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* Move player - streams Reachy Mini recorded choreographies on the WebRTC
* data channel as `set_full_target` frames.
*
* Why not just ask the daemon to play a move by name?
* The daemon *does* expose `POST /api/move/play/recorded-move-dataset/{ds}/
* {move}` which plays a RecordedMove internally (see `move.py` on the
* daemon, and `pollen-robotics/reachy-mini-{dances,emotions}-library` HF
* datasets it preloads at boot). But that endpoint is HTTP on the robot's
* LAN, which a browser running on `https://*.hf.space` can't reach (mixed
* content, no DNS). The WebRTC data channel protocol does not have a
* `play_dance` command either (`PlayMoveTaskRequest not yet implemented
* over WS`). So we replicate what the daemon does internally: fetch the
* move JSON from the public HF CDN, evaluate it client-side at 100 Hz,
* and stream each frame as `set_full_target`.
*
* What the JSON looks like (recorded move, see `RecordedMove` in
* `reachy_mini/motion/recorded_move.py`):
* {
* description: string,
* time: number[], // seconds, monotonically increasing
* set_target_data: Array<{
* head: number[4][4], // 4x4 pose (last row may be [0,0,0,0] in some files)
* antennas: [right_rad, left_rad],
* body_yaw: number,
* check_collision: boolean | null,
* }>
* }
*
* Two gotchas this module handles:
* 1. The datasets in the wild have `[0,0,0,0]` as the last row of `head`
* instead of `[0,0,0,1]`. We clean that up before sending so the wire
* payload is a proper homogeneous matrix.
* 2. Rotations must be interpolated on the rotation group (SE(3)), not
* elementwise - otherwise the intermediate matrices aren't orthogonal
* and the IK picks up weird shear. We port the daemon's
* `linear_pose_interpolation` (axis-angle slerp) to TypeScript.
*/
import type { ReachyMiniInstance } from "./globals.d.ts";
const HF_DATASET_BASE = "https://huggingface.co/datasets";
const STREAM_HZ = 100;
// βββ Curated catalog ββββββββββββββββββββββββββββββββββββββββββββββββββββ
/**
* A single entry the LLM can pick from. `id` is the opaque identifier used
* in tool calls; we map it to a dataset + file stem at playback time.
*/
export interface MoveCatalogEntry {
readonly id: string;
readonly kind: "dance" | "emotion";
readonly dataset: string;
readonly file: string;
readonly description: string;
}
/**
* Curated selection exposed to the model: a handful of dances for
* rhythmic/punctuating moments, and a handful of emotions for reactive
* body language. Ordered roughly by how often we expect them to be useful.
*/
export const MOVE_CATALOG: readonly MoveCatalogEntry[] = [
// Dances - rhythmic, expressive, ~1-2s
{
id: "yeah_nod",
kind: "dance",
dataset: "pollen-robotics/reachy-mini-dances-library",
file: "yeah_nod",
description: "A confident, rhythmic nod - agreement, affirmation.",
},
{
id: "uh_huh_tilt",
kind: "dance",
dataset: "pollen-robotics/reachy-mini-dances-library",
file: "uh_huh_tilt",
description: "Curious acknowledgement, small sidelong tilt.",
},
{
id: "side_peekaboo",
kind: "dance",
dataset: "pollen-robotics/reachy-mini-dances-library",
file: "side_peekaboo",
description: "Playful peek from the side - teasing moments.",
},
{
id: "dizzy_spin",
kind: "dance",
dataset: "pollen-robotics/reachy-mini-dances-library",
file: "dizzy_spin",
description: "Dizzy spin - for lighthearted, silly replies.",
},
{
id: "groovy_sway",
kind: "dance",
dataset: "pollen-robotics/reachy-mini-dances-library",
file: "groovy_sway_and_roll",
description: "Grooving sway and roll - when the conversation gets musical.",
},
{
id: "chicken_peck",
kind: "dance",
dataset: "pollen-robotics/reachy-mini-dances-library",
file: "chicken_peck",
description: "Sharp forward pecks - lively and percussive.",
},
// Emotions - reactive, affective, 1-4s
{
id: "cheerful",
kind: "emotion",
dataset: "pollen-robotics/reachy-mini-emotions-library",
file: "cheerful1",
description: "Bright, upbeat body language - praise, small wins.",
