Fix USD equality decoding
- handle when body0 or body1 are the default prim/world - add site-based equalities to the constrainst list so they aren't skipped - support connect constraints by checking for spherical joints
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@@ -55,7 +55,12 @@ bool GetJointBodies(const pxr::UsdPhysicsJoint& joint, pxr::SdfPath* from,
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joint.GetPath().GetAsString().c_str());
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return false;
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}
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*to = body1_paths[0];
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// body1 pointing to the default prim means it's attached to the worldbody.
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if (body1_paths[0] == default_prim_path) {
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*to = pxr::SdfPath();
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} else {
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*to = body1_paths[0];
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}
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pxr::SdfPathVector body0_paths;
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joint.GetBody0Rel().GetTargets(&body0_paths);
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@@ -205,8 +210,24 @@ std::unique_ptr<Node> BuildKinematicTree(const pxr::UsdStageRefPtr stage) {
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continue;
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}
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int from_idx = body_index[from];
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int to_idx = body_index[to];
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// Check if this is a constraint (not participating in kinematic tree).
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bool excluded_from_articulation = false;
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joint.GetExcludeFromArticulationAttr().Get(&excluded_from_articulation);
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// Check if bodies exist in body_index (don't use [] which inserts defaults)
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auto from_it = body_index.find(from);
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auto to_it = body_index.find(to);
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if (from_it == body_index.end() || to_it == body_index.end()) {
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// For constraint joints (e.g., site-based welds), body0/body1 may point
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// to sites which aren't in body_index. Add these to the world node.
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if (excluded_from_articulation) {
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extraction.nodes[0]->constraints.push_back(joint.GetPath());
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}
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continue;
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}
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int from_idx = from_it->second;
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int to_idx = to_it->second;
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if (from_idx == to_idx) {
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mju_error("Cycle detected: self referencing joint at node %s",
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to.GetString().c_str());
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@@ -216,8 +237,6 @@ std::unique_ptr<Node> BuildKinematicTree(const pxr::UsdStageRefPtr stage) {
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// If we encounter a joint that does not participate in articulation, we
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// should treat it as a constraint instead.
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// For example, a weld constraint is represented by a fixed joint.
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bool excluded_from_articulation;
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joint.GetExcludeFromArticulationAttr().Get(&excluded_from_articulation);
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if (excluded_from_articulation) {
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extraction.nodes[to_idx]->constraints.push_back(joint.GetPath());
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continue;
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@@ -76,6 +76,7 @@
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#include <pxr/usd/usdPhysics/revoluteJoint.h>
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#include <pxr/usd/usdPhysics/rigidBodyAPI.h>
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#include <pxr/usd/usdPhysics/scene.h>
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#include <pxr/usd/usdPhysics/sphericalJoint.h>
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#include <pxr/usd/usdShade/material.h>
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#include <pxr/usd/usdShade/materialBindingAPI.h>
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@@ -1897,8 +1898,9 @@ void ParseConstraint(mjSpec* spec, const pxr::UsdPrim& prim, mjsBody* body,
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eq_joint_api.GetCoef4Attr().Get(&eq->data[4]);
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ParseMjcEqualityAPISolverParams(eq, equality_api, prim);
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} else if (prim.IsA<pxr::UsdPhysicsFixedJoint>()) {
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// Handle fixed joints as weld constraints.
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} else if (prim.IsA<pxr::UsdPhysicsFixedJoint>() ||
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prim.IsA<pxr::UsdPhysicsSphericalJoint>()) {
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// Handle fixed joints as weld constraints, spherical joints as connect constraints
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pxr::UsdPhysicsJoint joint(prim);
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// A fixed joint means the bodies are welded.
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pxr::UsdRelationship body0_rel = joint.GetBody0Rel();
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@@ -1914,6 +1916,16 @@ void ParseConstraint(mjSpec* spec, const pxr::UsdPrim& prim, mjsBody* body,
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auto stage = prim.GetStage();
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// Get the default prim path to identify the world body.
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pxr::SdfPath default_prim_path;
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if (stage->GetDefaultPrim().IsValid()) {
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default_prim_path = stage->GetDefaultPrim().GetPath();
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}
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// Map default prim to world body (empty path means world in MuJoCo).
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bool body0_is_world = body0_path.IsEmpty() || body0_path == default_prim_path;
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bool body1_is_world = body1_path.IsEmpty() || body1_path == default_prim_path;
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auto body0_prim = stage->GetPrimAtPath(body0_path);
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auto body1_prim = stage->GetPrimAtPath(body1_path);
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@@ -1944,8 +1956,9 @@ void ParseConstraint(mjSpec* spec, const pxr::UsdPrim& prim, mjsBody* body,
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mjs_setString(eq->name2, body1_path.GetAsString().c_str());
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eq->objtype = mjOBJ_SITE;
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} else {
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mjs_setString(eq->name1, body0_path.GetAsString().c_str());
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mjs_setString(eq->name2, body1_path.GetAsString().c_str());
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// For body welds, use "world" for the world body, otherwise use the USD path.
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mjs_setString(eq->name1, body0_is_world ? "world" : body0_path.GetAsString().c_str());
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mjs_setString(eq->name2, body1_is_world ? "world" : body1_path.GetAsString().c_str());
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eq->objtype = mjOBJ_BODY;
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}
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