mirror of
https://github.com/wassname/rl_2d_walker.js.git
synced 2026-09-24 13:50:30 +08:00
379 lines
13 KiB
JavaScript
379 lines
13 KiB
JavaScript
// walker has fixed shapes and structures
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// shape definitions are in the constructor
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function deg2rad(deg) {
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return deg/180*Math.PI
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}
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var Walker = function() {
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this.__constructor.apply(this, arguments);
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}
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const STRENGTH = 6
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Walker.prototype.__constructor = function(world) {
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this.world = globals.world;
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this.density = 106.2; // common for all fixtures, no reason to be too specific
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this.max_distance = -5;
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this.health = config.walker_health;
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this.score = 0;
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this.low_foot_height = 0;
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this.head_height = 0;
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this.steps = 0;
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this.distance = 0
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this.last_left_left_forward = true
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this.hue = Math.randf(200,360)
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this.bd = new b2.BodyDef({positions: {x:10, y:-10}});
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this.bd.position.x += Math.randf(-10, 10)
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this.bd.type = b2.Body.b2_dynamicBody;
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this.bd.linearDamping = 0;
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this.bd.angularDamping = 0.01;
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this.bd.allowSleep = true;
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this.bd.awake = true;
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this.fd = new b2.FixtureDef();
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this.fd.density = this.density;
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this.fd.restitution = 0.1;
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this.fd.shape = new b2.PolygonShape();
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this.fd.filter.groupIndex = -1;
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this.torso_def = {
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upper_width: 0.25,
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upper_height: 0.45,
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lower_width: 0.25,
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lower_height: 0.2
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};
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this.leg_def = {
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femur_width: 0.18,
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femur_length: 0.45,
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tibia_width: 0.13,
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tibia_length: 0.38,
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foot_height: 0.08,
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foot_length: 0.28
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};
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this.arm_def = {
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arm_width: 0.12,
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arm_length: 0.37,
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forearm_width: 0.1,
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forearm_length: 0.42
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}
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this.head_def = {
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head_width: 0.22,
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head_height: 0.22,
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neck_width: 0.1,
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neck_height: 0.08
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}
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this.joints = [];
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this.torso = this.createTorso();
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this.left_leg = this.createLeg();
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this.right_leg = this.createLeg();
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this.left_arm = this.createArm();
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this.right_arm = this.createArm();
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this.head = this.createHead();
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this.connectParts();
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this.bodies = this.getBodies();
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}
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Walker.prototype.createTorso = function() {
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// upper torso
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this.bd.position.Set(0.5 - this.leg_def.foot_length/2 + this.leg_def.tibia_width/2, this.leg_def.foot_height/2 + this.leg_def.foot_height/2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height/2);
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var upper_torso = this.world.CreateBody(this.bd);
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this.fd.shape.SetAsBox(this.torso_def.upper_width/2, this.torso_def.upper_height/2);
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upper_torso.CreateFixture(this.fd);
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// lower torso
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this.bd.position.Set(0.5 - this.leg_def.foot_length/2 + this.leg_def.tibia_width/2, this.leg_def.foot_height/2 + this.leg_def.foot_height/2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height/2);
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var lower_torso = this.world.CreateBody(this.bd);
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this.fd.shape.SetAsBox(this.torso_def.lower_width/2, this.torso_def.lower_height/2);
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lower_torso.CreateFixture(this.fd);
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// torso joint
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// Note for more info see : https://github.com/openai/gym/wiki/Humanoid-V1
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// For 3d definition https://github.com/openai/gym/blob/master/gym/envs/mujoco/assets/humanoid.xml
