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| // Copyright 2019 DeepMind Technologies Limited | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| using System; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| namespace Mujoco { | |
| public static class ConvertMj2Rca { | |
| private static MjActuator[] _actuators; | |
| private static MjExclude[] _excludes; | |
| public static GameObject ConvertTree(MjBody mjRoot) { | |
| _excludes = GameObject.FindObjectsOfType<MjExclude>(); | |
| _actuators = GameObject.FindObjectsOfType<MjActuator>(); | |
| // does it have joints with its parent? | |
| bool jointFound = false; | |
| foreach (Transform mjChild in mjRoot.transform) { | |
| var joint = mjChild.gameObject.GetComponent<MjHingeJoint>(); | |
| if (joint) { | |
| jointFound = true; | |
| break; | |
| } | |
| } | |
| var rcaRoot = new GameObject("rcaRoot"); | |
| rcaRoot.transform.position = mjRoot.transform.position + Vector3.right; | |
| rcaRoot.transform.rotation = mjRoot.transform.rotation; | |
| var rca = rcaRoot.AddComponent<ArticulationBody>(); | |
| rca.linearDamping = 0f; // Removes dampings. | |
| rca.angularDamping = 0f; | |
| rca.jointFriction = 0f; | |
| rca.maxLinearVelocity = 1.8446743E+19f; // Removes velocity limits. | |
| rca.maxAngularVelocity = 1.8446743E+19f; | |
| var inertial = mjRoot.GetComponentInChildren<MjInertial>(); | |
| if (inertial != null) { | |
| rca.mass = inertial.Mass; | |
| } | |
| if (jointFound) { | |
| rca.immovable = true; | |
| // the ArticulationBody component will be added when the joint is converted | |
| var newRcaRoot = new GameObject(mjRoot.gameObject.name); | |
| newRcaRoot.transform.parent = rcaRoot.transform; | |
| newRcaRoot.transform.position = rcaRoot.transform.position; | |
| newRcaRoot.transform.rotation = rcaRoot.transform.rotation; | |
| ConvertSubtree(mjRoot, newRcaRoot); | |
| } else { | |
| ConvertSubtree(mjRoot, rcaRoot); | |
| } | |
| return rcaRoot; | |
| } | |
| private static void ConvertSubtree(MjBody mjParent, GameObject originalRcParent) { | |
| Quaternion reverseXZ = Quaternion.Euler(0, 180, 0); | |
| // may be overriden later: | |
| GameObject rcParent = originalRcParent; | |
| ArticulationBody rcb = null; | |
| // first pass: convert geoms, sites, cameras, lights | |
| foreach (Transform mjChild in mjParent.transform) { | |
| // there's only one mj component in a gameObject: | |
| var mjComponent = mjChild.gameObject.GetComponent<MjComponent>(); | |
| if (mjComponent) { | |
| if (!(mjComponent is MjBody)) { | |
| var newGO = new GameObject(mjComponent.gameObject.name); | |
| newGO.transform.parent = rcParent.transform; | |
| // set global position: | |
| newGO.transform.position = mjComponent.transform.position + Vector3.right; | |
| newGO.transform.rotation = mjComponent.transform.rotation; | |
| if (mjComponent is MjGeom) { | |
| MjGeom geom = mjComponent as MjGeom; | |
| GameObject primitive = null; | |
| if (geom.ShapeType == MjShapeComponent.ShapeTypes.Capsule) { | |
| primitive = GameObject.CreatePrimitive(PrimitiveType.Capsule); | |
| primitive.name = newGO.name; | |
| primitive.transform.parent = newGO.transform.parent; | |
| primitive.transform.position = newGO.transform.position; | |
| primitive.transform.rotation = newGO.transform.rotation; | |
| // MISSING: this results in a skewed capsule - replace with a procedural capsule | |
| // component. | |
| primitive.transform.localScale = new Vector3( | |
| geom.Capsule.Radius * 2, | |
| geom.Capsule.HalfHeight + geom.Capsule.Radius, | |
| geom.Capsule.Radius * 2); | |
| GameObject.DestroyImmediate(newGO); | |
| } else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Sphere) { | |
| primitive = GameObject.CreatePrimitive(PrimitiveType.Sphere); | |
| primitive.name = newGO.name; | |
| primitive.transform.parent = newGO.transform.parent; | |
| primitive.transform.position = newGO.transform.position; | |
| primitive.transform.rotation = newGO.transform.rotation; | |
| var r = 2 * geom.Sphere.Radius; | |
| primitive.transform.localScale = new Vector3(r, r, r); | |
| GameObject.DestroyImmediate(newGO); | |
| } else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Cylinder) { | |
| primitive = GameObject.CreatePrimitive(PrimitiveType.Cylinder); | |
| primitive.name = newGO.name; | |
| primitive.transform.parent = newGO.transform.parent; | |
| primitive.transform.position = newGO.transform.position; | |
| primitive.transform.rotation = newGO.transform.rotation; | |
