Add commetns and refactoring
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@ -1,9 +1,19 @@
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using System.Collections;
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using System.Collections.Generic;
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///-----------------------------------------------------------------
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/// Namespace: <Cozmo>
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/// Class: <ImageProcessor>
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/// Description: <Converts a rendertexture to a opencv mat in order to use the canny algorithm.
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/// After processing the mat will be converted to a render texture back again.>
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/// Author: <Tobias Hassel> Date: <29.07.2019>
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/// Notes: <>
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///-----------------------------------------------------------------
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///
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using UnityEngine;
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using OpenCvSharp;
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using System.Threading.Tasks;
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namespace Cozmo
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{
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public class ImageProcessor : MonoBehaviour
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{
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[Header("RenderTexture")]
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@ -73,6 +83,7 @@ public class ImageProcessor : MonoBehaviour
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cannyImage = CropImage(cannyImage);
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FindCenterOfGravity(cannyImage);
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MatToTexture(cannyImage);
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Graphics.Blit(finalProcessedCozmoTexture, destination);
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Graphics.Blit(finalProcessedCozmoTexture, renderTextureCropped);
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}
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@ -86,7 +97,7 @@ public class ImageProcessor : MonoBehaviour
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return croppedImage;
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}
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// Convert the rendertexture to a texture2d
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private void RenderTextureToTexture2D(RenderTexture rTex)
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{
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RenderTexture.active = rTex;
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@ -178,3 +189,4 @@ public class ImageProcessor : MonoBehaviour
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}
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}
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}
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@ -1,26 +1,36 @@
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using MLAgents;
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using System.Collections;
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using System.Collections.Generic;
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///-----------------------------------------------------------------
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/// Namespace: <Cozmo>
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/// Class: <CozmoAcademy>
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/// Description: <The academy used for cozmo. Sets cozmo back to its starting position if the academy gets reset.>
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/// Author: <Tobias Hassel> Date: <29.07.2019>
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/// Notes: <>
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///-----------------------------------------------------------------
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///
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using MLAgents;
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using UnityEngine;
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namespace Cozmo
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{
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public class CozmoAcademy : Academy
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{
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[Tooltip("Reference to the cozmo gameobject in the scene.")]
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public GameObject cozmo;
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[Tooltip("Reference to the transform which represents the starting position for cozmo.")]
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public Transform startPoint;
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//public bool testAcademyReset = false;
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public override void AcademyReset()
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{
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SetCozmoBackToStartingPosition();
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}
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// Resets Cozmos position and rotation to match its starting position
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private void SetCozmoBackToStartingPosition()
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{
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cozmo.transform.position = startPoint.position;
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cozmo.transform.rotation = startPoint.rotation;
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}
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//private void Update()
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//{
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// if (testAcademyReset)
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// {
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// AcademyReset();
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// testAcademyReset = !testAcademyReset;
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// }
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//}
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}
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}
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@ -1,10 +1,20 @@
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using MLAgents;
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///-----------------------------------------------------------------
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/// Namespace: <Cozmo>
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/// Class: <CozmoAgent>
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/// Description: <The actual agent in the scene. Collects observations and executes the actions.
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/// Also rewards the agent and sets an actionmask.>
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/// Author: <Tobias Hassel> Date: <29.07.2019>
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/// Notes: <>
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///-----------------------------------------------------------------
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///
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using MLAgents;
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using OpenCvSharp;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cozmo
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{
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public class CozmoAgent : Agent
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{
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// Possible Actions
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@ -219,3 +229,4 @@ public class CozmoAgent : Agent
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}
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}
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}
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@ -1,33 +1,44 @@
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using System.Collections;
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using System.Collections.Generic;
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///-----------------------------------------------------------------
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/// Namespace: <Cozmo>
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/// Class: <CozmoMovement>
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/// Description: <Defines the possible movement of the virtual cozmo.>
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/// Author: <Tobias Hassel> Date: <29.07.2019>
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/// Notes: <>
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///-----------------------------------------------------------------
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///
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using UnityEngine;
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namespace Cozmo
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{
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public class CozmoMovement : MonoBehaviour
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{
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private const string MOVEMENT_AXIS_NAME = "Vertical"; // name of the movement input axis
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private const string TURN_AXIS_NAME = "Horizontal"; // name of the rotation input axis
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public float m_Speed = 12f; // How fast the tank moves forward and back.