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var jd = new b2.RevoluteJointDef();
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var position = upper_torso.GetPosition().Clone();
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position.y -= this.torso_def.upper_height/2;
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position.x -= this.torso_def.lower_width/3;
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jd.Initialize(upper_torso, lower_torso, position);
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jd.lowerAngle = deg2rad(-30);
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jd.upperAngle = deg2rad(75);
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jd.enableLimit = true;
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jd.maxMotorTorque = 250 * STRENGTH;
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jd.motorSpeed = 0;
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jd.enableMotor = true;
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this.joints.push(this.world.CreateJoint(jd));
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return {upper_torso: upper_torso, lower_torso: lower_torso};
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}
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Walker.prototype.createLeg = function() {
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// upper leg
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this.bd.position.Set(0.5 - this.leg_def.foot_length/2 + this.leg_def.tibia_width/2, this.leg_def.foot_height/2 + this.leg_def.foot_height/2 + this.leg_def.tibia_length + this.leg_def.femur_length/2);
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var upper_leg = this.world.CreateBody(this.bd);
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this.fd.shape.SetAsBox(this.leg_def.femur_width/2, this.leg_def.femur_length/2);
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upper_leg.CreateFixture(this.fd);
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// lower leg
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this.bd.position.Set(0.5 - this.leg_def.foot_length/2 + this.leg_def.tibia_width/2, this.leg_def.foot_height/2 + this.leg_def.foot_height/2 + this.leg_def.tibia_length/2);
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var lower_leg = this.world.CreateBody(this.bd);
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this.fd.shape.SetAsBox(this.leg_def.tibia_width/2, this.leg_def.tibia_length/2);
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lower_leg.CreateFixture(this.fd);
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// foot
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this.bd.position.Set(0.5, this.leg_def.foot_height/2);
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var foot = this.world.CreateBody(this.bd);
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this.fd.shape.SetAsBox(this.leg_def.foot_length/2, this.leg_def.foot_height/2);
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foot.CreateFixture(this.fd);
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// leg joints
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var jd = new b2.RevoluteJointDef();
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var position = upper_leg.GetPosition().Clone();
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position.y -= this.leg_def.femur_length/2;
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position.x += this.leg_def.femur_width/4;
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jd.Initialize(upper_leg, lower_leg, position);
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jd.lowerAngle = deg2rad(-120);
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jd.upperAngle = deg2rad(-2);
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jd.enableLimit = true;
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jd.maxMotorTorque = 160 * STRENGTH;
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jd.motorSpeed = 0;
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jd.enableMotor = true;
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this.joints.push(this.world.CreateJoint(jd));
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// foot joint
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var position = lower_leg.GetPosition().Clone();
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position.y -= this.leg_def.tibia_length/2;
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jd.Initialize(lower_leg, foot, position);
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jd.lowerAngle = -Math.PI/5;
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jd.upperAngle = Math.PI/6;
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jd.enableLimit = true;
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jd.maxMotorTorque = 70 * STRENGTH;
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jd.motorSpeed = 0;
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jd.enableMotor = true;
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this.joints.push(this.world.CreateJoint(jd));
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return {upper_leg: upper_leg, lower_leg: lower_leg, foot:foot};
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}
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Walker.prototype.createArm = function() {
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// upper arm
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this.bd.position.Set(0.5 - this.leg_def.foot_length/2 + this.leg_def.tibia_width/2, this.leg_def.foot_height/2 + this.leg_def.foot_height/2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height - this.arm_def.arm_length/2);
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var upper_arm = this.world.CreateBody(this.bd);
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this.fd.shape.SetAsBox(this.arm_def.arm_width/2, this.arm_def.arm_length/2);
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upper_arm.CreateFixture(this.fd);
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// lower arm
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this.bd.position.Set(0.5 - this.leg_def.foot_length/2 + this.leg_def.tibia_width/2, this.leg_def.foot_height/2 + this.leg_def.foot_height/2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height - this.arm_def.arm_length - this.arm_def.forearm_length/2);
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var lower_arm = this.world.CreateBody(this.bd);
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this.fd.shape.SetAsBox(this.arm_def.forearm_width/2, this.arm_def.forearm_length/2);
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lower_arm.CreateFixture(this.fd);
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// arm joint
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var jd = new b2.RevoluteJointDef();
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var position = upper_arm.GetPosition().Clone();
