Rayrai TCP Viewer

The source-built rayrai_tcp_viewer target is the recommended visualizer for RaisimServer simulations. The release package provides the rayrai library, while this repository owns and builds the viewer application from its checked-in sources. The viewer connects to a running server over TCP, renders the world with the full rayrai pipeline (PBR + IBL + post-process), and lets you interactively pause, step, force-poke, and reposition objects without touching the simulation code.

This page covers the viewer application — its panels, controls, command-line options — plus the underlying wire format for writing custom clients. For applications that embed the renderer directly with raisin::RayraiWindow, this binary is not used; see rayrai Visualizer for the in-process path. For the server-side API the viewer talks to, see Raisim Server.

The viewer executable is not installed into either binary package. Its maintained sources live under examples/src/rayrai/tools and it is built by the examples CMake project. Running linux_install.sh, mac_install.sh, or win_install.ps1 refreshes those sources from the matching release; build the rayrai_tcp_viewer target again afterward.

TCP viewer connection, scene update, sensor, and control data flow

One TCP connection carries scene updates, interactive control requests, and RGB/depth sensor requests. UDP beacons are only used to discover compatible servers; a direct host and port always works without discovery.

rayrai TCP viewer connected to primitive_grid

The viewer connected to the primitive_grid example. The same rayrai PBR pipeline is used as the in-process RayraiWindow: procedural sky, directional shadows, and the reflective checker ground used by the Balanced, High, and Ultra presets.

Quick start

  1. Start any RaisimServer example. The server listens on 127.0.0.1:8080 by default.

  2. Launch the viewer:

    ./build-examples/examples/rayrai_tcp_viewer
    
  3. On first launch the viewer connects to 127.0.0.1:8080. Later launches reconnect each pane to the endpoint it last used (see Persistence) unless --host, --port or --connect host:port names one. To change the endpoint, type into the host / port fields in the Connection tab’s endpoint popup.

To run a RaiSim world file without writing a server program, drop the world XML onto the viewer or pass --simulate world.xml; see Local world simulation.

Run ./build-examples/examples/rayrai_tcp_viewer --help for the full option list. On Windows use .\build-examples\bin\rayrai_tcp_viewer.exe; the same TCP client and discovery paths are supported on Windows, Linux, and macOS.

Desktop launcher (Linux)

scripts/install_rayrai_viewer_launcher.sh registers the viewer as a regular desktop application, so it can be started from the Activities overview or pinned to the GNOME / Ubuntu dock instead of a terminal:

scripts/install_rayrai_viewer_launcher.sh              # install and pin
scripts/install_rayrai_viewer_launcher.sh --no-pin     # install only
scripts/install_rayrai_viewer_launcher.sh --uninstall  # remove everything

It writes three things, all under the invoking user’s ~/.local — no root and no system-wide state — and re-running it is idempotent:

Path

Purpose

~/.local/bin/rayrai-tcp-viewer

Wrapper that sources raisim_env.sh before exec’ing the viewer. The dock launches applications with a bare environment, so without it raisim/lib and rayrai/lib are missing from LD_LIBRARY_PATH and the viewer exits immediately.

~/.local/share/applications/rayrai-tcp-viewer.desktop

The desktop entry. Its StartupWMClass matches the WM_CLASS the wrapper sets, so a running viewer groups under the pinned icon rather than appearing as a second dock entry.

~/.local/share/icons/hicolor/<size>/apps/rayrai-tcp-viewer.png

The RaiSim logo, centred on a rounded light-grey plate and written at each icon size. Icon themes match a PNG to the directory it is stored in, so the icon is rendered at exact sizes rather than copied as-is. The plate is what makes the icon read as an application icon: the logo’s lower third is a transparent wordmark, so drawing it directly on the canvas leaves the coloured mark sitting high with hard edges, and the dark wordmark disappears against a dark dock. Without ImageMagick the script falls back to an absolute Icon= path pointing at the raw logo.

Useful options:

Option

Effect

--viewer PATH

Executable to launch. Defaults to <repo>/build-examples/examples/rayrai_tcp_viewer.

--repo PATH

Repository root, used to find raisim_env.sh and the logo.

--config CFG

Skip unless CFG is Release. Used by the CMake hook below.

--icon-shape SHAPE

Plate shape behind the logo: rounded (default), circle or square.

--icon-background COLOR

Plate fill, as any colour ImageMagick accepts. Defaults to #dedede; pure white reads as a hard slab in the dock and gives the logo’s own white ribbon nothing to separate from.

--pin / --no-pin

Add the launcher to the dock favourites (the default), or install it without touching them.

--quiet

Only report failures.

--uninstall

Remove the wrapper, desktop entry, icons and dock entry.

The desktop entry also sets Path= to the directory holding the executable, and the wrapper steps out of any directory that contains a .raisim directory. Both work around the same startup crash: the activation key is read from the relative path .raisim rather than $HOME/.raisim, so starting the viewer with $HOME as the working directory — which is what a dock launch inherits — reads a directory as a file and aborts before the window appears.

The launcher points at the build-tree executable, so re-run the script if the repository moves or the build directory is deleted.

Installing it from the build

Configuring the examples with RAISIM_EXAMPLE_DESKTOP_LAUNCHER adds a post-build step that runs the script after every Release build of the rayrai_tcp_viewer target, keeping the launcher pointed at the current executable:

cmake -S . -B build-examples -DCMAKE_BUILD_TYPE=Release \
  -DRAISIM_EXAMPLE_DESKTOP_LAUNCHER=ON

The option is cached, so it stays enabled for that build tree until it is set back to OFF. It defaults to OFF: a build should not rearrange the dock of everyone who compiles the examples. The post-build step never fails a build — it exits quietly on non-Linux hosts, on non-Release configurations, and on machines with no graphical session, which keeps continuous integration unaffected.

Server discovery

While running, RaisimServer sends a UDP discovery beacon once per second to port 59312. With the default loopback bind, the beacon is sent to 127.0.0.1. After server.setBindLoopbackOnly(false), the beacon is broadcast on the local network.

The viewer listens on the same UDP port and removes stale entries after roughly eight seconds without another beacon. One listener serves every pane. Beacons whose protocol version equals the viewer’s own (kProtocolVersion) are compatible; the others are hidden, and the endpoint popup says which version it is showing. Compatible beacons appear in the server table a pane shows while it has no session, and in the Connection tab endpoint dropdown while it has one; both re-list at least every two seconds, so there is no rescan button. Discovery only fills those lists; direct --connect host:port and manually typed endpoints still work when UDP broadcast is blocked.

The beacon carries the server’s exe name, hostname, bind mode and whether its single client seat is taken, which is what fills the table’s Name, Computer and Availability columns.

For cross-machine connections on Windows, allow both the TCP server port (default 8080) and UDP discovery port 59312 through the firewall.

Local world simulation

Drop a RaiSim world XML (root element <raisim>) onto a pane, or start the viewer with --simulate world.xml, and the viewer runs that world itself:

  • Child process. The world is loaded and stepped in a child process, the same executable started in an internal worker mode. A long model import does not block the UI, and a world that fails does not take the viewer down.

  • Connection. The child serves the world with a RaisimServer bound to 127.0.0.1 only, on port 20000 + (process id mod 20000) or the next free port, and the pane connects to it automatically. From then on the pane behaves like any other connection: simulation control, sensors, recording.

