using Unity.MLAgents ;
using Unity.MLAgentsExamples ;
using Unity.MLAgents.Sensors ;
using UnityEditor ;
using BodyPart = Unity . MLAgentsExamples . BodyPart ;
[Header("Walking Speed")]
[Space(10)]
public float maximumWalkingSpeed = 9 9 9 ; //The max walk velocity magnitude an agent will be rewarded for
[Header("Orientation Cube")]
[Space(10)]
//This will be used as a stable observation platform for the ragdoll to use.
GameObject m_OrientationCube ;
public bool showOrientationCubeGizmo = true ;
public Transform directionIndicator ;
Vector3 m_WalkDir ;
Quaternion m_WalkDirLookRot ;
public float targetSpawnRadius ;
public float targetSpawnRadius ;
[Header("Walk Direction Worldspace")]
// public Vector3 walkDirWorldspace = Vector3.right;
//ORIENTATION
Vector3 m_WalkDir ;
Quaternion m_WalkDirLookRot ;
Matrix4x4 m_worldPosMatrix ;
[Header("Body Parts")]
[Space(10)]
public Transform hips ;
public Transform chest ;
public Transform spine ;
Rigidbody m_SpineRb ;
EnvironmentParameters m_ResetParams ;
private GameObject m_OrientationCube ;
public Quaternion cubeRotation ;
public Quaternion hipsRotation ;
//Spawn an orientation cube
// m_OrientationCube.transform.SetParent(transform.parent);
UpdateOrientationCube ( ) ;
m_JdController = GetComponent < JointDriveController > ( ) ;
//GROUND CHECK
sensor . AddObservation ( bp . groundContact . touchingGround ? 1 : 0 ) ; // Is this bp touching the ground
// //RELATIVE RB VELOCITY
// var velocityRelativeToLookRotationToTarget = m_worldPosMatrix.inverse.MultiplyVector(bp.rb.velocity);
// sensor.AddObservation(velocityRelativeToLookRotationToTarget);
//
// //RELATIVE RB ANGULAR VELOCITY
// var angularVelocityRelativeToLookRotationToTarget = m_worldPosMatrix.inverse.MultiplyVector(bp.rb.angularVelocity);
// sensor.AddObservation(angularVelocityRelativeToLookRotationToTarget);
//RELATIVE RB VELOCITIES --WAS
// sensor.AddObservation(m_OrientationCube.transform.InverseTransformVector(bp.rb.velocity));
// sensor.AddObservation(m_OrientationCube.transform.InverseTransformVector(bp.rb.angularVelocity));
sensor . AddObservation ( m_OrientationCube . transform . InverseTransformDirection ( bp . rb . velocity ) ) ; //best if cube fixed rot?
sensor . AddObservation ( m_OrientationCube . transform . InverseTransformDirection ( bp . rb . angularVelocity ) ) ; //best if cube fixed rot?
// sensor.AddObservation(bp.rb.velocity - m_JdController.bodyPartsDict[hips].rb.velocity);
// sensor.AddObservation(bp.rb.angularVelocity - m_JdController.bodyPartsDict[hips].rb.angularVelocity);
//Get velocities in the context of our orientation cube's space
//Note: You can get these velocities in world space as well but it may not train as well.
sensor . AddObservation ( m_OrientationCube . transform . InverseTransformDirection ( bp . rb . velocity ) ) ;
sensor . AddObservation ( m_OrientationCube . transform . InverseTransformDirection ( bp . rb . angularVelocity ) ) ;
// sensor.AddObservation(bp.rb.velocity);
// sensor.AddObservation(bp.rb.angularVelocity);
// var localPosRelToHips = hips.InverseTransformPoint(rb.position);
// sensor.AddObservation(localPosRelToHips);
// sensor.AddObservation(m_OrientationCube.transform.InverseTransformPointUnscaled(bp.rb.position));
// sensor.AddObservation(hips.InverseTransformPointUnscaled(bp.rb.position));
// if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR &&
// bp.rb.transform != footL && bp.rb.transform != footR && bp.rb.transform != head)
// if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR &&
// bp.rb.transform != footL && bp.rb.transform != footR)
// sensor.AddObservation(RagdollHelpers.GetJointRotation(bp.joint));
// sensor.AddObservation(bp.currentXNormalizedRot);
// sensor.AddObservation(bp.currentYNormalizedRot);
// sensor.AddObservation(bp.currentZNormalizedRot);
// /// <summary>
// /// Add relevant information on each body part to observations.
