"""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"