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* Real physics for the background crew: the actual microduck MuJoCo model
* stepped in the browser (official @mujoco/mujoco WASM build) and driven by
* the walking / skating policies trained in pollen-robotics/microduck
* (Apache-2.0), executed with onnxruntime-web at 50 Hz β the same
* obs layout, timestep (0.005 s) and decimation (4) as the robot runtime,
* ported from pollen-robotics' microduck-simulator.
*
* Each crew duck is one MjData over a shared compiled model (legs or
* rollers variant). A carrot point circling its patrol ellipse turns into
* twist commands; the policy does the rest β including the stumbles.
*/
import * as THREE from "three";
import { setHinge, type MeshLib, type Robot } from "./robot.js";
const MUJOCO_URL = "https://cdn.jsdelivr.net/npm/@mujoco/mujoco@3.11.0/mujoco.js";
const ORT_URL = "https://cdn.jsdelivr.net/npm/onnxruntime-web@1.27.0/dist/ort.min.mjs";
const ORT_WASM_DIR = "https://cdn.jsdelivr.net/npm/onnxruntime-web@1.27.0/dist/";
// From the ONNX metadata / mjlab STAND keyframe, identical to the runtime.
const JOINT_NAMES = [
"left_hip_yaw",
"left_hip_roll",
"left_hip_pitch",
"left_knee",
"left_ankle",
"neck_pitch",
"head_pitch",
"head_yaw",
"head_roll",
"right_hip_yaw",
"right_hip_roll",
"right_hip_pitch",
"right_knee",
"right_ankle",
];
const DEFAULT_POSE = new Float32Array([
0, -0.08726646259971647, -0.457924, -0.00494, 0.452984, 0.3490658503988659, 0.3490658503988659, 0,
0, 0, 0.08726646259971647, 0.457924, 0.00494, -0.452984,
]);
const NUM_JOINTS = 14;
const OBS_SIZE = 61;
const CMD_SIZE = 13;
const TIMESTEP = 0.005;
const DECIMATION = 4;
const CTRL_DT = TIMESTEP * DECIMATION; // 50 Hz
const ACTION_SCALE = 1.0;
// Velocity limits from the runtime (legs) and its roller branch.
const LIMITS = {
walk: { fwd: 0.25, ang: 1.0 },
skate: { fwd: 0.5, ang: 0.3 },
};
// ββ Minimal typings for the CDN runtimes βββββββββββββββββββββββββββββββββ
type MjModel = {
jnt: (name: string) => { qposadr: number; dofadr: number };
sensor: (name: string) => { adr: number };
};
type MjData = {
qpos: Float64Array;
qvel: Float64Array;
ctrl: Float64Array;
sensordata: Float64Array;
body: (id: number) => { xquat: Float64Array };
};
type Mujoco = {
MjVFS: new () => { addBuffer: (path: string, data: Uint8Array) => void };
MjModel: { from_xml_string: (xml: string, vfs: unknown) => MjModel };
MjData: new (model: MjModel) => MjData;
mj_step: (model: MjModel, data: MjData) => void;
mj_resetDataKeyframe: (model: MjModel, data: MjData, key: number) => void;
mj_name2id: (model: MjModel, type: number, name: string) => number;
mjtObj: { mjOBJ_BODY: { value: number }; mjOBJ_KEY: { value: number } };
};
type OrtTensor = object;
type OrtSession = {
run: (feeds: Record<string, OrtTensor>) => Promise<{ actions: { data: Float32Array } }>;
};
type Ort = {
env: { wasm: { wasmPaths: string; numThreads: number } };
Tensor: new (type: string, data: Float32Array, dims: number[]) => OrtTensor;
InferenceSession: {
create: (url: string, opts: { executionProviders: string[] }) => Promise<OrtSession>;
};
};
/** Walkable rectangle in world units; physics walls fence the crew in. */
