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144 行
5.2 KiB
144 行
5.2 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MLAgents
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{
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public abstract class RayPerceptionSensorComponentBase : SensorComponent
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{
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public string sensorName = "RayPerceptionSensor";
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[Tooltip("List of tags in the scene to compare against.")]
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public List<string> detectableTags;
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[Range(0, 50)]
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[Tooltip("Number of rays to the left and right of center.")]
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public int raysPerDirection = 3;
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[Range(0, 180)]
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[Tooltip("Cone size for rays. Using 90 degrees will cast rays to the left and right. Greater than 90 degrees will go backwards.")]
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public float maxRayDegrees = 70;
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[Range(0f, 10f)]
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[Tooltip("Radius of sphere to cast. Set to zero for raycasts.")]
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public float sphereCastRadius = 0.5f;
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[Range(1, 1000)]
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[Tooltip("Length of the rays to cast.")]
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public float rayLength = 20f;
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[Tooltip("Controls which layers the rays can hit.")]
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public LayerMask rayLayerMask = Physics.DefaultRaycastLayers;
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[Range(1, 50)]
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[Tooltip("Whether to stack previous observations. Using 1 means no previous observations.")]
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public int observationStacks = 1;
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[Header("Debug Gizmos", order = 999)]
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public Color rayHitColor = Color.red;
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public Color rayMissColor = Color.white;
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[NonSerialized]
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RayPerceptionSensor m_RaySensor;
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public abstract RayPerceptionCastType GetCastType();
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public virtual float GetStartVerticalOffset()
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{
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return 0f;
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}
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public virtual float GetEndVerticalOffset()
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{
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return 0f;
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}
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public override ISensor CreateSensor()
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{
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var rayAngles = GetRayAngles(raysPerDirection, maxRayDegrees);
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var rayPerceptionInput = new RayPerceptionInput();
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rayPerceptionInput.rayLength = rayLength;
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rayPerceptionInput.detectableTags = detectableTags;
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rayPerceptionInput.angles = rayAngles;
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rayPerceptionInput.startOffset = GetStartVerticalOffset();
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rayPerceptionInput.endOffset = GetEndVerticalOffset();
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rayPerceptionInput.castRadius = sphereCastRadius;
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rayPerceptionInput.transform = transform;
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rayPerceptionInput.castType = GetCastType();
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rayPerceptionInput.layerMask = rayLayerMask;
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m_RaySensor = new RayPerceptionSensor(sensorName, rayPerceptionInput);
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if (observationStacks != 1)
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{
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var stackingSensor = new StackingSensor(m_RaySensor, observationStacks);
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return stackingSensor;
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}
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return m_RaySensor;
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}
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public static float[] GetRayAngles(int raysPerDirection, float maxRayDegrees)
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{
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// Example:
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// { 90, 90 - delta, 90 + delta, 90 - 2*delta, 90 + 2*delta }
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var anglesOut = new float[2 * raysPerDirection + 1];
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var delta = maxRayDegrees / raysPerDirection;
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anglesOut[0] = 90f;
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for (var i = 0; i < raysPerDirection; i++)
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{
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anglesOut[2 * i + 1] = 90 - (i + 1) * delta;
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anglesOut[2 * i + 2] = 90 + (i + 1) * delta;
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}
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return anglesOut;
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}
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public override int[] GetObservationShape()
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{
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var numRays = 2 * raysPerDirection + 1;
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var numTags = detectableTags?.Count ?? 0;
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var obsSize = (numTags + 2) * numRays;
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var stacks = observationStacks > 1 ? observationStacks : 1;
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return new[] { obsSize * stacks };
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}
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/// <summary>
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/// Draw the debug information from the sensor (if available).
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/// </summary>
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public void OnDrawGizmos()
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{
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if (m_RaySensor?.debugDisplayInfo?.rayInfos == null)
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{
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return;
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}
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var debugInfo = m_RaySensor.debugDisplayInfo;
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// Draw "old" observations in a lighter color.
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// Since the agent may not step every frame, this helps de-emphasize "stale" hit information.
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var alpha = Mathf.Pow(.5f, debugInfo.age);
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foreach (var rayInfo in debugInfo.rayInfos)
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{
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var startPositionWorld = rayInfo.worldStart;
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var endPositionWorld = rayInfo.worldEnd;
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var rayDirection = endPositionWorld - startPositionWorld;
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rayDirection *= rayInfo.rayOutput.hitFraction;
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// hit fraction ^2 will shift "far" hits closer to the hit color
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var lerpT = rayInfo.rayOutput.hitFraction * rayInfo.rayOutput.hitFraction;
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var color = Color.Lerp(rayHitColor, rayMissColor, lerpT);
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color.a *= alpha;
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Gizmos.color = color;
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Gizmos.DrawRay(startPositionWorld, rayDirection);
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// Draw the hit point as a sphere. If using rays to cast (0 radius), use a small sphere.
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if (rayInfo.rayOutput.hasHit)
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{
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var hitRadius = Mathf.Max(rayInfo.castRadius, .05f);
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Gizmos.DrawWireSphere(startPositionWorld + rayDirection, hitRadius);
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}
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}
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}
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}
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}
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