Hierarchical restructuring of docs Programming chapter
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}
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rst_prolog = """
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.. include:: includes/macros.rst
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.. include:: includes/roles.rst
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.. include:: /includes/macros.rst
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.. include:: /includes/roles.rst
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.. include:: <isonum.txt>
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"""
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computation
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modeling
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XMLreference
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programming
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programming/index.rst
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models
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APIreference
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python
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===========
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Programming
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===========
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.. _inIntro:
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Introduction
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~~~~~~~~~~~~
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This chapter is the MuJoCo programming guide. A separate chapter contains the :doc:`../APIreference` documentation.
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MuJoCo is a dynamic library compatible with Windows, Linux and macOS, which requires a process with AVX instructions.
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The library exposes the full functionality of the simulator through a compiler-independent shared-memory C API. It can
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also be used in C++ programs.
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The MuJoCo codebase is organized into subdirectories corresponding to different major areas of functionality:
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Engine
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The simulator (or physics engine) is written in C. It is responsible for all runtime computations.
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Parser
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The XML parser is written in C++. It can parse MJCF models and URDF models, converting them into an internal mjCModel
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C++ object which is not directly exposed to the user.
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Compiler
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The compiler is written in C++. It takes an mjCModel C++ object constructed by the parser, and converts it into an
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mjModel C structure used at runtime.
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Abstract visualizer
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The abstract visualizer is written in C. It generates a list of abstract geometric entities representing the
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simulation state, with all information needed for actual rendering. It also provides abstract mouse hooks for camera
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and perturbation control.
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OpenGL renderer
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The renderer is written in C and is based on fixed-function OpenGL. It does not have all the features of
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state-of-the-art rendering engines (and can be replaced with such an engine if desired) but nevertheless it provides
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efficient and informative 3D rendering.
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UI framework
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The UI framework (new in MuJoCo 2.0) is written in C. UI elements are rendered in OpenGL. It has its own event
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mechanism and abstract hooks for keyboard and mouse input. The code samples use it with GLFW, but it can also be used
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with other window libraries.
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.. _inStart:
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Getting started
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~~~~~~~~~~~~~~~
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MuJoCo is an open-source project. Pre-built dynamic libraries are available for x86_64 and arm64 machines running
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Windows, Linux, and macOS. These can be downloaded from the `GitHub Releases page
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<https://github.com/deepmind/mujoco/releases>`_. Users who do not intend to develop or modify core MuJoCo code are
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encouraged to use our pre-built libraries, as these come bundled with the same versions of dependencies that we
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regularly test against, and benefit from build flags that have been tuned for performance. Our pre-built libraries are
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almost entirely self-contained and do not require any other library to be present, outside the standard C runtime. We
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also hide all symbols apart from those that form MuJoCo's public API, thus ensuring that it can coexist with any other
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libraries that may be loaded into the process (including other versions of libraries that MuJoCo depends on).
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The pre-built distribution is a single .zip on Windows, .dmg on macOS, and .tar.gz on Linux. There is no installer.
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On Windows and Linux, simply extract the archive in a directory of your choice. From the ``bin`` subdirectory, you can
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now run the precompiled code samples, for example:
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.. code-block:: Text
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Windows: simulate ..\model\humanoid.xml
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Linux and macOS: ./simulate ../model/humanoid.xml
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The directory structure is shown below. Users can re-organize it if needed, as well as install the dynamic libraries in
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other directories and set the path accordingly. The only file created automatically is MUJOCO_LOG.TXT in the executable
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directory; it contains error and warning messages, and can be deleted at any time.
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.. code-block:: Text
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bin - dynamic libraries, executables, MUJOCO_LOG.TXT
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doc - README.txt and REFERENCE.txt
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include - header files needed to develop with MuJoCo
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model - model collection
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sample - code samples and makefile need to build them
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After verifying that the simulator works, you may also want to re-compile the code samples to ensure that you have a
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working development environment. We provide Makefiles for `Windows
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<https://github.com/deepmind/mujoco/blob/main/sample/Makefile.windows>`_, `macOS
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<https://github.com/deepmind/mujoco/blob/main/sample/Makefile.macos>`_, and `Linux
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<https://github.com/deepmind/mujoco/blob/main/sample/Makefile>`_, and also a cross-platform `CMake
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<https://github.com/deepmind/mujoco/blob/main/sample/CMakeLists.txt>`_ setup that can be used to build sample
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applications independently of the MuJoCo library itself. If you are using the vanilla Makefile, we assume that you are
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using Visual Studio on Windows and LLVM/Clang on Linux. On Windows, you also need to either open a Visual Studio command
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prompt with native x64 tools or call the ``vcvarsall.bat`` script that comes with your MSVC installation to set up the
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appropriate environment variables.
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On macOS, the DMG disk image contains ``MuJoCo.app``, which you can double-click to launch the ``simulate`` GUI. You can
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also drag ``MuJoCo.app`` into the ``/Application`` on your system, as you would to install any other app. While
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``MuJoCo.app`` may look like a file, it is in fact an `Application Bundle <https://developer.apple.com/go/?id=bundle-
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structure>`_, which is a directory that contains executable binaries for all of MuJoCo's sample applications, along with
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an embedded `framework
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<https://developer.apple.com/library/archive/documentation/MacOSX/Conceptual/BPFrameworks/Concepts/WhatAreFrameworks.html>`_,
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which is a subdirectory containing the MuJoCo dynamic library and all of its public headers. In other words,
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``MuJoCo.app`` contains all the same files that are shipped in the archive on Windows and Linux. To see this, right
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click (or control-click) on ``MuJoCo.app`` and click "Show Package Contents".
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As mentioned above, ``mujoco.framework`` contains the library and headers that are necessary to build any application
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that depends on MuJoCo. If you are using Xcode, you can import it as a framework dependency on your project. (This also
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works for Swift projects without any modification). If you are building manually, you can use ``-F`` and
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``-framework mujoco`` to specify the header search path and the library search path respectively. The macOS Makefile
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provides an example for this.
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.. _inBuild:
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Building MuJoCo from source
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To build MuJoCo from source, you will need CMake and a working C++17 compiler installed. The steps are:
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#. Clone the ``mujoco`` repository from GitHub.
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#. Create a new build directory somewhere, and ``cd`` into it.
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#. Run ``cmake $PATH_TO_CLONED_REPO`` to configure the build.
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#. Run ``cmake --build .`` to build.
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MuJoCo's build system automatically fetches dependencies from upstream repositories over the Internet using CMake's
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`FetchContent <https://cmake.org/cmake/help/latest/module/FetchContent.html>`_ module.
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The main CMake setup will build the MuJoCo library itself along with all sample applications, but the Python
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bindings are not built. Those come with their own build instructions, which can be found in the :doc:`../python`
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section of the documentation.
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Additionally, the CMake setup also implements an installation phase which will copy and organize the output files to a
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target directory. Specify the directory using ``cmake $PATH_TO_CLONED_REPO -DCMAKE_INSTALL_PREFIX=<my_install_dir>``.
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After successfully building MuJoCo following the instructions above, you can install it using ``cmake --install .``.
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.. _inHeader:
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Header files
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~~~~~~~~~~~~
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The distribution contains several header files which are identical on all platforms. They are also available from the
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links below, to make this documentation self-contained.
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mujoco.h `(source) <https://github.com/deepmind/mujoco/blob/main/include/mujoco/mujoco.h>`__
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This is the main header file and must be included in all programs using MuJoCo. It defines all API functions and
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global variables, and includes the next 5 files which provide the necessary type definitions.
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mjmodel.h `(source) <https://github.com/deepmind/mujoco/blob/main/include/mujoco/mjmodel.h>`__
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This file defines the C structure :ref:`mjModel` which is the runtime representation of the
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model being simulated. It also defines a number of primitive types and other structures needed to define mjModel.
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mjdata.h `(source) <https://github.com/deepmind/mujoco/blob/main/include/mujoco/mjdata.h>`__
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This file defines the C structure :ref:`mjData` which is the workspace where all computations
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read their inputs and write their outputs. It also defines primitive types and other structures needed to define
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mjData.
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mjvisualize.h `(source) <https://github.com/deepmind/mujoco/blob/main/include/mujoco/mjvisualize.h>`__
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This file defines the primitive types and structures needed by the abstract visualizer.
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mjrender.h `(source) <https://github.com/deepmind/mujoco/blob/main/include/mujoco/mjrender.h>`__
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This file defines the primitive types and structures needed by the OpenGL renderer.
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mjui.h `(source) <https://github.com/deepmind/mujoco/blob/main/include/mujoco/mjui.h>`__
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This file defines the primitive types and structures needed by the UI framework.
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mjtnum.h `(source) <https://github.com/deepmind/mujoco/blob/main/include/mujoco/mjtnum.h>`__
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Defines MuJoCo's ``mjtNum`` floating-point type to be either ``double`` or ``float``. See :ref:`mjtNum`.
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mjxmacro.h `(source) <https://github.com/deepmind/mujoco/blob/main/include/mujoco/mjxmacro.h>`__
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This file is optional and is not included by mujoco.h. It defines :ref:`X Macros <tyXMacro>` that can
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automate the mapping of mjModel and mjData into scripting languages, as well as other operations that require
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accessing all fields of mjModel and mjData. See code sample :ref:`testxml.cc <saTestXML>`.
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mjexport.h `(source) <https://github.com/deepmind/mujoco/blob/main/include/mujoco/mjexport.h>`__
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Macros used for exporting public symbols from the MuJoCo library. This header should not be used directly by client
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code.
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glfw3.h
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This file is optional and is not included by mujoco.h. It is the only header file needed for the GLFW library. See
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code sample :ref:`simulate.cc <saSimulate>`.
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.. _inVersion:
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Versions and compatibility
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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MuJoCo has been used extensively since 2010 and is quite mature (even though our version numbering scheme is quite
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conservative). Nevertheless it remains under active development, and we have many exciting ideas for new features and
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are also making changes based on user feedback. This leads to unavoidable changes in both the modeling language in the
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API. While we encourage users to upgrade to the latest version, we recognize that this is not always feasible,
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especially when other developers release software that relies on MuJoCo. Therefore we have introduced simple
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mechanisms to help avoid version conflicts, as follows.
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The situation is more subtle if existing code was developed with a certain version of MuJoCo, and is now being
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compiled and linked with a different version. If the definitions of the API functions used in that code have changed,
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either the compiler or the linker will generate errors. But even if the function definitions have not changed, it may
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still be a good idea to assert that the software version is the same. To this end, the main header (mujoco.h) defines
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the symbol :ref:`mjVERSION_HEADER <glNumeric>` and the library provides the function
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:ref:`mj_version`. Thus the header and library versions can be compared with:
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.. code-block:: C
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// recommended version check
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if( mjVERSION_HEADER!=mj_version() )
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complain();
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Note that only the main header defines this symbol. We assume that the collection of headers released with each software
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version will stay together and will not be mixed between versions. To avoid complications with floating-point
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comparisons, the above symbol and function use integers that are 100x the version number, so for example in software
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version 2.1 the symbol mjVERSION_HEADER is defined as 210.
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.. _inNaming:
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Naming convention
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~~~~~~~~~~~~~~~~~
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All symbols defined in the API start with the prefix "mj". The character after "mj" in the prefix determines the family
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to which the symbol belongs. First we list the prefixes corresponding to type definitions.
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mj
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Core simulation data structure (C struct), for example :ref:`mjModel`. If all characters
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after the prefix are capital, for example :ref:`mjMIN`, this is a macro or a symbol (#define).
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mjt
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Primitive type, for example :ref:`mjtGeom`. Except for mjtByte and mjtNum, all other
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definitions in this family are enums.
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mjf
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Callback function type, for example :ref:`mjfGeneric`.
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mjv
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Data structure related to abstract visualization, for example :ref:`mjvCamera`.
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mjr
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Data structure related to OpenGL rendering, for example :ref:`mjrContext`.
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mjui
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Data structure related to UI framework, for example :ref:`mjuiSection`.
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Next we list the prefixes corresponding to function definitions. Note that function prefixes always end with underscore.
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mj\_
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Core simulation function, for example :ref:`mj_step`. Almost all such functions have
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pointers to mjModel and mjData as their first two arguments, possibly followed by other arguments. They usually write
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their outputs to mjData.
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mju\_
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Utility function, for example :ref:`mju_mulMatVec`. These functions are self-contained
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in the sense that they do not have mjModel and mjData pointers as their arguments.
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mjv\_
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Function related to abstract visualization, for example :ref:`mjv_updateScene`.
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mjr\_
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Function related to OpenGL rendering, for example :ref:`mjr_render`.
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mjui\_
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Function related to UI framework, for example :ref:`mjui_update`.
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mjcb\_
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Global callback function pointer, for example :ref:`mjcb_control`. The user can install
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custom callbacks by setting these global pointers to user-defined functions.
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mjd\_
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Functions for computing derivatives, for example :ref:`mjd_transitionFD`.
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.. _inOpenGL:
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Using OpenGL
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~~~~~~~~~~~~
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The use of MuJoCo's native OpenGL renderer will be explained in :ref:`Rendering`. For rendering, MuJoCo uses OpenGL 1.5
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in the compatibility profile with the ``ARB_framebuffer_object`` and ``ARB_vertex_buffer_object`` extensions. OpenGL
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symbols are loaded via `GLAD <https://github.com/Dav1dde/glad>`_ the first time the :ref:`mjr_makeContext` function
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is called. This means that the MuJoCo library itself does not have an explicit dependency on OpenGL and can be used
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on systems without OpenGL support, as long as ``mjr_`` functions are not called.
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Applications that use MuJoCo's built-in rendering functionalities are responsible for linking against an appropriate
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OpenGL context creation library and for ensuring that there is an OpenGL context that is made current on the running
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thread. On Windows and macOS, there is a canonical OpenGL library provided by the operating system. On Linux, MuJoCo
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currently supports GLX for rendering to an X11 window, OSMesa for headless software rendering, and EGL for hardware
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accelerated headless rendering.
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Before version 2.1.4, MuJoCo used GLEW rather than GLAD to manage OpenGL symbols, which required linking against
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different GLEW libraries at build time depending on the GL implementation used. In order to avoid having manage OpenGL
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dependency when no rendering was required, "nogl" builds of the library was made available. Since OpenGL symbols are
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now lazily resolved at runtime after the switch to GLAD, the "nogl" libraries are no longer provided.
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.. toctree::
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:hidden:
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samples
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simulation
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visualization
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.. _Sample:
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Code samples
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------------
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MuJoCo comes with several code samples providing useful functionality. Some of them are quite elaborate
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(:ref:`simulate.cc <saSimulate>` in particular) but nevertheless we hope that they will help users learn how to program
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with the library.
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.. _saTestspeed:
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`testspeed.cc <https://github.com/deepmind/mujoco/blob/main/sample/testspeed.cc>`_
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This code sample tests the simulation speed for a given model. The command line arguments are the model file, the
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number of time steps to simulate, the number of parallel threads to use, and a flag to enable internal profiling (the
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last two are optional). When N threads are specified with N>1, the code allocates a single mjModel and per-thread
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mjData, and runs N identical simulations in parallel. The idea is to test performance with all cores active, similar
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to Reinforcement Learning scenarios where samples are collected in parallel. The optimal N usually equals the number
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of logical cores. By default the simulation starts from the model reference configuration qpos0 and qvel=0. However if
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a keyframe named "test" is present in the model, it is used as the initial state state.
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The timing code is straightforward: the simulation of the passive dynamics is advanced for the specified number of
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steps, while collecting statistics about the number of contacts, scalar constraints, and CPU times from internal
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profiling. The results are then printed in the console. To simulate controlled dynamics instead of passive dynamics
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one can either install the control callback :ref:`mjcb_control`, or set control signals
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explicitly as explained in the :ref:`simulation loop <siSimulation>` section below.
