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  1. .gitattributes +1 -0
  2. AIController3D.gd +45 -0
  3. FlyBy.csproj +10 -0
  4. FlyBy.gd +24 -0
  5. FlyBy.onnx +3 -0
  6. FlyBy.sln +25 -0
  7. FlyBy.tscn +312 -0
  8. GameArea.gd +5 -0
  9. Goal.gd +6 -0
  10. Goal.tscn +27 -0
  11. Plane.gd +122 -0
  12. Plane.tscn +28 -0
  13. PlaneModel.gd +9 -0
  14. PlaneModel.tscn +19 -0
  15. README.md +25 -0
  16. addons/godot_rl_agents/controller/ai_controller_2d.gd +113 -0
  17. addons/godot_rl_agents/controller/ai_controller_3d.gd +114 -0
  18. addons/godot_rl_agents/godot_rl_agents.gd +16 -0
  19. addons/godot_rl_agents/icon.png +3 -0
  20. addons/godot_rl_agents/onnx/csharp/ONNXInference.cs +103 -0
  21. addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs +131 -0
  22. addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml +31 -0
  23. addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml +29 -0
  24. addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd +27 -0
  25. addons/godot_rl_agents/plugin.cfg +7 -0
  26. addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn +48 -0
  27. addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd +235 -0
  28. addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd +25 -0
  29. addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd +118 -0
  30. addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn +7 -0
  31. addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn +6 -0
  32. addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd +258 -0
  33. addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd +25 -0
  34. addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd +21 -0
  35. addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn +41 -0
  36. addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd +185 -0
  37. addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn +27 -0
  38. addons/godot_rl_agents/sync.gd +540 -0
  39. alps_field_2k.hdr +3 -0
  40. cartoon_plane/Body.material +0 -0
  41. cartoon_plane/Cube_1_3__0.material +0 -0
  42. cartoon_plane/Glass.material +0 -0
  43. cartoon_plane/material.material +0 -0
  44. cartoon_plane/material_3.material +0 -0
  45. cartoon_plane/scene.bin +3 -0
  46. cartoon_plane/scene.gltf +3208 -0
  47. cartoon_plane/texture_07.png +3 -0
  48. concrete_wall_004_ao_1k.jpg +3 -0
  49. concrete_wall_004_arm_1k.jpg +3 -0
  50. concrete_wall_004_diff_1k.jpg +3 -0
.gitattributes CHANGED
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  # Video files - compressed
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  *.mp4 filter=lfs diff=lfs merge=lfs -text
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  *.webm filter=lfs diff=lfs merge=lfs -text
 
 
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  # Video files - compressed
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  *.mp4 filter=lfs diff=lfs merge=lfs -text
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  *.webm filter=lfs diff=lfs merge=lfs -text
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+ alps_field_2k.hdr filter=lfs diff=lfs merge=lfs -text
AIController3D.gd ADDED
@@ -0,0 +1,45 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ extends AIController3D
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+
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+
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+ func get_obs():
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+ if _player.cur_goal == null:
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+ _player.game_over()
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+ var goal_vector = to_local(_player.cur_goal.position)
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+ var goal_distance = goal_vector.length()
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+ goal_vector = goal_vector.normalized()
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+ goal_distance = clamp(goal_distance, 0.0, 50.0)
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+
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+ var next_goal = _player.environment.get_next_goal(_player.cur_goal)
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+ var next_goal_vector = to_local(next_goal.position)
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+ var next_goal_distance = next_goal_vector.length()
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+ next_goal_vector = next_goal_vector.normalized()
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+ next_goal_distance = clamp(next_goal_distance, 0.0, 50.0)
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+
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+ var obs = [
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+ goal_vector.x,
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+ goal_vector.y,
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+ goal_vector.z,
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+ goal_distance / 50.0,
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+ next_goal_vector.x,
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+ next_goal_vector.y,
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+ next_goal_vector.z,
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+ next_goal_distance / 50.0
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+ ]
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+
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+ return {"obs": obs}
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+
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+
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+ func get_action_space():
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+ return {
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+ "pitch": {"size": 1, "action_type": "continuous"},
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+ "turn": {"size": 1, "action_type": "continuous"}
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+ }
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+
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+
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+ func set_action(action):
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+ _player.turn_input = action["turn"][0]
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+ _player.pitch_input = action["pitch"][0]
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+
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+
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+ func get_reward():
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+ return reward
FlyBy.csproj ADDED
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+ <Project Sdk="Godot.NET.Sdk/4.0.3">
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+ <PropertyGroup>
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+ <TargetFramework>net6.0</TargetFramework>
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+ <EnableDynamicLoading>true</EnableDynamicLoading>
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+ <RootNamespace>GodotRLAgents</RootNamespace>
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+ </PropertyGroup>
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+ <ItemGroup>
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+ <PackageReference Include="Microsoft.ML.OnnxRuntime" Version="1.15.1" />
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+ </ItemGroup>
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+ </Project>
FlyBy.gd ADDED
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+ extends Node3D
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+
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+ var goals = null
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+
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+
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+ # Called when the node enters the scene tree for the first time.
