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141 行
4.5 KiB
141 行
4.5 KiB
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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/// Optional game object used to determine the root of the poses, separate from the actual Rigidbodies
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/// in the hierarchy. For locomotion
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/// </summary>
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GameObject m_VirtualRoot;
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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">The root Rigidbody. This has no Joints on it (but other Joints may connect to it).</param>
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/// <param name="rootGameObject">Optional GameObject used to find Rigidbodies in the hierarchy.</param>
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/// <param name="virtualRoot">Optional GameObject used to determine the root of the poses,
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/// separate from the actual Rigidbodies in the hierarchy. For locomotion tasks, with ragdolls, this provides
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/// a stabilized refernece frame, which can improve learning.</param>
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public RigidBodyPoseExtractor(Rigidbody rootBody, GameObject rootGameObject = null, GameObject virtualRoot = null)
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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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Rigidbody[] rbs;
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if (rootGameObject == null)
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{
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rbs = rootBody.GetComponentsInChildren<Rigidbody>();
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}
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else
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{
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rbs = rootGameObject.GetComponentsInChildren<Rigidbody>();
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}
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if (rbs == null || rbs.Length == 0)
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{
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Debug.Log("No rigid bodies found!");
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return;
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}
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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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// Adjust the array if we have a virtual root.
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// This will be at index 0, and the "real" root will be parented to it.
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if (virtualRoot != null)
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{
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var extendedRbs = new Rigidbody[rbs.Length + 1];
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for (var i = 0; i < rbs.Length; i++)
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{
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extendedRbs[i + 1] = rbs[i];
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}
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rbs = extendedRbs;
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}
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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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parentIndices[0] = -1;
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for (var i = 0; i < rbs.Length; i++)
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{
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if(rbs[i] != null)
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{
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bodyToIndex[rbs[i]] = i;
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}
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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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if (virtualRoot != null)
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{
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// Make sure the original root treats the virtual root as its parent.
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parentIndices[1] = 0;
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m_VirtualRoot = virtualRoot;
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}
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m_Bodies = rbs;
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Setup(parentIndices);
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// By default, ignore the root
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SetPoseEnabled(0, false);
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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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if (index == 0 && m_VirtualRoot != null)
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{
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// No velocity on the virtual root
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return Vector3.zero;
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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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if (index == 0 && m_VirtualRoot != null)
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{
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// Use the GameObject's world transform
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return new Pose
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{
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rotation = m_VirtualRoot.transform.rotation,
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position = m_VirtualRoot.transform.position
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};
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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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internal Rigidbody[] Bodies => m_Bodies;
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}
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}
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