您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
473 行
16 KiB
473 行
16 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Object = UnityEngine.Object;
|
|
|
|
namespace Unity.MLAgents.Extensions.Sensors
|
|
{
|
|
/// <summary>
|
|
/// Abstract class for managing the transforms of a hierarchy of objects.
|
|
/// This could be GameObjects or Monobehaviours in the scene graph, but this is
|
|
/// not a requirement; for example, the objects could be rigid bodies whose hierarchy
|
|
/// is defined by Joint configurations.
|
|
///
|
|
/// Poses are either considered in model space, which is relative to a root body,
|
|
/// or in local space, which is relative to their parent.
|
|
/// </summary>
|
|
public abstract class PoseExtractor
|
|
{
|
|
int[] m_ParentIndices;
|
|
Pose[] m_ModelSpacePoses;
|
|
Pose[] m_LocalSpacePoses;
|
|
|
|
Vector3[] m_ModelSpaceLinearVelocities;
|
|
Vector3[] m_LocalSpaceLinearVelocities;
|
|
|
|
bool[] m_PoseEnabled;
|
|
|
|
|
|
/// <summary>
|
|
/// Read iterator for the enabled model space transforms.
|
|
/// </summary>
|
|
public IEnumerable<Pose> GetEnabledModelSpacePoses()
|
|
{
|
|
if (m_ModelSpacePoses == null)
|
|
{
|
|
yield break;
|
|
}
|
|
|
|
for (var i = 0; i < m_ModelSpacePoses.Length; i++)
|
|
{
|
|
if (m_PoseEnabled[i])
|
|
{
|
|
yield return m_ModelSpacePoses[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read iterator for the enabled local space transforms.
|
|
/// </summary>
|
|
public IEnumerable<Pose> GetEnabledLocalSpacePoses()
|
|
{
|
|
if (m_LocalSpacePoses == null)
|
|
{
|
|
yield break;
|
|
}
|
|
|
|
for (var i = 0; i < m_LocalSpacePoses.Length; i++)
|
|
{
|
|
if (m_PoseEnabled[i])
|
|
{
|
|
yield return m_LocalSpacePoses[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read iterator for the enabled model space linear velocities.
|
|
/// </summary>
|
|
public IEnumerable<Vector3> GetEnabledModelSpaceVelocities()
|
|
{
|
|
if (m_ModelSpaceLinearVelocities == null)
|
|
{
|
|
yield break;
|
|
}
|
|
|
|
for (var i = 0; i < m_ModelSpaceLinearVelocities.Length; i++)
|
|
{
|
|
if (m_PoseEnabled[i])
|
|
{
|
|
yield return m_ModelSpaceLinearVelocities[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Read iterator for the enabled local space linear velocities.
|
|
/// </summary>
|
|
public IEnumerable<Vector3> GetEnabledLocalSpaceVelocities()
|
|
{
|
|
if (m_LocalSpaceLinearVelocities == null)
|
|
{
|
|
yield break;
|
|
}
|
|
|
|
for (var i = 0; i < m_LocalSpaceLinearVelocities.Length; i++)
|
|
{
|
|
if (m_PoseEnabled[i])
|
|
{
|
|
yield return m_LocalSpaceLinearVelocities[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Number of enabled poses in the hierarchy (read-only).
|
|
/// </summary>
|
|
public int NumEnabledPoses
|
|
{
|
|
get
|
|
{
|
|
if (m_PoseEnabled == null)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
var numEnabled = 0;
|
|
for (var i = 0; i < m_PoseEnabled.Length; i++)
|
|
{
|
|
numEnabled += m_PoseEnabled[i] ? 1 : 0;
|
|
}
|
|
|
|
return numEnabled;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Number of total poses in the hierarchy (read-only).
|
|
/// </summary>
|
|
public int NumPoses
|
|
{
|
|
get { return m_ModelSpacePoses?.Length ?? 0; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the parent index of the body at the specified index.
