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MuJoCo Warp (MJWarp)

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.. _MJW:

==================== MuJoCo Warp (MJWarp)

.. toctree:: :hidden:

API <api.rst>

MuJoCo Warp (MJWarp) is an implementation of MuJoCo written in Warp <https://nvidia.github.io/warp/>__ and optimized for NVIDIA <https://nvidia.com>__ hardware and parallel simulation. MJWarp lives in the google-deepmind/mujoco_warp <https://github.com/google-deepmind/mujoco_warp>__ GitHub repository.

MJWarp is developed and maintained as a joint effort by NVIDIA <https://nvidia.com>__ and Google DeepMind <https://deepmind.google/>__.

.. _MJW_tutorial:

Tutorial notebook

The MJWarp basics are covered in a tutorial |notebook| |open in colab|.

.. |notebook| replace:: [notebook] <https://github.com/google-deepmind/mujoco_warp/blob/main/notebooks/tutorial.ipynb>__

.. |open in colab| replace:: [open in colab] <https://colab.research.google.com/github/google-deepmind/mujoco_warp/blob/main/notebooks/tutorial.ipynb>__

When To Use MJWarp?

High throughput

The MuJoCo ecosystem offers multiple options for batched simulation.

  • :ref:mujoco.rollout <PyRollout>: Python API for multi-threaded calls to :ref:mj_step on CPU. High throughput can be achieved with hardware that has fast cores and large thread counts, but overall performance of applications requiring frequent host<>device transfers (e.g., reinforcement learning with simulation on CPU and learning on GPU) may be bottlenecked by transfer overhead.
  • mjx.step: jax.vmap and jax.pmap enable multi-threaded and multi-device simulation with JAX on CPUs, GPUs, or TPUs.
  • :func:mujoco_warp.step <mujoco_warp.step>: Python API for multi-threaded and multi-device simulation with CUDA via Warp on NVIDIA GPUs. Improved scaling for contact-rich scenes compared to the MJX JAX implementation.

.. TODO(robotics-simulation): add link to mjx.step .. TODO(robotics-simulation): add step/time comparison plot

Low latency

MJWarp is optimized for throughput: the total number of simulation steps per unit time whereas MuJoCo is optimized for latency: time for one simulation step. It is expected that a simulation step with MJWarp will be less performant than a step with MuJoCo for the same simulation.

As a result, MJWarp is well suited for applications where large numbers of samples are required, like reinforcement learning, while MuJoCo is likely more useful for real-time applications like online control (e.g., model predictive control) or interactive graphical interfaces (e.g., simulation-based teleoperation).

Complex scenes

MJWarp scales better than MJX for scenes with many geoms or degrees of freedom, but not as well as MuJoCo. There may be significant performance degradation in MJWarp for scenes beyond 60 degrees of freedom (DoFs). Supporting these larger scenes is a high priority and progress is tracked in GitHub issues for: sparse Jacobians #88 <https://github.com/google-deepmind/mujoco_warp/issues/88>, block Cholesky factorization and solve #320 <https://github.com/google-deepmind/mujoco_warp/issues/320>, constraint islands #886 <https://github.com/google-deepmind/mujoco_warp/issues/886>, and sleeping islands #887 <https://github.com/google-deepmind/mujoco_warp/issues/887>.

.. TODO(robotic-simulation): add graph for ngeom and nv scaling

Differentiability

The dynamics API in MJX is automatically differentiable via JAX. We are considering whether to support this in MJWarp via Warp - if this feature is important to you, please chime in on this issue here <https://github.com/google-deepmind/mujoco_warp/issues/500>__.

.. TODO(robotics-simulation): Newton multi-physics

.. _MJW_install:

Installation

From PyPI:

.. code-block:: shell

pip install mujoco-warp

From source:

.. code-block:: shell

git clone https://github.com/google-deepmind/mujoco_warp.git
cd mujoco_warp
uv sync --all-extras

To make sure everything is working:

.. code-block:: shell

uv run pytest -n 8

.. _MJW_Usage:

Basic Usage

Once installed, the package can be imported via import mujoco_warp as mjw. Structs, functions, and enums are available directly from the top-level :mod:mjw <mujoco_warp> module.

Structs

Before running MJWarp functions on an NVIDIA GPU, structs must be copied onto the device via :func:mjw.put_model <mujoco_warp.put_model> and :func:mjw.make_data <mujoco_warp.make_data> or :func:mjw.put_data <mujoco_warp.put_data> functions. Placing an :ref:mjModel on device yields an :class:mjw.Model <mujoco_warp.Model>. Placing an :ref:mjData on device yields an :class:mjw.Data <mujoco_warp.Data>.

.. code-block:: python

mjm = mujoco.MjModel.from_xml_string("...") mjd = mujoco.MjData(mjm) m = mjw.put_model(mjm) d = mjw.put_data(mjm, mjd)

These MJWarp variants mirror their MuJoCo counterparts but have a few key differences:

#. :class:mjw.Model <mujoco_warp.Model> and :class:mjw.Data <mujoco_warp.Data> contain Warp arrays that are copied onto device. #. Some fields are missing from :class:mjw.Model <mujoco_warp.Model> and :class:mjw.Data <mujoco_warp.Data> for features that are unsupported.

Batch sizes

MJWarp is optimized for parallel simulation. A batch of simulations can be specified with three parameters:

  • :attr:nworld <mujoco_warp.Data.nworld>: Number of worlds to simulate.
  • _nconmax: Expected number of contacts per world. The maximum number of contacts for all worlds is nconmax * nworld.
  • naconmax: Alternative to nconmax, maximum number of contacts over all worlds. If nconmax_ and naconmax_ are both set then nconmax_ is ignored.
  • _njmax: Maximum number of constraints per world.

.. admonition:: Semantic difference for nconmax_ and njmax_. :class: note

It is possible for the number of contacts per world to exceed nconmax_ if the total number of contacts for all worlds does not exceed nworld x nconmax. However, the number of constraints per world is strictly limited by njmax_.

.. admonition:: XML parsing :class: note

Values for nconmax_ and njmax_ are not parsed from :ref:size/nconmax <size-nconmax> and :ref:size/njmax <size-njmax> (these parameters are deprecated). Values for these parameters must be provided to :func:mjw.make_data <mujoco_warp.make_data> or :func:mjw.put_data <mujoco_warp.put_data>.

Functions

MuJoCo functions are exposed as MJWarp functions of the same name, but following PEP 8 <https://peps.python.org/pep-0008/>__-compliant names. Most of the :ref:main simulation <Mainsimulation> and some of the :ref:sub-components <Subcomponents> for forward simulation are available from the top-level :mod:mjw <mujoco_warp> module.