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.. _saTestXML:
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`testxml.cc <https://github.com/deepmind/mujoco/blob/main/sample/testxml.cc>`_
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This code sample tests the parser, compiler and XML writer. The testing code does the following:
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- Parse and compile a specified XML model in MJCF or URDF. This yields an mjModel structure ready for simulation;
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- Save the model as a temporary MJCF file, using a "canonical" subset of MJCF where a number of conversions have
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already been performed by the compiler;
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- Parse and compile the temporary MJCF file. This yields a second mjModel structure ready for simulation;
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- Compare the two mjModel structures field by field, and print the field with the largest numerical difference. Since
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MJCF is a text format, the real-valued numbers saved in it have lower precision than the double precision used
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internally, thus we cannot expect the two models to be identical on the bit level. But we can expect the largest
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difference to be on the order of 1e-6. A substantially larger difference indicates a bug in the parser, compiler or
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XML writer - and should be reported.
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The code uses the :ref:`X Macros <tyXMacro>` described in the Reference chapter. This is a convenient way
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to apply the same operation to all fields in mjModel, without explicitly typing their names. The code sample
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||||
:ref:`simulate.cc <saSimulate>` also uses X Macros to implement a watch, where the user can type the name of any mjData
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field which is resolved at runtime.
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.. _saCompile:
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`compile.cc <https://github.com/deepmind/mujoco/blob/main/sample/compile.cc>`_
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This code sample evokes the built-in parser and compiler. It implements all possible model conversions from (MJCF, URDF,
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MJB) format to (MJCF, MJB, TXT) format. Models saved as MJCF use a canonical subset of our format as described in the
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:doc:`../modeling` chapter, and therefore MJCF-to-MJCF conversion will generally result in a different file.
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The TXT format is a human-readable road-map to the model. It cannot be loaded by MuJoCo, but can be a very useful aid
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during model development. It is in one-to-one correspondence with the compiled mjModel. Note also that one can use the
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function :ref:`mj_printData` to create a text file which is in one-to-one correspondence
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with mjData, although this is not done by the code sample.
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.. _saBasic:
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||||
`basic.cc <https://github.com/deepmind/mujoco/blob/main/sample/basic.cc>`_
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||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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||||
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||||
This code sample is a minimal interactive simulator. The model file must be provided as command-line argument. It
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||||
opens an OpenGL window using the platform-independent GLFW library, and renders the simulation state at 60 fps while
|
||||
advancing the simulation in real-time. Press Backspace to reset the simulation. The mouse can be used to control the
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||||
camera: left drag to rotate, right drag to translate in the vertical plane, shift right drag to translate in the
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||||
horizontal plane, scroll or middle drag to zoom.
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||||
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The :ref:`Visualization` programming guide below explains how visualization works. This code sample is a minimal
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||||
illustration of the concepts in that guide.
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||||
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||||
.. _saSimulate:
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||||
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||||
`simulate.cc <https://github.com/deepmind/mujoco/blob/main/simulate>`_
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||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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|
||||
This code sample is a fully-featured interactive simulator. It opens an OpenGL window using the platform-independent
|
||||
GLFW library, and renders the simulation state in it. There is built-in help, simulation statistics, profiler, sensor
|
||||
data plots. The model file can be specified as a command-line argument, or loaded at runtime using drag-and-drop
|
||||
functionality. As of MuJoCo 2.0, this code sample uses the native UI to render various controls, and provides an
|
||||
illustration of how the new UI framework is intended to be used. Below is a screen-capture of ``simulate`` in action:
|
||||
|
||||
.. youtube:: 0ORsj_E17B0
|
||||
:align: center
|
||||
|
||||
Interaction is done with the mouse; built-in help with a summary of available commands is available by pressing the
|
||||
``F1`` key. Briefly, an object is selected by left-double-click. The user can then apply forces and torques on the
|
||||
selected object by holding Ctrl and dragging the mouse. Dragging the mouse alone (without Ctrl) moves the camera. There
|
||||
are keyboard shortcuts for pausing the simulation, resetting, and re-loading the model file. The latter functionality is
|
||||
very useful while editing the model in an XML editor.
|
||||
|
||||
The code is quite long yet reasonably commented, so it is best to just read it. Here we provide a high-level overview.
|
||||
The ``main()`` function initializes both MuJoCo and GLFW, opens a window, and install GLFW callbacks for mouse and
|
||||
keyboard handling. Note that there is no render callback; GLFW puts the user in charge, instead of running a rendering
|
||||
loop behind the scenes. The main loop handles UI events and rendering. The simulation is handled in a background
|
||||
thread, which is synchronized with the main thread.
|
||||
|
||||
The mouse and keyboard callbacks perform whatever action is necessary. Many of these actions invoke functionality
|
||||
provided by MuJoCo's :ref:`abstract visualization <Abstract>` mechanism. Indeed this mechanism is designed to be
|
||||
hooked to mouse and keyboard events more or less directly, and provides camera as well as perturbation control.
|
||||
|
||||
The profiler and sensor data plots illustrate the use of the :ref:`mjr_figure` function
|
||||
that can plot elaborate 2D figures with grids, annotation, axis scaling etc. The information presented in the profiler
|
||||
is extracted from the diagnostic fields of mjData. It is a very useful tool for tuning the parameters of the
|
||||
constraint solver algorithms. The outputs of the sensors defined in the model are visualized as a bar graph.
|
||||
|
||||
Note that the profiler shows timing information collected with high-resolution timers. On Windows, depending on the
|
||||
power settings, the OS may reduce the CPU frequency; this is because :ref:`simulate.cc <saSimulate>` sleeps most of
|
||||
the time in order to slow down to realtime. This results in inaccurate timings. To avoid this problem, change the
|
||||
Windows power plan so that the minimum processor state is 100%.
|
||||
|
||||
.. _saRecord:
|
||||
|
||||
`record.cc <https://github.com/deepmind/mujoco/blob/main/sample/record.cc>`_
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This code sample simulates the passive dynamics of a given model, renders it offscreen, reads the color and depth pixel
|
||||
values, and saves them into a raw data file that can then be converted into a movie file with tools such as ffmpeg. The
|
||||
rendering is simplified compared to :ref:`simulate.cc <saSimulate>` because there is no user interaction, visualization
|
||||
options or timing; instead we simply render with the default settings as fast as possible. The dimensions and number of
|
||||
multi-samples for the offscreen buffer are specified in the MuJoCo model, while the simulation duration, frames-per-
|
||||
second to be rendered (usually much less than the physics simulation rate), and output file name are specified as
|
||||
command-line arguments. For example, a 5 second animation at 60 frames per second is created with:
|
||||
|
||||
.. code-block:: Shell
|
||||
|
||||
render humanoid.xml 5 60 rgb.out
|
||||
|
||||
The default humanoid.xml model specifies offscreen rendering with 800x800 resolution. With this information in hand, we
|
||||
can compress the (large) raw date file into a playable movie file:
|
||||
|
||||
.. code-block:: Shell
|
||||
|
||||
ffmpeg -f rawvideo -pixel_format rgb24 -video_size 800x800
|
||||
-framerate 60 -i rgb.out -vf "vflip" video.mp4
|
||||
|
||||
This sample can be compiled in three ways which differ in how the OpenGL context is created: using GLFW with an
|
||||
invisible window, using OSMesa, or using EGL. The latter two options are only available on Linux and are envoked by
|
||||
defining the symbols MJ_OSMESA or MJ_EGL when compiling record.cc. The functions ``initOpenGL`` and ``closeOpenGL``
|
||||
create and close the OpenGL context in three different ways depending on which of the above symbols is defined.
|
||||
|
||||
Note that the MuJoCo rendering code does not depend on how the OpenGL context was created. This is the beauty of
|
||||
OpenGL: it leaves context creation to the platform, and the actual rendering is then standard and works in the same
|
||||
way on all platforms. In retrospect, the decision to leave context creation out of the standard has led to unnecessary
|
||||
proliferation of overlapping technologies, which differ not only between platforms but also within a platform in the
|
||||
case of Linux. The addition of a couple of extra functions (such as those provided by OSMesa for example) could have
|
||||
avoided a lot of confusion. EGL is a newer standard from Khronos which aims to do this, and it is gaining popularity.
|
||||
But we cannot yet assume that all users have it installed.
|
||||
|
||||
.. _saDerivative:
|
||||
|
||||
`derivative.cc <https://github.com/deepmind/mujoco/blob/main/sample/derivative.cc>`_
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This code sample illustrates the numerical approximation of forward and inverse dynamics derivatives via finite
|
||||
differences. The process involves a number of epochs. In each epoch the simulation is advanced for a specified number
|
||||
of steps, derivatives are computed at the last state, and timing and accuracy statistics are collected. The averages
|
||||
over epochs are printed at the end.
|
||||
|
||||
The code can be incorporated in user projects where derivatives are needed, and can also be used as a stand-alone tool
|
||||
for estimating CPU time and numerical accuracy. Accuracy is estimated in the function ``checkderiv()`` using several
|
||||
mathematical identities about the derivatives of inverse functions; the residuals being computed would be zero if the
|
||||
derivatives were exact. Note that these identities involve matrix multiplications which may affect the accuracy
|
||||
estimates. Timing tests are applied only to the parallel section, where the function ``worker()`` is executed in
|
||||
multiple threads using OpenMP. There are fewer threads than forward/inverse dynamics evaluations, thus each thread
|
||||
executes multiple evaluations. For a more general discussion of parallel processing in MuJoCo see
|
||||
:ref:`multi-threading <siMultithread>` below.
|
||||
|
||||
Recall than for a differentiable function ``f(x)`` the derivative can be approximated as
|
||||
|
||||
.. code-block:: Text
|
||||
|
||||
df/dx = (f(x+eps)-f(x))/eps
|
||||
|
||||
where ``eps`` is a small number. One can also use the centered finite difference method, which is two times slower but
|
||||
more accurate. Here ``f`` is one of the functions
|
||||
|
||||
.. code-block:: Text
|
||||
|
||||
forward dynamics: qacc(qfrc_applied, qvel, qpos)
|
||||
inverse dynamics: qfrc_inverse(qacc, qvel, qpos)
|
||||
|
||||
The code sample computes six Jacobian matrices, containing the derivative of each function with respect to its three
|
||||
arguments. The results are stored in the array ``deriv``. All six Jacobian matrices are square, with dimensionality
|
||||
equal to the number of degrees of freedom ``mjModel.nv``. When the model configuration includes quaternion joints,
|
||||
mjData.qpos has larger dimensionality than the other vectors, however the derivative is only defined in the tangent
|
||||
space to the configuration manifold. This is why, when differentiating with respect to the elements of ``mjData.qpos``,
|
||||
we do not directly add ``eps`` but instead use the function :ref:`mju_quatIntegrate` to perturb the quaternion in the
|
||||
tangent space, keeping it normalized. This technique should also be used in any other situation where quaternions need
|
||||
to be perturbed.
|
||||
|
||||
There are some important subtleties in this code that improve speed as well as accuracy. To speed up the computation,
|
||||
we re-use intermediate results whenever possible. This relies on the skip mechanism described under :ref:`forward
|
||||
dynamics <siForward>` and :ref:`inverse dynamics <siInverse>` below. We first perturb force dimensions, keeping
|
||||
position and velocity fixed. In this way we avoid recomputing results that depend on position and velocity but not on
|
||||
force. Then we perturb velocity dimensions, and avoid recomputing results that depend on position but not on velocity
|
||||
or force. Finally we perturb position dimensions - which requires full computation because everything depends on
|
||||
position.
|
||||
|
||||
Accuracy depends on the value of ``eps`` which is user-adjustable, as well as the shape of the function. In the case
|
||||
of forward dynamics however, the function evaluation involves an iterative constraint solver, and this must be handled
|
||||
with care. In general, the difference between ``f(x+eps)`` and ``f(x)`` is very small, thus any noise affecting the
|
||||
two function evaluations differently can make the resulting derivatives meaningless. Different warm-starts or
|
||||
different number of solver iterations can act as such noise here. Therefore we fix the warm-start ``mjData.qacc`` to a
|
||||
value pre-computed at the center point, using ``nwarmup`` extra major iterations to obtain a more accurate warm-start.
|
||||
We also fix the number of solver iterations to ``niter`` and set ``mjModel.opt.tolerance = 0``; this disables the early
|
||||
termination mechanism. Note that the original simulation options are restored in the serial code which advances the
|
||||
state.
|
||||
|
||||
We emphasize that the above subtleties are not high-order corrections that can be incorporated later. In the presence
|
||||
of unilateral constraints, numerical derivatives are hard to compute and there is no shortcut around it; indeed they
|
||||
would not even be defined if it wasn't for our soft-constraint model. Making the constraints softer results in more
|
||||
accurate results. This effect is so strong that in some situations it makes sense to intentionally work with the wrong
|
||||
model, i.e., a model that is softer than desired, so as to obtain more accurate derivatives.
|
||||
|
||||
.. _saUItools:
|
||||
|
||||
uitools
|
||||
~~~~~~~
|
||||
|
||||
`(uitools.h) <https://github.com/deepmind/mujoco/blob/main/simulate/uitools.h>`_ `(uitools.cc)
|
||||
<https://github.com/deepmind/mujoco/blob/main/simulate/uitools.cc>`_ This is not a stand-alone code sample, but rather
|
||||
a small utility used to hook up the new UI to GLFW. It is used in :ref:`simulate.cc <saSimulate>` and can also be used
|
||||
in user projects that involve the new UI. If GLFW is replaced with a different window library, this is the only file
|
||||
that would have to be changed in order to access the UI functionality.
|
||||
@@ -0,0 +1,991 @@
|
||||
.. _Simulation:
|
||||
|
||||
Simulation
|
||||
----------
|
||||
|
||||
.. _siInitialization:
|
||||
|
||||
Initialization
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
After the :ref:`version <inVersion>` check, the next step is to allocate and initialize the main data structures needed
|
||||
for simulation, namely mjModel and mjData. Additional initialization steps related to visualization and callbacks will
|
||||
be discussed later.
|
||||
|
||||
mjModel and mjData should never be allocated directly by the user. Instead they are allocated and initialized by the
|
||||
corresponding API functions. These are very elaborate data structures, containing (arrays of) other structures,
|
||||
preallocated data arrays for all intermediate results, as well as an :ref:`internal stack <siStack>`. Our strategy is
|
||||
to allocate all necessary heap memory at the beginning of the simulation, and free it after the simulation is done, so
|
||||
that we never have to call the C memory allocation and deallocation functions during the simulation. This is done for
|
||||
speed, avoidance of memory fragmentation, future GPU portability, and ease of managing the state of the entire
|
||||
simulator during a reset. It also means however that the maximal variable-memory allocation given by the
|
||||
:at:`memory` attribute in the :ref:`size <size>` MJCF element, which affects the allocation of ``mjData``, must be
|
||||
set to a sufficiently large value. If this maximal size is exceeded during simulation, it is not increased
|
||||
dynamically, but instead an error is generated. See also :ref:`diagnostics <siDiagnostics>` below.
|
||||
|
||||
First we must call one of the functions that allocates and initializes mjModel and returns a pointer to it. The
|
||||
available options are
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// option 1: parse and compile XML from file
|
||||
mjModel* m = mj_loadXML("mymodel.xml", NULL, errstr, errstr_sz);
|
||||
|
||||
// option 2: parse and compile XML from virtual file system
|
||||
mjModel* m = mj_loadXML("mymodel.xml", vfs, errstr, errstr_sz);
|
||||
|
||||
// option 3: load precompiled model from MJB file
|
||||
mjModel* m = mj_loadModel("mymodel.mjb", NULL);
|
||||
|
||||
// option 4: load precompiled model from virtual file system
|
||||
mjModel* m = mj_loadModel("mymodel.mjb", vfs);
|
||||
|
||||
// option 5: deep copy from existing mjModel
|
||||
mjModel* m = mj_copyModel(NULL, mexisting);
|
||||
|
||||
All these functions return a NULL pointer if there is an error or warning. In the case of XML parsing and model
|
||||
compilation, a description of the error is returned in the string provided as argument. For the remaining functions, the
|
||||
low-level :ref:`mju_error` or :ref:`mju_warning` is called with the error/warning message; see :ref:`error handling
|
||||
<siError>`. Once we have a pointer to the mjModel that was allocated by one of the above functions, we pass it as
|
||||
argument to all API functions that need model access. Note that most functions treat this pointer as ``const``; more on
|
||||
this in :ref:`model changes <siChange>` below.
