void Update()
        {
            if (NN.Parameters == null)
            {
                return;
            }

            //Update Target Direction / Velocity, 从控制器可以获得面朝向,移动方向
            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 Gait, , 从控制器获得姿势,这个是float,因为值得改变是每帧插值过去的
            for (int i = 0; i < Controller.Styles.Length; i++)
            {
                Trajectory.Points[RootPointIndex].Styles[i] = Utility.Interpolate(Trajectory.Points[RootPointIndex].Styles[i], Controller.Styles[i].Query() ? 1f : 0f, GaitTransition);
            }
            //For Human Only
            //Trajectory.Points[RootPointIndex].Styles[0] = Utility.Interpolate(Trajectory.Points[RootPointIndex].Styles[0], 1.0f - Mathf.Clamp(Vector3.Magnitude(TargetVelocity) / 0.1f, 0.0f, 1.0f), GaitTransition);
            //Trajectory.Points[RootPointIndex].Styles[1] = Mathf.Max(Trajectory.Points[RootPointIndex].Styles[1] - Trajectory.Points[RootPointIndex].Styles[2], 0f);
            //

            /*
             * //Blend Trajectory Offset
             * Vector3 positionOffset = transform.position - Trajectory.Points[RootPointIndex].GetPosition();
             * Quaternion rotationOffset = Quaternion.Inverse(Trajectory.Points[RootPointIndex].GetRotation()) * transform.rotation;
             * Trajectory.Points[RootPointIndex].SetPosition(Trajectory.Points[RootPointIndex].GetPosition() + positionOffset);
             * Trajectory.Points[RootPointIndex].SetDirection(rotationOffset * Trajectory.Points[RootPointIndex].GetDirection());
             *
             * for(int i=RootPointIndex; i<Trajectory.Points.Length; i++) {
             *      float factor = 1f - (i - RootPointIndex)/(RootPointIndex - 1f);
             *      Trajectory.Points[i].SetPosition(Trajectory.Points[i].GetPosition() + factor*positionOffset);
             * }
             */

            //Predict Future Trajectory
            Vector3[] trajectory_positions_blend = new Vector3[Trajectory.Points.Length];
            trajectory_positions_blend[RootPointIndex] = Trajectory.Points[RootPointIndex].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 vel_boost = PoolBias();                 //基本就是1啊

                // 因为总共预测得是1秒之后位置,所以每个点相对偏移要乘以这个
                float rescale = 1f / (Trajectory.Points.Length - (RootPointIndex + 1f));

                // 未来位置相对偏移,是预测位置相对偏移,和当前移动速度 的一个插值
                trajectory_positions_blend[i] = trajectory_positions_blend[i - 1] + Vector3.Lerp(
                    Trajectory.Points[i].GetPosition() - Trajectory.Points[i - 1].GetPosition(),
                    vel_boost * rescale * TargetVelocity,
                    scale_pos);


                // 未来方向 是预测方向 和 当前方向 的插值
                Trajectory.Points[i].SetDirection(Vector3.Lerp(Trajectory.Points[i].GetDirection(), TargetDirection, scale_dir));

                // 未来姿势gait是跟当前一致
                for (int j = 0; j < Trajectory.Points[i].Styles.Length; j++)
                {
                    Trajectory.Points[i].Styles[j] = Trajectory.Points[RootPointIndex].Styles[j];
                }
            }

            // 设置上位置
            for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
            {
                Trajectory.Points[i].SetPosition(trajectory_positions_blend[i]);
            }

            // 只有整点 来做地形处理,获得高度啥的
            for (int i = RootPointIndex; i < Trajectory.Points.Length; i += PointDensity)
            {
                Trajectory.Points[i].Postprocess();
            }

            // 其他中间点,都通过整点来插值得到
            for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
            {
                //ROOT	1		2		3		4		5
                //.x....x.......x.......x.......x.......x
                Trajectory.Point prev   = GetPreviousSample(i);               // 得到前一个整点
                Trajectory.Point next   = GetNextSample(i);                   // 下一个整点
                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].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());
            }

            //Avoid Collisions,跟障碍物Obstacles碰撞后,后面预测的点都维持在碰撞的当前点上
            CollisionChecks(RootPointIndex + 1);

            if (NN.Parameters != null)
            {
                //Calculate Root
                Matrix4x4 currentRoot  = Trajectory.Points[RootPointIndex].GetTransformation();
                Matrix4x4 previousRoot = Trajectory.Points[RootPointIndex - 1].GetTransformation();

                //Input Trajectory Positions / Directions
                for (int i = 0; i < PointSamples; i++)
                {
                    Vector3 pos = Trajectory.Points[i * PointDensity].GetPosition().GetRelativePositionTo(currentRoot);
                    Vector3 dir = Trajectory.Points[i * PointDensity].GetDirection().GetRelativeDirectionTo(currentRoot);
                    NN.SetInput(PointSamples * 0 + i, UnitScale * pos.x);                   // 神经网络输入:先是12个x位置(相对于当前坐标)
                    NN.SetInput(PointSamples * 1 + i, UnitScale * pos.z);                   // 12个z位置
                    NN.SetInput(PointSamples * 2 + i, dir.x);                               // 12个x方向
                    NN.SetInput(PointSamples * 3 + i, dir.z);                               // 12个z方向
                }

