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The SOFA-Godot Plugin - Create SOFA scenes in Godot!

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SOFA-Godot plugin

This repository is part of "LapGym - An Open Source Framework for Reinforcement Learning in Robot-Assisted Laparoscopic Surgery". See LapGym for the paper and lap_gym for the top level repository.

  1. Prerequisites
  2. Setup
  3. Tutorial
  4. Components
  5. How-to
  6. Citing
  7. Acknowledgements

Prerequisites

  • SOFA-Godot is a plugin for the Godot game engine. It was tested on Ubuntu 20.04 with Godot standard versions 3.5.1 and 3.4.5.
  • You can download the linux versions of Godot here.
  • Make sure you've build/installed SOFA and SofaPython3 within a conda environment. You can follow the instructions here.
  • If you want to use components from sofa_env you also need to install sofa_env within your conda environment.

Setup

  • Clone this project into the res://addons/ folder of your Godot project and enable the plugin like any other Godot plugin (Project -> Project Settings -> Plugins). Enable plugin
  • The folder structure should look as follows:
    your_project
    ├── addons
    │   ├── sofa_godot_plugin
    │   ├── other_plugin_1
    │   ├── other_plugin_2
    │   └── ...
    ├── your_project_folder_1
    ├── your_project_folder_2
    └── ...
    

Tutorial: Creating a SOFA scene using the Godot plugin

  1. Create a new Godot scene.

  2. Add a node of type SofaPythonRoot as scene root: create_scene

  3. Select the root node ('create_scene') and use the Inspector tab to adjust

    • the path to your SOFA binary, e.g. ~/sofa/build/install/bin/runSofa,
    • the path to your conda binary, e.g. ~/miniconda3/condabin/conda, and
    • the name of the conda environment where SofaPython3 was installed.

    set paths

    adjust paths

  4. Save the scene and press the F6 key to build the SOFA scene description.
    Note that by default the resulting python file will be stored at /tmp/sofa_python_scene.py.
    The Godot scene graph depcited

    basic_scene_graph

    will produce the following - SofaPython3 compatible - code:

    import Sofa
    import Sofa.Core
    
    PLUGINS = []
    
    def createScene(root_node: Sofa.Core.Node):
       scene_description = {"root_node": root_node}
    
       return scene_description
  5. Feel free to extend the scene graph with dedicated nodes provided by this plugin.
    For example, let's add a blue sphere using the ControllableRigidObject template from sofa_env:

    example_scene

  6. In order to access the sphere later on, i.e. during SOFA runtime, we may assign an identifier (my_sphere) to the ControllableRigidObject or add it to the scene_description dictionary:

    assign_identifier

    The resulting python code looks like this:

    from functools import partial
    
    import Sofa
    import Sofa.Core
    
    from sofa_env.sofa_templates.scene_header import SCENE_HEADER_PLUGIN_LIST, add_scene_header
    from sofa_env.sofa_templates.rigid import RIGID_PLUGIN_LIST, ControllableRigidObject
    from sofa_env.sofa_templates.visual import add_visual_model
    
    PLUGINS = SCENE_HEADER_PLUGIN_LIST + RIGID_PLUGIN_LIST
    
    def createScene(root_node: Sofa.Core.Node):
       scene_description = {"root_node": root_node}
    
       add_scene_header(
          root_node=root_node,
          plugin_list=PLUGINS,
          collision_detection_method_kwargs={
             "alarmDistance": 1,
             "contactDistance": 0.5
          }
       )
    
       my_sphere = ControllableRigidObject(
          parent_node=root_node,
          name="my_sphere",
          pose=[0, 0, 0, 0, 0, 0, 1],
          visual_mesh_path="~/meshes/sphere.obj",
          collision_mesh_path="~/meshes/sphere.obj",
          add_visual_model_func=partial(add_visual_model,
             color=(0.039, 0.345, 1, 1)
          )
       )
       scene_description["my_sphere"] = my_sphere
    
       return scene_description
  7. Let's add some light and a camera to the scene.
    Note that we're adding a node of type SofaCoreObject and modify its type property to place a LightManager object in the SOFA scene.