},
{
id: "surprised",
kind: "emotion",
dataset: "pollen-robotics/reachy-mini-emotions-library",
file: "surprised1",
description: "Startled, a tiny recoil - when something unexpected happens.",
},
{
id: "curious",
kind: "emotion",
dataset: "pollen-robotics/reachy-mini-emotions-library",
file: "curious1",
description: "Inquisitive gaze shift - investigating, asking.",
},
{
id: "amazed",
kind: "emotion",
dataset: "pollen-robotics/reachy-mini-emotions-library",
file: "amazed1",
description: "In awe, long upward look - genuine wonder.",
},
{
id: "confused",
kind: "emotion",
dataset: "pollen-robotics/reachy-mini-emotions-library",
file: "confused1",
description: "Hesitant head tilt - when something doesn't compute.",
},
{
id: "proud",
kind: "emotion",
dataset: "pollen-robotics/reachy-mini-emotions-library",
file: "proud1",
description: "Chin up, chest out - taking credit, feeling good.",
},
{
id: "shy",
kind: "emotion",
dataset: "pollen-robotics/reachy-mini-emotions-library",
file: "shy1",
description: "Small look-away - embarrassed, modest.",
},
{
id: "sad",
kind: "emotion",
dataset: "pollen-robotics/reachy-mini-emotions-library",
file: "sad1",
description: "Subtle downward look - sympathy, bad news.",
},
];
export type MoveId = (typeof MOVE_CATALOG)[number]["id"];
export const MOVE_IDS: readonly MoveId[] = MOVE_CATALOG.map((m) => m.id);
function findMove(id: string): MoveCatalogEntry | undefined {
return MOVE_CATALOG.find((m) => m.id === id);
}
// βββ File format & loading ββββββββββββββββββββββββββββββββββββββββββββββ
interface RawFrame {
head: number[][];
antennas: [number, number];
body_yaw: number;
}
interface MoveFile {
description: string;
time: number[];
set_target_data: RawFrame[];
}
interface LoadedMove {
readonly id: MoveId;
readonly description: string;
readonly duration: number;
readonly times: readonly number[];
readonly frames: readonly RawFrame[];
}
// βββ SE(3) interpolation ββββββββββββββββββββββββββββββββββββββββββββββββ
//
// Ported from `linear_pose_interpolation` in
// reachy_mini/utils/interpolation.py. Rotations are slerp'd via quaternions;
// translations are linearly interpolated.
type Quat = readonly [number, number, number, number]; // [x, y, z, w]
/** Extract a unit quaternion from the top-left 3x3 of a 4x4 homogeneous matrix. */
function quatFromMatrix(m: readonly number[][]): Quat {
const m00 = m[0][0], m01 = m[0][1], m02 = m[0][2];
const m10 = m[1][0], m11 = m[1][1], m12 = m[1][2];
const m20 = m[2][0], m21 = m[2][1], m22 = m[2][2];
const trace = m00 + m11 + m22;
let x: number, y: number, z: number, w: number;
if (trace > 0) {
const s = 0.5 / Math.sqrt(trace + 1.0);
w = 0.25 / s;
x = (m21 - m12) * s;
y = (m02 - m20) * s;
z = (m10 - m01) * s;
} else if (m00 > m11 && m00 > m22) {
const s = 2.0 * Math.sqrt(1.0 + m00 - m11 - m22);
w = (m21 - m12) / s;
x = 0.25 * s;
y = (m01 + m10) / s;
z = (m02 + m20) / s;
} else if (m11 > m22) {
const s = 2.0 * Math.sqrt(1.0 + m11 - m00 - m22);
w = (m02 - m20) / s;
x = (m01 + m10) / s;
y = 0.25 * s;
z = (m12 + m21) / s;
} else {
const s = 2.0 * Math.sqrt(1.0 + m22 - m00 - m11);
w = (m10 - m01) / s;
x = (m02 + m20) / s;
y = (m12 + m21) / s;
z = 0.25 * s;
}
const len = Math.sqrt(x * x + y * y + z * z + w * w) || 1;
return [x / len, y / len, z / len, w / len];
}
/** Convert a unit quaternion to a 3x3 rotation matrix (flat row-major). */
function quatToRot3(q: Quat): number[] {
const [x, y, z, w] = q;
const xx = x * x, yy = y * y, zz = z * z;
const xy = x * y, xz = x * z, yz = y * z;
const wx = w * x, wy = w * y, wz = w * z;
return [
1 - 2 * (yy + zz), 2 * (xy - wz), 2 * (xz + wy),
2 * (xy + wz), 1 - 2 * (xx + zz), 2 * (yz - wx),
2 * (xz - wy), 2 * (yz + wx), 1 - 2 * (xx + yy),
];
}
/** Spherical linear interpolation between two unit quaternions. */
function quatSlerp(a: Quat, b: Quat, t: number): Quat {
let [ax, ay, az, aw] = a;
let [bx, by, bz, bw] = b;
// Pick the shorter arc by flipping b if needed.
