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init unity

master
cailean 7 months ago
parent
commit
d1b7830bed
  1. 6
      .vsconfig
  2. 8
      Assets/DreCon.meta
  3. 8
      Assets/DreCon/Editor.meta
  4. 46
      Assets/DreCon/Editor/FindMissingScripts.cs
  5. 11
      Assets/DreCon/Editor/FindMissingScripts.cs.meta
  6. 8
      Assets/DreCon/_TerrainAutoUpgrade.meta
  7. 22
      Assets/DreCon/_TerrainAutoUpgrade/layer_(10.000,10.000)(-8.000,-8.000)(0.000,0.000,0.000),0.000,0.460.terrainlayer
  8. 8
      Assets/DreCon/_TerrainAutoUpgrade/layer_(10.000,10.000)(-8.000,-8.000)(0.000,0.000,0.000),0.000,0.460.terrainlayer.meta
  9. 8
      Assets/ML-Agents.meta
  10. 8
      Assets/ML-Agents/Timers.meta
  11. 1
      Assets/ML-Agents/Timers/DreconDemo_timers.json
  12. 7
      Assets/ML-Agents/Timers/DreconDemo_timers.json.meta
  13. 1
      Assets/ML-Agents/Timers/SampleScene_timers.json
  14. 7
      Assets/ML-Agents/Timers/SampleScene_timers.json.meta
  15. 8
      Assets/MarathonController.meta
  16. 8
      Assets/MarathonController/Editor.meta
  17. 53
      Assets/MarathonController/Editor/MusclesEditor.cs
  18. 11
      Assets/MarathonController/Editor/MusclesEditor.cs.meta
  19. 145
      Assets/MarathonController/Editor/ROMparserSwingTwistEditor.cs
  20. 11
      Assets/MarathonController/Editor/ROMparserSwingTwistEditor.cs.meta
  21. 109
      Assets/MarathonController/Editor/TrainingEnvironmentGeneratorEditor.cs
  22. 11
      Assets/MarathonController/Editor/TrainingEnvironmentGeneratorEditor.cs.meta
  23. 8
      Assets/MarathonController/Scripts.meta
  24. 357
      Assets/MarathonController/Scripts/AnimationController.cs
  25. 11
      Assets/MarathonController/Scripts/AnimationController.cs.meta
  26. 50
      Assets/MarathonController/Scripts/AnimationMocapController.cs
  27. 11
      Assets/MarathonController/Scripts/AnimationMocapController.cs.meta
  28. 88
      Assets/MarathonController/Scripts/DebugArticulationBody.cs
  29. 11
      Assets/MarathonController/Scripts/DebugArticulationBody.cs.meta
  30. 60
      Assets/MarathonController/Scripts/DefaultAnimationController.cs
  31. 11
      Assets/MarathonController/Scripts/DefaultAnimationController.cs.meta
  32. 9
      Assets/MarathonController/Scripts/IAnimationController.cs
  33. 11
      Assets/MarathonController/Scripts/IAnimationController.cs.meta
  34. 14
      Assets/MarathonController/Scripts/IgnoreColliderForObservation.cs
  35. 11
      Assets/MarathonController/Scripts/IgnoreColliderForObservation.cs.meta
  36. 8
      Assets/MarathonController/Scripts/IgnoreColliderForReward.cs
  37. 11
      Assets/MarathonController/Scripts/IgnoreColliderForReward.cs.meta
  38. 594
      Assets/MarathonController/Scripts/MapAnim2Ragdoll.cs
  39. 11
      Assets/MarathonController/Scripts/MapAnim2Ragdoll.cs.meta
  40. 66
      Assets/MarathonController/Scripts/MapRagdoll2Anim.cs
  41. 11
      Assets/MarathonController/Scripts/MapRagdoll2Anim.cs.meta
  42. 148
      Assets/MarathonController/Scripts/MarConObservations2Learn.cs
  43. 11
      Assets/MarathonController/Scripts/MarConObservations2Learn.cs.meta
  44. 363
      Assets/MarathonController/Scripts/MarConObservationsStats.cs
  45. 11
      Assets/MarathonController/Scripts/MarConObservationsStats.cs.meta
  46. 702
      Assets/MarathonController/Scripts/Muscles.cs
  47. 11
      Assets/MarathonController/Scripts/Muscles.cs.meta
  48. 344
      Assets/MarathonController/Scripts/Observations2Learn.cs
  49. 11
      Assets/MarathonController/Scripts/Observations2Learn.cs.meta
  50. 347
      Assets/MarathonController/Scripts/ObservationsStats.cs
  51. 11
      Assets/MarathonController/Scripts/ObservationsStats.cs.meta
  52. 566
      Assets/MarathonController/Scripts/ProcRagdollAgent.cs
  53. 11
      Assets/MarathonController/Scripts/ProcRagdollAgent.cs.meta
  54. 479
      Assets/MarathonController/Scripts/ROMparserSwingTwist.cs
  55. 11
      Assets/MarathonController/Scripts/ROMparserSwingTwist.cs.meta
  56. 91
      Assets/MarathonController/Scripts/RangeOfMotionValues.cs
  57. 11
      Assets/MarathonController/Scripts/RangeOfMotionValues.cs.meta
  58. 385
      Assets/MarathonController/Scripts/RewardStats.cs
  59. 11
      Assets/MarathonController/Scripts/RewardStats.cs.meta
  60. 432
      Assets/MarathonController/Scripts/Rewards2Learn.cs
  61. 11
      Assets/MarathonController/Scripts/Rewards2Learn.cs.meta
  62. 960
      Assets/MarathonController/Scripts/TrainingEnvironmentGenerator.cs
  63. 11
      Assets/MarathonController/Scripts/TrainingEnvironmentGenerator.cs.meta
  64. 132
      Assets/MarathonController/Scripts/Utils.cs
  65. 11
      Assets/MarathonController/Scripts/Utils.cs.meta
  66. 8
      Assets/MarathonEnvs.meta
  67. 8
      Assets/MarathonEnvs/Agents.meta
  68. 8
      Assets/MarathonEnvs/Agents/Characters.meta
  69. 8
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004.meta
  70. 2520
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/AgentMove-outcome.prefab
  71. 7
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/AgentMove-outcome.prefab.meta
  72. 2560
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/AgentMove-source.prefab
  73. 7
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/AgentMove-source.prefab.meta
  74. 135
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/BlueJoints.mat
  75. 8
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/BlueJoints.mat.meta
  76. 135
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/BlueSurface.mat
  77. 8
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/BlueSurface.mat.meta
  78. BIN
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/Idle.fbx
  79. 896
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/Idle.fbx.meta
  80. 4850
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/MarathonMan004.prefab
  81. 7
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/MarathonMan004.prefab.meta
  82. 138
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/RedJoints.mat
  83. 8
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/RedJoints.mat.meta
  84. 138
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/RedSurface.mat
  85. 8
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/RedSurface.mat.meta
  86. BIN
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/T-Pose.fbx
  87. 914
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/T-Pose.fbx.meta
  88. 135
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/TargetDebug.mat
  89. 8
      Assets/MarathonEnvs/Agents/Characters/MarathonMan004/TargetDebug.mat.meta
  90. 8
      Assets/MarathonEnvs/Agents/Models.meta
  91. BIN
      Assets/MarathonEnvs/Agents/Models/DReCon-v0.onnx
  92. 13
      Assets/MarathonEnvs/Agents/Models/DReCon-v0.onnx.meta
  93. 8
      Assets/MarathonEnvs/Animations.meta
  94. 8
      Assets/MarathonEnvs/Animations/Locomotion Pack.meta
  95. BIN
      Assets/MarathonEnvs/Animations/Locomotion Pack/idle.fbx
  96. 767
      Assets/MarathonEnvs/Animations/Locomotion Pack/idle.fbx.meta
  97. BIN
      Assets/MarathonEnvs/Animations/Locomotion Pack/jump.fbx
  98. 705
      Assets/MarathonEnvs/Animations/Locomotion Pack/jump.fbx.meta
  99. BIN
      Assets/MarathonEnvs/Animations/Locomotion Pack/running.fbx
  100. 647
      Assets/MarathonEnvs/Animations/Locomotion Pack/running.fbx.meta

6
.vsconfig

@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

8
Assets/DreCon.meta

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Assets/DreCon/Editor/FindMissingScripts.cs

@ -0,0 +1,46 @@
using UnityEngine;
using UnityEditor;
public class FindMissingScripts : EditorWindow
{
[MenuItem("Window/FindMissingScripts")]
public static void ShowWindow()
{
EditorWindow.GetWindow(typeof(FindMissingScripts));
}
public void OnGUI()
{
if (GUILayout.Button("Find Missing Scripts in selected prefabs"))
{
FindInSelected();
}
}
private static void FindInSelected()
{
GameObject[] go = Selection.gameObjects;
int go_count = 0, components_count = 0, missing_count = 0;
foreach (GameObject g in go)
{
go_count++;
Component[] components = g.GetComponents<Component>();
for (int i = 0; i < components.Length; i++)
{
components_count++;
if (components[i] == null)
{
missing_count++;
string s = g.name;
Transform t = g.transform;
while (t.parent != null)
{
s = t.parent.name + "/" + s;
t = t.parent;
}
Debug.Log(s + " has an empty script attached in position: " + i, g);
}
}
}
Debug.Log(string.Format("Searched {0} GameObjects, {1} components, found {2} missing", go_count, components_count, missing_count));
}
}

11
Assets/DreCon/Editor/FindMissingScripts.cs.meta

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Assets/ML-Agents/Timers/DreconDemo_timers.json

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{"count":1,"self":18.401020799999998,"total":19.0026631,"children":{"InitializeActuators":{"count":1,"self":0.0009998,"total":0.0009998,"children":null},"InitializeSensors":{"count":1,"self":0.0010048,"total":0.0010048,"children":null},"AgentSendState":{"count":1117,"self":0.0080398999999999991,"total":0.1468565,"children":{"CollectObservations":{"count":559,"self":0.1277893,"total":0.1277893,"children":null},"WriteActionMask":{"count":559,"self":0.0005045,"total":0.0005045,"children":null},"RequestDecision":{"count":559,"self":0.010522799999999999,"total":0.010522799999999999,"children":null}}},"DecideAction":{"count":1117,"self":0.28126829999999997,"total":0.28126829999999997,"children":null},"AgentAct":{"count":1117,"self":0.1705073,"total":0.1705073,"children":null}},"gauges":{"DReCon-v0.CumulativeReward":{"count":3,"max":197.241531,"min":70.88822,"runningAverage":143.552612,"value":197.241531,"weightedAverage":119.659027}},"metadata":{"timer_format_version":"0.1.0","start_time_seconds":"1711034456","unity_version":"2022.3.5f1","command_line_arguments":"C:\\Program Files\\Unity\\Hub\\Editor\\2022.3.5f1\\Editor\\Unity.exe -projectpath C:\\Users\\caile\\Desktop\\Projects\\24_3-Moloch\\2_Unity\\Expeirments\\Upgrade Demo -useHub -hubIPC -cloudEnvironment production -licensingIpc LicenseClient-caile -hubSessionId 585fb154-c60e-4d06-858f-da51882ef412 -accessToken uYlRmxZm8yQI0ljQ6TREamLSDSVcPFPnk5wEHmLEyOE005f","communication_protocol_version":"1.5.0","com.unity.ml-agents_version":"2.0.1","scene_name":"DreconDemo","end_time_seconds":"1711034475"}}

7
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7
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Assets/MarathonController.meta

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53
Assets/MarathonController/Editor/MusclesEditor.cs

@ -0,0 +1,53 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(Muscles))]
public class MusclesEditor : Editor
{
[SerializeField]
SerializedProperty Muscles;
void OnEnable()
{
Muscles = serializedObject.FindProperty("Muscles");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
GUILayout.Label("");
base.OnInspectorGUI();
/*
if (GUILayout.Button("Recalculate Center of Masses"))
{
Muscles t = target as Muscles;
t.CenterABMasses();
}*/
serializedObject.ApplyModifiedProperties();
}
}

11
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145
Assets/MarathonController/Editor/ROMparserSwingTwistEditor.cs

@ -0,0 +1,145 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
//This script assumes information was stored as SwingTwist
//This means the script goes together with ROMparserSwingTwist
//we assume the articulationBodies have a name structure of hte form ANYNAME:something-in-the-targeted-joint
[CustomEditor(typeof(ROMparserSwingTwist))]
public class ROMparserSwingTwistEditor : Editor
{
[SerializeField]
SerializedProperty ROMparserSwingTwist;
//NOT USED ANYMORE
//[SerializeField]
//string keyword4prefabs = "Constrained-procedurally";
//[SerializeField]
//RangeOfMotion004 theRagdollPrefab;
void OnEnable()
{
ROMparserSwingTwist = serializedObject.FindProperty("ROMparserSwingTwist");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
GUILayout.Label("");
base.OnInspectorGUI();
/*
if (GUILayout.Button("0.Debug: Set Joints To Max ROM"))
{
ROMparserSwingTwist t = target as ROMparserSwingTwist;
t.SetJointsToMaxROM();
}
if (GUILayout.Button("1.Store ROM info "))
{
ROMparserSwingTwist t = target as ROMparserSwingTwist;
EditorUtility.SetDirty(t.info2store);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
GUILayout.Label("Prefab Ragdoll:");
GUILayout.Label("How to use:");
GUILayout.TextArea(
"Step 1: execute in play mode until the values in the Range Of Motion Preview do not change any more" +
// " \n Step 2: click on button 1 to apply the constraints to check if the ragdoll looks reasonable" +
// " \n Step 3: in edit mode, click on button 1, and then on button 2, to generate a new constrained ragdoll. If a template for a SpawnableEnv is provided, also a new environment for training");
" \n Step 2: open the Ragdoll on which you want to apply the range of motion, and use the script ApplyRangeOfMotion004");
*/
serializedObject.ApplyModifiedProperties();
}
void storeNewPrefabWithROM(ProcRagdollAgent rda, ManyWorlds.SpawnableEnv envPrefab = null)
{
ROMparserSwingTwist t = target as ROMparserSwingTwist;
//ROMinfoCollector infoStored = t.info2store;
Transform targetRoot = t.targetRagdollRoot.transform;
//string add2prefabs = keyword4prefabs;
// Set the path,
// and name it as the GameObject's name with the .Prefab format
string localPath = "Assets/MarathonEnvs/Agents/Characters/MarathonMan004/" + targetRoot.name + ".prefab";
// Make sure the file name is unique, in case an existing Prefab has the same name.
string uniqueLocalPath = AssetDatabase.GenerateUniqueAssetPath(localPath);
if (PrefabUtility.IsAnyPrefabInstanceRoot(targetRoot.gameObject))
//We want to store it independently from the current prefab. Therefore:
PrefabUtility.UnpackPrefabInstance(targetRoot.gameObject, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
// Create the new Prefab.
PrefabUtility.SaveAsPrefabAsset(targetRoot.gameObject, uniqueLocalPath);
Debug.Log("Saved new CharacterPrefab at: " + uniqueLocalPath);
if (envPrefab != null)
{
Transform targetEnv = envPrefab.transform;
targetEnv.name = "ControllerMarathonManEnv";
string localEnvPath = "Assets/MarathonController/Environments/" + targetEnv.name + ".prefab";
// Make sure the file name is unique, in case an existing Prefab has the same name.
string uniqueLocalEnvPath = AssetDatabase.GenerateUniqueAssetPath(localEnvPath);
if (PrefabUtility.IsAnyPrefabInstanceRoot(targetEnv.gameObject))
//We want to store it independently from the current prefab. Therefore:
PrefabUtility.UnpackPrefabInstance(targetEnv.gameObject, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
// Create the new Prefab.
PrefabUtility.SaveAsPrefabAsset(targetEnv.gameObject, uniqueLocalEnvPath);
Debug.Log("Saved new Environment Prefab at: " + uniqueLocalEnvPath);
}
}
}

11
Assets/MarathonController/Editor/ROMparserSwingTwistEditor.cs.meta

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109
Assets/MarathonController/Editor/TrainingEnvironmentGeneratorEditor.cs

@ -0,0 +1,109 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(TrainingEnvironmentGenerator))]
public class TrainingEnvironmentGeneratorEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
if (GUILayout.Button("1.Generate training environment "))
{
TrainingEnvironmentGenerator t = target as TrainingEnvironmentGenerator;
t.GenerateTrainingEnv();
}
if (GUILayout.Button("2 (optional) Generate ROM values"))
{
TrainingEnvironmentGenerator t = target as TrainingEnvironmentGenerator;
t.GenerateRangeOfMotionParser();
t.Prepare4RangeOfMotionParsing();
}
GUILayout.Label("If (2), press play until the values in the ROM file do not change. Then press stop.");
if (GUILayout.Button("3.Configure and Store")) {
TrainingEnvironmentGenerator t = target as TrainingEnvironmentGenerator;
//"3.We Configure Ragdoll and learning agent"
t.Prepare4EnvironmentStorage();
t.ApplyROMasConstraintsAndConfigure();
//instructions below stores them, it can only be done in an editor script
storeEnvAsPrefab(t.Outcome);
//once stored we can destroy them to keep the scene clean
//DestroyImmediate(t.Outcome.gameObject);
EditorUtility.SetDirty(t.info2store);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
//GUILayout.Label("After (3), activate the Ragdoll game object within the hierarchy of the training environment generated.");
GUILayout.Label("");
base.OnInspectorGUI();
serializedObject.ApplyModifiedProperties();
}
void storeEnvAsPrefab(ManyWorlds.SpawnableEnv env)
{
// Set the path,
// and name it as the GameObject's name with the .Prefab format
string localPath = "Assets/MarathonController/GeneratedEnvironments/" + env.name + ".prefab";
// Make sure the file name is unique, in case an existing Prefab has the same name.
string uniqueLocalPath = AssetDatabase.GenerateUniqueAssetPath(localPath);
if (PrefabUtility.IsAnyPrefabInstanceRoot(env.gameObject))
//We want to store it independently from the current prefab. Therefore:
PrefabUtility.UnpackPrefabInstance(env.gameObject, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
// Create the new Prefab.
PrefabUtility.SaveAsPrefabAsset(env.gameObject, uniqueLocalPath);
Debug.Log("Saved new Training Environment at: " + uniqueLocalPath);
}
}

11
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357
Assets/MarathonController/Scripts/AnimationController.cs

