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311 行
11 KiB
311 行
11 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.MLAgents.Sensors
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{
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/// <summary>
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/// A base class to support sensor components for raycast-based sensors.
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/// </summary>
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public abstract class RayPerceptionSensorComponentBase : SensorComponent
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{
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[HideInInspector, SerializeField, FormerlySerializedAs("sensorName")]
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string m_SensorName = "RayPerceptionSensor";
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/// <summary>
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/// The name of the Sensor that this component wraps.
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/// Note that changing this at runtime does not affect how the Agent sorts the sensors.
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/// </summary>
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public string SensorName
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{
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get { return m_SensorName; }
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set { m_SensorName = value; }
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}
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[SerializeField, FormerlySerializedAs("detectableTags")]
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[Tooltip("List of tags in the scene to compare against.")]
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List<string> m_DetectableTags;
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/// <summary>
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/// List of tags in the scene to compare against.
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/// Note that this should not be changed at runtime.
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/// </summary>
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public List<string> DetectableTags
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{
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get { return m_DetectableTags; }
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set { m_DetectableTags = value; }
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}
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[HideInInspector, SerializeField, FormerlySerializedAs("raysPerDirection")]
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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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int m_RaysPerDirection = 3;
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/// <summary>
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/// Number of rays to the left and right of center.
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/// Note that this should not be changed at runtime.
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/// </summary>
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public int RaysPerDirection
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{
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get { return m_RaysPerDirection; }
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// Note: can't change at runtime
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set { m_RaysPerDirection = value; }
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}
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[HideInInspector, SerializeField, FormerlySerializedAs("maxRayDegrees")]
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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. " +
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"Greater than 90 degrees will go backwards.")]
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float m_MaxRayDegrees = 70;
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/// <summary>
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/// Cone size for rays. Using 90 degrees will cast rays to the left and right.
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/// Greater than 90 degrees will go backwards.
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/// </summary>
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public float MaxRayDegrees
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{
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get => m_MaxRayDegrees;
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set { m_MaxRayDegrees = value; UpdateSensor(); }
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}
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[HideInInspector, SerializeField, FormerlySerializedAs("sphereCastRadius")]
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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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float m_SphereCastRadius = 0.5f;
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/// <summary>
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/// Radius of sphere to cast. Set to zero for raycasts.
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/// </summary>
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public float SphereCastRadius
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{
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get => m_SphereCastRadius;
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set { m_SphereCastRadius = value; UpdateSensor(); }
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}
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[HideInInspector, SerializeField, FormerlySerializedAs("rayLength")]
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[Range(1, 1000)]
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[Tooltip("Length of the rays to cast.")]
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float m_RayLength = 20f;
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/// <summary>
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/// Length of the rays to cast.
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/// </summary>
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public float RayLength
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{
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get => m_RayLength;
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set { m_RayLength = value; UpdateSensor(); }
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}
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// The value of the default layers.
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const int k_PhysicsDefaultLayers = -5;
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[HideInInspector, SerializeField, FormerlySerializedAs("rayLayerMask")]
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[Tooltip("Controls which layers the rays can hit.")]
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LayerMask m_RayLayerMask = k_PhysicsDefaultLayers;
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/// <summary>
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/// Controls which layers the rays can hit.
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/// </summary>
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public LayerMask RayLayerMask
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{
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get => m_RayLayerMask;
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set { m_RayLayerMask = value; UpdateSensor(); }
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}
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[HideInInspector, SerializeField, FormerlySerializedAs("observationStacks")]
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[Range(1, 50)]
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[Tooltip("Number of raycast results that will be stacked before being fed to the neural network.")]
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int m_ObservationStacks = 1;
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/// <summary>
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/// Whether to stack previous observations. Using 1 means no previous observations.
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/// Note that changing this after the sensor is created has no effect.
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/// </summary>
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public int ObservationStacks
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{
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get { return m_ObservationStacks; }
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set { m_ObservationStacks = value; }
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}
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/// <summary>
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/// Color to code a ray that hits another object.
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/// </summary>
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[HideInInspector]
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[SerializeField]
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[Header("Debug Gizmos", order = 999)]
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internal Color rayHitColor = Color.red;
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/// <summary>
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/// Color to code a ray that avoid or misses all other objects.
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/// </summary>
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[HideInInspector]
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[SerializeField]
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internal Color rayMissColor = Color.white;
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[NonSerialized]
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RayPerceptionSensor m_RaySensor;
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/// <summary>
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/// Get the RayPerceptionSensor that was created.
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/// </summary>
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public RayPerceptionSensor RaySensor
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{
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get => m_RaySensor;
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}
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/// <summary>
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/// Returns the <see cref="RayPerceptionCastType"/> for the associated raycast sensor.
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/// </summary>
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/// <returns></returns>
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public abstract RayPerceptionCastType GetCastType();
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/// <summary>
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/// Returns the amount that the ray start is offset up or down by.
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/// </summary>
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/// <returns></returns>
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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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/// <summary>
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/// Returns the amount that the ray end is offset up or down by.
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/// </summary>
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/// <returns></returns>
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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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/// <summary>
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/// Returns an initialized raycast sensor.
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/// </summary>
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/// <returns></returns>
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public override ISensor[] CreateSensors()
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{
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var rayPerceptionInput = GetRayPerceptionInput();
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m_RaySensor = new RayPerceptionSensor(m_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 new ISensor[] { stackingSensor };
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}
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return new ISensor[] { m_RaySensor };
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}
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/// <summary>
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/// Returns the specific ray angles given the number of rays per direction and the
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/// cone size for the rays.
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/// </summary>
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/// <param name="raysPerDirection">Number of rays to the left and right of center.</param>
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/// <param name="maxRayDegrees">
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/// Cone size for rays. Using 90 degrees will cast rays to the left and right.
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/// Greater than 90 degrees will go backwards.
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/// </param>
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/// <returns></returns>
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internal 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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/// <summary>
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/// Get the RayPerceptionInput that is used by the <see cref="RayPerceptionSensor"/>.
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/// </summary>
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/// <returns></returns>
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public RayPerceptionInput GetRayPerceptionInput()
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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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return rayPerceptionInput;
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}
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internal void UpdateSensor()
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{
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if (m_RaySensor != null)
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{
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var rayInput = GetRayPerceptionInput();
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m_RaySensor.SetRayPerceptionInput(rayInput);
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}
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}
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void OnDrawGizmosSelected()
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{
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if (m_RaySensor?.debugDisplayInfo?.rayInfos != null)
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{
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// If we have cached debug info from the sensor, draw that.
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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, m_RaySensor.debugDisplayInfo.age);
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foreach (var rayInfo in m_RaySensor.debugDisplayInfo.rayInfos)
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{
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DrawRaycastGizmos(rayInfo, alpha);
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}
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}
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else
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{
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var rayInput = GetRayPerceptionInput();
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// We don't actually need the tags here, since they don't affect the display of the rays.
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// Additionally, the user might be in the middle of typing the tag name when this is called,
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// and there's no way to turn off the "Tag ... is not defined" error logs.
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// So just don't use any tags here.
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rayInput.DetectableTags = null;
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for (var rayIndex = 0; rayIndex < rayInput.Angles.Count; rayIndex++)
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{
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DebugDisplayInfo.RayInfo debugRay;
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RayPerceptionSensor.PerceiveSingleRay(rayInput, rayIndex, out debugRay);
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DrawRaycastGizmos(debugRay);
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}
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}
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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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void DrawRaycastGizmos(DebugDisplayInfo.RayInfo rayInfo, float alpha = 1.0f)
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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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