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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; | |
| }); | |
| } | |