|
||||
|
||||
The virtual file system (VFS) was introduced in MuJoCo 1.50. It allows disk resources to be loaded in memory or
|
||||
created programmatically by the user, and then MuJoCo's load functions search for files in the VFS before accessing
|
||||
the disk. See :ref:`Virtualfilesystem` in the API Reference chapter.
|
||||
|
||||
In addition to mjModel which holds the model description, we also need mjData which is the workspace where all
|
||||
computations are performed. Note that mjData is specific to a given mjModel. The API functions generally assume that
|
||||
users know what they are doing, and perform minimal argument checking. If the mjModel and mjData passed to any API
|
||||
function are incompatible (or NULL) the resulting behavior is unpredictable. mjData is created with
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// option 1: create mjDada corresponding to given mjModel
|
||||
mjData* d = mj_makeData(m);
|
||||
|
||||
// option 2: deep copy from existing mjData
|
||||
mjData* d = mj_copyData(NULL, m, dexisting);
|
||||
|
||||
Once both mjModel and mjData are allocated and initialized, we can call the various simulation functions. When we are
|
||||
done, we can delete them with
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// deallocate existing mjModel
|
||||
mj_deleteModel(m);
|
||||
|
||||
// deallocate existing mjData
|
||||
mj_deleteData(d);
|
||||
|
||||
The code samples illustrate the complete initialization and termination sequence.
|
||||
|
||||
MuJoCo simulations are deterministic with one exception: sensor noise can be generated when this feature is enabled.
|
||||
This is done by calling the C function rand() internally. To generate the same random number sequence, call srand()
|
||||
with a desired seed after the model is loaded and before the simulation starts. The model compiler calls srand(123)
|
||||
internally, so as to generate random dots for procedural textures. Therefore the noise sequence in the sensor data
|
||||
will change if the specification of procedural textures changes, and the user does not call srand() after model
|
||||
compilation.
|
||||
|
||||
.. _siSimulation:
|
||||
|
||||
Simulation loop
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
There are multiple ways to run a simulation loop in MuJoCo. The simplest way is to call the top-level simulation
|
||||
function :ref:`mj_step` in a loop such as
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// simulate until t = 10 seconds
|
||||
while( d->time<10 )
|
||||
mj_step(m, d);
|
||||
|
||||
This by itself will simulate the passive dynamics, because we have not provided any control signals or applied forces.
|
||||
The default (and recommended) way to control the system is to implement a control callback, for example
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// simple controller applying damping to each dof
|
||||
void mycontroller(const mjModel* m, mjData* d)
|
||||
{
|
||||
if( m->nu==m->nv )
|
||||
mju_scl(d->ctrl, d->qvel, -0.1, m->nv);
|
||||
}
|
||||
|
||||
This illustrates two concepts. First, we are checking if the number of controls ``mjModel.nu`` equals the number of
|
||||
DoFs ``mjModel.nv``. In general, the same callback may be used with multiple models depending on how the user code is
|
||||
structured, and so it is a good idea to check the model dimensions in the callback. Second, MuJoCo has a library of
|
||||
BLAS-like functions that are very useful; indeed a large part of the code base consists of calling such functions
|
||||
internally. The :ref:`mju_scl` function above scales the velocity vector ``mjData.qvel`` by a constant feedback
|
||||
gain and copies the result into the control vector ``mjData.ctrl``. To install this callback, we simply assign it to the
|
||||
global control callback pointer :ref:`mjcb_control`:
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// install control callback
|
||||
mjcb_control = mycontroller;
|
||||
|
||||
Now if we call :ref:`mj_step`, our control callback will be executed whenever the control
|
||||
signal is needed by the simulation pipeline, and as a result we will end up simulating the controlled dynamics (except
|
||||
damping does not really do justice to the notion of control, and is better implemented as a passive joint property,
|
||||
but these are finer points).
|
||||
|
||||
Instead of relying on a control callback, we could set the control vector ``mjData.ctrl`` directly. Alternatively we
|
||||
could set applied forces as explained in :ref:`state and control <siStateControl>`. If we could compute these control-
|
||||
related quantities before ``mj_step`` is called, then the simulation loop for the controlled dynamics (without using a
|
||||
control callback) would become
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
while( d->time<10 ) {
|
||||
// set d->ctrl or d->qfrc_applied or d->xfrc_applied
|
||||
mj_step(m, d);
|
||||
}
|
||||
|
||||
Why would we not be able to compute the controls before ``mj_step`` is called? After all, isn't this what causality
|
||||
means? The answer is subtle but important, and has to do with the fact that we are simulating in discrete time. The top-
|
||||
level simulation function ``mj_step`` basically does two things: compute the :ref:`forward dynamics <siForward>` in
|
||||
continuous time, and then integrate over a time period specified by ``mjModel.opt.timestep``. Forward dynamics computes
|
||||
the acceleration ``mjData.qacc`` at time ``mjData.time``, given the :ref:`state and control <siStateControl>` at time
|
||||
``mjData.time``. The numerical integrator then advances the state and time to ``mjData.time + mjModel.opt.timestep``.
|
||||
Now, the control is required to be a function of the state at time ``mjData.time``. However a general feedback
|
||||
controller can be a very complex function, depending on various features of the state - in particular all the features
|
||||
computed by MuJoCo as intermediate results of the simulation. These may include contacts, Jacobians, passive forces.
|
||||
None of these quantities are available before ``mj_step`` is called (or rather, they are available but outdated by one
|
||||
time step). In contrast, when ``mj_step`` calls our control callback, it does so as late in the computation as possible
|
||||
- namely after all the intermediate results dependent on the state but not on the control have been computed.
|
||||
|
||||
The same effect can be achieved without using a control callback. This is done by breaking ``mj_step`` in two parts:
|
||||
before the control is needed, and after the control is needed. The simulation loop now becomes
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
while( d->time<10 ) {
|
||||
mj_step1(m, d);
|
||||
// set d->ctrl or d->qfrc_applied or d->xfrc_applied
|
||||
mj_step2(m, d);
|
||||
}
|
||||
|
||||
There is one complication however: this only works with Euler integration. The Runge-Kutta integrator (as well as other
|
||||
advanced integrators we plan to implement) need to evaluate the entire dynamics including the feedback control law
|
||||
multiple times per step, which can only be done using a control callback. But with Euler integration, the above
|
||||
separation of ``mj_step`` into :ref:`mj_step1` and :ref:`mj_step2` is sufficient to provide the control law with the
|
||||
intermediate results of the computation.
|
||||
|
||||
To make the above discussion more clear, we provide the internal implementation of mj_step, mj_step1 and mj_step2,
|
||||
omitting some code that computes timing diagnostics. The main simulation function is
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
void mj_step(const mjModel* m, mjData* d) {
|
||||
// common to all integrators
|
||||
mj_checkPos(m, d);
|
||||
mj_checkVel(m, d);
|
||||
mj_forward(m, d);
|
||||
mj_checkAcc(m, d);
|
||||
|
||||
// compare forward and inverse solutions if enabled
|
||||
if( mjENABLED(mjENBL_FWDINV) )
|
||||
mj_compareFwdInv(m, d);
|
||||
|
||||
// use selected integrator
|
||||
if( m->opt.integrator==mjINT_RK4 )
|
||||
mj_RungeKutta(m, d, 4);
|
||||
else
|
||||
mj_Euler(m, d);
|
||||
}
|
||||
|
||||
The checking functions reset the simulation automatically if any numerical values have become invalid or too large.
|
||||
The control callback (if any) is called from within the forward dynamics function.
|
||||
|
||||
Next we show the implementation of the two-part stepping approach, although the specifics will make sense only after
|
||||
we explain the :ref:`forward dynamics <siForward>` later. Note that the control callback is now called directly, since
|
||||
we have essentially unpacked the forward dynamics function. Note also that we always call the Euler integrator in
|
||||
mj_step2 regardless of the setting of ``mjModel.opt.integrator``.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
void mj_step1(const mjModel* m, mjData* d)
|
||||
{
|
||||
mj_checkPos(m, d);
|
||||
mj_checkVel(m, d);
|
||||
mj_fwdPosition(m, d);
|
||||
mj_sensorPos(m, d);
|
||||
mj_energyPos(m, d);
|
||||
mj_fwdVelocity(m, d);
|
||||
mj_sensorVel(m, d);
|
||||
mj_energyVel(m, d);
|
||||
|
||||
// if we had a callback we would be using mj_step, but call it anyway
|
||||
if( mjcb_control )
|
||||
mjcb_control(m, d);
|
||||
}
|
||||
|
||||
void mj_step2(const mjModel* m, mjData* d)
|
||||
{
|
||||
mj_fwdActuation(m, d);
|
||||
mj_fwdAcceleration(m, d);
|
||||
mj_fwdConstraint(m, d);
|
||||
mj_sensorAcc(m, d);
|
||||
mj_checkAcc(m, d);
|
||||
|
||||
// compare forward and inverse solutions if enabled
|
||||
if( mjENABLED(mjENBL_FWDINV) )
|
||||
mj_compareFwdInv(m, d);
|
||||
|
||||
// integrate with Euler; ignore integrator option
|
||||
mj_Euler(m, d);
|
||||
}
|
||||
|
||||
.. _siStateControl:
|
||||
|
||||
State and control
|
||||
~~~~~~~~~~~~~~~~~
|
||||
|
||||
MuJoCo has a well-defined state that is easy to set, reset and advance through time. This is closely related to the
|
||||
notion of state of a dynamical system. Dynamical systems are usually described in the general form
|
||||
|
||||
.. code-block:: Text
|
||||
|
||||
dx/dt = f(t,x,u)
|
||||
|
||||
where ``t`` is the time, ``x`` is the state vector, ``u`` is the control vector, and ``f`` is the function that
|
||||
computes the time-derivative of the state. This is a continuous-time formulation, and indeed the physics model
|
||||
simulated by MuJoCo is defined in continuous time. Even though the numerical integrator operates in discrete time, the
|
||||
main part of the computation - namely the function :ref:`mj_forward` - corresponds to the
|
||||
continuous-time dynamics function ``f(t,x,u)`` above. Here we explain this correspondence.
|
||||
|
||||
The state vector in MuJoCo is:
|
||||
|
||||
.. code-block:: Text
|
||||
|
||||
x = (mjData.time, mjData.qpos, mjData.qvel, mjData.act)
|
||||
|
||||
For a second-order dynamical system the state contains only position and velocity, however MuJoCo can also model
|
||||
actuators (such as cylinders and biological muscles) that have their own activation states assembled in the vector
|
||||
``mjData.act``. While the physics model is time-invariant, user-defined control laws may be time-varying; in particular
|
||||
control laws obtained from trajectory optimizers would normally be indexed by ``mjData.time``.
|
||||
|
||||
The reason for the "official" caveat above is because user callbacks may store additional state variables that change
|
||||
over time and affect the callback outputs; indeed the field ``mjData.userdata`` exists mostly for that purpose. Other
|
||||
state-like quantities that are part of mjData and are treated as inputs by forward dynamics are ``mjData.mocap_pos`` and
|
||||
mjData.mocap_quat. These quantities are unusual in that they are meant to change at each time step (normally driven by a
|
||||
motion capture device), however this change is implemented by the user, while the simulator treats them as constants. In
|
||||
that sense they are no different from all the constants in mjModel, or the function callback pointers set by the user:
|
||||
such constants affect the computation, but are not part of the state vector of a dynamical system.
|
||||
|
||||
The warm-start mechanism in the constraint solver effectively introduces another state variable. This mechanism uses
|
||||
the output of forward dynamics from the previous time step, namely the acceleration vector ``mjData.qacc``, to estimate
|
||||
the current constraint forces via inverse dynamics. This estimate then initializes the optimization algorithm in the
|
||||
solver. If this algorithm runs until convergence the warm-start will affect the speed of convergence but not the final
|
||||
solution (since the underlying optimization problem is convex and does not have local minima), but in practice the
|
||||
algorithm is often terminated early, and so the warm-start has some (usually very small) effect on the solution.
|
||||
|
||||
Next we turn to the controls and applied forces. The control vector in MuJoCo is
|
||||
|
||||
.. code-block:: Text
|
||||
|
||||
u = (mjData.ctrl, mjData.qfrc_applied, mjData.xfrc_applied)
|
||||
|
||||
These quantities specify control signals (``mjData.ctrl``) for the actuators defined in the model, or directly apply
|
||||
forces and torques specified in joint space (``mjData.qfrc_applied``) or in Cartesian space (mjData.xfrc_applied).
|
||||
|
||||
Finally, calling mj_forward which corresponds to the abstract dynamics function ``f(t,x,u)`` computes the
|
||||
time-derivative of the state vector. The corresponding fields of mjData are
|
||||
|
||||
::
|
||||
|
||||
dx/dt = f(t,x,u) = (1, mjData.qvel, mjData.qacc, mjData.act_dot)
|
||||
|
||||
In the presence of quaternions (i.e., when free or ball joints are used), the position vector ``mjData.qpos`` has higher
|
||||
dimensionality than the velocity vector ``mjData.qvel`` and so this is not a simple time-derivative in the sense of
|
||||
scalars, but instead takes quaternion algebra into account.
|
||||
|
||||
To illustrate how the simulation state can be manipulated, suppose we have two mjData pointers src and dst
|
||||
corresponding to the same mjModel, and we want to copy the entire simulation state from one to the other (leaving out
|
||||
internal diagnostics which do not affect the simulation). This can be done as
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// copy simulation state
|
||||
dst->time = src->time;
|
||||
mju_copy(dst->qpos, src->qpos, m->nq);
|
||||
mju_copy(dst->qvel, src->qvel, m->nv);
|
||||
mju_copy(dst->act, src->act, m->na);
|
||||
|
||||
// copy mocap body pose and userdata
|
||||
mju_copy(dst->mocap_pos, src->mocap_pos, 3*m->nmocap);
|
||||
mju_copy(dst->mocap_quat, src->mocap_quat, 4*m->nmocap);
|
||||
mju_copy(dst->userdata, src->userdata, m->nuserdata);
|
||||
|
||||
// copy warm-start acceleration
|
||||
mju_copy(dst->qacc_warmstart, src->qacc_warmstart, m->nv);
|
||||
|
||||
Now, assuming the controls are also the same (see below) and that any installed callbacks are not relying on
|
||||
user-defined state variables that are different between src and dst, calling mj_forward(m, src) or mj_step(m, src)
|
||||
yields the same result as calling mj_forward(m, dst) or mj_step(m, dst) respectively. Similarly, calling mj_inverse(m,
|
||||
src) yields the same result as calling mj_inverse(m, dst). More on :ref:`inverse dynamics <siInverse>` later.
|
||||
|
||||
The entire mjData can also be copied with the function :ref:`mj_copyData`. This involves
|
||||
less code but is much slower. Indeed using the above code to copy the state and then calling mj_forward to recompute
|
||||
everything can sometimes be faster than copying mjData. This is because the preallocated buffers in mjData are large
|
||||
enough to hold the intermediate results in the worst case where all possible constraints are active, but in practice
|
||||
only a small fraction of constraints tend to be active simultaneously.
