organisation & splat changes

This commit is contained in:
2024-03-28 14:55:33 +00:00
parent d487af62b8
commit 0535f6df4c
347 changed files with 3579 additions and 1956 deletions

8
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
public class DeepMindHopperAgent : MarathonAgent
{
public List<float> RewardHackingVector;
public override void OnEpisodeBegin()
{
base.OnEpisodeBegin();
// set to true this to show monitor while training
//Monitor.SetActive(true);
StepRewardFunction = StepRewardHopper101;
TerminateFunction = TerminateOnNonFootHitTerrain;
ObservationsFunction = ObservationsDefault;
BodyParts["pelvis"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "torso");
BodyParts["foot"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "foot");
SetupBodyParts();
}
void ObservationsDefault(VectorSensor sensor)
{
if (ShowMonitor)
{
}
var pelvis = BodyParts["pelvis"];
Vector3 normalizedVelocity = this.GetNormalizedVelocity(pelvis.velocity);
sensor.AddObservation(normalizedVelocity);
sensor.AddObservation(pelvis.transform.forward); // gyroscope
sensor.AddObservation(pelvis.transform.up);
sensor.AddObservation(SensorIsInTouch);
JointRotations.ForEach(x => sensor.AddObservation(x));
sensor.AddObservation(JointVelocity);
var foot = BodyParts["foot"];
Vector3 normalizedFootPosition = this.GetNormalizedPosition(foot.transform.position);
sensor.AddObservation(normalizedFootPosition.y);
}
float GetRewardOnEpisodeComplete()
{
return FocalPoint.transform.position.x;
}
void UpdateRewardHackingVector()
{
// float uprightBonus = GetForwardBonus("pelvis");
float uprightBonus = GetDirectionBonus("pelvis", Vector3.forward, 1f);
uprightBonus = Mathf.Clamp(uprightBonus, 0f, 1f);
float velocity = Mathf.Clamp(GetNormalizedVelocity("pelvis").x, 0f, 1f);
float position = Mathf.Clamp(GetNormalizedPosition("pelvis").x, 0f, 1f);
float effort = 1f - GetEffortNormalized();
if (RewardHackingVector?.Count == 0)
RewardHackingVector = Enumerable.Range(0, 6).Select(x => 0f).ToList();
RewardHackingVector[0] = velocity;
RewardHackingVector[1] = position;
RewardHackingVector[2] = effort;
RewardHackingVector[3] = uprightBonus;
}
float StepRewardHopper101()
{
UpdateRewardHackingVector();
float uprightBonus = GetDirectionBonus("pelvis", Vector3.forward, 1f);
uprightBonus = Mathf.Clamp(uprightBonus, 0f, 1f);
float velocity = Mathf.Clamp(GetNormalizedVelocity("pelvis").x, 0f, 1f);
// float position = Mathf.Clamp(GetNormalizedPosition("pelvis").x, 0f, 1f);
float effort = 1f - GetEffortNormalized();
uprightBonus *= 0.05f;
velocity *= 0.7f;
if (velocity >= .25f)
effort *= 0.25f;
else
effort *= velocity;
var reward = velocity
+ uprightBonus
+ effort;
if (ShowMonitor)
{
//var hist = new[] {reward, velocity, uprightBonus, effort};
//Monitor.Log("rewardHist", hist, displayType: Monitor.DisplayType.Independent);
}
return reward;
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
public class DeepMindWalkerAgent : MarathonAgent
{
public override void OnEpisodeBegin()
{
base.OnEpisodeBegin();
// set to true this to show monitor while training
//Monitor.SetActive(true);
StepRewardFunction = StepRewardWalker106;
TerminateFunction = TerminateOnNonFootHitTerrain;
ObservationsFunction = ObservationsDefault;
BodyParts["pelvis"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "torso");
BodyParts["left_thigh"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "left_thigh");
BodyParts["right_thigh"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "right_thigh");
BodyParts["right_foot"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "right_foot");
BodyParts["left_foot"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "left_foot");
SetupBodyParts();
}
void ObservationsDefault(VectorSensor sensor)
{
if (ShowMonitor)
{
}
var pelvis = BodyParts["pelvis"];
Vector3 normalizedVelocity = this.GetNormalizedVelocity(pelvis.velocity);
sensor.AddObservation(normalizedVelocity);
sensor.AddObservation(pelvis.transform.forward); // gyroscope
sensor.AddObservation(pelvis.transform.up);
sensor.AddObservation(SensorIsInTouch);
JointRotations.ForEach(x => sensor.AddObservation(x));
sensor.AddObservation(JointVelocity);
sensor.AddObservation(new []{
this.GetNormalizedPosition(BodyParts["left_foot"].transform.position).y,
this.GetNormalizedPosition(BodyParts["right_foot"].transform.position).y
});
}
float StepRewardWalker106()
{
float heightPenality = 1f-GetHeightPenality(1.1f);
heightPenality = Mathf.Clamp(heightPenality, 0f, 1f);
float uprightBonus = GetDirectionBonus("pelvis", Vector3.forward, 1f);
uprightBonus = Mathf.Clamp(uprightBonus, 0f, 1f);
float velocity = Mathf.Clamp(GetNormalizedVelocity("pelvis").x, 0f, 1f);
float effort = 1f - GetEffortNormalized();
//if (ShowMonitor)
//{
// var hist = new[] {velocity, uprightBonus, heightPenality, effort}.ToList();
// Monitor.Log("rewardHist", hist.ToArray(), displayType: Monitor.DisplayType.Independent);
//}
heightPenality *= 0.05f;
uprightBonus *= 0.05f;
velocity *= 0.4f;
if (velocity >= .4f)
effort *= 0.4f;
else
effort *= velocity;
var reward = velocity
+ uprightBonus
+ heightPenality
+ effort;
return reward;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using System.Linq;
using static BodyHelper002;
public class MarathonManAgent : Agent, IOnTerrainCollision
{
BodyManager002 _bodyManager;
bool _isDone;
bool _hasLazyInitialized;
public static BodyConfig BodyConfig = new BodyConfig
{
GetBodyPartGroup = (name) =>
{
name = name.ToLower();
if (name.Contains("mixamorig"))
return BodyPartGroup.None;
if (name.Contains("butt"))
return BodyPartGroup.Hips;
if (name.Contains("torso"))
return BodyPartGroup.Torso;
if (name.Contains("head"))
return BodyPartGroup.Head;
if (name.Contains("waist"))
return BodyPartGroup.Spine;
if (name.Contains("thigh"))
return BodyPartGroup.LegUpper;
if (name.Contains("shin"))
return BodyPartGroup.LegLower;
if (name.Contains("right_right_foot") || name.Contains("left_left_foot"))
return BodyPartGroup.Foot;
if (name.Contains("upper_arm"))
return BodyPartGroup.ArmUpper;
if (name.Contains("larm"))
return BodyPartGroup.ArmLower;
if (name.Contains("hand"))
return BodyPartGroup.Hand;
return BodyPartGroup.None;
},
GetMuscleGroup = (name) =>
{
name = name.ToLower();
if (name.Contains("mixamorig"))
return MuscleGroup.None;
if (name.Contains("butt"))
return MuscleGroup.Hips;
if (name.Contains("lower_waist")
|| name.Contains("abdomen_y"))
return MuscleGroup.Spine;
if (name.Contains("thigh")
|| name.Contains("hip"))
return MuscleGroup.LegUpper;
if (name.Contains("shin"))
return MuscleGroup.LegLower;
if (name.Contains("right_right_foot")
|| name.Contains("left_left_foot")
|| name.Contains("ankle_x"))
return MuscleGroup.Foot;
if (name.Contains("upper_arm"))
return MuscleGroup.ArmUpper;
if (name.Contains("larm"))
return MuscleGroup.ArmLower;
if (name.Contains("hand"))
return MuscleGroup.Hand;
return MuscleGroup.None;
},
GetRootBodyPart = () => BodyPartGroup.Hips,
GetRootMuscle = () => MuscleGroup.Hips
};
override public void CollectObservations(VectorSensor sensor)
{
if (!_hasLazyInitialized)
{
OnEpisodeBegin();
}
Vector3 normalizedVelocity = _bodyManager.GetNormalizedVelocity();
var pelvis = _bodyManager.GetFirstBodyPart(BodyPartGroup.Hips);
var shoulders = _bodyManager.GetFirstBodyPart(BodyPartGroup.Torso);
sensor.AddObservation(normalizedVelocity);
sensor.AddObservation(pelvis.Rigidbody.transform.forward); // gyroscope
sensor.AddObservation(pelvis.Rigidbody.transform.up);
sensor.AddObservation(shoulders.Rigidbody.transform.forward); // gyroscope
sensor.AddObservation(shoulders.Rigidbody.transform.up);
sensor.AddObservation(_bodyManager.GetSensorIsInTouch());
foreach (var bodyPart in _bodyManager.BodyParts)
{
bodyPart.UpdateObservations();
sensor.AddObservation(bodyPart.ObsLocalPosition);
sensor.AddObservation(bodyPart.ObsRotation);
sensor.AddObservation(bodyPart.ObsRotationVelocity);
sensor.AddObservation(bodyPart.ObsVelocity);
}
sensor.AddObservation(_bodyManager.GetSensorObservations());
// _bodyManager.OnCollectObservationsHandleDebug(GetInfo());
}
public override void OnActionReceived(ActionBuffers actions)
{
float[] vectorAction = actions.ContinuousActions.Select(x=>x).ToArray();
if (!_hasLazyInitialized)
{
return;
}
_isDone = false;
// apply actions to body
_bodyManager.OnAgentAction(vectorAction);
// manage reward
float velocity = Mathf.Clamp(_bodyManager.GetNormalizedVelocity().x, 0f, 1f);
var actionDifference = _bodyManager.GetActionDifference();
var actionsAbsolute = vectorAction.Select(x=>Mathf.Abs(x)).ToList();
var actionsAtLimit = actionsAbsolute.Select(x=> x>=1f ? 1f : 0f).ToList();
float actionaAtLimitCount = actionsAtLimit.Sum();
float notAtLimitBonus = 1f - (actionaAtLimitCount / (float) actionsAbsolute.Count);
float reducedPowerBonus = 1f - actionsAbsolute.Average();
// velocity *= 0.85f;
// reducedPowerBonus *=0f;
// notAtLimitBonus *=.1f;
// actionDifference *=.05f;
// var reward = velocity
// + notAtLimitBonus
// + reducedPowerBonus
// + actionDifference;
var pelvis = _bodyManager.GetFirstBodyPart(BodyPartGroup.Hips);
if (pelvis.Transform.position.y<0){
EndEpisode();
}
var reward = velocity;
AddReward(reward);
_bodyManager.SetDebugFrameReward(reward);
}
public override void OnEpisodeBegin()
{
if (!_hasLazyInitialized)
{
_bodyManager = GetComponent<BodyManager002>();
_bodyManager.BodyConfig = MarathonManAgent.BodyConfig;
_bodyManager.OnInitializeAgent();
_hasLazyInitialized = true;
}
_isDone = true;
_bodyManager.OnAgentReset();
}
public virtual void OnTerrainCollision(GameObject other, GameObject terrain)
{
// if (string.Compare(terrain.name, "Terrain", true) != 0)
if (terrain.GetComponent<Terrain>() == null)
return;
// if (!_styleAnimator.AnimationStepsReady)
// return;
// HACK - for when agent has not been initialized
if (_bodyManager == null)
return;
var bodyPart = _bodyManager.BodyParts.FirstOrDefault(x=>x.Transform.gameObject == other);
if (bodyPart == null)
return;
switch (bodyPart.Group)
{
case BodyHelper002.BodyPartGroup.None:
case BodyHelper002.BodyPartGroup.Foot:
// case BodyHelper002.BodyPartGroup.LegUpper:
case BodyHelper002.BodyPartGroup.LegLower:
case BodyHelper002.BodyPartGroup.Hand:
// case BodyHelper002.BodyPartGroup.ArmLower:
// case BodyHelper002.BodyPartGroup.ArmUpper:
break;
default:
// AddReward(-100f);
if (!_isDone){
EndEpisode();
}
break;
}
}
}

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using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using UnityEngine;
public class MarathonTestBedDecision //: Decision
{
// Brain _brain;
// MarathonTestBedController _controller;
// // [Tooltip("Lock the top most element")]
// // /**< \brief Lock the top most element*/
// // public bool FreezeTop = false;
// // bool _lastFreezeTop;
// public override float[] Decide(
// List<float> vectorObs,
// List<Texture2D> visualObs,
// float reward,
// bool done,
// List<float> memory)
// {
// // lazy init
// if (_controller == null)
// {
// _controller = FindObjectOfType<MarathonTestBedController>();
// // _brain = GetComponent<Brain>();
// // Actions = Enumerable.Repeat(0f, _brain.brainParameters.vectorActionSize[0]).ToArray();
// // Actions = Enumerable.Repeat(0f, 100).ToArray();
// }
// if (_controller.ApplyRandomActions)
// {
// for (int i = 0; i < _controller.Actions.Length; i++)
// _controller.Actions[i] = Random.value * 2 - 1;
// }
// return _controller.Actions;
// }
// public override List<float> MakeMemory(
// List<float> vectorObs,
// List<Texture2D> visualObs,
// float reward,
// bool done,
// List<float> memory)
// {
// return new List<float>();
// }
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
public class OpenAIAntAgent : MarathonAgent
{
public override void OnEpisodeBegin()
{
base.OnEpisodeBegin();
// set to true this to show monitor while training
//Monitor.SetActive(true);
StepRewardFunction = StepRewardAnt101;
TerminateFunction = TerminateAnt;
ObservationsFunction = ObservationsDefault;
BodyParts["pelvis"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "torso_geom");
SetupBodyParts();
}
void ObservationsDefault(VectorSensor sensor)
{
if (ShowMonitor)
{
}
var pelvis = BodyParts["pelvis"];
Vector3 normalizedVelocity = GetNormalizedVelocity(pelvis.velocity);
sensor.AddObservation(normalizedVelocity);
sensor.AddObservation(pelvis.transform.forward); // gyroscope
sensor.AddObservation(pelvis.transform.up);
sensor.AddObservation(SensorIsInTouch);
JointRotations.ForEach(x => sensor.AddObservation(x));
sensor.AddObservation(JointVelocity);
Vector3 normalizedFootPosition = this.GetNormalizedPosition(pelvis.transform.position);
sensor.AddObservation(normalizedFootPosition.y);
}
bool TerminateAnt()
{
var pelvis = BodyParts["pelvis"];
if (pelvis.transform.position.y<0){
return true;
}
var angle = GetForwardBonus("pelvis");
bool endOnAngle = (angle < .2f);
return endOnAngle;
}
float StepRewardAnt101()
{
float velocity = Mathf.Clamp(GetNormalizedVelocity("pelvis").x, 0f, 1f);
float effort = 1f - GetEffortNormalized();
velocity *= 0.7f;
if (velocity >= .3f)
effort *= 0.3f;
else
effort *= velocity;
var reward = velocity
+ effort;
//if (ShowMonitor)
//{
// var hist = new[] {reward, velocity}.ToList();
// Monitor.Log("rewardHist", hist.ToArray(), displayType: Monitor.DisplayType.Independent);
//}
return reward;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using System.Linq;
using static BodyHelper002;
using System;
public class RollingAverage
{
List<double> _window;
int _size;
int _count;
double _sum;
double _sumOfSquares;
public double Mean;
public double StandardDeviation;
public RollingAverage(int size)
{
_window = new List<double>(size);
_size = size;
_count = 0;
_sum = 0;
_sumOfSquares = 0;
}
public double Normalize(double val)
{
Add(val);
double normalized = val;
if (StandardDeviation != 0)
normalized = (val - Mean) / StandardDeviation;
return normalized;
}
void Add (double val)
{
if (_count >= _size)
{
var removedVal = _window[0];
_window.RemoveAt(0);
_count--;
_sum -= removedVal;
_sumOfSquares -= removedVal * removedVal;
}
_window.Add(val);
_count++;
_sum += val;
_sumOfSquares += val * val;
// set Mean to Sum / Count,
Mean = _sum / _count;
// set StandardDeviation to Math.Sqrt(SumOfSquares / Count - Mean * Mean).