  • Timing.

    • The world stays at its initial state until the viewer first connects.

    • It then steps in real time at the XML’s own time step.

    • If it falls more than 100 ms behind, it drops the backlog instead of fast-forwarding.

  • Mesh paths. Meshes resolve from the XML’s folder and its assets subfolder, in addition to the resource directories.

  • Stopping.

    • The Connection tab shows Local world: <file> next to a Stop simulation button.

    • Stopping, disconnecting, dropping another file, closing the pane or quitting the viewer ends the child: SIGTERM, then SIGKILL after 200 ms.

    • The child also exits on its own when the viewer’s end of their pipe closes, so it does not outlive a crashed viewer. On Windows a job object does the same.

  • Activation key. --activation-key is passed on to the child.

  • Failures. If the world does not load, the status line reads Simulation stopped: followed by RaiSim’s error and the end of the child’s log. Startup gives up after five minutes. The log and the endpoint file live in a temporary rayrai-simulation-* folder that is removed when the simulation stops.

Dropping another world replaces the running one. Dropping a URDF (<robot>) or MJCF (<mujoco>) file opens the model inspector instead (see Articulated-system inspector mode). That also stops a local world. While the pane is connected to an external server, disconnect first.

Command-line options

Option

Effect

--host HOST / --port PORT

Set the endpoint fields independently. Defaults are 127.0.0.1 and 8080.

--connect HOST:PORT

Set the endpoint; IPv6 addresses use [addr]:port. An endpoint named on the command line replaces the saved endpoint of the first pane only.

--auto-connect / --no-auto-connect

Whether to dial the server on launch. This also governs panes restored from the saved layout. Also controlled by env var RAYRAI_TCP_VIEWER_AUTO_CONNECT.

--simulate FILE

Run a RaiSim world XML in a simulation process owned by the viewer and connect to it (see Local world simulation). The viewer exits with code 1 if the file is not a world or the simulation stops before the first connection.

--activation-key FILE

RaiSim activation key for the viewer and any local simulation it starts.

--no-save-settings

Do not write settings.yaml during this session: layout and preferences stay temporary.

--inspect FILE

Open a URDF or MJCF file in the articulated-system inspector at launch (see Articulated-system inspector mode). Disables auto-connect.

--no-pre-warm

Skip the targeted shader prewarm pass. Startup is shorter, but the first content frame may pay shader compile cost.

--warm-at-startup

Also run the heavier renderer content-frame warmup at startup. This is intended for demos or drag/drop inspection where the first loaded model should appear immediately.

--resource-dir PATH

Add a mesh/resource search directory. Repeat the option for multiple directories.

--window-size WxH / --fullscreen

Set the initial window dimensions (WxH or W,H, from 320x240 to 16384x16384) or start fullscreen desktop.

--minimize-panels

Start with both side panels collapsed (full-screen scene). Also via RAYRAI_TCP_VIEWER_MINIMIZE_PANELS.

--keep-overlay-open

Disable auto-collapse of the left overlay. Useful for documentation screenshots and recorded demos.

--auto-frame

Automatically frame the scene after the first state update.

--camera-lookat px,py,pz,tx,ty,tz

Set an explicit camera position and target.

--camera-offset x,y,z

Set the follow-camera offset from its target.

--force-camera-lookat

Reapply --camera-lookat every frame instead of only at startup.

--screenshot PATH

Save the rendered scene texture to PATH after the first valid scene frame, then exit. The PNG excludes ImGui panels and window decorations.

--screenshot-dir PATH

Initial Output folder of the Record tab: screenshots (F12), PNG sequences, videos, session logs, signal CSV exports and recordings requested by the server. Defaults to the working directory.

--record-session PATH.rrtcs

Record the raw TCP stream to a session file for later replay.

--update-rate HZ

Target TCP scene-update request rate, 15-120 Hz (default 60 Hz). Values outside that range are rejected and the viewer exits with code 2.

--replay-session PATH.rrtcs

Replay a recorded session instead of opening a TCP connection.

--replay-speed N

Playback rate multiplier (1.0 = real time), greater than 0 and at most 100.

--replay-loop

Loop the recorded session when replay reaches the end.

--export-scene PATH.json

Write the parsed scene graph as JSON once the first scene with objects arrives. The viewer keeps running; combine with --exit-after for batch use.

--trajectory-csv PATH

Log object poses to CSV while updates arrive.

--server-list PATH

Load additional host:port endpoints from a text file.

--wait-for-server SECONDS

In batch runs, exit if the initial connection does not succeed within this wall-clock limit.

--exit-after SECONDS

Exit after the given wall-clock duration.

--help / -h

Print the authoritative option list for this build.

Environment variables

Variable

Effect

RAYRAI_TCP_VIEWER_AUTO_CONNECT

Boolean; 0, false, off or no turn auto-connect off.

RAYRAI_TCP_VIEWER_MINIMIZE_PANELS

Same as --minimize-panels. Only its presence is checked, so any value, including 0, enables it.

RAYRAI_TCP_VIEWER_AUTO_FRAME

Same as --auto-frame (presence only).

RAYRAI_TCP_VIEWER_FORCE_CAMERA_LOOKAT

Same as --force-camera-lookat (presence only).

RAYRAI_TCP_VIEWER_CAMERA_LOOKAT

px,py,pz,tx,ty,tz, as --camera-lookat.

RAYRAI_TCP_VIEWER_CAMERA_OFFSET_FROM_TARGET

x,y,z, as --camera-offset.

RAYRAI_TCP_VIEWER_FONT

Path to a TrueType font for the UI.

RAYRAI_TCP_VIEWER_FONT_DENSITY

Font rasterization density, 1.0-3.0 (default 1.75).

RAYRAI_TCP_VIEWER_SHOW_COM_MARKERS

Boolean; start with Show COM Markers on.

RAYRAI_TCP_VIEWER_LOG_EXIT_FPS

Boolean; print the average frame rate on exit.

RAYRAI_FFMPEG

Path to the ffmpeg executable used for video recording.

Split panes

The viewer window can be divided into independent panes, the way terminator divides a terminal. Each pane is a complete viewer session — its own renderer, camera, TCP connection and control panels — so one window can watch several simulations at once, or the same simulation from several angles.

the viewer split into two panes, one attached to a server and one idle

A vertical split. The left pane is attached to example_anymal_contacts and shows the usual tabbed overlay; the right pane has no session yet, so it shows only the connect prompt. The blue outline marks the focused pane. The server row is amber and reads in use because the left pane is holding that server’s single client seat.

Right-click a pane’s 3D view to open the pane menu:

Action

Shortcut

Result

Split Horizontally

Ctrl+Shift+O

Horizontal divider; the new pane goes below

Split Vertically

Ctrl+Shift+E

Vertical divider; the new pane goes to the right

Close Pane

Ctrl+Shift+W

Closes that pane’s connection and gives its space to the neighbour

The menu header names the pane by its endpoint and status, so two panes are easy to tell apart. Right-clicking over a panel opens that panel’s own behaviour instead — the pane menu only appears over the rendered image. The last remaining pane cannot be closed.

Drag a divider to change the split. A divider can be dragged to 5 % of its region but no further, so a pane never collapses to a width you cannot grab back. The grab band is wider than the 2 px line it draws.

