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97 行
4.3 KiB
97 行
4.3 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MLAgents
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{
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/// <summary>
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/// Ray perception component. Attach this to agents to enable "local perception"
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/// via the use of ray casts directed outward from the agent.
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/// </summary>
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public class RayPerception3D : RayPerception
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{
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Vector3 endPosition;
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RaycastHit hit;
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private float[] subList;
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/// <summary>
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/// Creates perception vector to be used as part of an observation of an agent.
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/// Each ray in the rayAngles array adds a sublist of data to the observation.
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/// The sublist contains the observation data for a single ray. The list is composed of the following:
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/// 1. A one-hot encoding for detectable objects. For example, if detectableObjects.Length = n, the
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/// first n elements of the sublist will be a one-hot encoding of the detectableObject that was hit, or
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/// all zeroes otherwise.
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/// 2. The 'length' element of the sublist will be 1 if the ray missed everything, or 0 if it hit
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/// something (detectable or not).
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/// 3. The 'length+1' element of the sublist will contain the normalised distance to the object hit.
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/// NOTE: Only objects with tags in the detectableObjects array will have a distance set.
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/// </summary>
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/// <returns>The partial vector observation corresponding to the set of rays</returns>
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/// <param name="rayDistance">Radius of rays</param>
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/// <param name="rayAngles">Angles of rays (starting from (1,0) on unit circle).</param>
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/// <param name="detectableObjects">List of tags which correspond to object types agent can see</param>
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/// <param name="startOffset">Starting height offset of ray from center of agent.</param>
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/// <param name="endOffset">Ending height offset of ray from center of agent.</param>
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public override List<float> Perceive(float rayDistance,
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float[] rayAngles, string[] detectableObjects,
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float startOffset, float endOffset)
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{
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if (subList == null || subList.Length != detectableObjects.Length + 2)
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subList = new float[detectableObjects.Length + 2];
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perceptionBuffer.Clear();
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perceptionBuffer.Capacity = subList.Length * rayAngles.Length;
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// For each ray sublist stores categorical information on detected object
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// along with object distance.
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foreach (float angle in rayAngles)
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{
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endPosition = transform.TransformDirection(
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PolarToCartesian(rayDistance, angle));
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endPosition.y = endOffset;
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if (Application.isEditor)
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{
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Debug.DrawRay(transform.position + new Vector3(0f, startOffset, 0f),
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endPosition, Color.black, 0.01f, true);
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}
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Array.Clear(subList, 0, subList.Length);
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if (Physics.SphereCast(transform.position +
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new Vector3(0f, startOffset, 0f), 0.5f,
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endPosition, out hit, rayDistance))
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{
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for (int i = 0; i < detectableObjects.Length; i++)
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{
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if (hit.collider.gameObject.CompareTag(detectableObjects[i]))
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{
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subList[i] = 1;
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subList[detectableObjects.Length + 1] = hit.distance / rayDistance;
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break;
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}
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}
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}
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else
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{
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subList[detectableObjects.Length] = 1f;
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}
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Utilities.AddRangeNoAlloc(perceptionBuffer, subList);
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}
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return perceptionBuffer;
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}
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/// <summary>
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/// Converts polar coordinate to cartesian coordinate.
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/// </summary>
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public static Vector3 PolarToCartesian(float radius, float angle)
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{
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float x = radius * Mathf.Cos(DegreeToRadian(angle));
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float z = radius * Mathf.Sin(DegreeToRadian(angle));
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return new Vector3(x, 0f, z);
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}
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}
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}
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