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
270 行
9.9 KiB
270 行
9.9 KiB
using System;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.MLAgents.Sensors
|
|
{
|
|
internal class BoxOverlapChecker
|
|
{
|
|
Vector3 m_CellScale;
|
|
Vector3Int m_GridSize;
|
|
bool m_RotateWithAgent;
|
|
LayerMask m_ColliderMask;
|
|
GameObject m_CenterObject;
|
|
GameObject m_AgentGameObject;
|
|
string[] m_DetectableTags;
|
|
int m_InitialColliderBufferSize;
|
|
int m_MaxColliderBufferSize;
|
|
|
|
int m_NumCells;
|
|
Vector3 m_HalfCellScale;
|
|
Vector3 m_CellCenterOffset;
|
|
Vector3[] m_CellLocalPositions;
|
|
|
|
#if MLA_UNITY_PHYSICS_MODULE
|
|
Collider[] m_ColliderBuffer;
|
|
|
|
public event Action<GameObject, int> GridOverlapDetectedAll;
|
|
public event Action<GameObject, int> GridOverlapDetectedClosest;
|
|
public event Action<GameObject, int> GridOverlapDetectedDebug;
|
|
#endif
|
|
|
|
public BoxOverlapChecker(
|
|
Vector3 cellScale,
|
|
Vector3Int gridSize,
|
|
bool rotateWithAgent,
|
|
LayerMask colliderMask,
|
|
GameObject centerObject,
|
|
GameObject agentGameObject,
|
|
string[] detectableTags,
|
|
int initialColliderBufferSize,
|
|
int maxColliderBufferSize)
|
|
{
|
|
m_CellScale = cellScale;
|
|
m_GridSize = gridSize;
|
|
m_RotateWithAgent = rotateWithAgent;
|
|
m_ColliderMask = colliderMask;
|
|
m_CenterObject = centerObject;
|
|
m_AgentGameObject = agentGameObject;
|
|
m_DetectableTags = detectableTags;
|
|
m_InitialColliderBufferSize = initialColliderBufferSize;
|
|
m_MaxColliderBufferSize = maxColliderBufferSize;
|
|
|
|
m_NumCells = gridSize.x * gridSize.z;
|
|
m_HalfCellScale = new Vector3(cellScale.x / 2f, cellScale.y, cellScale.z / 2f);
|
|
m_CellCenterOffset = new Vector3((gridSize.x - 1f) / 2, 0, (gridSize.z - 1f) / 2);
|
|
#if MLA_UNITY_PHYSICS_MODULE
|
|
m_ColliderBuffer = new Collider[Math.Min(m_MaxColliderBufferSize, m_InitialColliderBufferSize)];
|
|
#endif
|
|
|
|
InitCellLocalPositions();
|
|
}
|
|
|
|
public bool RotateWithAgent
|
|
{
|
|
get { return m_RotateWithAgent; }
|
|
set { m_RotateWithAgent = value; }
|
|
}
|
|
|
|
public LayerMask ColliderMask
|
|
{
|
|
get { return m_ColliderMask; }
|
|
set { m_ColliderMask = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initializes the local location of the cells
|
|
/// </summary>
|
|
void InitCellLocalPositions()
|
|
{
|
|
m_CellLocalPositions = new Vector3[m_NumCells];
|
|
|
|
for (int i = 0; i < m_NumCells; i++)
|
|
{
|
|
m_CellLocalPositions[i] = GetCellLocalPosition(i);
|
|
}
|
|
}
|
|
|
|
/// <summary>Converts the index of the cell to the 3D point (y is zero) relative to grid center</summary>
|
|
/// <returns>Vector3 of the position of the center of the cell relative to grid center</returns>
|
|
/// <param name="cellIndex">The index of the cell</param>
|
|
Vector3 GetCellLocalPosition(int cellIndex)
|
|
{
|
|
float x = (cellIndex / m_GridSize.z - m_CellCenterOffset.x) * m_CellScale.x;
|
|
float z = (cellIndex % m_GridSize.z - m_CellCenterOffset.z) * m_CellScale.z;
|
|
return new Vector3(x, 0, z);
|
|
}
|
|
|
|
internal Vector3 GetCellGlobalPosition(int cellIndex)
|
|
{
|
|
if (m_RotateWithAgent)
|
|
{
|
|
return m_CenterObject.transform.TransformPoint(m_CellLocalPositions[cellIndex]);
|
|
}
|
|
else
|
|
{
|
|
return m_CellLocalPositions[cellIndex] + m_CenterObject.transform.position;
|
|
}
|
|
}
|
|
|
|
internal Quaternion GetGridRotation()
|
|
{
|
|
return m_RotateWithAgent ? m_CenterObject.transform.rotation : Quaternion.identity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perceive the latest grid status. Call OverlapBoxNonAlloc once to detect colliders.
|
|
/// Then parse the collider arrays according to all available gridSensor delegates.
|
|
/// </summary>
|
|
internal void Update()
|
|
{
|
|
#if MLA_UNITY_PHYSICS_MODULE
|
|
for (var cellIndex = 0; cellIndex < m_NumCells; cellIndex++)
|
|
{
|
|
var cellCenter = GetCellGlobalPosition(cellIndex);
|
|
var numFound = BufferResizingOverlapBoxNonAlloc(cellCenter, m_HalfCellScale, GetGridRotation());
|
|
|
|
if (GridOverlapDetectedAll != null)
|
|
{
|
|
ParseCollidersAll(m_ColliderBuffer, numFound, cellIndex, cellCenter, GridOverlapDetectedAll);
|
|
}
|
|
if (GridOverlapDetectedClosest != null)
|
|
{
|
|
ParseCollidersClosest(m_ColliderBuffer, numFound, cellIndex, cellCenter, GridOverlapDetectedClosest);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Same as Update(), but only load data for debug gizmo.
