implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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239 lines
9.0 KiB
239 lines
9.0 KiB
// A class that describes a body part of an Agent or an Animator. The object
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// stores the rigid body associated with an Agent's body part. Along with some
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// important data like root bone, i. e. 'butt' for a marathonMan. Implments methods
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// to calculate distance to the characteristics of an animation being mimiced.
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Unity.MLAgents;
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[System.Serializable]
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public class BodyPart002
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{
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public string Name;
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public BodyHelper002.BodyPartGroup Group;
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public Vector3 ObsLocalPosition;
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public Quaternion ObsRotation;
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public Quaternion ObsRotationFromBase;
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public Vector3 ObsRotationVelocity;
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public Vector3 ObsVelocity;
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public float ObsAngleDeltaFromAnimationRotation;
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public Vector3 ObsDeltaFromAnimationPosition;
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public Vector3 ObsDeltaFromAnimationVelocity;
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public Vector3 ObsDeltaFromAnimationAngularVelocity;
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public Vector3 ObsDeltaFromAnimationAngularVelocityWorld;
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public Vector3 DebugMaxRotationVelocity;
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public Vector3 DebugMaxVelocity;
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public Quaternion DefaultLocalRotation;
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public Quaternion ToJointSpaceInverse;
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public Quaternion ToJointSpaceDefault;
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public Rigidbody Rigidbody;
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public Transform Transform;
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public BodyPart002 Root;
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public Quaternion InitialRootRotation;
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public Vector3 InitialRootPosition;
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// base = from where to measure rotation and position from
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public Quaternion BaseRotation;
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public Vector3 BasePosition;
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//
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public Quaternion ToFocalRoation;
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Quaternion _lastObsRotation;
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Quaternion _lastWorldRotation;
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Vector3 _lastLocalPosition;
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Vector3 _lastWorldPosition;
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Vector3 _animationAngularVelocity;
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Vector3 _animationAngularVelocityWorld;
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Vector3 _animationVelocityWorld;
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DecisionRequester _decisionRequester;
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float _lastUpdateObsTime;
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bool _firstRunComplete;
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bool _hasRanVeryFirstInit;
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private Vector3 _animationPositionWorld;
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private Quaternion _animationRotation;
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static Vector3 Vector3Max (Vector3 a, Vector3 b)
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{
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var answer = new Vector3(
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Mathf.Max(Mathf.Abs(a.x), Mathf.Abs(b.x)),
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Mathf.Max(Mathf.Abs(a.y), Mathf.Abs(b.y)),
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Mathf.Max(Mathf.Abs(a.z), Mathf.Abs(b.z)));
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return answer;
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}
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// Initialize
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public void Init()
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{
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_decisionRequester = GameObject.Find("MarathonMan").GetComponent<DecisionRequester>();
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_firstRunComplete = false;
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if (Rigidbody != null){
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Rigidbody.angularVelocity = Vector3.zero;
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Rigidbody.velocity = Vector3.zero;
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}
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if (!_hasRanVeryFirstInit) {
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InitialRootRotation = Root.Transform.transform.rotation;
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InitialRootPosition = Root.Transform.transform.position;
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BaseRotation = Root.Transform.transform.rotation;
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BasePosition = Root.Transform.transform.position;
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DefaultLocalRotation = LocalRotation;
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Vector3 forward = this.Transform.forward;
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Vector3 up = this.Transform.up;
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Quaternion toJointSpace = Quaternion.LookRotation(forward, up);
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ToJointSpaceInverse = Quaternion.Inverse(toJointSpace);
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ToJointSpaceDefault = DefaultLocalRotation * toJointSpace;
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// set body part direction
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Vector3 focalOffset = new Vector3(10,0,0);
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if (Rigidbody != null){
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var focalPoint = Rigidbody.position + focalOffset;
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ToFocalRoation = Rigidbody.rotation;
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ToFocalRoation.SetLookRotation(focalPoint - Rigidbody.position);
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}
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_hasRanVeryFirstInit = true;
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}
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}
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// Update values like ObsLocalPosition, ObsRotation, ... that will be accessed
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// by the agent as observations for the neural network. Also calculates distances
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// to an animation being mimicked
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public void UpdateObservations()
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{
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Quaternion rotation;
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Vector3 position;
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if (this == Root) {
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rotation = Quaternion.Inverse(InitialRootRotation) * Transform.rotation;
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position = Transform.position - InitialRootPosition;
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}
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else {
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rotation = Quaternion.Inverse(Root.Transform.rotation) * Transform.rotation;
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position = Transform.position - Root.Transform.position;