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+ func _ready():
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+ goals = $Goals.get_children()
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+
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+
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+ func get_next_goal(current_goal):
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+ if current_goal == null:
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+ return goals[0]
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+ var index = null
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+ for i in len(goals):
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+ if goals[i] == current_goal:
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+ index = (i + 1) % len(goals)
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+ break
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+
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+ return goals[index]
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+
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+
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+ func get_last_goal():
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+ return goals[-1]
FlyBy.onnx ADDED
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+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:933de1f9ca8317c0efde301a441582ebe0ac338f7d9020c3d816631530628ddd
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+ size 21197
FlyBy.sln ADDED
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+ 
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+ Microsoft Visual Studio Solution File, Format Version 12.00
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+ # Visual Studio Version 17
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+ VisualStudioVersion = 17.5.33530.505
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+ MinimumVisualStudioVersion = 10.0.40219.1
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+ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Godot RL Agents", "Godot RL Agents.csproj", "{055E8CBC-A3EC-41A8-BC53-EC3010682AE4}"
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+ EndProject
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+ Global
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+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
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+ Debug|Any CPU = Debug|Any CPU
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+ ExportDebug|Any CPU = ExportDebug|Any CPU
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+ ExportRelease|Any CPU = ExportRelease|Any CPU
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+ EndGlobalSection
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+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
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+ {055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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+ {055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.Debug|Any CPU.Build.0 = Debug|Any CPU
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+ {055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
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+ {055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
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+ {055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
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+ {055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
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+ EndGlobalSection
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+ GlobalSection(SolutionProperties) = preSolution
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+ HideSolutionNode = FALSE
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+ EndGlobalSection
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+ EndGlobal
FlyBy.tscn ADDED
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+
195
+ [node name="CSGBox7" type="CSGBox3D" parent="Columns"]
196
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 125, 25, -164)
197
+ size = Vector3(10, 100, 10)
198
+ material = SubResource("3")
199
+
200
+ [node name="CSGBox11" type="CSGBox3D" parent="Columns"]
201
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 185, 25, -218)
202
+ size = Vector3(10, 100, 10)
203
+ material = SubResource("3")
204
+
205
+ [node name="CSGBox10" type="CSGBox3D" parent="Columns"]
206
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 74, 25, -226)
207
+ size = Vector3(10, 100, 10)
208
+ material = SubResource("3")
209
+
210
+ [node name="CSGBox8" type="CSGBox3D" parent="Columns"]
211
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -74, 25, 91)
212
+ size = Vector3(10, 100, 10)
213
+ material = SubResource("3")
214
+
215
+ [node name="CSGBox9" type="CSGBox3D" parent="Columns"]
216
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 102, 25, 130)
217
+ size = Vector3(10, 100, 10)
218
+ material = SubResource("3")
219
+
220
+ [node name="GameArea" type="Area3D" parent="."]
