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Files changed (37) hide show
  1. AIController3D.gd +40 -0
  2. ColorRoom.tscn +119 -0
  3. Env.tscn +62 -0
  4. Env2.tscn +17 -0
  5. Model.tscn +5 -0
  6. Player.gd +138 -0
  7. Player.tscn +34 -0
  8. README.md +25 -0
  9. Robot.gd +10 -0
  10. Robot.tscn +0 -0
  11. VirtualCamera.tscn +36 -0
  12. addons/godot_rl_agents/controller/ai_controller_2d.gd +82 -0
  13. addons/godot_rl_agents/controller/ai_controller_3d.gd +80 -0
  14. addons/godot_rl_agents/godot_rl_agents.gd +16 -0
  15. addons/godot_rl_agents/icon.png +3 -0
  16. addons/godot_rl_agents/onnx/csharp/ONNXInference.cs +103 -0
  17. addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs +131 -0
  18. addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml +31 -0
  19. addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml +29 -0
  20. addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd +24 -0
  21. addons/godot_rl_agents/plugin.cfg +7 -0
  22. addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn +48 -0
  23. addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd +216 -0
  24. addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd +20 -0
  25. addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd +118 -0
  26. addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn +7 -0
  27. addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn +6 -0
  28. addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd +233 -0
  29. addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd +20 -0
  30. addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd +21 -0
  31. addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn +41 -0
  32. addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd +162 -0
  33. addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn +27 -0
  34. addons/godot_rl_agents/sync.gd +338 -0
  35. default_env.tres +7 -0
  36. icon.png +3 -0
  37. project.godot +67 -0
AIController3D.gd ADDED
@@ -0,0 +1,40 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends AIController3D
2
+
3
+
4
+ func _physics_process(_delta):
5
+ n_steps += 1
6
+ if n_steps >= reset_after:
7
+ done = true
8
+ needs_reset = true
9
+
10
+ if needs_reset:
11
+ reset()
12
+
13
+
14
+ func set_action(action):
15
+ _player.move_action = action["move"][0]
16
+ _player.turn_action = action["turn"][0]
17
+
18
+
19
+ func get_obs():
20
+ return {
21
+ "camera_2d": _player.virtual_camera.get_camera_pixel_encoding(),
22
+ }
23
+
24
+
25
+ func get_obs_space():
26
+ # types of obs space: box, discrete, repeated
27
+ return {
28
+ "camera_2d": {"size": _player.virtual_camera.get_camera_shape(), "space": "box"},
29
+ }
30
+
31
+
32
+ func get_action_space():
33
+ return {
34
+ "move": {"size": 1, "action_type": "continuous"},
35
+ "turn": {"size": 1, "action_type": "continuous"}
36
+ }
37
+
38
+
39
+ func get_reward():
40
+ return reward
ColorRoom.tscn ADDED
@@ -0,0 +1,119 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=12 format=3 uid="uid://bf3qfs06lw0gv"]
2
+
3
+ [ext_resource type="PackedScene" uid="uid://dwipllxvgnle4" path="res://Player.tscn" id="1"]
4
+
5
+ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ell48"]
6
+ albedo_color = Color(1, 1, 0.705882, 1)
7
+
8
+ [sub_resource type="BoxMesh" id="1"]
9
+ material = SubResource("StandardMaterial3D_ell48")
10
+ size = Vector3(20, 0.1, 20)
11
+
12
+ [sub_resource type="ConcavePolygonShape3D" id="2"]
13
+ data = PackedVector3Array(-10, 0.05, 10, 10, 0.05, 10, -10, -0.05, 10, 10, 0.05, 10, 10, -0.05, 10, -10, -0.05, 10, 10, 0.05, -10, -10, 0.05, -10, 10, -0.05, -10, -10, 0.05, -10, -10, -0.05, -10, 10, -0.05, -10, 10, 0.05, 10, 10, 0.05, -10, 10, -0.05, 10, 10, 0.05, -10, 10, -0.05, -10, 10, -0.05, 10, -10, 0.05, -10, -10, 0.05, 10, -10, -0.05, -10, -10, 0.05, 10, -10, -0.05, 10, -10, -0.05, -10, 10, 0.05, 10, -10, 0.05, 10, 10, 0.05, -10, -10, 0.05, 10, -10, 0.05, -10, 10, 0.05, -10, -10, -0.05, 10, 10, -0.05, 10, -10, -0.05, -10, 10, -0.05, 10, 10, -0.05, -10, -10, -0.05, -10)
14
+
15
+ [sub_resource type="BoxMesh" id="3"]
16
+ size = Vector3(20, 5, 2)
17
+
18
+ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1ci10"]
19
+ albedo_color = Color(0, 1, 0.184314, 1)
20
+
21
+ [sub_resource type="ConcavePolygonShape3D" id="4"]
22
+ data = PackedVector3Array(-10, 2.5, 1, 10, 2.5, 1, -10, -2.5, 1, 10, 2.5, 1, 10, -2.5, 1, -10, -2.5, 1, 10, 2.5, -1, -10, 2.5, -1, 10, -2.5, -1, -10, 2.5, -1, -10, -2.5, -1, 10, -2.5, -1, 10, 2.5, 1, 10, 2.5, -1, 10, -2.5, 1, 10, 2.5, -1, 10, -2.5, -1, 10, -2.5, 1, -10, 2.5, -1, -10, 2.5, 1, -10, -2.5, -1, -10, 2.5, 1, -10, -2.5, 1, -10, -2.5, -1, 10, 2.5, 1, -10, 2.5, 1, 10, 2.5, -1, -10, 2.5, 1, -10, 2.5, -1, 10, 2.5, -1, -10, -2.5, 1, 10, -2.5, 1, -10, -2.5, -1, 10, -2.5, 1, 10, -2.5, -1, -10, -2.5, -1)
23
+
24
+ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_rnma1"]
25
+ albedo_color = Color(1, 0.34902, 1, 1)
26
+
27
+ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_jlxwb"]
28
+ albedo_color = Color(0.266667, 0.431373, 1, 1)
29
+
30
+ [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_nulvw"]
31
+ albedo_color = Color(1, 0.258824, 0.270588, 1)
32
+
33
+ [sub_resource type="BoxShape3D" id="10"]
34
+ size = Vector3(0.8, 2, 17.9421)
35
+
36
+ [node name="ColorRoom" type="Node3D"]
37
+
38
+ [node name="Player" parent="." instance=ExtResource("1")]
39
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
40
+
41
+ [node name="Camera" type="Camera3D" parent="Player"]
42
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.7, -0.199591)
43
+
44
+ [node name="Walls" type="Node3D" parent="."]
45
+
46
+ [node name="MeshInstance" type="MeshInstance3D" parent="Walls"]
47
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.05, 0)
48
+ mesh = SubResource("1")
49
+ skeleton = NodePath("../..")
50
+
51
+ [node name="StaticBody" type="StaticBody3D" parent="Walls/MeshInstance"]
52
+
53
+ [node name="CollisionShape" type="CollisionShape3D" parent="Walls/MeshInstance/StaticBody"]
54
+ shape = SubResource("2")
55
+
56
+ [node name="MeshInstance2" type="MeshInstance3D" parent="Walls"]
57
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -11)
58
+ mesh = SubResource("3")
59
+ skeleton = NodePath("../..")
60
+ surface_material_override/0 = SubResource("StandardMaterial3D_1ci10")
61
+
62
+ [node name="StaticBody" type="StaticBody3D" parent="Walls/MeshInstance2"]
63
+
64
+ [node name="CollisionShape" type="CollisionShape3D" parent="Walls/MeshInstance2/StaticBody"]
65
+ shape = SubResource("4")
66
+
67
+ [node name="MeshInstance3" type="MeshInstance3D" parent="Walls"]
68
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 11)
69
+ mesh = SubResource("3")
70
+ skeleton = NodePath("../..")
71
+ surface_material_override/0 = SubResource("StandardMaterial3D_rnma1")
72
+
73
+ [node name="StaticBody" type="StaticBody3D" parent="Walls/MeshInstance3"]
74
+
75
+ [node name="CollisionShape" type="CollisionShape3D" parent="Walls/MeshInstance3/StaticBody"]
76
+ shape = SubResource("4")
77
+
78
+ [node name="MeshInstance4" type="MeshInstance3D" parent="Walls"]
79
+ transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 11, 2.5, 0)
80
+ mesh = SubResource("3")
81
+ skeleton = NodePath("../..")
82
+ surface_material_override/0 = SubResource("StandardMaterial3D_jlxwb")
83
+
84
+ [node name="StaticBody" type="StaticBody3D" parent="Walls/MeshInstance4"]
85
+
86
+ [node name="CollisionShape" type="CollisionShape3D" parent="Walls/MeshInstance4/StaticBody"]
87
+ shape = SubResource("4")
88
+
89
+ [node name="MeshInstance5" type="MeshInstance3D" parent="Walls"]
90
+ transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, -11, 2.5, 0)
91
+ mesh = SubResource("3")
92
+ skeleton = NodePath("../..")
93
+ surface_material_override/0 = SubResource("StandardMaterial3D_nulvw")
94
+
95
+ [node name="StaticBody" type="StaticBody3D" parent="Walls/MeshInstance5"]
96
+
97
+ [node name="CollisionShape" type="CollisionShape3D" parent="Walls/MeshInstance5/StaticBody"]
98
+ shape = SubResource("4")
99
+
100
+ [node name="Goals" type="Node3D" parent="."]
