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using UnityEngine;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgentsExamples;
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using Unity.MLAgents.Sensors;
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using Unity.MLAgents;
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using BodyPart = Unity.MLAgentsExamples.BodyPart;
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using Random = UnityEngine.Random;
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using static UnityEngine.GraphicsBuffer;
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using UnityEngine.UI;
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using Unity.VisualScripting;
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using System.Collections.Generic;
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using System.Xml.Linq;
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//using System.Diagnostics;
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public class Walker : Agent
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{
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public enum Brain
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{
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Walker,
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Getup,
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Climber,
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Balance,
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DMScrambler,
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Sitting,
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Treadmill
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}
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public Brain m_SelectedBrain;
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[Header("Walk Speed")]
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[Range(0.1f, 30)]
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[SerializeField]
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private float m_TargetWalkingSpeed = 30;
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public float MTargetWalkingSpeed
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{
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get { return m_TargetWalkingSpeed; }
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set { m_TargetWalkingSpeed = Mathf.Clamp(value, .1f, m_MaxWalkingSpeed); }
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}
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// The Max Walking Speed
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const float m_MaxWalkingSpeed = 30;
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[Header("Randomise")]
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// Randomise Walking Speed every Episode
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public bool rWalkSpeedEachEpisode;
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public bool m_RandomiseYRotation = true;
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public bool m_RandomiseXYZRotation = false;
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[Header("Swap Model Settings")]
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public bool m_ModelSwap = false;
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public bool m_ProximitySwapper = false;
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public bool m_SwitchModelAfterFalling = false;
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[Header("DM Monitor")]
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public int m_StepCountAtLastMeter = 0;
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public int m_LastXPosition = 0;
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private Terrain m_Terrain;
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[HideInInspector]
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public bool m_FinishedSwap = false;
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[HideInInspector]
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public ModelSwap m_ModelSwapper;
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// The direction the Agent will walk towards during training
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private Vector3 m_WorldDirectionToWalk = Vector3.right;
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// Specifies the Target the Agent will Walk towards
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[Header("Target to Walk Towards")]
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public Transform target;
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/* Orientation Cube Controller - a reference point for observations, as
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Ragdolls can be very erratic in their movements */
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OrientationCubeController m_OrientationCube;
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// Joint Drive Controller - Controls the params of Joints
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JointDriveController m_JointDriveController;
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// Specifies all the Body Parts (Configurable Joints)
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[Header("Body Parts")]
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public Transform rest;
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public Transform seat;
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public Transform FLT;
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public Transform FLL;
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public Transform FLF;
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public Transform FRT;
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public Transform FRL;
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public Transform FRF;
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public Transform BRT;
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public Transform BRL;
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public Transform BRF;
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public Transform BLT;
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public Transform BLL;
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public Transform BLF;
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// Setup
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public override void Initialize()
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{
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m_OrientationCube = GetComponentInChildren<OrientationCubeController>();
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m_JointDriveController = GetComponent<JointDriveController>();
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m_ModelSwapper = GetComponent<ModelSwap>();
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var parent = gameObject.transform.parent;
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try
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{
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m_Terrain = parent.GetComponentInChildren<Terrain>();
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}
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catch
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{
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m_Terrain = null;
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}
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// Setup each Body Part
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m_JointDriveController.SetupBodyPart(seat);
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m_JointDriveController.SetupBodyPart(rest);
