您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
95 行
4.2 KiB
95 行
4.2 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace MLAgents
|
|
{
|
|
/// <summary>
|
|
/// Ray perception component. Attach this to agents to enable "local perception"
|
|
/// via the use of ray casts directed outward from the agent.
|
|
/// </summary>
|
|
public class RayPerception3D : RayPerception
|
|
{
|
|
Vector3 m_EndPosition;
|
|
RaycastHit m_Hit;
|
|
private float[] m_SubList;
|
|
|
|
/// <summary>
|
|
/// Creates perception vector to be used as part of an observation of an agent.
|
|
/// Each ray in the rayAngles array adds a sublist of data to the observation.
|
|
/// The sublist contains the observation data for a single ray. The list is composed of the following:
|
|
/// 1. A one-hot encoding for detectable objects. For example, if detectableObjects.Length = n, the
|
|
/// first n elements of the sublist will be a one-hot encoding of the detectableObject that was hit, or
|
|
/// all zeroes otherwise.
|
|
/// 2. The 'length' element of the sublist will be 1 if the ray missed everything, or 0 if it hit
|
|
/// something (detectable or not).
|
|
/// 3. The 'length+1' element of the sublist will contain the normalised distance to the object hit.
|
|
/// NOTE: Only objects with tags in the detectableObjects array will have a distance set.
|
|
/// </summary>
|
|
/// <returns>The partial vector observation corresponding to the set of rays</returns>
|
|
/// <param name="rayDistance">Radius of rays</param>
|
|
/// <param name="rayAngles">Angles of rays (starting from (1,0) on unit circle).</param>
|
|
/// <param name="detectableObjects">List of tags which correspond to object types agent can see</param>
|
|
/// <param name="startOffset">Starting height offset of ray from center of agent.</param>
|
|
/// <param name="endOffset">Ending height offset of ray from center of agent.</param>
|
|
public override List<float> Perceive(float rayDistance,
|
|
float[] rayAngles, string[] detectableObjects,
|
|
float startOffset, float endOffset)
|
|
{
|
|
if (m_SubList == null || m_SubList.Length != detectableObjects.Length + 2)
|
|
m_SubList = new float[detectableObjects.Length + 2];
|
|
|
|
m_PerceptionBuffer.Clear();
|
|
m_PerceptionBuffer.Capacity = m_SubList.Length * rayAngles.Length;
|
|
|
|
// For each ray sublist stores categorical information on detected object
|
|
// along with object distance.
|
|
foreach (var angle in rayAngles)
|
|
{
|
|
m_EndPosition = transform.TransformDirection(
|
|
PolarToCartesian(rayDistance, angle));
|
|
m_EndPosition.y = endOffset;
|
|
if (Application.isEditor)
|
|
{
|
|
Debug.DrawRay(transform.position + new Vector3(0f, startOffset, 0f),
|
|
m_EndPosition, Color.black, 0.01f, true);
|
|
}
|
|
|
|
Array.Clear(m_SubList, 0, m_SubList.Length);
|
|
|
|
if (Physics.SphereCast(transform.position +
|
|
new Vector3(0f, startOffset, 0f), 0.5f,
|
|
m_EndPosition, out m_Hit, rayDistance))
|
|
{
|
|
for (var i = 0; i < detectableObjects.Length; i++)
|
|
{
|
|
if (m_Hit.collider.gameObject.CompareTag(detectableObjects[i]))
|
|
{
|
|
m_SubList[i] = 1;
|
|
m_SubList[detectableObjects.Length + 1] = m_Hit.distance / rayDistance;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_SubList[detectableObjects.Length] = 1f;
|
|
}
|
|
|
|
Utilities.AddRangeNoAlloc(m_PerceptionBuffer, m_SubList);
|
|
}
|
|
|
|
return m_PerceptionBuffer;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts polar coordinate to cartesian coordinate.
|
|
/// </summary>
|
|
public static Vector3 PolarToCartesian(float radius, float angle)
|
|
{
|
|
var x = radius * Mathf.Cos(DegreeToRadian(angle));
|
|
var z = radius * Mathf.Sin(DegreeToRadian(angle));
|
|
return new Vector3(x, 0f, z);
|
|
}
|
|
}
|
|
}
|