Minimal example

.. code-block:: python

Throw a ball at 100 different velocities.

import mujoco import mujoco_warp as mjw import warp as wp

_MJCF=r""" <mujoco> <worldbody> <body> <freejoint/> <geom size=".15" mass="1" type="sphere"/> </body> </worldbody> </mujoco> """

mjm = mujoco.MjModel.from_xml_string(_MJCF) m = mjw.put_model(mjm) d = mjw.make_data(mjm, nworld=100)

initialize velocities

wp.copy(d.qvel, wp.array([[float(i) / 100, 0, 0, 0, 0, 0] for i in range(100)], dtype=float))

simulate physics

mjw.step(m, d)

print(f'qpos:\n{d.qpos.numpy()}')

.. _mjwCLI:

Command line scripts

Benchmark an environment with _testspeed

.. code-block:: shell

mjwarp-testspeed benchmark/humanoid/humanoid.xml

.. _mjwViewer:

Interactive environment simulation with MJWarp

.. code-block:: shell

mjwarp-viewer benchmark/humanoid/humanoid.xml

Feature Parity

MJWarp supports most of the main simulation features of MuJoCo, with a few exceptions. MJWarp will raise an exception if asked to copy to device an :ref:mjModel with field values referencing unsupported features. For the most up-to-date feature availability, please see MuJoCo API Compatibility <https://github.com/google-deepmind/mujoco_warp#mujoco-api-compatibility>__.

.. _mjwPerf:

Performance Tuning

The following are considerations for optimizing the performance of MJWarp.

.. _mjwGC:

Graph capture

MJWarp functions, for example :func:mjw.step <mujoco_warp.step>, often comprise a collection of kernel launches. Warp will launch these kernels individually if the function is called directly. To improve performance, especially if the function will be called multiple times, it is recommended to capture the operations that comprise the function as a CUDA graph

.. code-block:: python

with wp.ScopedCapture() as capture: mjw.step(m, d)

The graph can then be launched or re-launched

.. code-block:: python

wp.capture_launch(capture.graph)

and will typically be significantly faster compared to calling the function directly. Please see the Warp Graph API reference <https://nvidia.github.io/warp/modules/runtime.html#graph-api-reference>__ for details.

Batch sizes

The maximum numbers of contacts and constraints, nconmax_ / naconmax_ and njmax_ respectively, are specified when creating :class:mjw.Data <mujoco_warp.Data> with :func:mjw.make_data <mujoco_warp.make_data> or :func:mjw.put_data <mujoco_warp.put_data>. Memory and computation scales with the values of these parameters. For best performance, the values of these parameters should be set as small as possible while ensuring the simulation does not exceed these limits.

It is expected that good values for these limits will be environment specific. In practice, selecting good values typically involves trial-and-error. :func:mjwarp-testspeed <mujoco_warp.testspeed> with the flag --measure_alloc for printing the number of contacts and constraints at each simulation step and interacting with the simulation via :func:mjwarp-viewer <mujoco_warp.viewer> and checking for overflow errors can both be useful techniques for iteratively testing values for these parameters.

Solver iterations

MuJoCo's default solver settings for the maximum numbers of :ref:solver iterations<option-iterations> and :ref:linesearch iterations<option-ls_iterations> are expected to provide reasonable performance. Reducing MJWarp's settings :attr:Option.iterations <mujoco_warp.Option.iterations> and/or :attr:Option.ls_iterations <mujoco_warp.Option.ls_iterations> limits may improve performance and should be secondary considerations after tuning nconmax_ / naconmax_ and njmax_.

Reducing these limits too much may prevent the constraint solver from converging and can lead to inaccurate or unstable simulation.

.. admonition:: Impact on Performance: MJX (JAX) and MJWarp :class: note

In :ref:MJX<mjx> these solver parameters are key for controlling simulation performance. With MJWarp, in contrast, once all worlds have converged the solver can early exit and avoid unnecessary computation. As a result, the values of these settings have comparatively less impact on performance.

Contact sensor matching

Scenes that include :ref:contact sensors<sensor-contact> have a parameter that specifies the maximum number of matched contacts per sensor :attr:Option.contact_sensor_max_match <mujoco_warp.Option.contact_sensor_max_match>. For best performance, the value of this parameter should be as small as possible while ensuring the simulation does not exceed the limit. Matched contacts that exceed this limit will be ignored.

The value of this parameter can be set directly, for example model.opt.contact_sensor_maxmatch = 16, or via an XML custom numeric field

.. code-block:: xml

<custom> <numeric name="contact_sensor_maxmatch" data="16"/> </custom>

Similar to the maximum numbers of contacts and constraints, a good value for this setting is expected to be environment specific. :func:mjwarp-testspeed <mujoco_warp.testspeed> and :func:mjwarp-viewer <mujoco_warp.viewer> may be useful for tuning the value of this parameter.

Memory

Simulation throughput is often limited by memory requirements for large numbers of worlds. Considerations for optimizing memory utilization include:

  • CCD colliders require more memory than primitive colliders, see MuJoCo's :ref:pair-wise colliders table <coPairwise> for information about colliders.
  • :ref:multiccd <option-flag-multiccd> requires more memory than CCD.
  • CCD memory requirements scale linearly with :ref:Option.ccd_iterations <option-ccd_iterations>.
  • A scene with at least one mesh geom and using :ref:multiccd <option-flag-multiccd> will have memory requirements that scale linearly with the maximum number of vertices per face and with the maximum number of edges per vertex, computed over all meshes.

testspeed_ provides the flag --memory for reporting a simulation's total memory utilization and information about :class:mjw.Model <mujoco_warp.Model> and :class:mjw.Data <mujoco_warp.Data> fields that require significant memory. Memory allocated inline, including for CCD and the constraint solver, can also be significant and is reported as Other memory.

.. admonition:: Maximum number of contacts per collider :class: note

Some MJWarp colliders have a different maximum number of contacts compared to MuJoCo:

  • PLANE<>MESH: 4 versus 3
  • HFieldCCD: 4 versus mjMAXCONPAIR

.. admonition:: Sparsity :class: note

Sparse Jacobians can enable significant memory savings. Updates for this feature are tracked in GitHub issue #88 <https://github.com/google-deepmind/mujoco_warp/issues/88>__.

The :func:mjw.make_data <mujoco_warp.make_data> or :func:mjw.put_data <mujoco_warp.put_data> argument nccdmax / naccdmax can be set to a value less than nconmax_ / naconmax_ in order to reduce the memory requirements for CCD. The value for this parameter should be the maximum number of contacts generated by a CCD collider, per world or for all worlds, respectively. For example, a batched simulation with 10 worlds that generates 80 total contacts with per-collider contacts: mesh-mesh: 30 (CCD), ellipsoid-ellipsoid: 10 (CCD), and sphere-sphere: 40 (primitive) should set nconmax_ / naconmax_ to at least 8 / 80 (may require more for broadphase) and nccdmax / naccdmax to 3 / 30.

