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Mujoco_WASM/python/mujoco/usd/objects.py
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2024-07-04 16:25:44 -05:00

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Python

# 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.
# ==============================================================================
from abc import ABC, abstractmethod
from collections import defaultdict
from typing import Optional
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
import mujoco
import mujoco.usd.utils as utils_component
import mujoco.usd.shapes as shapes_component
class USDObject(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
@abstractmethod
def _get_uv_geometry(self):
"""Gets UV information for an object in the scene."""
raise NotImplementedError
@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
in the scene for a given frame.
"""
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,
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,
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 = 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 = 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 = 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.keys():
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.keys():
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)