221
+ script = ExtResource("2")
222
+
223
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="GameArea"]
224
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 35, 41, 1)
225
+ shape = SubResource("4")
226
+
227
+ [node name="Sync" type="Node" parent="."]
228
+ script = ExtResource("1")
229
+
230
+ [node name="Plane" parent="." instance=ExtResource("5")]
231
+ transform = Transform3D(-0.372224, 0.0145406, -0.928029, 0, 0.999877, 0.0156663, 0.928143, 0.00583138, -0.372178, -111.001, 77.3255, -109.24)
232
+ turn_acc = 4.0
233
+
234
+ [node name="Plane2" parent="." instance=ExtResource("5")]
235
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
236
+ turn_acc = 4.0
237
+
238
+ [node name="Plane3" parent="." instance=ExtResource("5")]
239
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
240
+ turn_acc = 4.0
241
+
242
+ [node name="Plane4" parent="." instance=ExtResource("5")]
243
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
244
+ turn_acc = 4.0
245
+
246
+ [node name="Plane5" parent="." instance=ExtResource("5")]
247
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
248
+ turn_acc = 4.0
249
+
250
+ [node name="Plane6" parent="." instance=ExtResource("5")]
251
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
252
+ turn_acc = 4.0
253
+
254
+ [node name="Plane7" parent="." instance=ExtResource("5")]
255
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
256
+ turn_acc = 4.0
257
+
258
+ [node name="Plane8" parent="." instance=ExtResource("5")]
259
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
260
+ turn_acc = 4.0
261
+
262
+ [node name="Plane9" parent="." instance=ExtResource("5")]
263
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
264
+ turn_acc = 4.0
265
+
266
+ [node name="Plane10" parent="." instance=ExtResource("5")]
267
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
268
+ turn_acc = 4.0
269
+
270
+ [node name="Plane11" parent="." instance=ExtResource("5")]
271
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
272
+ turn_acc = 4.0
273
+
274
+ [node name="Plane12" parent="." instance=ExtResource("5")]
275
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
276
+ turn_acc = 4.0
277
+
278
+ [node name="Plane13" parent="." instance=ExtResource("5")]
279
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
280
+ turn_acc = 4.0
281
+
282
+ [node name="Plane14" parent="." instance=ExtResource("5")]
283
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 27, 0)
284
+ turn_acc = 4.0
285
+
286
+ [node name="Plane15" parent="." instance=ExtResource("5")]
287
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14, 27, -1)
288
+ turn_acc = 4.0
289
+
290
+ [node name="Plane16" parent="." instance=ExtResource("5")]
291
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14, 27, -1)
292
+ turn_acc = 4.0
293
+
294
+ [node name="Walls" type="Node" parent="."]
295
+
296
+ [node name="MeshInstance3D" type="MeshInstance3D" parent="Walls"]
297
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 36, -24.1131, 252)
298
+ mesh = SubResource("5")
299
+
300
+ [node name="MeshInstance2" type="MeshInstance3D" parent="Walls"]
301
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 35, -24.1131, -251)
302
+ mesh = SubResource("5")
303
+
304
+ [node name="MeshInstance3" type="MeshInstance3D" parent="Walls"]
305
+ transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, -215, -24.1131, 1)
306
+ mesh = SubResource("5")
307
+
308
+ [node name="MeshInstance4" type="MeshInstance3D" parent="Walls"]
309
+ transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 285, -24.1131, -2)
310
+ mesh = SubResource("5")
311
+
312
+ [connection signal="body_exited" from="GameArea" to="GameArea" method="_on_GameArea_body_exited"]
GameArea.gd ADDED
@@ -0,0 +1,5 @@
 
 
 
 
 
 
1
+ extends Area3D
2
+
3
+
4
+ func _on_GameArea_body_exited(body):
5
+ body.exited_game_area()
Goal.gd ADDED
@@ -0,0 +1,6 @@
 
 
 
 
 
 
 
1
+ extends CSGTorus3D
2
+
3
+
4
+
5
+ func _on_Area_body_entered(body):
6
+ body.goal_reached(self)
Goal.tscn ADDED
@@ -0,0 +1,27 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=4 format=3 uid="uid://bjx0dykb8q6kf"]
2
+
3
+ [ext_resource type="Script" path="res://Goal.gd" id="1"]
4
+
5
+ [sub_resource type="StandardMaterial3D" id="1"]
6
+ transparency = 1
7
+ albedo_color = Color(0.372549, 0.0823529, 0.109804, 0.705882)
8
+
9
+ [sub_resource type="CylinderShape3D" id="2"]
10
+ height = 1.0
11
+ radius = 5.0
12
+
13
+ [node name="Goal" type="CSGTorus3D"]
14
+ transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 34, 11)
15
+ inner_radius = 8.0
16
+ outer_radius = 10.0
17
+ sides = 32
18
+ ring_sides = 12
19
+ material = SubResource("1")
20
+ script = ExtResource("1")
21
+
22
+ [node name="Area3D" type="Area3D" parent="."]
