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Implemented ArticulatedCrawler agent reset via crawler body prefab respawn. Reimplemented ArticulatedCrawlerDynamicTarget scene and associated prefabs. Modified camera follow script to track respawned articulated body object - still need to generalize.

/PhysXArticulations20201
Vilmantas Balasevicius 5 年前
当前提交
5d3141d7
共有 14 个文件被更改,包括 3622 次插入1083 次删除
  1. 987
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedCrawler.prefab
  2. 155
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedFixedPlatform.prefab
  3. 193
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/ArticulatedCrawlerManualControl.unity
  4. 56
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedCrawlerAgent.cs
  5. 43
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedCrawlerManualControl.cs
  6. 69
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedJointDriveController.cs
  7. 175
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scenes/ArticulatedReacher.unity
  8. 26
      UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/CameraFollow.cs
  9. 978
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedDynamicPlatform.prefab
  10. 7
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedDynamicPlatform.prefab.meta
  11. 1001
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/Body.prefab
  12. 7
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/Body.prefab.meta
  13. 1001
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/ArticulatedCrawlerDynamicTarget.unity
  14. 7
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/ArticulatedCrawlerDynamicTarget.unity.meta

987
UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedCrawler.prefab
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155
UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedFixedPlatform.prefab


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193
UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/ArticulatedCrawlerManualControl.unity


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56
UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedCrawlerAgent.cs


public bool respawnTargetWhenTouched;
public float targetSpawnRadius;
[Header("Body Parts")][Space(10)] public Transform body;
[Header("Body Parts")][Space(10)]
public Transform rootBodyPrefab;
public Transform body;
public Transform leg0Upper;
public Transform leg0Lower;
public Transform leg1Upper;

m_CurrentDecisionStep = 1;
m_DirToTarget = target.position - body.position;
m_JdController.Reset();
SetupBodyParts();
}
/// <summary>
/// Setup body parts - add body part and configure ArticulatedJoinDriveController
/// </summary>
private void SetupBodyParts()
{
//Setup each body part
m_JdController.SetupBodyPart(body);
m_JdController.SetupBodyPart(leg0Upper);

m_JdController.SetupBodyPart(leg3Upper);
m_JdController.SetupBodyPart(leg3Lower);
}
/// <summary>
/// We only need to change the joint settings based on decision freq.
/// </summary>

/// </summary>
public override void AgentReset()
{
if (m_DirToTarget != Vector3.zero)
{
body.transform.rotation = Quaternion.LookRotation(m_DirToTarget);
}
body.transform.Rotate(Vector3.up, Random.Range(0.0f, 360.0f));
Vector3 position = m_JdController.bodyPartsDict[body].startingPos;
// For starting position, make a random orientation
Quaternion rotation = Quaternion.identity;
rotation.SetLookRotation(Random.onUnitSphere * 10.0f + position, Vector3.up);
m_JdController.Reset();
string bodyName = body.name;
DestroyImmediate(body.gameObject);
body = Instantiate(rootBodyPrefab, position, rotation);
body.transform.parent = transform;
body.name = bodyName;
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
bodyPart.Reset(bodyPart);
}
ResetLegTransforms(body);
SetupBodyParts();
if (!targetIsStatic)
{
GetRandomTargetPos();

}
/// <summary>
/// After spawning new prefab, reinitialize transforms of body parts
/// </summary>
/// <param name="rootBody"></param>
private void ResetLegTransforms(Transform rootBody)
{
leg0Upper = ArticulatedJointDriveController.FindBodyPartByName(rootBody,"leg0");
leg1Upper = ArticulatedJointDriveController.FindBodyPartByName(rootBody,"leg1");
leg2Upper = ArticulatedJointDriveController.FindBodyPartByName(rootBody,"leg2");
leg3Upper = ArticulatedJointDriveController.FindBodyPartByName(rootBody,"leg3");
leg0Lower = ArticulatedJointDriveController.FindBodyPartByName(rootBody,"foreleg0");
leg1Lower = ArticulatedJointDriveController.FindBodyPartByName(rootBody,"foreleg1");
leg2Lower = ArticulatedJointDriveController.FindBodyPartByName(rootBody,"foreleg2");
leg3Lower = ArticulatedJointDriveController.FindBodyPartByName(rootBody,"foreleg3");
}
}

43
UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedCrawlerManualControl.cs


public GameObject upperLeg0, upperLeg1;
public GameObject foreLeg0, foreLeg1;
public GameObject body;
public GameObject rootBodyPrefab;
private ArticulationBody m_AbUpper0, m_AbUpper1;
private ArticulationBody m_AbFore0, m_AbFore1;

public float currentStrength = 0.0f;
/// <summary>
/// Collect the rigidbodies of the reacher in order to resue them for
/// observations and actions.
/// </summary>
public void Start()
private void InitializeLegGameObjects()
{
string namePrefix = name + "/" + rootBodyPrefab.name + "/";
upperLeg0 = GameObject.Find(namePrefix + "UpperLegBone0");
upperLeg1 = GameObject.Find(namePrefix + "UpperLegBone1");
foreLeg0 = GameObject.Find(namePrefix + upperLeg0.name + "/" + "ForeLegBone0");
foreLeg1 = GameObject.Find(namePrefix + upperLeg1.name + "/" + "ForeLegBone1");
}
private void InitializeArticulationBodies()
{
m_AbUpper0 = upperLeg0.GetComponent<ArticulationBody>();
m_AbFore0 = foreLeg0.GetComponent<ArticulationBody>();

