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78 行
2.4 KiB
78 行
2.4 KiB
#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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/// <summary>
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/// Utility class to track a hierarchy of ArticulationBodies.
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/// </summary>
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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 == null)
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{
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return;
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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 currentArticBody = m_Bodies[i];
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// Component.GetComponentInParent will consider the provided object as well.
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// So start looking from the parent.
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var currentGameObject = currentArticBody.gameObject;
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var parentGameObject = currentGameObject.transform.parent;
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var parentArticBody = parentGameObject.GetComponentInParent<ArticulationBody>();
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parentIndices[i] = bodyToIndex[parentArticBody];
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}
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Setup(parentIndices);
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}
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/// <inheritdoc/>
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protected internal override Vector3 GetLinearVelocityAt(int index)
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{
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return m_Bodies[index].velocity;
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}
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/// <inheritdoc/>
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protected internal 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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internal ArticulationBody[] Bodies => m_Bodies;
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}
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}
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#endif // UNITY_2020_1_OR_NEWER
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