"""Board, squares and pieces of the generated chess scene, with helpers to place them. The board is a static body. Its pose can be changed per episode through `model.body_pos` / `model.body_quat`; square sites move with it. """ from __future__ import annotations import mujoco import numpy as np FILES = "abcdefgh" SQUARES = [f"{f}{r}" for r in range(1, 9) for f in FILES] KINDS = ("pawn", "rook", "knight", "bishop", "queen", "king") SYMBOL_KIND = dict(p="pawn", r="rook", n="knight", b="bishop", q="queen", k="king") # Parking spots for pieces that are off the board: on the floor far from the table, out # of every camera's view even when the table is slid so the floor shows. PARK_ORIGIN = np.array([-2.2, 1.9, -0.735]) def quat_yaw(yaw: float) -> np.ndarray: return np.array([np.cos(yaw / 2), 0.0, 0.0, np.sin(yaw / 2)]) def yaw_of(mat: np.ndarray) -> float: R = mat.reshape(3, 3) return float(np.arctan2(R[1, 0], R[0, 0])) class ChessWorld: def __init__(self, m: mujoco.MjModel): self.m = m self.board = m.body("board").id self.bin = m.body("bin").id self.pieces = [m.body(i).name for i in range(m.nbody) if m.body(i).name.startswith(("w_", "b_"))] self.body = {n: m.body(n).id for n in self.pieces} self.kind = {n: n.split("_")[1] for n in self.pieces} self.color = {n: n[0] for n in self.pieces} self.qadr = {n: m.jnt_qposadr[m.body(n).jntadr[0]] for n in self.pieces} self.vadr = {n: m.jnt_dofadr[m.body(n).jntadr[0]] for n in self.pieces} self.square_local = {s: m.site(f"sq_{s}").pos.copy() for s in SQUARES} self.board_top = float(self.square_local["a1"][2]) self.square_size = float(np.linalg.norm(self.square_local["b1"] - self.square_local["a1"])) self.nominal_board_pos = m.body_pos[self.board].copy() self.nominal_bin_pos = m.body_pos[self.bin].copy() # Piece geometry, per kind, from the collision geoms of one body of that kind. self.height, self.foot_radius = {}, {} for kind in KINDS: name = next(n for n in self.pieces if self.kind[n] == kind) pts = self._collision_points(name) self.height[kind] = float(pts[:, 2].max()) self.foot_radius[kind] = float(np.linalg.norm(pts[pts[:, 2] < 0.002, :2], axis=1).max()) # Tray interior (bin frame), from the geoms of scene_environment.tray: 2 mm walls, # felt liner on the 4 mm floor, rounded rim (1.2 mm radius) on the wall tops. floor = m.geom("tray_floor").id wall = m.geom("tray_wall_y_1").id self.bin_half = m.geom_size[floor][:2] - 0.002 self.bin_floor = 0.0041 self.bin_rim = float(m.geom_pos[wall][2] + m.geom_size[wall][2]) + 0.0012 self.table = m.body("table").id self.nominal_table_pos = m.body_pos[self.table].copy() def _collision_points(self, name): bid = self.body[name] out = [] for g in np.flatnonzero((self.m.geom_bodyid == bid) & (self.m.geom_group == 3)): mid = self.m.geom_dataid[g] v = self.m.mesh_vert[self.m.mesh_vertadr[mid]:self.m.mesh_vertadr[mid] + self.m.mesh_vertnum[mid]] R = np.zeros(9) mujoco.mju_quat2Mat(R, self.m.geom_quat[g]) out.append(v @ R.reshape(3, 3).T + self.m.geom_pos[g]) return np.concatenate(out) # ------------------------------------------------------------------ board pose def set_board_pose(self, offset_xy, yaw): self.m.body_pos[self.board] = self.nominal_board_pos + [offset_xy[0], offset_xy[1], 0] self.m.body_quat[self.board] = quat_yaw(yaw) def board_yaw(self) -> float: q = self.m.body_quat[self.board] return float(2 * np.arctan2(q[3], q[0])) def board_to_world(self, local_xyz) -> np.ndarray: yaw = self.board_yaw() c, s = np.cos(yaw), np.sin(yaw) local = np.asarray(local_xyz, float) x = c * local[..., 0] - s * local[..., 1] y = s * local[..., 0] + c * local[..., 1] return np.stack([x, y, local[..., 2]], -1) + self.m.body_pos[self.board] def square_center(self, square: str) -> np.ndarray: """World position of a square centre on the board surface.""" return self.board_to_world(self.square_local[square]) def square_corners(self, square: str, grow=0.0) -> np.ndarray: h = self.square_size / 2 + grow c = self.square_local[square] local = np.array([[c[0] - h, c[1] - h, c[2]], [c[0] + h, c[1] - h, c[2]], [c[0] + h, c[1] + h, c[2]], [c[0] - h, c[1] + h, c[2]]]) return self.board_to_world(local) def bin_center(self) -> np.ndarray: return self.m.body_pos[self.bin] + [0, 0, self.bin_floor] def bin_yaw(self) -> float: q = self.m.body_quat[self.bin] return float(2 * np.arctan2(q[3], q[0])) def bin_point(self, u, v, z=0.0) -> np.ndarray: """World point at (u, v) in the tray's own frame, `z` above its felt floor.""" c, s = np.cos(self.bin_yaw()), np.sin(self.bin_yaw()) return self.bin_center() + [c * u - s * v, s * u + c * v, z] def bin_corners(self) -> np.ndarray: hx, hy = self.bin_half return np.array([self.bin_point(u, v) for u, v in ((-hx, -hy), (hx, -hy), (hx, hy), (-hx, hy))]) def in_bin(self, pos) -> bool: rel = np.asarray(pos)[:2] - self.m.body_pos[self.bin][:2] c, s = np.cos(self.bin_yaw()), np.sin(self.bin_yaw()) local = np.array([c * rel[0] + s * rel[1], -s * rel[0] + c * rel[1]]) return bool(np.all(np.abs(local) < self.bin_half + 0.002) and pos[2] < self.bin_rim + 0.03) def square_at(self, pos) -> str | None: """The square whose area contains world point `pos`, or None.""" yaw = self.board_yaw() c, s = np.cos(yaw), np.sin(yaw) rel = np.asarray(pos)[:2] - self.m.body_pos[self.board][:2] local = np.array([c * rel[0] + s * rel[1], -s * rel[0] + c * rel[1]]) for sq, p in self.square_local.items(): if np.all(np.abs(local - p[:2]) < self.square_size / 2): return sq return None # ------------------------------------------------------------------ pieces def place(self, d, name, xyz, quat): a = self.qadr[name] d.qpos[a:a + 3] = xyz d.qpos[a + 3:a + 7] = quat v = self.vadr[name] d.qvel[v:v + 6] = 0 def place_on_square(self, d, name, square, offset_xy=(0, 0), yaw=0.0): c = self.square_center(square) self.place(d, name, [c[0] + offset_xy[0], c[1] + offset_xy[1], self.board_top + 0.0002], quat_yaw(yaw)) def park(self, d, name): i = self.pieces.index(name) self.place(d, name, PARK_ORIGIN + [0.035 * (i % 8), 0.035 * (i // 8), 0], [1, 0, 0, 0]) def base_pos(self, d, name) -> np.ndarray: return d.xpos[self.body[name]].copy() def tilt_deg(self, d, name) -> float: return float(np.degrees(np.arccos(np.clip(d.xmat[self.body[name]][8], -1, 1)))) def on_board(self, d, name) -> bool: p = self.base_pos(d, name) return abs(p[2] - self.board_top) < 0.01 and self.square_at(p) is not None