"""BaseRobot — the actor (embodiment). A robot declares its assets + the control modes it supports, and how to read/write its own state. The per-step action→sim pipeline is handled **generically through a controller**: `bind()` orchestrates the lifecycle — bind the robot to the env, acquire its sim handles, then build + bind a controller *to the robot* — and `apply_action` / `action_dim` delegate to that controller. A concrete robot only fills in **hooks**: `on_bind` (grab handles), `build_controller` (the controller for the active `control_mode`), and — unless it's a single articulation — `actuator_sink` / `actuator_limits`. It does not re-implement the lifecycle. Controller-less robots (NullRobot, force-driven debug actors) just leave `build_controller` returning None. The env is open, so an agent can drop in its own controller at runtime with `set_controller(...)` (or override `apply_action` for a fully custom path). Each controller writes its own command to sim through the `actuator_sink` it captured at bind, so a composite can mix command types per joint group. Heavy imports are deferred so this module imports without AppLauncher. """ from __future__ import annotations from abc import ABC, abstractmethod from dataclasses import dataclass, field from typing import TYPE_CHECKING, Any, ClassVar from .config import BaseCfg if TYPE_CHECKING: import torch from .controller import BaseController from .env import BaseEnv @dataclass class BaseRobotCfg(BaseCfg): """Thin shared base for robot configs: carries only the one universal selectable, the `control_mode`. Concrete robots subclass this and add their own asset / partial body variant (e.g. hands) / `fix_root_link` / ee-frame / gains — morphologies differ too much for a fat shared cfg.""" #: Which of the robot's `control_modes` to use; "" -> the first one the robot declares. The agent #: may switch it (a new actuation of the same hardware). control_mode: str = "" # active control mode; '' selects the robot's first #: The robot's scene namespace: its asset key in `env.iscene` and (capitalized) its prim name — #: "robot" -> `iscene["robot"]` at `{ENV_REGEX_NS}/Robot`. Single-robot envs keep the default; a #: composite parent (`MultiRobot`) stamps each child's name ("left", "right", ...) so several #: robots coexist in one scene without key/prim collisions. Concrete robots read it through #: `BaseRobot.name` / `BaseRobot.prim_name` rather than hardcoding "robot". name: str = field(default="robot", kw_only=True) # scene-asset key / prim namespace for this robot class BaseRobot(ABC): #: Control modes this embodiment supports (e.g. ("joint", "ee_pose", "osc_impedance")). #: Declared per concrete robot; the active one is `self.control_mode`. control_modes: tuple[str, ...] = () #: Named EGO viewpoints for visual replay (data_engine render.py) — embodiment knowledge: #: which body is the wrist, where a lens clears the fingers. Each entry: {"link": , "eye": (x,y,z), "target": (x,y,z), "focal": mm}, eye/target in the LINK frame; the #: camera mounts under that link and rides it. External scene views live on the SCENE's #: `CAMERAS` instead. CAMERAS: ClassVar[dict[str, dict]] = {} def __init__(self, cfg: Any) -> None: self.cfg = cfg self._env: BaseEnv | None = None self.control_mode: str | None = getattr(cfg, "control_mode", None) or ( self.control_modes[0] if self.control_modes else None ) #: The active controller, built in `bind()` (None for a controller-less robot). The agent may #: swap it at runtime via `set_controller()`. self.controller: BaseController | None = None #: The robot's main articulation handle — set in `on_bind` for the common single-articulation #: case (the default `actuator_sink` / `actuator_limits` use it). None until bound. self.articulation: Any = None # ----- naming (the robot's scene namespace; see BaseRobotCfg.name) -------------------------- @property def name(self) -> str: """This robot's scene-asset key (`cfg.name`; "robot" for a plain single-robot env). Concrete robots use it in `assets()` and `on_bind` (`env.iscene[self.name]`) so a composite parent can re-namespace them just by stamping `cfg.name`.""" return getattr(self.cfg, "name", None) or "robot" @property def prim_name(self) -> str: """USD prim name under `{ENV_REGEX_NS}`: `cfg.name` with the first letter upper-cased ("robot" -> "Robot", "left" -> "Left"), so default single-robot prim paths stay unchanged.""" n = self.name return n[:1].upper() + n[1:] # ----- assets / state / description (the robot-specific contract) --------------------------- @abstractmethod def assets(self) -> dict[str, Any]: """`{name: cfg}` for the robot prim(s) (ArticulationCfg / RigidObjectCfg / …).""" @abstractmethod def reset(self, env_ids: torch.Tensor) -> None: """Reset the robot to its home configuration for `env_ids` (also reset `self.controller`).""" def get_state(self, env_ids: torch.Tensor) -> dict[str, Any]: """Full restorable state, uniform across single-articulation robots: the articulation's sim-resident state (root, joint pos/vel, and the actuator setpoints) plus the controller's own state (delegated, so it travels with whatever controller is bound). To ADD robot-specific state, extend rather than replace — call `super().get_state(env_ids)` for this uniform part, add your own keys, and restore them after `super().set_state(...)`: def get_state(self, ids): s = super().get_state(ids); s["tool"] = ...; return s def set_state(self, s, ids): super().set_state(s, ids); self._tool.write_(s["tool"]) `set_state` reads only the base keys, so it ignores any extra keys a subclass adds (no clash). Override fully only if the robot isn't a single articulation (e.g. multi-body).""" state: dict[str, Any] = {} art = self.articulation if art is not None: d = art.data state["root"] = d.root_state_w[env_ids].clone() state["joint_pos"] = d.joint_pos[env_ids].clone() state["joint_vel"] = d.joint_vel[env_ids].clone() state["joint_pos_target"] = d.joint_pos_target[env_ids].clone() state["joint_effort_target"] = d.joint_effort_target[env_ids].clone() if self.controller is not None: state["controller"] = self.controller.get_state(env_ids) return state def set_state(self, state: dict[str, Any], env_ids: torch.Tensor) -> None: """Restore what `get_state` returned: write the articulation's