@ -0,0 +1,357 @@
using UnityEngine;
public class AnimationController : MonoBehaviour, IAnimationController
{
public float MaxForwardVelocity = 1f; // Max run speed.
public float MinTurnVelocity = 400f; // Turn velocity when moving at maximum speed.
public float MaxTurnVelocity = 1400f; // Turn velocity when stationary.
public float JumpSpeed = 5f; //
public bool debugForceJump;
[SerializeField]
Animator _anim;
[SerializeField]
CharacterController _characterController;
[SerializeField]
InputController _inputController;
bool _isGrounded;
bool _previouslyGrounded;
const float kAirborneTurnSpeedProportion = 5.4f;
const float kGroundTurnSpeedProportion = 200f / 2;
const float kGroundedRayDistance = 1f;
const float kJumpAbortSpeed = 10f;
const float kInverseOneEighty = 1f / 180f;
const float kStickingGravityProportion = 0.3f;
float _forwardVelocity;
Vector3 _lastGroundForwardVelocity;
float _desiredForwardSpeed;
float _verticalVelocity = -1f;
Quaternion _targetDirection; // direction we want to move towards
float _angleDiff; // delta between targetRotation and current roataion
Quaternion _targetRotation;
bool _readyToJump;
bool _inCombo;
[SerializeField]
Material materialUnderFoot;
public LayerMask IgnoreLayers;
[Tooltip("for debugging, we disable this when setTpose in MarathonTestBedController is on")]
public bool doFixedUpdate = true;
protected bool IsMoveInput
{
get { return !Mathf.Approximately(_inputController.MovementVector.sqrMagnitude, 0f); }
}
public void OnEnable()
{
OnAgentInitialize();
}
//TODO: this is also called from RagdollAgent004. Dependency should be removed, somehow.
public void OnAgentInitialize()
{
if (!_anim)
_anim = GetComponent<Animator>();
if (!_characterController)
_characterController = GetComponent<CharacterController>();
if (!_inputController) //if it is used without a ragdoll agent (for example, for ROM extraction), we still need to initialize it
_inputController = GetComponent<InputController>();
_targetDirection = Quaternion.Euler(0, 90, 0);
//Moved to Training Environment Generator
/*
var ragDoll = _spawnableEnv.GetComponentInChildren<RagDollAgent>( true);//we include inactive childs
if (ragDoll)//in the ROM extraction case we do not have any ragdoll agent
{
_layerMask = 1 << ragDoll.gameObject.layer;
_layerMask |= 1 << this.gameObject.layer;
_layerMask = ~(_layerMask);
}
*/
}
public Vector3 GetDesiredVelocity()
{
Vector3 desiredVelocity = new Vector3(
_inputController.DesiredHorizontalVelocity.x,
0f,
_inputController.DesiredHorizontalVelocity.y);
return desiredVelocity;
}
void FixedUpdate()
{
OnFixedUpdate();
}
void OnFixedUpdate()
{
// RotateTarget(Time.fixedDeltaTime);
SetTargetFromMoveInput();
CalculateForwardMovement(Time.fixedDeltaTime);
CalculateVerticalMovement(Time.fixedDeltaTime);
if (this.IsMoveInput)
SetTargetRotation();
UpdateOrientation(Time.fixedDeltaTime);
// PlayAudio();
// TimeoutToIdle();
_previouslyGrounded = _isGrounded;
}
public void OnReset()
{
}
void OldOnReset()
{
_isGrounded = true;
_previouslyGrounded = true;
_inCombo = false;
_readyToJump = false;
_forwardVelocity = 0f;
_lastGroundForwardVelocity = Vector3.zero;
_desiredForwardSpeed = 0f;
_verticalVelocity = 0f;
_angleDiff = 0f;
if (!doFixedUpdate)
return;
_anim.SetBool("onGround", _isGrounded);
// _anim.SetFloat("verticalVelocity", _verticalVelocity);
_anim.SetFloat("angleDeltaRad", _angleDiff * Mathf.Deg2Rad);
_anim.SetFloat("forwardVelocity", _forwardVelocity);
_anim.SetBool("backflip", false);
_anim.Rebind();
_anim.SetBool("onGround", _isGrounded);
// _anim.SetFloat("verticalVelocity", _verticalVelocity);
_anim.SetFloat("angleDeltaRad", _angleDiff * Mathf.Deg2Rad);
_anim.SetFloat("forwardVelocity", _forwardVelocity);
_anim.SetBool("backflip", false);
OnFixedUpdate();
_anim.Update(0f);
}
// Called each physics step (so long as the Animator component is set to Animate Physics) after FixedUpdate to override root motion.
void OnAnimatorMove()
{
if (_anim == null)
return;
Vector3 movement;
float verticalVelocity = _verticalVelocity;
if (_isGrounded)
{
// find ground
RaycastHit hit;
var rayStart = transform.position + ((Vector3.up * kGroundedRayDistance) * 0.5f);
Ray ray = new Ray(rayStart, -Vector3.up);
if (Physics.Raycast(ray, out hit, kGroundedRayDistance, ~IgnoreLayers, QueryTriggerInteraction.Ignore))
{
// project velocity on plane
movement = _anim.deltaPosition;
movement.y = 0f;
movement = Vector3.ProjectOnPlane(_anim.deltaPosition, hit.normal);
// store material under foot
Renderer groundRenderer = hit.collider.GetComponentInChildren<Renderer>();
materialUnderFoot = groundRenderer ? groundRenderer.sharedMaterial : null;
}
else
{
// fail safe incase ray does not collide
movement = _anim.deltaPosition;
materialUnderFoot = null;
}
_lastGroundForwardVelocity = movement / Time.fixedDeltaTime;
}
else
{
movement = _lastGroundForwardVelocity * Time.fixedDeltaTime;
}
// Rotate the transform of the character controller by the animation's root rotation.
_characterController.transform.rotation *= _anim.deltaRotation;
// print ($"delta:{_anim.deltaPosition.magnitude} movement:{movement.magnitude} delta:{_anim.deltaPosition} movement:{movement}");
// Add to the movement with the calculated vertical speed.
movement += verticalVelocity * Vector3.up * Time.fixedDeltaTime;
// Move the character controller.
_characterController.Move(movement);
// After the movement store whether or not the character controller is grounded.
_isGrounded = _characterController.isGrounded;
// If Ellen is not on the ground then send the vertical speed to the animator.
// This is so the vertical speed is kept when landing so the correct landing animation is played.
if (!_isGrounded)
_anim.SetFloat("verticalVelocity", verticalVelocity);
// Send whether or not Ellen is on the ground to the animator.
_anim.SetBool("onGround", _isGrounded);
}
void RotateTarget(float deltaTime)
{
if (!Mathf.Approximately(_inputController.CameraRotation.x * _inputController.CameraRotation.x, 0f))
{
float roation = _targetDirection.eulerAngles.y;
float delta = _inputController.CameraRotation.x * kGroundTurnSpeedProportion * deltaTime;
roation += delta;
// print($"{_targetDirection.eulerAngles.y} delta:{delta}, {roation}");
_targetDirection = Quaternion.Euler(0f, roation, 0f);
}
}
void SetTargetFromMoveInput()
{
if (!_inputController) //if it is used without a ragdoll agent (for example, for ROM extraction), we still need to initialize it
OnAgentInitialize();
Vector2 moveInput = _inputController.MovementVector;
Vector3 localMovementDirection = new Vector3(moveInput.x, 0f, moveInput.y).normalized;
_targetDirection = Quaternion.Euler(localMovementDirection);
}
void SetTargetRotation()
{
// Create three variables, move input local to the player, flattened forward direction of the camera and a local target rotation.
Vector2 moveInput = _inputController.MovementVector;
Vector3 localMovementDirection = new Vector3(moveInput.x, 0f, moveInput.y).normalized;
Vector3 forward = _targetDirection * Vector3.forward;
forward.y = 0f;
forward.Normalize();
Quaternion targetRotation;
// // If the local movement direction is the opposite of forward then the target rotation should be towards the camera.
// if (Mathf.Approximately(Vector3.Dot(localMovementDirection, Vector3.forward), -1.0f))
// {
// targetRotation = Quaternion.LookRotation(-forward);
// }
// else
// {
// // Otherwise the rotation should be the offset of the input from the camera's forward.
// Quaternion cameraToInputOffset = Quaternion.FromToRotation(Vector3.forward, localMovementDirection);
// targetRotation = Quaternion.LookRotation(cameraToInputOffset * forward);
// }
// targetRotation = Quaternion.LookRotation(-forward);
Quaternion cameraToInputOffset = Quaternion.FromToRotation(Vector3.forward, localMovementDirection);
targetRotation = Quaternion.LookRotation(cameraToInputOffset * forward);
// The desired forward direction.
Vector3 resultingForward = targetRotation * Vector3.forward;
// Find the difference between the current rotation of the player and the desired rotation of the player in radians.
float angleCurrent = Mathf.Atan2(transform.forward.x, transform.forward.z) * Mathf.Rad2Deg;
float targetAngle = Mathf.Atan2(resultingForward.x, resultingForward.z) * Mathf.Rad2Deg;
_angleDiff = Mathf.DeltaAngle(angleCurrent, targetAngle);
_targetRotation = targetRotation;
}
void UpdateOrientation(float deltaTime)
{
_anim.SetFloat("angleDeltaRad", _angleDiff * Mathf.Deg2Rad);
Vector3 localInput = new Vector3(_inputController.MovementVector.x, 0f, _inputController.MovementVector.y);
float groundedTurnSpeed = Mathf.Lerp(MaxTurnVelocity, MinTurnVelocity, _forwardVelocity / _desiredForwardSpeed);
float actualTurnSpeed = _isGrounded ? groundedTurnSpeed : Vector3.Angle(transform.forward, localInput) * kInverseOneEighty * kAirborneTurnSpeedProportion * groundedTurnSpeed;
_targetRotation = Quaternion.RotateTowards(transform.rotation, _targetRotation, actualTurnSpeed * deltaTime);
bool hasNan = float.IsNaN(_targetRotation.x) || float.IsNaN(_targetRotation.y) || float.IsNaN(_targetRotation.z);
if (!hasNan)
transform.rotation = _targetRotation;
}
void CalculateForwardMovement(float deltaTime)
{
// Cache the move input and cap it's magnitude at 1.
Vector2 moveInput = _inputController.MovementVector;
if (moveInput.sqrMagnitude > 1f)
moveInput.Normalize();
// Calculate the speed intended by input.
_desiredForwardSpeed = moveInput.magnitude * MaxForwardVelocity;
// Note: acceleration is handle in InputController
_forwardVelocity = _desiredForwardSpeed;
// Set the animator parameter to control what animation is being played.
_anim.SetFloat("forwardVelocity", _forwardVelocity);
}
void CalculateVerticalMovement(float deltaTime)
{
// If jump is not currently held and is on the ground then ready to jump.
if (!_inputController.Jump && _isGrounded)
_readyToJump = true;
_anim.SetBool("backflip", _inputController.Backflip);
if (_isGrounded)
{
// When grounded we apply a slight negative vertical speed to make Ellen "stick" to the ground.
_verticalVelocity = Physics.gravity.y * kStickingGravityProportion;
// If jump is held, Ellen is ready to jump and not currently in the middle of a melee combo...
if (_inputController.Jump && _readyToJump && !_inCombo)
{
// ... then override the previously set vertical speed and make sure she cannot jump again.
_verticalVelocity = JumpSpeed;
_isGrounded = false;
_readyToJump = false;
_anim.SetBool("onGround", false);
}
}
else
{
// If Ellen is airborne, the jump button is not held and Ellen is currently moving upwards...
if (!_inputController.Jump && _verticalVelocity > 0.0f)
{
// ... decrease Ellen's vertical speed.
// This is what causes holding jump to jump higher that tapping jump.
_verticalVelocity -= kJumpAbortSpeed * deltaTime;
}
// If a jump is approximately peaking, make it absolute.
if (Mathf.Approximately(_verticalVelocity, 0f))
{
_verticalVelocity = 0f;
}
// If Ellen is airborne, apply gravity.
_verticalVelocity += Physics.gravity.y * deltaTime;
}
}
}

11
Assets/MarathonController/Scripts/AnimationController.cs.meta

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50
Assets/MarathonController/Scripts/AnimationMocapController.cs

@ -0,0 +1,50 @@
using UnityEngine;
public class AnimationMocapController : MonoBehaviour, IAnimationController
{
Animator _anim;
CharacterController _characterController;
Quaternion _targetDirection; // direction we want to move towards
public Vector3 MovementVelocity;
public void OnEnable()
{
OnAgentInitialize();
}
public void OnAgentInitialize()
{
if (!_anim)
_anim = GetComponent<Animator>();
if (!_characterController)
_characterController = GetComponent<CharacterController>();
_targetDirection = Quaternion.Euler(0, 90, 0);
MovementVelocity = Vector3.zero;
}
public void OnReset()
{
_targetDirection = Quaternion.Euler(0, 90, 0);
// MovementVelocity = Vector3.zero;
// _anim.Rebind();
// _anim.Update(0f);
}
void OnAnimatorMove()
{
if (_anim == null)
return;
var movement = _anim.deltaPosition;
movement.y = 0f;
MovementVelocity = movement / Time.deltaTime;
this.transform.position += movement;
}
public Vector3 GetDesiredVelocity()
{
return MovementVelocity;
}
}

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88
Assets/MarathonController/Scripts/DebugArticulationBody.cs

@ -0,0 +1,88 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class DebugArticulationBody : MonoBehaviour
{
public Vector3 jointAcceleration;
public Vector3 jointForce;
public Vector3 jointPosition;
public Vector3 jointVelocity;
public ArticulationJacobian jacobian;
public List<int> dofStartIndices;
public List<float> driveTargets;
public List<float> driveTargetVelocities;
public List<float> jointAccelerations;
public List<float> jointForces;
public List<float> jointPositions;
public List<float> jointVelocities;
ArticulationBody _articulationBody;
// Start is called before the first frame update
void Start()
{
_articulationBody = GetComponent<ArticulationBody>();
foreach (var ab in this.GetComponentsInChildren<ArticulationBody>())
{
if (ab.GetComponent<DebugArticulationBody>() == null)
{
ab.gameObject.AddComponent<DebugArticulationBody>();
}
}
}
// Update is called once per frame
void Update()
{
if (_articulationBody == null)
return;
if (_articulationBody.isRoot)
{
if (dofStartIndices == null)
{
dofStartIndices = Enumerable.Range(0,_articulationBody.dofCount).ToList();
driveTargets = Enumerable.Range(0,_articulationBody.dofCount)
.Select(x=>0f).ToList();
driveTargetVelocities = Enumerable.Range(0,_articulationBody.dofCount)
.Select(x=>0f).ToList();
jointAccelerations = Enumerable.Range(0,_articulationBody.dofCount)
.Select(x=>0f).ToList();
jointForces = Enumerable.Range(0,_articulationBody.dofCount)
.Select(x=>0f).ToList();
jointPositions = Enumerable.Range(0,_articulationBody.dofCount)
.Select(x=>0f).ToList();
jointVelocities = Enumerable.Range(0,_articulationBody.dofCount)
.Select(x=>0f).ToList();
}
// _articulationBody.GetDenseJacobian(ref jacobian);
_articulationBody.GetDofStartIndices(dofStartIndices);
_articulationBody.GetDriveTargets(driveTargets);
_articulationBody.GetDriveTargetVelocities(driveTargetVelocities);
_articulationBody.GetJointAccelerations(jointAccelerations);
_articulationBody.GetJointForces(jointForces);
_articulationBody.GetJointPositions(jointPositions);
_articulationBody.GetJointVelocities(jointVelocities);
}
if (_articulationBody.dofCount > 0)
{
jointAcceleration.x = _articulationBody.jointAcceleration[0];
jointForce.x = _articulationBody.jointForce[0];
jointPosition.x = _articulationBody.jointPosition[0];
jointVelocity.x = _articulationBody.jointVelocity[0];
}
if (_articulationBody.dofCount > 1)
{
jointAcceleration.y = _articulationBody.jointAcceleration[1];
jointForce.y = _articulationBody.jointForce[1];
jointPosition.y = _articulationBody.jointPosition[1];
jointVelocity.y = _articulationBody.jointVelocity[1];
}
if (_articulationBody.dofCount > 2)
{
jointAcceleration.z = _articulationBody.jointAcceleration[2];
jointForce.z = _articulationBody.jointForce[2];
jointPosition.z = _articulationBody.jointPosition[2];
jointVelocity.z = _articulationBody.jointVelocity[2];
}
}
}

11
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60
Assets/MarathonController/Scripts/DefaultAnimationController.cs

@ -0,0 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//This is a very simple animation controller that does nothing.
//We will use it when we generate a physics ragdoll from an animated character
//that has no specific animationController (i.e., a component that implements the IAnimaitonController interface)
public class DefaultAnimationController : MonoBehaviour, IAnimationController
{
[SerializeField]
Animator _anim;
public void OnEnable()
{
OnAgentInitialize();
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void OnAgentInitialize() {
if (!_anim)
_anim = GetComponent<Animator>();
}
public void OnReset() {
}
public Vector3 GetDesiredVelocity() {
//TODO: check if this is really what we want, we may need the root velocity
return _anim.angularVelocity;
}
}

11
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Assets/MarathonController/Scripts/IAnimationController.cs

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using UnityEngine;
public interface IAnimationController
{
void OnAgentInitialize();
void OnReset();
Vector3 GetDesiredVelocity();
}

11
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14
Assets/MarathonController/Scripts/IgnoreColliderForObservation.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IgnoreColliderForObservation : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
}

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Assets/MarathonController/Scripts/IgnoreColliderForReward.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IgnoreColliderForReward : MonoBehaviour
{
}

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594
Assets/MarathonController/Scripts/MapAnim2Ragdoll.cs

@ -0,0 +1,594 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.AI;
using System.Linq.Expressions;
public class MapAnim2Ragdoll : MonoBehaviour, IOnSensorCollision
{//previously Mocap Controller Artanim
public List<float> SensorIsInTouch;
List<GameObject> _sensors;
internal Animator anim;
[Range(0f,1f)]
public float NormalizedTime;
public float Lenght;
public bool IsLoopingAnimation;
[SerializeField]
Rigidbody _rigidbodyRoot;
List<Transform> _animTransforms;
public List<Transform> _ragdollTransforms;
List<Rigidbody> _ragDollRigidbody;
// private List<Rigidbody> _rigidbodies;
// private List<Transform> _transforms;
public bool RequestCamera;
public bool CameraFollowMe;
public Transform CameraTarget;
Vector3 _resetPosition;
Quaternion _resetRotation;
[Space(20)]
[Header("Stats")]
public Vector3 CenterOfMassVelocity;
public float CenterOfMassVelocityMagnitude;
public Vector3 CenterOfMassVelocityInRootSpace;
public float CenterOfMassVelocityMagnitudeInRootSpace;
public Vector3 LastCenterOfMassInWorldSpace;
public Vector3 LastRootPositionInWorldSpace;
public Vector3 LastHeadPositionInWorldSpace;
public Vector3 HorizontalDirection;
public List<Vector3> LastPosition;
public List<Quaternion> LastRotation;
public List<Vector3> Velocities;
public List<Vector3> AngularVelocities;
//TODO: find a way to remove this dependency (otherwise, not fully procedural)
private bool _usingMocapAnimatorController = false;
IAnimationController _mocapAnimController;
// [SerializeField]
// float _debugDistance = 0.0f;
private List<MappingOffset> _offsetsSource2RB = null;
//for debugging, we disable this when setTpose in MarathonTestBedController is on
[HideInInspector]
public bool doFixedUpdate = true;
bool _hasLazyInitialized;
bool _hackyNavAgentMode;
Collider _root;
Collider _head;
public void OnAgentInitialize()
{
LazyInitialize();
}
void LazyInitialize()
{
if (_hasLazyInitialized)
return;
// check if we need to create our ragdoll
var ragdoll4Mocap = GetComponentsInChildren<Transform>()
.Where(x=>x.name == "RagdollForMocap")
.FirstOrDefault();
if (ragdoll4Mocap == null)
DynamicallyCreateRagdollForMocap();
_mocapAnimController = GetComponent<IAnimationController>();
_usingMocapAnimatorController = _mocapAnimController != null;
if (!_usingMocapAnimatorController)
{
Debug.LogWarning("Mocap Controller is working WITHOUT AnimationController");
}
var ragdollTransforms =
GetComponentsInChildren<Transform>()
.Where(x=>x.name.StartsWith("articulation"))
.ToList();
var ragdollNames = ragdollTransforms
.Select(x=>x.name)
.ToList();
var animNames = ragdollNames
.Select(x=>x.Replace("articulation:",""))
.ToList();
var animTransforms = animNames
.Select(x=>GetComponentsInChildren<Transform>().FirstOrDefault(y=>y.name == x))
.Where(x=>x!=null)
.ToList();
_animTransforms = new List<Transform>();
_ragdollTransforms = new List<Transform>();
// first time, copy position and rotation
foreach (var animTransform in animTransforms)
{
var ragdollTransform = ragdollTransforms
.First(x=>x.name == $"articulation:{animTransform.name}");
ragdollTransform.position = animTransform.position;
ragdollTransform.rotation = animTransform.rotation;
_animTransforms.Add(animTransform);
_ragdollTransforms.Add(ragdollTransform);
}
_ragDollRigidbody = _ragdollTransforms
.Select(x=>x.GetComponent<Rigidbody>())
.Where(x=> x != null)
.ToList();
SetupSensors();
if (RequestCamera && CameraTarget != null)
{
var instances = FindObjectsOfType<MapAnim2Ragdoll>().ToList();
if (instances.Count(x=>x.CameraFollowMe) < 1)
CameraFollowMe = true;
}
if (CameraFollowMe){
var camera = FindObjectOfType<Camera>();
var follow = camera.GetComponent<SmoothFollow>();
follow.target = CameraTarget;
}
var navAgent = GetComponent<NavMeshAgent>();
if (navAgent)
{
var radius = 16f;
Vector3 randomDirection = UnityEngine.Random.insideUnitSphere * radius;
NavMeshHit hit;
Vector3 finalPosition = Vector3.zero;
if (NavMesh.SamplePosition(randomDirection, out hit, radius, 1))
{
finalPosition = hit.position;
}
transform.position = finalPosition;
_hackyNavAgentMode = true;
}
_resetPosition = transform.position;
_resetRotation = transform.rotation;
_hasLazyInitialized = true;
// NOTE: do after setting _hasLazyInitialized as can trigger infinate loop
anim = GetComponent<Animator>();
if (_usingMocapAnimatorController)
{
anim.Update(0f);
}
var colliders = GetComponentsInChildren<Collider>().ToList();
_root = colliders.FirstOrDefault();
_head = colliders.FirstOrDefault(x=>x.name.ToLower().Contains("head"));
if (_head == null)
{
Debug.LogWarning($"{nameof(MapAnim2Ragdoll)}.{nameof(LazyInitialize)}() can not find the head. ");
}
}
public void DynamicallyCreateRagdollForMocap()
{
// Find Ragdoll in parent
Transform parent = this.transform.parent;
ProcRagdollAgent[] ragdolls = parent.GetComponentsInChildren<ProcRagdollAgent>(true);
Assert.AreEqual(ragdolls.Length, 1, "code only supports one RagDollAgent");
ProcRagdollAgent ragDoll = ragdolls[0];
var ragdollForMocap = new GameObject("RagdollForMocap");
ragdollForMocap.transform.SetParent(this.transform, false);
Assert.AreEqual(ragDoll.transform.childCount, 1, "code only supports 1 child");
var ragdollRoot = ragDoll.transform.GetChild(0);
// clone the ragdoll root
var clone = Instantiate(ragdollRoot);
// remove '(clone)' from names
foreach (var t in clone.GetComponentsInChildren<Transform>())
{
t.name = t.name.Replace("(Clone)", "");
}
// swap ArticulatedBody for RidgedBody
List<string> bodiesNamesToDelete = new List<string>();
foreach (var abody in clone.GetComponentsInChildren<ArticulationBody>())
{
var bodyGameobject = abody.gameObject;
var rb = bodyGameobject.AddComponent<Rigidbody>();
rb.mass = abody.mass;
rb.useGravity = abody.useGravity;
// it makes no sense but if i do not set the layer here, then some objects dont have the correct layer
rb.gameObject.layer = this.gameObject.layer;
bodiesNamesToDelete.Add(abody.name);
}
foreach (var name in bodiesNamesToDelete)
{
var abody = clone
.GetComponentsInChildren<ArticulationBody>()
.First(x=>x.name == name);
DestroyImmediate(abody);
}
// make Kinematic
foreach (var rb in clone.GetComponentsInChildren<Rigidbody>())
{
rb.isKinematic = true;
}
//we do this after removing the ArticulationBody, since moving the root in the articulationBody creates TROUBLE
clone.transform.SetParent(ragdollForMocap.transform, false);
// setup HandleOverlap
foreach (var rb in clone.GetComponentsInChildren<Rigidbody>())
{
// remove cloned HandledOverlap
var oldHandleOverlap = rb.GetComponent<HandleOverlap>();
if (oldHandleOverlap != null)
{
DestroyImmediate(oldHandleOverlap);
}
var handleOverlap = rb.gameObject.AddComponent<HandleOverlap>();
handleOverlap.Parent = clone.gameObject;
}
// set the root
this._rigidbodyRoot = clone.GetComponent<Rigidbody>();
// set the layers
ragdollForMocap.layer = this.gameObject.layer;
foreach (Transform child in ragdollForMocap.GetComponentInChildren<Transform>())
{
child.gameObject.layer = this.gameObject.layer;
}
var triggers = ragdollForMocap
.GetComponentsInChildren<Collider>()
.Where(x=>x.isTrigger);
foreach (var trigger in triggers)
{
trigger.gameObject.SetActive(false);
trigger.gameObject.SetActive(true);
}
}
void SetupSensors()
{
_sensors = GetComponentsInChildren<SensorBehavior>()
.Select(x=>x.gameObject)
.ToList();
SensorIsInTouch = Enumerable.Range(0,_sensors.Count).Select(x=>0f).ToList();
}
public void OnStep(float timeDelta) {
LazyInitialize();
if (_lastPositionTime == Time.time)
return;
//if (!_usesMotionMatching)
{
AnimatorStateInfo stateInfo = anim.GetCurrentAnimatorStateInfo(0);
AnimatorClipInfo[] clipInfo = anim.GetCurrentAnimatorClipInfo(0);
Lenght = stateInfo.length;
NormalizedTime = stateInfo.normalizedTime;
IsLoopingAnimation = stateInfo.loop;
var timeStep = stateInfo.length * stateInfo.normalizedTime;
}
MimicAnimation();
// get Center Of Mass velocity in f space
var newCOM = GetCenterOfMass();
var lastCOM = LastCenterOfMassInWorldSpace;
LastCenterOfMassInWorldSpace = newCOM;
var velocity = newCOM - lastCOM;
velocity -= _snapOffset;
velocity /= timeDelta;
CenterOfMassVelocity = velocity;
CenterOfMassVelocityMagnitude = CenterOfMassVelocity.magnitude;
CenterOfMassVelocityInRootSpace = transform.InverseTransformVector(velocity);
CenterOfMassVelocityMagnitudeInRootSpace = CenterOfMassVelocityInRootSpace.magnitude;
HorizontalDirection = new Vector3(0f, transform.eulerAngles.y, 0f);
LastRootPositionInWorldSpace = _root.transform.position;
LastHeadPositionInWorldSpace = _head.transform.position;
var newPosition = _ragDollRigidbody
.Select(x=>x.position)
.ToList();
var newRotation = _ragDollRigidbody
.Select(x=>x.transform.localRotation)
.ToList();
Velocities = LastPosition
// .Zip(newPosition, (last, cur)=> (cur-last)/timeDelta)
.Zip(newPosition, (last, cur)=> (cur-last-_snapOffset)/timeDelta)
.ToList();
AngularVelocities = LastRotation
.Zip(newRotation, (last, cur)=> Utils.GetAngularVelocity(cur, last, timeDelta))
.ToList();
LastPosition = newPosition;
LastRotation = newRotation;
_snapOffset = Vector3.zero;
_lastPositionTime = Time.time;
}
float _lastPositionTime = float.MinValue;
Vector3 _snapOffset = Vector3.zero;
void MimicAnimation() {
if (!anim.enabled)
return;
// copy position for root (assume first target is root)
_ragdollTransforms[0].position = _animTransforms[0].position;
// copy rotation
for (int i = 0; i < _animTransforms.Count; i++)
{
_ragdollTransforms[i].rotation = _animTransforms[i].rotation;
}
}
public Vector3 GetCenterOfMass()
{
var centerOfMass = Vector3.zero;
float totalMass = 0f;
foreach (Rigidbody ab in _ragDollRigidbody)
{
centerOfMass += ab.worldCenterOfMass * ab.mass;
totalMass += ab.mass;
}
centerOfMass /= totalMass;
// centerOfMass -= _spawnableEnv.transform.position;
return centerOfMass;
}
public void OnReset(Quaternion resetRotation)
{
LazyInitialize();
if (!doFixedUpdate)
return;
if (!_hackyNavAgentMode)
{
transform.position = _resetPosition;
// handle character controller skin width
var characterController = GetComponent<CharacterController>();
if (characterController != null)
{
var pos = transform.position;
pos.y += characterController.skinWidth;
transform.position = pos;
}
transform.rotation = resetRotation;
}
MimicAnimation();
_snapOffset = Vector3.zero;
LastCenterOfMassInWorldSpace = GetCenterOfMass();
LastRootPositionInWorldSpace = _root.transform.position;
LastHeadPositionInWorldSpace = _head.transform.position;
LastPosition = _ragDollRigidbody
.Select(x=>x.position)
.ToList();
LastRotation = _ragDollRigidbody
.Select(x=>x.transform.localRotation)
.ToList();
}
public void OnSensorCollisionEnter(Collider sensorCollider, GameObject other)
{
LazyInitialize();
//if (string.Compare(other.name, "Terrain", true) !=0)
if (other.layer != LayerMask.NameToLayer("Ground"))
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)
{
LazyInitialize();
if (other.layer != LayerMask.NameToLayer("Ground"))
return;
var sensor = _sensors
.FirstOrDefault(x=>x == sensorCollider.gameObject);
if (sensor != null) {
var idx = _sensors.IndexOf(sensor);
SensorIsInTouch[idx] = 0f;
}
}
public void CopyStatesTo(GameObject target)
{
LazyInitialize();
var targets = target.GetComponentsInChildren<ArticulationBody>().ToList();
if (targets?.Count == 0)
return;
var root = targets.First(x=>x.isRoot);
// root.gameObject.SetActive(false);
var rstat = _ragDollRigidbody.First(x=>x.name == root.name);
root.TeleportRoot(rstat.position, rstat.rotation);
root.transform.position = rstat.position;
root.transform.rotation = rstat.rotation;
// root.gameObject.SetActive(true);
foreach (var targetRb in targets)
{
var stat = _ragDollRigidbody.First(x=>x.name == targetRb.name);
if (targetRb.isRoot)
continue;
// bool shouldDebug = targetRb.name == "articulation:mixamorig:RightArm";
// bool didDebug = false;
if (targetRb.jointType == ArticulationJointType.SphericalJoint)
{
float stiffness = 0f;
float damping = float.MaxValue;
float forceLimit = 0f;
// if (shouldDebug)
// didDebug = true;
Vector3 decomposedRotation = Utils.GetSwingTwist(stat.transform.localRotation);
int j=0;
List<float> thisJointPosition = Enumerable.Range(0,targetRb.dofCount).Select(x=>0f).ToList();
if (targetRb.twistLock == ArticulationDofLock.LimitedMotion)
{
var drive = targetRb.xDrive;
var deg = decomposedRotation.x;
thisJointPosition[j++] = deg * Mathf.Deg2Rad;
drive.stiffness = stiffness;
drive.damping = damping;
drive.forceLimit = forceLimit;
drive.target = deg;
targetRb.xDrive = drive;
}
if (targetRb.swingYLock == ArticulationDofLock.LimitedMotion)
{
var drive = targetRb.yDrive;
var deg = decomposedRotation.y;
thisJointPosition[j++] = deg * Mathf.Deg2Rad;
drive.stiffness = stiffness;
drive.damping = damping;
drive.forceLimit = forceLimit;
drive.target = deg;
targetRb.yDrive = drive;
}
if (targetRb.swingZLock == ArticulationDofLock.LimitedMotion)
{
var drive = targetRb.zDrive;
var deg = decomposedRotation.z;
thisJointPosition[j++] = deg * Mathf.Deg2Rad;
drive.stiffness = stiffness;
drive.damping = damping;
drive.forceLimit = forceLimit;
drive.target = deg;
targetRb.zDrive = drive;
}
switch (targetRb.dofCount)
{
case 1:
targetRb.jointPosition = new ArticulationReducedSpace(thisJointPosition[0]);
break;
case 2:
targetRb.jointPosition = new ArticulationReducedSpace(
thisJointPosition[0],
thisJointPosition[1]);
break;
case 3:
targetRb.jointPosition = new ArticulationReducedSpace(
thisJointPosition[0],
thisJointPosition[1],
thisJointPosition[2]);
break;
default:
break;
}
}
}
foreach (var childAb in root.GetComponentsInChildren<ArticulationBody>())
{
childAb.angularVelocity = Vector3.zero;
childAb.velocity = Vector3.zero;
}
}
public void CopyVelocityTo(GameObject targetGameObject, Vector3 velocity)
{
LazyInitialize();
var targets = targetGameObject.GetComponentsInChildren<ArticulationBody>().ToList();
if (targets?.Count == 0)
return;
var root = targets.First(x=>x.isRoot);
if (Velocities == null || Velocities.Count == 0)
return;
Vector3 aveVelocity = Vector3.zero;
Vector3 aveAngularVelocity = Vector3.zero;
for (int i = 0; i < _ragDollRigidbody.Count; i++)
{
var source = _ragDollRigidbody[i];
var target = targets.First(x=>x.name == source.name);
var vel = Velocities[i];
var angVel = AngularVelocities[i];
foreach (var childAb in target.GetComponentsInChildren<ArticulationBody>())
{
if (childAb == target)
continue;
childAb.transform.localPosition = Vector3.zero;
childAb.transform.localEulerAngles = Vector3.zero;
childAb.angularVelocity = Vector3.zero;
childAb.velocity = Vector3.zero;
}
if (target.jointType == ArticulationJointType.SphericalJoint && !target.isRoot)
{
int j=0;
List<float> thisJointVelocity = Enumerable.Range(0, target.dofCount).Select(x=>0f).ToList();
if (target.twistLock == ArticulationDofLock.LimitedMotion)
{
thisJointVelocity[j++] = angVel.x;
}
if (target.swingYLock == ArticulationDofLock.LimitedMotion)
{
thisJointVelocity[j++] = angVel.y;
}
if (target.swingZLock == ArticulationDofLock.LimitedMotion)
{
thisJointVelocity[j++] = angVel.z;
}
switch (target.dofCount)
{
case 1:
target.jointVelocity = new ArticulationReducedSpace(thisJointVelocity[0]);
break;
case 2:
target.jointVelocity = new ArticulationReducedSpace(
thisJointVelocity[0],
thisJointVelocity[1]);
break;
case 3:
target.jointVelocity = new ArticulationReducedSpace(
thisJointVelocity[0],
thisJointVelocity[1],
thisJointVelocity[2]);
break;
default:
break;
}
}
target.velocity = vel;
aveVelocity += Velocities[i];
aveAngularVelocity += AngularVelocities[i];
}
var c = (float)_ragDollRigidbody.Count;
aveVelocity = aveVelocity / c;
aveAngularVelocity = aveAngularVelocity / c;
c = c;
}
public Vector3 SnapTo(Vector3 snapPosition)
{
snapPosition.y = transform.position.y;
var snapDistance = snapPosition-transform.position;
transform.position = snapPosition;
_snapOffset += snapDistance;
return snapDistance;
}
public List<Rigidbody> GetRigidBodies()
{
LazyInitialize();
return GetComponentsInChildren<Rigidbody>().ToList();
}
}