23
+
24
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
25
+ shape = SubResource("2")
26
+
27
+ [connection signal="body_entered" from="Area3D" to="." method="_on_Area_body_entered"]
Plane.gd ADDED
@@ -0,0 +1,122 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends CharacterBody3D
2
+
3
+ # Maximum airspeed
4
+ var max_flight_speed = 30
5
+ # Turn rate
6
+ @export var turn_speed = 5.0
7
+ @export var level_speed = 12.0
8
+ @export var turn_acc = 4.0
9
+ # Climb/dive rate
10
+ var pitch_speed = 2.0
11
+ # Wings "autolevel" speed
12
+ # Throttle change speed
13
+ var throttle_delta = 30
14
+ # Acceleration/deceleration
15
+ var acceleration = 6.0
16
+ # Current speed
17
+ var forward_speed = 0
18
+ # Throttle input speed
19
+ var target_speed = 0
20
+
21
+ #var velocity = Vector3.ZERO
22
+ var found_goal = false
23
+ var exited_arena = false
24
+ var cur_goal = null
25
+ @onready var environment = get_parent()
26
+ @onready var ai_controller = $AIController3D
27
+ # ------- #
28
+ var turn_input = 0
29
+ var pitch_input = 0
30
+ var best_goal_distance := 10000.0
31
+ var transform_backup = null
32
+
33
+
34
+ func _ready():
35
+ ai_controller.init(self)
36
+ transform_backup = transform
37
+
38
+
39
+ func game_over():
40
+ cur_goal = environment.get_next_goal(null)
41
+ transform_backup = transform_backup
42
+ position.x = 0 + randf_range(-2, 2)
43
+ position.y = 27 + randf_range(-2, 2)
44
+ position.z = 0 + randf_range(-2, 2)
45
+ velocity = Vector3.ZERO
46
+ rotation = Vector3.ZERO
47
+ found_goal = false
48
+ exited_arena = false
49
+ best_goal_distance = to_local(cur_goal.position).length()
50
+ ai_controller.reset()
51
+
52
+
53
+ func update_reward():
54
+ ai_controller.reward -= 0.01 # step penalty
55
+ ai_controller.reward += shaping_reward()
56
+
57
+
58
+ func shaping_reward():
59
+ var s_reward = 0.0
60
+ var goal_distance = to_local(cur_goal.position).length()
61
+ if goal_distance < best_goal_distance:
62
+ s_reward += best_goal_distance - goal_distance
63
+ best_goal_distance = goal_distance
64
+
65
+ s_reward /= 1.0
66
+ return s_reward
67
+
68
+
69
+ func set_heuristic(heuristic):
70
+ self._heuristic = heuristic
71
+
72
+
73
+ func _physics_process(delta):
74
+ if ai_controller.needs_reset:
75
+ game_over()
76
+ return
77
+
78
+ if cur_goal == null:
79
+ game_over()
80
+ set_input()
81
+ if Input.is_action_just_pressed("r_key"):
82
+ game_over()
83
+ # Rotate the transform based checked the input values
84
+ transform.basis = transform.basis.rotated(
85
+ transform.basis.x.normalized(), pitch_input * pitch_speed * delta
86
+ )
87