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m_JointDriveController.SetupBodyPart(FRT);
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m_JointDriveController.SetupBodyPart(FRL);
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m_JointDriveController.SetupBodyPart(FRF);
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m_JointDriveController.SetupBodyPart(FLT);
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m_JointDriveController.SetupBodyPart(FLL);
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m_JointDriveController.SetupBodyPart(FLF);
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m_JointDriveController.SetupBodyPart(BRT);
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m_JointDriveController.SetupBodyPart(BRL);
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m_JointDriveController.SetupBodyPart(BRF);
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m_JointDriveController.SetupBodyPart(BLT);
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m_JointDriveController.SetupBodyPart(BLL);
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m_JointDriveController.SetupBodyPart(BLF);
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}
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/* Loop over Body Parts & Reset them to inital conditions
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*/
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public override void OnEpisodeBegin()
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{
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Debug.Log("Begin!");
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// Set values of Joint Controller for exploring emrgent behvaiours
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if (m_SelectedBrain == Brain.DMScrambler)
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{
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//this.GetComponent<DMTerrain>().Reset();
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}
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foreach (var bodyPart in m_JointDriveController.bodyPartsDict.Values)
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{
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bodyPart.Reset(bodyPart);
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}
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// Apply Random Rotation to Seat
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if (m_SelectedBrain == Brain.Getup) { if (m_RandomiseXYZRotation) seat.rotation = Quaternion.Euler(Random.Range(0.0f, 360f), Random.Range(0.0f, 360f), Random.Range(0.0f, 360f)); }
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else { if (m_RandomiseYRotation) seat.rotation = Quaternion.Euler(0f, Random.Range(0.0f, 360f), 0f); }
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UpdateOrientationObject();
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// Set our Walking Speed goal
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MTargetWalkingSpeed =
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rWalkSpeedEachEpisode ? Random.Range(0.1f, m_MaxWalkingSpeed) : MTargetWalkingSpeed;
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// Check if model swapper is enabled, and set model if so
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if (m_ModelSwap)
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{
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m_ModelSwapper.SetInitialModel();
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}
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m_LastXPosition = (int)GetAverageXPositionFeet();
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}
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/* Add relevant information for each body part (observations)
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*/
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public void CollectObservationsBP(BodyPart bp, VectorSensor sensor)
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{
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// Check if touching Ground
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sensor.AddObservation(bp.groundContact.touchingGround);
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sensor.AddObservation(bp.groundContact.touchingStairs);
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sensor.AddObservation(bp.groundContact.touchingObject);
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// Get Velocities in Context of the Orientation Cube Space
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sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.velocity));
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sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.angularVelocity));
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// Gets Position relative to the Seat in Context of our Orientation Cube
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sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.position - seat.position));
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if (bp.rb.transform != seat)
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{
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sensor.AddObservation(bp.rb.transform.localRotation);
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sensor.AddObservation(bp.currentStrength / m_JointDriveController.maxJointForceLimit);
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}
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}
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/* Main method to Collect Observations about environemt
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*/
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public override void CollectObservations(VectorSensor sensor)
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{
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// Direction Agent is Facing
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var cubeForward = m_OrientationCube.transform.forward;
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// Velocity we want to Match
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var velocityGoal = cubeForward * MTargetWalkingSpeed;
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// Ragdolls AVG Velocity
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var avgVelocity = GetAvgVelocity();
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// Current Ragdoll Vecloty, Normalised (How far away is the goal vs. current vel)
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sensor.AddObservation(Vector3.Distance(velocityGoal, avgVelocity));
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// Avgerage Body Velocity Relative to Orientation Cube
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sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(avgVelocity));
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// Velocity Goal Relative to the Cube
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sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(velocityGoal));
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// Rotation Delta
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sensor.AddObservation(Quaternion.FromToRotation(seat.forward, cubeForward));
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// Position of target relative to Cube
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sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(target.transform.position));
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// Distance of the target relative to the Cube
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//sensor.AddObservation(Vector3.Distance(m_OrientationCube.transform.position, target.transform.position));
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foreach (var bodyPart in m_JointDriveController.bodyPartsList)
