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120 行
4.0 KiB
120 行
4.0 KiB
using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.MLAgents.Sensors
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{
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/// <summary>
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/// Component that wraps a <see cref="RenderTextureSensor"/>.
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/// </summary>
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[AddComponentMenu("ML Agents/Render Texture Sensor", (int)MenuGroup.Sensors)]
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public class RenderTextureSensorComponent : SensorComponent, IDisposable
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{
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RenderTextureSensor m_Sensor;
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/// <summary>
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/// The [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html) instance
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/// that the associated <see cref="RenderTextureSensor"/> wraps.
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/// </summary>
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[HideInInspector, SerializeField, FormerlySerializedAs("renderTexture")]
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RenderTexture m_RenderTexture;
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/// <summary>
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/// Stores the [RenderTexture](https://docs.unity3d.com/ScriptReference/RenderTexture.html)
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/// associated with this sensor.
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/// </summary>
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public RenderTexture RenderTexture
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{
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get { return m_RenderTexture; }
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set { m_RenderTexture = value; }
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}
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[HideInInspector, SerializeField, FormerlySerializedAs("sensorName")]
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string m_SensorName = "RenderTextureSensor";
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/// <summary>
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/// Name of the generated <see cref="RenderTextureSensor"/>.
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/// Note that changing this at runtime does not affect how the Agent sorts the sensors.
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/// </summary>
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public string SensorName
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{
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get { return m_SensorName; }
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set { m_SensorName = value; }
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}
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[HideInInspector, SerializeField, FormerlySerializedAs("grayscale")]
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bool m_Grayscale;
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/// <summary>
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/// Whether the RenderTexture observation should be converted to grayscale or not.
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/// Note that changing this after the sensor is created has no effect.
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/// </summary>
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public bool Grayscale
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{
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get { return m_Grayscale; }
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set { m_Grayscale = value; }
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}
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[HideInInspector, SerializeField]
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[Range(1, 50)]
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[Tooltip("Number of frames that will be stacked before being fed to the neural network.")]
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int m_ObservationStacks = 1;
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[HideInInspector, SerializeField, FormerlySerializedAs("compression")]
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SensorCompressionType m_Compression = SensorCompressionType.PNG;
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/// <summary>
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/// Compression type for the render texture observation.
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/// </summary>
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public SensorCompressionType CompressionType
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{
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get { return m_Compression; }
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set { m_Compression = value; UpdateSensor(); }
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}
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/// <summary>
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/// Whether to stack previous observations. Using 1 means no previous observations.
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/// Note that changing this after the sensor is created has no effect.
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/// </summary>
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public int ObservationStacks
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{
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get { return m_ObservationStacks; }
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set { m_ObservationStacks = value; }
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}
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/// <inheritdoc/>
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public override ISensor[] CreateSensors()
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{
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Dispose();
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m_Sensor = new RenderTextureSensor(RenderTexture, Grayscale, SensorName, m_Compression);
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if (ObservationStacks != 1)
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{
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return new ISensor[] { new StackingSensor(m_Sensor, ObservationStacks) };
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}
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return new ISensor[] { m_Sensor };
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}
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/// <summary>
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/// Update fields that are safe to change on the Sensor at runtime.
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/// </summary>
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internal void UpdateSensor()
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{
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if (m_Sensor != null)
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{
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m_Sensor.CompressionType = m_Compression;
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}
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}
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/// <summary>
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/// Clean up the sensor created by CreateSensors().
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/// </summary>
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public void Dispose()
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{
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if (!ReferenceEquals(null, m_Sensor))
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{
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m_Sensor.Dispose();
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m_Sensor = null;
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}
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}
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}
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}
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