public PhysicsBodySensor(ArticulationBody rootBody, PhysicsSensorSettings settings, string sensorName = null) { var poseExtractor = new ArticulationBodyPoseExtractor(rootBody); m_PoseExtractor = poseExtractor; m_SensorName = string.IsNullOrEmpty(sensorName) ? $"ArticulationBodySensor:{rootBody?.name}" : sensorName; m_Settings = settings; var numJointExtractorObservations = 0; var articBodies = poseExtractor.Bodies; if (articBodies != null) { m_JointExtractors = new IJointExtractor[articBodies.Length - 1]; // skip the root for (var i = 1; i < articBodies.Length; i++) { var jointExtractor = new ArticulationBodyJointExtractor(articBodies[i]); numJointExtractorObservations += jointExtractor.NumObservations(settings); m_JointExtractors[i - 1] = jointExtractor; } } else { m_JointExtractors = new IJointExtractor[0]; } var numTransformObservations = m_PoseExtractor.GetNumPoseObservations(settings); m_Shape = new[] { numTransformObservations + numJointExtractorObservations }; }
public PhysicsBodySensor(ArticulationBody rootBody, PhysicsSensorSettings settings, string sensorName = null) { m_PoseExtractor = new ArticulationBodyPoseExtractor(rootBody); m_SensorName = string.IsNullOrEmpty(sensorName) ? $"ArticulationBodySensor:{rootBody?.name}" : sensorName; m_Settings = settings; var numTransformObservations = settings.TransformSize(m_PoseExtractor.NumPoses); m_Shape = new[] { numTransformObservations }; }
/// <summary> /// Construct a new PhysicsBodySensor /// </summary> /// <param name="rootBody"></param> /// <param name="settings"></param> /// <param name="sensorName"></param> public PhysicsBodySensor(Rigidbody rootBody, GameObject rootGameObject, PhysicsSensorSettings settings, string sensorName = null) { m_PoseExtractor = new RigidBodyPoseExtractor(rootBody, rootGameObject); m_SensorName = string.IsNullOrEmpty(sensorName) ? $"PhysicsBodySensor:{rootBody?.name}" : sensorName; m_Settings = settings; var numTransformObservations = settings.TransformSize(m_PoseExtractor.NumPoses); m_Shape = new[] { numTransformObservations }; }
public PhysicsBodySensor(ArticulationBody rootBody, PhysicsSensorSettings settings, string sensorName = null) { var poseExtractor = new ArticulationBodyPoseExtractor(rootBody); m_PoseExtractor = poseExtractor; m_SensorName = string.IsNullOrEmpty(sensorName) ? $"ArticulationBodySensor:{rootBody?.name}" : sensorName; m_Settings = settings; var numJointExtractorObservations = 0; m_JointExtractors = new List <IJointExtractor>(poseExtractor.NumEnabledPoses); foreach (var articBody in poseExtractor.GetEnabledArticulationBodies()) { var jointExtractor = new ArticulationBodyJointExtractor(articBody); numJointExtractorObservations += jointExtractor.NumObservations(settings); m_JointExtractors.Add(jointExtractor); } var numTransformObservations = m_PoseExtractor.GetNumPoseObservations(settings); m_Shape = new[] { numTransformObservations + numJointExtractorObservations }; }
/// <summary> /// Construct a new PhysicsBodySensor /// </summary> /// <param name="poseExtractor"></param> /// <param name="settings"></param> /// <param name="sensorName"></param> public PhysicsBodySensor( RigidBodyPoseExtractor poseExtractor, PhysicsSensorSettings settings, string sensorName ) { m_PoseExtractor = poseExtractor; m_SensorName = sensorName; m_Settings = settings; var numJointExtractorObservations = 0; m_JointExtractors = new List <IJointExtractor>(poseExtractor.NumEnabledPoses); foreach (var rb in poseExtractor.GetEnabledRigidbodies()) { var jointExtractor = new RigidBodyJointExtractor(rb); numJointExtractorObservations += jointExtractor.NumObservations(settings); m_JointExtractors.Add(jointExtractor); } var numTransformObservations = m_PoseExtractor.GetNumPoseObservations(settings); m_Shape = new[] { numTransformObservations + numJointExtractorObservations }; }
