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[MLA-240] Physic-based pose generation (#4166)
[MLA-240] Physic-based pose generation (#4166)
* hierarchy POC * WIP * abstract class * clean up init * separate files * cleanup, unit test * add Articulation util * sensor WIP * ArticulationBody sensor, starting docs * docstrings, cleanup * hierarchy tests, transform operators * unit tests * use Pose struct instead * delete QTTransform * rename * renames and compile fixes * remove ArticulationBodySensor* for now * revert CrawlerAgent changes * rename/MLA-1734-demo-provider
GitHub
5 年前
当前提交
fc6bc4db
共有 20 个文件被更改,包括 665 次插入 和 28 次删除
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2com.unity.ml-agents.extensions/Runtime/Sensors/ArticulationBodyPoseExtractor.cs.meta
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2com.unity.ml-agents.extensions/Runtime/Sensors/PhysicsSensorSettings.cs.meta
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8com.unity.ml-agents.extensions/Runtime/Sensors.meta
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8com.unity.ml-agents.extensions/Tests/Editor/Sensors.meta
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60com.unity.ml-agents.extensions/Runtime/Sensors/ArticulationBodyPoseExtractor.cs
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127com.unity.ml-agents.extensions/Runtime/Sensors/PhysicsSensorSettings.cs
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170com.unity.ml-agents.extensions/Runtime/Sensors/PoseExtractor.cs
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3com.unity.ml-agents.extensions/Runtime/Sensors/PoseExtractor.cs.meta
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70com.unity.ml-agents.extensions/Runtime/Sensors/RigidBodyPoseExtractor.cs
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11com.unity.ml-agents.extensions/Runtime/Sensors/RigidBodyPoseExtractor.cs.meta
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122com.unity.ml-agents.extensions/Tests/Editor/Sensors/PoseExtractorTests.cs
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11com.unity.ml-agents.extensions/Tests/Editor/Sensors/PoseExtractorTests.cs.meta
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62com.unity.ml-agents.extensions/Tests/Editor/Sensors/RigidBodyPoseExtractorTests.cs
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11com.unity.ml-agents.extensions/Tests/Editor/Sensors/RigidBodyPoseExtractorTests.cs.meta
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6com.unity.ml-agents.extensions/Runtime/RuntimeExample.cs
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20com.unity.ml-agents.extensions/Tests/Editor/EditorExampleTest.cs
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0/com.unity.ml-agents.extensions/Runtime/Sensors/ArticulationBodyPoseExtractor.cs.meta
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0/com.unity.ml-agents.extensions/Runtime/Sensors/PhysicsSensorSettings.cs.meta
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#if UNITY_2020_1_OR_NEWER
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using System.Collections.Generic; |
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using UnityEngine; |
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namespace Unity.MLAgents.Extensions.Sensors |
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{ |
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public class ArticulationBodyPoseExtractor : PoseExtractor |
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{ |
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ArticulationBody[] m_Bodies; |
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public ArticulationBodyPoseExtractor(ArticulationBody rootBody) |
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{ |
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if (!rootBody.isRoot) |
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{ |
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Debug.Log("Must pass ArticulationBody.isRoot"); |
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return; |
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} |
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var bodies = rootBody.GetComponentsInChildren <ArticulationBody>(); |
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if (bodies[0] != rootBody) |
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{ |
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Debug.Log("Expected root body at index 0"); |
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return; |
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} |
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var numBodies = bodies.Length; |
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m_Bodies = bodies; |
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int[] parentIndices = new int[numBodies]; |
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parentIndices[0] = -1; |
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var bodyToIndex = new Dictionary<ArticulationBody, int>(); |
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for (var i = 0; i < numBodies; i++) |
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{ |
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bodyToIndex[m_Bodies[i]] = i; |
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} |
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for (var i = 1; i < numBodies; i++) |
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{ |
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var body = m_Bodies[i]; |
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var parent = body.GetComponentInParent<ArticulationBody>(); |
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parentIndices[i] = bodyToIndex[parent]; |
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} |
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SetParentIndices(parentIndices); |
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} |
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protected override Pose GetPoseAt(int index) |
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{ |
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var body = m_Bodies[index]; |
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var go = body.gameObject; |
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var t = go.transform; |
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return new Pose { rotation = t.rotation, position = t.position }; |
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} |
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} |
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} |
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#endif // UNITY_2020_1_OR_NEWER
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using System; |
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using Unity.MLAgents.Sensors; |
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namespace Unity.MLAgents.Extensions.Sensors |
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{ |
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[Serializable] |
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public struct PhysicsSensorSettings |
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{ |
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/// <summary>
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/// Whether to use model space (relative to the root body) translations as observations.
