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fixed initial height again, and added initial rotation
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suneelbelkhale committed Aug 28, 2018
1 parent d3bd70b commit 9c77501
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Showing 28 changed files with 245 additions and 30 deletions.
2 changes: 1 addition & 1 deletion Assets/Plugins.meta → Assets.meta

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2 changes: 1 addition & 1 deletion Assets/Prefabs/DroneBase.prefab
Original file line number Diff line number Diff line change
Expand Up @@ -1012,7 +1012,7 @@ MonoBehaviour:
desired_vx: 0
desired_vy: 0
desired_yaw: 0
initial_height: 0
initial_height: 4
--- !u!114 &114271859555978516
MonoBehaviour:
m_ObjectHideFlags: 1
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8 changes: 0 additions & 8 deletions Assets/Scenes/Other.meta

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8 changes: 6 additions & 2 deletions Assets/Scripts/DroneAgent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@ public class DroneAgent: Agent {
private bool wait = false;

private Vector3 initialPos;

private Quaternion initialRot;

private float maxX;
private float minX;
Expand Down Expand Up @@ -70,6 +70,8 @@ public override void InitializeAgent() {
rand = new System.Random ();

initialPos = transform.position;
initialPos.y = velocityControl.initial_height;
initialRot = transform.rotation;

endBounds = endRegion.GetComponent<Renderer> ().bounds;

Expand All @@ -81,6 +83,8 @@ public override void InitializeAgent() {

wait = false;

collided = false;

local_done = false;

}
Expand Down Expand Up @@ -241,7 +245,7 @@ public override void AgentReset()
float startZ = ((float) rand.NextDouble()) * (maxZ - minZ) + minZ;

transform.position = new Vector3 (startX, initialPos.y, startZ);
transform.rotation = Quaternion.Euler (Vector3.forward);
transform.rotation = initialRot;
//reset, which also re enables

//StartCoroutine (Waiting (1.0f));
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8 changes: 3 additions & 5 deletions Assets/Scripts/VelocityControl/VelocityControl.cs
Original file line number Diff line number Diff line change
Expand Up @@ -21,12 +21,12 @@ public class VelocityControl : MonoBehaviour {
private float max_pitch = 0.175f; // 10 Degrees in radians, otherwise small-angle approximation dies
private float max_roll = 0.175f; // 10 Degrees in radians, otherwise small-angle approximation dies
private float max_alpha = 10.0f;

//must set this
public float desired_height = 4.0f;
public float desired_vx = 0.0f;
public float desired_vy = 0.0f;
public float desired_yaw = 0.0f;

//must set this
public float initial_height = 4.0f;

private bool wait = false;
Expand All @@ -40,14 +40,12 @@ void Start () {
Rigidbody rb = GetComponent<Rigidbody> ();
Vector3 desiredForce = new Vector3 (0.0f, gravity * state.Mass, 0.0f);
rb.AddForce (desiredForce, ForceMode.Acceleration);
transform.localPosition = new Vector3(transform.localPosition.x, initial_height);
initial_height = desired_height;
}

// Update is called once per frame
void FixedUpdate () {
state.GetState ();

// NOTE: I'm using stupid vector order (sideways, up, forward) at the end

Vector3 desiredTheta;
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8 changes: 0 additions & 8 deletions Assets/Shaders.meta

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