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29.5 kB
| """Per-episode domain randomisation of a compiled model, from phase2_config.toml. | |
| Every episode starts again from the nominal values stored at construction, so | |
| ranges never compound. Only model arrays change; the scene file is untouched. | |
| Layout: the board (turned half a turn when the robot plays white, at a random angle | |
| and position) and the tray (either side, at a random angle) are redrawn until every | |
| square centre and the tray's drop area are within the arm's reach and nothing | |
| overlaps the deck or each other. The table then slides anywhere that still holds all | |
| of them, so the board is sometimes near an edge or a corner with the floor in view. | |
| Look: one to four of six lamps (kind, place, colour temperature, brightness, shadows), | |
| table, floor, wall, board, piece, arm, deck and tray colours, and everyday clutter and | |
| cables around the board. Cameras: the overhead camera anywhere a person could mount | |
| it (place_overhead, called once the arm is at rest); the rover and wrist cameras only | |
| move as much as remounting them would. Physics: piece mass and friction. | |
| """ | |
| from __future__ import annotations | |
| import mujoco | |
| import numpy as np | |
| import scene_environment as env | |
| from chess_world import SQUARES, ChessWorld, quat_yaw | |
| from overlay import Camera, project | |
| # (light, dark) square colours for vinyl boards, and piece colour pairs (white, black). | |
| VINYL_BOARDS = [((0.93, 0.92, 0.84), (0.30, 0.52, 0.33)), ((0.94, 0.90, 0.80), (0.45, 0.30, 0.20)), | |
| ((0.95, 0.95, 0.93), (0.20, 0.35, 0.55)), ((0.90, 0.86, 0.74), (0.55, 0.40, 0.25)), | |
| ((0.96, 0.96, 0.96), (0.35, 0.35, 0.37))] | |
| PIECE_COLOURS = [((0.93, 0.88, 0.76), (0.14, 0.11, 0.09)), ((0.95, 0.94, 0.92), (0.08, 0.08, 0.08)), | |
| ((0.86, 0.72, 0.52), (0.30, 0.17, 0.10)), ((0.97, 0.93, 0.83), (0.45, 0.12, 0.10)), | |
| ((0.90, 0.80, 0.62), (0.20, 0.14, 0.12))] | |
| TABLE_FLAT = [(0.92, 0.92, 0.90), (0.55, 0.55, 0.57), (0.25, 0.25, 0.27), (0.80, 0.74, 0.64), | |
| (0.96, 0.95, 0.93), (0.35, 0.22, 0.14)] | |
| # Printed-part colours of the arm (the owner's arm is white) and how often each is drawn. | |
| ARM_COLOURS = {"white": (0.92, 0.92, 0.90), "ivory": (0.95, 0.92, 0.84), "yellow": (0.88, 0.67, 0.13), | |
| "orange": (0.95, 0.45, 0.10), "black": (0.10, 0.10, 0.11), "grey": (0.52, 0.53, 0.55), | |
| "red": (0.75, 0.12, 0.10), "blue": (0.15, 0.32, 0.72), "green": (0.20, 0.55, 0.28)} | |
| ARM_WEIGHTS = np.array([0.30, 0.10, 0.12, 0.08, 0.12, 0.08, 0.07, 0.07, 0.06]) | |
| PRINTED_RGBA = (0.88, 0.67, 0.13) # the printed-part colour in the scene file | |
| FLOORS = ("oak_tex", "pale_wood_tex", "dark_wood_tex", "tile_tex", "carpet_tex", "concrete_tex", None) | |
| LAMPS = ("window_key", "ceiling_fill", "ceiling_2", "desk_lamp", "sun", "fill_2") | |
| # Clutter: footprint half extents in the body frame, footprint centre offset (y), tall? | |
| CLUTTER = {"laptop": (0.155, 0.145, 0.036, True), "phone": (0.074, 0.036, 0.0, False), | |
| "mug": (0.07, 0.047, 0.0, True), "notebook": (0.105, 0.075, 0.0, False), | |
| "pen": (0.075, 0.006, 0.0, False)} | |
| OLD_CABLES = ("arm_power_", "mains_cable_", "power_brick") # fixed cables of the nominal scene | |
| def _small_rotation(rng, deg): | |
| axis = rng.normal(size=3) | |