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/// </summary>
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public bool UseModelSpaceTranslations; |
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/// <summary>
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/// Whether to use model space (relative to the root body) rotatoins as observations.
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/// </summary>
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public bool UseModelSpaceRotations; |
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/// <summary>
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/// Whether to use local space (relative to the parent body) translations as observations.
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/// </summary>
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public bool UseLocalSpaceTranslations; |
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/// <summary>
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/// Whether to use local space (relative to the parent body) translations as observations.
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/// </summary>
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public bool UseLocalSpaceRotations; |
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/// <summary>
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/// Creates a PhysicsSensorSettings with reasonable default values.
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/// </summary>
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/// <returns></returns>
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public static PhysicsSensorSettings Default() |
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{ |
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return new PhysicsSensorSettings |
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{ |
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UseModelSpaceTranslations = true, |
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UseModelSpaceRotations = true, |
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}; |
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} |
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/// <summary>
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/// Whether any model space observations are being used.
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/// </summary>
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public bool UseModelSpace |
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{ |
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get { return UseModelSpaceTranslations || UseModelSpaceRotations; } |
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} |
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/// <summary>
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/// Whether any local space observations are being used.
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/// </summary>
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public bool UseLocalSpace |
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{ |
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get { return UseLocalSpaceTranslations || UseLocalSpaceRotations; } |
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} |
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/// <summary>
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/// The number of floats needed to represent a given number of transforms.
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/// </summary>
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/// <param name="numTransforms"></param>
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/// <returns></returns>
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public int TransformSize(int numTransforms) |
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{ |
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int obsPerTransform = 0; |
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obsPerTransform += UseModelSpaceTranslations ? 3 : 0; |
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obsPerTransform += UseModelSpaceRotations ? 4 : 0; |
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obsPerTransform += UseLocalSpaceTranslations ? 3 : 0; |
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obsPerTransform += UseLocalSpaceRotations ? 4 : 0; |
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return numTransforms * obsPerTransform; |
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} |
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} |
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internal static class ObservationWriterPhysicsExtensions |
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{ |
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/// <summary>
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/// Utility method for writing a PoseExtractor to an ObservationWriter.
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/// </summary>
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/// <param name="writer"></param>
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/// <param name="settings"></param>
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/// <param name="poseExtractor"></param>
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/// <param name="baseOffset">The offset into the ObservationWriter to start writing at.</param>
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/// <returns>The number of observations written.</returns>
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public static int WritePoses(this ObservationWriter writer, PhysicsSensorSettings settings, PoseExtractor poseExtractor, int baseOffset = 0) |
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{ |
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var offset = baseOffset; |
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if (settings.UseModelSpace) |
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{ |
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foreach (var pose in poseExtractor.ModelSpacePoses) |
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{ |
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if(settings.UseModelSpaceTranslations) |
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{ |
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writer.Add(pose.position, offset); |
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offset += 3; |
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} |
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if (settings.UseModelSpaceRotations) |
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{ |
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writer.Add(pose.rotation, offset); |
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offset += 4; |
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} |
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} |
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} |
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if (settings.UseLocalSpace) |
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{ |
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foreach (var pose in poseExtractor.LocalSpacePoses) |
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{ |
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if(settings.UseLocalSpaceTranslations) |
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{ |
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writer.Add(pose.position, offset); |
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offset += 3; |
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} |
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if (settings.UseLocalSpaceRotations) |
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{ |
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writer.Add(pose.rotation, offset); |
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offset += 4; |
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} |
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} |
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} |
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return offset - baseOffset; |
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} |
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} |
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} |
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using System.Collections.Generic; |
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using UnityEngine; |
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namespace Unity.MLAgents.Extensions.Sensors |
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{ |
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/// <summary>
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/// Abstract class for managing the transforms of a hierarchy of objects.
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/// This could be GameObjects or Monobehaviours in the scene graph, but this is
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/// not a requirement; for example, the objects could be rigid bodies whose hierarchy
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/// is defined by Joint configurations.
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///
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/// Poses are either considered in model space, which is relative to a root body,
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/// or in local space, which is relative to their parent.
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/// </summary>
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public abstract class PoseExtractor |
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{ |
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int[] m_ParentIndices; |
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Pose[] m_ModelSpacePoses; |
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Pose[] m_LocalSpacePoses; |
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/// <summary>
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/// Read access to the model space transforms.