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public float m_TurnSpeed = 180f; // How fast the tank turns in degrees per second.
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[Tooltip("Determines how fast the robot is moving forward and backwards.")]
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public float m_Speed = 12f;
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[Tooltip("Determines how fast the robot is turning in degrees per second.")]
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public float m_TurnSpeed = 180f;
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private string m_MovementAxisName; // The name of the input axis for moving forward and back.
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private string m_TurnAxisName; // The name of the input axis for turning.
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private Rigidbody m_Rigidbody; // Reference used to move the tank.
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private float m_MovementInputValue; // The current value of the movement input.
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private float m_TurnInputValue; // The current value of the turn input.
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private Rigidbody cozmoRigidbody; // Reference to cozmos rigidbody
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private float m_MovementInputValue; // current input value for movement
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private float m_TurnInputValue; // current input value for rotation
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private void Awake()
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{
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m_Rigidbody = GetComponent<Rigidbody>();
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cozmoRigidbody = GetComponent<Rigidbody>();
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}
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private void OnEnable()
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{
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// When the cozmo is turned on, make sure it's not kinematic.
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m_Rigidbody.isKinematic = false;
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cozmoRigidbody.isKinematic = false;
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// Also reset the input values.
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// reset movement and rotation values
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m_MovementInputValue = 0f;
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m_TurnInputValue = 0f;
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}
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@ -36,66 +47,74 @@ public class CozmoMovement : MonoBehaviour
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private void OnDisable()
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{
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// When the cozmo is turned off, set it to kinematic so it stops moving.
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m_Rigidbody.isKinematic = true;
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}
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private void Start()
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{
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m_MovementAxisName = "Vertical";
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m_TurnAxisName = "Horizontal";
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cozmoRigidbody.isKinematic = true;
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}
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private void Update()
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{
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// Store the value of both input axes.
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m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
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m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
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m_MovementInputValue = Input.GetAxis(MOVEMENT_AXIS_NAME);
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m_TurnInputValue = Input.GetAxis(TURN_AXIS_NAME);
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}
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private void FixedUpdate()
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{
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// Adjust the rigidbodies position and orientation in FixedUpdate.
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// Adjust position and rotation
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Move();
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Turn();
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}
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/// <summary>
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/// Move the cozmo forward (0 < directionValue <= 1) or backwards (0 > directionvalue >= -1)
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/// </summary>
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/// <param name="directionValue"></param>
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public void Move(float directionValue)
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{
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// Create a vector in the direction the cozmo is facing with a magnitude based on the input, speed and the time between frames.
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// clamp directionValue to make sure its between -1 and 1
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Mathf.Clamp(directionValue, -1, 1);
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Vector3 movement = directionValue * transform.forward * m_Speed * Time.deltaTime;
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// Apply this movement to the rigidbody's position.
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m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
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cozmoRigidbody.MovePosition(cozmoRigidbody.position + movement);
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}
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/// <summary>
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/// Move cozmo based on the input value
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/// </summary>
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public void Move()
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{
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Move(m_MovementInputValue);
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}
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//public void Move(float[] act)
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//{
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//}
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/// <summary>
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/// Rotate cozmo based on the input value
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/// </summary>
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public void Turn()
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{
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Turn(m_TurnInputValue);
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}
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/// <summary>
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/// Rotate cozmo
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/// </summary>
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/// <param name="turnValue"></param>
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public void Turn(float turnValue)
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{
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// Determine the number of degrees to be turned based on the input, speed and time between frames.
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// clamp turnValue to make sure its between -1 and 1
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Mathf.Clamp(turnValue, -1, 1);
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float turn = turnValue * m_TurnSpeed * Time.deltaTime;
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// Make this into a rotation in the y axis.
