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52 行
1.6 KiB
52 行
1.6 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 numTransformObservations = Settings.TransformSize(poseExtractor.NumPoses);
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return new[] { numTransformObservations };
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}
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}
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}
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