StandardDeviation = Math.Sqrt(_sumOfSquares / _count - Mean * Mean);
}
}
public class SparceMarathonManAgent : Agent, IOnTerrainCollision
{
BodyManager002 _bodyManager;
public float _heightReward;
public float _torsoUprightReward;
public float _torsoForwardReward;
public float _hipsUprightReward;
public float _hipsForwardReward;
public float _notAtLimitBonus;
public float _reducedPowerBonus;
public float _episodeMaxDistance;
static RollingAverage rollingAverage;
bool _isDone;
bool _hasLazyInitialized;
override public void CollectObservations(VectorSensor sensor)
{
if (!_hasLazyInitialized)
{
OnEpisodeBegin();
}
Vector3 normalizedVelocity = _bodyManager.GetNormalizedVelocity();
var pelvis = _bodyManager.GetFirstBodyPart(BodyPartGroup.Hips);
var shoulders = _bodyManager.GetFirstBodyPart(BodyPartGroup.Torso);
sensor.AddObservation(normalizedVelocity);
sensor.AddObservation(pelvis.Rigidbody.transform.forward); // gyroscope
sensor.AddObservation(pelvis.Rigidbody.transform.up);
sensor.AddObservation(shoulders.Rigidbody.transform.forward); // gyroscope
sensor.AddObservation(shoulders.Rigidbody.transform.up);
sensor.AddObservation(_bodyManager.GetSensorIsInTouch());
foreach (var bodyPart in _bodyManager.BodyParts)
{
bodyPart.UpdateObservations();
sensor.AddObservation(bodyPart.ObsLocalPosition);
sensor.AddObservation(bodyPart.ObsRotation);
sensor.AddObservation(bodyPart.ObsRotationVelocity);
sensor.AddObservation(bodyPart.ObsVelocity);
}
sensor.AddObservation(_bodyManager.GetSensorObservations());
sensor.AddObservation(_notAtLimitBonus);
sensor.AddObservation(_reducedPowerBonus);
// _bodyManager.OnCollectObservationsHandleDebug(GetInfo());
}
public override void OnActionReceived(ActionBuffers actions)
{
float[] vectorAction = actions.ContinuousActions.Select(x=>x).ToArray();
if (!_hasLazyInitialized)
{
return;
}
_isDone = false;
// apply actions to body
_bodyManager.OnAgentAction(vectorAction);
// manage reward
var actionDifference = _bodyManager.GetActionDifference();
var actionsAbsolute = vectorAction.Select(x=>Mathf.Abs(x)).ToList();
var actionsAtLimit = actionsAbsolute.Select(x=> x>=1f ? 1f : 0f).ToList();
float actionaAtLimitCount = actionsAtLimit.Sum();
_notAtLimitBonus = 1f - (actionaAtLimitCount / (float) actionsAbsolute.Count);
_reducedPowerBonus = 1f - actionsAbsolute.Average();
_heightReward = _bodyManager.GetHeightNormalizedReward(1.2f);
_torsoUprightReward = _bodyManager.GetUprightNormalizedReward(BodyPartGroup.Torso);
_torsoForwardReward = _bodyManager.GetDirectionNormalizedReward(BodyPartGroup.Torso, Vector3.forward);
_hipsUprightReward = _bodyManager.GetUprightNormalizedReward(BodyPartGroup.Hips);
_hipsForwardReward = _bodyManager.GetDirectionNormalizedReward(BodyPartGroup.Hips, Vector3.forward);
_torsoUprightReward = Mathf.Clamp(_torsoUprightReward, 0f, 1f);
_torsoForwardReward = Mathf.Clamp(_torsoForwardReward, 0f, 1f);
_hipsUprightReward = Mathf.Clamp(_hipsUprightReward, 0f, 1f);
_hipsForwardReward = Mathf.Clamp(_hipsForwardReward, 0f, 1f);
var stepCount = StepCount > 0 ? StepCount : 1;
if ((stepCount >= MaxStep)
&& (MaxStep > 0))
{
AddEpisodeEndReward();
}
else{
var pelvis = _bodyManager.GetFirstBodyPart(BodyPartGroup.Hips);
if (pelvis.Transform.position.y<0){
AddEpisodeEndReward();
EndEpisode();
}
}
}
public override void OnEpisodeBegin()
{
if (!_hasLazyInitialized)
{
_bodyManager = GetComponent<BodyManager002>();
_bodyManager.BodyConfig = MarathonManAgent.BodyConfig;
_bodyManager.OnInitializeAgent();
_hasLazyInitialized = true;
}
_isDone = true;
_bodyManager.OnAgentReset();
_episodeMaxDistance = 0f;
if (rollingAverage == null)
rollingAverage = new RollingAverage(100);
}
public virtual void OnTerrainCollision(GameObject other, GameObject terrain)
{
// if (string.Compare(terrain.name, "Terrain", true) != 0)
if (terrain.GetComponent<Terrain>() == null)
return;
// if (!_styleAnimator.AnimationStepsReady)
// return;
// HACK - for when agent has not been initialized
if (_bodyManager == null)
return;
var bodyPart = _bodyManager.BodyParts.FirstOrDefault(x=>x.Transform.gameObject == other);
if (bodyPart == null)
return;
switch (bodyPart.Group)
{
case BodyHelper002.BodyPartGroup.Foot:
_episodeMaxDistance = _bodyManager.GetNormalizedPosition().x;
break;
case BodyHelper002.BodyPartGroup.None:
// case BodyHelper002.BodyPartGroup.LegUpper:
case BodyHelper002.BodyPartGroup.LegLower:
case BodyHelper002.BodyPartGroup.Hand:
// case BodyHelper002.BodyPartGroup.ArmLower:
// case BodyHelper002.BodyPartGroup.ArmUpper:
break;
default:
// AddReward(-100f);
if (!_isDone){
AddEpisodeEndReward();
EndEpisode();
}
break;
}
}
void AddEpisodeEndReward()
{
var reward = _episodeMaxDistance;
AddReward(reward);
_bodyManager.SetDebugFrameReward(reward);
// # normalized reward
// float normalizedReward = (float)rollingAverage.Normalize(reward);
// normalizedReward += (float)rollingAverage.Mean;
// AddReward(normalizedReward);
// _bodyManager.SetDebugFrameReward(normalizedReward);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
public class TerrainAntAgent : MarathonAgent {
TerrainGenerator _terrainGenerator;
int _lastXPosInMeters;
int _stepCountAtLastMeter;
float _pain;
Vector3 _centerOfMass;
public override void OnEpisodeBegin()
{
base.OnEpisodeBegin();
BodyParts["pelvis"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "torso_geom");
SetCenterOfMass();
if (_terrainGenerator == null)
_terrainGenerator = GetComponent<TerrainGenerator>();
_lastXPosInMeters = (int) BodyParts["pelvis"].transform.position.x;
_terrainGenerator.Reset();
// set to true this to show monitor while training
//Monitor.SetActive(true);
StepRewardFunction = StepRewardAnt101;
TerminateFunction = LocalTerminate;
ObservationsFunction = ObservationsDefault;
OnTerminateRewardValue = 0f;
// OnTerminateRewardValue = -100f;
_pain = 0f;
base.SetupBodyParts();
SetCenterOfMass();
}
bool LocalTerminate()
{
int newXPosInMeters = (int) BodyParts["pelvis"].transform.position.x;
if (newXPosInMeters > _lastXPosInMeters) {
_lastXPosInMeters = newXPosInMeters;
_stepCountAtLastMeter = this.StepCount;
}
SetCenterOfMass();
var xpos = _centerOfMass.x;
var terminate = false;
if (_terrainGenerator.IsPointOffEdge(BodyParts["pelvis"].transform.position)){
terminate = true;
AddReward(-1f);
}
if (this.StepCount-_stepCountAtLastMeter >= (200*5))
terminate = true;
else if (xpos < 4f && _pain > 1f)
terminate = true;
else if (xpos < 2f && _pain > 0f)
terminate = true;
return terminate;
}
public override void OnTerrainCollision(GameObject other, GameObject terrain) {
if (terrain.GetComponent<Terrain>() == null)
return;
switch (other.name.ToLowerInvariant().Trim())
{
case "pelvis": // dm_hopper
_pain += 5f;
NonFootHitTerrain = true;
break;
case "left_ankle_geom": // oai_ant
case "right_ankle_geom": // oai_ant
case "third_ankle_geom": // oai_ant
case "fourth_ankle_geom": // oai_ant
FootHitTerrain = true;
break;
default:
_pain += 5f;
NonFootHitTerrain = true;
break;
}
}
void ObservationsDefault(VectorSensor sensor)
{
var pelvis = BodyParts["pelvis"];
Vector3 normalizedVelocity = GetNormalizedVelocity(pelvis.velocity);
sensor.AddObservation(normalizedVelocity);
sensor.AddObservation(pelvis.transform.forward); // gyroscope
sensor.AddObservation(pelvis.transform.up);
sensor.AddObservation(SensorIsInTouch);
JointRotations.ForEach(x => sensor.AddObservation(x));
sensor.AddObservation(JointVelocity);
// Vector3 normalizedFootPosition = this.GetNormalizedPosition(pelvis.transform.position);
// sensor.AddObservation(normalizedFootPosition.y);
(List<float> distances, float fraction) =
_terrainGenerator.GetDistances2d(
pelvis.transform.position, ShowMonitor);
sensor.AddObservation(distances);
sensor.AddObservation(fraction);
}
void SetCenterOfMass()
{
_centerOfMass = Vector3.zero;
float c = 0f;
var bodyParts = this.gameObject.GetComponentsInChildren<Rigidbody>();
foreach (var part in bodyParts)
{
_centerOfMass += part.worldCenterOfMass * part.mass;
c += part.mass;
}
_centerOfMass /= c;
}
float StepRewardAnt101()
{
float velocity = Mathf.Clamp(GetNormalizedVelocity("pelvis").x, 0f, 1f);
float effort = 1f - GetEffortNormalized();
// velocity *= 0.7f;
// if (velocity >= .25f)
// effort *= 0.25f;
// else
// effort *= velocity;
// var reward = velocity
// + effort;
// if (ShowMonitor)
// {
// var hist = new[] {reward, velocity, effort};
// Monitor.Log("rewardHist", hist, displayType: Monitor.DisplayType.Independent);
// }
_pain = 0f;
var reward = velocity;
return reward;
// return 0f;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
using System.Linq;
using ManyWorlds;
public class TerrainGenerator : MonoBehaviour
{
Terrain terrain;
Agent _agent;
DecisionRequester _decisionRequester;
public int posXInTerrain;
public int posYInTerrain;
float[,] _heights;
float[,] _rowHeight;
public int heightIndex;
public float curHeight;
public float actionReward;
internal const float _minHeight = 0f;
internal const float _maxHeight = 10f;
internal const float _minSpawnHeight = 0f;//2f;
internal const float _maxSpawnHeight = 10f;//8f;
const float _midHeight = 5f;
float _mapScaleY;
float[,] _heightMap;
public List<float> debugLastHeights;
public List<float> debugLastNormHeights;
public float debugLastFraction;
PhysicsScene physicsScene;
// Start is called before the first frame update
void Start()
{
physicsScene = (GetComponentInParent<SpawnableEnv>().GetPhysicsScene());
}
// Update is called once per frame
void Update()
{
}
public void Reset()
{
if (this.terrain == null)
{
var parent = gameObject.transform.parent;
terrain = parent.GetComponentInChildren<Terrain>();
var sharedTerrainData = terrain.terrainData;
terrain.terrainData = new TerrainData();
terrain.terrainData.heightmapResolution = sharedTerrainData.heightmapResolution;
terrain.terrainData.baseMapResolution = sharedTerrainData.baseMapResolution;
terrain.terrainData.SetDetailResolution(sharedTerrainData.detailResolution, sharedTerrainData.detailResolutionPerPatch);
terrain.terrainData.size = sharedTerrainData.size;
//terrain.terrainData.thickness = sharedTerrainData.thickness;
// terrain.terrainData.splatPrototypes = sharedTerrainData.splatPrototypes;
terrain.terrainData.terrainLayers = sharedTerrainData.terrainLayers;
var collider = terrain.GetComponent<TerrainCollider>();
collider.terrainData = terrain.terrainData;
_rowHeight = new float[terrain.terrainData.heightmapResolution,1];
}
if (this._agent == null)
{
_agent = GetComponent<Agent>();
_decisionRequester = GetComponent<DecisionRequester>();
}
//print($"HeightMap {this.terrain.terrainData.heightmapWidth}, {this.terrain.terrainData.heightmapHeight}.
