You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
190 lines
6.7 KiB
190 lines
6.7 KiB
10 months ago
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
using UnityEngine.Serialization;
|
||
|
using Unity.MLAgents;
|
||
|
|
||
|
namespace Unity.MLAgentsExamples
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Used to store relevant information for acting and learning for each body part in agent.
|
||
|
/// </summary>
|
||
|
[System.Serializable]
|
||
|
public class BodyPart
|
||
|
{
|
||
|
[Header("Body Part Info")] [Space(10)] public ConfigurableJoint joint;
|
||
|
public Rigidbody rb;
|
||
|
[HideInInspector] public Vector3 startingPos;
|
||
|
[HideInInspector] public Quaternion startingRot;
|
||
|
|
||
|
[Header("Ground & Target Contact")]
|
||
|
[Space(10)]
|
||
|
public GroundContact groundContact;
|
||
|
|
||
|
public TargetContact targetContact;
|
||
|
|
||
|
[FormerlySerializedAs("thisJDController")]
|
||
|
[HideInInspector] public JointDriveController thisJdController;
|
||
|
|
||
|
[Header("Current Joint Settings")]
|
||
|
[Space(10)]
|
||
|
public Vector3 currentEularJointRotation;
|
||
|
|
||
|
[HideInInspector] public float currentStrength;
|
||
|
public float currentXNormalizedRot;
|
||
|
public float currentYNormalizedRot;
|
||
|
public float currentZNormalizedRot;
|
||
|
|
||
|
[Header("Other Debug Info")]
|
||
|
[Space(10)]
|
||
|
public Vector3 currentJointForce;
|
||
|
|
||
|
public float currentJointForceSqrMag;
|
||
|
public Vector3 currentJointTorque;
|
||
|
public float currentJointTorqueSqrMag;
|
||
|
public AnimationCurve jointForceCurve = new AnimationCurve();
|
||
|
public AnimationCurve jointTorqueCurve = new AnimationCurve();
|
||
|
|
||
|
/// <summary>
|
||
|
/// Reset body part to initial configuration.
|
||
|
/// </summary>
|
||
|
public void Reset(BodyPart bp)
|
||
|
{
|
||
|
bp.rb.transform.position = bp.startingPos;
|
||
|
bp.rb.transform.rotation = bp.startingRot;
|
||
|
bp.rb.velocity = Vector3.zero;
|
||
|
bp.rb.angularVelocity = Vector3.zero;
|
||
|
if (bp.groundContact)
|
||
|
{
|
||
|
bp.groundContact.touchingGround = false;
|
||
|
}
|
||
|
|
||
|
if (bp.targetContact)
|
||
|
{
|
||
|
bp.targetContact.touchingTarget = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Apply torque according to defined goal `x, y, z` angle and force `strength`.
|
||
|
/// </summary>
|
||
|
public void SetJointTargetRotation(float x, float y, float z)
|
||
|
{
|
||
|
x = (x + 1f) * 0.5f;
|
||
|
y = (y + 1f) * 0.5f;
|
||
|
z = (z + 1f) * 0.5f;
|
||
|
|
||
|
var xRot = Mathf.Lerp(joint.lowAngularXLimit.limit, joint.highAngularXLimit.limit, x);
|
||
|
var yRot = Mathf.Lerp(-joint.angularYLimit.limit, joint.angularYLimit.limit, y);
|
||
|
var zRot = Mathf.Lerp(-joint.angularZLimit.limit, joint.angularZLimit.limit, z);
|
||
|
|
||
|
currentXNormalizedRot =
|
||
|
Mathf.InverseLerp(joint.lowAngularXLimit.limit, joint.highAngularXLimit.limit, xRot);
|
||
|
currentYNormalizedRot = Mathf.InverseLerp(-joint.angularYLimit.limit, joint.angularYLimit.limit, yRot);
|
||
|
currentZNormalizedRot = Mathf.InverseLerp(-joint.angularZLimit.limit, joint.angularZLimit.limit, zRot);
|
||
|
|
||
|
joint.targetRotation = Quaternion.Euler(xRot, yRot, zRot);
|
||
|
