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using System;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine.Perception.Randomization.Samplers;
namespace UnityEngine.Perception.Randomization.Parameters
{
/// <summary>
/// Numeric parameters use samplers to generate randomized structs
/// </summary>
/// <typeparam name="T">The sample type of the parameter</typeparam>
[Serializable]
public abstract class NumericParameter<T> : Parameter where T : struct
{
/// <summary>
/// The sample type of parameter
/// </summary>
public sealed override Type sampleType => typeof(T);
/// <summary>
/// Generates one parameter sample
/// </summary>
/// <returns>The generated sample</returns>
public abstract T Sample();
/// <summary>
/// Schedules a job to generate an array of parameter samples.
/// Call Complete() on the JobHandle returned by this function to wait on the job generating the parameter samples.
/// </summary>
/// <param name="sampleCount">Number of parameter samples to generate</param>
/// <param name="jobHandle">The JobHandle returned from scheduling the sampling job</param>
/// <returns>A NativeArray containing generated samples</returns>
public abstract NativeArray<T> Samples(int sampleCount, out JobHandle jobHandle);
internal sealed override void ApplyToTarget(int seedOffset)
{
if (!hasTarget)
return;
target.ApplyValueToTarget(Sample());
}
internal override void Validate()
{
base.Validate();
foreach (var sampler in samplers)
sampler.range.Validate();
}
}
}