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Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
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// Apply this rotation to the rigidbody's rotation.
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m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
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cozmoRigidbody.MoveRotation(cozmoRigidbody.rotation * turnRotation);
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}
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}
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}
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@ -1,8 +1,18 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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///-----------------------------------------------------------------
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/// Namespace: <Cozmo>
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/// Class: <CozmoMovementController>
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/// Description: <Statemachine to control the movement of the virtual cozmo.>
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/// Author: <Tobias Hassel> Date: <29.07.2019>
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/// Notes: <>
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///-----------------------------------------------------------------
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///
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using System;
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using UnityEngine;
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namespace Cozmo
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{
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// Different movementstates cozmo can use
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public enum MovementState { Stop, Forward, Right, Left }
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[RequireComponent(typeof(CozmoMovement))]
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@ -14,7 +24,6 @@ public class CozmoMovementController : MonoBehaviour
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private CozmoMovement movement; // Movement script of the robot
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// Start is called before the first frame update
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void Start()
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{
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movement = GetComponent<CozmoMovement>();
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@ -43,3 +52,4 @@ public class CozmoMovementController : MonoBehaviour
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}
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}
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}
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}
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using System;
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using System.Collections;
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using System.Collections.Generic;
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///-----------------------------------------------------------------
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/// Namespace: <CozmoHelpers>
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/// Class: <CozmoMovementTester>
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/// Description: <Used to measure the time for rotating and moving the virtual cozmo to copy the
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/// real cozmos movement behaviour.>
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/// Author: <Tobias Hassel> Date: <29.07.2019>
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/// Notes: <>
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///-----------------------------------------------------------------
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///
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using Cozmo;
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using System.Diagnostics;
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using UnityEngine;
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namespace CozmoHelpers
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{
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public enum TestStates { MovementSpeed, RotationSpeed } // enum to determine test scenarios
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[RequireComponent(typeof(CozmoMovement))]
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@ -22,7 +32,7 @@ public class CozmoMovementTester : MonoBehaviour
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[Tooltip("Choose which speed of the virtual cozmo should be tested.")]
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public TestStates testState = TestStates.MovementSpeed;
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[Tooltip("Start and stop testing")]
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[Tooltip("Start and stop testing from the inspector.")]
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public bool isTesting = false;
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@ -52,6 +62,7 @@ public class CozmoMovementTester : MonoBehaviour
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}
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}
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// Measure time for rotation
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private void TestRotationSpeed()
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{
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@ -83,6 +94,7 @@ public class CozmoMovementTester : MonoBehaviour
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}
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}
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// Measure time for movement
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private void TestMovementSpeed()
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{
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// If distance between start and current position of cozmo reached the DISTANCE_TO_MEASURE_SPEED stop the stopwatch
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@ -111,3 +123,4 @@ public class CozmoMovementTester : MonoBehaviour
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}
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}
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}
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}
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using System.Collections;
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///-----------------------------------------------------------------
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/// Namespace: <CozmoHelpers>
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/// Class: <SceneHelper>
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/// Description: <Used to deactivate specific objects that are only used in the sceneview not in the gameview>
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/// Author: <Tobias Hassel> Date: <29.07.2019>
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/// Notes: <>
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///-----------------------------------------------------------------
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///
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using System.Collections.Generic;
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using UnityEngine;
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namespace CozmoHelpers
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{
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public class SceneHelper : MonoBehaviour
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{
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[Tooltip("All the objects in this list will be deactivated/activated when the game is running")]
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@ -13,6 +23,7 @@ public class SceneHelper : MonoBehaviour
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ToggleObjectList();
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}
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// Deactivate/Activate all gameObjects referenced in the toggleInPlayMode list
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private void ToggleObjectList()
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{
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foreach (GameObject go in toggleInPlayMode)
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@ -21,3 +32,4 @@ public class SceneHelper : MonoBehaviour
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}
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}
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}
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}
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