implementation of drecon in unity 2022 lts forked from: https://github.com/joanllobera/marathon-envs
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7 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using ManyWorlds;
using Unity.Collections;
using UnityEngine;
public class MarConObservationsStats : MonoBehaviour
{
[Header("Anchor stats")]
public Vector3 HorizontalDirection; // Normalized vector in direction of travel (assume right angle to floor)
public Vector3 AngualrVelocity;
[Header("Stats, relative to HorizontalDirection & Center Of Mass")]
public Vector3 CenterOfMassVelocity;
public Vector3 CenterOfMassHorizontalVelocity;
public float CenterOfMassVelocityMagnitude;
public Vector3 CenterOfMassVelocityInRootSpace;
public float CenterOfMassVelocityMagnitudeInRootSpace;
public float CenterOfMassHorizontalVelocityMagnitude;
public Vector3 DesiredCenterOfMassVelocity;
public Vector3 CenterOfMassVelocityDifference;
[HideInInspector] public Vector3 LastCenterOfMassInWorldSpace;
[HideInInspector] public Quaternion LastRotation;
[Header("Stats, in local joint space")]
public float[] DofRotationWithinRangeOfMotion;
public float[] DofAngularVelocity;
public float[] DofRotationInRad;
[HideInInspector] public float[] DofLastRotationInRad;
ArticulationBody[] _articulationBodyJoints;
Rigidbody[] _rigidBodyJoints;
GameObject[] _jointsToTrack;
Collider[] _collidersToTrack;
GameObject[] _jointForTrackedColliders;
public Vector3[] Positions;
public Quaternion[] Rotations;
public Vector3[] Velocities;
public Vector3[] AngualrVelocities;
[HideInInspector]
public Vector3[] LastLocalPositions;
[HideInInspector]
public Quaternion[] LastLocalRotations;
bool LastIsSet;
MapAnim2Ragdoll _mapAnim2Ragdoll;
GameObject _root;
IAnimationController _animationController;
SpawnableEnv _spawnableEnv;
public void OnAgentInitialize(
Transform defaultTransform,
ArticulationBody[] articulationBodyJoints,
ArticulationBody articulationBodyRoot)
{
_mapAnim2Ragdoll = defaultTransform.GetComponent<MapAnim2Ragdoll>();
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
_animationController = _spawnableEnv.GetComponentInChildren<IAnimationController>();
var jointNames = articulationBodyJoints
.Select(x=>x.name)
.Select(x=>x.Replace("articulation:", ""))
.Select(x=>x.Replace("mixamorig:", ""))
.ToArray();
_articulationBodyJoints = articulationBodyJoints;
_rigidBodyJoints = GetComponentsInChildren<Rigidbody>();
if (_rigidBodyJoints.Length > 0)
{
_jointsToTrack = jointNames
.Select(x=>_rigidBodyJoints.First(y => y.name.EndsWith(x)))
.Select(x=>x.gameObject)
.ToArray();
}
else
{
_jointsToTrack = jointNames
.Select(x=>articulationBodyJoints.First(y => y.name.EndsWith(x)))
.Select(x=>x.gameObject)
.ToArray();
}
_collidersToTrack = _jointsToTrack
.SelectMany(x=>x.GetComponentsInChildren<Collider>())
.Where(x => x.enabled)
.Where(x => !x.isTrigger)
.Where(x=> {
var ignoreCollider = x.GetComponent<IgnoreColliderForObservation>();
if (ignoreCollider == null)
return true;
return !ignoreCollider.enabled;})
.Distinct()
.ToArray();
if (_rigidBodyJoints.Length > 0)
{
_jointForTrackedColliders = _collidersToTrack
.Select(x=>x.GetComponentsInParent<Rigidbody>().First())
.Select(x=>x.gameObject)
.ToArray();
}
else
{
_jointForTrackedColliders = _collidersToTrack
.Select(x=>x.GetComponentsInParent<ArticulationBody>().First())
.Select(x=>x.gameObject)
.ToArray();
}
Positions = Enumerable.Range(0, _collidersToTrack.Length).Select(x=>Vector3.zero).ToArray();
Rotations = Enumerable.Range(0, _collidersToTrack.Length).Select(x=>Quaternion.identity).ToArray();
Velocities = Enumerable.Range(0, _collidersToTrack.Length).Select(x=>Vector3.zero).ToArray();
AngualrVelocities = Enumerable.Range(0, _collidersToTrack.Length).Select(x=>Vector3.zero).ToArray();
LastLocalPositions = Enumerable.Range(0, _collidersToTrack.Length).Select(x=>Vector3.zero).ToArray();
LastLocalRotations = Enumerable.Range(0, _collidersToTrack.Length).Select(x=>Quaternion.identity).ToArray();