11
Assets/MarathonController/Scripts/MapAnim2Ragdoll.cs.meta

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66
Assets/MarathonController/Scripts/MapRagdoll2Anim.cs

@ -0,0 +1,66 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapRagdoll2Anim : MonoBehaviour
//this class does exactly the symetrical of MocapControllerArtanim: it maps animations from a ragdoll to a rigged character
{
[SerializeField]
ArticulationBody _articulationBodyRoot;
List<Transform> _animTransforms;
List<Transform> _ragdollTransforms;
//to generate an environment automatically from a rigged character and an animation (see folder ROM-extraction)
public ArticulationBody ArticulationBodyRoot
{
set => _articulationBodyRoot = value;
get => _articulationBodyRoot;
}
// use LateUpdate as physics runs at 2x and we only need to run once per render
private void LateUpdate()
{
// MimicAnimationArtanim();
if (_animTransforms == null)
{
var ragdollTransforms =
_articulationBodyRoot.GetComponentsInChildren<Transform>()
.Where(x=>x.name.StartsWith("articulation"))
.ToList();
var ragdollNames = ragdollTransforms
.Select(x=>x.name)
.ToList();
var animNames = ragdollNames
.Select(x=>x.Replace("articulation:",""))
.ToList();
var animTransforms = animNames
.Select(x=>GetComponentsInChildren<Transform>().FirstOrDefault(y=>y.name == x))
.Where(x=>x!=null)
.ToList();
_animTransforms = new List<Transform>();
_ragdollTransforms = new List<Transform>();
// first time, copy position and rotation
foreach (var animTransform in animTransforms)
{
var ragdollTransform = ragdollTransforms
.First(x=>x.name == $"articulation:{animTransform.name}");
animTransform.position = ragdollTransform.position;
animTransform.rotation = ragdollTransform.rotation;
_animTransforms.Add(animTransform);
_ragdollTransforms.Add(ragdollTransform);
}
}
// copy position for root (assume first target is root)
_animTransforms[0].position = _ragdollTransforms[0].position;
// copy rotation
for (int i = 0; i < _animTransforms.Count; i++)
{
_animTransforms[i].rotation = _ragdollTransforms[i].rotation;
}
}
}

11
Assets/MarathonController/Scripts/MapRagdoll2Anim.cs.meta

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148
Assets/MarathonController/Scripts/MarConObservations2Learn.cs

@ -0,0 +1,148 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using UnityEngine;
using ManyWorlds;
using UnityEngine.Assertions;
using Unity.Collections;
public class MarConObservations2Learn : MonoBehaviour
{
public string[] JointNames;
[Header("Observations")]
[Tooltip("Kinematic character center of mass velocity, Vector3")]
public Vector3 MocapCOMVelocity;
[Tooltip("RagDoll character center of mass velocity, Vector3")]
public Vector3 RagDollCOMVelocity;
[Tooltip("User-input desired horizontal CM velocity. Vector2")]
public Vector2 InputDesiredHorizontalVelocity;
[Tooltip("User-input requests jump, bool")]
public bool InputJump;
[Tooltip("User-input requests backflip, bool")]
public bool InputBackflip;
[Tooltip("User-input requests stand, bool")]
public bool InputStand;
[Tooltip("User-input requests walk or run, bool")]
public bool InputWalkOrRun;
[Tooltip("Difference between RagDoll character horizontal CM velocity and user-input desired horizontal CM velocity. Vector2")]
public Vector2 HorizontalVelocityDifference;
[Tooltip("Positions and velocities for subset of bodies")]
public Vector3[] DifferenceInPositions;
public Vector3[] DifferenceInVelocities;
public float[] DifferenceInDofRotationWithinRangeOfMotion;
public float[] DifferenceInDofAngularVelocity;
public float[] DifferenceInDofRotationInRad;
[Tooltip("Smoothed actions produced in the previous step of the policy are collected in t −1")]
public float[] PreviousActions;
MarConObservationsStats _mocapStats;
MarConObservationsStats _ragdollStats;
ArticulationBody[] _joints;
InputController _inputController;
SpawnableEnv _spawnableEnv;
public void OnAgentInitialize(GameObject ragdoll, MapAnim2Ragdoll mocap, ArticulationBody[] joints)
{
joints = joints
.Where(x => x.jointType == ArticulationJointType.SphericalJoint)
.Where(x => !x.isRoot)
.Distinct()
.ToArray();
JointNames = joints
.Select(x=>x.name)
.Select(x=>x.Replace("articulation:", ""))
.Select(x=>x.Replace("mixamorig:", ""))
.ToArray();
var articulationRoot = GetComponentsInChildren<ArticulationBody>()
.First(x=>x.isRoot);
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
_inputController = _spawnableEnv.GetComponentInChildren<InputController>();
_joints = joints;
_mocapStats = new GameObject("MocapObservationStats").AddComponent<MarConObservationsStats>();
_ragdollStats = new GameObject("RagdollObservationStats").AddComponent<MarConObservationsStats>();
_mocapStats.transform.SetParent(_spawnableEnv.transform);
_ragdollStats.transform.SetParent(_spawnableEnv.transform);
_mocapStats.OnAgentInitialize(mocap.transform, _joints, articulationRoot);
_ragdollStats.OnAgentInitialize(ragdoll.transform, _joints, articulationRoot);
int dof = 0;
foreach (var m in joints)
{
if (m.twistLock == ArticulationDofLock.LimitedMotion)
dof++;
if (m.swingYLock == ArticulationDofLock.LimitedMotion)
dof++;
if (m.swingZLock == ArticulationDofLock.LimitedMotion)
dof++;
}
PreviousActions = Enumerable.Range(0,dof).Select(x=>0f).ToArray();
DifferenceInPositions = Enumerable.Range(0,_mocapStats.Positions.Length).Select(x=>Vector3.zero).ToArray();
DifferenceInVelocities = Enumerable.Range(0,_mocapStats.Positions.Length).Select(x=>Vector3.zero).ToArray();
DifferenceInDofRotationWithinRangeOfMotion = Enumerable.Range(0,dof).Select(x=>0f).ToArray();
DifferenceInDofAngularVelocity = Enumerable.Range(0,dof).Select(x=>0f).ToArray();
DifferenceInDofRotationInRad = Enumerable.Range(0,dof).Select(x=>0f).ToArray();
}
public void OnStep(float timeDelta)
{
_mocapStats.OnStep(timeDelta);
_ragdollStats.OnStep(timeDelta);
MocapCOMVelocity = _mocapStats.CenterOfMassVelocity;
RagDollCOMVelocity = _ragdollStats.CenterOfMassVelocity;
InputDesiredHorizontalVelocity = new Vector2(
_ragdollStats.DesiredCenterOfMassVelocity.x,
_ragdollStats.DesiredCenterOfMassVelocity.z);
if (_inputController != null)
{
InputJump = _inputController.Jump;
InputBackflip = _inputController.Backflip;
InputStand = _inputController.Stand;
InputWalkOrRun = _inputController.WalkOrRun;
}
HorizontalVelocityDifference = new Vector2(
_ragdollStats.CenterOfMassVelocityDifference.x,
_ragdollStats.CenterOfMassVelocityDifference.z);
for (int i = 0; i < _mocapStats.Positions.Length; i++)
{
DifferenceInPositions[i] = _mocapStats.Positions[i] - _ragdollStats.Positions[i];
DifferenceInVelocities[i] = _mocapStats.Velocities[i] - _ragdollStats.Velocities[i];
}
for (int i = 0; i < _mocapStats.DofRotationWithinRangeOfMotion.Length; i++)
{
DifferenceInDofRotationWithinRangeOfMotion[i] =
_mocapStats.DofRotationWithinRangeOfMotion[i] - _ragdollStats.DofRotationWithinRangeOfMotion[i];
DifferenceInDofAngularVelocity[i] =
_mocapStats.DofAngularVelocity[i] - _ragdollStats.DofAngularVelocity[i];
DifferenceInDofRotationInRad[i] =
_mocapStats.DofRotationInRad[i] - _ragdollStats.DofRotationInRad[i];
}
}
public void OnReset()
{
// _mocapStats.OnReset();
// _RagdollStats.OnReset();
_ragdollStats.transform.position = _mocapStats.transform.position;
_ragdollStats.transform.rotation = _mocapStats.transform.rotation;
var timeDelta = float.MinValue;
OnStep(timeDelta);
}
public MarConObservationsStats GetRagdollStats() => _ragdollStats;
public Transform GetRagDollCOM()
{
return _ragdollStats.transform;
}
}

11
Assets/MarathonController/Scripts/MarConObservations2Learn.cs.meta

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363
Assets/MarathonController/Scripts/MarConObservationsStats.cs

@ -0,0 +1,363 @@
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;
}
}

11
Assets/MarathonController/Scripts/MarConObservationsStats.cs.meta

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702
Assets/MarathonController/Scripts/Muscles.cs

@ -0,0 +1,702 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using System;
public class Muscles : MonoBehaviour
{
[SerializeField]
public MotorMode MotorUpdateMode;
[System.Serializable]
public class MusclePower
{
public string Muscle;
public Vector3 PowerVector;
}
[Header("Parameters for Legacy and PD:")]
public List<MusclePower> MusclePowers;
// public float MotorScale = 1f;
public float Stiffness = 50f;
public float Damping = 100f;
public float ForceLimit = float.MaxValue;
public float DampingRatio = 1.0f;
[Header("Extra Parameters for PD:")]
public float NaturalFrequency = 40f;
public float ForceScale = .3f;
[Header("Parameters for StablePD:")]
public float KP_Stiffness = 50;
public float ForceScaleSPD = .3f;
[Header("Debug Collisions")]
[SerializeField]
bool skipCollisionSetup;
[Header("Debug Values, Read Only")]
public bool updateDebugValues;
[SerializeField]
Vector3[] jointVelocityInReducedSpace;
List<ArticulationBody> _motors;
private class LastPos
{
public string name;
//public ArticulationReducedSpace pos;
public ArticulationReducedSpace vel;
}
List<LastPos> _lastPos = new List<LastPos>();
public enum MotorMode {
legacy,
PD,
stablePD,
force,
PDopenloop //this is a PD combined with the kinematic input processed as an openloop, see in DReCon
}
//for the PDopenloop case:
public List<Transform> _referenceTransforms;
public delegate void MotorDelegate(ArticulationBody joint, Vector3 targetNormalizedRotation, float actionTimeDelta);
public MotorDelegate UpdateMotor;
//only used in PDopenloop
public void SetKinematicReference(MapAnim2Ragdoll kinematicRoot)
{
_referenceTransforms = kinematicRoot._ragdollTransforms;
}
// Use this for initialization
void Start()
{
Setup();
_motors = GetComponentsInChildren<ArticulationBody>()
.Where(x => x.jointType == ArticulationJointType.SphericalJoint)
.Where(x => !x.isRoot)
.Distinct()
.ToList();
foreach (ArticulationBody m in _motors)
{
LastPos l = new LastPos();
l.name = m.name;
//l.pos = m.jointPosition;
l.vel = m.jointVelocity;
_lastPos.Add(l);
}
if (updateDebugValues)
{
jointVelocityInReducedSpace = new Vector3[_motors.Count];
}
switch (MotorUpdateMode) {
case (MotorMode.force):
UpdateMotor = DirectForce;
break;
case (MotorMode.PD):
UpdateMotor = UpdateMotorPDWithVelocity;
break;
case (MotorMode.legacy):
UpdateMotor = LegacyUpdateMotor;
break;
case (MotorMode.stablePD):
UpdateMotor = null;
//UpdateMotor = StablePD;
//NOTE: this is not yet working, the implementaiton is in progress
break;
case (MotorMode.PDopenloop):
UpdateMotor = UpdateMotorPDopenloop;
break;
}
}
// Update is called once per frame
void Update()
{
if (updateDebugValues) {
int i = 0;
foreach(ArticulationBody m in _motors) {
//DEBUG: to keep track of the values, and see if they seem reasonable
Vector3 temp = Utils.GetArticulationReducedSpaceInVector3(m.jointVelocity);
jointVelocityInReducedSpace[i] = temp;
i++;
}
}
}
void Setup()
{
if (!skipCollisionSetup)
{
// handle collision overlaps
IgnoreCollision("articulation:Spine2", new[] { "LeftArm", "RightArm" });
IgnoreCollision("articulation:Hips", new[] { "RightUpLeg", "LeftUpLeg" });
IgnoreCollision("LeftForeArm", new[] { "LeftArm" });
IgnoreCollision("RightForeArm", new[] { "RightArm" });
IgnoreCollision("RightLeg", new[] { "RightUpLeg" });
IgnoreCollision("LeftLeg", new[] { "LeftUpLeg" });
IgnoreCollision("RightLeg", new[] { "RightFoot" });
IgnoreCollision("LeftLeg", new[] { "LeftFoot" });
}
//
var joints = GetComponentsInChildren<Joint>().ToList();
foreach (var joint in joints)
joint.enablePreprocessing = false;
}
void IgnoreCollision(string first, string[] seconds)
{
foreach (var second in seconds)
{
IgnoreCollision(first, second);
}
}
void IgnoreCollision(string first, string second)
{
var rigidbodies = GetComponentsInChildren<Rigidbody>().ToList();
var colliderOnes = rigidbodies.FirstOrDefault(x => x.name.Contains(first))?.GetComponents<Collider>();
var colliderTwos = rigidbodies.FirstOrDefault(x => x.name.Contains(second))?.GetComponents<Collider>();
if (colliderOnes == null || colliderTwos == null)
return;
foreach (var c1 in colliderOnes)
foreach (var c2 in colliderTwos)
Physics.IgnoreCollision(c1, c2);
}
//this is a simple way to center the masses
public void CenterABMasses()
{
ArticulationBody[] abs = GetComponentsInChildren<ArticulationBody>();
foreach (ArticulationBody ab in abs)
{
if (!ab.isRoot)
{
Vector3 currentCoF = ab.centerOfMass;
Vector3 newCoF = Vector3.zero;
//generally 1, sometimes 2:
foreach (Transform child in ab.transform) {
newCoF += child.localPosition;
}
newCoF /= ab.transform.childCount;
ArticulationBody ab2 = ab.GetComponentInChildren<ArticulationBody>();
newCoF = (ab.transform.parent.localPosition + newCoF) / 2.0f;
ab.centerOfMass = newCoF;
Debug.Log("AB: " + ab.name + " old CoF: " + currentCoF + " new CoF: " + ab.centerOfMass);
}
}
}
private static Vector3 GetTargetVelocity(ArticulationBody joint, Vector3 targetNormalizedRotation, float timeDelta)
{
Vector3 targetVelocity = new Vector3(0, 0, 0);
Vector3 currentRotationValues = Utils.GetSwingTwist(joint.transform.localRotation);
Vector3 target = new Vector3();
if (joint.twistLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.xDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
target.x = midpoint + (targetNormalizedRotation.x * scale);
}
if (joint.swingYLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.yDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
target.y = midpoint + (targetNormalizedRotation.y * scale);
}
if (joint.swingZLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.zDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
target.z = midpoint + (targetNormalizedRotation.z * scale);
}
//this is how you calculate the angular velocity in MapAnim2Ragdoll
//Utils.GetAngularVelocity(cur, last, timeDelta)
//Utils.GetArticulationReducedSpaceInVector3(joint.jointVelocity)
targetVelocity = Utils.AngularVelocityInReducedCoordinates(Utils.GetSwingTwist(joint.transform.localRotation), target, timeDelta);
targetVelocity = Vector3.ClampMagnitude(targetVelocity, joint.maxAngularVelocity);
return targetVelocity;
}
void UpdateMotorPDWithVelocity(ArticulationBody joint, Vector3 targetNormalizedRotation, float actionTimeDelta)
{
var m = joint.mass;
var d = DampingRatio; // d should be 0..1.
var n = NaturalFrequency; // n should be in the range 1..20
var k = Mathf.Pow(n, 2) * m;
var c = d * (2 * Mathf.Sqrt(k * m));
var stiffness = k;
var damping = c;
Vector3 power = Vector3.zero;
try
{
power = MusclePowers.First(x => x.Muscle == joint.name).PowerVector;
}
catch
{
Debug.Log("there is no muscle for joint " + joint.name);
}
classicPD(joint, targetNormalizedRotation, actionTimeDelta, power);
}
void classicPD(ArticulationBody joint, Vector3 targetNormalizedRotation, float actionTimeDelta, Vector3 power) {
var m = joint.mass;
var d = DampingRatio; // d should be 0..1.
var n = NaturalFrequency; // n should be in the range 1..20
var k = Mathf.Pow(n, 2) * m;
var c = d * (2 * Mathf.Sqrt(k * m));
var stiffness = k;
var damping = c;
//why do you never set up the targetVelocity?
// F = stiffness * (currentPosition - target) - damping * (currentVelocity - targetVelocity)
Vector3 targetVel = GetTargetVelocity(joint, targetNormalizedRotation, actionTimeDelta);
if (joint.twistLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.xDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.x * scale);
drive.target = target;
drive.targetVelocity = targetVel.x;
drive.stiffness = stiffness;
drive.damping = damping;
drive.forceLimit = power.x * ForceScale;
joint.xDrive = drive;
}
if (joint.swingYLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.yDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.y * scale);
drive.target = target;
// drive.targetVelocity = (target - currentRotationValues.y) / (_decisionPeriod * Time.fixedDeltaTime);
drive.targetVelocity = targetVel.y;
drive.stiffness = stiffness;
drive.damping = damping;
drive.forceLimit = power.y * ForceScale;
joint.yDrive = drive;
}
if (joint.swingZLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.zDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.z * scale);
drive.target = target;
//drive.targetVelocity = (target - currentRotationValues.z) / (_decisionPeriod * Time.fixedDeltaTime);
drive.targetVelocity = targetVel.z;
drive.stiffness = stiffness;
drive.damping = damping;
drive.forceLimit = power.z * ForceScale;
joint.zDrive = drive;
}
}
void UpdateMotorPDopenloop(ArticulationBody joint, Vector3 targetRot, float actionTimeDelta)
{
Vector3 refRot = Mathf.Deg2Rad * Utils.GetSwingTwist( _referenceTransforms.First(x => x.name == joint.name).localRotation);
Vector3 power = 40* Vector3.one;
Vector3 targetNormalizedRotation = refRot + targetRot;
//From the DReCon paper: (not implemented)
// Velocity basedconstraints are used to simulate PD servo motors at the joints,
// withmotor constraint torques clamped to 200 Nm.All coeicients of fric-tion
// are given a value of 1, except rolling friction which is disabled.
classicPD(joint, targetNormalizedRotation, actionTimeDelta, power);
}
void LegacyUpdateMotor(ArticulationBody joint, Vector3 targetNormalizedRotation, float actionTimeDelta)
{
Vector3 power = Vector3.zero;
try
{
power = MusclePowers.First(x => x.Muscle == joint.name).PowerVector;
}
catch
{
Debug.Log("there is no muscle for joint " + joint.name);
}
power *= Stiffness;
float damping = Damping;
float forceLimit = ForceLimit;
if (joint.twistLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.xDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.x * scale);
drive.target = target;
drive.stiffness = power.x;
drive.damping = damping;
drive.forceLimit = forceLimit;
joint.xDrive = drive;
}
if (joint.swingYLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.yDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.y * scale);
drive.target = target;
drive.stiffness = power.y;
drive.damping = damping;
drive.forceLimit = forceLimit;
joint.yDrive = drive;
}
if (joint.swingZLock == ArticulationDofLock.LimitedMotion)
{
var drive = joint.zDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.z * scale);
drive.target = target;
drive.stiffness = power.z;
drive.damping = damping;
drive.forceLimit = forceLimit;
joint.zDrive = drive;
}
}
//NOT TESTED
void DirectForce(ArticulationBody joint, Vector3 targetNormalizedRotation, float actionTimeDelta)
{
Vector3 result = 0.05f * targetNormalizedRotation;
joint.AddRelativeTorque(result);
}
static ArticulationReducedSpace AccelerationInReducedSpace(ArticulationReducedSpace currentVel, ArticulationReducedSpace lastVel, float deltaTime)
{
ArticulationReducedSpace result = new ArticulationReducedSpace();
result.dofCount = currentVel.dofCount;
for(int i = 0; i< result.dofCount; i++)
result[i] = (currentVel[i] - lastVel[i]) / deltaTime;
return result;
}
void StablePD(ArticulationBody joint, Vector3 input, float actionTimeDelta)
{
Vector3 targetNormalizedRotation = input;
//A PD controller uses:
// F = stiffness * (currentPosition - target) - damping * (currentVelocity - targetVelocity)
//A stable PD controller, instead:
//f = - Kp (pos + dt* v -targetPos)- Kd(v + dt*a )
//kd towards infinity
//kd = kp * dt
//Kd >= Kp * dt to ensure stability
//example in video: KP = 30.000, KD 600, update 1/60
//float Kp = 30000;
LastPos lastPos = null;
try
{
lastPos = _lastPos.First(x => x.name.Equals(joint.name));
}
catch
{
Debug.Log("there is no lastPos for joint " + joint.name);
}
float Kp = KP_Stiffness;
float Kd = Kp * actionTimeDelta;
//Vector3 currentSwingTwist = Utils.GetSwingTwist(joint.transform.localRotation);
//Vector3 targetVelocity = Utils.AngularVelocityInReducedCoordinates(currentSwingTwist, targetNormalizedRotation, actionTimeDelta);
//Vector3 currentVelocity = Utils.GetArticulationReducedSpaceInVector3(joint.jointVelocity);
// Vector3 targetAcceleration = Utils.AngularVelocityInReducedCoordinates(currentVelocity, targetVelocity, actionTimeDelta);
ArticulationReducedSpace forceInReducedSpace = new ArticulationReducedSpace();
forceInReducedSpace.dofCount = joint.dofCount;
ArticulationReducedSpace acceleration = AccelerationInReducedSpace(joint.jointVelocity, lastPos.vel, actionTimeDelta);
if (joint.twistLock == ArticulationDofLock.LimitedMotion) {
//f = - Kp (pos + dt* v -targetPos)- Kd(v + dt*a )
//forceInReducedSpace[0] = -Kp * (currentSwingTwist.x + actionTimeDelta * currentVelocity.x - targetNormalizedRotation.x) - Kd * (currentVelocity.x + actionTimeDelta * targetAcceleration.x);
var drive = joint.xDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.x * scale);
forceInReducedSpace[0] = -Kp * (joint.jointPosition[0] + actionTimeDelta * joint.jointVelocity[0] - target) - Kd * (joint.jointVelocity[0] + actionTimeDelta * acceleration[0]);
forceInReducedSpace[0] *= ForceScaleSPD;
}
if (joint.swingYLock == ArticulationDofLock.LimitedMotion)
{
//f = - Kp (pos + dt* v -targetPos)- Kd(v + dt*a )
// forceInReducedSpace[1] = -Kp * (currentSwingTwist.y + actionTimeDelta * currentVelocity.y - targetNormalizedRotation.y) - Kd * (currentVelocity.y + actionTimeDelta * targetAcceleration.y);
var drive = joint.yDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.y * scale);
if(joint.dofCount == 1) {
// forceInReducedSpace[0] = -Kp * (Mathf.Deg2Rad * joint.jointPosition[0] + actionTimeDelta * Mathf.Deg2Rad * joint.jointVelocity[0] - target) - Kd * (Mathf.Deg2Rad * joint.jointVelocity[0] + actionTimeDelta * Mathf.Deg2Rad * acceleration[0]);
// forceInReducedSpace[0] *= ForceScaleSPD;
}
else {
forceInReducedSpace[1] = -Kp * (Mathf.Deg2Rad * joint.jointPosition[1] + actionTimeDelta * Mathf.Deg2Rad * joint.jointVelocity[1] - target) - Kd * (Mathf.Deg2Rad * joint.jointVelocity[1] + actionTimeDelta * Mathf.Deg2Rad * acceleration[1]);
forceInReducedSpace[1] *= ForceScaleSPD;
}
}
if (joint.swingZLock == ArticulationDofLock.LimitedMotion)
{
//f = - Kp (pos + dt* v -targetPos)- Kd(v + dt*a )
// forceInReducedSpace[2] = -Kp * (currentSwingTwist.z + actionTimeDelta * currentVelocity.z - targetNormalizedRotation.z) - Kd * (currentVelocity.z + actionTimeDelta * targetAcceleration.z);
var drive = joint.zDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var target = midpoint + (targetNormalizedRotation.z * scale);
forceInReducedSpace[2] = -Kp * (Mathf.Deg2Rad * joint.jointPosition[2] + actionTimeDelta * Mathf.Deg2Rad * joint.jointVelocity[2] - target) - Kd * (Mathf.Deg2Rad * joint.jointVelocity[2] + actionTimeDelta * Mathf.Deg2Rad * acceleration[2]);
forceInReducedSpace[2] *= ForceScaleSPD;
}
// Vector3 result = Utils.GetArticulationReducedSpaceInVector3(forceInReducedSpace);
Vector3 result =KP_Stiffness* input;
if (joint.dofCount < 3)
{
result = Vector3.zero;
}
joint.AddRelativeTorque(result);
//joint.AddRelativeTorque(Vector3.zero);
// joint.jointForce = forceInReducedSpace;
lastPos.vel = joint.jointVelocity;
//lastPos.pos = joint.jointPosition;
}
}

