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@vuer-ai/mujoco-ts

v0.0.79

Published

[![Version](https://img.shields.io/npm/v/@vuer-ai/mujoco-ts?style=flat&colorA=000000&colorB=000000)](https://www.npmjs.com/package/@vuer-ai/mujoco-ts)

Readme

React MuJoCo Component

Version

This component contains a MuJoCo 3.3.6 compiled against WebAssembly. I also added the required react hooks for using it in a Typescript React project.

Installation

npm install @vuer-ai/mujoco-ts

Usage

import {MuJoCoModel, MuJoCoProvider} from "@vuer-ai/mujoco-ts";

// can present the MuJoCo instance via the following:
<MuJoCoModel
  ref={modelRef}
  speed={speed}
  src={`agility_cassie/scene.xml`}
  assets={[
    "agility_cassie/cassie.xml",
    "agility_cassie/assets/achilles-rod.obj",
    "agility_cassie/assets/cassie-texture.png",
    "agility_cassie/assets/foot-crank.obj",
    "agility_cassie/assets/foot.obj",
    "agility_cassie/assets/heel-spring.obj",
    "agility_cassie/assets/hip-pitch.obj",
    "agility_cassie/assets/hip-roll.obj",
    "agility_cassie/assets/hip-yaw.obj",
    "agility_cassie/assets/knee-spring.obj",
    "agility_cassie/assets/knee.obj",
    "agility_cassie/assets/pelvis.obj",
    "agility_cassie/assets/plantar-rod.obj",
    "agility_cassie/assets/shin.obj",
    "agility_cassie/assets/tarsus.obj"
  ]}/>

Notes on File Path

The src attribute is the path to the MuJoCo XML file. We use the parent director of this entrypoint file as the root directory, and reference all assets relative to this root directory.

Therefore during download, we remove the common prefix assets have with the root directory, and use the remaining path as the target location. For instance, in the example above, the scene.xml file is the entrypoint. Therefore we will download agility_cassie/cassie.xml into the same directory as scene.xml inside the virtual file system of the WebAssembly runtime.

Force Application

MuJoCo-TS provides multiple ways to apply forces and torques to bodies in your simulation.

Coordinate Systems

MuJoCo and Three.js use different coordinate systems:

  • MuJoCo: X-forward, Y-left, Z-up
  • Three.js: X-right, Y-up, Z-backward

Use these conversion functions:

const toMujocoCoords = (vec: THREE.Vector3) => {
  return new THREE.Vector3(vec.x, -vec.z, vec.y);
};

const fromMujocoCoords = (vec: THREE.Vector3) => {
  return new THREE.Vector3(vec.x, vec.z, -vec.y);
};

Force Application Methods

1. Direct Force Application

Apply forces and torques at specific points using sim.applyForce():

sim.applyForce(
  fx, fy, fz,     // Force vector in world coordinates (N)
  tx, ty, tz,     // Torque vector in world coordinates (Nm)
  px, py, pz,     // Application point in world coordinates (m)
  bodyId          // Body ID to apply force to
);

// Example: Apply 10N force at body center
const bodyId = 2;
const bodyPos = sim.xpos.slice(bodyId * 3, bodyId * 3 + 3);
sim.applyForce(10, 0, 0, 0, 0, 0, bodyPos[0], bodyPos[1], bodyPos[2], bodyId);

2. Generalized Forces (qfrc_applied)

Apply forces/torques directly to degrees of freedom:

// Apply torque to a hinge joint
const jointId = 3;
const dofAddress = model.jnt_dofadr[jointId];
sim.qfrc_applied[dofAddress] = 5.0; // 5 Nm torque

// Multi-DoF joints (e.g., ball joint)
sim.qfrc_applied[dofAddress + 0] = 1.0; // Roll
sim.qfrc_applied[dofAddress + 1] = 2.0; // Pitch  
sim.qfrc_applied[dofAddress + 2] = 3.0; // Yaw

3. Body Wrenches (xfrc_applied)

Apply wrenches at body centers of mass:

// Apply force and torque to body 2
const bodyId = 2;
const baseIndex = bodyId * 6;
sim.xfrc_applied[baseIndex + 0] = 10;  // fx
sim.xfrc_applied[baseIndex + 1] = 0;   // fy
sim.xfrc_applied[baseIndex + 2] = 5;   // fz
sim.xfrc_applied[baseIndex + 3] = 0;   // tx
sim.xfrc_applied[baseIndex + 4] = 2;   // ty
sim.xfrc_applied[baseIndex + 5] = 0;   // tz

React Components

AnchorActuator Component

Provides a visual interface for applying forces:

import {AnchorActuator} from '@vuer-ai/mujoco-ts';

<AnchorActuator
  bodyId={2}
  enabled={true}
  scale={20}
  forceDestination={[1, 1, 1]}
  showForceVector={true}
  showForceText={true}
  showPivotControls={true}
/>

ForceManager Hook

Register custom force handlers that run every simulation step:

import {useForceManager} from '@vuer-ai/mujoco-ts';

const MyForceComponent = () => {
  const [addForceUpdateHandler] = useForceManager();

  useEffect(() => {
    const applyMyForce = () => {
      sim.applyForce(10, 0, 0, 0, 0, 0, 0, 0, 0, bodyId);
    };

    const removeHandler = addForceUpdateHandler(applyMyForce);
    return removeHandler; // Cleanup on unmount
  }, []);
};

Working with Geoms

Forces are applied to bodies, not geoms. To apply force at a geom location:

// Get the body that owns this geom
const geomId = 5;
const bodyId = model.geom_bodyid[geomId];

// Get geom position
const geomPos = sim.xgeom.slice(geomId * 3, geomId * 3 + 3);

// Apply force at geom location
sim.applyForce(fx, fy, fz, 0, 0, 0, geomPos[0], geomPos[1], geomPos[2], bodyId);

Best Practices

  1. Always convert coordinates between Three.js and MuJoCo systems
  2. Clear forces when not needed: sim.qfrc_applied.fill(0)
  3. Validate IDs before applying forces to avoid segfaults
  4. Consider timestep when calculating force magnitudes
  5. Use the appropriate method:
  • applyForce() for point forces
  • qfrc_applied for joint control
  • xfrc_applied for body-level wrenches

Dial Schema Generation

MuJoCo-TS uses dial annotations for generating UI control schemas. To regenerate schemas after modifying component props: Install the dial CLI globally:

npm install -g @vuer-ai/dial-cli

and then you can generate the schemas

pnpm dial

This generates metadata/schema.dial from the @dial annotations in MuJoCo.tsx.

Credits

Built with ❤️ by Ge Yang, Yajvan Ravan, Marvin Luo, and Gio Huh at FortyFive labs.