                //Input Trajectory Gaits
                for (int i = 0; i < PointSamples; i++)                                  // 12个stand 姿势值, 12个 walk姿势值,12个 jog姿势值,crouch,jump,bump,共12*6
                {
                    for (int j = 0; j < Trajectory.Points[i * PointDensity].Styles.Length; j++)
                    {
                        NN.SetInput(PointSamples * (4 + j) + i, Trajectory.Points[i * PointDensity].Styles[j]);
                    }
                    //FOR HUMAN ONLY, 这是把jump的gait信息给覆盖了。破面太陡,就自动jump
                    NN.SetInput(PointSamples * 8 + i, Trajectory.Points[i * PointDensity].GetSlope());
                    //
                }

                //Input Previous Bone Positions / Velocities
                for (int i = 0; i < Actor.Bones.Length; i++)
                {
                    int     o   = 10 * PointSamples;                                                                                                    // input的index从120开始了
                    Vector3 pos = Positions[i].GetRelativePositionTo(previousRoot);
                    Vector3 vel = Velocities[i].GetRelativeDirectionTo(previousRoot);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 0 + i * 3 + 0, UnitScale * pos.x);             // 31个骨骼节点位置信息,x,y,z
                    NN.SetInput(o + Actor.Bones.Length * 3 * 0 + i * 3 + 1, UnitScale * pos.y);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 0 + i * 3 + 2, UnitScale * pos.z);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 1 + i * 3 + 0, UnitScale * vel.x);             // 31个骨骼节点速度信息,x,y,z
                    NN.SetInput(o + Actor.Bones.Length * 3 * 1 + i * 3 + 1, UnitScale * vel.y);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 1 + i * 3 + 2, UnitScale * vel.z);
                }

                //Input Trajectory Heights
                for (int i = 0; i < PointSamples; i++)
                {
                    int o = 10 * PointSamples + Actor.Bones.Length * 3 * 2;                                                                                    // input的index从120+186=306开始了
                    NN.SetInput(o + PointSamples * 0 + i, UnitScale * (Trajectory.Points[i * PointDensity].GetRightSample().y - currentRoot.GetPosition().y)); // 12个右边点高度
                    NN.SetInput(o + PointSamples * 1 + i, UnitScale * (Trajectory.Points[i * PointDensity].GetPosition().y - currentRoot.GetPosition().y));    // 12个中间点高度
                    NN.SetInput(o + PointSamples * 2 + i, UnitScale * (Trajectory.Points[i * PointDensity].GetLeftSample().y - currentRoot.GetPosition().y));  // 12个左边点高度
                }

                //Predict
                float rest = Mathf.Pow(1.0f - Trajectory.Points[RootPointIndex].Styles[0], 0.25f); // stand为1时,rest为0,阻尼damping为0.9
                NN.SetDamping(1f - (rest * 0.9f + 0.1f));                                          // stand为0时,rest为1,damping为0,从而下帧phase就取 当前phase + 此帧predict后的phase偏移,实际的PhaseIndex=3
                NN.Predict();

                //Update Past Trajectory,之前的[1,60]帧记录下来到[0,59]
                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].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,Y的 0,1是预测的下一帧的dx,dz,2是预测的下一帧的转向角度
                Trajectory.Points[RootPointIndex].SetPosition((rest * new Vector3(NN.GetOutput(0) / UnitScale, 0f, NN.GetOutput(1) / UnitScale)).GetRelativePositionFrom(currentRoot));
                Trajectory.Points[RootPointIndex].SetDirection(Quaternion.AngleAxis(rest * Mathf.Rad2Deg * (-NN.GetOutput(2)), Vector3.up) * Trajectory.Points[RootPointIndex].GetDirection());
                Trajectory.Points[RootPointIndex].Postprocess();
                Matrix4x4 nextRoot = Trajectory.Points[RootPointIndex].GetTransformation();