11
Assets/MarathonController/Scripts/Muscles.cs.meta

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344
Assets/MarathonController/Scripts/Observations2Learn.cs

@ -0,0 +1,344 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using UnityEngine;
using ManyWorlds;
using UnityEngine.Assertions;
public class Observations2Learn : MonoBehaviour
{
[Header("Observations")]
[Tooltip("Kinematic character center of mass velocity, Vector3")]
public Vector3 MocapCOMVelocity;
[Tooltip("RagDoll character center of mass velocity, Vector3")]
public Vector3 RagDollCOMVelocity;
[Tooltip("User-input desired horizontal CM velocity. Vector2")]
public Vector2 InputDesiredHorizontalVelocity;
[Tooltip("User-input requests jump, bool")]
public bool InputJump;
[Tooltip("User-input requests backflip, bool")]
public bool InputBackflip;
[Tooltip("Difference between RagDoll character horizontal CM velocity and user-input desired horizontal CM velocity. Vector2")]
public Vector2 HorizontalVelocityDifference;
[Tooltip("Positions and velocities for subset of bodies")]
public List<BodyPartDifferenceStats> BodyPartDifferenceStats;
public List<ObservationStats.Stat> MocapBodyStats;
public List<ObservationStats.Stat> RagDollBodyStats;
[Tooltip("Smoothed actions produced in the previous step of the policy are collected in t −1")]
public float[] PreviousActions;
//[Tooltip("RagDoll ArticulationBody joint positions in reduced space")]
//public float[] RagDollJointPositions;
// [Tooltip("RagDoll ArticulationBody joint velocity in reduced space")]
// public float[] RagDollJointVelocities;
// [Tooltip("RagDoll ArticulationBody joint accelerations in reduced space")]
// public float[] RagDollJointAccelerations;
[Tooltip("RagDoll ArticulationBody joint forces in reduced space")]
public float[] RagDollJointForces;
[Tooltip("Macap: ave of joint angular velocity")]
public float EnergyAngularMocap;
[Tooltip("RagDoll: ave of joint angular velocity")]
public float EnergyAngularRagDoll;
[Tooltip("RagDoll-Macap: ave of joint angular velocity")]
public float EnergyDifferenceAngular;
[Tooltip("Macap: ave of joint velocity in local space")]
public float EnergyPositionalMocap;
[Tooltip("RagDoll: ave of joint velocity in local space")]
public float EnergyPositionalRagDoll;
[Tooltip("RagDoll-Macap: ave of joint velocity in local space")]
public float EnergyDifferencePositional;
[Header("Gizmos")]
public bool VelocityInWorldSpace = true;
public bool PositionInWorldSpace = true;
public string targetedRootName = "articulation:Hips";
InputController _inputController;
SpawnableEnv _spawnableEnv;
ObservationStats _mocapBodyStats;
ObservationStats _ragDollBodyStats;
bool _hasLazyInitialized;
List<ArticulationBody> _motors;
public void OnAgentInitialize()
{
Assert.IsFalse(_hasLazyInitialized);
_hasLazyInitialized = true;
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
_inputController = _spawnableEnv.GetComponentInChildren<InputController>();
_mocapBodyStats = new GameObject("MocapDReConObservationStats").AddComponent<ObservationStats>();
_mocapBodyStats.setRootName(targetedRootName);
_mocapBodyStats.ObjectToTrack = _spawnableEnv.GetComponentInChildren<MapAnim2Ragdoll>();
_mocapBodyStats.transform.SetParent(_spawnableEnv.transform);
_mocapBodyStats.OnAgentInitialize(_mocapBodyStats.ObjectToTrack.transform);
_ragDollBodyStats = new GameObject("RagDollDReConObservationStats").AddComponent<ObservationStats>();
_ragDollBodyStats.setRootName(targetedRootName);
_ragDollBodyStats.ObjectToTrack = this;
_ragDollBodyStats.transform.SetParent(_spawnableEnv.transform);
_ragDollBodyStats.OnAgentInitialize(transform);
BodyPartDifferenceStats = _mocapBodyStats.Stats
.Select(x => new BodyPartDifferenceStats { Name = x.Name })
.ToList();
int numJoints = 0;
_motors = GetComponentsInChildren<ArticulationBody>()
.Where(x => x.jointType == ArticulationJointType.SphericalJoint)
.Where(x => !x.isRoot)
.Distinct()
.ToList();
foreach (var m in _motors)
{
if (m.twistLock == ArticulationDofLock.LimitedMotion)
numJoints++;
if (m.swingYLock == ArticulationDofLock.LimitedMotion)
numJoints++;
if (m.swingZLock == ArticulationDofLock.LimitedMotion)
numJoints++;
}
PreviousActions = Enumerable.Range(0,numJoints).Select(x=>0f).ToArray();
//RagDollJointPositions = Enumerable.Range(0,numJoints).Select(x=>0f).ToArray();
// RagDollJointVelocities = Enumerable.Range(0,numJoints).Select(x=>0f).ToArray();
// RagDollJointAccelerations = Enumerable.Range(0,numJoints).Select(x=>0f).ToArray();
RagDollJointForces = Enumerable.Range(0,numJoints).Select(x=>0f).ToArray();
}
public List<Collider> EstimateBodyPartsForObservation()
{
var colliders = 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()
.ToList();
return colliders;
}
public List<Collider> EstimateBodyPartsForReward()
{
var colliders = GetComponentsInChildren<Collider>()
.Where(x => x.enabled)
.Where(x => !x.isTrigger)
.Where(x=> {
var ignoreCollider = x.GetComponent<IgnoreColliderForReward>();
if (ignoreCollider == null)
return true;
return !ignoreCollider.enabled;})
.Distinct()
.ToList();
return colliders;
}
public void OnStep(float timeDelta)
{
Assert.IsTrue(_hasLazyInitialized);
_mocapBodyStats.SetStatusForStep(timeDelta);
_ragDollBodyStats.SetStatusForStep(timeDelta);
UpdateObservations(timeDelta);
}
public void OnReset()
{
Assert.IsTrue(_hasLazyInitialized);
_mocapBodyStats.OnReset();
_ragDollBodyStats.OnReset();
_ragDollBodyStats.transform.position = _mocapBodyStats.transform.position;
_ragDollBodyStats.transform.rotation = _mocapBodyStats.transform.rotation;
var timeDelta = float.MinValue;
UpdateObservations(timeDelta);
}
public void UpdateObservations(float timeDelta)
{
MocapCOMVelocity = _mocapBodyStats.CenterOfMassVelocity;
RagDollCOMVelocity = _ragDollBodyStats.CenterOfMassVelocity;
InputDesiredHorizontalVelocity = new Vector2(
_ragDollBodyStats.DesiredCenterOfMassVelocity.x,
_ragDollBodyStats.DesiredCenterOfMassVelocity.z);
if (_inputController != null)
{
InputJump = _inputController.Jump;
InputBackflip = _inputController.Backflip;
}
HorizontalVelocityDifference = new Vector2(
_ragDollBodyStats.CenterOfMassVelocityDifference.x,
_ragDollBodyStats.CenterOfMassVelocityDifference.z);
MocapBodyStats = _mocapBodyStats.Stats.ToList();
RagDollBodyStats = MocapBodyStats
.Select(x => _ragDollBodyStats.Stats.First(y => y.Name == x.Name))
.ToList();
// BodyPartStats =
foreach (var differenceStats in BodyPartDifferenceStats)
{
var mocapStats = _mocapBodyStats.Stats.First(x => x.Name == differenceStats.Name);
var ragDollStats = _ragDollBodyStats.Stats.First(x => x.Name == differenceStats.Name);
differenceStats.Position = mocapStats.Position - ragDollStats.Position;
differenceStats.Velocity = mocapStats.Velocity - ragDollStats.Velocity;
differenceStats.AngualrVelocity = mocapStats.AngularVelocity - ragDollStats.AngularVelocity;
differenceStats.Rotation = ObservationStats.GetAngularVelocity(mocapStats.Rotation, ragDollStats.Rotation, timeDelta);
}
int i = 0;
foreach (var m in _motors)
{
int j = 0;
if (m.twistLock == ArticulationDofLock.LimitedMotion)
{
//RagDollJointPositions[i] = m.jointPosition[j];
// RagDollJointVelocities[i] = m.jointVelocity[j];
// RagDollJointAccelerations[i] = m.jointAcceleration[j];
RagDollJointForces[i++] = m.jointForce[j++];
}
if (m.swingYLock == ArticulationDofLock.LimitedMotion)
{
// RagDollJointPositions[i] = m.jointPosition[j];
// RagDollJointVelocities[i] = m.jointVelocity[j];
// RagDollJointAccelerations[i] = m.jointAcceleration[j];
RagDollJointForces[i++] = m.jointForce[j++];
}
if (m.swingZLock == ArticulationDofLock.LimitedMotion)
{
// RagDollJointPositions[i] = m.jointPosition[j];
// RagDollJointVelocities[i] = m.jointVelocity[j];
// RagDollJointAccelerations[i] = m.jointAcceleration[j];
RagDollJointForces[i++] = m.jointForce[j++];
}
}
EnergyAngularMocap = MocapBodyStats
.Select(x=>x.AngularVelocity.magnitude)
.Average();
EnergyAngularRagDoll = RagDollBodyStats
.Select(x=>x.AngularVelocity.magnitude)
.Average();
EnergyDifferenceAngular = RagDollBodyStats
.Zip(MocapBodyStats, (x,y) => x.AngularVelocity.magnitude-y.AngularVelocity.magnitude)
.Average();
EnergyPositionalMocap = MocapBodyStats
.Select(x=>x.Velocity.magnitude)
.Average();
EnergyPositionalRagDoll = RagDollBodyStats
.Select(x=>x.Velocity.magnitude)
.Average();
EnergyDifferencePositional = RagDollBodyStats
.Zip(MocapBodyStats, (x,y) => x.Velocity.magnitude-y.Velocity.magnitude)
.Average();
}
public Transform GetRagDollCOM()
{
return _ragDollBodyStats.transform;
}
public Vector3 GetMocapCOMVelocityInWorldSpace()
{
var velocity = _mocapBodyStats.CenterOfMassVelocity;
var velocityInWorldSpace = _mocapBodyStats.transform.TransformVector(velocity);
return velocityInWorldSpace;
}
void OnDrawGizmos()
{
if (_mocapBodyStats == null)
return;
// MocapCOMVelocity
Vector3 pos = new Vector3(transform.position.x, .3f, transform.position.z);
Vector3 vector = MocapCOMVelocity;
if (VelocityInWorldSpace)
vector = _mocapBodyStats.transform.TransformVector(vector);
DrawArrow(pos, vector, Color.grey);
// RagDollCOMVelocity;
vector = RagDollCOMVelocity;
if (VelocityInWorldSpace)
vector = _ragDollBodyStats.transform.TransformVector(vector);
DrawArrow(pos, vector, Color.blue);
Vector3 actualPos = pos + vector;
// InputDesiredHorizontalVelocity;
vector = new Vector3(InputDesiredHorizontalVelocity.x, 0f, InputDesiredHorizontalVelocity.y);
if (VelocityInWorldSpace)
vector = _ragDollBodyStats.transform.TransformVector(vector);
DrawArrow(pos, vector, Color.green);
// HorizontalVelocityDifference;
vector = new Vector3(HorizontalVelocityDifference.x, 0f, HorizontalVelocityDifference.y);
if (VelocityInWorldSpace)
vector = _ragDollBodyStats.transform.TransformVector(vector);
DrawArrow(actualPos, vector, Color.red);
for (int i = 0; i < RagDollBodyStats.Count; i++)
{
var stat = RagDollBodyStats[i];
var differenceStat = BodyPartDifferenceStats[i];
pos = stat.Position;
vector = stat.Velocity;
if (PositionInWorldSpace)
pos = _ragDollBodyStats.transform.TransformPoint(pos);
if (VelocityInWorldSpace)
vector = _ragDollBodyStats.transform.TransformVector(vector);
DrawArrow(pos, vector, Color.cyan);
Vector3 velocityPos = pos + vector;
pos = stat.Position;
vector = differenceStat.Position;
if (PositionInWorldSpace)
pos = _ragDollBodyStats.transform.TransformPoint(pos);
if (VelocityInWorldSpace)
vector = _ragDollBodyStats.transform.TransformVector(vector);
Gizmos.color = Color.magenta;
Gizmos.DrawRay(pos, vector);
Vector3 differencePos = pos + vector;
vector = differenceStat.Velocity;
if (VelocityInWorldSpace)
vector = _ragDollBodyStats.transform.TransformVector(vector);
DrawArrow(velocityPos, vector, Color.red);
}
}
void DrawArrow(Vector3 start, Vector3 vector, Color color)
{
float headSize = 0.25f;
float headAngle = 20.0f;
Gizmos.color = color;
Gizmos.DrawRay(start, vector);
if (vector.magnitude > 0f)
{
Vector3 right = Quaternion.LookRotation(vector) * Quaternion.Euler(0, 180 + headAngle, 0) * new Vector3(0, 0, 1);
Vector3 left = Quaternion.LookRotation(vector) * Quaternion.Euler(0, 180 - headAngle, 0) * new Vector3(0, 0, 1);
Gizmos.DrawRay(start + vector, right * headSize);
Gizmos.DrawRay(start + vector, left * headSize);
}
}
}

11
Assets/MarathonController/Scripts/Observations2Learn.cs.meta

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347
Assets/MarathonController/Scripts/ObservationsStats.cs

