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9ffd3e8 33c14d6 9ffd3e8 33c14d6 9ffd3e8 33c14d6 9ffd3e8 33c14d6 9ffd3e8 33c14d6 9ffd3e8 33c14d6 9ffd3e8 33c14d6 9ffd3e8 33c14d6 fad6045 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 | """Chess-set and board variants compiled from the generated scene.
Each set scales the reference Staunton meshes per piece type: one width scale and
one height scale, so height, foot, neck height and neck width all change together
within the ranges in phase2_config.toml. Mass and inertia follow the new volume.
A set also carries its board and tray geometry (make_scene.Layout: square size,
border, board thickness, tray size); pieces scale with the square, as real sets do.
The scene file itself is never edited: a variant's layout is generated to a
temporary file, and the pieces are scaled with MjSpec before compiling.
"""
from __future__ import annotations
import itertools
import os
from dataclasses import asdict, dataclass, field
from pathlib import Path
import mujoco
import numpy as np
from chess_world import KINDS
from make_scene import NOMINAL, PIECES, SQUARE, Layout, build_scene
HERE = Path(__file__).resolve().parent
SCENE = HERE / "chess_scene.xml"
@dataclass
class PieceSet:
name: str
width: dict = field(default_factory=lambda: {k: 1.0 for k in KINDS})
height: dict = field(default_factory=lambda: {k: 1.0 for k in KINDS})
layout: Layout = NOMINAL
def describe(self) -> dict:
out = {k: dict(height_mm=round(PIECES[k]["height_m"] * self.height[k] * 1000, 1),
foot_mm=round(foot_mm(k) * self.width[k], 1)) for k in KINDS}
out["layout"] = {k: (round(v * 1000, 1) if isinstance(v, float) else [round(x * 1000, 1) for x in v])
for k, v in asdict(self.layout).items()} # millimetres
return out
def foot_mm(kind: str) -> float:
lo, hi = np.array(PIECES[kind]["bounds_m"])
return float(np.max(hi[:2] - lo[:2]) * 1000)
def reference_set() -> PieceSet:
return PieceSet("reference")
PAN_X = 0.0388 # shoulder pan axis in front of the arm base, from the arm model
def sample_layout(rng: np.random.Generator, cfg: dict) -> Layout:
"""A random board and tray. Boards the arm cannot serve even square and flush
against the deck (a 25 mm board with a wide border puts the far corners out of
reach) are redrawn; the per-episode board pose then has some room left to move."""
import scene_environment as env
c, b = cfg["layout"], cfg["board"]
mm = lambda key: rng.uniform(*c[key]) / 1000
for _ in range(1000):
layout = Layout(square=mm("square_mm"), board_t=mm("board_thickness_mm"), border=mm("border_mm"),
tray_half=(mm("tray_half_x_mm"), mm("tray_half_y_mm")), tray_rim=mm("tray_rim_mm"))
centre = env.DECK_FRONT + b["deck_gap_m"] + 4 * layout.square + layout.border
far = np.hypot(centre + 3.5 * layout.square - PAN_X, 3.5 * layout.square)
if far <= b["reach_m"] - c["min_slack_m"]:
return layout
raise RuntimeError("no layout within reach")
def sample_piece_set(rng: np.random.Generator, cfg: dict, name: str) -> PieceSet:
"""A random piece set on a random board and tray (the [layout] ranges), or on the
nominal board if the config has no [layout]. Piece sizes follow the square size."""
c = cfg["piece_sets"]
if c.get("fixed"):
return PieceSet(name) # reference set on the nominal board and tray
layout = sample_layout(rng, cfg) if "layout" in cfg else NOMINAL
k_sq = layout.square / SQUARE
for _ in range(100):
scale = rng.uniform(*c["scale"]) * k_sq
stretch = rng.uniform(*c["height_stretch"])
width = {k: scale for k in KINDS}
height = {k: scale * stretch * rng.uniform(*c["per_kind_height"]) for k in KINDS}
if all(foot_mm(k) * width[k] <= c["max_foot_mm"] * k_sq for k in KINDS):
return PieceSet(name, width, height, layout)
raise RuntimeError("no piece set satisfies max_foot_mm")
def _second_moments(inertia):
"""Per-body second moments of mass about the COM from MuJoCo fullinertia."""
ixx, iyy, izz, ixy, ixz, iyz = inertia
return np.array([[(iyy + izz - ixx) / 2, -ixy, -ixz],
[-ixy, (ixx + izz - iyy) / 2, -iyz],
[-ixz, -iyz, (ixx + iyy - izz) / 2]])
def _fullinertia(S):
return [S[1, 1] + S[2, 2], S[0, 0] + S[2, 2], S[0, 0] + S[1, 1], -S[0, 1], -S[0, 2], -S[1, 2]]
_variant_ids = itertools.count()
def compile_scene(piece_set: PieceSet, scene: Path = SCENE) -> mujoco.MjModel:
if piece_set.layout == NOMINAL:
spec = mujoco.MjSpec.from_file(str(scene))
else:
# Next to the scene file so its relative includes and mesh paths resolve.
tmp = scene.parent / f".variant_{os.getpid()}_{next(_variant_ids)}.xml"
tmp.write_text(build_scene(piece_set.layout))
try:
spec = mujoco.MjSpec.from_file(str(tmp))
finally:
tmp.unlink()
for mesh in spec.meshes:
if mesh.name.startswith("chess_"):
kind = mesh.name.split("_")[1]
w, h = piece_set.width[kind], piece_set.height[kind]
mesh.scale = [w, w, h]
for body in spec.bodies:
if not body.name.startswith(("w_", "b_")):
continue
kind = body.name.split("_")[1]
p = PIECES[kind]
w, h = piece_set.width[kind], piece_set.height[kind]
k = np.diag([w, w, h])
S = k @ _second_moments(p["fullinertia_kg_m2"]) @ k * (w * w * h)
body.mass = p["mass_kg"] * w * w * h
body.ipos = np.array(p["center_of_mass_m"]) * [w, w, h]
body.fullinertia = _fullinertia(S)
for site in body.sites:
site.pos = [0, 0, p["grasp_z_m"] * h]
return spec.compile()
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