Per pane and shared

Per pane

Shared by every pane

Host and port, auto-connect, the connection itself

Render quality, lighting, sky and weather, background, post-processing

Camera, selection, object list

UI scale

Measuring, force, wire-drag and pose tools

The recent-connection list and saved endpoints

Articulated-system inspector

Resource search directories

Screenshots, video, session record and replay

Server discovery (one UDP listener serves all panes)

Render settings are edited from whichever pane’s panel is in front and take effect everywhere on the next frame, including in a pane created afterwards.

A new pane starts disconnected with auto-connect off, on the camera of the pane it was split from. Splitting never opens a second connection to the server you were already watching; pick that pane’s server from its own connect prompt.

Focus

Clicking or scrolling in a pane focuses it. The focused pane is outlined, and it is the one that keyboard shortcuts (F, C, R, M, G, F12, Esc) and a dropped file act on. Camera drags and picking always follow the pointer, so a pane can be orbited without focusing it first.

Resolution and cost

A pane renders into its own texture at its own size, so a four-way split renders four quarter-sized frames rather than four full-sized ones. Mesh data is shared process-wide: two panes showing the same robot upload its geometry to the GPU once. Each pane does keep its own render targets and shadow maps, which is the main per-pane memory cost, and each runs its own TCP session at the configured update rate.

Panels are sized for a full window, so a pane much narrower than about 900 points is tight for both of them at once. The object inspector gives way to the left overlay rather than overlapping it, and disappears when even its minimised width no longer fits. It comes back when the left overlay collapses, 3.5 s after the pointer leaves it.

Persistence

The split arrangement, the divider positions and each pane’s last endpoint are written to the settings file (see Settings file) as pane_layout and pane_endpoint keys, and restored on the next launch:

pane_layout: V0.5000(L1,H0.5000(L2,L3))
pane_endpoint: 1 127.0.0.1:8080
pane_endpoint: 2 10.0.0.7:8080
pane_endpoint: 3 10.0.0.9:8080

pane_layout is a binary tree: L<id> is a pane, V/H is a vertical or horizontal split with its ratio and two children. --no-save-settings keeps the layout, like every other preference, temporary for that session. A settings file written before split panes existed has no layout in it and opens a single pane; an unreadable layout is reported on stderr and ignored.

Each restored pane reconnects to its saved endpoint on its own, retrying until the server appears. --no-auto-connect or RAYRAI_TCP_VIEWER_AUTO_CONNECT=0 turns that off. Command-line options that name a session — --connect, --simulate, --screenshot, --replay-session, --record-session, --trajectory-csv, --inspect — apply to the first pane only; an endpoint given on the command line replaces only the first pane’s saved endpoint. A pane created by splitting starts idle.

Settings file

Preferences are stored in $HOME/.rayrai/settings.yaml. When HOME is not set, which is common in a Windows console, the file is .rayrai/settings.yaml in the working directory. The file has one key: value per line, # starts a comment, and recent_connection, pane_endpoint and resource_dir may repeat. Values are clamped to their valid ranges when read. The viewer writes the file 750 ms after a change and at exit; --no-save-settings disables every write.

Every key is shared by all panes except pane_endpoint. The keys cover render quality and lighting (render_quality, light_strength, light_yaw_deg, …), camera (camera_speed, camera_fov_deg, camera_near, camera_far), shadows (shadow_*, shadowed_light_budget, …), post-processing (color_mode, bloom_*, screen_space_ao_*, depth_of_field_*, …), PBR (high_fidelity_pbr, pbr_exposure, …), sky and weather (sky_*), ground (reflective_ground*), the UI (ui_scale, show_collapsed_logo), tcp_update_rate_hz, and the lists above. color_mode accepts fast_linear, aces_approx, unreal_preview, filmic_approx and agx_approx (or 0-4).

While render_quality_user_set is false — until you change a render setting yourself — the viewer picks a render preset from the GPU at every launch and logs INFO: Auto render quality selected …. Software rasterizers get Fast; other GPUs are scored by name, maximum texture size, MSAA samples and texture units. Reset Rendering Settings on the Render tab returns to that automatic choice.

The following are not saved: the Record tab’s output folder and video settings, camera bookmarks, debug toggles, contact marker sizes, the Objects tab filter and sort, the spawn form, signal channel choices, force and wire settings, and the window size.

UI layout

rayrai TCP viewer with the Connection tab expanded

The viewer’s left overlay opened on the Connection tab while attached to dynamic_heightmap. The right side of the window is the rayrai-rendered scene; the overlay floats above it with translucent background so the scene stays visible. The overlay auto-collapses to a small icon after 3.5 s without hover — pass --keep-overlay-open to disable that behaviour for screenshots or demos.

Every pane carries its own copy of this overlay, positioned inside that pane (see Split panes). With a single pane — the default — the overlay fills the window as shown above.

The viewer overlay has two compact panels:

  • Left panel — seven icon tabs, each named by its tooltip: Connection, Options, Record, Render, Objects, Diagnostics and Help. This is where every TCP-client setting lives.

  • Right panel — Selected object inspector. Appears when you click an object in the scene or in the Objects tab. Shows the object’s streamed properties, live signal plots, joint angles for articulated systems, and its sensors (see Right-side inspector). Editing controls live in the Objects tab’s selected-control section.

The left panel opens when the pointer is over it and collapses to the logo after 3.5 s without hover or interaction; --keep-overlay-open disables that. The inspector has a - / + button that folds it to a narrow strip. Pass --minimize-panels to start with both panels minimized.

Connection tab — widget reference

detail of the Connection tab

Detail crop of the Connection tab. Widget walkthrough below mirrors the layout top-to-bottom.

Connection row.

  • Endpoint dropdown — enter host and port in the popup, save the endpoint, or pick a recent one. While a session is live the popup also lists compatible RaisimServer beacons with host, executable, bind mode and connection status; beacons with any other protocol version are hidden and the popup says which version it shows. In a pane with no session the beacons are in the server table instead, so the popup does not repeat them — see Connect prompt — a pane with no session. Saved endpoints persist in the settings file.

  • Connect / Disconnect button — toggles the TCP socket. Greyed out while the articulated-system inspector is open.

  • Auto-connect checkbox — when on, the viewer dials the server on launch and re-dials after a clean disconnect. Off means manual connect only, which is the right default for offline scene inspection.

Local world. While the pane runs a world file (see Local world simulation), a Local world: <file> line and a Stop simulation button appear here.

Status block (read-only). Status: <text>, green while the TCP connection is up and red otherwise, followed by:

  • World <t> s — the server-side world.getWorldTime() snapshot from the most recent frame.

  • Heightmap colors: server color map — confirms heightmap streaming is using the server-side colour table rather than a viewer override.

  • FPS X | updates Y Hz — renderer FPS and incoming TCP update rate respectively. If FPS drops while updates stay high, the renderer is the bottleneck (lower the quality preset on the Render tab). If updates drop while FPS is fine, the server or network is the bottleneck.

  • Objects N | visuals N | instanced N | point clouds N — current scene counts as parsed from the latest frame. instanced includes ordinary streamed instanced visuals plus synthesized TCP mesh batches for repeated articulated meshes.

  • Assets unresolved N | sensor requests N | session live|recording|replay — unresolved is the number of mesh paths that could not be found; fix by passing --resource-dir PATH (or Resource directories below). The session marker reflects --record-session / --replay-session.

Framing uses the keyboard: F fits the scene and C the selected object. Screenshots are taken from the Record tab or with F12.

