Simulator
The [sim] extra ships a MuJoCo-backed physics simulator, so you can
develop robot programs without a hub on the desk:
$ pipx install 'openbricks[sim]'
$ openbricks sim run examples/full_robot.py --viewer
The sim runs the same script you’d push to the hub — a driver shim
maps the openbricks API onto simulated motors and sensors, so
ST3032Motor, DriveBase, color sensors, and distance sensors behave
like their hardware counterparts.
Commands
$ openbricks sim [robot.assembly.json] [--bricks more.json] [--bin PATH] [--no-download]
Launches the sim, the native desktop application: the
Assembly Workbench with LEGO Technic bricks in exact geometry, your own
STL parts, and the robot as the top component. The first run downloads
the signed build for your platform (about 15 MB) from the release that
matches the installed version into ~/.cache/openbricks/sim; it is
checked against the same project key that signs firmware images before
it runs. OPENBRICKS_SIM_BIN points at a build of your own
(cargo build --release in tools/sim). openbricks sim app is the
explicit form.
$ openbricks sim workbench [robot.assembly.json] [--bricks more.json] [--port N] [--no-browser]
The same workbench as a page in your browser, for a machine without the native build.
$ openbricks sim preview [--world WORLD] [--x X] [--y Y] [--headless] [--duration S] [--seed N]
Loads the named world (an alias or a path to an MJCF file), splices in
the default chassis, and opens the MuJoCo viewer so you can inspect the
scene. --headless steps the physics for --duration seconds without
opening a window — useful as a smoke test.
$ openbricks sim run SCRIPT [--world WORLD] [--chassis FILE] [--x X] [--y Y] [--yaw DEG] [--viewer] [--no-shim] [--seed N]
Loads the world plus the chassis and executes SCRIPT against the
simulated robot. --viewer opens the interactive MuJoCo window;
without it the sim runs headless (CI-friendly). --seed makes
randomized worlds reproducible.
Run openbricks sim --help for the full, always-current option list.
The sim
openbricks sim opens a window with two tabs. Workbench is the
editor described in the next section: the library on the left (your
components, the LEGO Technic set, other bricks, each with a rendered
thumbnail), the 3D view in the
middle, the contents of the component you are editing and the
inspector on the right. Drag in the view to orbit, right-drag to pan,
scroll to zoom, F to fit; drag a brick to move it on the ground
plane in 8 mm steps (shift lifts it). The selection carries handles:
three arrows (Move, W) to slide it along one world axis in grid
steps, or three rings (Rotate, E) to turn it about one axis in
15° steps — hold shift for free movement or rotation; several
selected items move and turn together about the first one’s origin.
R turns the selection 90°, S snaps it into the nearest hole,
arrows nudge, Delete removes, ⌘Z undoes. ⌘C copies the selection
and ⌘V pastes it: back into the same component two modules over,
into another component as it was, or into another window (the
clipboard carries every part and component definition it needs).
⌘L locks the selection so nothing moves, turns or removes it until
⌘⇧L unlocks it; locked bricks draw faded and show 🔒 in the
contents list. Import STL… in the library brings in a part from a
mesh file: choose the file’s units, where its origin goes (as in the
file, the bounding-box centre or the bottom centre), and a weighed
mass or a density; the part gets its exact volume, centre of mass and
inertia from the closed mesh (an open mesh gets a box’s inertia and
needs a mass), plus any 4.8 mm pin holes found on it, and lands in
the library and the view.
Double-click a component to edit its definition in place; every use
follows. Open and save robot.assembly.json from the toolbar.
Simulate runs your program on a map with the chassis you
assembled. Pick the map (a shipped world, or one you saved from the
Map tab) and it appears in the view at once, as does the chassis (a
robot.assembly.json, or the build open in the Workbench tab once it
is saved) when you choose it; pick the program (main.py), then Run.
