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Make GridSensor a non allocating object after initialization. #5014

Merged
merged 11 commits into from
Feb 26, 2021
4 changes: 2 additions & 2 deletions ML-Agents-Input-Example/Packages/packages-lock.json
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@
"url": "https://packages.unity.com"
},
"com.unity.barracuda": {
"version": "1.3.0-preview",
"version": "1.3.1-preview",
"depth": 1,
"source": "registry",
"dependencies": {
Expand Down Expand Up @@ -99,7 +99,7 @@
"depth": 0,
"source": "local",
"dependencies": {
"com.unity.barracuda": "1.3.0-preview",
"com.unity.barracuda": "1.3.1-preview",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.physics": "1.0.0",
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Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.4497121, g: 0.49977785, b: 0.57563704, a: 1}
m_IndirectSpecularColor: {r: 0.44971168, g: 0.4997775, b: 0.57563686, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
Expand Down Expand Up @@ -125,6 +125,18 @@ PrefabInstance:
propertyPath: m_Name
value: GridFoodCollectorArea
objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x
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value: 0
Expand Down Expand Up @@ -169,8 +181,62 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
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type: 3}
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type: 3}
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type: 3}
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type: 3}
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value: 1
objectReference: {fileID: 0}
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value:
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m_RemovedComponents: []
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m_ObjectHideFlags: 0
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Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@ public override void SetParameters(string[] detectableObjects, int[] channelDept
this.ChannelDepth = channelDepth;
if (DetectableObjects.Length != ChannelDepth.Length)
throw new UnityAgentsException("The channels of a CountingGridSensor is equal to the number of detectableObjects");
this.gridDepthType = GridDepthType.Channel;
this.gridDepthType = gridDepthType;
this.CellScaleX = cellScaleX;
this.CellScaleZ = cellScaleZ;
this.GridNumSideX = gridWidth;
Expand All @@ -46,12 +46,12 @@ public override void SetParameters(string[] detectableObjects, int[] channelDept
/// <param name="foundColliders">The array of colliders</param>
/// <param name="cellIndex">The cell index the collider is in</param>
/// <param name="cellCenter">the center of the cell the collider is in</param>
protected override void ParseColliders(Collider[] foundColliders, int cellIndex, Vector3 cellCenter)
protected override void ParseColliders(Collider[] foundColliders, int numFound, int cellIndex, Vector3 cellCenter)
{
GameObject currentColliderGo = null;
Vector3 closestColliderPoint = Vector3.zero;

for (int i = 0; i < foundColliders.Length; i++)
for (int i = 0; i < numFound; i++)
{
currentColliderGo = foundColliders[i].gameObject;

Expand All @@ -62,7 +62,7 @@ protected override void ParseColliders(Collider[] foundColliders, int cellIndex,
closestColliderPoint = foundColliders[i].ClosestPointOnBounds(cellCenter);

LoadObjectData(currentColliderGo, cellIndex,
Vector3.Distance(closestColliderPoint, transform.position) / SphereRadius);
Vector3.Distance(closestColliderPoint, transform.position) * InverseSphereRadius);
}
}

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