Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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using UnityEngine;
using UnityEngine.Serialization;
namespace Unity.MLAgents.Sensors
{
/// <summary>
/// A SensorComponent that creates a <see cref="CameraSensor"/>.
/// </summary>
[AddComponentMenu("ML Agents/Camera Sensor", (int)MenuGroup.Sensors)]
public class CameraSensorComponent : SensorComponent
{
[HideInInspector, SerializeField, FormerlySerializedAs("camera")]
Camera m_Camera;
CameraSensor m_Sensor;
/// <summary>
/// Camera object that provides the data to the sensor.
/// </summary>
public Camera Camera
{
get { return m_Camera; }
set { m_Camera = value; UpdateSensor(); }
}
[HideInInspector, SerializeField, FormerlySerializedAs("sensorName")]
string m_SensorName = "CameraSensor";
/// <summary>
/// Name of the generated <see cref="CameraSensor"/> object.
/// Note that changing this at runtime does not affect how the Agent sorts the sensors.
/// </summary>
public string SensorName
{
get { return m_SensorName; }
set { m_SensorName = value; }
}
[HideInInspector, SerializeField, FormerlySerializedAs("width")]
int m_Width = 84;
/// <summary>
/// Width of the generated observation.
/// Note that changing this after the sensor is created has no effect.
/// </summary>
public int Width
{
get { return m_Width; }
set { m_Width = value; }
}
[HideInInspector, SerializeField, FormerlySerializedAs("height")]
int m_Height = 84;
/// <summary>
/// Height of the generated observation.
/// Note that changing this after the sensor is created has no effect.
/// </summary>
public int Height
{
get { return m_Height; }
set { m_Height = value; }
}
[HideInInspector, SerializeField, FormerlySerializedAs("grayscale")]
bool m_Grayscale;
/// <summary>
/// Whether to generate grayscale images or color.
/// Note that changing this after the sensor is created has no effect.
/// </summary>
public bool Grayscale
{
get { return m_Grayscale; }
set { m_Grayscale = value; }
}
[HideInInspector, SerializeField]
CameraSensorSettings m_CameraSensorSettings = new CameraSensorSettings();
/// <summary>
/// Whether to render the main camera.
/// </summary>
public CameraSensorSettings CameraSensorSettings
{
get { return m_CameraSensorSettings; }
set { m_CameraSensorSettings = value; }
}
/// <summary>
///
/// </summary>
[HideInInspector, SerializeField, FormerlySerializedAs("compression")]
SensorCompressionType m_Compression = SensorCompressionType.PNG;
/// <summary>
/// The compression type to use for the sensor.
/// </summary>
public SensorCompressionType CompressionType
{
get { return m_Compression; }
set { m_Compression = value; UpdateSensor(); }
}
/// <summary>
/// Creates the <see cref="CameraSensor"/>
/// </summary>
/// <returns>The created <see cref="CameraSensor"/> object for this component.</returns>
public override ISensor CreateSensor()
{
m_Sensor = new CameraSensor(m_Camera, m_Width, m_Height, Grayscale, m_SensorName, m_Compression, m_CameraSensorSettings);
return m_Sensor;
}
/// <summary>
/// Computes the observation shape of the sensor.
/// </summary>
/// <returns>The observation shape of the associated <see cref="CameraSensor"/> object.</returns>
public override int[] GetObservationShape()
{
if (m_Sensor == null)
{
CreateSensor();
}
return m_Sensor.GenerateShape();
}
/// <summary>
/// Update fields that are safe to change on the Sensor at runtime.
/// </summary>
internal void UpdateSensor()
{
if (m_Sensor != null)
{
m_Sensor.Camera = m_Camera;
m_Sensor.CompressionType = m_Compression;
}
}
}
}