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{
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CollectObservationsBP(bodyPart, sensor);
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}
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}
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public override void Heuristic(in ActionBuffers actionsOut)
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{
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ActionSegment<float> continuousActionsOut = actionsOut.ContinuousActions;
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}
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public override void OnActionReceived(ActionBuffers actions)
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{
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var bpDict = m_JointDriveController.bodyPartsDict;
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var element = -1;
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var continuousActions = actions.ContinuousActions;
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bpDict[rest].SetJointTargetRotation(continuousActions[++element], 0, 0);
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bpDict[FRT].SetJointTargetRotation(continuousActions[++element], 0, 0);
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bpDict[FRL].SetJointTargetRotation(continuousActions[++element], continuousActions[++element], 0);
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bpDict[FLT].SetJointTargetRotation(continuousActions[++element], 0, 0);
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bpDict[FLL].SetJointTargetRotation(continuousActions[++element], continuousActions[++element], 0);
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bpDict[BRT].SetJointTargetRotation(continuousActions[++element], 0, 0);
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bpDict[BRL].SetJointTargetRotation(continuousActions[++element], continuousActions[++element], 0);
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bpDict[BLT].SetJointTargetRotation(continuousActions[++element], 0, 0);
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bpDict[BLL].SetJointTargetRotation(continuousActions[++element], continuousActions[++element], 0);
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bpDict[BRF].SetJointTargetRotation(continuousActions[++element], 0, 0);
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bpDict[BLF].SetJointTargetRotation(continuousActions[++element], 0, 0);
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bpDict[FRF].SetJointTargetRotation(continuousActions[++element], 0, 0);
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bpDict[FLF].SetJointTargetRotation(continuousActions[++element], 0, 0);
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bpDict[rest].SetJointStrength(continuousActions[++element]);
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bpDict[FRT].SetJointStrength(continuousActions[++element]);
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bpDict[FRL].SetJointStrength(continuousActions[++element]);
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bpDict[FLT].SetJointStrength(continuousActions[++element]);
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bpDict[FLL].SetJointStrength(continuousActions[++element]);
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bpDict[BRT].SetJointStrength(continuousActions[++element]);
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bpDict[BRL].SetJointStrength(continuousActions[++element]);
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bpDict[BLT].SetJointStrength(continuousActions[++element]);
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bpDict[BLL].SetJointStrength(continuousActions[++element]);
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bpDict[BLF].SetJointStrength(continuousActions[++element]);
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bpDict[BRF].SetJointStrength(continuousActions[++element]);
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bpDict[FLF].SetJointStrength(continuousActions[++element]);
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bpDict[FRF].SetJointStrength(continuousActions[++element]);
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}
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void UpdateOrientationObject()
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{
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m_WorldDirectionToWalk = target.position - seat.position;
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m_OrientationCube.UpdateOrientation(seat, target);
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}
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void FixedUpdate()
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{
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// Check if model swapper is on
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if (m_ModelSwap)
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{
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//SwitchModelAfterFalling();
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}
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UpdateOrientationObject();
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var cubeForward = m_OrientationCube.transform.forward;
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var matchSpeedReward = GetMatchingVelocityReward(cubeForward * MTargetWalkingSpeed, GetAvgVelocity());
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var lookAtTargetReward = (Vector3.Dot(cubeForward, seat.forward) + 1) * .5f;
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// (3) Distance from ground
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// var distFromGround = Mathf.Pow(Mathf.Clamp(Vector3.Distance(seat.transform.position, GameObject.Find("Ground").transform.position) + 0.2f, 0, 1), 2);
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if (m_SelectedBrain == Brain.Getup)
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{
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Vector2 deltaAngle = GetAngleDeltaXZ();
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//Debug.Log($"{Mathf.Pow((deltaAngle.x * deltaAngle.y), 2)}");
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AddReward(Mathf.Pow((deltaAngle.x * deltaAngle.y), 2) * 0.02f);
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}
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else if (m_SelectedBrain == Brain.Balance)
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{
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// Sets reward for the agent based on its stableness, while moving towards a target
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Vector2 deltaAngle = GetAngleDeltaXZ();
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AddReward(matchSpeedReward * lookAtTargetReward * (deltaAngle.x * deltaAngle.y));
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}
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else if (m_SelectedBrain == Brain.DMScrambler)
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{
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// Normalised Velocity in a certain direciton.
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//var seatVelocity = GetAvgVelocitySeat();
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//float normalisedVelcoity = Mathf.Clamp(GetNormalizedVelocity(seatVelocity).z, 0f, 1f);
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//AddReward(normalisedVelcoity);
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//AddReward(matchSpeedReward * lookAtTargetReward);
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// If it hasnt moved forward in a certain amount of steps, end the episode.