Large scenes

Simulating scenes with many DoFs (i.e., nv) can be computationally expensive. However, in many scenarios, a significant portion of the scene may be stationary. MJWarp can put stationary objects to sleep (see :ref:Sleeping), excluding them from the working set of many of its calculations. Furthermore, MJWarp groups bodies into independent :ref:islands <soIsland>; if all bodies in an island are stationary, the entire island is put to sleep. Currently, both the collision pipeline and the constraint solver benefit from sleeping, and more sleeping-aware components may be added in the future.

Compact solver


To optimize performance in scenes with many total DoFs but a relatively
small number of active DoFs (typically fewer than 64, such as two robot
arms with grippers (16 DoFs) and 8 active objects (48 DoFs)), MJWarp
provides a **compact solver** that leverages this sleeping mechanism:

1. Identifies the set of active DOFs for each world, determined from the active islands.
2. **Compacts** these active DOFs into a single, contiguous dense workspace of a known maximum size (``nvmax``).
3. Executes the constraint solver (Newton) using GPU-optimized tile operations (such as blocked Cholesky
   factorization) of fixed size on this compacted space.
4. Scatters the results back to the global state, freezing the inactive DOFs.

By using a fixed-size compacted workspace, the solver avoids GPU thread divergence and leverages
high-performance tensor/matrix operations optimized for fixed tile sizes.

.. rubric:: Enabling the compact solver

1. Enable the Newton solver:

   - Via XML:

     .. code-block:: xml

        <option solver="Newton"/>

   - Via Python ``MjSpec``:

     .. code-block:: python

        spec = mujoco.MjSpec()
        spec.option.solver = mujoco.mjtSolver.mjSOL_NEWTON

2. Enable sleep:

   - Via XML:

     .. code-block:: xml

        <option>
          <flag sleep="enable"/>
        </option>

   - Via Python ``MjSpec``:

     .. code-block:: python

        spec = mujoco.MjSpec()
        spec.option.enableflags |= mujoco.mjtEnableBit.mjENBL_SLEEP

3. Specify the maximum expected active DOFs for any world (``nvmax``) when allocating data. This sizes the
   compacted workspace.

   - In Python:

     .. code-block:: python

        # Allocate data with a maximum of 64 active DOFs per world
        d = mjw.make_data(mjm, nworld=2048, nvmax=64)

   - Via the command line:

     .. code-block:: shell

        mjwarp-testspeed scene.xml --nvmax=64

   If ``nvmax`` is not specified, it defaults to the full number of DOFs (``nv``). Sizing ``nvmax``
   to a tight upper bound of the expected active DOFs significantly reduces GPU memory usage and improves
   throughput.

.. TODO(taylorhowell): update example with correct island cycles initialization

4. When setting ``nvmax < nv`` it is recommended to initialize all trees to asleep in order to avoid initial dof
   overflow.

   .. code-block:: python

      d.tree_asleep.assign(np.array(np.arange(mjm.ntree, dtype=np.int32)), dtype=np.int32)

.. note::
   Consider increasing the sleep tolerance setting (e.g., ``sleep_tolerance="0.01"`` in XML options or
   ``spec.option.sleep_tolerance = 0.01`` in Python) from its default value (0.001) to more quickly
   sleep objects.

.. _mjwBatch:

Batched :class:`Model <mujoco_warp.Model>` Fields
=================================================

To enable batched simulation with different model parameter values, many :class:`mjw.Model <mujoco_warp.Model>` fields
have a leading batch dimension. By default, the leading dimension is 1 (i.e., ``field.shape[0] == 1``) and the same
value(s) will be applied to all worlds. It is possible to override one of these fields with a ``wp.array`` that has a
leading dimension greater than one. This field will be indexed with a modulo operation of the world id and batch
dimension: ``field[worldid % field.shape[0]]``.

.. admonition:: Graph capture
  :class: warning

  The field array should be overridden prior to
  :ref:`graph capture <mjwGC>` (i.e., ``wp.ScopedCapture``)
  since the update will not be applied to an existing graph.

.. code-block:: python

   # override shape and values
   m.dof_damping = wp.array([[0.1], [0.2]], dtype=float)

   with wp.ScopedCapture() as capture:
     mjw.step(m, d)

It is possible to override the field shape and set the field values after graph capture

.. code-block:: python

   # override shape
   m.dof_damping = wp.empty((2, 1), dtype=float)

   with wp.ScopedCapture() as capture:
     mjw.step(m, d)

   # set batched values
   dof_damping = wp.array([[0.1], [0.2]], dtype=float)
   wp.copy(m.dof_damping, dof_damping)  # m.dof = dof_damping will not update the captured graph

Modifying fields
----------------

The recommended workflow for modifying an :ref:`mjModel` field is to first modify the corresponding :ref:`mjSpec` and
then compile to create a new :ref:`mjModel` with the updated field. However, compilation currently requires a host call:
1 call per new field instance, i.e., ``nworld`` host calls for ``nworld`` instances.

Certain fields are safe to modify directly without compilation, enabling on-device updates. Please see
:ref:`mjModel changes<sichange>` for details about specific fields. Additionally,
`GitHub issue 893 <https://github.com/google-deepmind/mujoco_warp/issues/893>`__ tracks adding on-device updates for a
subset of fields.

Per-world assets
----------------

Per-world assets enable heterogeneous worlds where different worlds simulate different
`assets <https://mujoco.readthedocs.io/en/latest/XMLreference.html#asset>`__ including meshes, height fields, materials,
and textures. The general workflow is:

1. Create an :ref:`mjSpec` with **all** assets.
2. Compile each variant by mutating the spec and calling ``spec.compile()``.
3. Compile a **base** model and create :class:`mjw.Model <mujoco_warp.Model>` from it.
4. Override the relevant :class:`mjw.Model <mujoco_warp.Model>` fields with per-world arrays built from the compiled
   variants.

.. rubric:: Per-world meshes

**Example 1 — Per-world meshes: Geom-level** randomization (1 body, 1 geom, 2 mesh assets):

The base scene includes all mesh assets. The geom references one mesh (``mesh_a``); a second mesh
(``mesh_b``) is available for per-world substitution.