// /// </summary>
// public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor)
// {
// var rb = bp.rb;
// sensor.AddObservation(bp.groundContact.touchingGround ? 1 : 0); // Is this bp touching the ground
// sensor.AddObservation(rb.velocity);
// sensor.AddObservation(rb.angularVelocity);
// var localPosRelToHips = hips.InverseTransformPoint(rb.position);
// sensor.AddObservation(localPosRelToHips);
//
// if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR &&
// bp.rb.transform != footL && bp.rb.transform != footR && bp.rb.transform != head)
// {
// sensor.AddObservation(bp.currentXNormalizedRot);
// sensor.AddObservation(bp.currentYNormalizedRot);
// sensor.AddObservation(bp.currentZNormalizedRot);
// sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit);
// }
// }
// m_JdController.GetCurrentJointForces();
// Update pos to target
// m_WalkDir = target.position - hips.position;
// m_WalkDir = target.position - m_OrientationCube.transform.position;
// print($"fromTo: {Quaternion.FromToRotation(m_OrientationCube.transform.forward, hips.forward)} rotDelta {RagdollHelpers.GetRotationDelta(m_WalkDirLookRot, hips.rotation)}");
// sensor.AddObservation(RagdollHelpers.GetRotationDelta(m_WalkDirLookRot, hips.rotation));
// sensor.AddObservation(Quaternion.FromToRotation(m_OrientationCube.transform.forward, hips.forward));
// sensor.AddObservation(Quaternion.FromToRotation(m_OrientationCube.transform.forward, head.forward));
// sensor.AddObservation(RagdollHelpers.GetRotationDelta(m_WalkDirLookRot, chest.rotation));
// sensor.AddObservation(RagdollHelpers.GetRotationDelta(m_WalkDirLookRot, head.rotation));
// m_TargetDirMatrix = Matrix4x4.TRS(Vector3.zero, m_LookRotation, Vector3.one);
// //HIP RAYCAST FOR HEIGHT
// RaycastHit hit;
// if (Physics.Raycast(hips.position, Vector3.down, out hit, 10.0f))
// {
// sensor.AddObservation(hit.distance);
// }
// else
// sensor.AddObservation(10.0f);
// //ORIENTATION MATRIX
// Vector3 worldPosMatrixPos = hips.position;
// worldPosMatrixPos.y = .5f;
// m_worldPosMatrix = Matrix4x4.TRS(worldPosMatrixPos, Quaternion.identity, Vector3.one);
// sensor.AddObservation(m_WalkDir.normalized);
//HIP POS REL TO MATRIX
// sensor.AddObservation(hips.position - worldPosMatrixPos);
// sensor.AddObservation(hips.position - m_OrientationCube.transform.position);
// sensor.AddObservation(m_JdController.bodyPartsDict[hips].rb.position);
// sensor.AddObservation(hips.forward);
// sensor.AddObservation(hips.up);
//// print(m_OrientationCube.transform.rotation.eulerAngles);
//// Debug.DrawRay(m_OrientationCube.transform.position, m_OrientationCube.transform.InverseTransformVector(m_JdController.bodyPartsDict[hips].rb.velocity), Color.green,Time.fixedDeltaTime * 5);
// AddReward(
//// runForwardTowardsTargetReward
//// facingReward * velReward //max reward is moving towards while facing otherwise it is a penalty
//// +0.02f * Vector3.Dot(m_WalkDir.normalized, m_JdController.bodyPartsDict[hips].rb.velocity)
//// + 0.02f * Vector3.Dot(m_OrientationCube.transform.forward,Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity,5))
// +0.01f * Vector3.Dot(m_OrientationCube.transform.forward,
// Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity, 3))
// + 0.01f * Vector3.Dot(m_OrientationCube.transform.forward, hips.forward)
//
//// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, chest.rotation) //reward looking at
//// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) //reward looking at
//// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, head.rotation) //reward looking at