                //Update Future Trajectory,剩下的路径点,用当前帧的路径点 + 本位点预测相对于 实际设置的位置和方向的偏移
                for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
                {
                    Trajectory.Points[i].SetPosition(Trajectory.Points[i].GetPosition() + (rest * new Vector3(NN.GetOutput(0) / UnitScale, 0f, NN.GetOutput(1) / UnitScale)).GetRelativeDirectionFrom(nextRoot));
                }
                for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
                {
                    int   w    = RootSampleIndex;
                    float m    = Mathf.Repeat(((float)i - (float)RootPointIndex) / (float)PointDensity, 1.0f);                                              // index从8开始
                    float posX = (1 - m) * NN.GetOutput(8 + (w * 0) + (i / PointDensity) - w) + m * NN.GetOutput(8 + (w * 0) + (i / PointDensity) - w + 1); // 先有6个posX
                    float posZ = (1 - m) * NN.GetOutput(8 + (w * 1) + (i / PointDensity) - w) + m * NN.GetOutput(8 + (w * 1) + (i / PointDensity) - w + 1); // 6个posZ
                    float dirX = (1 - m) * NN.GetOutput(8 + (w * 2) + (i / PointDensity) - w) + m * NN.GetOutput(8 + (w * 2) + (i / PointDensity) - w + 1); // 6个dirX
                    float dirZ = (1 - m) * NN.GetOutput(8 + (w * 3) + (i / PointDensity) - w) + m * NN.GetOutput(8 + (w * 3) + (i / PointDensity) - w + 1); // 6个dirZ
                    Trajectory.Points[i].SetPosition(                                                                                                       //这50个中间的45个点的pos,dir好像白计算了,后面会从12个位点中做插值
                        Utility.Interpolate(
                            Trajectory.Points[i].GetPosition(),
                            new Vector3(posX / UnitScale, 0f, posZ / UnitScale).GetRelativePositionFrom(nextRoot),
                            TrajectoryCorrection                             //实际设置位0.75
                            )
                        );
                    Trajectory.Points[i].SetDirection(
                        Utility.Interpolate(
                            Trajectory.Points[i].GetDirection(),
                            new Vector3(dirX, 0f, dirZ).normalized.GetRelativeDirectionFrom(nextRoot),
                            TrajectoryCorrection
                            )
                        );
                }

                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++)
                {
                    //ROOT	1		2		3		4		5
                    //.x....x.......x.......x.......x.......x
                    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].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());
                }

                //Avoid Collisions
                CollisionChecks(RootPointIndex);

                //Compute Posture
                int opos = 8 + 4 * RootSampleIndex + Actor.Bones.Length * 3 * 0;              // index从 8+24=30开始,有31*3个骨骼点位置
                int ovel = 8 + 4 * RootSampleIndex + Actor.Bones.Length * 3 * 1;              // 从30+31*3开始,有93个骨骼点速度
                //int orot = 8 + 4*RootSampleIndex + Actor.Bones.Length*3*2;
                for (int i = 0; i < Actor.Bones.Length; i++)
                {
                    Vector3 position = new Vector3(NN.GetOutput(opos + i * 3 + 0), NN.GetOutput(opos + i * 3 + 1), NN.GetOutput(opos + i * 3 + 2)) / UnitScale;
                    Vector3 velocity = new Vector3(NN.GetOutput(ovel + i * 3 + 0), NN.GetOutput(ovel + i * 3 + 1), NN.GetOutput(ovel + i * 3 + 2)) / UnitScale;
                    //Quaternion rotation = new Quaternion(PFNN.GetOutput(orot+i*3+0), PFNN.GetOutput(orot+i*3+1), PFNN.GetOutput(orot+i*3+2), 0f).Exp();
                    Positions[i]  = Vector3.Lerp(Positions[i].GetRelativePositionTo(currentRoot) + velocity, position, 0.5f).GetRelativePositionFrom(currentRoot);
                    Velocities[i] = velocity.GetRelativeDirectionFrom(currentRoot);
                    //rotations[i] = rotation.GetRelativeRotationFrom(currentRoot);
                }

                //Update Posture
                transform.position = nextRoot.GetPosition();
                transform.rotation = nextRoot.GetRotation();
                for (int i = 0; i < Actor.Bones.Length; i++)
                {
                    Actor.Bones[i].Transform.position = Positions[i];                     //也就是说这个允许各个拉伸,但没有任何旋转,这应该是它跟Adam的区别。
                    Actor.Bones[i].Transform.rotation = Quaternion.LookRotation(Forwards[i], Ups[i]);
                }
            }
        }
        void Update()
        {
            if (NN.Parameters == null)
            {
                return;
            }

            //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 Gait
            for (int i = 0; i < Controller.Styles.Length; i++)
            {
                Trajectory.Points[RootPointIndex].Styles[i] = Utility.Interpolate(Trajectory.Points[RootPointIndex].Styles[i], Controller.Styles[i].Query() ? 1f : 0f, GaitTransition);
            }
            //For Human Only
            Trajectory.Points[RootPointIndex].Styles[0] = Utility.Interpolate(Trajectory.Points[RootPointIndex].Styles[0], 1.0f - Mathf.Clamp(Vector3.Magnitude(TargetVelocity) / 0.1f, 0.0f, 1.0f), GaitTransition);
            Trajectory.Points[RootPointIndex].Styles[1] = Mathf.Max(Trajectory.Points[RootPointIndex].Styles[1] - Trajectory.Points[RootPointIndex].Styles[2], 0f);
            //

            /*
             * //Blend Trajectory Offset
             * Vector3 positionOffset = transform.position - Trajectory.Points[RootPointIndex].GetPosition();
             * Quaternion rotationOffset = Quaternion.Inverse(Trajectory.Points[RootPointIndex].GetRotation()) * transform.rotation;
             * Trajectory.Points[RootPointIndex].SetPosition(Trajectory.Points[RootPointIndex].GetPosition() + positionOffset);
             * Trajectory.Points[RootPointIndex].SetDirection(rotationOffset * Trajectory.Points[RootPointIndex].GetDirection());
             *
             * for(int i=RootPointIndex; i<Trajectory.Points.Length; i++) {
             *      float factor = 1f - (i - RootPointIndex)/(RootPointIndex - 1f);
             *      Trajectory.Points[i].SetPosition(Trajectory.Points[i].GetPosition() + factor*positionOffset);
             * }
             */

