49efa9cc15
Note: this function is currently unused in the MuJoCo codebase. PiperOrigin-RevId: 529969804 Change-Id: I2bddc72916eff67625b806510935bc7f3ce5c770
377 lines
19 KiB
ReStructuredText
377 lines
19 KiB
ReStructuredText
.. _exExtension:
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Extensions
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----------
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This section describes MuJoCo's mechanisms for user-authored extensions. At present, extensibility is provided by
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via :ref:`engine plugins<exPlugin>` and :ref:`resource providers<exProvider>`.
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.. _exPlugin:
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Engine plugins
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~~~~~~~~~~~~~~
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Engine plugins, introduced in MuJoCo 2.3.0, allow user-defined logic to be inserted into various parts of MuJoCo's
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computational pipeline. For example, custom sensor and actuator types can be implemented as plugins. Plugin features are
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referenced in the XML content of an MJCF model, allowing MJCF to remain an abstract physical description of
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a system even if the simulation requirements extend beyond MuJoCo's built-in capabilities.
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The plugin mechanism was designed to overcome the disadvantages of MuJoCo's :ref:`physics callbacks<glPhysics>`. These
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global callbacks (:ref:`usage example<siSimulation>`) are still available and useful for fast prototyping or when
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the user wishes to implement functionality in Python, but are generally deprecated as a stable mechanism for extended
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functionality. The central features of the plugin mechanism are:
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- **Thread safety:** Plugin instances (see below) are thread-local, avoiding collisions.
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- **Statefulness:** Plugins can be stateful, and their state will be (de)serialized correctly.
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- **Interoperability:** Different plugins can coexist without interference.
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Both users and developers of plugins should familiarize themselves with two key concepts:
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Plugin
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A **plugin** is a collection of functions and static attributes that implement its capabilities, bundled into an
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:ref:`mjpPlugin` struct. Plugin functions are **stateless**: they depend only on the
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arguments passed to them. When a plugin requires an internal state, it declares this state
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and allows MuJoCo to manage it and pass it in. This enables (de)serialization of the full simulation state.
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A plugin can therefore be regarded as the "pure logic" part of the functionality and is often bundled as a C library.
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A plugin is neither a model element nor is it associated with specific model elements.
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Plugin instance
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A plugin **instance** represents the self-contained runtime state that is operated on by the
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plugin: when the plugin logic is executed, the instance state is passed in by the engine.
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A plugin instance is itself a model element of type :ref:`mjOBJ_PLUGIN<mjtObj>`.
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There are ``mjModel.nplugin`` instances with id's in ``[0 nplugin-1]``. Like other elements, instances
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can have names, with :ref:`mj_name2id` and :ref:`mj_id2name` mapping between id's and names. Unlike the
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plugin code which is loaded once into a global table, multiple instances of the same plugin can be defined and have a
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one-to-many relationship with other model elements.
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**one-to-one:**
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In this simplest case, each instance is referenced once in the model. For example,
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two sensors may declare that their values are computed by two plugin instances of the same plugin.
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In this case, every time the sensor output is computed, the plugin logic will be executed separately.
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**one-to-many:**
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Alternatively, the behavior of multiple elements can be backed by a single plugin instance. There are
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two main scenarios where this is useful:
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* The values of different element types are linked to the same physical entity and computation. For example
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consider a motor with an internal thermometer. This would manifest as an actuator and sensor, both associated with
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the same plugin instance which computes both torque outputs and temperature readings.
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* It is advantageous to batch the computation of multiple related elements together, for example where the computed
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value is the output of a neural network. The canonical example here is a robot that is equipped with ``N`` motors,
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where motor dynamics are modeled as a neural network. In this case, it can be substantially faster to produce the
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torque output of all N actuators in a single forward pass than for each motor separately.
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Below, we begin by describing plugins from a user perspective:
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* Types of plugin capabilities.
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* How plugins are declared and configured in an MJCF model.
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* How plugin states are incorporated into :ref:`mjData`, and what users need to do to safely duplicate and serialize
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:ref:`mjData` structs when plugin instances are present.
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Next, we describe the logistics of plugin registration that are relevant to both users and developers of plugins. This
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is followed by a section that targets plugin developers.
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.. _exCapabilities:
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Plugin capabilities
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^^^^^^^^^^^^^^^^^^^
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A plugin is described by the contents of its associated :ref:`mjpPlugin` struct. The ``capabilityflags`` member is an
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integer bitfield describing the plugin's capabilities, where bit semantics are defined in the enum
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:ref:`mjtPluginCapabilityBit`. Using a bitfield allows plugins to support multiple types of computation. The currently
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supported plugin capabilities are:
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* Actuator plugin
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* Sensor plugin
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* Passive force plugin
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Additional capabilities will be added in the future as required.