101
+
102
+ [node name="NegativeGoal" type="Area3D" parent="Goals"]
103
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.71839, 0.0416299, -0.292424)
104
+ collision_layer = 0
105
+
106
+ [node name="CollisionShape" type="CollisionShape3D" parent="Goals/NegativeGoal"]
107
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.47999, 0)
108
+ shape = SubResource("10")
109
+
110
+ [node name="PositiveGoal" type="Area3D" parent="Goals"]
111
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8.93574, -0.068549, -0.292424)
112
+ collision_layer = 0
113
+
114
+ [node name="CollisionShape" type="CollisionShape3D" parent="Goals/PositiveGoal"]
115
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.47999, 0)
116
+ shape = SubResource("10")
117
+
118
+ [connection signal="body_entered" from="Goals/NegativeGoal" to="Player" method="_on_NegativeGoal_body_entered"]
119
+ [connection signal="body_entered" from="Goals/PositiveGoal" to="Player" method="_on_PositiveGoal_body_entered"]
Env.tscn ADDED
@@ -0,0 +1,62 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=3 format=3 uid="uid://b6watdl4c1jdq"]
2
+
3
+ [ext_resource type="PackedScene" uid="uid://bf3qfs06lw0gv" path="res://ColorRoom.tscn" id="1"]
4
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sync.gd" id="2"]
5
+
6
+ [node name="Env" type="Node3D"]
7
+
8
+ [node name="ColorRoom" parent="." instance=ExtResource("1")]
9
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 0, 25)
10
+
11
+ [node name="ColorRoom2" parent="." instance=ExtResource("1")]
12
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 0, 0)
13
+
14
+ [node name="ColorRoom3" parent="." instance=ExtResource("1")]
15
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 0, -25)
16
+
17
+ [node name="ColorRoom4" parent="." instance=ExtResource("1")]
18
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 0, -50)
19
+
20
+ [node name="ColorRoom5" parent="." instance=ExtResource("1")]
21
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 13, 0, 25)
22
+
23
+ [node name="ColorRoom6" parent="." instance=ExtResource("1")]
24
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 13, 0, 0)
25
+
26
+ [node name="ColorRoom7" parent="." instance=ExtResource("1")]
27
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 13, 0, -25)
28
+
29
+ [node name="ColorRoom8" parent="." instance=ExtResource("1")]
30
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 13, 0, -50)
31
+
32
+ [node name="ColorRoom9" parent="." instance=ExtResource("1")]
33
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 38, 0, 25)
34
+
35
+ [node name="ColorRoom10" parent="." instance=ExtResource("1")]
36
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 38, 0, 0)
37
+
38
+ [node name="ColorRoom11" parent="." instance=ExtResource("1")]
39
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 38, 0, -25)
40
+
41
+ [node name="ColorRoom12" parent="." instance=ExtResource("1")]
42
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 38, 0, -50)
43
+
44
+ [node name="ColorRoom13" parent="." instance=ExtResource("1")]
45
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 63, 0, 25)
46
+
47
+ [node name="ColorRoom14" parent="." instance=ExtResource("1")]
48
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 63, 0, 0)
49
+
50
+ [node name="ColorRoom15" parent="." instance=ExtResource("1")]
51
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 63, 0, -25)
52
+
53
+ [node name="ColorRoom16" parent="." instance=ExtResource("1")]
54
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 63, 0, -50)
55
+
56
+ [node name="Sync" type="Node" parent="."]
57
+ process_priority = -1
58
+ script = ExtResource("2")
59
+
60
+ [node name="Camera" type="Camera3D" parent="."]
61
+ transform = Transform3D(1, 0, 0, 0, 0.0220418, 0.999757, 0, -0.999757, 0.0220418, 25.3538, 75.4275, -10.0795)
62
+ current = true
Env2.tscn ADDED
@@ -0,0 +1,17 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=3 format=3 uid="uid://dvo48erm7rfmf"]
2
+
3
+ [ext_resource type="PackedScene" uid="uid://bf3qfs06lw0gv" path="res://ColorRoom.tscn" id="1"]
4
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sync.gd" id="2"]
5
+
6
+ [node name="Env" type="Node3D"]
7
+
8
+ [node name="T-Maze" parent="." instance=ExtResource("1")]
9
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -12, 0, 25)
10
+
11
+ [node name="Sync" type="Node" parent="."]
12
+ process_priority = -1
13
+ script = ExtResource("2")
14
+
15
+ [node name="Camera" type="Camera3D" parent="."]
16
+ transform = Transform3D(1, 0, 0, 0, 0.0220418, 0.999757, 0, -0.999757, 0.0220418, 25.3538, 75.4275, -10.0795)
17
+ current = true
Model.tscn ADDED
@@ -0,0 +1,5 @@
 
 
 
 
 
 
1
+ [gd_scene load_steps=2 format=2]
2
+
3
+ [ext_resource path="res://90s_dad/scene.gltf" type="PackedScene" id=1]
4
+
5
+ [node name="Model" instance=ExtResource( 1 )]
Player.gd ADDED
@@ -0,0 +1,138 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends CharacterBody3D
2
+ class_name Player
3
+ const MOVE_SPEED = 12
4
+ const JUMP_FORCE = 30
5
+ const GRAVITY = 0.98
6
+ const MAX_FALL_SPEED = 30
7
+ const TURN_SENS = 2.0
8
+
9
+ @onready var cam = $Camera
10
+ var move_vec = Vector3()
11
+ var y_velo = 0
12
+
13
+ # RL related variables
14
+ @onready var ai_controller := $AIController3D
15
+ @onready var robot = $Robot
16
+ @onready var virtual_camera = $RGBCameraSensor3D
17
+
18
+ var next = 1
19
+ var just_reached_negative = false
20
+ var just_reached_positive = false
21
+ var just_fell_off = false
22
+ var best_goal_distance := 10000.0
23
+ var grounded := false
24
+ var move_action := 0.0
25
+ var turn_action := 0.0
26
+ var jump_action := false
27
+
28
+
29
+ func _ready():
30
+ ai_controller.init(self)
31
+
32
+
33
+ func _physics_process(_delta):
34
+ move_vec = get_move_vec()
35
+ #move_vec = move_vec.normalized()
36
+ move_vec = move_vec.rotated(Vector3(0, 1, 0), rotation.y)
37
+ move_vec *= MOVE_SPEED
38
+ move_vec.y = y_velo
39
+ velocity = move_vec
40
+ move_and_slide()
41
+
42
+ # turning
43
+
44
+ var turn_vec = get_turn_vec()
45
+ rotation_degrees.y += turn_vec * TURN_SENS
46
+
47
+ grounded = is_on_floor()
48
+
49
+ y_velo -= GRAVITY
50
+
51
+ if grounded and y_velo <= 0:
52
+ y_velo = -0.1
53
+ if y_velo < -MAX_FALL_SPEED:
54
+ y_velo = -MAX_FALL_SPEED
55
+
56
+ if y_velo < 0 and !grounded:
57
+ robot.set_animation("falling-cycle")
58
+
59
+ var horizontal_speed = Vector2(move_vec.x, move_vec.z)
60
+ if horizontal_speed.length() < 0.1 and grounded:
61
+ robot.set_animation("idle")
62
+ elif horizontal_speed.length() >= 1.0 and grounded:
63
+ robot.set_animation("walk-cycle")
64
+ # elif horizontal_speed.length() >= 1.0 and grounded:
65
+ # robot.set_animation("run-cycle")
66
+
67
+ update_reward()
68
+
69
+ if Input.is_action_just_pressed("r_key"):
70
+ reset()
71
+
72
+
73
+ func get_move_vec() -> Vector3:
74
+ if ai_controller.done:
75
+ return Vector3.ZERO
76
+
77
+ if ai_controller.heuristic == "model":
78
+ return Vector3(0, 0, clamp(move_action, -1.0, 0.5))
79
+
80
+ return Vector3(
81
+ 0,
82
+ 0,
83
+ clamp(
84
+ (
85
+ Input.get_action_strength("move_backwards")
86
+ - Input.get_action_strength("move_forwards")
87
+ ),
88
+ -1.0,
89
+ 0.5
90
+ )
91
+ )
92
+
93
+
94
+ func get_turn_vec() -> float:
95
+ if ai_controller.heuristic == "model":
96
+ return turn_action
97
+ var rotation_amount = (
98
+ Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")
99
+ )
100
+
101
+ return rotation_amount
102
+
103
+
104
+ func reset():
105
+ next = 1
106
+ just_reached_negative = false
107
+ just_reached_positive = false
108
+ jump_action = false
109
+ set_position(Vector3(0, 1.5, 0))
110
+ rotation_degrees.y = randf_range(-180, 180)
111
+ y_velo = 0.1
112
+ ai_controller.reset()
113
+
114
+
115
+ func update_reward():
116
+ ai_controller.reward -= 0.01 # step penalty
117
+
118
+
119
+ func calculate_translation(other_pad_translation: Vector3) -> Vector3:
120
+ var new_translation := Vector3.ZERO
121
+ var distance = randf_range(12, 16)
122
+ var angle = randf_range(-180, 180)
123
+ new_translation.z = other_pad_translation.z + sin(deg_to_rad(angle)) * distance
124
+ new_translation.x = other_pad_translation.x + cos(deg_to_rad(angle)) * distance
125
+
126
+ return new_translation
127
+
128
+
129
+ func _on_NegativeGoal_body_entered(_body: Node) -> void:
130
+ ai_controller.reward -= 1.0
131
+ ai_controller.done = true
132
+ reset()
133
+
134
+
135
+ func _on_PositiveGoal_body_entered(_body: Node) -> void:
136
+ ai_controller.reward += 1.0
137
+ ai_controller.done = true
138
+ reset()
Player.tscn ADDED
@@ -0,0 +1,34 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=7 format=3 uid="uid://dwipllxvgnle4"]
2
+
3
+ [ext_resource type="Script" path="res://Player.gd" id="1"]
4
+ [ext_resource type="PackedScene" uid="uid://b4hphc8dab5h" path="res://Robot.tscn" id="2"]
5
+ [ext_resource type="PackedScene" uid="uid://b30vsuwotx0u2" path="res://VirtualCamera.tscn" id="3_tv0v5"]
6
+ [ext_resource type="Script" path="res://AIController3D.gd" id="4_rq7t7"]
7
+
8
+ [sub_resource type="CapsuleShape3D" id="1"]
9
+ radius = 1.6
10
+ height = 3.2
11
+
12
+ [sub_resource type="CapsuleMesh" id="2"]
13
+
14
+ [node name="Player" type="CharacterBody3D"]
15
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
16
+ script = ExtResource("1")
17
+
18
+ [node name="CollisionShape" type="CollisionShape3D" parent="."]
19
+ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
20
+ shape = SubResource("1")
21
+
22
+ [node name="MeshInstance" type="MeshInstance3D" parent="."]
23
+ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
24
+ visible = false
25
+ mesh = SubResource("2")
26
+
27
+ [node name="Robot" parent="." instance=ExtResource("2")]
28
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.43952, 0.0576344)
29
+
30
+ [node name="RGBCameraSensor3D" parent="." instance=ExtResource("3_tv0v5")]
31
+
32
+ [node name="AIController3D" type="Node3D" parent="."]
33
+ script = ExtResource("4_rq7t7")
34
+ reset_after = 10000
README.md ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ---
2
+ library_name: godot-rl
3
+ tags:
4
+ - deep-reinforcement-learning
5
+ - reinforcement-learning
6
+ - godot-rl
7
+ - environments
8
+ - video-games
9
+ ---
10
+
11
+ A RL environment called VirtualCamera for the Godot Game Engine.
12
+
13
+ This environment was created with: https://github.com/edbeeching/godot_rl_agents
14
+
15
+
16
+ ## Downloading the environment
17
+
18
+ After installing Godot RL Agents, download the environment with:
19
+
20
+ ```
21
+ gdrl.env_from_hub -r jtatman/godot_rl_VirtualCamera
22
+ ```
23
+
24
+
25
+
Robot.gd ADDED
@@ -0,0 +1,10 @@
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+
3
+ @onready var player = $AnimationPlayer
4
+
5
+
6
+ func set_animation(anim):
7
+ if player.current_animation == anim:
8
+ return
9
+
10
+ player.play(anim)
Robot.tscn ADDED
The diff for this file is too large to render. See raw diff
 
VirtualCamera.tscn ADDED
@@ -0,0 +1,36 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=3 format=3 uid="uid://b30vsuwotx0u2"]
2
+
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd" id="1_p152a"]
4
+
5
+ [sub_resource type="ViewportTexture" id="1"]
6
+ viewport_path = NodePath("SubViewport")
7
+
8
+ [node name="VirtualCamera" type="Node3D"]
9
+ script = ExtResource("1_p152a")
10
+
11
+ [node name="RemoteTransform" type="RemoteTransform3D" parent="."]