            //Predict Future Trajectory
            Vector3[] trajectory_positions_blend = new Vector3[Trajectory.Points.Length];
            trajectory_positions_blend[RootPointIndex] = Trajectory.Points[RootPointIndex].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 vel_boost = PoolBias();

                float rescale = 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(),
                    vel_boost * rescale * TargetVelocity,
                    scale_pos);

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

                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++)
            {
                //ROOT	1		2		3		4		5
                //.x....x.......x.......x.......x.......x
                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].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());
            }

            //Avoid Collisions
            CollisionChecks(RootPointIndex + 1);

            if (NN.Parameters != null)
            {
                //Calculate Root
                Matrix4x4 currentRoot  = Trajectory.Points[RootPointIndex].GetTransformation();
                Matrix4x4 previousRoot = Trajectory.Points[RootPointIndex - 1].GetTransformation();

                //Input Trajectory Positions / Directions
                for (int i = 0; i < PointSamples; i++)
                {
                    Vector3 pos = Trajectory.Points[i * PointDensity].GetPosition().GetRelativePositionTo(currentRoot);
                    Vector3 dir = Trajectory.Points[i * PointDensity].GetDirection().GetRelativeDirectionTo(currentRoot);
                    NN.SetInput(PointSamples * 0 + i, UnitScale * pos.x);
                    NN.SetInput(PointSamples * 1 + i, UnitScale * pos.z);
                    NN.SetInput(PointSamples * 2 + i, dir.x);
                    NN.SetInput(PointSamples * 3 + i, dir.z);
                }

                //Input Trajectory Gaits
                for (int i = 0; i < PointSamples; i++)
                {
                    for (int j = 0; j < Trajectory.Points[i * PointDensity].Styles.Length; j++)
                    {
                        NN.SetInput(PointSamples * (4 + j) + i, Trajectory.Points[i * PointDensity].Styles[j]);
                    }
                    //FOR HUMAN ONLY
                    NN.SetInput(PointSamples * 8 + i, Trajectory.Points[i * PointDensity].GetSlope());
                    //
                }

                //Input Previous Bone Positions / Velocities
                for (int i = 0; i < Actor.Bones.Length; i++)
                {
                    int     o   = 10 * PointSamples;
                    Vector3 pos = Positions[i].GetRelativePositionTo(previousRoot);
                    Vector3 vel = Velocities[i].GetRelativeDirectionTo(previousRoot);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 0 + i * 3 + 0, UnitScale * pos.x);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 0 + i * 3 + 1, UnitScale * pos.y);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 0 + i * 3 + 2, UnitScale * pos.z);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 1 + i * 3 + 0, UnitScale * vel.x);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 1 + i * 3 + 1, UnitScale * vel.y);
                    NN.SetInput(o + Actor.Bones.Length * 3 * 1 + i * 3 + 2, UnitScale * vel.z);
                }

                //Input Trajectory Heights
                for (int i = 0; i < PointSamples; i++)
                {
                    int o = 10 * PointSamples + Actor.Bones.Length * 3 * 2;
                    NN.SetInput(o + PointSamples * 0 + i, UnitScale * (Trajectory.Points[i * PointDensity].GetRightSample().y - currentRoot.GetPosition().y));
                    NN.SetInput(o + PointSamples * 1 + i, UnitScale * (Trajectory.Points[i * PointDensity].GetPosition().y - currentRoot.GetPosition().y));
                    NN.SetInput(o + PointSamples * 2 + i, UnitScale * (Trajectory.Points[i * PointDensity].GetLeftSample().y - currentRoot.GetPosition().y));
                }

                //Predict
                float rest = Mathf.Pow(1.0f - Trajectory.Points[RootPointIndex].Styles[0], 0.25f);
                NN.SetDamping(1f - (rest * 0.9f + 0.1f));
                NN.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].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
                Trajectory.Points[RootPointIndex].SetPosition((rest * new Vector3(NN.GetOutput(0) / UnitScale, 0f, NN.GetOutput(1) / UnitScale)).GetRelativePositionFrom(currentRoot));
                Trajectory.Points[RootPointIndex].SetDirection(Quaternion.AngleAxis(rest * Mathf.Rad2Deg * (-NN.GetOutput(2)), Vector3.up) * Trajectory.Points[RootPointIndex].GetDirection());
                Trajectory.Points[RootPointIndex].Postprocess();
                Matrix4x4 nextRoot = Trajectory.Points[RootPointIndex].GetTransformation();

