# Copyright 2024 DeepMind Technologies Limited # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # ============================================================================== """Objects module for USD exporter.""" import abc import collections from typing import Optional import mujoco import mujoco.usd.shapes as shapes_component import mujoco.usd.utils as utils_component import numpy as np from pxr import Gf from pxr import Sdf from pxr import Usd from pxr import UsdGeom from pxr import UsdShade from pxr import Vt class USDObject(abc.ABC): """Abstract interface for all USD objects including meshes and primitives. Subclasses must implement: * `_get_uv_geometry(self)`: gets the nessecary UV information to wrap a texture around an object in USD. Each subclass implements their own method to getting UV information as different objects are contructed in different ways. * `_get_mesh_geometry(self)`: gets the mesh geometry of an object in the scene. """ def __init__( self, stage: Usd.Stage, geom: mujoco.MjvGeom, obj_name: str, rgba: np.ndarray = np.array([1, 1, 1, 1]), texture_file: Optional[str] = None, ): self.stage = stage self.geom = geom self.obj_name = obj_name self.rgba = rgba self.texture_file = texture_file self.xform_path = f"/World/Mesh_Xform_{obj_name}" self.usd_xform = UsdGeom.Xform.Define(stage, self.xform_path) # defining ops required by update function self.transform_op = self.usd_xform.AddTransformOp() self.scale_op = self.usd_xform.AddScaleOp() self.last_visible_frame = -2 @abc.abstractmethod def _get_uv_geometry(self): """Gets UV information for an object in the scene.""" raise NotImplementedError @abc.abstractmethod def _get_mesh_geometry(self): """Gets structure of an object in the scene.""" raise NotImplementedError def attach_image_material(self, usd_mesh): """Attaches an image texture to a material for a USD object.""" mtl_path = Sdf.Path(f"/World/_materials/Material_{self.obj_name}") mtl = UsdShade.Material.Define(self.stage, mtl_path) bsdf_shader = UsdShade.Shader.Define( self.stage, mtl_path.AppendPath("Principled_BSDF") ) image_shader = UsdShade.Shader.Define( self.stage, mtl_path.AppendPath("Image_Texture") ) uvmap_shader = UsdShade.Shader.Define( self.stage, mtl_path.AppendPath("uvmap") ) # setting the bsdf shader attributes bsdf_shader.CreateIdAttr("UsdPreviewSurface") bsdf_shader.CreateInput( "diffuseColor", Sdf.ValueTypeNames.Color3f ).ConnectToSource(image_shader.ConnectableAPI(), "rgb") bsdf_shader.CreateInput("opacity", Sdf.ValueTypeNames.Float).Set( float(self.rgba[-1]) ) bsdf_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set( self.geom.shininess ) bsdf_shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set( 1.0 - self.geom.shininess ) mtl.CreateSurfaceOutput().ConnectToSource( bsdf_shader.ConnectableAPI(), "surface" ) # setting the image texture attributes image_shader.CreateIdAttr("UsdUVTexture") image_shader.CreateInput("file", Sdf.ValueTypeNames.Asset).Set( self.texture_file ) image_shader.CreateInput("sourceColorSpace", Sdf.ValueTypeNames.Token).Set( "sRGB" ) image_shader.CreateInput("wrapS", Sdf.ValueTypeNames.Token).Set("repeat") image_shader.CreateInput("wrapT", Sdf.ValueTypeNames.Token).Set("repeat") image_shader.CreateInput("st", Sdf.ValueTypeNames.Float2).ConnectToSource( uvmap_shader.ConnectableAPI(), "result" ) image_shader.CreateOutput("rgb", Sdf.ValueTypeNames.Float3) # setting uvmap shader attributes uvmap_shader.CreateIdAttr("UsdPrimvarReader_float2") uvmap_shader.CreateInput("varname", Sdf.ValueTypeNames.Token).Set("UVMap") uvmap_shader.CreateOutput("results", Sdf.ValueTypeNames.Float2) mtl.CreateSurfaceOutput().ConnectToSource( bsdf_shader.ConnectableAPI(), "surface" ) usd_mesh.GetPrim().ApplyAPI(UsdShade.MaterialBindingAPI) UsdShade.MaterialBindingAPI(usd_mesh).Bind(mtl) def attach_solid_material(self, usd_mesh): """Attaches an solid texture to a material for a USD object.""" mtl_path = Sdf.Path(f"/World/_materials/Material_{self.obj_name}") mtl = UsdShade.Material.Define(self.stage, mtl_path) bsdf_shader = UsdShade.Shader.Define( self.stage, mtl_path.AppendPath("Principled_BSDF") ) # settings the bsdf shader attributes bsdf_shader.CreateIdAttr("UsdPreviewSurface") bsdf_shader.