Browse Source

getup model implemented, banana, treadmill

animation-test
Cailean Finn 10 months ago
parent
commit
68fab39633
  1. 8
      Assets/1_House/Sections/Banana.meta
  2. 169
      Assets/1_House/Sections/Banana/Banana.prefab
  3. 7
      Assets/1_House/Sections/Banana/Banana.prefab.meta
  4. 214
      Assets/1_House/Sections/Treadmill/House Content_treadmill_L_BB_SpotMini-House_2023.blend_Dupli_68.prefab
  5. 4
      Assets/2_Chair/Chair.prefab
  6. 14
      Assets/3_Materials/Physics Materials/Ikea Tray.physicMaterial
  7. 8
      Assets/3_Materials/Physics Materials/Ikea Tray.physicMaterial.meta
  8. 595
      Assets/6_Scenes/Beep.unity
  9. 7
      Assets/7_Scripts/Agent/Walker.cs
  10. 8
      Assets/7_Scripts/Interactable Items.meta
  11. 115
      Assets/7_Scripts/Interactable Items/GroundManager.cs
  12. 2
      Assets/7_Scripts/Interactable Items/GroundManager.cs.meta
  13. 105
      Assets/7_Scripts/Interactable Items/OnChairContact.cs
  14. 2
      Assets/7_Scripts/Interactable Items/OnChairContact.cs.meta
  15. 41
      Assets/7_Scripts/Interactable Items/Treadmill.cs
  16. 2
      Assets/7_Scripts/Interactable Items/Treadmill.cs.meta
  17. 14
      Assets/7_Scripts/Model Swapping/ModelSwap.cs
  18. 2
      Assets/ML-Agents/Timers/Beep_timers.json

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7
Assets/7_Scripts/Agent/Walker.cs

@ -166,7 +166,7 @@ public class Walker : Agent
// Check if model swapper is enabled, and set model if so // Check if model swapper is enabled, and set model if so
if (m_ModelSwap) if (m_ModelSwap)
{ {
m_ModelSwapper.SwitchModel("Walker", this); m_ModelSwapper.SetInitialModel();
} }
m_LastXPosition = (int)GetAverageXPositionFeet(); m_LastXPosition = (int)GetAverageXPositionFeet();
@ -391,17 +391,18 @@ public class Walker : Agent
// If on, check its rotation, and if certain parts are touching the floor // If on, check its rotation, and if certain parts are touching the floor
Vector2 deltaAngle = GetAngleDeltaXZ(); Vector2 deltaAngle = GetAngleDeltaXZ();
if ((deltaAngle.y < 0.5 || deltaAngle.x < 0.5) && !m_FinishedSwap) if ((deltaAngle.y < 0.3 || deltaAngle.x < 0.3) && !m_FinishedSwap)
{ {
// Swap Model // Swap Model
m_FinishedSwap = true; m_FinishedSwap = true;
m_ModelSwapper.m_PastModel = m_ModelSwapper.m_currentModelName;
m_ModelSwapper.SwitchModel("Getup", this); m_ModelSwapper.SwitchModel("Getup", this);
} }
else if (deltaAngle.y > 0.8 && deltaAngle.x > 0.8 && m_FinishedSwap) else if (deltaAngle.y > 0.8 && deltaAngle.x > 0.8 && m_FinishedSwap)
{ {
// Swap to Original Model // Swap to Original Model
m_FinishedSwap = false; m_FinishedSwap = false;
m_ModelSwapper.SwitchModel("Walker", this); m_ModelSwapper.SwitchModel(m_ModelSwapper.m_PastModel, this);
} }
} }

8
Assets/7_Scripts/Interactable Items.meta

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115
Assets/7_Scripts/Interactable Items/GroundManager.cs

