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310 行
11 KiB
310 行
11 KiB
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Unity.MLAgents.Sensors
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{
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/// <summary>
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/// A SensorComponent that creates a <see cref="GridSensorBase"/>.
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/// </summary>
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[AddComponentMenu("ML Agents/Grid Sensor", (int)MenuGroup.Sensors)]
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public class GridSensorComponent : SensorComponent
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{
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// dummy sensor only used for debug gizmo
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GridSensorBase m_DebugSensor;
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List<GridSensorBase> m_Sensors;
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internal IGridPerception m_GridPerception;
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[HideInInspector, SerializeField]
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protected internal string m_SensorName = "GridSensor";
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/// <summary>
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/// Name of the generated <see cref="GridSensor"/> object.
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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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[HideInInspector, SerializeField]
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internal Vector3 m_CellScale = new Vector3(1f, 0.01f, 1f);
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/// <summary>
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/// The scale of each grid cell.
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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 Vector3 CellScale
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{
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get { return m_CellScale; }
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set { m_CellScale = value; }
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}
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[HideInInspector, SerializeField]
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internal Vector3Int m_GridSize = new Vector3Int(16, 1, 16);
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/// <summary>
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/// The number of grid on each side.
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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 Vector3Int GridSize
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{
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get { return m_GridSize; }
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set
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{
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if (value.y != 1)
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{
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m_GridSize = new Vector3Int(value.x, 1, value.z);
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}
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else
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{
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m_GridSize = value;
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}
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}
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}
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[HideInInspector, SerializeField]
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internal bool m_RotateWithAgent = true;
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/// <summary>
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/// Rotate the grid based on the direction the agent is facing.
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/// </summary>
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public bool RotateWithAgent
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{
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get { return m_RotateWithAgent; }
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set { m_RotateWithAgent = value; }
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}
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[HideInInspector, SerializeField]
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internal GameObject m_AgentGameObject;
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/// <summary>
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/// The reference of the root of the agent. This is used to disambiguate objects with
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/// the same tag as the agent. Defaults to current GameObject.
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/// </summary>
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public GameObject AgentGameObject
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{
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get { return (m_AgentGameObject == null ? gameObject : m_AgentGameObject); }
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set { m_AgentGameObject = value; }
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}
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[HideInInspector, SerializeField]
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internal string[] m_DetectableTags;
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/// <summary>
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/// List of tags that are detected.
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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 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]
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internal LayerMask m_ColliderMask;
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/// <summary>
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/// The layer mask.
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/// </summary>
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public LayerMask ColliderMask
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{
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get { return m_ColliderMask; }
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set { m_ColliderMask = value; }
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}
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[HideInInspector, SerializeField]
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internal int m_MaxColliderBufferSize = 500;
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/// <summary>
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/// The absolute max size of the Collider buffer used in the non-allocating Physics calls. In other words
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/// the Collider buffer will never grow beyond this number even if there are more Colliders in the Grid Cell.
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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 MaxColliderBufferSize
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{
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get { return m_MaxColliderBufferSize; }
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set { m_MaxColliderBufferSize = value; }
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}
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[HideInInspector, SerializeField]
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internal int m_InitialColliderBufferSize = 4;
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/// <summary>
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/// The Estimated Max Number of Colliders to expect per cell. This number is used to
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/// pre-allocate an array of Colliders in order to take advantage of the OverlapBoxNonAlloc
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/// Physics API. If the number of colliders found is >= InitialColliderBufferSize the array
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/// will be resized to double its current size. The hard coded absolute size is 500.
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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 InitialColliderBufferSize
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{
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get { return m_InitialColliderBufferSize; }
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set { m_InitialColliderBufferSize = value; }
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}
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[HideInInspector, SerializeField]
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internal Color[] m_DebugColors;
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/// <summary>
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/// Array of Colors used for the grid gizmos.
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/// </summary>
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public Color[] DebugColors
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{
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get { return m_DebugColors; }
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set { m_DebugColors = value; }
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}
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[HideInInspector, SerializeField]
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internal float m_GizmoYOffset = 0f;
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/// <summary>
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/// The height of the gizmos grid.
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/// </summary>
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public float GizmoYOffset
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{
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get { return m_GizmoYOffset; }
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set { m_GizmoYOffset = value; }
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}
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[HideInInspector, SerializeField]
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internal bool m_ShowGizmos = false;
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/// <summary>
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/// Whether to show gizmos or not.
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/// </summary>
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public bool ShowGizmos
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{
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get { return m_ShowGizmos; }
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set { m_ShowGizmos = value; }
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}
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[HideInInspector, SerializeField]
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internal SensorCompressionType m_CompressionType = SensorCompressionType.PNG;
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/// <summary>
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/// The compression type to use for the sensor.