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/// </summary>
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public IList<Pose> ModelSpacePoses |
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{ |
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get { return m_ModelSpacePoses; } |
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} |
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/// <summary>
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/// Read access to the local space transforms.
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/// </summary>
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public IList<Pose> LocalSpacePoses |
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{ |
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get { return m_LocalSpacePoses; } |
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} |
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/// <summary>
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/// Number of transforms in the hierarchy (read-only).
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/// </summary>
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public int NumPoses |
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{ |
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get { return m_ModelSpacePoses?.Length ?? 0; } |
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} |
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/// <summary>
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/// Initialize with the mapping of parent indices.
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/// The 0th element is assumed to be -1, indicating that it's the root.
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/// </summary>
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/// <param name="parentIndices"></param>
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protected void SetParentIndices(int[] parentIndices) |
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{ |
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m_ParentIndices = parentIndices; |
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var numTransforms = parentIndices.Length; |
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m_ModelSpacePoses = new Pose[numTransforms]; |
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m_LocalSpacePoses = new Pose[numTransforms]; |
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} |
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/// <summary>
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/// Return the world space Pose of the i'th object.
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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protected abstract Pose GetPoseAt(int index); |
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/// <summary>
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/// Update the internal model space transform storage based on the underlying system.
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/// </summary>
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public void UpdateModelSpacePoses() |
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{ |
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if (m_ModelSpacePoses == null) |
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{ |
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return; |
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} |
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var worldTransform = GetPoseAt(0); |
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var worldToModel = worldTransform.Inverse(); |
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for (var i = 0; i < m_ModelSpacePoses.Length; i++) |
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{ |
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var currentTransform = GetPoseAt(i); |
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m_ModelSpacePoses[i] = worldToModel.Multiply(currentTransform); |
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} |
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} |
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/// <summary>
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/// Update the internal model space transform storage based on the underlying system.
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/// </summary>
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public void UpdateLocalSpacePoses() |
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{ |
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if (m_LocalSpacePoses == null) |
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{ |
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return; |
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} |
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for (var i = 0; i < m_LocalSpacePoses.Length; i++) |
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{ |
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if (m_ParentIndices[i] != -1) |
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{ |
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var parentTransform = GetPoseAt(m_ParentIndices[i]); |
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// This is slightly inefficient, since for a body with multiple children, we'll end up inverting
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// the transform multiple times. Might be able to trade space for perf here.
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var invParent = parentTransform.Inverse(); |
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var currentTransform = GetPoseAt(i); |
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m_LocalSpacePoses[i] = invParent.Multiply(currentTransform); |
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} |
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else |
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{ |
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m_LocalSpacePoses[i] = Pose.identity; |
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} |
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} |
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} |
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public void DrawModelSpace(Vector3 offset) |
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{ |
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UpdateLocalSpacePoses(); |
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UpdateModelSpacePoses(); |
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var pose = m_ModelSpacePoses; |
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var localPose = m_LocalSpacePoses; |
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for (var i = 0; i < pose.Length; i++) |
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{ |
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var current = pose[i]; |
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if (m_ParentIndices[i] == -1) |
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{ |
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continue; |
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} |
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var parent = pose[m_ParentIndices[i]]; |
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Debug.DrawLine(current.position + offset, parent.position + offset, Color.cyan); |
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var localUp = localPose[i].rotation * Vector3.up; |
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var localFwd = localPose[i].rotation * Vector3.forward; |
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var localRight = localPose[i].rotation * Vector3.right; |
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Debug.DrawLine(current.position+offset, current.position+offset+.1f*localUp, Color.red); |
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Debug.DrawLine(current.position+offset, current.position+offset+.1f*localFwd, Color.green); |
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Debug.DrawLine(current.position+offset, current.position+offset+.1f*localRight, Color.blue); |
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} |
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} |
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} |
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public static class PoseExtensions |
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{ |
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/// <summary>
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/// Compute the inverse of a Pose. For any Pose P,
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/// P.Inverse() * P
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/// will equal the identity pose (within tolerance).
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/// </summary>
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/// <param name="pose"></param>
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/// <returns></returns>
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public static Pose Inverse(this Pose pose) |
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{ |
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var rotationInverse = Quaternion.Inverse(pose.rotation); |
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var translationInverse = -(rotationInverse * pose.position); |
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return new Pose { rotation = rotationInverse, position = translationInverse }; |
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} |
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/// <summary>
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/// This is equivalent to Pose.GetTransformedBy(), but keeps the order more intuitive.