Debug toggles. Two-column grid of boolean toggles:

  • Verbose parsing — logs every received TCP frame to stderr with field offsets. Use when chasing wire-format issues, then turn back off (heavy log volume).

  • Show Collision Bodies — draw the collision shapes the contact solver actually sees, instead of the visual meshes. Distinguishes “the visual mesh I authored is huge” from “the collision body is right”.

  • X-ray (transparent) — alpha-blend every opaque object so you can see through the scene. Useful for inspecting nested articulated systems or hidden constraints.

  • Show World Frame — draw the X/Y/Z triad at the world origin.

  • Show Body Frames — draw body-frame axes for selectable streamed bodies.

  • Show COM Markers — draw markers at streamed center-of-mass positions.

  • Pose Grabber (drag axes) — show a world-axis pose gizmo on the selected single body; the dragged pose is sent when the grabber is turned off or the selection changes (see Force / pose application).

  • Show Contact Points — render small spheres at every active contact point reported by world.getContacts().

  • Show Contact Forces — render arrows scaled by the contact impulse magnitude at every contact point. Pair with Contact Pt and Contact Force sliders below to scale them so they’re visible.

  • Force Scale: Absolute — interpret contact-force arrows in absolute units instead of normalizing them to the current frame’s largest force.

Light and camera sliders. Direct overrides of the renderer’s main directional light and camera. In C++, the corresponding state is viewer.getLight().direction, the light’s diffuse/specular color terms, and RenderQualitySettings::mainLightAmbient:

  • Camera Speed — WASD movement multiplier.

  • Light Yaw / Light Pitch — direction of the main directional light, in degrees. -30° pitch is the default afternoon sun angle.

  • Light Strength — multiplier on the main light’s diffuse and specular color, 0-2; 0 turns direct light off. With the Render tab’s weather model on, it scales the weather-driven sun instead.

  • Ambient Strength — multiplier on the IBL ambient contribution (sky-driven fill). Lowering this darkens shaded sides without dimming the sun.

  • Contact Pt / Contact Force — size sliders for the contact debug spheres / arrows above.

Resource directories. A dropdown lists the current directories, each with an x button to remove it; Add opens a folder browser. Each added directory is inserted into the renderer’s mesh-search path and applies to the next frame’s asset resolution. Use this to fix Assets unresolved for URDFs whose mesh paths assume a workspace root that isn’t on the default search list. The same list can be passed up-front via --resource-dir PATH (repeatable). Every path field in the viewer uses the same built-in file and folder browser on all platforms.

Connect prompt — a pane with no session

the connect prompt listing one discovered RaiSim server

A pane with no session shows the endpoint row and the live server table, and nothing else. Clicking a row connects that pane to that server.

Until a pane has a scene it shows no tab bar — one tab would be a title with extra steps — and only the connection controls:

  • Endpoint row — the host:port editor, Connect, and Auto-connect, exactly as described above.

  • Server table — one row per RaisimServer beacon on the network, with the columns Name (the server executable), Address, Port, Computer (the beacon’s hostname) and Availability. Clicking anywhere on a row fills the endpoint fields and connects in the same click.

  • Status line — amber while a connect is in flight, red once idle or failed.

Only verified beacons are listed. A saved endpoint is an address someone typed at some point, with nothing to say that anything is listening on it now, so those stay in the endpoint editor’s dropdown rather than appearing as live servers. The table refreshes itself — beacons are drained every frame and the list is rebuilt at least every two seconds — so servers appear and disappear on their own and there is nothing to rescan.

A server whose client seat is already taken reads in use and is drawn in amber. The row stays clickable, because a beacon is a second or two old and the seat may have been given up since it was sent. RaisimServer serves one client at a time and only calls accept() while it has none, so connecting to a server that is already taken completes the TCP handshake in the kernel backlog and is then ignored — at the socket it looks exactly like a slow server. After five seconds without a first reply the pane drops the connection and reports either server already occupied, when the beacon says the seat is taken, or no reply from server. An established session that goes quiet is given the same five seconds before it is called lost.

The tabs and the viewer controls appear as soon as the pane has a scene. A replay (--replay-session) or a world file running locally counts as a session too.

Options tab

The Options tab houses viewer-local preferences — they don’t go over the TCP socket, so they apply to every connection:

  • Interface — the UI scale slider (persists across runs) and Show collapsed logo, which shows the opaque RaiSim badge while the left panel is collapsed.

  • Camera — Reset Camera (same as R) and orthographic views that snap to Top / Bottom / Front / Back / Left / Right projections of the current scene bounds, or return to perspective.

  • Bookmarks — four camera slots, each with a set and a restore button.

  • Window — Toggle Fullscreen, same as F11.

Record tab

Everything that writes a file lives in the Record tab. All outputs go to the Output folder unless a path is given; it starts at --screenshot-dir or the working directory, and has a Browse button.

  • Screenshot — writes rayrai_tcp_viewer_<YYYYmmdd_HHMMSS>.png, same as F12.

  • Video — records the scene texture to MP4, MOV or MKV through ffmpeg: a path field with Browse, Frame rate (fps) 1-240 (default 30), CRF (lower = better) 0-51 (default 20), Start Recording / Stop Recording, and a live frame / size counter. Encoding uses libx264 and yuv420p at a constant frame rate, cropped to even dimensions. Resizing the window stops a recording. The viewer looks for $RAYRAI_FFMPEG, then PATH, then /opt/homebrew/bin, /usr/local/bin, /usr/bin, /bin and /snap/bin; without ffmpeg the video controls are disabled and explain why.

  • PNG sequence — Save every rendered frame with an Every N frames stride (1-120) writes numbered PNGs; Encode To Video turns a finished sequence into a video.

  • Session Replay Log — Start Session Log / Stop Session Log record the raw scene updates to a .rrtcs file for --replay-session. It is not a video: a replay can be re-rendered later at any quality preset.

  • Replay — while replaying a session: Pause Replay / Resume Replay, Step, Restart Replay, Replay speed 0.05-8x, a Timeline slider that seeks (and pauses), and a frame counter.

Render tab

The Render tab is the rayrai pipeline configuration mirror — every knob documented in Render quality, tone mapping, color grading, Lighting, shadows, and HDR/IBL, Post-process effects, and Weather and atmospherics:

  • Quality — a Fast / Balanced / High / Ultra / Custom slider. Picking a preset loads the defaults documented in RenderQualitySettings::defaultRenderQualitySettings; changing any other control moves it to Custom. The viewer’s Ultra also raises light strength to 1.6, sets exposure 0.65 and uses the Unreal Preview curve.

  • Background and Sky — background color, the procedural sky, and a Weather model checkbox (High, Ultra and Custom only) with a preset (Clear, Hazy, Overcast, Fog, Rain, Heavy Rain, Snow, Storm, Night Clear, Night Rain, Custom) and grouped controls: Time & Sun, Clouds, Atmosphere, Weather Effects (precipitation, snow, humidity, wetness accumulation, lightning, lens droplets) and Wind. Weather is viewer-side only: the TCP protocol carries no weather.

  • Camera — move speed, FOV, near and far clip.

  • Light — key strength, yaw, pitch, ambient, and Fill/rim lights.

  • Shadows — bias, strength, PCF radius, the orthographic box and center offset, update every frame, the shadowed-light budget, point-light shadows, resolution scales, and automatic selection of an imported shadow light.

