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326 行
13 KiB
326 行
13 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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public class RayPerceptionSensor : ISensor
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{
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public enum CastType
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{
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Cast2D,
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Cast3D,
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}
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float[] m_Observations;
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int[] m_Shape;
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string m_Name;
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float m_RayDistance;
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List<string> m_DetectableObjects;
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float[] m_Angles;
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float m_StartOffset;
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float m_EndOffset;
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float m_CastRadius;
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CastType m_CastType;
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Transform m_Transform;
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int m_LayerMask;
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/// <summary>
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/// Debug information for the raycast hits. This is used by the RayPerceptionSensorComponent.
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/// </summary>
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public class DebugDisplayInfo
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{
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public struct RayInfo
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{
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public Vector3 localStart;
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public Vector3 localEnd;
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public Vector3 worldStart;
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public Vector3 worldEnd;
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public bool castHit;
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public float hitFraction;
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public float castRadius;
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}
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public void Reset()
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{
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m_Frame = Time.frameCount;
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}
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/// <summary>
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/// "Age" of the results in number of frames. This is used to adjust the alpha when drawing.
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/// </summary>
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public int age
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{
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get { return Time.frameCount - m_Frame; }
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}
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public RayInfo[] rayInfos;
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int m_Frame;
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}
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DebugDisplayInfo m_DebugDisplayInfo;
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public DebugDisplayInfo debugDisplayInfo
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{
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get { return m_DebugDisplayInfo; }
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}
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public RayPerceptionSensor(string name, float rayDistance, List<string> detectableObjects, float[] angles,
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Transform transform, float startOffset, float endOffset, float castRadius, CastType castType,
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int rayLayerMask)
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{
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var numObservations = (detectableObjects.Count + 2) * angles.Length;
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m_Shape = new[] { numObservations };
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m_Name = name;
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m_Observations = new float[numObservations];
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m_RayDistance = rayDistance;
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m_DetectableObjects = detectableObjects;
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// TODO - preprocess angles, save ray directions instead?
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m_Angles = angles;
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m_Transform = transform;
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m_StartOffset = startOffset;
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m_EndOffset = endOffset;
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m_CastRadius = castRadius;
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m_CastType = castType;
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m_LayerMask = rayLayerMask;
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if (Application.isEditor)
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{
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m_DebugDisplayInfo = new DebugDisplayInfo();
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}
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}
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public int Write(WriteAdapter adapter)
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{
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using (TimerStack.Instance.Scoped("RayPerceptionSensor.Perceive"))
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{
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PerceiveStatic(
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m_RayDistance, m_Angles, m_DetectableObjects, m_StartOffset, m_EndOffset,
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m_CastRadius, m_Transform, m_CastType, m_Observations, m_LayerMask,
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m_DebugDisplayInfo
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);
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adapter.AddRange(m_Observations);
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}
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return m_Observations.Length;
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}
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public void Update()
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{
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}
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public int[] GetObservationShape()
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{
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return m_Shape;
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}
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public string GetName()
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{
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return m_Name;
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}
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public virtual byte[] GetCompressedObservation()
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{
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return null;
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}
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public virtual SensorCompressionType GetCompressionType()
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{
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return SensorCompressionType.None;
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}
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/// <summary>
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/// Evaluates a perception vector to be used as part of an observation of an agent.
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/// Each element in the rayAngles array determines a sublist of data to the observation.
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/// The sublist contains the observation data for a single cast. 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, or 1 if
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/// nothing was hit.
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///
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/// </summary>
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/// <param name="unscaledRayLength"></param>
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/// <param name="rayAngles">List of angles (in degrees) used to define the rays. 90 degrees is considered
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/// "forward" relative to the game object</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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/// <param name="unscaledCastRadius">Radius of the sphere to use for spherecasting. If 0 or less, rays are used
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/// instead - this may be faster, especially for complex environments.</param>
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/// <param name="transform">Transform of the GameObject</param>
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/// <param name="castType">Whether to perform the casts in 2D or 3D.</param>
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/// <param name="perceptionBuffer">Output array of floats. Must be (num rays) * (num tags + 2) in size.</param>
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/// <param name="layerMask">Filtering options for the casts</param>
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/// <param name="debugInfo">Optional debug information output, only used by RayPerceptionSensor.</param>
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///
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public static void PerceiveStatic(float unscaledRayLength,
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IReadOnlyList<float> rayAngles, IReadOnlyList<string> detectableObjects,
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float startOffset, float endOffset, float unscaledCastRadius,
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Transform transform, CastType castType, float[] perceptionBuffer,
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int layerMask = Physics.DefaultRaycastLayers,
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DebugDisplayInfo debugInfo = null)
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{
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Array.Clear(perceptionBuffer, 0, perceptionBuffer.Length);
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if (debugInfo != null)
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{
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debugInfo.Reset();
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if (debugInfo.rayInfos == null || debugInfo.rayInfos.Length != rayAngles.Count)
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{
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debugInfo.rayInfos = new DebugDisplayInfo.RayInfo[rayAngles.Count];
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}
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}
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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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int bufferOffset = 0;
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for (var rayIndex = 0; rayIndex < rayAngles.Count; rayIndex++)
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{
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var angle = rayAngles[rayIndex];
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Vector3 startPositionLocal, endPositionLocal;
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if (castType == CastType.Cast3D)
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{
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startPositionLocal = new Vector3(0, startOffset, 0);
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endPositionLocal = PolarToCartesian3D(unscaledRayLength, angle);
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endPositionLocal.y += endOffset;
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}
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else
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{
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// Vector2s here get converted to Vector3s (and back to Vector2s for casting)
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startPositionLocal = new Vector2();
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endPositionLocal = PolarToCartesian2D(unscaledRayLength, angle);
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}
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var startPositionWorld = transform.TransformPoint(startPositionLocal);
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var endPositionWorld = transform.TransformPoint(endPositionLocal);
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var rayDirection = endPositionWorld - startPositionWorld;
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// If there is non-unity scale, |rayDirection| will be different from rayLength.
