Vilmantas Balasevicius
5 年前
当前提交
dfc08082
共有 12 个文件被更改,包括 3847 次插入 和 22 次删除
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21UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedCrawlerAgent.cs
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30UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedJointDriveController.cs
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1001UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedCrawler.prefab
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7UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedCrawler.prefab.meta
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1001UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedFixedPlatform.prefab
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7UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedFixedPlatform.prefab.meta
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617UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/ArticulatedCrawlerManualControl.unity
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7UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/ArticulatedCrawlerManualControl.unity.meta
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1001UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/ArticulatedCrawlerStaticTarget.unity
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7UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/ArticulatedCrawlerStaticTarget.unity.meta
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167UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedCrawlerManualControl.cs
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3UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/ArticulatedCrawlerManualControl.cs.meta
1001
UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedCrawler.prefab
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UnitySDK/Assets/ML-Agents/Examples/Crawler/Prefabs/ArticulatedFixedPlatform.prefab
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1001
UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/ArticulatedCrawlerStaticTarget.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
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|
|||
using System; |
|||
using UnityEngine; |
|||
|
|||
namespace MLAgents |
|||
{ |
|||
public class ArticulatedCrawlerManualControl : MonoBehaviour |
|||
{ |
|||
public GameObject upperLeg; |
|||
public GameObject foreLeg; |
|||
private ArticulationBody m_AbUpper; |
|||
private ArticulationBody m_AbFore; |
|||
|
|||
private Vector3 m_rotationUpper; |
|||
private Vector3 m_rotationFore; |
|||
|
|||
public bool useAlternativeKeySetForInput = false; |
|||
public float maxJointForceLimit = 1000; |
|||
public float maxJointSpring = 40; |
|||
public float jointDampen = 3000; |
|||
|
|||
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() |
|||
{ |
|||
m_AbUpper = upperLeg.GetComponent<ArticulationBody>(); |
|||
m_AbFore = foreLeg.GetComponent<ArticulationBody>(); |
|||
|
|||
|
|||
m_rotationUpper = m_rotationFore = Vector3.zero; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Resets the position and velocity of the agent and the goal.
|
|||
/// </summary>
|
|||
public void AgentReset() |
|||
{ |
|||
m_rotationUpper = Vector3.zero; |
|||
m_rotationFore = Vector3.zero; |
|||
|
|||
/* |
|||
m_AbUpper.transform.position = new Vector3(0f, -4f, 0f) + transform.position; |
|||
m_AbFore.transform.rotation = Quaternion.Euler(180f, 0f, 0f); |
|||
|
|||
pendulumB.transform.position = new Vector3(0f, -10f, 0f) + transform.position; |
|||
pendulumB.transform.rotation = Quaternion.Euler(180f, 0f, 0f); |
|||
*/ |
|||
} |
|||
|
|||
public void FixedUpdate() |
|||
{ |
|||
//float maxTorque = 1000f;
|
|||
float deltaRotation = 0.01f; |
|||
|
|||
|
|||
// upper arm
|
|||
if (Input.GetKey(KeyCode.A)) |
|||
m_rotationUpper.x += deltaRotation; |
|||
if (Input.GetKey(KeyCode.Z)) |
|||
m_rotationUpper.x -= deltaRotation; |
|||
