playful / chess-sim /code /sim /make_scene.py
Ali-Uraish's picture
Add files using upload-large-folder tool
9ffd3e8 verified
Raw History Blame Contribute Delete
14.8 kB
"""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()