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// The planar pushing environment, ported to JavaScript.
//
// A port of `models/envs/planar_push.py`. MuJoCo, Box2D and Chipmunk cannot run in a browser,
// so those three domains are replayed from recorded states -- but the planar environment is
// ours and is a few hundred lines of arithmetic, so here it runs live. That is what makes the
// sandbox real rather than a video: the viewer drives the pusher, this integrates the true
// physics, and the model predicts against a ground truth that did not exist until the viewer
// created it.
//
// Constants and the resolution order are kept identical to the Python. In particular contact
// resolution runs AFTER integration within each substep, so objects never end a substep
// overlapping, and the pusher is infinitely massive so it never yields.
export const OBJECT_RADIUS = 0.025;
export const PUSHER_RADIUS = 0.02;
export const DEFAULT_CONFIG = {
numObjects: 3,
actionScale: 0.04,
pusherBounds: [-0.26, 0.26],
objectBounds: [-0.26, 0.26],
minObjectSeparation: 0.09,
goalClearance: 0.1,
goalXY: [0.18, 0.18],
targetObject: 0,
linearDamping: 0.45,
angularDamping: 0.7,
restitution: 0.0,
solverIterations: 4,
substeps: 4,
torqueGain: 2383.0,
};
const clamp = (value, low, high) => Math.min(high, Math.max(low, value));
/** Deterministic PRNG so a scene can be reproduced from its seed, as the Python does with
* `np.random.default_rng(seed)`. Values will not match numpy's stream -- only the physics
* needs to agree, and the layout is resampled in the browser anyway. */
function mulberry32(seed) {
let a = seed >>> 0;
return () => {
a = (a + 0x6d2b79f5) >>> 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
export class PlanarPushEnv {
constructor(config = {}) {
this.config = { ...DEFAULT_CONFIG, ...config };
this.random = mulberry32(this.config.seed ?? 1);
this.reset();
}
reset(seed) {
if (seed !== undefined) this.random = mulberry32(seed);
const n = this.config.numObjects;
this.pusher = [0.0, -0.22];
this.objectXY = [];
this.objectYaw = new Array(n).fill(0);
this.objectVel = Array.from({ length: n }, () => [0, 0]);
this.objectOmega = new Array(n).fill(0);
this.stepCount = 0;
for (let i = 0; i < n; i += 1) {
this.objectXY.push(this.sampleFreeXY());
this.objectYaw[i] = (this.random() * 2 - 1) * Math.PI;
}
return this.observation();
}
sampleFreeXY() {
const [lower, upper] = this.config.objectBounds;
const goal = this.config.goalXY;
for (let attempt = 0; attempt < 4000; attempt += 1) {
const xy = [
lower + this.random() * (upper - lower),
lower + this.random() * (upper - lower),
];
if (Math.hypot(xy[0] - 0.0, xy[1] + 0.22) < 0.1) continue;
if (Math.hypot(xy[0] - goal[0], xy[1] - goal[1]) < this.config.goalClearance) continue;
const clear = this.objectXY.every(
(other) => Math.hypot(xy[0] - other[0], xy[1] - other[1]) > this.config.minObjectSeparation,
);
if (clear) return xy;
}
// Falling back rather than throwing: in the browser a crowded layout should degrade to a
// slightly tighter scene, not to a blank page.
return [lower + this.random() * (upper - lower), lower + this.random() * (upper - lower)];
}
step(action) {
const [low, high] = this.config.pusherBounds;
const clipped = [clamp(action[0], -1, 1), clamp(action[1], -1, 1)];
const target = [
clamp(this.pusher[0] + clipped[0] * this.config.actionScale, low, high),
clamp(this.pusher[1] + clipped[1] * this.config.actionScale, low, high),
];
// Substepping matters: one jump can tunnel the pusher through a disc, which would break
// the "only touched objects move" property the whole study is about.
