implementation of drecon in unity 2022 lts forked from: https://github.com/joanllobera/marathon-envs
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.

569 lines
20 KiB

9 months ago
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine;
using ManyWorlds;
using UnityEngine.Assertions;
using System;
using Unity.Mathematics;
9 months ago
public class RagDollAgent : Agent
{
[Header("Settings")]
public float FixedDeltaTime = 1f/60f;
public float SmoothBeta = 0.2f;
[Header("Camera")]
public bool RequestCamera;
public bool CameraFollowMe;
public Transform CameraTarget;
[Header("... debug")]
public bool SkipRewardSmoothing;
public bool debugCopyMocap;
public bool ignorActions;
public bool dontResetOnZeroReward;
public bool dontSnapMocapToRagdoll;
public bool DebugPauseOnReset;
public bool UsePDControl = true;
List<Rigidbody> _mocapBodyParts;
List<ArticulationBody> _bodyParts;
SpawnableEnv _spawnableEnv;
DReConObservations _dReConObservations;
DReConRewards _dReConRewards;
RagDoll004 _ragDollSettings;
TrackBodyStatesInWorldSpace _trackBodyStatesInWorldSpace;
List<ArticulationBody> _motors;
MarathonTestBedController _debugController;
InputController _inputController;
SensorObservations _sensorObservations;
DecisionRequester _decisionRequester;
MocapAnimatorController _mocapAnimatorController;
bool _hasLazyInitialized;
float[] _smoothedActions;
float[] _mocapTargets;
[Space(16)]
[SerializeField]
bool _hasAwake = false;
MocapControllerArtanim _mocapControllerArtanim;
private float timer = 0f;
private float waitTime = 3f;
private bool waitStarted;
private float x = 0;
private float y = 100;
public TerrainCollider m_TerrainCollider;
public LayerMask m_ExcludeLayer;
public LayerMask m_Temp;
public delegate void OnMoveToNextModelDelegate();
public static OnMoveToNextModelDelegate m_MoveToNextModel;
public delegate void OnAgentFailDelegate();
public static OnAgentFailDelegate m_AgentFail;
9 months ago
void Awake()
{
if (RequestCamera && CameraTarget != null)
{
// Will follow the last object to be spawned
var camera = FindObjectOfType<Camera>();
if(camera != null) {
var follow = camera.GetComponent<SmoothFollow>();
if (follow != null)
follow.target = CameraTarget;
}
}
_hasAwake = true;
}
void Update()
{
if (debugCopyMocap)
{
EndEpisode();
}
Assert.IsTrue(_hasLazyInitialized);
// hadle mocap going out of bounds
if (!_spawnableEnv.IsPointWithinBoundsInWorldSpace(_mocapControllerArtanim.transform.position))
{
_mocapControllerArtanim.transform.position = _spawnableEnv.transform.position;
_trackBodyStatesInWorldSpace.LinkStatsToRigidBodies();
EndEpisode();
}
}
override public void CollectObservations(VectorSensor sensor)
{
Assert.IsTrue(_hasLazyInitialized);
float timeDelta = Time.fixedDeltaTime * _decisionRequester.DecisionPeriod;
_dReConObservations.OnStep(timeDelta);
sensor.AddObservation(_dReConObservations.MocapCOMVelocity);
sensor.AddObservation(_dReConObservations.RagDollCOMVelocity);
sensor.AddObservation(_dReConObservations.RagDollCOMVelocity-_dReConObservations.MocapCOMVelocity);
sensor.AddObservation(_dReConObservations.InputDesiredHorizontalVelocity);
sensor.AddObservation(_dReConObservations.InputJump);
sensor.AddObservation(_dReConObservations.InputBackflip);
sensor.AddObservation(_dReConObservations.HorizontalVelocityDifference);
// foreach (var stat in _dReConObservations.MocapBodyStats)
// {
// sensor.AddObservation(stat.Position);
// sensor.AddObservation(stat.Velocity);
// }
foreach (var stat in _dReConObservations.RagDollBodyStats)
{
sensor.AddObservation(stat.Position);
sensor.AddObservation(stat.Velocity);
}
foreach (var stat in _dReConObservations.BodyPartDifferenceStats)
{
sensor.AddObservation(stat.Position);
sensor.AddObservation(stat.Velocity);
}
sensor.AddObservation(_dReConObservations.PreviousActions);
// add sensors (feet etc)
sensor.AddObservation(_sensorObservations.SensorIsInTouch);