The view is a plan: the whole map seen straight from above, north up,
with no perspective, fitted edge to edge and never panned or zoomed
(the Workbench keeps its own 3D camera). Pause, Resume and Stop do
what they say; the speed slider runs the physics slower or faster
than wall time;
the program’s prints and errors appear in the log panel below the
view, and while the map is not there yet the view says what the run
server is doing. The loaded chassis stands on the map at true scale:
drag it to put it where a run should start — a 70 % transparent copy
follows the pointer with its axle centre under it, and letting go
places the robot there (shift turns it) — or type the pose in the
Route panel. That panel plans a route as actions placed on the
map. Click a tool — → Straight, ⌒ Curve, ↻ Turn,
■ Stop or ƒ Custom — then click the map: a straight takes
its start and its end (the start snaps to where the previous action
ends, or to the chassis, so paths chain); a curve takes its start,
its end, and a point to face at the end — it enters the way the robot
arrives at its start and is one arc when the end pose allows it, else
two arcs meeting smoothly, which the program drives as one continuous
move; a turn takes where it turns and a point to face; a stop or a
custom call takes one point. Every click leaves a marker; after the first click the line (or
the arc, or the turn’s arrow) follows the pointer — after a curve’s
second click, its end swings to face the pointer — with its length,
radius and angle, or heading written beside it, and once placed each
action keeps that label next to its path, and an arrowhead at the end
of every path shows the way the robot faces there (a turn’s arrow
shows its own). Paths are drawn three pixels wide at any zoom, over
everything on the map (markers sit between the map and the paths), in
the kind’s colour — blue straights, green curves, orange turns, stops
and calls — or a colour of your own, picked in the popup or the panel
(“default” goes back to the kind’s). A popup then asks for the parameters: the speed (the drive
base’s default, shown in mm/s for your wheels), continuous for a
move that flows into the next one without slowing (then=Stop.NONE)
or otherwise the end state (coast, brake, hold) — a curve asks for
nothing more: the popup shows the headings it enters and ends with
and the radius of each arc, all set by the clicks — a
turn’s heading and rate, a
stop’s wait, a custom action’s call (the picker lists what the
Definitions box defines, such as def line_follow(): …) and
whether it moves the robot, in which case one more click says where it
ends. Where an action does not start where the previous one ends, a
dashed line shows the drive the program inserts to get there. Every
action is an object on the map: click its path to select it and edit
its parameters in the panel, drag its handles (a straight’s ends; a
curve’s start, which carries its end along, its end, and the arrow at
its end for the heading it ends facing; a turn’s heading arrow) or
the path itself to move it, ⌘C / ⌘V to copy and paste it (the copy
lands a little to the side), ⌘L / ⌘⇧L to lock and unlock it (a locked
action shows 🔒 and cannot be moved, edited or deleted), Delete to
remove it, ⌘Z to undo, Esc to cancel a placement. The numbers on the
map are the order the program runs them in; rows drag by their ≡
grip (or ↑ ↓) to reorder.
Markers are named points you add to a map — a corner of the mat, a
mission object, a line junction: click ◉ Marker, click the map,
name it in the popup. They show as flags with their names, drag to
move, rename or remove in the panel, and route clicks snap to them,
so a path can start or end exactly on a marker. They are kept with
the map on your machine (under ~/.local/share/openbricks/markers/,
or $OPENBRICKS_DATA_DIR), not in the route file, and come back
whenever that map loads.
Routes save and load as *.route.json (the map, the start pose, the
actions and the definitions); ▶ Run route writes the route as a
hub-style program (ST3032Motor wheels and a DriveBase sized from
the chassis; edit the motor lines for other wiring) and runs it, and
“show the program” prints it. Under the hood the sim starts the
MuJoCo runtime as a child process — the same runtime, driver shim and
C cores
openbricks sim run uses — and draws the run from the poses it
streams, with every brick of the chassis in its exact geometry and
the map’s mesh props (the WRO senior mosaic frame) as MuJoCo has
them. The
chassis is built from the assembly: the wheel, caster and sensor
roles place the physics skeleton, the brick-by-brick mass properties
become the body’s inertia, and each brick rides along as a visual
geom.
