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;
namespace Unity.MLAgents.Sensors
{
/// <summary>
/// Sensor class that wraps a [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html) instance.
/// </summary>
public class RenderTextureSensor : ISensor, IBuiltInSensor
{
RenderTexture m_RenderTexture;
bool m_Grayscale;
string m_Name;
int[] m_Shape;
SensorCompressionType m_CompressionType;
/// <summary>
/// The compression type used by the sensor.
/// </summary>
public SensorCompressionType CompressionType
{
get { return m_CompressionType; }
set { m_CompressionType = value; }
}
/// <summary>
/// Initializes the sensor.
/// </summary>
/// <param name="renderTexture">The [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html)
/// instance to wrap.</param>
/// <param name="grayscale">Whether to convert it to grayscale or not.</param>
/// <param name="name">Name of the sensor.</param>
/// <param name="compressionType">Compression method for the render texture.</param>
/// [GameObject]: https://docs.unity3d.com/Manual/GameObjects.html
public RenderTextureSensor(
RenderTexture renderTexture, bool grayscale, string name, SensorCompressionType compressionType)
{
m_RenderTexture = renderTexture;
var width = renderTexture != null ? renderTexture.width : 0;
var height = renderTexture != null ? renderTexture.height : 0;
m_Grayscale = grayscale;
m_Name = name;
m_Shape = new[] { height, width, grayscale ? 1 : 3 };
m_CompressionType = compressionType;
}
/// <inheritdoc/>
public string GetName()
{
return m_Name;
}
/// <inheritdoc/>
public int[] GetObservationShape()
{
return m_Shape;
}
/// <inheritdoc/>
public byte[] GetCompressedObservation()
{
using (TimerStack.Instance.Scoped("RenderTextureSensor.GetCompressedObservation"))
{
var texture = ObservationToTexture(m_RenderTexture);
// TODO support more types here, e.g. JPG
var compressed = texture.EncodeToPNG();
DestroyTexture(texture);
return compressed;
}
}
/// <inheritdoc/>
public int Write(ObservationWriter writer)
{
using (TimerStack.Instance.Scoped("RenderTextureSensor.Write"))
{
var texture = ObservationToTexture(m_RenderTexture);
var numWritten = writer.WriteTexture(texture, m_Grayscale);
DestroyTexture(texture);
return numWritten;
}
}
/// <inheritdoc/>
public void Update() { }
/// <inheritdoc/>
public void Reset() { }
/// <inheritdoc/>
public SensorCompressionType GetCompressionType()
{
return m_CompressionType;
}
/// <inheritdoc/>
public BuiltInSensorType GetBuiltInSensorType()
{
return BuiltInSensorType.RenderTextureSensor;
}
/// <summary>
/// Converts a RenderTexture to a 2D texture.
/// </summary>
/// <returns>The 2D texture.</returns>
/// <param name="obsTexture">RenderTexture.</param>
/// <returns name="texture2D">Texture2D to render to.</returns>
public static Texture2D ObservationToTexture(RenderTexture obsTexture)
{
var height = obsTexture.height;
var width = obsTexture.width;
var texture2D = new Texture2D(width, height, TextureFormat.RGB24, false);
var prevActiveRt = RenderTexture.active;
RenderTexture.active = obsTexture;
texture2D.ReadPixels(new Rect(0, 0, texture2D.width, texture2D.height), 0, 0);
texture2D.Apply();
RenderTexture.active = prevActiveRt;
return texture2D;
}
static void DestroyTexture(Texture2D texture)
{
if (Application.isEditor)
{
// Edit Mode tests complain if we use Destroy()
// TODO move to extension methods for UnityEngine.Object?
Object.DestroyImmediate(texture);
}
else
{
Object.Destroy(texture);
}
}
}
}