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103 行
3.4 KiB
103 行
3.4 KiB
using System;
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using UnityEngine;
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namespace MLAgents.Sensor
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{
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public class CameraSensor : ISensor
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{
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Camera m_Camera;
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int m_Width;
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int m_Height;
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bool m_Grayscale;
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string m_Name;
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int[] m_Shape;
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public CameraSensor(Camera camera, int width, int height, bool grayscale, string name)
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{
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m_Camera = camera;
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m_Width = width;
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m_Height = height;
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m_Grayscale = grayscale;
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m_Name = name;
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m_Shape = new[] { height, width, grayscale ? 1 : 3 };
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}
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public string GetName()
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{
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return m_Name;
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}
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public int[] GetFloatObservationShape()
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{
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return m_Shape;
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}
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public byte[] GetCompressedObservation()
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{
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using (TimerStack.Instance.Scoped("CameraSensor.GetCompressedObservation"))
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{
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var texture = ObservationToTexture(m_Camera, m_Width, m_Height);
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// TODO support more types here, e.g. JPG
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var compressed = texture.EncodeToPNG();
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UnityEngine.Object.Destroy(texture);
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return compressed;
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}
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}
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public int Write(WriteAdapter adapter)
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{
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using (TimerStack.Instance.Scoped("CameraSensor.WriteToTensor"))
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{
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var texture = ObservationToTexture(m_Camera, m_Width, m_Height);
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var numWritten = Utilities.TextureToTensorProxy(texture, adapter, m_Grayscale);
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UnityEngine.Object.Destroy(texture);
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return numWritten;
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}
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}
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public void Update() { }
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public SensorCompressionType GetCompressionType()
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{
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return SensorCompressionType.PNG;
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}
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/// <summary>
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/// Converts a m_Camera and corresponding resolution to a 2D texture.
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/// </summary>
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/// <returns>The 2D texture.</returns>
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/// <param name="obsCamera">Camera.</param>
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/// <param name="width">Width of resulting 2D texture.</param>
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/// <param name="height">Height of resulting 2D texture.</param>
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/// <returns name="texture2D">Texture2D to render to.</returns>
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public static Texture2D ObservationToTexture(Camera obsCamera, int width, int height)
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{
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var texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
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var oldRec = obsCamera.rect;
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obsCamera.rect = new Rect(0f, 0f, 1f, 1f);
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var depth = 24;
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var format = RenderTextureFormat.Default;
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var readWrite = RenderTextureReadWrite.Default;
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var tempRt =
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RenderTexture.GetTemporary(width, height, depth, format, readWrite);
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var prevActiveRt = RenderTexture.active;
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var prevCameraRt = obsCamera.targetTexture;
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// render to offscreen texture (readonly from CPU side)
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RenderTexture.active = tempRt;
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obsCamera.targetTexture = tempRt;
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obsCamera.Render();
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texture2D.ReadPixels(new Rect(0, 0, texture2D.width, texture2D.height), 0, 0);
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obsCamera.targetTexture = prevCameraRt;
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obsCamera.rect = oldRec;
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RenderTexture.active = prevActiveRt;
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RenderTexture.ReleaseTemporary(tempRt);
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return texture2D;
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}
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}
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}
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