|
||||
|
||||
To illustrate how the control vector can be manipulated, suppose we want to clear all controls and applied forces
|
||||
before calling mj_step, so as to make sure we are simulating the passive dynamics (assuming no control callback of
|
||||
course). This can be done as
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// clear controls and applied forces
|
||||
mju_zero(dst->ctrl, m->nu);
|
||||
mju_zero(dst->qfrc_applied, m->nv);
|
||||
mju_zero(dst->xfrc_applied, 6*m->nbody);
|
||||
|
||||
If the user has installed a control callback :ref:`mjcb_control` different from the default callback (which is a NULL
|
||||
pointer), the user callback would be expected to set some of the above fields to non-zero. Note that MuJoCo will not
|
||||
clear these controls/forces at the end of the time step. This is the responsibility of the user.
|
||||
|
||||
Also relevant in this context is the function :ref:`mj_resetData`. It sets ``mjData.qpos`` equal to the model reference
|
||||
configuration ``mjModel.qpos0``, ``mjData.mocap_pos`` and ``mjData.mocap_quat`` equal to the corresponding fixed body
|
||||
poses from mjModel; and all other state and control variables to 0.
|
||||
|
||||
.. _siForward:
|
||||
|
||||
Forward dynamics
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
The goal of forward dynamics is to compute the time-derivative of the state, namely the acceleration vector
|
||||
mjData.qacc and the activation time-derivative ``mjData.act_dot``. Along the way it computes everything else needed to
|
||||
simulate the dynamics, including active contacts and other constraints, joint-space inertia and its LTDL
|
||||
decomposition, constraint forces, sensor data and so on. All these intermediate results are available in mjData and
|
||||
can be used in custom computations. As illustrated in the :ref:`simulation loop <siSimulation>` section above, the
|
||||
main stepper function mj_step calls mj_forward to do most of the work, and then calls the numerical integrator to
|
||||
advance the simulation state to the next discrete point in time.
|
||||
|
||||
The forward dynamics function mj_forward internally calls :ref:`mj_forwardSkip` with
|
||||
skip arguments (mjSTAGE_NONE, 0), where the latter function is implemented as
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
void mj_forwardSkip(const mjModel* m, mjData* d, int skipstage, int skipsensor) {
|
||||
// position-dependent
|
||||
if( skipstage<mjSTAGE_POS )
|
||||
{
|
||||
mj_fwdPosition(m, d);
|
||||
if( !skipsensor )
|
||||
mj_sensorPos(m, d);
|
||||
if( mjENABLED(mjENBL_ENERGY) )
|
||||
mj_energyPos(m, d);
|
||||
}
|
||||
|
||||
// velocity-dependent
|
||||
if( skipstage<mjSTAGE_VEL )
|
||||
{
|
||||
mj_fwdVelocity(m, d);
|
||||
if( !skipsensor )
|
||||
mj_sensorVel(m, d);
|
||||
if( mjENABLED(mjENBL_ENERGY) )
|
||||
mj_energyVel(m, d);
|
||||
}
|
||||
|
||||
// acceleration-dependent
|
||||
if( mjcb_control )
|
||||
mjcb_control(m, d);
|
||||
mj_fwdActuation(m, d);
|
||||
mj_fwdAcceleration(m, d);
|
||||
mj_fwdConstraint(m, d);
|
||||
if( !skipsensor )
|
||||
mj_sensorAcc(m, d);
|
||||
}
|
||||
|
||||
Note that this is the same sequence of calls as in mj_step1 and mj_step2 above, except that checking of real values
|
||||
and computing features such as sensor and energy are omitted. The functions being called are components of the
|
||||
simulation pipeline. In turn they call sub-components.
|
||||
|
||||
The integer argument skipstage determines which parts of the computation will be skipped. The possible skip levels are
|
||||
|
||||
mjSTAGE_NONE
|
||||
Skip nothing. Run all computations.
|
||||
mjSTAGE_POS
|
||||
Skip computations that depend on position but not on velocity or control or applied force. Examples of such
|
||||
computations include forward kinematics, collision detection, inertia matrix computation and decomposition. These
|
||||
computations typically take the most CPU time and should be skipped when possible (see below).
|
||||
mjSTAGE_VEL
|
||||
Skip computations that depend on position and velocity but not on control or applied force. Examples include the
|
||||
computation of Coriolis and centrifugal forces, passive damping forces, reference accelerations for constraint
|
||||
stabilization.
|
||||
|
||||
The intermediate result fields of mjData are organized into sections according to which part of the state is needed in
|
||||
order to compute them. Calling mj_forwardSkip with mjSTAGE_POS assumes that the fields in the first section (position
|
||||
dependent) have already been computed and does not recompute them. Similarly, mjSTAGE_VEL assumes that the fields in
|
||||
the first and second sections (position and velocity dependent) have already been computed.
|
||||
|
||||
When can we use the above machinery and skip some of the computations? In a regular simulation this is not possible.
|
||||
However, MuJoCo is designed not only for simulation but also for more advanced applications such as model-based
|
||||
optimization, machine learning etc. In such settings one often needs to sample the dynamics at a cloud of nearby
|
||||
states, or approximate derivatives via finite differences - which is another form of sampling. If the samples are
|
||||
arranged on a grid, where only the position or only the velocity or only the control is different from the center
|
||||
point, then the above mechanism can improve performance by about a factor of 2. The code sample :ref:`derivative.cc
|
||||
<saDerivative>` illustrates this approach, and also shows how :ref:`multi-threading <siMultithread>` can be used for
|
||||
additional speedup.
|
||||
|
||||
.. _siInverse:
|
||||
|
||||
Inverse dynamics
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
The computation of inverse dynamics is a unique feature of MuJoCo, and is not found in any other modern engine capable
|
||||
of simulating contacts. Inverse dynamics are well-defined and very efficient to compute, thanks to our
|
||||
:ref:`soft-constraint model <Constraint>` described in the Overview chapter. In fact once the position and
|
||||
velocity-dependent computations that are shared with forward dynamics have been performed, the recovery of constraint
|
||||
and applied forces given the acceleration comes down to an analytical formula. This is so fast that we actually use
|
||||
inverse dynamics (with the acceleration computed at the previous time step) to warm-start the iterative constraint
|
||||
solver in forward dynamics.
|
||||
|
||||
The inputs to inverse dynamics are the same as the state vector in forward dynamics as illustrated in :ref:`state and
|
||||
control <siStateControl>`, but without ``mjData.act`` and ``mjData.time``. Assuming no callbacks that depend on user-
|
||||
defined state variables, the inputs to inverse dynamics are the following fields of mjData:
|
||||
|
||||
::
|
||||
|
||||
(mjData.qpos, mjData.qvel, mjData.qacc, mjData.mocap_pos, mjData.mocap_quat)
|
||||
|
||||
The main output is ``mjData.qfrc_inverse``. This is the force that must have acted on the system in order to achieve the
|
||||
observed acceleration ``mjData.qacc``. If forward dynamics were to be computed exactly, by running the iterative solver
|
||||
to full convergence, we would have
|
||||
|
||||
::
|
||||
|
||||
mjData.qfrc_inverse = mjData.qfrc_applied + Jacobian'*mjData.xfrc_applied + mjData.qfrc_actuator
|
||||
|
||||
where ``mjData.qfrc_actuator`` is the joint-space force produced by the actuators and the Jacobian is the mapping from
|
||||
joint to Cartesian space. When the "fwdinv" flag in ``mjModel.opt.enableflags`` is set, the above identity is used to
|
||||
monitor the quality of the forward dynamics solution. In particular, the two components of ``mjData.solver_fwdinv`` are
|
||||
set to the L2 norm of the difference between the forward and inverse solutions, in terms of joint forces and
|
||||
constraint forces respectively.
|
||||
|
||||
Similar to forward dynamics, ``mj_inverse`` internally calls :ref:`mj_inverseSkip` with skip arguments
|
||||
``(mjSTAGE_NONE, 0)``. The skip mechanism is the same as in forward dynamics, and can be used to speed up structured
|
||||
sampling. The result ``mjData.qfrc_inverse`` is obtained by using the Recursive Newton-Euler algorithm to compute the
|
||||
net force acting on the system, and then subtracting from it all internal forces.
|
||||
|
||||
Inverse dynamics can be used as an analytical tool when experimental data are available. This is common in robotics as
|
||||
well as biomechanics. It can also be used to compute the joint torques needed to drive the system along a given
|
||||
reference trajectory; this is known as computed torque control. In the context of state estimation, system
|
||||
identification and optimal control, it can be used within an optimization loop to find sequences of states that
|
||||
minimize physics violation along with other costs. Physics violation can be quantified as the norm of any unexplained
|
||||
external force computed by inverse dynamics.
|
||||
|
||||
.. _siMultithread:
|
||||
|
||||
Multi-threading
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
When MuJoCo is used for simulation as explained in the :ref:`simulation loop <siSimulation>` section, it runs in a
|
||||
single thread. We have experimented with multi-threading parts of the simulation pipeline that are computationally
|
||||
expensive and amenable to parallel processing, and have concluded that the speedup is not worth using up the extra
|
||||
processor cores. This is because MuJoCo is already fast compared to the overhead of launching and synchronizing
|
||||
multiple threads within the same time step. If users start working with large simulations involving many floating
|
||||
bodies, we may eventually implement within-step multi-threading, but for now this use case is not common.
|
||||
|
||||
Rather than speed up a single simulation, we prefer to use multi-threading to speed up sampling operations that are
|
||||
common in more advanced applications. Simulation is inherently serial over time (the output of one mj_step is the
|
||||
input to the next), while in sampling many calls to either forward or inverse dynamics can be executed in parallel
|
||||
since there are no dependencies among them, except perhaps for a common initial state. The code sample
|
||||
:ref:`derivative.cc <saDerivative>` illustrates one important example of sampling, namely the approximation of
|
||||
dynamics derivatives via finite differences. Here we will not repeat the material from that section, but will instead
|
||||
explain MuJoCo's general approach to parallel processing.
|
||||
|
||||
MuJoCo was designed for multi-threading from its beginning. Unlike most existing simulators where the notion of
|
||||
dynamical system state is difficult to map to the software state and is often distributed among multiple objects, in
|
||||
MuJoCo we have the unified data structure mjData which contains everything that changes over time. Recall the
|
||||
discussion of :ref:`state and control <siStateControl>`. The key idea is to create one mjData for each thread, and
|
||||
then use it for all per-thread computations. Below is the general template, using OpenMP to simplify thread
|
||||
management.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// prepare OpenMP
|
||||
int nthread = omp_get_num_procs(); // get number of logical cores
|
||||
omp_set_dynamic(0); // disable dynamic scheduling
|
||||
omp_set_num_threads(nthread); // number of threads = number of logical cores
|
||||
|
||||
// allocate per-thread mjData
|
||||
mjData* d[64];
|
||||
for( int n=0; n<nthread; n++ )
|
||||
d[n] = mj_makeData(m);
|
||||
|
||||
// ... serial code, perhaps using its own mjData* dmain
|
||||
|
||||
// parallel section
|
||||
#pragma omp parallel
|
||||
{
|
||||
int n = omp_get_thread_num(); // thread-private variable with thread id (0 to nthread-1)
|
||||
|
||||
// ... initialize d[n] from results in serial code
|
||||
|
||||
// thread function
|
||||
worker(m, d[n]); // shared mjModel (read-only), per-thread mjData (read-write)
|
||||
}
|
||||
|
||||
// delete per-thread mjData
|
||||
for( int n=0; n<nthread; n++ )
|
||||
mj_deleteData(d[n]);
|
||||
|
||||
Since all top-level API functions treat mjModel as ``const``, this multi-threading scheme is safe. Each thread only
|
||||
writes to its own mjData. Therefore no further synchronization among threads is needed.
|
||||
|
||||
The above template reflects a particular style of parallel processing. Instead of creating a large number of threads,
|
||||
one for each work item, and letting OpenMP distribute them among processors, we rely on manual scheduling. More
|
||||
precisely, we create as many threads as there are processors, and then within the ``worker`` function we distribute the
|
||||
work explicitly among threads (not shown here, but see :ref:`derivative.cc <saDerivative>` for an example). This
|
||||
approach is more efficient because the thread-specific mjData is large compared to the processor cache.
|
||||
|
||||
We also use a shared mjModel for cache-efficiency. In some situations it may not be possible to use the same mjModel
|
||||
for all threads. One obvious reason is that mjModel may need to be modified within the thread function. Another reason
|
||||
is that the mjOption structure which is contained within mjModel may need to be adjusted (so as to control the number
|
||||
of solver iterations for example), although this is likely to be the same for all parallel threads and so the
|
||||
adjustment can be made in the shared model before the parallel section.
|
||||
|
||||
How the thread-specific mjData is initialized and what the thread function does is of course application-dependent.
|
||||
Nevertheless, the general efficiency guidelines from the earlier sections apply here. Copying the state into the
|
||||
thread-specific mjData and running MuJoCo to fill in the rest may be faster than using mj_copyData. Furthermore, the
|
||||
skip mechanism available in both forward and inverse dynamics is particularly useful in parallel sampling
|
||||
applications, because the samples usually have structure allowing some computations to be re-used. Finally, keep in
|
||||
mind that the forward solver is iterative and good warm-start can substantially reduce the number of necessary
|
||||
iterations. When samples are close to each other in state and control space, the solution for one sample (ideally in
|
||||
the center) can be used to warm-start all the other samples. In this setting it is important to make sure that the
|
||||
different results between nearby samples reflect genuine differences between the samples, and not different warm-start
|
||||
or termination of the iterative solver.
|
||||
|
||||
.. _siChange:
|
||||
|
||||
Model changes
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
The MuJoCo model contained in mjModel is supposed to represent constant physical properties of the system, and in
|
||||
theory should not change after compilation. Of course in practice things are not that simple. It is often desirable to
|
||||
change the physics options in ``mjModel.opt``, so as to experiment with different aspects of the physics or to create
|
||||
custom computations. Indeed these options are designed in such a way that the user can make arbitrary changes to them
|
||||
between time steps.
|
||||
|
||||
The general rule is that real-valued parameters are safe to change, while structural integer parameters are not
|
||||
because that may result in incorrect sizes or indexing. This rule does not hold universally though. Some real-valued
|
||||
parameters such as inertias are expected to obey certain properties. On the other hand, some structural parameters
|
||||
such as object types may be possible to change, but that depends on whether any sizes or indexes depend on them.
|
||||
Arrays of type mjtByte can be changed safely, since they are binary indicators that enable and disable certain
|
||||
features. The only exception here is ``mjModel.tex_rgb`` which is texture data represented as mjtByte.
|
||||
|
||||
When changing mjModel fields that corresponds to resources uploaded to the GPU, the user must also call the
|
||||
corresponding upload function: ``mjr_uploadTexture``, ``mjr_uploadMesh``, ``mjr_uploadHField``. Otherwise the data used
|
||||
for simulation and for rendering will no longer be consistent.
|
||||
|
||||
A related consideration has to do with changing real-valued fields of mjModel that have been used by the compiler to
|
||||
compute other real-valued fields: if we make a change, we want it to propagate. That is what the function
|
||||
:ref:`mj_setConst` does: it updates all derived fields of mjModel. These are fields whose names end with "0",
|
||||
corresponding to precomputed quantities when the model is in the reference configuration ``mjModel.qpos0``.
|
||||
|
||||
Finally, if changes are made to mjModel at runtime, it may be desirable to save them back to the XML. The function
|
||||
:ref:`mj_saveLastXML` does that in a limited sense: it copies all real-valued parameters from mjModel back to the
|
||||
internal mjCModel, and then saves it as XML. This does not cover all possible changes that the user could have made.
|
||||
The only way to guarantee that all changes are saved is to save the model as a binary MJB file with the function
|
||||
:ref:`mj_saveModel`, or even better, make the changes directly in the XML. Unfortunately there are situations where
|
||||
changes need to be made programmatically, as in system identification for example, and this can only be done with the
|
||||
compiled model. So in summary, we have reasonable but not perfect mechanisms for saving model changes. The reason for
|
||||
this lack of perfection is that we are working with a compiled model, so this is like changing a binary executable and
|
||||
asking a "decompiler" to make corresponding changes to the C code - it is just not possible in general.
