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61 行
2.0 KiB
61 行
2.0 KiB
using UnityEngine;
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using Unity.MLAgents.Sensors;
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namespace Unity.MLAgents.Extensions.Sensors
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{
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/// <summary>
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/// Editor component that creates a PhysicsBodySensor for the Agent.
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/// </summary>
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public class RigidBodySensorComponent : SensorComponent
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{
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/// <summary>
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/// The root Rigidbody of the system.
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/// </summary>
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public Rigidbody RootBody;
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/// <summary>
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/// Settings defining what types of observations will be generated.
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/// </summary>
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[SerializeField]
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public PhysicsSensorSettings Settings = PhysicsSensorSettings.Default();
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/// <summary>
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/// Optional sensor name. This must be unique for each Agent.
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/// </summary>
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public string sensorName;
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/// <summary>
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/// Creates a PhysicsBodySensor.
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/// </summary>
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/// <returns></returns>
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public override ISensor CreateSensor()
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{
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return new PhysicsBodySensor(RootBody, gameObject, Settings, sensorName);
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}
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/// <inheritdoc/>
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public override int[] GetObservationShape()
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{
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if (RootBody == null)
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{
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return new[] { 0 };
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}
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// TODO static method in PhysicsBodySensor?
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// TODO only update PoseExtractor when body changes?
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var poseExtractor = new RigidBodyPoseExtractor(RootBody, gameObject);
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var numPoseObservations = poseExtractor.GetNumPoseObservations(Settings);
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var numJointObservations = 0;
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// Start from i=1 to ignore the root
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for (var i = 1; i < poseExtractor.Bodies.Length; i++)
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{
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var body = poseExtractor.Bodies[i];
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var joint = body?.GetComponent<Joint>();
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numJointObservations += RigidBodyJointExtractor.NumObservations(body, joint, Settings);
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}
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return new[] { numPoseObservations + numJointObservations };
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}
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}
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}
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