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Fix vertical offsets for RayPerception3D #2823

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Oct 30, 2019
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Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,7 @@ public override void CollectObservations()
var rayDistance = 12f;

AddVectorObs(m_RayPer.Perceive(rayDistance, m_RayAngles, m_DetectableObjects));
AddVectorObs(m_RayPer.Perceive(rayDistance, m_RayAngles, m_DetectableObjects, 1.5f));
AddVectorObs(m_RayPer.Perceive(rayDistance, m_RayAngles, m_DetectableObjects, 1.5f, 1.5f));
}
}

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Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,6 @@ namespace MLAgents
/// </summary>
public class RayPerception3D : RayPerception
{
Vector3 m_EndPosition;
RaycastHit m_Hit;
float[] m_SubList;

Expand Down Expand Up @@ -46,20 +45,22 @@ public override List<float> Perceive(float rayDistance,
// along with object distance.
foreach (var angle in rayAngles)
{
m_EndPosition = transform.TransformDirection(
PolarToCartesian(rayDistance, angle));
m_EndPosition.y = endOffset;
Vector3 startPositionLocal = new Vector3(0, startOffset, 0);
Vector3 endPositionLocal = PolarToCartesian(rayDistance, angle);
endPositionLocal.y += endOffset;

var startPositionWorld = transform.TransformPoint(startPositionLocal);
var endPositionWorld = transform.TransformPoint(endPositionLocal);

var rayDirection = endPositionWorld - startPositionWorld;
if (Application.isEditor)
{
Debug.DrawRay(transform.position + new Vector3(0f, startOffset, 0f),
m_EndPosition, Color.black, 0.01f, true);
Debug.DrawRay(startPositionWorld,rayDirection, Color.black, 0.01f, true);
}

Array.Clear(m_SubList, 0, m_SubList.Length);

if (Physics.SphereCast(transform.position +
new Vector3(0f, startOffset, 0f), 0.5f,
m_EndPosition, out m_Hit, rayDistance))
if (Physics.SphereCast(startPositionWorld, 0.5f, rayDirection, out m_Hit, rayDistance))
{
for (var i = 0; i < detectableObjects.Length; i++)
{
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Original file line number Diff line number Diff line change
Expand Up @@ -94,7 +94,7 @@ public override void CollectObservations()
detectableObjects = m_DetectableObjectsBlue;
}
AddVectorObs(m_RayPer.Perceive(rayDistance, m_RayAngles, detectableObjects));
AddVectorObs(m_RayPer.Perceive(rayDistance, m_RayAngles, detectableObjects, 1f));
AddVectorObs(m_RayPer.Perceive(rayDistance, m_RayAngles, detectableObjects, 1f, 1f));
}

public void MoveAgent(float[] act)
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Original file line number Diff line number Diff line change
Expand Up @@ -144,7 +144,7 @@ public override void CollectObservations()
AddVectorObs(m_RayPer.Perceive(
rayDistance, rayAngles, m_DetectableObjects));
AddVectorObs(m_RayPer.Perceive(
rayDistance, rayAngles, m_DetectableObjects, 2.5f, 2.5f));
rayDistance, rayAngles, m_DetectableObjects, 2.5f, 5.0f));
var agentPos = m_AgentRb.position - ground.transform.position;

AddVectorObs(agentPos / 20f);
Expand Down