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).Set( tuple(self.rgba[0:3]) ) bsdf_shader.CreateInput("opacity", Sdf.ValueTypeNames.Float).Set( float(self.rgba[-1]) ) bsdf_shader.CreateInput("metallic", Sdf.ValueTypeNames.Float).Set( self.geom.shininess ) bsdf_shader.CreateInput("roughness", Sdf.ValueTypeNames.Float).Set( 1.0 - self.geom.shininess ) mtl.CreateSurfaceOutput().ConnectToSource( bsdf_shader.ConnectableAPI(), "surface" ) usd_mesh.GetPrim().ApplyAPI(UsdShade.MaterialBindingAPI) UsdShade.MaterialBindingAPI(usd_mesh).Bind(mtl) def _set_refinement_properties(self, usd_prim, scheme="none"): usd_prim.GetAttribute("subdivisionScheme").Set(scheme) def update( self, pos: np.ndarray, mat: np.ndarray, visible: bool, frame: int, scale: Optional[np.ndarray] = None, ): """Updates the position and orientation of an object.""" transformation_mat = utils_component.create_transform_matrix( rotation_matrix=mat, translation_vector=pos ).T self.transform_op.Set(Gf.Matrix4d(transformation_mat.tolist()), frame) if visible and frame - self.last_visible_frame > 1: # non consecutive visible frames self.update_visibility(False, max(0, self.last_visible_frame)) self.update_visibility(True, frame) if visible: self.last_visible_frame = frame if scale is not None: self.update_scale(scale, frame) def update_visibility(self, visible: bool, frame: int): """Updates the visibility of an object in a scene for a given frame.""" visibility_setting = "inherited" if visible else "invisible" self.usd_xform.GetVisibilityAttr().Set(visibility_setting, frame) def update_scale(self, scale: np.ndarray, frame: int): """Updates the scale of an object in the scene for a given frame.""" self.scale_op.Set(Gf.Vec3f(scale.tolist()), frame) class USDMesh(USDObject): """Class that handles predefined meshes in the USD scene.""" def __init__( self, stage: Usd.Stage, model: mujoco.MjModel, geom: mujoco.MjvGeom, obj_name: str, dataid: int, rgba: np.ndarray = np.array([1, 1, 1, 1]), texture_file: Optional[str] = None, ): super().__init__(stage, geom, obj_name, rgba, texture_file) self.model = model self.dataid = dataid mesh_path = f"{self.xform_path}/Mesh_{obj_name}" self.usd_mesh = UsdGeom.Mesh.Define(stage, mesh_path) self.usd_prim = stage.GetPrimAtPath(mesh_path) # setting mesh structure properties mesh_vert, mesh_face, mesh_facenum = self._get_mesh_geometry() self.usd_mesh.GetPointsAttr().Set(mesh_vert) self.usd_mesh.GetFaceVertexCountsAttr().Set( [3 for _ in range(mesh_facenum)] ) self.usd_mesh.GetFaceVertexIndicesAttr().Set(mesh_face) # setting mesh uv properties mesh_texcoord, mesh_facetexcoord = self._get_uv_geometry() self.texcoords = UsdGeom.PrimvarsAPI(self.usd_mesh).CreatePrimvar( "UVMap", Sdf.ValueTypeNames.TexCoord2fArray, UsdGeom.Tokens.faceVarying ) self.texcoords.Set(mesh_texcoord) self.texcoords.SetIndices(Vt.IntArray(mesh_facetexcoord.tolist())) if self.texture_file: self.attach_image_material(self.usd_mesh) else: self.attach_solid_material(self.usd_mesh) def _get_facetexcoord_ranges(self, nmesh, arr): facetexcoords_ranges = [0] running_sum = 0 for i in range(nmesh): running_sum += arr[i] * 3 facetexcoords_ranges.append(running_sum) return facetexcoords_ranges def _get_uv_geometry(self): mesh_texcoord_adr_from = self.model.mesh_texcoordadr[self.dataid] mesh_texcoord_adr_to = ( self.model.mesh_texcoordadr[self.dataid + 1] if self.dataid < self.model.nmesh - 1 else len(self.model.mesh_texcoord) ) mesh_texcoord = self.model.mesh_texcoord[ mesh_texcoord_adr_from:mesh_texcoord_adr_to ] mesh_facetexcoord_ranges = self._get_facetexcoord_ranges( self.model.nmesh, self.model.mesh_facenum ) mesh_facetexcoord = self.model.mesh_facetexcoord.flatten() mesh_facetexcoord = mesh_facetexcoord[ mesh_facetexcoord_ranges[self.dataid] : mesh_facetexcoord_ranges[ self.dataid + 1 ] ] mesh_facetexcoord[mesh_facetexcoord == len(mesh_texcoord)] = 0 return mesh_texcoord, mesh_facetexcoord def _get_mesh_geometry(self): mesh_vert_adr_from = self.model.mesh_vertadr[self.dataid] mesh_vert_adr_to = ( self.model.mesh_vertadr[self.dataid + 1] if self.dataid < self.model.nmesh - 1 else len(self.model.mesh_vert) ) mesh_vert = self.model.mesh_vert[mesh_vert_adr_from:mesh_vert_adr_to] mesh_face_adr_from = self.model.mesh_faceadr[self.dataid] mesh_face_adr_to = ( self.model.mesh_faceadr[self.dataid + 1] if self.dataid < self.model.nmesh - 1 else len(self.model.mesh_face) ) mesh_face = self.model.mesh_face[mesh_face_adr_from:mesh_face_adr_to] mesh_facenum = self.model.mesh_facenum[self.dataid] return mesh_vert, mesh_face, mesh_facenum class USDPrimitiveMesh(USDObject): """Class to handle primitive shapes in the USD scene.""" def __init__( self, mesh_config: dict[any, any], stage: Usd.Stage, geom: mujoco.MjvGeom, obj_name: str, rgba: np.ndarray = np.array([1, 1, 1, 1]), texture_file: Optional[str] = None, ): super().__init__(stage, geom, obj_name, rgba, texture_file) self.mesh_config = mesh_config self.prim_mesh = self.generate_primitive_mesh() mesh_path = f"{self.xform_path}/Mesh_{obj_name}" self.usd_mesh = UsdGeom.Mesh.Define(stage, mesh_path) self.usd_prim = stage.GetPrimAtPath(mesh_path) mesh_vert, mesh_face, mesh_facenum = self._get_mesh_geometry() self.usd_mesh.GetPointsAttr().Set(mesh_vert) self.usd_mesh.GetFaceVertexCountsAttr().Set( [3 for _ in range(mesh_facenum)] ) self.usd_mesh.GetFaceVertexIndicesAttr().Set(mesh_face) # setting mesh uv properties mesh_texcoord, _ = self._get_uv_geometry() self.texcoords = UsdGeom.PrimvarsAPI(self.usd_mesh).CreatePrimvar( "UVMap", Sdf.ValueTypeNames.TexCoord2fArray, UsdGeom.Tokens.faceVarying ) self.texcoords.Set(mesh_texcoord) self.texcoords.SetIndices(Vt.IntArray(list(range(mesh_facenum * 3)))) self._set_refinement_properties(self.usd_prim) if self.texture_file: self.attach_image_material(self.usd_mesh) else: self.attach_solid_material(self.usd_mesh) def generate_primitive_mesh(self): """Generates the mesh for the primitive USD object.""" _, prim_mesh = shapes_component.mesh_generator(self.mesh_config) prim_mesh.translate(-prim_mesh.get_center()) return prim_mesh def _get_uv_geometry(self): assert self.prim_mesh mesh_texcoord = np.array(self.prim_mesh.triangle_uvs) mesh_facetexcoord = np.asarray(self.prim_mesh.triangles) # TODO(etom): bring back support for rescaling the texture coordinates. return mesh_texcoord, mesh_facetexcoord.flatten() def _get_mesh_geometry(self): assert self.prim_mesh # get mesh geometry from the open3d mesh model mesh_vert = np.asarray(self.prim_mesh.vertices) mesh_face = np.asarray(self.prim_mesh.triangles) return mesh_vert, mesh_face, len(mesh_face) class USDTendon(USDObject): """Class to handle tendons in the USD scene.""" def __init__( self, mesh_config: dict[any, any], stage: Usd.Stage, geom: mujoco.MjvGeom, obj_name: str, rgba: np.ndarray = np.array([1, 1, 1, 1]), texture_file: Optional[str] = None, ): super().