| axis /= np.linalg.norm(axis) | |
| angle = np.radians(rng.uniform(-deg, deg)) | |
| return np.r_[np.cos(angle / 2), np.sin(angle / 2) * axis] | |
| def _quat_mul(a, b): | |
| out = np.zeros(4) | |
| mujoco.mju_mulQuat(out, a, b) | |
| return out | |
| def kelvin_rgb(k: float) -> np.ndarray: | |
| """Approximate sRGB colour of a black body at `k` kelvin, brightest channel 1.""" | |
| t = k / 100 | |
| r = 1.0 if t <= 66 else 1.292936 * (t - 60) ** -0.1332047 | |
| g = 0.3900816 * np.log(t) - 0.6318414 if t <= 66 else 1.129891 * (t - 60) ** -0.0755148 | |
| b = 1.0 if t >= 66 else (0.0 if t <= 19 else 0.5432068 * np.log(t - 10) - 1.1962541) | |
| rgb = np.clip([r, g, b], 0, 1) | |
| return rgb / rgb.max() | |
| # ---------------------------------------------------------------------- 2D rectangles | |
| def rect(cx, cy, hx, hy, yaw=0.0) -> np.ndarray: | |
| c, s = np.cos(yaw), np.sin(yaw) | |
| local = np.array([[-hx, -hy], [hx, -hy], [hx, hy], [-hx, hy]]) | |
| return local @ np.array([[c, s], [-s, c]]) + [cx, cy] | |
| def gap(a: np.ndarray, b: np.ndarray) -> float: | |
| """Separation of two convex polygons along their edge normals: a lower bound on | |
| their distance (negative when they overlap).""" | |
| best = -np.inf | |
| for poly in (a, b): | |
| for i in range(len(poly)): | |
| e = poly[(i + 1) % len(poly)] - poly[i] | |
| n = np.array([-e[1], e[0]]) / np.linalg.norm(e) | |
| pa, pb = a @ n, b @ n | |
| best = max(best, pb.min() - pa.max(), pa.min() - pb.max()) | |
| return best | |
| def inside(poly: np.ndarray, p, grow=0.0) -> bool: | |
| return gap(poly, np.array([p, p + [1e-6, 0], p + [0, 1e-6]])) < grow | |
| class Randomizer: | |
| def __init__(self, m: mujoco.MjModel, world: ChessWorld, cfg: dict): | |
| self.m, self.world, self.cfg = m, world, cfg | |
| name = lambda i: m.geom(i).name | |
| # Hidden for good in phase 2: the overhead camera's mast (the camera moves anywhere) | |
| # and the nominal scene's fixed cables (replaced by randomised ones). | |
| mast = m.body("camera_mast").id | |
| for i in range(m.ngeom): | |
| if m.geom_bodyid[i] == mast or name(i).startswith(OLD_CABLES): | |
| m.geom_group[i] = 5 | |
| m.geom_contype[i] = m.geom_conaffinity[i] = 0 | |
| self.nominal = {k: getattr(m, k).copy() for k in ( | |
| "mat_rgba", "mat_texid", "mat_specular", "mat_shininess", "geom_rgba", "geom_friction", | |
| "geom_group", "geom_pos", "geom_quat", "geom_size", "body_mass", "body_inertia", "body_pos", | |
| "body_quat", "light_pos", "light_dir", "light_diffuse", "light_specular", "light_ambient", | |
| "light_castshadow", "light_cutoff", "cam_pos", "cam_quat", "cam_fovy")} | |
| self.square_geoms = {"light": [], "dark": []} | |
| for i in range(m.ngeom): | |
| if name(i).startswith("sq_"): | |
| mat = m.material(m.geom_matid[i]).name | |
| self.square_geoms["dark" if mat == "dark_square_mat" else "light"].append(i) | |
| self.piece_visual = {c: [m.geom(f"{n}_visual").id for n in world.pieces if world.color[n] == c] | |
| for c in "wb"} | |
| self.piece_collision = [i for i in range(m.ngeom) | |
| if m.geom_bodyid[i] in world.body.values() and m.geom_group[i] == 3] | |
| hand = {m.body(b).id for b in ("gripper", "moving_jaw_so101_v1")} | |
| self.jaw_geoms = [i for i in range(m.ngeom) if m.geom_bodyid[i] in hand and m.geom_group[i] == 3] | |
| self.board_geoms = [i for i in range(m.ngeom) if m.geom_bodyid[i] == world.board and m.geom_contype[i]] | |