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.. _exDeclaration:
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Declaration in MJCF
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^^^^^^^^^^^^^^^^^^^
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First, a plugin dependency must be declared through ``<extension><plugin>``. When the model is parsed, if any plugin
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is declared but not registered (see below), a model compilation error is raised. If only a single MJCF element is
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backed by a plugin, instances can be implicitly created in-place. If multiple elements are backed by the same plugin,
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instance declaration must be explicit:
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.. code:: xml
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<mujoco>
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<extension>
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<plugin plugin="mujoco.test.simple_sensor_plugin"/>
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<plugin plugin="mujoco.test.actuator_sensor_plugin">
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<instance name="explicit_instance"/>
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</plugin>
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</extension>
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...
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<sensor>
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<plugin name="sensor0" plugin="mujoco.test.simple_sensor_plugin"/>
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<plugin name="sensor1" plugin="mujoco.test.simple_sensor_plugin"/>
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<plugin name="sensor2" instance="explicit_instance"/>
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</sensor>
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...
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<actuator>
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<plugin name="actuator2" instance="explicit_instance"/>
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</actuator>
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</mujoco>
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In the example above, ``sensor0`` and ``sensor1`` are each backed by a simple plugin that does not share computation
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among elements, so an instance is implicitly created for each sensor by directly referencing the plugin identifier.
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In contrast, ``sensor2`` and ``actuator2`` are backed by a plugin that shares computation, so they must reference a
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shared instance that was explicitly declared.
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.. _exConfiguration:
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Configuration in MJCF
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^^^^^^^^^^^^^^^^^^^^^
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Plugins can declare custom attributes that represent specialized configurable parameters. For example, a DC motor model
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may expose the resistance, inductance, and capacitance as configuration attributes. In MJCF, the values of these
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attributes can be specified via ``<config>`` elements, where each ``<config>`` has a key and a value. Valid keys and
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values are specified by the plugin developers, but are declared to MuJoCo during plugin registration time so that the
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MuJoCo model compiler can raise errors for invalid values.
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.. code:: xml
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<mujoco>
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<extension>
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<plugin plugin="mujoco.test.simple_actuator_plugin">
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<instance name="explicit_instance">
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<config key="resistance" value="1.0"/>
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<config key="inductance" value="2.0"/>
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</instance>
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</plugin>
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</extension>
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...
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<actuator>
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<plugin name="actuator0" instance="explicit_instance"/>
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<plugin name="actuator1" plugin="mujoco.test.simple_actuator_plugin">
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<config key="resistance" value="3.0"/>
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<config key="inductance" value="4.0"/>
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</plugin>
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</actuator>
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</mujoco>
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In the example above, ``actuator0`` refers to a pre-existing plugin instance that was created and configured via the
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``<instance>`` element, while ``actuator1`` is implicitly creating and configuring a new plugin instance in-place. Note
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that it would be an error to add ``<config>`` child elements directly to ``actuator0`` because a new plugin instance is
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not being created there.
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.. _exPluginState:
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Plugin state
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^^^^^^^^^^^^
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While plugin code should be stateless, individual plugin instances are permitted to hold time-dependent state that is
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intended to evolve alongside MuJoCo physics, for example temperature variables in thermodynamically coupled actuator
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models. Separately, it may also be desirable for plugin instances to memoize potentially expensive parts of their
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operation. For example, sensor or actuator plugins that are backed by pretrained neural networks will want to preload
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their weights at model compilation time. It is important for us to distinguish between these two types of per-instance
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plugin payload. The term **plugin state** refers to the time-dependent state of the plugin instance that consists of
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*floating point* values, while the term **plugin data** refers to *arbitrary data structures* consisting of memoized
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payload that should be considered implementation detail for the plugin's computation.
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Crucially, plugin data must be reconstructible only from plugin configuration attributes, the plugin state,
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and :ref:`MuJoCo state variables<geState>`. This means that the plugin data is not expected to be serializable, and will
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not be serialized by MuJoCo when it copies or stores data. On the other hand, plugin state is considered an integral
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part of the physics and must be serialized alongside MuJoCo's other state variables in order for the physics to be
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faithfully restored.
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Plugins must declare the number of floating point values required for each instance via the ``nstate`` callback of its
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:ref:`mjpPlugin` struct. Note that this number can depend on the exact configuration of the instance. During
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:ref:`mj_makeData`, MuJoCo allocate the requisite number of slots in the ``plugin_state`` field of :ref:`mjData` for
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each plugin instance. The ``plugin_stateadr`` field in :ref:`mjModel` indicates the position within the overall
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``plugin_state`` array at which each plugin instance can find its state values.
