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#if MLA_INPUT_SYSTEM
using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Policies;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Controls;
using UnityEngine.InputSystem.LowLevel;
using UnityEngine.InputSystem.Layouts;
using UnityEngine.InputSystem.Utilities;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Unity.MLAgents.Extensions.Input
{
/// <summary>
/// Component class that handles the parsing of the <see cref="InputActionAsset"/> and translates that into
/// <see cref="InputActionActuator"/>s.
/// </summary>
[RequireComponent(typeof(PlayerInput), typeof(IInputActionAssetProvider))]
[AddComponentMenu("ML Agents/Input Actuator", (int)MenuGroup.Actuators)]
public class InputActuatorComponent : ActuatorComponent
{
InputActionAsset m_InputAsset;
IInputActionCollection2 m_AssetCollection;
PlayerInput m_PlayerInput;
BehaviorParameters m_BehaviorParameters;
IActuator[] m_Actuators;
InputDevice m_Device;
/// <summary>
/// Mapping of <see cref="InputControl"/> types to types of <see cref="IRLActionInputAdaptor"/> concrete classes.
/// </summary>
public static Dictionary<Type, Type> controlTypeToAdaptorType = new Dictionary<Type, Type>
{
{ typeof(Vector2Control), typeof(Vector2InputActionAdaptor) },
{ typeof(ButtonControl), typeof(ButtonInputActionAdaptor) },
{ typeof(IntegerControl), typeof(IntegerInputActionAdaptor) },
{ typeof(AxisControl), typeof(FloatInputActionAdaptor) },
{ typeof(DoubleControl), typeof(DoubleInputActionAdaptor) }
};
string m_LayoutName;
[SerializeField]
ActionSpec m_ActionSpec;
InputControlScheme m_ControlScheme;
public const string mlAgentsLayoutFormat = "MLAT";
public const string mlAgentsLayoutName = "MLAgentsLayout";
public const string mlAgentsControlSchemeName = "ml-agents";
/// <inheritdoc cref="IActuator.ActionSpec"/>
public override ActionSpec ActionSpec
{
get
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying && m_ActionSpec.NumContinuousActions == 0
&& m_ActionSpec.BranchSizes == null
|| m_ActionSpec.BranchSizes.Length == 0)
{
FindNeededComponents();
var actuators = CreateActuatorsFromMap(m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap),
m_BehaviorParameters,
null,
InputActuatorEventContext.s_EditorContext);
m_ActionSpec = CombineActuatorActionSpecs(actuators);
}
#endif
return m_ActionSpec;
}
}
void OnDisable()
{
CleanupActionAsset();
}
/// <summary>
/// This method is where the <see cref="InputActionAsset"/> gets parsed and translated into
/// <see cref="InputActionActuator"/>s that communicate with the <see cref="InputSystem"/> via a
/// virtual <see cref="InputDevice"/>.
/// <remarks>
/// The flow of this method is as follows:
/// <list type="number">
/// <item>
/// <description>Ensure that our custom <see cref="InputBindingComposite{TValue}"/>s are registered with
/// the InputSystem.</description>
/// </item>
/// <item>
/// <description>Look for the components that are needed by this class in order to retrieve the
/// <see cref="InputActionAsset"/>. It first looks for <see cref="IInputActionAssetProvider"/>, if that
/// is not found, it will get the asset from the <see cref="PlayerInput"/> component.</description>
/// </item>
/// <item>
/// <description>Create the list <see cref="InputActionActuator"/>s, one for each action in the default
/// <see cref="InputActionMap"/> as set by the <see cref="PlayerInput"/> component. Within the method
/// where the actuators are being created, an <see cref="InputControlLayout"/> is also being built based
/// on the number and types of <see cref="InputAction"/>s. This will be used to create a virtual
/// <see cref="InputDevice"/> with a <see cref="InputControlLayout"/> that is specific to the
/// <see cref="InputActionMap"/> specified by <see cref="PlayerInput"/></description>
/// </item>
/// <item>
/// <description>Create our device based on the layout that was generated and registered during
/// actuator creation.</description>
/// </item>
/// <item>