| self.textures = {m.texture(i).name: i for i in range(m.ntex)} | |
| self.mat = {m.material(i).name: i for i in range(m.nmat)} | |
| self.printed = [i for i in range(m.nmat) if np.allclose(m.mat_rgba[i, :3], PRINTED_RGBA)] | |
| self.cams = {n: m.camera(n).id for n in ("overhead", "rover", "wrist")} | |
| self.lights = {n: m.light(n).id for n in LAMPS} | |
| self.clutter = {k: m.body(f"clutter_{k}").id for k in CLUTTER} | |
| self.clutter_geoms = {k: [i for i in range(m.ngeom) if m.geom_bodyid[i] == b] for k, b in self.clutter.items()} | |
| self.cables = [[m.geom(f"cable_{k}_{i}").id for i in range(env.CABLE_SEGMENTS)] for k in range(env.CABLES)] | |
| root = m.body("base").id | |
| self.arm_bodies = set() | |
| for b in range(m.nbody): | |
| a = b | |
| while a > 0 and a != root: | |
| a = m.body_parentid[a] | |
| if a == root: | |
| self.arm_bodies.add(b) | |
| dk = mujoco.MjData(m) | |
| mujoco.mj_kinematics(m, dk) | |
| self.pan_xy = dk.xanchor[m.joint("shoulder_pan").id][:2].copy() | |
| self.board_half = float(m.geom_size[m.geom("board_border").id][0]) # playing area plus border | |
| self.deck = rect(env.DECK_CX, 0.0, env.DECK_HX, env.DECK_HALF_Y) | |
| # ------------------------------------------------------------------ per episode | |
| def apply(self, rng: np.random.Generator) -> dict: | |
| m = self.m | |
| for k, v in self.nominal.items(): | |
| getattr(m, k)[:] = v | |
| info = {} | |
| self._layout(rng, info) | |
| self._table(rng, info) | |
| self._look(rng, info) | |
| self._lights(rng, info) | |
| self._clutter(rng, info) | |
| self._robot_cameras(rng, info) | |
| self._physics(rng, info) | |
| return info | |
| def _layout(self, rng, info): | |
| m, w, b, t = self.m, self.world, self.cfg["board"], self.cfg["tray"] | |
| white = bool(rng.random() < b["robot_plays_white_probability"]) | |
| local = np.array([w.square_local[s][:2] for s in SQUARES]) | |
| h = self.board_half | |
| # Each miss narrows the ranges, ending square and flush against the deck, which | |
| # sample_layout guarantees is in reach: large boards end up nearly square to the | |
| # robot (as they must be in reality), small ones use the full ranges. | |
| for attempt in range(500): | |
| k = max(0.0, 1 - attempt / 300) | |
| yaw = (np.pi if white else 0.0) + np.radians(k * rng.uniform(*b["yaw_deg"])) | |
| corners = rect(0, 0, h, h, yaw) | |
| cx = env.DECK_FRONT + b["deck_gap_m"] - corners[:, 0].min() + k * rng.uniform(*b["offset_x"]) | |
| cy = k * rng.uniform(*b["offset_y"]) | |
| c, s = np.cos(yaw), np.sin(yaw) | |
| centres = local @ np.array([[c, s], [-s, c]]) + [cx, cy] | |
| if np.linalg.norm(centres - self.pan_xy, axis=1).max() <= b["reach_m"]: | |
| break | |
| else: | |
| raise RuntimeError("no reachable board pose") | |
| m.body_pos[w.board] = [cx, cy, 0.0] | |
| m.body_quat[w.board] = quat_yaw(yaw) | |
| self.board_poly = rect(cx, cy, h, h, yaw) | |
| hx, hy = w.bin_half + 0.002 | |
| drop = w.bin_half - 0.014 # where the expert releases pieces | |
| first = 1.0 if rng.random() < t["left_probability"] else -1.0 | |
| for attempt in range(600): | |
| side = first if attempt < 400 else -first # the other side only if this one has no room | |
| az = side * np.radians(rng.uniform(*t["azimuth_deg"])) | |
| p = self.pan_xy + rng.uniform(*t["radius_m"]) * np.array([np.cos(az), np.sin(az)]) | |
| tyaw = np.radians(rng.uniform(*t["yaw_deg"])) | |