export type CrewPen = { minX: number; maxX: number; minZ: number; maxZ: number };
export type CrewSpec = {
kind: "skate" | "walk";
robot: Robot;
/** Patrol ellipse in world units (same numbers the scripted crew used). */
radius: number;
speed: number;
phase: number;
};
export type CrewSim = {
/** Copy sim state into the visual rigs; call once per rendered frame. */
sync: () => void;
/** Return serializable physics coordinates for browser diagnostics. */
debug: () => object;
stop: () => void;
};
/** MuJoCo wants binary STL in its VFS; rebuild from the loaded geometry. */
function geometryToBinaryStl(geometry: THREE.BufferGeometry): ArrayBuffer {
const pos = geometry.getAttribute("position");
if (pos.count === 0) return new ArrayBuffer(84);
const idx = geometry.index;
const triCount = (idx ? idx.count : pos.count) / 3;
const buf = new ArrayBuffer(84 + triCount * 50);
const view = new DataView(buf);
view.setUint32(80, triCount, true);
let off = 84;
const vx = (i: number): [number, number, number] => {
const j = idx ? idx.getX(i) : i;
return [pos.getX(j), pos.getY(j), pos.getZ(j)];
};
for (let t = 0; t < triCount; t++) {
const a = vx(t * 3);
const b = vx(t * 3 + 1);
const c = vx(t * 3 + 2);
const nx = (b[1] - a[1]) * (c[2] - a[2]) - (b[2] - a[2]) * (c[1] - a[1]);
const ny = (b[2] - a[2]) * (c[0] - a[0]) - (b[0] - a[0]) * (c[2] - a[2]);
const nz = (b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]);
const len = Math.hypot(nx, ny, nz) || 1;
const tri = [nx / len, ny / len, nz / len, ...a, ...b, ...c];
for (let k = 0; k < 12; k++) view.setFloat32(off + k * 4, tri[k] ?? 0, true);
view.setUint16(off + 48, 0, true);
off += 50;
}
return buf;
}
/**
* Prepare the MJCF for physics: drop visual geoms (every body carries an
* explicit inertial), keep only meshes that collision geoms use, add the
* floor plane, timestep, and the STAND keyframe.
*/
type Box = { name: string; pos: string; size: string };
function cellDeckHeight(
deckHeight: (x: number, z: number) => number,
x: number,
z: number,
cell: number,
): number {
let height = Infinity;
for (const [offsetX, offsetZ] of [
[0, 0],
[-0.45, -0.45],
[0.45, -0.45],
[-0.45, 0.45],
[0.45, 0.45],
] as const) {
height = Math.min(height, deckHeight(x + (offsetX * cell) / 2, z + (offsetZ * cell) / 2));
}
return height;
}
/**
* Bake the visual deck contour into the physics: sample the deck height on
* a grid over the pen and emit a static box per raised cell. Feet then
* climb the real lips and plates instead of clipping through them.
*/
function terrainBoxes(
pen: CrewPen,
scale: number,
deckHeight: (x: number, z: number) => number,
): { boxes: Box[]; groundAt: (sx: number, sy: number) => number; baseY: number } {
const cell = 0.45; // world units
const boxes: Box[] = [];
const cols = Math.ceil((pen.maxX - pen.minX) / cell);
const rows = Math.ceil((pen.maxZ - pen.minZ) / cell);
const worldHeights = new Float32Array(cols * rows);
let baseY = Infinity;
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
const wx = pen.minX + (i + 0.5) * cell;
const wz = pen.minZ + (j + 0.5) * cell;
// MIN of center + corners: a box may never stand taller than the
// lowest deck inside its cell, or ducks walk on invisible plateaus
// and appear to hover at height steps.