root + joint state and re-apply the actuator setpoints (so a restored robot resumes its commanded motion), then restore the controller's state.""" art = self.articulation if art is not None: art.write_root_state_to_sim(state["root"], env_ids) art.write_joint_state_to_sim(state["joint_pos"], state["joint_vel"], env_ids=env_ids) art.set_joint_position_target(state["joint_pos_target"], env_ids=env_ids) art.set_joint_effort_target(state["joint_effort_target"], env_ids=env_ids) if self.controller is not None and "controller" in state: self.controller.set_state(state["controller"], env_ids) @abstractmethod def describe(self) -> str: """**Natural-language** description of the embodiment + its control, for the agent.""" # ----- lifecycle: env -> robot -> controller (concrete; override the HOOKS, not bind) ------- def bind(self, env: BaseEnv) -> None: """Bind the robot to `env`, then build + bind its controller **to the robot**. The chain: the env builds the scene, calls this once → it caches the env, `on_bind` grabs sim handles, `build_controller` makes the controller for the active mode, and `set_controller` binds it to this robot. Override the hooks (`on_bind` / `build_controller`, or `actuator_sink` / `actuator_limits` for non-articulation robots), not this.""" self._env = env self.on_bind(env) controller = self.build_controller() if controller is not None: self.set_controller(controller) def on_bind(self, env: BaseEnv) -> None: """Hook: grab sim handles once after build (e.g. `self.articulation = env.iscene["robot"]`). Runs before the controller is built, so the controller can resolve its joints against the handle. No-op by default.""" def build_controller(self) -> BaseController | None: """Hook: the controller for the active `control_mode` (its `joint_ids` / solver are resolved when it is bound, in `set_controller`). Return None for a controller-less robot (default).""" return None def set_controller(self, controller: BaseController) -> None: """Bind `controller` to this robot and install it as the active one. The **supported seam** for an agent to drop in its own controller at runtime — `env.robot.set_controller(MyController(...))` — which takes effect on the next `step()` (the env dispatches through `self.robot`). Bypasses `control_modes`: a custom controller need not be in the menu.""" controller.bind(self) self.controller = controller # ----- action + control rate (generic, via the active controller) --------------------------- @property def action_dim(self) -> int: """Width of the action vector = the active controller's (0 if there is none).""" return self.controller.action_dim if self.controller is not None else 0 @property def control_period(self) -> int: """Physics substeps the env runs per `env.step` = the active controller's `control_period` (1 if there is none, i.e. control at sim rate). For a composite this is its slowest leaf.""" return self.controller.control_period if self.controller is not None else 1 def control_dt(self, controller: BaseController) -> float | None: """Hook: a robot-level control period (s) that OVERRIDES `controller.cfg.dt`; None -> defer to the controller. Takes the controller so a robot can pin per-leaf rates of a composite. Read at bind and turned into an integer `control_period`.""" return None def apply_action(self, action: torch.Tensor, substep: int = 0) -> None: """Run the active controller, which computes **and writes** its command (no-op without one). `substep` is the physics-step index in the `env.step` window; the controller fires only on its own subdivision (see `BaseController.apply`). Override for a fully custom action path. `action` may be any array-like (numpy / list / torch): controllers assume a float32 torch tensor on the sim device, so it is coerced here — the one choke point every path shares (`env.step`, direct calls). Agent-written code passes numpy, which used to surface as a baffling numpy↔cuda-tensor TypeError deep in the controller's EMA math. A no-op (same object back) when the input is already a float32 tensor on the sim device.""" if self.controller is not None: import torch action = torch.as_tensor(action, dtype=torch.float32, device=self.env.device) if action.dim() == 1: # tolerate a single unbatched action vector action = action.unsqueeze(0) self.controller.apply(action, substep) def actuator_sink(self, command_type: str): """The **write path** for a controller's `command_type`: a callable `(command, joint_ids) -> None` that sends `command` to sim through the matching joint-target setter. A controller captures this once at bind and writes through it itself — so a `composite` can mix command types (effort arms + position hands), each leaf writing its own group. Default uses `self.articulation`; override for multi-body or non-articulation robots.""" art = self.articulation setter = { "position": art.set_joint_position_target, "velocity": art.set_joint_velocity_target, "effort": art.set_joint_effort_target, }[command_type] return lambda command, joint_ids: setter(command, joint_ids=joint_ids) def actuator_limits(self, joint_ids: Any) -> dict[str, Any]: """Per-joint actuation bounds for `joint_ids`, handed to a controller at bind (`self.limits`) so it can clamp / scale / validate — most controllers ignore them and stay general. A snapshot from the articulation (re-query for live values). Keys: ``pos`` (n, k, 2 = lower/upper), ``vel`` (n, k), ``effort`` (n, k). Override for non-articulation robots.""" d = self.articulation.data return { "pos": d.joint_pos_limits[:, joint_ids, :], "vel": d.joint_vel_limits[:, joint_ids], "effort": d.joint_effort_limits[:, joint_ids], } @property def env(self) -> BaseEnv: """The env this robot is bound to. Available after `bind()`; raises if accessed before.""" if self._env is None: raise RuntimeError("robot is not bound to an env yet (call happens before bind())") return self._env def post_step(self, env_ids: torch.Tensor | None = None) -> None: """Step-coupled robot bookkeeping, run by the env **once per physics substep** (after the sim advances), so it tracks every physics step even under control decimation. Default no-op. Override for things that must track the new state every step (e.g. advancing a controller's internal target/integrator). Not for the agent to call."""