+ transform.basis = transform.basis.rotated(Vector3.UP, turn_input * turn_speed * delta)
88
+ $PlaneModel.rotation.z = lerp($PlaneModel.rotation.z, -float(turn_input), level_speed * delta)
89
+ $PlaneModel.rotation.x = lerp($PlaneModel.rotation.x, -float(pitch_input), level_speed * delta)
90
+
91
+ # Movement is always forward
92
+ velocity = -transform.basis.z.normalized() * max_flight_speed
93
+ # Handle landing/taking unchecked
94
+ set_velocity(velocity)
95
+ set_up_direction(Vector3.UP)
96
+ move_and_slide()
97
+ update_reward()
98
+
99
+
100
+ func set_input():
101
+ if ai_controller.heuristic == "model":
102
+ return
103
+ else:
104
+ turn_input = (
105
+ Input.get_action_strength("roll_left") - Input.get_action_strength("roll_right")
106
+ )
107
+ pitch_input = (
108
+ Input.get_action_strength("pitch_up") - Input.get_action_strength("pitch_down")
109
+ )
110
+
111
+
112
+ func goal_reached(goal):
113
+ if goal == cur_goal:
114
+ ai_controller.reward += 100.0
115
+ cur_goal = environment.get_next_goal(cur_goal)
116
+
117
+
118
+ func exited_game_area():
119
+ ai_controller.done = true
120
+ ai_controller.reward -= 10.0
121
+ exited_arena = true
122
+ game_over()
Plane.tscn ADDED
@@ -0,0 +1,28 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=5 format=3 uid="uid://3xxv82w5v8bo"]
2
+
3
+ [ext_resource type="Script" path="res://Plane.gd" id="2"]
4
+ [ext_resource type="PackedScene" uid="uid://bo7tjnr5viqq" path="res://cartoon_plane/scene.gltf" id="2_0hy0d"]
5
+ [ext_resource type="Script" path="res://AIController3D.gd" id="3_y1d1w"]
6
+
7
+ [sub_resource type="CylinderShape3D" id="27"]
8
+ height = 7.77792
9
+
10
+ [node name="Plane" type="CharacterBody3D"]
11
+ collision_mask = 2
12
+ script = ExtResource("2")
13
+ turn_speed = 2.0
14
+ level_speed = 2.0
15
+
16
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
17
+ transform = Transform3D(1, 0, 0, 0, -0.00176279, -0.999998, 0, 0.999998, -0.00176279, 0, -0.43198, 0.299141)
18
+ shape = SubResource("27")
19
+
20
+ [node name="PlaneModel" parent="." instance=ExtResource("2_0hy0d")]
21
+ transform = Transform3D(-0.01, 0, -8.74228e-10, 0, 0.01, 0, 8.74228e-10, 0, -0.01, 0, 0, 0)
22
+
23
+ [node name="Camera3D" type="Camera3D" parent="."]
24
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 21.4392)
25
+
26
+ [node name="AIController3D" type="Node3D" parent="." groups=["AGENT"]]
27
+ script = ExtResource("3_y1d1w")
28
+ reset_after = 200000
PlaneModel.gd ADDED
@@ -0,0 +1,9 @@
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+
3
+
4
+ @onready var anim = $AnimationPlayer
5
+
6
+ # Called when the node enters the scene tree for the first time.