| poly = rect(*p, hx, hy, tyaw) | |
| if gap(poly, self.board_poly) < t["board_gap_m"] or gap(poly, self.deck) < t["deck_gap_m"]: | |
| continue | |
| # The rover camera stalk and housing stand on the deck's front-right corner: | |
| # a tray tucked in beside them leaves the forearm no way past. | |
| if np.linalg.norm(p - env.ROVER_CAMERA_POS[:2]) < t["rover_camera_clearance_m"]: | |
| continue | |
| if np.linalg.norm(rect(*p, *drop, tyaw) - self.pan_xy, axis=1).max() <= t["reach_m"]: | |
| break | |
| else: | |
| raise RuntimeError("no reachable tray pose") | |
| m.body_pos[w.bin] = [p[0], p[1], 0.0] | |
| m.body_quat[w.bin] = quat_yaw(tyaw) | |
| self.tray_poly = poly | |
| info["board"] = dict(robot_plays="white" if white else "black", centre_m=[round(cx, 4), round(cy, 4)], | |
| yaw_deg=round(float(np.degrees(yaw)), 2)) | |
| info["tray"] = dict(side="left" if side > 0 else "right", centre_m=[round(float(p[0]), 4), round(float(p[1]), 4)], | |
| yaw_deg=round(float(np.degrees(tyaw)), 2)) | |
| def _table(self, rng, info): | |
| """Slide the table anywhere that keeps the deck, board and tray on it, U-shaped | |
| towards the limits so edges and corners (with the floor in view) come up often.""" | |
| tb = self.cfg["table"] | |
| if "fixed_offset" in tb: | |
| dx, dy = tb["fixed_offset"] | |
| (cx, cy), (hx, hy) = env.TABLE_CENTER[:2], env.TABLE_HALF[:2] | |
| self.m.body_pos[self.world.table] = self.world.nominal_table_pos + [dx, dy, 0] | |
| self.table_poly = rect(cx + dx, cy + dy, hx, hy) | |
| info["table_offset_m"] = [dx, dy] | |
| return | |
| pts = np.vstack([self.deck, self.board_poly, self.tray_poly]) | |
| lo, hi = pts.min(0) - tb["margin_m"], pts.max(0) + tb["margin_m"] | |
| (cx, cy), (hx, hy) = env.TABLE_CENTER[:2], env.TABLE_HALF[:2] | |
| dx_lo, dx_hi = max(hi[0] - (cx + hx), tb["back_edge_min_x"] - (cx - hx)), lo[0] - (cx - hx) | |
| dy_lo, dy_hi = hi[1] - (cy + hy), lo[1] - (cy - hy) | |
| dx = dx_lo + (dx_hi - dx_lo) * rng.beta(*tb["edge_bias"]) if dx_hi > dx_lo else 0.0 | |
| dy = dy_lo + (dy_hi - dy_lo) * rng.beta(*tb["edge_bias"]) if dy_hi > dy_lo else 0.0 | |
| self.m.body_pos[self.world.table] = self.world.nominal_table_pos + [dx, dy, 0] | |
| self.table_poly = rect(cx + dx, cy + dy, hx, hy) | |
| info["table_offset_m"] = [round(float(dx), 3), round(float(dy), 3)] | |
| def _pieces_and_arm(self, rng, info, a): | |
| m = self.m | |
| if a.get("piece_colours") == "black_white": | |
| white, black = PIECE_COLOURS[1] | |
| else: | |
| white, black = PIECE_COLOURS[rng.integers(len(PIECE_COLOURS))] | |
| for col, rgb in (("w", white), ("b", black)): | |
| m.geom_rgba[self.piece_visual[col], :3] = np.clip(np.array(rgb) * (1 + rng.uniform(-0.06, 0.06, 3)), 0, 1) | |
| names = a.get("arm_colours", list(ARM_COLOURS)) | |
| weights = np.array([ARM_WEIGHTS[list(ARM_COLOURS).index(n)] for n in names]) | |
| first = names[rng.choice(len(names), p=weights / weights.sum())] | |
| colours = {i: first for i in self.printed} | |
| if len(names) > 1 and rng.random() < a["two_tone_arm_probability"]: | |
| second = names[rng.integers(len(names))] | |
| for i in rng.choice(self.printed, size=len(self.printed) // 2, replace=False): | |
| colours[i] = second | |
| for i, c in colours.items(): | |
| m.mat_rgba[i, :3] = np.clip(np.array(ARM_COLOURS[c]) * (1 + rng.uniform(-0.04, 0.04, 3)), 0, 1) | |
| info["arm_colour"] = first | |
| def _look(self, rng, info): | |