                //Update Future Trajectory
                for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
                {
                    Trajectory.Points[i].SetPosition(Trajectory.Points[i].GetPosition() + (rest * new Vector3(NN.GetOutput(0) / UnitScale, 0f, NN.GetOutput(1) / UnitScale)).GetRelativeDirectionFrom(nextRoot));
                }
                for (int i = RootPointIndex + 1; i < Trajectory.Points.Length; i++)
                {
                    int   w    = RootSampleIndex;
                    float m    = Mathf.Repeat(((float)i - (float)RootPointIndex) / (float)PointDensity, 1.0f);
                    float posX = (1 - m) * NN.GetOutput(8 + (w * 0) + (i / PointDensity) - w) + m * NN.GetOutput(8 + (w * 0) + (i / PointDensity) - w + 1);
                    float posZ = (1 - m) * NN.GetOutput(8 + (w * 1) + (i / PointDensity) - w) + m * NN.GetOutput(8 + (w * 1) + (i / PointDensity) - w + 1);
                    float dirX = (1 - m) * NN.GetOutput(8 + (w * 2) + (i / PointDensity) - w) + m * NN.GetOutput(8 + (w * 2) + (i / PointDensity) - w + 1);
                    float dirZ = (1 - m) * NN.GetOutput(8 + (w * 3) + (i / PointDensity) - w) + m * NN.GetOutput(8 + (w * 3) + (i / PointDensity) - w + 1);
                    Trajectory.Points[i].SetPosition(
                        Utility.Interpolate(
                            Trajectory.Points[i].GetPosition(),
                            new Vector3(posX / UnitScale, 0f, posZ / UnitScale).GetRelativePositionFrom(nextRoot),
                            TrajectoryCorrection
                            )
                        );
                    Trajectory.Points[i].SetDirection(
                        Utility.Interpolate(
                            Trajectory.Points[i].GetDirection(),
                            new Vector3(dirX, 0f, dirZ).normalized.GetRelativeDirectionFrom(nextRoot),
                            TrajectoryCorrection
                            )
                        );
                }

                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++)
                {
                    //ROOT	1		2		3		4		5
                    //.x....x.......x.......x.......x.......x
                    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].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());
                }

                //Avoid Collisions
                CollisionChecks(RootPointIndex);

                //Compute Posture
                int opos = 8 + 4 * RootSampleIndex + Actor.Bones.Length * 3 * 0;
                int ovel = 8 + 4 * RootSampleIndex + Actor.Bones.Length * 3 * 1;
                //int orot = 8 + 4*RootSampleIndex + Actor.Bones.Length*3*2;
                for (int i = 0; i < Actor.Bones.Length; i++)
                {
                    Vector3 position = new Vector3(NN.GetOutput(opos + i * 3 + 0), NN.GetOutput(opos + i * 3 + 1), NN.GetOutput(opos + i * 3 + 2)) / UnitScale;
                    Vector3 velocity = new Vector3(NN.GetOutput(ovel + i * 3 + 0), NN.GetOutput(ovel + i * 3 + 1), NN.GetOutput(ovel + i * 3 + 2)) / UnitScale;
                    //Quaternion rotation = new Quaternion(PFNN.GetOutput(orot+i*3+0), PFNN.GetOutput(orot+i*3+1), PFNN.GetOutput(orot+i*3+2), 0f).Exp();
                    Positions[i]  = Vector3.Lerp(Positions[i].GetRelativePositionTo(currentRoot) + velocity, position, 0.5f).GetRelativePositionFrom(currentRoot);
                    Velocities[i] = velocity.GetRelativeDirectionFrom(currentRoot);
                    //rotations[i] = rotation.GetRelativeRotationFrom(currentRoot);
                }

                //Update Posture
                transform.position = nextRoot.GetPosition();
                transform.rotation = nextRoot.GetRotation();
                for (int i = 0; i < Actor.Bones.Length; i++)
                {
                    Actor.Bones[i].Transform.position = Positions[i];
                    Actor.Bones[i].Transform.rotation = Quaternion.LookRotation(Forwards[i], Ups[i]);
                }
            }
        }
Esempio n. 3
0
    void Update()
    {
        //Update Target Direction / Velocity
        Trajectory.UpdateTarget(Controller.QueryMove(), Controller.QueryTurn());

        //TODO: Update strafe etc.

        //Update Gait
        Trajectory.GetRoot().Stand  = Utility.Interpolate(Trajectory.GetRoot().Stand, 1f - Mathf.Clamp(Trajectory.TargetVelocity.magnitude, 0f, 1f), Trajectory.GaitSmoothing);
        Trajectory.GetRoot().Walk   = Utility.Interpolate(Trajectory.GetRoot().Walk, 1f - Controller.QueryJog(), Trajectory.GaitSmoothing);
        Trajectory.GetRoot().Jog    = Utility.Interpolate(Trajectory.GetRoot().Jog, Controller.QueryJog(), Trajectory.GaitSmoothing);
        Trajectory.GetRoot().Crouch = Utility.Interpolate(Trajectory.GetRoot().Crouch, Controller.QueryCrouch(), Trajectory.GaitSmoothing);
        //Trajectory.GetRoot().Jump = Utility.Interpolate(Trajectory.GetRoot().Jump, Controller.QueryJump(), Trajectory.GaitSmoothing);
        Trajectory.GetRoot().Bump = Utility.Interpolate(Trajectory.GetRoot().Bump, 0f, Trajectory.GaitSmoothing);