@ -0,0 +1,115 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GroundManager : MonoBehaviour
{
public PhysicMaterial m_Floor;
public PhysicMaterial m_Agent;
public float m_Timer;
public float m_TimerTray;
public bool m_HasChanged;
// Start is called before the first frame update
private void OnEnable()
{
m_Timer = 5f;
m_HasChanged = false;
m_Floor.staticFriction = 1000f;
m_Floor.dynamicFriction = 1000f;
m_Agent.staticFriction = 2f;
m_Agent.dynamicFriction = 2f;
}
void Start()
{
if (m_Floor == null || m_Agent == null)
Debug.Log($"Physics Material of Floor/Agent was never set in FloorManager");
}
public void ActivateSlipperySurface()
{
if (!m_HasChanged)
Debug.Log($"Starting Cortouine on Banana for {m_Timer} seconds.");
StartCoroutine(ChangeSurface());
}
public void ActivateSlipperyChair()
{
if (!m_HasChanged)
Debug.Log($"Starting Cortouine on Chair for {m_Timer} seconds.");
StartCoroutine(ChangeChair());
}
public void ActivateSlipperyTray()
{
if (!m_HasChanged)
Debug.Log($"Starting Cortouine on Tray for {m_TimerTray} seconds.");
StartCoroutine(IkeaTrayAttach());
}
IEnumerator ChangeSurface()
{
m_HasChanged = true;
m_Floor.staticFriction = 0f;
m_Floor.dynamicFriction = 0f;
m_Agent.staticFriction = 0f;
m_Agent.dynamicFriction = 0f;
yield return new WaitForSeconds(m_Timer);
m_Floor.staticFriction = 1000f;
m_Floor.dynamicFriction = 1000f;
m_Agent.staticFriction = 2f;
m_Agent.dynamicFriction = 2f;
m_HasChanged = false;
Debug.Log($"Coroutine has ended for Banana");
}
IEnumerator ChangeChair()
{
m_HasChanged = true;
yield return new WaitForSeconds(m_Timer / 2);
m_Agent.staticFriction = 0f;
m_Agent.dynamicFriction = 0f;
yield return new WaitForSeconds(m_Timer / 2);
m_Agent.staticFriction = 2f;
m_Agent.dynamicFriction = 2f;
m_HasChanged = false;
Debug.Log($"Coroutine has ended for Banana");
}
IEnumerator IkeaTrayAttach()
{
m_HasChanged = true;
m_Floor.staticFriction = 0f;
m_Floor.dynamicFriction = 0f;
m_Agent.staticFriction = 0f;
m_Agent.dynamicFriction = 0f;
yield return new WaitForSeconds(m_TimerTray);
m_Floor.staticFriction = 1000f;
m_Floor.dynamicFriction = 1000f;
m_Agent.staticFriction = 2f;
m_Agent.dynamicFriction = 2f;
Debug.Log($"Coroutine has ended for Tray");
}
}

2
Assets/7_Scripts/Interactable Items/GroundManager.cs.meta

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guid: 458ff8f25e7cfa14a9e197776f252cf6

105
Assets/7_Scripts/Interactable Items/OnChairContact.cs

@ -0,0 +1,105 @@
using System.Collections;
using System.Collections.Generic;
using Unity.MLAgents;
using Unity.MLAgentsExamples;
using UnityEngine;
using UnityEngine.Events;
public class OnChairContact : MonoBehaviour
{
public UnityEvent m_CollisionEvent;
public UnityEvent m_CollisionStayEvent;
public UnityEvent m_CollisionExitEvent;
public UnityEvent m_TriggerStayEvent;
public UnityEvent m_TriggerExitEvent;
public bool m_IsTouching;
public bool m_IsAttached;
public float m_TrayTimeout;
private string m_Tag = "agent";
[SerializeField]
public FixedJoint m_FixedJoint;
void OnEnable()
{
m_IsTouching = false;
m_IsAttached = false;
}
private void Start()
{
if (this.TryGetComponent<FixedJoint>(out FixedJoint component))
{
m_FixedJoint = component;
}
else
{
m_FixedJoint = null;
}
}
private void OnCollisionEnter(Collision col)
{
if (col.transform.CompareTag(m_Tag))
{
if (col.gameObject.GetComponent<GroundContact>().isFoot && m_FixedJoint && !m_IsAttached)
{
m_IsAttached = true;
// Attach Joint
Rigidbody rbFoot = col.gameObject.GetComponent<Rigidbody>();
Debug.Log($"Attached to {col.gameObject.name}");
m_FixedJoint.connectedBody = rbFoot;
StartCoroutine(WaitToDetatch());
}
m_IsTouching = true;
m_CollisionEvent?.Invoke();
}
}
private void OnCollisionStay(Collision col)
{
if (col.transform.CompareTag(m_Tag))
{
m_IsTouching = true;
m_CollisionStayEvent?.Invoke();
}
}
private void OnCollisionExit(Collision other)
{
if (other.transform.CompareTag(m_Tag))
{
m_IsTouching = false;
m_CollisionExitEvent?.Invoke();
}
}
private void OnTriggerStay(Collider other)
{
if (other.transform.CompareTag(m_Tag))
{
m_IsTouching = true;
m_TriggerStayEvent?.Invoke();
}
}
private void OnTriggerExit(Collider other)
{
if (other.transform.CompareTag(m_Tag))
{
m_IsTouching = false;
m_TriggerExitEvent?.Invoke();
}
}
IEnumerator WaitToDetatch()
{
Debug.Log("Waiting for detatch");
yield return new WaitForSeconds(m_TrayTimeout);
Destroy(m_FixedJoint);
}
}

