This repository contains several computer graphics assignments plus a MuJoCo-based final project scene editor.
| Path | Purpose | Main entry |
|---|---|---|
Render a 3D Mesh/ |
Mesh rendering assignment, Visual Studio style project. | Render a 3D Mesh/README.md |
Texture a mesh/ |
OpenGL/CMake textured mesh viewer. | Texture a mesh/src/main.cpp |
Textured Campus Scene Animation/ |
OpenGL/CMake textured campus animation. | Textured Campus Scene Animation/src/main.cpp |
Final Project/ |
Standalone copy of the MuJoCo final project editor and assets. | Final Project/src/editor.py |
MujoCo/Final Project/ |
Active MuJoCo final project editor workspace. Prefer this copy for improvements. | MujoCo/Final Project/src/editor.py |
MujoCo/sample/, MujoCo/simulate/, MujoCo/model/ |
MuJoCo distribution samples, simulator source, and example models. Treat as vendor/reference material. | MuJoCo-provided files |
docs/ |
Repository-level notes and AI-readable project context. | docs/PROJECT_MAP.md |
For final project work, start with:
cd "MujoCo/Final Project"
mjpython src/editor.py --base assets/venice/venice_exploded.xml --list-bodiesThe command above assumes the local demo asset bundle is available under MujoCo/Final Project/assets/. That working copy contains large third-party OBJ and texture files and is intentionally excluded from Git. A fresh clone can still run the editor tests and the asset-free smoke scene:
cd "MujoCo/Final Project"
PYTHONPYCACHEPREFIX=/private/tmp/codex_pycache python3 -m unittest discover -s tests -v
python3 src/editor.py --base scenes/basic.xml --out outputs/basic_smoke.xml --no-view --skip-mujoco-validationThe final project editor reads MJCF/XML scenes and can import OBJ meshes, move/rotate scene bodies, explode a body into separately editable bodies, and replace meshes in an exploded scene.
- Large generated outputs, CMake build directories, logs, Python caches, archives, and macOS metadata should stay out of version control.
- The complete
MujoCo/Final Project/assets/working copy and MuJoCo distribution/reference directories are local-only; do not commit partial asset sets. - Do not move asset folders unless the related XML mesh/texture paths are updated at the same time.
- The project contains directories with spaces in their names; quote paths in shell commands.