let dot = ax * bx + ay * by + az * bz + aw * bw;
if (dot < 0) {
bx = -bx; by = -by; bz = -bz; bw = -bw;
dot = -dot;
}
// Fall back to lerp when quaternions are nearly colinear, to avoid div/0.
if (dot > 0.9995) {
const x = ax + (bx - ax) * t;
const y = ay + (by - ay) * t;
const z = az + (bz - az) * t;
const w = aw + (bw - aw) * t;
const len = Math.sqrt(x * x + y * y + z * z + w * w) || 1;
return [x / len, y / len, z / len, w / len];
}
const theta0 = Math.acos(Math.min(1, Math.max(-1, dot)));
const sinTheta0 = Math.sin(theta0);
const theta = theta0 * t;
const s1 = Math.sin(theta) / sinTheta0;
const s0 = Math.cos(theta) - dot * s1;
return [
ax * s0 + bx * s1,
ay * s0 + by * s1,
az * s0 + bz * s1,
aw * s0 + bw * s1,
];
}
/**
* Interpolate a full 4x4 pose at parameter `t` in [0, 1] between two
* recorded frames. Output is a flat 16-float row-major homogeneous matrix
* with a well-formed `[0,0,0,1]` last row.
*/
function interpolateHeadFlat(
a: readonly number[][],
b: readonly number[][],
t: number,
): number[] {
const rot = quatToRot3(quatSlerp(quatFromMatrix(a), quatFromMatrix(b), t));
// Translation is always 0 in the recorded dances, but we still lerp in
// case a future dataset uses it.
const tx = a[0][3] + (b[0][3] - a[0][3]) * t;
const ty = a[1][3] + (b[1][3] - a[1][3]) * t;
const tz = a[2][3] + (b[2][3] - a[2][3]) * t;
return [
rot[0], rot[1], rot[2], tx,
rot[3], rot[4], rot[5], ty,
rot[6], rot[7], rot[8], tz,
0, 0, 0, 1,
];
}
/** Same cleanup applied to a frame served as-is (no interpolation). */
function headFlatFromFrame(m: readonly number[][]): number[] {
// Re-normalize the rotation block via quat roundtrip - this also scrubs
// the degenerate `[0,0,0,0]` last row found in the dataset.
const rot = quatToRot3(quatFromMatrix(m));
return [
rot[0], rot[1], rot[2], m[0][3] ?? 0,
rot[3], rot[4], rot[5], m[1][3] ?? 0,
rot[6], rot[7], rot[8], m[2][3] ?? 0,
0, 0, 0, 1,
];
}
// βββ Player βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
/**
* Streams moves to the robot one at a time. Load-once / play-many: fetched
* JSON is cached in memory for the session.
*/
export class MovePlayer {
private readonly robot: ReachyMiniInstance;
private readonly cache = new Map<string, LoadedMove>();
private timer: number | null = null;
private current: { move: LoadedMove; t0: number } | null = null;
private onFinish: (() => void) | null = null;
constructor(robot: ReachyMiniInstance) {
this.robot = robot;
}
/** True while a move is actively streaming. */
get isPlaying(): boolean {
return this.current !== null;
}
/**
* Fetch (or hit cache) the trajectory JSON and return the parsed move.
* Safe to call ahead of time to prewarm a move that's likely to play.
