Beispiel #1
0
    void Update()
    {
        if (TrajectoryControl)
        {
            //Update Target Direction / Velocity
            TargetDirection = Vector3.Lerp(TargetDirection, Quaternion.AngleAxis(Controller.QueryTurn() * 60f, Vector3.up) * Trajectory.Points[RootPointIndex].GetDirection(), TargetBlending);
            TargetVelocity  = Vector3.Lerp(TargetVelocity, (Quaternion.LookRotation(TargetDirection, Vector3.up) * Controller.QueryMove()).normalized, TargetBlending);

            //Update Bias
            Bias = Utility.Interpolate(Bias, PoolBias(), TargetBlending);

            //Update Trajectory Correction
            TrajectoryCorrection = Utility.Interpolate(TrajectoryCorrection, Mathf.Max(Controller.QueryMove().normalized.magnitude, Mathf.Abs(Controller.QueryTurn())), TargetBlending);

            //Update Style
            for (int i = 0; i < Controller.Styles.Length; i++)
            {
                if (i == 0)
                {
                    if (!Controller.QueryAny())
                    {
                        Trajectory.Points[RootPointIndex].Styles[i] = Utility.Interpolate(Trajectory.Points[RootPointIndex].Styles[i], 1f, StyleTransition);
                    }
                    else
                    {
                        Trajectory.Points[RootPointIndex].Styles[i] = Utility.Interpolate(Trajectory.Points[RootPointIndex].Styles[i], Controller.Styles[i].Query() ? 1f : 0f, StyleTransition);
                    }
                }
                else
                {
                    Trajectory.Points[RootPointIndex].Styles[i] = Utility.Interpolate(Trajectory.Points[RootPointIndex].Styles[i], Controller.Styles[i].Query() ? 1f : 0f, StyleTransition);
                }
            }

            //Predict Future Trajectory
            Vector3[] trajectory_positions_blend = new Vector3[Trajectory.Points.Length];
            trajectory_positions_blend[RootPointIndex] = Trajectory.Points[RootPointIndex].GetTransformation().GetPosition();
            for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
            {
                float bias_pos  = 0.75f;
                float bias_dir  = 1.25f;
                float scale_pos = (1.0f - Mathf.Pow(1.0f - ((float)(i - RootPointIndex) / (RootPointIndex)), bias_pos));
                float scale_dir = (1.0f - Mathf.Pow(1.0f - ((float)(i - RootPointIndex) / (RootPointIndex)), bias_dir));

                float scale = 1f / (Trajectory.Points.Length - (RootPointIndex + 1f));

                trajectory_positions_blend[i] = trajectory_positions_blend[i - 1] + Vector3.Lerp(
                    Trajectory.Points[i].GetPosition() - Trajectory.Points[i - 1].GetPosition(),
                    scale * Bias * TargetVelocity,
                    scale_pos);

                Trajectory.Points[i].SetDirection(Vector3.Lerp(Trajectory.Points[i].GetDirection(), TargetDirection, scale_dir));

                Trajectory.Points[i].SetVelocity(Bias * TargetVelocity.magnitude);                 //Set Desired Smoothed Root Velocities

                for (int j = 0; j < Trajectory.Points[i].Styles.Length; j++)
                {
                    Trajectory.Points[i].Styles[j] = Trajectory.Points[RootPointIndex].Styles[j];
                }
            }
            for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
            {
                Trajectory.Points[i].SetPosition(trajectory_positions_blend[i]);
            }

            for (int i = RootPointIndex; i < Trajectory.Points.Length; i += PointDensity)
            {
                Trajectory.Points[i].Postprocess();
            }
            for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
            {
                Trajectory.Point prev   = GetPreviousSample(i);
                Trajectory.Point next   = GetNextSample(i);
                float            factor = (float)(i % PointDensity) / PointDensity;