        /*
         * if(Vector3.Magnitude(Trajectory.TargetVelocity) < 0.25f) {
         *      //float standAmount = 1.0f - Mathf.Clamp(Vector3.Magnitude(Trajectory.TargetVelocity) / 0.1f, 0.0f, 1.0f);
         *      Trajectory.GetRoot().Stand = Utility.Interpolate(Trajectory.GetRoot().Stand, standAmount, Trajectory.GaitSmoothing);
         *      Trajectory.GetRoot().Walk = Utility.Interpolate(Trajectory.GetRoot().Walk, 0f, Trajectory.GaitSmoothing);
         *      Trajectory.GetRoot().Jog = Utility.Interpolate(Trajectory.GetRoot().Jog, 0f, Trajectory.GaitSmoothing);
         *      Trajectory.GetRoot().Crouch = Utility.Interpolate(Trajectory.GetRoot().Crouch, Controller.QueryCrouch(), Trajectory.GaitSmoothing);
         *      //Trajectory.GetRoot().Jump = Utility.Interpolate(Trajectory.GetRoot().Jump, Controller.QueryJump(), Trajectory.GaitSmoothing);
         *      Trajectory.GetRoot().Bump = Utility.Interpolate(Trajectory.GetRoot().Bump, 0f, Trajectory.GaitSmoothing);
         * } else {
         *      float standAmount = 1.0f - Mathf.Clamp(Vector3.Magnitude(Trajectory.TargetVelocity) / 0.1f, 0.0f, 1.0f);
         *      Trajectory.GetRoot().Stand = Utility.Interpolate(Trajectory.GetRoot().Stand, standAmount, Trajectory.GaitSmoothing);
         *      Trajectory.GetRoot().Walk = Utility.Interpolate(Trajectory.GetRoot().Walk, 1f-Controller.QueryJog(), Trajectory.GaitSmoothing);
         *      Trajectory.GetRoot().Jog = Utility.Interpolate(Trajectory.GetRoot().Jog, Controller.QueryJog(), Trajectory.GaitSmoothing);
         *      Trajectory.GetRoot().Crouch = Utility.Interpolate(Trajectory.GetRoot().Crouch, Controller.QueryCrouch(), Trajectory.GaitSmoothing);
         *      //Trajectory.GetRoot().Jump = Utility.Interpolate(Trajectory.GetRoot().Jump, Controller.QueryJump(), Trajectory.GaitSmoothing);
         *      Trajectory.GetRoot().Bump = Utility.Interpolate(Trajectory.GetRoot().Bump, 0f, Trajectory.GaitSmoothing);
         * }
         */
        //TODO: Update gait for jog, crouch, ...

        //Blend Trajectory Offset

        Vector3    positionOffset = transform.position - Trajectory.GetRoot().GetPosition();
        Quaternion rotationOffset = Quaternion.Inverse(Trajectory.GetRoot().GetRotation()) * transform.rotation;

        Trajectory.GetRoot().SetPosition(Trajectory.GetRoot().GetPosition() + positionOffset, false);
        Trajectory.GetRoot().SetDirection(rotationOffset * Trajectory.GetRoot().GetDirection());

        /*
         * for(int i=Trajectory.GetRootPointIndex(); i<Trajectory.GetPointCount(); i++) {
         *      float factor = 1f - (i - Trajectory.GetRootPointIndex())/(Trajectory.GetRootPointIndex() - 1f);
         *      Trajectory.Points[i].SetPosition(Trajectory.Points[i].GetPosition() + factor*positionOffset, false);
         * }
         */

        //Predict Future Trajectory
        Vector3[] trajectory_positions_blend = new Vector3[Trajectory.GetPointCount()];
        trajectory_positions_blend[Trajectory.GetRootPointIndex()] = Trajectory.GetRoot().GetPosition();

        for (int i = Trajectory.GetRootPointIndex() + 1; i < Trajectory.GetPointCount(); i++)
        {
            float bias_pos  = 0.75f;
            float bias_dir  = 1.25f;
            float scale_pos = (1.0f - Mathf.Pow(1.0f - ((float)(i - Trajectory.GetRootPointIndex()) / (Trajectory.GetRootPointIndex())), bias_pos));
            float scale_dir = (1.0f - Mathf.Pow(1.0f - ((float)(i - Trajectory.GetRootPointIndex()) / (Trajectory.GetRootPointIndex())), bias_dir));
            float vel_boost = 1f;

            float rescale = 1f / (Trajectory.GetPointCount() - (Trajectory.GetRootPointIndex() + 1f));
            trajectory_positions_blend[i] = trajectory_positions_blend[i - 1] + Vector3.Lerp(
                Trajectory.Points[i].GetPosition() - Trajectory.Points[i - 1].GetPosition(),
                vel_boost * rescale * Trajectory.TargetVelocity,
                scale_pos);

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

            Trajectory.Points[i].Stand  = Trajectory.GetRoot().Stand;
            Trajectory.Points[i].Walk   = Trajectory.GetRoot().Walk;
            Trajectory.Points[i].Jog    = Trajectory.GetRoot().Jog;
            Trajectory.Points[i].Crouch = Trajectory.GetRoot().Crouch;
            //Trajectory.Points[i].Jump = Trajectory.GetRoot().Jump;
            Trajectory.Points[i].Bump = Trajectory.GetRoot().Bump;
        }

        for (int i = Trajectory.GetRootPointIndex() + 1; i < Trajectory.GetPointCount(); i++)
        {
            Trajectory.Points[i].SetPosition(trajectory_positions_blend[i]);
        }