__init__(stage, geom, obj_name, rgba, texture_file) self.mesh_config = mesh_config self.tendon_parts = self.generate_primitive_mesh() self.usd_refs = collections.defaultdict(dict) for name, _ in self.tendon_parts.items(): part_xform_path = f"{self.xform_path}/Mesh_Xform_{name}" mesh_path = f"{part_xform_path}/Mesh_{obj_name}" usd_xform = UsdGeom.Xform.Define(stage, part_xform_path) self.usd_refs[name]["usd_xform"] = usd_xform self.usd_refs[name]["usd_mesh"] = UsdGeom.Mesh.Define(stage, mesh_path) self.usd_refs[name]["usd_prim"] = stage.GetPrimAtPath(mesh_path) # adding ops for each of the part xforms self.usd_refs[name]["translate_op"] = usd_xform.AddTranslateOp() self.usd_refs[name]["scale_op"] = usd_xform.AddScaleOp() # setting mesh geometry properties for each of the parts in the tendon part_geometries = self._get_mesh_geometry() for name, part_geometry in part_geometries.items(): self.usd_refs[name]["usd_mesh"].GetPointsAttr().Set( part_geometry["mesh_vert"] ) self.usd_refs[name]["usd_mesh"].GetFaceVertexCountsAttr().Set( [3 for _ in range(part_geometry["mesh_facenum"])] ) self.usd_refs[name]["usd_mesh"].GetFaceVertexIndicesAttr().Set( part_geometry["mesh_face"] ) # setting uv properties for each of the parts in the tendon part_uv_geometries = self._get_uv_geometry() for name, part_uv_geometry in part_uv_geometries.items(): self.texcoords = UsdGeom.PrimvarsAPI( self.usd_refs[name]["usd_mesh"] ).CreatePrimvar( "UVMap", Sdf.ValueTypeNames.TexCoord2fArray, UsdGeom.Tokens.faceVarying, ) self.texcoords.Set(part_uv_geometry["mesh_texcoord"]) self.texcoords.SetIndices( Vt.IntArray(list(range(part_geometry["mesh_facenum"] * 3))) ) for _, ref in self.usd_refs.items(): self._set_refinement_properties(ref["usd_prim"]) if self.texture_file: self.attach_image_material(ref["usd_mesh"]) else: self.attach_solid_material(ref["usd_mesh"]) def generate_primitive_mesh(self): """Generates the tendon mesh using primitives.""" mesh_parts = {} for part_config in self.mesh_config: mesh_name, prim_mesh = shapes_component.mesh_generator(part_config) prim_mesh.translate(-prim_mesh.get_center()) mesh_parts[mesh_name] = prim_mesh return mesh_parts def _get_uv_geometry(self): part_uv_geometries = collections.defaultdict(dict) for name, mesh in self.tendon_parts.items(): mesh_texcoord = np.array(mesh.triangle_uvs) mesh_facetexcoord = np.asarray(mesh.triangles) part_uv_geometries[name] = { "mesh_texcoord": mesh_texcoord, "mesh_facetexcoord": mesh_facetexcoord, } return part_uv_geometries def _get_mesh_geometry(self): part_geometries = collections.defaultdict(dict) for name, mesh in self.tendon_parts.items(): # get mesh geometry from the open3d mesh model mesh_vert = np.asarray(mesh.vertices) mesh_face = np.asarray(mesh.triangles) part_geometries[name] = { "mesh_vert": mesh_vert, "mesh_face": mesh_face, "mesh_facenum": len(mesh_face), } return part_geometries def update( self, pos: np.ndarray, mat: np.ndarray, visible: bool, frame: int, scale: Optional[np.ndarray] = None, ): """Updates the position and orientation of an object in the scene.""" super().update(pos, mat, visible, frame, scale) for name in self.tendon_parts: if "left" in name: translate = [0, 0, -scale[2] - (scale[0] / 2)] self.usd_refs[name]["translate_op"].Set(Gf.Vec3f(translate), frame) elif "right" in name: translate = [0, 0, scale[2] + (scale[0] / 2)] self.usd_refs[name]["translate_op"].Set(Gf.Vec3f(translate), frame) def update_scale(self, scale: np.ndarray, frame: int): """Updates the scale of the tendon.""" for name in self.tendon_parts: if "cylinder" in name: self.usd_refs[name]["scale_op"].Set(Gf.Vec3f(scale.tolist()), frame) else: hemisphere_scale = scale.tolist() hemisphere_scale[2] = hemisphere_scale[0] self.usd_refs[name]["scale_op"].Set(Gf.Vec3f(hemisphere_scale), frame)