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backport fix for MLA-1106 (#4158)

/r2v-yamato-linux
GitHub 5 年前
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da5d8923
共有 4 个文件被更改,包括 118 次插入2 次删除
  1. 7
      com.unity.ml-agents/CHANGELOG.md
  2. 19
      com.unity.ml-agents/Runtime/Sensors/RayPerceptionSensor.cs
  3. 5
      com.unity.ml-agents/Runtime/Sensors/RayPerceptionSensorComponentBase.cs
  4. 89
      com.unity.ml-agents/Tests/Editor/Sensor/RayPerceptionSensorTests.cs

7
com.unity.ml-agents/CHANGELOG.md


and this project adheres to
[Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Bug Fixes
#### com.unity.ml-agents (C#)
- Fixed an issue where RayPerceptionSensor would raise an exception when the
list of tags was empty, or a tag in the list was invalid (unknown, null, or
empty string). (#4155)
## [1.0.2] - 2020-06-04
### Minor Changes
#### com.unity.ml-agents (C#)

19
com.unity.ml-agents/Runtime/Sensors/RayPerceptionSensor.cs


if (castHit)
{
// Find the index of the tag of the object that was hit.
for (var i = 0; i < input.DetectableTags.Count; i++)
var numTags = input.DetectableTags?.Count ?? 0;
for (var i = 0; i < numTags; i++)
if (hitObject.CompareTag(input.DetectableTags[i]))
var tagsEqual = false;
try
{
var tag = input.DetectableTags[i];
if (!string.IsNullOrEmpty(tag))
{
tagsEqual = hitObject.CompareTag(tag);
}
}
catch (UnityException e)
{
// If the tag is null, empty, or not a valid tag, just ignore it.
}
if (tagsEqual)
{
rayOutput.HitTaggedObject = true;
rayOutput.HitTagIndex = i;

5
com.unity.ml-agents/Runtime/Sensors/RayPerceptionSensorComponentBase.cs


else
{
var rayInput = GetRayPerceptionInput();
// We don't actually need the tags here, since they don't affect the display of the rays.
// Additionally, the user might be in the middle of typing the tag name when this is called,
// and there's no way to turn off the "Tag ... is not defined" error logs.
// So just don't use any tags here.
rayInput.DetectableTags = null;
for (var rayIndex = 0; rayIndex < rayInput.Angles.Count; rayIndex++)
{
DebugDisplayInfo.RayInfo debugRay;

89
com.unity.ml-agents/Tests/Editor/Sensor/RayPerceptionSensorTests.cs


using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.MLAgents.Sensors;
namespace Unity.MLAgents.Tests

// hit fraction is arbitrary but should be finite in [0,1]
Assert.GreaterOrEqual(outputBuffer[2], 0.0f);
Assert.LessOrEqual(outputBuffer[2], 1.0f);
}
}
[Test]
public void TestStaticPerceive()
{
SetupScene();
var obj = new GameObject("agent");
var perception = obj.AddComponent<RayPerceptionSensorComponent3D>();
perception.RaysPerDirection = 0; // single ray
perception.MaxRayDegrees = 45;
perception.RayLength = 20;
perception.DetectableTags = new List<string>();
perception.DetectableTags.Add(k_CubeTag);
perception.DetectableTags.Add(k_SphereTag);
var radii = new[] { 0f, .5f };
foreach (var castRadius in radii)
{
perception.SphereCastRadius = castRadius;
var castInput = perception.GetRayPerceptionInput();
var castOutput = RayPerceptionSensor.Perceive(castInput);
Assert.AreEqual(1, castOutput.RayOutputs.Length);
// Expected to hit the cube
Assert.AreEqual(0, castOutput.RayOutputs[0].HitTagIndex);
}
}
[Test]
public void TestStaticPerceiveInvalidTags()
{
SetupScene();
var obj = new GameObject("agent");
var perception = obj.AddComponent<RayPerceptionSensorComponent3D>();
perception.RaysPerDirection = 0; // single ray
perception.MaxRayDegrees = 45;
perception.RayLength = 20;
perception.DetectableTags = new List<string>();
perception.DetectableTags.Add("Bad tag");
perception.DetectableTags.Add(null);
perception.DetectableTags.Add("");
perception.DetectableTags.Add(k_CubeTag);
var radii = new[] { 0f, .5f };
foreach (var castRadius in radii)
{
perception.SphereCastRadius = castRadius;
var castInput = perception.GetRayPerceptionInput();
// There's no clean way that I can find to check for a defined tag without
// logging an error.
LogAssert.Expect(LogType.Error, "Tag: Bad tag is not defined.");
var castOutput = RayPerceptionSensor.Perceive(castInput);
Assert.AreEqual(1, castOutput.RayOutputs.Length);
// Expected to hit the cube
Assert.AreEqual(3, castOutput.RayOutputs[0].HitTagIndex);
}
}
[Test]
public void TestStaticPerceiveNoTags()
{
SetupScene();
var obj = new GameObject("agent");
var perception = obj.AddComponent<RayPerceptionSensorComponent3D>();
perception.RaysPerDirection = 0; // single ray
perception.MaxRayDegrees = 45;
perception.RayLength = 20;
perception.DetectableTags = null;
var radii = new[] { 0f, .5f };
foreach (var castRadius in radii)
{
perception.SphereCastRadius = castRadius;
var castInput = perception.GetRayPerceptionInput();
var castOutput = RayPerceptionSensor.Perceive(castInput);
Assert.AreEqual(1, castOutput.RayOutputs.Length);
// Expected to hit the cube
Assert.AreEqual(-1, castOutput.RayOutputs[0].HitTagIndex);
}
}
}
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