implementation of drecon in unity 2022 lts forked from: https://github.com/joanllobera/marathon-envs
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.MLAgents;
using UnityEngine;
public class MarathonTestBedController : MonoBehaviour
{
[Tooltip("Action applied to each motor")]
/**< \brief Edit to manually test each motor (+1/-1)*/
public float[] Actions;
[Tooltip("Apply a random number to each action each framestep")]
/**< \brief Apply a random number to each action each framestep*/
public bool ApplyRandomActions = true;
[Range(0f,1f)]
public float RandomRange = 1f;
//public bool FreezeHead = false;
public bool FreezeHips = false;
public bool DontUpdateMotor = false;
// public bool setTpose;
bool _hasFrozen;
// bool tposeanimisloaded = false;
// Start is called before the first frame update
void Start()
{
}
void loadTposeanim() {
GameObject sourceAgent = GameObject.Find("AgentMove-source");
Animator anim = sourceAgent.GetComponent<Animator>();
anim.runtimeAnimatorController = null; // Resources.Load("MarathonEnvs/Animations/Tpose") as RuntimeAnimatorController;
MocapAnimatorController animControl = sourceAgent.GetComponent<MocapAnimatorController>();
animControl.doFixedUpdate = false;
animControl.MaxForwardVelocity = 0;
MocapControllerArtanim animControlartanim = sourceAgent.GetComponent<MocapControllerArtanim>();
animControlartanim.doFixedUpdate = false;
InputController input = FindObjectOfType<InputController>();
input.DemoMockIfNoInput = false;
}
void FreezeBodyParts()
{
var marathonAgents = FindObjectsOfType<Agent>(true);
foreach (var agent in marathonAgents)
{
ArticulationBody head = null;
ArticulationBody butt = null;
ArticulationBody[] children = null;
switch (agent.name)
{
case "MarathonMan":
_hasFrozen = true;
children = agent.GetComponentsInChildren<ArticulationBody>();
head = children.FirstOrDefault(x=>x.name=="torso");
butt = children.FirstOrDefault(x=>x.name=="butt");
// var rb = children.FirstOrDefault(x=>x.name == "MarathonMan");
// if (FreezeHead || FreezeHips)
// rb.constraints = RigidbodyConstraints.FreezeAll;
// if (FreezeHead && !FreezeHips)
// rb.GetComponentInChildren<FixedJoint>().connectedBody = head;
break;
case "RagDoll":
//if (!_hasFrozen && setTpose)
// loadTposeanim();
_hasFrozen = true;
children = agent.GetComponentsInChildren<ArticulationBody>();
head = children.FirstOrDefault(x=>x.name=="torso");
butt = children.FirstOrDefault(x=>x.name=="butt");
break;
case "Ragdoll-MarathonMan004":
case "MarathonMan004":
case "MarathonMan004Constrained":
// if (!_hasFrozen && setTpose)
// loadTposeanim();
_hasFrozen = true;
children = agent.GetComponentsInChildren<ArticulationBody>();
head = children.FirstOrDefault(x=>x.name=="head");
butt = children.FirstOrDefault(x=>x.name=="articulation:Hips");
break;
case "humanoid":
_hasFrozen = true;
children = agent.GetComponentsInChildren<ArticulationBody>();
head = children.FirstOrDefault(x=>x.name=="head");
butt = children.FirstOrDefault(x=>x.name=="butt");
break;
default:
children = agent.GetComponentsInChildren<ArticulationBody>();
head = children.FirstOrDefault(x=>x.name.ToLower().Contains("head"));
butt = children.FirstOrDefault(x=>x.isRoot);
if (head == null || butt == null)
throw new System.ArgumentException($"agent.name: {agent.name}");
_hasFrozen = true;
break;
}
// if (FreezeHead && head != null)
// head.immovable = true;
if (FreezeHips && butt != null)
butt.immovable = true;
}
}
public void OnAgentEpisodeBegin()
{
if (!_hasFrozen)
FreezeBodyParts();
// if (setTpose)
// loadTposeanim();
}
// Update is called once per frame
void FixedUpdate()
{
if (ApplyRandomActions)
{
Actions = Actions.Select(x=>Random.Range(-1f,1f)).ToArray();
}
}
}