}
public override void OnActionReceived(ActionBuffers actions)
{
float[] vectorAction = actions.ContinuousActions.Select(x=>x).ToArray();
Assert.IsTrue(_hasLazyInitialized);
float timeDelta = Time.fixedDeltaTime;
if (!_decisionRequester.TakeActionsBetweenDecisions)
timeDelta = timeDelta*_decisionRequester.DecisionPeriod;
_dReConRewards.OnStep(timeDelta);
bool shouldDebug = _debugController != null;
bool dontUpdateMotor = false;
if (_debugController != null)
{
dontUpdateMotor = _debugController.DontUpdateMotor;
dontUpdateMotor &= _debugController.isActiveAndEnabled;
dontUpdateMotor &= _debugController.gameObject.activeInHierarchy;
shouldDebug &= _debugController.isActiveAndEnabled;
shouldDebug &= _debugController.gameObject.activeInHierarchy;
}
if (shouldDebug)
{
vectorAction = GetDebugActions(vectorAction);
}
if (UsePDControl)
{
var targets = GetMocapTargets();
vectorAction = vectorAction
.Zip(targets, (action, target)=> Mathf.Clamp(target + action *2f, -1f, 1f))
.ToArray();
}
if (!SkipRewardSmoothing)
vectorAction = SmoothActions(vectorAction);
if (ignorActions)
vectorAction = vectorAction.Select(x=>0f).ToArray();
int i = 0;
var scale = 1f;
x += Time.fixedDeltaTime * scale;
y += Time.fixedDeltaTime * scale;
9 months ago
foreach (var m in _motors)
{
if (m.isRoot)
continue;
if (dontUpdateMotor)
continue;
Vector3 targetNormalizedRotation = Vector3.zero;
if (m.twistLock == ArticulationDofLock.LimitedMotion && !waitStarted)
{
targetNormalizedRotation.x = vectorAction[i++];
}
else
{
var offset = 7.5f;
targetNormalizedRotation.x = (Mathf.PerlinNoise(x + offset, y + offset) * 2) - 1; ;
}
if (m.swingYLock == ArticulationDofLock.LimitedMotion && !waitStarted)
{
targetNormalizedRotation.y = vectorAction[i++];
}
else
{
var offset = 5f;
targetNormalizedRotation.y = (Mathf.PerlinNoise(x + offset, y + offset) * 2) - 1; ;
}
if (m.swingZLock == ArticulationDofLock.LimitedMotion && !waitStarted)
{
targetNormalizedRotation.z = vectorAction[i++];
}
else
{
var offset = 22.3f;
targetNormalizedRotation.z = (Mathf.PerlinNoise(x + offset, y + offset) * 2) - 1; ;
}
9 months ago
UpdateMotor(m, targetNormalizedRotation);
}
_dReConObservations.PreviousActions = vectorAction;
AddReward(_dReConRewards.Reward);
// if (_dReConRewards.HeadHeightDistance > 0.5f || _dReConRewards.Reward < 1f)
if (_dReConRewards.HeadHeightDistance > 0.75f) //|| _dReConRewards.Reward <= 0f)
9 months ago
{
if (!dontResetOnZeroReward)
{
if (!waitStarted)
{
waitStarted = true;
//Disable Ground Collider
if (m_TerrainCollider)
{
// Exclude Marathon from Collider
m_Temp = m_TerrainCollider.excludeLayers;
m_TerrainCollider.excludeLayers = m_ExcludeLayer;
}
m_AgentFail?.Invoke();
}
timer += Time.fixedDeltaTime;
if (timer >= waitTime)
{
timer = 0;
waitStarted = false;
m_TerrainCollider.excludeLayers = m_Temp;
m_MoveToNextModel?.Invoke();
EndEpisode();
}
}
9 months ago
}
// else if (_dReConRewards.HeadDistance > 1.5f)
else if (_dReConRewards.Reward <= 0.1f && !dontSnapMocapToRagdoll)
{
Transform ragDollCom = _dReConObservations.GetRagDollCOM();
Vector3 snapPosition = ragDollCom.position;
snapPosition.y = 0f;
_mocapControllerArtanim.SnapTo(snapPosition);
AddReward(-.5f);
}
}
9 months ago
float[] GetDebugActions(float[] vectorAction)
{
var debugActions = new List<float>();
foreach (var m in _motors)
{
if (m.isRoot)
continue;
DebugMotor debugMotor = m.GetComponent<DebugMotor>();
if (debugMotor == null)
{
debugMotor = m.gameObject.AddComponent<DebugMotor>();
}
// clip to -1/+1
debugMotor.Actions = new Vector3 (
Mathf.Clamp(debugMotor.Actions.x, -1f, 1f),
Mathf.Clamp(debugMotor.Actions.y, -1f, 1f),
Mathf.Clamp(debugMotor.Actions.z, -1f, 1f)
);
Vector3 targetNormalizedRotation = debugMotor.Actions;
if (m.twistLock == ArticulationDofLock.LimitedMotion)
debugActions.Add(targetNormalizedRotation.x);
