using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace Unity.MLAgents.Sensors
{
///
/// A sensor that wraps a Camera object to generate visual observations for an agent.
///
public class CameraSensor : ISensor, IBuiltInSensor, IDisposable
{
Camera m_Camera;
int m_Width;
int m_Height;
bool m_Grayscale;
string m_Name;
private ObservationSpec m_ObservationSpec;
SensorCompressionType m_CompressionType;
Texture2D m_Texture;
///
/// The Camera used for rendering the sensor observations.
///
public Camera Camera
{
get { return m_Camera; }
set { m_Camera = value; }
}
///
/// The compression type used by the sensor.
///
public SensorCompressionType CompressionType
{
get { return m_CompressionType; }
set { m_CompressionType = value; }
}
///
/// Creates and returns the camera sensor.
///
/// Camera object to capture images from.
/// The width of the generated visual observation.
/// The height of the generated visual observation.
/// Whether to convert the generated image to grayscale or keep color.
/// The name of the camera sensor.
/// The compression to apply to the generated image.
/// The type of observation.
public CameraSensor(
Camera camera, int width, int height, bool grayscale, string name, SensorCompressionType compression, ObservationType observationType = ObservationType.Default)
{
m_Camera = camera;
m_Width = width;
m_Height = height;
m_Grayscale = grayscale;
m_Name = name;
var channels = grayscale ? 1 : 3;
m_ObservationSpec = ObservationSpec.Visual(height, width, channels, observationType);
m_CompressionType = compression;
m_Texture = new Texture2D(width, height, TextureFormat.RGB24, false);
}
///
/// Accessor for the name of the sensor.
///
/// Sensor name.
public string GetName()
{
return m_Name;
}
///
/// Returns a description of the observations that will be generated by the sensor.
/// The shape will be h x w x 1 for grayscale and h x w x 3 for color.
/// The dimensions have translational equivariance along width and height,
/// and no property along the channels dimension.
///
///
public ObservationSpec GetObservationSpec()
{
return m_ObservationSpec;
}
///
/// Generates a compressed image. This can be valuable in speeding-up training.
///
/// Compressed image.
public byte[] GetCompressedObservation()
{
using (TimerStack.Instance.Scoped("CameraSensor.GetCompressedObservation"))
{
ObservationToTexture(m_Camera, m_Texture, m_Width, m_Height);
// TODO support more types here, e.g. JPG
var compressed = m_Texture.EncodeToPNG();
return compressed;
}
}
///
/// Writes out the generated, uncompressed image to the provided .
///
/// Where the observation is written to.
///
public int Write(ObservationWriter writer)
{
using (TimerStack.Instance.Scoped("CameraSensor.WriteToTensor"))
{
ObservationToTexture(m_Camera, m_Texture, m_Width, m_Height);
var numWritten = writer.WriteTexture(m_Texture, m_Grayscale);
return numWritten;
}
}
///
public void Update() { }
///
public void Reset() { }
///
public CompressionSpec GetCompressionSpec()
{
return new CompressionSpec(m_CompressionType);
}
///
/// Renders a Camera instance to a 2D texture at the corresponding resolution.
///
/// Camera.
/// Texture2D to render to.
/// Width of resulting 2D texture.
/// Height of resulting 2D texture.
public static void ObservationToTexture(Camera obsCamera, Texture2D texture2D, int width, int height)
{
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
{
Debug.LogError("GraphicsDeviceType is Null. This will likely crash when trying to render.");
}
var oldRec = obsCamera.rect;
obsCamera.rect = new Rect(0f, 0f, 1f, 1f);
var depth = 24;
var format = RenderTextureFormat.Default;
var readWrite = RenderTextureReadWrite.Default;
var tempRt =
RenderTexture.GetTemporary(width, height, depth, format, readWrite);
var prevActiveRt = RenderTexture.active;
var prevCameraRt = obsCamera.targetTexture;
// render to offscreen texture (readonly from CPU side)
RenderTexture.active = tempRt;
obsCamera.targetTexture = tempRt;
obsCamera.Render();
texture2D.ReadPixels(new Rect(0, 0, texture2D.width, texture2D.height), 0, 0);
obsCamera.targetTexture = prevCameraRt;
obsCamera.rect = oldRec;
RenderTexture.active = prevActiveRt;
RenderTexture.ReleaseTemporary(tempRt);
}
///
public BuiltInSensorType GetBuiltInSensorType()
{
return BuiltInSensorType.CameraSensor;
}
///
/// Clean up the owned Texture2D.
///
public void Dispose()
{
if (!ReferenceEquals(null, m_Texture))
{
Utilities.DestroyTexture(m_Texture);
m_Texture = null;
}
}
}
}