|
|
/// </summary>
|
|
/// <param name="index"></param>
|
|
/// <returns></returns>
|
|
public int GetParentIndex(int index)
|
|
{
|
|
if (m_ParentIndices == null)
|
|
{
|
|
throw new NullReferenceException("No parent indices set");
|
|
}
|
|
|
|
return m_ParentIndices[index];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set whether the pose at the given index is enabled or disabled for observations.
|
|
/// </summary>
|
|
/// <param name="index"></param>
|
|
/// <param name="val"></param>
|
|
public void SetPoseEnabled(int index, bool val)
|
|
{
|
|
m_PoseEnabled[index] = val;
|
|
}
|
|
|
|
public bool IsPoseEnabled(int index)
|
|
{
|
|
return m_PoseEnabled[index];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initialize with the mapping of parent indices.
|
|
/// The 0th element is assumed to be -1, indicating that it's the root.
|
|
/// </summary>
|
|
/// <param name="parentIndices"></param>
|
|
protected void Setup(int[] parentIndices)
|
|
{
|
|
#if DEBUG
|
|
if (parentIndices[0] != -1)
|
|
{
|
|
throw new UnityAgentsException($"Expected parentIndices[0] to be -1, got {parentIndices[0]}");
|
|
}
|
|
#endif
|
|
m_ParentIndices = parentIndices;
|
|
var numPoses = parentIndices.Length;
|
|
m_ModelSpacePoses = new Pose[numPoses];
|
|
m_LocalSpacePoses = new Pose[numPoses];
|
|
|
|
m_ModelSpaceLinearVelocities = new Vector3[numPoses];
|
|
m_LocalSpaceLinearVelocities = new Vector3[numPoses];
|
|
|
|
m_PoseEnabled = new bool[numPoses];
|
|
// All poses are enabled by default. Generally we'll want to disable the root though.
|
|
for (var i = 0; i < numPoses; i++)
|
|
{
|
|
m_PoseEnabled[i] = true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return the world space Pose of the i'th object.
|
|
/// </summary>
|
|
/// <param name="index"></param>
|
|
/// <returns></returns>
|
|
protected internal abstract Pose GetPoseAt(int index);
|
|
|
|
/// <summary>
|
|
/// Return the world space linear velocity of the i'th object.
|
|
/// </summary>
|
|
/// <param name="index"></param>
|
|
/// <returns></returns>
|
|
protected internal abstract Vector3 GetLinearVelocityAt(int index);
|
|
|
|
/// <summary>
|
|
/// Return the underlying object at the given index. This is only
|
|
/// used for display in the inspector.
|
|
/// </summary>
|
|
/// <param name="index"></param>
|
|
/// <returns></returns>
|
|
protected internal virtual Object GetObjectAt(int index)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Update the internal model space transform storage based on the underlying system.
|
|
/// </summary>
|
|
public void UpdateModelSpacePoses()
|
|
{
|
|
using (TimerStack.Instance.Scoped("UpdateModelSpacePoses"))
|
|
{
|
|
if (m_ModelSpacePoses == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var rootWorldTransform = GetPoseAt(0);
|
|
var worldToModel = rootWorldTransform.Inverse();
|
|
var rootLinearVel = GetLinearVelocityAt(0);
|
|
|
|
for (var i = 0; i < m_ModelSpacePoses.Length; i++)
|
|
{
|
|
var currentWorldSpacePose = GetPoseAt(i);
|
|
var currentModelSpacePose = worldToModel.Multiply(currentWorldSpacePose);
|
|
m_ModelSpacePoses[i] = currentModelSpacePose;
|
|
|
|
var currentBodyLinearVel = GetLinearVelocityAt(i);
|
|
var relativeVelocity = currentBodyLinearVel - rootLinearVel;
|
|
m_ModelSpaceLinearVelocities[i] = worldToModel.rotation * relativeVelocity;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the internal model space transform storage based on the underlying system.