int dof = 0;
foreach (var m in _articulationBodyJoints)
{
if (m.twistLock == ArticulationDofLock.LimitedMotion)
dof++;
if (m.swingYLock == ArticulationDofLock.LimitedMotion)
dof++;
if (m.swingZLock == ArticulationDofLock.LimitedMotion)
dof++;
}
DofRotationWithinRangeOfMotion = Enumerable.Range(0, dof).Select(x=>0f).ToArray();
DofAngularVelocity = Enumerable.Range(0, dof).Select(x=>0f).ToArray();
DofRotationInRad = Enumerable.Range(0, dof).Select(x=>0f).ToArray();
DofLastRotationInRad = Enumerable.Range(0, dof).Select(x=>0f).ToArray();
if (_root == null)
{
Debug.Log("in game object: " + name + "my rootname is: " + articulationBodyRoot.name);
if (_rigidBodyJoints.Length > 0)
_root = _rigidBodyJoints.First(x => x.name == articulationBodyRoot.name).gameObject;
else
_root = articulationBodyRoot.gameObject;
}
transform.position = defaultTransform.position;
transform.rotation = defaultTransform.rotation;
LastIsSet = false;
}
public void OnStep(float timeDelta)
{
// get Center Of Mass velocity in f space
Vector3 newCOM;
// if Moocap, then get from anim2Ragdoll
if (_mapAnim2Ragdoll != null)
{
newCOM = _mapAnim2Ragdoll.LastCenterOfMassInWorldSpace;
var newHorizontalDirection = _mapAnim2Ragdoll.HorizontalDirection;
HorizontalDirection = newHorizontalDirection / 180f;
if (!LastIsSet)
{
LastCenterOfMassInWorldSpace = newCOM;
}
transform.position = newCOM;
transform.rotation = Quaternion.Euler(newHorizontalDirection);
CenterOfMassVelocity = _mapAnim2Ragdoll.CenterOfMassVelocity;
CenterOfMassVelocityMagnitude = _mapAnim2Ragdoll.CenterOfMassVelocityMagnitude;
CenterOfMassVelocityInRootSpace = transform.InverseTransformVector(CenterOfMassVelocity);
CenterOfMassVelocityMagnitudeInRootSpace = CenterOfMassVelocityInRootSpace.magnitude;
}
else
{
newCOM = GetCenterOfMass();
var newHorizontalDirection = new Vector3(0f, _root.transform.eulerAngles.y, 0f);
HorizontalDirection = newHorizontalDirection / 180f;
if (!LastIsSet)
{
LastCenterOfMassInWorldSpace = newCOM;
}
transform.position = newCOM;
transform.rotation = Quaternion.Euler(newHorizontalDirection);
var velocity = newCOM - LastCenterOfMassInWorldSpace;
velocity /= timeDelta;
CenterOfMassVelocity = velocity;
CenterOfMassVelocityMagnitude = CenterOfMassVelocity.magnitude;
CenterOfMassVelocityInRootSpace = transform.InverseTransformVector(CenterOfMassVelocity);
CenterOfMassVelocityMagnitudeInRootSpace = CenterOfMassVelocityInRootSpace.magnitude;
}
LastCenterOfMassInWorldSpace = newCOM;
// get Center Of Mass horizontal velocity in f space
var comHorizontalDirection = new Vector3(CenterOfMassVelocity.x, 0f, CenterOfMassVelocity.z);
CenterOfMassHorizontalVelocity = transform.InverseTransformVector(comHorizontalDirection);
CenterOfMassHorizontalVelocityMagnitude = CenterOfMassHorizontalVelocity.magnitude;
// get Desired Center Of Mass horizontal velocity in f space
Vector3 desiredCom = _animationController.GetDesiredVelocity();
DesiredCenterOfMassVelocity = transform.InverseTransformVector(desiredCom);
// get Desired Center Of Mass horizontal velocity in f space
CenterOfMassVelocityDifference = DesiredCenterOfMassVelocity - CenterOfMassHorizontalVelocity;
if (!LastIsSet)
{
LastRotation = transform.rotation;
}
AngualrVelocity = Utils.GetAngularVelocity(LastRotation, transform.rotation, timeDelta);
LastRotation = transform.rotation;
TrackUsingColliders(timeDelta);
// TrackUsingJointsForTrackedColliders(timeDelta);
TrackUsingDof(timeDelta);
LastIsSet = true;
}
void TrackUsingJointsForTrackedColliders(float timeDelta)
{
// track in local space
for (int i = 0; i < _jointForTrackedColliders.Length; i++)
{
Transform joint = _jointForTrackedColliders[i].transform;
Vector3 worldPosition = joint.position;
Quaternion worldRotation = transform.rotation;
Vector3 localPosition = transform.InverseTransformPoint(worldPosition);
Quaternion localRotation = Utils.FromToRotation(transform.rotation, worldRotation);
if (!LastIsSet)
{