  • Post — fog, gamma, the Color mode curve (Fast Linear, ACES Approx, Unreal Preview, Filmic Approx, AgX Approx), FXAA, bloom (threshold, strength, radius, knee, quality), screen-space AO (radius, strength, bias), the opaque depth prepass, and depth of field (focus distance, focus range, maximum blur radius).

  • PBR — high fidelity, Tone mapping, exposure, environment LOD, environment and key intensities.

  • Ground — Reflective checkerboard with roughness and metallic. It is on in the Balanced, High and Ultra presets.

  • Advanced — transparent instance sorting, additional lights per frame and the minimum light influence.

  • Reset Rendering Settings — return to the automatically chosen preset (see Settings file).

Objects tab

The Objects tab lists every selectable object the server has sent so far, with:

  • Filter field — case-insensitive substring match on object name, type, or tag.

  • Sort — Name, Type, Tag or Index. Type is the default, with name as the stable tie-breaker.

  • Group by type — fold the type-sorted list into labelled sections.

  • Hide collisions — exclude collision-only rows from the list.

  • Per-row icon and click — shape/type-aware icons make rows scannable; clicking a row selects the same object as clicking it in the scene.

  • Ruler — Measure (M), Set A / Set B from selections, and Clear; shows the distance between the points.

Simulation. Icon buttons with tooltips — Pause simulation, Resume simulation, Step 1 frame, Step 10 frames — are enabled when the server negotiated sim control; otherwise a note says why. A step button pauses a running simulation first. The buttons stay responsive while state streaming continues.

Scene editing. Works with any server that speaks the same protocol version, whether or not sim control was negotiated:

  • Add object — spawn a Box, Sphere, Cylinder, Capsule, Mesh, Articulated system, Ground plane or Height map (PNG). The form takes a name, a file path (resolved on the simulation host) for meshes, robots and height maps, the dimensions, mass, body type (dynamic, kinematic or static), an appearance string, Place at camera target (on by default), and an optional initial state (velocities, quaternion in w, x, y, z order). The form checks the request before sending it and, when the server runs on this machine, reports file not found on this host for a missing file — the server closes the connection on a request it rejects (see Writing a custom client).

  • Delete Selected — remove the selected object.

  • Export world — ask the server to write its world as XML to a path on the server (Export World XML); Browse… is offered only for a server on this machine.

Selected control. For the selected object: Body follows selection, Shift-drag force with Mouse accel (m/s² per pixel) and a point offset, Apply Force / Apply Torque, the interaction wire with Wire stiffness, the pose editor (Sync Pose / Set Pose, single bodies) and the generalized-coordinate editor (Sync GC / Set GC, articulated systems). The sync buttons copy the streamed state into the editors.

Diagnostics tab

The Diagnostics tab is the field for debugging a connection rather than driving one:

  • Data transfer and round-trip graphs — recent receive bandwidth plus current/average/jitter/maximum request round-trip time. Presentation refresh is capped at 5 Hz so diagnostics do not dominate rendering.

  • Packet history — recent live or replay frames with byte size, parse status, object/visual counts, pending sensor count, and missing asset count.

  • Assets — every streamed mesh, marked resolved with the path it was found at or missing with the resource directory that was searched; the Assets unresolved count on the Connection tab summarizes it. Refresh Assets rescans, and Export Scene JSON writes the scene and this table to the --export-scene path or to rayrai_tcp_viewer_scene_<YYYYmmdd_HHMMSS>.json in the output folder.

  • Target update rate — set the TCP update request rate between 15 and 120 Hz. This is the runtime equivalent of --update-rate.

  • Server metadata — inspect executable, host, bind mode, and status from compatible discovery beacons.

  • Security note — the viewer reminds you that TCP traffic is plain and unauthenticated; use loopback, SSH/VPN, or a trusted network.

Help tab

Keyboard and mouse lists every shortcut: F frame the scene, C frame the selection, R reset the camera, M cycle the measure tool (off, two-point ruler, three-point angle), G toggle the pose grabber, Esc cancel the measure tool or leave fullscreen, F11 fullscreen, F12 screenshot, WASD move, Space / Shift up and down, right-drag orbit, middle-drag pan, scroll zoom, Shift + left-drag apply a force, and Ctrl + left-drag (Cmd on macOS) pull a body with the interaction wire.

Right-side inspector

The right-side panel only appears when an object is selected. Its Object tab shows, top to bottom:

  • Name, Tag (the server’s visual tag), Index, Body (local body index), Type, Mesh (the mesh file name, when there is one), and the Articulated and Collision flags.

  • Pos / Quat (w, x, y, z) — current streamed pose in world coordinates, plus Size and Color.

  • Lin vel, Speed and Angular — estimated from successive frames when enough samples are available.

  • Resource — the resource directory of the mesh, when available.

  • Live Signals — plots of the channels picked under Channels: speed.linear, speed.angular, pos.x/y/z, vel.x/y/z, contacts, speed.generalized, and joint.<name>.q / .qd for articulated systems (channels marked selection only stop when the object is deselected). Keep recording when deselected pins the object; its traces are labelled (pinned). Each trace keeps the last 600 samples. Export CSV writes rayrai_signals_<name>_<YYYYmmdd_HHMMSS>.csv to the Record tab’s output folder, with a time column and one column per channel. Contact counts require the negotiated contact-object-tags feature.

  • Joints (articulated systems only) — read-only joint angles. Use the Objects tab’s generalized-coordinate editor to send CR_SET_GC.

A Sensors (N) tab lists RGB, depth, IMU, and spinning-LiDAR metadata. RGB/depth entries show render timing and the latest preview; camera entries have Frustum and Frame checkboxes, and depth entries show their near~far range (see RGB/depth sensor round trip).

Sim control workflow

rayrai TCP viewer with sim_control_demo

The viewer attached to the sim_control_demo example. Clicking Pause simulation in the Objects tab sends a CR_PAUSE request to the server; the next world_->integrate() is skipped while state streaming keeps running. Step 1 frame and Step 10 frames push one or ten single-tick advances.

The Simulation buttons send CR_PAUSE / CR_RESUME / CR_STEP_N requests over the existing update channel. The server consumes them inside integrateWorldThreadSafe(): paused means world_->integrate() is skipped, but state streaming, sensor reads, and the scene mutex all keep working — you can still pan the camera, screenshot, and inspect objects while time is frozen.

A step button pauses a running simulation first, then queues N single-step integrations that drain one per integrateWorldThreadSafe() call, so the simulation advances deterministically, frame by frame. Each click queues one batch; holding the button does not repeat it. Resume simulation drops any steps still queued.

For programmatic control without the UI, the same requests can be sent by any client that negotiates PROTOCOL_FEATURE_SIM_CONTROL — see Driving the simulation from a custom client.

Force / pose application

Three gestures act on bodies in the 3D view. The force and wire gestures start on the body under the pointer, which becomes the selection, or on the selected body; all three need a server that negotiated sim control.

  • Shift + left-drag sends CR_APPLY_FORCE for the duration of the drag. The force grows with the drag distance at Mouse accel (m/s² per pixel, 0.01-5, default 0.10), and the server multiplies it by the body’s mass, so a drag accelerates a light and a heavy body alike. The force is applied where the pointer hit the body; that point is kept in the body’s local frame, so it follows the body as it moves. Shift-drag force turns the gesture off.