const height = cellDeckHeight(deckHeight, wx, wz, cell);
worldHeights[i * rows + j] = height;
baseY = Math.min(baseY, height);
}
}
if (!Number.isFinite(baseY)) baseY = 0;
const heights = new Float32Array(cols * rows);
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
const wx = pen.minX + (i + 0.5) * cell;
const wz = pen.minZ + (j + 0.5) * cell;
const rel = Math.min(0.55, Math.max(0, (worldHeights[i * rows + j] ?? baseY) - baseY));
heights[i * rows + j] = rel / scale;
if (rel < 0.02) continue;
const hz = rel / (2 * scale);
const half = cell / (2 * scale);
boxes.push({
name: `deck_${String(i)}_${String(j)}`,
pos: `${String(wx / scale)} ${String(-wz / scale)} ${String(hz)}`,
size: `${String(half)} ${String(half)} ${String(hz)}`,
});
}
}
const groundAt = (sx: number, sy: number): number => {
const i = Math.round((sx * scale - pen.minX) / cell - 0.5);
const j = Math.round((-sy * scale - pen.minZ) / cell - 0.5);
if (i < 0 || j < 0 || i >= cols || j >= rows) return 0;
return heights[i * rows + j] ?? 0;
};
return { boxes, groundAt, baseY };
}
/**
* Static boxes fencing the walkable aisle, so the policies physically bump
* into the boundary instead of wandering up the set dressing.
*/
function penWalls(pen: {
minX: number;
maxX: number;
minY: number;
maxY: number;
}): { name: string; pos: string; size: string }[] {
const cx = (pen.minX + pen.maxX) / 2;
const cy = (pen.minY + pen.maxY) / 2;
const hx = (pen.maxX - pen.minX) / 2 + 0.1;
const hy = (pen.maxY - pen.minY) / 2 + 0.1;
return [
{
name: "pen_px",
pos: `${String(pen.maxX + 0.05)} ${String(cy)} 0.15`,
size: `0.05 ${String(hy)} 0.15`,
},
{
name: "pen_nx",
pos: `${String(pen.minX - 0.05)} ${String(cy)} 0.15`,
size: `0.05 ${String(hy)} 0.15`,
},
{
name: "pen_py",
pos: `${String(cx)} ${String(pen.maxY + 0.05)} 0.15`,
size: `${String(hx)} 0.05 0.15`,
},
{
name: "pen_ny",
pos: `${String(cx)} ${String(pen.minY - 0.05)} 0.15`,
size: `${String(hx)} 0.05 0.15`,
},
];
}
/** Drop visual geoms and any meshes only they referenced. */
function pruneToCollisionMeshes(doc: Document): void {
for (const g of [...doc.querySelectorAll('geom[class="visual"]')]) g.remove();
const used = new Set([...doc.querySelectorAll("geom[mesh]")].map((g) => g.getAttribute("mesh")));
for (const m of [...doc.querySelectorAll("asset > mesh")]) {
const name = m.getAttribute("name") ?? m.getAttribute("file")?.replace(/\.stl$/i, "");
if (!used.has(name ?? "")) m.remove();
}
}
function buildPhysicsXml(
src: string,
pen: { minX: number; maxX: number; minY: number; maxY: number },
terrain: Box[],
): { xml: string; meshFiles: string[] } {
const doc = new DOMParser().parseFromString(src, "text/xml");
pruneToCollisionMeshes(doc);
const el = (tag: string, attrs: Record<string, string>): Element => {
const e = doc.createElement(tag);
for (const [k, v] of Object.entries(attrs)) e.setAttribute(k, v);
return e;
};
const world = doc.querySelector("worldbody");
if (!world) throw new Error("MJCF has no worldbody");
doc.documentElement.appendChild(el("option", { timestep: String(TIMESTEP) }));
world.appendChild(el("geom", { name: "floor", type: "plane", size: "0 0 0.05", pos: "0 0 0" }));
for (const w of [...penWalls(pen), ...terrain]) {
world.appendChild(el("geom", { name: w.name, type: "box", pos: w.pos, size: w.size }));
}