.. code-block:: xml

  <mujoco>
    <asset>
      <mesh name="mesh_a" vertex="0 0 0 1 0 0 0 1 0 0 0 1"/>
      <mesh name="mesh_b" vertex="0 0 0 2 0 0 0 2 0 0 0 2"/>
    </asset>
    <worldbody>
      <body pos="0 0 1">
        <freejoint/>
        <geom name="obj" type="mesh" mesh="mesh_a"/>
      </body>
    </worldbody>
  </mujoco>

.. code-block:: python

  nworld = 4

  # base spec: 1 body with 1 mesh geom, all mesh assets
  spec = mujoco.MjSpec()
  mesh_a = spec.add_mesh()
  mesh_a.name = "mesh_a"
  mesh_a.uservert = [0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1]

  mesh_b = spec.add_mesh()
  mesh_b.name = "mesh_b"
  mesh_b.uservert = [0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2]

  body = spec.worldbody.add_body()
  body.pos = [0, 0, 1]
  body.add_freejoint()
  geom = body.add_geom()
  geom.name = "obj"
  geom.type = mujoco.mjtGeom.mjGEOM_MESH
  geom.meshname = "mesh_a"

  # compile each variant
  geom.meshname = "mesh_a"
  mjm_a = spec.compile()
  geom.meshname = "mesh_b"
  mjm_b = spec.compile()

  # restore and compile base
  geom.meshname = "mesh_a"
  mjm = spec.compile()

  m = mjw.put_model(mjm)
  d = mjw.make_data(mjm, nworld=nworld)

  # build per-world arrays: worlds 0-1 use mesh_a, worlds 2-3 use mesh_b
  geom_id = mujoco.mj_name2id(mjm, mujoco.mjtObj.mjOBJ_GEOM, "obj")
  variants = [mjm_a, mjm_b]
  assignment = [0, 0, 1, 1]  # variant index per world

  # build per-world arrays
  dataid = np.tile(mjm.geom_dataid, (nworld, 1))
  geom_size = np.zeros((nworld, mjm.ngeom, 3))
  geom_aabb = np.zeros((nworld, mjm.ngeom, 2, 3))
  geom_rbound = np.zeros((nworld, mjm.ngeom))
  geom_pos = np.zeros((nworld, mjm.ngeom, 3))
  body_mass = np.zeros((nworld, mjm.nbody))
  body_subtreemass = np.zeros((nworld, mjm.nbody))
  body_inertia = np.zeros((nworld, mjm.nbody, 3))
  body_invweight0 = np.zeros((nworld, mjm.nbody, 2))
  body_ipos = np.zeros((nworld, mjm.nbody, 3))
  body_iquat = np.zeros((nworld, mjm.nbody, 4))

  for w in range(nworld):
    ref = variants[assignment[w]]
    dataid[w, geom_id] = ref.geom_dataid[geom_id]
    geom_size[w] = ref.geom_size
    geom_aabb[w] = ref.geom_aabb.reshape(mjm.ngeom, 2, 3)
    geom_rbound[w] = ref.geom_rbound
    geom_pos[w] = ref.geom_pos
    body_mass[w] = ref.body_mass
    body_subtreemass[w] = ref.body_subtreemass
    body_inertia[w] = ref.body_inertia
    body_invweight0[w] = ref.body_invweight0
    body_ipos[w] = ref.body_ipos
    body_iquat[w] = ref.body_iquat

  m.geom_dataid = wp.array(dataid, dtype=int)
  m.geom_size = wp.array(geom_size, dtype=wp.vec3)
  m.geom_aabb = wp.array(geom_aabb, dtype=wp.vec3)
  m.geom_rbound = wp.array(geom_rbound, dtype=float)
  m.geom_pos = wp.array(geom_pos, dtype=wp.vec3)
  m.body_mass = wp.array(body_mass, dtype=float)
  m.body_subtreemass = wp.array(body_subtreemass, dtype=float)
  m.body_inertia = wp.array(body_inertia, dtype=wp.vec3)
  m.body_invweight0 = wp.array(body_invweight0, dtype=wp.vec2)
  m.body_ipos = wp.array(body_ipos, dtype=wp.vec3)
  m.body_iquat = wp.array(body_iquat, dtype=wp.quat)

**Example 2 — Per-world meshes: Body-level** randomization (1 body, 1 or 2 geoms, 3 mesh assets):

.. admonition:: Maximum geom count
   :class: important

   For body-level randomization, the base ``mjModel`` provided to ``mjw.put_model`` should specify the **maximum number
   of geoms** required across all variants. Geom slots that are unused in a particular variant can be disabled
   (e.g., ``contype=0``, ``conaffinity=0``, ``dataid=-1``), but they should still be present as part of the body in the
   base model.

.. code-block:: xml

  <mujoco>
    <asset>
      <mesh name="mA" vertex="0 0 0 1 0 0 0 1 0 0 0 1"/>
      <mesh name="mB" vertex="0 0 0 2 0 0 0 2 0 0 0 2"/>
      <mesh name="mC" vertex="0 0 0 3 0 0 0 3 0 0 0 3"/>
    </asset>
    <worldbody>
      <body name="obj" pos="0 0 1">
        <freejoint/>
        <geom name="obj_0" type="mesh" mesh="mA"/>
        <geom name="obj_1" size=".001" contype="0" conaffinity="0" mass="0"/>
      </body>
    </worldbody>
  </mujoco>

.. code-block:: python

  nworld = 6

  # base spec: body with 2 geom slots (max across variants), all mesh assets
  spec = mujoco.MjSpec()
  for name, scale in [("mA", 1), ("mB", 2), ("mC", 3)]:
    mesh = spec.add_mesh()
    mesh.name = name
    mesh.uservert = [0, 0, 0, scale, 0, 0, 0, scale, 0, 0, 0, scale]

  body = spec.worldbody.add_body()
  body.name = "obj"
  body.pos = [0, 0, 1]
  body.add_freejoint()

  g0 = body.add_geom()
  g0.name = "obj_0"
  g0.type = mujoco.mjtGeom.mjGEOM_MESH
  g0.meshname = "mA"

  # null geom slot: disabled collision, no mesh
  g1 = body.add_geom()
  g1.name = "obj_1"
  g1.size = [0.001, 0, 0]
  g1.contype = 0
  g1.conaffinity = 0
  g1.mass = 0

  # variant A: 1 geom (mesh mA), g1 stays null
  mjm_a = spec.compile()

  # variant B: 2 geoms (mesh mB + mC)
  g0.meshname = "mB"
  g1.type = mujoco.mjtGeom.mjGEOM_MESH
  g1.meshname = "mC"
  g1.contype = 1
  g1.conaffinity = 1
  mjm_b = spec.compile()

  # restore base and compile
  g0.meshname = "mA"
  g1.type = mujoco.mjtGeom.mjGEOM_SPHERE
  g1.contype = 0
  g1.conaffinity = 0
  mjm = spec.compile()

  m = mjw.put_model(mjm)
  d = mjw.make_data(mjm, nworld=nworld)

  # worlds 0-2: variant A (1 active geom), worlds 3-5: variant B (2 active geoms)
  variants = [mjm_a, mjm_b]
  assignment = [0, 0, 0, 1, 1, 1]

  geom0_id = mujoco.mj_name2id(mjm, mujoco.mjtObj.mjOBJ_GEOM, "obj_0")
  geom1_id = mujoco.mj_name2id(mjm, mujoco.mjtObj.mjOBJ_GEOM, "obj_1")
  body_id = mjm.geom_bodyid[geom0_id]