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// (1) Get X Position of the Foot, or Avgerge of all Feet
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AddReward(matchSpeedReward * lookAtTargetReward * DistanceFromTarget(20f));
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float feetXPosition = GetAverageXPositionFeet();
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int newXPosition = (int)feetXPosition;
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// (2) Compare step count with highest X position
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if (newXPosition > m_LastXPosition)
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{
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m_LastXPosition = newXPosition;
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m_StepCountAtLastMeter = this.StepCount;
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}
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// If the agent goes 1000 steps w/o making any progress, we will end the episode.
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if (this.StepCount - m_StepCountAtLastMeter >= (1000))
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{
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SetReward(-1f);
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//EndEpisode();
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}
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//AddReward(-0.002f);
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//Debug.Log(DistanceFromTarget(20f));
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}
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else if (m_SelectedBrain == Brain.Walker)
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{
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AddReward(matchSpeedReward * lookAtTargetReward);
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}
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else if (m_SelectedBrain == Brain.Climber)
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{
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//AddReward(matchSpeedReward * lookAtTargetReward * DistanceFromTarget(20f));
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AddReward(-0.002f);
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}
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else if (m_SelectedBrain == Brain.Sitting)
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{
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var height = CheckHeightRaycast();
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var clampedHeight = Mathf.Pow((1 - height), 2);
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//Debug.Log($"Clamped Height: {Mathf.Pow(clampedHeight,2)}");
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AddReward(clampedHeight);
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}
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else if (m_SelectedBrain == Brain.Treadmill)
|
|
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|
{
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//Debug.Log(DistanceFromTarget(5f));
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|
AddReward(matchSpeedReward * lookAtTargetReward * DistanceFromTarget(5f));
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|
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|
}
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}
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|
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|
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// Use regular update to listen for keypresses
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|
|
void Update()
|
|
|
|
{
|
|
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|
if (m_ModelSwap)
|
|
|
|
{
|
|
|
|
InputSwitchModel();
|
|
|
|
}
|
|
|
|
|
|
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|
}
|
|
|
|
|
|
|
|
private void InputSwitchModel()
|
|
|
|
{
|
|
|
|
|
|
|
|
if (Input.GetKeyDown(KeyCode.G))
|
|
|
|
{
|
|
|
|
if( !m_FinishedSwap )
|
|
|
|
{
|
|
|
|
m_FinishedSwap = true;
|
|
|
|
m_ModelSwapper.m_PastModel = m_ModelSwapper.m_currentModelName;
|
|
|
|
m_ModelSwapper.SwitchModel("Getup", this);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_FinishedSwap = false;