*/
async load(id: MoveId): Promise<LoadedMove> {
const cached = this.cache.get(id);
if (cached) return cached;
const entry = findMove(id);
if (!entry) throw new Error(`Unknown move id '${id}'`);
const url = `${HF_DATASET_BASE}/${entry.dataset}/resolve/main/${encodeURIComponent(entry.file)}.json`;
const response = await fetch(url);
if (!response.ok) {
throw new Error(
`Failed to fetch move '${id}' from ${entry.dataset}: ${response.status} ${response.statusText}`,
);
}
const raw = (await response.json()) as MoveFile;
if (!Array.isArray(raw.time) || !Array.isArray(raw.set_target_data)) {
throw new Error(`Malformed move file '${id}'`);
}
if (raw.time.length !== raw.set_target_data.length) {
throw new Error(`Move '${id}' has mismatched time/frame lengths`);
}
const move: LoadedMove = {
id,
description: raw.description ?? entry.description,
times: raw.time.slice(),
frames: raw.set_target_data,
duration: raw.time[raw.time.length - 1] ?? 0,
};
this.cache.set(id, move);
return move;
}
/**
* Play a move. If another move is already streaming it is cancelled
* first. Resolves when the move finishes (or is cancelled via `stop()`).
*/
async play(id: MoveId): Promise<void> {
const move = await this.load(id);
this.stop();
return new Promise<void>((resolve) => {
this.onFinish = resolve;
this.current = { move, t0: performance.now() / 1000 };
this.timer = window.setInterval(() => this.tick(), 1000 / STREAM_HZ);
});
}
/** Abort playback immediately. Safe to call when idle. */
stop(): void {
if (this.timer !== null) {
clearInterval(this.timer);
this.timer = null;
}
const cb = this.onFinish;
this.current = null;
this.onFinish = null;
if (cb) cb();
}
// βββ internals ββββββββββββββββββββββββββββββββββββββββββββββββββββββ
private tick(): void {
if (!this.current) return;
const { move, t0 } = this.current;
const t = performance.now() / 1000 - t0;
if (t >= move.duration) {
// Snap to the final frame for a clean landing before stopping.
const last = move.frames[move.frames.length - 1];
this.sendFrame(headFlatFromFrame(last.head), last.antennas, last.body_yaw);
this.stop();
return;
}
const sample = sampleAt(move, t);
this.sendFrame(sample.head, sample.antennas, sample.body_yaw);
}
private sendFrame(
headFlat: number[],
antennas: readonly [number, number],
bodyYaw: number,
): void {
this.robot.sendRaw({
type: "set_full_target",
head: headFlat,
antennas: [antennas[0], antennas[1]],
body_yaw: bodyYaw,
});
}
}
// βββ Sampling βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
interface SampledFrame {
head: number[]; // flat row-major 4x4
antennas: [number, number];
body_yaw: number;
}
function sampleAt(move: LoadedMove, t: number): SampledFrame {
const { times, frames } = move;
const n = times.length;
if (n === 0) {
return { head: identity4Flat(), antennas: [0, 0], body_yaw: 0 };
}
if (t <= times[0]) {
return {
head: headFlatFromFrame(frames[0].head),
antennas: frames[0].antennas,
body_yaw: frames[0].body_yaw,
};
}
if (t >= times[n - 1]) {
const last = frames[n - 1];
return {
head: headFlatFromFrame(last.head),
antennas: last.antennas,
body_yaw: last.body_yaw,
};
}
// Binary search for the bracket [i, i+1] with times[i] <= t < times[i+1].
let lo = 0;
let hi = n - 1;
while (lo + 1 < hi) {
const mid = (lo + hi) >> 1;
if (times[mid] <= t) lo = mid;
else hi = mid;
}
const ta = times[lo];
const tb = times[lo + 1];
const alpha = tb > ta ? (t - ta) / (tb - ta) : 0;
const a = frames[lo];
const b = frames[lo + 1];
return {
head: interpolateHeadFlat(a.head, b.head, alpha),
antennas: [
a.antennas[0] + (b.antennas[0] - a.antennas[0]) * alpha,
a.antennas[1] + (b.antennas[1] - a.antennas[1]) * alpha,
],
body_yaw: a.body_yaw + (b.body_yaw - a.body_yaw) * alpha,
};
}
function identity4Flat(): number[] {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
];
}
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