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300 行
12 KiB
300 行
12 KiB
using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEngine;
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using MLAgents.Sensors;
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namespace MLAgents.Tests
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{
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public class RayPerceptionSensorTests
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{
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[Test]
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public void TestGetRayAngles()
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{
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var angles = RayPerceptionSensorComponentBase.GetRayAngles(3, 90f);
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var expectedAngles = new[] { 90f, 60f, 120f, 30f, 150f, 0f, 180f };
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Assert.AreEqual(expectedAngles.Length, angles.Length);
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for (var i = 0; i < angles.Length; i++)
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{
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Assert.AreEqual(expectedAngles[i], angles[i], .01);
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}
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}
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}
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public class RayPerception3DTests
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{
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// Use built-in tags
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const string k_CubeTag = "Player";
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const string k_SphereTag = "Respawn";
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void SetupScene()
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{
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/* Creates game objects in the world for testing.
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* C is a cube
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* S are spheres
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* @ is the agent (at the origin)
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* Each space or line is 5 world units, +x is right, +z is up
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*
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* C
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* S S
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* @
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*
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* S
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*/
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var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
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cube.transform.position = new Vector3(0, 0, 10);
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cube.tag = k_CubeTag;
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var sphere1 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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sphere1.transform.position = new Vector3(-5, 0, 5);
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sphere1.tag = k_SphereTag;
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var sphere2 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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sphere2.transform.position = new Vector3(5, 0, 5);
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// No tag for sphere2
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var sphere3 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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sphere3.transform.position = new Vector3(0, 0, -10);
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sphere3.tag = k_SphereTag;
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Physics.SyncTransforms();
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}
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[Test]
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public void TestRaycasts()
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{
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SetupScene();
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var obj = new GameObject("agent");
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var perception = obj.AddComponent<RayPerceptionSensorComponent3D>();
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perception.RaysPerDirection = 1;
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perception.MaxRayDegrees = 45;
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perception.RayLength = 20;
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perception.DetectableTags = new List<string>();
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perception.DetectableTags.Add(k_CubeTag);
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perception.DetectableTags.Add(k_SphereTag);
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var radii = new[] { 0f, .5f };
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foreach (var castRadius in radii)
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{
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perception.SphereCastRadius = castRadius;
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var sensor = perception.CreateSensor();
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var expectedObs = (2 * perception.RaysPerDirection + 1) * (perception.DetectableTags.Count + 2);
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Assert.AreEqual(sensor.GetObservationShape()[0], expectedObs);
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var outputBuffer = new float[expectedObs];
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WriteAdapter writer = new WriteAdapter();
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writer.SetTarget(outputBuffer, sensor.GetObservationShape(), 0);
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var numWritten = sensor.Write(writer);
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Assert.AreEqual(numWritten, expectedObs);
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// Expected hits:
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// ray 0 should hit the cube at roughly halfway
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// ray 1 should hit a sphere but no tag
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// ray 2 should hit a sphere with the k_SphereTag tag
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// The hit fraction should be the same for rays 1 and
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//
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Assert.AreEqual(1.0f, outputBuffer[0]); // hit cube
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Assert.AreEqual(0.0f, outputBuffer[1]); // missed sphere
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Assert.AreEqual(0.0f, outputBuffer[2]); // missed unknown tag
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// Hit is at z=9.0 in world space, ray length is 20
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Assert.That(
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outputBuffer[3], Is.EqualTo((9.5f - castRadius) / perception.RayLength).Within(.0005f)
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);
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// Spheres are at 5,0,5 and 5,0,-5, so 5*sqrt(2) units from origin
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// Minus 1.0 for the sphere radius to get the length of the hit.
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var expectedHitLengthWorldSpace = 5.0f * Mathf.Sqrt(2.0f) - 0.5f - castRadius;
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Assert.AreEqual(0.0f, outputBuffer[4]); // missed cube
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Assert.AreEqual(0.0f, outputBuffer[5]); // missed sphere
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Assert.AreEqual(0.0f, outputBuffer[6]); // hit unknown tag -> all 0
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Assert.That(
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outputBuffer[7], Is.EqualTo(expectedHitLengthWorldSpace / perception.RayLength).Within(.0005f)
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);
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Assert.AreEqual(0.0f, outputBuffer[8]); // missed cube
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Assert.AreEqual(1.0f, outputBuffer[9]); // hit sphere
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Assert.AreEqual(0.0f, outputBuffer[10]); // missed unknown tag
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Assert.That(
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outputBuffer[11], Is.EqualTo(expectedHitLengthWorldSpace / perception.RayLength).Within(.0005f)
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);
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}
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}
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[Test]
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public void TestRaycastMiss()
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{
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var obj = new GameObject("agent");
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var perception = obj.AddComponent<RayPerceptionSensorComponent3D>();
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perception.RaysPerDirection = 0;
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perception.MaxRayDegrees = 45;
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perception.RayLength = 20;
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perception.DetectableTags = new List<string>();
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perception.DetectableTags.Add(k_CubeTag);
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perception.DetectableTags.Add(k_SphereTag);
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var sensor = perception.CreateSensor();
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var expectedObs = (2 * perception.RaysPerDirection + 1) * (perception.DetectableTags.Count + 2);
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Assert.AreEqual(sensor.GetObservationShape()[0], expectedObs);
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var outputBuffer = new float[expectedObs];
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WriteAdapter writer = new WriteAdapter();
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writer.SetTarget(outputBuffer, sensor.GetObservationShape(), 0);
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var numWritten = sensor.Write(writer);
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Assert.AreEqual(numWritten, expectedObs);
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// Everything missed