        //Post-Correct Trajectory
        CollisionChecks(Trajectory.GetRootPointIndex() + 1);

        //Calculate Current and Previous Root
        Transformation prevRoot = new Transformation(Trajectory.GetPrevious().GetPosition(), Trajectory.GetPrevious().GetRotation());
        Transformation currRoot = new Transformation(Trajectory.GetRoot().GetPosition(), Trajectory.GetRoot().GetRotation());

        if (PFNN.Parameters != null)
        {
            //Input Trajectory Positions / Directions
            for (int i = 0; i < Trajectory.GetSampleCount(); i++)
            {
                Vector3 pos = Trajectory.GetSample(i).GetPosition(currRoot);
                Vector3 dir = Trajectory.GetSample(i).GetDirection(currRoot);
                PFNN.SetInput(Trajectory.GetSampleCount() * 0 + i, UnitScale * pos.x);
                PFNN.SetInput(Trajectory.GetSampleCount() * 1 + i, UnitScale * pos.z);
                PFNN.SetInput(Trajectory.GetSampleCount() * 2 + i, dir.x);
                PFNN.SetInput(Trajectory.GetSampleCount() * 3 + i, dir.z);
            }

            //Input Trajectory Gaits
            for (int i = 0; i < Trajectory.GetSampleCount(); i++)
            {
                PFNN.SetInput(Trajectory.GetSampleCount() * 4 + i, Trajectory.GetSample(i).Stand);
                PFNN.SetInput(Trajectory.GetSampleCount() * 5 + i, Trajectory.GetSample(i).Walk);
                PFNN.SetInput(Trajectory.GetSampleCount() * 6 + i, Trajectory.GetSample(i).Jog);
                PFNN.SetInput(Trajectory.GetSampleCount() * 7 + i, Trajectory.GetSample(i).Crouch);
                PFNN.SetInput(Trajectory.GetSampleCount() * 8 + i, Trajectory.GetSample(i).Jump);
                PFNN.SetInput(Trajectory.GetSampleCount() * 9 + i, Trajectory.GetSample(i).Bump);
            }

            //Input Joint Previous Positions / Velocities / Rotations
            for (int i = 0; i < Character.Joints.Length; i++)
            {
                int     o   = 10 * Trajectory.GetSampleCount();
                Vector3 pos = Character.Joints[i].GetPosition(prevRoot);
                Vector3 vel = Character.Joints[i].GetVelocity(prevRoot);
                PFNN.SetInput(o + Character.Joints.Length * 3 * 0 + i * 3 + 0, UnitScale * pos.x);
                PFNN.SetInput(o + Character.Joints.Length * 3 * 0 + i * 3 + 1, UnitScale * pos.y);
                PFNN.SetInput(o + Character.Joints.Length * 3 * 0 + i * 3 + 2, UnitScale * pos.z);
                PFNN.SetInput(o + Character.Joints.Length * 3 * 1 + i * 3 + 0, UnitScale * vel.x);
                PFNN.SetInput(o + Character.Joints.Length * 3 * 1 + i * 3 + 1, UnitScale * vel.y);
                PFNN.SetInput(o + Character.Joints.Length * 3 * 1 + i * 3 + 2, UnitScale * vel.z);
            }

            //Input Trajectory Heights
            for (int i = 0; i < Trajectory.GetSampleCount(); i++)
            {
                int o = 10 * Trajectory.GetSampleCount() + Character.Joints.Length * 3 * 2;
                PFNN.SetInput(o + Trajectory.GetSampleCount() * 0 + i, UnitScale * (Trajectory.GetSample(i).Project(Trajectory.Width / 2f).y - currRoot.Position.y));
                PFNN.SetInput(o + Trajectory.GetSampleCount() * 1 + i, UnitScale * (Trajectory.GetSample(i).GetHeight() - currRoot.Position.y));
                PFNN.SetInput(o + Trajectory.GetSampleCount() * 2 + i, UnitScale * (Trajectory.GetSample(i).Project(-Trajectory.Width / 2f).y - currRoot.Position.y));
            }

            //Predict
            PFNN.Predict(Character.Phase);
        }

        //Update Past Trajectory
        for (int i = 0; i < Trajectory.GetRootPointIndex(); i++)
        {
            Trajectory.Points[i].SetPosition(Trajectory.Points[i + 1].GetPosition());
            Trajectory.Points[i].SetDirection(Trajectory.Points[i + 1].GetDirection());
            Trajectory.Points[i].Stand  = Trajectory.Points[i + 1].Stand;
            Trajectory.Points[i].Walk   = Trajectory.Points[i + 1].Walk;
            Trajectory.Points[i].Jog    = Trajectory.Points[i + 1].Jog;
            Trajectory.Points[i].Crouch = Trajectory.Points[i + 1].Crouch;
            //Trajectory.Points[i].Jump = Trajectory.Points[i+1].Jump;
            Trajectory.Points[i].Bump = Trajectory.Points[i + 1].Bump;
        }

