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