const poseByName = new Map(JOINT_NAMES.map((n, i) => [n, DEFAULT_POSE[i] ?? 0]));
const qposJoints = [...doc.querySelectorAll("body > joint")]
.map((j) => poseByName.get(j.getAttribute("name") ?? "") ?? 0)
.join(" ");
const kf = doc.createElement("keyframe");
kf.appendChild(
el("key", {
name: "STAND",
qpos: `0 0 0.12 1 0 0 0 ${qposJoints}`,
ctrl: Array.from(DEFAULT_POSE).join(" "),
}),
);
doc.documentElement.appendChild(kf);
const meshFiles = [...doc.querySelectorAll("asset > mesh")]
.map((m) => m.getAttribute("file"))
.filter((f): f is string => f !== null);
return { xml: new XMLSerializer().serializeToString(doc), meshFiles };
}
type Variant = {
model: MjModel;
scale: number;
terrain: ReturnType<typeof terrainBoxes>;
penSim: { minX: number; maxX: number; minY: number; maxY: number };
qposAdr: number[];
dofAdr: number[];
gyroAdr: number;
trunkId: number;
standKeyId: number;
};
type SimDuck = {
spec: CrewSpec;
variant: Variant;
session: OrtSession;
data: MjData;
lastAction: Float32Array;
obs: Float32Array;
/** Wheel/passive hinges present in the rig but outside the 14 actuated. */
extraAdr: { name: string; adr: number }[];
};
const _q = new THREE.Quaternion();
const _g = new THREE.Vector3();
/** Indexed read with the noUncheckedIndexedAccess fallback in one place. */
function at(arr: ArrayLike<number>, i: number): number {
return arr[i] ?? 0;
}
/** World -z in the trunk frame (projected gravity), z component & vector. */
function projectGravity(data: MjData, trunkId: number): THREE.Vector3 {
const xq = data.body(trunkId).xquat; // [w, x, y, z]
_q.set(at(xq, 1), at(xq, 2), at(xq, 3), xq[0] ?? 1).conjugate();
return _g.set(0, 0, -1).applyQuaternion(_q);
}
/** World patrol ellipse (matches the scripted crew) in sim meters. */
function carrot(
spec: CrewSpec,
simTime: number,
scale: number,
pen: CrewPen,
): { x: number; y: number } {
const a = simTime * spec.speed + spec.phase + 0.4; // lead the duck a little
const margin = 0.5;
const wx = Math.min(
pen.maxX - margin,
Math.max(pen.minX + margin, Math.cos(a) * spec.radius * 0.78 - 2.2),
);
const wz = Math.min(
pen.maxZ - margin,
Math.max(pen.minZ + margin, Math.sin(a) * spec.radius - 8.5),
);
return { x: wx / scale, y: -wz / scale };
}
function buildObs(duck: SimDuck): Float32Array {
const { data, variant, obs, lastAction } = duck;
let i = 0;
for (let a = 0; a < 3; a++) obs[i++] = at(data.sensordata, variant.gyroAdr + a);
const g = projectGravity(data, variant.trunkId);
obs[i++] = g.x;
obs[i++] = g.y;
obs[i++] = g.z;
for (let j = 0; j < NUM_JOINTS; j++) {
obs[i++] = at(data.qpos, at(variant.qposAdr, j)) - at(DEFAULT_POSE, j);
}
for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = at(data.qvel, at(variant.dofAdr, j));
for (let j = 0; j < NUM_JOINTS; j++) obs[i++] = at(lastAction, j);
// command slots start zeroed; [vx, vy, wz] filled by the carrot follower
for (let c = 0; c < CMD_SIZE; c++) obs[i + c] = 0;
return obs;
}
function steerToCarrot(duck: SimDuck, simTime: number, scale: number, pen: CrewPen): void {
const { data, obs, spec } = duck;
const target = carrot(spec, simTime, scale, pen);
const qpos = data.qpos;
const dx = target.x - at(qpos, 0);
const dy = target.y - at(qpos, 1);
const w = qpos[3] ?? 1;
const zq = at(qpos, 6);
const yaw = Math.atan2(
2 * (w * zq + at(qpos, 4) * at(qpos, 5)),