/// <description>Create an ml-agents control scheme and add it to the <see cref="InputActionAsset"/> so
/// our virtual devices can be used.</description>
/// </item>
/// <item>
/// <description>Add our virtual <see cref="InputDevice"/> to the input system.</description>
/// </item>
/// </list>
/// </remarks>
/// </summary>
/// <returns>A list of </returns>
public override IActuator[] CreateActuators()
{
FindNeededComponents();
var collection = m_AssetCollection ?? m_InputAsset;
collection.Disable();
var inputActionMap = m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap);
RegisterLayoutBuilder(inputActionMap, m_LayoutName);
m_Device = InputSystem.AddDevice(m_LayoutName);
var context = new InputActuatorEventContext(inputActionMap.actions.Count, m_Device);
m_Actuators = CreateActuatorsFromMap(inputActionMap, m_BehaviorParameters, m_Device, context);
UpdateDeviceBinding(m_BehaviorParameters.IsInHeuristicMode());
inputActionMap.Enable();
m_ActionSpec = CombineActuatorActionSpecs(m_Actuators);
collection.Enable();
return m_Actuators;
}
static ActionSpec CombineActuatorActionSpecs(IActuator[] actuators)
{
var specs = new ActionSpec[actuators.Length];
for (var i = 0; i < actuators.Length; i++)
{
specs[i] = actuators[i].ActionSpec;
}
return ActionSpec.Combine(specs);
}
internal static IActuator[] CreateActuatorsFromMap(InputActionMap inputActionMap,
BehaviorParameters behaviorParameters,
InputDevice inputDevice,
InputActuatorEventContext context)
{
var actuators = new IActuator[inputActionMap.actions.Count];
for (var i = 0; i < inputActionMap.actions.Count; i++)
{
var action = inputActionMap.actions[i];
var actionLayout = InputSystem.LoadLayout(action.expectedControlType);
var adaptor = (IRLActionInputAdaptor)Activator.CreateInstance(controlTypeToAdaptorType[actionLayout.type]);
actuators[i] = new InputActionActuator(inputDevice, behaviorParameters, action, adaptor, context);
// Reasonably, the input system starts adding numbers after the first none numbered name
// is added. So for device ID of 0, we use the empty string in the path.
var path = $"{inputDevice?.path}{InputControlPath.Separator}{action.name}";
action.AddBinding(path,
action.interactions,
action.processors,
mlAgentsControlSchemeName);
action.bindingMask = InputBinding.MaskByGroup(mlAgentsControlSchemeName);
}
return actuators;
}
/// <summary>
/// Set up bindings based on whether or not the BehaviorParameters are working in Heuristic mode or not.
/// If we are working in Heuristic mode, we want the input system to handle everything. If not, we
/// want the neural network to send input from virtual devices.
/// </summary>
/// <param name="isInHeuristicMode">true if the Agent connected to this GameObject is working in
/// Heuristic mode.</param>
/// <seealso cref="BehaviorParameters.IsInHeuristicMode"/>
internal void UpdateDeviceBinding(bool isInHeuristicMode)
{
if (ReferenceEquals(m_Device, null))
{
return;
}
var collection = m_AssetCollection ?? m_InputAsset;
m_ControlScheme = CreateControlScheme(m_Device, isInHeuristicMode, m_InputAsset);
if (m_InputAsset.FindControlSchemeIndex(m_ControlScheme.name) != -1)
{
m_InputAsset.RemoveControlScheme(m_ControlScheme.name);
}
if (!isInHeuristicMode)
{
var inputActionMap = m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap);
m_InputAsset.AddControlScheme(m_ControlScheme);
collection.bindingMask = InputBinding.MaskByGroup(m_ControlScheme.bindingGroup);
collection.devices = new ReadOnlyArray<InputDevice>(new[] { m_Device });
inputActionMap.bindingMask = collection.bindingMask;
inputActionMap.devices = collection.devices;
}
else
{
var inputActionMap = m_InputAsset.FindActionMap(m_PlayerInput.defaultActionMap);
collection.bindingMask = null;
collection.devices = InputSystem.devices;
inputActionMap.devices = InputSystem.devices;
inputActionMap.bindingMask = null;
}
collection.Enable();
}
/// <summary>
/// This method creates a control scheme and adds it to the <see cref="InputActionAsset"/> passed in so
/// we can add our device to in order for it to be discovered by the <see cref="InputSystem"/>.