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position.y -= this.arm_def.arm_length/2;
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jd.Initialize(upper_arm, lower_arm, position);
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jd.lowerAngle = deg2rad(0);
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jd.upperAngle = deg2rad(85);
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jd.enableLimit = true;
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jd.maxMotorTorque = 100 * STRENGTH;
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jd.motorSpeed = 0;
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jd.enableMotor = true;
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this.joints.push(this.world.CreateJoint(jd));
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return {upper_arm: upper_arm, lower_arm: lower_arm};
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}
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Walker.prototype.createHead = function() {
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// neck
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this.bd.position.Set(0.5 - this.leg_def.foot_length/2 + this.leg_def.tibia_width/2, this.leg_def.foot_height/2 + this.leg_def.foot_height/2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height + this.head_def.neck_height/2);
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var neck = this.world.CreateBody(this.bd);
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this.fd.shape.SetAsBox(this.head_def.neck_width/2, this.head_def.neck_height/2);
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neck.CreateFixture(this.fd);
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// head
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this.bd.position.Set(0.5 - this.leg_def.foot_length/2 + this.leg_def.tibia_width/2, this.leg_def.foot_height/2 + this.leg_def.foot_height/2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height + this.head_def.neck_height + this.head_def.head_height/2);
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var head = this.world.CreateBody(this.bd);
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this.fd.shape.SetAsBox(this.head_def.head_width/2, this.head_def.head_height/2);
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head.CreateFixture(this.fd);
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// neck joint
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var jd = new b2.RevoluteJointDef();
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var position = neck.GetPosition().Clone();
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position.y += this.head_def.neck_height/2;
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jd.Initialize(head, neck, position);
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jd.lowerAngle = -0.1;
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jd.upperAngle = 0.2;
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jd.enableLimit = true;
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jd.maxMotorTorque = 2 * STRENGTH;
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jd.motorSpeed = 0;
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jd.enableMotor = true;
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this.joints.push(this.world.CreateJoint(jd));
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return {head: head, neck: neck};
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}
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Walker.prototype.connectParts = function() {
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//neck/torso
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var jd = new b2.WeldJointDef();
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jd.bodyA = this.head.neck;
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jd.bodyB = this.torso.upper_torso;
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jd.localAnchorA = new b2.Vec2(0, -this.head_def.neck_height/2);
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jd.localAnchorB = new b2.Vec2(0, this.torso_def.upper_height/2);
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jd.referenceAngle = 0;
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this.world.CreateJoint(jd);
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// torso/arms
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var jd = new b2.RevoluteJointDef();
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position = this.torso.upper_torso.GetPosition().Clone();
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position.y += this.torso_def.upper_height/2;
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jd.Initialize(this.torso.upper_torso, this.right_arm.upper_arm, position);
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jd.lowerAngle = deg2rad(-60);
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jd.upperAngle = deg2rad(125);
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jd.enableLimit = true;
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jd.maxMotorTorque = 200 * STRENGTH;
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jd.motorSpeed = 0;
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jd.enableMotor = true;
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this.joints.push(this.world.CreateJoint(jd));
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var jd = new b2.RevoluteJointDef();
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jd.Initialize(this.torso.upper_torso, this.left_arm.upper_arm, position);
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jd.lowerAngle = deg2rad(-60);
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jd.upperAngle = deg2rad(125);
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jd.enableLimit = true;
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jd.maxMotorTorque = 200 * STRENGTH;
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jd.motorSpeed = 0;
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jd.enableMotor = true;
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this.joints.push(this.world.CreateJoint(jd));
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// torso/legs
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var jd = new b2.RevoluteJointDef();
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position = this.torso.lower_torso.GetPosition().Clone();
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position.y -= this.torso_def.lower_height/2;
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jd.Initialize(this.torso.lower_torso, this.right_leg.upper_leg, position);
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jd.lowerAngle = deg2rad(-20);
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jd.upperAngle = deg2rad(120);
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jd.enableLimit = true;
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jd.maxMotorTorque = 250 * STRENGTH;
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jd.motorSpeed = 0;
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jd.enableMotor = true;