  • Ctrl + left-drag (Cmd on macOS) attaches the interaction wire where you grabbed the body (CR_ATTACH_WIRE) and pulls that point toward the pointer with a spring (CR_DRAG_OBJECT). Wire stiffness is per kilogram, 1-600 N/m/kg (default 60), so it pulls a marble and a quadruped alike. The body is pulled rather than teleported, so joints and contacts stay consistent; releasing the button lets it go. With both modifiers held, Shift wins. Neither gesture starts while the ruler or angle tool is active.

  • Pose grabber (G or Pose Grabber (drag axes)) shows world-axis translation and rotation handles on a selected single body. While it is on, the body is drawn at the dragged pose; one CR_SET_POSE with the final pose is sent when the grabber is turned off (G, Esc) or the selection changes.

The Selected control section of the Objects tab sends the same requests explicitly: CR_APPLY_FORCE at the body position plus Point offset, CR_APPLY_TORQUE, CR_SET_POSE from the pose editor (single bodies), and CR_SET_GC from the generalized-coordinate editor (articulated systems). Set GC normalizes the spherical and floating-base quaternions, in (w, x, y, z) order, before sending.

Pose and generalized-coordinate edits are applied under the world mutex as soon as the server drains client requests. Force and torque requests are converted into active client forces with a short hold window (0.12 s of simulation time) and are applied on each subsequent integration tick until they are refreshed or expire; a mouse drag refreshes its force on every update. While the server is paused, a queued force is refreshed but is not applied until a step or resume tick actually integrates the world. The wire pulls only while updates keep carrying CR_DRAG_OBJECT.

Access control

There is no authentication or per-client authorization. Once the TCP connection is open, a client can issue any sim-control request negotiated by both ends, and the scene-editing requests — spawn, remove, world export and the interaction wire — need no negotiation at all. The bind address is the only access control: RaisimServer binds to 127.0.0.1 by default. Call server.setBindLoopbackOnly(false) only on trusted networks (see Raisim Server for details). Files named in spawn and world-export requests are read and written on the server host, with the server’s permissions.

RGB/depth sensor round trip

The TCP viewer can service MeasurementSource::MANUAL RGB and depth cameras owned by an articulated system. This is a request/response path, not a passive preview of a server-side image:

RGB and depth camera request and response sequence

RaisimServer requests a camera update when its update period elapses. The viewer renders the current streamed scene using that camera’s pose, intrinsics, lens model, resolution, and clipping planes, then returns BGRA pixels or metric depth values. The server validates the entire response before atomically updating sensor buffers and timestamps.

The selected-object panel adds a Sensors (N) tab when the object declares sensors. It reports source, resolution, clipping range, sample counts, render time, and the latest RGB/depth preview. Depth previews map the clipping range logarithmically from black (near) to white (far) and list the valid depth range of the frame. Each camera entry has two checkboxes:

  • Frustum — a non-detectable camera frustum in the main view, cyan for RGB and orange for depth. The depth frustum uses the configured far range, while the RGB display frustum is capped at 10 m for readability.

  • Frame — a 0.3 m coordinate frame at the streamed camera pose.

Important details:

  • Only manual RGB/depth cameras are rendered and returned by the viewer. IMU and spinning LiDAR measurements remain server/RaiSim-side, although their metadata appears in the sensor tab.

  • The render uses the camera’s streamed lens model, including fisheye intrinsics. RGB returns four bytes per pixel in the server-compatible BGRA layout; depth returns one metric float per pixel.

  • Streamed world geometry, including spatial tendons, appears in these renders; viewer-only helpers such as frustums and contact markers do not.

  • The server checks parent tag, full sensor name, type, dimensions, payload size, and trailing bytes before changing any sensor state.

  • Keep the viewer running while application code consumes manual sensor buffers. Until the first response arrives, those buffers do not contain a current rendered measurement. The sensor entry reads Rendering the first frame… while the first render is pending, or Waiting for a server request when the server has not asked for one.

  • A message such as Refusing RGB sensor update without a complete render indicates that the viewer source and rayrai package are out of sync. Rerun the platform install script, rebuild rayrai_tcp_viewer from build-examples, and launch that build-tree executable.

Screenshots and recording

Captures are made from the Record tab (see Record tab):

  • F12 or Screenshot — a PNG in the Record tab’s output folder.

  • Video — MP4, MOV or MKV through ffmpeg.

  • PNG sequence — numbered frames at a chosen stride; Encode To Video turns them into a video later.

  • Session Replay Log or --record-session — the raw scene updates. --replay-session plays them back, so a run can be re-rendered later at any quality preset.

The server can request the same captures and move the camera (see Raisim Server):

  • server.requestSaveScreenshot() saves a screenshot, as F12 does.

  • server.startRecordingVideo("run.mp4") records run.mp4 in the output folder; a name without an extension gets .mp4. Without ffmpeg the viewer writes numbered PNGs to run_frames/ in the output folder instead. server.stopRecordingVideo() ends either kind of recording.

  • server.setCameraPositionAndLookAt(pos, lookAt) places the camera at pos, aimed at the point lookAt; server.focusOn(object) frames that object and selects it.

Screenshot and recording requests stored in a session log are ignored when the session is replayed.

F12, --screenshot, PNG sequences and video capture the rayrai scene texture. They intentionally exclude ImGui overlays and operating-system window decorations. Capture the application window with a desktop capture tool when documenting the viewer UI itself. Keyboard shortcuts are listed in the Help tab (see Help tab).

Articulated-system inspector mode

Drop a URDF (root element <robot>) or MJCF (<mujoco>) file onto a pane, or start the viewer with --inspect FILE, to inspect a model without a server. The model is loaded into a local world — MJCF through World::loadMjcfFile, URDF through World::addArticulatedSystem — and the left overlay is replaced by the Articulated System Inspector panel. MJCF loads may bring in extras declared in the <worldbody> (ground plane, lights, mocap bodies) — they’re tracked and removed together with the robot when you close the inspector.

The panel shows the DoF, GC and joint counts, and:

  • Per-joint sliders for revolute and prismatic joints (bounded by the URDF’s <limit lower="..." upper="..."> when present, free-form otherwise).

  • Drag fields for spherical joints and floating bases.

  • Reset pose sets all joint values to zero (identity quaternions).

  • Close inspector removes the local robot and returns the pane to normal TCP-client mode.

The inspector is kinematic-only — there is no integration, no contact resolution, no physics. It’s intended for quickly inspecting URDF / MJCF authoring (joint axes, limits, mesh paths) before plugging the model into a running raisim::World. While the pane is connected to an external server a model drop is refused with Disconnect before opening a robot inspector, and Connect stays disabled while the inspector is open. Opening a model stops a local world; a RaiSim world XML is run rather than inspected (see Local world simulation).

Objects and selection

Click any object in the scene or in the Objects tab list to select it; the right-side inspector then shows its streamed properties, live signals, joints and sensors (see Right-side inspector). An object whose appearance is "hidden" or "invisible" (case-insensitive) is not drawn, not listed and not seen by viewer-rendered cameras.

Rendering settings

The Render tab (see Render tab) exposes the rayrai pipeline controls covered in detail in Render quality, tone mapping, color grading, Lighting, shadows, and HDR/IBL, Post-process effects, and Weather and atmospherics. Render settings stay in the viewer and are shared by all panes; nothing is sent to the server.