7
+ func _ready():
8
+ get_node("AnimationPlayer").get_animation("Main")#.set_loop(true)
9
+ anim.play("Main")
PlaneModel.tscn ADDED
@@ -0,0 +1,19 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=2 format=2]
2
+
3
+ [ext_resource path="res://cartoon_plane/scene.gltf" type="PackedScene" id=1]
4
+
5
+ [node name="PlaneModel" instance=ExtResource( 1 )]
6
+ transform = Transform3D( 0.01, 0, 0, 0, 0.01, 0, 0, 0, 0.01, 0, 0, 0 )
7
+
8
+ [node name="RootNode (gltf orientation matrix)" parent="." index="0"]
9
+ transform = Transform3D( -1, 8.74228e-08, 3.82137e-15, 0, -4.37114e-08, 1, 8.74228e-08, 1, 4.37114e-08, 0, 0, 0 )
10
+
11
+ [node name="Propeller_1" parent="RootNode (gltf orientation matrix)/RootNode (model correction matrix)/12cc6a9ff2ae45b08826ba235d9cb8b7fbx/Node/RootNode" index="0"]
12
+ transform = Transform3D( -0.791092, -0.611698, 0, 0.611698, -0.791092, 0, 0, 0, 1, 0.873349, -46.0248, 401.434 )
13
+
14
+ [node name="Physical_Sky" parent="RootNode (gltf orientation matrix)/RootNode (model correction matrix)/12cc6a9ff2ae45b08826ba235d9cb8b7fbx/Node/RootNode" index="1"]
15
+ transform = Transform3D( 0.879922, 0.00248785, -0.475112, 0.0222404, 0.998674, 0.0464192, 0.474598, -0.051412, 0.8787, 0, 0, 0 )
16
+ visible = false
17
+
18
+ [node name="Shadow_Plane" parent="RootNode (gltf orientation matrix)/RootNode (model correction matrix)/12cc6a9ff2ae45b08826ba235d9cb8b7fbx/Node/RootNode/Physical_Sky" index="1"]
19
+ visible = false
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 FlyBy 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_FlyBy
22
+ ```
23
+
24
+
25
+
addons/godot_rl_agents/controller/ai_controller_2d.gd ADDED
@@ -0,0 +1,113 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
+ class_name AIController2D
3
+
4
+ enum ControlModes { INHERIT_FROM_SYNC, HUMAN, TRAINING, ONNX_INFERENCE, RECORD_EXPERT_DEMOS }
5
+ @export var control_mode: ControlModes = ControlModes.INHERIT_FROM_SYNC
6
+ @export var onnx_model_path := ""
7
+ @export var reset_after := 1000
8
+
9
+ @export_group("Record expert demos mode options")
10
+ ## Path where the demos will be saved. The file can later be used for imitation learning.
11
+ @export var expert_demo_save_path: String
12
+ ## The action that erases the last recorded episode from the currently recorded data.
13
+ @export var remove_last_episode_key: InputEvent
14
+ ## Action will be repeated for n frames. Will introduce control lag if larger than 1.
15
+ ## Can be used to ensure that action_repeat on inference and training matches
16
+ ## the recorded demonstrations.