|
|
/// </summary>
|
|
internal void UpdateGizmo()
|
|
{
|
|
#if MLA_UNITY_PHYSICS_MODULE
|
|
for (var cellIndex = 0; cellIndex < m_NumCells; cellIndex++)
|
|
{
|
|
var cellCenter = GetCellGlobalPosition(cellIndex);
|
|
var numFound = BufferResizingOverlapBoxNonAlloc(cellCenter, m_HalfCellScale, GetGridRotation());
|
|
|
|
ParseCollidersClosest(m_ColliderBuffer, numFound, cellIndex, cellCenter, GridOverlapDetectedDebug);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#if MLA_UNITY_PHYSICS_MODULE
|
|
/// <summary>
|
|
/// This method attempts to perform the Physics.OverlapBoxNonAlloc and will double the size of the Collider buffer
|
|
/// if the number of Colliders in the buffer after the call is equal to the length of the buffer.
|
|
/// </summary>
|
|
/// <param name="cellCenter"></param>
|
|
/// <param name="halfCellScale"></param>
|
|
/// <param name="rotation"></param>
|
|
/// <returns></returns>
|
|
int BufferResizingOverlapBoxNonAlloc(Vector3 cellCenter, Vector3 halfCellScale, Quaternion rotation)
|
|
{
|
|
int numFound;
|
|
// Since we can only get a fixed number of results, requery
|
|
// until we're sure we can hold them all (or until we hit the max size).
|
|
while (true)
|
|
{
|
|
numFound = Physics.OverlapBoxNonAlloc(cellCenter, halfCellScale, m_ColliderBuffer, rotation, m_ColliderMask);
|
|
if (numFound == m_ColliderBuffer.Length && m_ColliderBuffer.Length < m_MaxColliderBufferSize)
|
|
{
|
|
m_ColliderBuffer = new Collider[Math.Min(m_MaxColliderBufferSize, m_ColliderBuffer.Length * 2)];
|
|
m_InitialColliderBufferSize = m_ColliderBuffer.Length;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
return numFound;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Parses the array of colliders found within a cell. Finds the closest gameobject to the agent root reference within the cell
|
|
/// </summary>
|
|
void ParseCollidersClosest(Collider[] foundColliders, int numFound, int cellIndex, Vector3 cellCenter, Action<GameObject, int> detectedAction)
|
|
{
|
|
GameObject closestColliderGo = null;
|
|
var minDistanceSquared = float.MaxValue;
|
|
|
|
for (var i = 0; i < numFound; i++)
|
|
{
|
|
var currentColliderGo = foundColliders[i].gameObject;
|
|
|
|
// Continue if the current collider go is the root reference
|
|
if (ReferenceEquals(currentColliderGo, m_AgentGameObject))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var closestColliderPoint = foundColliders[i].ClosestPointOnBounds(cellCenter);
|
|
var currentDistanceSquared = (closestColliderPoint - m_CenterObject.transform.position).sqrMagnitude;
|
|
|
|
if (currentDistanceSquared >= minDistanceSquared)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Checks if our colliders contain a detectable object
|
|
var index = -1;
|
|
for (var ii = 0; ii < m_DetectableTags.Length; ii++)
|
|
{
|
|
if (currentColliderGo.CompareTag(m_DetectableTags[ii]))
|
|
{
|
|
index = ii;
|
|
break;
|
|
}
|
|
}
|
|
if (index > -1 && currentDistanceSquared < minDistanceSquared)
|
|
{
|
|
minDistanceSquared = currentDistanceSquared;
|
|
closestColliderGo = currentColliderGo;
|
|
}
|
|
}
|
|
|
|
if (!ReferenceEquals(closestColliderGo, null))
|
|
{
|
|
detectedAction.Invoke(closestColliderGo, cellIndex);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Parses all colliders in the array of colliders found within a cell.
|
|
/// </summary>
|
|
void ParseCollidersAll(Collider[] foundColliders, int numFound, int cellIndex, Vector3 cellCenter, Action<GameObject, int> detectedAction)
|
|
{
|
|
for (int i = 0; i < numFound; i++)
|
|
{
|
|
var currentColliderGo = foundColliders[i].gameObject;
|
|
if (!ReferenceEquals(currentColliderGo, m_AgentGameObject))
|
|
{
|
|
detectedAction.Invoke(currentColliderGo, cellIndex);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
internal void RegisterSensor(GridSensorBase sensor)
|
|
{
|
|
#if MLA_UNITY_PHYSICS_MODULE
|
|
if (sensor.GetProcessCollidersMethod() == ProcessCollidersMethod.ProcessAllColliders)
|
|
{
|
|
GridOverlapDetectedAll += sensor.ProcessDetectedObject;
|
|
}
|
|
else
|
|
{
|
|
GridOverlapDetectedClosest += sensor.ProcessDetectedObject;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
internal void RegisterDebugSensor(GridSensorBase debugSensor)
|
|
{
|
|
#if MLA_UNITY_PHYSICS_MODULE
|
|
GridOverlapDetectedDebug += debugSensor.ProcessDetectedObject;
|
|
#endif
|
|
}
|
|
}
|
|
}
|