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}
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if (_firstRunComplete == false){
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_lastUpdateObsTime = Time.time;
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_lastLocalPosition = position;
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_lastWorldPosition = Transform.position;
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_lastObsRotation = rotation;
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_lastWorldRotation = Transform.rotation;
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}
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var dt = Time.fixedDeltaTime * _decisionRequester.DecisionPeriod;
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var velocity = (position - _lastLocalPosition)/dt;
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var velocityWorld = (Transform.position - _lastWorldPosition)/dt;
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var angularVelocity = JointHelper002.CalcDeltaRotationNormalizedEuler(_lastObsRotation, rotation)/dt;
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var angularVelocityWorld = JointHelper002.CalcDeltaRotationNormalizedEuler(_lastWorldRotation, Transform.rotation)/dt;
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// old calulation for observation vector
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//angularVelocity = NormalizedEulerAngles(rotationVelocity.eulerAngles);
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//angularVelocity /= 128f;
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// old calculation end
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_lastUpdateObsTime = Time.time;
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_lastLocalPosition = position;
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_lastWorldPosition = Transform.position;
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_lastObsRotation = rotation;
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_lastWorldRotation = Transform.rotation;
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//if (Name == "right_right_foot") {
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// Debug.Log("^^^^^^^^^^^^");
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// Debug.Log("body part name: " + Name);
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// Debug.Log("animation angular velocity:" + _animationAngularVelocity);
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// Debug.Log("angular velocity:" + angularVelocity);
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// Debug.Log("animation angular velocity world:" + _animationAngularVelocityWorld);
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// Debug.Log("angular velocity world:" + angularVelocityWorld);
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// Debug.Log("rotation local:" + rotation.eulerAngles);
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// Debug.Log("animation rotation local: " + _animationRotation.eulerAngles);
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// Debug.Log("velocity world: " + velocityWorld);
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// Debug.Log("animation velocity world:" + _animationVelocityWorld);
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// Debug.Log("transform position:" + Transform.position);
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// Debug.Log("animation position world: " + _animationPositionWorld);
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// Debug.Log("dt:" + dt);
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//}
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ObsLocalPosition = position;
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ObsRotation = rotation;
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ObsRotationVelocity = angularVelocity;
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ObsVelocity = velocity;
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ObsDeltaFromAnimationPosition = _animationPositionWorld - Transform.position;
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ObsAngleDeltaFromAnimationRotation = Quaternion.Angle(_animationRotation, rotation);
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ObsAngleDeltaFromAnimationRotation = JointHelper002.NormalizedAngle(ObsAngleDeltaFromAnimationRotation);
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ObsDeltaFromAnimationVelocity = _animationVelocityWorld - velocityWorld;
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ObsDeltaFromAnimationAngularVelocity = (_animationAngularVelocity - angularVelocity);
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ObsDeltaFromAnimationAngularVelocityWorld = (_animationAngularVelocityWorld - angularVelocityWorld);
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DebugMaxRotationVelocity = Vector3Max(DebugMaxRotationVelocity, angularVelocity);
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DebugMaxVelocity = Vector3Max(DebugMaxVelocity, velocity);
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_firstRunComplete = true;
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}
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// returns local rotation
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public Quaternion LocalRotation {
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get {
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return Quaternion.Inverse(RootRotation) * Transform.rotation;
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}
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}
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// retuns root rotation
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public Quaternion RootRotation{
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get {
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return InitialRootRotation;
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}
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}
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// Set the position, rotation of a body part to match animation's position and
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// rotation. Also sets the rigid body's position and velocity, which is used
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// in angular momentum calculation
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public void MoveToAnim(Vector3 animPosition, Quaternion animRotation, Vector3 angularVelocity, Vector3 velocity)
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{
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Transform.position = animPosition;
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Transform.rotation = animRotation;
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if (Rigidbody != null){
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foreach (var childRb in Rigidbody.GetComponentsInChildren<Rigidbody>())
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{
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if (childRb == Rigidbody)
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continue;
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childRb.transform.localPosition = Vector3.zero;
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childRb.transform.localEulerAngles = Vector3.zero;
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childRb.angularVelocity = Vector3.zero;
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childRb.velocity = Vector3.zero;
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}
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Rigidbody.angularVelocity = angularVelocity;
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Rigidbody.velocity = velocity;
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}
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}
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// Set the position of the animation being mimicked
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public void SetAnimationPosition(Vector3 animPositionWorld, Quaternion animRotationLocal, Vector3 animVelocityWorld, Vector3 animAngularVelocityLocal, Vector3 animAngularVelocityWorld)
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{
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_animationPositionWorld = animPositionWorld;
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_animationRotation = animRotationLocal;
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_animationVelocityWorld = animVelocityWorld;
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_animationAngularVelocity = animAngularVelocityLocal;
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_animationAngularVelocityWorld = animAngularVelocityWorld;
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}
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}
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