12
+ remote_path = NodePath("../SubViewport/Camera")
13
+
14
+ [node name="SubViewport" type="SubViewport" parent="."]
15
+ size = Vector2i(36, 36)
16
+ render_target_update_mode = 3
17
+
18
+ [node name="Camera" type="Camera3D" parent="SubViewport"]
19
+ near = 0.5
20
+
21
+ [node name="Control" type="Control" parent="."]
22
+ layout_mode = 3
23
+ anchors_preset = 15
24
+ anchor_right = 1.0
25
+ anchor_bottom = 1.0
26
+ grow_horizontal = 2
27
+ grow_vertical = 2
28
+
29
+ [node name="TextureRect" type="ColorRect" parent="Control"]
30
+ layout_mode = 0
31
+ color = Color(0.00784314, 0.00784314, 0.00784314, 1)
32
+
33
+ [node name="CameraTexture" type="Sprite2D" parent="Control/TextureRect"]
34
+ scale = Vector2(8, 8)
35
+ texture = SubResource("1")
36
+ centered = false
addons/godot_rl_agents/controller/ai_controller_2d.gd ADDED
@@ -0,0 +1,82 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
+ class_name AIController2D
3
+
4
+ @export var reset_after := 1000
5
+
6
+ var heuristic := "human"
7
+ var done := false
8
+ var reward := 0.0
9
+ var n_steps := 0
10
+ var needs_reset := false
11
+
12
+ var _player: Node2D
13
+
14
+ func _ready():
15
+ add_to_group("AGENT")
16
+
17
+ func init(player: Node2D):
18
+ _player = player
19
+
20
+ #-- Methods that need implementing using the "extend script" option in Godot --#
21
+ func get_obs() -> Dictionary:
22
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
23
+ return {"obs":[]}
24
+
25
+ func get_reward() -> float:
26
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
27
+ return 0.0
28
+
29
+ func get_action_space() -> Dictionary:
30
+ assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
31
+ return {
32
+ "example_actions_continous" : {
33
+ "size": 2,
34
+ "action_type": "continuous"
35
+ },
36
+ "example_actions_discrete" : {
37
+ "size": 2,
38
+ "action_type": "discrete"
39
+ },
40
+ }
41
+
42
+ func set_action(action) -> void:
43
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
44
+ # -----------------------------------------------------------------------------#
45
+
46
+ func _physics_process(delta):
47
+ n_steps += 1
48
+ if n_steps > reset_after:
49
+ needs_reset = true
50
+
51
+ func get_obs_space():
52
+ # may need overriding if the obs space is complex
53
+ var obs = get_obs()
54
+ return {
55
+ "obs": {
56
+ "size": [len(obs["obs"])],
57
+ "space": "box"
58
+ },
59
+ }
60
+
61
+ func reset():
62
+ n_steps = 0
63
+ needs_reset = false
64
+
65
+ func reset_if_done():
66
+ if done:
67
+ reset()
68
+
69
+ func set_heuristic(h):
70
+ # sets the heuristic from "human" or "model" nothing to change here
71
+ heuristic = h
72
+
73
+ func get_done():
74
+ return done
75
+
76
+ func set_done_false():
77
+ done = false
78
+
79
+ func zero_reward():
80
+ reward = 0.0
81
+
82
+
addons/godot_rl_agents/controller/ai_controller_3d.gd ADDED
@@ -0,0 +1,80 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name AIController3D
3
+
4
+ @export var reset_after := 1000
5
+
6
+ var heuristic := "human"
7
+ var done := false
8
+ var reward := 0.0
9
+ var n_steps := 0
10
+ var needs_reset := false
11
+
12
+ var _player: Node3D
13
+
14
+ func _ready():
15
+ add_to_group("AGENT")
16
+
17
+ func init(player: Node3D):
18
+ _player = player
19
+
20
+ #-- Methods that need implementing using the "extend script" option in Godot --#
21
+ func get_obs() -> Dictionary:
22
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
23
+ return {"obs":[]}
24
+
25
+ func get_reward() -> float:
26
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
27
+ return 0.0
28
+
29
+ func get_action_space() -> Dictionary:
30
+ assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
31
+ return {
32
+ "example_actions_continous" : {
33
+ "size": 2,
34
+ "action_type": "continuous"
35
+ },
36
+ "example_actions_discrete" : {
37
+ "size": 2,
38
+ "action_type": "discrete"
39
+ },
40
+ }
41
+
42
+ func set_action(action) -> void:
43
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
44
+ # -----------------------------------------------------------------------------#
45
+
46
+ func _physics_process(delta):
47
+ n_steps += 1
48
+ if n_steps > reset_after:
49
+ needs_reset = true
50
+
51
+ func get_obs_space():
52
+ # may need overriding if the obs space is complex
53
+ var obs = get_obs()
54
+ return {
55
+ "obs": {
56
+ "size": [len(obs["obs"])],
57
+ "space": "box"
58
+ },
59
+ }
60
+
61
+ func reset():
62
+ n_steps = 0
63
+ needs_reset = false
64
+
65
+ func reset_if_done():
66
+ if done:
67
+ reset()
68
+
69
+ func set_heuristic(h):
70
+ # sets the heuristic from "human" or "model" nothing to change here
71
+ heuristic = h
72
+
73
+ func get_done():
74
+ return done
75
+
76
+ func set_done_false():
77
+ done = false
78
+
79
+ func zero_reward():
80
+ reward = 0.0
addons/godot_rl_agents/godot_rl_agents.gd ADDED
@@ -0,0 +1,16 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends EditorPlugin
3
+
4
+
5
+ func _enter_tree():
6
+ # Initialization of the plugin goes here.
7
+ # Add the new type with a name, a parent type, a script and an icon.
8
+ add_custom_type("Sync", "Node", preload("sync.gd"), preload("icon.png"))
9
+ #add_custom_type("RaycastSensor2D2", "Node", preload("raycast_sensor_2d.gd"), preload("icon.png"))
10
+
11
+
12
+ func _exit_tree():
13
+ # Clean-up of the plugin goes here.
14
+ # Always remember to remove it from the engine when deactivated.
15
+ remove_custom_type("Sync")
16
+ #remove_custom_type("RaycastSensor2D2")
addons/godot_rl_agents/icon.png ADDED

Git LFS Details

  • SHA256: e3a8bc372d3313ce1ede4e7554472e37b322178b9488bfb709e296585abd3c44
  • Pointer size: 128 Bytes
  • Size of remote file: 198 Bytes
addons/godot_rl_agents/onnx/csharp/ONNXInference.cs ADDED
@@ -0,0 +1,103 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using Godot;
2
+ using Microsoft.ML.OnnxRuntime;
3
+ using Microsoft.ML.OnnxRuntime.Tensors;
4
+ using System.Collections.Generic;
5
+ using System.Linq;
6
+
7
+ namespace GodotONNX
8
+ {
9
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
10
+ public partial class ONNXInference : GodotObject
11
+ {
12
+
13
+ private InferenceSession session;
14
+ /// <summary>
15
+ /// Path to the ONNX model. Use Initialize to change it.
16
+ /// </summary>
17
+ private string modelPath;
18
+ private int batchSize;
19
+
20
+ private SessionOptions SessionOpt;
21
+
22
+ //init function
23
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Initialize/*'/>
24
+ public void Initialize(string Path, int BatchSize)
25
+ {
26
+ modelPath = Path;
27
+ batchSize = BatchSize;
28
+ SessionOpt = SessionConfigurator.MakeConfiguredSessionOptions();
29
+ session = LoadModel(modelPath);
30
+
31
+ }
32
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Run/*'/>
33
+ public Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> RunInference(Godot.Collections.Array<float> obs, int state_ins)
34
+ {
35
+ //Current model: Any (Godot Rl Agents)
36
+ //Expects a tensor of shape [batch_size, input_size] type float named obs and a tensor of shape [batch_size] type float named state_ins
37
+
38
+ //Fill the input tensors
39
+ // create span from inputSize
40
+ var span = new float[obs.Count]; //There's probably a better way to do this
41
+ for (int i = 0; i < obs.Count; i++)
42
+ {
43
+ span[i] = obs[i];
44
+ }
45
+
46
+ IReadOnlyCollection<NamedOnnxValue> inputs = new List<NamedOnnxValue>
47
+ {
48
+ NamedOnnxValue.CreateFromTensor("obs", new DenseTensor<float>(span, new int[] { batchSize, obs.Count })),
49
+ NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor<float>(new float[] { state_ins }, new int[] { batchSize }))
50
+ };
51
+ IReadOnlyCollection<string> outputNames = new List<string> { "output", "state_outs" }; //ONNX is sensible to these names, as well as the input names
52
+
53
+ IDisposableReadOnlyCollection<DisposableNamedOnnxValue> results;
54
+ //We do not use "using" here so we get a better exception explaination later
55
+ try
56
+ {
57
+ results = session.Run(inputs, outputNames);
58
+ }
59
+ catch (OnnxRuntimeException e)
60
+ {
61
+ //This error usually means that the model is not compatible with the input, beacause of the input shape (size)
62
+ GD.Print("Error at inference: ", e);
63
+ return null;
64
+ }
65
+ //Can't convert IEnumerable<float> to Variant, so we have to convert it to an array or something
66
+ Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> output = new Godot.Collections.Dictionary<string, Godot.Collections.Array<float>>();
67
+ DisposableNamedOnnxValue output1 = results.First();
68
+ DisposableNamedOnnxValue output2 = results.Last();
69
+ Godot.Collections.Array<float> output1Array = new Godot.Collections.Array<float>();
70
+ Godot.Collections.Array<float> output2Array = new Godot.Collections.Array<float>();
71
+
72
+ foreach (float f in output1.AsEnumerable<float>())
73
+ {
74
+ output1Array.Add(f);
75
+ }
76
+
77
+ foreach (float f in output2.AsEnumerable<float>())
78
+ {
79
+ output2Array.Add(f);
80
+ }
81
+
82
+ output.Add(output1.Name, output1Array);
83
+ output.Add(output2.Name, output2Array);
84
+
85
+ //Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
86
+ results.Dispose();
87
+ return output;
88
+ }
89
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Load/*'/>
90
+ public InferenceSession LoadModel(string Path)
91
+ {
92
+ using Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
93
+ byte[] model = file.GetBuffer((int)file.GetLength());
94
+ //file.Close(); file.Dispose(); //Close the file, then dispose the reference.