                Trajectory.Points[i].SetPosition(((1f - factor) * prev.GetPosition() + factor * next.GetPosition()));
                Trajectory.Points[i].SetDirection(((1f - factor) * prev.GetDirection() + factor * next.GetDirection()));
                Trajectory.Points[i].SetVelocity((1f - factor) * prev.GetVelocity() + factor * next.GetVelocity());
                Trajectory.Points[i].SetLeftsample((1f - factor) * prev.GetLeftSample() + factor * next.GetLeftSample());
                Trajectory.Points[i].SetRightSample((1f - factor) * prev.GetRightSample() + factor * next.GetRightSample());
                Trajectory.Points[i].SetSlope((1f - factor) * prev.GetSlope() + factor * next.GetSlope());
            }
        }

        if (MLP.Parameters != null)
        {
            //Calculate Root
            Matrix4x4 currentRoot = Trajectory.Points[RootPointIndex].GetTransformation();
            //Fix for flat terrain
            Transformations.SetPosition(
                ref currentRoot,
                new Vector3(currentRoot.GetPosition().x, 0f, currentRoot.GetPosition().z)
                );
            //

            int start = 0;
            //Input Trajectory Positions / Directions
            for (int i = 0; i < PointSamples; i++)
            {
                Vector3 pos = GetSample(i).GetPosition().GetRelativePositionTo(currentRoot);
                Vector3 dir = GetSample(i).GetDirection().GetRelativeDirectionTo(currentRoot);
                MLP.SetInput(start + i * 6 + 0, pos.x);
                //MLP.SetInput(start + i*6 + 1, pos.y); //Fix for flat terrain
                MLP.SetInput(start + i * 6 + 1, 0f);
                MLP.SetInput(start + i * 6 + 2, pos.z);
                MLP.SetInput(start + i * 6 + 3, dir.x);
                //MLP.SetInput(start + i*6 + 4, dir.y); //Fix for flat terrain
                MLP.SetInput(start + i * 6 + 4, 0f);
                MLP.SetInput(start + i * 6 + 5, dir.z);
            }
            start += 6 * PointSamples;

            //Input Trajectory Heights
            for (int i = 0; i < PointSamples; i++)
            {
                //MLP.SetInput(start + i*2 + 0, GetSample(i).GetLeftSample().y - currentRoot.GetPosition().y); //Fix for flat terrain
                //MLP.SetInput(start + i*2 + 1, GetSample(i).GetRightSample().y - currentRoot.GetPosition().y); //Fix for flat terrain
                MLP.SetInput(start + i * 2 + 0, 0f);
                MLP.SetInput(start + i * 2 + 1, 0f);
            }
            start += 2 * PointSamples;

            //Input Trajectory Styles
            for (int i = 0; i < PointSamples; i++)
            {
                for (int j = 0; j < GetSample(i).Styles.Length; j++)
                {
                    MLP.SetInput(start + i * GetSample(i).Styles.Length + j, GetSample(i).Styles[j]);
                }
            }
            start += Controller.Styles.Length * PointSamples;

            //Input Previous Bone Positions / Velocities
            Matrix4x4 previousRoot = Trajectory.Points[RootPointIndex - 1].GetTransformation();
            //Fix for flat terrain
            Transformations.SetPosition(
                ref previousRoot,
                new Vector3(previousRoot.GetPosition().x, 0f, previousRoot.GetPosition().z)
                );
            //
            for (int i = 0; i < Joints.Length; i++)
            {
                Vector3 pos     = Positions[i].GetRelativePositionTo(previousRoot);
                Vector3 forward = Forwards[i].GetRelativeDirectionTo(previousRoot);
                Vector3 up      = Ups[i].GetRelativeDirectionTo(previousRoot);
                Vector3 vel     = Velocities[i].GetRelativeDirectionTo(previousRoot);
                MLP.SetInput(start + i * JointDimIn + 0, pos.x);
                MLP.SetInput(start + i * JointDimIn + 1, pos.y);
                MLP.SetInput(start + i * JointDimIn + 2, pos.z);
                MLP.SetInput(start + i * JointDimIn + 3, forward.x);
                MLP.SetInput(start + i * JointDimIn + 4, forward.y);
                MLP.SetInput(start + i * JointDimIn + 5, forward.z);
                MLP.SetInput(start + i * JointDimIn + 6, up.x);
                MLP.SetInput(start + i * JointDimIn + 7, up.y);
                MLP.SetInput(start + i * JointDimIn + 8, up.z);
                MLP.SetInput(start + i * JointDimIn + 9, vel.x);
                MLP.SetInput(start + i * JointDimIn + 10, vel.y);
                MLP.SetInput(start + i * JointDimIn + 11, vel.z);
            }
            start += JointDimIn * Joints.Length;

            if (name == "Wolf_MLP_P")
            {
                MLP.SetInput(start, Phase); start += 1;
            }

