Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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using UnityEngine;
namespace Unity.MLAgents.Sensors
{
/// <summary>
/// A sensor that wraps a Camera object to generate visual observations for an agent.
/// </summary>
public class CameraSensor : ISensor
{
Camera m_Camera;
int m_Width;
int m_Height;
bool m_Grayscale;
string m_Name;
int[] m_Shape;
SensorCompressionType m_CompressionType;
/// <summary>
/// The Camera used for rendering the sensor observations.
/// </summary>
public Camera Camera
{
get { return m_Camera; }
set { m_Camera = value; }
}
/// <summary>
/// The compression type used by the sensor.
/// </summary>
public SensorCompressionType CompressionType
{
get { return m_CompressionType; }
set { m_CompressionType = value; }
}
/// <summary>
/// Creates and returns the camera sensor.
/// </summary>
/// <param name="camera">Camera object to capture images from.</param>
/// <param name="width">The width of the generated visual observation.</param>
/// <param name="height">The height of the generated visual observation.</param>
/// <param name="grayscale">Whether to convert the generated image to grayscale or keep color.</param>
/// <param name="name">The name of the camera sensor.</param>
/// <param name="compression">The compression to apply to the generated image.</param>
public CameraSensor(
Camera camera, int width, int height, bool grayscale, string name, SensorCompressionType compression)
{
m_Camera = camera;
m_Width = width;
m_Height = height;
m_Grayscale = grayscale;
m_Name = name;
m_Shape = GenerateShape(width, height, grayscale);
m_CompressionType = compression;
}
/// <summary>
/// Accessor for the name of the sensor.
/// </summary>
/// <returns>Sensor name.</returns>
public string GetName()
{
return m_Name;
}
/// <summary>
/// Accessor for the size of the sensor data. Will be h x w x 1 for grayscale and
/// h x w x 3 for color.
/// </summary>
/// <returns>Size of each of the three dimensions.</returns>
public int[] GetObservationShape()
{
return m_Shape;
}
/// <summary>
/// Generates a compressed image. This can be valuable in speeding-up training.
/// </summary>
/// <returns>Compressed image.</returns>
public byte[] GetCompressedObservation()
{
using (TimerStack.Instance.Scoped("CameraSensor.GetCompressedObservation"))
{
var texture = ObservationToTexture(m_Camera, m_Width, m_Height);
// TODO support more types here, e.g. JPG
var compressed = texture.EncodeToPNG();
DestroyTexture(texture);
return compressed;
}
}
/// <summary>
/// Writes out the generated, uncompressed image to the provided <see cref="ObservationWriter"/>.
/// </summary>
/// <param name="writer">Where the observation is written to.</param>
/// <returns></returns>
public int Write(ObservationWriter writer)
{
using (TimerStack.Instance.Scoped("CameraSensor.WriteToTensor"))
{
var texture = ObservationToTexture(m_Camera, m_Width, m_Height);
var numWritten = Utilities.TextureToTensorProxy(texture, writer, m_Grayscale);
DestroyTexture(texture);
return numWritten;
}
}
/// <inheritdoc/>
public void Update() { }
/// <inheritdoc/>
public void Reset() { }
/// <inheritdoc/>
public SensorCompressionType GetCompressionType()
{
return m_CompressionType;
}
/// <summary>
/// Renders a Camera instance to a 2D texture at the corresponding resolution.
/// </summary>
/// <returns>The 2D texture.</returns>
/// <param name="obsCamera">Camera.</param>
/// <param name="width">Width of resulting 2D texture.</param>
/// <param name="height">Height of resulting 2D texture.</param>
/// <returns name="texture2D">Texture2D to render to.</returns>
public static Texture2D ObservationToTexture(Camera obsCamera, int width, int height)
{
var texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
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);
return texture2D;
}
/// <summary>
/// Computes the observation shape for a camera sensor based on the height, width
/// and grayscale flag.
/// </summary>
/// <param name="width">Width of the image captures from the camera.</param>
/// <param name="height">Height of the image captures from the camera.</param>
/// <param name="grayscale">Whether or not to convert the image to grayscale.</param>
/// <returns>The observation shape.</returns>
internal static int[] GenerateShape(int width, int height, bool grayscale)
{
return new[] { height, width, grayscale ? 1 : 3 };
}
static void DestroyTexture(Texture2D texture)
{
if (Application.isEditor)
{
// Edit Mode tests complain if we use Destroy()
// TODO move to extension methods for UnityEngine.Object?
Object.DestroyImmediate(texture);
}
else
{
Object.Destroy(texture);
}
}
}
}