|
|
/// </summary>
|
|
public void UpdateLocalSpacePoses()
|
|
{
|
|
using (TimerStack.Instance.Scoped("UpdateLocalSpacePoses"))
|
|
{
|
|
if (m_LocalSpacePoses == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < m_LocalSpacePoses.Length; i++)
|
|
{
|
|
if (m_ParentIndices[i] != -1)
|
|
{
|
|
var parentTransform = GetPoseAt(m_ParentIndices[i]);
|
|
// This is slightly inefficient, since for a body with multiple children, we'll end up inverting
|
|
// the transform multiple times. Might be able to trade space for perf here.
|
|
var invParent = parentTransform.Inverse();
|
|
var currentTransform = GetPoseAt(i);
|
|
m_LocalSpacePoses[i] = invParent.Multiply(currentTransform);
|
|
|
|
var parentLinearVel = GetLinearVelocityAt(m_ParentIndices[i]);
|
|
var currentLinearVel = GetLinearVelocityAt(i);
|
|
m_LocalSpaceLinearVelocities[i] = invParent.rotation * (currentLinearVel - parentLinearVel);
|
|
}
|
|
else
|
|
{
|
|
m_LocalSpacePoses[i] = Pose.identity;
|
|
m_LocalSpaceLinearVelocities[i] = Vector3.zero;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Compute the number of floats needed to represent the poses for the given PhysicsSensorSettings.
|
|
/// </summary>
|
|
/// <param name="settings"></param>
|
|
/// <returns></returns>
|
|
public int GetNumPoseObservations(PhysicsSensorSettings settings)
|
|
{
|
|
int obsPerPose = 0;
|
|
obsPerPose += settings.UseModelSpaceTranslations ? 3 : 0;
|
|
obsPerPose += settings.UseModelSpaceRotations ? 4 : 0;
|
|
obsPerPose += settings.UseLocalSpaceTranslations ? 3 : 0;
|
|
obsPerPose += settings.UseLocalSpaceRotations ? 4 : 0;
|
|
|
|
obsPerPose += settings.UseModelSpaceLinearVelocity ? 3 : 0;
|
|
obsPerPose += settings.UseLocalSpaceLinearVelocity ? 3 : 0;
|
|
|
|
return NumEnabledPoses * obsPerPose;
|
|
}
|
|
|
|
internal void DrawModelSpace(Vector3 offset)
|
|
{
|
|
UpdateLocalSpacePoses();
|
|
UpdateModelSpacePoses();
|
|
|
|
var pose = m_ModelSpacePoses;
|
|
var localPose = m_LocalSpacePoses;
|
|
for (var i = 0; i < pose.Length; i++)
|
|
{
|
|
var current = pose[i];
|
|
if (m_ParentIndices[i] == -1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var parent = pose[m_ParentIndices[i]];
|
|
Debug.DrawLine(current.position + offset, parent.position + offset, Color.cyan);
|
|
var localUp = localPose[i].rotation * Vector3.up;
|
|
var localFwd = localPose[i].rotation * Vector3.forward;
|
|
var localRight = localPose[i].rotation * Vector3.right;
|
|
Debug.DrawLine(current.position + offset, current.position + offset + .1f * localUp, Color.red);
|
|
Debug.DrawLine(current.position + offset, current.position + offset + .1f * localFwd, Color.green);
|
|
Debug.DrawLine(current.position + offset, current.position + offset + .1f * localRight, Color.blue);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Simplified representation of the a node in the hierarchy for display.
|
|
/// </summary>
|
|
internal struct DisplayNode
|
|
{
|
|
/// <summary>
|
|
/// Underlying object in the hierarchy. Pass to EditorGUIUtility.ObjectContent() for display.
|
|
/// </summary>
|
|
public Object NodeObject;
|
|
|
|
/// <summary>
|
|
/// Whether the poses for the object are enabled.
|
|
/// </summary>
|
|
public bool Enabled;
|
|
|
|
/// <summary>
|
|
/// Depth in the hierarchy, used for adjusting the indent level.
|
|
/// </summary>
|
|
public int Depth;
|
|
|
|
/// <summary>
|
|
/// The index of the corresponding object in the PoseExtractor.