// Scale {this.terrain.terrainData.heightmapScale}. Resolution {this.terrain.terrainData.heightmapResolution}");
_mapScaleY = this.terrain.terrainData.heightmapScale.y;
// get the normalized position of this game object relative to the terrain
Vector3 tempCoord = (transform.position - terrain.gameObject.transform.position);
Vector3 coord;
tempCoord.x = Mathf.Clamp(tempCoord.x,0f, terrain.terrainData.size.x-0.000001f);
tempCoord.z = Mathf.Clamp(tempCoord.z,0f, terrain.terrainData.size.z-0.000001f);
coord.x = (tempCoord.x-1) / terrain.terrainData.size.x;
coord.y = tempCoord.y / terrain.terrainData.size.y;
coord.z = tempCoord.z / terrain.terrainData.size.z;
// get the position of the terrain heightmap where this game object is
posXInTerrain = (int) (coord.x * terrain.terrainData.heightmapResolution);
posYInTerrain = (int) (coord.z * terrain.terrainData.heightmapResolution);
// we set an offset so that all the raising terrain is under this game object
int offset = 0 / 2;
// get the heights of the terrain under this game object
_heights = terrain.terrainData.GetHeights(posXInTerrain-offset,posYInTerrain-offset, 100,1);
curHeight = _midHeight;
heightIndex = posXInTerrain;
actionReward = 0f;
ResetHeights();
}
void ResetHeights()
{
if (_heightMap == null){
_heightMap = new float [terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution];
}
heightIndex = 0;
while(heightIndex <posXInTerrain)
SetNextHeight(0);
SetNextHeight(0);
SetNextHeight(0);
SetNextHeight(0);
SetNextHeight(0);
SetNextHeight(0);
SetNextHeight(0);
while(heightIndex < terrain.terrainData.heightmapResolution)
{
int action = Random.Range(0,21);
try
{
SetNextHeight(action);
}
catch (System.Exception)
{
SetNextHeight(action);
throw;
}
}
this.terrain.terrainData.SetHeights(0, 0, _heightMap);
}
void SetNextHeight(int action)
{
float actionSize = 0f;
bool actionPos = (action-1) % 2 == 0;
if (action != 0)
{
actionSize = ((float)((action+1)/2)) * 0.1f;
curHeight += actionPos ? actionSize : -actionSize;
if (curHeight < _minSpawnHeight) {
curHeight = _minSpawnHeight;
actionSize = 0;
}
if (curHeight > _maxSpawnHeight)
{
curHeight = _maxSpawnHeight;
actionSize = 0;
}
}
float height = curHeight / _mapScaleY;
// var unit = terrain.terrainData.heightmapWidth / (int)_mapScaleY;
int unit = 1;
int startH = heightIndex * unit;
for (int h = startH; h < startH+unit; h++)
{
for (int w = 0; w < terrain.terrainData.heightmapResolution; w++){
_heightMap[w,h] = height;
}
height += 1/300f/_mapScaleY;
}
heightIndex++;
}
public List<float> GetDistances2d(IEnumerable<Vector3> points)
{
List<float> distances = points
.Select(x=> GetDistance2d(x))
.ToList();
return distances;
}
float GetDistance2d(Vector3 point)
{
int layerMask = ~(1 << 14);
RaycastHit hit;
if (!physicsScene.Raycast(point, Vector3.down, out hit,_maxHeight,layerMask))
return 1f;
float distance = hit.distance;
distance = Mathf.Clamp(distance, -1f, 1f);
return distance;
}
public bool IsPointOffEdge(Vector3 point)
{
Vector3 localPos = (point - terrain.gameObject.transform.position);
bool isOffEdge = false;
isOffEdge |= (localPos.z < 0f);
isOffEdge |= (localPos.z >= terrain.terrainData.size.z);
return isOffEdge;
}
public (List<float>, float) GetDistances2d(Vector3 pos, bool showDebug)
{
int layerMask = ~(1 << 14);
var xpos = pos.x;
xpos -= 2f;
float fraction = (xpos - (Mathf.Floor(xpos*5)/5)) * 5;
float ypos = pos.y;
List<Ray> rays = Enumerable.Range(0, 5*7).Select(x => new Ray(new Vector3(xpos+(x*.2f), TerrainGenerator._maxHeight, pos.z), Vector3.down)).ToList();
RaycastHit hit;
List<float> distances = rays.Select
( ray=> {
if (!physicsScene.Raycast(ray.origin, ray.direction, out hit,_maxHeight,layerMask))
return _maxHeight;
return ypos - (_maxHeight - hit.distance);
}).ToList();
if (Application.isEditor && showDebug)
{
var view = distances.Skip(10).Take(20).Select(x=>x).ToList();
//Monitor.Log("distances", view.ToArray());
var time = Time.deltaTime;
if (_decisionRequester?.DecisionPeriod > 1)
time *= _decisionRequester.DecisionPeriod;
for (int i = 0; i < rays.Count; i++)
{
var distance = distances[i];
var origin = new Vector3(rays[i].origin.x, ypos,0f);
var direction = distance > 0 ? Vector3.down : Vector3.up;
var color = distance > 0 ? Color.yellow : Color.red;
Debug.DrawRay(origin, direction*Mathf.Abs(distance), color, time, false);
}
}
List<float> normalizedDistances = distances
.Select(x => Mathf.Clamp(x, -10f, 10f))
.Select(x => x/10f)
.ToList();
;
debugLastNormHeights = normalizedDistances;
debugLastHeights = distances;
debugLastFraction = fraction;
return (normalizedDistances, fraction);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
public class TerrainHopperAgent : MarathonAgent {
TerrainGenerator _terrainGenerator;
int _lastXPosInMeters;
int _stepCountAtLastMeter;
float _pain;
Vector3 _centerOfMass;
public override void OnEpisodeBegin()
{
base.OnEpisodeBegin();
BodyParts["pelvis"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x=>x.name=="torso");
BodyParts["foot"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x=>x.name=="foot");
SetCenterOfMass();
if (_terrainGenerator == null)
_terrainGenerator = GetComponent<TerrainGenerator>();
_lastXPosInMeters = (int) BodyParts["foot"].transform.position.x;
_terrainGenerator.Reset();
_stepCountAtLastMeter = 0;
// set to true this to show monitor while training
//Monitor.SetActive(true);
StepRewardFunction = StepRewardHopper101;
TerminateFunction = LocalTerminate;
ObservationsFunction = ObservationsDefault;
OnTerminateRewardValue = 0f;
_pain = 0f;
base.SetupBodyParts();
SetCenterOfMass();
}
bool LocalTerminate()
{
int newXPosInMeters = (int) BodyParts["foot"].transform.position.x;
if (newXPosInMeters > _lastXPosInMeters) {
_lastXPosInMeters = newXPosInMeters;
_stepCountAtLastMeter = this.StepCount;
}
SetCenterOfMass();
var xpos = _centerOfMass.x;
var terminate = false;
if (this.StepCount-_stepCountAtLastMeter >= (100*5))
terminate = true;
else if (xpos < 2f && _pain > 0f)
terminate = true;
else if (_pain > 1f)
terminate = true;
return terminate;
}
public override void OnTerrainCollision(GameObject other, GameObject terrain) {
if (terrain.GetComponent<Terrain>() == null)
return;
switch (other.name.ToLowerInvariant().Trim())
{
// case "torso": // dm_hopper
// _pain += 5f;
// NonFootHitTerrain = true;
// break;
case "foot": // dm_hopper
case "calf": // dm_hopper
FootHitTerrain = true;
break;
default:
case "thigh": // dm_hopper
case "pelvis": // dm_hopper
case "torso": // dm_hopper
_pain += .5f;
NonFootHitTerrain = true;
break;
}
}
void ObservationsDefault(VectorSensor sensor)
{
// var pelvis = BodyParts["pelvis"];
// sensor.AddObservation(pelvis.velocity);
// sensor.AddObservation(pelvis.transform.forward); // gyroscope
// sensor.AddObservation(pelvis.transform.up);
// sensor.AddObservation(SensorIsInTouch);
// JointRotations.ForEach(x=>sensor.AddObservation(x));
// sensor.AddObservation(JointVelocity);
// var foot = BodyParts["foot"];
// sensor.AddObservation(foot.transform.position.y);
var pelvis = BodyParts["pelvis"];
Vector3 normalizedVelocity = this.GetNormalizedVelocity(pelvis.velocity);
sensor.AddObservation(normalizedVelocity);
sensor.AddObservation(pelvis.transform.forward); // gyroscope
sensor.AddObservation(pelvis.transform.up);
sensor.AddObservation(SensorIsInTouch);
JointRotations.ForEach(x => sensor.AddObservation(x));
sensor.AddObservation(JointVelocity);
var foot = BodyParts["foot"];
Vector3 normalizedFootPosition = this.GetNormalizedPosition(foot.transform.position);
sensor.AddObservation(normalizedFootPosition.y);
(List<float> distances, float fraction) =
_terrainGenerator.GetDistances2d(
pelvis.transform.position, ShowMonitor);
sensor.AddObservation(distances);
sensor.AddObservation(fraction);
}
void SetCenterOfMass()
{
_centerOfMass = Vector3.zero;
float c = 0f;
var bodyParts = this.gameObject.GetComponentsInChildren<Rigidbody>();
foreach (var part in bodyParts)
{
_centerOfMass += part.worldCenterOfMass * part.mass;
c += part.mass;
}
_centerOfMass /= c;
}
float StepRewardHopper101()
{
float uprightBonus = GetDirectionBonus("pelvis", Vector3.forward, 1f);
uprightBonus = Mathf.Clamp(uprightBonus, 0f, 1f);
float velocity = Mathf.Clamp(GetNormalizedVelocity("pelvis").x, 0f, 1f);
// float position = Mathf.Clamp(GetNormalizedPosition("pelvis").x, 0f, 1f);
float effort = 1f - GetEffortNormalized();
// uprightBonus *= 0.05f;
// velocity *= 0.7f;
// if (velocity >= .25f)
// effort *= 0.25f;
// else
// effort *= velocity;
// var reward = velocity
// + uprightBonus
// + effort;
// if (ShowMonitor)
// {
// var hist = new[] {reward, velocity, uprightBonus, effort};
// Monitor.Log("rewardHist", hist, displayType: Monitor.DisplayType.Independent);
// }
var reward = velocity;
_pain = 0f;
return reward;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using System.Linq;
using static BodyHelper002;
using ManyWorlds;
public class TerrainMarathonManAgent : Agent, IOnTerrainCollision
{
BodyManager002 _bodyManager;
TerrainGenerator _terrainGenerator;
SpawnableEnv _spawnableEnv;
int _stepCountAtLastMeter;
public int lastXPosInMeters;
public int maxXPosInMeters;
float _pain;
List<float> distances;
float fraction;
bool _hasLazyInitialized;
override public void CollectObservations(VectorSensor sensor)
{
if (!_hasLazyInitialized)
{
OnEpisodeBegin();
}
Vector3 normalizedVelocity = _bodyManager.GetNormalizedVelocity();
var pelvis = _bodyManager.GetFirstBodyPart(BodyPartGroup.Hips);
var shoulders = _bodyManager.GetFirstBodyPart(BodyPartGroup.Torso);
sensor.AddObservation(normalizedVelocity);
sensor.AddObservation(pelvis.Rigidbody.transform.forward); // gyroscope
sensor.AddObservation(pelvis.Rigidbody.transform.up);
sensor.AddObservation(shoulders.Rigidbody.transform.forward); // gyroscope
sensor.AddObservation(shoulders.Rigidbody.transform.up);
sensor.AddObservation(_bodyManager.GetSensorIsInTouch());
foreach (var bodyPart in _bodyManager.BodyParts)
{
bodyPart.UpdateObservations();
sensor.AddObservation(bodyPart.ObsLocalPosition);
sensor.AddObservation(bodyPart.ObsRotation);
sensor.AddObservation(bodyPart.ObsRotationVelocity);
sensor.AddObservation(bodyPart.ObsVelocity);
}
sensor.AddObservation(_bodyManager.GetSensorObservations());
(distances, fraction) =
_terrainGenerator.GetDistances2d(
pelvis.Rigidbody.transform.position, _bodyManager.ShowMonitor);
sensor.AddObservation(distances);
sensor.AddObservation(fraction);
// _bodyManager.OnCollectObservationsHandleDebug(GetInfo());
}
public override void OnActionReceived(ActionBuffers actions)
{
float[] vectorAction = actions.ContinuousActions.Select(x=>x).ToArray();
if (!_hasLazyInitialized)
{
return;
}
// apply actions to body
_bodyManager.OnAgentAction(vectorAction);
// manage reward
float velocity = Mathf.Clamp(_bodyManager.GetNormalizedVelocity().x, 0f, 1f);
var actionDifference = _bodyManager.GetActionDifference();
var actionsAbsolute = vectorAction.Select(x=>Mathf.Abs(x)).ToList();
