using System; | |
using UnityEngine; | |
namespace Unity.MLAgents.Sensors | |
{ | |
/// <summary> | |
/// An interface for GridSensor perception that defines the grid cells and collider detecting strategies. | |
/// </summary> | |
internal interface IGridPerception | |
{ | |
bool RotateWithAgent | |
{ | |
get; | |
set; | |
} | |
LayerMask ColliderMask | |
{ | |
get; | |
set; | |
} | |
/// <summary>Converts the index of the cell to the 3D point (y is zero) relative to grid center</summary> | |
/// <returns>Vector3 of the position of the center of the cell relative to grid center</returns> | |
/// <param name="cellIndex">The index of the cell</param> | |
Vector3 GetCellLocalPosition(int cellIndex); | |
/// <summary> | |
/// Converts the index of the cell to the 3D point (y is zero) in world space | |
/// based on the result from GetCellLocalPosition() | |
/// </summary> | |
/// <returns>Vector3 of the position of the center of the cell in world space</returns> | |
/// <param name="cellIndex">The index of the cell</param> | |
Vector3 GetCellGlobalPosition(int cellIndex); | |
Quaternion GetGridRotation(); | |
/// <summary> | |
/// Perceive the latest grid status. Detect colliders for each cell, parse the collider arrays, | |
/// then trigger registered sensors to encode and update with the new grid status. | |
/// </summary> | |
void Perceive(); | |
/// <summary> | |
/// Same as Perceive(), but only load data for debug gizmo. | |
/// </summary> | |
void UpdateGizmo(); | |
/// <summary> | |
/// Register a sensor to this GridPerception to receive the grid perception results. | |
/// When the GridPerception perceive a new observation, registered sensors will be triggered | |
/// to encode the new observation and update its data. | |
/// </summary> | |
void RegisterSensor(GridSensorBase sensor); | |
/// <summary> | |
/// Register an internal debug sensor. | |
/// Debug sensors will only be triggered when drawing debug gizmos. | |
/// </summary> | |
void RegisterDebugSensor(GridSensorBase debugSensor); | |
} | |
} | |