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 }; }