@ -0,0 +1,347 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using UnityEngine;
using ManyWorlds;
using UnityEngine.Assertions;
public class ObservationStats : MonoBehaviour
{
[System.Serializable]
public class Stat
{
public string Name;
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Velocity;
public Vector3 AngularVelocity;
[HideInInspector]
public Vector3 LastLocalPosition;
[HideInInspector]
public Quaternion LastLocalRotation;
[HideInInspector]
public bool LastIsSet;
}
public MonoBehaviour ObjectToTrack;
[Header("Anchor stats")]
public Vector3 HorizontalDirection; // Normalized vector in direction of travel (assume right angle to floor)
// public Vector3 CenterOfMassInWorldSpace;
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;
public List<Stat> Stats;
// [Header("... for debugging")]
[Header("Gizmos")]
public bool VelocityInWorldSpace = true;
public bool HorizontalVelocity = true;
[HideInInspector]
public Vector3 LastCenterOfMassInWorldSpace;
[HideInInspector]
public Quaternion LastRotation;
[HideInInspector]
public bool LastIsSet;
SpawnableEnv _spawnableEnv;
List<Collider> _bodyParts;
internal List<Rigidbody> _rigidbodyParts;
internal List<ArticulationBody> _articulationBodyParts;
GameObject _root;
IAnimationController _animationController;
bool _hasLazyInitialized;
MapAnim2Ragdoll _mapAnim2Ragdoll;
string rootName = "articulation:Hips";
public void setRootName(string s)
{
rootName = s;
}
public void OnAgentInitialize(Transform defaultTransform)
{
Assert.IsFalse(_hasLazyInitialized);
_hasLazyInitialized = true;
_mapAnim2Ragdoll = defaultTransform.GetComponent<MapAnim2Ragdoll>();
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
_animationController = _spawnableEnv.GetComponentInChildren<IAnimationController>();
_rigidbodyParts = ObjectToTrack.GetComponentsInChildren<Rigidbody>().ToList();
_articulationBodyParts = ObjectToTrack.GetComponentsInChildren<ArticulationBody>().ToList();
if (_rigidbodyParts?.Count > 0)
_bodyParts = _rigidbodyParts
.SelectMany(x=>x.GetComponentsInChildren<Collider>())
.Distinct()
.ToList();
else
_bodyParts = _articulationBodyParts
.SelectMany(x=>x.GetComponentsInChildren<Collider>())
.Distinct()
.ToList();
_bodyParts = _bodyParts
.Where(x => x.enabled)
.Where(x => !x.isTrigger)
.Where(x=> {
var ignoreCollider = x.GetComponent<IgnoreColliderForObservation>();
if (ignoreCollider == null)
return true;
return !ignoreCollider.enabled;})
.Distinct()
.ToList();
Stats = _bodyParts
.Select(x => new Stat { Name = x.name })
.ToList();
//TODO: this is quite sketchy, we should have a better way to deal with this
if (_root == null)
{
// Debug.Log("in game object: " + name + " my rootname is: " + rootName);
if (_rigidbodyParts?.Count > 0)
_root = _rigidbodyParts.First(x => x.name == rootName).gameObject;
else
_root = _articulationBodyParts.First(x => x.name == rootName).gameObject;
}
transform.position = defaultTransform.position;
transform.rotation = defaultTransform.rotation;
}
public void OnReset()
{
Assert.IsTrue(_hasLazyInitialized);
ResetStatus();
LastIsSet = false;
}
void ResetStatus()
{
LastIsSet = false;
var timeDelta = float.MinValue;
SetStatusForStep(timeDelta);
}
// 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);
}
// 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;
}
// Calculate rotation between two rotations in radians. Adjusts the value to lie within [-pi, +pi].
public static Vector3 NormalizedEulerAngles(Vector3 eulerAngles)
{
var x = NormalizedAngle(eulerAngles.x);
var y = NormalizedAngle(eulerAngles.y);
var z = NormalizedAngle(eulerAngles.z);
return new Vector3(x, y, z);
}
// Find angular velocity. The delta rotation is converted to radians within [-pi, +pi].
public static Vector3 GetAngularVelocity(Quaternion from, Quaternion to, float timeDelta)
{
var rotationVelocity = FromToRotation(from, to);
var angularVelocity = NormalizedEulerAngles(rotationVelocity.eulerAngles) / timeDelta;
return angularVelocity;
}
public void SetStatusForStep(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 = GetAngularVelocity(LastRotation, transform.rotation, timeDelta);
LastRotation = transform.rotation;
// get bodyParts stats in local space
foreach (var bodyPart in _bodyParts)
{
Stat bodyPartStat = Stats.First(x => x.Name == bodyPart.name);
Vector3 c = Vector3.zero;
CapsuleCollider capsule = bodyPart as CapsuleCollider;
BoxCollider box = bodyPart as BoxCollider;
SphereCollider sphere = bodyPart as SphereCollider;
if (capsule != null)
c = capsule.center;
else if (box != null)
c = box.center;
else if (sphere != null)
c = sphere.center;
Vector3 worldPosition = bodyPart.transform.TransformPoint(c);
Quaternion worldRotation = bodyPart.transform.rotation;
Vector3 localPosition = transform.InverseTransformPoint(worldPosition);
Quaternion localRotation = FromToRotation(transform.rotation, worldRotation);
if (!bodyPartStat.LastIsSet || !LastIsSet)
{
bodyPartStat.LastLocalPosition = localPosition;
bodyPartStat.LastLocalRotation = localRotation;
}
bodyPartStat.Position = localPosition;
bodyPartStat.Rotation = localRotation;
bodyPartStat.Velocity = (localPosition - bodyPartStat.LastLocalPosition) / timeDelta;
bodyPartStat.AngularVelocity = GetAngularVelocity(bodyPartStat.LastLocalRotation, localRotation, timeDelta);
bodyPartStat.LastLocalPosition = localPosition;
bodyPartStat.LastLocalRotation = localRotation;
bodyPartStat.LastIsSet = true;
}
LastIsSet = true;
}
Vector3 GetCenterOfMass()
{
var centerOfMass = Vector3.zero;
float totalMass = 0f;
foreach (ArticulationBody ab in _articulationBodyParts)
{
centerOfMass += ab.worldCenterOfMass * ab.mass;
totalMass += ab.mass;
}
centerOfMass /= totalMass;
// centerOfMass -= _spawnableEnv.transform.position;
return centerOfMass;
}
void OnDrawGizmosSelected()
{
if (_bodyParts == null || _bodyParts.Count ==0)
return;
// draw arrow for desired input velocity
// Vector3 pos = new Vector3(transform.position.x, transform.position.y, transform.position.z);
Vector3 pos = new Vector3(transform.position.x, .3f, transform.position.z);
Vector3 vector = DesiredCenterOfMassVelocity;
if (VelocityInWorldSpace)
vector = transform.TransformVector(vector);
DrawArrow(pos, vector, Color.green);
Vector3 desiredInputPos = pos + vector;
if (HorizontalVelocity)
{
// arrow for actual velocity
vector = CenterOfMassHorizontalVelocity;
if (VelocityInWorldSpace)
vector = transform.TransformVector(vector);
DrawArrow(pos, vector, Color.blue);
Vector3 actualPos = pos + vector;
// arrow for actual velocity difference
vector = CenterOfMassVelocityDifference;
if (VelocityInWorldSpace)
vector = transform.TransformVector(vector);
DrawArrow(actualPos, vector, Color.red);
}
else
{
vector = CenterOfMassVelocity;
if (VelocityInWorldSpace)
vector = transform.TransformVector(vector);
DrawArrow(pos, vector, Color.blue);
Vector3 actualPos = pos + vector;
// arrow for actual velocity difference
vector = DesiredCenterOfMassVelocity - CenterOfMassVelocity;
if (VelocityInWorldSpace)
vector = transform.TransformVector(vector);
DrawArrow(actualPos, vector, Color.red);
}
}
void DrawArrow(Vector3 start, Vector3 vector, Color color)
{
float headSize = 0.25f;
float headAngle = 20.0f;
Gizmos.color = color;
Gizmos.DrawRay(start, vector);
if (vector.magnitude > 0f)
{
Vector3 right = Quaternion.LookRotation(vector) * Quaternion.Euler(0, 180 + headAngle, 0) * new Vector3(0, 0, 1);
Vector3 left = Quaternion.LookRotation(vector) * Quaternion.Euler(0, 180 - headAngle, 0) * new Vector3(0, 0, 1);
Gizmos.DrawRay(start + vector, right * headSize);
Gizmos.DrawRay(start + vector, left * headSize);
}
}
}

11
Assets/MarathonController/Scripts/ObservationsStats.cs.meta

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566
Assets/MarathonController/Scripts/ProcRagdollAgent.cs

@ -0,0 +1,566 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine;
using ManyWorlds;
using UnityEngine.Assertions;
using System;
public class ProcRagdollAgent : Agent
{
[Header("Settings")]
public float FixedDeltaTime = 1f / 60f;
public float ActionSmoothingBeta = 0.2f;
public bool ReproduceDReCon = true;
[Header("Camera")]
public bool RequestCamera;
public bool CameraFollowMe;
public Transform CameraTarget;
[Header("... debug")]
public bool SkipActionSmoothing;
public bool debugCopyMocap;
public bool ignorActions;
public bool dontResetOnZeroReward;
public bool dontSnapMocapToRagdoll = true;
public bool DebugPauseOnReset;
public bool dontResetWhenOutOfBounds;
//List<Rigidbody> _mocapBodyParts;
SpawnableEnv _spawnableEnv;
Observations2Learn _observations2Learn;
Rewards2Learn _rewards2Learn;
Muscles _ragDollMuscles;
List<ArticulationBody> _motors;
MarathonTestBedController _debugController;
InputController _inputController;
SensorObservations _sensorObservations;
DecisionRequester _decisionRequester;
IAnimationController _controllerToMimic;
bool _hasLazyInitialized;
//float[] _smoothedActions;
float[] _mocapTargets;
[Space(16)]
[SerializeField]
bool _hasAwake = false;
MapAnim2Ragdoll _mapAnim2Ragdoll;
float observationTimeDelta;
float actionTimeDelta;
void Awake()
{
if (RequestCamera && CameraTarget != null)
{
// Will follow the last object to be spawned
var camera = FindObjectOfType<Camera>();
if (camera != null)
{
var follow = camera.GetComponent<SmoothFollow>();
if (follow != null)
follow.target = CameraTarget;
}
}
_hasAwake = true;
}
void Update()
{
if (debugCopyMocap)
{
EndEpisode();
}
Assert.IsTrue(_hasLazyInitialized);
// hadle mocap going out of bounds
bool isOutOfBounds = !_spawnableEnv.IsPointWithinBoundsInWorldSpace(_mapAnim2Ragdoll.transform.position+new Vector3(0f, .1f, 0f));
bool reset = isOutOfBounds && dontResetWhenOutOfBounds == false;
if (reset)
{
_mapAnim2Ragdoll.transform.position = _spawnableEnv.transform.position;
EndEpisode();
}
}
override public void CollectObservations(VectorSensor sensor)
{
Assert.IsTrue(_hasLazyInitialized);
observationTimeDelta = Time.fixedDeltaTime * _decisionRequester.DecisionPeriod;
_mapAnim2Ragdoll.OnStep(observationTimeDelta);
_observations2Learn.OnStep(observationTimeDelta);
if (ReproduceDReCon)
{
AddDReConObservations(sensor);
return;
}
sensor.AddObservation(_observations2Learn.MocapCOMVelocity);
sensor.AddObservation(_observations2Learn.RagDollCOMVelocity);
sensor.AddObservation(_observations2Learn.RagDollCOMVelocity - _observations2Learn.MocapCOMVelocity);
sensor.AddObservation(_observations2Learn.InputDesiredHorizontalVelocity);
sensor.AddObservation(_observations2Learn.InputJump);
sensor.AddObservation(_observations2Learn.InputBackflip);
sensor.AddObservation(_observations2Learn.HorizontalVelocityDifference);
// foreach (var stat in _dReConObservations.MocapBodyStats)
// {
// sensor.AddObservation(stat.Position);
// sensor.AddObservation(stat.Velocity);
// }
foreach (var stat in _observations2Learn.RagDollBodyStats)
{
sensor.AddObservation(stat.Position);
sensor.AddObservation(stat.Velocity);
}
foreach (var stat in _observations2Learn.BodyPartDifferenceStats)
{
sensor.AddObservation(stat.Position);
sensor.AddObservation(stat.Velocity);
}
sensor.AddObservation(_observations2Learn.PreviousActions);
// add sensors (feet etc)
sensor.AddObservation(_sensorObservations.SensorIsInTouch);
}
void AddDReConObservations(VectorSensor sensor)
{
sensor.AddObservation(_observations2Learn.MocapCOMVelocity);
sensor.AddObservation(_observations2Learn.RagDollCOMVelocity);
sensor.AddObservation(_observations2Learn.RagDollCOMVelocity - _observations2Learn.MocapCOMVelocity);
sensor.AddObservation(_observations2Learn.InputDesiredHorizontalVelocity);
sensor.AddObservation(_observations2Learn.InputJump);
sensor.AddObservation(_observations2Learn.InputBackflip);
sensor.AddObservation(_observations2Learn.HorizontalVelocityDifference);
// foreach (var stat in _dReConObservations.MocapBodyStats)
// {
// sensor.AddObservation(stat.Position);
// sensor.AddObservation(stat.Velocity);
// }
foreach (var stat in _observations2Learn.RagDollBodyStats)
{
sensor.AddObservation(stat.Position);
sensor.AddObservation(stat.Velocity);
}
foreach (var stat in _observations2Learn.BodyPartDifferenceStats)
{
sensor.AddObservation(stat.Position);
sensor.AddObservation(stat.Velocity);
}
sensor.AddObservation(_observations2Learn.PreviousActions);
}
//adapted from previous function (Collect Observations)
public int calculateDreConObservationsize()
{
int size = 0;
size +=
3 //sensor.AddObservation(_dReConObservations.MocapCOMVelocity);
+ 3 //sensor.AddObservation(_dReConObservations.RagDollCOMVelocity);
+ 3 //sensor.AddObservation(_dReConObservations.RagDollCOMVelocity - _dReConObservations.MocapCOMVelocity);
+ 2 //sensor.AddObservation(_dReConObservations.InputDesiredHorizontalVelocity);
+ 1 //sensor.AddObservation(_dReConObservations.InputJump);
+ 1 //sensor.AddObservation(_dReConObservations.InputBackflip);
+ 2;//sensor.AddObservation(_dReConObservations.HorizontalVelocityDifference);
Observations2Learn _checkDrecon = GetComponent<Observations2Learn>();
//foreach (var stat in _dReConObservations.RagDollBodyStats)
foreach (var collider in _checkDrecon.EstimateBodyPartsForObservation())
{
size +=
3 //sensor.AddObservation(stat.Position);
+ 3; //sensor.AddObservation(stat.Velocity);
}
//foreach (var stat in _dReConObservations.BodyPartDifferenceStats)
foreach (var collider in _checkDrecon.EstimateBodyPartsForObservation())
{
size +=
+3 // sensor.AddObservation(stat.Position);
+ 3; // sensor.AddObservation(stat.Velocity);
}
//action size and sensor size are calculated separately, we do not use:
//sensor.AddObservation(_dReConObservations.PreviousActions);
//sensor.AddObservation(_sensorObservations.SensorIsInTouch);
return size;
}
public override void OnActionReceived(ActionBuffers actionBuffers)
{
Assert.IsTrue(_hasLazyInitialized);
float[] vectorAction = actionBuffers.ContinuousActions.Select(x=>x).ToArray();
actionTimeDelta = Time.fixedDeltaTime;
if (!_decisionRequester.TakeActionsBetweenDecisions)
actionTimeDelta = actionTimeDelta*_decisionRequester.DecisionPeriod;
_mapAnim2Ragdoll.OnStep(actionTimeDelta);
_rewards2Learn.OnStep(actionTimeDelta);
bool shouldDebug = _debugController != null;
bool dontUpdateMotor = false;
if (_debugController != null)
{
dontUpdateMotor = _debugController.DontUpdateMotor;
dontUpdateMotor &= _debugController.isActiveAndEnabled;
dontUpdateMotor &= _debugController.gameObject.activeInHierarchy;
shouldDebug &= _debugController.isActiveAndEnabled;
shouldDebug &= _debugController.gameObject.activeInHierarchy;
}
if (shouldDebug)
{
vectorAction = GetDebugActions(vectorAction);
}
if (!SkipActionSmoothing)
vectorAction = SmoothActions(vectorAction);
int i = 0;//keeps track of hte number of actions
int j = 0;//keeps track of the number of motoros
foreach (var m in _motors)
{
if (m.isRoot)
continue;
if (dontUpdateMotor)
continue;
Vector3 targetNormalizedRotation = Vector3.zero;
if (m.jointType != ArticulationJointType.SphericalJoint)
continue;
if (m.twistLock == ArticulationDofLock.LimitedMotion)
targetNormalizedRotation.x = vectorAction[i++];
if (m.swingYLock == ArticulationDofLock.LimitedMotion)
targetNormalizedRotation.y = vectorAction[i++];
if (m.swingZLock == ArticulationDofLock.LimitedMotion)
targetNormalizedRotation.z = vectorAction[i++];
if (!ignorActions)
{
_ragDollMuscles.UpdateMotor(m, targetNormalizedRotation, actionTimeDelta);
}
j++;
}
_observations2Learn.PreviousActions = vectorAction;
AddReward(_rewards2Learn.Reward);
if (ReproduceDReCon)
{
// DReCon Logic
if (_rewards2Learn.HeadHeightDistance > 1f || _rewards2Learn.Reward <= 0f)
{
if (!dontResetOnZeroReward)
EndEpisode();
}
else if (_rewards2Learn.Reward <= 0.1f && !dontSnapMocapToRagdoll)
{
Transform ragDollCom = _observations2Learn.GetRagDollCOM();
Vector3 snapPosition = ragDollCom.position;
// snapPosition.y = 0f;
var snapDistance = _mapAnim2Ragdoll.SnapTo(snapPosition);
// AddReward(-.5f);
}
}
else
{
// Our Logic
bool terminate = false;
terminate = terminate || _rewards2Learn.PositionReward < 1E-5f;
if (StepCount > 4) // HACK
terminate = terminate || _rewards2Learn.ComVelocityReward < 1E-50f;
// terminate = terminate || _dReConRewards.ComDirectionReward < .01f;
if (_rewards2Learn.VelDifferenceReward > 0f && StepCount > 4) // HACK
terminate = terminate || _rewards2Learn.VelDifferenceReward < 1E-10f;
terminate = terminate || _rewards2Learn.LocalPoseReward < 1E-5f;
// terminate = terminate || _dReConRewards.PositionReward < .01f;
// // terminate = terminate || _dReConRewards.ComVelocityReward < .01f;
// terminate = terminate || _dReConRewards.ComDirectionReward < .01f;
// if (_dReConRewards.VelDifferenceReward > 0f) // HACK
// terminate = terminate || _dReConRewards.VelDifferenceReward < .01f;
// terminate = terminate || _dReConRewards.LocalPoseReward < .01f;
if (dontResetOnZeroReward)
terminate = false;
if (terminate)
{
EndEpisode();
}
else if (!dontSnapMocapToRagdoll)
{
Transform ragDollCom = _observations2Learn.GetRagDollCOM();
Vector3 snapPosition = ragDollCom.position;
// snapPosition.y = 0f;
var snapDistance = _mapAnim2Ragdoll.SnapTo(snapPosition);
// AddReward(-.5f);
}
}
}
float[] GetDebugActions(float[] vectorAction)
{
var debugActions = new List<float>();
foreach (var m in _motors)
{
if (m.isRoot)
continue;
DebugMotor debugMotor = m.GetComponent<DebugMotor>();
if (debugMotor == null)
{
debugMotor = m.gameObject.AddComponent<DebugMotor>();
}
// clip to -1/+1
debugMotor.Actions = new Vector3(
Mathf.Clamp(debugMotor.Actions.x, -1f, 1f),
Mathf.Clamp(debugMotor.Actions.y, -1f, 1f),
Mathf.Clamp(debugMotor.Actions.z, -1f, 1f)
);
Vector3 targetNormalizedRotation = debugMotor.Actions;
if (m.jointType != ArticulationJointType.SphericalJoint)
continue;
if (m.twistLock == ArticulationDofLock.LimitedMotion)
debugActions.Add(targetNormalizedRotation.x);
if (m.swingYLock == ArticulationDofLock.LimitedMotion)
debugActions.Add(targetNormalizedRotation.y);
if (m.swingZLock == ArticulationDofLock.LimitedMotion)
debugActions.Add(targetNormalizedRotation.z);
}
debugActions = debugActions.Select(x => Mathf.Clamp(x, -1f, 1f)).ToList();
if (_debugController.ApplyRandomActions)
{
debugActions = debugActions
.Select(x => UnityEngine.Random.Range(-_debugController.RandomRange, _debugController.RandomRange))
.ToList();
}
_debugController.Actions = debugActions.ToArray();
return debugActions.ToArray();
}
float[] SmoothActions(float[] vectorAction)
{
// yt =β at +(1−β)yt−1
var smoothedActions = vectorAction
.Zip(_observations2Learn.PreviousActions, (a, y) => ActionSmoothingBeta * a + (1f - ActionSmoothingBeta) * y)
.ToArray();
return smoothedActions;
}
float[] GetActionsFromRagdollState()
{
var vectorActions = new List<float>();
foreach (var m in _motors)
{
if (m.isRoot)
continue;
int i = 0;
if (m.jointType != ArticulationJointType.SphericalJoint)
continue;
if (m.twistLock == ArticulationDofLock.LimitedMotion)
{
var drive = m.xDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var deg = m.jointPosition[i++] * Mathf.Rad2Deg;
var target = (deg - midpoint) / scale;
vectorActions.Add(target);
}
if (m.swingYLock == ArticulationDofLock.LimitedMotion)
{
var drive = m.yDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var deg = m.jointPosition[i++] * Mathf.Rad2Deg;
var target = (deg - midpoint) / scale;
vectorActions.Add(target);
}
if (m.swingZLock == ArticulationDofLock.LimitedMotion)
{
var drive = m.zDrive;
var scale = (drive.upperLimit - drive.lowerLimit) / 2f;
var midpoint = drive.lowerLimit + scale;
var deg = m.jointPosition[i++] * Mathf.Rad2Deg;
var target = (deg - midpoint) / scale;
vectorActions.Add(target);
}
}
return vectorActions.ToArray();
}
public override void Initialize()
{
Assert.IsTrue(_hasAwake);
Assert.IsFalse(_hasLazyInitialized);
_hasLazyInitialized = true;
_decisionRequester = GetComponent<DecisionRequester>();
_debugController = FindObjectOfType<MarathonTestBedController>();
Time.fixedDeltaTime = FixedDeltaTime;
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
if (_debugController != null)
{
dontResetOnZeroReward = true;
dontSnapMocapToRagdoll = true;
}
_mapAnim2Ragdoll = _spawnableEnv.GetComponentInChildren<MapAnim2Ragdoll>();
//_mocapBodyParts = _mapAnim2Ragdoll.GetRigidBodies();
_observations2Learn = GetComponent<Observations2Learn>();
_rewards2Learn = GetComponent<Rewards2Learn>();
_ragDollMuscles = GetComponent<Muscles>();
_inputController = _spawnableEnv.GetComponentInChildren<InputController>();
_sensorObservations = GetComponent<SensorObservations>();
_motors = GetComponentsInChildren<ArticulationBody>()
.Where(x => x.jointType == ArticulationJointType.SphericalJoint)
.Where(x => !x.isRoot)
.Distinct()
.ToList();
//var individualMotors = new List<float>();
_observations2Learn.PreviousActions = GetActionsFromRagdollState();
_controllerToMimic = _mapAnim2Ragdoll.GetComponent<IAnimationController>();
_mapAnim2Ragdoll.OnAgentInitialize();
//it can only be used AFTER _mapAnim2Ragdoll is initialzed.
_ragDollMuscles.SetKinematicReference(_mapAnim2Ragdoll);//only used in mode PDopenloop
_observations2Learn.OnAgentInitialize();
_rewards2Learn.OnAgentInitialize(ReproduceDReCon);
_controllerToMimic.OnAgentInitialize();
_hasLazyInitialized = true;
}
public override void OnEpisodeBegin()
{
Assert.IsTrue(_hasAwake);
//_smoothedActions = null;
debugCopyMocap = false;
Vector3 resetVelocity = Vector3.zero;
if (_inputController != null)
{
// _inputController.OnReset();
_controllerToMimic.OnReset();
// resets to source anim
// var angle = Vector3.SignedAngle(Vector3.forward, _inputController.HorizontalDirection, Vector3.up);
// var rotation = Quaternion.Euler(0f, angle, 0f);
var rotation = _mapAnim2Ragdoll.transform.rotation;
_mapAnim2Ragdoll.OnReset(rotation);
_mapAnim2Ragdoll.CopyStatesTo(this.gameObject);
resetVelocity = _controllerToMimic.GetDesiredVelocity();
_mapAnim2Ragdoll.CopyVelocityTo(this.gameObject, resetVelocity);
}
else
{
_controllerToMimic.OnReset();
// source anim is continious
var rotation = _mapAnim2Ragdoll.transform.rotation;
_mapAnim2Ragdoll.OnReset(rotation);
resetVelocity = _controllerToMimic.GetDesiredVelocity();
_mapAnim2Ragdoll.CopyStatesTo(this.gameObject);
_mapAnim2Ragdoll.CopyVelocityTo(this.gameObject, resetVelocity);
}
_observations2Learn.OnReset();
_rewards2Learn.OnReset();
// float timeDelta = float.Epsilon;
// _dReConObservations.OnStep(timeDelta);
// _dReConRewards.OnStep(timeDelta);
#if UNITY_EDITOR
if (DebugPauseOnReset)
{
UnityEditor.EditorApplication.isPaused = true;
}
#endif
if (_debugController != null && _debugController.isActiveAndEnabled)
{
_debugController.OnAgentEpisodeBegin();
}
_observations2Learn.PreviousActions = GetActionsFromRagdollState();
}
void FixedUpdate()
{
if (debugCopyMocap)
{
EndEpisode();
}
}
void OnDrawGizmos()
{
if (_rewards2Learn == null || _inputController == null)
return;
var comTransform = _rewards2Learn._ragDollBodyStats.transform;
var vector = new Vector3(_inputController.MovementVector.x, 0f, _inputController.MovementVector.y);
var pos = new Vector3(comTransform.position.x, 0.001f, comTransform.position.z);
DrawArrow(pos, vector, Color.black);
}
void DrawArrow(Vector3 start, Vector3 vector, Color color)
{
float headSize = 0.25f;
float headAngle = 20.0f;
Gizmos.color = color;
Gizmos.DrawRay(start, vector);
if (vector != Vector3.zero)
{
Vector3 right = Quaternion.LookRotation(vector) * Quaternion.Euler(0, 180 + headAngle, 0) * new Vector3(0, 0, 1);
Vector3 left = Quaternion.LookRotation(vector) * Quaternion.Euler(0, 180 - headAngle, 0) * new Vector3(0, 0, 1);
Gizmos.DrawRay(start + vector, right * headSize);
Gizmos.DrawRay(start + vector, left * headSize);
}
}
}

11
Assets/MarathonController/Scripts/ProcRagdollAgent.cs.meta

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479
Assets/MarathonController/Scripts/ROMparserSwingTwist.cs