95
+ return new InferenceSession(model, SessionOpt); //Load the model
96
+ }
97
+ public void FreeDisposables()
98
+ {
99
+ session.Dispose();
100
+ SessionOpt.Dispose();
101
+ }
102
+ }
103
+ }
addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs ADDED
@@ -0,0 +1,131 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using Godot;
2
+ using Microsoft.ML.OnnxRuntime;
3
+
4
+ namespace GodotONNX
5
+ {
6
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
7
+
8
+ public static class SessionConfigurator
9
+ {
10
+ public enum ComputeName
11
+ {
12
+ CUDA,
13
+ ROCm,
14
+ DirectML,
15
+ CoreML,
16
+ CPU
17
+ }
18
+
19
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
20
+ public static SessionOptions MakeConfiguredSessionOptions()
21
+ {
22
+ SessionOptions sessionOptions = new();
23
+ SetOptions(sessionOptions);
24
+ return sessionOptions;
25
+ }
26
+
27
+ private static void SetOptions(SessionOptions sessionOptions)
28
+ {
29
+ sessionOptions.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
30
+ ApplySystemSpecificOptions(sessionOptions);
31
+ }
32
+
33
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
34
+ static public void ApplySystemSpecificOptions(SessionOptions sessionOptions)
35
+ {
36
+ //Most code for this function is verbose only, the only reason it exists is to track
37
+ //implementation progress of the different compute APIs.
38
+
39
+ //December 2022: CUDA is not working.
40
+
41
+ string OSName = OS.GetName(); //Get OS Name
42
+
43
+ //ComputeName ComputeAPI = ComputeCheck(); //Get Compute API
44
+ // //TODO: Get CPU architecture
45
+
46
+ //Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
47
+ //Windows can use OpenVINO (C#) on x64
48
+ //TODO: try TensorRT instead of CUDA
49
+ //TODO: Use OpenVINO for Intel Graphics
50
+
51
+ // Temporarily using CPU on all platforms to avoid errors detected with DML
52
+ ComputeName ComputeAPI = ComputeName.CPU;
53
+
54
+ //match OS and Compute API
55
+ GD.Print($"OS: {OSName} Compute API: {ComputeAPI}");
56
+
57
+ // CPU is set by default without appending necessary
58
+ // sessionOptions.AppendExecutionProvider_CPU(0);
59
+
60
+ /*
61
+ switch (OSName)
62
+ {
63
+ case "Windows": //Can use CUDA, DirectML
64
+ if (ComputeAPI is ComputeName.CUDA)
65
+ {
66
+ //CUDA
67
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
68
+ //sessionOptions.AppendExecutionProvider_DML(0);
69
+ }
70
+ else if (ComputeAPI is ComputeName.DirectML)
71
+ {
72
+ //DirectML
73
+ //sessionOptions.AppendExecutionProvider_DML(0);
74
+ }
75
+ break;
76
+ case "X11": //Can use CUDA, ROCm
77
+ if (ComputeAPI is ComputeName.CUDA)
78
+ {
79
+ //CUDA
80
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
81
+ }
82
+ if (ComputeAPI is ComputeName.ROCm)
83
+ {
84
+ //ROCm, only works on x86
85
+ //Research indicates that this has to be compiled as a GDNative plugin
86
+ //GD.Print("ROCm not supported yet, using CPU.");
87
+ //sessionOptions.AppendExecutionProvider_CPU(0);
88
+ }
89
+ break;
90
+ case "macOS": //Can use CoreML
91
+ if (ComputeAPI is ComputeName.CoreML)
92
+ { //CoreML
93
+ //TODO: Needs testing
94
+ //sessionOptions.AppendExecutionProvider_CoreML(0);
95
+ //CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
96
+ }
97
+ break;
98
+ default:
99
+ GD.Print("OS not Supported.");
100
+ break;
101
+ }
102
+ */
103
+ }
104
+
105
+
106
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
107
+ public static ComputeName ComputeCheck()
108
+ {
109
+ string adapterName = Godot.RenderingServer.GetVideoAdapterName();
110
+ //string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
111
+ adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
112
+ //TODO: GPU vendors for MacOS, what do they even use these days?
113
+
114
+ if (adapterName.Contains("INTEL"))
115
+ {
116
+ return ComputeName.DirectML;
117
+ }
118
+ if (adapterName.Contains("AMD") || adapterName.Contains("RADEON"))
119
+ {
120
+ return ComputeName.DirectML;
121
+ }
122
+ if (adapterName.Contains("NVIDIA"))
123
+ {
124
+ return ComputeName.CUDA;
125
+ }
126
+
127
+ GD.Print("Graphics Card not recognized."); //Should use CPU
128
+ return ComputeName.CPU;
129
+ }
130
+ }
131
+ }
addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ <docs>
2
+ <members name="ONNXInference">
3
+ <ONNXInference>
4
+ <summary>
5
+ The main <c>ONNXInference</c> Class that handles the inference process.
6
+ </summary>
7
+ </ONNXInference>
8
+ <Initialize>
9
+ <summary>
10
+ Starts the inference process.
11
+ </summary>
12
+ <param name="Path">Path to the ONNX model, expects a path inside resources.</param>
13
+ <param name="BatchSize">How many observations will the model recieve.</param>
14
+ </Initialize>
15
+ <Run>
16
+ <summary>
17
+ Runs the given input through the model and returns the output.
18
+ </summary>
19
+ <param name="obs">Dictionary containing all observations.</param>
20
+ <param name="state_ins">How many different agents are creating these observations.</param>
21
+ <returns>A Dictionary of arrays, containing instructions based on the observations.</returns>
22
+ </Run>
23
+ <Load>
24
+ <summary>
25
+ Loads the given model into the inference process, using the best Execution provider available.
26
+ </summary>
27
+ <param name="Path">Path to the ONNX model, expects a path inside resources.</param>
28
+ <returns>InferenceSession ready to run.</returns>
29
+ </Load>
30
+ </members>
31
+ </docs>
addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml ADDED
@@ -0,0 +1,29 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ <docs>
2
+ <members name="SessionConfigurator">
3
+ <SessionConfigurator>
4
+ <summary>
5
+ The main <c>SessionConfigurator</c> Class that handles the execution options and providers for the inference process.
6
+ </summary>
7
+ </SessionConfigurator>
8
+ <GetSessionOptions>
9
+ <summary>
10
+ Creates a SessionOptions with all available execution providers.
11
+ </summary>
12
+ <returns>SessionOptions with all available execution providers.</returns>
13
+ </GetSessionOptions>
14
+ <SystemCheck>
15
+ <summary>
16
+ Appends any execution provider available in the current system.
17
+ </summary>
18
+ <remarks>
19
+ This function is mainly verbose for tracking implementation progress of different compute APIs.
20
+ </remarks>
21
+ </SystemCheck>
22
+ <ComputeCheck>
23
+ <summary>
24
+ Checks for available GPUs.
25
+ </summary>
26
+ <returns>An integer identifier for each compute platform.</returns>
27
+ </ComputeCheck>
28
+ </members>
29
+ </docs>
addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd ADDED
@@ -0,0 +1,24 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Resource
2
+ class_name ONNXModel
3
+ var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
4
+
5
+ var inferencer = null
6
+
7
+ # Must provide the path to the model and the batch size
8
+ func _init(model_path, batch_size):
9
+ inferencer = inferencer_script.new()
10
+ inferencer.Initialize(model_path, batch_size)
11
+
12
+ # This function is the one that will be called from the game,
13
+ # requires the observation as an array and the state_ins as an int
14
+ # returns an Array containing the action the model takes.
15
+ func run_inference(obs : Array, state_ins : int) -> Dictionary:
16
+ if inferencer == null:
17
+ printerr("Inferencer not initialized")
18
+ return {}
19
+ return inferencer.RunInference(obs, state_ins)
20
+
21
+ func _notification(what):
22
+ if what == NOTIFICATION_PREDELETE:
23
+ inferencer.FreeDisposables()
24
+ inferencer.free()
addons/godot_rl_agents/plugin.cfg ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ [plugin]
2
+
3
+ name="GodotRLAgents"
4
+ description="Custom nodes for the godot rl agents toolkit "
5
+ author="Edward Beeching"
6
+ version="0.1"
7
+ script="godot_rl_agents.gd"
addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn ADDED
@@ -0,0 +1,48 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
2
+
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
4
+
5
+ [sub_resource type="GDScript" id="2"]
6
+ script/source = "extends Node2D
7
+
8
+
9
+
10
+ func _physics_process(delta: float) -> void:
11
+ print(\"step start\")
12
+
13
+ "
14
+
15
+ [sub_resource type="GDScript" id="1"]
16
+ script/source = "extends RayCast2D
17
+
18
+ var steps = 1
19
+
20
+ func _physics_process(delta: float) -> void:
21
+ print(\"processing raycast\")
22
+ steps += 1
23
+ if steps % 2:
24
+ force_raycast_update()
25
+
26
+ print(is_colliding())
27
+ "
28
+
29
+ [sub_resource type="CircleShape2D" id="3"]
30
+
31
+ [node name="ExampleRaycastSensor2D" type="Node2D"]
32
+ script = SubResource("2")
33
+
34
+ [node name="ExampleAgent" type="Node2D" parent="."]
35
+ position = Vector2(573, 314)
36
+ rotation = 0.286234
37
+
38
+ [node name="RaycastSensor2D" type="Node2D" parent="ExampleAgent"]
39
+ script = ExtResource("1")
40
+
41
+ [node name="TestRayCast2D" type="RayCast2D" parent="."]
42
+ script = SubResource("1")
43
+
44
+ [node name="StaticBody2D" type="StaticBody2D" parent="."]