var actionsAtLimit = actionsAbsolute.Select(x=> x>=1f ? 1f : 0f).ToList();
float actionaAtLimitCount = actionsAtLimit.Sum();
float notAtLimitBonus = 1f - (actionaAtLimitCount / (float) actionsAbsolute.Count);
float reducedPowerBonus = 1f - actionsAbsolute.Average();
// velocity *= 0.85f;
// reducedPowerBonus *=0f;
// notAtLimitBonus *=.1f;
// actionDifference *=.05f;
// var reward = velocity
// + notAtLimitBonus
// + reducedPowerBonus
// + actionDifference;
var reward = velocity;
AddReward(reward);
_bodyManager.SetDebugFrameReward(reward);
var pelvis = _bodyManager.GetFirstBodyPart(BodyPartGroup.Hips);
float xpos =
_bodyManager.GetBodyParts(BodyPartGroup.Foot)
.Average(x=>x.Transform.position.x);
int newXPosInMeters = (int) xpos;
if (newXPosInMeters > lastXPosInMeters) {
lastXPosInMeters = newXPosInMeters;
_stepCountAtLastMeter = this.StepCount;
}
if (newXPosInMeters > maxXPosInMeters)
maxXPosInMeters = newXPosInMeters;
var terminate = false;
// bool isInBounds = _spawnableEnv.IsPointWithinBoundsInWorldSpace(pelvis.Transform.position);
// if (!isInBounds)
// if (pelvis.Rigidbody.transform.position.y < 0f)
if (_terrainGenerator.IsPointOffEdge(pelvis.Transform.position)){
terminate = true;
AddReward(-1f);
}
if (this.StepCount-_stepCountAtLastMeter >= (200*5))
terminate = true;
else if (xpos < 4f && _pain > 1f)
terminate = true;
else if (xpos < 2f && _pain > 0f)
terminate = true;
else if (_pain > 2f)
terminate = true;
if (terminate){
EndEpisode();
}
_pain = 0f;
}
public override void OnEpisodeBegin()
{
if (!_hasLazyInitialized)
{
_bodyManager = GetComponent<BodyManager002>();
_bodyManager.BodyConfig = MarathonManAgent.BodyConfig;
_bodyManager.OnInitializeAgent();
_hasLazyInitialized = true;
}
if (_bodyManager == null)
_bodyManager = GetComponent<BodyManager002>();
_bodyManager.OnAgentReset();
if (_terrainGenerator == null)
_terrainGenerator = GetComponent<TerrainGenerator>();
if (_spawnableEnv == null)
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
_terrainGenerator.Reset();
lastXPosInMeters = (int)
_bodyManager.GetBodyParts(BodyPartGroup.Foot)
.Average(x=>x.Transform.position.x);
_pain = 0f;
}
public virtual void OnTerrainCollision(GameObject other, GameObject terrain)
{
// if (string.Compare(terrain.name, "Terrain", true) != 0)
if (terrain.GetComponent<Terrain>() == null)
return;
// if (!_styleAnimator.AnimationStepsReady)
// return;
// HACK - for when agent has not been initialized
if (_bodyManager == null)
return;
var bodyPart = _bodyManager.BodyParts.FirstOrDefault(x=>x.Transform.gameObject == other);
if (bodyPart == null)
return;
switch (bodyPart.Group)
{
case BodyHelper002.BodyPartGroup.None:
case BodyHelper002.BodyPartGroup.Foot:
case BodyHelper002.BodyPartGroup.LegLower:
break;
case BodyHelper002.BodyPartGroup.LegUpper:
case BodyHelper002.BodyPartGroup.Hand:
case BodyHelper002.BodyPartGroup.ArmLower:
case BodyHelper002.BodyPartGroup.ArmUpper:
_pain += .1f;
break;
default:
// AddReward(-100f);
_pain += 5f;
break;
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
public class TerrainWalkerAgent : MarathonAgent {
TerrainGenerator _terrainGenerator;
int _lastXPosInMeters;
int _stepCountAtLastMeter;
float _pain;
Vector3 _centerOfMass;
public override void OnEpisodeBegin()
{
base.OnEpisodeBegin();
BodyParts["pelvis"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "torso");
BodyParts["left_thigh"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "left_thigh");
BodyParts["right_thigh"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "right_thigh");
BodyParts["right_foot"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "right_foot");
BodyParts["left_foot"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "left_foot");
SetCenterOfMass();
if (_terrainGenerator == null)
_terrainGenerator = GetComponent<TerrainGenerator>();
_lastXPosInMeters = (int) BodyParts["pelvis"].transform.position.x;
_terrainGenerator.Reset();
_stepCountAtLastMeter = 0;
// set to true this to show monitor while training
//Monitor.SetActive(true);
StepRewardFunction = StepRewardWalker106;
TerminateFunction = LocalTerminate;
ObservationsFunction = ObservationsDefault;
OnTerminateRewardValue = 0f;
_pain = 0f;
base.SetupBodyParts();
SetCenterOfMass();
}
bool LocalTerminate()
{
int newXPosInMeters = (int) BodyParts["pelvis"].transform.position.x;
if (newXPosInMeters > _lastXPosInMeters) {
_lastXPosInMeters = newXPosInMeters;
_stepCountAtLastMeter = this.StepCount;
}
SetCenterOfMass();
var xpos = _centerOfMass.x;
var terminate = false;
if (this.StepCount-_stepCountAtLastMeter >= (100*5))
terminate = true;
else if (xpos < 4f && _pain > 1f)
terminate = true;
else if (xpos < 2f && _pain > 0f)
terminate = true;
return terminate;
}
public override void OnTerrainCollision(GameObject other, GameObject terrain) {
if (terrain.GetComponent<Terrain>() == null)
return;
switch (other.name.ToLowerInvariant().Trim())
{
case "pelvis": // dm_hopper
_pain += 5f;
NonFootHitTerrain = true;
break;
case "right_leg": // dm_walker
case "left_leg": // dm_walker
case "right_foot": // dm_walker
case "left_foot": // dm_walker
FootHitTerrain = true;
break;
default:
_pain += 5f;
NonFootHitTerrain = true;
break;
}
}
void ObservationsDefault(VectorSensor sensor)
{
var pelvis = BodyParts["pelvis"];
Vector3 normalizedVelocity = this.GetNormalizedVelocity(pelvis.velocity);
sensor.AddObservation(normalizedVelocity);
sensor.AddObservation(pelvis.transform.forward); // gyroscope
sensor.AddObservation(pelvis.transform.up);
sensor.AddObservation(SensorIsInTouch);
JointRotations.ForEach(x => sensor.AddObservation(x));
sensor.AddObservation(JointVelocity);
// sensor.AddObservation(new []{
// this.GetNormalizedPosition(BodyParts["left_foot"].transform.position).y,
// this.GetNormalizedPosition(BodyParts["right_foot"].transform.position).y
// });
(List<float> distances, float fraction) =
_terrainGenerator.GetDistances2d(
pelvis.transform.position, ShowMonitor);
sensor.AddObservation(distances);
sensor.AddObservation(fraction);
}
void SetCenterOfMass()
{
_centerOfMass = Vector3.zero;
float c = 0f;
var bodyParts = this.gameObject.GetComponentsInChildren<Rigidbody>();
foreach (var part in bodyParts)
{
_centerOfMass += part.worldCenterOfMass * part.mass;
c += part.mass;
}
_centerOfMass /= c;
}
float StepRewardWalker106()
{
float uprightBonus = GetDirectionBonus("pelvis", Vector3.forward, 1f);
uprightBonus = Mathf.Clamp(uprightBonus, 0f, 1f);
float velocity = Mathf.Clamp(GetNormalizedVelocity("pelvis").x, 0f, 1f);
float effort = 1f - GetEffortNormalized();
//if (ShowMonitor)
//{
// var hist = new[] {velocity, uprightBonus, effort}.ToList();
// Monitor.Log("rewardHist", hist.ToArray(), displayType: Monitor.DisplayType.Independent);
//}
// uprightBonus *= 0.1f;
// velocity *= 0.45f;
// if (velocity >= .45f)
// effort *= 0.45f;
// else
// effort *= velocity;
// var reward = velocity
// + uprightBonus
// + effort;
var reward = velocity;
_pain = 0f;
return reward;
}
}

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using System;
using static BodyHelper002;
public class BodyConfig
{
public Func<string, BodyPartGroup> GetBodyPartGroup;
public Func<string, MuscleGroup> GetMuscleGroup;
public Func<BodyPartGroup> GetRootBodyPart;
public Func<MuscleGroup> GetRootMuscle;
}

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public static class BodyHelper002
{
[System.Serializable]
public enum BodyPartGroup {
None,
Hips,
Torso,
Spine,
Head,
ArmUpper,
ArmLower,
Hand,
LegUpper,
LegLower,
Foot,
}
[System.Serializable]
public enum MuscleGroup {
None,
Hips,
Torso,
Spine,
Head,
ArmUpper,
ArmLower,
Hand,
LegUpper,
LegLower,
Foot,
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using System.Linq;
using static BodyHelper002;
using System;
using ManyWorlds;
public class BodyManager002 : MonoBehaviour, IOnSensorCollision
{
// Options / Configurables global properties
public Transform CameraTarget;
public float FixedDeltaTime = 0.005f;
public bool ShowMonitor = false;
public bool DebugDisableMotor;
public bool DebugShowWithOffset;
// Observations / Read only global properties
public List<Muscle002> Muscles;
public List<BodyPart002> BodyParts;
public List<float> SensorIsInTouch;
public List<float> Observations;
public int ObservationNormalizedErrors;
public int MaxObservationNormalizedErrors;
public List<GameObject> Sensors;
public float FrameReward;
public float AverageReward;
// private properties
Vector3 startPosition;
Dictionary<GameObject, Vector3> transformsPosition;
Dictionary<GameObject, Quaternion> transformsRotation;
Agent _agent;
SpawnableEnv _spawnableEnv;
TerrainGenerator _terrainGenerator;
DecisionRequester _decisionRequester;
static int _startCount;
float[] lastVectorAction;
float[] vectorDifference;
List <Vector3> mphBuffer;
[Tooltip("Max distance travelled across all episodes")]
/**< \brief Max distance travelled across all episodes*/
public float MaxDistanceTraveled;
[Tooltip("Distance travelled this episode")]
/**< \brief Distance travelled this episode*/
public float DistanceTraveled;
List<SphereCollider> sensorColliders;
static int _spawnCount;
// static ScoreHistogramData _scoreHistogramData;
// void FixedUpdate()
// {
// foreach (var muscle in Muscles)
// {
// // var i = Muscles.IndexOf(muscle);
// // muscle.UpdateObservations();
// // if (!DebugShowWithOffset && !DebugDisableMotor)
// // muscle.UpdateMotor();
// // if (!muscle.Rigidbody.useGravity)
// // continue; // skip sub joints
// // }
// }
public BodyConfig BodyConfig;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void OnInitializeAgent()
{
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
_terrainGenerator = GetComponentInParent<TerrainGenerator>();
SetupBody();
DistanceTraveled = float.MinValue;
}
public void OnAgentReset()
{
if (DistanceTraveled != float.MinValue)
{
var scorer = FindObjectOfType<Scorer>();
scorer?.ReportScore(DistanceTraveled, "Distance Traveled");
}
HandleModelReset();
Sensors = _agent.GetComponentsInChildren<SensorBehavior>()
.Select(x=>x.gameObject)
.ToList();
sensorColliders = Sensors
.Select(x=>x.GetComponent<SphereCollider>())
.ToList();
SensorIsInTouch = Enumerable.Range(0,Sensors.Count).Select(x=>0f).ToList();
// HACK first spawned agent should grab the camera
var smoothFollow = GameObject.FindObjectOfType<SmoothFollow>();
if (smoothFollow != null && smoothFollow.target == null) {
if (_spawnCount == 0) // HACK follow nth agent
{
smoothFollow.target = CameraTarget;
ShowMonitor = true;
}
else
_spawnCount++;
}
lastVectorAction = null;
vectorDifference = null;
mphBuffer = new List<Vector3>();
}
public void OnAgentAction(float[] vectorAction)
{
if (lastVectorAction == null){
lastVectorAction = vectorAction.Select(x=>0f).ToArray();
vectorDifference = vectorAction.Select(x=>0f).ToArray();
}
int i = 0;
foreach (var muscle in Muscles)
{
// if(muscle.Parent == null)
// continue;
if (muscle.ConfigurableJoint.angularXMotion != ConfigurableJointMotion.Locked){
