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collisions.yaml
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# Add a Retrieval goal with a soccer ball as the target object.
goal:
category: retrieval
target:
shape: soccer_ball
scale:
min: 1.0
max: 3.0
# Give the target a semi-random X position near the middle of the room.
position:
x:
min: -1.5
max: 1.5
position_relative:
# Give the target a Z position either in line with the thrower and
# rolled object, and will therefore collide with it (50%), or off
# by 1.5 or more, and will therefore NOT collide with it (50%).
# Change "add_z" to 0 if you want to always generate collisions.
- label: rolled_object
use_z: true
add_z:
- 0
- 0
- min: -2.5
max: -1.5
- min: 1.5
max: 2.5
# Only the target can be a soccer ball.
excluded_shapes: soccer_ball
# Generate a room that's usually long and thin.
room_dimensions:
x:
min: 4
max: 10
y: 3
z: 12
# Start at a semi-random position in the middle of the back of the room, facing
# the target object. These settings ensure you always see the target (soccer
# ball) from your starting position, based on the target's position config.
performer_start_position:
x:
min: -4.5
max: 4.5
y: 0
z: -5.5
performer_look_at: target
# One thrower at a semi-random location (near the middle of the room) rolling a
# ball of a semi-random size with a semi-random amount of force.
structural_throwers:
- num: 1
wall: ['left', 'right']
position_wall:
min: 0.5
max: 2.5
height: 0
rotation_y: 0
rotation_z: 0
projectile_labels: rolled_object
projectile_shape: ball
projectile_scale:
min: 0.25
max: 0.75
throw_force:
min: 10
max: 15
throw_step: 1
# Override the default to avoid randomly generating any other objects besides
# the thrower, the rolled object (ball), and the target (soccer ball).
# Remove these lines if you want additional randomly generated objects.
keyword_objects:
- num: 0
random_structural_objects:
- num: 0