1 - 2 * (at(qpos, 5) * at(qpos, 5) + zq * zq),
);
let err = Math.atan2(dy, dx) - yaw;
while (err > Math.PI) err -= 2 * Math.PI;
while (err < -Math.PI) err += 2 * Math.PI;
const lim = LIMITS[spec.kind];
const dist = Math.hypot(dx, dy);
const base = OBS_SIZE - CMD_SIZE;
obs[base] = lim.fwd * Math.max(0, Math.cos(err)) * Math.min(1, dist / 0.12);
obs[base + 1] = 0;
obs[base + 2] = Math.max(-lim.ang, Math.min(lim.ang, 1.6 * err));
}
/** Fallen or exploded? Same thresholds as the reference simulator. */
function poseIsDead(duck: SimDuck, ground: number): boolean {
const z = at(duck.data.qpos, 2) - ground;
const gz = projectGravity(duck.data, duck.variant.trunkId).z;
return !Number.isFinite(z) || !Number.isFinite(gz) || gz > -0.5 || z < 0.02;
}
function respawn(duck: SimDuck, mujoco: Mujoco, simTime: number, pen: CrewPen): void {
const { variant } = duck;
mujoco.mj_resetDataKeyframe(variant.model, duck.data, variant.standKeyId);
const target = carrot(duck.spec, simTime, variant.scale, pen);
duck.data.qpos[0] = target.x;
duck.data.qpos[1] = target.y;
duck.data.qpos[2] = 0.12 + variant.terrain.groundAt(target.x, target.y);
duck.lastAction.fill(0);
}
/** Copy one duck's sim state into its visual rig. */
function syncDuck(duck: SimDuck): void {
const { robot } = duck.spec;
const qpos = duck.data.qpos;
const trunk = robot.root.getObjectByName("trunk_base");
if (!trunk) return;
trunk.position.set(at(qpos, 0), at(qpos, 1), at(qpos, 2));
trunk.quaternion.set(at(qpos, 4), at(qpos, 5), at(qpos, 6), qpos[3] ?? 1);
for (let j = 0; j < NUM_JOINTS; j++) {
const joint = robot.joints.get(JOINT_NAMES[j] ?? "");
if (joint) setHinge(joint, at(qpos, at(duck.variant.qposAdr, j)));
}
for (const extra of duck.extraAdr) {
const joint = robot.joints.get(extra.name);
if (joint) setHinge(joint, at(qpos, extra.adr));
}
}
/** One 50 Hz control step for one duck: observe, infer, actuate, step. */
async function stepDuck(
duck: SimDuck,
mujoco: Mujoco,
ort: Ort,
simTime: number,
pen: CrewPen,
): Promise<void> {
buildObs(duck);
steerToCarrot(duck, simTime, duck.variant.scale, pen);
const feeds = { obs: new ort.Tensor("float32", duck.obs, [1, OBS_SIZE]) };
const out = await duck.session.run(feeds);
duck.lastAction.set(out.actions.data);
for (let j = 0; j < NUM_JOINTS; j++) {
duck.data.ctrl[j] = (DEFAULT_POSE[j] ?? 0) + (out.actions.data[j] ?? 0) * ACTION_SCALE;
}
for (let s = 0; s < DECIMATION; s++) mujoco.mj_step(duck.variant.model, duck.data);
const ground = duck.variant.terrain.groundAt(at(duck.data.qpos, 0), at(duck.data.qpos, 1));
if (poseIsDead(duck, ground)) respawn(duck, mujoco, simTime, pen);
}
async function loadRuntimes(): Promise<{ mujoco: Mujoco; ort: Ort }> {
/* eslint-disable @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-call */
const [mujocoModule, ortModule] = await Promise.all([
import(/* @vite-ignore */ MUJOCO_URL),
import(/* @vite-ignore */ ORT_URL),
]);
const mujoco = (await mujocoModule.default()) as Mujoco;
const ort = ortModule as unknown as Ort;
/* eslint-enable @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-call */
ort.env.wasm.wasmPaths = ORT_WASM_DIR;
ort.env.wasm.numThreads = 1; // static hosting: no COOP/COEP headers
return { mujoco, ort };
}
/**
* Boot physics for the crew. Throws on any failure β the caller keeps the
* scripted crew as fallback.
