using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace MLAgents
{
public class Utilities
{
///
/// Converts a list of Texture2D into a Tensor.
///
///
/// A 4 dimensional float Tensor of dimension
/// [batch_size, height, width, channel].
/// Where batch_size is the number of input textures,
/// height corresponds to the height of the texture,
/// width corresponds to the width of the texture,
/// channel corresponds to the number of channels extracted from the
/// input textures (based on the input blackAndWhite flag
/// (3 if the flag is false, 1 otherwise).
/// The values of the Tensor are between 0 and 1.
///
///
/// The list of textures to be put into the tensor.
/// Note that the textures must have same width and height.
///
///
/// If set to true the textures
/// will be converted to grayscale before being stored in the tensor.
///
public static float[,,,] TextureToFloatArray(
List textures, bool blackAndWhite)
{
int batchSize = textures.Count;
int width = textures[0].width;
int height = textures[0].height;
var pixels = blackAndWhite ? 1 : 3;
float[,,,] result = new float[batchSize, height, width, pixels];
float[] resultTemp = new float[batchSize * height * width * pixels];
int hwp = height * width * pixels;
int wp = width * pixels;
for (int b = 0; b < batchSize; b++)
{
Color32[] cc = textures[b].GetPixels32();
for (int h = height - 1; h >= 0; h--)
{
for (int w = 0; w < width; w++)
{
Color32 currentPixel = cc[(height - h - 1) * width + w];
if (!blackAndWhite)
{
// For Color32, the r, g and b values are between
// 0 and 255.
resultTemp[b * hwp + h * wp + w * pixels] = currentPixel.r / 255.0f;
resultTemp[b * hwp + h * wp + w * pixels + 1] = currentPixel.g / 255.0f;
resultTemp[b * hwp + h * wp + w * pixels + 2] = currentPixel.b / 255.0f;
}
else
{
resultTemp[b * hwp + h * wp + w * pixels] =
(currentPixel.r + currentPixel.g + currentPixel.b)
/ 3f / 255.0f;
}
}
}
}
System.Buffer.BlockCopy(resultTemp, 0, result, 0, batchSize * hwp * sizeof(float));
return result;
}
///
/// 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 begining.
/// If the input is [a, b, c], the result will be [0, a, a+b, a+b+c]
///
/// The cumulative sum of the input array.
public static int[] CumSum(int [] array)
{
var runningSum = 0;
var result = new int[array.Length + 1];
for (var actionIndex = 0; actionIndex < array.Length; actionIndex++)
{
runningSum += array[actionIndex];
result[actionIndex + 1] = runningSum;
}
return result;
}
}
}