The map editor
Map edits the map itself: the props on it — the LEGO-built
objects a mission puts on the mat, each a <lego_prop> in the world’s
MJCF — moved, turned, duplicated, added and removed, and the result
saved as a map of your own. The view is the same fitted plan as the
Simulate tab’s. Drag a prop to move it (its outline lights under the
pointer, the selected one carries its name), shift-drag to turn it;
click one, or its row in the panel, to select it; ⌘D or
Duplicate puts another like it a little to the side, Del or
Remove takes it away, Add… lists the kinds of prop the map has
and puts one of that kind at the map’s origin. Every move is sent to
the run server, which moves the live body at once and rewrites the
prop’s placeholder in the world text it holds, so the physics, the
picture and the text agree; adding or removing a prop rebuilds the
world with the chassis where it stands. Nothing moves while a program
runs.
Save as a new map writes the world text as it stands — every prop
where it is, the ones added included, with the map’s artwork and the
props’ models — to worlds/<name>/ under the data directory
($OPENBRICKS_DATA_DIR, else $XDG_DATA_HOME/openbricks, else
~/.local/share/openbricks, the same place the markers live). The
run server lists your maps beside the shipped ones (marked “yours”),
the tab switches to the new map, and its markers come along; saving
again under the same name replaces it, and a shipped map’s name is
refused so it is never shadowed. Routes remember the map they were
planned on by that name.
The Assembly Workbench
The sim and openbricks sim workbench (the same editor as a page in
the browser) read and write one file. The editor is a 3D view of the
robot as a tree of components:
Bricks are recorded once, with their geometry, mass and provenance (
measured,datasheet,vendororplaceholder). The library that ships in the wheel holds a curated set of popular LEGO Technic parts converted from the LDraw parts library (CC BY 2.0 / 4.0): beams in every common length, bent and L beams, frames, Technic bricks and plates, pins, axles, bushes, connectors, gears, a few rims and tyres, and fairing panels, with BrickLink catalogue weights where known. Servos, boards and wheels are recorded as boxes, cylinders and spheres, and any part you have as a mesh comes in through Import a part from an STL file (binary or ASCII; mm, cm, inch or m; a weighed mass or a density such as PLA 1.24 g/cm³).Components are lists of bricks and other components, each placed by a position and a roll / pitch / yaw. Drag bricks from the library into the view, move and rotate them with the gizmos, select what you built and Group it: the new component joins the library and can be dropped anywhere, as many times as you like. Double-click an instance to edit its definition in place; every use follows.
Connections. Pins, axles and studs are real features of the LDraw parts, and 4.8 mm bores are recognised as pin holes on every mesh, imported STL files included. Let go of a part near a hole and it snaps: the pin axis aligns to the hole, a pin half centres in its module, an axle keeps its position along the hole. The inspector lists what each part is mated to.
Mass properties are never typed in above the brick level. Volume, centre of mass and the inertia tensor of every LDraw and STL part come from its closed mesh, so a recorded weight becomes a full inertia tensor; components and the robot roll their children up with the parallel-axis theorem. Weight divided by exact volume is shown as a density on every part, which catches a wrong weight or a wrong part at a glance (ABS is about 1.05 g/cm³).
Roles name the parts the simulator binds: the two drive wheels, the caster, the reflectance arrays, the colour sensor, the range sensor and the IMU. From them the page derives the flat
ChassisSpecfields (what the simulator receives) with the axle midpoint as the origin, so a build can be run today withopenbricks sim run --chassis.
The file the editor reads and writes, robot.assembly.json, stores
recorded facts only: bricks, poses, roles, spawn pose. Everything
computed is recomputed on load. Open one with openbricks sim robot.assembly.json (or openbricks sim workbench robot.assembly.json in the browser, which also keeps your last draft
between visits).
The brick library
$ openbricks bricks fetch [--dest DIR] [--force]
$ openbricks bricks convert NUMBER [NUMBER ...] [--out FILE] [--weights FILE] [--ldraw DIR]
$ openbricks sim workbench --bricks FILE
The wheel ships the curated Technic set; the whole LDraw library
(every LEGO part ever catalogued, 145 MB to download, about 600 MB
unpacked) is one command away. bricks fetch unpacks it into
~/.cache/openbricks/ldraw (or $OPENBRICKS_LDRAW_DIR), and bricks convert turns any part numbers — the LEGO design ids printed on the
parts, 3648 for the 24-tooth gear — into a bundle file that
openbricks sim --bricks (and openbricks sim workbench --bricks)
adds to the library. Converted
parts without a weight carry a volume estimate at 1.05 g/cm³ and are
flagged until you weigh them; pass --weights with a JSON of
{"3648": {"g": 1.62}} to record real ones.