if (Input.GetKey(KeyCode.S)) |
|||
m_rotationUpper.y += deltaRotation; |
|||
if (Input.GetKey(KeyCode.X)) |
|||
m_rotationUpper.y -= deltaRotation; |
|||
if (Input.GetKey(KeyCode.D)) |
|||
m_rotationUpper.z += deltaRotation; |
|||
if (Input.GetKey(KeyCode.C)) |
|||
m_rotationUpper.z -= deltaRotation; |
|||
|
|||
|
|||
m_rotationUpper.x = Mathf.Clamp(m_rotationUpper.x, -Mathf.PI * 0.5f, Mathf.PI * 0.5f); |
|||
m_rotationUpper.y = Mathf.Clamp(m_rotationUpper.y, -Mathf.PI * 0.5f, Mathf.PI * 0.5f); |
|||
m_rotationUpper.z = Mathf.Clamp(m_rotationUpper.z, -Mathf.PI * 0.5f, Mathf.PI * 0.5f); |
|||
|
|||
|
|||
// lower arm
|
|||
if (Input.GetKey(KeyCode.F)) |
|||
m_rotationFore.x += deltaRotation; |
|||
if (Input.GetKey(KeyCode.V)) |
|||
m_rotationFore.x -= deltaRotation; |
|||
if (Input.GetKey(KeyCode.G)) |
|||
m_rotationFore.y += deltaRotation; |
|||
if (Input.GetKey(KeyCode.B)) |
|||
m_rotationFore.y -= deltaRotation; |
|||
if (Input.GetKey(KeyCode.H)) |
|||
m_rotationFore.z += deltaRotation; |
|||
if (Input.GetKey(KeyCode.N)) |
|||
m_rotationFore.z -= deltaRotation; |
|||
|
|||
m_rotationFore.x = Mathf.Clamp(m_rotationFore.x, -Mathf.PI * 0.5f, Mathf.PI * 0.5f); |
|||
m_rotationFore.y = Mathf.Clamp(m_rotationFore.y, -Mathf.PI * 0.5f, Mathf.PI * 0.5f); |
|||
m_rotationFore.z = Mathf.Clamp(m_rotationFore.z, -Mathf.PI * 0.5f, Mathf.PI * 0.5f); |
|||
|
|||
|
|||
SetJointTargetRotation(m_AbUpper, m_rotationUpper.x, m_rotationUpper.y, m_rotationUpper.z); |
|||
SetJointStrength(m_AbUpper, 0.0001f); |
|||
|
|||
SetJointTargetRotation(m_AbFore, m_rotationFore.x, m_rotationFore.y, m_rotationFore.z); |
|||
SetJointStrength(m_AbFore, 0.0001f); |
|||
|
|||
|
|||
if (Input.GetKey(KeyCode.Escape)) |
|||
AgentReset(); |
|||
} |
|||
|
|||
public void SetJointTargetRotation(ArticulationBody arb, float x, float y, float z) |
|||
{ |
|||
/* |
|||
// Incoming values need to be in [-1,1] interval
|
|||
x = (x + 1f) * 0.5f; |
|||
y = (y + 1f) * 0.5f; |
|||
z = (z + 1f) * 0.5f; |
|||
*/ |
|||
var xDrive = arb.xDrive; |
|||
var yDrive = arb.yDrive; |
|||
var zDrive = arb.zDrive; |
|||
|
|||
|
|||
/* |
|||
var xRot = Mathf.Lerp(xDrive.lowerLimit, xDrive.upperLimit, x); |
|||
var yRot = Mathf.Lerp(yDrive.lowerLimit, yDrive.upperLimit, y); |
|||
var zRot = Mathf.Lerp(zDrive.lowerLimit, zDrive.upperLimit, z); |
|||
|
|||
var currentXNormalizedRot = |
|||
Mathf.InverseLerp(xDrive.lowerLimit, xDrive.upperLimit, xRot); |
|||
|
|||
// What is this ? Vilmantas Why lowerLimit is not used ?
|
|||
var currentYNormalizedRot = Mathf.InverseLerp(yDrive.lowerLimit, yDrive.upperLimit, yRot); |
|||
var currentZNormalizedRot = Mathf.InverseLerp(zDrive.lowerLimit, zDrive.upperLimit, zRot); |
|||
|
|||
//joint.targetRotation = Quaternion.Euler(xRot, yRot, zRot); // Original code
|
|||
*/ |
|||
var xRot = x; |
|||
var yRot = y; |
|||
var zRot = z; |
|||
|
|||
xDrive.target = xRot; yDrive.target = yRot; zDrive.target = zRot; |
|||
|
|||
arb.xDrive = xDrive; arb.yDrive = yDrive; arb.zDrive = zDrive; |
|||
|
|||
var currentEularJointRotation = new Vector3(xRot, yRot, zRot); |
|||
} |
|||
|
|||
public void SetJointStrength(ArticulationBody arb, float strength) |
|||
{ |
|||
var xDrive = arb.xDrive; |
|||
var yDrive = arb.yDrive; |
|||
var zDrive = arb.zDrive; |
|||
|
|||
var rawVal = (strength + 1f) * 0.5f * maxJointForceLimit; |
|||
|
|||
xDrive.stiffness = yDrive.stiffness = zDrive.stiffness = maxJointSpring; |
|||
xDrive.damping = yDrive.damping = zDrive.damping = jointDampen; |
|||
xDrive.forceLimit = yDrive.forceLimit = zDrive.forceLimit = rawVal; |
|||
|
|||
// Slerp drive does not exist, so we try to set strength for each axis individually
|
|||
arb.xDrive = xDrive; |
|||
arb.yDrive = yDrive; |
|||
arb.zDrive = zDrive; |
|||
//joint.slerpDrive = jd;
|
|||
currentStrength = rawVal; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 1183164ed37748bf9cc8441ceb64df13 |
|||
timeCreated: 1572947634 |
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