17
+ @export var action_repeat: int = 1
18
+
19
+ var onnx_model: ONNXModel
20
+
21
+ var heuristic := "human"
22
+ var done := false
23
+ var reward := 0.0
24
+ var n_steps := 0
25
+ var needs_reset := false
26
+
27
+ var _player: Node2D
28
+
29
+
30
+ func _ready():
31
+ add_to_group("AGENT")
32
+
33
+
34
+ func init(player: Node2D):
35
+ _player = player
36
+
37
+
38
+ #-- Methods that need implementing using the "extend script" option in Godot --#
39
+ func get_obs() -> Dictionary:
40
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
41
+ return {"obs": []}
42
+
43
+
44
+ func get_reward() -> float:
45
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
46
+ return 0.0
47
+
48
+
49
+ func get_action_space() -> Dictionary:
50
+ assert(
51
+ false,
52
+ "the get get_action_space method is not implemented when extending from ai_controller"
53
+ )
54
+ return {
55
+ "example_actions_continous": {"size": 2, "action_type": "continuous"},
56
+ "example_actions_discrete": {"size": 2, "action_type": "discrete"},
57
+ }
58
+
59
+
60
+ func set_action(action) -> void:
61
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
62
+
63
+
64
+ #-----------------------------------------------------------------------------#
65
+
66
+
67
+ #-- Methods that sometimes need implementing using the "extend script" option in Godot --#
68
+ # Only needed if you are recording expert demos with this AIController
69
+ func get_action() -> Array:
70
+ assert(false, "the get set_action method is not implemented in extended AIController but demo_recorder is used")
71
+ return []
72
+
73
+ # -----------------------------------------------------------------------------#
74
+
75
+ func _physics_process(delta):
76
+ n_steps += 1
77
+ if n_steps > reset_after:
78
+ needs_reset = true
79
+
80
+
81
+ func get_obs_space():
82
+ # may need overriding if the obs space is complex
83
+ var obs = get_obs()
84
+ return {
85
+ "obs": {"size": [len(obs["obs"])], "space": "box"},
86
+ }
87
+
88
+
89
+ func reset():
90
+ n_steps = 0
91
+ needs_reset = false
92
+
93
+
94
+ func reset_if_done():
95
+ if done:
96
+ reset()
97
+
98
+
99
+ func set_heuristic(h):
100
+ # sets the heuristic from "human" or "model" nothing to change here
101
+ heuristic = h
102
+
103
+
104
+ func get_done():
105
+ return done
106
+
107
+
108
+ func set_done_false():
109
+ done = false
110
+
111
+
112
+ func zero_reward():
113
+ reward = 0.0
addons/godot_rl_agents/controller/ai_controller_3d.gd ADDED
@@ -0,0 +1,114 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name AIController3D
3
+
4
+ enum ControlModes { INHERIT_FROM_SYNC, HUMAN, TRAINING, ONNX_INFERENCE, RECORD_EXPERT_DEMOS }
5
+ @export var control_mode: ControlModes = ControlModes.INHERIT_FROM_SYNC
6
+ @export var onnx_model_path := ""
7
+ @export var reset_after := 1000
8
+
9
+ @export_group("Record expert demos mode options")
10
+ ## Path where the demos will be saved. The file can later be used for imitation learning.
11
+ @export var expert_demo_save_path: String
12
+ ## The action that erases the last recorded episode from the currently recorded data.
13
+ @export var remove_last_episode_key: InputEvent
14
+ ## Action will be repeated for n frames. Will introduce control lag if larger than 1.
15
+ ## Can be used to ensure that action_repeat on inference and training matches
16
+ ## the recorded demonstrations.
17
+ @export var action_repeat: int = 1
18
+
19
+ var onnx_model: ONNXModel
20
+
21
+ var heuristic := "human"
22
+ var done := false
23
+ var reward := 0.0
24
+ var n_steps := 0
25
+ var needs_reset := false
26
+
27
+ var _player: Node3D
28
+
29
+
30
+ func _ready():
31
+ add_to_group("AGENT")
32
+
33
+
34
+ func init(player: Node3D):
35
+ _player = player
36
+
37
+
38
+ #-- Methods that need implementing using the "extend script" option in Godot --#
39
+ func get_obs() -> Dictionary:
40
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
41
+ return {"obs": []}
42
+
43
+
44
+ func get_reward() -> float:
45
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
46
+ return 0.0
47
+
48
+
49
+ func get_action_space() -> Dictionary:
50
+ assert(
51
+ false,
52