|
||||
|
||||
.. _siLayout:
|
||||
|
||||
Data layout and buffer allocation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
All matrices in MuJoCo are in **row-major** format. For example, the linear memory array (a0, a1, ... a5) represents the
|
||||
2-by-3 matrix
|
||||
|
||||
.. code-block:: Text
|
||||
|
||||
a0 a1 a2
|
||||
a3 a4 a5
|
||||
|
||||
This convention has traditionally been associated with C, while the opposite column-major convention has been
|
||||
associated with Fortran. There is no particular reason to choose one over the other, but whatever the choice is, it is
|
||||
essential to keep it in mind at all times. All MuJoCo utility functions that operate on matrices, such as
|
||||
:ref:`mju_mulMatMat`, :ref:`mju_mulMatVec` etc. assume this matrix layout. For vectors there is of course no
|
||||
difference between row-major and column-major formats.
|
||||
|
||||
When possible, MuJoCo exploits sparsity. This can make all the difference between O(N) and O(N^3) scaling. The inertia
|
||||
matrix ``mjData.qM`` and its LTDL factorization ``mjData.qLD`` are always represented as sparse, using a custom
|
||||
indexing format designed for matrices that correspond to tree topology. The functions :ref:`mj_factorM`,
|
||||
:ref:`mj_solveM`, :ref:`mj_solveM2` and :ref:`mj_mulM` are used for sparse factorization, substitution and
|
||||
matrix-vector multiplication. The user can also convert these matrices to dense format with the function
|
||||
:ref:`mj_fullM` although MuJoCo never does that internally.
|
||||
|
||||
The constraint Jacobian matrix ``mjData.efc_J`` is represented as sparse whenever the sparse Jacobian option is
|
||||
enabled. The function :ref:`mj_isSparse` can be used to determine if sparse format is currently in use. In that case
|
||||
the transposed Jacobian ``mjData.efc_JT`` is also computed, and the inverse constraint inertia ``mjData.efc_AR``
|
||||
becomes sparse. Sparse matrices are stored in the compressed sparse row (CSR) format. For a generic matrix A with
|
||||
dimensionality m-by-n, this format is:
|
||||
|
||||
======== ====== ============================================
|
||||
Variable Size Meaning
|
||||
======== ====== ============================================
|
||||
A m \* n Real-valued data
|
||||
A_rownnz m Number of non-zeros per row
|
||||
A_rowadr m Starting index of row data in A and A_colind
|
||||
A_colind m \* n Column indices
|
||||
======== ====== ============================================
|
||||
|
||||
|
||||
Thus A[A_rowadr[r]+k] is the element of the underlying dense matrix at row r and column A_colind[A_rowadr[r]+k], where
|
||||
k < A_rownnz[r]. Normally m*n storage is not necessary (assuming the matrix is indeed sparse) but we allocate space
|
||||
for the worst-case scenario. Furthermore, in operations that can change the sparsity pattern, it is more efficient to
|
||||
spread out the data so that we do not have to perform many memory moves when inserting new data. We call this sparse
|
||||
layout "uncompressed". It is still a valid layout, but instead of A_rowadr[r] = A_rowadr[r-1] + A_rownnz[r] which is
|
||||
the standard convention, we set A_rowadr[r] = r*n. MuJoCo uses sparse matrices internally
|
||||
|
||||
To represent 3D orientations and rotations, MuJoCo uses unit quaternions - namely 4D unit vectors arranged as q = (w,
|
||||
x, y, z). Here (x, y, z) is the rotation axis unit vector scaled by sin(a/2), where a is the rotation angle in
|
||||
radians, and w = cos(a/2). Thus the quaternion corresponding to a null rotation is (1, 0, 0, 0). This is the default
|
||||
setting of all quaternions in MJCF.
|
||||
|
||||
MuJoCo also uses 6D spatial vectors internally. These are quantities in mjData prefixed with 'c', namely cvel, cacc,
|
||||
cdot, etc. They are spatial motion and force vectors that combine a 3D rotational component followed by a 3D
|
||||
translational component. We do not provide utility functions for working with them, and documenting them is beyond our
|
||||
scope here. See Roy Featherstone's webpage on `Spatial Algebra <http://royfeatherstone.org/spatial/>`__. The unusual
|
||||
order (rotation before translation) is based on this material, and was apparently standard convention in the past.
|
||||
|
||||
The data structures mjModel and mjData contain many pointers to preallocated buffers. The constructors of these data
|
||||
structures (mj_makeModel and mj_makeData) allocate one large buffer, namely ``mjModel.buffer`` and ``mjData.buffer``,
|
||||
and then partition it and set all the other pointers in it. mjData also contains a stack outside this main buffer, as
|
||||
discussed below. Even if two pointers appear one after the other, say ``mjData.qpos`` and ``mjData.qvel``, do not
|
||||
assume that the data arrays are contiguous and there is no gap between them. The constructors implement byte-alignment
|
||||
for each data array, and skip bytes when necessary. So if you want to copy ``mjData.qpos`` and ``mjData.qvel``, the
|
||||
correct way to do it is the hard way:
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// do this
|
||||
mju_copy(myqpos, d->qpos, m->nq);
|
||||
mju_copy(myqvel, d->qvel, m->nv);
|
||||
|
||||
// DO NOT do this, there may be padding at the end of d->qpos
|
||||
mju_copy(myqposqvel, d->qpos, m->nq + m->nv);
|
||||
|
||||
The :ref:`X Macros <tyXMacro>` defined in the optional header file ``mjxmacro.h`` can be used to automate allocation of
|
||||
data structure that match mjModel and mjData, for example when writing a MuJoCo wrapper for a scripting language. In
|
||||
the code sample :ref:`testxml.cc <saTestXML>` we use these unusual macros to compare all data arrays from two instances
|
||||
of mjModel and find the one with the largest difference. Apparently X Macros were invented in the 1960's for assembly
|
||||
language, and remain a great idea.
|
||||
|
||||
.. _siStack:
|
||||
|
||||
Internal stack
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
MuJoCo allocates and manages its own stack of mjtNums. ``mjData.stack`` is the pointer to the preallocated memory
|
||||
buffer. ``mjData.nstack`` is the maximum number of mjtNums that the stack can hold, as determined by the :at:`nstack`
|
||||
attribute of the :ref:`size <size>` element in MJCF. ``mjData.pstack`` is the first available address in the stack;
|
||||
this is our custom stack pointer.
|
||||
|
||||
Most top-level MuJoCo functions allocate space on the stack, use it for internal computations, and then deallocate it.
|
||||
They cannot do this with the regular C stack because the allocation size is determined dynamically at runtime. And
|
||||
calling the heap memory management functions would be inefficient and result in fragmentation - thus a custom stack.
|
||||
When any MuJoCo function is called, upon return the value of ``mjData.pstack`` is the same. The only exception is the
|
||||
function :ref:`mj_resetData` and its variants: they set ``mjData.pstack = 0``. Note that this function is called
|
||||
internally when an instability is detected in ``mj_step``, ``mj_step1`` and ``mj_step2``. So if user functions take
|
||||
advantage of the custom stack (as they should), this needs to be done in-between MuJoCo calls that have the potential
|
||||
to reset the simulation.
|
||||
|
||||
Below is the general template for using the custom stack in user code. This assumes that ``mjData\* d`` is defined in
|
||||
the scope. If not, saving and restoring the stack pointer should be done manually instead of using the
|
||||
:ref:`mjMARKSTACK` and :ref:`mjFREESTACK` macros.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// save stack pointer in the "hidden" variable _mark
|
||||
mjMARKSTACK
|
||||
|
||||
// allocate space
|
||||
mjtNum* myqpos = mj_stackAlloc(d, m->nq);
|
||||
mjtNum* myqvel = mj_stackAlloc(d, m->nv);
|
||||
|
||||
// restore stack from _mark
|
||||
mjFREESTACK
|
||||
|
||||
The function :ref:`mj_stackAlloc` checks if there is enough space, and if so it advances the stack pointer, otherwise it
|
||||
triggers an error. It also keeps track of the maximum stack allocation; see :ref:`diagnostics <siDiagnostics>` below.
|
||||
|
||||
.. _siError:
|
||||
|
||||
Errors, warnings, memory allocation
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
When a terminal error occurs, MuJoCo calls the function :ref:`mju_error` internally. This function has a single argument
|
||||
which is the error message. The helper functions :ref:`mju_error_i` and :ref:`mju_error_s` are also used, but they
|
||||
simply construct the error message using a printf format string and an additional integer or string argument, and then
|
||||
call mju_error. Here is what mju_error does:
|
||||
|
||||
#. Append the error message at the end of the file MUJOCO_LOG.TXT in the program directory (create the file if it does
|
||||
not exist). Also write the date and time along with the error message.
|
||||
#. If the user error callback :ref:`mju_user_error` is installed, call that function
|
||||
with the error message as argument. Otherwise printf the error message, printf "Press Enter to exit...", getchar()
|
||||
and exit(1).
|
||||
|
||||
If a user error callback is installed, it must **not** return, otherwise the behavior of the simulator is undefined.
|
||||
The idea here is that if mju_error is called, the simulation cannot continue and the user is expected to make some
|
||||
change such that the error condition is avoided. The error messages are self-explanatory.
|
||||
|
||||
One situation where it is desirable to continue even after an error is an interactive simulator that fails to load a
|
||||
model file. This could be because the user provided the wrong file name, or because model compilation failed. This is
|
||||
handled by a special mechanism which avoids calling mju_error. The model loading functions
|
||||
:ref:`mj_loadXML` and :ref:`mj_loadModel` return NULL if the
|
||||
operation fails, and there is no need to exit the program. In the case of mj_loadXML there is an output argument
|
||||
containing the parser or compiler error that caused the failure, while mj_loadModel generates corresponding warnings
|
||||
(see below).
|
||||
|
||||
Internally mj_loadXML actually uses the mju_error mechanism, by temporarily installing a "user" handler that triggers
|
||||
a C++ exception, which is then intercepted. This is possible because the parser, compiler and runtime are compiled and
|
||||
linked together, and use the same copy of the C/C++ memory manager and standard library. If the user implements an
|
||||
error callback that triggers a C++ exception, this will be in their workspace which is not necessarily the same as the
|
||||
MuJoCo library workspace, and so it is not clear what will happen; the outcome probably depends on the compiler and
|
||||
platform. It is better to avoid this approach and simply exit when mju_error is called (which is the default behavior
|
||||
in the absence of a user handler).
|
||||
|
||||
MuJoCo can also generate warnings. They indicate conditions that are likely to cause numerical inaccuracies, but can
|
||||
also indicate problems with loading a model and other problematic situations where the simulator is nevertheless able
|
||||
to continue normal operation. The warning mechanism has two levels. The high-level is implemented with the function
|
||||
:ref:`mj_warning`. It registers a warning in mjData as explained in more detail in the :ref:`diagnostics
|
||||
<siDiagnostics>` section below, and also calls the low-level function :ref:`mju_warning`. Alternatively, the low-level
|
||||
function may be called directly (from within mj_loadModel for example) without registering a warning in mjData. This
|
||||
is done in places where mjData is not available.
|
||||
|
||||
mju_warning does the following: if the user callback :ref:`mju_user_warning` is installed, it calls that callback.
|
||||
Otherwise it appends the warning message to MUJOCO_LOG.TXT and also does a printf, similar to mju_error but without
|
||||
exiting. When MuJoCo wrappers are developed for environments such as MATLAB, it makes sense to install a user callback
|
||||
which prints warnings in the command window (with mexPrintf).
|
||||
|
||||
When MuJoCo allocates and frees memory on the heap, it always uses the functions :ref:`mju_malloc` and
|
||||
:ref:`mju_free`. These functions call the user callbacks :ref:`mju_user_malloc` and :ref:`mju_user_free` when
|
||||
installed, otherwise they call the standard C functions malloc and free. The reason for this indirection is because
|
||||
users may want MuJoCo to use a heap under their control. In MATLAB for example, a user callback for memory allocation
|
||||
would use mxmalloc and mexMakeArrayPersistent.
|
||||
|
||||
.. _siDiagnostics:
|
||||
|
||||
Diagnostics
|
||||
~~~~~~~~~~~
|
||||
|
||||
MuJoCo has several built-in diagnostics mechanisms that can be used to fine-tune the model. Their outputs are grouped
|
||||
in the diagnostics section at the beginning of mjData.
|
||||
|
||||
When the simulator encounters a situation that is not a terminal error but is nevertheless suspicious and likely to
|
||||
result in inaccurate numerical results, it triggers a warning. There are several possible warning types, indexed by
|
||||
the enum type :ref:`mjtWarning`. The array ``mjData.warning`` contains one :ref:`mjWarningStat` data structure per
|
||||
warning type, indicating how many times each warning type has been triggered since the last reset and any information
|
||||
about the warning (usually the index of the problematic model element). The counters are cleared upon reset. When a
|
||||
warning of a given type is first triggered, the warning text is also printed by mju_warning as documented in
|
||||
:ref:`error and memory <siError>` above. All this is done by the function :ref:`mj_warning` which the simulator calls
|
||||
internally when it encounters a warning. The user can also call this function directly to emulate a warning.
|
||||
|
||||
When a model needs to be optimized for high-speed simulation, it is important to know where in the pipeline the CPU
|
||||
time is spent. This can in turn suggest which parts of the model to simplify or how to design the user application.
|
||||
MuJoCo provides an extensive profiling mechanism. It involves multiple timers indexed by the enum type
|
||||
:ref:`mjtTimer`. Each timer corresponds to a top-level API function, or to a component of such a function. Similar to
|
||||
warnings, timer information accumulates and is only cleared on reset. The array ``mjData.timer`` contains one
|
||||
:ref:`mjTimerStat` data structure per timer. The average duration per call for a given timer (corresponding to
|
||||
``mj_step`` in the example below) can be computed as:
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
mjtNum avtm = d->timer[mjTIMER_STEP].duration / mjMAX(1, d->timer[mjTIMER_STEP].number);
|
||||
|
||||
This mechanism is built into MuJoCo, but it only works when the timer callback :ref:`mjcb_time` is installed by the
|
||||
user. Otherwise all timer durations are 0. The reason for this design is because there is no platform-independent way
|
||||
to implement high-resolution timers in C without bringing in additional dependencies. Also, most of the time the user
|
||||
does not need timing, and in that case there is no reason to call timing functions.
|
||||
|
||||
One part of the simulation pipeline that needs to be monitored closely is the iterative constraint solver. The
|
||||
simplest diagnostic here is ``mjData.solver_iter`` which shows how many iterations the solver took on the last call to
|
||||
mj_step or ``mj_forward``. Note that the solver has tolerance parameters for early termination, so this number is
|
||||
usually smaller than the maximum number of iterations allowed. The array ``mjData.solver`` contains one
|
||||
:ref:`mjSolverStat` data structure per iteration of the constraint solver, with information about the constraint state
|
||||
and line search.
|
||||
|
||||
When the option :at:`fwdinv` is enabled in ``mjModel.opt.enableflags``, the field ``mjData.fwdinv`` is also populated.
|
||||
It contains the difference between the forward and inverse dynamics, in terms of generalized forces and constraint
|
||||
forces. Recall that that the inverse dynamics use analytical formulas and are always exact, thus any discrepancy is
|
||||
due to poor convergence of the iterative solver in the forward dynamics. The numbers in ``mjData.solver`` near
|
||||
termination have similar order-of-magnitude as the numbers in ``mjData.fwdinv``, but nevertheless these are two
|
||||
different diagnostics.