vectorDifference[i] = Mathf.Abs(vectorAction[i]-lastVectorAction[i]);
muscle.TargetNormalizedRotationX = vectorAction[i++];
}
if (muscle.ConfigurableJoint.angularYMotion != ConfigurableJointMotion.Locked){
vectorDifference[i] = Mathf.Abs(vectorAction[i]-lastVectorAction[i]);
muscle.TargetNormalizedRotationY = vectorAction[i++];
}
if (muscle.ConfigurableJoint.angularZMotion != ConfigurableJointMotion.Locked){
vectorDifference[i] = Mathf.Abs(vectorAction[i]-lastVectorAction[i]);
muscle.TargetNormalizedRotationZ = vectorAction[i++];
}
if (!DebugDisableMotor)
muscle.UpdateMotor();
}
if (ShowMonitor)
{
// var hist = new[] {velocity, uprightBonus, heightPenality, effort}.ToList();
// Monitor.Log("rewardHist", hist.ToArray(), displayType: Monitor.DisplayType.Independent);
}
}
public BodyPart002 GetFirstBodyPart(BodyPartGroup bodyPartGroup)
{
var bodyPart = BodyParts.FirstOrDefault(x=>x.Group == bodyPartGroup);
return bodyPart;
}
public List<BodyPart002> GetBodyParts()
{
return BodyParts;
}
public List<BodyPart002> GetBodyParts(BodyPartGroup bodyPartGroup)
{
return BodyParts.Where(x=>x.Group == bodyPartGroup).ToList();
}
public float GetActionDifference()
{
float actionDifference = 1f - vectorDifference.Average();
actionDifference = Mathf.Clamp(actionDifference, 0, 1);
actionDifference = Mathf.Pow(actionDifference,2);
return actionDifference;
}
void SetupBody()
{
_agent = GetComponent<Agent>();
_decisionRequester = GetComponent<DecisionRequester>();
Time.fixedDeltaTime = FixedDeltaTime;
BodyParts = new List<BodyPart002> ();
BodyPart002 root = null;
foreach (var t in GetComponentsInChildren<Transform>())
{
if (BodyConfig.GetBodyPartGroup(t.name) == BodyHelper002.BodyPartGroup.None)
continue;
var bodyPart = new BodyPart002{
Rigidbody = t.GetComponent<Rigidbody>(),
Transform = t,
Name = t.name,
Group = BodyConfig.GetBodyPartGroup(t.name),
};
if (bodyPart.Group == BodyConfig.GetRootBodyPart())
root = bodyPart;
bodyPart.Root = root;
bodyPart.Init();
BodyParts.Add(bodyPart);
}
var partCount = BodyParts.Count;
Muscles = new List<Muscle002> ();
var muscles = GetComponentsInChildren<ConfigurableJoint>();
ConfigurableJoint rootConfigurableJoint = null;
var ragDoll = GetComponent<RagDoll002>();
foreach (var m in muscles)
{
var maximumForce = ragDoll.MusclePowers.First(x=>x.Muscle == m.name).PowerVector;
maximumForce *= ragDoll.MotorScale;
var muscle = new Muscle002{
Rigidbody = m.GetComponent<Rigidbody>(),
Transform = m.GetComponent<Transform>(),
ConfigurableJoint = m,
Name = m.name,
Group = BodyConfig.GetMuscleGroup(m.name),
MaximumForce = maximumForce
};
if (muscle.Group == BodyConfig.GetRootMuscle())
rootConfigurableJoint = muscle.ConfigurableJoint;
muscle.RootConfigurableJoint = rootConfigurableJoint;
muscle.Init();
Muscles.Add(muscle);
}
_startCount++;
}
void HandleModelReset()
{
Transform[] allChildren = _agent.GetComponentsInChildren<Transform>();
if (transformsPosition != null)
{
foreach (var child in allChildren)
{
child.position = transformsPosition[child.gameObject];
child.rotation = transformsRotation[child.gameObject];
var childRb = child.GetComponent<Rigidbody>();
if (childRb != null)
{
childRb.angularVelocity = Vector3.zero;
childRb.velocity = Vector3.zero;
}
}
}
else
{
startPosition = _agent.transform.position;
transformsPosition = new Dictionary<GameObject, Vector3>();
transformsRotation = new Dictionary<GameObject, Quaternion>();
foreach (Transform child in allChildren)
{
transformsPosition[child.gameObject] = child.position;
transformsRotation[child.gameObject] = child.rotation;
}
}
}
public float GetHeightNormalizedReward(float maxHeight)
{
var height = GetHeight();
var heightPenality = maxHeight - height;
heightPenality = Mathf.Clamp(heightPenality, 0f, maxHeight);
var reward = 1f - heightPenality;
reward = Mathf.Clamp(reward, 0f, 1f);
return reward;
}
internal float GetHeight()
{
var feetYpos = BodyParts
.Where(x => x.Group == BodyPartGroup.Foot)
.Select(x => x.Transform.position.y)
.OrderBy(x => x)
.ToList();
float lowestFoot = 0f;
if (feetYpos != null && feetYpos.Count != 0)
lowestFoot = feetYpos[0];
var height = GetFirstBodyPart(BodyPartGroup.Head).Transform.position.y - lowestFoot;
return height;
}
public float GetDirectionNormalizedReward(BodyPartGroup bodyPartGroup, Vector3 direction)
{
BodyPart002 bodyPart = GetFirstBodyPart(bodyPartGroup);
float maxBonus = 1f;
var toFocalAngle = bodyPart.ToFocalRoation * bodyPart.Transform.right;
var angle = Vector3.Angle(toFocalAngle, direction);
var qpos2 = (angle % 180) / 180;
var bonus = maxBonus * (2 - (Mathf.Abs(qpos2) * 2) - 1);
return bonus;
}
public float GetUprightNormalizedReward(BodyPartGroup bodyPartGroup)
{
BodyPart002 bodyPart = GetFirstBodyPart(bodyPartGroup);
float maxBonus = 1f;
var toFocalAngle = bodyPart.ToFocalRoation * -bodyPart.Transform.forward;
var angleFromUp = Vector3.Angle(toFocalAngle, Vector3.up);
var qpos2 = (angleFromUp % 180) / 180;
var uprightBonus = maxBonus * (2 - (Mathf.Abs(qpos2) * 2) - 1);
return uprightBonus;
}
public float GetEffortNormalized(string[] ignorJoints = null)
{
double effort = 0;
double jointEffort = 0;
double joints = 0;
foreach (var muscle in Muscles)
{
if(muscle.Parent == null)
continue;
var name = muscle.Name;
if (ignorJoints != null && ignorJoints.Contains(name))
continue;
if (muscle.ConfigurableJoint.angularXMotion != ConfigurableJointMotion.Locked) {
jointEffort = Mathf.Pow(Mathf.Abs(muscle.TargetNormalizedRotationX),2);
effort += jointEffort;
joints++;
}
if (muscle.ConfigurableJoint.angularYMotion != ConfigurableJointMotion.Locked) {
jointEffort = Mathf.Pow(Mathf.Abs(muscle.TargetNormalizedRotationY),2);
effort += jointEffort;
joints++;
}
if (muscle.ConfigurableJoint.angularZMotion != ConfigurableJointMotion.Locked) {
jointEffort = Mathf.Pow(Mathf.Abs(muscle.TargetNormalizedRotationZ),2);
effort += jointEffort;
joints++;
}
}
return (float) (effort / joints);
}
public void OnSensorCollisionEnter(Collider sensorCollider, GameObject other) {
// if (string.Compare(other.name, "Terrain", true) !=0)
if (other.GetComponent<Terrain>() == null)
return;
var sensor = Sensors
.FirstOrDefault(x=>x == sensorCollider.gameObject);
if (sensor != null) {
var idx = Sensors.IndexOf(sensor);
SensorIsInTouch[idx] = 1f;
}
}
public void OnSensorCollisionExit(Collider sensorCollider, GameObject other)
{
// if (string.Compare(other.gameObject.name, "Terrain", true) !=0)
if (other.GetComponent<Terrain>() == null)
return;
var sensor = Sensors
.FirstOrDefault(x=>x == sensorCollider.gameObject);
if (sensor != null) {
var idx = Sensors.IndexOf(sensor);
SensorIsInTouch[idx] = 0f;
}
}
public Vector3 GetLocalCenterOfMass()
{
var centerOfMass = GetCenterOfMass();
centerOfMass -= transform.position;
return centerOfMass;
}
public Vector3 GetCenterOfMass()
{
var centerOfMass = Vector3.zero;
float totalMass = 0f;
var bodies = BodyParts
.Select(x=>x.Rigidbody)
.Where(x=>x!=null)
.ToList();
foreach (Rigidbody rb in bodies)
{
centerOfMass += rb.worldCenterOfMass * rb.mass;
totalMass += rb.mass;
}
centerOfMass /= totalMass;
return centerOfMass;
}
public Vector3 GetNormalizedVelocity()
{
var pelvis = GetFirstBodyPart(BodyConfig.GetRootBodyPart());
Vector3 metersPerSecond = pelvis.Rigidbody.velocity;
var n = GetNormalizedVelocity(metersPerSecond);
return n;
}
public Vector3 GetNormalizedPosition()
{
// var position = GetCenterOfMass();
var pelvis = GetFirstBodyPart(BodyConfig.GetRootBodyPart());
var position = pelvis.Transform.position;
var normalizedPosition = GetNormalizedPosition(position - startPosition);
return normalizedPosition;
}
public void SetDebugFrameReward(float reward)
{
FrameReward = reward;
var stepCount = _agent.StepCount > 0 ? _agent.StepCount : 1;
if (_decisionRequester?.DecisionPeriod > 1)
stepCount /= _decisionRequester.DecisionPeriod;
AverageReward = _agent.GetCumulativeReward() / (float) stepCount;
}
public List<float> GetSensorIsInTouch()
{
return SensorIsInTouch;
}
// public List<float> GetBodyPartsObservations()
// {
// List<float> vectorObservation = new List<float>();
// foreach (var bodyPart in BodyParts)
// {
// bodyPart.UpdateObservations();
// // _agent.sensor.AddObservation(bodyPart.ObsRotation);
// vectorObservation.Add(bodyPart.ObsRotation.x);
// vectorObservation.Add(bodyPart.ObsRotation.y);
// vectorObservation.Add(bodyPart.ObsRotation.z);
// vectorObservation.Add(bodyPart.ObsRotation.w);
// // _agent.sensor.AddObservation(bodyPart.ObsRotationVelocity);
// vectorObservation.Add(bodyPart.ObsRotationVelocity.x);
// vectorObservation.Add(bodyPart.ObsRotationVelocity.y);
// vectorObservation.Add(bodyPart.ObsRotationVelocity.z);
// // _agent.sensor.AddObservation(GetNormalizedVelocity(bodyPart.ObsVelocity));
// var normalizedVelocity = GetNormalizedVelocity(bodyPart.ObsVelocity);
// vectorObservation.Add(normalizedVelocity.x);
// vectorObservation.Add(normalizedVelocity.y);
// vectorObservation.Add(normalizedVelocity.z);
// }
// return vectorObservation;
// }
public List<float> GetMusclesObservations()
{
List<float> vectorObservation = new List<float>();
foreach (var muscle in Muscles)
{
muscle.UpdateObservations();
if (muscle.ConfigurableJoint.angularXMotion != ConfigurableJointMotion.Locked)
vectorObservation.Add(muscle.TargetNormalizedRotationX);
if (muscle.ConfigurableJoint.angularYMotion != ConfigurableJointMotion.Locked)
vectorObservation.Add(muscle.TargetNormalizedRotationY);
if (muscle.ConfigurableJoint.angularZMotion != ConfigurableJointMotion.Locked)
vectorObservation.Add(muscle.TargetNormalizedRotationZ);
}
return vectorObservation;
}
[Obsolete("use GetSensorObservations()")]
public List<float> GetSensorYPositions()
{
var sensorYpositions = Sensors
.Select(x=> this.GetNormalizedPosition(x.transform.position - startPosition))
.Select(x=>x.y)
.ToList();
return sensorYpositions;
}
[Obsolete("use GetSensorObservations()")]
public List<float> GetSensorZPositions()
{
var sensorYpositions = Sensors
.Select(x=> this.GetNormalizedPosition(x.transform.position - startPosition))
.Select(x=>x.z)
.ToList();
return sensorYpositions;
}
public List<float> GetSensorObservations()
{
var localSensorsPos = new Vector3[Sensors.Count];
var globalSensorsPos = new Vector3[Sensors.Count];
for (int i = 0; i < Sensors.Count; i++) {
globalSensorsPos[i] = sensorColliders[i].transform.TransformPoint(sensorColliders[i].center);
localSensorsPos[i] = globalSensorsPos[i] - startPosition;
}
// get heights based on global senor position
var sensorsPos = Sensors
.Select(x=>x.transform.position).ToList();
var senorHeights = _terrainGenerator != null
? _terrainGenerator.GetDistances2d(globalSensorsPos)
: Enumerable.Range(0, globalSensorsPos.Length).Select(x=>0f).ToList();
for (int i = 0; i < Sensors.Count; i++) {
senorHeights[i] -= sensorColliders[i].radius;
if (senorHeights[i] >= 1f)
senorHeights[i] = 1f;
}
// get z positions based on local positions
var bounds = _spawnableEnv.bounds;
var normalizedZ = localSensorsPos
.Select(x=>x.z / (bounds.extents.z))
