File size: 6,471 Bytes
e6c6f5c 368d239 e6c6f5c 368d239 e6c6f5c 368d239 e6c6f5c 368d239 e6c6f5c | 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 | // three.js rendering driven entirely by the compiled MuJoCo model.
//
// Geometry is read out of the model — types, sizes, mesh vertices and faces — and
// posed each frame from `data.geom_xpos` and `data.geom_xmat`. Nothing is
// re-authored, so what is on screen is the scene the policy was trained in.
import * as THREE from '../vendor/three/three.module.js';
import { at } from './sim.js';
// mjtGeom values used by this scene.
const GEOM_PLANE = 0;
const GEOM_SPHERE = 2;
const GEOM_CAPSULE = 3;
const GEOM_ELLIPSOID = 4;
const GEOM_CYLINDER = 5;
const GEOM_BOX = 6;
const GEOM_MESH = 7;
function meshGeometry(model, dataId) {
const vertAdr = at(model.mesh_vertadr, dataId);
const vertNum = at(model.mesh_vertnum, dataId);
const faceAdr = at(model.mesh_faceadr, dataId);
const faceNum = at(model.mesh_facenum, dataId);
const positions = new Float32Array(vertNum * 3);
for (let i = 0; i < vertNum * 3; i++) positions[i] = at(model.mesh_vert, vertAdr * 3 + i);
const indices = new Uint32Array(faceNum * 3);
for (let i = 0; i < faceNum * 3; i++) indices[i] = at(model.mesh_face, faceAdr * 3 + i);
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setIndex(new THREE.BufferAttribute(indices, 1));
geometry.computeVertexNormals();
return geometry;
}
/**
* A checkerboard for the ground plane.
*
* Not decoration. The camera tracks the torso and MuJoCo's floor is a featureless
* infinite plane, so a robot walking at 1 m/s renders as a robot standing still —
* nothing in frame moves relative to it. The texture is what makes the gait read
* as locomotion.
*/
function floorTexture() {
const size = 64;
const canvas = document.createElement('canvas');
canvas.width = canvas.height = size;
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#1b222d';
ctx.fillRect(0, 0, size, size);
ctx.fillStyle = '#232c3a';
ctx.fillRect(0, 0, size / 2, size / 2);
ctx.fillRect(size / 2, size / 2, size / 2, size / 2);
const texture = new THREE.CanvasTexture(canvas);
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
// One tile per 0.5 m of a 50 m plane.
texture.repeat.set(100, 100);
texture.anisotropy = 8;
return texture;
}
function primitiveGeometry(type, sx, sy, sz) {
switch (type) {
case GEOM_PLANE:
// MuJoCo planes are infinite; size is a rendering hint. 0 means "large".
return new THREE.PlaneGeometry(2 * (sx || 25), 2 * (sy || 25));
case GEOM_SPHERE:
return new THREE.SphereGeometry(sx, 16, 12);
case GEOM_CAPSULE:
return new THREE.CapsuleGeometry(sx, 2 * sy, 8, 8);
case GEOM_ELLIPSOID: {
const g = new THREE.SphereGeometry(1, 16, 12);
g.scale(sx, sy, sz);
return g;
}
case GEOM_CYLINDER:
return new THREE.CylinderGeometry(sx, sx, 2 * sy, 16);
case GEOM_BOX:
return new THREE.BoxGeometry(2 * sx, 2 * sy, 2 * sz);
default:
return null;
}
}
export class Viewport {
constructor(canvas, sim, label) {
this.sim = sim;
this.label = label;
this.renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: false });
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x11151c);
this.camera = new THREE.PerspectiveCamera(45, 1, 0.05, 100);
this.camera.up.set(0, 0, 1); // MuJoCo is z-up
this.camera.position.set(1.05, -1.35, 0.78);
this.scene.add(new THREE.HemisphereLight(0xbfd4ff, 0x30302f, 1.1));
const sun = new THREE.DirectionalLight(0xffffff, 1.4);
sun.position.set(2, -3, 5);
this.scene.add(sun);
this.#buildGeoms();
this.resize();
}
#buildGeoms() {
const model = this.sim.model;
this.meshes = [];
for (let g = 0; g < model.ngeom; g++) {
const type = at(model.geom_type, g);
const sx = at(model.geom_size, g * 3 + 0);
const sy = at(model.geom_size, g * 3 + 1);
const sz = at(model.geom_size, g * 3 + 2);
let geometry = null;
if (type === GEOM_MESH) {
const dataId = at(model.geom_dataid, g);
if (dataId >= 0) geometry = meshGeometry(model, dataId);
} else {
geometry = primitiveGeometry(type, sx, sy, sz);
}
if (geometry === null) {
this.meshes.push(null);
continue;
}
const r = at(model.geom_rgba, g * 4 + 0);
const gg = at(model.geom_rgba, g * 4 + 1);
const b = at(model.geom_rgba, g * 4 + 2);
const a = at(model.geom_rgba, g * 4 + 3);
const material =
type === GEOM_PLANE
? new THREE.MeshStandardMaterial({
map: floorTexture(),
roughness: 0.95,
metalness: 0.0,
})
: new THREE.MeshStandardMaterial({
color: new THREE.Color(r, gg, b),
transparent: a < 1,
opacity: a,
roughness: 0.6,
metalness: 0.15,
});
const mesh = new THREE.Mesh(geometry, material);
mesh.matrixAutoUpdate = false;
this.scene.add(mesh);
this.meshes.push(mesh);
}
}
/** Pose every geom from the current simulation state. */
sync() {
const d = this.sim.data;
const m = new THREE.Matrix4();
for (let g = 0; g < this.meshes.length; g++) {
const mesh = this.meshes[g];
if (!mesh) continue;
const px = at(d.geom_xpos, g * 3 + 0);
const py = at(d.geom_xpos, g * 3 + 1);
const pz = at(d.geom_xpos, g * 3 + 2);
// geom_xmat is row-major 3x3; three.js `set` takes row-major too.
const r = (i) => at(d.geom_xmat, g * 9 + i);
m.set(
r(0), r(1), r(2), px,
r(3), r(4), r(5), py,
r(6), r(7), r(8), pz,
0, 0, 0, 1
);
mesh.matrix.copy(m);
}
// Follow the torso so the robot does not walk out of frame.
const tx = at(d.xpos, 3);
const ty = at(d.xpos, 4);
const tz = at(d.xpos, 5);
this.camera.position.set(tx + 1.05, ty - 1.35, tz + 0.55);
this.camera.lookAt(tx, ty, tz - 0.05);
}
resize() {
const canvas = this.renderer.domElement;
const w = canvas.clientWidth || 320;
const h = canvas.clientHeight || 240;
this.renderer.setSize(w, h, false);
this.camera.aspect = w / h;
this.camera.updateProjectionMatrix();
}
draw() {
this.renderer.render(this.scene, this.camera);
}
}
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