using System; using UnityEngine; 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 internal 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. internal 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; } #if DEBUG internal static void DebugCheckNanAndInfinity(float value, string valueCategory, string caller) { if (float.IsNaN(value)) { throw new ArgumentException($"NaN {valueCategory} passed to {caller}."); } if (float.IsInfinity(value)) { throw new ArgumentException($"Inifinity {valueCategory} passed to {caller}."); } } #endif } }