.ToList();
var observations = senorHeights
.Concat(normalizedZ)
.ToList();
return observations;
}
// public void OnCollectObservationsHandleDebug(AgentInfo info)
// {
// if (Observations?.Count != info.vectorObservation.Count)
// Observations = Enumerable.Range(0, info.vectorObservation.Count).Select(x => 0f).ToList();
// ObservationNormalizedErrors = 0;
// for (int i = 0; i < Observations.Count; i++)
// {
// Observations[i] = info.vectorObservation[i];
// var x = Mathf.Abs(Observations[i]);
// var e = Mathf.Epsilon;
// bool is1 = Mathf.Approximately(x, 1f);
// if ((x > 1f + e) && !is1)
// ObservationNormalizedErrors++;
// }
// if (ObservationNormalizedErrors > MaxObservationNormalizedErrors)
// MaxObservationNormalizedErrors = ObservationNormalizedErrors;
// var pelvis = GetFirstBodyPart(BodyPartGroup.Hips);
// DistanceTraveled = pelvis.Transform.position.x;
// MaxDistanceTraveled = Mathf.Max(MaxDistanceTraveled, DistanceTraveled);
// Vector3 metersPerSecond = pelvis.Rigidbody.velocity;
// Vector3 mph = metersPerSecond * 2.236936f;
// mphBuffer.Add(mph);
// if (mphBuffer.Count > 100)
// mphBuffer.RemoveAt(0);
// var aveMph = new Vector3(
// mphBuffer.Select(x=>x.x).Average(),
// mphBuffer.Select(x=>x.y).Average(),
// mphBuffer.Select(x=>x.z).Average()
// );
// if (ShowMonitor)
// {
// Monitor.Log("MaxDistance", MaxDistanceTraveled.ToString());
// Monitor.Log("NormalizedPos", GetNormalizedPosition().ToString());
// Monitor.Log("MPH: ", (aveMph).ToString());
// }
// }
float NextGaussian(float mu = 0, float sigma = 1)
{
var u1 = UnityEngine.Random.value;
var u2 = UnityEngine.Random.value;
var rand_std_normal = Mathf.Sqrt(-2.0f * Mathf.Log(u1)) *
Mathf.Sin(2.0f * Mathf.PI * u2);
var rand_normal = mu + sigma * rand_std_normal;
return rand_normal;
}
public Vector3 GetNormalizedVelocity(Vector3 metersPerSecond)
{
var maxMetersPerSecond = _spawnableEnv.bounds.size
/ _agent.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;
}
public Vector3 GetNormalizedPosition(Vector3 pos)
{
var maxPos = _spawnableEnv.bounds.size;
float x = pos.x / maxPos.x;
float y = pos.y / maxPos.y;
float z = pos.z / maxPos.z;
// clamp result
x = Mathf.Clamp(x, -1f, 1f);
y = Mathf.Clamp(y, -1f, 1f);
z = Mathf.Clamp(z, -1f, 1f);
Vector3 normalizedPos = new Vector3(x,y,z);
return normalizedPos;
}
}

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// A class that describes a body part of an Agent or an Animator. The object
// stores the rigid body associated with an Agent's body part. Along with some
// important data like root bone, i. e. 'butt' for a marathonMan. Implments methods
// to calculate distance to the characteristics of an animation being mimiced.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.MLAgents;
[System.Serializable]
public class BodyPart002
{
public string Name;
public BodyHelper002.BodyPartGroup Group;
public Vector3 ObsLocalPosition;
public Quaternion ObsRotation;
public Quaternion ObsRotationFromBase;
public Vector3 ObsRotationVelocity;
public Vector3 ObsVelocity;
public float ObsAngleDeltaFromAnimationRotation;
public Vector3 ObsDeltaFromAnimationPosition;
public Vector3 ObsDeltaFromAnimationVelocity;
public Vector3 ObsDeltaFromAnimationAngularVelocity;
public Vector3 ObsDeltaFromAnimationAngularVelocityWorld;
public Vector3 DebugMaxRotationVelocity;
public Vector3 DebugMaxVelocity;
public Quaternion DefaultLocalRotation;
public Quaternion ToJointSpaceInverse;
public Quaternion ToJointSpaceDefault;
public Rigidbody Rigidbody;
public Transform Transform;
public BodyPart002 Root;
public Quaternion InitialRootRotation;
public Vector3 InitialRootPosition;
// base = from where to measure rotation and position from
public Quaternion BaseRotation;
public Vector3 BasePosition;
//
public Quaternion ToFocalRoation;
Quaternion _lastObsRotation;
Quaternion _lastWorldRotation;
Vector3 _lastLocalPosition;
Vector3 _lastWorldPosition;
Vector3 _animationAngularVelocity;
Vector3 _animationAngularVelocityWorld;
Vector3 _animationVelocityWorld;
DecisionRequester _decisionRequester;
float _lastUpdateObsTime;
bool _firstRunComplete;
bool _hasRanVeryFirstInit;
private Vector3 _animationPositionWorld;
private Quaternion _animationRotation;
static Vector3 Vector3Max (Vector3 a, Vector3 b)
{
var answer = new Vector3(
Mathf.Max(Mathf.Abs(a.x), Mathf.Abs(b.x)),
Mathf.Max(Mathf.Abs(a.y), Mathf.Abs(b.y)),
Mathf.Max(Mathf.Abs(a.z), Mathf.Abs(b.z)));
return answer;
}
// Initialize
public void Init()
{
_decisionRequester = GameObject.Find("MarathonMan").GetComponent<DecisionRequester>();
_firstRunComplete = false;
if (Rigidbody != null){
Rigidbody.angularVelocity = Vector3.zero;
Rigidbody.velocity = Vector3.zero;
}
if (!_hasRanVeryFirstInit) {
InitialRootRotation = Root.Transform.transform.rotation;
InitialRootPosition = Root.Transform.transform.position;
BaseRotation = Root.Transform.transform.rotation;
BasePosition = Root.Transform.transform.position;
DefaultLocalRotation = LocalRotation;
Vector3 forward = this.Transform.forward;
Vector3 up = this.Transform.up;
Quaternion toJointSpace = Quaternion.LookRotation(forward, up);
ToJointSpaceInverse = Quaternion.Inverse(toJointSpace);
ToJointSpaceDefault = DefaultLocalRotation * toJointSpace;
// set body part direction
Vector3 focalOffset = new Vector3(10,0,0);
if (Rigidbody != null){
var focalPoint = Rigidbody.position + focalOffset;
ToFocalRoation = Rigidbody.rotation;
ToFocalRoation.SetLookRotation(focalPoint - Rigidbody.position);
}
_hasRanVeryFirstInit = true;
}
}
// Update values like ObsLocalPosition, ObsRotation, ... that will be accessed
// by the agent as observations for the neural network. Also calculates distances
// to an animation being mimicked
public void UpdateObservations()
{
Quaternion rotation;
Vector3 position;
if (this == Root) {
rotation = Quaternion.Inverse(InitialRootRotation) * Transform.rotation;
position = Transform.position - InitialRootPosition;
}
else {
rotation = Quaternion.Inverse(Root.Transform.rotation) * Transform.rotation;
position = Transform.position - Root.Transform.position;
}
if (_firstRunComplete == false){
_lastUpdateObsTime = Time.time;
_lastLocalPosition = position;
_lastWorldPosition = Transform.position;
_lastObsRotation = rotation;
_lastWorldRotation = Transform.rotation;
}
var dt = Time.fixedDeltaTime * _decisionRequester.DecisionPeriod;
var velocity = (position - _lastLocalPosition)/dt;
var velocityWorld = (Transform.position - _lastWorldPosition)/dt;
var angularVelocity = JointHelper002.CalcDeltaRotationNormalizedEuler(_lastObsRotation, rotation)/dt;
var angularVelocityWorld = JointHelper002.CalcDeltaRotationNormalizedEuler(_lastWorldRotation, Transform.rotation)/dt;
// old calulation for observation vector
//angularVelocity = NormalizedEulerAngles(rotationVelocity.eulerAngles);
//angularVelocity /= 128f;
// old calculation end
_lastUpdateObsTime = Time.time;
_lastLocalPosition = position;
_lastWorldPosition = Transform.position;
_lastObsRotation = rotation;
_lastWorldRotation = Transform.rotation;
//if (Name == "right_right_foot") {
// Debug.Log("^^^^^^^^^^^^");
// Debug.Log("body part name: " + Name);
// Debug.Log("animation angular velocity:" + _animationAngularVelocity);
// Debug.Log("angular velocity:" + angularVelocity);
// Debug.Log("animation angular velocity world:" + _animationAngularVelocityWorld);
// Debug.Log("angular velocity world:" + angularVelocityWorld);
// Debug.Log("rotation local:" + rotation.eulerAngles);
// Debug.Log("animation rotation local: " + _animationRotation.eulerAngles);
// Debug.Log("velocity world: " + velocityWorld);
// Debug.Log("animation velocity world:" + _animationVelocityWorld);
// Debug.Log("transform position:" + Transform.position);
// Debug.Log("animation position world: " + _animationPositionWorld);
// Debug.Log("dt:" + dt);
//}
ObsLocalPosition = position;
ObsRotation = rotation;
ObsRotationVelocity = angularVelocity;
ObsVelocity = velocity;
ObsDeltaFromAnimationPosition = _animationPositionWorld - Transform.position;
ObsAngleDeltaFromAnimationRotation = Quaternion.Angle(_animationRotation, rotation);
ObsAngleDeltaFromAnimationRotation = JointHelper002.NormalizedAngle(ObsAngleDeltaFromAnimationRotation);
ObsDeltaFromAnimationVelocity = _animationVelocityWorld - velocityWorld;
ObsDeltaFromAnimationAngularVelocity = (_animationAngularVelocity - angularVelocity);
ObsDeltaFromAnimationAngularVelocityWorld = (_animationAngularVelocityWorld - angularVelocityWorld);
DebugMaxRotationVelocity = Vector3Max(DebugMaxRotationVelocity, angularVelocity);
DebugMaxVelocity = Vector3Max(DebugMaxVelocity, velocity);
_firstRunComplete = true;
}
// returns local rotation
public Quaternion LocalRotation {
get {
return Quaternion.Inverse(RootRotation) * Transform.rotation;
}
}
// retuns root rotation
public Quaternion RootRotation{
get {
return InitialRootRotation;
}
}
// Set the position, rotation of a body part to match animation's position and
// rotation. Also sets the rigid body's position and velocity, which is used
// in angular momentum calculation
public void MoveToAnim(Vector3 animPosition, Quaternion animRotation, Vector3 angularVelocity, Vector3 velocity)
{
Transform.position = animPosition;
Transform.rotation = animRotation;
if (Rigidbody != null){
foreach (var childRb in Rigidbody.GetComponentsInChildren<Rigidbody>())
{
if (childRb == Rigidbody)
continue;
childRb.transform.localPosition = Vector3.zero;
childRb.transform.localEulerAngles = Vector3.zero;
childRb.angularVelocity = Vector3.zero;
childRb.velocity = Vector3.zero;
}
Rigidbody.angularVelocity = angularVelocity;
Rigidbody.velocity = velocity;
}
}
// Set the position of the animation being mimicked
public void SetAnimationPosition(Vector3 animPositionWorld, Quaternion animRotationLocal, Vector3 animVelocityWorld, Vector3 animAngularVelocityLocal, Vector3 animAngularVelocityWorld)
{
_animationPositionWorld = animPositionWorld;
_animationRotation = animRotationLocal;
_animationVelocityWorld = animVelocityWorld;
_animationAngularVelocity = animAngularVelocityLocal;
_animationAngularVelocityWorld = animAngularVelocityWorld;
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.MLAgents;
using UnityEngine;
public class DomainRandomization : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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// Helper Utilities to work with agent's rigid bodies charateristics. Allows to
// calculate Angles between rotations in radians, find center of mass of an agent,
// and find Angular Momentum of an agent.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System;
public static class JointHelper002 {
// Return rotation from one rotation to another
public static Quaternion FromToRotation(Quaternion from, Quaternion to) {
if (to == from) return Quaternion.identity;
return to * Quaternion.Inverse(from);
}
// Calculate rotation between two rotations in radians. Adjusts the value to lie within [-pi, +pi].