|
||||
|
||||
Since MuJoCo's runtime works with compiled models, memory is preallocated when a model is compiled or loaded. Recall the
|
||||
:at:`memory` attribute of the :ref:`size <size>` element in MJCF. It determines the preallocated space for dynamic
|
||||
arrays. How is the user supposed to know what the appropriate value is? If there were a reliable recipe we would have
|
||||
implemented it in the compiler, but there isn't one. The theoretical worst-case, namely all geoms contacting all other
|
||||
geoms, calls for huge allocation which is almost never needed in practice. Our approach is to provide default settings
|
||||
in MJCF which are sufficient for most models, and allow the user to adjust them manually with the above attribute. If
|
||||
the simulator runs out of dynamic memory at runtime it will trigger an error. When such errors are triggered, the user
|
||||
should increase :at:`memory`. The field ``mjData.maxuse_arena`` is designed to help with this adjustment. It keeps track
|
||||
of the maximum arena use since the last reset. So one strategy is to make very large allocation, then monitor
|
||||
``mjData.maxuse_memory`` statistics during typical simulations, and use it to reduce the allocation.
|
||||
|
||||
The kinetic and potential energy are computed and stored in ``mjData.energy`` when the corresponding flag in
|
||||
``mjModel.opt.enableflags`` is set. This can be used as another diagnostic. In general, simulation instability is
|
||||
associated with increasing energy. In some special cases (when all unilateral constraints, actuators and dissipative
|
||||
forces are disabled) the underlying physical system is energy-conserving. In that case any temporal fluctuations in
|
||||
the total energy indicate inaccuracies in numerical integration. For such systems the Runge-Kutta integrator has much
|
||||
better performance than the default semi-implicit Euler integrator.
|
||||
|
||||
Finally, the user can implement additional diagnostics as needed. Two examples were provided in the code samples
|
||||
``testxml.cc`` and ``derivative.cc``, where we computed model mismatches after save and load, and assessed the accuracy
|
||||
of the numerical derivatives respectively. Key to such diagnostics is to implement two different algorithms or
|
||||
simulation paths that compute the same quantity, and compare the results numerically. This type of sanity check is
|
||||
essential when dealing with complex dynamical systems where we do not really know what the numerical output should be;
|
||||
if we knew that, we would not be using a simulator in the first place.
|
||||
|
||||
.. _siJacobian:
|
||||
|
||||
Jacobians
|
||||
~~~~~~~~~
|
||||
|
||||
The derivative of any vector function with respect to its vector argument is called Jacobian. When this term is used
|
||||
in multi-joint kinematics and dynamics, it refers to the derivative of some spatial quantity as a function of the
|
||||
system configuration. In that case the Jacobian is also a linear map that operates on vectors in the (co)tangent space
|
||||
to the configuration manifold - such as velocities, momenta, accelerations, forces. One caveat here is that the system
|
||||
configuration encoded in ``mjData.qpos`` has dimensionality ``mjModel.nq``, while the tangent space has dimensionality
|
||||
``mjModel.nv``, and the latter is smaller when quaternion joints are present. So the size of the Jacobian matrix is
|
||||
N-by-``mjModel.nv`` where N is the dimensionality of the spatial quantity being differentiated.
|
||||
|
||||
MuJoCo can differentiate analytically many spatial quantities. These include tendon lengths, actuator transmission
|
||||
lengths, end-effector poses, contact and other constraint violations. In the case of tendons and actuator
|
||||
transmissions the corresponding quantities are ``mjData.ten_moment`` and ``mjData.actuator_moment``; we call them
|
||||
moment arms but mathematically they are Jacobians. The Jacobian matrix of all scalar constraint violations is stored in
|
||||
``mjData.efc_J``. Note that we are talking about constraint violations rather than the constraints themselves. This is
|
||||
because constraint violations have units of length, i.e., they are spatial quantities that we can differentiate.
|
||||
Constraints are more abstract entities and it is not clear what it means to differentiate them.
|
||||
|
||||
Beyond these automatically-computed Jacobians, we provide support functions allowing the user to compute additional
|
||||
Jacobians on demand. The main function for doing this is :ref:`mj_jac`. It is given a 3D point and a MuJoCo body to
|
||||
which this point is considered to be attached. ``mj_jac`` then computes both the translational and rotational
|
||||
Jacobians, which tell us how a spatial frame anchored at the given point will translate and rotate if we make a small
|
||||
change to the kinematic configuration. More precisely, the Jacobian maps joint velocities to end-effector velocities,
|
||||
while the transpose of the Jacobian maps end-effector forces to joint forces. There are also several other
|
||||
``mj_jacXXX`` functions; these are convenience functions that call the main ``mj_jac`` function with different points
|
||||
of interest - such as a body center of mass, geom center etc.
|
||||
|
||||
The ability to compute end-effector Jacobians exactly and efficiently is a key advantage of working in joint
|
||||
coordinates. Such Jacobians are the foundation of many control schemes that map end-effector errors to actuator
|
||||
commands suitable for suppressing those errors. The computation of end-effector Jacobians in MuJoCo via the ``mj_jac``
|
||||
function is essentially free in terms of CPU cost; so do not hesitate to use this function.
|
||||
|
||||
.. _siContact:
|
||||
|
||||
Contacts
|
||||
~~~~~~~~
|
||||
|
||||
Collision detection and solving for contact forces were explained in detail in the :doc:`../computation` chapter. Here
|
||||
we further clarify contact processing from a programming perspective.
|
||||
|
||||
The collision detection stage finds contacts between geoms, and records them in the array ``mjData.contact`` of
|
||||
:ref:`mjContact` data structures. They are sorted such that multiple contacts between the same pair of bodies are
|
||||
contiguous (note that one body can have multiple geoms attached to it), and the body pairs themselves are sorted such
|
||||
that the first body acts as the major index and the second body as the minor index. Not all detected contacts are
|
||||
included in the contact force computation. When a contact is included, its mjContact.exclude field is 0, and its
|
||||
mjContact.efc_address is the address in the list of active scalar constraints. Reasons for exclusion can be the
|
||||
:at:`gap` attribute of :ref:`geom <body-geom>`, as well as certain kinds of internal processing that use virtual contacts
|
||||
for intermediate computations.
|
||||
|
||||
The list ``mjData.contact`` is generated by the position stage of both forward and inverse dynamics. This is done
|
||||
automatically. However the user can override the internal collision detection functions, for example to implement
|
||||
non-convex mesh collisions, or to replace some of the convex collision functions we use with geom-specific primitives
|
||||
beyond the ones provided by MuJoCo. The global 2D array :ref:`mjCOLLISIONFUNC` contains the collision function pointer
|
||||
for each pair of geom types (in the upper-left triangle). To replace them, simply set these pointers to your
|
||||
functions. The collision function type is :ref:`mjfCollision`. When user collision functions detect contacts, they
|
||||
should construct an mjvContact structure for each contact and then call the function :ref:`mj_addContact` to add that
|
||||
contact to ``mjData.contact``. The reference documentation of mj_addContact explains which fields of mjContact must be
|
||||
filled in by custom collision functions. Note that the functions we are talking about here correspond to near-phase
|
||||
collisions, and are called only after the list of candidate geom pairs has been constructed by the internal
|
||||
broad-phase collision mechanism.
|
||||
|
||||
After the constraint forces have been computed, the vector of forces for contact ``i`` starts at:
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
mjtNum* contactforce = d->efc_force + d->contact[i].efc_address;
|
||||
|
||||
and similarly for all other ``efc_XXX`` vectors. Keep in mind that the contact friction cone can be pyramidal or
|
||||
elliptic, depending on which solver is selected in ``mjModel.opt``. The function :ref:`mj_isPyramidal`
|
||||
can be used to determine which friction cone type is used. For pyramidal cones, the interpretation of the contact force
|
||||
(whose address we computed above) is non-trivial, because the components are forces along redundant non-orthogonal axes
|
||||
corresponding to the edges of the pyramid. The function :ref:`mj_contactForce` can be
|
||||
used to convert the force generated by a given contact into a more intuitive format: a 3D force followed by a 3D toque.
|
||||
The torque component will be zero when :at:`condim` is 1 or 3, and non-zero otherwise. This force and torque are
|
||||
expressed in the contact frame given by mjContact.frame. Unlike all other matrices in mjData, this matrix is stored in
|
||||
transposed form. Normally a 3-by-3 matrix corresponding to a coordinate frame would have the frame axes along the
|
||||
columns. Here the axes are along the rows of the matrix. Thus, given that MuJoCo uses row-major format, the contact
|
||||
normal axis (which is the X axis of the contact frame by our convention) is in position mjContact.frame[0-2], the Y axis
|
||||
is in [3-5] and the Z axis is in [6-8]. The reason for this arrangement is because we can have frictionless contacts
|
||||
where only the normal axis is used, so it makes sense to have its coordinates in the first 3 positions of
|
||||
``mjContact.frame``.
|
||||
|
||||
.. _siCoordinate:
|
||||
|
||||
Coordinate frames and transformations
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
There are multiple coordinate frames used in MuJoCo. The top-level distinction is between joint coordinates and
|
||||
Cartesian coordinates. The mapping from the vector of joints coordinates to the Cartesian positions and orientations
|
||||
of all bodies is called forward kinematics and is the first step in the physics pipeline. The opposite mapping is
|
||||
called inverse kinematics but it is not uniquely defined and is not implemented in MuJoCo. Recall that mappings
|
||||
between the tangent spaces (i.e., joint velocities and forces to Cartesian velocities and forces) are given by the body
|
||||
Jacobians.
|
||||
|
||||
Here we explain further subtleties and subdivisions of the coordinate frames, and summarize the available
|
||||
transformation functions. In joint coordinates, the only complication is that the position vector ``mjData.qpos`` has
|
||||
different dimensionality than the velocity and acceleration vectors ``mjData.qvel`` and ``mjData.qacc`` due to
|
||||
quaternion joints. The function :ref:`mj_differentiatePos` "subtracts" two joint position vectors and returns a
|
||||
velocity vector. Conversely, the function :ref:`mj_integratePos` takes a position vector and a velocity vector, and
|
||||
returns a new position vector which has been displaced by the given velocity.
|
||||
|
||||
Cartesian coordinates are more complicated because there are three different coordinate frames that we use: local,
|
||||
global, and com-based. Local coordinates are used in mjModel to represent the static offsets between a parent and a
|
||||
child body, as well as the static offsets between a body and any geoms, sites, cameras and lights attached to it.
|
||||
These static offsets are applied in addition to any joint transformations. So ``mjModel.body_pos``,
|
||||
``mjModel.body_quat`` and all other spatial quantities in mjModel are expressed in local coordinates. The job of
|
||||
forward kinematics is to accumulate the joint transformations and static offsets along the kinematic tree and compute
|
||||
all positions and orientations in global coordinates. The quantities in mjData that start with "x" are expressed in
|
||||
global coordinates. These are ``mjData.xpos``, ``mjData.geom_xpos`` etc. Frame orientations are usually stored as
|
||||
3-by-3 matrices (xmat), except for bodies whose orientation is also stored as a unit quaternion ``mjData.xquat``. Given
|
||||
this body quaternion, the quaternions of all other objects attached to the body can be reconstructed by a quaternion
|
||||
multiplication. The function :ref:`mj_local2Global` converts from local body coordinates to global Cartesian
|
||||
coordinates.
|
||||
|
||||
:ref:`mju_negPose` and :ref:`mju_trnVecPose`. A pose is a grouping of a 3D position and a unit quaternion orientation.
|
||||
There is no separate data structure; the grouping is in terms of logic. This represents a position and orientation in
|
||||
space, or in other words a spatial frame. Note that OpenGL uses 4-by-4 matrices to represent the same information,
|
||||
except here we use a quaternion for orientation. The function mju_mulPose multiplies two poses, meaning that it
|
||||
transforms the first pose by the second pose (the order is important). ``mju_negPose`` constructs the opposite pose,
|
||||
while ``mju_trnVecPose`` transforms a 3D vector by a pose, mapping it from local coordinates to global coordinates if
|
||||
we think of the pose as a coordinate frame. If we want to manipulate only the orientation part, we can do that with the
|
||||
analogous quaternion utility functions :ref:`mju_mulQuat`, :ref:`mju_negQuat` and :ref:`mju_rotVecQuat`.
|
||||
|
||||
Finally, there is the com-based frame. This is used to represent 6D spatial vectors containing a 3D angular velocity
|
||||
or acceleration or torque, followed by a 3D linear velocity or acceleration or force. Note the backwards order:
|
||||
rotation followed by translation. ``mjData.cdof`` and ``mjData.cacc`` are example of such vectors; the names start with
|
||||
"c". These vectors play a key role in the multi-joint dynamics computation. Explaining this is beyond our scope here;
|
||||
see Featherstone's excellent `slides <http://royfeatherstone.org/spatial>`__ on the subject. In general, the user should
|
||||
avoid working with such quantities directly. Instead use the functions :ref:`mj_objectVelocity`,
|
||||
:ref:`mj_objectAcceleration` and the low-level :ref:`mju_transformSpatial` to obtain linear and angular velocities,
|
||||
accelerations and forces for a given body. Still, for the interested reader, we summarize the most unusual aspect of
|
||||
the "c" quantities. Suppose we want to represent a body spinning in place. One might expect a spatial velocity that
|
||||
has non-zero angular velocity and zero linear velocity. However this is not the case. The rotation is interpreted as
|
||||
taking place around an axis through the center of the coordinate frame, which is outside the body (we use the center
|
||||
of mass of the kinematic tree). Such a rotation will not only rotate the body but also translate it. Therefore the
|
||||
spatial vector must have non-zero linear velocity to compensate for the side-effect of rotation around an off-body
|
||||
axis. If you call mj_objectVelocity, the resulting 6D quantity will be represented in a frame that is centered at the
|
||||
body and aligned with the world. Thus the linear component will now be zero as expected. This function will also put
|
||||
translation in front of rotation, which is our convention for local and global coordinates.
|
||||
@@ -0,0 +1,481 @@
|
||||
.. _Visualization:
|
||||
|
||||
Visualization
|
||||
-------------
|
||||
|
||||
MuJoCo has a native 3D visualizer. Its use is illustrated in the :ref:`simulate.cc <saSimulate>` code sample and in
|
||||
the simpler :ref:`basic.cc <saBasic>` code sample. While it is not a full-featured rendering engine, it is a
|
||||
convenient, efficient and reasonably good-looking visualizer that facilitates research and development. It renders not
|
||||
only the simulation state but also decorative elements such as contact points and forces, equivalent inertia boxes,
|
||||
convex hulls, kinematic trees, constraint violations, spatial frames and text labels; these can provide insight into
|
||||
the physics simulation and help fine-tune the model.
|
||||
|
||||
The visualizer is tightly integrated with the simulator and supports both onscreen and offscreen rendering, as
|
||||
illustrated in the :ref:`record.cc <saRecord>` code sample. This makes it suitable for synthetic computer vision and
|
||||
machine learning applications, especially in could environments. VR integration is also available as of MuJoCo version
|
||||
1.40, facilitating applications that utilize new head-mounted displays such as Oculus Rift and HTC Vive.
|
||||
|
||||
Visualization in MuJoCo is a two-stage process:
|
||||
|
||||
Abstract visualization and interaction
|
||||
This stage populates the :ref:`mjvScene` data structure with a list of geometric objects, lights, cameras and
|
||||
everything else needed to produce a 3D rendering. It also provides abstract keyboard and mouse hooks for user
|
||||
interaction. The relevant data structure and function names have the prefix ``mjv``.
|
||||
OpenGL rendering
|
||||
This stage takes the mjvScene data structure populated in the abstract visualization stage, and renders it. It also
|
||||
provides basic 2d drawing and framebuffer access, so that most applications would not need to call OpenGL directly.
|
||||
The relevant data structure and function names have the prefix ``mjr``.
|
||||
|
||||
There are several reasons for this separation. First, the two stages are conceptually different and separating them is
|
||||
good software design. Second, they have different dependencies, both internally and in terms of additional libraries;
|
||||
in particular, abstract visualization does not require any graphics libraries. Third, users who wish to integrate
|
||||
another rendering engine with MuJoCo can bypass the native OpenGL renderer but still take advantage of the abstract
|
||||
visualizer.
|
||||
|
||||
Below is a mixture of C code and pseudo-code in comments, illustrating the structure of a MuJoCo application which
|
||||
does both simulation and rendering. This is a short version of the :ref:`basic.cc <saBasic>` code sample. For
|
||||
concreteness we assume that GLFW is used, although it can be replaced with a different window library such as GLUT or
|
||||
one of its derivatives.
