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139 行
4.9 KiB
139 行
4.9 KiB
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using Barracuda;
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using MLAgents.InferenceBrain;
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namespace MLAgents
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{
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public class Utilities
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{
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/// <summary>
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/// Converts a list of Texture2D into a Tensor.
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/// </summary>
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/// <param name="tensorProxy">
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/// Tensor proxy to fill with Texture data.
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/// </param>
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/// <param name="textures">
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/// The list of textures to be put into the tensor.
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/// Note that the textures must have same width and height.
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/// </param>
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/// <param name="blackAndWhite">
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/// If set to <c>true</c> the textures
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/// will be converted to grayscale before being stored in the tensor.
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/// </param>
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/// <param name="allocator">Tensor allocator</param>
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public static void TextureToTensorProxy(TensorProxy tensorProxy, List<Texture2D> textures, bool blackAndWhite,
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ITensorAllocator allocator)
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{
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var batchSize = textures.Count;
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var width = textures[0].width;
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var height = textures[0].height;
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var data = tensorProxy.Data;
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for (var b = 0; b < batchSize; b++)
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{
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var cc = textures[b].GetPixels32();
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for (var h = height - 1; h >= 0; h--)
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{
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for (var w = 0; w < width; w++)
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{
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var currentPixel = cc[(height - h - 1) * width + w];
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if (!blackAndWhite)
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{
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// For Color32, the r, g and b values are between
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// 0 and 255.
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data[b, h, w, 0] = currentPixel.r / 255.0f;
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data[b, h, w, 1] = currentPixel.g / 255.0f;
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data[b, h, w,2] = currentPixel.b / 255.0f;
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}
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else
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{
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data[b, h, w, 0] = (currentPixel.r + currentPixel.g + currentPixel.b)
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/ 3f / 255.0f;
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}
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}
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}
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}
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}
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/// <summary>
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/// Calculates the cumulative sum of an integer array. The result array will be one element
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/// larger than the input array since it has a padded 0 at the begining.
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/// If the input is [a, b, c], the result will be [0, a, a+b, a+b+c]
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/// </summary>
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/// <returns> The cumulative sum of the input array.</returns>
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public static int[] CumSum(int [] array)
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{
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var runningSum = 0;
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var result = new int[array.Length + 1];
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for (var actionIndex = 0; actionIndex < array.Length; actionIndex++)
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{
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runningSum += array[actionIndex];
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result[actionIndex + 1] = runningSum;
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}
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return result;
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}
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/// <summary>
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/// Shifts list elements to the left by the specified amount.
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/// <param name="list">
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/// Target list
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/// </param>
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/// <param name="amount">
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/// Shift amount
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/// </param>
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/// </summary>
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public static void ShiftLeft<T>(List<T> list, int amount)
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{
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for (var i = amount; i < list.Count; i++)
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{
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list[i - amount] = list[i];
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}
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}
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/// <summary>
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/// Replaces target list elements with source list elements starting at specified position in target list.
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/// <param name="dst">
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/// Target list
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/// </param>
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/// <param name="src">
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/// Source list
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/// </param>
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/// <param name="start">
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/// Offset in target list
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/// </param>
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/// </summary>
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public static void ReplaceRange<T>(List<T> dst, List<T> src, int start)
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{
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for (var i = 0; i < src.Count; i++)
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{
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dst[i + start] = src[i];
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}
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}
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/// <summary>
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/// Adds elements to list without extra temp allocations (assuming it fits pre-allocated capacity of the list).
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/// Regular List<T>.AddRange() unfortunately allocates temp list to add items.
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/// https://stackoverflow.com/questions/2123161/listt-addrange-implementation-suboptimal
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/// Note: this implementation might be slow with large numbers of elements in the source array.
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/// <param name="dst">
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/// Target list
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/// </param>
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/// <param name="src">
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/// Source array
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/// </param>
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/// </summary>
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public static void AddRangeNoAlloc<T>(List<T> dst, T[] src)
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{
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var offset = dst.Count;
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for (var i = 0; i < src.Length; i++)
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{
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dst.Add(src[i]);
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}
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}
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}
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}
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