| m, a = self.m, self.cfg["appearance"] | |
| if a.get("fixed_look"): | |
| # Nominal board, table, floor, walls, deck and tray; only pieces and arm as configured. | |
| self._pieces_and_arm(rng, info, a) | |
| info.update(board_look="nominal", table_look="nominal", floor="nominal") | |
| return | |
| tex_rgb = mujoco.mjtTextureRole.mjTEXROLE_RGB | |
| wood = [self.textures[t] for t in ("oak_tex", "pale_wood_tex", "dark_wood_tex")] | |
| light_mat, dark_mat = self.mat["light_square_mat"], self.mat["dark_square_mat"] | |
| if rng.random() < a["flat_board_probability"]: | |
| light, dark = VINYL_BOARDS[rng.integers(len(VINYL_BOARDS))] | |
| m.mat_texid[light_mat, tex_rgb] = -1 | |
| m.mat_texid[dark_mat, tex_rgb] = -1 | |
| info["board_look"] = "vinyl" | |
| else: | |
| m.mat_texid[light_mat, tex_rgb] = self.textures["pale_wood_tex"] if rng.random() < 0.8 else wood[0] | |
| m.mat_texid[dark_mat, tex_rgb] = self.textures["dark_wood_tex"] if rng.random() < 0.8 else wood[0] | |
| light = np.array((0.98, 0.97, 0.94)) * (1 + rng.uniform(-a["tint"], a["tint"] / 3, 3)) | |
| dark = np.array((0.95, 0.93, 0.90)) * (1 + rng.uniform(-a["tint"] * 2, a["tint"] / 3, 3)) | |
| info["board_look"] = "wood" | |
| for kind, colour in (("light", light), ("dark", dark)): | |
| m.geom_rgba[self.square_geoms[kind], :3] = np.clip(colour, 0, 1) | |
| m.mat_rgba[self.mat["border_mat"], :3] *= 1 + rng.uniform(-a["tint"] * 2, a["tint"], 3) | |
| # Table: wood (pale laminate most often) or a flat colour, matte to glossy. | |
| table = self.mat["table_mat"] | |
| if rng.random() < 0.25: | |
| m.mat_texid[table, tex_rgb] = -1 | |
| m.mat_rgba[table, :3] = TABLE_FLAT[rng.integers(len(TABLE_FLAT))] | |
| info["table_look"] = "flat" | |
| else: | |
| m.mat_texid[table, tex_rgb] = wood[rng.choice(3, p=[0.3, 0.5, 0.2])] | |
| m.mat_rgba[table, :3] = np.clip(1 + rng.uniform(-a["tint"] * 2, a["tint"], 3), 0, 1) | |
| info["table_look"] = "wood" | |
| m.mat_specular[table] = rng.uniform(*a["table_specular"]) | |
| m.mat_shininess[table] = rng.uniform(*a["table_shininess"]) | |
| # Floor and walls. | |
| floor = self.mat["floor_mat"] | |
| choice = FLOORS[rng.integers(len(FLOORS))] | |
| m.mat_texid[floor, tex_rgb] = -1 if choice is None else self.textures[choice] | |
| base = rng.uniform(0.25, 0.9, 3) if choice in (None, "carpet_tex", "tile_tex") else np.ones(3) | |
| m.mat_rgba[floor, :3] = np.clip(base * (1 + rng.uniform(-0.1, 0.1, 3)), 0, 1) | |
| info["floor"] = (choice or "flat").replace("_tex", "") | |
| m.mat_rgba[self.mat["wall_mat"], :3] = np.clip(rng.uniform(0.6, 0.97) * (1 + rng.uniform(-0.06, 0.06, 3)), 0, 1) | |
| # Pieces and arm (printed parts in one colour, sometimes two), then the deck and tray. | |
| self._pieces_and_arm(rng, info, a) | |
| m.mat_rgba[self.mat["case_mat"], :3] = rng.uniform(0.05, 0.85) * (1 + rng.uniform(-0.1, 0.1, 3)) | |
| m.mat_rgba[self.mat["bin_mat"], :3] = rng.uniform(0.1, 0.85, 3) | |
| m.mat_rgba[self.mat["felt"], :3] = rng.uniform(0.05, 0.6, 3) | |
| m.mat_rgba[:] = np.clip(m.mat_rgba, 0, 1) | |
| def _lights(self, rng, info): | |
| m, L = self.m, self.cfg["lighting"] | |
| if L.get("fixed"): | |
| info["lights"] = dict(key="nominal", on=["window_key", "ceiling_fill"], ambient=0.55) | |
| return # the scene's own window and ceiling lights | |
| for i in self.lights.values(): | |
| m.light_diffuse[i] = m.light_specular[i] = 0 | |
| m.light_castshadow[i] = 0 | |