            //Predict
            MLP.Predict();

            //Update Past Trajectory
            for (int i = 0; i < RootPointIndex; i++)
            {
                Trajectory.Points[i].SetPosition(Trajectory.Points[i + 1].GetPosition());
                Trajectory.Points[i].SetDirection(Trajectory.Points[i + 1].GetDirection());
                Trajectory.Points[i].SetVelocity(Trajectory.Points[i + 1].GetVelocity());
                Trajectory.Points[i].SetLeftsample(Trajectory.Points[i + 1].GetLeftSample());
                Trajectory.Points[i].SetRightSample(Trajectory.Points[i + 1].GetRightSample());
                Trajectory.Points[i].SetSlope(Trajectory.Points[i + 1].GetSlope());
                for (int j = 0; j < Trajectory.Points[i].Styles.Length; j++)
                {
                    Trajectory.Points[i].Styles[j] = Trajectory.Points[i + 1].Styles[j];
                }
            }

            //Update Current Trajectory
            int     end = 6 * 4 + JointDimOut * Joints.Length;
            Vector3 translationalOffset = new Vector3(MLP.GetOutput(end + 0), 0f, MLP.GetOutput(end + 1));
            float   angularOffset       = MLP.GetOutput(end + 2);

            Trajectory.Points[RootPointIndex].SetPosition(translationalOffset.GetRelativePositionFrom(currentRoot));
            Trajectory.Points[RootPointIndex].SetDirection(Quaternion.AngleAxis(angularOffset, Vector3.up) * Trajectory.Points[RootPointIndex].GetDirection());
            Trajectory.Points[RootPointIndex].Postprocess();
            Matrix4x4 nextRoot = Trajectory.Points[RootPointIndex].GetTransformation();
            //Fix for flat terrain
            Transformations.SetPosition(
                ref nextRoot,
                new Vector3(nextRoot.GetPosition().x, 0f, nextRoot.GetPosition().z)
                );
            //

            //Update Future Trajectory
            for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
            {
                Trajectory.Points[i].SetPosition(Trajectory.Points[i].GetPosition() + translationalOffset.GetRelativeDirectionFrom(nextRoot));
            }
            start = 0;
            for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
            {
                //ROOT	1		2		3		4		5
                //.x....x.......x.......x.......x.......x
                int   index           = i;
                int   prevSampleIndex = GetPreviousSample(index).GetIndex() / PointDensity;
                int   nextSampleIndex = GetNextSample(index).GetIndex() / PointDensity;
                float factor          = (float)(i % PointDensity) / PointDensity;

                float prevPosX = MLP.GetOutput(start + (prevSampleIndex - 6) * 4 + 0);
                float prevPosZ = MLP.GetOutput(start + (prevSampleIndex - 6) * 4 + 1);
                float prevDirX = MLP.GetOutput(start + (prevSampleIndex - 6) * 4 + 2);
                float prevDirZ = MLP.GetOutput(start + (prevSampleIndex - 6) * 4 + 3);

                float nextPosX = MLP.GetOutput(start + (nextSampleIndex - 6) * 4 + 0);
                float nextPosZ = MLP.GetOutput(start + (nextSampleIndex - 6) * 4 + 1);
                float nextDirX = MLP.GetOutput(start + (nextSampleIndex - 6) * 4 + 2);
                float nextDirZ = MLP.GetOutput(start + (nextSampleIndex - 6) * 4 + 3);

                float posX = (1f - factor) * prevPosX + factor * nextPosX;
                float posZ = (1f - factor) * prevPosZ + factor * nextPosZ;
                float dirX = (1f - factor) * prevDirX + factor * nextDirX;
                float dirZ = (1f - factor) * prevDirZ + factor * nextDirZ;

