mujoco elements' world transforms directly to Unity's world coordinates. That however // will only work if we can guarantee that for every child, the parent transforms have already // been recalculated. // // DESIGN: An alternative to that would be to operate in local space on the Unity side. // I briefly explored that approach, but decided against it. It increases the amount of code // on the side of the individual components. This solution allows to restrict the code in the // components to a bare minimum, at the expense of one extra method here. var hierarchyRoots = FindObjectsOfType() .Where(component => MjHierarchyTool.FindParentComponent(component) == null) .Select(component => component.transform) .Distinct(); _orderedComponents = new List(); foreach (var root in hierarchyRoots) { _orderedComponents.AddRange(MjHierarchyTool.LinearizeHierarchyBFS(root)); } XmlDocument sceneMjcf = null; try { _generationContext = new MjcfGenerationContext(); sceneMjcf = GenerateSceneMjcf(_orderedComponents); } catch (Exception e) { _generationContext = null; Debug.LogException(e); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif throw; } _generationContext = null; // Save the Mjcf to a file for debug purposes. var settings = MjGlobalSettings.Instance; if (settings && !string.IsNullOrEmpty(settings.DebugFileName)) { SaveToFile(sceneMjcf, Path.Combine(Application.temporaryCachePath, settings.DebugFileName)); } if (!skipCompile) { // Compile the scene from the Mjcf. CompileScene(sceneMjcf, _orderedComponents); } postInitEvent?.Invoke(this, new MjStepArgs(Model, Data)); return sceneMjcf; } private unsafe void CompileScene( XmlDocument mjcf, IEnumerable components) { Model = MjEngineTool.LoadModelFromString(mjcf.OuterXml); if (Model == null) { throw new NullReferenceException("Model loading failed, see other errors for root cause."); } else { Data = MujocoLib.mj_makeData(Model); } if (Data == null) { throw new NullReferenceException("Model loaded but mj_makeData failed."); } // Bind the components to their Mujoco counterparts. foreach (var component in components) { component.BindToRuntime(Model, Data); } } public unsafe void SyncUnityToMjState() { foreach (var component in _orderedComponents) { if (component != null && component.isActiveAndEnabled) { component.OnSyncState(Data); } } } // This must be called after every change in the Unity scene during runtime, in order to keep the // MuJoCo physics scene in sync. The spatial arrangement in the MJCF that creates the new physics // is defined by the Unity transforms; therefore, we: // 1. cache the joint states; // 2. reset the Unity scene to its configuration at initialization; // 3. recreate the scene in this pristine configuration; // 4. rehydrate the physics scene, and sync the Unity scene to it. public unsafe void RecreateScene() { // cache joint states in order to re-apply it to the new scene var joints = FindObjectsOfType(); var positions = new Dictionary(); var velocities = new Dictionary(); foreach (var joint in joints) { if (joint.QposAddress > -1) { // newly added components shouldn't be cached switch (Model->jnt_type[joint.MujocoId]) { default: case (int)MujocoLib.mjtJoint.mjJNT_HINGE: case (int)MujocoLib.mjtJoint.mjJNT_SLIDE: positions[joint] = new double[] {Data->qpos[joint.QposAddress]}; velocities[joint] = new double[] {Data->qvel[joint.DofAddress]}; break; case (int)MujocoLib.mjtJoint.mjJNT_BALL: positions[joint] = new double[] { Data->qpos[joint.QposAddress], Data->qpos[joint.QposAddress+1], Data->qpos[joint.QposAddress+2], Data->qpos[joint.QposAddress+3]}; velocities[joint] = new double[] { Data->qvel[joint.DofAddress], Data->qvel[joint.DofAddress+1], Data->qvel[joint.DofAddress+2]}; break; case (int)MujocoLib.mjtJoint.mjJNT_FREE: positions[joint] = new