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; } } }