您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
146 行
5.5 KiB
146 行
5.5 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace MLAgents.Sensor
|
|
{
|
|
public abstract class RayPerceptionSensorComponentBase : SensorComponent
|
|
{
|
|
public string sensorName = "RayPerceptionSensor";
|
|
|
|
[Tooltip("List of tags in the scene to compare against.")]
|
|
public List<string> detectableTags;
|
|
|
|
[Range(0, 50)]
|
|
[Tooltip("Number of rays to the left and right of center.")]
|
|
public int raysPerDirection = 3;
|
|
|
|
[Range(0, 180)]
|
|
[Tooltip("Cone size for rays. Using 90 degrees will cast rays to the left and right. Greater than 90 degrees will go backwards.")]
|
|
public float maxRayDegrees = 70;
|
|
|
|
[Range(0f, 10f)]
|
|
[Tooltip("Radius of sphere to cast. Set to zero for raycasts.")]
|
|
public float sphereCastRadius = 0.5f;
|
|
|
|
[Range(1, 1000)]
|
|
[Tooltip("Length of the rays to cast.")]
|
|
public float rayLength = 20f;
|
|
|
|
[Tooltip("Controls which layers the rays can hit.")]
|
|
public LayerMask rayLayerMask = Physics.DefaultRaycastLayers;
|
|
|
|
[Range(1, 50)]
|
|
[Tooltip("Whether to stack previous observations. Using 1 means no previous observations.")]
|
|
public int observationStacks = 1;
|
|
|
|
[Header("Debug Gizmos", order = 999)]
|
|
public Color rayHitColor = Color.red;
|
|
public Color rayMissColor = Color.white;
|
|
[Tooltip("Whether to draw the raycasts in the world space of when they happened, or using the Agent's current transform'")]
|
|
public bool useWorldPositions = true;
|
|
|
|
|
|
[NonSerialized]
|
|
RayPerceptionSensor m_RaySensor;
|
|
|
|
public abstract RayPerceptionSensor.CastType GetCastType();
|
|
|
|
public virtual float GetStartVerticalOffset()
|
|
{
|
|
return 0f;
|
|
}
|
|
|
|
public virtual float GetEndVerticalOffset()
|
|
{
|
|
return 0f;
|
|
}
|
|
|
|
public override ISensor CreateSensor()
|
|
{
|
|
var rayAngles = GetRayAngles(raysPerDirection, maxRayDegrees);
|
|
m_RaySensor = new RayPerceptionSensor(sensorName, rayLength, detectableTags, rayAngles,
|
|
transform, GetStartVerticalOffset(), GetEndVerticalOffset(), sphereCastRadius, GetCastType(),
|
|
rayLayerMask
|
|
);
|
|
|
|
if (observationStacks != 1)
|
|
{
|
|
var stackingSensor = new StackingSensor(m_RaySensor, observationStacks);
|
|
return stackingSensor;
|
|
}
|
|
|
|
return m_RaySensor;
|
|
}
|
|
|
|
public static float[] GetRayAngles(int raysPerDirection, float maxRayDegrees)
|
|
{
|
|
// Example:
|
|
// { 90, 90 - delta, 90 + delta, 90 - 2*delta, 90 + 2*delta }
|
|
var anglesOut = new float[2 * raysPerDirection + 1];
|
|
var delta = maxRayDegrees / raysPerDirection;
|
|
anglesOut[0] = 90f;
|
|
for (var i = 0; i < raysPerDirection; i++)
|
|
{
|
|
anglesOut[2 * i + 1] = 90 - (i + 1) * delta;
|
|
anglesOut[2 * i + 2] = 90 + (i + 1) * delta;
|
|
}
|
|
return anglesOut;
|
|
}
|
|
|
|
public override int[] GetObservationShape()
|
|
{
|
|
var numRays = 2 * raysPerDirection + 1;
|
|
var numTags = detectableTags == null ? 0 : detectableTags.Count;
|
|
var obsSize = (numTags + 2) * numRays;
|
|
var stacks = observationStacks > 1 ? observationStacks : 1;
|
|
return new[] { obsSize * stacks };
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draw the debug information from the sensor (if available).
|
|
/// </summary>
|
|
public void OnDrawGizmos()
|
|
{
|
|
if (m_RaySensor?.debugDisplayInfo?.rayInfos == null)
|
|
{
|
|
return;
|
|
}
|
|
var debugInfo = m_RaySensor.debugDisplayInfo;
|
|
|
|
// Draw "old" observations in a lighter color.
|
|
// Since the agent may not step every frame, this helps de-emphasize "stale" hit information.
|
|
var alpha = Mathf.Pow(.5f, debugInfo.age);
|
|
|
|
foreach (var rayInfo in debugInfo.rayInfos)
|
|
{
|
|
// Either use the original world-space coordinates of the raycast, or transform the agent-local
|
|
// coordinates of the rays to the current transform of the agent. If the agent acts every frame,
|
|
// these should be the same.
|
|
var startPositionWorld = rayInfo.worldStart;
|
|
var endPositionWorld = rayInfo.worldEnd;
|
|
if (!useWorldPositions)
|
|
{
|
|
startPositionWorld = transform.TransformPoint(rayInfo.localStart);
|
|
endPositionWorld = transform.TransformPoint(rayInfo.localEnd);
|
|
}
|
|
var rayDirection = endPositionWorld - startPositionWorld;
|
|
rayDirection *= rayInfo.hitFraction;
|
|
|
|
// hit fraction ^2 will shift "far" hits closer to the hit color
|
|
var lerpT = rayInfo.hitFraction * rayInfo.hitFraction;
|
|
var color = Color.Lerp(rayHitColor, rayMissColor, lerpT);
|
|
color.a = alpha;
|
|
Gizmos.color = color;
|
|
Gizmos.DrawRay(startPositionWorld, rayDirection);
|
|
|
|
// Draw the hit point as a sphere. If using rays to cast (0 radius), use a small sphere.
|
|
if (rayInfo.castHit)
|
|
{
|
|
var hitRadius = Mathf.Max(sphereCastRadius, .05f);
|
|
Gizmos.DrawWireSphere(startPositionWorld + rayDirection, hitRadius);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|