@ -0,0 +1,479 @@
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using System.Linq;
public class ROMparserSwingTwist : MonoBehaviour
{
//we assume a decomposition where the twist is in the X axis.
//This seems consistent with how ArticulationBody works (see constraints in the inspector and definition of ReducedCoordinates)
public
Animator theAnimator;
public
Transform skeletonRoot;
Transform[] joints;
float duration;
[SerializeField]
//public ROMinfoCollector info2store;
public RangeOfMotionValues info2store;
//those are to generate a prefab from a bunch of articulated bodies and the constraints parsed
//[SerializeField]
public ArticulationBody targetRagdollRoot;
[Tooltip("Learning Environment where to integrate the constrained ragdoll. Leave blanc if you do not want to generate any training environment")]
public
ManyWorlds.SpawnableEnv trainingEnv;
[Tooltip("Leave blanc if you want to apply on all the children of targetRoot")]
[SerializeField]
ArticulationBody[] targetJoints;
string animationEndMessage = "First animation played.If there are no more animations, the constraints have been stored.If there are, wait until the ROM info collector file does not update anymore";
// [SerializeField]
// public RangeOfMotionValue[] RangeOfMotionPreview;
MapAnim2Ragdoll _mocapControllerArtanim;
Vector3 _rootStartPosition;
Quaternion _rootStartRotation;
public bool MimicMocap;
[Range(0, 359)]
public int MaxROM = 180;
[Range(0, 500)]
public int MimicSkipPhysicsSteps = 50;
int _physicsStepsToNextMimic = 0;
public float stiffness = 40000f;
public float damping = 0f;
public float forceLimit = float.MaxValue;
// Start is called before the first frame update
void Start()
{
joints = skeletonRoot.GetComponentsInChildren<Transform>();
foreach (Transform j in joints) {
info2store.addJoint(j);
}
try
{
AnimatorClipInfo[] info = theAnimator.GetCurrentAnimatorClipInfo(0);
AnimationClip theClip = info[0].clip;
duration = theClip.length;
Debug.Log("The animation " + theClip.name + " has a duration of: " + duration);
}
catch {
Debug.Log("the character does not seem to have an animator. Make sure it is moving in some way to extract the Range of Motion");
}
_mocapControllerArtanim = theAnimator.GetComponent<MapAnim2Ragdoll>();
// get root start position and rotation
var articulationBodies = targetRagdollRoot.GetComponentsInChildren<ArticulationBody>(true);
if (articulationBodies.Length == 0)
return;
var root = articulationBodies.First(x => x.isRoot);
_rootStartPosition = root.transform.position;
_rootStartRotation = root.transform.rotation;
// if no joints specified get joints using
// not root (is static), begins with 'articulation:'
if (targetJoints.Length == 0)
{
targetJoints = targetRagdollRoot
.GetComponentsInChildren<ArticulationBody>(true)
.Where(x => x.isRoot == false)
.Where(x => x.name.StartsWith("articulation:"))
.ToArray();
SetJointsToMaxROM();
}
}
void CopyMocap()
{
if (_mocapControllerArtanim != null &&
targetRagdollRoot != null &&
_mocapControllerArtanim.enabled)
{
var atriculationBodies = targetRagdollRoot.GetComponentsInChildren<ArticulationBody>();
if (atriculationBodies.Length == 0)
return;
var root = atriculationBodies.First(x => x.isRoot);
CopyMocapStatesTo(root.gameObject, _rootStartPosition);
// teleport back to start position
// var curRotation = root.transform.rotation;
// root.TeleportRoot(_rootStartPosition, curRotation);
// Vector3 offset = _rootStartPosition - root.transform.position;
// root.gameObject.SetActive(false);
// foreach (var t in root.GetComponentsInChildren<Transform>())
// {
// t.position = t.position + offset;
// }
// root.transform.position = _rootStartPosition;
// root.gameObject.SetActive(true);
// foreach (var body in atriculationBodies)
// {
// if (body.twistLock == ArticulationDofLock.LimitedMotion)
// {
// var xDrive = body.xDrive;
// List<float> targets = new List<float>();
// var bb = body.GetDriveTargets(targets);
// var cc = 22;
// }
// }
}
}
void CopyMocapStatesTo(GameObject target, Vector3 rootPosition)
{
var targets = target.GetComponentsInChildren<ArticulationBody>().ToList();
if (targets?.Count == 0)
return;
var root = targets.First(x => x.isRoot);
root.gameObject.SetActive(false);
var mocapRoot = _mocapControllerArtanim.GetComponentsInChildren<Rigidbody>().First(x => x.name == root.name);
Vector3 offset = rootPosition - mocapRoot.transform.position;
foreach (var body in targets)
{
var stat = _mocapControllerArtanim.GetComponentsInChildren<Rigidbody>().First(x => x.name == body.name);
body.transform.position = stat.position + offset;
body.transform.rotation = stat.rotation;
if (body.isRoot)
{
body.TeleportRoot(stat.position + offset, stat.rotation);
}
}
root.gameObject.SetActive(true);
foreach (var body in targets)
{
// body.AddForce(new Vector3(0.1f, -200f, 3f));
// body.AddTorque(new Vector3(0.1f, 200f, 3f));
body.velocity = (new Vector3(0.1f, 4f, .3f));
body.angularVelocity = (new Vector3(0.1f, 20f, 3f));
}
}
void FixedUpdate()
{
for (int i = 0; i < joints.Length; i++)
{
Quaternion localRotation = joints[i].localRotation;
Vector3 candidates4storage = Utils.GetSwingTwist(localRotation);
if (info2store.Values[i].upper.x < candidates4storage.x)
info2store.Values[i].upper.x = candidates4storage.x;
if (info2store.Values[i].upper.y < candidates4storage.y)
info2store.Values[i].upper.y = candidates4storage.y;
if (info2store.Values[i].upper.z < candidates4storage.z)
info2store.Values[i].upper.z = candidates4storage.z;
if (info2store.Values[i].lower.x > candidates4storage.x)
info2store.Values[i].lower.x = candidates4storage.x;
if (info2store.Values[i].lower.y > candidates4storage.y)
info2store.Values[i].lower.y = candidates4storage.y;
if (info2store.Values[i].lower.z > candidates4storage.z)
info2store.Values[i].lower.z = candidates4storage.z;
}
if (duration < Time.time)
{
if(animationEndMessage.Length > 0) {
Debug.Log(animationEndMessage);
animationEndMessage = "";
}
}
// CalcPreview();//this only stores the ROM value?
CalculateOscillatorParameters();
}
// void FixedUpdate()
void OnRenderObject()
{
if (MimicMocap)
{
if (_physicsStepsToNextMimic-- < 1)
{
CopyMocap();
_physicsStepsToNextMimic = MimicSkipPhysicsSteps;
}
}
}
// preview range of motion
/*
void CalcPreview()
{
ArticulationBody[] articulationBodies = targetJoints;
//we want them all:
if (articulationBodies.Length == 0)
articulationBodies = targetRagdollRoot.GetComponentsInChildren<ArticulationBody>(true);
List<RangeOfMotionValue> preview = new List<RangeOfMotionValue>();
//List<string> jNames = new List<string>(info2store.jointNames);
List<string> jNames = new List<string>(info2store.getNames());
for (int i = 0; i < articulationBodies.Length; i++)
{
string s = articulationBodies[i].name;
string[] parts = s.Split(':');
//we assume the articulationBodies have a name structure of hte form ANYNAME:something-in-the-targeted-joint
int index = -1;
index = jNames.FindIndex(x => x.Contains(parts[1]));
if (index < 0)
Debug.Log("Could not find a joint name matching " + s + " and specifically: " + parts[1]);
else
{
preview.Add(info2store.Values[index]);
}
}
// RangeOfMotionPreview = preview.ToArray();
}
*/
//Not needed, the previous function already does that
//public void WriteRangeOfMotion()
//{
// if (RangeOfMotion2Store == null)
// RangeOfMotion2Store = RangeOfMotion004.CreateInstance<RangeOfMotion004>();
// RangeOfMotion2Store.Values = RangeOfMotionPreview;
//}
// Make all joints use Max Range of Motion
public void SetJointsToMaxROM()
{
//these are the articulationBodies that we want to parse and apply the constraints to
ArticulationBody[] articulationBodies;
ArticulationBody[] joints = targetJoints;
//we want them all:
if (joints.Length == 0)
joints = targetRagdollRoot.GetComponentsInChildren<ArticulationBody>();
articulationBodies = joints.ToArray();
foreach (var body in articulationBodies)
{
// root has no DOF
if (body.isRoot)
continue;
body.jointType = ArticulationJointType.SphericalJoint;
body.twistLock = ArticulationDofLock.LimitedMotion;
body.swingYLock = ArticulationDofLock.LimitedMotion;
body.swingZLock = ArticulationDofLock.LimitedMotion;
var drive = new ArticulationDrive();
drive.lowerLimit = -(float)MaxROM;
drive.upperLimit = (float)MaxROM;
drive.stiffness = stiffness;
drive.damping = damping;
drive.forceLimit = forceLimit;
body.xDrive = drive;
drive = new ArticulationDrive();
drive.lowerLimit = -(float)MaxROM;
drive.upperLimit = (float)MaxROM;
drive.stiffness = stiffness;
drive.damping = damping;
drive.forceLimit = forceLimit;
body.yDrive = drive;
drive = new ArticulationDrive();
drive.lowerLimit = -(float)MaxROM;
drive.upperLimit = (float)MaxROM;
drive.stiffness = stiffness;
drive.damping = damping;
drive.forceLimit = forceLimit;
body.zDrive = drive;
// body.useGravity = false;
}
}
public void CalculateOscillatorParameters() {
}
//we assume the constraints have been well applied
//This function is called from an Editor Script
public void Prepare4PrefabStorage(out ProcRagdollAgent rda, out ManyWorlds.SpawnableEnv envPrefab)
{
ArticulationBody targetRagdollPrefab = GameObject.Instantiate(targetRagdollRoot);
//if there is a spawnableEnv, there is a ragdollAgent:
rda = targetRagdollPrefab.GetComponent<ProcRagdollAgent>();
if (rda != null)
Debug.Log("Setting up the ragdoll agent");
envPrefab = null;
//these are all the articulationBodies in the ragdoll prefab
ArticulationBody[] articulationBodies;
Transform[] joints = targetRagdollPrefab.GetComponentsInChildren<Transform>();
List<ArticulationBody> temp = new List<ArticulationBody>();
for (int i = 0; i < joints.Length; i++)
{
ArticulationBody a = joints[i].GetComponent<ArticulationBody>();
if (a != null)
temp.Add(a);
}
articulationBodies = temp.ToArray();
//We also prepare everything inside the ragdoll agent :
for (int i = 0; i < articulationBodies.Length; i++)
{
articulationBodies[i].transform.localRotation = Quaternion.identity;
if (articulationBodies[i].isRoot)
{
articulationBodies[i].immovable = false;
if (rda != null)
rda.CameraTarget = articulationBodies[i].transform;
if (trainingEnv)
{
envPrefab = GameObject.Instantiate(trainingEnv);
Animator target = envPrefab.transform.GetComponentInChildren<Animator>();
//we assume the environment has an animated character, and in this there is a son which is the root of a bunch of rigidBodies forming a humanoid.
//TODO: replace this function with something that creates the rigidBody humanoid such a thing procedurally
activateMarathonManTarget(target);
//we also need our target animation to have this:
TrackBodyStatesInWorldSpace tracker = target.GetComponent<TrackBodyStatesInWorldSpace>();
if (tracker == null)
target.gameObject.AddComponent<TrackBodyStatesInWorldSpace>();
if (rda != null)
{
rda.transform.parent = envPrefab.transform;
rda.name = targetRagdollRoot.name;
rda.enabled = true;//this should already be the case, but just ot be cautious
}
MapRagdoll2Anim agentOutcome = envPrefab.GetComponentInChildren<MapRagdoll2Anim>(true);
if (agentOutcome != null)
{
agentOutcome.gameObject.SetActive(true);
//agentOutcome.enabled = true;
agentOutcome.ArticulationBodyRoot = articulationBodies[i];
}
}
}
}
}
static void activateMarathonManTarget(Animator target)
{
Transform[] rbs = target.GetComponentsInChildren<Transform>(true);
//Rigidbody[] rbs = target.GetComponentsInChildren<Rigidbody>(true);
for (int i = 0; i < rbs.Length; i++)
{
rbs[i].gameObject.SetActive(true);
}
//the animation source is a son of the SpawnableEnv, or it does not find the MocapControllerArtanim when it initializes
MapAnim2Ragdoll mca = target.GetComponent<MapAnim2Ragdoll>();
mca.enabled = true;
}
}

11
Assets/MarathonController/Scripts/ROMparserSwingTwist.cs.meta

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91
Assets/MarathonController/Scripts/RangeOfMotionValues.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Barracuda;
[System.Serializable]
public class RangeOfMotionValue
{
// [HideInInspector]
public string name;
public Vector3 lower;
public Vector3 upper;
public Vector3 rangeOfMotion { get {
var diff = upper - lower;
var rom = new Vector3(
Mathf.Abs(diff.x),
Mathf.Abs(diff.y),
Mathf.Abs(diff.z)
);
return rom;
}}
}
public class OscillationParameters
{
public string name;
public float dampingRatio;
public float natFreq;
}
[CreateAssetMenu(fileName = "RangeOfMotion", menuName = "Parser/CreateRangeOfMotionFile")]
public class RangeOfMotionValues : ScriptableObject
{
public RangeOfMotionValue[] Values { get { return _values.ToArray(); } }
//[HideInInspector]
[SerializeField]
List<RangeOfMotionValue> _values = new List<RangeOfMotionValue>();
List<OscillationParameters> _osc = new List<OscillationParameters>();
public void addJoint(Transform joint)
{
RangeOfMotionValue r = new RangeOfMotionValue();
r.name = joint.name;
_values.Add(r);
OscillationParameters o = new OscillationParameters();
o.name = joint.name;
_osc.Add(o);
}
//public
//a model trained with these constraints
//NNModel InferenceModel;
public string[] getNames()
{
string[] temp = new string[Values.Length];
for (int i = 0; i < Values.Length; i++)
{
temp[i] = (Values[i].name);
}
return temp;
}
}

11
Assets/MarathonController/Scripts/RangeOfMotionValues.cs.meta

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385
Assets/MarathonController/Scripts/RewardStats.cs

@ -0,0 +1,385 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using UnityEngine;
using UnityEngine.Assertions;
using ManyWorlds;
public class RewardStats : MonoBehaviour
{
[Header("Settings")]
public MonoBehaviour ObjectToTrack;
[Header("Stats")]
public Vector3 CenterOfMassVelocity;
public float CenterOfMassVelocityMagnitude;
public Vector3 CenterOfMassVelocityInRootSpace;
public float CenterOfMassVelocityMagnitudeInRootSpace;
[HideInInspector] public Vector3 LastCenterOfMassInWorldSpace;
[HideInInspector] public Vector3 HeadPositionInWorldSpace;
[HideInInspector] public Vector3 RootPositionInWorldSpace;
[HideInInspector] public bool LastIsSet;
SpawnableEnv _spawnableEnv;
List<Collider> _colliders;
List<Rigidbody> _rigidbodyParts;
List<ArticulationBody> _articulationBodyParts;
List<GameObject> _bodyParts;
GameObject _root;
GameObject _head;
MapAnim2Ragdoll _mapAnim2Ragdoll;
List<GameObject> _trackRotations;
public List<Quaternion> Rotations;
public Vector3[] Points;
Vector3[] _lastPoints;
public Vector3[] PointVelocity;
[Header("Stats")]
public List<string> ColliderNames;
public List<string> RotationNames;
public List<string> BodyPartNames;
bool _hasLazyInitialized;
string rootName = "articulation:Hips";
string headName = "";
public void setRootName(string s)
{
rootName = s;
}
public void setHeadName(string s)
{
headName = s;
}
public void OnAgentInitialize(Transform defaultTransform, RewardStats orderToCopy = null)
{
Assert.IsFalse(_hasLazyInitialized);
_hasLazyInitialized = true;
_mapAnim2Ragdoll = defaultTransform.GetComponent<MapAnim2Ragdoll>();
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
_articulationBodyParts = ObjectToTrack
.GetComponentsInChildren<ArticulationBody>()
.Distinct()
.ToList();
_rigidbodyParts = ObjectToTrack
.GetComponentsInChildren<Rigidbody>()
.Distinct()
.ToList();
if (_rigidbodyParts?.Count > 0)
_bodyParts = _rigidbodyParts.Select(x => x.gameObject).ToList();
else
_bodyParts = _articulationBodyParts.Select(x => x.gameObject).ToList();
_trackRotations = _bodyParts
.SelectMany(x => x.GetComponentsInChildren<Transform>())
.Select(x => x.gameObject)
.Distinct()
.Where(x => x.GetComponent<Rigidbody>() != null || x.GetComponent<ArticulationBody>() != null)
.Where(x=>x.name.StartsWith("articulation:"))
.ToList();
_colliders = _bodyParts
.SelectMany(x => x.GetComponentsInChildren<Collider>())
.Where(x => x.enabled)
.Where(x => !x.isTrigger)
.Where(x=> {
var ignoreCollider = x.GetComponent<IgnoreColliderForReward>();
if (ignoreCollider == null)
return true;
return !ignoreCollider.enabled;})
.Distinct()
.ToList();
if (orderToCopy != null)
{
_bodyParts = orderToCopy._bodyParts
.Select(x => _bodyParts.First(y => y.name == x.name))
.ToList();
_trackRotations = orderToCopy._trackRotations
.Select(x => _trackRotations.First(y => y.name == x.name))
.ToList();
_colliders = orderToCopy._colliders
.Select(x => _colliders.First(y => y.name == x.name))
.ToList();
}
Points = Enumerable.Range(0, _colliders.Count * 6)
.Select(x => Vector3.zero)
.ToArray();
_lastPoints = Enumerable.Range(0, _colliders.Count * 6)
.Select(x => Vector3.zero)
.ToArray();
PointVelocity = Enumerable.Range(0, _colliders.Count * 6)
.Select(x => Vector3.zero)
.ToArray();
Rotations = Enumerable.Range(0, _trackRotations.Count)
.Select(x => Quaternion.identity)
.ToList();
_root = _bodyParts.First(x => x.name == rootName);
_head = _bodyParts.First(x => x.name == headName);
transform.position = defaultTransform.position;
transform.rotation = defaultTransform.rotation;
LastCenterOfMassInWorldSpace = transform.position;
HeadPositionInWorldSpace = _head.transform.position;
RootPositionInWorldSpace = _root.transform.position;
ColliderNames = _colliders
.Select(x => x.name)
.ToList();
RotationNames = _trackRotations
.Select(x => x.name)
.ToList();
BodyPartNames = _bodyParts
.Select(x => x.name)
.ToList();
}
public void OnReset()
{
Assert.IsTrue(_hasLazyInitialized);
ResetStatus();
LastIsSet = false;
}
public void ResetStatus()
{
LastIsSet = false;
var timeDelta = float.MinValue;
SetStatusForStep(timeDelta);
}
public void SetStatusForStep(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;
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;
HeadPositionInWorldSpace = _mapAnim2Ragdoll.LastHeadPositionInWorldSpace;
RootPositionInWorldSpace = _mapAnim2Ragdoll.LastRootPositionInWorldSpace;
}
else
{
newCOM = GetCenterOfMass();
var newHorizontalDirection = new Vector3(0f, _root.transform.eulerAngles.y, 0f);
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;
HeadPositionInWorldSpace = _head.transform.position;
RootPositionInWorldSpace = _root.transform.position;
}
LastCenterOfMassInWorldSpace = newCOM;
GetAllPoints(Points);
if (!LastIsSet)
{
Array.Copy(Points, 0, _lastPoints, 0, Points.Length);
}
for (int i = 0; i < Points.Length; i++)
{
PointVelocity[i] = (Points[i] - _lastPoints[i]) / timeDelta;
}
Array.Copy(Points, 0, _lastPoints, 0, Points.Length);
for (int i = 0; i < _trackRotations.Count; i++)
{
Quaternion localRotation = _trackRotations[i].transform.localRotation;
if (_trackRotations[i].gameObject == _root)
localRotation = Quaternion.Inverse(transform.rotation) * _trackRotations[i].transform.rotation;
Rotations[i] = localRotation;
}
LastIsSet = true;
}
public List<float> GetPointDistancesFrom(RewardStats target)
{
List<float> distances = new List<float>();
for (int i = 0; i < Points.Length; i++)
{
float distance = (Points[i] - target.Points[i]).magnitude;
distances.Add(distance);
}
return distances;
}
public List<float> GetPointVelocityDistancesFrom(RewardStats target)
{
List<float> distances = new List<float>();
for (int i = 0; i < PointVelocity.Length; i++)
{
float distance = (PointVelocity[i] - target.PointVelocity[i]).magnitude;
distances.Add(distance);
}
return distances;
}
public void AssertIsCompatible(RewardStats target)
{
Assert.AreEqual(Points.Length, target.Points.Length);
Assert.AreEqual(_lastPoints.Length, target._lastPoints.Length);
Assert.AreEqual(PointVelocity.Length, target.PointVelocity.Length);
Assert.AreEqual(Points.Length, _lastPoints.Length);
Assert.AreEqual(Points.Length, PointVelocity.Length);
Assert.AreEqual(_colliders.Count, target._colliders.Count);
for (int i = 0; i < _colliders.Count; i++)
{
string debugStr = $" _colliders.{_colliders[i].name} vs target._colliders.{target._colliders[i].name}";
Assert.AreEqual(_colliders[i].name, target._colliders[i].name, $"name:{debugStr}");
// Assert.AreEqual(_colliders[i].direction, target._colliders[i].direction, $"direction:{debugStr}");
// Assert.AreEqual(_colliders[i].height, target._colliders[i].height, $"height:{debugStr}");
// Assert.AreEqual(_colliders[i].radius, target._colliders[i].radius, $"radius:{debugStr}");
}
Assert.AreEqual(ColliderNames.Count, target.ColliderNames.Count);
Assert.AreEqual(RotationNames.Count, target.RotationNames.Count);
Assert.AreEqual(BodyPartNames.Count, target.BodyPartNames.Count);
for (int i = 0; i < ColliderNames.Count; i++)
Assert.AreEqual(ColliderNames[i], target.ColliderNames[i]);
for (int i = 0; i < RotationNames.Count; i++)
Assert.AreEqual(RotationNames[i], target.RotationNames[i]);
for (int i = 0; i < BodyPartNames.Count; i++)
Assert.AreEqual(BodyPartNames[i], target.BodyPartNames[i]);
}
void GetAllPoints(Vector3[] pointBuffer)
{
int idx = 0;
foreach (var collider in _colliders)
{
CapsuleCollider capsule = collider as CapsuleCollider;
BoxCollider box = collider as BoxCollider;
SphereCollider sphere = collider as SphereCollider;
Vector3 c = Vector3.zero;
Bounds b = new Bounds(c, c);
if (collider.name == "head")
{
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 point1, point2, point3, point4, point5, point6;
point1 = new Vector3(b.max.x, c.y, c.z);
point2 = new Vector3(b.min.x, c.y, c.z);
point3 = new Vector3(c.x, b.max.y, c.z);
point4 = new Vector3(c.x, b.min.y, c.z);
point5 = new Vector3(c.x, c.y, b.max.z);
point6 = new Vector3(c.x, c.y, b.min.z);
// from local collider space to world space
point1 = collider.transform.TransformPoint(point1);
point2 = collider.transform.TransformPoint(point2);
point3 = collider.transform.TransformPoint(point3);
point4 = collider.transform.TransformPoint(point4);
point5 = collider.transform.TransformPoint(point5);
point6 = collider.transform.TransformPoint(point6);
// transform from world space, into local space
point1 = this.transform.InverseTransformPoint(point1);
point2 = this.transform.InverseTransformPoint(point2);
point3 = this.transform.InverseTransformPoint(point3);
point4 = this.transform.InverseTransformPoint(point4);
point5 = this.transform.InverseTransformPoint(point5);
point6 = this.transform.InverseTransformPoint(point6);
pointBuffer[idx++] = point1;
pointBuffer[idx++] = point2;
pointBuffer[idx++] = point3;
pointBuffer[idx++] = point4;
pointBuffer[idx++] = point5;
pointBuffer[idx++] = point6;
}
}
Vector3 GetCenterOfMass()
{
var centerOfMass = Vector3.zero;
float totalMass = 0f;
foreach (ArticulationBody ab in _articulationBodyParts)
{
centerOfMass += ab.worldCenterOfMass * ab.mass;
totalMass += ab.mass;
}
centerOfMass /= totalMass;
// centerOfMass -= _spawnableEnv.transform.position;
return centerOfMass;
}
public void DrawPointDistancesFrom(RewardStats target, int objIdex)
{
int start = 0;
int end = Points.Length - 1;
if (objIdex >= 0)
{
start = objIdex * 6;
end = (objIdex * 6) + 6;
}
for (int i = start; i < end; i++)
{
Gizmos.color = Color.white;
var from = Points[i];
var to = target.Points[i];
var toTarget = target.Points[i];
// transform to this object's world space
from = this.transform.TransformPoint(from);
to = this.transform.TransformPoint(to);
// transform to target's world space
toTarget = target.transform.TransformPoint(toTarget);
Gizmos.color = Color.white;
Gizmos.DrawLine(from, toTarget);
// show this objects velocity
Vector3 velocity = PointVelocity[i];
Gizmos.color = Color.blue;
Gizmos.DrawRay(from, velocity);
// show targets velocity
Vector3 velocityTarget = target.PointVelocity[i];
Gizmos.color = Color.green;
Gizmos.DrawRay(toTarget, velocityTarget);
}
}
}