if (m.swingYLock == ArticulationDofLock.LimitedMotion)
debugActions.Add(targetNormalizedRotation.y);
if (m.swingZLock == ArticulationDofLock.LimitedMotion)
debugActions.Add(targetNormalizedRotation.z);
}
debugActions = debugActions.Select(x=>Mathf.Clamp(x,-1f,1f)).ToList();
_debugController.Actions = debugActions.ToArray();
return debugActions.ToArray();
}
float[] SmoothActions(float[] vectorAction)
{
// yt =β at +(1−β)yt−1
if (_smoothedActions == null)
_smoothedActions = vectorAction.Select(x=>0f).ToArray();
_smoothedActions = vectorAction
.Zip(_smoothedActions, (a, y)=> SmoothBeta * a + (1f-SmoothBeta) * y)
.ToArray();
return _smoothedActions;
}
public override void Initialize()
{
Assert.IsTrue(_hasAwake);
Assert.IsFalse(_hasLazyInitialized);
_hasLazyInitialized = true;
_decisionRequester = GetComponent<DecisionRequester>();
_debugController = FindObjectOfType<MarathonTestBedController>();
Time.fixedDeltaTime = FixedDeltaTime;
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
if (_debugController != null)
{
dontResetOnZeroReward = true;
dontSnapMocapToRagdoll = true;
UsePDControl = false;
}
_mocapControllerArtanim = _spawnableEnv.GetComponentInChildren<MocapControllerArtanim>();
_mocapBodyParts = _mocapControllerArtanim.GetRigidBodies();
_bodyParts = GetComponentsInChildren<ArticulationBody>().ToList();
_dReConObservations = GetComponent<DReConObservations>();
_dReConRewards = GetComponent<DReConRewards>();
_trackBodyStatesInWorldSpace = _mocapControllerArtanim.GetComponent<TrackBodyStatesInWorldSpace>();
_ragDollSettings = GetComponent<RagDoll004>();
_inputController = _spawnableEnv.GetComponentInChildren<InputController>();
_sensorObservations = GetComponent<SensorObservations>();
foreach (var body in GetComponentsInChildren<ArticulationBody>())
{
body.solverIterations = 255;
body.solverVelocityIterations = 255;
}
_motors = GetComponentsInChildren<ArticulationBody>()
.Where(x=>x.jointType == ArticulationJointType.SphericalJoint)
.Where(x=>!x.isRoot)
.Distinct()
.ToList();
var individualMotors = new List<float>();
foreach (var m in _motors)
{
if (m.twistLock == ArticulationDofLock.LimitedMotion)
individualMotors.Add(0f);
if (m.swingYLock == ArticulationDofLock.LimitedMotion)
individualMotors.Add(0f);
if (m.swingZLock == ArticulationDofLock.LimitedMotion)
individualMotors.Add(0f);
}
_dReConObservations.PreviousActions = individualMotors.ToArray();
//_mocapAnimatorController = _mocapControllerArtanim.GetComponentInChildren<MocapAnimatorController>();
_mocapAnimatorController = _mocapControllerArtanim.GetComponent<MocapAnimatorController>();
_mocapControllerArtanim.OnAgentInitialize();
_dReConObservations.OnAgentInitialize();
_dReConRewards.OnAgentInitialize();
_trackBodyStatesInWorldSpace.OnAgentInitialize();
_mocapAnimatorController.OnAgentInitialize();
_inputController.OnReset();
_hasLazyInitialized = true;
}
public override void OnEpisodeBegin()
{
Assert.IsTrue(_hasAwake);
_smoothedActions = null;
debugCopyMocap = false;
_mocapAnimatorController.OnReset();
var angle = Vector3.SignedAngle(Vector3.forward, _inputController.HorizontalDirection, Vector3.up);
var rotation = Quaternion.Euler(0f, angle, 0f);
_mocapControllerArtanim.OnReset(rotation);
_mocapControllerArtanim.CopyStatesTo(this.gameObject);
// _trackBodyStatesInWorldSpace.CopyStatesTo(this.gameObject);
float timeDelta = float.MinValue;
_dReConObservations.OnReset();
_dReConRewards.OnReset();
_dReConObservations.OnStep(timeDelta);
_dReConRewards.OnStep(timeDelta);
#if UNITY_EDITOR
if (DebugPauseOnReset)
{
UnityEditor.EditorApplication.isPaused = true;
}
#endif
if (_debugController != null && _debugController.isActiveAndEnabled)
{
_debugController.OnAgentEpisodeBegin();
}
}
float[] GetMocapTargets()
{
if (_mocapTargets == null)
{
_mocapTargets = _motors
.Where(x=>!x.isRoot)
.SelectMany(x => {
List<float> list = new List<float>();