|
|
|
|
m_ModelSwapper.SwitchModel(m_ModelSwapper.m_PastModel, this);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
private void SwitchModelAfterFalling()
|
|
|
|
{
|
|
|
|
if (m_SwitchModelAfterFalling)
|
|
|
|
{
|
|
|
|
// If on, check its rotation, and if certain parts are touching the floor
|
|
|
|
Vector2 deltaAngle = GetAngleDeltaXZ();
|
|
|
|
|
|
|
|
if ((deltaAngle.y < 0.3 || deltaAngle.x < 0.3) && !m_FinishedSwap)
|
|
|
|
{
|
|
|
|
// Swap Model
|
|
|
|
m_FinishedSwap = true;
|
|
|
|
m_ModelSwapper.m_PastModel = m_ModelSwapper.m_currentModelName;
|
|
|
|
m_ModelSwapper.SwitchModel("Getup", this);
|
|
|
|
}
|
|
|
|
else if (deltaAngle.y > 0.8 && deltaAngle.x > 0.8 && m_FinishedSwap)
|
|
|
|
{
|
|
|
|
// Swap to Original Model
|
|
|
|
m_FinishedSwap = false;
|
|
|
|
m_ModelSwapper.SwitchModel(m_ModelSwapper.m_PastModel, this);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
float DistanceFromTarget(float maxDistance)
|
|
|
|
{
|
|
|
|
float dist = Vector3.Distance(seat.transform.position, target.transform.position);
|
|
|
|
float normalisedValue = 1 - Mathf.InverseLerp(0f, maxDistance, dist);
|
|
|
|
return Mathf.Pow(normalisedValue, 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector3 GetAvgVelocity()
|
|
|
|
{
|
|
|
|
Vector3 velSum = Vector3.zero;
|
|
|
|
|
|
|
|
int rbCount = 0;
|
|
|
|
foreach (var item in m_JointDriveController.bodyPartsList)
|
|
|
|
{
|
|
|
|
rbCount++;
|
|
|
|
velSum += item.rb.velocity;
|
|
|
|
}
|
|
|
|
|
|
|
|
var avgVelocity = velSum / rbCount;
|
|
|
|
return avgVelocity;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector3 GetAvgVelocitySeat()
|
|
|
|
{
|
|
|
|
Vector3 velSum = Vector3.zero;
|
|
|
|
|
|
|
|
|
|
|
|
foreach (var item in m_JointDriveController.bodyPartsList)
|
|
|
|
{
|
|
|
|
if (item.rb.transform == seat)
|
|
|
|
{
|
|
|
|
velSum = item.rb.velocity;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return velSum;
|
|
|
|
}
|
|
|
|
|
|
|
|
public float GetMatchingVelocityReward(Vector3 velGoal, Vector3 currentVel)
|
|
|
|
{
|
|
|
|
var velDeltaMag = Mathf.Clamp(Vector3.Distance(currentVel, velGoal), 0, MTargetWalkingSpeed);
|
|
|
|
return Mathf.Pow(1 - Mathf.Pow(velDeltaMag / MTargetWalkingSpeed, 2), 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
float DeltaAngle(float angle)
|
|
|
|
{
|
|
|
|
var currentZRot = angle;
|
|
|
|
float zRotDist = Mathf.Abs(Mathf.DeltaAngle(0f, currentZRot));
|
|
|
|
float normalizedDistance = 1f - Mathf.InverseLerp(0f, 180f, zRotDist);
|
|
|
|
float expZDist = Mathf.Pow(normalizedDistance, 2);
|
|
|
|
return expZDist;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector2 GetAngleDeltaXZ()
|
|
|
|
{
|
|
|
|
return new Vector2(DeltaAngle(seat.eulerAngles.x), DeltaAngle(seat.eulerAngles.z));
|
|
|
|
}
|
|
|
|
|
|
|
|
float CheckHeightRaycast()
|
|
|
|
{
|
|
|
|
RaycastHit hit;
|
|
|
|
|
|
|
|
if (Physics.Raycast(seat.transform.position, transform.TransformDirection(Vector3.down), out hit, Mathf.Infinity))
|
|
|
|
{
|
|
|
|
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.red);
|
|
|
|
return hit.distance / 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward), Color.blue);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float GetAverageXPositionFeet()
|
|
|
|
{
|
|
|
|
float average = (FLF.position.z + FRF.position.z + BLF.position.z + BRF.position.z) / 4.0f;
|
|
|
|
return average;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector3 GetNormalizedVelocity(Vector3 metersPerSecond)
|
|
|
|
{
|
|
|
|
var maxMetersPerSecond = m_Terrain.terrainData.bounds.size
|
|
|
|
/ this.MaxStep
|
|
|
|
/ Time.fixedDeltaTime;
|
|
|
|
|
|
|
|
var maxXZ = Mathf.Max(maxMetersPerSecond.x, maxMetersPerSecond.z);
|
|
|
|
maxMetersPerSecond.x = maxXZ;
|
|
|
|
maxMetersPerSecond.z = maxXZ;
|
|
|
|
maxMetersPerSecond.y = 53; // override with
|
|
|
|
float x = metersPerSecond.x / maxMetersPerSecond.x;
|
|
|
|
float y = metersPerSecond.y / maxMetersPerSecond.y;
|
|
|
|
float z = metersPerSecond.z / maxMetersPerSecond.z;
|
|
|
|
// clamp result
|
|
|
|
x = Mathf.Clamp(x, -1f, 1f);
|
|
|
|
y = Mathf.Clamp(y, -1f, 1f);
|
|
|
|
z = Mathf.Clamp(z, -1f, 1f);
|
|
|
|
Vector3 normalizedVelocity = new Vector3(x, y, z);
|
|
|
|
return normalizedVelocity;
|
|
|
|
}
|
|
|
|
}
|