2
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41
Assets/7_Scripts/Interactable Items/Treadmill.cs

@ -0,0 +1,41 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Treadmill : MonoBehaviour
{
public Rigidbody m_Body;
private float m_Force;
private float m_angleOffset;
private void OnEnable()
{
m_Force = 0f;
m_angleOffset = 20f;
}
public void ApplyForce()
{
// m_Force += 0.1f;
// float m_ClampedForce = Mathf.Clamp(m_Force, 0f, 100f);
m_Force += 0.2f;
Debug.Log($"Applying Force {m_Force}");
Vector3 forceDirection = Quaternion.Euler(0, -m_angleOffset, 0) * Vector3.back;
m_Body.AddForce(forceDirection * m_Force);
}
public void RemoveForce()
{
Debug.Log("Removing Treadmill Force");
m_Force = 0;
}
private void FixedUpdate()
{
m_Force -= 0.05f;
if (m_Force < 0f)
{
m_Force = 0;
}
}
}

2
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@ -0,0 +1,2 @@
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guid: be3a6d75d30448c428c5f28690b0f96f

14
Assets/7_Scripts/Model Swapping/ModelSwap.cs

@ -20,7 +20,8 @@ public class ModelSwap : MonoBehaviour
[HideInInspector] [HideInInspector]
public Walker agent; public Walker agent;
[HideInInspector] public int currentModel = 0; [HideInInspector] public int currentModel = 0;
[HideInInspector] public int m_PastModel = 0; [HideInInspector] public string m_currentModelName = string.Empty;
[HideInInspector] public string m_PastModel = string.Empty;
// Path to .onnx files // Path to .onnx files
string m_relPath = string.Empty; string m_relPath = string.Empty;
@ -49,18 +50,22 @@ public class ModelSwap : MonoBehaviour
if (modelName.Equals("Walker")) if (modelName.Equals("Walker"))
{ {
agent.m_SelectedBrain = Walker.Brain.Walker; agent.m_SelectedBrain = Walker.Brain.Walker;
m_currentModelName = modelName;
} }
else if (modelName.Equals("Stairs")) else if (modelName.Equals("Stairs"))
{ {
agent.m_SelectedBrain = Walker.Brain.DMScrambler; agent.m_SelectedBrain = Walker.Brain.DMScrambler;
m_currentModelName = modelName;
} }
else if (modelName.Equals("Climber")) else if (modelName.Equals("Climber"))
{ {
agent.m_SelectedBrain = Walker.Brain.DMScrambler; agent.m_SelectedBrain = Walker.Brain.Climber;
m_currentModelName = modelName;
} }
else if (modelName.Equals("Getup")) else if (modelName.Equals("Getup"))
{ {
agent.m_SelectedBrain = Walker.Brain.Getup; agent.m_SelectedBrain = Walker.Brain.Getup;
m_currentModelName = modelName;
} }
Debug.Log("Current Model: " + nnModelList[currentModel].name); Debug.Log("Current Model: " + nnModelList[currentModel].name);
@ -84,4 +89,9 @@ public class ModelSwap : MonoBehaviour
{ {
SwitchModel(modelName, agent); SwitchModel(modelName, agent);
} }
public void SetInitialModel()
{
SwitchModel(m_InitialModel.name, agent);
}
}; };

2
Assets/ML-Agents/Timers/Beep_timers.json

@ -1 +1 @@
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