*/
export async function startCrewSim(
specs: CrewSpec[],
meshLib: MeshLib,
assetBase: string,
pen: CrewPen,
initialPoses: () => { x: number; z: number; heading: number }[],
deckHeight: (x: number, z: number) => number,
): Promise<CrewSim> {
console.info("[sim] loading runtimes");
const { mujoco, ort } = await loadRuntimes();
console.info("[sim] runtimes ready");
const fetchText = async (url: string): Promise<string> => {
const res = await fetch(url);
if (!res.ok) throw new Error(`fetch ${url}: ${String(res.status)}`);
return res.text();
};
const [legsXmlSrc, rollersXmlSrc] = await Promise.all([
fetchText(`${assetBase}/sim/robot_allcollisions.xml`),
fetchText(`${assetBase}/sim/robot_allcollisions_rollers.xml`),
]);
// Sim meters -> world units. Walkers and skaters normalize to different
// scales, so each compiled model needs matching terrain and pen units.
const makeSpace = (kind: CrewSpec["kind"]) => {
const scale = specs.find((spec) => spec.kind === kind)?.robot.root.scale.x ?? 1;
const penSim = {
minX: pen.minX / scale,
maxX: pen.maxX / scale,
minY: -pen.maxZ / scale,
maxY: -pen.minZ / scale,
};
return { scale, penSim, terrain: terrainBoxes(pen, scale, deckHeight) };
};
const spaces = { walk: makeSpace("walk"), skate: makeSpace("skate") };
const legs = buildPhysicsXml(legsXmlSrc, spaces.walk.penSim, spaces.walk.terrain.boxes);
const rollers = buildPhysicsXml(rollersXmlSrc, spaces.skate.penSim, spaces.skate.terrain.boxes);
// Collision meshes: legs/body parts come from the already-loaded GLB
// library (rebuilt as binary STL in memory); roller-only parts are
// fetched from the rollers asset directory.
const vfs = new mujoco.MjVFS();
const added = new Set<string>();
const addMeshes = async (files: string[]): Promise<void> => {
await Promise.all(
files.map(async (f) => {
if (added.has(f)) return;
added.add(f);
const key = f.toLowerCase().replace(/[^a-z0-9]/g, "");
const geometry = meshLib.get(key);
const buf = geometry
? geometryToBinaryStl(geometry)
: await (await fetch(`${assetBase}/rollers/${f}`)).arrayBuffer();
vfs.addBuffer(`assets/${f}`, new Uint8Array(buf));
}),
);
};
await addMeshes(legs.meshFiles);
await addMeshes(rollers.meshFiles);
const resolve = (model: MjModel, space: (typeof spaces)[CrewSpec["kind"]]): Variant => ({
model,
...space,
qposAdr: JOINT_NAMES.map((n) => model.jnt(n).qposadr),
dofAdr: JOINT_NAMES.map((n) => model.jnt(n).dofadr),
gyroAdr: model.sensor("imu_ang_vel").adr,
trunkId: mujoco.mj_name2id(model, mujoco.mjtObj.mjOBJ_BODY.value, "trunk_base"),
standKeyId: mujoco.mj_name2id(model, mujoco.mjtObj.mjOBJ_KEY.value, "STAND"),
});
console.info("[sim] meshes in vfs, compiling models");
const variants = {
walk: resolve(mujoco.MjModel.from_xml_string(legs.xml, vfs), spaces.walk),
skate: resolve(mujoco.MjModel.from_xml_string(rollers.xml, vfs), spaces.skate),
};
console.info("[sim] models compiled, loading policies");
const sessionOpts = { executionProviders: ["wasm"] };
const [walkSession, skateSession] = await Promise.all([
ort.InferenceSession.create(`${assetBase}/sim/BEST_alpha_walking.onnx`, sessionOpts),
