Esempio n. 1
0
        internal void RegisterSensor(GridSensorBase sensor)
        {
#if MLA_UNITY_PHYSICS_MODULE
            if (sensor.GetProcessCollidersMethod() == ProcessCollidersMethod.ProcessAllColliders)
            {
                GridOverlapDetectedAll += sensor.ProcessDetectedObject;
            }
            else
            {
                GridOverlapDetectedClosest += sensor.ProcessDetectedObject;
            }
#endif
        }
Esempio n. 2
0
        /// <inheritdoc/>
        public override ISensor[] CreateSensors()
        {
            m_GridPerception = 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_GridPerception.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_GridPerception = m_GridPerception;
            foreach (var sensor in m_Sensors)
            {
                m_GridPerception.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());
            }
        }
Esempio n. 3
0
        /// <inheritdoc/>
        public override ISensor[] CreateSensors()
        {
            List <ISensor> m_Sensors = new List <ISensor>();

            m_BoxOverlapChecker = new BoxOverlapChecker(
                m_CellScale,
                m_GridSize,
                m_RotateWithAgent,
                m_ColliderMask,
                gameObject,
                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);

            var gridSensors = GetGridSensors();

            if (gridSensors == null || gridSensors.Length < 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.");
            }

            foreach (var sensor in gridSensors)
            {
                if (ObservationStacks != 1)
                {
                    m_Sensors.Add(new StackingSensor(sensor, ObservationStacks));
                }
                else
                {
                    m_Sensors.Add(sensor);
                }
                m_BoxOverlapChecker.RegisterSensor(sensor);
            }

            // Only one sensor needs to reference the boxOverlapChecker, so that it gets updated exactly once
            ((GridSensorBase)m_Sensors[0]).m_BoxOverlapChecker = m_BoxOverlapChecker;
            return(m_Sensors.ToArray());
        }
Esempio n. 4
0
        internal void RegisterDebugSensor(GridSensorBase debugSensor)
        {
#if MLA_UNITY_PHYSICS_MODULE
            GridOverlapDetectedDebug += debugSensor.ProcessDetectedObject;
#endif
        }