/// </summary>
/// <param name="device">The virtual device to add to our custom control scheme.</param>
/// <param name="isInHeuristicMode">if we are in heuristic mode, we need to add other other device requirements.</param>
/// <param name="asset">The InputActionAsset to get the device requirements from</param>
internal static InputControlScheme CreateControlScheme(InputControl device,
bool isInHeuristicMode,
InputActionAsset asset)
{
var deviceRequirements = new List<InputControlScheme.DeviceRequirement>
{
new InputControlScheme.DeviceRequirement
{
controlPath = InputBinding.Separator + mlAgentsLayoutName
}
};
if (isInHeuristicMode)
{
for (var i = 0; i < asset.controlSchemes.Count; i++)
{
var scheme = asset.controlSchemes[i];
for (var ii = 0; ii < scheme.deviceRequirements.Count; ii++)
{
deviceRequirements.Add(scheme.deviceRequirements[ii]);
}
}
}
var inputControlScheme = new InputControlScheme(
mlAgentsControlSchemeName,
deviceRequirements);
return inputControlScheme;
}
/// <summary>
///
/// </summary>
/// <param name="defaultMap"></param>
/// <param name="layoutName"></param>
/// <returns></returns>
internal static void RegisterLayoutBuilder(InputActionMap defaultMap, string layoutName)
{
if (InputSystem.LoadLayout(layoutName) == null)
{
InputSystem.RegisterLayoutBuilder(() =>
{
// TODO does this need to change based on the action map we use?
var builder = new InputControlLayout.Builder()
.WithName(layoutName)
.WithFormat(mlAgentsLayoutFormat);
for (var i = 0; i < defaultMap.actions.Count; i++)
{
var action = defaultMap.actions[i];
builder.AddControl(action.name)
.WithLayout(action.expectedControlType);
}
return builder.Build();
}, layoutName);
}
}
internal void FindNeededComponents()
{
if (m_InputAsset == null)
{
var assetProvider = GetComponent<IInputActionAssetProvider>();
Assert.IsNotNull(assetProvider);
(m_InputAsset, m_AssetCollection) = assetProvider.GetInputActionAsset();
Assert.IsNotNull(m_InputAsset, "An InputActionAsset could not be found on IInputActionAssetProvider or PlayerInput.");
}
if (m_PlayerInput == null)
{
m_PlayerInput = GetComponent<PlayerInput>();
Assert.IsNotNull(m_PlayerInput, "PlayerInput component could not be found on this GameObject.");
}
if (m_BehaviorParameters == null)
{
m_BehaviorParameters = GetComponent<BehaviorParameters>();
Assert.IsNotNull(m_BehaviorParameters, "BehaviorParameters were not on the current GameObject.");
m_BehaviorParameters.OnPolicyUpdated += UpdateDeviceBinding;
m_LayoutName = mlAgentsLayoutName + m_BehaviorParameters.BehaviorName;
}
}
internal void CleanupActionAsset()
{
InputSystem.RemoveLayout(mlAgentsLayoutName);
if (!ReferenceEquals(m_Device, null))
{
InputSystem.RemoveDevice(m_Device);
}
if (!ReferenceEquals(m_InputAsset, null)
&& m_InputAsset.FindControlSchemeIndex(mlAgentsControlSchemeName) != -1)
{
m_InputAsset.RemoveControlScheme(mlAgentsControlSchemeName);
}
if (m_Actuators != null)
{
Array.Clear(m_Actuators, 0, m_Actuators.Length);
}
if (!ReferenceEquals(m_BehaviorParameters, null))
{
m_BehaviorParameters.OnPolicyUpdated -= UpdateDeviceBinding;
}
m_InputAsset = null;
m_PlayerInput = null;
m_BehaviorParameters = null;
m_Device = null;
}
int m_ActuatorsWrittenToEvent;
NativeArray<byte> m_InputBufferForFrame;
InputEventPtr m_InputEventPtrForFrame;
public InputEventPtr GetEventForFrame()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying)
{
return new InputEventPtr();
}
#endif
if (m_ActuatorsWrittenToEvent % m_Actuators.Length == 0 || !m_InputEventPtrForFrame.valid)
{
m_ActuatorsWrittenToEvent = 0;
m_InputEventPtrForFrame = new InputEventPtr();
m_InputBufferForFrame = StateEvent.From(m_Device, out m_InputEventPtrForFrame);
}
return m_InputEventPtrForFrame;
}
public void EventProcessedInFrame()
{
#if UNITY_EDITOR
if (!EditorApplication.isPlaying)
{
return;
}
#endif
m_ActuatorsWrittenToEvent++;
if (m_ActuatorsWrittenToEvent == m_Actuators.Length && m_InputEventPtrForFrame.valid)
{
InputSystem.QueueEvent(m_InputEventPtrForFrame);
m_InputBufferForFrame.Dispose();
}
}
}
}
#endif // MLA_INPUT_SYSTEM
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