11
Assets/MarathonController/Scripts/RewardStats.cs.meta

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432
Assets/MarathonController/Scripts/Rewards2Learn.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using UnityEngine;
using UnityEngine.Assertions;
using ManyWorlds;
public class Rewards2Learn : MonoBehaviour
{
[Header("Reward")]
public float SumOfSubRewards;
public float Reward;
[Header("Position Reward")]
public float SumOfDistances;
public float SumOfSqrDistances;
public float PositionReward;
[Header("Velocity Reward")]
public float PointsVelocityDifferenceSquared;
public float PointsVelocityReward;
[Header("Local Pose Reward")]
public List<float> RotationDifferences;
public float SumOfRotationDifferences;
public float SumOfRotationSqrDifferences;
public float LocalPoseReward;
[Header("Center of Mass Velocity Reward")]
public Vector3 MocapCOMVelocity;
public Vector3 RagDollCOMVelocity;
public float COMVelocityDifference;
public float ComVelocityReward;
public float ComReward;
[Header("Center of Mass Direction Reward")]
public float ComDirectionDistance;
public float ComDirectionReward;
[Header("Center of Mass Position Reward")]
public float ComDistance;
public float DistanceFactor;
public float ComPositionReward;
// [Header("Direction Factor")]
// public float DirectionDistance;
// public float DirectionFactor;
[Header("Velocity Difference Reward")]
public float VelDifferenceError;
public float VelAvDiffTwoStepsError;
public float VelAvDiffFourStepsError;
public float VelDifferenceReward;
public float VelDiffTwoStepsReward;
public float VelDiffFourStepsReward;
float [][] _velHistoryTwoSteps;
float [][] _velHistoryFourSteps;
[Header("Minimize Energy Reward")]
public float KineticEnergyMetric;
public float EnergyMinimReward;
[Header("Misc")]
public float HeadHeightDistance;
[Header("Gizmos")]
public int ObjectForPointDistancesGizmo;
SpawnableEnv _spawnableEnv;
MapAnim2Ragdoll _mocap;
GameObject _ragDoll;
InputController _inputController;
internal RewardStats _mocapBodyStats;
internal RewardStats _ragDollBodyStats;
// List<ArticulationBody> _mocapBodyParts;
// List<ArticulationBody> _ragDollBodyParts;
Transform _mocapHead;
Transform _ragDollHead;
bool _hasLazyInitialized;
bool _reproduceDReCon;
[Header("Things to check for rewards")]
public string headname = "head";
public string targetedRootName = "articulation:Hips";
public void OnAgentInitialize(bool reproduceDReCon)
{
Assert.IsFalse(_hasLazyInitialized);
_hasLazyInitialized = true;
_reproduceDReCon = reproduceDReCon;
_spawnableEnv = GetComponentInParent<SpawnableEnv>();
Assert.IsNotNull(_spawnableEnv);
_mocap = _spawnableEnv.GetComponentInChildren<MapAnim2Ragdoll>();
_ragDoll = _spawnableEnv.GetComponentInChildren<ProcRagdollAgent>().gameObject;
Assert.IsNotNull(_mocap);
Assert.IsNotNull(_ragDoll);
_inputController = _spawnableEnv.GetComponentInChildren<InputController>();
// _mocapBodyParts = _mocap.GetComponentsInChildren<ArticulationBody>().ToList();
// _ragDollBodyParts = _ragDoll.GetComponentsInChildren<ArticulationBody>().ToList();
// Assert.AreEqual(_mocapBodyParts.Count, _ragDollBodyParts.Count);
_mocapHead = _mocap
.GetComponentsInChildren<Transform>()
.First(x => x.name == headname);
_ragDollHead = _ragDoll
.GetComponentsInChildren<Transform>()
.First(x => x.name == headname);
_mocapBodyStats = new GameObject("MocapDReConRewardStats").AddComponent<RewardStats>();
_mocapBodyStats.setRootName(targetedRootName);
_mocapBodyStats.setHeadName(headname);
_mocapBodyStats.ObjectToTrack = _mocap;
_mocapBodyStats.transform.SetParent(_spawnableEnv.transform);
_mocapBodyStats.OnAgentInitialize(_mocapBodyStats.ObjectToTrack.transform);
_ragDollBodyStats = new GameObject("RagDollDReConRewardStats").AddComponent<RewardStats>();
_ragDollBodyStats.setRootName(targetedRootName);
_ragDollBodyStats.setHeadName(headname);
_ragDollBodyStats.ObjectToTrack = this;
_ragDollBodyStats.transform.SetParent(_spawnableEnv.transform);
_ragDollBodyStats.OnAgentInitialize(transform, _mocapBodyStats);
_velHistoryTwoSteps = new float[][]{
_ragDollBodyStats.PointVelocity
.Zip(_mocapBodyStats.PointVelocity, (x,y) => x.magnitude-y.magnitude)
.ToArray(),
_ragDollBodyStats.PointVelocity
.Zip(_mocapBodyStats.PointVelocity, (x,y) => x.magnitude-y.magnitude)
.ToArray()
};
_velHistoryFourSteps = new float[][]{
_ragDollBodyStats.PointVelocity
.Zip(_mocapBodyStats.PointVelocity, (x,y) => x.magnitude-y.magnitude)
.ToArray(),
_ragDollBodyStats.PointVelocity
.Zip(_mocapBodyStats.PointVelocity, (x,y) => x.magnitude-y.magnitude)
.ToArray(),
_ragDollBodyStats.PointVelocity
.Zip(_mocapBodyStats.PointVelocity, (x,y) => x.magnitude-y.magnitude)
.ToArray(),
_ragDollBodyStats.PointVelocity
.Zip(_mocapBodyStats.PointVelocity, (x,y) => x.magnitude-y.magnitude)
.ToArray()
};
_mocapBodyStats.AssertIsCompatible(_ragDollBodyStats);
}
// Update is called once per frame
public void OnStep(float timeDelta)
{
_mocapBodyStats.SetStatusForStep(timeDelta);
_ragDollBodyStats.SetStatusForStep(timeDelta);
if (_reproduceDReCon)
{
DReConRewards(timeDelta);
return;
}
// deep sort scales
float num_points = _ragDollBodyStats.Points.Length;
float num_joints = num_points / 6f;
float pose_scale = 2.0f / 15f * num_joints;
float vel_scale = 0.1f / 15f * num_joints;
// note is 10 in code, but 40 in paper.
const float position_scale = 10f; // was end_eff_scale
// const float root_scale = 5f;
const float com_scale = 5f;
// DeepMimic
// const float pose_w = 0.5f;
// const float vel_w = 0.05f;
// const float position_w = 0.15f; // was end_eff_w
// // const float root_w = 0.2f;
// const float com_w = 0.2f; // * 2
// const float energy_w = 0.2f;
// // UniCon
// const float pose_w = 0.4f;
// const float vel_w = 0.1f;
// const float position_w = 0.1f;
// // const float com_direction_w = 0.1f;
// const float com_direction_w = 0.2f;
// const float com_velocity_w = 0.1f;
// const float energy_w = 0.2f;
// MarCon
const float pose_w = 0.2f;
const float position_w = 0.2f;
const float com_direction_w = 0.1f;
const float com_velocity_w = 0.3f;
const float energy_w = 0.2f;
// position reward
List<float> distances = _mocapBodyStats.GetPointDistancesFrom(_ragDollBodyStats);
List<float> sqrDistances = distances.Select(x=> x*x).ToList();
SumOfDistances = distances.Sum();
SumOfSqrDistances = sqrDistances.Sum();
var deepMimicScaledDistance = SumOfSqrDistances / (num_points / 4);
PositionReward = Mathf.Exp(-position_scale * (deepMimicScaledDistance));
if (PositionReward == 0f)
{
PositionReward = 0f;
}
// center of mass velocity reward
MocapCOMVelocity = _mocapBodyStats.CenterOfMassVelocity;
RagDollCOMVelocity = _ragDollBodyStats.CenterOfMassVelocity;
COMVelocityDifference = (MocapCOMVelocity-RagDollCOMVelocity).magnitude;
ComVelocityReward = Mathf.Pow(COMVelocityDifference,2);
ComVelocityReward = Mathf.Exp(-com_scale*ComVelocityReward);
// points velocity
List<float> velocityDistances = _mocapBodyStats.GetPointVelocityDistancesFrom(_ragDollBodyStats);
List<float> sqrVelocityDistances = velocityDistances.Select(x=> x*x).ToList();
PointsVelocityDifferenceSquared = sqrVelocityDistances.Sum();
var deepMimicScaledVelocityDistanceSquared = PointsVelocityDifferenceSquared / (num_points / 4);
PointsVelocityReward = Mathf.Exp(-vel_scale * deepMimicScaledVelocityDistanceSquared);
// local pose reward
if (RotationDifferences == null || RotationDifferences.Count < _mocapBodyStats.Rotations.Count)
RotationDifferences = Enumerable.Range(0,_mocapBodyStats.Rotations.Count)
.Select(x=>0f)
.ToList();
SumOfRotationDifferences = 0f;
SumOfRotationSqrDifferences = 0f;
for (int i = 0; i < _mocapBodyStats.Rotations.Count; i++)
{
var angle = Quaternion.Angle(_mocapBodyStats.Rotations[i], _ragDollBodyStats.Rotations[i]);
Assert.IsTrue(angle <= 180f);
angle = DReConObservationStats.NormalizedAngle(angle);
angle = Mathf.Abs(angle);
angle = angle / Mathf.PI;
var sqrAngle = angle * angle;
RotationDifferences[i] = angle;
SumOfRotationDifferences += angle;
SumOfRotationSqrDifferences += sqrAngle;
}
LocalPoseReward = Mathf.Exp(-pose_scale * SumOfRotationSqrDifferences);
// center of mass direction reward (from 0f to 1f)
ComDirectionDistance = Vector3.Dot(
_mocapBodyStats.transform.forward,
_ragDollBodyStats.transform.forward);
ComDirectionDistance = 1f-((ComDirectionDistance + 1f)/2f);
ComDirectionReward = ComDirectionDistance;
ComDirectionReward = Mathf.Exp(-com_scale*ComDirectionReward);
// // COM velocity factor
// var comVelocityFactor = COMVelocityDifference;
// comVelocityFactor = comVelocityFactor / 2f;
// comVelocityFactor = 1.01f - comVelocityFactor;
// comVelocityFactor = Mathf.Clamp(comVelocityFactor, 0f, 1f);
// Calc Velocity difference Error
VelDifferenceError = _ragDollBodyStats.PointVelocity
.Zip(_mocapBodyStats.PointVelocity, (x,y) => (x-y).magnitude)
.Average();
VelDifferenceError = Mathf.Abs(VelDifferenceError);
VelDifferenceReward = Mathf.Exp(-10f * VelDifferenceError);
VelDifferenceReward = Mathf.Clamp(VelDifferenceReward, 0f, 1f);
// roll history
var oldestTwoSteps = _velHistoryTwoSteps[1];
_velHistoryTwoSteps[1] = _velHistoryTwoSteps[0];
_velHistoryTwoSteps[0] = oldestTwoSteps;
var oldestFourSteps = _velHistoryFourSteps[3];
_velHistoryFourSteps[3] = _velHistoryFourSteps[2];
_velHistoryFourSteps[2] = _velHistoryFourSteps[1];
_velHistoryFourSteps[1] = _velHistoryFourSteps[0];
_velHistoryFourSteps[0] = oldestFourSteps;
int velRows = _ragDollBodyStats.PointVelocity.Length;
for (int i = 0; i < velRows; i++)
{
var diff = _ragDollBodyStats.PointVelocity[i]-_mocapBodyStats.PointVelocity[i];
var sqDiff = diff.magnitude*diff.magnitude;
var absDiff = Mathf.Abs(diff.magnitude);
oldestTwoSteps[i] = absDiff;
oldestFourSteps[i] = absDiff;
// oldestTwoSteps[i] = sqDiff;
// oldestFourSteps[i] = sqDiff;
}
VelAvDiffTwoStepsError =
_velHistoryTwoSteps[0].Sum() +
_velHistoryTwoSteps[1].Sum();
VelAvDiffTwoStepsError /= velRows*2f;
VelAvDiffFourStepsError =
_velHistoryFourSteps[0].Sum() +
_velHistoryFourSteps[1].Sum() +
_velHistoryFourSteps[2].Sum() +
_velHistoryFourSteps[3].Sum();
VelAvDiffFourStepsError /= velRows*4f;
VelDiffTwoStepsReward = Mathf.Exp(-10 * VelAvDiffTwoStepsError);
VelDiffFourStepsReward = Mathf.Exp(-10 * VelAvDiffFourStepsError);
// calculate energy:
//we obviate the masses, we want this to be important all across
List<float> es = _ragDollBodyStats.PointVelocity.Select(x => x.magnitude * x.magnitude).ToList<float>();
KineticEnergyMetric = es.Sum() / es.Count;
//a quick run suggests the input values range between 0 and 10, with most values near 0, so a simple way to get a reward value between 0 and 1 seems:
EnergyMinimReward = Mathf.Exp(-KineticEnergyMetric);
// misc
HeadHeightDistance = (_mocapHead.position.y - _ragDollHead.position.y);
HeadHeightDistance = Mathf.Abs(HeadHeightDistance);
// reward
// SumOfSubRewards = ComPositionReward+ComVelocityReward+ComDirectionReward+PositionReward+LocalPoseReward+PointsVelocityReward+VelDifferenceReward;
SumOfSubRewards = ComVelocityReward+ComDirectionReward+PositionReward+LocalPoseReward+VelDifferenceReward;
Reward = 0f +
(ComVelocityReward * com_velocity_w) + // com_w) +
(ComDirectionReward * com_direction_w) + // com_w) +
(PositionReward * position_w) +
(LocalPoseReward * pose_w) +
// (PointsVelocityReward * vel_w) +
(VelDifferenceReward * energy_w);
// Reward = Reward + EnergyMinimReward;
// var sqrtComVelocityReward = Mathf.Sqrt(ComVelocityReward);
// var sqrtComDirectionReward = Mathf.Sqrt(ComDirectionReward);
// Reward *= (sqrtComVelocityReward*sqrtComDirectionReward);
}
void DReConRewards(float timeDelta)
{
// position reward
List<float> distances = _mocapBodyStats.GetPointDistancesFrom(_ragDollBodyStats);
PositionReward = -7.37f / (distances.Count / 6f);
List<float> sqrDistances = distances.Select(x => x * x).ToList();
SumOfDistances = distances.Sum();
SumOfSqrDistances = sqrDistances.Sum();
PositionReward *= SumOfSqrDistances;
PositionReward = Mathf.Exp(PositionReward);
// center of mass velocity reward
MocapCOMVelocity = _mocapBodyStats.CenterOfMassVelocity;
RagDollCOMVelocity = _ragDollBodyStats.CenterOfMassVelocity;
COMVelocityDifference = (MocapCOMVelocity - RagDollCOMVelocity).magnitude;
ComReward = -Mathf.Pow(COMVelocityDifference, 2);
ComReward = Mathf.Exp(ComReward);
// points velocity
List<float> velocityDistances = _mocapBodyStats.GetPointVelocityDistancesFrom(_ragDollBodyStats);
List<float> sqrVelocityDistances = velocityDistances.Select(x => x * x).ToList();
PointsVelocityDifferenceSquared = sqrVelocityDistances.Sum();
PointsVelocityReward = (-1f / _mocapBodyStats.PointVelocity.Length) * PointsVelocityDifferenceSquared;
PointsVelocityReward = Mathf.Exp(PointsVelocityReward);
// local pose reward
if (RotationDifferences == null || RotationDifferences.Count < _mocapBodyStats.Rotations.Count)
RotationDifferences = Enumerable.Range(0, _mocapBodyStats.Rotations.Count)
.Select(x => 0f)
.ToList();
SumOfRotationDifferences = 0f;
SumOfRotationSqrDifferences = 0f;
for (int i = 0; i < _mocapBodyStats.Rotations.Count; i++)
{
var angle = Quaternion.Angle(_mocapBodyStats.Rotations[i], _ragDollBodyStats.Rotations[i]);
Assert.IsTrue(angle <= 180f);
angle = ObservationStats.NormalizedAngle(angle);
var sqrAngle = angle * angle;
RotationDifferences[i] = angle;
SumOfRotationDifferences += angle;
SumOfRotationSqrDifferences += sqrAngle;
}
LocalPoseReward = -6.5f / RotationDifferences.Count;
LocalPoseReward *= SumOfRotationSqrDifferences;
LocalPoseReward = Mathf.Exp(LocalPoseReward);
// distance factor
ComDistance = (_mocapBodyStats.LastCenterOfMassInWorldSpace - _ragDollBodyStats.LastCenterOfMassInWorldSpace).magnitude;
HeadHeightDistance = (_mocapHead.position.y - _ragDollHead.position.y);
HeadHeightDistance = Mathf.Abs(HeadHeightDistance);
var headDistance = (_mocapBodyStats.HeadPositionInWorldSpace - _ragDollBodyStats.HeadPositionInWorldSpace).magnitude;
DistanceFactor = Mathf.Pow(headDistance, 2);
DistanceFactor = 1.4f * DistanceFactor;
DistanceFactor = 1.3f - DistanceFactor;
DistanceFactor = Mathf.Clamp(DistanceFactor, 0f, 1f);
// // direction factor
// Vector3 desiredDirection = _inputController.HorizontalDirection;
// var curDirection = _ragDollBodyStats.transform.forward;
// // cosAngle
// var directionDifference = Vector3.Dot(desiredDirection, curDirection);
// DirectionDistance = (1f + directionDifference) /2f; // normalize the error
// DirectionFactor = Mathf.Pow(DirectionDistance,2);
// DirectionFactor = Mathf.Clamp(DirectionFactor, 0f, 1f);
// misc
// reward
SumOfSubRewards = PositionReward + ComReward + PointsVelocityReward + LocalPoseReward;
Reward = DistanceFactor * SumOfSubRewards;
// Reward = (DirectionFactor*SumOfSubRewards) * DistanceFactor;
}
public void OnReset()
{
Assert.IsTrue(_hasLazyInitialized);
_mocapBodyStats.OnReset();
_ragDollBodyStats.OnReset();
}
void OnDrawGizmos()
{
if (_ragDollBodyStats == null)
return;
var max = (_ragDollBodyStats.Points.Length / 6) - 1;
ObjectForPointDistancesGizmo = Mathf.Clamp(ObjectForPointDistancesGizmo, -1, max);
// _mocapBodyStats.DrawPointDistancesFrom(_ragDollBodyStats, ObjectForPointDistancesGizmo);
_ragDollBodyStats.DrawPointDistancesFrom(_mocapBodyStats, ObjectForPointDistancesGizmo);
}
}

11
Assets/MarathonController/Scripts/Rewards2Learn.cs.meta

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960
Assets/MarathonController/Scripts/TrainingEnvironmentGenerator.cs