45
+ position = Vector2(1, 52)
46
+
47
+ [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
48
+ shape = SubResource("3")
addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd ADDED
@@ -0,0 +1,216 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor2D
3
+ class_name GridSensor2D
4
+
5
+ @export var debug_view := false:
6
+ get: return debug_view
7
+ set(value):
8
+ debug_view = value
9
+ _update()
10
+
11
+ @export_flags_2d_physics var detection_mask := 0:
12
+ get: return detection_mask
13
+ set(value):
14
+ detection_mask = value
15
+ _update()
16
+
17
+ @export var collide_with_areas := false:
18
+ get: return collide_with_areas
19
+ set(value):
20
+ collide_with_areas = value
21
+ _update()
22
+
23
+ @export var collide_with_bodies := true:
24
+ get: return collide_with_bodies
25
+ set(value):
26
+ collide_with_bodies = value
27
+ _update()
28
+
29
+ @export_range(1, 200, 0.1) var cell_width := 20.0:
30
+ get: return cell_width
31
+ set(value):
32
+ cell_width = value
33
+ _update()
34
+
35
+ @export_range(1, 200, 0.1) var cell_height := 20.0:
36
+ get: return cell_height
37
+ set(value):
38
+ cell_height = value
39
+ _update()
40
+
41
+ @export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
42
+ get: return grid_size_x
43
+ set(value):
44
+ grid_size_x = value
45
+ _update()
46
+
47
+ @export_range(1, 21, 2, "or_greater") var grid_size_y := 3:
48
+ get: return grid_size_y
49
+ set(value):
50
+ grid_size_y = value
51
+ _update()
52
+
53
+ var _obs_buffer: PackedFloat64Array
54
+ var _rectangle_shape: RectangleShape2D
55
+ var _collision_mapping: Dictionary
56
+ var _n_layers_per_cell: int
57
+
58
+ var _highlighted_cell_color: Color
59
+ var _standard_cell_color: Color
60
+
61
+ func get_observation():
62
+ return _obs_buffer
63
+
64
+ func _update():
65
+ if Engine.is_editor_hint():
66
+ if is_node_ready():
67
+ _spawn_nodes()
68
+
69
+ func _ready() -> void:
70
+ _set_colors()
71
+
72
+ if Engine.is_editor_hint():
73
+ if get_child_count() == 0:
74
+ _spawn_nodes()
75
+ else:
76
+ _spawn_nodes()
77
+
78
+
79
+ func _set_colors() -> void:
80
+ _standard_cell_color = Color(100.0/255.0, 100.0/255.0, 100.0/255.0, 100.0/255.0)
81
+ _highlighted_cell_color = Color(255.0/255.0, 100.0/255.0, 100.0/255.0, 100.0/255.0)
82
+
83
+ func _get_collision_mapping() -> Dictionary:
84
+ # defines which layer is mapped to which cell obs index
85
+ var total_bits = 0
86
+ var collision_mapping = {}
87
+ for i in 32:
88
+ var bit_mask = 2**i
89
+ if (detection_mask & bit_mask) > 0:
90
+ collision_mapping[i] = total_bits
91
+ total_bits += 1
92
+
93
+ return collision_mapping
94
+
95
+ func _spawn_nodes():
96
+ for cell in get_children():
97
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
98
+ cell.queue_free()
99
+
100
+ _collision_mapping = _get_collision_mapping()
101
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
102
+ # allocate memory for the observations
103
+ _n_layers_per_cell = len(_collision_mapping)
104
+ _obs_buffer = PackedFloat64Array()
105
+ _obs_buffer.resize(grid_size_x*grid_size_y*_n_layers_per_cell)
106
+ _obs_buffer.fill(0)
107
+ #prints(len(_obs_buffer), _obs_buffer )
108
+
109
+ _rectangle_shape = RectangleShape2D.new()
110
+ _rectangle_shape.set_size(Vector2(cell_width, cell_height))
111
+
112
+ var shift := Vector2(
113
+ -(grid_size_x/2)*cell_width,
114
+ -(grid_size_y/2)*cell_height,
115
+ )
116
+
117
+ for i in grid_size_x:
118
+ for j in grid_size_y:
119
+ var cell_position = Vector2(i*cell_width, j*cell_height) + shift
120
+ _create_cell(i, j, cell_position)
121
+
122
+
123
+ func _create_cell(i:int, j:int, position: Vector2):
124
+ var cell : = Area2D.new()
125
+ cell.position = position
126
+ cell.name = "GridCell %s %s" %[i, j]
127
+ cell.modulate = _standard_cell_color
128
+
129
+ if collide_with_areas:
130
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
131
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
132
+
133
+ if collide_with_bodies:
134
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
135
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
136
+
137
+ cell.collision_layer = 0
138
+ cell.collision_mask = detection_mask
139
+ cell.monitorable = true
140
+ add_child(cell)
141
+ cell.set_owner(get_tree().edited_scene_root)
142
+
143
+ var col_shape : = CollisionShape2D.new()
144
+ col_shape.shape = _rectangle_shape
145
+ col_shape.name = "CollisionShape2D"
146
+ cell.add_child(col_shape)
147
+ col_shape.set_owner(get_tree().edited_scene_root)
148
+
149
+ if debug_view:
150
+ var quad = MeshInstance2D.new()
151
+ quad.name = "MeshInstance2D"
152
+ var quad_mesh = QuadMesh.new()
153
+
154
+ quad_mesh.set_size(Vector2(cell_width, cell_height))
155
+
156
+ quad.mesh = quad_mesh
157
+ cell.add_child(quad)
158
+ quad.set_owner(get_tree().edited_scene_root)
159
+
160
+ func _update_obs(cell_i:int, cell_j:int, collision_layer:int, entered: bool):
161
+ for key in _collision_mapping:
162
+ var bit_mask = 2**key
163
+ if (collision_layer & bit_mask) > 0:
164
+ var collison_map_index = _collision_mapping[key]
165
+
166
+ var obs_index = (
167
+ (cell_i * grid_size_x * _n_layers_per_cell) +
168
+ (cell_j * _n_layers_per_cell) +
169
+ collison_map_index
170
+ )
171
+ #prints(obs_index, cell_i, cell_j)
172
+ if entered:
173
+ _obs_buffer[obs_index] += 1
174
+ else:
175
+ _obs_buffer[obs_index] -= 1
176
+
177
+ func _toggle_cell(cell_i:int, cell_j:int):
178
+ var cell = get_node_or_null("GridCell %s %s" %[cell_i, cell_j])
179
+
180
+ if cell == null:
181
+ print("cell not found, returning")
182
+
183
+ var n_hits = 0
184
+ var start_index = (cell_i * grid_size_x * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
185
+ for i in _n_layers_per_cell:
186
+ n_hits += _obs_buffer[start_index+i]
187
+
188
+ if n_hits > 0:
189
+ cell.modulate = _highlighted_cell_color
190
+ else:
191
+ cell.modulate = _standard_cell_color
192
+
193
+ func _on_cell_area_entered(area:Area2D, cell_i:int, cell_j:int):
194
+ #prints("_on_cell_area_entered", cell_i, cell_j)
195
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
196
+ if debug_view:
197
+ _toggle_cell(cell_i, cell_j)
198
+ #print(_obs_buffer)
199
+
200
+ func _on_cell_area_exited(area:Area2D, cell_i:int, cell_j:int):
201
+ #prints("_on_cell_area_exited", cell_i, cell_j)
202
+ _update_obs(cell_i, cell_j, area.collision_layer, false)
203
+ if debug_view:
204
+ _toggle_cell(cell_i, cell_j)
205
+
206
+ func _on_cell_body_entered(body: Node2D, cell_i:int, cell_j:int):
207
+ #prints("_on_cell_body_entered", cell_i, cell_j)
208
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
209
+ if debug_view:
210
+ _toggle_cell(cell_i, cell_j)
211
+
212
+ func _on_cell_body_exited(body: Node2D, cell_i:int, cell_j:int):
213
+ #prints("_on_cell_body_exited", cell_i, cell_j)
214
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
215
+ if debug_view:
216
+ _toggle_cell(cell_i, cell_j)
addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd ADDED
@@ -0,0 +1,20 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
+ class_name ISensor2D
3
+
4
+ var _obs : Array = []
5
+ var _active := false
6
+
7
+ func get_observation():
8
+ pass
9
+
10
+ func activate():
11
+ _active = true
12
+
13
+ func deactivate():
14
+ _active = false
15
+
16
+ func _update_observation():
17
+ pass
18
+
19
+ func reset():
20
+ pass
addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd ADDED
@@ -0,0 +1,118 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor2D
3
+ class_name RaycastSensor2D
4
+
5
+ @export_flags_2d_physics var collision_mask := 1:
6
+ get: return collision_mask
7
+ set(value):
8
+ collision_mask = value
9
+ _update()
10
+
11
+ @export var collide_with_areas := false:
12
+ get: return collide_with_areas
13
+ set(value):
14
+ collide_with_areas = value
15
+ _update()
16
+
17
+ @export var collide_with_bodies := true:
18
+ get: return collide_with_bodies
19
+ set(value):
20
+ collide_with_bodies = value
21
+ _update()
22
+
23
+ @export var n_rays := 16.0:
24
+ get: return n_rays
25
+ set(value):
26
+ n_rays = value
27
+ _update()
28
+
29
+ @export_range(5,200,5.0) var ray_length := 200:
30
+ get: return ray_length
31
+ set(value):
32
+ ray_length = value
33
+ _update()
34
+ @export_range(5,360,5.0) var cone_width := 360.0:
35
+ get: return cone_width
36
+ set(value):
37
+ cone_width = value
38
+ _update()
39
+
40
+ @export var debug_draw := true :
41
+ get: return debug_draw
42
+ set(value):
43
+ debug_draw = value
44
+ _update()
45
+
46
+
47
+ var _angles = []
48
+ var rays := []
49
+
50
+ func _update():
51
+ if Engine.is_editor_hint():
52
+ if debug_draw:
53
+ _spawn_nodes()
54
+ else:
55
+ for ray in get_children():
56
+ if ray is RayCast2D:
57
+ remove_child(ray)
58
+
59
+ func _ready() -> void:
60
+ _spawn_nodes()
61
+
62
+ func _spawn_nodes():
63
+ for ray in rays:
64
+ ray.queue_free()
65
+ rays = []
66
+
67
+ _angles = []
68
+ var step = cone_width / (n_rays)
69
+ var start = step/2 - cone_width/2
70
+
71
+ for i in n_rays:
72
+ var angle = start + i * step
73
+ var ray = RayCast2D.new()
74
+ ray.set_target_position(Vector2(
75
+ ray_length*cos(deg_to_rad(angle)),
76
+ ray_length*sin(deg_to_rad(angle))
77
+ ))
78
+ ray.set_name("node_"+str(i))
79
+ ray.enabled = true
80
+ ray.collide_with_areas = collide_with_areas
81
+ ray.collide_with_bodies = collide_with_bodies
82
+ ray.collision_mask = collision_mask
83
+ add_child(ray)
84
+ rays.append(ray)
85
+
86
+
87
+ _angles.append(start + i * step)
88
+
89
+
90
+ func _physics_process(delta: float) -> void:
91
+ if self._active:
92
+ self._obs = calculate_raycasts()
93
+
94
+ func get_observation() -> Array:
95
+ if len(self._obs) == 0:
96
+ print("obs was null, forcing raycast update")
97
+ return self.calculate_raycasts()
98
+ return self._obs
99
+
100
+
101
+ func calculate_raycasts() -> Array:
102
+ var result = []
103
+ for ray in rays:
104
+ ray.force_raycast_update()
105
+ var distance = _get_raycast_distance(ray)
106
+ result.append(distance)
107
+ return result
108
+
109
+ func _get_raycast_distance(ray : RayCast2D) -> float :
110
+ if !ray.is_colliding():
111
+ return 0.0
112
+
113
+ var distance = (global_position - ray.get_collision_point()).length()
114
+ distance = clamp(distance, 0.0, ray_length)
115
+ return (ray_length - distance) / ray_length
116
+
117
+
118
+
addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=2 format=3 uid="uid://drvfihk5esgmv"]
2
+
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
4
+
5
+ [node name="RaycastSensor2D" type="Node2D"]
6
+ script = ExtResource("1")
7
+ n_rays = 17.0
addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn ADDED
@@ -0,0 +1,6 @@
 
 
 
 
 
 
 
1
+ [gd_scene format=3 uid="uid://biu787qh4woik"]
2
+
3
+ [node name="ExampleRaycastSensor3D" type="Node3D"]
4
+
5
+ [node name="Camera3D" type="Camera3D" parent="."]