//// + 0.015f * (Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) - 1) *
//// .5f //penalize not looking at
//// + 0.015f * (Quaternion.Dot(m_OrientationCube.transform.rotation, head.rotation) - 1) *
//// .5f //penalize not looking at
//
// + 0.005f * (head.position.y - shinL.position.y)
// + 0.005f * (head.position.y - shinR.position.y)
//// + 0.01f * (head.position.y - shinL.position.y)
//// + 0.01f * (head.position.y - shinR.position.y)
//// - 0.005f * Mathf.Clamp(m_JdController.bodyPartsDict[handL].rb.velocity.magnitude,
//// 6, 9999)
//// - 0.005f * Mathf.Clamp(m_JdController.bodyPartsDict[handR].rb.velocity.magnitude,
//// 6, 9999)
//// + 0.02f * (head.position.y - hips.position.y)
//// - 0.01f * Vector3.Distance(m_JdController.bodyPartsDict[head].rb.velocity,
//// m_JdController.bodyPartsDict[hips].rb.velocity)
// );
}
public override void OnActionReceived ( float [ ] vectorAction )
bpDict [ forearmL ] . SetJointStrength ( vectorAction [ + + i ] ) ;
bpDict [ armR ] . SetJointStrength ( vectorAction [ + + i ] ) ;
bpDict [ forearmR ] . SetJointStrength ( vectorAction [ + + i ] ) ;
// print(Vector3.Dot(m_OrientationCube.transform.forward,
// Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity, 3)));
// print((Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) - 1) * .5f);
// print(Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation));
// print(Vector3.Dot(m_OrientationCube.transform.forward, hips.transform.forward));
}
void UpdateOrientationCube ( )
m_WalkDir . y = 0 ;
// m_WalkDir = walkDirWorldspace;
m_WalkDirLookRot = Quaternion . LookRotation ( m_WalkDir ) ;
m_WalkDir . y = 0 ; //flatten dir on the y
m_WalkDirLookRot = Quaternion . LookRotation ( m_WalkDir ) ; //get our look rot to the target
Vector3 oCubePos = hips . position ;
// oCubePos.y = -.45f;
m_OrientationCube . transform . position = oCubePos ;
m_OrientationCube . transform . position = hips . position ;
cubeRotation = m_OrientationCube . transform . rotation ;
hipsRotation = hips . rotation ;
directionIndicator . position = new Vector3 ( hips . position . x , directionIndicator . position . y , hips . position . z ) ;
directionIndicator . rotation = m_WalkDirLookRot ;
void FixedUpdate ( )
{
}
}
}
//reward looking at
// float facingReward = + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation)
// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, head.rotation);
// print($"FacingRewardDot {facingReward}");
// float velReward = +0.02f * Vector3.Dot(m_OrientationCube.transform.forward,m_OrientationCube.transform.InverseTransformVector(m_JdController.bodyPartsDict[hips].rb.velocity));
// print($"VelRewardDot {velReward}");
// float velReward = +0.02f * Vector3.Dot(m_WalkDir.normalized, m_JdController.bodyPartsDict[hips].rb.velocity);
// //Multiplying these amplifies the reward.
// float facingReward = + 0.1f * Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation)
// + 0.1f * Quaternion.Dot(m_OrientationCube.transform.rotation, head.rotation);
// float velReward = +0.2f * Vector3.Dot(m_OrientationCube.transform.forward,m_JdController.bodyPartsDict[hips].rb.velocity); //because we are observing in local space???
// float runForwardTowardsTargetReward = facingReward * Mathf.Clamp(velReward, 0, 15);
// print(Quaternion.Angle(hips.transform.rotation, thighL.transform.rotation));
// print($"Combined {runForwardTowardsTargetReward}");
// float runBackwardsTowardsTargetReward = facingReward * Mathf.Clamp(velReward, -1, 0);
// d. Discourage head movement.