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/// </summary>
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public SensorCompressionType CompressionType
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{
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get { return m_CompressionType; }
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set { m_CompressionType = value; UpdateSensor(); }
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}
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[HideInInspector, SerializeField]
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[Range(1, 50)]
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[Tooltip("Number of frames of observations that will be stacked before being fed to the neural network.")]
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internal 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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/// <inheritdoc/>
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public override ISensor[] CreateSensors()
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{
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m_GridPerception = new BoxOverlapChecker(
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m_CellScale,
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m_GridSize,
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m_RotateWithAgent,
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m_ColliderMask,
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gameObject,
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AgentGameObject,
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m_DetectableTags,
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m_InitialColliderBufferSize,
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m_MaxColliderBufferSize
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);
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// debug data is positive int value and will trigger data validation exception if SensorCompressionType is not None.
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m_DebugSensor = new GridSensorBase("DebugGridSensor", m_CellScale, m_GridSize, m_DetectableTags, SensorCompressionType.None);
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m_GridPerception.RegisterDebugSensor(m_DebugSensor);
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m_Sensors = GetGridSensors().ToList();
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if (m_Sensors == null || m_Sensors.Count < 1)
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{
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throw new UnityAgentsException("GridSensorComponent received no sensors. Specify at least one observation type (OneHot/Counting) to use grid sensors." +
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"If you're overriding GridSensorComponent.GetGridSensors(), return at least one grid sensor.");
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}
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// Only one sensor needs to reference the boxOverlapChecker, so that it gets updated exactly once
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m_Sensors[0].m_GridPerception = m_GridPerception;
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foreach (var sensor in m_Sensors)
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{
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m_GridPerception.RegisterSensor(sensor);
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}
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if (ObservationStacks != 1)
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{
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var sensors = new ISensor[m_Sensors.Count];
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for (var i = 0; i < m_Sensors.Count; i++)
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{
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sensors[i] = new StackingSensor(m_Sensors[i], ObservationStacks);
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}
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return sensors;
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}
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else
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{
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return m_Sensors.ToArray();
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}
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}
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/// <summary>
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/// Get an array of GridSensors to be added in this component.
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/// Override this method and return custom GridSensor implementations.
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/// </summary>
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/// <returns>Array of grid sensors to be added to the component.</returns>
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protected virtual GridSensorBase[] GetGridSensors()
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{
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List<GridSensorBase> sensorList = new List<GridSensorBase>();
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var sensor = new OneHotGridSensor(m_SensorName + "-OneHot", m_CellScale, m_GridSize, m_DetectableTags, m_CompressionType);
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sensorList.Add(sensor);
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return sensorList.ToArray();
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}
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/// <summary>
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/// Update fields that are safe to change on the Sensor at runtime.
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/// </summary>
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internal void UpdateSensor()
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{
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if (m_Sensors != null)
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{
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m_GridPerception.RotateWithAgent = m_RotateWithAgent;
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m_GridPerception.ColliderMask = m_ColliderMask;
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foreach (var sensor in m_Sensors)
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{
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sensor.CompressionType = m_CompressionType;
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}
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}
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}
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void OnDrawGizmos()
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{
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if (m_ShowGizmos)
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{
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if (m_GridPerception == null || m_DebugSensor == null)
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{
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return;
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}
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m_DebugSensor.ResetPerceptionBuffer();
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m_GridPerception.UpdateGizmo();
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var cellColors = m_DebugSensor.PerceptionBuffer;
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var rotation = m_GridPerception.GetGridRotation();
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var scale = new Vector3(m_CellScale.x, 1, m_CellScale.z);
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var gizmoYOffset = new Vector3(0, m_GizmoYOffset, 0);
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var oldGizmoMatrix = Gizmos.matrix;
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for (var i = 0; i < m_DebugSensor.PerceptionBuffer.Length; i++)
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{
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var cellPosition = m_GridPerception.GetCellGlobalPosition(i);
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var cubeTransform = Matrix4x4.TRS(cellPosition + gizmoYOffset, rotation, scale);
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Gizmos.matrix = oldGizmoMatrix * cubeTransform;
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var colorIndex = cellColors[i] - 1;
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var debugRayColor = Color.white;
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if (colorIndex > -1 && m_DebugColors.Length > colorIndex)
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{
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debugRayColor = m_DebugColors[(int)colorIndex];
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}
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Gizmos.color = new Color(debugRayColor.r, debugRayColor.g, debugRayColor.b, .5f);
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Gizmos.DrawCube(Vector3.zero, Vector3.one);
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}
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Gizmos.matrix = oldGizmoMatrix;
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}
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}
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}
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}
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