        if (PFNN.Parameters != null)
        {
            //Update Current Trajectory
            float stand_amount = Mathf.Pow(1.0f - Trajectory.GetRoot().Stand, 0.25f);
            Trajectory.GetRoot().SetPosition(Trajectory.GetRoot().GetPosition() + stand_amount * (Trajectory.GetRoot().GetRotation() * new Vector3(PFNN.GetOutput(0) / UnitScale, 0f, PFNN.GetOutput(1) / UnitScale)));
            Trajectory.GetRoot().SetDirection(Quaternion.AngleAxis(stand_amount * Mathf.Rad2Deg * (-PFNN.GetOutput(2)), Vector3.up) * Trajectory.GetRoot().GetDirection());

            for (int i = Trajectory.GetRootPointIndex() + 1; i < Trajectory.GetPointCount(); i++)
            {
                Trajectory.Points[i].SetPosition(Trajectory.Points[i].GetPosition() + stand_amount * (Trajectory.GetRoot().GetRotation() * new Vector3(PFNN.GetOutput(0) / UnitScale, 0f, PFNN.GetOutput(1) / UnitScale)));
            }

            //Update Future Trajectory
            Transformation reference = new Transformation(Trajectory.GetRoot().GetPosition(), Trajectory.GetRoot().GetRotation());
            for (int i = Trajectory.GetRootPointIndex() + 1; i < Trajectory.GetPointCount(); i++)
            {
                int   w    = Trajectory.GetRootSampleIndex();
                float m    = Mathf.Repeat(((float)i - (float)Trajectory.GetRootPointIndex()) / (float)Trajectory.GetDensity(), 1.0f);
                float posX = (1 - m) * PFNN.GetOutput(8 + (w * 0) + (i / Trajectory.GetDensity()) - w) + m * PFNN.GetOutput(8 + (w * 0) + (i / Trajectory.GetDensity()) - w + 1);
                float posZ = (1 - m) * PFNN.GetOutput(8 + (w * 1) + (i / Trajectory.GetDensity()) - w) + m * PFNN.GetOutput(8 + (w * 1) + (i / Trajectory.GetDensity()) - w + 1);
                float dirX = (1 - m) * PFNN.GetOutput(8 + (w * 2) + (i / Trajectory.GetDensity()) - w) + m * PFNN.GetOutput(8 + (w * 2) + (i / Trajectory.GetDensity()) - w + 1);
                float dirZ = (1 - m) * PFNN.GetOutput(8 + (w * 3) + (i / Trajectory.GetDensity()) - w) + m * PFNN.GetOutput(8 + (w * 3) + (i / Trajectory.GetDensity()) - w + 1);
                Trajectory.Points[i].SetPosition(
                    Utility.Interpolate(
                        Trajectory.Points[i].GetPosition(),
                        reference.Position + reference.Rotation * new Vector3(posX / UnitScale, 0f, posZ / UnitScale),
                        1f - Trajectory.CorrectionSmoothing
                        )
                    );
                Trajectory.Points[i].SetDirection(
                    Utility.Interpolate(
                        Trajectory.Points[i].GetDirection(),
                        reference.Rotation * new Vector3(dirX, 0f, dirZ).normalized,
                        1f - Trajectory.CorrectionSmoothing
                        )
                    );
            }

            //Post-Correct Trajectory
            CollisionChecks(Trajectory.GetRootPointIndex());

            //Update Root Position
            transform.position = Trajectory.GetRoot().GetPosition();
            transform.rotation = Trajectory.GetRoot().GetRotation();

            //Transformation root = new Transformation(transform.position, transform.rotation);

            //Update Joint Positions and Velocities
            int opos = 8 + 4 * Trajectory.GetRootSampleIndex() + Character.Joints.Length * 3 * 0;
            int ovel = 8 + 4 * Trajectory.GetRootSampleIndex() + Character.Joints.Length * 3 * 1;
            for (int i = 0; i < Character.Joints.Length; i++)
            {
                Vector3 position = new Vector3(PFNN.GetOutput(opos + i * 3 + 0), PFNN.GetOutput(opos + i * 3 + 1), PFNN.GetOutput(opos + i * 3 + 2)) / UnitScale;
                Vector3 velocity = new Vector3(PFNN.GetOutput(ovel + i * 3 + 0), PFNN.GetOutput(ovel + i * 3 + 1), PFNN.GetOutput(ovel + i * 3 + 2)) / UnitScale;

                //Optional: Smooth motion out a bit.
                position = Vector3.Lerp(Character.Joints[i].GetPosition(currRoot) + velocity, position, 1f);

                Character.Joints[i].SetPosition(position, currRoot);
                Character.Joints[i].SetVelocity(velocity, currRoot);
            }

            /* Update Phase */
            Character.Phase = Mathf.Repeat(Character.Phase + (stand_amount * 0.9f + 0.1f) * PFNN.GetOutput(3) * 2f * Mathf.PI, 2f * Mathf.PI);
        }

        //PFNN.Finish();
    }