  # build per-world arrays
  dataid = np.tile(mjm.geom_dataid, (nworld, 1))
  geom_size = np.zeros((nworld, mjm.ngeom, 3))
  geom_rbound = np.zeros((nworld, mjm.ngeom))
  geom_aabb = np.zeros((nworld, mjm.ngeom, 2, 3))
  geom_pos = np.zeros((nworld, mjm.ngeom, 3))
  body_mass = np.zeros((nworld, mjm.nbody))
  body_subtreemass = np.zeros((nworld, mjm.nbody))
  body_inertia = np.zeros((nworld, mjm.nbody, 3))
  body_invweight0 = np.zeros((nworld, mjm.nbody, 2))
  body_ipos = np.zeros((nworld, mjm.nbody, 3))
  body_iquat = np.zeros((nworld, mjm.nbody, 4))

  for w in range(nworld):
    ref = variants[assignment[w]]
    dataid[w] = ref.geom_dataid
    # disable unused geom slot for variant A
    if assignment[w] == 0:
      dataid[w, geom1_id] = -1
    geom_size[w] = ref.geom_size
    geom_rbound[w] = ref.geom_rbound
    geom_aabb[w] = ref.geom_aabb.reshape(mjm.ngeom, 2, 3)
    geom_pos[w] = ref.geom_pos
    body_mass[w] = ref.body_mass
    body_subtreemass[w] = ref.body_subtreemass
    body_inertia[w] = ref.body_inertia
    body_invweight0[w] = ref.body_invweight0
    body_ipos[w] = ref.body_ipos
    body_iquat[w] = ref.body_iquat

  m.geom_dataid = wp.array(dataid, dtype=int)
  m.geom_size = wp.array(geom_size, dtype=wp.vec3)
  m.geom_rbound = wp.array(geom_rbound, dtype=float)
  m.geom_aabb = wp.array(geom_aabb, dtype=wp.vec3)
  m.geom_pos = wp.array(geom_pos, dtype=wp.vec3)
  m.body_mass = wp.array(body_mass, dtype=float)
  m.body_subtreemass = wp.array(body_subtreemass, dtype=float)
  m.body_inertia = wp.array(body_inertia, dtype=wp.vec3)
  m.body_invweight0 = wp.array(body_invweight0, dtype=wp.vec2)
  m.body_ipos = wp.array(body_ipos, dtype=wp.vec3)
  m.body_iquat = wp.array(body_iquat, dtype=wp.quat)

**Batched fields** — fields that must be overridden for per-world meshes:

.. list-table::
   :width: 90%
   :align: left
   :widths: 3 2 3
   :header-rows: 1

   * - Field
     - dtype
     - Shape
   * - ``geom_dataid``
     - ``int``
     - ``(nworld, ngeom)``
   * - ``geom_size``
     - ``wp.vec3``
     - ``(nworld, ngeom)``
   * - ``geom_aabb``
     - ``wp.vec3``
     - ``(nworld, ngeom, 2)``
   * - ``geom_rbound``
     - ``float``
     - ``(nworld, ngeom)``
   * - ``geom_pos``
     - ``wp.vec3``
     - ``(nworld, ngeom)``
   * - ``body_mass``
     - ``float``
     - ``(nworld, nbody)``
   * - ``body_subtreemass``
     - ``float``
     - ``(nworld, nbody)``
   * - ``body_inertia``
     - ``wp.vec3``
     - ``(nworld, nbody)``
   * - ``body_invweight0``
     - ``wp.vec2``
     - ``(nworld, nbody)``
   * - ``body_ipos``
     - ``wp.vec3``
     - ``(nworld, nbody)``
   * - ``body_iquat``
     - ``wp.quat``
     - ``(nworld, nbody)``

Per-world height fields, materials, and textures can be similarly formulated.

.. admonition:: Per-world asset dependent field construction
  :class: note

  MJWarp enables per-world asset functionality but does not provide utilities for construction of dependent per-world
  field variants. Construction is left to the user or environment authoring frameworks.

Batch Rendering
===============

MJWarp provides a batch renderer for high-throughput ray tracing built on
`Warp's accelerated BVHs <https://nvidia.github.io/warp/api_reference/_generated/warp.Bvh.html#warp.Bvh>`__ for
rendering worlds with multiple cameras in parallel.

Key features:

- **Mesh rendering with textures**: BVH-accelerated mesh rendering with full texture support.
- **Heightfield rendering**: Optimized rendering for heightfields.
- **Flex rendering**: Render :ref:`flex<deformable-flex>` objects.
- **Lighting and shadows**: Dynamic lighting with configurable shadows; domain randomizable: `light_active`,
  `light_type`, `light_castshadow`, `light_xpos`, `light_xdir`.
- **Heterogeneous multi-camera**: Multiple cameras per world and each camera can have a different resolution
  (`cam_resolution`), field of view (`cam_fovy`, `cam_sensorsize`, `cam_intrinsic`), and output mode (`cam_output`).
- **Domain Randomization**: Per-world :class:`mjw.Model <mujoco_warp.Model>` fields (see
  :ref:`Batched Model Fields <mjwBatch>` above): `geom_matid`, `geom_size`, `geom_rgba`, `mat_texid`, `mat_texrepeat`,
  `mat_rgba`.
- **BVH-accelerated ray/rays API**: Ray casting: Accelerated :func:`mjw.ray <mujoco_warp.ray>`,
  :func:`mjw.rays <mujoco_warp.rays>`, and :ref:`rangefinder sensors <sensor-rangefinder>` via
  `Warp's BVHs <https://nvidia.github.io/warp/api_reference/_generated/warp.Bvh.html#warp.Bvh>`__.

Basic Usage
-----------

Rendering or raycasting requires a :class:`mjw.RenderContext <mujoco_warp.RenderContext>` which contains BVH structures,
rendering specific fields, and output buffers.

.. code-block:: python

    rc = mjw.create_render_context(
        mjm,
        nworld=1,
        cam_res=(256, 256),           # Override camera resolution (or per-camera list)
        render_rgb=True,              # Enable RGB output (or per-camera list)
        render_depth=True,            # Enable depth output (or per-camera list)
        use_textures=True,            # Apply material textures
        use_shadows=False,            # Enable shadow casting (slower)
        enabled_geom_groups=[0, 1],   # Only render geoms in groups 0 and 1
        cam_active=[True, False],     # Selectively enable/disable cameras
        flex_render_smooth=True,      # Smooth shading for soft bodies
    )

Each :class:`mjw.RenderContext <mujoco_warp.RenderContext>` parameter can be applied globally or per camera.
Additionally, values for :class:`mjw.RenderContext <mujoco_warp.RenderContext>` parameters can be parsed from XML:

.. code-block:: xml

    <camera name="front_camera" pos="3 0 2" xyaxes="0 1 0 -0.6 0 0.8" resolution="64 64" output="rgb depth"/>

or set via :ref:`mjSpec <mjspec>` for camera customization.