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
// MuJoCo data structures
|
||||
mjModel* m = NULL; // MuJoCo model
|
||||
mjData* d = NULL; // MuJoCo data
|
||||
mjvCamera cam; // abstract camera
|
||||
mjvOption opt; // visualization options
|
||||
mjvScene scn; // abstract scene
|
||||
mjrContext con; // custom GPU context
|
||||
|
||||
// ... load model and data
|
||||
|
||||
// init GLFW, create window, make OpenGL context current, request v-sync
|
||||
glfwInit();
|
||||
GLFWwindow* window = glfwCreateWindow(1200, 900, "Demo", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1);
|
||||
|
||||
// initialize visualization data structures
|
||||
mjv_defaultCamera(&cam);
|
||||
mjv_defaultPerturb(&pert);
|
||||
mjv_defaultOption(&opt);
|
||||
mjr_defaultContext(&con);
|
||||
|
||||
// create scene and context
|
||||
mjv_makeScene(m, &scn, 1000);
|
||||
mjr_makeContext(m, &con, mjFONTSCALE_100);
|
||||
|
||||
// ... install GLFW keyboard and mouse callbacks
|
||||
|
||||
// run main loop, target real-time simulation and 60 fps rendering
|
||||
while( !glfwWindowShouldClose(window) ) {
|
||||
// advance interactive simulation for 1/60 sec
|
||||
// Assuming MuJoCo can simulate faster than real-time, which it usually can,
|
||||
// this loop will finish on time for the next frame to be rendered at 60 fps.
|
||||
// Otherwise add a cpu timer and exit this loop when it is time to render.
|
||||
mjtNum simstart = d->time;
|
||||
while( d->time - simstart < 1.0/60.0 )
|
||||
mj_step(m, d);
|
||||
|
||||
// get framebuffer viewport
|
||||
mjrRect viewport = {0, 0, 0, 0};
|
||||
glfwGetFramebufferSize(window, &viewport.width, &viewport.height);
|
||||
|
||||
// update scene and render
|
||||
mjv_updateScene(m, d, &opt, NULL, &cam, mjCAT_ALL, &scn);
|
||||
mjr_render(viewport, &scn, &con);
|
||||
|
||||
// swap OpenGL buffers (blocking call due to v-sync)
|
||||
glfwSwapBuffers(window);
|
||||
|
||||
// process pending GUI events, call GLFW callbacks
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// close GLFW, free visualization storage
|
||||
glfwTerminate();
|
||||
mjv_freeScene(&scn);
|
||||
mjr_freeContext(&con);
|
||||
|
||||
// ... free MuJoCo model and data
|
||||
|
||||
.. _Abstract:
|
||||
|
||||
Abstract visualization and interaction
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This stage populates the :ref:`mjvScene` data structure with a list of geometric objects,
|
||||
lights, cameras and everything else needed to produce a 3D rendering. It also provides abstract keyboard and mouse hooks
|
||||
for user interaction.
|
||||
|
||||
.. _viCamera:
|
||||
|
||||
Cameras
|
||||
'''''''
|
||||
|
||||
There are two types of camera objects: an abstract camera represented with the stand-alone data structure
|
||||
:ref:`mjvCamera`, and a low-level OpenGL camera represented with the data structure
|
||||
:ref:`mjvGLCamera` which is embedded in mjvScene. When present, the abstract camera is
|
||||
used during scene update to automatically compute the OpenGL camera parameters, which are then used by the OpenGL
|
||||
renderer. Alternatively, the user can bypass the abstract camera mechanism and set the OpenGL camera parameters
|
||||
directly, as discussed in the Virtual Reality section below.
|
||||
|
||||
The abstract camera can represent three different camera types as determined by mjvCamera.type. The possible settings
|
||||
are defined by the enum mjtCamera:
|
||||
|
||||
mjCAMERA_FREE
|
||||
This is the most commonly used abstract camera. It can be freely moved with the mouse. It has a lookat point,
|
||||
distance to the lookat point, azimuth and elevation; twist around the line of sight is not allowed. The function
|
||||
:ref:`mjv_moveCamera` is a mouse hook for controlling all these camera properties interactively with the mouse. When
|
||||
:ref:`simulate.cc <saSimulate>` first starts, it uses the free camera.
|
||||
mjCAMERA_TRACKING
|
||||
This is similar to the free camera, except the lookat point is no longer a free parameter but instead is coupled to
|
||||
the MuJoCo body whose id is given by mjvCamera.trackbodyid. At each update, the lookat point is set to the center of
|
||||
mass of the kinematic subtree rooted at the specified body. There is also some filtering which produces smooth camera
|
||||
motion. The distance, azimuth and elevation are controlled by the user and are not modified automatically. This is
|
||||
useful for tracking a body as it moves around, without turning the camera. To switch from the free to the tracking
|
||||
camera in :ref:`simulate.cc <saSimulate>`, hold Ctrl and right-double-click on the body of interest. Press Esc to go
|
||||
back to the free camera.
|
||||
mjCAMERA_FIXED
|
||||
This refers to a camera explicitly defined in the model, unlike the free and tracking cameras which only exist in the
|
||||
visualizer and are not defined in the model. The id of the model camera is given by mjvCamera.fixedcamid. This camera
|
||||
is fixed in the sense that the visualizer cannot change its pose or any other parameters. However the simulator
|
||||
computes the camera pose at each time step, and if the camera is attached to a moving body or is in tracking or
|
||||
targeting mode, it will move.
|
||||
mjCAMERA_USER
|
||||
This means that the abstract camera is ignored during an update and the low-level OpenGL cameras are not changed. It
|
||||
is equivalent to not specifying an abstract camera at all, i.e., passing a NULL pointer to mjvCamera in the update
|
||||
functions explained below.
|
||||
|
||||
The low-level mjvGLCamera is what determines the actual rendering. There are two such cameras embedded in mjvScene, one
|
||||
for each eye. Each has position, forward and up directions. Forward corresponds to the negative Z axis of the camera
|
||||
frame, while up corresponds to the positive Y axis. There is also a frustum in the sense of OpenGL, except we store the
|
||||
average of the left and right frustum edges and then during rendering compute the actual edges from the viewport aspect
|
||||
ratio assuming 1:1 pixel aspect ratio. The distance between the two camera positions corresponds to the inter-pupilary
|
||||
distance (ipd). When the low-level camera parameters are computed automatically from an abstract camera, the ipd as well
|
||||
as vertical field of view (fovy) are taken from ``mjModel.vis.global.ipd``/``fovy`` for free and tracking cameras, and
|
||||
from the camera-specific ``mjModel.cam_ipd/fovy`` for cameras defined in the model. When stereoscopic mode is not
|
||||
enabled, as determined by mjvScene.stereo, the camera data for the two eyes are internally averaged during rendering.
|
||||
|
||||
.. _viSelect:
|
||||
|
||||
Selection
|
||||
'''''''''
|
||||
|
||||
In many applications we need to click on a point and determine the 3D object to which this point/pixel belongs. This is
|
||||
done with the function :ref:`mjv_select`. Prior to MuJoCo 1.50 this function (called mjr_select) used OpenGL rendering
|
||||
in a special mode to recover the object identity and 3D position of the clicked point. Now it uses a new collision
|
||||
detection module that intersects a ray with all geoms in the model. This is actually engine-level functionality and does
|
||||
not depend on the visualizer (indeed it is also used to simulate :ref:`rangefinder <sensor-rangefinder>` sensors
|
||||
independent of visualization), but the select function is implemented in the visualizer because it needs information
|
||||
about the camera and viewport.
|
||||
|
||||
The function mjv_select returns the index of the geom at the specified window coordinates, or -1 if there is no geom
|
||||
at those coordinates. The 3D position is also returned. See the code sample :ref:`simulate.cc <saSimulate>` for an
|
||||
example of how to use this function. Internally, mjv_select calls the engine-level function :ref:`mj_ray` which in turn
|
||||
calls the per-geom functions :ref:`mj_rayMesh`, :ref:`mj_rayHfield` and :ref:`mju_rayGeom`. The user can implement
|
||||
custom selection mechanisms by calling these functions directly. In a VR application for example, it would make sense to
|
||||
use the hand-held controller as a "laser pointer" that can select objects.
|
||||
|
||||
.. _viPerturb:
|
||||
|
||||
Perturbations
|
||||
'''''''''''''
|
||||
|
||||
Interactive perturbations have proven very useful in exploring the model dynamics as well as probing closed-loop control
|
||||
systems. The user is free to implement any perturbation mechanism of their choice by setting ``mjData.qfrc_applied`` or
|
||||
``mjData.xfrc_applied`` to suitable forces (in generalized and Cartesian coordinates respectively).
|
||||
|
||||
Prior to MuJoCo version 1.40, user code had to maintain a collection of objects in order to implement perturbations.
|
||||
All these objects are now grouped into the data structure :ref:`mjvPerturb`. Its use is illustrated in
|
||||
:ref:`simulate.cc <saSimulate>`.
|
||||
The idea is to select a MuJoCo body of interest, and provide a reference pose (i.e., a 3D position and quaternion
|
||||
orientation) for that body. These are stored in mjPerturb.refpos/quat. The function :ref:`mjv_movePerturb` is a mouse
|
||||
hook for controlling the reference pose with the mouse. The function :ref:`mjv_initPerturb` is used to set the
|
||||
reference pose equal to the selected body pose at the onset of perturbation, so as to avoid jumps.
|
||||
|
||||
This perturbation object can then be used to move the selected body directly (when the simulation is paused or when the
|
||||
selected body is a mocap body), or to apply forces and torques to the body. This is done with the functions
|
||||
:ref:`mjv_applyPerturbPose` and :ref:`mjv_applyPerturbForce` respectively. The latter function writes the external
|
||||
perturbation force to ``mjData.xfrc_applied`` for the selected body. However it does not clear ``mjData.xfrc_applied``
|
||||
for the remaining bodies, thus it is recommended to clear it in user code, in case the selected body changed and some
|
||||
perturbation force was left over from a previous time step. If there is more than one device that can apply
|
||||
perturbations or user code needs to add perturbations from other sources, the user must implement the necessary logic so
|
||||
that only the desired perturbations are present in ``mjData.xfrc_applied`` and any old perturbations are cleared.
|
||||
|
||||
In addition to affecting the simulation, the perturbation object is recognized by the abstract visualizer and can be
|
||||
rendered. This is done by adding a visual string to denote the positional difference, and a rotating cube to denote
|
||||
the reference orientation of the selected body. The perturbation forces themselves can also be rendered when the
|
||||
corresponding visualization flag in :ref:`mjvOption` is enabled.
|
||||
|
||||
.. _viUpdate:
|
||||
|
||||
Scene update
|
||||
''''''''''''
|
||||
|
||||
Finally, we bring all of the above elements together and explain how mjvScene is updated before being passed to the
|
||||
OpenGL rendering stage. This can be done with a single call to the function :ref:`mjv_updateScene` at each frame.
|
||||
mjvCamera and mjvPerturb are arguments to this function, or they can be NULL pointers in which case the corresponding
|
||||
functionality is disabled. In VR applications the parameters of mjvScene.camera[n], n=0,1 must also be set at each
|
||||
frame; this is done by user code outside mjv_updateScene. The function mjv_updateScene examines mjModel and mjData,
|
||||
constructs all geoms that need to be rendered (according to the specified visualization options), and populates the
|
||||
array mjvScene.geom with :ref:`mjvGeom` objects. Note that mjvGeom is an abstract geom, and is not in one-to-one
|
||||
correspondence with the simulation geoms in mjModel and mjData. In particular, mjvGeom contains the geom pose, scale,
|
||||
shape (primitive or mesh index in mjModel), material properties, textures (index in mjModel), labeling, and everything
|
||||
else needed for specify how rendering should be done. mjvScene also contains up to eight OpenGL lights which are
|
||||
copied from the model, as well as a headlight which is in light position 0 when present.
|
||||
|
||||
The above procedure is the most common approach, and it updates the entire scene at each frame. In addition, we
|
||||
provide two functions for finer control. :ref:`mjv_updateCamera` updates only the camera (i.e., maps the abstract
|
||||
mjvCamera to the low-level mjvGLCamera) but does not touch the geoms or lights. This is useful when the user is moving
|
||||
the camera rapidly but the simulation state has not changed - in that case there is no point in re-creating the lists
|
||||
of geoms and lights.
|
||||
|
||||
More advanced rendering effects can be achieved by manipulating the list of abstract geoms. For example, the user can
|
||||
add custom geoms at the end of the list. Sometimes it is desirable to render a sequence of simulation states (i.e., a
|
||||
trajectory) and not just the current state. For this purpose, we have provided the function :ref:`mjv_addGeoms` which
|
||||
adds the geoms corresponding to the current simulation state to the list already in mjvScene. It does not change the
|
||||
list of lights, because lighting is additive and having too many lights will make the scene too bright. Importantly,
|
||||
the user can select which geom categories will be added, via a bitmask of enum type mjtCatBit:
|
||||
|
||||
mjCAT_STATIC
|
||||
This selects MuJoCo geoms and sites belonging to the world body (which has body id 0).
|
||||
mjCAT_DYNAMIC
|
||||
This selects MuJoCo geoms and sites belonging to bodies other than the world body.
|
||||
mjCAT_DECOR
|
||||
This selects decorative elements such as force arrows, automatically-generated skeletons, equivalent inertia boxes,
|
||||
and any other elements that were added by the abstract visualizer and do not correspond to MuJoCo geoms and sites
|
||||
defined in the model.
|
||||
mjCAT_ALL
|
||||
This selects all of the above categories.
|
||||
|
||||
The main update function mjv_updateScene would normally be called with mjCAT_ALL. It clears the geom list and calls
|
||||
mjv_addGeom to add only the geoms for the current model state. If we want to render a trajectory, we have to be careful
|
||||
to avoid visual clutter. So it makes sense to render one of the frames with mjCAT_ALL (usually the first or the last
|
||||
depending on the use case), and all other frames with mjCAT_DYNAMIC. Since the static/world objects are not moving,
|
||||
rendering them in each frame will only slow down the GPU and create visual aliasing. As for the decor elements, there
|
||||
could be situations where we want to render all of them - for example to visualize the evolution of contact forces over
|
||||
time. In summary, there is plenty of flexibility in how mjvScene is constructed. We have provided automation for the
|
||||
main use cases, but the user can also make programmatic changes as needed.
|
||||
|
||||
.. _viVR:
|
||||
|
||||
Virtual reality
|
||||
'''''''''''''''
|
||||
|
||||
In desktop applications it is convenient to use an abstract mjvCamera allowing intuitive mouse control, and then
|
||||
automatically map it to mjvGLCamera used for rendering. In VR applications the situation is very different. In that
|
||||
case the head/eyes of the user as well as the projection surface are being tracked, and therefore have physical
|
||||
presence in the room. If anything can be moved by the user (with a mouse or other input device) it is the position,
|
||||
orientation and scale of the model relative to the room. This is called model transformation, and is represented in
|
||||
mjvScene. The function :ref:`mjv_moveModel` is a mouse hook for controlling this transformation. When using an
|
||||
abstract mjvCamera during update, the model transformation is automatically disabled, by setting the flag
|
||||
mjvScene.enabletransform = 0 rather than clearing the actual parameters. In this way the user can switch between VR
|
||||
and desktop camera mode without losing the model transformation parameters.
