using UnityEngine;
using System.Collections.Generic;
using MLAgents.Sensor;
namespace MLAgents
{
internal static class Utilities
{
///
/// Puts a Texture2D into a WriteAdapter.
///
///
/// The texture to be put into the tensor.
///
///
/// Adapter to fill with Texture data.
///
///
/// If set to true the textures will be converted to grayscale before
/// being stored in the tensor.
///
/// The number of floats written
public static int TextureToTensorProxy(
Texture2D texture,
WriteAdapter adapter,
bool grayScale)
{
var width = texture.width;
var height = texture.height;
var texturePixels = texture.GetPixels32();
// During training, we convert from Texture to PNG before sending to the trainer, which has the
// effect of flipping the image. We need another flip here at inference time to match this.
for (var h = height - 1; h >= 0; h--)
{
for (var w = 0; w < width; w++)
{
var currentPixel = texturePixels[(height - h - 1) * width + w];
if (grayScale)
{
adapter[h, w, 0] =
(currentPixel.r + currentPixel.g + currentPixel.b) / 3f / 255.0f;
}
else
{
// For Color32, the r, g and b values are between 0 and 255.
adapter[h, w, 0] = currentPixel.r / 255.0f;
adapter[h, w, 1] = currentPixel.g / 255.0f;
adapter[h, w, 2] = currentPixel.b / 255.0f;
}
}
}
return height * width * (grayScale ? 1 : 3);
}
///
/// Calculates the cumulative sum of an integer array. The result array will be one element
/// larger than the input array since it has a padded 0 at the beginning.
/// If the input is [a, b, c], the result will be [0, a, a+b, a+b+c]
///
///
/// Input array whose elements will be cumulatively added
///
/// The cumulative sum of the input array.
public static int[] CumSum(int[] input)
{
var runningSum = 0;
var result = new int[input.Length + 1];
for (var actionIndex = 0; actionIndex < input.Length; actionIndex++)
{
runningSum += input[actionIndex];
result[actionIndex + 1] = runningSum;
}
return result;
}
///
/// Shifts list elements to the left by the specified amount (in-place).
///
/// List whose elements will be shifted
///
///
/// Amount to shift the elements to the left by
///
///
public static void ShiftLeft(List list, int shiftAmount)
{
for (var i = shiftAmount; i < list.Count; i++)
{
list[i - shiftAmount] = list[i];
}
}
///
/// Replaces target list elements with source list elements starting at specified position
/// in target list.
///
/// Target list, where the elements are added to
///
///
/// Source array, where the elements are copied from
///
///
/// Starting position in target list to copy elements to
///
///
public static void ReplaceRange(List dst, List src, int start)
{
for (var i = 0; i < src.Count; i++)
{
dst[i + start] = src[i];
}
}
///
/// Adds elements to list without extra temp allocations (assuming it fits pre-allocated
/// capacity of the list). The built-in List/.AddRange() unfortunately allocates
/// a temporary list to add items (even if the original array has sufficient capacity):
/// https://stackoverflow.com/questions/2123161/listt-addrange-implementation-suboptimal
/// Note: this implementation might be slow with a large source array.
///
/// Target list, where the elements are added to
///
///
/// Source array, where the elements are copied from
///
///
// ReSharper disable once ParameterTypeCanBeEnumerable.Global
public static void AddRangeNoAlloc(List dst, T[] src)
{
// ReSharper disable once LoopCanBeConvertedToQuery
foreach (var item in src)
{
dst.Add(item);
}
}
///
/// Calculates the number of uncompressed floats in a list of ISensor
///
public static int GetSensorFloatObservationSize(this List sensors)
{
int numFloatObservations = 0;
for (var i = 0; i < sensors.Count; i++)
{
if (sensors[i].GetCompressionType() == SensorCompressionType.None)
{
numFloatObservations += sensors[i].ObservationSize();
}
}
return numFloatObservations;
}
}
}