To render, first call :func:`mjw.refit_bvh <mujoco_warp.refit_bvh>` to update the BVH trees,
followed by :func:`mjw.render <mujoco_warp.render>` to write to output buffers.

.. code-block:: python

    mjw.refit_bvh(m, d, rc)
    mjw.render(m, d, rc)

The output buffers contain stacked pixels for all cameras with shape `(nworld, npixel)` and RGB data is
packed into one `uint32` variable. `RenderContext.rgb_adr` and `RenderContext.depth_adr` provide per-camera indexing.
For convenience, :func:`mjw.get_rgb <mujoco_warp.get_rgb>` and :func:`mjw.get_depth <mujoco_warp.get_depth>`
return processed and reshaped RGB and depth data for a given camera batched for all worlds.

.. code-block:: python

    nworld = 1
    cam_index = 0
    resolution = rc.cam_res.numpy()[cam_index]
    rgb_data = wp.zeros((nworld, resolution[1], resolution[0]), dtype=wp.vec3)
    mjw.get_rgb(rc, rgb_data=rgb_data, cam_id=cam_index)

A complete example can be found in the MJWarp tutorial |notebook| |open in colab|.

Benchmarks
----------

Rendering can be benchmarked using `testspeed`_:

.. code-block:: shell

    mjwarp-testspeed benchmarks/primitives.xml --function=render

For benchmark results across a variety of scenes, see the
`released benchmarks <https://github.com/google-deepmind/mujoco_warp/pull/1113>`__.

Notes
-----

- **Meshes**: Rendering computation scales with mesh complexity, specifically the number of vertices and faces. A
  primitive is expected to have better performance (i.e., higher throughput) compared to a similar-sized
  :ref:`mesh<body-geom-mesh>` or :ref:`heightfield <body-geom-hfield>`.
- **Scaling**: Rendering scales linearly with resolution (total pixel count) and camera count.

.. _mjwFAQ:

Frequently Asked Questions
==========================

Learning frameworks
-------------------

**Does MJWarp work with JAX?**

Yes. MJWarp is interoperable with `JAX <https://jax.readthedocs.io/>`__. Please see the
`Warp Interoperability <https://nvidia.github.io/warp/modules/interoperability.html#jax>`__ documentation for details.

Additionally, :ref:`MJX <mjx>` provides a JAX API for a subset of MJWarp's :doc:`API <api>`. The implementation is
specified with ``impl='warp'``.

**Does MJWarp work with PyTorch?**

Yes. MJWarp is interoperable with `PyTorch <https://pytorch.org>`__. Please see the
`Warp Interoperability <https://nvidia.github.io/warp/modules/interoperability.html#pytorch>`__ documentation for
details.

**How to train policies with MJWarp physics?**

For examples that train policies with MJWarp physics, please see:

- `Isaac Lab <https://github.com/isaac-sim/IsaacLab/tree/feature/newton>`__: Train via
  `Newton API <https://github.com/newton-physics/newton>`__.
- `mjlab <https://github.com/mujocolab/mjlab>`__: Train directly with MJWarp using PyTorch.
- `MuJoCo Playground <https://github.com/google-deepmind/mujoco_playground>`__: Train via :ref:`MJX API <mjx>`.

Features
--------

.. _mjwDiff:

**Is MJWarp differentiable?**

No. MJWarp is not currently differentiable via
Warp's `automatic differentiation <https://nvidia.github.io/warp/modules/differentiability.html#differentiability>`__
functionality. Updates from the team related to enabling automatic differentiation for MJWarp are tracked in this
`GitHub issue <https://github.com/google-deepmind/mujoco_warp/issues/500>`__.

**Does MJWarp work with multiple GPUs?**

Yes. Warp's ``wp.ScopedDevice`` enables multi-GPU computation

.. code-block:: python

   # create a graph for each device
   graph = {}
   for device in wp.get_cuda_devices():
     with wp.ScopedDevice(device):
       m = mjw.put_model(mjm)
       d = mjw.make_data(mjm)
       with wp.ScopedCapture(device) as capture:
         mjw.step(m, d)
       graph[device] = capture.graph

   # launch a graph on each device
   for device in wp.get_cuda_devices():
     wp.capture_launch(graph[device])

Please see the
`Warp documentation <https://nvidia.github.io/modules/devices.html#example-using-wp-scopeddevice-with-multiple-gpus>`__
for details and
`mjlab distributed training <https://mujocolab.github.io/mjlab/main/source/training/distributed_training.html>`__ for a
reinforcement learning example.

**Is MJWarp on GPU deterministic?**

No. There may be ordering or *small* numerical differences between results computed by different executions of the same
code. This is characteristic of non-deterministic atomic operations on GPU. Set device to CPU with
``wp.set_device("cpu")`` for deterministic results.

Developments for deterministic results on GPU are tracked in this
`GitHub issue <https://github.com/google-deepmind/mujoco_warp/issues/562>`__.

**How are orientations represented?**

Orientations are represented as unit quaternions and follow :ref:`MuJoCo's conventions<siLayout>`:
``w, x, y, z`` or ``scalar, vector``.

.. admonition:: ``wp.quaternion``
  :class: note

  MJWarp utilizes Warp's `built-in type <https://nvidia.github.io/warp/modules/functions.html#warp.quaternion>`__
  ``wp.quaternion``. Importantly however, MJWarp does not utilize Warp's ``x, y, z, w`` quaternion convention or
  operations and instead implements quaternion routines that follow MuJoCo's conventions. Please see
  `math.py <https://github.com/google-deepmind/mujoco_warp/blob/main/mujoco_warp/_src/math.py>`__ for the
  implementations.

**Does MJWarp have a named access API / bind?**

No. Updates for this feature are tracked in this
`GitHub issue <https://github.com/google-deepmind/mujoco_warp/issues/884>`__.

**Why are contacts reported when there are no collisions?**

1 contact will be reported for each unique geom pair that contributes to any collision sensor, even if this geom pair is
not in collision. Unlike MuJoCo or MJX where :ref:`collision sensors<collision-sensors>` make separate calls to
collision routines while computing sensor data, MJWarp computes and stores the data for these sensors in contacts while
running its main collision pipeline.

:ref:`Contact sensors<sensor-contact>` will report the correct information for contacts affecting the physics.

**Why are Jacobians always dense?**

Sparse Jacobians are not currently implemented and ``Data`` fields: ``ten_J``, ``actuator_moment``, ``flexedge_J``, and
``efc.J`` are always represented as dense matrices. Support for sparse Jacobians is tracked in GitHub issue
`#88 <https://github.com/google-deepmind/mujoco_warp/issues/88>`__.

**Why do some arrays have different shapes compared to mjModel or mjData?**

By default for batched simulation, many :class:`mjw.Data <mujoco_warp.Data>` fields having a leading batch dimension of
size ``Data.nworld``. Some :class:`mjw.Model <mujoco_warp.Model>` fields having a leading batch dimension with size
``1``, indicating that this
:ref:`field can be overridden with an array of batched parameters for domain randomization <mjwBatch>`.