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// We want to use this transformed ray length for determining cast length, hit fraction etc.
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// We also it to scale up or down the sphere or circle radii
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var scaledRayLength = rayDirection.magnitude;
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// Avoid 0/0 if unscaledRayLength is 0
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var scaledCastRadius = unscaledRayLength > 0 ? unscaledCastRadius * scaledRayLength / unscaledRayLength : unscaledCastRadius;
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// Do the cast and assign the hit information for each detectable object.
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// sublist[0 ] <- did hit detectableObjects[0]
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// ...
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// sublist[numObjects-1] <- did hit detectableObjects[numObjects-1]
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// sublist[numObjects ] <- 1 if missed else 0
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// sublist[numObjects+1] <- hit fraction (or 1 if no hit)
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bool castHit;
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float hitFraction;
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GameObject hitObject;
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if (castType == CastType.Cast3D)
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{
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RaycastHit rayHit;
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if (scaledCastRadius > 0f)
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{
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castHit = Physics.SphereCast(startPositionWorld, scaledCastRadius, rayDirection, out rayHit,
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scaledRayLength, layerMask);
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}
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else
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{
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castHit = Physics.Raycast(startPositionWorld, rayDirection, out rayHit,
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scaledRayLength, layerMask);
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}
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// If scaledRayLength is 0, we still could have a hit with sphere casts (maybe?).
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// To avoid 0/0, set the fraction to 0.
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hitFraction = castHit ? (scaledRayLength > 0 ? rayHit.distance / scaledRayLength : 0.0f) : 1.0f;
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hitObject = castHit ? rayHit.collider.gameObject : null;
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}
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else
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{
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RaycastHit2D rayHit;
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if (scaledCastRadius > 0f)
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{
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rayHit = Physics2D.CircleCast(startPositionWorld, scaledCastRadius, rayDirection,
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scaledRayLength, layerMask);
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}
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else
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{
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rayHit = Physics2D.Raycast(startPositionWorld, rayDirection, scaledRayLength, layerMask);
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}
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castHit = rayHit;
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hitFraction = castHit ? rayHit.fraction : 1.0f;
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hitObject = castHit ? rayHit.collider.gameObject : null;
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}
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if (debugInfo != null)
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{
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debugInfo.rayInfos[rayIndex].localStart = startPositionLocal;
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debugInfo.rayInfos[rayIndex].localEnd = endPositionLocal;
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debugInfo.rayInfos[rayIndex].worldStart = startPositionWorld;
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debugInfo.rayInfos[rayIndex].worldEnd = endPositionWorld;
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debugInfo.rayInfos[rayIndex].castHit = castHit;
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debugInfo.rayInfos[rayIndex].hitFraction = hitFraction;
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debugInfo.rayInfos[rayIndex].castRadius = scaledCastRadius;
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}
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else if (Application.isEditor)
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{
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// Legacy drawing
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Debug.DrawRay(startPositionWorld, rayDirection, Color.black, 0.01f, true);
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}
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if (castHit)
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{
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bool hitTaggedObject = false;
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for (var i = 0; i < detectableObjects.Count; i++)
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{
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if (hitObject.CompareTag(detectableObjects[i]))
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{
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perceptionBuffer[bufferOffset + i] = 1;
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perceptionBuffer[bufferOffset + detectableObjects.Count + 1] = hitFraction;
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hitTaggedObject = true;
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break;
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}
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}
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if (!hitTaggedObject)
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{
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// Something was hit but not on the list. Still set the hit fraction.
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perceptionBuffer[bufferOffset + detectableObjects.Count + 1] = hitFraction;
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}
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}
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else
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{
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perceptionBuffer[bufferOffset + detectableObjects.Count] = 1f;
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// Nothing was hit, so there's full clearance in front of the agent.
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perceptionBuffer[bufferOffset + detectableObjects.Count + 1] = 1.0f;
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}
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bufferOffset += detectableObjects.Count + 2;
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}
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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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static Vector3 PolarToCartesian3D(float radius, float angleDegrees)
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{
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var x = radius * Mathf.Cos(Mathf.Deg2Rad * angleDegrees);
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var z = radius * Mathf.Sin(Mathf.Deg2Rad * angleDegrees);
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return new Vector3(x, 0f, z);
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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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static Vector2 PolarToCartesian2D(float radius, float angleDegrees)
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{
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var x = radius * Mathf.Cos(Mathf.Deg2Rad * angleDegrees);
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var y = radius * Mathf.Sin(Mathf.Deg2Rad * angleDegrees);
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return new Vector2(x, y);
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}
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}
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}
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