|
|
/// </summary>
|
|
public int OriginalIndex;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get a list of display nodes in depth-first order.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
internal IList<DisplayNode> GetDisplayNodes()
|
|
{
|
|
if (NumPoses == 0)
|
|
{
|
|
return Array.Empty<DisplayNode>();
|
|
}
|
|
var nodesOut = new List<DisplayNode>(NumPoses);
|
|
|
|
// List of children for each node
|
|
var tree = new Dictionary<int, List<int>>();
|
|
for (var i = 0; i < NumPoses; i++)
|
|
{
|
|
var parent = GetParentIndex(i);
|
|
if (i == -1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!tree.ContainsKey(parent))
|
|
{
|
|
tree[parent] = new List<int>();
|
|
}
|
|
tree[parent].Add(i);
|
|
}
|
|
|
|
// Store (index, depth) in the stack
|
|
var stack = new Stack<(int, int)>();
|
|
stack.Push((0, 0));
|
|
|
|
while (stack.Count != 0)
|
|
{
|
|
var (current, depth) = stack.Pop();
|
|
var obj = GetObjectAt(current);
|
|
|
|
var node = new DisplayNode
|
|
{
|
|
NodeObject = obj,
|
|
Enabled = IsPoseEnabled(current),
|
|
OriginalIndex = current,
|
|
Depth = depth
|
|
};
|
|
nodesOut.Add(node);
|
|
|
|
// Add children
|
|
if (tree.ContainsKey(current))
|
|
{
|
|
// Push to the stack in reverse order
|
|
var children = tree[current];
|
|
for (var childIdx = children.Count - 1; childIdx >= 0; childIdx--)
|
|
{
|
|
stack.Push((children[childIdx], depth + 1));
|
|
}
|
|
}
|
|
|
|
// Safety check
|
|
// This shouldn't even happen, but in case we have a cycle in the graph
|
|
// exit instead of looping forever and eating up all the memory.
|
|
if (nodesOut.Count > NumPoses)
|
|
{
|
|
return nodesOut;
|
|
}
|
|
}
|
|
|
|
return nodesOut;
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Extension methods for the Pose struct, in order to improve the readability of some math.
|
|
/// </summary>
|
|
public static class PoseExtensions
|
|
{
|
|
/// <summary>
|
|
/// Compute the inverse of a Pose. For any Pose P,
|
|
/// P.Inverse() * P
|
|
/// will equal the identity pose (within tolerance).
|
|
/// </summary>
|
|
/// <param name="pose"></param>
|
|
/// <returns></returns>
|
|
public static Pose Inverse(this Pose pose)
|
|
{
|
|
var rotationInverse = Quaternion.Inverse(pose.rotation);
|
|
var translationInverse = -(rotationInverse * pose.position);
|
|
return new Pose { rotation = rotationInverse, position = translationInverse };
|
|
}
|
|
|
|
/// <summary>
|
|
/// This is equivalent to Pose.GetTransformedBy(), but keeps the order more intuitive.
|
|
/// </summary>
|
|
/// <param name="pose"></param>
|
|
/// <param name="rhs"></param>
|
|
/// <returns></returns>
|
|
public static Pose Multiply(this Pose pose, Pose rhs)
|
|
{
|
|
return rhs.GetTransformedBy(pose);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transform the vector by the pose. Conceptually this is equivalent to treating the Pose
|
|
/// as a 4x4 matrix and multiplying the augmented vector.
|
|
/// See https://en.wikipedia.org/wiki/Affine_transformation#Augmented_matrix for more details.
|
|
/// </summary>
|
|
/// <param name="pose"></param>
|
|
/// <param name="rhs"></param>
|
|
/// <returns></returns>
|
|
public static Vector3 Multiply(this Pose pose, Vector3 rhs)
|
|
{
|
|
return pose.rotation * rhs + pose.position;
|
|
}
|
|
|
|
// TODO optimize inv(A)*B?
|
|
}
|
|
}
|