                Trajectory.Points[i].SetPosition(
                    Utility.Interpolate(
                        Trajectory.Points[i].GetPosition(),
                        new Vector3(posX, 0f, posZ).GetRelativePositionFrom(nextRoot),
                        TrajectoryCorrection
                        )
                    );
                Trajectory.Points[i].SetDirection(
                    Utility.Interpolate(
                        Trajectory.Points[i].GetDirection(),
                        new Vector3(dirX, 0f, dirZ).normalized.GetRelativeDirectionFrom(nextRoot),
                        TrajectoryCorrection
                        )
                    );
            }
            start += 6 * 4;
            for (int i = RootPointIndex + PointDensity; i < Trajectory.Points.Length; i += PointDensity)
            {
                Trajectory.Points[i].Postprocess();
            }
            for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
            {
                Trajectory.Point prev   = GetPreviousSample(i);
                Trajectory.Point next   = GetNextSample(i);
                float            factor = (float)(i % PointDensity) / PointDensity;

                Trajectory.Points[i].SetPosition(((1f - factor) * prev.GetPosition() + factor * next.GetPosition()));
                Trajectory.Points[i].SetDirection(((1f - factor) * prev.GetDirection() + factor * next.GetDirection()));
                Trajectory.Points[i].SetVelocity((1f - factor) * prev.GetVelocity() + factor * next.GetVelocity());
                Trajectory.Points[i].SetLeftsample((1f - factor) * prev.GetLeftSample() + factor * next.GetLeftSample());
                Trajectory.Points[i].SetRightSample((1f - factor) * prev.GetRightSample() + factor * next.GetRightSample());
                Trajectory.Points[i].SetSlope((1f - factor) * prev.GetSlope() + factor * next.GetSlope());
            }

            Trajectory.Points[RootPointIndex].SetVelocity((Trajectory.GetLast().GetPosition() - transform.position).magnitude);             //Correct Current Smoothed Root Velocity

            //Compute Posture
            for (int i = 0; i < Joints.Length; i++)
            {
                Vector3 position = new Vector3(MLP.GetOutput(start + i * JointDimOut + 0), MLP.GetOutput(start + i * JointDimOut + 1), MLP.GetOutput(start + i * JointDimOut + 2));
                Vector3 forward  = new Vector3(MLP.GetOutput(start + i * JointDimOut + 3), MLP.GetOutput(start + i * JointDimOut + 4), MLP.GetOutput(start + i * JointDimOut + 5)).normalized;
                Vector3 up       = new Vector3(MLP.GetOutput(start + i * JointDimOut + 6), MLP.GetOutput(start + i * JointDimOut + 7), MLP.GetOutput(start + i * JointDimOut + 8)).normalized;
                Vector3 velocity = new Vector3(MLP.GetOutput(start + i * JointDimOut + 9), MLP.GetOutput(start + i * JointDimOut + 10), MLP.GetOutput(start + i * JointDimOut + 11));

                Positions[i]  = Vector3.Lerp(Positions[i].GetRelativePositionTo(currentRoot) + velocity, position, 0.5f).GetRelativePositionFrom(currentRoot);
                Forwards[i]   = forward.GetRelativeDirectionFrom(currentRoot);
                Ups[i]        = up.GetRelativeDirectionFrom(currentRoot);
                Velocities[i] = velocity.GetRelativeDirectionFrom(currentRoot);
            }
            start += JointDimOut * Joints.Length;

            //Update Posture
            Root.position = nextRoot.GetPosition();
            Root.rotation = nextRoot.GetRotation();
            for (int i = 0; i < Joints.Length; i++)
            {
                Joints[i].position = Positions[i];
                Joints[i].rotation = Quaternion.LookRotation(Forwards[i], Ups[i]);
            }

            transform.position = new Vector3(Root.position.x, 0f, Root.position.z);             //Fix for flat ground