Additionally, certain fields including ``Model.qM``, ``Data.efc.J``, and ``Data.efc.D`` are padded to enable fast
loading on GPU.

**Why are numerical results from MJWarp and MuJoCo different?**

MJWarp utilizes `float <https://nvidia.github.io/warp/modules/functions.html#warp.float32>`__s in contrast to MuJoCo's
default double representation for :ref:`mjtNum`. Solver settings, including iterations, collision detection, and small
friction values may be sensitive to differences in floating point representation.

If you encounter unexpected results, including NaNs, please open a GitHub issue.

**Why is inertia matrix qM sparsity not consistent with MuJoCo / MJX?**

.. admonition:: ``mjtJacobian`` semantics
   :class: note

   - MuJoCo's inertia matrix is always sparse and :ref:`mjtJacobian` affects constraint Jacobians and related quantities
   - MJWarp's (and MJX's) constraint Jacobian is always dense and :ref:`mjtJacobian` is repurposed to affect the inertia
     matrix that can be represented as dense or sparse

The automatic sparsity threshold utilized by MJWarp for ``AUTO`` is optimized for GPU and set to ``nv > 32``,
unlike MuJoCo and MJX which use ``nv >= 60``. Dense ``DENSE`` and sparse ``SPARSE`` settings are consistent with MuJoCo
and MJX.

This feature is likely to change in the future.

**How to fix simulation runtime warnings?**

Warnings are provided when memory requirements exceed existing allocations during simulation:

- `nconmax`_ / `njmax`_: The maximum number of contacts / constraints has been exceeded. Increase the value of the
  setting by updating the relevant argument to :func:`mjw.make_data <mujoco_warp.make_data>` or
  :func:`mjw.put_data <mujoco_warp.put_data>`.
- ``mjw.Option.ccd_iterations``: The convex collision detection algorithm has exceeded the maximum number of iterations.
  Increase the value of this setting in the XML / :ref:`mjSpec` / :ref:`mjModel`. Importantly, this change must be made
  to the :ref:`mjModel` instance that is provided to :func:`mjw.put_model <mujoco_warp.put_model>` and
  :func:`mjw.make_data <mujoco_warp.make_data>` / :func:`mjw.put_data <mujoco_warp.put_data>`.
- ``mjw.Option.contact_sensor_maxmatch``: The maximum number of contact matches for a
  :ref:`contact sensor<sensor-contact>`'s matching criteria has been exceeded. Increase the value of this MJWarp-only
  setting `m.opt.contact_sensor_maxmatch`. Alternatively, refactor the contact sensor matching criteria, for example if
  the 2 geoms of interest are known, specify ``geom1`` and ``geom2``.
- ``height field collision overflow``: The number of potential contacts generated by a height field exceeds
  :ref:`mjMAXCONPAIR <glNumericEngine>` and some contacts are ignored. To resolve this warning, reduce the height field
  resolution or reduce the size of the geom interacting with the height field.

Compilation
-----------

**How can compilation time be improved?**

Limit the number of unique colliders that require the general convex collision pipeline. These colliders are listed as
``_CONVEX_COLLISION_PAIRS`` in
`collision_convex.py <https://github.com/google-deepmind/mujoco_warp/blob/main/mujoco_warp/_src/collision_convex.py>`__.
Improvements to the compilation time for the pipeline are tracked in this
`GitHub issue <https://github.com/google-deepmind/mujoco_warp/issues/813>`__.

**Why are the physics not working as expected after upgrading MJWarp?**

The Warp cache may be incompatible with the current code and should be cleared as part of the debugging process. This
can be accomplished by deleting the directory ``~/.cache/warp`` or via Python

.. code-block:: python

   import warp as wp
   wp.clear_kernel_cache()

**Is it possible to compile MJWarp ahead of time instead of at runtime?**

Yes. Please see Warp's
`Ahead-of-Time Compilation Workflows <https://nvidia.github.io/warp/codegen.html#ahead-of-time-compilation-workflows>`__
documentation for details.

Differences from MuJoCo
=======================

This section notes differences between MJWarp and MuJoCo.

Warmstart
---------

If warmstarts are not :ref:`disabled <option-flag-warmstart>`, the MJWarp solver warmstart always initializes the
acceleration with ``qacc_warmstart``. In contrast, MuJoCo performs a comparison between ``qacc_smooth`` and
``qacc_warmstart`` to determine which one is utilized for the initialization.

Inertia matrix factorization
----------------------------

When using dense computation, MJWarp's factorization of the inertia matrix ``qLD`` is computed with Warp's ``L'L``
Cholesky factorization
`wp.tile_cholesky <https://nvidia.github.io/warp/language_reference/_generated/warp._src.lang.tile_cholesky.html>`__
and the result is not expected to match MuJoCo's corresponding field because a different reverse-mode ``L'DL`` routine
:ref:`mj_factorM` is utilized.

Options
-------

:class:`mjw.Option <mujoco_warp.Option>` fields correspond to their :ref:`mjOption` counterparts with the following
exceptions:

- :ref:`impratio <option-impratio>` is stored as its inverse square root ``impratio_invsqrt``.
- The constraint solver setting :ref:`tolerance <option-tolerance>` is clamped to a minimum value of ``1e-6``.
- Contact :ref:`override <option-flag-override>` parameters :ref:`o_margin <option-o_margin>`,
  :ref:`o_solref <option-o_solref>`, :ref:`o_solimp <option-o_solimp>`, and :ref:`o_friction <option-o_friction>` are
  not available.

:ref:`disableflags <option-flag>` has the following differences:

- :ref:`mjDSBL_MIDPHASE <mjtDisablebit>` is not available.
- :ref:`mjDSBL_AUTORESET <mjtDisablebit>` is not available.
- :ref:`mjDSBL_NATIVECCD <mjtDisablebit>` changes the default box-box collider from CCD to a primitive collider.

:ref:`enableflags <option-flag>` has the following differences:

- :ref:`mjENBL_OVERRIDE <mjtEnablebit>` is not available.
- :ref:`mjENBL_FWDINV <mjtEnablebit>` is not available.

Additional MJWarp-only options are available:

- ``broadphase``: type of broadphase algorithm (:class:`mjw.BroadphaseType <mujoco_warp.BroadphaseType>`)
- ``broadphase_filter``: type of filtering utilized by broadphase
  (:class:`mjw.BroadphaseFilter <mujoco_warp.BroadphaseFilter>`)
- ``graph_conditional``: use CUDA graph conditional
- ``run_collision_detection``: use collision detection routine
- ``contact_sensor_maxmatch``: maximum number of contacts for contact sensor matching criteria

.. admonition:: Fluid model
  :class: note

  Modifying fluid model parameters: ``density``, ``viscosity``, or ``wind`` may require updating
  ``Model.has_fluid``.

