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
310 行
11 KiB
310 行
11 KiB
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
|
|
namespace Unity.MLAgents.Sensors
|
|
{
|
|
/// <summary>
|
|
/// A SensorComponent that creates a <see cref="GridSensorBase"/>.
|
|
/// </summary>
|
|
[AddComponentMenu("ML Agents/Grid Sensor", (int)MenuGroup.Sensors)]
|
|
public class GridSensorComponent : SensorComponent
|
|
{
|
|
// dummy sensor only used for debug gizmo
|
|
GridSensorBase m_DebugSensor;
|
|
List<GridSensorBase> m_Sensors;
|
|
internal BoxOverlapChecker m_BoxOverlapChecker;
|
|
|
|
[HideInInspector, SerializeField]
|
|
protected internal string m_SensorName = "GridSensor";
|
|
/// <summary>
|
|
/// Name of the generated <see cref="GridSensor"/> object.
|
|
/// Note that changing this at runtime does not affect how the Agent sorts the sensors.
|
|
/// </summary>
|
|
public string SensorName
|
|
{
|
|
get { return m_SensorName; }
|
|
set { m_SensorName = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal Vector3 m_CellScale = new Vector3(1f, 0.01f, 1f);
|
|
|
|
/// <summary>
|
|
/// The scale of each grid cell.
|
|
/// Note that changing this after the sensor is created has no effect.
|
|
/// </summary>
|
|
public Vector3 CellScale
|
|
{
|
|
get { return m_CellScale; }
|
|
set { m_CellScale = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal Vector3Int m_GridSize = new Vector3Int(16, 1, 16);
|
|
/// <summary>
|
|
/// The number of grid on each side.
|
|
/// Note that changing this after the sensor is created has no effect.
|
|
/// </summary>
|
|
public Vector3Int GridSize
|
|
{
|
|
get { return m_GridSize; }
|
|
set
|
|
{
|
|
if (value.y != 1)
|
|
{
|
|
m_GridSize = new Vector3Int(value.x, 1, value.z);
|
|
}
|
|
else
|
|
{
|
|
m_GridSize = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal bool m_RotateWithAgent = true;
|
|
/// <summary>
|
|
/// Rotate the grid based on the direction the agent is facing.
|
|
/// </summary>
|
|
public bool RotateWithAgent
|
|
{
|
|
get { return m_RotateWithAgent; }
|
|
set { m_RotateWithAgent = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal GameObject m_AgentGameObject;
|
|
/// <summary>
|
|
/// The reference of the root of the agent. This is used to disambiguate objects with
|
|
/// the same tag as the agent. Defaults to current GameObject.
|
|
/// </summary>
|
|
public GameObject AgentGameObject
|
|
{
|
|
get { return (m_AgentGameObject == null ? gameObject : m_AgentGameObject); }
|
|
set { m_AgentGameObject = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal string[] m_DetectableTags;
|
|
/// <summary>
|
|
/// List of tags that are detected.
|
|
/// Note that changing this after the sensor is created has no effect.
|
|
/// </summary>
|
|
public string[] DetectableTags
|
|
{
|
|
get { return m_DetectableTags; }
|
|
set { m_DetectableTags = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal LayerMask m_ColliderMask;
|
|
/// <summary>
|
|
/// The layer mask.
|
|
/// </summary>
|
|
public LayerMask ColliderMask
|
|
{
|
|
get { return m_ColliderMask; }
|
|
set { m_ColliderMask = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal int m_MaxColliderBufferSize = 500;
|
|
/// <summary>
|
|
/// The absolute max size of the Collider buffer used in the non-allocating Physics calls. In other words
|
|
/// the Collider buffer will never grow beyond this number even if there are more Colliders in the Grid Cell.
|
|
/// Note that changing this after the sensor is created has no effect.
|
|
/// </summary>
|
|
public int MaxColliderBufferSize
|
|
{
|
|
get { return m_MaxColliderBufferSize; }
|
|
set { m_MaxColliderBufferSize = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal int m_InitialColliderBufferSize = 4;
|
|
/// <summary>
|
|
/// The Estimated Max Number of Colliders to expect per cell. This number is used to
|
|
/// pre-allocate an array of Colliders in order to take advantage of the OverlapBoxNonAlloc
|
|
/// Physics API. If the number of colliders found is >= InitialColliderBufferSize the array
|
|
/// will be resized to double its current size. The hard coded absolute size is 500.
|
|
/// Note that changing this after the sensor is created has no effect.
|
|
/// </summary>
|
|
public int InitialColliderBufferSize
|
|
{
|
|
get { return m_InitialColliderBufferSize; }
|
|
set { m_InitialColliderBufferSize = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal Color[] m_DebugColors;
|
|
/// <summary>
|
|
/// Array of Colors used for the grid gizmos.
|
|
/// </summary>
|
|
public Color[] DebugColors
|
|
{
|
|
get { return m_DebugColors; }
|
|
set { m_DebugColors = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal float m_GizmoYOffset = 0f;
|
|
/// <summary>
|
|
/// The height of the gizmos grid.
|
|
/// </summary>
|
|
public float GizmoYOffset
|
|
{
|
|
get { return m_GizmoYOffset; }
|
|
set { m_GizmoYOffset = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal bool m_ShowGizmos = false;
|
|
/// <summary>
|
|
/// Whether to show gizmos or not.
|
|
/// </summary>
|
|
public bool ShowGizmos
|
|
{
|
|
get { return m_ShowGizmos; }
|
|
set { m_ShowGizmos = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
internal SensorCompressionType m_CompressionType = SensorCompressionType.PNG;
|
|
/// <summary>
|
|
/// The compression type to use for the sensor.