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this.joints.push(this.world.CreateJoint(jd));
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var jd = new b2.RevoluteJointDef();
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jd.Initialize(this.torso.lower_torso, this.left_leg.upper_leg, position);
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jd.lowerAngle = deg2rad(-20);
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jd.upperAngle = deg2rad(120);
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jd.enableLimit = true;
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jd.maxMotorTorque = 250 * STRENGTH;
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jd.motorSpeed = 0;
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jd.enableMotor = true;
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this.joints.push(this.world.CreateJoint(jd));
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}
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Walker.prototype.getBodies = function() {
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return [
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this.head.head,
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this.head.neck,
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this.torso.upper_torso,
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this.torso.lower_torso,
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this.left_arm.upper_arm,
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this.left_arm.lower_arm,
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this.right_arm.upper_arm,
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this.right_arm.lower_arm,
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this.left_leg.upper_leg,
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this.left_leg.lower_leg,
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this.left_leg.foot,
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this.right_leg.upper_leg,
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this.right_leg.lower_leg,
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this.right_leg.foot
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];
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}
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Walker.prototype.getState = function () {
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return this.bodies
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.reduce((a, body) => {
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var t = body.GetTransform()
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var dt = body.GetLinearVelocity()
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a.push(t.p.x)
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a.push(t.p.y)
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a.push(dt.x)
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a.push(dt.y)
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a.push(t.q.s)
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a.push(t.q.c)
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a.push(body.GetAngularVelocity())
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return a
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}, [])
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}
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Walker.prototype.simulationStep = function (motorSpeeds) {
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// act
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for(var k = 0; k < this.joints.length; k++) {
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this.joints[k].SetMotorSpeed(motorSpeeds[k]*3); // action can range from -3 to 3, radians per second
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}
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/* score/reward */
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var head_height_reward = this.head.head.GetPosition().y * 2; // it's head should be above it's feet 2*(-0.25-2)
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// TODO reward for moving one leg beyond the other?
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var left_leg_forward = this.right_leg.foot.GetPosition().x > this.left_leg.foot.GetPosition().x;
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var leg_switch_reward = (left_leg_forward!=this.last_left_left_forward)? 5:0
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// reward copied from OpenAI Gym Humanoid Walker https://github.com/openai/gym/blob/master/gym/envs/mujoco/humanoid.py
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// also see https://github.com/AdamStelmaszczyk/learning2run/blob/master/osim-rl/osim/env/run.py#L67
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// https://github.com/openai/gym/blob/master/gym/envs/mujoco/assets/humanoidstandup.xml
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var position = this.torso.upper_torso.GetPosition().x
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if (this.last_position === undefined) this.last_position = position
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var velocity = (position - this.last_position) * 40
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this.last_position = position
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// var velocity = this.torso.upper_torso.GetLinearVelocity().x
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lin_vel_reward = 6 * velocity
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// punish for using energy, squared
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var quad_ctrl_cost = -0.01 * this.joints.map(j => j.GetJointSpeed()).reduce((sum, speed) => sum + speed ** 2)
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var alive_bonus = 1
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// we don't have data on external forces, so I will just punish for contact
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var contacts = this.bodies.map(b => b.GetContactList()).filter(b => b).length
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quad_impact_cost = -Math.min(contacts - 4, 10)/8
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this.rewards = {
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lin_vel_reward,
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quad_ctrl_cost,
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quad_impact_cost,
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alive_bonus,
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head_height_reward,
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leg_switch_reward
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}
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this.reward = Object.values(this.rewards).reduce((tot,v)=>tot+v, 0)/10
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this.last_left_left_forward = left_leg_forward
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return
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}
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