Display equality constraints in the simulate UI.
Add section for toggling constraint activity to the UI, similar to actuators or joint controls. PiperOrigin-RevId: 772866923 Change-Id: I017b9195fcf67b5865e9d44d6c8aded64c8bc46d
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Copybara-Service
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bb1d313780
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6b309b5251
@@ -112,6 +112,7 @@ enum {
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// right ui
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SECT_JOINT = 0,
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SECT_CONTROL,
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SECT_EQUALITY,
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NSECT1
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};
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@@ -1127,6 +1128,36 @@ void MakeControlSection(mj::Simulate* sim) {
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}
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}
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// make equality section of UI
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void MakeEqualitySection(mj::Simulate* sim) {
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mjuiDef defEquality[] = {
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{mjITEM_SECTION, "Equality", mjPRESERVE, nullptr, "AE"},
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{mjITEM_END}
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};
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mjuiDef defCheckBox[] = {
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{mjITEM_CHECKBYTE, "", 2, nullptr, ""},
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{mjITEM_END}
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};
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// add section
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mjui_add(&sim->ui1, defEquality);
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// add equalities, exit if UI limit reached
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for (int i= 0; i < sim->m_->neq && i<mjMAXUIITEM; i++) {
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// set data
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defCheckBox[0].pdata = &sim->d_->eq_active[i];
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// set name
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if (!sim->equality_names_[i].empty()) {
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mju::strcpy_arr(defCheckBox[0].name, sim->equality_names_[i].c_str());
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} else {
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mju::sprintf_arr(defCheckBox[0].name, "equality %d", i);
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}
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mjui_add(&sim->ui1, defCheckBox);
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}
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}
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// make model-dependent UI sections
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void MakeUiSections(mj::Simulate* sim, const mjModel* m, const mjData* d) {
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// clear model-dependent sections of UI
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@@ -1140,6 +1171,7 @@ void MakeUiSections(mj::Simulate* sim, const mjModel* m, const mjData* d) {
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MakeGroupSection(sim);
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MakeJointSection(sim);
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MakeControlSection(sim);
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MakeEqualitySection(sim);
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}
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//---------------------------------- utility functions ---------------------------------------------
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@@ -1931,6 +1963,18 @@ void Simulate::Sync() {
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}
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}
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for (int i = 0; i < m_->neq; ++i) {
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if (eq_active_[i] != eq_active_prev_[i]) {
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d_->eq_active[i] = eq_active_[i];
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} else {
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eq_active_[i] = d_->eq_active[i];
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}
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if (eq_active_prev_[i] != eq_active_[i]) {
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pending_.ui_update_equality = true;
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eq_active_prev_[i] = eq_active_[i];
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}
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}
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// in passive mode, synchronize user's mjModel with changes made via the UI
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if (is_passive_) {
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// synchronize mjModel.opt
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@@ -2261,6 +2305,12 @@ void Simulate::LoadOnRenderThread() {
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actuator_names_.emplace_back(this->m_->names + this->m_->name_actuatoradr[i]);
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}
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equality_names_.clear();
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equality_names_.reserve(this->m_->neq);
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for (int i = 0; i < this->m_->neq; ++i) {
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equality_names_.emplace_back(this->m_->names + this->m_->name_eqadr[i]);
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}
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qpos_.resize(this->m_->nq);
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std::memcpy(qpos_.data(), this->d_->qpos, sizeof(this->d_->qpos[0]) * this->m_->nq);
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qpos_prev_ = qpos_;
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@@ -2269,6 +2319,10 @@ void Simulate::LoadOnRenderThread() {
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std::memcpy(ctrl_.data(), this->d_->ctrl, sizeof(this->d_->ctrl[0]) * this->m_->nu);
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ctrl_prev_ = ctrl_;
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eq_active_.resize(this->m_->neq);
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std::memcpy(eq_active_.data(), this->d_->eq_active, sizeof(this->d_->eq_active[0]) * this->m_->neq);
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eq_active_prev_ = eq_active_;
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// allocate history buffer: smaller of {2000 states, 100 MB}
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if (!this->is_passive_) {
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constexpr int kMaxHistoryBytes = 1e8;
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@@ -2518,6 +2572,13 @@ void Simulate::Render() {
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pending_.ui_update_ctrl = false;
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}
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if (pending_.ui_update_equality) {
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if (this->ui1_enable && this->ui1.sect[SECT_EQUALITY].state) {
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mjui_update(SECT_EQUALITY, -1, &this->ui1, &this->uistate, &this->platform_ui->mjr_context());
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}
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pending_.ui_update_equality = false;
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}
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// render scene
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mjr_render(rect, &this->scn, &this->platform_ui->mjr_context());
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@@ -122,6 +122,8 @@ class Simulate {
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std::vector<std::optional<std::pair<mjtNum, mjtNum>>> actuator_ctrlrange_;
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std::vector<std::string> actuator_names_;
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std::vector<std::string> equality_names_;
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std::vector<mjtNum> history_; // history buffer (nhistory x state_size)
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// mjModel and mjData fields that can be modified by the user through the GUI
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@@ -129,6 +131,8 @@ class Simulate {
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std::vector<mjtNum> qpos_prev_;
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std::vector<mjtNum> ctrl_;
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std::vector<mjtNum> ctrl_prev_;
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std::vector<mjtByte> eq_active_;
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std::vector<mjtByte> eq_active_prev_;
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// in passive mode the user owns m_ and d_, these "passive" instances are
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// owned by Simulate, updated from the user by the Sync() method
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@@ -167,6 +171,7 @@ class Simulate {
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bool ui_update_visualization;
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bool ui_update_joint;
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bool ui_update_ctrl;
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bool ui_update_equality;
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bool ui_remake_ctrl;
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} pending_ = {};
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