public static Vector3 NormalizedEulerAngles(Vector3 eulerAngles) {
var x = eulerAngles.x < 180f ?
eulerAngles.x :
-360 + eulerAngles.x;
var y = eulerAngles.y < 180f ?
eulerAngles.y :
-360 + eulerAngles.y;
var z = eulerAngles.z < 180f ?
eulerAngles.z :
-360 + eulerAngles.z;
x = x * Mathf.Deg2Rad;
y = y * Mathf.Deg2Rad;
z = z * Mathf.Deg2Rad;
return new Vector3(x, y, z);
}
// Adjust the value of an angle to lie within [-pi, +pi].
public static float NormalizedAngle(float angle) {
if (angle < 180) {
return angle * Mathf.Deg2Rad;
}
return (angle - 360) * Mathf.Deg2Rad;
}
// Find rotation and convert to radians within [-pi, +pi].
public static Vector3 CalcDeltaRotationNormalizedEuler(Quaternion from, Quaternion to) {
var rotationVelocity = FromToRotation(from, to);
var angularVelocity = NormalizedEulerAngles(rotationVelocity.eulerAngles);
return angularVelocity;
}
// Find the center of mass of a list of Body Parts beloning to an agent. Relative to the root bone, i. e. "butt" for humanoid.
public static Vector3 GetCenterOfMassRelativeToRoot(List<BodyPart002> BodyParts) {
var centerOfMass = Vector3.zero;
float totalMass = 0f;
var bodies = BodyParts
.Select(x => x.Rigidbody)
.Where(x => x != null)
.ToList();
var rootBone = BodyParts[0];
foreach (Rigidbody rb in bodies) {
centerOfMass += rb.worldCenterOfMass * rb.mass;
totalMass += rb.mass;
}
centerOfMass /= totalMass;
centerOfMass -= rootBone.InitialRootPosition;
return centerOfMass;
}
// Find the center of mass of a List of Body Parts relative to the world coordinate system.
public static Vector3 GetCenterOfMassWorld(List<BodyPart002> BodyParts) {
var centerOfMass = GetCenterOfMassRelativeToRoot(BodyParts) + BodyParts[0].InitialRootPosition;
return centerOfMass;
}
// Calculate Angular Momentum of a List of Body Parts. In the world coordinate system about the center
// of mass of the Body Parts. Formulas at https://ocw.mit.edu/courses/aeronautics-and-astronautics/16-07-dynamics-fall-2009/lecture-notes/MIT16_07F09_Lec11.pdf
public static Vector3 GetAngularMoment(List<BodyPart002> BodyParts) {
var centerOfMass = GetCenterOfMassWorld(BodyParts);
var bodies = BodyParts
.Select(x => x.Rigidbody)
.Where(x => x != null)
.ToList();
Vector3 totalAngularMoment = Vector3.zero;
foreach (Rigidbody rb in bodies) {
var w_local = rb.transform.rotation * rb.angularVelocity;
var w_inertiaFrame = rb.inertiaTensorRotation * w_local;
Vector3 L_inertiaFrame = Vector3.zero;
L_inertiaFrame[0] = w_inertiaFrame[0] * rb.inertiaTensor[0];
L_inertiaFrame[1] = w_inertiaFrame[1] * rb.inertiaTensor[1];
L_inertiaFrame[2] = w_inertiaFrame[2] * rb.inertiaTensor[2];
Vector3 L_world = Quaternion.Inverse(rb.transform.rotation) * Quaternion.Inverse(rb.inertiaTensorRotation) * L_inertiaFrame;
Vector3 bodyPartCenterOfMassRelativeTobodyPartsCenterOfMass = rb.worldCenterOfMass - centerOfMass;
Vector3 LofBodyPartCenterOfMass = rb.mass * Vector3.Cross(bodyPartCenterOfMassRelativeTobodyPartsCenterOfMass, rb.velocity);
totalAngularMoment += L_world + LofBodyPartCenterOfMass;
}
return totalAngularMoment;
}
}

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using System.Linq;
using UnityEngine;
namespace Unity.MLAgents
{
public static class MarathonHelper
{
static readonly bool FlipMarathonX = false;
public static Vector3 RightToLeft(Vector3 rightHanded, bool hackFlipZ = false)
{
if (FlipMarathonX)
return new Vector3(rightHanded.x, rightHanded.z,
rightHanded.y); // use if fliping marathon's X direction
return new Vector3(-rightHanded.x, rightHanded.z, -rightHanded.y); // use to maintain marathon's X direction
}
static char[] _delimiterChars = {' ', ',', ':', '\t'};
static string RemoveDuplicateWhitespace(string input)
{
while (input.Contains(" "))
input = input.Replace(" ", " ");
while (input.Contains("\t\t"))
input = input.Replace("\t\t", "\t");
return input;
}
static float Evaluate(string expression)
{
var doc = new System.Xml.XPath.XPathDocument(new System.IO.StringReader("<r/>"));
var nav = doc.CreateNavigator();
var newString = expression;
newString = (new System.Text.RegularExpressions.Regex(@"([\+\-\*])")).Replace(newString, " ${1} ");
newString = newString.Replace("/", " div ").Replace("%", " mod ");
var res = nav.Evaluate("number(" + newString + ")");
double d = (double) res;
return (float) d;
}
static public Vector3 ParseVector3NoFlipYZ(string str)
{
str = RemoveDuplicateWhitespace(str);
string[] words = str.Split(_delimiterChars);
float x = Evaluate(words[0]);
float y = Evaluate(words[1]);
float z = Evaluate(words[2]);
var vec3 = new Vector3(x, y, z);
return vec3;
}
static public Quaternion ParseQuaternion(string str)
{
str = RemoveDuplicateWhitespace(str);
string[] words = str.Split(_delimiterChars);
float w = Evaluate(words[0]);
float x = Evaluate(words[1]);
float y = Evaluate(words[2]);
float z = Evaluate(words[3]);
var q = new Quaternion(x, y, z, w);
return q;
}
static public Vector3 ParseAxis(string str)
{
var axis = MarathonHelper.ParseVector3NoFlipYZ(str);
if (FlipMarathonX)
axis = new Vector3(-axis.x, -axis.z, -axis.y); // use if fliping marathon's X direction
else
axis = new Vector3(axis.x, -axis.z, axis.y); // use to maintain marathon's X direction
return axis;
}
static public Vector3 JointParsePosition(string str, bool hackFlipZ)
{
str = RemoveDuplicateWhitespace(str);
string[] words = str.Split(_delimiterChars);
float x = Evaluate(words[0]);
float y = Evaluate(words[1]);
float z = Evaluate(words[2]);
Vector3 vec3 = new Vector3(x, y, z);
return RightToLeft(vec3, hackFlipZ);
}
public static Vector3 ParsePosition(string str)
{
str = RemoveDuplicateWhitespace(str);
string[] words = str.Split(_delimiterChars);
float x = Evaluate(words[0]);
float y = Evaluate(words[1]);
float z = Evaluate(words[2]);
Vector3 vec3 = new Vector3(x, y, z);
return RightToLeft(vec3);
}
public static Vector3 ParseFrom(string fromTo)
{
return ParseVector3NoFlipYZ(fromTo);
}
public static Vector3 ParseTo(string fromTo)
{
fromTo = RemoveDuplicateWhitespace(fromTo);
string[] words = fromTo.Split(_delimiterChars);
float x = Evaluate(words[3]);
float y = Evaluate(words[4]);
float z = Evaluate(words[5]);
Vector3 vec3 = new Vector3(x, y, z);
return vec3;
}
public static Vector2 ParseVector2(string str)
{
str = RemoveDuplicateWhitespace(str);
string[] words = str.Split(_delimiterChars);
float x = Evaluate(words[0]);
float y = Evaluate(words[1]);
var vec2 = new Vector2(x, y);
return vec2;
}
public static float ParseGetMin(string rangeAsText)
{
rangeAsText = RemoveDuplicateWhitespace(rangeAsText);
string[] words = rangeAsText.Split(_delimiterChars);
var range = words.Select(x => Evaluate(x));
return range.Min();
}
public static float ParseGetMax(string rangeAsText)
{
rangeAsText = RemoveDuplicateWhitespace(rangeAsText);
string[] words = rangeAsText.Split(_delimiterChars);
var range = words.Select(x => Evaluate(x));
return range.Max();
}
public static GameObject CreateBetweenPoints(this GameObject parent, Vector3 start, Vector3 end, float width,
bool useWorldSpace, GameObject root)
{
start = RightToLeft(start);
end = RightToLeft(end);
var instance = new GameObject();
var procCap = instance.AddComponent<ProceduralCapsule>();
var handleOverlap = instance.AddComponent<HandleOverlap>();
handleOverlap.Parent = root;
var collider = instance.AddComponent<CapsuleCollider>();
var offset = start - end;
var position = start - (offset / 2.0f);
var height = offset.magnitude;
collider.height = height + (width * 2) * .90f;
collider.radius = width * .90f;
procCap.height = height + (width);
procCap.radius = width;
procCap.CreateMesh();
instance.transform.parent = root.transform;
instance.transform.up = offset;
if (useWorldSpace)
{
instance.transform.position = position;
}
else
{
instance.transform.position = position + parent.transform.position;
instance.transform.rotation = instance.transform.rotation * parent.transform.rotation;
}
// UnityEngine.GameObject.Destroy(handleOverlap);
return instance;
}
public static GameObject CreateAtPoint(this GameObject parent, Vector3 position, float width,
bool useWorldSpace, GameObject root)
{
var scale = new Vector3(width, width, width);
var instance = GameObject.CreatePrimitive(PrimitiveType.Sphere);
instance.transform.parent = root.transform;
instance.transform.localScale = scale * 2;
if (useWorldSpace)
{
instance.transform.position = position;
}
else
{
instance.transform.position = position + parent.transform.position;
instance.transform.rotation = instance.transform.rotation * parent.transform.rotation;
}
return instance;
}
}
}

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using UnityEngine;
namespace Unity.MLAgents
{
[System.Serializable]
public class MarathonJoint
{
public Joint Joint;
public string Name;
public string JointName;
public Vector2 CtrlRange;
public bool? CtrlLimited;
public float? Gear;
public ConfigurableJoint TrueBase;
public Transform TrueTarget;
public float MaximumForce;
}
}

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using UnityEngine;
namespace Unity.MLAgents
{
[System.Serializable]
public class MarathonSensor
{
public Collider SiteObject;
public string Name;
public string SiteName;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MarathonSupport : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[System.Serializable]
public class Muscle002
{
public string Name;
public BodyHelper002.MuscleGroup Group;
[Range(-1,1)]
public float TargetNormalizedRotationX;
[Range(-1,1)]
public float TargetNormalizedRotationY;
[Range(-1,1)]
public float TargetNormalizedRotationZ;
public Vector3 MaximumForce;
public Vector3 ObsLocalPosition;
public Quaternion ObsRotation;
public Vector3 ObsNormalizedRotation;
public Vector3 ObsNormalizedDeltaFromTargetRotation;
public Vector3 ObsRotationVelocity;
public Vector3 ObsVelocity;
public Vector3 DebugMaxRotationVelocity;
public Vector3 DebugMaxVelocity;
public Quaternion DefaultLocalRotation;
public Quaternion ToJointSpaceInverse;
public Quaternion ToJointSpaceDefault;
public Rigidbody Rigidbody;
public Transform Transform;
public ConfigurableJoint ConfigurableJoint;
public Rigidbody Parent;
public ConfigurableJoint RootConfigurableJoint;
public Quaternion InitialRootRotation;
public Vector3 InitialRootPosition;
Quaternion _lastObsRotation;
Vector3 _lastLocalPosition;
float _lastUpdateObsTime;
bool _firstRunComplete;
bool _hasRanVeryFirstInit;
public void UpdateMotor()
{
float powerMultiplier = 2.5f;
var t = ConfigurableJoint.targetAngularVelocity;
t.x = TargetNormalizedRotationX * MaximumForce.x;
t.y = TargetNormalizedRotationY * MaximumForce.y;
t.z = TargetNormalizedRotationZ * MaximumForce.z;
ConfigurableJoint.targetAngularVelocity = t;
var angX = ConfigurableJoint.angularXDrive;
angX.positionSpring = 1f;
var scale = MaximumForce.x * Mathf.Pow(Mathf.Abs(TargetNormalizedRotationX), 3);
angX.positionDamper = Mathf.Max(1f, scale);
angX.maximumForce = Mathf.Max(1f, MaximumForce.x * powerMultiplier);
ConfigurableJoint.angularXDrive = angX;
var maxForce = Mathf.Max(MaximumForce.y, MaximumForce.z);
var angYZ = ConfigurableJoint.angularYZDrive;
angYZ.positionSpring = 1f;
var maxAbsRotXY = Mathf.Max(Mathf.Abs(TargetNormalizedRotationY) + Mathf.Abs(TargetNormalizedRotationZ));
scale = maxForce * Mathf.Pow(maxAbsRotXY, 3);
angYZ.positionDamper = Mathf.Max(1f, scale);
angYZ.maximumForce = Mathf.Max(1f, maxForce * powerMultiplier);
ConfigurableJoint.angularYZDrive = angYZ;
}
static Vector3 NormalizedEulerAngles(Vector3 eulerAngles)
{
var x = eulerAngles.x < 180f ?