const stride = [
(target[0] - this.pusher[0]) / this.config.substeps,
(target[1] - this.pusher[1]) / this.config.substeps,
];
const drive = [target[0] - this.pusher[0], target[1] - this.pusher[1]];
for (let sub = 0; sub < this.config.substeps; sub += 1) {
this.pusher = [this.pusher[0] + stride[0], this.pusher[1] + stride[1]];
this.integrate(1 / this.config.substeps);
this.resolveContacts(drive);
}
this.stepCount += 1;
return this.observation();
}
integrate(fraction) {
const decayLinear = this.config.linearDamping ** fraction;
const decayAngular = this.config.angularDamping ** fraction;
for (let i = 0; i < this.objectXY.length; i += 1) {
this.objectXY[i][0] += this.objectVel[i][0] * fraction;
this.objectXY[i][1] += this.objectVel[i][1] * fraction;
let yaw = this.objectYaw[i] + this.objectOmega[i] * fraction + Math.PI;
yaw = ((yaw % (2 * Math.PI)) + 2 * Math.PI) % (2 * Math.PI) - Math.PI;
this.objectYaw[i] = yaw;
this.objectVel[i][0] *= decayLinear;
this.objectVel[i][1] *= decayLinear;
this.objectOmega[i] *= decayAngular;
// Snap sub-threshold drift to rest, so numerical noise never registers as change.
if (Math.hypot(this.objectVel[i][0], this.objectVel[i][1]) < 1e-5) {
this.objectVel[i] = [0, 0];
}
if (Math.abs(this.objectOmega[i]) < 1e-5) this.objectOmega[i] = 0;
}
}
resolveContacts(drive) {
const [lower, upper] = this.config.objectBounds;
for (let iteration = 0; iteration < this.config.solverIterations; iteration += 1) {
this.resolvePusherContacts(drive);
this.resolveObjectContacts();
}
for (const xy of this.objectXY) {
xy[0] = clamp(xy[0], lower, upper);
xy[1] = clamp(xy[1], lower, upper);
}
}
resolvePusherContacts(drive) {
for (let i = 0; i < this.objectXY.length; i += 1) {
const offset = [this.objectXY[i][0] - this.pusher[0], this.objectXY[i][1] - this.pusher[1]];
const distance = Math.hypot(offset[0], offset[1]);
const overlap = PUSHER_RADIUS + OBJECT_RADIUS - distance;
if (overlap <= 0) continue;
const normal = [offset[0] / Math.max(distance, 1e-9), offset[1] / Math.max(distance, 1e-9)];
// The pusher never yields: the object takes the whole positional correction. That is
// what makes the pusher an exogenous driver.
this.objectXY[i][0] += normal[0] * overlap;
this.objectXY[i][1] += normal[1] * overlap;
// Velocity is set by the pusher's advance along the normal, and only raised: an object
// already moving away faster is not slowed by being caught up with.
const approach = Math.max(normal[0] * drive[0] + normal[1] * drive[1], 0);
const alongNormal = this.objectVel[i][0] * normal[0] + this.objectVel[i][1] * normal[1];
const gain = Math.max(approach - alongNormal, 0);
this.objectVel[i][0] += normal[0] * gain;
this.objectVel[i][1] += normal[1] * gain;
// A disc has no lever arm, so a central impulse would leave yaw constant forever and
// silently make a third of the prediction target trivial. The tabletop's objects are
// boxes, whose contact point is off-centre except face-on; this models that lever with
// the 4-fold symmetry of a square.
const contactAngle = Math.atan2(normal[1], normal[0]);
const lever = OBJECT_RADIUS * Math.sin(2 * (contactAngle - this.objectYaw[i]));
this.objectOmega[i] += this.config.torqueGain * lever * approach;
}
}
resolveObjectContacts() {
const n = this.objectXY.length;
if (n < 2) return;
// Jacobi-style: every pair resolved against the pre-update positions, so a push
// propagates along a chain of touching objects one link per solver pass.