// runForwardTowardsTargetReward
// facingReward * velReward //max reward is moving towards while facing otherwise it is a penalty
// +0.02f * Vector3.Dot(m_WalkDir.normalized, m_JdController.bodyPartsDict[hips].rb.velocity)
// + 0.02f * Vector3.Dot(m_OrientationCube.transform.forward,Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity,5))
Vector3 . ClampMagnitude ( m_JdController . bodyPartsDict [ hips ] . rb . velocity , 9 9 9 ) )
// + 0.01f * Vector3.Dot(m_OrientationCube.transform.forward, hips.forward)
Vector3 . ClampMagnitude ( m_JdController . bodyPartsDict [ hips ] . rb . velocity , maximumWalkingSpeed ) )
// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, chest.rotation) //reward looking at
// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) //reward looking at
// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, head.rotation) //reward looking at
// + 0.015f * (Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) - 1) *
// .5f //penalize not looking at
// + 0.015f * (Quaternion.Dot(m_OrientationCube.transform.rotation, head.rotation) - 1) *
// .5f //penalize not looking at
// + 0.005f * (head.position.y - shinL.position.y)
// + 0.005f * (head.position.y - shinR.position.y)
// + 0.01f * (head.position.y - shinL.position.y)
// + 0.01f * (head.position.y - shinR.position.y)
// - 0.005f * Mathf.Clamp(m_JdController.bodyPartsDict[handL].rb.velocity.magnitude,
// 6, 9999)
// - 0.005f * Mathf.Clamp(m_JdController.bodyPartsDict[handR].rb.velocity.magnitude,
// 6, 9999)
// + 0.02f * (head.position.y - hips.position.y)
// - 0.01f * Vector3.Distance(m_JdController.bodyPartsDict[head].rb.velocity,
// m_JdController.bodyPartsDict[hips].rb.velocity)
// var handLVel = m_JdController.bodyPartsDict[handL].rb.velocity.magnitude;
// var handRVel = m_JdController.bodyPartsDict[handR].rb.velocity.magnitude;
// if (handLVel > 6)
// {
// AddReward(-0.005f * handLVel);
// }
// if (handRVel > 6)
// {
// AddReward(-0.005f * handRVel);
// }
// //SUNDAY VERSION
// AddReward(
//// runForwardTowardsTargetReward
//// facingReward * velReward //max reward is moving towards while facing otherwise it is a penalty
//// +0.02f * Vector3.Dot(m_WalkDir.normalized, m_JdController.bodyPartsDict[hips].rb.velocity)
//// + 0.02f * Vector3.Dot(m_OrientationCube.transform.forward,Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity,5))
// + 0.01f * Vector3.Dot(m_OrientationCube.transform.forward,Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity,3))
//// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) //reward looking at
//// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, head.rotation) //reward looking at
// + 0.015f * (Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) - 1) * .5f //penalize not looking at
// + 0.015f * (Quaternion.Dot(m_OrientationCube.transform.rotation, head.rotation) - 1) * .5f //penalize not looking at
//
//
//
//// + 0.02f * (head.position.y - hips.position.y)
//// - 0.01f * Vector3.Distance(m_JdController.bodyPartsDict[head].rb.velocity,
//// m_JdController.bodyPartsDict[hips].rb.velocity)
// );
// // Set reward for this step according to mixture of the following elements.
// // a. Velocity alignment with goal direction.
// // b. Rotation alignment with goal direction.
// // c. Encourage head height.
// // d. Discourage head movement.
// m_WalkDir = target.position - m_OrientationCube.transform.position;
// AddReward(
// +0.03f * Vector3.Dot(m_WalkDir.normalized, m_JdController.bodyPartsDict[hips].rb.velocity)
// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation)
// + 0.02f * (head.position.y - hips.position.y)
// - 0.01f * Vector3.Distance(m_JdController.bodyPartsDict[head].rb.velocity,
// m_JdController.bodyPartsDict[hips].rb.velocity)
// );
// m_WalkDir = target.position - m_JdController.bodyPartsDict[hips].rb.position;
// AddReward(
// +0.03f * Vector3.Dot(m_WalkDir.normalized, m_JdController.bodyPartsDict[hips].rb.velocity)
// + 0.01f * Vector3.Dot(m_WalkDir.normalized, hips.forward)
// + 0.02f * (head.position.y - hips.position.y)
// - 0.01f * Vector3.Distance(m_JdController.bodyPartsDict[head].rb.velocity,
// m_JdController.bodyPartsDict[hips].rb.velocity)
// );
}
/// <summary>
target . position = newTargetPos + ground . position ;
}
// print("OnEpisodeBegin");
// if (m_WalkDir != Vector3.zero)
// {
// transform.rotation = Quaternion.LookRotation(m_WalkDir);
// }
//Random start rotation
// transform.Rotate(Vector3.up, Random.Range(0.0f, 360.0f));
if ( detectTargets & & ! targetIsStatic )
{
public void SetResetParameters ( )
{
SetTorsoMass ( ) ;
}
private void OnDrawGizmosSelected ( )
{
if ( showOrientationCubeGizmo & & Application . isPlaying )
{
Gizmos . color = Color . green ;
Gizmos . matrix = m_OrientationCube . transform . localToWorldMatrix ;
Gizmos . DrawWireCube ( Vector3 . zero , m_OrientationCube . transform . localScale ) ;
Gizmos . DrawRay ( Vector3 . zero , Vector3 . forward ) ;
}
}
}