File size: 14,848 Bytes
33c14d6
 
 
 
 
 
 
 
 
 
 
 
9ffd3e8
33c14d6
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9ffd3e8
 
 
 
 
 
 
 
 
 
 
 
 
 
33c14d6
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9ffd3e8
33c14d6
 
 
9ffd3e8
 
33c14d6
9ffd3e8
 
33c14d6
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9ffd3e8
 
33c14d6
 
 
 
 
 
 
 
9ffd3e8
33c14d6
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9ffd3e8
33c14d6
 
9ffd3e8
33c14d6
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9ffd3e8
 
 
 
 
33c14d6
 
 
 
 
9ffd3e8
33c14d6
 
 
 
 
 
 
 
 
 
 
 
9ffd3e8
33c14d6
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
"""Generate the MuJoCo chess scene for the SO-101 arm.

Outputs:
  sim/assets/so101/so101.xml   patched copy of the upstream arm (wrist camera added, base raised onto deck)
  sim/chess_scene.xml          full scene: table, rover deck, arm, board with 64 named square sites,
                               32 free chess pieces, capture bin, cameras, lights

Run:  .venv/bin/python sim/make_scene.py
"""
from __future__ import annotations

import json
from dataclasses import dataclass
import re
from pathlib import Path

import numpy as np

import scene_environment as environment

HERE = Path(__file__).resolve().parent
ARM_DIR = HERE / "assets" / "so101"
UPSTREAM = ARM_DIR / "so101_camera_upstream.xml"
ARM_OUT = ARM_DIR / "so101.xml"
SCENE_OUT = HERE / "chess_scene.xml"
# Arm parts whose single upstream collision hull is replaced by several hulls:
# finger slabs (prepare_gripper_assets.py) and link decompositions (prepare_arm_collision.py).
ARM_HULLS = json.loads((ARM_DIR / "collision" / "manifest.json").read_text())["parts"]

# ---------------------------------------------------------------- geometry parameters (metres)
DECK_H = 0.06            # rover deck height; arm base sits on top of it
SQUARE = 0.025           # square size -> 20 cm board
BOARD_T = 0.008          # board thickness
BORDER = 0.012           # wooden border around the playing area
BOARD_CENTER = (0.21, 0.0)   # x forward from arm base, y left
# Capture tray on the robot's right. At the Phase 1 spot (0.13, -0.20) the forearm hit
# the rover camera stalk on 8 of 9 release points; here all 9 clear it by 7 mm or more,
# and the tray stays at least 1 cm from the board under board-pose randomisation.
BIN_CENTER = (0.20, -0.18)
ROBOT_PLAYS = "black"        # robot sits at rank 8 side; human at rank 1


@dataclass(frozen=True)
class Layout:
    """Board and tray geometry. The default is the nominal scene (chess_scene.xml);
    phase 2 compiles random variants of it (piece_sets.sample_variant)."""
    square: float = SQUARE
    board_t: float = BOARD_T
    border: float = BORDER
    tray_half: tuple = (0.045, 0.035)    # outer half extents of the tray floor
    tray_rim: float = 0.020              # height of the rim centreline


NOMINAL = Layout()
TIMESTEP = 1 / 600           # 20 physics steps per 30 fps frame
# Stiff piece contacts: the gripper servo squeezes with up to 3.35 N m, about 40 N
# at the fingertips, which sank 2-3 mm into softer contacts. solmix makes these
# values dominate the arm's softer defaults in jaw-piece contacts.
PIECE_SOLREF = "0.005 1"
PIECE_SOLIMP = "0.97 0.995 0.0005"

FILES = "abcdefgh"
LIGHT_SQ = "0.98 0.97 0.94 1"
DARK_SQ = "0.95 0.93 0.90 1"
WHITE_PIECE = "0.93 0.88 0.76 1"
BLACK_PIECE = "0.14 0.11 0.09 1"

# Geometry, grasp points and estimated inertials come from the prepared mesh assets.
CHESS_DIR = HERE / "assets" / "chess"
PIECES = json.loads((CHESS_DIR / "manifest.json").read_text())["pieces"]

BACK_RANK = ["rook", "knight", "bishop", "queen", "king", "bishop", "knight", "rook"]


def square_xy(file_idx: int, rank_idx: int, square: float = SQUARE) -> tuple[float, float]:
    """Board-local xy of a square centre. file_idx 0..7 = a..h, rank_idx 0..7 = 1..8.

