using System.Collections.Generic;
using UnityEngine;
namespace MLAgents
{
///
/// Ray 2D perception component. Attach this to agents to enable "local perception"
/// via the use of ray casts directed outward from the agent.
///
public class RayPerception2D : RayPerception
{
Vector2 endPosition;
RaycastHit2D hit;
///
/// Creates perception vector to be used as part of an observation of an agent.
///
/// The partial vector observation corresponding to the set of rays
/// Radius of rays
/// Angles of rays (starting from (1,0) on unit circle).
/// List of tags which correspond to object types agent can see
public List Perceive(float rayDistance,
float[] rayAngles, string[] detectableObjects)
{
perceptionBuffer.Clear();
// For each ray sublist stores categorical information on detected object
// along with object distance.
foreach (float angle in rayAngles)
{
endPosition = transform.TransformDirection(
PolarToCartesian(rayDistance, angle));
if (Application.isEditor)
{
Debug.DrawRay(transform.position,
endPosition, Color.black, 0.01f, true);
}
float[] subList = new float[detectableObjects.Length + 2];
hit = Physics2D.CircleCast(transform.position, 0.5f, endPosition, rayDistance);
if (hit)
{
for (int i = 0; i < detectableObjects.Length; i++)
{
if (hit.collider.gameObject.CompareTag(detectableObjects[i]))
{
subList[i] = 1;
subList[detectableObjects.Length + 1] = hit.distance / rayDistance;
break;
}
}
}
else
{
subList[detectableObjects.Length] = 1f;
}
perceptionBuffer.AddRange(subList);
}
return perceptionBuffer;
}
///
/// Converts polar coordinate to cartesian coordinate.
///
public static Vector2 PolarToCartesian(float radius, float angle)
{
float x = radius * Mathf.Cos(DegreeToRadian(angle));
float y = radius * Mathf.Sin(DegreeToRadian(angle));
return new Vector2(x, y);
}
}
}