if (x.twistLock == ArticulationDofLock.LimitedMotion)
list.Add(0f);
if (x.swingYLock == ArticulationDofLock.LimitedMotion)
list.Add(0f);
if (x.swingZLock == ArticulationDofLock.LimitedMotion)
list.Add(0f);
return list.ToArray();
})
.ToArray();
}
int i=0;
foreach (var joint in _motors)
{
if (joint.isRoot)
continue;
Rigidbody mocapBody = _mocapBodyParts.First(x=>x.name == joint.name);
Vector3 targetRotationInJointSpace = -(Quaternion.Inverse(joint.anchorRotation) * Quaternion.Inverse(mocapBody.transform.localRotation) * joint.parentAnchorRotation).eulerAngles;
targetRotationInJointSpace = new Vector3(
Mathf.DeltaAngle(0, targetRotationInJointSpace.x),
Mathf.DeltaAngle(0, targetRotationInJointSpace.y),
Mathf.DeltaAngle(0, targetRotationInJointSpace.z));
if (joint.twistLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.xDrive;
var scale = (drive.upperLimit-drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = (targetRotationInJointSpace.x -midpoint) / scale;
_mocapTargets[i] = target;
i++;
}
if (joint.swingYLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.yDrive;
var scale = (drive.upperLimit-drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = (targetRotationInJointSpace.y -midpoint) / scale;
_mocapTargets[i] = target;
i++;
}
if (joint.swingZLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.zDrive;
var scale = (drive.upperLimit-drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = (targetRotationInJointSpace.z -midpoint) / scale;
_mocapTargets[i] = target;
i++;
}
}
return _mocapTargets;
}
void UpdateMotor(ArticulationBody joint, Vector3 targetNormalizedRotation)
{
//Vector3 power = _ragDollSettings.MusclePowers.First(x=>x.Muscle == joint.name).PowerVector;
Vector3 power = Vector3.zero;
try
{
power = _ragDollSettings.MusclePowers.First(x => x.Muscle == joint.name).PowerVector;
}
catch
{
Debug.Log("there is no muscle for joint " + joint.name);
}
power *= _ragDollSettings.Stiffness;
float damping = _ragDollSettings.Damping;
float forceLimit = _ragDollSettings.ForceLimit;
if (joint.twistLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.xDrive;
var scale = (drive.upperLimit-drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.x *scale);
drive.target = target;
drive.stiffness = power.x;
drive.damping = damping;
drive.forceLimit = forceLimit;
joint.xDrive = drive;
}
if (joint.swingYLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.yDrive;
var scale = (drive.upperLimit-drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.y *scale);
drive.target = target;
drive.stiffness = power.y;
drive.damping = damping;
drive.forceLimit = forceLimit;
joint.yDrive = drive;
}
if (joint.swingZLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.zDrive;
var scale = (drive.upperLimit-drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.z *scale);
drive.target = target;
drive.stiffness = power.z;
drive.damping = damping;
drive.forceLimit = forceLimit;
joint.zDrive = drive;
}
}
void FixedUpdate()
{
if (debugCopyMocap)
{
EndEpisode();
}
}
void OnDrawGizmos()
{
if (_dReConRewards == null)
return;
var comTransform = _dReConRewards._ragDollBodyStats.transform;
var vector = new Vector3( _inputController.MovementVector.x, 0f, _inputController.MovementVector.y);
var pos = new Vector3(comTransform.position.x, 0.001f, comTransform.position.z);
DrawArrow(pos, vector, Color.black);
}
void DrawArrow(Vector3 start, Vector3 vector, Color color)
{
float headSize = 0.25f;
float headAngle = 20.0f;
Gizmos.color = color;
Gizmos.DrawRay(start, vector);
if (vector != Vector3.zero)
{
Vector3 right = Quaternion.LookRotation(vector) * Quaternion.Euler(0,180+headAngle,0) * new Vector3(0,0,1);
Vector3 left = Quaternion.LookRotation(vector) * Quaternion.Euler(0,180-headAngle,0) * new Vector3(0,0,1);
Gizmos.DrawRay(start + vector, right * headSize);
Gizmos.DrawRay(start + vector, left * headSize);
}
}
}