6
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.804183, 0, 2.70146)
addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd ADDED
@@ -0,0 +1,233 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor3D
3
+ class_name GridSensor3D
4
+
5
+ @export var debug_view := false:
6
+ get: return debug_view
7
+ set(value):
8
+ debug_view = value
9
+ _update()
10
+
11
+ @export_flags_3d_physics var detection_mask := 0:
12
+ get: return detection_mask
13
+ set(value):
14
+ detection_mask = value
15
+ _update()
16
+
17
+ @export var collide_with_areas := false:
18
+ get: return collide_with_areas
19
+ set(value):
20
+ collide_with_areas = value
21
+ _update()
22
+
23
+ @export var collide_with_bodies := false:
24
+ # NOTE! The sensor will not detect StaticBody3D, add an area to static bodies to detect them
25
+ get: return collide_with_bodies
26
+ set(value):
27
+ collide_with_bodies = value
28
+ _update()
29
+
30
+ @export_range(0.1, 2, 0.1) var cell_width := 1.0:
31
+ get: return cell_width
32
+ set(value):
33
+ cell_width = value
34
+ _update()
35
+
36
+ @export_range(0.1, 2, 0.1) var cell_height := 1.0:
37
+ get: return cell_height
38
+ set(value):
39
+ cell_height = value
40
+ _update()
41
+
42
+ @export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
43
+ get: return grid_size_x
44
+ set(value):
45
+ grid_size_x = value
46
+ _update()
47
+
48
+ @export_range(1, 21, 2, "or_greater") var grid_size_z := 3:
49
+ get: return grid_size_z
50
+ set(value):
51
+ grid_size_z = value
52
+ _update()
53
+
54
+ var _obs_buffer: PackedFloat64Array
55
+ var _box_shape: BoxShape3D
56
+ var _collision_mapping: Dictionary
57
+ var _n_layers_per_cell: int
58
+
59
+ var _highlighted_box_material: StandardMaterial3D
60
+ var _standard_box_material: StandardMaterial3D
61
+
62
+ func get_observation():
63
+ return _obs_buffer
64
+
65
+ func reset():
66
+ _obs_buffer.fill(0)
67
+
68
+ func _update():
69
+ if Engine.is_editor_hint():
70
+ if is_node_ready():
71
+ _spawn_nodes()
72
+
73
+ func _ready() -> void:
74
+ _make_materials()
75
+
76
+ if Engine.is_editor_hint():
77
+ if get_child_count() == 0:
78
+ _spawn_nodes()
79
+ else:
80
+ _spawn_nodes()
81
+
82
+ func _make_materials() -> void:
83
+ if _highlighted_box_material != null and _standard_box_material != null:
84
+ return
85
+
86
+ _standard_box_material = StandardMaterial3D.new()
87
+ _standard_box_material.set_transparency(1) # ALPHA
88
+ _standard_box_material.albedo_color = Color(100.0/255.0, 100.0/255.0, 100.0/255.0, 100.0/255.0)
89
+
90
+ _highlighted_box_material = StandardMaterial3D.new()
91
+ _highlighted_box_material.set_transparency(1) # ALPHA
92
+ _highlighted_box_material.albedo_color = Color(255.0/255.0, 100.0/255.0, 100.0/255.0, 100.0/255.0)
93
+
94
+ func _get_collision_mapping() -> Dictionary:
95
+ # defines which layer is mapped to which cell obs index
96
+ var total_bits = 0
97
+ var collision_mapping = {}
98
+ for i in 32:
99
+ var bit_mask = 2**i
100
+ if (detection_mask & bit_mask) > 0:
101
+ collision_mapping[i] = total_bits
102
+ total_bits += 1
103
+
104
+ return collision_mapping
105
+
106
+ func _spawn_nodes():
107
+ for cell in get_children():
108
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
109
+ cell.queue_free()
110
+
111
+ _collision_mapping = _get_collision_mapping()
112
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
113
+ # allocate memory for the observations
114
+ _n_layers_per_cell = len(_collision_mapping)
115
+ _obs_buffer = PackedFloat64Array()
116
+ _obs_buffer.resize(grid_size_x*grid_size_z*_n_layers_per_cell)
117
+ _obs_buffer.fill(0)
118
+ #prints(len(_obs_buffer), _obs_buffer )
119
+
120
+ _box_shape = BoxShape3D.new()
121
+ _box_shape.set_size(Vector3(cell_width, cell_height, cell_width))
122
+
123
+ var shift := Vector3(
124
+ -(grid_size_x/2)*cell_width,
125
+ 0,
126
+ -(grid_size_z/2)*cell_width,
127
+ )
128
+
129
+ for i in grid_size_x:
130
+ for j in grid_size_z:
131
+ var cell_position = Vector3(i*cell_width, 0.0, j*cell_width) + shift
132
+ _create_cell(i, j, cell_position)
133
+
134
+
135
+ func _create_cell(i:int, j:int, position: Vector3):
136
+ var cell : = Area3D.new()
137
+ cell.position = position
138
+ cell.name = "GridCell %s %s" %[i, j]
139
+
140
+ if collide_with_areas:
141
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
142
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
143
+
144
+ if collide_with_bodies:
145
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
146
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
147
+
148
+ # cell.body_shape_entered.connect(_on_cell_body_shape_entered.bind(i, j))
149
+ # cell.body_shape_exited.connect(_on_cell_body_shape_exited.bind(i, j))
150
+
151
+ cell.collision_layer = 0
152
+ cell.collision_mask = detection_mask
153
+ cell.monitorable = true
154
+ cell.input_ray_pickable = false
155
+ add_child(cell)
156
+ cell.set_owner(get_tree().edited_scene_root)
157
+
158
+ var col_shape : = CollisionShape3D.new()
159
+ col_shape.shape = _box_shape
160
+ col_shape.name = "CollisionShape3D"
161
+ cell.add_child(col_shape)
162
+ col_shape.set_owner(get_tree().edited_scene_root)
163
+
164
+ if debug_view:
165
+ var box = MeshInstance3D.new()
166
+ box.name = "MeshInstance3D"
167
+ var box_mesh = BoxMesh.new()
168
+
169
+ box_mesh.set_size(Vector3(cell_width, cell_height, cell_width))
170
+ box_mesh.material = _standard_box_material
171
+
172
+ box.mesh = box_mesh
173
+ cell.add_child(box)
174
+ box.set_owner(get_tree().edited_scene_root)
175
+
176
+ func _update_obs(cell_i:int, cell_j:int, collision_layer:int, entered: bool):
177
+ for key in _collision_mapping:
178
+ var bit_mask = 2**key
179
+ if (collision_layer & bit_mask) > 0:
180
+ var collison_map_index = _collision_mapping[key]
181
+
182
+ var obs_index = (
183
+ (cell_i * grid_size_x * _n_layers_per_cell) +
184
+ (cell_j * _n_layers_per_cell) +
185
+ collison_map_index
186
+ )
187
+ #prints(obs_index, cell_i, cell_j)
188
+ if entered:
189
+ _obs_buffer[obs_index] += 1
190
+ else:
191
+ _obs_buffer[obs_index] -= 1
192
+
193
+ func _toggle_cell(cell_i:int, cell_j:int):
194
+ var cell = get_node_or_null("GridCell %s %s" %[cell_i, cell_j])
195
+
196
+ if cell == null:
197
+ print("cell not found, returning")
198
+
199
+ var n_hits = 0
200
+ var start_index = (cell_i * grid_size_x * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
201
+ for i in _n_layers_per_cell:
202
+ n_hits += _obs_buffer[start_index+i]
203
+
204
+ var cell_mesh = cell.get_node_or_null("MeshInstance3D")
205
+ if n_hits > 0:
206
+ cell_mesh.mesh.material = _highlighted_box_material
207
+ else:
208
+ cell_mesh.mesh.material = _standard_box_material
209
+
210
+ func _on_cell_area_entered(area:Area3D, cell_i:int, cell_j:int):
211
+ #prints("_on_cell_area_entered", cell_i, cell_j)
212
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
213
+ if debug_view:
214
+ _toggle_cell(cell_i, cell_j)
215
+ #print(_obs_buffer)
216
+
217
+ func _on_cell_area_exited(area:Area3D, cell_i:int, cell_j:int):
218
+ #prints("_on_cell_area_exited", cell_i, cell_j)
219
+ _update_obs(cell_i, cell_j, area.collision_layer, false)
220
+ if debug_view:
221
+ _toggle_cell(cell_i, cell_j)
222
+
223
+ func _on_cell_body_entered(body: Node3D, cell_i:int, cell_j:int):
224
+ #prints("_on_cell_body_entered", cell_i, cell_j)
225
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
226
+ if debug_view:
227
+ _toggle_cell(cell_i, cell_j)
228
+
229
+ func _on_cell_body_exited(body: Node3D, cell_i:int, cell_j:int):
230
+ #prints("_on_cell_body_exited", cell_i, cell_j)
231
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
232
+ if debug_view:
233
+ _toggle_cell(cell_i, cell_j)
addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd ADDED
@@ -0,0 +1,20 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name ISensor3D
3
+
4
+ var _obs : Array = []
5
+ var _active := false
6
+
7
+ func get_observation():
8
+ pass
9
+
10
+ func activate():
11
+ _active = true
12
+
13
+ func deactivate():
14
+ _active = false
15
+
16
+ func _update_observation():
17
+ pass
18
+
19
+ func reset():
20
+ pass
addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd ADDED
@@ -0,0 +1,21 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name RGBCameraSensor3D
3
+ var camera_pixels = null
4
+
5
+ @onready var camera_texture := $Control/TextureRect/CameraTexture as Sprite2D
6
+ @onready var sub_viewport := $SubViewport as SubViewport
7
+
8
+
9
+ func get_camera_pixel_encoding():
10
+ return camera_texture.get_texture().get_image().get_data().hex_encode()
11
+
12
+
13
+ func get_camera_shape() -> Array:
14
+ assert(
15
+ sub_viewport.size.x >= 36 and sub_viewport.size.y >= 36,
16
+ "SubViewport size must be 36x36 or larger."
17
+ )
18
+ if sub_viewport.transparent_bg:
19
+ return [4, sub_viewport.size.y, sub_viewport.size.x]
20
+ else:
21
+ return [3, sub_viewport.size.y, sub_viewport.size.x]
addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn ADDED
@@ -0,0 +1,41 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=3 format=3 uid="uid://baaywi3arsl2m"]
2
+
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd" id="1"]
4
+
5
+ [sub_resource type="ViewportTexture" id="1"]
6
+ viewport_path = NodePath("SubViewport")
7
+
8
+ [node name="RGBCameraSensor3D" type="Node3D"]
9
+ script = ExtResource("1")
10
+
11
+ [node name="RemoteTransform3D" type="RemoteTransform3D" parent="."]
12
+ remote_path = NodePath("../SubViewport/Camera3D")
13
+
14
+ [node name="SubViewport" type="SubViewport" parent="."]
15
+ size = Vector2i(32, 32)
16
+ render_target_update_mode = 3
17
+
18
+ [node name="Camera3D" type="Camera3D" parent="SubViewport"]
19
+ near = 0.5
20
+
21
+ [node name="Control" type="Control" parent="."]