LEGO® and Technic are trademarks of the LEGO Group, which does not sponsor or endorse openbricks. The geometry is the LDraw community’s work; the bundle carries its attribution.
Describing your robot
The default chassis is a 60 mm-wheel, 150 mm-axle box with every
down-facing sensor 60 mm ahead of the axle. A real robot differs, and
those differences decide whether a mission script’s numbers work:
--chassis FILE loads a JSON object of ChassisSpec fields (metres,
kilograms, degrees) that describe the robot the script was written
for. Fields not given keep the defaults.
{
"wheel_radius": 0.0432, "axle_length": 0.135,
"body_length": 0.16, "body_width": 0.12,
"line_sensor_x": 0.06,
"line_sensor_2_x": -0.03, "line_sensor_2_y": 0.0,
"color_sensor_x": 0.06, "color_sensor_y": 0.184,
"pos_x": -0.547, "pos_y": -0.15, "yaw_deg": 90
}
wheel_radius/axle_lengthsize the chassis at load time. TheDriveBase(wheel_diameter_mm=…, axle_track_mm=…)in the script resizes it again at adoption, so the script’s geometry always wins — set them here so apreviewshows the same robot.line_sensor_xplaces the first reflectance-array site (chassis_line) ahead of the axle;line_sensor_2_x/_yplace the second (chassis_line2, default 30 mm behind the axle on the centre line, the same height). Reflectance arrays bind these sites in construction order within one run: the firstQTRArray/QTRLineSensor/QTRChannelthe script constructs readschassis_line, the second readschassis_line2, and a third raisesRuntimeError(two sites is the chassis’s limit). The counter resets when the shim is installed for a run, so everysim runstarts with both sites free.color_sensor_x/_y/_zplace the centre colour camera (chassis_cam_down, the no-muxTCS34725) in the chassis frame (the floor is at-(wheel_radius + 0.005));color_sensor_yaw/_pitchaim it (default straight down; a sensor on the robot’s left flank reading bricks beside the line isyaw 90, pitch 0at brick height);color_sensor_fovis the cone it integrates (degrees, 0 = one ray) andcolor_sensor_rangehow far it sees. The left/right down pair rides 18 mm either side of (color_sensor_x,color_sensor_y).pos_x/pos_y/yaw_degare the spawn pose;--x/--y/--yawon the command line override them one at a time.yaw_degis counter-clockwise from +X seen from above (0 = facing +X).
What the shim simulates
Firmware class |
Sim binding |
|---|---|
|
The first two servo ids become the chassis wheels, the third and fourth kinematic task shafts (a gripper motor that turns but pushes nothing). A |
|
The firmware engine over an emulated |
|
Ground-truth chassis heading; the ICM’s bias estimator reports calibrated at once. |
|
The firmware driver class over a synthesised raw read: the centre camera (no mux) or the left/right pair (mux channels 1 / 0) casts along its own axis — optionally a cone, with a range — and the first geom hit (a mat texel, a LEGO brick’s material) gives the reflectance; |
|
The firmware driver over a reflectance model: one element per array position ( |
Distance sensors |
A forward ray from the |
Nothing above has a load: task motors don’t grip, and a prop is only pushed when the chassis body drives into it.
Notes
The sim needs the
[sim]extra (mujoco,numpy). Without it,openbricks sim …prints an install hint instead of crashing.The wheel carries the firmware package (
openbricks.drivers.*,openbricks.parameters, …) since 3.6.0, so a plainpipx install 'openbricks[sim]'runs hub-style scripts; earlier releases needed a repo checkout for that.Firmware-only users never need the simulator — it’s strictly host-side tooling.