| primitive.transform.localScale = new Vector3(geom.Cylinder.Radius, | |
| geom.Cylinder.HalfHeight * 2, | |
| geom.Cylinder.Radius); | |
| GameObject.DestroyImmediate(newGO); | |
| } else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Mesh) { | |
| if (geom.Settings.Filtering.Contype != 0 || | |
| geom.Settings.Filtering.Conaffinity != 0) { | |
| var collider = newGO.AddComponent<MeshCollider>(); | |
| collider.sharedMesh = geom.Mesh.Mesh; | |
| } | |
| var mf = newGO.AddComponent<MeshFilter>(); | |
| mf.sharedMesh = geom.Mesh.Mesh; | |
| var mr = newGO.AddComponent<MeshRenderer>(); | |
| primitive = newGO; // so that the material can be set below. | |
| } else { // cube or ellipsoid | |
| primitive = GameObject.CreatePrimitive(PrimitiveType.Cube); | |
| primitive.name = newGO.name; | |
| primitive.transform.parent = newGO.transform.parent; | |
| primitive.transform.position = newGO.transform.position; | |
| primitive.transform.rotation = newGO.transform.rotation; | |
| Vector3 scale = new Vector3(1, 1, 1); | |
| if (geom.ShapeType == MjShapeComponent.ShapeTypes.Ellipsoid) { | |
| scale = 2 * geom.Ellipsoid.Radiuses; | |
| } else if (geom.ShapeType == MjShapeComponent.ShapeTypes.Box) { | |
| scale = 2 * geom.Box.Extents; | |
| } | |
| primitive.transform.localScale = scale; | |
| GameObject.DestroyImmediate(newGO); | |
| } | |
| if (geom.Settings.Filtering.Contype == 0 && | |
| geom.Settings.Filtering.Conaffinity == 0) { | |
| var collider = primitive.GetComponent<Collider>(); | |
| if (collider) { | |
| GameObject.DestroyImmediate(collider); | |
| } | |
| } | |
| primitive.GetComponent<MeshRenderer>().sharedMaterial = | |
| geom.gameObject.GetComponent<MeshRenderer>().sharedMaterial; | |
| } else { | |
| var nameParts = mjComponent.GetType().ToString().Split('.'); // remove namespace | |
| var elementType = nameParts[nameParts.Length - 1].Substring(2); // remove "Mj..." | |
| newGO.name = mjComponent.gameObject.name + "_" + elementType; | |
| } | |
| } | |
| } else { // if it's a camera, copy it over: | |
| var mjCamera = mjChild.GetComponent<Camera>(); | |
| if (mjCamera != null) { | |
| var newGO = new GameObject(mjChild.name); | |
| newGO.transform.parent = rcParent.transform; | |
| // set global position: | |
| newGO.transform.position = mjChild.transform.position + Vector3.right; | |
| newGO.transform.rotation = mjChild.transform.rotation; | |
| var pxCamera = newGO.AddComponent<Camera>(); | |
| pxCamera.fieldOfView = mjCamera.fieldOfView; | |
| pxCamera.nearClipPlane = mjCamera.nearClipPlane; | |
| } | |
| } | |
| } | |
| // second pass: look for joints | |
| int jointsFound = 0; | |
| foreach (Transform mjChild in mjParent.transform) { | |
| var joint = mjChild.GetComponent<MjHingeJoint>(); | |
| if (joint) { | |
| if (jointsFound == 0) { // first joint, create the rcb | |
| rcb = rcParent.AddComponent<ArticulationBody>(); | |
| var inertial = mjParent.GetComponentInChildren<MjInertial>(); | |
| if (inertial != null) { | |
| rcb.mass = inertial.Mass; | |
| } | |
| rcb.anchorPosition = joint.transform.localPosition; | |
| // This reversal is critical as it gives us the rest of the swizzling for free: | |
| rcb.anchorRotation = joint.transform.localRotation * reverseXZ; | |
| rcParent.name += "_" + joint.gameObject.name; | |
| } else { | |
| // Store children, move them later: | |
| List<Transform> childrenToMove = new List<Transform>(); | |
| foreach (Transform child in rcParent.transform) { | |
| childrenToMove.Add(child); | |
| } | |
| var newrRcParent = new GameObject(mjParent.gameObject.name + "_" + joint.gameObject.name); | |
| // subsequent joints create new bodies, leave anchor as 0. | |
| newrRcParent.transform.parent = rcParent.transform; | |
| newrRcParent.transform.position = joint.transform.position + Vector3.right; | |
| newrRcParent.transform.rotation = joint.transform.rotation * reverseXZ; | |
| var mass = rcb.mass; | |
| rcb.mass = 0.001f; // the previous body becomes a placeholder / dummy body | |
| rcParent = newrRcParent; // override | |
| // move children (except the new one) to the new link, none of which should be rcb: | |
| foreach (Transform childToMove in childrenToMove) { | |
| childToMove.SetParent(rcParent.transform); | |
| } | |
| rcb = rcParent.AddComponent<ArticulationBody>(); // override the variable rcb | |
| // this is needed because the default anchor rotation is not 0: | |
| rcb.anchorRotation = Quaternion.identity; | |