| centre = np.r_[m.body_pos[self.world.board][:2], self.world.board_top] | |
| kinds = list(L["key_weights"]) | |
| key = kinds[rng.choice(len(kinds), p=np.array(list(L["key_weights"].values())) / sum(L["key_weights"].values()))] | |
| on = [key] + [n for n in LAMPS if n != key and rng.random() < L["extra_probability"]][:L["max_lights"] - 1] | |
| shadows = 0 | |
| for n in on: | |
| i = self.lights[n] | |
| lo, hi = L["intensity"][n] | |
| colour = kelvin_rgb(rng.uniform(*(L["sun_k"] if n == "sun" else L["lamp_k"]))) | |
| m.light_diffuse[i] = colour * rng.uniform(lo, hi) | |
| m.light_specular[i] = m.light_diffuse[i] * 0.3 | |
| aim = centre + np.r_[rng.normal(0, 0.08, 2), 0] | |
| if n == "sun": | |
| el, az = np.radians(rng.uniform(*L["sun_elevation_deg"])), rng.uniform(0, 2 * np.pi) | |
| m.light_dir[i] = -np.array([np.cos(el) * np.cos(az), np.cos(el) * np.sin(az), np.sin(el)]) | |
| else: | |
| if n.startswith("ceiling"): | |
| pos = centre + np.r_[rng.uniform(-0.8, 0.8, 2), rng.uniform(*L["ceiling_height_m"])] | |
| aim = pos - [0, 0, 1] + np.r_[rng.normal(0, 0.25, 2), 0] | |
| else: | |
| near = n == "desk_lamp" | |
| dist = rng.uniform(*(L["desk_lamp_distance_m"] if near else L["window_distance_m"])) | |
| az = rng.uniform(0, 2 * np.pi) | |
| height = rng.uniform(*(L["desk_lamp_height_m"] if near else L["window_height_m"])) | |
| pos = centre + np.r_[dist * np.cos(az), dist * np.sin(az), height] | |
| m.light_pos[i] = pos | |
| d = aim - pos | |
| m.light_dir[i] = d / np.linalg.norm(d) | |
| m.light_cutoff[i] = rng.uniform(*L["cutoff_deg"][n]) | |
| if n != "fill_2" and (n == key or (shadows < L["max_shadows"] and rng.random() < 0.3)): | |
| m.light_castshadow[i] = 1 | |
| shadows += 1 | |
| amb = self.m.light("room_bounce").id | |
| m.light_ambient[amb] = kelvin_rgb(rng.uniform(*L["lamp_k"])) * rng.uniform(*L["ambient"]) | |
| info["lights"] = dict(key=key, on=on, ambient=round(float(m.light_ambient[amb].max()), 3)) | |
| def _clutter(self, rng, info): | |
| m, cl = self.m, self.cfg["clutter"] | |
| keep = [self.deck, self.board_poly, self.tray_poly] | |
| table = self.table_poly | |
| placed, present = [], [] | |
| for k, (hx, hy, oy, tall) in CLUTTER.items(): | |
| if rng.random() >= cl["probability"][k]: | |
| continue | |
| for _ in range(40): | |
| yaw = rng.uniform(0, 2 * np.pi) | |
| c, s = np.cos(yaw), np.sin(yaw) | |
| lo, hi = table.min(0) + 0.02, table.max(0) - 0.02 | |
| pos = rng.uniform(lo, hi) | |
| centre = pos + [-s * oy, c * oy] | |
| poly = rect(*centre, hx, hy, yaw) | |
| if any(not inside(table, q, -0.005) for q in poly): | |
| continue | |
| if min(gap(poly, p) for p in keep + placed) < cl["keep_out_m"]: | |
| continue | |
| if tall and np.linalg.norm(centre - self.pan_xy) < cl["tall_min_reach_m"] and centre[0] > env.DECK_BACK - 0.03: | |
| continue | |
| m.body_pos[self.clutter[k]] = [pos[0], pos[1], 0.0] | |
| m.body_quat[self.clutter[k]] = quat_yaw(yaw) | |
| m.geom_group[self.clutter_geoms[k]] = 1 | |
| placed.append(poly) | |
| present.append(k) | |
| break | |
| for mat in ("device_mat", "device2_mat", "mug_mat", "notebook_mat", "pen_mat"): | |
| m.mat_rgba[self.mat[mat], :3] = rng.uniform(0.05, 0.9, 3) if mat != "device_mat" else rng.uniform(0.1, 0.8) | |
| cables = 0 | |
| for k, segs in enumerate(self.cables): | |
| if rng.random() >= cl["cable_probability"][k]: | |
| continue | |