    Robot (black) faces +x toward the human. Rank 8 is nearest the robot (small x).
    From black's seat, file a is on the right (-y). The robot playing white is the
    board turned half a turn (phase 2 randomises the board yaw).
    """
    x = (3.5 - rank_idx) * square          # rank 1 farthest (+x), rank 8 nearest
    y = (file_idx - 3.5) * square          # a at -y, h at +y
    if ROBOT_PLAYS == "white":
        x, y = -x, -y
    return x, y


def lookat_xyaxes(pos, target, up=(0, 0, 1)) -> str:
    pos, target, up = map(np.asarray, (pos, target, up))
    f = target - pos
    f /= np.linalg.norm(f)
    right = np.cross(f, up)
    right /= np.linalg.norm(right)
    up_cam = np.cross(right, f)
    return " ".join(f"{v:.5f}" for v in (*right, *up_cam))


def fmt(*vals) -> str:
    return " ".join(f"{v:.5f}" for v in vals)


# ---------------------------------------------------------------- arm patch
def write_arm() -> None:
    xml = UPSTREAM.read_text()
    # compiler settings come from the scene file
    xml = xml.replace('<compiler angle="radian" meshdir="." autolimits="true"/>', "")
    xml = xml.replace('<compiler angle="radian" meshdir="assets" autolimits="true"/>', "")
    # raise the base onto the rover deck
    assert '<body name="base" pos="0 0 0"' in xml
    xml = xml.replace('<body name="base" pos="0 0 0"', f'<body name="base" pos="0 0 {DECK_H}"')
    # wrist camera: the mount body's +z axis points along the lens. MuJoCo cameras look down -z,
    # so xyaxes maps cam x -> body x, cam y -> -body y, giving cam z = -body z with the jaws at the image bottom.
    cam = ('<camera name="wrist" pos="0 0 0.024" xyaxes="1 0 0 0 -1 0" fovy="80"/>\n'
           '                    <!-- Part wrist_camera_so101_v1 -->')
    assert xml.count("<!-- Part wrist_camera_so101_v1 -->") == 1
    xml = xml.replace("<!-- Part wrist_camera_so101_v1 -->", cam)
    # Only the printed-part finish changes; source meshes and joint/actuator data stay intact.
    xml = xml.replace('rgba="1 0.82 0.12 1"',
                      'rgba="0.88 0.67 0.13 1" specular="0.12" shininess="0.2"')
    # Contact shapes: each finger's single convex hull fills the gap between the jaws, and
    # the bulky links' hulls are 1.7-4.3x the part, so the hand "hits" the shoulder in empty
    # space. Each is replaced by several hulls in the same frame and class.
    hull_meshes = []
    for part, info in ARM_HULLS.items():
        files = info["collision"]
        pattern = re.compile(rf'( *)<geom type="mesh" class="collision" ((?:pos="[^"]*" quat="[^"]*" )?)'
                             rf'mesh="{part}" (material="[^"]*")/>')
        match = pattern.search(xml)
        assert match and len(pattern.findall(xml)) == 1, part
        indent, frame, material = match.groups()
        geoms = [f'{indent}<geom type="mesh" class="collision" {frame}mesh="{part}_col_{i}" {material}/>'
                 for i in range(len(files))]
        xml = xml[:match.start()] + "\n".join(geoms) + xml[match.end():]
        hull_meshes += [f'    <mesh name="{part}_col_{i}" file="{f}"/>' for i, f in enumerate(files)]
    assert xml.count("  <asset>\n") == 1
    xml = xml.replace("  <asset>\n", "  <asset>\n" + "\n".join(hull_meshes) + "\n")
    ARM_OUT.write_text(xml)


# ---------------------------------------------------------------- scene pieces
def chess_assets() -> str:
    meshes = []
    for kind, p in PIECES.items():
        meshes.append(f'<mesh name="chess_{kind}" file="../chess/{p["visual"]}"/>')
        for i, file in enumerate(p["collision"]):
            meshes.append(f'<mesh name="chess_{kind}_col_{i}" file="../chess/{file}"/>')
    return "\n    ".join(meshes)


def piece_body(name: str, kind: str, color: str, x: float, y: float, z: float,
               quat: str = "1 0 0 0") -> str:
    p = PIECES[kind]
    # Group 2: visible mesh, never collides. Group 3: convex contact parts,
    # hidden by the renderer/viewer but still active in physics.
    geoms = [f'<geom name="{name}_visual" type="mesh" mesh="chess_{kind}" '
             f'rgba="{color}" material="piece_mat" group="2" '
             'contype="0" conaffinity="0" mass="0"/>']
    for i, _ in enumerate(p["collision"]):
        geoms.append(f'<geom name="{name}_collision_{i}" type="mesh" '
                     f'mesh="chess_{kind}_col_{i}" group="3" rgba="0.2 0.7 0.3 0.35" '
                     'mass="0" friction="0.7 0.005 0.0001" condim="4" '
                     f'solref="{PIECE_SOLREF}" solimp="{PIECE_SOLIMP}" solmix="1000"/>')
    inertia = " ".join(f"{v:.10g}" for v in p["fullinertia_kg_m2"])
    com = " ".join(f"{v:.10g}" for v in p["center_of_mass_m"])
    return f"""      <body name="{name}" pos="{fmt(x, y, z)}" quat="{quat}">
        <freejoint name="{name}_free"/>
        <inertial pos="{com}" mass="{p['mass_kg']}" fullinertia="{inertia}"/>
        <site name="{name}_grasp" pos="0 0 {p['grasp_z_m']:.7f}" size="0.002" group="4"/>
        {chr(10).join(geoms)}
      </body>"""