| rcb.mass = mass; | |
| } | |
| rcb.jointType = ArticulationJointType.RevoluteJoint; | |
| if (joint.RangeLower == 0 && joint.RangeUpper == 0) { | |
| rcb.twistLock = ArticulationDofLock.FreeMotion; | |
| } else { | |
| rcb.twistLock = ArticulationDofLock.LimitedMotion; | |
| } | |
| rcb.jointFriction = joint.Settings.Solver.FrictionLoss; | |
| var drive = new ArticulationDrive(); | |
| drive.lowerLimit = joint.RangeLower; | |
| drive.upperLimit = joint.RangeUpper; | |
| drive.damping = joint.Settings.Spring.Damping; | |
| var actuatorFound = false; | |
| foreach (var actuator in _actuators) { | |
| if (actuator.Joint == joint) { | |
| // Assumes symmetry between upper and lower limits of the force range: | |
| drive.forceLimit = actuator.CommonParams.ForceRange[1]; | |
| drive.stiffness = actuator.CommonParams.Gear[0] * actuator.CustomParams.GainPrm[0]; | |
| if (drive.stiffness == 0f) { | |
| if (drive.forceLimit == 0f) { | |
| throw new Exception( | |
| "How do I parse an actuator without force limit nor stiffness?"); | |
| } else { | |
| drive.stiffness = 1000f; // we rely on force limit. | |
| } | |
| } else { | |
| if (drive.forceLimit == 0f) { | |
| drive.forceLimit = 1e10f; // we rely on stiffness. | |
| } | |
| } | |
| actuatorFound = true; | |
| break; | |
| } | |
| if (!actuatorFound) { | |
| // passive joint, shouldn't be driven. | |
| drive.stiffness = 0f; | |
| drive.forceLimit = 0f; | |
| } | |
| } | |
| // MISSING: this drive should be the target of agent actuation. | |
| rcb.xDrive = drive; | |
| // PhysX's default is positive damping and limited max velocity: | |
| rcb.maxLinearVelocity = 1.8446743E+19f; | |
| rcb.maxAngularVelocity = 1.8446743E+19f; | |
| rcb.linearDamping = 0.0f; | |
| rcb.angularDamping = 0.0f; | |
| jointsFound += 1; | |
| } | |
| } | |
| if (jointsFound > 1) { | |
| var grandparent = originalRcParent.transform.parent?.gameObject; | |
| if (grandparent) { | |
| // MISSING: When we add an intermediate body in PhysX, we run a real risk of introducing | |
| // spurious contacts between collider pairs that previously were ignored (as a | |
| // parent-child), since they are now two or more steps away in the hierarchy. You need to | |
| // add a component here that adds Physics.IgnoreCollision statements when launched (see also | |
| // below). | |
| } | |
| } | |
| // the gameObject with all the colliders should have just the name of the body without joints: | |
| rcParent.name = mjParent.gameObject.name; | |
| // add contact exclusions, but only if we created an articulation body: | |
| var rcParentParent = rcParent.transform.parent?.GetComponentInParent<ArticulationBody>(); | |
| if (rcParentParent != null && rcParent.GetComponent<ArticulationBody>() != null) { | |
| foreach (var exclude in _excludes) { | |
| string other = null; | |
| if (exclude.Body1 == mjParent) { | |
| other = exclude.Body2.gameObject.name; | |
| } else if (exclude.Body2 == mjParent) { | |
| other = exclude.Body1.gameObject.name; | |
| } | |
| // The list of available ArticulationBodies changes as the recursion advances | |
| foreach (var rcOther in GameObject.FindObjectsOfType<ArticulationBody>()) { | |
| // don't add explicit exclusion to immediate parent (no children yet) | |
| if (rcParentParent != rcOther && rcOther.gameObject.name == other) { | |
| // MISSING: Physics.IgnoreCollision statements between all colliders of rcParent | |
| // and rcOther. IgnoreCollision can only be applied in Running mode, so if you're | |
| // running this script at Editor mode (e.g., for generating a prefab from the resulting | |
| // PhysX model, you need to add a component that would add IgnoreCollision when | |
| // launched. | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| // third pass - build the next layer of the tree | |
| foreach (Transform mjChild in mjParent.transform) { | |
| // there's only one mj component in a gameObject: | |
| var mjComponent = mjChild.gameObject.GetComponent<MjComponent>(); | |
| if (mjComponent & mjComponent is MjBody) { | |
| var rcChild = new GameObject(mjChild.name); | |
| rcChild.transform.parent = rcParent.transform; | |
| // set global position: | |
| rcChild.transform.position = mjComponent.transform.position + Vector3.right; | |
| rcChild.transform.rotation = mjComponent.transform.rotation; | |
| // main recursive call: | |
| ConvertSubtree(mjComponent as MjBody, rcChild); | |
| } | |
| } | |
| } | |
| } | |
| } |