            /*
             * if(SolveIK) {
             *      //Step #1
             *      for(int i=0; i<IKSolvers.Length; i++) {
             *              if(IKSolvers[i].name != "Tail") {
             *                      float heightThreshold = i==0 || i==1 ? 0.025f : 0.05f;
             *                      float velocityThreshold = i==0 || i== 1 ? 0.015f : 0.015f;
             *                      Vector3 goal = IKSolvers[i].GetTipPosition();
             *                      IKSolvers[i].Goal.y = goal.y;
             *                      float velocityDelta = (goal - IKSolvers[i].Goal).magnitude;
             *                      float velocityWeight = Utility.Exponential01(velocityDelta / velocityThreshold);
             *                      float heightDelta = goal.y;
             *                      float heightWeight = Utility.Exponential01(heightDelta / heightThreshold);
             *                      float weight = Mathf.Min(velocityWeight, heightWeight);
             *                      IKSolvers[i].Goal = Vector3.Lerp(IKSolvers[i].Goal, goal, weight);
             *              }
             *      }
             *      for(int i=0; i<IKSolvers.Length; i++) {
             *              if(IKSolvers[i].name != "Tail") {
             *                      IKSolvers[i].ProcessIK();
             *              }
             *      }
             *      for(int i=0; i<Joints.Length; i++) {
             *              Positions[i] = Joints[i].position;
             *              //Forwards[i] = Joints[i].forward;
             *              //Ups[i] = Joints[i].up;
             *      }
             * }
             */

            transform.position = Trajectory.Points[RootPointIndex].GetPosition();             //Fix for flat ground

            /*
             * if(SolveIK) {
             *      //Step #2
             *      for(int i=0; i<IKSolvers.Length; i++) {
             *              IKSolvers[i].Goal = IKSolvers[i].GetTipPosition();
             *              float height = Utility.GetHeight(IKSolvers[i].Goal, LayerMask.GetMask("Ground"));
             *              if(IKSolvers[i].name == "Tail") {
             *                      IKSolvers[i].Goal.y = Mathf.Max(height, height + (IKSolvers[i].Goal.y - transform.position.y));
             *              } else {
             *                      IKSolvers[i].Goal.y = height + (IKSolvers[i].Goal.y - transform.position.y);
             *              }
             *      }
             *      Transform spine = Array.Find(Joints, x => x.name == "Spine1");
             *      Transform neck = Array.Find(Joints, x => x.name == "Neck");
             *      Transform leftShoulder = Array.Find(Joints, x => x.name == "LeftShoulder");
             *      Transform rightShoulder = Array.Find(Joints, x => x.name == "RightShoulder");
             *      Vector3 spinePosition = spine.position;
             *      Vector3 neckPosition = neck.position;
             *      Vector3 leftShoulderPosition = leftShoulder.position;
             *      Vector3 rightShoulderPosition = rightShoulder.position;
             *      float spineHeight = Utility.GetHeight(spine.position, LayerMask.GetMask("Ground"));
             *      float neckHeight = Utility.GetHeight(neck.position, LayerMask.GetMask("Ground"));
             *      float leftShoulderHeight = Utility.GetHeight(leftShoulder.position, LayerMask.GetMask("Ground"));
             *      float rightShoulderHeight = Utility.GetHeight(rightShoulder.position, LayerMask.GetMask("Ground"));
             *      spine.rotation = Quaternion.Slerp(spine.rotation, Quaternion.FromToRotation(neckPosition - spinePosition, new Vector3(neckPosition.x, neckHeight + (neckPosition.y - Root.position.y), neckPosition.z) - spinePosition) * spine.rotation, 0.5f);
             *      spine.position = new Vector3(spinePosition.x, spineHeight + (spinePosition.y - Root.position.y), spinePosition.z);
             *      neck.position = new Vector3(neckPosition.x, neckHeight + (neckPosition.y - Root.position.y), neckPosition.z);
             *      leftShoulder.position = new Vector3(leftShoulderPosition.x, leftShoulderHeight + (leftShoulderPosition.y - Root.position.y), leftShoulderPosition.z);
             *      rightShoulder.position = new Vector3(rightShoulderPosition.x, rightShoulderHeight + (rightShoulderPosition.y - Root.position.y), rightShoulderPosition.z);
             *      for(int i=0; i<IKSolvers.Length; i++) {
             *              IKSolvers[i].ProcessIK();
             *      }
             * }
             */

            //Update Skeleton
            Character.FetchTransformations(Root);

            if (name == "Wolf_MLP_P")
            {
                //Update Phase
                Phase = Mathf.Repeat(Phase + MLP.GetOutput(end + 3), 1f);
            }
        }
    }