def build_scene(layout: Layout = NOMINAL) -> str:
    SQUARE, BOARD_T, BORDER = layout.square, layout.board_t, layout.border
    bx, by = BOARD_CENTER
    half = 4 * SQUARE
    board_top = BOARD_T  # board body origin at table level; squares' top face at BOARD_T

    # squares + sites (children of board body)
    squares, sites = [], []
    for r in range(8):
        for f in range(8):
            x, y = square_xy(f, r, SQUARE)
            name = f"{FILES[f]}{r+1}"
            dark = (f + r) % 2 == 0
            material = "dark_square_mat" if dark else "light_square_mat"
            squares.append(
                f'<geom name="sq_{name}" type="box" size="{SQUARE/2:.4f} {SQUARE/2:.4f} {BOARD_T/2:.4f}" '
                f'pos="{fmt(x, y, BOARD_T/2)}" rgba="{DARK_SQ if dark else LIGHT_SQ}" material="{material}"/>'
            )
            sites.append(f'<site name="sq_{name}" pos="{fmt(x, y, BOARD_T)}" size="0.003" group="4"/>')

    # pieces in the starting position (world coordinates)
    pieces, piece_qpos = [], []
    for f in range(8):
        for color, rank_back, rank_pawn, tag in (("white", 0, 1, "w"), ("black", 7, 6, "b")):
            rgba = WHITE_PIECE if color == "white" else BLACK_PIECE
            kind = BACK_RANK[f]
            # The normalized knight faces +y; turn it toward the opponent (+x for black).
            toward_positive_x = (color == "black") == (ROBOT_PLAYS == "black")
            quat = "0.7071067812 0 0 -0.7071067812" if toward_positive_x else "0.7071067812 0 0 0.7071067812"
            x, y = square_xy(f, rank_back, SQUARE)
            pieces.append(piece_body(f"{tag}_{kind}_{FILES[f]}", kind, rgba, bx + x, by + y, board_top + 0.0005, quat))
            piece_qpos.append(f"{fmt(bx + x, by + y, board_top + 0.0005)} {quat}")
            x, y = square_xy(f, rank_pawn, SQUARE)
            pieces.append(piece_body(f"{tag}_pawn_{FILES[f]}", "pawn", rgba, bx + x, by + y, board_top + 0.0005, quat))
            piece_qpos.append(f"{fmt(bx + x, by + y, board_top + 0.0005)} {quat}")
    # Folded rest pose. The earlier (-1.15, 1.1, 1.5) put the gripper servo's contact hull
    # 1 mm inside the shoulder's; this one keeps 7 mm under +-0.06 rad of jitter.
    home_arm = "0 -1.2 0.95 1.45 0 0.3"

    # cameras
    overhead_pos = environment.OVERHEAD_POS
    overhead_xy = lookat_xyaxes(overhead_pos, (bx, by, BOARD_T), up=(-1, 0, 0))
    rover_xy = lookat_xyaxes(environment.ROVER_CAMERA_POS, (bx, by, BOARD_T + 0.01))
    side_xy = lookat_xyaxes((0.58, -0.85, 0.62), (0.12, 0.0, 0.18))
    human_xy = lookat_xyaxes((0.72, 0.0, 0.32), (0.22, 0.0, 0.0))

    return f"""<mujoco model="so101_chess">
  <!-- Generated by sim/make_scene.py. Do not edit by hand. -->
  <compiler angle="radian" meshdir="assets/so101" autolimits="true"/>
  <option timestep="{TIMESTEP:.10f}" cone="elliptic" impratio="10" gravity="0 0 -9.81"/>
  <statistic center="0.12 0 0.18" extent="0.9"/>

  <visual>
    <headlight active="0"/>
    <global azimuth="150" elevation="-25" offwidth="1280" offheight="960"/>
    <quality shadowsize="8192" offsamples="4"/>
    <map znear="0.001" shadowclip="1" shadowscale="0.6"/>
  </visual>