eulerAngles.x :
- 360 + eulerAngles.x;
var y = eulerAngles.y < 180f ?
eulerAngles.y :
- 360 + eulerAngles.y;
var z = eulerAngles.z < 180f ?
eulerAngles.z :
- 360 + eulerAngles.z;
x = x / 180f;
y = y / 180f;
z = z / 180f;
return new Vector3(x,y,z);
}
static Vector3 ScaleNormalizedByJoint(Vector3 normalizedRotation, ConfigurableJoint configurableJoint)
{
var x = normalizedRotation.x > 0f ?
(normalizedRotation.x * 180f) / configurableJoint.highAngularXLimit.limit :
(-normalizedRotation.x * 180f) / configurableJoint.lowAngularXLimit.limit;
var y = (normalizedRotation.y * 180f) / configurableJoint.angularYLimit.limit;
var z = (normalizedRotation.z * 180f) / configurableJoint.angularZLimit.limit;
var scaledNormalizedRotation = new Vector3(x,y,z);
return scaledNormalizedRotation;
}
static Vector3 Vector3Max (Vector3 a, Vector3 b)
{
var answer = new Vector3(
Mathf.Max(Mathf.Abs(a.x), Mathf.Abs(b.x)),
Mathf.Max(Mathf.Abs(a.y), Mathf.Abs(b.y)),
Mathf.Max(Mathf.Abs(a.z), Mathf.Abs(b.z)));
return answer;
}
public void Init()
{
_firstRunComplete = false;
Rigidbody.angularVelocity = Vector3.zero;
Rigidbody.velocity = Vector3.zero;
if (!_hasRanVeryFirstInit) {
Parent = ConfigurableJoint.connectedBody;
InitialRootRotation = RootConfigurableJoint.transform.rotation;
InitialRootPosition = RootConfigurableJoint.transform.position;
DefaultLocalRotation = LocalRotation;
// Vector3 forward = Vector3.Cross (ConfigurableJoint.axis, ConfigurableJoint.secondaryAxis).normalized;
//Vector3 up = Vector3.Cross (forward, ConfigurableJoint.axis).normalized;
Vector3 forward = this.Transform.forward;
Vector3 up = this.Transform.forward;
Quaternion toJointSpace = Quaternion.LookRotation(forward, up);
ToJointSpaceInverse = Quaternion.Inverse(toJointSpace);
ToJointSpaceDefault = DefaultLocalRotation * toJointSpace;
_hasRanVeryFirstInit = true;
}
}
public void UpdateObservations()
{
ObsRotation = this.LocalRotation;
ObsRotation = (ToJointSpaceInverse * UnityEngine.Quaternion.Inverse(this.LocalRotation) * this.ToJointSpaceDefault);
var r2 = (ToJointSpaceInverse * UnityEngine.Quaternion.Inverse(this.Transform.rotation) * this.ToJointSpaceDefault);
var s1 = ScaleNormalizedByJoint(NormalizedEulerAngles((this.LocalRotation * ToJointSpaceDefault).eulerAngles), ConfigurableJoint);
var s2 = ScaleNormalizedByJoint(NormalizedEulerAngles((Transform.localRotation * ToJointSpaceDefault).eulerAngles), ConfigurableJoint);
var s3 = ScaleNormalizedByJoint(NormalizedEulerAngles((this.LocalRotation * ToJointSpaceInverse).eulerAngles), ConfigurableJoint);
var s4 = ScaleNormalizedByJoint(NormalizedEulerAngles((Transform.localRotation * ToJointSpaceInverse).eulerAngles), ConfigurableJoint);
var s5 = ScaleNormalizedByJoint(NormalizedEulerAngles((UnityEngine.Quaternion.Inverse(this.LocalRotation) * ToJointSpaceDefault).eulerAngles), ConfigurableJoint);
var normalizedRotation = NormalizedEulerAngles(ObsRotation.eulerAngles);
// var normalizedRotation = NormalizedEulerAngles(this.LocalRotation.eulerAngles);
ObsNormalizedRotation = ScaleNormalizedByJoint(normalizedRotation, ConfigurableJoint);
ObsNormalizedDeltaFromTargetRotation =
new Vector3(TargetNormalizedRotationX, TargetNormalizedRotationY, TargetNormalizedRotationZ) - ObsNormalizedRotation;
// Debug code
// if (Group == BodyHelper002.MuscleGroup.Head){
// var debug = 1;
// }
if (_firstRunComplete == false){
_lastUpdateObsTime = Time.time;
_lastObsRotation = ObsRotation;
_lastLocalPosition = Transform.localPosition;
}
var dt = Time.time - _lastUpdateObsTime;
_lastUpdateObsTime = Time.time;
var rotationVelocity = ObsRotation.eulerAngles - _lastObsRotation.eulerAngles;
rotationVelocity = NormalizedEulerAngles(rotationVelocity);
rotationVelocity /= 128f;
if (dt > 0f)
rotationVelocity /= dt;
ObsRotationVelocity = rotationVelocity;
_lastObsRotation = ObsRotation;
var rootBone = RootConfigurableJoint.transform;
var toRootSpace = Quaternion.Inverse(RootConfigurableJoint.transform.rotation) * rootBone.rotation;
Quaternion rootRotation = Quaternion.Inverse(rootBone.rotation * toRootSpace) * Transform.rotation;
ObsLocalPosition = Transform.position - RootConfigurableJoint.transform.position;
var velocity = ObsLocalPosition - _lastLocalPosition;
ObsVelocity = velocity;
if (dt > 0f)
velocity /= dt;
_lastLocalPosition = ObsLocalPosition;
DebugMaxRotationVelocity = Vector3Max(DebugMaxRotationVelocity, rotationVelocity);
DebugMaxVelocity = Vector3Max(DebugMaxVelocity, velocity);
_firstRunComplete = true;
}
public Quaternion LocalRotation {
get {
// around root Rotation
return Quaternion.Inverse(RootRotation) * Transform.rotation;
// around parent space
// return Quaternion.Inverse(ParentRotation) * transform.rotation;
}
}
public Quaternion RootRotation {
get {
return InitialRootRotation;
}
}
}

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//------------------------------//
// ProceduralCapsule.cs //
// Written by Jay Kay //
// 2016/05/27 //
//------------------------------//
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class ProceduralCapsule : MonoBehaviour
{
#if UNITY_EDITOR
[ContextMenu("Generate Procedural Capsule")]
public void GenerateProceduralCapsule()
{
// GenerateMesh();
}
#endif
public float height = 2f;
public float radius = 0.5f;
public int segments = 24;
// void GenerateMesh()
void Start()
{
}
public void CreateMesh()
{
// make segments an even number
if (segments % 2 != 0)
segments++;
// extra vertex on the seam
int points = segments + 1;
// calculate points around a circle
float[] pX = new float[points];
float[] pZ = new float[points];
float[] pY = new float[points];
float[] pR = new float[points];
float calcH = 0f;
float calcV = 0f;
for (int i = 0; i < points; i++)
{
pX[i] = Mathf.Sin(calcH * Mathf.Deg2Rad);
pZ[i] = Mathf.Cos(calcH * Mathf.Deg2Rad);
pY[i] = Mathf.Cos(calcV * Mathf.Deg2Rad);
pR[i] = Mathf.Sin(calcV * Mathf.Deg2Rad);
calcH += 360f / (float) segments;
calcV += 180f / (float) segments;
}
// - Vertices and UVs -
Vector3[] vertices = new Vector3[points * (points + 1)];
Vector2[] uvs = new Vector2[vertices.Length];
int ind = 0;
// Y-offset is half the height minus the diameter
// float yOff = ( height - ( radius * 2f ) ) * 0.5f;
float yOff = (height - (radius)) * 0.5f;
if (yOff < 0)
yOff = 0;
// uv calculations
float stepX = 1f / ((float) (points - 1));
float uvX, uvY;
// Top Hemisphere
int top = Mathf.CeilToInt((float) points * 0.5f);
for (int y = 0; y < top; y++)
{
for (int x = 0; x < points; x++)
{
vertices[ind] = new Vector3(pX[x] * pR[y], pY[y], pZ[x] * pR[y]) * radius;
vertices[ind].y = yOff + vertices[ind].y;
uvX = 1f - (stepX * (float) x);
uvY = (vertices[ind].y + (height * 0.5f)) / height;
uvs[ind] = new Vector2(uvX, uvY);
ind++;
}
}
// Bottom Hemisphere
int btm = Mathf.FloorToInt((float) points * 0.5f);
for (int y = btm; y < points; y++)
{
for (int x = 0; x < points; x++)
{
vertices[ind] = new Vector3(pX[x] * pR[y], pY[y], pZ[x] * pR[y]) * radius;
vertices[ind].y = -yOff + vertices[ind].y;
uvX = 1f - (stepX * (float) x);
uvY = (vertices[ind].y + (height * 0.5f)) / height;
uvs[ind] = new Vector2(uvX, uvY);
ind++;
}
}
// - Triangles -
int[] triangles = new int[(segments * (segments + 1) * 2 * 3)];
for (int y = 0, t = 0; y < segments + 1; y++)
{
for (int x = 0; x < segments; x++, t += 6)
{
triangles[t + 0] = ((y + 0) * (segments + 1)) + x + 0;
triangles[t + 1] = ((y + 1) * (segments + 1)) + x + 0;
triangles[t + 2] = ((y + 1) * (segments + 1)) + x + 1;
triangles[t + 3] = ((y + 0) * (segments + 1)) + x + 1;
triangles[t + 4] = ((y + 0) * (segments + 1)) + x + 0;
triangles[t + 5] = ((y + 1) * (segments + 1)) + x + 1;
}
}
// - Assign Mesh -
MeshFilter mf = gameObject.GetComponent<MeshFilter>();
Mesh mesh = mf.sharedMesh;
if (!mesh)
{
mesh = new Mesh();
mf.sharedMesh = mesh;
}
mesh.Clear();
mesh.name = "ProceduralCapsule";
mesh.vertices = vertices;
mesh.uv = uvs;
mesh.triangles = triangles;
mesh.RecalculateBounds();
mesh.RecalculateNormals();
}
}

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