/// <summary> /// Construct a new PhysicsBodySensor /// </summary> /// <param name="rootBody">The root Rigidbody. This has no Joints on it (but other Joints may connect to it).</param> /// <param name="rootGameObject">Optional GameObject used to find Rigidbodies in the hierarchy.</param> /// <param name="virtualRoot">Optional GameObject used to determine the root of the poses, /// <param name="settings"></param> /// <param name="sensorName"></param> public PhysicsBodySensor( Rigidbody rootBody, GameObject rootGameObject, GameObject virtualRoot, PhysicsSensorSettings settings, string sensorName = null ) { var poseExtractor = new RigidBodyPoseExtractor(rootBody, rootGameObject, virtualRoot); m_PoseExtractor = poseExtractor; m_SensorName = string.IsNullOrEmpty(sensorName) ? $"PhysicsBodySensor:{rootBody?.name}" : sensorName; m_Settings = settings; var numJointExtractorObservations = 0; var rigidBodies = poseExtractor.Bodies; if (rigidBodies != null) { m_JointExtractors = new IJointExtractor[rigidBodies.Length - 1]; // skip the root for (var i = 1; i < rigidBodies.Length; i++) { var jointExtractor = new RigidBodyJointExtractor(rigidBodies[i]); numJointExtractorObservations += jointExtractor.NumObservations(settings); m_JointExtractors[i - 1] = jointExtractor; } } else { m_JointExtractors = new IJointExtractor[0]; } var numTransformObservations = m_PoseExtractor.GetNumPoseObservations(settings); m_Shape = new[] { numTransformObservations + numJointExtractorObservations }; }
/// <summary> /// Utility method for writing a PoseExtractor to an ObservationWriter. /// </summary> /// <param name="writer"></param> /// <param name="settings"></param> /// <param name="poseExtractor"></param> /// <param name="baseOffset">The offset into the ObservationWriter to start writing at.</param> /// <returns>The number of observations written.</returns> public static int WritePoses(this ObservationWriter writer, PhysicsSensorSettings settings, PoseExtractor poseExtractor, int baseOffset = 0) { var offset = baseOffset; if (settings.UseModelSpace) { foreach (var pose in poseExtractor.GetEnabledModelSpacePoses()) { if (settings.UseModelSpaceTranslations) { writer.Add(pose.position, offset); offset += 3; } if (settings.UseModelSpaceRotations) { writer.Add(pose.rotation, offset); offset += 4; } } foreach (var vel in poseExtractor.GetEnabledModelSpaceVelocities()) { if (settings.UseModelSpaceLinearVelocity) { writer.Add(vel, offset); offset += 3; } } } if (settings.UseLocalSpace) { foreach (var pose in poseExtractor.GetEnabledLocalSpacePoses()) { if (settings.UseLocalSpaceTranslations) { writer.Add(pose.position, offset); offset += 3; } if (settings.UseLocalSpaceRotations) { writer.Add(pose.rotation, offset); offset += 4; } } foreach (var vel in poseExtractor.GetEnabledLocalSpaceVelocities()) { if (settings.UseLocalSpaceLinearVelocity) { writer.Add(vel, offset); offset += 3; } } } return(offset - baseOffset); }
/// <summary> /// Utility method for writing a PoseExtractor to an ObservationWriter. /// </summary> /// <param name="writer"></param> /// <param name="settings"></param> /// <param name="poseExtractor"></param> /// <param name="baseOffset">The offset into the ObservationWriter to start writing at.</param> /// <returns>The number of observations written.</returns> public static int WritePoses(this ObservationWriter writer, PhysicsSensorSettings settings, PoseExtractor poseExtractor, int baseOffset = 0) { var offset = baseOffset; if (settings.UseModelSpace) { var poses = poseExtractor.ModelSpacePoses; var vels = poseExtractor.ModelSpaceVelocities; for (var i = 0; i < poseExtractor.NumPoses; i++) { var pose = poses[i]; if (settings.UseModelSpaceTranslations) { writer.Add(pose.position, offset); offset += 3; } if (settings.UseModelSpaceRotations) { writer.Add(pose.rotation, offset); offset += 4; } if (settings.UseModelSpaceLinearVelocity) { writer.Add(vels[i], offset); offset += 3; } } } if (settings.UseLocalSpace) { var poses = poseExtractor.LocalSpacePoses; var vels = poseExtractor.LocalSpaceVelocities; for (var i = 0; i < poseExtractor.NumPoses; i++) { var pose = poses[i]; if (settings.UseLocalSpaceTranslations) { writer.Add(pose.position, offset); offset += 3; } if (settings.UseLocalSpaceRotations) { writer.Add(pose.rotation, offset); offset += 4; } if (settings.UseLocalSpaceLinearVelocity) { writer.Add(vels[i], offset); offset += 3; } } } return(offset - baseOffset); }