Diagnostics

The Diagnostics tab (see Diagnostics tab) shows receive-rate and round-trip graphs, packet parse status, asset resolution, server beacon metadata, and the adjustable update target. Use Verbose parsing in the Connection tab when developing custom clients or chasing malformed frames.

Wire format

The Rayrai TCP viewer protocol is explicitly versioned, and both ends require an exact version match. Every request starts with the protocol version and the client’s feature bits; RaisimServer logs a warning and closes the connection when the version differs or a feature bit is unknown. The viewer likewise rejects a server frame of another protocol version instead of attempting to parse an incompatible stream.

Current feature bits cover the explicit header, deformable delta streaming, sim control, and contact ownership tags. Deformable objects send mesh topology during initialization or topology changes; ordinary update frames send vertex positions only. This keeps dynamic cloth/cube streaming cheaper while avoiding binary compression until network bandwidth is measured as a bottleneck.

The protocol constants are declared in rayrai/TcpProtocolReader.hpp and included by rayrai/RaisimTcpCommon.hpp (namespace raisin::tcp_viewer):

  • kDefaultPort — default RaisimServer port the viewer connects to.

  • kProtocolVersion — the current wire version; client and server must use the same one.

  • kProtocolFeatureExplicitHeader, kProtocolFeatureDeformableDelta, kProtocolFeatureSimControl, and kProtocolFeatureContactObjectTags — the currently-negotiated feature bits; kProtocolSupportedFeatures is the OR of all bits this build understands.

  • kMaxMessageBytes — maximum accepted message size (default 64 MiB), overridable at build time via the RAISIM_TCP_VIEWER_MAX_MESSAGE_BYTES preprocessor define when very large scenes need a larger frame budget.

The wire format is a native-endian binary stream. Each TCP frame begins with an int32_t total-frame-size header (including the 4-byte header itself). Strings in both directions, scene strings and sensor-response names alike, use an int32_t length prefix.

An update request carries, in order: the int32_t protocol version, the uint64_t feature bits, the int32_t message type (REQUEST_UPDATE, 0), a uint32_t object id, an int32_t request count (at most 4096), and the encoded requests. Every reply streams the whole scene; the object id is the visual tag of the one object whose detailed state (generalized coordinates and velocities, joints) is appended, and 0 asks for none. The reply starts with the server’s protocol version and the negotiated feature bits.

Automated scene screenshot recipe

With a working OpenGL display (a desktop session or a virtual display such as Xvfb), --screenshot connects, waits for the first valid scene update, captures one scene-only PNG, and exits. The viewer still creates its SDL/OpenGL window and is not a display-free renderer:

source ./raisim_env.sh

# 1) Start any RaisimServer example in the background.
./build-examples/examples/primitive_grid &

# 2) Capture a 1280x720 PNG framed on the scene, then exit.
./build-examples/examples/rayrai_tcp_viewer \
    --connect 127.0.0.1:8080 \
    --camera-lookat 14,-14,6,-1,-1,3 \
    --screenshot out.png \
    --window-size 1280x720 \
    --wait-for-server 8 \
    --exit-after 5

--minimize-panels affects the live window but not the scene-only PNG. Use an operating-system window capture when the UI itself is the subject.

Embedding the server in your application

Wire the server up on the simulation side with three lines and a tick callback that runs under the world mutex:

#include "raisim/RaisimServer.hpp"
#include "raisim/World.hpp"

int main() {
  raisim::World world;
  world.setTimeStep(0.005);
  world.addGround();
  auto* ball = world.addSphere(0.1, 1.0);
  ball->setPosition(0, 0, 1.0);

  raisim::RaisimServer server(&world);
  // Default bind is 127.0.0.1. Only open the bind on trusted networks.
  // server.setBindLoopbackOnly(false);
  server.launchServer(8080);

  // Optional: drive your own work inside the locked region, after
  // client requests are drained and before world.integrate() when
  // this tick is allowed to step.
  for (size_t i = 0;; ++i) {
    server.integrateWorldThreadSafe([&] {
      if (i % 600 == 0) ball->setLinearVelocity({0, 0, 4.0});
    });
  }
}

The callback overload preserves the full pause / step / force / pose behaviour of the no-arg version, so the viewer can still pause time even while the example mutates the world every tick. See examples/src/server/ for a runnable showcase (sim_control_demo exercises the sim-control surface end-to-end).

If port 8080 is taken, launchServer() binds the next free port, up to 63 ports higher, and logs a warning. server.getPort() returns the bound port as soon as launchServer() returns, and the discovery beacon advertises it, so the server still appears in the viewer’s server list.

Writing a custom client

The header rayrai/RaisimTcpCommon.hpp exposes everything a custom client needs: the TcpClient socket helper, BufferReader for parsing, the ClientRequest struct and ClientRequestType enum, and sendUpdateRequest for batching requests onto an ordinary update. BufferReader is a view over a buffer you own; it cannot be constructed from a temporary vector.

A minimal frame-pulling loop:

#include "rayrai/RaisimTcpCommon.hpp"
using namespace raisin::tcp_viewer;

TcpClient client;
if (!client.connectTo("127.0.0.1", 8080, /*verbose=*/true)) {
  std::fprintf(stderr, "connect failed: %s\n", client.lastError().c_str());
  return 1;
}

std::vector<char> payload;
while (client.isConnected()) {
  // Ask for one fresh state frame. objectId 0: no per-object detail.
  if (!sendUpdateRequest(client, /*objectId=*/0, /*controlRequests=*/{})) break;
  if (!client.recvMessage(payload)) {
    if (client.lastIoWouldBlock()) continue;
    break;
  }
  BufferReader reader(payload);
  // First two values in every server frame are the negotiated
  // protocol version and feature bits — see kProtocolFeature*.
  const auto protocolVersion = reader.read<int32_t>();
  const auto featureBits      = reader.read<uint64_t>();
  // …decode the rest using BufferReader::read<T>() / readString() /
  // readVector<T>() until reader.ok flips false.
}

Each read advances reader.offset() and sets reader.ok = false if there is not enough data left, so callers can decode an entire frame and check ok at the end rather than after every field. The server does not reply to a request whose protocol version or feature bits it does not accept; it closes the connection instead.

Driving the simulation from a custom client

Requests are batched onto the same update frame the viewer normally pulls. Each ClientRequest is a tagged union — only the fields relevant to type are encoded. ClientRequestType mirrors the server’s values:

Request

Fields used

CR_SPAWN_BOX, CR_SPAWN_SPHERE, CR_SPAWN_CYLINDER, CR_SPAWN_CAPSULE, CR_SPAWN_HEIGHT_MAP, CR_SPAWN_MESH, CR_SPAWN_PLANE, CR_SPAWN_AS (0-7)

name, appearance, mass, bodyType (SpawnBodyType), position vec3a, linVel, angVel, quat, size (box extents; sphere radius; cylinder or capsule radius and height; plane height; height-map center x/y, size x/y, height scale and offset), and file for meshes, URDF/XML robots and PNG height maps

CR_ATTACH_WIRE (8)

visTag, localBodyIdx, world-space grab point

CR_DRAG_OBJECT (9)

stiffness (per kilogram) and target point; resend it in every update or the wire goes slack