.. admonition:: Graph capture
  :class: note

  A new :ref:`graph capture <mjwGC>` may be necessary after modifying an :class:`mjw.Option <mujoco_warp.Option>` field
  in order for the updated setting to take effect.

SDF plugins
-----------

SDF collisions support plugins. The following example for
`plugin/sdf/bowl.xml <https://github.com/google-deepmind/mujoco/blob/main/model/plugin/sdf/bowl.xml>`__ illustrates how to implement the
SDF plugin implementation in `bowl.cc <https://github.com/google-deepmind/mujoco/blob/main/plugin/sdf/bowl.cc>`__:

.. code-block:: python

  import mujoco_warp as mjw
  import warp as wp

  # distance function
  @wp.func
  def bowl(p: wp.vec3, attr: wp.vec3) -> float:
    """Signed distance function for a bowl shape.

    attr[0] = height
    attr[1] = radius
    attr[2] = thickness
    """
    height = attr[0]
    radius = attr[1]
    thick = attr[2]
    width = wp.sqrt(radius * radius - height * height)

    # q = (norm_xy(p), p.z)
    q0 = wp.sqrt(p[0] * p[0] + p[1] * p[1])
    q1 = p[2]

    # qdiff = q - (width, height)
    qdiff0 = q0 - width
    qdiff1 = q1 - height

    if height * q0 < width * q1:
      dist = wp.sqrt(qdiff0 * qdiff0 + qdiff1 * qdiff1)
    else:
      q_norm = wp.sqrt(q0 * q0 + q1 * q1)
      dist = wp.abs(q_norm - radius)

    return dist - thick


  # gradient of distance function
  @wp.func
  def bowl_sdf_grad(p: wp.vec3, attr: wp.vec3) -> wp.vec3:
    """Gradient of bowl SDF via finite differences."""
    eps = float(1e-6)
    f0 = bowl(p, attr)

    px = wp.vec3(p[0] + eps, p[1], p[2])
    py = wp.vec3(p[0], p[1] + eps, p[2])
    pz = wp.vec3(p[0], p[1], p[2] + eps)

    grad = wp.vec3(
      (bowl(px, attr) - f0) / eps,
      (bowl(py, attr) - f0) / eps,
      (bowl(pz, attr) - f0) / eps,
    )
    return grad


  # register the bowl SDF plugin
  @wp.func
  def user_sdf(p: wp.vec3, attr: wp.vec3, sdf_type: int) -> float:
    return bowl(p, attr)


  @wp.func
  def user_sdf_grad(p: wp.vec3, attr: wp.vec3, sdf_type: int) -> wp.vec3:
    return bowl_sdf_grad(p, attr)


  # override the module-level hooks
  mjw._src.collision_sdf.user_sdf = user_sdf
  mjw._src.collision_sdf.user_sdf_grad = user_sdf_grad

Physics callbacks
-----------------

MuJoCo provides global `physics callbacks <https://mujoco.readthedocs.io/en/latest/APIreference/APIglobals.html#physics-callbacks>`__
that allow users to inject custom logic into the simulation pipeline. MJWarp supports a similar mechanism, but callbacks
are Python functions set per-model on the :class:`mjw.Model <mujoco_warp.Model>` instance via ``Model.callback`` rather than as global
function pointers.

The following callbacks are available:

.. list-table::
   :width: 90%
   :align: left
   :widths: 3 5
   :header-rows: 1

   * - Callback
     - Description
   * - ``control``
     - Custom control laws, writes to ``Data.ctrl``
   * - ``passive``
     - Custom passive forces, writes to ``Data.qfrc_passive``
   * - ``act_dyn``
     - Custom actuator dynamics, writes to ``Data.act_dot``
   * - ``act_gain``
     - Custom actuator gains, writes to ``Data.actuator_force``
   * - ``act_bias``
     - Custom actuator biases, writes to ``Data.actuator_force``
   * - ``sensor``
     - Custom sensors, writes to ``Data.sensordata``; receives an additional ``stage`` argument
   * - ``contactfilter``
     - Custom contact filtering, writes to ``Data.contact``

.. code-block:: python

  import mujoco
  import mujoco_warp as mjw
  import warp as wp

  _MJCF = r"""
  <mujoco>
    <worldbody>
      <body>
        <geom size=".1"/>
        <joint name="hinge"/>
      </body>
    </worldbody>
    <actuator>
      <motor joint="hinge"/>
    </actuator>
  </mujoco>
  """

  @wp.kernel
  def _ctrl_callback(ctrl_out: wp.array2d(dtype=float)):
    worldid = wp.tid()
    ctrl_out[worldid, 0] = 2.0

  def ctrl_callback(m, d):
    wp.launch(_ctrl_callback, dim=(d.nworld,), outputs=[d.ctrl])

  mjm = mujoco.MjModel.from_xml_string(_MJCF)
  m = mjw.put_model(mjm)
  d = mjw.make_data(mjm)

  m.callback.control = ctrl_callback
  mjw.step(m, d)
  assert d.ctrl.numpy()[0, 0] == 2.0

Box-box collisions
------------------

By default, box-box collisions use the general-purpose convex collision pipeline (GJK/EPA). A specialized primitive
collider based on
`engine_collision_box.c <https://github.com/google-deepmind/mujoco/blob/main/src/engine/engine_collision_box.c>`__
is available by setting the ``NATIVECCD`` disable flag:

.. code-block:: python

   m.opt.disableflags |= mjw.DisableBit.NATIVECCD

The specialized collider generates up to 8 contact points, compared to up to 4 for the convex pipeline, and may improve
contact stability for tasks involving box stacking or manipulation.

CCD margin
----------

Non-zero :ref:`geom margin <body-geom-margin>` or :ref:`pair margin <contact-pair-margin>` is not supported with certain
CCD colliders and will raise a ``NotImplementedError`` when calling :func:`mjw.put_model <mujoco_warp.put_model>`:

.. list-table::
   :width: 90%
   :align: left
   :widths: 3 3 4
   :header-rows: 1

   * - Geom pair
     - Scenario
     - Workaround
   * - box-box, box-mesh, mesh-mesh
     - :ref:`MULTICCD <option-flag-multiccd>` enabled (on by default)
     - Set margin to ``0`` or disable ``MULTICCD``
   * - box-box
     - :ref:`NATIVECCD <option-flag-nativeccd>` enabled (on by default)
     - Set margin to ``0`` or disable ``NATIVECCD``

Rendering
---------

The batch renderer included in MJWarp serves a different purpose than MuJoCo's renderer. The MJWarp batch
renderer is a single hit raycaster optimized for high throughput and low fidelity.

It supports:
 * Simple lambertian diffuse shading
 * Basic point lights and directional lights
 * Textures
 * Shadows

It does not support:
 * Advanced lighting effects such as global illumination
 * Physically based material properties