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+0.02f * Vector3.Dot(m_OrientationCube.transform.forward, |
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Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity, 999)) |
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// + 0.01f * Vector3.Dot(m_OrientationCube.transform.forward, hips.forward)
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+ 0.01f * Vector3.Dot(m_OrientationCube.transform.forward, head.forward) |
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// + 0.01f * Vector3.Dot(m_OrientationCube.transform.forward, head.forward)
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// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) //reward looking at
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+ 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) //reward looking at
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// + 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, head.rotation) //reward looking at
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// + 0.015f * (Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation) - 1) *
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// .5f //penalize not looking at
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