implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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177 lines
6.9 KiB
177 lines
6.9 KiB
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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public class DebugJoints : MonoBehaviour
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{
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public float SphereSize = 0.03f;
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static Color[] _axisColor = {
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new Color(219f / 255, 62f / 255, 29f / 255, .93f),
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new Color(154f / 255, 243f / 255, 72f / 255, .93f),
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new Color(58f / 255, 122f / 255, 248f / 255, .93f)};
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static Vector3[] _axisVector = { Vector3.right, Vector3.up, Vector3.forward };
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ArticulationBody _body;
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ArticulationBody _parentBody;
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MarathonTestBedController _debugController;
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// Start is called before the first frame update
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ManyWorlds.SpawnableEnv _spawnableEnv;
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MocapControllerArtanim _mocapController;
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Rigidbody _target;
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public Vector3 TargetRotationInJointSpace;
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public Vector3 RotationInJointSpace;
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public Vector3 RotationInJointSpaceError;
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public Vector3 RotationInJointSpaceErrorRad;
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public Vector3 JointPositionDeg;
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public Vector3 JointTargetDeg;
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public Vector3 JointPositionRad;
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public Vector3 JointTargetRad;
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void Start()
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{
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_body = GetComponent<ArticulationBody>();
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_parentBody = _body.transform.parent.GetComponentInParent<ArticulationBody>();
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_debugController = FindObjectOfType<MarathonTestBedController>();
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_spawnableEnv = GetComponentInParent<ManyWorlds.SpawnableEnv>();
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_mocapController = _spawnableEnv.GetComponentInChildren<MocapControllerArtanim>();
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var mocapBodyParts = _mocapController.GetComponentsInChildren<Rigidbody>().ToList();
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_target = mocapBodyParts.First(x=>x.name == _body.name);
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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if (_body == null)
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return;
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if (_body.jointType != ArticulationJointType.SphericalJoint)
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return;
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RotationInJointSpace = -(Quaternion.Inverse(_body.anchorRotation) * Quaternion.Inverse(_body.transform.localRotation) * _body.parentAnchorRotation).eulerAngles;
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TargetRotationInJointSpace = -(Quaternion.Inverse(_body.anchorRotation) * Quaternion.Inverse(_target.transform.localRotation) * _body.parentAnchorRotation).eulerAngles;
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RotationInJointSpaceError = TargetRotationInJointSpace-RotationInJointSpace;
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RotationInJointSpace = new Vector3(
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Mathf.DeltaAngle(0, RotationInJointSpace.x),
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Mathf.DeltaAngle(0, RotationInJointSpace.y),
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Mathf.DeltaAngle(0, RotationInJointSpace.z));
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TargetRotationInJointSpace = new Vector3(
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Mathf.DeltaAngle(0, TargetRotationInJointSpace.x),
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Mathf.DeltaAngle(0, TargetRotationInJointSpace.y),
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Mathf.DeltaAngle(0, TargetRotationInJointSpace.z));
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RotationInJointSpaceError = new Vector3(
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Mathf.DeltaAngle(0, RotationInJointSpaceError.x),
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Mathf.DeltaAngle(0, RotationInJointSpaceError.y),
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Mathf.DeltaAngle(0, RotationInJointSpaceError.z));
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RotationInJointSpaceErrorRad = RotationInJointSpaceError * Mathf.Deg2Rad;
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JointTargetDeg.x = TargetRotationInJointSpace.y;
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JointTargetDeg.y = TargetRotationInJointSpace.z;
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JointTargetDeg.z = TargetRotationInJointSpace.x;
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var jointPosition = _body.jointPosition;
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JointPositionDeg = Vector3.zero;
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int i = 0;
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if (_body.twistLock == ArticulationDofLock.LimitedMotion)
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JointPositionDeg.x = jointPosition[i++];
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if (_body.swingYLock == ArticulationDofLock.LimitedMotion)
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JointPositionDeg.y = jointPosition[i++];
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if (_body.swingZLock == ArticulationDofLock.LimitedMotion)
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JointPositionDeg.z = jointPosition[i++];
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float stiffness = 1000f;
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float damping = 100f;
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JointPositionDeg *= Mathf.Rad2Deg;
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bool dontUpdateMotor = _debugController.DontUpdateMotor;
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dontUpdateMotor &= _debugController.isActiveAndEnabled;
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dontUpdateMotor &= _debugController.gameObject.activeInHierarchy;
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if(dontUpdateMotor)
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{
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// var drive = _body.yDrive;
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// drive.stiffness = stiffness;
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// drive.damping = damping;
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// drive.target = JointTargetDeg.x;
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// _body.yDrive = drive;
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// drive = _body.zDrive;
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// drive.stiffness = stiffness;
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// drive.damping = damping;
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// drive.target = JointTargetDeg.y;
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// _body.zDrive = drive;
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// drive = _body.xDrive;
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// drive.stiffness = stiffness;
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// drive.damping = damping;
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// drive.target = JointTargetDeg.z;
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// _body.xDrive = drive;
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var drive = _body.xDrive;
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drive.stiffness = stiffness;
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drive.damping = damping;
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drive.target = JointTargetDeg.x;
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_body.xDrive = drive;
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drive = _body.yDrive;
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drive.stiffness = stiffness;
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drive.damping = damping;
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drive.target = JointTargetDeg.y;
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_body.yDrive = drive;
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drive = _body.zDrive;
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drive.stiffness = stiffness;
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drive.damping = damping;
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drive.target = JointTargetDeg.z;
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_body.zDrive = drive;
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}
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else
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{
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// var drive = _body.yDrive;
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// JointTargetDeg = Vector3.zero;
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// JointTargetDeg.x = drive.target;
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// drive = _body.zDrive;
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// JointTargetDeg.y = drive.target;
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// drive = _body.xDrive;
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// JointTargetDeg.z = drive.target;
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var drive = _body.xDrive;
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JointTargetDeg = Vector3.zero;
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JointTargetDeg.x = drive.target;
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drive = _body.yDrive;
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JointTargetDeg.y = drive.target;
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drive = _body.zDrive;
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JointTargetDeg.z = drive.target;
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}
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JointPositionRad = JointPositionDeg * Mathf.Deg2Rad;
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JointTargetRad = JointTargetDeg * Mathf.Deg2Rad;
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}
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public static Quaternion FromToRotation(Quaternion from, Quaternion to) {
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if (to == from) return Quaternion.identity;
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return to * Quaternion.Inverse(from);
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}
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// void OnDrawGizmos()
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void OnDrawGizmosSelected()
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{
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if (_body == null)
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return;
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Gizmos.color = Color.white;
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Vector3 position = _body.transform.TransformPoint(_body.anchorPosition);
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Quaternion rotation = _body.transform.rotation * _body.anchorRotation;
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for (int i = 0; i < _axisColor.Length; i++)
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{
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var axisColor = _axisColor[i];
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var axis = _axisVector[i];
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Gizmos.color = axisColor;
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// Vector3 rotationEul = _body.transform.TransformDirection(_body.anchorRotation * axis);
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Vector3 rotationEul = rotation * axis;
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Gizmos.DrawSphere(position, SphereSize);
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Vector3 direction = rotationEul;
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Gizmos.DrawRay(position, direction);
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}
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}
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}
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