const correction = Array.from({ length: n }, () => [0, 0]);
const impulse = Array.from({ length: n }, () => [0, 0]);
for (let i = 0; i < n; i += 1) {
for (let j = 0; j < n; j += 1) {
if (i === j) continue;
const offset = [this.objectXY[j][0] - this.objectXY[i][0],
this.objectXY[j][1] - this.objectXY[i][1]];
const distance = Math.hypot(offset[0], offset[1]);
const overlap = 2 * OBJECT_RADIUS - distance;
if (overlap <= 0) continue;
const safe = Math.max(distance, 1e-9);
const normal = [offset[0] / safe, offset[1] / safe];
correction[i][0] -= normal[0] * overlap * 0.5;
correction[i][1] -= normal[1] * overlap * 0.5;
const relative = (this.objectVel[j][0] - this.objectVel[i][0]) * normal[0]
+ (this.objectVel[j][1] - this.objectVel[i][1]) * normal[1];
if (relative < 0) {
// Equal-mass split, so momentum is conserved and the push carries down the chain.
const magnitude = -(1 + this.config.restitution) * relative * 0.5;
impulse[i][0] -= normal[0] * magnitude;
impulse[i][1] -= normal[1] * magnitude;
}
}
}
for (let i = 0; i < n; i += 1) {
this.objectXY[i][0] += correction[i][0];
this.objectXY[i][1] += correction[i][1];
this.objectVel[i][0] += impulse[i][0];
this.objectVel[i][1] += impulse[i][1];
}
}
/** The flat state vector the model consumes: pusher(2), poses(N*3), velocities(N*6), goal(2).
* Layout and velocity-column placement match `generate_transitions.flatten_state`. */
state() {
const flat = [this.pusher[0], this.pusher[1]];
for (let i = 0; i < this.objectXY.length; i += 1) {
flat.push(this.objectXY[i][0], this.objectXY[i][1], this.objectYaw[i]);
}
for (let i = 0; i < this.objectXY.length; i += 1) {
// Six components to match the tabletop's cvel layout; only the planar entries are
// meaningful, and columns 3:5 are the linear ones every rule reads.
flat.push(0, 0, this.objectOmega[i], this.objectVel[i][0], this.objectVel[i][1], 0);
}
flat.push(this.config.goalXY[0], this.config.goalXY[1]);
return flat;
}
observation() {
return {
pusher: [...this.pusher],
poses: this.objectXY.map((xy, i) => [xy[0], xy[1], this.objectYaw[i]]),
goal: [...this.config.goalXY],
};
}
snapshot() {
return {
pusher: [...this.pusher],
objectXY: this.objectXY.map((xy) => [...xy]),
objectYaw: [...this.objectYaw],
objectVel: this.objectVel.map((v) => [...v]),
objectOmega: [...this.objectOmega],
stepCount: this.stepCount,
};
}
restore(snapshot) {
this.pusher = [...snapshot.pusher];
this.objectXY = snapshot.objectXY.map((xy) => [...xy]);
this.objectYaw = [...snapshot.objectYaw];
this.objectVel = snapshot.objectVel.map((v) => [...v]);
this.objectOmega = [...snapshot.objectOmega];
this.stepCount = snapshot.stepCount;
}
}
/** Ground-truth change labels between two frames, using the same thresholds the datasets
* were built with (`generate_transitions.POSITION_EPS` / `YAW_EPS`). */
export const POSITION_EPS = 1e-3;
export const YAW_EPS = 1e-2;
export function changedMask(before, after) {
return before.map((pose, i) => {
const dx = after[i][0] - pose[0];
const dy = after[i][1] - pose[1];
let dyaw = after[i][2] - pose[2];
dyaw = ((dyaw + Math.PI) % (2 * Math.PI) + 2 * Math.PI) % (2 * Math.PI) - Math.PI;
return (Math.hypot(dx, dy) > POSITION_EPS || Math.abs(dyaw) > YAW_EPS) ? 1 : 0;
});
}