| pts = self._cable_path(rng, keep, from_deck=(k == 0 and rng.random() < 0.4)) | |
| if len(pts) < 3: | |
| continue | |
| radius = rng.uniform(*cl["cable_radius_m"]) | |
| m.mat_rgba[self.mat[f"cable_mat_{k}"], :3] = (0.03, 0.03, 0.035) if rng.random() < 0.7 else rng.uniform(0.3, 0.95) | |
| for g, (a, b) in zip(segs, zip(pts[:-1], pts[1:])): | |
| a3, b3 = np.r_[a, radius], np.r_[b, radius] | |
| v = b3 - a3 | |
| length = np.linalg.norm(v) | |
| q = np.zeros(4) | |
| mujoco.mju_quatZ2Vec(q, v / length) | |
| m.geom_pos[g] = (a3 + b3) / 2 | |
| m.geom_quat[g] = q | |
| m.geom_size[g, :2] = [radius, length / 2] | |
| m.geom_group[g] = 1 | |
| cables += 1 | |
| info["clutter"] = present + [f"cable x{cables}"] * bool(cables) | |
| def _cable_path(self, rng, keep, from_deck): | |
| """A cable lying on the table: a smooth random walk from a table edge (or from the | |
| deck's power socket) that stops at an edge and steps around the deck, board and tray.""" | |
| cl, table = self.cfg["clutter"], self.table_poly | |
| n = env.CABLE_SEGMENTS | |
| step = rng.uniform(*cl["cable_length_m"]) / n | |
| lo, hi = table.min(0), table.max(0) | |
| if from_deck: | |
| start, heading = np.array([env.DECK_BACK - 0.005, rng.uniform(-0.06, 0.06)]), np.pi + rng.normal(0, 0.4) | |
| else: | |
| edge = rng.integers(4) | |
| u = rng.uniform(0.1, 0.9) | |
| along_x, along_y = lo[0] + u * (hi[0] - lo[0]), lo[1] + u * (hi[1] - lo[1]) | |
| start = np.array([(along_x, lo[1] + 0.006), (along_x, hi[1] - 0.006), | |
| (lo[0] + 0.006, along_y), (hi[0] - 0.006, along_y)][edge]) | |
| heading = [np.pi / 2, -np.pi / 2, 0.0, np.pi][edge] + rng.uniform(-1.0, 1.0) | |
| pts = [start] | |
| for i in range(n): | |
| for attempt in range(8): | |
| h = heading + rng.normal(0, 0.3 + 0.25 * attempt) | |
| nxt = pts[-1] + step * np.array([np.cos(h), np.sin(h)]) | |
| if not inside(table, nxt, -0.003): | |
| return pts | |
| if any(inside(p, nxt, 0.012) for p in keep) and not (from_deck and i < 1): | |
| continue | |
| pts.append(nxt) | |
| heading = h | |
| break | |
| else: | |
| break | |
| return pts | |
| def _robot_cameras(self, rng, info): | |
| """Rover and wrist cameras sit on the robot: only remounting errors.""" | |
| m, c = self.m, self.cfg["cameras"] | |
| for name in ("rover", "wrist"): | |
| cid = self.cams[name] | |
| jitter = rng.uniform(-c[f"{name}_pos_jitter"], c[f"{name}_pos_jitter"], 3) | |
| # Each lens sits at the front face of its housing: 1 mm back puts the camera | |
| # inside it and the image goes black (38% of wrist views in the first pilot). | |
| # A backward component along the view direction is mirrored forward. | |
| view = np.zeros(3) | |
| mujoco.mju_rotVecQuat(view, np.array([0.0, 0.0, -1.0]), m.cam_quat[cid]) | |
| back = jitter @ view | |
| if back < 0: | |
| jitter -= 2 * back * view | |
| m.cam_pos[cid] += jitter | |
| m.cam_quat[cid] = _quat_mul(m.cam_quat[cid], _small_rotation(rng, c[f"{name}_rot_jitter_deg"])) | |
| m.cam_fovy[cid] += rng.uniform(-c[f"{name}_fovy_jitter_deg"], c[f"{name}_fovy_jitter_deg"]) | |
| def _physics(self, rng, info): | |
| m, p = self.m, self.cfg["physics"] | |
| for name in self.world.pieces: | |
| bid = self.world.body[name] | |
| f = rng.uniform(*p["mass_scale"]) | |
| m.body_mass[bid] *= f | |
| m.body_inertia[bid] *= f | |
| mu = rng.uniform(*p["friction"]) | |
| m.geom_friction[self.piece_collision, 0] = mu | |
| m.geom_friction[self.jaw_geoms, 0] = mu | |
