// 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(); _actuators = GameObject.FindObjectsOfType(); // does it have joints with its parent? bool jointFound = false; foreach (Transform mjChild in mjRoot.transform) { var joint = mjChild.gameObject.GetComponent(); 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(); 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(); 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(); 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(); collider.sharedMesh = geom.Mesh.Mesh; } var mf = newGO.AddComponent(); mf.sharedMesh = geom.Mesh.Mesh; var mr = newGO.AddComponent(); 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(); if (collider) { GameObject.DestroyImmediate(collider); } } primitive.GetComponent().sharedMaterial = geom.gameObject.GetComponent().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(); 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(); 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(); if (joint) { if (jointsFound == 0) { // first joint, create the rcb rcb = rcParent.AddComponent(); var inertial = mjParent.GetComponentInChildren(); 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 childrenToMove = new List(); 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(); // 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(); if (rcParentParent != null && rcParent.GetComponent() != 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()) { // 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(); 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); } } } } }