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Plugin data, however, is entirely opaque from MuJoCo's point of view. During :ref:`mj_makeData`, MuJoCo calls the
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``init`` callback from the relevant :ref:`mjpPlugin`. In this callback, the plugin is permitted to allocate or otherwise
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create an arbitrary data structure that it requires to function and stores its pointer in the ``plugin_data`` field of
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:ref:`mjData` that is being created. During :ref:`mj_deleteData`, MuJoCo calls the ``destroy`` callback from the same
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:ref:`mjpPlugin`, and the plugin is responsible for deallocating its internal resources associated with the instance.
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When :ref:`mjData` is being copied via :ref:`mj_copyData`, MuJoCo will copy over the plugin state. However, the plugin
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code is responsible for setting up the plugin data for the newly copied :ref:`mjData`. To facilitate this, MuJoCo calls
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the ``copy`` callback from :ref:`mjpPlugin` for each plugin instance present.
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.. _exRegistration:
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Registration
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^^^^^^^^^^^^
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Plugins must be registered with MuJoCo before they can be referenced in MJCF models.
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One-off plugins that are intended to support a specific application (or throwaway plugins that are implemented to help
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troubleshoot issues with a model) can be statically linked into the application. This can be as simple as preparing an
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:ref:`mjpPlugin` struct in the ``main`` function, then passing it to :ref:`mjp_registerPlugin` to be registered with
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MuJoCo.
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Generally, reusable plugins are expected to be packaged as dynamic libraries. A dynamic library containing one or more
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MuJoCo plugins should make sure that all plugins are registered when the library is loaded. In GCC-compatible compilers,
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this can be achieved by calling :ref:`mjp_registerPlugin` in a function that is declared with
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``__attribute__((constructor))``, while in MSVC this can be done in a DLL entry point (canonically known as
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``DllMain``). MuJoCo provides a convenience macro :ref:`mjPLUGIN_LIB_INIT` that expands to either of these
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constructs depending on the compiler used.
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Users of plugins that are delivered as dynamic libraries as described above can load the library using the function
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:ref:`mj_loadPluginLibrary`. This is the preferred way to load dynamic libraries containing MuJoCo plugins (rather than,
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say, calling ``dlopen`` or ``LoadLibraryA`` directly) since the exact way in which MuJoCo expects dynamic libraries to
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auto-register plugins may change over time, but :ref:`mj_loadPluginLibrary` is expected to also evolve to reflect the
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best practices.
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For applications that need to be able to load arbitrary user-provided MJCF models, it may be desirable to automatically
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scan and load all dynamic libraries found without a specific directory. Users who bring along an MJCF that requires a
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plugin can then be instructed to place the requisite plugin libraries in the relevant directory. For example, this is
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what is done in the :ref:`saSimulate` interactive viewer application. The :ref:`mj_loadAllPluginLibraries` function is
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provided for this scan-and-load use case.
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.. _exWriting:
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Writing plugins
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^^^^^^^^^^^^^^^
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This section, targeted at developers, is not yet written. We encourage people who wish to write their own plugins
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to contact the MuJoCo development team for help. A good starting point for experienced developers is the
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`associated tests <https://github.com/deepmind/mujoco/blob/main/test/engine/engine_plugin_test.cc>`_ and the first-party
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plugins in the `first-party plugin directory <https://github.com/deepmind/mujoco/tree/main/plugin>`_.
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A future version of this section will include:
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* The content of the :ref:`mjpPlugin` struct.
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* Which functions and properties need to be provided in order to define a plugin.
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* How to declare custom MJCF attributes for a plugin.
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* Things that developers need to keep in mind in order to ensure that plugins function correctly when :ref:`mjData` is
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copied, stepped, or reset.
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.. _exProvider:
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Resource providers
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~~~~~~~~~~~~~~~~~~
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Resource providers extend MuJoCo to load assets (XML files, meshes, textures, and etc.) that don't necessarily come from
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the OS filesystem or the Virtual File System (:ref:`mjVFS`). For example, downloading assets from the Internet could be
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implemented as a resource provider. These extensions are handled abstractly in MuJoCo via the :ref:`mjResource` struct.