|
|
/// </summary>
|
|
public SensorCompressionType CompressionType
|
|
{
|
|
get { return m_CompressionType; }
|
|
set { m_CompressionType = value; UpdateSensor(); }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
[Range(1, 50)]
|
|
[Tooltip("Number of frames of observations that will be stacked before being fed to the neural network.")]
|
|
internal int m_ObservationStacks = 1;
|
|
/// <summary>
|
|
/// Whether to stack previous observations. Using 1 means no previous observations.
|
|
/// Note that changing this after the sensor is created has no effect.
|
|
/// </summary>
|
|
public int ObservationStacks
|
|
{
|
|
get { return m_ObservationStacks; }
|
|
set { m_ObservationStacks = value; }
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override ISensor[] CreateSensors()
|
|
{
|
|
m_BoxOverlapChecker = new BoxOverlapChecker(
|
|
m_CellScale,
|
|
m_GridSize,
|
|
m_RotateWithAgent,
|
|
m_ColliderMask,
|
|
gameObject,
|
|
AgentGameObject,
|
|
m_DetectableTags,
|
|
m_InitialColliderBufferSize,
|
|
m_MaxColliderBufferSize
|
|
);
|
|
|
|
// debug data is positive int value and will trigger data validation exception if SensorCompressionType is not None.
|
|
m_DebugSensor = new GridSensorBase("DebugGridSensor", m_CellScale, m_GridSize, m_DetectableTags, SensorCompressionType.None);
|
|
m_BoxOverlapChecker.RegisterDebugSensor(m_DebugSensor);
|
|
|
|
m_Sensors = GetGridSensors().ToList();
|
|
if (m_Sensors == null || m_Sensors.Count < 1)
|
|
{
|
|
throw new UnityAgentsException("GridSensorComponent received no sensors. Specify at least one observation type (OneHot/Counting) to use grid sensors." +
|
|
"If you're overriding GridSensorComponent.GetGridSensors(), return at least one grid sensor.");
|
|
}
|
|
|
|
// Only one sensor needs to reference the boxOverlapChecker, so that it gets updated exactly once
|
|
m_Sensors[0].m_BoxOverlapChecker = m_BoxOverlapChecker;
|
|
foreach (var sensor in m_Sensors)
|
|
{
|
|
m_BoxOverlapChecker.RegisterSensor(sensor);
|
|
}
|
|
|
|
if (ObservationStacks != 1)
|
|
{
|
|
var sensors = new ISensor[m_Sensors.Count];
|
|
for (var i = 0; i < m_Sensors.Count; i++)
|
|
{
|
|
sensors[i] = new StackingSensor(m_Sensors[i], ObservationStacks);
|
|
}
|
|
return sensors;
|
|
}
|
|
else
|
|
{
|
|
return m_Sensors.ToArray();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get an array of GridSensors to be added in this component.
|
|
/// Override this method and return custom GridSensor implementations.
|
|
/// </summary>
|
|
/// <returns>Array of grid sensors to be added to the component.</returns>
|
|
protected virtual GridSensorBase[] GetGridSensors()
|
|
{
|
|
List<GridSensorBase> sensorList = new List<GridSensorBase>();
|
|
var sensor = new OneHotGridSensor(m_SensorName + "-OneHot", m_CellScale, m_GridSize, m_DetectableTags, m_CompressionType);
|
|
sensorList.Add(sensor);
|
|
return sensorList.ToArray();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update fields that are safe to change on the Sensor at runtime.
|
|
/// </summary>
|
|
internal void UpdateSensor()
|
|
{
|
|
if (m_Sensors != null)
|
|
{
|
|
m_BoxOverlapChecker.RotateWithAgent = m_RotateWithAgent;
|
|
m_BoxOverlapChecker.ColliderMask = m_ColliderMask;
|
|
foreach (var sensor in m_Sensors)
|
|
{
|
|
sensor.CompressionType = m_CompressionType;
|
|
}
|
|
}
|
|
}
|
|
|
|
void OnDrawGizmos()
|
|
{
|
|
if (m_ShowGizmos)
|
|
{
|
|
if (m_BoxOverlapChecker == null || m_DebugSensor == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_DebugSensor.ResetPerceptionBuffer();
|
|
m_BoxOverlapChecker.UpdateGizmo();
|
|
var cellColors = m_DebugSensor.PerceptionBuffer;
|
|
var rotation = m_BoxOverlapChecker.GetGridRotation();
|
|
|
|
var scale = new Vector3(m_CellScale.x, 1, m_CellScale.z);
|
|
var gizmoYOffset = new Vector3(0, m_GizmoYOffset, 0);
|
|
var oldGizmoMatrix = Gizmos.matrix;
|
|
for (var i = 0; i < m_DebugSensor.PerceptionBuffer.Length; i++)
|
|
{
|
|
var cellPosition = m_BoxOverlapChecker.GetCellGlobalPosition(i);
|
|
var cubeTransform = Matrix4x4.TRS(cellPosition + gizmoYOffset, rotation, scale);
|
|
Gizmos.matrix = oldGizmoMatrix * cubeTransform;
|
|
var colorIndex = cellColors[i] - 1;
|
|
var debugRayColor = Color.white;
|
|
if (colorIndex > -1 && m_DebugColors.Length > colorIndex)
|
|
{
|
|
debugRayColor = m_DebugColors[(int)colorIndex];
|
|
}
|
|
Gizmos.color = new Color(debugRayColor.r, debugRayColor.g, debugRayColor.b, .5f);
|
|
Gizmos.DrawCube(Vector3.zero, Vector3.one);
|
|
}
|
|
|
|
Gizmos.matrix = oldGizmoMatrix;
|
|
}
|
|
}
|
|
}
|
|
}
|