    assign_identifier

  8. We can use the final scene description

    from functools import partial
    import Sofa
    import Sofa.Core
    from sofa_env.sofa_templates.scene_header import add_scene_header, SCENE_HEADER_PLUGIN_LIST
    from sofa_env.sofa_templates.rigid import ControllableRigidObject, RIGID_PLUGIN_LIST
    from sofa_env.sofa_templates.visual import add_visual_model
    from sofa_env.sofa_templates.camera import Camera, CAMERA_PLUGIN_LIST
    
    PLUGINS = SCENE_HEADER_PLUGIN_LIST + RIGID_PLUGIN_LIST + CAMERA_PLUGIN_LIST
    
    def createScene(root_node: Sofa.Core.Node):
       scene_description = {"root_node": root_node}
    
       add_scene_header(
          root_node=root_node,
          plugin_list=PLUGINS,
          collision_detection_method_kwargs={
             "alarmDistance": 1,
             "contactDistance": 0.5
          }
       )
    
       my_sphere = ControllableRigidObject(
          parent_node=root_node,
          name="my_sphere",
          pose=[0, 0, 0, 0, 0, 0, 1],
          visual_mesh_path="~/meshes/sphere.obj",
          collision_mesh_path="~/meshes/sphere.obj",
          add_visual_model_func=partial(add_visual_model,
             color=(0.039216, 0.345098, 1, 1),
             handle_seams=False
          )
       )
       scene_description["my_sphere"] = my_sphere
    
       root_node.addObject(
          "LightManager"
       )
    
       root_node.addObject(
          "DirectionalLight",
          color=(1, 1, 1, 1),
          direction=(0.707107, 0.707107, 0)
       )
    
       scene_description["camera"] = Camera(
          root_node=root_node,
          placement_kwargs={
             "position": (0, 0, 10),
             "lookAt": (0, 0, 1),
             "zoomSpeed": 250,
             "panSpeed": 0.1,
             "pivot": 2
          },
          vertical_field_of_view=45,
          z_near=0.05,
          z_far=100,
          width_viewport=640,
          height_viewport=640
       )
       return scene_description

    as environment for sofa_env.
    For example, the following program code loads our scene and moves the sphere to the left:

    import gym.spaces
    import numpy as np
    
    from pathlib import Path
    from sofa_env.base import SofaEnv, RenderMode
    from typing import Optional, Tuple, Union
    
    class ControllableEnv(SofaEnv):
       def __init__(
          self,
          scene_path: Union[str, Path],
          time_step: float = 0.01,
          frame_skip: int = 1,
          render_mode: RenderMode = RenderMode.HUMAN,
          create_scene_kwargs: Optional[dict] = None,
          maximum_velocity: float = 2.0,
       ) -> None:
          super().__init__(
                scene_path,
                time_step=time_step,
                frame_skip=frame_skip,
                render_mode=render_mode,
                create_scene_kwargs=create_scene_kwargs,
          )
          self.action_space = gym.spaces.Box(low=-1.0, high=1.0, shape=(3,), dtype=np.float32)
          self.observation_space = gym.spaces.Box(low=0, high=255, shape=(600, 600, 3), dtype=np.uint8)
          self.maximum_velocity = maximum_velocity
    
       def _do_action(self, action: np.ndarray) -> None:
          scaled_action = action * self.time_step * self.maximum_velocity
          old_pose = self.scene_creation_result["my_sphere"].get_pose()
          new_pose = old_pose + np.append(scaled_action, np.array([0, 0, 0, 1]))
          self.scene_creation_result["my_sphere"].set_pose(new_pose)
    
       def step(self, action: np.ndarray) -> Tuple[np.ndarray, float, bool, dict]:
          rgb_observation = super().step(action)
          info = {"sphere_position": self.scene_creation_result["my_sphere"].get_pose()[:3]}
          done = info["sphere_position"][0] <= -5.0
          reward = 10.0 if done else 0.0
          return rgb_observation, reward, done, info
    
       def reset(self) -> np.ndarray:
          return super().reset()
    
    
    if __name__ == "__main__":
       env = ControllableEnv(
          scene_path="/tmp/sofa_python_scene.py",
          render_mode=RenderMode.HUMAN,
       )
       env.reset()
       action = np.array([-1, 0, 0], dtype=np.float32)
       done = False
       try:
          while not done:
                _, done, _, _ = env.step(action)
       except KeyboardInterrupt:
          pass

    SOFA simulation:

    sphere_moving

Components

Supported SOFA components

Supported sofa_env components

How-to

How to expose an existing SOFA object or node in Godot's scene graph?