22
+ layout_mode = 3
23
+ anchors_preset = 15
24
+ anchor_right = 1.0
25
+ anchor_bottom = 1.0
26
+ grow_horizontal = 2
27
+ grow_vertical = 2
28
+
29
+ [node name="TextureRect" type="ColorRect" parent="Control"]
30
+ layout_mode = 0
31
+ offset_left = 1096.0
32
+ offset_top = 534.0
33
+ offset_right = 1114.0
34
+ offset_bottom = 552.0
35
+ scale = Vector2(10, 10)
36
+ color = Color(0.00784314, 0.00784314, 0.00784314, 1)
37
+
38
+ [node name="CameraTexture" type="Sprite2D" parent="Control/TextureRect"]
39
+ texture = SubResource("1")
40
+ offset = Vector2(9, 9)
41
+ flip_v = true
addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd ADDED
@@ -0,0 +1,162 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor3D
3
+ class_name RayCastSensor3D
4
+ @export_flags_3d_physics var collision_mask = 1:
5
+ get: return collision_mask
6
+ set(value):
7
+ collision_mask = value
8
+ _update()
9
+ @export_flags_3d_physics var boolean_class_mask = 1:
10
+ get: return boolean_class_mask
11
+ set(value):
12
+ boolean_class_mask = value
13
+ _update()
14
+
15
+ @export var n_rays_width := 6.0:
16
+ get: return n_rays_width
17
+ set(value):
18
+ n_rays_width = value
19
+ _update()
20
+
21
+ @export var n_rays_height := 6.0:
22
+ get: return n_rays_height
23
+ set(value):
24
+ n_rays_height = value
25
+ _update()
26
+
27
+ @export var ray_length := 10.0:
28
+ get: return ray_length
29
+ set(value):
30
+ ray_length = value
31
+ _update()
32
+
33
+ @export var cone_width := 60.0:
34
+ get: return cone_width
35
+ set(value):
36
+ cone_width = value
37
+ _update()
38
+
39
+ @export var cone_height := 60.0:
40
+ get: return cone_height
41
+ set(value):
42
+ cone_height = value
43
+ _update()
44
+
45
+ @export var collide_with_areas := false:
46
+ get: return collide_with_areas
47
+ set(value):
48
+ collide_with_areas = value
49
+ _update()
50
+
51
+ @export var collide_with_bodies := true:
52
+ get: return collide_with_bodies
53
+ set(value):
54
+ collide_with_bodies = value
55
+ _update()
56
+
57
+ @export var class_sensor := false
58
+
59
+ var rays := []
60
+ var geo = null
61
+
62
+ func _update():
63
+ if Engine.is_editor_hint():
64
+ _spawn_nodes()
65
+
66
+
67
+ func _ready() -> void:
68
+ _spawn_nodes()
69
+
70
+ func _spawn_nodes():
71
+ print("spawning nodes")
72
+ for ray in get_children():
73
+ ray.queue_free()
74
+ if geo:
75
+ geo.clear()
76
+ #$Lines.remove_points()
77
+ rays = []
78
+
79
+ var horizontal_step = cone_width / (n_rays_width)
80
+ var vertical_step = cone_height / (n_rays_height)
81
+
82
+ var horizontal_start = horizontal_step/2 - cone_width/2
83
+ var vertical_start = vertical_step/2 - cone_height/2
84
+
85
+ var points = []
86
+
87
+ for i in n_rays_width:
88
+ for j in n_rays_height:
89
+ var angle_w = horizontal_start + i * horizontal_step
90
+ var angle_h = vertical_start + j * vertical_step
91
+ #angle_h = 0.0
92
+ var ray = RayCast3D.new()
93
+ var cast_to = to_spherical_coords(ray_length, angle_w, angle_h)
94
+ ray.set_target_position(cast_to)
95
+
96
+ points.append(cast_to)
97
+
98
+ ray.set_name("node_"+str(i)+" "+str(j))
99
+ ray.enabled = true
100
+ ray.collide_with_bodies = collide_with_bodies
101
+ ray.collide_with_areas = collide_with_areas
102
+ ray.collision_mask = collision_mask
103
+ add_child(ray)
104
+ ray.set_owner(get_tree().edited_scene_root)
105
+ rays.append(ray)
106
+ ray.force_raycast_update()
107
+
108
+ # if Engine.editor_hint:
109
+ # _create_debug_lines(points)
110
+
111
+ func _create_debug_lines(points):
112
+ if not geo:
113
+ geo = ImmediateMesh.new()
114
+ add_child(geo)
115
+
116
+ geo.clear()
117
+ geo.begin(Mesh.PRIMITIVE_LINES)
118
+ for point in points:
119
+ geo.set_color(Color.AQUA)
120
+ geo.add_vertex(Vector3.ZERO)
121
+ geo.add_vertex(point)
122
+ geo.end()
123
+
124
+ func display():
125
+ if geo:
126
+ geo.display()
127
+
128
+ func to_spherical_coords(r, inc, azimuth) -> Vector3:
129
+ return Vector3(
130
+ r*sin(deg_to_rad(inc))*cos(deg_to_rad(azimuth)),
131
+ r*sin(deg_to_rad(azimuth)),
132
+ r*cos(deg_to_rad(inc))*cos(deg_to_rad(azimuth))
133
+ )
134
+
135
+ func get_observation() -> Array:
136
+ return self.calculate_raycasts()
137
+
138
+ func calculate_raycasts() -> Array:
139
+ var result = []
140
+ for ray in rays:
141
+ ray.set_enabled(true)
142
+ ray.force_raycast_update()
143
+ var distance = _get_raycast_distance(ray)
144
+
145
+ result.append(distance)
146
+ if class_sensor:
147
+ var hit_class = 0
148
+ if ray.get_collider():
149
+ var hit_collision_layer = ray.get_collider().collision_layer
150
+ hit_collision_layer = hit_collision_layer & collision_mask
151
+ hit_class = (hit_collision_layer & boolean_class_mask) > 0
152
+ result.append(hit_class)
153
+ ray.set_enabled(false)
154
+ return result
155
+
156
+ func _get_raycast_distance(ray : RayCast3D) -> float :
157
+ if !ray.is_colliding():
158
+ return 0.0
159
+
160
+ var distance = (global_transform.origin - ray.get_collision_point()).length()
161
+ distance = clamp(distance, 0.0, ray_length)
162
+ return (ray_length - distance) / ray_length
addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn ADDED
@@ -0,0 +1,27 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=2 format=3 uid="uid://b803cbh1fmy66"]
2
+
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd" id="1"]
4
+
5
+ [node name="RaycastSensor3D" type="Node3D"]
6
+ script = ExtResource("1")
7
+ n_rays_width = 4.0
8
+ n_rays_height = 2.0
9
+ ray_length = 11.0
10
+
11
+ [node name="node_1 0" type="RayCast3D" parent="."]
12
+ target_position = Vector3(-1.38686, -2.84701, 10.5343)
13
+
14
+ [node name="node_1 1" type="RayCast3D" parent="."]
15
+ target_position = Vector3(-1.38686, 2.84701, 10.5343)
16
+
17
+ [node name="node_2 0" type="RayCast3D" parent="."]
18
+ target_position = Vector3(1.38686, -2.84701, 10.5343)
19
+
20
+ [node name="node_2 1" type="RayCast3D" parent="."]
21
+ target_position = Vector3(1.38686, 2.84701, 10.5343)
22
+
23
+ [node name="node_3 0" type="RayCast3D" parent="."]
24
+ target_position = Vector3(4.06608, -2.84701, 9.81639)
25
+
26
+ [node name="node_3 1" type="RayCast3D" parent="."]
27
+ target_position = Vector3(4.06608, 2.84701, 9.81639)
addons/godot_rl_agents/sync.gd ADDED
@@ -0,0 +1,338 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node
2
+ # --fixed-fps 2000 --disable-render-loop
3
+ @export_range(1, 10, 1, "or_greater") var action_repeat := 8
4
+ @export_range(1, 10, 1, "or_greater") var speed_up = 1
5
+ @export var onnx_model_path := ""
6
+
7
+ @onready var start_time = Time.get_ticks_msec()
8
+
9
+ const MAJOR_VERSION := "0"
10
+ const MINOR_VERSION := "3"
11
+ const DEFAULT_PORT := "11008"
12
+ const DEFAULT_SEED := "1"
13
+ var stream : StreamPeerTCP = null
14
+ var connected = false
15
+ var message_center
16
+ var should_connect = true
17
+ var agents
18
+ var need_to_send_obs = false
19
+ var args = null
20
+ var initialized = false
21
+ var just_reset = false
22
+ var onnx_model = null
23
+ var n_action_steps = 0
24
+
25
+ var _action_space : Dictionary
26
+ var _obs_space : Dictionary
27
+
28
+ # Called when the node enters the scene tree for the first time.
29
+
30
+ func _ready():
31
+ await get_tree().root.ready
32
+ get_tree().set_pause(true)
33
+ _initialize()
34
+ await get_tree().create_timer(1.0).timeout
35
+ get_tree().set_pause(false)
36
+
37
+ func _initialize():
38
+ _get_agents()
39
+ _obs_space = agents[0].get_obs_space()
40
+ _action_space = agents[0].get_action_space()
41
+ args = _get_args()
42
+ Engine.physics_ticks_per_second = _get_speedup() * 60 # Replace with function body.