|
||||
|
||||
Since we have introduced two spaces, namely model space and room space, we need to map between them as well as clarify
|
||||
which spatial quantities are defined with respect to which spatial frame. Everything accessible by the simulator lives
|
||||
in the model space. The room space is only accessible by the visualizer. The only quantities defined in room space are
|
||||
the mjvGLCamera parameters. The functions :ref:`mjv_room2model`, :ref:`mjv_model2room`, :ref:`mjv_cameraInModel`,
|
||||
:ref:`mjv_cameraInRoom` perform the necessary transformations, and are needed for VR applications.
|
||||
|
||||
We now outline the procedure for hooking up head tracking to MuJoCo's visualizer in a VR application. A code sample
|
||||
illustrating this will soon be posted. We assume that a tracking device provides in real-time the positions of the two
|
||||
eyes (usually generated by tracking the position and orientation of the head and assuming a user-specific ipd), as
|
||||
well as the forward and up camera directions. We copy these data directly into the two mjvGLCameras, which are in
|
||||
mjvScene.camera[n] where n=0 is the left eye and n=1 is the right eye. Note that the forward direction is normal to
|
||||
the projection surface, and not necessarily aligned with the gaze direction; indeed the gaze direction is unknown
|
||||
(unless we also have an eye-tracking device) and does not affect the rendering.
|
||||
|
||||
We must also set the mjvGLCamera frustum. How this is done depends on the nature of the VR system. For head-mounted
|
||||
displays such as the Oculus Rift and HTC Vive, the projection surface moves with the head, and so the frustum is fixed
|
||||
and provided by the SDK. In this case we simply copy it into mjvGLCamera, averaging the left and right edges to
|
||||
compute the frustum_center parameter. Alternatively, the projection surface can be a monitor which is stationary in
|
||||
the room (which is the case in the zSpace system). For such systems we must compute the frustum at each frame, by
|
||||
taking into account the spatial relations between the monitor and the eyes/cameras. This assumes that the monitor is
|
||||
also tracked. The natural approach here is to define the monitor as the center of the room coordinate frame, and track
|
||||
the head relative to it. In the zSpace system this is done by embedding the motion capture cameras in the monitor
|
||||
itself.
|
||||
|
||||
Apart from tracking the head and using the correct perspective projection, VR applications typically involve hand-held
|
||||
spatial controllers that must be mapped to the motion of simulated objects or otherwise interact with the simulation.
|
||||
The pose of these controllers is recorded by the motion capture system in room space. The transformation functions we
|
||||
provide (mjv_room2model in particular) can be used to map to model space. Once we have the pose of the controller in
|
||||
model space, we can use a MuJoCo mocap body (defined in the model) to insert the controller in the simulation. This is
|
||||
precisely why mocap bodies were introduced in MuJoCo. Such bodies are treated as fixed from the viewpoint of physics,
|
||||
yet the user is expected to move them programmatically at each simulation step. They can interact with the simulation
|
||||
through contacts, or better yet, through soft equality constraints to regular bodies which in turn make contacts. The
|
||||
latter approach is illustrated in the MPL models available on the Forum. It provides effective dynamic filtering and
|
||||
avoids contacts involving bodies that behave as if they are infinitely heavy (which is what a fixed body is). Note
|
||||
that the time-varying positions and orientations of the mocap bodies are stored in ``mjData.mocap_pos/quat``, as opposed
|
||||
to storing them in mjModel. This is because mjModel is supposed to remain constant. The fixed mocap body pose stored
|
||||
in mjModel is only used at initialization and reset, when user code has not yet had a chance to update
|
||||
mjData.mocap_pos/quat.
|
||||
|
||||
.. _Rendering:
|
||||
|
||||
OpenGL Rendering
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
This stage takes the mjvScene data structure populated in the abstract visualization stage, and renders it. It also
|
||||
provides basic 2d drawing and framebuffer access, so that most applications would not need to call OpenGL directly.
|
||||
|
||||
.. _reContext:
|
||||
|
||||
Context and GPU resources
|
||||
'''''''''''''''''''''''''
|
||||
|
||||
The first step in the rendering process is create the model-specific GPU context :ref:`mjrContext`. This is done by
|
||||
first clearing the data structure with the function :ref:`mjr_defaultContext`, and then calling the function
|
||||
:ref:`mjr_makeContext`. This was already illustrated earlier; the relevant code is:
|
||||
|
||||
.. code-block:: C
|
||||
|
||||
mjModel* m;
|
||||
mjrContext con;
|
||||
|
||||
// clear mjrContext only once before first use
|
||||
mjr_defaultContext(&con);
|
||||
|
||||
// create window with OpenGL context, make it current
|
||||
GLFWwindow* window = glfwCreateWindow(1200, 900, "Demo", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
// ... load MuJoCo model
|
||||
|
||||
// make model-specific mjrContext
|
||||
mjr_makeContext(m, &con, mjFONTSCALE_100);
|
||||
|
||||
// ... load another MuJoCo model
|
||||
|
||||
// make mjrContext for new model (old context freed automatically)
|
||||
mjr_makeContext(m, &con, mjFONTSCALE_100);
|
||||
|
||||
// free context when done
|
||||
mjr_freeContext(&con);
|
||||
|
||||
How is mjrContext related to an OpenGL context? An OpenGL context is what enables the application to talk to the video
|
||||
driver and send rendering commands. It must exist and must be current in the calling thread before mjr_makeContext is
|
||||
called. GLFW and related libraries provide the necessary functions as shown above.
|
||||
|
||||
mjrContext is specific to MuJoCo. After creation, it contains references (called "names" in OpenGL) to all the
|
||||
resources that were uploaded to the GPU by mjr_makeContext. These include model-specific resources such as meshes and
|
||||
textures, as well as generic resources such as font bitmaps for the specified font scale, framebuffer objects for
|
||||
shadow mapping and offscreen rendering, and associated renderbuffers. It also contains OpenGL-related options copied
|
||||
from ``mjModel.vis``, capabilities of the default window framebuffer that are discovered automatically, and the
|
||||
currently active buffer for rendering; see :ref:`buffers <reBuffer>` below. Note that even though MuJoCo uses
|
||||
fixed-function OpenGL, it avoids immediate mode rendering and instead uploads all resources to the GPU upfront. This
|
||||
makes it as efficient as a modern shader, and possibly more efficient, because fixed-function OpenGL is now implemented
|
||||
via internal shaders that have been written by the video driver developers and tuned extensively.
|
||||
|
||||
Most of the fields of mjrContext remain constant after the call to mjr_makeContext. The only exception is
|
||||
mjrContext.currentBuffer which changes whenever the active buffer changes. Some of the GPU resources may also change
|
||||
because the user can upload modified resources with the functions :ref:`mjr_uploadTexture`, :ref:`mjr_uploadMesh`,
|
||||
:ref:`mjr_uploadHField`. This can be used to achieve dynamic effects such as inserting a video feed into the
|
||||
rendering, or modulating a terrain map. Such modifications affect the resources residing on the GPU, but their OpenGL
|
||||
names are reused, thus the change is not actually visible in mjrContext.
|
||||
|
||||
The user should **never** make changes to mjrContext directly. MuJoCo's renderer assumes that only it can manage
|
||||
mjrContext. In fact this kind of object would normally be opaque and its internal structure would not be exposed to
|
||||
the user. We are exposing it because MuJoCo has an open design and also because users may want to interleave their own
|
||||
OpenGL code with MuJoCo's renderer, in which case they may need read access to some fields of mjrContext. For example
|
||||
in VR applications the user needs to blit from MuJoCo's offscreen buffer to a texture provided by a VR SDK.
|
||||
|
||||
When a different MuJoCo model is loaded, mjr_makeContext must be called again. There is also the function
|
||||
:ref:`mjr_freeContext` which frees the GPU resources while preserving the initialization and capabilities flags. This
|
||||
function should be called when the application is about to exit. It is called automatically from within
|
||||
mjr_makeContext, so you do not need to call it directly when a different model is loaded, although it is not an error
|
||||
to do so. The function mjr_defaultContext must be called once before rendering starts, to clear the memory allocated
|
||||
for the data structure mjrContext. If you call it after calling mjr_makeContext, it will wipe out any record that GPU
|
||||
resources were allocated without freeing those resources, so don't do that.
|
||||
|
||||
.. _reBuffer:
|
||||
|
||||
Buffers for rendering
|
||||
'''''''''''''''''''''
|
||||
|
||||
In addition to the default window framebuffer, OpenGL can support unlimited framebuffer objects (FBOs) for custom
|
||||
rendering. In MuJoCo we provide systematic support for two framebuffers: the default window framebuffer, and one
|
||||
offscreen framebuffer. They are referred to by the constants in the enum type :ref:`mjtFramebuffer`, namely
|
||||
mjFB_WINDOW and mjFB_OFFSCREEN. At any time, one of these two buffers is active for the purposes of MuJoCo rendering,
|
||||
meaning that all subsequent commands are directed to it. There are two additional framebuffer objects referenced in
|
||||
mjrContext, needed for shadow mapping and resolving multi-sample buffers, but these are used internally and the user
|
||||
should not attempt to access them directly.
|
||||
|
||||
The active buffer is set with the function :ref:`mjr_setBuffer`. This sets the value of mjrContext.activeBuffer and
|
||||
configures the OpenGL state accordingly. When mjr_makeContext is called, internally it calls mjr_setBuffer with
|
||||
argument mjFB_WINDOW, so that rendering starts in the window buffer by default. If the specified buffer does not
|
||||
exist, mjr_setBuffer automatically defaults to the other buffer (note that when using headless rendering on Linux,
|
||||
there may be no window framebuffer).
|
||||
|
||||
From the perspective of OpenGL, there are important differences between the window framebuffer and offscreen
|
||||
framebuffer, and these differences affect how the MuJoCo user interacts with the renderer. The window framebuffer is
|
||||
created and managed by the operating system and not by OpenGL. As a result, properties such as resolution,
|
||||
double-buffering, quad-buffered stereo, mutli-samples, v-sync are set outside OpenGL; this is done by GLFW calls in our
|
||||
code samples. All OpenGL can do is detect these properties; we do this in mjr_makeContext and record the results in the
|
||||
various window capabilities fields of mjrContext. This is why such properties are not part of the MuJoCo model; they are
|
||||
session/software-specific and not model-specific. In contrast, the offscreen framebuffer is managed entirely by OpenGL,
|
||||
and so we can create that buffer with whatever properties we want, namely with the resolution and multi-sample
|
||||
properties specified in ``mjModel.vis``.
|
||||
|
||||
The user can directly access the pixels in the two buffers. This is done with the functions :ref:`mjr_readPixels`,
|
||||
:ref:`mjr_drawPixels` and :ref:`mjr_blitBuffer`. Read/draw transfer pixels from/to the active buffer to/from the CPU.
|
||||
Blit transfers pixels between the two buffers on the GPU and is therefore much faster. The direction is from the
|
||||
active buffer to the buffer that is not active. Note that mjr_blitBuffer has source and destination viewports that can
|
||||
have different size, allowing the image to be scaled in the process.
|
||||
|
||||
.. _reDraw:
|
||||
|
||||
Drawing pixels
|
||||
''''''''''''''
|
||||
|
||||
The main rendering function is :ref:`mjr_render`. Its arguments are a rectangular viewport for rendering, the mjvScene
|
||||
which was populated by the abstract visualizer, and the mjrContext which was created by mjr_makeContext. The viewport
|
||||
can be the entire active buffer, or part of it for custom effects. A viewport corresponding to the entire buffer can
|
||||
be obtained with the function :ref:`mjr_maxViewport`. Note that while the offscreen buffer size does not change, the
|
||||
window buffer size changes whenever the user resizes or maximizes the window. Therefore user code should not assume
|
||||
fixed viewport size. In the code sample :ref:`simulate.cc <saSimulate>` we use a callback which is triggered whenever
|
||||
the window size changes, while in :ref:`basic.cc <saBasic>` we simply check the window size every time we render. On
|
||||
certain scaled displays (only on OSX it seems) the window size and framebuffer size can be different. So if you are
|
||||
getting the size with GLFW functions, use glfwGetFramebuferSize rather than glfwGetWindowSize. On the other hand,
|
||||
mouse coordinates are returned by the operating system in window rather than framebuffer units; thus the mouse
|
||||
interaction functions discussed earlier should use glfwGetWindowSize to obtain the window height needed to normalize
|
||||
the mouse displacement data.
|
||||
|
||||
mjr_render renders all mjvGeoms from the list mjvScene.geom. The abstract visualization options mjvOption are no
|
||||
longer relevant here; they are used by mjv_updateScene to determine which geoms to add, and as far as mjr_render is
|
||||
concerned these options are already baked-in. There is however another set of rendering options that are embedded in
|
||||
mjvScene, and these affect the OpenGL rendering process. The array mjvScene.flags contains flags indexed by the enum
|
||||
type :ref:`mjtRndFlag` and include options for enabling and disabling wireframe mode, shadows, reflections, skyboxes
|
||||
and fog. Shadows and reflections involve additional rendering passes. MuJoCo's renderer is very efficient, but
|
||||
depending on the model complexity and available GPU, it may be necessary to disable one or both of these effects in
|
||||
some cases.
|
||||
|
||||
The parameter mjvScene.stereo determines the stereo mode. The possible values are given by the enum type
|
||||
:ref:`mjtStereo` and are as follows:
|
||||
|
||||
mjSTEREO_NONE
|
||||
Stereo rendering is disabled. The average of the two OpenGL cameras in mjvScene is used. Note that the renderer
|
||||
always expects both cameras to be properly defined, even if stereo is not used.
|
||||
mjSTEREO_QUADBUFFERED
|
||||
This mode works only when the active buffer is the window, and the window supports quad-buffered OpenGL. This
|
||||
requires a professional video card. The code sample :ref:`simulate.cc <saSimulate>` attempts to open such a window.
|
||||
In this mode MuJoCo's renderer uses the GL_BACK_LEFT and GL_BACK_RIGHT buffers to render the two views (as determined
|
||||
by the two OpenGL cameras in mjvScene) when the window is double-buffered, and GL_FRONT_LEFT and GL_FRONT_RIGHT
|
||||
otherwise. If the window does not support quad-buffered OpenGL or the active buffer is the offscreen buffer, the
|
||||
renderer reverts to the side-by-side mode described next.
|
||||
mjSTEREO_SIDEBYSIDE
|
||||
This stereo mode does not require special hardware and is always available. The viewport given to mjr_render is split
|
||||
in two equal rectangles side-by-side. The left view is rendered on the left side and the right view on the right
|
||||
side. In principle users can cross their eyes and see stereo on a regular monitor, but the goal here is to show it in
|
||||
a stereoscopic device. Most head-mounted displays support this stereo mode.
|
||||
|
||||
In addition to the main mjr_render function, we provide several functions for "decorating" the image. These are 2d
|
||||
rendering functions and include :ref:`mjr_overlay`, :ref:`mjr_text`, :ref:`mjr_rectangle`, :ref:`mjr_figure`. The user
|
||||
can draw additional decorations with their own OpenGL code. This should be done after mjr_render, because mjr_render
|
||||
clears the viewport.
|
||||
|
||||
We also provide the functions :ref:`mjr_finish` and :ref:`mjr_getError` for explicit synchronization with the GPU and
|
||||
for OpenGL error checking. They simply call glFinish and glGetError internally. This together with the basic 2d
|
||||
drawing functions above is meant to provide enough functionality so that most users will not need to write OpenGL
|
||||
code. Of course we cannot achieve this in all cases, short of providing wrappers for all of OpenGL.
|
||||
Reference in New Issue
Block a user