CR_REMOVE_OBJECT (10)

visTag

CR_SAVE_THE_WORLD (11)

file; must be the only request in its frame

CR_PAUSE, CR_RESUME (100, 101)

none; CR_RESUME also drops queued steps

CR_STEP_N (102)

stepCount, 1 to 1,000,000

CR_APPLY_FORCE (103)

visTag, localBodyIdx, world-space point vec3a, force command vec3b (the server multiplies it by the body’s mass)

CR_APPLY_TORQUE (104)

visTag, localBodyIdx, torque vec3a

CR_SET_POSE (105)

visTag, position vec3a, quat; single bodies only

CR_SET_GC (106)

visTag, gc; its size must match the articulated system

Requests 0-11 work with any server of the same protocol version; 100 and above need PROTOCOL_FEATURE_SIM_CONTROL. quat is a glm::vec4 holding (w, x, y, z) in that order — quat.x is w — and defaults to the identity (1, 0, 0, 0). Files are resolved on the server host.

std::vector<ClientRequest> requests;

// Pause the integrator on the server.
requests.push_back({.type = ClientRequestType::CR_PAUSE});

// Advance 10 ticks while paused.
requests.push_back({.type = ClientRequestType::CR_STEP_N, .stepCount = 10});

// Accelerate the body with visual tag 42 upward at 30 m/s^2: the server
// multiplies the command by the body's mass. vec3a is a world-space point,
// here the body's streamed position.
const glm::vec3 bodyPosition(0.0f, 0.0f, 0.5f);
ClientRequest force;
force.type = ClientRequestType::CR_APPLY_FORCE;
force.visTag = 42;
force.localBodyIdx = 0;
force.vec3a = bodyPosition;             // application point (world)
force.vec3b = glm::vec3(0, 0, 30.0f);   // force per unit mass (world)
requests.push_back(force);

// Teleport a single-body object to a new pose.
ClientRequest pose;
pose.type = ClientRequestType::CR_SET_POSE;
pose.visTag = 42;
pose.vec3a = glm::vec3(1.0f, 0.5f, 0.8f);         // position
pose.quat  = glm::vec4(1.0f, 0.0f, 0.0f, 0.0f);   // (w, x, y, z): identity
requests.push_back(pose);

// Set an articulated system's generalized coordinate.
ClientRequest gc;
gc.type = ClientRequestType::CR_SET_GC;
gc.visTag = 99;
gc.gc = {0, 0, 0.54f,  /*quat*/1, 0, 0, 0,
         0.03f, 0.4f, -0.8f, -0.03f, 0.4f, -0.8f,
         0.03f, -0.4f, 0.8f, -0.03f, -0.4f, 0.8f};
requests.push_back(gc);

sendUpdateRequest(client, /*objectId=*/0, requests);
// The server drains requests inside integrateWorldThreadSafe().
// Pose/GC edits apply under the mutex; forces are held briefly and
// applied on integration ticks until refreshed or expired.

// Spawn a 0.4 m box one metre up. A world export travels alone.
ClientRequest box;
box.type = ClientRequestType::CR_SPAWN_BOX;
box.name = "crate";
box.mass = 2.0f;
box.size = {0.4f, 0.4f, 0.4f};
box.vec3a = glm::vec3(0.0f, 0.0f, 1.0f);
sendUpdateRequest(client, /*objectId=*/0, {box});

ClientRequest save;
save.type = ClientRequestType::CR_SAVE_THE_WORLD;
save.file = "exported_world.xml";  // written by the server process
sendUpdateRequest(client, /*objectId=*/0, {save});

The server decodes and validates a whole frame before applying any of it. A request with a non-finite value, a quaternion that is zero or not unit length, a non-positive mass or dimension, a file missing on the server, an unknown target or body index, or a size mismatch makes the server log Rejecting malformed client frame: <reason> and close the connection; see Raisim Server.

The same enum and ClientRequest struct are what the viewer’s UI populates internally, so a custom Python or C# client built on top of BufferReader and these request structs has feature parity with the shipped viewer’s simulation-control, force, pose and scene-editing surface.

Feature negotiation

After connecting, the first server frame carries the negotiated feature bits. A custom client should AND those bits with kProtocolFeatureSimControl once at startup, and grey out sim-control surfaces if the bit is not set — exactly what the TCP viewer does internally via RemoteScene::serverSupportsSimControl(). Streamed contacts carry the tags of both participating objects only when kProtocolFeatureContactObjectTags is negotiated (RemoteScene::serverSupportsContactObjectTags()). Scene-editing requests need no feature bit.

See also

API

struct BufferReader

Lightweight reader for binary message buffers.

The reader maintains a cursor into a byte buffer and provides helpers for reading typed values, strings, and vectors.

Public Functions

inline explicit BufferReader(const std::vector<char> &data)

Construct a reader over an existing byte buffer.

Parameters:

data – Message payload.

explicit BufferReader(std::vector<char>&&) = delete

Rejected: the reader is a non-owning view over data.

Binding a temporary would leave every cursor dangling the moment the constructor returned, and the resulting reads are undefined behaviour that usually “works” because the freed bytes are still intact. Deleting this overload turns that into a compile error; give the buffer a name whose lifetime outlives the reader.

inline size_t offset() const

Current offset from the start of the buffer.

Returns:

Offset in bytes.

inline size_t size() const

Total size of the buffer.

Returns:

Size in bytes.

inline size_t remaining() const

Remaining unread bytes.

Returns:

Remaining byte count.

inline bool canReadBytes(size_t count) const

Check if a byte range can be consumed from the current cursor.

Parameters:

count – Byte count.

Returns:

True if the range is fully inside the unread payload.

template<typename T>
inline T read()

Read a trivially copyable value from the buffer.

Template Parameters:

T – Value type.

Returns:

Parsed value or default-constructed value on failure.

template<typename T>
inline bool peek(size_t offset, T &out) const

Peek a value at a byte offset without advancing the cursor.

Template Parameters:

T – Value type.

Parameters:
  • offset – Byte offset from current cursor.

  • out – Output value.

Returns:

True if the value could be read.

inline bool readBool()

Read a boolean value.

Returns:

Boolean value (false on failure).

inline std::string readString()

Read a length-prefixed string.

Returns:

Parsed string (empty on failure).

inline glm::vec3 readVec3f()

Read a vec3 of floats.

Returns:

Vector value.

inline glm::vec4 readVec4f()

Read a vec4 of floats.

Returns:

Vector value.

inline glm::vec4 readQuatWxyz()

Read a quaternion encoded as wxyz floats.

Returns:

Quaternion vector in wxyz order: x holds w, y holds x, z holds y and w holds z, the layout Visuals::setOrientation(const glm::vec4&) takes.

inline std::vector<float> readFloatVector()

Read a vector of floats with a 32-bit length prefix.

Returns:

Parsed float vector.

inline std::vector<int32_t> readIntVector()

Read a vector of int32 with a 32-bit length prefix.

Returns:

Parsed int vector.

inline std::vector<uint8_t> readByteVector()

Read a vector of bytes with a 32-bit length prefix.

Returns:

Parsed byte vector.

inline void skipBytes(size_t count)

Skip a number of bytes.

Parameters:

count – Number of bytes to skip.

inline std::vector<raisim::ColorRGB> readColorMap()

Read a color map (length-prefixed array of raisim::ColorRGB).

Returns:

Parsed color map.

inline void skipColorMap()

Skip a color map payload (length-prefixed).