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Assert.AreEqual(new float[] { 0, 0, 1, 1 }, outputBuffer);
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}
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[Test]
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public void TestRayFilter()
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{
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var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
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cube.transform.position = new Vector3(0, 0, 10);
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cube.tag = k_CubeTag;
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cube.name = "cubeFar";
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var cubeFiltered = GameObject.CreatePrimitive(PrimitiveType.Cube);
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cubeFiltered.transform.position = new Vector3(0, 0, 5);
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cubeFiltered.tag = k_CubeTag;
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cubeFiltered.name = "cubeNear";
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cubeFiltered.layer = 7;
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Physics.SyncTransforms();
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var obj = new GameObject("agent");
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var perception = obj.AddComponent<RayPerceptionSensorComponent3D>();
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perception.RaysPerDirection = 0;
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perception.RayLength = 20;
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perception.DetectableTags = new List<string>();
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var filterCubeLayers = new[] { false, true };
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foreach (var filterCubeLayer in filterCubeLayers)
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{
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// Set the layer mask to either the default, or one that ignores the close cube's layer
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var layerMask = Physics.DefaultRaycastLayers;
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if (filterCubeLayer)
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{
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layerMask &= ~(1 << cubeFiltered.layer);
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}
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perception.RayLayerMask = layerMask;
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var sensor = perception.CreateSensor();
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var expectedObs = (2 * perception.RaysPerDirection + 1) * (perception.DetectableTags.Count + 2);
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Assert.AreEqual(sensor.GetObservationShape()[0], expectedObs);
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var outputBuffer = new float[expectedObs];
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WriteAdapter writer = new WriteAdapter();
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writer.SetTarget(outputBuffer, sensor.GetObservationShape(), 0);
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var numWritten = sensor.Write(writer);
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Assert.AreEqual(numWritten, expectedObs);
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if (filterCubeLayer)
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{
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// Hit the far cube because close was filtered.
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Assert.That(outputBuffer[outputBuffer.Length - 1],
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Is.EqualTo((9.5f - perception.SphereCastRadius) / perception.RayLength).Within(.0005f)
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);
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}
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else
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{
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// Hit the close cube because not filtered.
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Assert.That(outputBuffer[outputBuffer.Length - 1],
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Is.EqualTo((4.5f - perception.SphereCastRadius) / perception.RayLength).Within(.0005f)
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);
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}
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}
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}
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[Test]
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public void TestRaycastsScaled()
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{
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SetupScene();
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var obj = new GameObject("agent");
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var perception = obj.AddComponent<RayPerceptionSensorComponent3D>();
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obj.transform.localScale = new Vector3(2, 2, 2);
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perception.RaysPerDirection = 0;
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perception.MaxRayDegrees = 45;
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perception.RayLength = 20;
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perception.DetectableTags = new List<string>();
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perception.DetectableTags.Add(k_CubeTag);
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var radii = new[] { 0f, .5f };
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foreach (var castRadius in radii)
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{
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perception.SphereCastRadius = castRadius;
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var sensor = perception.CreateSensor();
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var expectedObs = (2 * perception.RaysPerDirection + 1) * (perception.DetectableTags.Count + 2);
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Assert.AreEqual(sensor.GetObservationShape()[0], expectedObs);
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var outputBuffer = new float[expectedObs];
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WriteAdapter writer = new WriteAdapter();
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writer.SetTarget(outputBuffer, sensor.GetObservationShape(), 0);
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var numWritten = sensor.Write(writer);
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Assert.AreEqual(numWritten, expectedObs);
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// Expected hits:
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// ray 0 should hit the cube at roughly 1/4 way
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//
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Assert.AreEqual(1.0f, outputBuffer[0]); // hit cube
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Assert.AreEqual(0.0f, outputBuffer[1]); // missed unknown tag
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// Hit is at z=9.0 in world space, ray length was 20
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// But scale increases the cast size and the ray length
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var scaledRayLength = 2 * perception.RayLength;
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var scaledCastRadius = 2 * castRadius;
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Assert.That(
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outputBuffer[2], Is.EqualTo((9.5f - scaledCastRadius) / scaledRayLength).Within(.0005f)
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);
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}
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}
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[Test]
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public void TestRayZeroLength()
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{
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// Place the cube touching the origin
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var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
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cube.transform.position = new Vector3(0, 0, .5f);
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cube.tag = k_CubeTag;
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Physics.SyncTransforms();
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var obj = new GameObject("agent");
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var perception = obj.AddComponent<RayPerceptionSensorComponent3D>();
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perception.RaysPerDirection = 0;
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perception.RayLength = 0.0f;
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perception.SphereCastRadius = .5f;
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perception.DetectableTags = new List<string>();
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perception.DetectableTags.Add(k_CubeTag);
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{
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// Set the layer mask to either the default, or one that ignores the close cube's layer
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var sensor = perception.CreateSensor();
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var expectedObs = (2 * perception.RaysPerDirection + 1) * (perception.DetectableTags.Count + 2);
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Assert.AreEqual(sensor.GetObservationShape()[0], expectedObs);
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var outputBuffer = new float[expectedObs];
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WriteAdapter writer = new WriteAdapter();
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writer.SetTarget(outputBuffer, sensor.GetObservationShape(), 0);
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var numWritten = sensor.Write(writer);
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Assert.AreEqual(numWritten, expectedObs);
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// hit fraction is arbitrary but should be finite in [0,1]
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Assert.GreaterOrEqual(outputBuffer[2], 0.0f);
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Assert.LessOrEqual(outputBuffer[2], 1.0f);
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}
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}
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}
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}
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