| m.geom_friction[self.board_geoms, 0] = rng.uniform(*p["board_friction"]) | |
| info["friction"] = round(float(mu), 3) | |
| # ------------------------------------------------------------------ overhead camera | |
| def place_overhead(self, d: mujoco.MjData, rng, info) -> None: | |
| """Put the overhead camera anywhere a person could mount it: 35-80 cm above the | |
| board, straight down to 45 degrees from vertical, from any side but behind the | |
| robot, with a common webcam lens. Redrawn until the whole board and the tray are | |
| in frame and the resting arm hides no square centre. `d` must hold the arm at rest | |
| with its kinematics computed.""" | |
| m, w, c = self.m, self.world, self.cfg["cameras"] | |
| ds = self.cfg["dataset"] | |
| cid = self.cams["overhead"] | |
| W, H = ds["image_width"], ds["image_height"] | |
| centre = np.r_[m.body_pos[w.board][:2], w.board_top] | |
| board = np.c_[self.board_poly, np.full(4, w.board_top)] | |
| tray = w.bin_corners() | |
| squares = np.array([w.square_center(s) for s in SQUARES]) + [0, 0, 0.001] | |
| group = np.array([1, 1, 1, 0, 0, 0], np.uint8) | |
| hit = np.zeros(1, np.int32) | |
| margin = c["overhead_margin"] | |
| for _ in range(80): | |
| height = rng.uniform(*c["overhead_height_m"]) | |
| tilt = np.radians(rng.uniform(*c["overhead_tilt_deg"])) | |
| az = np.radians(rng.uniform(*c["overhead_azimuth_deg"])) | |
| roll = np.radians(rng.uniform(*c["overhead_roll_deg"])) | |
| fovy = rng.uniform(*c["overhead_fovy_deg"]) | |
| target = centre + np.r_[rng.normal(0, c["overhead_target_jitter_m"], 2), 0] | |
| away = np.array([np.sin(tilt) * np.cos(az), np.sin(tilt) * np.sin(az), np.cos(tilt)]) | |
| pos = target + away * height / np.cos(tilt) | |
| if pos[0] < -0.7 or abs(pos[1]) > 1.1: | |
| continue | |
| f = (target - pos) / np.linalg.norm(target - pos) | |
| up_hint = -np.array([np.cos(az), np.sin(az), 0.0]) # image top toward the far side | |
| right = np.cross(f, up_hint) | |
| right /= np.linalg.norm(right) | |
| up = np.cross(right, f) | |
| right, up = np.cos(roll) * right + np.sin(roll) * up, -np.sin(roll) * right + np.cos(roll) * up | |
| R = np.column_stack([right, up, -f]) | |
| cam = Camera(pos, R, fovy, W, H) | |
| ok = True | |
| for poly in (board, tray): | |
| if np.any((poly - pos) @ R[:, 2] >= 0): # behind the camera | |
| ok = False | |
| break | |
| px = project(cam, poly) | |
| if px is None or len(px) != len(poly) or np.any(px[:, 0] < margin * W) or np.any(px[:, 0] > (1 - margin) * W) \ | |
| or np.any(px[:, 1] < margin * H) or np.any(px[:, 1] > (1 - margin) * H): | |
| ok = False | |
| break | |
| if not ok: | |
| continue | |
| hidden = 0 | |
| for s in squares: | |
| dist = mujoco.mj_ray(m, d, pos, s - pos, group, 1, -1, hit) | |
| if 0 <= dist < 0.995 and m.geom_bodyid[hit[0]] in self.arm_bodies: | |
| hidden += 1 | |
| break | |
| if hidden and not c.get("overhead_arm_may_hide"): | |
| continue | |
| q = np.zeros(4) | |
| mujoco.mju_mat2Quat(q, R.ravel()) | |
| m.cam_pos[cid] = pos # the camera's parent body sits at the world origin | |
| m.cam_quat[cid] = q | |
| m.cam_fovy[cid] = fovy | |
| info["overhead"] = dict(height_m=round(float(height), 3), tilt_deg=round(float(np.degrees(tilt)), 1), | |
| azimuth_deg=round(float(np.degrees(az)), 1), roll_deg=round(float(np.degrees(roll)), 1), | |
| fovy_deg=round(float(fovy), 1)) | |
| return | |
| info["overhead"] = "nominal" | |