  <asset>
    {chess_assets()}
    <material name="piece_mat" specular="0.25" shininess="0.35"/>
    <texture type="skybox" builtin="gradient" rgb1="0.70 0.72 0.74" rgb2="0.78 0.79 0.78" width="256" height="1536"/>
    {environment.assets()}
  </asset>

  <include file="assets/so101/so101.xml"/>

  <worldbody>
    <!-- Window key light, ceiling fill, and subtle room bounce. No mirror planes. -->
    <light name="window_key" pos="0.20 -0.65 1.10" dir="0 0.5 -1" diffuse="0.34 0.33 0.31" specular="0.10 0.10 0.10" cutoff="75" castshadow="true"/>
    <light name="ceiling_fill" pos="0.2 0.35 1.25" dir="0 -0.2 -1" diffuse="0.15 0.16 0.18" specular="0.03 0.03 0.03" cutoff="90" castshadow="false"/>
    <light name="room_bounce" directional="true" dir="0 0 -1" ambient="0.55 0.55 0.55" diffuse="0 0 0" specular="0 0 0" castshadow="false"/>
    <!-- Off in the nominal scene; phase 2 lighting randomisation switches them on. -->
    <light name="ceiling_2" pos="-0.2 -0.3 1.3" dir="0 0 -1" diffuse="0 0 0" specular="0 0 0" cutoff="70" castshadow="false"/>
    <light name="desk_lamp" pos="0.3 0.45 0.45" dir="0 -0.5 -1" diffuse="0 0 0" specular="0 0 0" cutoff="45" castshadow="false"/>
    <light name="sun" directional="true" dir="0.3 0.4 -1" diffuse="0 0 0" specular="0 0 0" castshadow="false"/>
    <light name="fill_2" pos="0.9 0.0 0.9" dir="-1 0 -0.6" diffuse="0 0 0" specular="0 0 0" cutoff="80" castshadow="false"/>

    {environment.room()}
    {environment.stand(DECK_H, rover_xy)}
    {environment.camera_rig(overhead_pos, overhead_xy)}
    {environment.cables()}
    {environment.clutter()}

    <!-- chessboard: static body, moved by editing model body_pos/body_quat at reset for randomisation -->
    <body name="board" pos="{fmt(bx, by, 0)}">
      <site name="board_center" pos="0 0 {BOARD_T}" size="0.004" group="4"/>
      <geom name="board_border" type="box" size="{half+BORDER:.4f} {half+BORDER:.4f} {(BOARD_T-0.001)/2:.4f}" pos="0 0 {(BOARD_T-0.001)/2:.4f}" material="border_mat"/>
      {chr(10).join("      " + s for s in squares)}
      {chr(10).join("      " + s for s in sites)}
      {environment.board_details(half, BORDER, BOARD_T)}
    </body>

    <!-- capture tray on the robot's right -->
    <body name="bin" pos="{fmt(BIN_CENTER[0], BIN_CENTER[1], 0)}">
      {environment.tray(*layout.tray_half, layout.tray_rim)}
      <site name="bin_drop" pos="0 0 0.05" size="0.004" group="4"/>
    </body>

    <!-- pieces: free bodies, starting position -->
{chr(10).join(pieces)}

    <!-- viewing cameras -->
    <camera name="side" pos="0.58 -0.85 0.62" xyaxes="{side_xy}" fovy="45"/>
    <camera name="human" pos="0.72 0.0 0.32" xyaxes="{human_xy}" fovy="45"/>
    <camera name="scene" pos="0.94 -1.08 0.80" xyaxes="{lookat_xyaxes((0.94, -1.08, 0.80), (0.12, 0.0, 0.16))}" fovy="45"/>
    <camera name="board_detail" pos="0.46 -0.30 0.27" xyaxes="{lookat_xyaxes((0.46, -0.30, 0.27), (bx, by, 0.015))}" fovy="36"/>
  </worldbody>

  <keyframe>
    <!-- arm folded at home, pieces in the starting position; ctrl holds the arm there -->
    <key name="home" qpos="{home_arm} {' '.join(piece_qpos)}" ctrl="{home_arm}"/>
  </keyframe>
</mujoco>
"""


def main() -> None:
    write_arm()
    SCENE_OUT.write_text(build_scene())
    import mujoco
    m = mujoco.MjModel.from_xml_path(str(SCENE_OUT))
    print(f"wrote {SCENE_OUT.relative_to(HERE.parent)}: nbody={m.nbody} ngeom={m.ngeom} nsite={m.nsite} ncam={m.ncam} nq={m.nq}")


if __name__ == "__main__":
    main()