implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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195 lines
7.1 KiB
195 lines
7.1 KiB
using System.Linq;
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using UnityEngine;
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namespace Unity.MLAgents
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{
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public static class MarathonHelper
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{
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static readonly bool FlipMarathonX = false;
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public static Vector3 RightToLeft(Vector3 rightHanded, bool hackFlipZ = false)
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{
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if (FlipMarathonX)
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return new Vector3(rightHanded.x, rightHanded.z,
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rightHanded.y); // use if fliping marathon's X direction
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return new Vector3(-rightHanded.x, rightHanded.z, -rightHanded.y); // use to maintain marathon's X direction
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}
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static char[] _delimiterChars = {' ', ',', ':', '\t'};
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static string RemoveDuplicateWhitespace(string input)
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{
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while (input.Contains(" "))
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input = input.Replace(" ", " ");
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while (input.Contains("\t\t"))
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input = input.Replace("\t\t", "\t");
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return input;
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}
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static float Evaluate(string expression)
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{
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var doc = new System.Xml.XPath.XPathDocument(new System.IO.StringReader("<r/>"));
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var nav = doc.CreateNavigator();
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var newString = expression;
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newString = (new System.Text.RegularExpressions.Regex(@"([\+\-\*])")).Replace(newString, " ${1} ");
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newString = newString.Replace("/", " div ").Replace("%", " mod ");
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var res = nav.Evaluate("number(" + newString + ")");
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double d = (double) res;
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return (float) d;
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}
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static public Vector3 ParseVector3NoFlipYZ(string str)
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{
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str = RemoveDuplicateWhitespace(str);
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string[] words = str.Split(_delimiterChars);
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float x = Evaluate(words[0]);
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float y = Evaluate(words[1]);
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float z = Evaluate(words[2]);
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var vec3 = new Vector3(x, y, z);
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return vec3;
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}
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static public Quaternion ParseQuaternion(string str)
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{
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str = RemoveDuplicateWhitespace(str);
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string[] words = str.Split(_delimiterChars);
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float w = Evaluate(words[0]);
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float x = Evaluate(words[1]);
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float y = Evaluate(words[2]);
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float z = Evaluate(words[3]);
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var q = new Quaternion(x, y, z, w);
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return q;
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}
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static public Vector3 ParseAxis(string str)
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{
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var axis = MarathonHelper.ParseVector3NoFlipYZ(str);
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if (FlipMarathonX)
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axis = new Vector3(-axis.x, -axis.z, -axis.y); // use if fliping marathon's X direction
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else
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axis = new Vector3(axis.x, -axis.z, axis.y); // use to maintain marathon's X direction
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return axis;
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}
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static public Vector3 JointParsePosition(string str, bool hackFlipZ)
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{
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str = RemoveDuplicateWhitespace(str);
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string[] words = str.Split(_delimiterChars);
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float x = Evaluate(words[0]);
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float y = Evaluate(words[1]);
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float z = Evaluate(words[2]);
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Vector3 vec3 = new Vector3(x, y, z);
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return RightToLeft(vec3, hackFlipZ);
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}
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public static Vector3 ParsePosition(string str)
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{
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str = RemoveDuplicateWhitespace(str);
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string[] words = str.Split(_delimiterChars);
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float x = Evaluate(words[0]);
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float y = Evaluate(words[1]);
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float z = Evaluate(words[2]);
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Vector3 vec3 = new Vector3(x, y, z);
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return RightToLeft(vec3);
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}
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public static Vector3 ParseFrom(string fromTo)
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{
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return ParseVector3NoFlipYZ(fromTo);
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}
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public static Vector3 ParseTo(string fromTo)
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{
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fromTo = RemoveDuplicateWhitespace(fromTo);
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string[] words = fromTo.Split(_delimiterChars);
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float x = Evaluate(words[3]);
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float y = Evaluate(words[4]);
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float z = Evaluate(words[5]);
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Vector3 vec3 = new Vector3(x, y, z);
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return vec3;
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}
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public static Vector2 ParseVector2(string str)
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{
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str = RemoveDuplicateWhitespace(str);
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string[] words = str.Split(_delimiterChars);
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float x = Evaluate(words[0]);
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float y = Evaluate(words[1]);
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var vec2 = new Vector2(x, y);
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return vec2;
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}
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public static float ParseGetMin(string rangeAsText)
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{
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rangeAsText = RemoveDuplicateWhitespace(rangeAsText);
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string[] words = rangeAsText.Split(_delimiterChars);
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var range = words.Select(x => Evaluate(x));
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return range.Min();
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}
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public static float ParseGetMax(string rangeAsText)
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{
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rangeAsText = RemoveDuplicateWhitespace(rangeAsText);
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string[] words = rangeAsText.Split(_delimiterChars);
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var range = words.Select(x => Evaluate(x));
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return range.Max();
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}
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public static GameObject CreateBetweenPoints(this GameObject parent, Vector3 start, Vector3 end, float width,
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bool useWorldSpace, GameObject root)
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{
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start = RightToLeft(start);
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end = RightToLeft(end);
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var instance = new GameObject();
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var procCap = instance.AddComponent<ProceduralCapsule>();
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var handleOverlap = instance.AddComponent<HandleOverlap>();
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handleOverlap.Parent = root;
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var collider = instance.AddComponent<CapsuleCollider>();
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var offset = start - end;
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var position = start - (offset / 2.0f);
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var height = offset.magnitude;
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collider.height = height + (width * 2) * .90f;
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collider.radius = width * .90f;
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procCap.height = height + (width);
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procCap.radius = width;
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procCap.CreateMesh();
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instance.transform.parent = root.transform;
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instance.transform.up = offset;
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if (useWorldSpace)
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{
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instance.transform.position = position;
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}
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else
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{
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instance.transform.position = position + parent.transform.position;
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instance.transform.rotation = instance.transform.rotation * parent.transform.rotation;
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}
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// UnityEngine.GameObject.Destroy(handleOverlap);
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return instance;
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}
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public static GameObject CreateAtPoint(this GameObject parent, Vector3 position, float width,
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bool useWorldSpace, GameObject root)
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{
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var scale = new Vector3(width, width, width);
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var instance = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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instance.transform.parent = root.transform;
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instance.transform.localScale = scale * 2;
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if (useWorldSpace)
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{
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instance.transform.position = position;
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}
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else
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{
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instance.transform.position = position + parent.transform.position;
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instance.transform.rotation = instance.transform.rotation * parent.transform.rotation;
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}
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return instance;
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}
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}
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}
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