Exemple #1
0
        public void TestCameraSensor()
        {
            foreach (var grayscale in new[] { true, false })
            {
                foreach (SensorCompressionType compression in Enum.GetValues(typeof(SensorCompressionType)))
                {
                    var width  = 24;
                    var height = 16;
                    var camera = Camera.main;
                    var c      = new GameObject();
                    if (ReferenceEquals(null, camera))
                    {
                        camera = c.AddComponent <Camera>();
                    }
                    var sensor = new CameraSensor(camera, width, height, grayscale, "TestCameraSensor", compression);

                    var obsWriter = new ObservationWriter();
                    var obs       = sensor.GetObservationProto(obsWriter);

                    Assert.AreEqual((int)compression, (int)obs.CompressionType);
                    var expectedShape = new[] { height, width, grayscale ? 1 : 3 };
                    Assert.AreEqual(expectedShape, obs.Shape);
                    UnityEngine.Object.DestroyImmediate(c);
                }
            }
        }
        public void TestCameraSensor()
        {
            foreach (var grayscale in new[] { true, false })
            {
                foreach (SensorCompressionType compression in Enum.GetValues(typeof(SensorCompressionType)))
                {
                    var width  = 24;
                    var height = 16;
                    var camera = Camera.main;
                    var sensor = new CameraSensor(camera, width, height, grayscale, "TestCameraSensor", compression);

                    var obsWriter = new ObservationWriter();
                    var obs       = sensor.GetObservationProto(obsWriter);

                    Assert.AreEqual((int)compression, (int)obs.CompressionType);
                    var expectedShape = new[] { height, width, grayscale ? 1 : 3 };
                    Assert.AreEqual(expectedShape, obs.Shape);
                }
            }
        }