projection test for gallery space w/ chair using squeezed & gnomic projection.
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using UnityEngine;
using Unity.MLAgents;
namespace Unity.MLAgentsExamples
{
/// <summary>
/// This class contains logic for locomotion agents with joints which might make contact with the ground.
/// By attaching this as a component to those joints, their contact with the ground can be used as either
/// an observation for that agent, and/or a means of punishing the agent for making undesirable contact.
/// </summary>
[DisallowMultipleComponent]
public class GroundContact : MonoBehaviour
{
[HideInInspector] public Agent agent;
[Header("Ground Check")] public bool agentDoneOnGroundContact; // Whether to reset agent on ground contact.
public bool penalizeGroundContact; // Whether to penalize on contact.
public bool rewardOnContact;
public bool isFoot;
public bool isBody;
public float groundContactPenalty; // Penalty amount (ex: -1).
public bool touchingObject;
public bool touchingGround;
public bool touchingStairs;
const string k_Ground = "ground"; // Tag of ground object.
const string k_Stairs = "stairs";
const string k_Object = "object";
/// <summary>
/// Check for collision with ground, and optionally penalize agent.
/// </summary>
void OnCollisionEnter(Collision col)
{
if (col.transform.CompareTag(k_Ground))
{
touchingGround = true;
if (penalizeGroundContact)
{
agent.SetReward(groundContactPenalty);
}
if (rewardOnContact)
{
agent.AddReward(groundContactPenalty);
}
if (agentDoneOnGroundContact)
{
agent.EndEpisode();
}
}
if (col.transform.CompareTag(k_Stairs))
{
touchingStairs = true;
if(isFoot)
{
agent.AddReward(0.002f);
}
if (isBody)
{
agent.SetReward(-1f);
agent.EndEpisode();
}
}
if (col.transform.CompareTag(k_Object))
{
touchingObject = true;
if (isFoot)
{
agent.AddReward(0.002f);
}
}
}
void OnCollisionExit(Collision other)
{
if (other.transform.CompareTag(k_Ground))
{
touchingGround = false;
}
if (other.transform.CompareTag(k_Stairs))
{
touchingStairs = false;
}
if (other.transform.CompareTag(k_Object))
{
touchingObject = false;
}
}
}
}