using System;
using UnityEngine;
namespace Unity.MLAgents.Sensors
{
///
/// An interface for GridSensor perception that defines the grid cells and collider detecting strategies.
///
internal interface IGridPerception
{
bool RotateWithAgent
{
get;
set;
}
LayerMask ColliderMask
{
get;
set;
}
/// Converts the index of the cell to the 3D point (y is zero) relative to grid center
/// Vector3 of the position of the center of the cell relative to grid center
/// The index of the cell
Vector3 GetCellLocalPosition(int cellIndex);
///
/// Converts the index of the cell to the 3D point (y is zero) in world space
/// based on the result from GetCellLocalPosition()
///
/// Vector3 of the position of the center of the cell in world space
/// The index of the cell
Vector3 GetCellGlobalPosition(int cellIndex);
Quaternion GetGridRotation();
///
/// Perceive the latest grid status. Detect colliders for each cell, parse the collider arrays,
/// then trigger registered sensors to encode and update with the new grid status.
///
void Perceive();
///
/// Same as Perceive(), but only load data for debug gizmo.
///
void UpdateGizmo();
///
/// Register a sensor to this GridPerception to receive the grid perception results.
/// When the GridPerception perceive a new observation, registered sensors will be triggered
/// to encode the new observation and update its data.
///
void RegisterSensor(GridSensorBase sensor);
///
/// Register an internal debug sensor.
/// Debug sensors will only be triggered when drawing debug gizmos.
///
void RegisterDebugSensor(GridSensorBase debugSensor);
}
}