LastLocalPositions[i] = localPosition;
LastLocalRotations[i] = localRotation;
}
Positions[i] = localPosition;
Rotations[i] = localRotation;
Velocities[i] = (localPosition - LastLocalPositions[i]) / timeDelta;
AngualrVelocities[i] = Utils.GetAngularVelocity(LastLocalRotations[i], localRotation, timeDelta);
LastLocalPositions[i] = localPosition;
LastLocalRotations[i] = localRotation;
}
}
void TrackUsingColliders(float timeDelta)
{
// track in local space
for (int i = 0; i < _collidersToTrack.Length; i++)
{
Vector3 c = Vector3.zero;
CapsuleCollider capsule = _collidersToTrack[i] as CapsuleCollider;
BoxCollider box = _collidersToTrack[i] as BoxCollider;
SphereCollider sphere = _collidersToTrack[i] as SphereCollider;
Bounds b = new Bounds(c, c);
if (capsule != null)
{
c = capsule.center;
var r = capsule.radius * 2;
var h = capsule.height;
h = Mathf.Max(r, h); // capsules height is clipped at r
if (capsule.direction == 0)
b = new Bounds(c, new Vector3(h, r, r));
else if (capsule.direction == 1)
b = new Bounds(c, new Vector3(r, h, r));
else if (capsule.direction == 2)
b = new Bounds(c, new Vector3(r, r, h));
else throw new NotImplementedException();
}
else if (box != null)
{
c = box.center;
b = new Bounds(c, box.size);
}
else if (sphere != null)
{
c = sphere.center;
var r = sphere.radius * 2;
b = new Bounds(c, new Vector3(r, r, r));
}
else
throw new NotImplementedException();
Vector3 worldPosition = _collidersToTrack[i].transform.TransformPoint(c);
Quaternion worldRotation = _collidersToTrack[i].transform.rotation;
Vector3 localPosition = transform.InverseTransformPoint(worldPosition);
Quaternion localRotation = Utils.FromToRotation(transform.rotation, worldRotation);
if (!LastIsSet)
{
LastLocalPositions[i] = localPosition;
LastLocalRotations[i] = localRotation;
}
Positions[i] = localPosition;
Rotations[i] = localRotation;
Velocities[i] = (localPosition - LastLocalPositions[i]) / timeDelta;
AngualrVelocities[i] = Utils.GetAngularVelocity(LastLocalRotations[i], localRotation, timeDelta);
LastLocalPositions[i] = localPosition;
LastLocalRotations[i] = localRotation;
}
}
void TrackUsingDof(float timeDelta)
{
// track in local space
int i = 0;
for (int j = 0; j < _jointForTrackedColliders.Length; j++)
{
var joint = _jointsToTrack[j];
var reference = _articulationBodyJoints[j];
Vector3 decomposedRotation = Utils.GetSwingTwist(joint.transform.localRotation);
if (reference.twistLock == ArticulationDofLock.LimitedMotion)
{
var drive = reference.xDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var deg = decomposedRotation.x;
var pos = (deg - midpoint) / scale;
DofRotationInRad[i] = deg * Mathf.Deg2Rad;
DofRotationWithinRangeOfMotion[i++] = pos;
}
if (reference.swingYLock == ArticulationDofLock.LimitedMotion)
{
var drive = reference.yDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var deg = decomposedRotation.y;
var pos = (deg - midpoint) / scale;
DofRotationInRad[i] = deg * Mathf.Deg2Rad;
DofRotationWithinRangeOfMotion[i++] = pos;
}
if (reference.swingZLock == ArticulationDofLock.LimitedMotion)
{
var drive = reference.zDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var deg = decomposedRotation.z;
var pos = (deg - midpoint) / scale;
DofRotationInRad[i] = deg * Mathf.Deg2Rad;
DofRotationWithinRangeOfMotion[i++] = pos;
}
}
for (i = 0; i < DofRotationInRad.Length; i++)
{
if (!LastIsSet)
{
DofLastRotationInRad[i] = DofRotationInRad[i];
}
DofAngularVelocity[i] = DofRotationInRad[i] - DofLastRotationInRad[i];
DofAngularVelocity[i] /= timeDelta;
DofLastRotationInRad[i] = DofRotationInRad[i];
}
}
public void OnReset()
{
OnStep(float.Epsilon);
LastIsSet = false;
}
Vector3 GetCenterOfMass()
{
var centerOfMass = Vector3.zero;
float totalMass = 0f;
foreach (ArticulationBody ab in _articulationBodyJoints)
{
centerOfMass += ab.worldCenterOfMass * ab.mass;
totalMass += ab.mass;
}
centerOfMass /= totalMass;
// centerOfMass -= _spawnableEnv.transform.position;
return centerOfMass;
}
}