using UnityEngine;
namespace MLAgents.Sensors
{
///
/// A sensor that wraps a Camera object to generate visual observations for an agent.
///
public class CameraSensor : ISensor
{
Camera m_Camera;
int m_Width;
int m_Height;
bool m_Grayscale;
string m_Name;
int[] m_Shape;
SensorCompressionType m_CompressionType;
///
/// The Camera used for rendering the sensor observations.
///
public Camera camera
{
get { return m_Camera; }
set { m_Camera = value; }
}
///
/// The compression type used by the sensor.
///
public SensorCompressionType compressionType
{
get { return m_CompressionType; }
set { m_CompressionType = value; }
}
///
/// Creates and returns the camera sensor.
///
/// Camera object to capture images from.
/// The width of the generated visual observation.
/// The height of the generated visual observation.
/// Whether to convert the generated image to grayscale or keep color.
/// The name of the camera sensor.
/// The compression to apply to the generated image.
public CameraSensor(
Camera camera, int width, int height, bool grayscale, string name, SensorCompressionType compression)
{
m_Camera = camera;
m_Width = width;
m_Height = height;
m_Grayscale = grayscale;
m_Name = name;
m_Shape = GenerateShape(width, height, grayscale);
m_CompressionType = compression;
}
///
/// Accessor for the name of the sensor.
///
/// Sensor name.
public string GetName()
{
return m_Name;
}
///
/// Accessor for the size of the sensor data. Will be h x w x 1 for grayscale and
/// h x w x 3 for color.
///
/// Size of each of the three dimensions.
public int[] GetObservationShape()
{
return m_Shape;
}
///
/// Generates a compressed image. This can be valuable in speeding-up training.
///
/// Compressed image.
public byte[] GetCompressedObservation()
{
using (TimerStack.Instance.Scoped("CameraSensor.GetCompressedObservation"))
{
var texture = ObservationToTexture(m_Camera, m_Width, m_Height);
// TODO support more types here, e.g. JPG
var compressed = texture.EncodeToPNG();
DestroyTexture(texture);
return compressed;
}
}
///
/// Writes out the generated, uncompressed image to the provided .
///
/// Where the observation is written to.
///
public int Write(WriteAdapter adapter)
{
using (TimerStack.Instance.Scoped("CameraSensor.WriteToTensor"))
{
var texture = ObservationToTexture(m_Camera, m_Width, m_Height);
var numWritten = Utilities.TextureToTensorProxy(texture, adapter, m_Grayscale);
DestroyTexture(texture);
return numWritten;
}
}
///
public void Update() {}
///
public SensorCompressionType GetCompressionType()
{
return m_CompressionType;
}
///
/// Renders a Camera instance to a 2D texture at the corresponding resolution.
///
/// The 2D texture.
/// Camera.
/// Width of resulting 2D texture.
/// Height of resulting 2D texture.
/// Texture2D to render to.
public static Texture2D ObservationToTexture(Camera obsCamera, int width, int height)
{
var texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
var oldRec = obsCamera.rect;
obsCamera.rect = new Rect(0f, 0f, 1f, 1f);
var depth = 24;
var format = RenderTextureFormat.Default;
var readWrite = RenderTextureReadWrite.Default;
var tempRt =
RenderTexture.GetTemporary(width, height, depth, format, readWrite);
var prevActiveRt = RenderTexture.active;
var prevCameraRt = obsCamera.targetTexture;
// render to offscreen texture (readonly from CPU side)
RenderTexture.active = tempRt;
obsCamera.targetTexture = tempRt;
obsCamera.Render();
texture2D.ReadPixels(new Rect(0, 0, texture2D.width, texture2D.height), 0, 0);
obsCamera.targetTexture = prevCameraRt;
obsCamera.rect = oldRec;
RenderTexture.active = prevActiveRt;
RenderTexture.ReleaseTemporary(tempRt);
return texture2D;
}
///
/// Computes the observation shape for a camera sensor based on the height, width
/// and grayscale flag.
///
/// Width of the image captures from the camera.
/// Height of the image captures from the camera.
/// Whether or not to convert the image to grayscale.
/// The observation shape.
internal static int[] GenerateShape(int width, int height, bool grayscale)
{
return new[] { height, width, grayscale ? 1 : 3 };
}
static void DestroyTexture(Texture2D texture)
{
if (Application.isEditor)
{
// Edit Mode tests complain if we use Destroy()
// TODO move to extension methods for UnityEngine.Object?
UnityEngine.Object.DestroyImmediate(texture);
}
else
{
UnityEngine.Object.Destroy(texture);
}
}
}
}