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using UnityEngine;
using NUnit.Framework;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Extensions.Sensors;
namespace Unity.MLAgents.Extensions.Tests.Sensors
{
public static class SensorTestHelper
{
public static void CompareObservation(ISensor sensor, float[] expected)
{
string errorMessage;
bool isOk = SensorHelper.CompareObservation(sensor, expected, out errorMessage);
Assert.IsTrue(isOk, errorMessage);
}
public static void CompareObservation(ISensor sensor, float[,,] expected)
{
string errorMessage;
bool isOk = SensorHelper.CompareObservation(sensor, expected, out errorMessage);
Assert.IsTrue(isOk, errorMessage);
}
}
public class RigidBodySensorTests
{
[Test]
public void TestNullRootBody()
{
var gameObj = new GameObject();
var sensorComponent = gameObj.AddComponent<RigidBodySensorComponent>();
Assert.IsFalse(sensorComponent.IsTrivial());
var sensor = sensorComponent.CreateSensors()[0];
SensorTestHelper.CompareObservation(sensor, new float[0]);
}
[Test]
public void TestSingleRigidbody()
{
var gameObj = new GameObject();
var rootRb = gameObj.AddComponent<Rigidbody>();
var sensorComponent = gameObj.AddComponent<RigidBodySensorComponent>();
sensorComponent.RootBody = rootRb;
sensorComponent.Settings = new PhysicsSensorSettings
{
UseModelSpaceLinearVelocity = true,
UseLocalSpaceTranslations = true,
UseLocalSpaceRotations = true
};
Assert.IsTrue(sensorComponent.IsTrivial());
var sensor = sensorComponent.CreateSensors()[0];
sensor.Update();
// The root body is ignored since it always generates identity values
// and there are no other bodies to generate observations.
var expected = new float[0];
Assert.AreEqual(expected.Length, sensor.GetObservationSpec().Shape[0]);
SensorTestHelper.CompareObservation(sensor, expected);
}
[Test]
public void TestBodiesWithJoint()
{
var rootObj = new GameObject();
var rootRb = rootObj.AddComponent<Rigidbody>();
rootRb.velocity = new Vector3(1f, 0f, 0f);
var middleGamObj = new GameObject();
var middleRb = middleGamObj.AddComponent<Rigidbody>();
middleRb.velocity = new Vector3(0f, 1f, 0f);
middleGamObj.transform.SetParent(rootObj.transform);
middleGamObj.transform.localPosition = new Vector3(13.37f, 0f, 0f);
var joint = middleGamObj.AddComponent<ConfigurableJoint>();
joint.connectedBody = rootRb;
var leafGameObj = new GameObject();
var leafRb = leafGameObj.AddComponent<Rigidbody>();
leafRb.velocity = new Vector3(0f, 0f, 1f);
leafGameObj.transform.SetParent(middleGamObj.transform);
leafGameObj.transform.localPosition = new Vector3(4.2f, 0f, 0f);
var joint2 = leafGameObj.AddComponent<ConfigurableJoint>();
joint2.connectedBody = middleRb;
var virtualRoot = new GameObject();
var sensorComponent = rootObj.AddComponent<RigidBodySensorComponent>();
sensorComponent.RootBody = rootRb;
sensorComponent.Settings = new PhysicsSensorSettings
{
UseModelSpaceTranslations = true,
UseLocalSpaceTranslations = true,
UseLocalSpaceLinearVelocity = true
};
sensorComponent.VirtualRoot = virtualRoot;
Assert.IsFalse(sensorComponent.IsTrivial());
var sensor = sensorComponent.CreateSensors()[0];
sensor.Update();
// Note that the VirtualRoot is ignored from the observations
var expected = new[]
{
// Model space
0f, 0f, 0f, // Root pos
13.37f, 0f, 0f, // Middle pos
leafGameObj.transform.position.x, 0f, 0f, // Leaf pos
// Local space
0f, 0f, 0f, // Root pos
13.37f, 0f, 0f, // Attached pos
4.2f, 0f, 0f, // Leaf pos
1f, 0f, 0f, // Root vel (relative to virtual root)
-1f, 1f, 0f, // Attached vel
0f, -1f, 1f // Leaf vel
};
Assert.AreEqual(expected.Length, sensor.GetObservationSpec().Shape[0]);
SensorTestHelper.CompareObservation(sensor, expected);
// Update the settings to only process joint observations
sensorComponent.Settings = new PhysicsSensorSettings
{
UseJointPositionsAndAngles = true,
UseJointForces = true,
};
sensor = sensorComponent.CreateSensors()[0];
sensor.Update();
expected = new[]
{
0f, 0f, 0f, // joint1.force
0f, 0f, 0f, // joint1.torque
0f, 0f, 0f, // joint2.force
0f, 0f, 0f, // joint2.torque
};
SensorTestHelper.CompareObservation(sensor, expected);
Assert.AreEqual(expected.Length, sensor.GetObservationSpec().Shape[0]);
}
}
}