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/// </summary>
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/// <param name="pose"></param>
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/// <param name="rhs"></param>
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/// <returns></returns>
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public static Pose Multiply(this Pose pose, Pose rhs) |
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{ |
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return rhs.GetTransformedBy(pose); |
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} |
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// TODO optimize inv(A)*B?
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} |
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} |
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fileFormatVersion: 2 |
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guid: e0f1e5147a394f428f9a6447c4a8a1f4 |
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timeCreated: 1591919825 |
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using System.Collections.Generic; |
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using UnityEngine; |
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namespace Unity.MLAgents.Extensions.Sensors |
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{ |
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/// <summary>
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/// Utility class to track a hierarchy of RigidBodies. These are assumed to have a root node,
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/// and child nodes are connect to their parents via Joints.
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/// </summary>
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public class RigidBodyPoseExtractor : PoseExtractor |
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{ |
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Rigidbody[] m_Bodies; |
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/// <summary>
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/// Initialize given a root RigidBody.
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/// </summary>
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/// <param name="rootBody"></param>
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public RigidBodyPoseExtractor(Rigidbody rootBody) |
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{ |
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if (rootBody == null) |
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{ |
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return; |
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} |
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var rbs = rootBody.GetComponentsInChildren <Rigidbody>(); |
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var bodyToIndex = new Dictionary<Rigidbody, int>(rbs.Length); |
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var parentIndices = new int[rbs.Length]; |
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if (rbs[0] != rootBody) |
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{ |
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Debug.Log("Expected root body at index 0"); |
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return; |
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} |
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for (var i = 0; i < rbs.Length; i++) |
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{ |
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bodyToIndex[rbs[i]] = i; |
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} |
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var joints = rootBody.GetComponentsInChildren <Joint>(); |
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foreach (var j in joints) |
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{ |
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var parent = j.connectedBody; |
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var child = j.GetComponent<Rigidbody>(); |
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var parentIndex = bodyToIndex[parent]; |
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var childIndex = bodyToIndex[child]; |
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parentIndices[childIndex] = parentIndex; |
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} |
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m_Bodies = rbs; |
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SetParentIndices(parentIndices); |
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} |
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/// <summary>
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/// Get the pose of the i'th RigidBody.
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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protected override Pose GetPoseAt(int index) |
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{ |
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var body = m_Bodies[index]; |
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return new Pose { rotation = body.rotation, position = body.position }; |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 867cab4a07f244518bae3e6fdda14416 |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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using UnityEngine; |
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using NUnit.Framework; |
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using Unity.MLAgents.Extensions.Sensors; |
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namespace Unity.MLAgents.Extensions.Tests.Sensors |
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{ |
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public class PoseExtractorTests |
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{ |
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class UselessPoseExtractor : PoseExtractor |
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{ |
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protected override Pose GetPoseAt(int index) |
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{ |
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return Pose.identity; |
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} |
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public void Init(int[] parentIndices) |
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{ |
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SetParentIndices(parentIndices); |
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} |
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} |
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[Test] |
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public void TestEmptyExtractor() |
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{ |
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var poseExtractor = new UselessPoseExtractor(); |
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// These should be no-ops
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poseExtractor.UpdateLocalSpacePoses(); |
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poseExtractor.UpdateModelSpacePoses(); |
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Assert.AreEqual(0, poseExtractor.NumPoses); |
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} |
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[Test] |
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public void TestSimpleExtractor() |
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{ |
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var poseExtractor = new UselessPoseExtractor(); |
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var parentIndices = new[] { -1, 0 }; |
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poseExtractor.Init(parentIndices); |
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Assert.AreEqual(2, poseExtractor.NumPoses); |
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} |
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|
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|
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/// <summary>
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/// A simple "chain" hierarchy, where each object is parented to the one before it.
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/// 0 <- 1 <- 2 <- ...
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/// </summary>
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class ChainPoseExtractor : PoseExtractor |
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{ |
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public Vector3 offset; |
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public ChainPoseExtractor(int size) |
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{ |
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var parents = new int[size]; |
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for (var i = 0; i < size; i++) |
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{ |
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parents[i] = i - 1; |
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} |
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SetParentIndices(parents); |
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} |
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|
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protected override Pose GetPoseAt(int index) |
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{ |
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var rotation = Quaternion.identity; |
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var translation = offset + new Vector3(index, index, index); |
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return new Pose |
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{ |
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rotation = rotation, |
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position = translation |
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}; |
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} |
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} |
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|
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[Test] |
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public void TestChain() |
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{ |
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var size = 4; |
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var chain = new ChainPoseExtractor(size); |
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chain.offset = new Vector3(.5f, .75f, .333f); |
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|
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chain.UpdateModelSpacePoses(); |
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chain.UpdateLocalSpacePoses(); |
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|
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// Root transforms are currently always the identity.
