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using UnityEngine;
using Unity.MLAgents.Sensors;
namespace Unity.MLAgents.Extensions.Sensors
{
/// <summary>
/// Grid-based sensor that counts the number of detctable objects.
/// </summary>
public class CountingGridSensor : GridSensorBase
{
/// <summary>
/// Create a CountingGridSensor with the specified configuration.
/// </summary>
/// <param name="name">The sensor name</param>
/// <param name="cellScale">The scale of each cell in the grid</param>
/// <param name="gridSize">Number of cells on each side of the grid</param>
/// <param name="detectableTags">Tags to be detected by the sensor</param>
/// <param name="compression">Compression type</param>
public CountingGridSensor(
string name,
Vector3 cellScale,
Vector3Int gridSize,
string[] detectableTags,
SensorCompressionType compression
) : base(name, cellScale, gridSize, detectableTags, compression)
{
CompressionType = SensorCompressionType.None;
}
/// <inheritdoc/>
protected override int GetCellObservationSize()
{
return DetectableTags == null ? 0 : DetectableTags.Length;
}
/// <inheritdoc/>
protected override bool IsDataNormalized()
{
return false;
}
/// <inheritdoc/>
protected internal override ProcessCollidersMethod GetProcessCollidersMethod()
{
return ProcessCollidersMethod.ProcessAllColliders;
}
/// <summary>
/// Get object counts for each detectable tags detected in a cell.
/// </summary>
/// <param name="detectedObject">The game object that was detected within a certain cell</param>
/// <param name="tagIndex">The index of the detectedObject's tag in the DetectableObjects list</param>
/// <param name="dataBuffer">The buffer to write the observation values.
/// The buffer size is configured by <seealso cref="GetCellObservationSize"/>.
/// </param>
protected override void GetObjectData(GameObject detectedObject, int tagIndex, float[] dataBuffer)
{
dataBuffer[tagIndex] += 1;
}
}
}