@ -0,0 +1,960 @@
using System.Collections;
using System.Collections.Generic;
//using System;
using UnityEngine;
using Unity.MLAgents.Policies;
using Unity.MLAgents;
using System.Linq;
using Unity.Barracuda;
using System.ComponentModel;
public class TrainingEnvironmentGenerator : MonoBehaviour
{
[Header("The animated character:")]
[SerializeField]
Animator characterReference;
[SerializeField]
Transform characterReferenceHead;
[SerializeField]
Transform characterReferenceRoot;
[Tooltip("do not include the root nor the neck")]
[SerializeField]
Transform[] characterSpine;
[Tooltip("fingers will be excluded from physics-learning")]
[SerializeField]
Transform[] characterReferenceHands;
//we assume here is the end-effector, but feet have an articulaiton (sensors will be placed on these and their immediate parents)
//strategy to be checked: if for a quadruped we add the 4 feet here, does it work?
[Tooltip("same as above but not taking into account fingers. Put the last joint")]
[SerializeField]
Transform[] characterReferenceFeet;
[Header("How we want the generated assets stored:")]
[SerializeField]
string AgentName;
[SerializeField]
string TrainingEnvName;
[Header("Configuration options:")]
[SerializeField]
string LearningConfigName;
[Range(0, 359)]
public int MinROMNeededForJoint = 0;
[Tooltip("body mass in grams/ml")]
[SerializeField]
float massdensity = 1.01f;
[SerializeField]
string trainingLayerName = "marathon";
//[SerializeField]
//ROMparserSwingTwist ROMparser;
[SerializeField]
public RangeOfMotionValues info2store;
[Header("Prefabs to generate training environment:")]
[SerializeField]
ManyWorlds.SpawnableEnv referenceSpawnableEnvironment;
[SerializeField]
Material trainerMaterial;
[SerializeField]
PhysicMaterial colliderMaterial;
//things generated procedurally that we store to configure after the generation of the environment:
[HideInInspector]
[SerializeField]
Animator character4training;
[HideInInspector]
[SerializeField]
Animator character4synthesis;
[HideInInspector][SerializeField]
ManyWorlds.SpawnableEnv _outcome;
[HideInInspector]
[SerializeField]
List<ArticulationBody> articulatedJoints;
[HideInInspector]
[SerializeField]
Muscles muscleteam;
public ManyWorlds.SpawnableEnv Outcome{ get { return _outcome; } }
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void GenerateTrainingEnv() {
character4training = Instantiate(characterReference.gameObject).GetComponent<Animator>();
character4training.gameObject.SetActive(true);
//we assume there is an animated controller
//
//
//possibly, we will need to add controllers):
if (character4training.GetComponent<IAnimationController>() == null)
character4training.gameObject.AddComponent<DefaultAnimationController>();
MapAnim2Ragdoll mca =character4training.gameObject.AddComponent<MapAnim2Ragdoll>();
//mca.IsGeneratedProcedurally = true;
character4training.gameObject.AddComponent<TrackBodyStatesInWorldSpace>();
character4training.name = "Source:" + AgentName;
SkinnedMeshRenderer[] renderers = character4training.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (SkinnedMeshRenderer r in renderers) {
Material[] mats = r.sharedMaterials;
for (int i =0; i < mats.Length; i++) {
mats[i] = trainerMaterial;
}
r.sharedMaterials = mats;
}
character4synthesis = Instantiate(characterReference.gameObject).GetComponent<Animator>();
character4synthesis.gameObject.SetActive(true);
character4synthesis.name = "Result:" + AgentName ;
//we remove everything except the transform
UnityEngine.Component[] list = character4synthesis.GetComponents(typeof(UnityEngine.Component));
foreach (UnityEngine.Component c in list)
{
if (c is Transform || c is Animator || c is CharacterController)
{
}
else
{
DestroyImmediate(c);
}
}
character4synthesis.GetComponent<Animator>().runtimeAnimatorController = null;
MapRagdoll2Anim rca = character4synthesis.gameObject.AddComponent<MapRagdoll2Anim>();
_outcome = Instantiate(referenceSpawnableEnvironment).GetComponent<ManyWorlds.SpawnableEnv>();
_outcome.name = TrainingEnvName;
ProcRagdollAgent ragdollMarathon = generateRagDollFromAnimatedSource(rca, _outcome);
Transform[] ts= ragdollMarathon.transform.GetComponentsInChildren<Transform>();
foreach (Transform t in ts) {
t.gameObject.layer = LayerMask.NameToLayer(trainingLayerName);
}
addTrainingParameters(rca, ragdollMarathon);
//UNITY BUG
//This below seems to make it crash. My guess is that:
/*
ArticulationBody is a normal component, but it also does some odd thing: it affects the physical simluation, since it is a rigidBody plus an articulatedJoint. The way it is defined is that it has the properties of a rigidBody, but it ALSO uses the hierarchy of transforms to define a chain of articulationJoints, with their rotation constraints, etc. Most notably, the ArticulationBody that is highest in the root gets assigned a property automatically, "isRoot", which means it's physics constraints are different.My guess is that when you change the hierarchy in the editor, at some point in the future the chain of ArticulationBody recalculates who is the root, and changes its properties. However since this relates to physics, it is not done in the same thread.
If the script doing this is short, it works because this is finished before the update of the ArticulationBody chain is triggered. But when I add more functionality, the script lasts longer, and then it crashes. This is why I kept getting those Physx errors, and why it kept happening in a not-so-reliable way, because we do not have any way to know when this recalculation is done.The fact that ArticulationBody is a fairly recent addition to Unity also makes me suspect they did not debug it properly.The solution seems to be to do all the setup while having the game objects that have articulationBody components with no hierarchy changes, and also having the rootgameobject inactive. When I do this, I am guessing it does not trigger the update of the ArticulationBody chain.
I seem to have a reliable crash:
1.if I use ragdollroot.gameObject.SetActive(true) at the end of my configuration script, it crashes.
2.if I comment that line, it does not.
3.if I set it to active manually, through the editor, after running the script with that line commented, it works.
*/
//ragdoll4training.gameObject.SetActive(true);
_outcome.GetComponent<RenderingOptions>().ragdollcontroller = ragdollMarathon.gameObject;
character4training.transform.SetParent(_outcome.transform);
_outcome.GetComponent<RenderingOptions>().movementsource = character4training.gameObject;
character4synthesis.transform.SetParent(_outcome.transform);
//ragdoll4training.gameObject.SetActive(true);
}
/*
public void activateRagdoll() {
RagDollAgent ragdoll4training = _outcome.GetComponentInChildren<RagDollAgent>(true);
if(ragdoll4training!=null)
ragdoll4training.gameObject.SetActive(true);
}
*/
ProcRagdollAgent generateRagDollFromAnimatedSource( MapRagdoll2Anim target, ManyWorlds.SpawnableEnv trainingenv) {
GameObject temp = GameObject.Instantiate(target.gameObject);
//1. we remove everything we do not need:
//1.1 we remove meshes
SkinnedMeshRenderer[] renderers = temp.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (SkinnedMeshRenderer rend in renderers)
{
if(rend.gameObject != null)
DestroyImmediate(rend.gameObject);
}
//1.2 we remove everything except the transforms
UnityEngine.Component[] list = temp.GetComponents(typeof(UnityEngine.Component));
foreach (UnityEngine.Component c in list) {
if (c is Transform)
{
}
else {
DestroyImmediate(c);
}
}
//1.3 we also remove any renderers from the ragdoll
var meshNamesToDelete = temp.GetComponentsInChildren<MeshRenderer>()
.Select(x=>x.name)
.ToArray();
foreach (var name in meshNamesToDelete)
{
var toDel = temp.GetComponentsInChildren<Transform>().First(x=>x.name == name);
toDel.transform.parent = null;
GameObject.DestroyImmediate(toDel.gameObject);
}
temp.name = "Ragdoll:" + AgentName ;
muscleteam= temp.AddComponent<Muscles>();
temp.transform.position = target.transform.position;
temp.transform.rotation = target.transform.rotation;
//1.4 we drop the sons of the limbs (to avoid including fingers in the following procedural steps)
Transform[] pack = temp.GetComponentsInChildren<Transform>();
Transform root = pack.First<Transform>(x => x.name == characterReferenceRoot.name);
Transform[] joints = root.transform.GetComponentsInChildren<Transform>();
List<Transform> childstodelete = new List<Transform>();
foreach (Transform t in characterReferenceHands) {
string limbname = t.name;// + "(Clone)";
//Debug.Log("checking sons of: " + limbname);
Transform limb = joints.First<Transform>(x => x.name == limbname);
Transform[] sons = limb.GetComponentsInChildren<Transform>();
foreach (Transform t2 in sons)
{
if(t2.name != limb.name)
childstodelete.Add(t2);
}
}
Transform headJoint = joints.First<Transform>(x => x.name == characterReferenceHead.name);
//if there are eyes or head top, we also remove them
foreach (Transform child in headJoint)
{
childstodelete.Add(child);
}
List<Transform> listofjoints = new List<Transform>(joints);
foreach (Transform t2 in childstodelete)
{
listofjoints.Remove(t2);
t2.DetachChildren();//otherwise, it tries to destroy the children later, and fails.
DestroyImmediate(t2.gameObject);
}
//2. We add articulationBody and Collider components
//2.1 for each remaining joint we add an articulationBody and a collider for each bone
joints = listofjoints.ToArray();
articulatedJoints = new List<ArticulationBody>();
List<Collider> colliders = new List<Collider>();
List<HandleOverlap> hos = new List<HandleOverlap>();
foreach (Transform j in joints) {
ArticulationBody ab = j.gameObject.AddComponent<ArticulationBody>();
ab.anchorRotation = Quaternion.identity;
ab.mass = 0.1f;
ab.jointType = ArticulationJointType.FixedJoint;
articulatedJoints.Add(ab);
string namebase = j.name.Replace("(Clone)", "");//probably not needed
j.name = "articulation:" + namebase;
GameObject go = new GameObject();
go.transform.position = j.gameObject.transform.position;
go.transform.parent = j.gameObject.transform;
go.name = "collider:" + namebase;
CapsuleCollider c = go.AddComponent<CapsuleCollider>();
c.material = colliderMaterial;
c.height = .06f;
c.radius = c.height;
colliders.Add(c);
HandleOverlap ho= go.AddComponent<HandleOverlap>();
hos.Add(ho);
go.AddComponent<IgnoreColliderForObservation>();
}
//2.1bis we also handle the Parents in HandleOverlap:
foreach (HandleOverlap ho in hos) {
//the dad is the articulationBody, the grandDad is the articulationBody's parent
string nameDadRef = ho.transform.parent.parent.name;
if (nameDadRef == null) {
//Debug.Log("my name is: " + ho.name + "and I have no granddad");
continue;
}
string nameColliderDadRef = "collider:" + nameDadRef.Replace("articulation:", "");
Collider colliderDad = colliders.FirstOrDefault<Collider>(c => c.name.Equals(nameColliderDadRef));
if (colliderDad == null)
{
//Debug.Log("my name is: " + ho.name + " and I have no collider Dad named " + nameColliderDadRef);
//this should happen only with the hips collider, because the granddad is not part of the articulationBody hierarchy
continue;
}
ho.Parent = colliderDad.gameObject;
//Debug.Log("set up " + ho.name + " with dad: " + colliderDad.name);
}
//CAUTION! it is important to deactivate the hierarchy BEFORE we add ArticulationBody members,
// Doing it afterwards, and having it active, makes the entire thing crash
temp.transform.parent = trainingenv.transform;
temp.gameObject.SetActive(false);
//2.2 we configure the colliders, in general
// List<string> colliderNamesToDelete = new List<string>();
foreach (CapsuleCollider c in colliders)
{
string namebase = c.name.Replace("collider:", "");
Transform j = joints.First(x=>x.name=="articulation:" + namebase);
// if not ArticulationBody, skip
var articulatedDad = j.GetComponent<ArticulationBody>();
if (articulatedDad == null)
continue;
//this works when childCount = 1
j = joints.FirstOrDefault(x=>x.transform.parent.name=="articulation:" + namebase);
if (j==null) //these are the end points: feets and hands and head
{
if (namebase == characterReferenceHead.name)
{
//neck displacement, relative to spine2:
Vector3 displacement = c.transform.parent.position - c.transform.parent.parent.position;
c.transform.position += displacement;
c.radius = 2 * c.radius;
}
//Debug.Log("no joint found associated with: " + "articulation:" + namebase);
// mark to delete as is an end point
//colliderNamesToDelete.Add(c.name);
continue;
}
ArticulationBody ab = j.GetComponent<ArticulationBody>();
if (ab == null || ab.transform == joints[0])
continue;
Vector3 dadPosition = articulatedDad.transform.position;
Vector3 sonPosition = j.transform.position;
if (articulatedDad.transform.childCount > 2) //2 is the next AB plus the collider
{
sonPosition = Vector3.zero;
int i = 0;
foreach (ArticulationBody tmp in articulatedDad.GetComponentsInChildren<ArticulationBody>()) {
sonPosition += tmp.transform.position;
i++;
}
sonPosition /= i;
}
//ugly but it seems to work.
Vector3 direction = (dadPosition - sonPosition).normalized;
float[] directionarray = new float[3] { Mathf.Abs(direction.x), Mathf.Abs(direction.y), Mathf.Abs(direction.z) };
float maxdir = Mathf.Max(directionarray);
List<float> directionlist = new List<float>(directionarray);
c.direction = directionlist.IndexOf(maxdir);
if(namebase != characterReferenceRoot.name)
c.center = (sonPosition - dadPosition) / 2.0f;
//to calculate the weight
c.height = Vector3.Distance(dadPosition, sonPosition);
c.radius = c.height / 7;
ab = c.transform.parent.GetComponent<ArticulationBody>();
ab.mass = massdensity * Mathf.PI * c.radius *c.radius *c.height * Mathf.Pow(10,3); //we are aproximating as a cylinder, assuming it wants it in kg
}
// we do not delete end colliders as seams to delete feet
// foreach (var name in colliderNamesToDelete)
// {
// var toDel = colliders.First(x=>x.name == name);
// colliders.Remove(toDel);
// GameObject.DestroyImmediate(toDel);
// }
//2.3 we add a special treatment for the elements in the spine to have larger colliders:
//we estimate the width of the character:
float bodyWidth = 0;
foreach (Transform spineJoint in characterSpine) {
int childCount = spineJoint.childCount;
if (childCount > 1)//so, shoulders plus neck
{
int testIndex = 0;
Vector2 range = Vector2.zero;
foreach (Transform child in spineJoint)
{
if (child.localPosition.x < range[0])
range[0] = child.localPosition.x;
if (child.localPosition.x > range[1])
range[1] = child.localPosition.x;
testIndex++;
}
bodyWidth = 2.5f * (range[1] - range[0]);
Debug.Log("spineJoint " + spineJoint.name + "has " + childCount + "childs and iterates" + testIndex + "which gives a body width estimated at: " + bodyWidth);
//TODO: remove colliders in shoulders.
}
}
//we put the right orientation and size:
foreach (CapsuleCollider c in colliders)
{
string namebase = c.name.Replace("collider:", "");
Transform spineJoint = characterSpine.FirstOrDefault(x => x.name == namebase);
if (spineJoint == null) {
if (namebase == characterReferenceRoot.name)//we check if it is the root
spineJoint = characterReferenceRoot;
else
continue;
}
Transform j = joints.First(x => x.name == "articulation:" + namebase);
// if not ArticulationBody, skip
var aDad = j.GetComponent<ArticulationBody>();
Vector3 dadPosition = aDad.transform.position;
//we put it horizontal
c.direction = 0;// direction.x;
float wide = c.height;//the height was previously calculated as a distance between successors
c.radius = wide / 2;
//c.height = 2 * wide;
c.height = bodyWidth;
aDad.mass = massdensity * Mathf.PI * c.radius * c.radius * c.height * Mathf.Pow(10, 3); //we are aproximating as a cylinder, assuming it wants it in kg
}
//we remove colliders from the shoulders, since they interfer with the collision structure
foreach (Transform spineJoint in characterSpine)
{
int childCount = spineJoint.childCount;
if (childCount > 1)//so, shoulders plus neck
{
foreach (Transform child in spineJoint)
{
//a.we find the corresponding collider
string nameRef = child.name;
string nameColliderRef = "collider:" + nameRef;
Collider C2delete = colliders.FirstOrDefault<Collider>(x => x.name.Equals(nameColliderRef));
//b.we find the collider corresponding to its child, update the Parent chain to skip the reference cllider
Transform t = child.GetChild(0);
Collider Cson = colliders.FirstOrDefault<Collider>(x => x.name.Equals("collider:" + t.name));
Cson.GetComponent<HandleOverlap>().Parent = C2delete.GetComponent<HandleOverlap>().Parent;
//c.we destruct the corresponding collider
colliders.Remove(C2delete);
DestroyImmediate(C2delete.gameObject);
}
}
}
//2.4 we add sensors in feet to detect collisions
addSensorsInFeet(root);
//since we replaced 2 capsulecollider by two box collideR:
colliders = new List<Collider>(root.GetComponentsInChildren<Collider>());
//2.5 we make sure the key elements are added in the observations:
foreach (Collider c in colliders)
{
string namebase = c.name.Replace("collider:", "");
List<Transform> stuff2observe = new List<Transform>(characterReferenceHands);
stuff2observe.AddRange(characterReferenceFeet);
stuff2observe.Add(characterReferenceHead);
stuff2observe.Add(characterReferenceRoot);
Transform observationJoint = stuff2observe.FirstOrDefault(x => x.name == namebase);
if (observationJoint == null)
{
continue;
}
IgnoreColliderForObservation ig = c.GetComponent<IgnoreColliderForObservation>();
if (ig != null)
DestroyImmediate(ig);
}
//I add reference to the ragdoll, the articulationBodyRoot:
target.ArticulationBodyRoot = root.GetComponent<ArticulationBody>();
foreach (var articulationBody in root.GetComponentsInChildren<ArticulationBody>())
{
var overlap = articulationBody.gameObject.AddComponent<HandleOverlap>();
overlap.Parent = target.ArticulationBodyRoot.gameObject;
}
//at this stage, every single articulatedBody is root. Check it out with the script below
/*
foreach (Transform j in joints)
{
ArticulationBody ab = j.transform.GetComponent<ArticulationBody>();
if (ab.isRoot)
{
Debug.Log(ab.name + "is root ");
}
}
*/
ProcRagdollAgent _ragdoll4training = temp.AddComponent<ProcRagdollAgent>();
// _ragdoll4training.transform.parent = trainingenv.transform;
//_ragdoll4training.transform.SetParent(trainingenv.transform);
_ragdoll4training.CameraTarget = root;
// add the muscles. WE DID EARLIER
//generateMuscles();
// center the articulationBody masses:
muscleteam.CenterABMasses();
// choose the motor update mode
//muscleteam.MotorUpdateMode = Muscles.MotorMode.PDopenloop;
muscleteam.MotorUpdateMode = Muscles.MotorMode.PD;
return _ragdoll4training;
}
void addSensorsInFeet(Transform root) {
//I add the sensors in the feet:
Transform[] pack2 = root.GetComponentsInChildren<Transform>();
foreach (Transform t in characterReferenceFeet)
{
Transform footDadRef = t.parent;
Transform footDad = pack2.First<Transform>(x => x.name == "articulation:" + footDadRef.name);
Collider[] footColliders = footDad.GetComponentsInChildren<Collider>();
Transform foot = pack2.First<Transform>(x => x.name == "articulation:" + t.name);
// the sensor is based on the collider
//Collider[] footColliders = foot.GetComponentsInChildren<Collider>();
Collider footCollider = footColliders.First<Collider>(x => x.name.Contains(t.name));
BoxCollider myBox = footCollider.gameObject.AddComponent<BoxCollider>();
myBox.size = new Vector3(0.08f, 0.03f, 0.08f);//these is totally adjusted by hand
myBox.name = footCollider.name;
DestroyImmediate(footCollider);
addSensor2FootCollider(myBox);
//we update the list:
footColliders = footDad.GetComponentsInChildren<Collider>();
//we also add it to its father:
Collider footColliderDad = footColliders.First<Collider>(x => x.name.Contains(footDadRef.name));
BoxCollider myBoxDad = footColliderDad.gameObject.AddComponent<BoxCollider>();
myBoxDad.size = new Vector3(0.08f, 0.05f, 0.15f);//these is totally adjusted by hand
myBoxDad.transform.position = new Vector3(myBoxDad.transform.position.x, myBox.transform.position.y, myBoxDad.transform.position.z);
myBoxDad.name = footColliderDad.name;
DestroyImmediate(footColliderDad);
addSensor2FootCollider(myBoxDad);
}
}
void addSensor2FootCollider(Collider footCollider) {
GameObject sensorGameObject = GameObject.Instantiate(footCollider.gameObject);
sensorGameObject.name = sensorGameObject.name.Replace("(Clone)", "");
sensorGameObject.name += "_sensor";
Collider sensor = sensorGameObject.GetComponent<Collider>();
sensor.isTrigger = true;
// sensorGameObject.AddComponent<HandleOverlap>();
sensorGameObject.AddComponent<SensorBehavior>();
sensorGameObject.transform.parent = footCollider.transform.parent;
sensorGameObject.transform.position = footCollider.transform.position;
sensorGameObject.transform.rotation = footCollider.transform.rotation;
}
//it needs to go after adding ragdollAgent or it automatically ads an Agent, which generates conflict
void addTrainingParameters(MapRagdoll2Anim target, ProcRagdollAgent temp) {
BehaviorParameters bp = temp.gameObject.GetComponent<BehaviorParameters>();
bp.BehaviorName = LearningConfigName;
DecisionRequester dr =temp.gameObject.AddComponent<DecisionRequester>();
dr.DecisionPeriod = 2;
dr.TakeActionsBetweenDecisions = true;
Rewards2Learn dcrew = temp.gameObject.AddComponent<Rewards2Learn>();
dcrew.headname = "articulation:" + characterReferenceHead.name;
dcrew.targetedRootName = "articulation:" + characterReferenceRoot.name; //it should be it's son, but let's see
temp.MaxStep = 2000;
temp.FixedDeltaTime = 0.0125f;
temp.RequestCamera = true;
temp.gameObject.AddComponent<SensorObservations>();
Observations2Learn dcobs = temp.gameObject.AddComponent<Observations2Learn>();
dcobs.targetedRootName = characterReferenceRoot.name; // target.ArticulationBodyRoot.name;
dcobs.targetedRootName = "articulation:" + characterReferenceRoot.name; //it should be it's son, but let's see
MapRangeOfMotion2Constraints rom = temp.gameObject.AddComponent<MapRangeOfMotion2Constraints>();
//used when we do not parse
rom.info2store = info2store;
}
public void GenerateRangeOfMotionParser() {
ROMparserSwingTwist rom = gameObject.GetComponentInChildren<ROMparserSwingTwist>();
if (rom == null) {
GameObject go = new GameObject();
go.name = "ROM-parser";
go.transform.parent = gameObject.transform;
rom = go.AddComponent<ROMparserSwingTwist>();
}
rom.info2store = info2store;
rom.theAnimator = characterReference;
rom.skeletonRoot = characterReferenceRoot;
rom.targetRagdollRoot = character4synthesis.GetComponent<MapRagdoll2Anim>().ArticulationBodyRoot;
rom.trainingEnv = _outcome;
}
void generateMuscles() {
//muscles
foreach(ArticulationBody ab in articulatedJoints) {
Muscles.MusclePower muscle = new Muscles.MusclePower();
muscle.PowerVector = new Vector3(40, 40, 40);
muscle.Muscle = ab.name;
if (muscleteam.MusclePowers == null)
muscleteam.MusclePowers = new List<Muscles.MusclePower>();
muscleteam.MusclePowers.Add(muscle);
}
}
public void Prepare4RangeOfMotionParsing()
{
_outcome.gameObject.SetActive(false);
characterReference.gameObject.SetActive(true);
}
public void Prepare4EnvironmentStorage()
{
characterReference.gameObject.SetActive(false);
_outcome.gameObject.SetActive(true);
// RagDollAgent ra = _outcome.GetComponentInChildren<RagDollAgent>(true);
// ra.gameObject.SetActive(true);
}
public void ApplyROMasConstraintsAndConfigure() {
MapRangeOfMotion2Constraints ROMonRagdoll = Outcome.GetComponentInChildren<MapRangeOfMotion2Constraints>(true);
//ROMonRagdoll.MinROMNeededForJoint = MinROMNeededForJoint;
if (ROMonRagdoll.info2store == null) {
ROMonRagdoll.info2store = this.info2store;
}
ROMonRagdoll.ConfigureTrainingForRagdoll(MinROMNeededForJoint);
generateMuscles();
ROMonRagdoll.GetComponent<DecisionRequester>().DecisionPeriod = 2;
ROMonRagdoll.gameObject.SetActive(true);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class Utils
{
// Find angular velocity. The delta rotation is converted to radians within [-pi, +pi].
// Vector3 OldGetAngularVelocity(Quaternion from, Quaternion to, float timeDelta)
// {
// var rotationVelocity = FromToRotation(from, to);
// var angularVelocityInDeg = NormalizedEulerAngles(rotationVelocity.eulerAngles) / timeDelta;
// var angularVelocity = angularVelocityInDeg * Mathf.Deg2Rad;
// return angularVelocity;
// }
public static Vector3 GetAngularVelocity(Quaternion from, Quaternion to, float timeDelta = 1f)
{
Vector3 fromInDeg = Utils.GetSwingTwist(from);
Vector3 toInDeg = Utils.GetSwingTwist(to);
return AngularVelocityInReducedCoordinates(fromInDeg, toInDeg, timeDelta);
}
//you can also use this to calculate acceleration, right?
public static Vector3 AngularVelocityInReducedCoordinates(Vector3 fromIn, Vector3 toIn, float timeDelta = 1f)
{
Vector3 diff = (fromIn - toIn)*Mathf.Deg2Rad;
Vector3 angularVelocity = diff / timeDelta;
return angularVelocity;
}
public static Vector3 GetSwingTwist(Quaternion localRotation)
{
Quaternion a = new Quaternion();
Quaternion b = new Quaternion();
return GetSwingTwist(localRotation, out a, out b);
}
public static Vector3 GetSwingTwist(Quaternion localRotation, out Quaternion swing, out Quaternion twist)
{
//the decomposition in swing-twist, typically works like this:
swing = new Quaternion(0.0f, localRotation.y, localRotation.z, localRotation.w);
swing = swing.normalized;
//Twist: assuming q_localRotation = q_swing * q_twist
twist = Quaternion.Inverse(swing) * localRotation;
//double check:
Quaternion temp = swing * twist;
bool isTheSame = (Mathf.Abs(Quaternion.Angle(temp, localRotation)) < 0.001f);
if (!isTheSame)
Debug.LogError("I have: " + temp + "which does not match: " + localRotation + "because their angle is: " + Quaternion.Angle(temp, localRotation));
Vector3 InReducedCoord = new Vector3(twist.eulerAngles.x, swing.eulerAngles.y, swing.eulerAngles.z); //this is consistent with how the values are stored in ArticulationBody:
//we make sure we keep the values nearest to 0 (with a modulus)
if (Mathf.Abs(InReducedCoord.x - 360) < Mathf.Abs(InReducedCoord.x))
InReducedCoord.x = (InReducedCoord.x - 360);
if (Mathf.Abs(InReducedCoord.y - 360) < Mathf.Abs(InReducedCoord.y))
InReducedCoord.y = (InReducedCoord.y - 360);
if (Mathf.Abs(InReducedCoord.z - 360) < Mathf.Abs(InReducedCoord.z))
InReducedCoord.z = (InReducedCoord.z - 360);
return InReducedCoord;
}
public static ArticulationReducedSpace GetReducedSpaceFromTargetVector3(Vector3 target) {
ArticulationReducedSpace ars = new ArticulationReducedSpace();
ars.dofCount = 3;
ars[0] = target.x;
ars[1] = target.y;
ars[2] = target.z;
return ars;
}
public static Vector3 GetArticulationReducedSpaceInVector3(ArticulationReducedSpace ars)
{
Vector3 result = Vector3.zero;// new Vector3();
if (ars.dofCount > 0)
result.x = ars[0];
if (ars.dofCount > 1)
result.y = ars[1];
if (ars.dofCount > 2)
result.z = ars[2];
return result;
}
// 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);
}
}

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parentName: mixamorig:RightForeArm
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foreArmTwist: 0.5
upperLegTwist: 0.5
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feetSpacing: 0
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lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: fa0773caae34843268db7f12c1421ce5,
type: 3}
animationType: 3
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