ort.InferenceSession.create(`${assetBase}/sim/BEST_roller.onnx`, sessionOpts),
]);
const sessions = { walk: walkSession, skate: skateSession };
console.info("[sim] policies ready");
let simTime = 0;
const startPoses = initialPoses();
const ducks: SimDuck[] = specs.map((spec, index) => {
const variant = variants[spec.kind];
const data = new mujoco.MjData(variant.model);
const duck: SimDuck = {
spec,
variant,
session: sessions[spec.kind],
data,
lastAction: new Float32Array(NUM_JOINTS),
obs: new Float32Array(OBS_SIZE),
extraAdr: [...spec.robot.joints.keys()]
.filter((n) => !JOINT_NAMES.includes(n))
.map((n) => ({ name: n, adr: variant.model.jnt(n).qposadr })),
};
respawn(duck, mujoco, 0, pen);
// take over exactly where the scripted crew stands right now
const pose = startPoses[index];
if (pose) {
const { penSim, scale } = variant;
const margin = 0.3;
duck.data.qpos[0] = Math.min(
penSim.maxX - margin,
Math.max(penSim.minX + margin, pose.x / scale),
);
duck.data.qpos[1] = Math.min(
penSim.maxY - margin,
Math.max(penSim.minY + margin, -pose.z / scale),
);
duck.data.qpos[3] = Math.cos(pose.heading / 2);
duck.data.qpos[4] = 0;
duck.data.qpos[5] = 0;
duck.data.qpos[6] = Math.sin(pose.heading / 2);
duck.data.qpos[2] =
0.12 + variant.terrain.groundAt(at(duck.data.qpos, 0), at(duck.data.qpos, 1));
}
return duck;
});
// Rigs go under sim control with a fully clean root transform so the zUp
// group maps MuJoCo coordinates straight into the world (x -> x, y -> -z,
// z -> y). Scripted skaters leave a root roll behind during async boot;
// keeping it would tilt the complete physics frame above or below the deck.
for (const duck of ducks) {
duck.spec.robot.root.rotation.set(0, 0, 0);
duck.spec.robot.root.position.set(0, duck.variant.terrain.baseY, 0);
}
// ββ 50 Hz control loop, independent of the render loop βββββββββββββββ
let busy = false;
let stopped = false;
const timer = setInterval(() => {
if (busy || stopped) return;
busy = true;
void (async () => {
try {
simTime += CTRL_DT;
// sequential: ducks share ONNX sessions, and session.run is not
// safely reentrant. Five tiny MLPs stay well under the 20 ms budget.
for (const duck of ducks) {
await stepDuck(duck, mujoco, ort, simTime, pen);
}
} catch (err) {
console.error("[sim] control tick failed", err);
stopped = true;
clearInterval(timer);
} finally {
busy = false;
}
})();
}, CTRL_DT * 1000);
const sync = (): void => {
for (const duck of ducks) syncDuck(duck);
};
return {
sync,
debug: () => ({
spaces: {
walk: { scale: spaces.walk.scale, baseY: spaces.walk.terrain.baseY },
skate: { scale: spaces.skate.scale, baseY: spaces.skate.terrain.baseY },
},
ducks: ducks.map((duck) => {
const { scale, terrain } = duck.variant;
return {
kind: duck.spec.kind,
position: {
x: at(duck.data.qpos, 0) * scale,
y: terrain.baseY + at(duck.data.qpos, 2) * scale,
z: -at(duck.data.qpos, 1) * scale,
},
groundY:
terrain.baseY + terrain.groundAt(at(duck.data.qpos, 0), at(duck.data.qpos, 1)) * scale,
};
}),
}),
stop: () => {
stopped = true;
clearInterval(timer);
},
};
}
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