  • Consider the scene we built in the tutorial.

    sphere_scene_godot

  • The corresponding scene graph in SOFA looks as follows

    sphere_scene_sofa

  • Notice the children of the node my_sphere within the SOFA scene graph. It is possible to expose these children in Godot as well by using SofaCoreNode and SofaCoreObject nodes with their property Sofa Object Instance set to expose existing {node, object} accordingly.

    sphere_expose_children

  • Exposure enables referencing the respective component. For example, we can fix the indices of the MechanicalObject below the collision node that lie within a specified region of interest.

    sphere_physical_body_constraint

How to add a SOFA object that has no dedicated Godot counterpart?

You can place a SofaCoreObject node within the Godot scene and modify its type and kwargs properties. For example, instead of using the dedicated VisualGrid node we can add a SofaCoreObject node, set its type to VisualGrid and add the necessary arguments. In theory, one might be able to build an entire SOFA scene in Godot using only nodes of type SofaCoreNode and SofaCoreObject. This is analogous to coding up a SOFA scene directly with SofaPython3 using Sofa.Core.Node::addObject and Sofa.Core.Node::addChild. However, dedicated Godot nodes provide helpful visualizations to the developer, e.g. the provided VisualGrid node comes with an interactive visualization of the grid.

visual_grid_via_object

The corresponding python code will look like

def createScene(root_node: Sofa.Core.Node):
   # ...
   root_node.addObject(
      "VisualGrid",
      name="my_visual_grid",
      plane="y",
      size=30,
   )
   # ...
   return scene_description

How to produce python code within a Godot node?

All child nodes of a SofaPythonRoot node will be traversed. On any child that has a method named process_python said method will be called. It takes an argument program of type PyProgram which may be used to add arbitrary lines of python code.

For example,

custom_node

a Godot scene of the following structure

create_scene: SofaPythonRoot
├── CustomNode

where CustomNode has the following script attached:

tool
extends Node

const PyProgram = preload("res://addons/sofa_godot_plugin/sofa_python/python/py_program.gd")

func process_python(program: PyProgram, parent_identifier: String, indent_depth: int):
   var indent = "\t".repeat(indent_depth)

   program.add_import("import numpy as np")
   program.append_code(indent + "a = np.array([1, 2, 3])")

   var sofa_root = program.get_sofa_root_identifier()
   program.append_code(indent + sofa_root + ".addChild('child_node')")

   program.append_code(indent + parent_identifier + ".addObject('VisualGrid', name='my_grid')")

   # traverse child nodes if you want to
   var identifier = get_name()
   for child in get_children():
      if child.has_method("process_python"):
         child.process_python(program, identifier, indent_depth)

will produce the following python code

   import Sofa
   import Sofa.Core

   import numpy as np

   PLUGINS = []

   def createScene(root_node: Sofa.Core.Node):
      scene_description = {"root_node": root_node}

      a = np.array([1, 2, 3])
      root_node.addChild('child_node')
      root_node.addObject('VisualGrid', name='my_grid')

      return scene_description

How to write a dedicated Godot node for a SOFA component?

This plugin provides several abstractions that simplify wrapping of python statements. In general, exposing a python function or callable is a two-step process. First, you have to expose the arguments as properties that are modifiable through Godot's EditorInspector tab and second you have to assign the property values back to the function arguments for code generation. In the first step usage of PropertyWrapper classes and the PropertyWrapperRegistry is advised. In order to ease the generation of python code, concepts like PyArgument, PyCallable and PyStatement may be helpful.