43
+ Engine.time_scale = _get_speedup() * 1.0
44
+ prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
45
+
46
+ # Run inference if onnx model path is set, otherwise wait for server connection
47
+ var run_onnx_model_inference : bool = onnx_model_path != ""
48
+ if run_onnx_model_inference:
49
+ assert(FileAccess.file_exists(onnx_model_path), "Onnx Model Path set on Sync node does not exist: " + onnx_model_path)
50
+ onnx_model = ONNXModel.new(onnx_model_path, 1)
51
+ _set_heuristic("model")
52
+ else:
53
+ connected = connect_to_server()
54
+ if connected:
55
+ _set_heuristic("model")
56
+ _handshake()
57
+ _send_env_info()
58
+ else:
59
+ _set_heuristic("human")
60
+
61
+ _set_seed()
62
+ _set_action_repeat()
63
+ initialized = true
64
+
65
+ func _physics_process(delta):
66
+ # two modes, human control, agent control
67
+ # pause tree, send obs, get actions, set actions, unpause tree
68
+ if n_action_steps % action_repeat != 0:
69
+ n_action_steps += 1
70
+ return
71
+
72
+ n_action_steps += 1
73
+
74
+ if connected:
75
+ get_tree().set_pause(true)
76
+
77
+ if just_reset:
78
+ just_reset = false
79
+ var obs = _get_obs_from_agents()
80
+
81
+ var reply = {
82
+ "type": "reset",
83
+ "obs": obs
84
+ }
85
+ _send_dict_as_json_message(reply)
86
+ # this should go straight to getting the action and setting it checked the agent, no need to perform one phyics tick
87
+ get_tree().set_pause(false)
88
+ return
89
+
90
+ if need_to_send_obs:
91
+ need_to_send_obs = false
92
+ var reward = _get_reward_from_agents()
93
+ var done = _get_done_from_agents()
94
+ #_reset_agents_if_done() # this ensures the new observation is from the next env instance : NEEDS REFACTOR
95
+
96
+ var obs = _get_obs_from_agents()
97
+
98
+ var reply = {
99
+ "type": "step",
100
+ "obs": obs,
101
+ "reward": reward,
102
+ "done": done
103
+ }
104
+ _send_dict_as_json_message(reply)
105
+
106
+ var handled = handle_message()
107
+
108
+ elif onnx_model != null:
109
+ var obs : Array = _get_obs_from_agents()
110
+
111
+ var actions = []
112
+ for o in obs:
113
+ var action = onnx_model.run_inference(o["obs"], 1.0)
114
+ action["output"] = clamp_array(action["output"], -1.0, 1.0)
115
+ var action_dict = _extract_action_dict(action["output"])
116
+ actions.append(action_dict)
117
+
118
+ _set_agent_actions(actions)
119
+ need_to_send_obs = true
120
+ get_tree().set_pause(false)
121
+ _reset_agents_if_done()
122
+
123
+ else:
124
+ _reset_agents_if_done()
125
+
126
+ func _extract_action_dict(action_array: Array):
127
+ var index = 0
128
+ var result = {}
129
+ for key in _action_space.keys():
130
+ var size = _action_space[key]["size"]
131
+ if _action_space[key]["action_type"] == "discrete":
132
+ result[key] = round(action_array[index])
133
+ else:
134
+ result[key] = action_array.slice(index,index+size)
135
+ index += size
136
+
137
+ return result
138
+
139
+ func _get_agents():
140
+ agents = get_tree().get_nodes_in_group("AGENT")
141
+
142
+ func _set_heuristic(heuristic):
143
+ for agent in agents:
144
+ agent.set_heuristic(heuristic)
145
+
146
+ func _handshake():
147
+ print("performing handshake")
148
+
149
+ var json_dict = _get_dict_json_message()
150
+ assert(json_dict["type"] == "handshake")
151
+ var major_version = json_dict["major_version"]
152
+ var minor_version = json_dict["minor_version"]
153
+ if major_version != MAJOR_VERSION:
154
+ print("WARNING: major verison mismatch ", major_version, " ", MAJOR_VERSION)
155
+ if minor_version != MINOR_VERSION:
156
+ print("WARNING: minor verison mismatch ", minor_version, " ", MINOR_VERSION)
157
+
158
+ print("handshake complete")
159
+
160
+ func _get_dict_json_message():
161
+ # returns a dictionary from of the most recent message
162
+ # this is not waiting
163
+ while stream.get_available_bytes() == 0:
164
+ stream.poll()
165
+ if stream.get_status() != 2:
166
+ print("server disconnected status, closing")
167
+ get_tree().quit()
168
+ return null
169
+
170
+ OS.delay_usec(10)
171
+
172
+ var message = stream.get_string()
173
+ var json_data = JSON.parse_string(message)
174
+
175
+ return json_data
176
+
177
+ func _send_dict_as_json_message(dict):
178
+ stream.put_string(JSON.stringify(dict))
179
+
180
+ func _send_env_info():
181
+ var json_dict = _get_dict_json_message()
182
+ assert(json_dict["type"] == "env_info")
183
+
184
+
185
+ var message = {
186
+ "type" : "env_info",
187
+ "observation_space": _obs_space,
188
+ "action_space":_action_space,
189
+ "n_agents": len(agents)
190
+ }
191
+ _send_dict_as_json_message(message)
192
+
193
+ func connect_to_server():
194
+ print("Waiting for one second to allow server to start")
195
+ OS.delay_msec(1000)
196
+ print("trying to connect to server")
197
+ stream = StreamPeerTCP.new()
198
+
199
+ # "localhost" was not working on windows VM, had to use the IP
200
+ var ip = "127.0.0.1"
201
+ var port = _get_port()
202
+ var connect = stream.connect_to_host(ip, port)
203
+ stream.set_no_delay(true) # TODO check if this improves performance or not
204
+ stream.poll()
205
+ # Fetch the status until it is either connected (2) or failed to connect (3)
206
+ while stream.get_status() < 2:
207
+ stream.poll()
208
+ return stream.get_status() == 2
209
+
210
+ func _get_args():
211
+ print("getting command line arguments")
212
+ var arguments = {}
213
+ for argument in OS.get_cmdline_args():
214
+ print(argument)
215
+ if argument.find("=") > -1:
216
+ var key_value = argument.split("=")
217
+ arguments[key_value[0].lstrip("--")] = key_value[1]
218
+ else:
219
+ # Options without an argument will be present in the dictionary,
220
+ # with the value set to an empty string.
221
+ arguments[argument.lstrip("--")] = ""
222
+
223
+ return arguments
224
+
225
+ func _get_speedup():
226
+ print(args)
227
+ return args.get("speedup", str(speed_up)).to_int()
228
+
229
+ func _get_port():
230
+ return args.get("port", DEFAULT_PORT).to_int()
231
+
232
+ func _set_seed():
233
+ var _seed = args.get("env_seed", DEFAULT_SEED).to_int()
234
+ seed(_seed)
235
+
236
+ func _set_action_repeat():
237
+ action_repeat = args.get("action_repeat", str(action_repeat)).to_int()
238
+
239
+ func disconnect_from_server():
240
+ stream.disconnect_from_host()
241
+
242
+
243
+
244
+ func handle_message() -> bool:
245
+ # get json message: reset, step, close
246
+ var message = _get_dict_json_message()
247
+ if message["type"] == "close":
248
+ print("received close message, closing game")
249
+ get_tree().quit()
250
+ get_tree().set_pause(false)
251
+ return true
252
+
253
+ if message["type"] == "reset":
254
+ print("resetting all agents")
255
+ _reset_all_agents()
256
+ just_reset = true
257
+ get_tree().set_pause(false)
258
+ #print("resetting forcing draw")
259
+ # RenderingServer.force_draw()
260
+ # var obs = _get_obs_from_agents()
261
+ # print("obs ", obs)
262
+ # var reply = {
263
+ # "type": "reset",
264
+ # "obs": obs
265
+ # }
266
+ # _send_dict_as_json_message(reply)
267
+ return true
268
+
269
+ if message["type"] == "call":
270
+ var method = message["method"]
271
+ var returns = _call_method_on_agents(method)
272
+ var reply = {
273
+ "type": "call",
274
+ "returns": returns
275
+ }
276
+ print("calling method from Python")
277
+ _send_dict_as_json_message(reply)
278
+ return handle_message()
279
+
280
+ if message["type"] == "action":
281
+ var action = message["action"]
282
+ _set_agent_actions(action)
283
+ need_to_send_obs = true
284
+ get_tree().set_pause(false)
285
+ return true
286
+
287
+ print("message was not handled")
288
+ return false
289
+
290
+ func _call_method_on_agents(method):
291
+ var returns = []
292
+ for agent in agents:
293
+ returns.append(agent.call(method))
294
+
295
+ return returns
296
+
297
+
298
+ func _reset_agents_if_done():
299
+ for agent in agents:
300
+ if agent.get_done():
301
+ agent.set_done_false()
302
+
303
+ func _reset_all_agents():
304
+ for agent in agents:
305
+ agent.needs_reset = true
306
+ #agent.reset()
307
+
308
+ func _get_obs_from_agents():
309
+ var obs = []
310
+ for agent in agents:
311
+ obs.append(agent.get_obs())
312
+
313
+ return obs
314
+
315
+ func _get_reward_from_agents():
316
+ var rewards = []
317
+ for agent in agents:
318
+ rewards.append(agent.get_reward())
319
+ agent.zero_reward()
320
+ return rewards
321
+
322
+ func _get_done_from_agents():
323
+ var dones = []
324
+ for agent in agents:
325
+ var done = agent.get_done()
326
+ if done: agent.set_done_false()
327
+ dones.append(done)
328
+ return dones
329
+
330
+ func _set_agent_actions(actions):
331
+ for i in range(len(actions)):
332
+ agents[i].set_action(actions[i])
333
+
334
+ func clamp_array(arr : Array, min:float, max:float):
335
+ var output : Array = []
336
+ for a in arr:
337
+ output.append(clamp(a, min, max))
338
+ return output
default_env.tres ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ [gd_resource type="Environment" load_steps=2 format=2]
2
+
3
+ [sub_resource type="ProceduralSky" id=1]
4
+
5
+ [resource]
6
+ background_mode = 2
7
+ background_sky = SubResource( 1 )
icon.png ADDED

Git LFS Details

  • SHA256: 2c160bfdb8d0423b958083202dc7b58d499cbef22f28d2a58626884378ce9b7f
  • Pointer size: 129 Bytes
  • Size of remote file: 3.31 kB
project.godot ADDED
@@ -0,0 +1,67 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ; Engine configuration file.
2
+ ; It's best edited using the editor UI and not directly,
3
+ ; since the parameters that go here are not all obvious.
4
+ ;
5
+ ; Format:
6
+ ; [section] ; section goes between []
7
+ ; param=value ; assign values to parameters
8
+
9
+ config_version=5
10
+
11
+ [application]
12
+
13
+ config/name="VirtualCamera"
14
+ run/main_scene="res://Env.tscn"
15
+ config/features=PackedStringArray("4.2")
16
+ config/icon="res://icon.png"
17
+
18
+ [display]
19
+
20
+ window/size/width=1280
21
+ window/size/height=720
22
+
23
+ [dotnet]
24
+
25
+ project/assembly_name="VirtualCamera"
26
+
27
+ [editor_plugins]
28
+
29
+ enabled=PackedStringArray("res://addons/godot_rl_agents/plugin.cfg")
30
+
31
+ [input]
32
+
33
+ turn_left={
34
+ "deadzone": 0.5,
35
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":65,"physical_keycode":0,"key_label":0,"unicode":97,"echo":false,"script":null)
36
+ ]
37
+ }
38
+ turn_right={
39
+ "deadzone": 0.5,
40
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":68,"physical_keycode":0,"key_label":0,"unicode":100,"echo":false,"script":null)
41
+ ]
42
+ }
43
+ move_forwards={
44
+ "deadzone": 0.5,
45
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":87,"physical_keycode":0,"key_label":0,"unicode":119,"echo":false,"script":null)
46
+ ]
47
+ }
48
+ move_backwards={
49
+ "deadzone": 0.5,
50
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":115,"echo":false,"script":null)
51
+ ]
52
+ }
53
+ r_key={
54
+ "deadzone": 0.5,
55
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":82,"physical_keycode":0,"key_label":0,"unicode":114,"echo":false,"script":null)
56
+ ]
57
+ }
58
+
59
+ [physics]
60
+
61
+ common/enable_pause_aware_picking=true
62
+
63
+ [rendering]
64
+
65
+ quality/filters/msaa=2
66
+ quality/filters/use_fxaa=true
67
+ environment/default_environment="res://default_env.tres"