currentEularJointRotation = new Vector3(xRot, yRot, zRot);
|
||
|
}
|
||
|
|
||
|
public void SetJointStrength(float strength)
|
||
|
{
|
||
|
var rawVal = (strength + 1f) * 0.5f * thisJdController.maxJointForceLimit;
|
||
|
var jd = new JointDrive
|
||
|
{
|
||
|
positionSpring = thisJdController.maxJointSpring,
|
||
|
positionDamper = thisJdController.jointDampen,
|
||
|
maximumForce = rawVal
|
||
|
};
|
||
|
joint.slerpDrive = jd;
|
||
|
currentStrength = jd.maximumForce;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public class JointDriveController : MonoBehaviour
|
||
|
{
|
||
|
[Header("Joint Drive Settings")]
|
||
|
[Space(10)]
|
||
|
public float maxJointSpring;
|
||
|
|
||
|
public float jointDampen;
|
||
|
public float maxJointForceLimit;
|
||
|
float m_FacingDot;
|
||
|
|
||
|
[HideInInspector] public Dictionary<Transform, BodyPart> bodyPartsDict = new Dictionary<Transform, BodyPart>();
|
||
|
|
||
|
[HideInInspector] public List<BodyPart> bodyPartsList = new List<BodyPart>();
|
||
|
const float k_MaxAngularVelocity = 50.0f;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Create BodyPart object and add it to dictionary.
|
||
|
/// </summary>
|
||
|
public void SetupBodyPart(Transform t)
|
||
|
{
|
||
|
var bp = new BodyPart
|
||
|
{
|
||
|
rb = t.GetComponent<Rigidbody>(),
|
||
|
joint = t.GetComponent<ConfigurableJoint>(),
|
||
|
startingPos = t.position,
|
||
|
startingRot = t.rotation
|
||
|
};
|
||
|
bp.rb.maxAngularVelocity = k_MaxAngularVelocity;
|
||
|
|
||
|
// Add & setup the ground contact script
|
||
|
bp.groundContact = t.GetComponent<GroundContact>();
|
||
|
if (!bp.groundContact)
|
||
|
{
|
||
|
bp.groundContact = t.gameObject.AddComponent<GroundContact>();
|
||
|
bp.groundContact.agent = gameObject.GetComponent<Agent>();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bp.groundContact.agent = gameObject.GetComponent<Agent>();
|
||
|
}
|
||
|
|
||
|
if (bp.joint)
|
||
|
{
|
||
|
var jd = new JointDrive
|
||
|
{
|
||
|
positionSpring = maxJointSpring,
|
||
|
positionDamper = jointDampen,
|
||
|
maximumForce = maxJointForceLimit
|
||
|
};
|
||
|
bp.joint.slerpDrive = jd;
|
||
|
}
|
||
|
|
||
|
bp.thisJdController = this;
|
||
|
bodyPartsDict.Add(t, bp);
|
||
|
bodyPartsList.Add(bp);
|
||
|
}
|
||
|
|
||
|
public void GetCurrentJointForces()
|
||
|
{
|
||
|
foreach (var bodyPart in bodyPartsDict.Values)
|
||
|
{
|
||
|
if (bodyPart.joint)
|
||
|
{
|
||
|
bodyPart.currentJointForce = bodyPart.joint.currentForce;
|
||
|
bodyPart.currentJointForceSqrMag = bodyPart.joint.currentForce.magnitude;
|
||
|
bodyPart.currentJointTorque = bodyPart.joint.currentTorque;
|
||
|
bodyPart.currentJointTorqueSqrMag = bodyPart.joint.currentTorque.magnitude;
|
||
|
if (Application.isEditor)
|
||
|
{
|
||
|
if (bodyPart.jointForceCurve.length > 1000)
|
||
|
{
|
||
|
bodyPart.jointForceCurve = new AnimationCurve();
|
||
|
}
|
||
|
|
||
|
if (bodyPart.jointTorqueCurve.length > 1000)
|
||
|
{
|
||
|
bodyPart.jointTorqueCurve = new AnimationCurve();
|
||
|
}
|
||
|
|
||
|
bodyPart.jointForceCurve.AddKey(Time.time, bodyPart.currentJointForceSqrMag);
|
||
|
bodyPart.jointTorqueCurve.AddKey(Time.time, bodyPart.currentJointTorqueSqrMag);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|