m_AbBody = body.GetComponent<ArticulationBody>();
}
public void Start()
{
InitializeArticulationBodies();
m_rotationUpper0 = m_rotationFore0 = m_rotationUpper1 = m_rotationFore1 = Vector3.zero;
}

public void AgentReset()
{
m_AbBody.enabled = false;
//m_AbBody.TeleportRoot(position, rotation);
m_AbBody.enabled = true;
//m_rotationUpper0 = m_rotationFore0 = m_rotationUpper1 = m_rotationFore1 = Vector3.zero;
string bodyName = body.name;
DestroyImmediate(body);
body = Instantiate(rootBodyPrefab, position, rotation);
body.transform.parent = transform;
body.name = bodyName;
InitializeLegGameObjects();
InitializeArticulationBodies();
m_rotationUpper0 = m_rotationFore0 = m_rotationUpper1 = m_rotationFore1 = Vector3.zero;
/*
m_AbUpper.transform.position = new Vector3(0f, -4f, 0f) + transform.position;

arb.zDrive = zDrive;
//joint.slerpDrive = jd;
currentStrength = rawVal;
}
public void Update()
{
Debug.DrawLine(body.transform.position, body.transform.position + body.transform.forward * 10.0f);
}
}
}

69
UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedJointDriveController.cs


[System.Serializable]
public class ArticulationBodyPart
{
//[Header("Body Part Info")][Space(10)] public ConfigurableJoint joint;
[HideInInspector] public Vector3 startingArbPos;
[HideInInspector] public Quaternion startingArbRot;
[Header("Ground & Target Contact")][Space(10)]
public GroundContact groundContact;

public float currentYNormalizedRot;
public float currentZNormalizedRot;
/// <summary>
/// Reset body part to initial configuration.
/// </summary>
public void Reset(ArticulationBodyPart bp)
{
// Can't assign transforms for articulation bodies: transform changes are ignored, simulations goes on.
// No way to reset velocities for articulation bodies now
//if (bp.arb.isRoot)
//{
// bp.arb.TeleportRoot(bp.startingArbPos, bp.startingArbRot);
// bp.t.position = bp.startingPos;
// bp.t.rotation = bp.startingRot;
//}
// Can't assigned articulation body velocitys/angularVelocities
//bp.arb.velocity = Vector3.zero;
//bp.arb.angularVelocity = Vector3.zero;
if (bp.groundContact)
{
bp.groundContact.touchingGround = false;
}
if (bp.targetContact)
{
bp.targetContact.touchingTarget = false;
}
}
/// <summary>
/// Apply torque according to defined goal `x, y, z` angle and force `strength`.
/// </summary>

currentYNormalizedRot = Mathf.InverseLerp(yDrive.lowerLimit, yDrive.upperLimit, yRot);
currentZNormalizedRot = Mathf.InverseLerp(zDrive.lowerLimit, zDrive.upperLimit, zRot);
//joint.targetRotation = Quaternion.Euler(xRot, yRot, zRot); // Original code
xDrive.target = xRot; yDrive.target = yRot; zDrive.target = zRot;
arb.xDrive = xDrive; arb.yDrive = yDrive; arb.zDrive = zDrive;

xDrive.damping = yDrive.damping = zDrive.damping = thisJdController.jointDampen;
xDrive.forceLimit = yDrive.forceLimit = zDrive.forceLimit = rawVal;
// Slerp drive does not exist, so we try to set strength for each axis individually
//joint.slerpDrive = jd;
currentStrength = rawVal;
}
}

[HideInInspector] public List<ArticulationBodyPart> bodyPartsList = new List<ArticulationBodyPart>();
/// <summary>
/// Reset BodyPart list and dictionary.
/// </summary>
public void Reset()
{
bodyPartsDict.Clear();
bodyPartsList.Clear();
}
/// <summary>
/// Create BodyPart object and add it to dictionary.
/// </summary>

{
arb = arb,
t = t,
startingArbPos = arb.transform.position,
startingArbRot = arb.transform.rotation,
// Does not exist in articulation body
//bp.rb.maxAngularVelocity = 100;
// Add & setup the ground contact script
bp.groundContact = t.GetComponent<GroundContact>();
if (!bp.groundContact)

bp.thisJdController = this;
bodyPartsDict.Add(t, bp);
bodyPartsList.Add(bp);
}
public static Transform FindBodyPartByName(Transform rootBody, string bodyPartName)
{
Queue<Transform> queue = new Queue<Transform>();
queue.Enqueue(rootBody);
while (queue.Count > 0)
{
Transform child = queue.Dequeue();
if (child.name == bodyPartName)
return child;
foreach(Transform t in child)
queue.Enqueue(t);
}
return null;
}
}
}

175
UnitySDK/Assets/ML-Agents/Examples/Reacher/Scenes/ArticulatedReacher.unity


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26
UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/CameraFollow.cs


{
public class CameraFollow : MonoBehaviour
{
public Transform target;
Vector3 m_Offset;
// Use this for initialization
void Start()
{
m_Offset = gameObject.transform.position - target.position;
}
Transform m_Target;
Vector3 m_Offset = new Vector3(5.0f, 7.0f, 5.0f);
// gameObject.transform.position = target.position + offset;
var newPosition = new Vector3(target.position.x + m_Offset.x, transform.position.y,
target.position.z + m_Offset.z);
gameObject.transform.position = newPosition;
gameObject.transform.LookAt(target);
if (m_Target == null)
{
var targetGO = GameObject.Find("Body");
m_Target = targetGO.transform;
}
gameObject.transform.position = m_Target.position + m_Offset;
gameObject.transform.LookAt(m_Target);
}
}
}

978
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