public FullState(QuaternionProprioState proprio, AchievedGoal ag, Sensor.Image shoulderImage, Sensor.Image gripperImage) { this.proprio = proprio; this.ag = ag; this.shoulderImage = shoulderImage; this.gripperImage = gripperImage; }
public FullState() { this.proprio = new QuaternionProprioState(); this.ag = new AchievedGoal(); this.shoulderImage = new Sensor.Image(); this.gripperImage = new Sensor.Image(); }
public Goal(Std.String type, AchievedGoal state_goal, Sensor.Image img_goal, Std.String lang_goal) { this.type = type; this.state_goal = state_goal; this.img_goal = img_goal; this.lang_goal = lang_goal; }
public Goal() { this.type = new Std.String(); this.state_goal = new AchievedGoal(); this.img_goal = new Sensor.Image(); this.lang_goal = new Std.String(); }
AchievedGoal GetAchievedGoal() { Transform obj_pose = obj1.transform; AchievedGoal ag = new AchievedGoal( obj_pose.position.x, //start obj obj_pose.position.y, obj_pose.position.z, obj_pose.rotation.x, obj_pose.rotation.y, obj_pose.rotation.z, obj_pose.rotation.w); // end obj return(ag); }
// Given a full state, resets void resetEnvironment(AchievedGoal ag) { // reset object 1 obj1.transform.rotation = new Quaternion(ag.obj1_q1, ag.obj1_q2, ag.obj1_q3, ag.obj1_q4); obj1.transform.position = new Vector3(ag.obj1_pos_x, ag.obj1_pos_y, ag.obj1_pos_z); }
public ResetInfo(JointPositions joints, AchievedGoal ag) { this.joints = joints; this.ag = ag; }
public ResetInfo() { this.joints = new JointPositions(); this.ag = new AchievedGoal(); }
public RPYState(RPYProprioState proprio, AchievedGoal ag) { this.proprio = proprio; this.ag = ag; }
public RPYState() { this.proprio = new RPYProprioState(); this.ag = new AchievedGoal(); }