Let's look at the implementation of a Godot node for SOFA's FixedConstraint component. Note that some boilerplate code is omitted in the listing below and you may find the full implementation here. Notice how the actual implementation is deferred to the inner class FixedConstraint that extends the SofaObjectBase class. This base class provides hooks to simplify property definition, _setup_properties(), and the generation of the python statement, _setup_statement().

tool
extends Node

const PropertyWrapperRegistry = preload("res://addons/sofa_godot_plugin/property_wrappers/property_wrapper_registry.gd")
const PyProgram = preload("res://addons/sofa_godot_plugin/sofa_python/python/py_program.gd")

const OBJECT_NAME = "fixed_constraint"

var _fixed_constraint: FixedConstraint
var _registry = PropertyWrapperRegistry.new(self)

func _init():
  set_name(OBJECT_NAME)
  _fixed_constraint = FixedConstraint.new(self, _registry)

func process_python(program: PyProgram, parent_identifier: String, indent_depth: int):
  _fixed_constraint.process(program, parent_identifier, indent_depth)

class FixedConstraint:
  extends "res://addons/sofa_godot_plugin/sofa_python/sofa_components/sofa_object_base.gd"

  const MODULE = "Sofa.Component.Constraint.Projective"

  const cat_fixed_constraint = "SOFA FixedConstraint"

  func _init(node: Node, registry: PropertyWrapperRegistry, type: String = "FixedConstraint").(type, node, registry):		
    pass

  # @override
  func _setup_properties():
    ## Indices of the fixed points
    _registry.make_node_path("", "indices").category(cat_fixed_constraint)
    ## draw or not the fixed constraints
    _registry.make_bool(true, "showObject").category(cat_fixed_constraint).callback(self, "_on_toogle_properties")
    ## =0 => point based rendering, >0 => radius of spheres
    _registry.make_float(1.0, "drawSize").range_hint("0").category(cat_fixed_constraint)
    ## filter all the DOF to implement a fixed object
    _registry.make_bool(false, "fixAll").category(cat_fixed_constraint)
    ## activate project velocity to set velocity
    _registry.make_bool(false, "activate_projectVelocity").category(cat_fixed_constraint)


  # @override
  func _setup_statement():
    add_sofa_plugin(MODULE)
    var args = arguments().with_registry(_registry)
    args.add_plain("name").position(1).bind(_node, "get_name")
    ## Indices of the fixed points
    #args.add_plain("indices").required(true).bind(self, "get_indices")
    args.add_path("indices", _node).as_sofa_link().access(".indices").required(true)
    ## draw or not the fixed constraints
    args.add_property("showObject")
    ## =0 => point based rendering, >0 => radius of spheres
    args.add_property("drawSize").default(0.0)
    ## filter all the DOF to implement a fixed object
    args.add_property("fixAll")
    ## activate project velocity to set velocity
    args.add_property("activate_projectVelocity")


  func _on_toogle_properties(source_path: String, old_value, new_value):
    toogle_properties()

  func toogle_properties():
    _registry.toogle_path("drawSize", _registry.get_value("showObject"))

The properties defined in _setup_properties() will appear in the EditorInspector tab as follows

fixed_constraint_props

and the generated python code for an exemplary scene

fixed_constraint_scene

will look like

def createScene(root_node: Sofa.Core.Node):
   # ...
  DeformableObject(
    parent_node=root_node,
    name="rope",
    volume_mesh_path="~/meshes/rope_holder.msh",
    total_mass=1,
    visual_mesh_path="~/meshes/rope_holder.obj",
    collision_mesh_path="~/meshes/rope_holder.obj",
    rotation=(90, 0, 0),
    translation=(0, 66, 53),
    scale=(5, 5, 5),
  )

  root_node["rope"].addObject(
    "SphereROI",
    name="sphere_roi",
    centers=(0, 114.287048, 53.000008),
    radii=7,
    drawSphere=True
  )

  root_node["rope"].addObject(
    "FixedConstraint",
    name="fixed_constraint",
    indices="@./sphere_roi.indices",
    drawSize=1
  )
   # ...
   return scene_description

Citing

If you use the project in your work, please consider citing it with:

@article{JMLR:v24:23-0207,
  author  = {Paul Maria Scheikl and Balázs Gyenes and Rayan Younis and Christoph Haas and Gerhard Neumann and Martin Wagner and Franziska Mathis-Ullrich},
  title   = {LapGym - An Open Source Framework for Reinforcement Learning in Robot-Assisted Laparoscopic Surgery},
  journal = {Journal of Machine Learning Research},
  year    = {2023},
  volume  = {24},
  number  = {368},
  pages   = {1--42},
  url     = {http://jmlr.org/papers/v24/23-0207.html}
}

Acknowledgements

This work is supported by the Helmholtz Association under the joint research school "HIDSS4Health – Helmholtz Information and Data Science School for Health".

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