double[] { Data->qpos[joint.QposAddress], Data->qpos[joint.QposAddress+1], Data->qpos[joint.QposAddress+2], Data->qpos[joint.QposAddress+3], Data->qpos[joint.QposAddress+4], Data->qpos[joint.QposAddress+5], Data->qpos[joint.QposAddress+6]}; velocities[joint] = new double[] { Data->qvel[joint.DofAddress], Data->qvel[joint.DofAddress+1], Data->qvel[joint.DofAddress+2], Data->qvel[joint.DofAddress+3], Data->qvel[joint.DofAddress+4], Data->qvel[joint.DofAddress+5]}; break; } } } // update unity transforms according to qpos0, so they're ready to create the new MJCF MujocoLib.mj_resetData(Model, Data); MujocoLib.mj_kinematics(Model, Data); SyncUnityToMjState(); // Delete previous model, data DestroyScene(); // Create a new MJCF and new model+data, indices may be different CreateScene(); // for joints that persisted, set state of the new MuJoCo scene according to the cached state foreach (var joint in joints) { try { var position = positions[joint]; // this will fail for new joints, hence try/catch var velocity = velocities[joint]; switch (Model->jnt_type[joint.MujocoId]) { default: case (int)MujocoLib.mjtJoint.mjJNT_HINGE: case (int)MujocoLib.mjtJoint.mjJNT_SLIDE: Data->qpos[joint.QposAddress] = position[0]; Data->qvel[joint.DofAddress] = velocity[0]; break; case (int)MujocoLib.mjtJoint.mjJNT_BALL: Data->qpos[joint.QposAddress] = position[0]; Data->qpos[joint.QposAddress+1] = position[1]; Data->qpos[joint.QposAddress+2] = position[2]; Data->qpos[joint.QposAddress+3] = position[3]; Data->qvel[joint.DofAddress] = velocity[0]; Data->qvel[joint.DofAddress+1] = velocity[1]; Data->qvel[joint.DofAddress+2] = velocity[2]; break; case (int)MujocoLib.mjtJoint.mjJNT_FREE: Data->qpos[joint.QposAddress] = position[0]; Data->qpos[joint.QposAddress+1] = position[1]; Data->qpos[joint.QposAddress+2] = position[2]; Data->qpos[joint.QposAddress+3] = position[3]; Data->qpos[joint.QposAddress+4] = position[4]; Data->qpos[joint.QposAddress+5] = position[5]; Data->qpos[joint.QposAddress+6] = position[6]; Data->qvel[joint.DofAddress] = velocity[0]; Data->qvel[joint.DofAddress+1] = velocity[1]; Data->qvel[joint.DofAddress+2] = velocity[2]; Data->qvel[joint.DofAddress+3] = velocity[3]; Data->qvel[joint.DofAddress+4] = velocity[4]; Data->qvel[joint.DofAddress+5] = velocity[5]; break; } } catch {} } // update mj transforms: MujocoLib.mj_kinematics(Model, Data); SyncUnityToMjState(); } // Destroys the Mujoco scene. public unsafe void DestroyScene() { preDestroyEvent?.Invoke(this, new MjStepArgs(Model, Data)); if (Model != null) { MujocoLib.mj_deleteModel(Model); Model = null; } if (Data != null) { MujocoLib.mj_deleteData(Data); Data = null; } } // Updates the scene and the state of Mujoco simulation. public unsafe void StepScene() { if (Model == null || Data == null) { throw new NullReferenceException("Failed to create Mujoco runtime."); } Profiler.BeginSample("MjStep"); Profiler.BeginSample("MjStep.mj_step"); if (ctrlCallback != null){ MujocoLib.mj_step1(Model, Data); ctrlCallback?.Invoke(this, new MjStepArgs(Model, Data)); MujocoLib.mj_step2(Model, Data); } else { MujocoLib.mj_step(Model, Data); } Profiler.EndSample(); // MjStep.mj_step CheckForPhysicsException(); Profiler.BeginSample("MjStep.OnSyncState"); SyncUnityToMjState(); Profiler.EndSample(); // MjStep.OnSyncState Profiler.EndSample(); // MjStep } private unsafe void CheckForPhysicsException() { if (Data->warning0.number > 0) { Data->warning0.number = 0; throw new PhysicsRuntimeException("INERTIA: (Near-) Singular inertia matrix."); } if (Data->warning1.number > 0) { Data->warning1.number = 0; throw new PhysicsRuntimeException($"CONTACTFULL: nconmax {Model->nconmax} isn't sufficient."); } if (Data->warning2.number > 0) { Data->warning2.number = 0; throw new PhysicsRuntimeException("CNSTRFULL: njmax {Model.njmax} isn't sufficient."); } if (Data->warning3.number > 0) { Data->warning3.number = 0; throw new PhysicsRuntimeException("VGEOMFULL: