using UnityEngine; namespace Unity.MLAgents.Sensors { /// /// Utility methods related to implementations. /// public static class SensorHelper { /// /// Generates the observations for the provided sensor, and returns true if they equal the /// expected values. If they are unequal, errorMessage is also set. /// This should not generally be used in production code. It is only intended for /// simplifying unit tests. /// /// /// /// /// public static bool CompareObservation(ISensor sensor, float[] expected, out string errorMessage) { var numExpected = expected.Length; const float fill = -1337f; var output = new float[numExpected]; for (var i = 0; i < numExpected; i++) { output[i] = fill; } if (numExpected > 0) { if (fill != output[0]) { errorMessage = "Error setting output buffer."; return false; } } ObservationWriter writer = new ObservationWriter(); writer.SetTarget(output, sensor.GetObservationShape(), 0); // Make sure ObservationWriter didn't touch anything if (numExpected > 0) { if (fill != output[0]) { errorMessage = "ObservationWriter.SetTarget modified a buffer it shouldn't have."; return false; } } sensor.Write(writer); for (var i = 0; i < output.Length; i++) { if (expected[i] != output[i]) { errorMessage = $"Expected and actual differed in position {i}. Expected: {expected[i]} Actual: {output[i]} "; return false; } } errorMessage = null; return true; } } }