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.. _exProviderStructure:
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Overview
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^^^^^^^^
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Creating a new resource provider works by registering a :ref:`mjpResourceProvider` struct via
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:ref:`mjp_registerResourceProvider` in a global table. Once a resource provider is registered it can be used by all
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loading functions. The :ref:`mjpResourceProvider` struct stores three types of fields:
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.. _Uniform Resource Identifier: https://en.wikipedia.org/wiki/Uniform_Resource_Identifier
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Resource prefix
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Resources are identified by prefixes in their name. The chosen prefix should have a valid `Uniform Resource
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Identifier`_ (URI) scheme syntax. Resource names should also have a valid URI syntax, however this isn't enforced. A
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resource name with the syntax ``{prefix}:{filename}`` will match a provider using the scheme ``prefix``. For
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instance, a resource provider accessing assets via the Internet might use ``http`` as its scheme. In this case a
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resource with the name ``http://www.example.com/myasset.obj`` would match against this resource provider. Schemes are
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case-insensitive so that ``HTTP://www.example.com/myasset.obj`` will also match. Note the importance of the colon.
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URI syntax requires that a colon follows the prefix in a resource name in order to match against a scheme. For example
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``https://www.example.com/myasset.obj`` would NOT be a match since the scheme is designated as ``https``.
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Callbacks
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There are three callbacks that a resource provider is required to implement: :ref:`open<mjfOpenResource>`,
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:ref:`read<mjfReadResource>`, and :ref:`close<mjfCloseResource>`. A fourth callback :ref:`getdir<mjfGetResourceDir>`
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is optional. More details on these callbacks are given below.
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Data Pointer
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Lastly, there's an opaque data pointer for the provider to pass data into the callbacks. This data pointer is constant
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within a given model.
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Resource providers work via callbacks:
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- :ref:`mjfOpenResource<mjfOpenResource>`: The open callback takes a single parameter of type :ref:`mjResource`. The
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name field of the resource should be used to verify that the resource exists and populate the resource data field with
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any extra information needed for the resource. On failure this callback should return 0 (false) or else 1 (true).
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- :ref:`mjfReadResource<mjfReadResource>`: The read callback takes as arguments a :ref:`mjResource` and a pointer to a
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void pointer called the ``buffer``. The read callback should point the ``buffer`` pointer to the location of where the
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bytes of the resource can be read and return the number of bytes pointed to in the ``buffer``. On failure, this
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callback should return -1.
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- :ref:`mjfCloseResource<mjfCloseResource>`: This callback takes a single parameter of type :ref:`mjResource`, and
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should be used to free any memory allocated in the data field in the supplied resource.
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- :ref:`mjfGetResourceDir<mjfGetResourceDir>`: This callback is optional and is used to extract the directory from a
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resource name. For example, the resource name ``http://www.example.com/myasset.obj`` would have
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``http://www.example.com/`` as its directory.
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.. _exProviderUsage:
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Usage
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^^^^^
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When a resource provider is registered, it can be used immediately to open assets. If the asset filename has a prefix
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that matches with the prefix of a registered provider, then that provider will be used to load the asset.
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.. _exProviderExample:
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Example
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"""""""
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.. _data URI scheme: https://en.wikipedia.org/wiki/Data_URI_scheme
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This section provides a basic example of a resource provider that reads from a `data URI scheme`_. First we implement
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the callbacks:
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.. code-block:: C
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int data_open_callback(mjResource* resource) {
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// call some util function to validate
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if (!is_valid_data_uri(resource->name)) {
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return 0; // return failure
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}
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// some upper bound for the data
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resource->data = mju_malloc(get_data_uri_size(resource->name));
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if (resource->data == NULL) {
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return 0; // return failure
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}
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// fill data from string (some util function)
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get_data_uri(resource->name, &data);
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}
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int str_read_callback(mjResource* resource, const void** buffer) {
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*buffer = resource->data;
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return get_data_uri_size(resource->name);
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}
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void str_close_callback(mjResource* resource) {
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mju_free(resource->data);
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}
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Next we create the resource provider and register it with MuJoCo:
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.. code-block:: C
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mjpResourceProvider resourceProvider = {
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.prefix = "data",
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.open = str_open_callback,
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.read = str_read_callback,
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.close = str_close_callback,
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.getdir = NULL
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};
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// return positive number on success
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if (!mjp_registerResourceProvider(&resourceProvider)) {
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// ...
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// return failure
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}
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Now we can write assets as strings in our MJCF files:
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.. code-block:: xml
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<asset>
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<texture name="grid" file="grid.png" type="2d"/>
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<mesh file="data:model/obj;base65,I215IG9iamVjdA0KdiAxIDAgMA0KdiAwIDEgMA0KdiAwIDAgMQ=="/>
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...
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</asset>
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