who constructed a mjvScene?!"); } if (Data->warning4.number > 0) { Data->warning4.number = 0; throw new PhysicsRuntimeException("BADQPOS: NaN/inf in qpos."); } if (Data->warning5.number > 0) { Data->warning5.number = 0; throw new PhysicsRuntimeException("BADQVEL: NaN/inf in qvel."); } if (Data->warning6.number > 0) { Data->warning6.number = 0; throw new PhysicsRuntimeException("BADQACC: NaN/inf in qacc."); } if (Data->warning7.number > 0) { Data->warning7.number = 0; throw new PhysicsRuntimeException("BADCTRL: NaN/inf in ctrl."); } } // Generate a Mujoco scene description using the specified components. private XmlDocument GenerateSceneMjcf(IEnumerable components) { var doc = new XmlDocument(); var MjRoot = (XmlElement)doc.AppendChild(doc.CreateElement("mujoco")); // Scene definition section. var worldMjcf = (XmlElement)MjRoot.AppendChild(doc.CreateElement("worldbody")); BuildHierarchicalMjcf( doc, components.Where(component => (component is MjBaseBody) || (component is MjInertial) || (component is MjBaseJoint) || (component is MjGeom) || (component is MjSite)), worldMjcf); // Non-hierarchical sections: MjRoot.AppendChild(GenerateMjcfSection( doc, components.Where(component => component is MjExclude), "contact")); MjRoot.AppendChild(GenerateMjcfSection( doc, components.Where(component => component is MjBaseTendon), "tendon")); MjRoot.AppendChild(GenerateMjcfSection( doc, components.Where(component => component is MjBaseConstraint), "equality")); MjRoot.AppendChild( GenerateMjcfSection(doc, components.Where(component => component is MjActuator) .OrderBy(component => component.transform.GetSiblingIndex()), "actuator")); MjRoot.AppendChild( GenerateMjcfSection(doc, components.Where(component => component is MjBaseSensor) .OrderBy(component => component.transform.GetSiblingIndex()), "sensor")); // Generate the Mjcf of the runtime dependencies added to the context. _generationContext.GenerateMjcf(MjRoot); return doc; } private XmlElement GenerateMjcfSection( XmlDocument doc, IEnumerable components, string sectionName) { var section = doc.CreateElement(sectionName); foreach (var component in components) { var componentMjcf = component.GenerateMjcf(_generationContext.GenerateName(component), doc); section.AppendChild(componentMjcf); } return section; } private void BuildHierarchicalMjcf( XmlDocument doc, IEnumerable components, XmlElement worldMjcf) { var associations = new Dictionary(); // Build individual Mjcfs. foreach (var component in components) { var componentMjcf = component.GenerateMjcf( _generationContext.GenerateName(component), doc); // We'll use a dictionary to define associations between the components and the corresponding // Mjcf elements. associations.Add(component, componentMjcf); } // Connect the Mjcfs into hierarchy. foreach (var component in components) { var componentMjcf = associations[component]; var parentComponent = MjHierarchyTool.FindParentComponent(component); if (parentComponent != null) { var parentComponentMjcf = associations[parentComponent]; parentComponentMjcf.AppendChild(componentMjcf); } else { worldMjcf.AppendChild(componentMjcf); } } } // Saves an XML document to the specified file. private void SaveToFile(XmlDocument document, string filePath) { try { using (var stream = File.Open(filePath, FileMode.Create)) { using (var writer = new XmlTextWriter(stream, new UTF8Encoding(false))) { writer.Formatting = Formatting.Indented; document.WriteContentTo(writer); Debug.Log($"MJCF saved to {filePath}"); } } } catch (IOException ex) { Debug.LogWarning("Failed to save Xml to a file: " + ex.ToString(), this); } } } public class MjStepArgs : EventArgs { public unsafe MjStepArgs(MujocoLib.mjModel_* model, MujocoLib.mjData_* data){ this.model = model; this.data = data; } public readonly unsafe MujocoLib.mjModel_* model; public readonly unsafe MujocoLib.mjData_* data; } }