|
|||
Assert.IsTrue(chain.ModelSpacePoses[0] == Pose.identity); |
|||
Assert.IsTrue(chain.LocalSpacePoses[0] == Pose.identity); |
|||
|
|||
// Check the non-root transforms
|
|||
for (var i = 1; i < size; i++) |
|||
{ |
|||
var modelSpace = chain.ModelSpacePoses[i]; |
|||
var expectedModelTranslation = new Vector3(i, i, i); |
|||
Assert.IsTrue(expectedModelTranslation == modelSpace.position); |
|||
|
|||
var localSpace = chain.LocalSpacePoses[i]; |
|||
var expectedLocalTranslation = new Vector3(1, 1, 1); |
|||
Assert.IsTrue(expectedLocalTranslation == localSpace.position); |
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|||
public class PoseExtensionTests |
|||
{ |
|||
[Test] |
|||
public void TestInverse() |
|||
{ |
|||
Pose t = new Pose |
|||
{ |
|||
rotation = Quaternion.AngleAxis(23.0f, new Vector3(1, 1, 1).normalized), |
|||
position = new Vector3(-1.0f, 2.0f, 3.0f) |
|||
}; |
|||
|
|||
var inverseT = t.Inverse(); |
|||
var product = inverseT.Multiply(t); |
|||
Assert.IsTrue(Vector3.zero == product.position); |
|||
Assert.IsTrue(Quaternion.identity == product.rotation); |
|||
|
|||
Assert.IsTrue(Pose.identity == product); |
|||
} |
|||
|
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 9b0deb29b2f5d4b03a7f75a516943c81 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using NUnit.Framework; |
|||
using Unity.MLAgents.Extensions.Sensors; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Tests.Sensors |
|||
{ |
|||
public class RigidBodyPoseExtractorTests |
|||
{ |
|||
[TearDown] |
|||
public void RemoveGameObjects() |
|||
{ |
|||
var objects = GameObject.FindObjectsOfType<GameObject>(); |
|||
foreach (var o in objects) |
|||
{ |
|||
UnityEngine.Object.DestroyImmediate(o); |
|||
} |
|||
} |
|||
|
|||
[Test] |
|||
public void TestNullRoot() |
|||
{ |
|||
var poseExtractor = new RigidBodyPoseExtractor(null); |
|||
// These should be no-ops
|
|||
poseExtractor.UpdateLocalSpacePoses(); |
|||
poseExtractor.UpdateModelSpacePoses(); |
|||
|
|||
Assert.AreEqual(0, poseExtractor.NumPoses); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestSingleBody() |
|||
{ |
|||
var go = new GameObject(); |
|||
var rootRb = go.AddComponent<Rigidbody>(); |
|||
var poseExtractor = new RigidBodyPoseExtractor(rootRb); |
|||
Assert.AreEqual(1, poseExtractor.NumPoses); |
|||
} |
|||
|
|||
[Test] |
|||
public void TestTwoBodies() |
|||
{ |
|||
// * rootObj
|
|||
// - rb1
|
|||
// * go2
|
|||
// - rb2
|
|||
// - joint
|
|||
var rootObj = new GameObject(); |
|||
var rb1 = rootObj.AddComponent<Rigidbody>(); |
|||
|
|||
var go2 = new GameObject(); |
|||
var rb2 = go2.AddComponent<Rigidbody>(); |
|||
go2.transform.SetParent(rootObj.transform); |
|||
|
|||
var joint = go2.AddComponent<ConfigurableJoint>(); |
|||
joint.connectedBody = rb1; |
|||
|
|||
var poseExtractor = new RigidBodyPoseExtractor(rb1); |
|||
Assert.AreEqual(2, poseExtractor.NumPoses); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 23f57b248aaf940a3962cef68c6d83f5 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using Unity.MLAgents; |
|||
|
|||
namespace Unity.MLAgents.Extensions |
|||
{ |
|||
|
|||
} |
|
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
using UnityEngine.TestTools; |
|||
using NUnit.Framework; |
|||
using System.Collections; |
|||
|
|||
namespace Unity.MLAgents.Extensions.Tests |
|||
{ |
|||
|
|||
internal class EditorExampleTest { |
|||
|
|||
[Test] |
|||
public void EditorTestMath() |
|||
{ |
|||
Assert.AreEqual(2, 1 + 1); |
|||
} |
|||
|
|||
} |
|||
|
|||
} |
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