+ "the get get_action_space method is not implemented when extending from ai_controller"
53
+ )
54
+ return {
55
+ "example_actions_continous": {"size": 2, "action_type": "continuous"},
56
+ "example_actions_discrete": {"size": 2, "action_type": "discrete"},
57
+ }
58
+
59
+
60
+ func set_action(action) -> void:
61
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
62
+
63
+
64
+ #-----------------------------------------------------------------------------#
65
+
66
+
67
+ #-- Methods that sometimes need implementing using the "extend script" option in Godot --#
68
+ # Only needed if you are recording expert demos with this AIController
69
+ func get_action() -> Array:
70
+ assert(false, "the get set_action method is not implemented in extended AIController but demo_recorder is used")
71
+ return []
72
+
73
+ # -----------------------------------------------------------------------------#
74
+
75
+
76
+ func _physics_process(delta):
77
+ n_steps += 1
78
+ if n_steps > reset_after:
79
+ needs_reset = true
80
+
81
+
82
+ func get_obs_space():
83
+ # may need overriding if the obs space is complex
84
+ var obs = get_obs()
85
+ return {
86
+ "obs": {"size": [len(obs["obs"])], "space": "box"},
87
+ }
88
+
89
+
90
+ func reset():
91
+ n_steps = 0
92
+ needs_reset = false
93
+
94
+
95
+ func reset_if_done():
96
+ if done:
97
+ reset()
98
+
99
+
100
+ func set_heuristic(h):
101
+ # sets the heuristic from "human" or "model" nothing to change here
102
+ heuristic = h
103
+
104
+
105
+ func get_done():
106
+ return done
107
+
108
+
109
+ func set_done_false():
110
+ done = false
111
+
112
+
113
+ func zero_reward():
114
+ 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 +1,27 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
+
8
+ # Must provide the path to the model and the batch size
9
+ func _init(model_path, batch_size):
10
+ inferencer = inferencer_script.new()
11
+ inferencer.Initialize(model_path, batch_size)
12
+
13
+
14
+ # This function is the one that will be called from the game,
15
+ # requires the observation as an array and the state_ins as an int
16
+ # returns an Array containing the action the model takes.
17
+ func run_inference(obs: Array, state_ins: int) -> Dictionary:
18
+ if inferencer == null:
19
+ printerr("Inferencer not initialized")
20
+ return {}
21
+ return inferencer.RunInference(obs, state_ins)
22
+
23
+
24
+ func _notification(what):
25
+ if what == NOTIFICATION_PREDELETE:
26
+ inferencer.FreeDisposables()
27
+ 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 +1,235 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor2D
3
+ class_name GridSensor2D
4
+
5
+ @export var debug_view := false:
6
+ get:
7
+ return debug_view
8
+ set(value):
9
+ debug_view = value
10
+ _update()
11
+
12
+ @export_flags_2d_physics var detection_mask := 0:
13
+ get:
14
+ return detection_mask
15
+ set(value):
16
+ detection_mask = value
17
+ _update()
18
+
19
+ @export var collide_with_areas := false:
20
+ get:
21
+ return collide_with_areas
22
+ set(value):
23
+ collide_with_areas = value
24
+ _update()
25
+
26
+ @export var collide_with_bodies := true:
27
+ get:
28
+ return collide_with_bodies
29
+ set(value):
30
+ collide_with_bodies = value
31
+ _update()
32
+
33
+ @export_range(1, 200, 0.1) var cell_width := 20.0:
34
+ get:
35
+ return cell_width
36
+ set(value):
37
+ cell_width = value
38
+ _update()
39
+
40
+ @export_range(1, 200, 0.1) var cell_height := 20.0:
41
+ get:
42
+ return cell_height
43
+ set(value):
44
+ cell_height = value
45
+ _update()
46
+
47
+ @export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
48
+ get:
49
+ return grid_size_x
50
+ set(value):
51
+ grid_size_x = value
52
+ _update()
53
+
54
+ @export_range(1, 21, 2, "or_greater") var grid_size_y := 3:
55
+ get:
56
+ return grid_size_y
57
+ set(value):
58
+ grid_size_y = value
59
+ _update()
60
+
61
+ var _obs_buffer: PackedFloat64Array
62
+ var _rectangle_shape: RectangleShape2D
63
+ var _collision_mapping: Dictionary
64
+ var _n_layers_per_cell: int
65
+
66
+ var _highlighted_cell_color: Color
67
+ var _standard_cell_color: Color
68
+
69
+
70
+ func get_observation():
71
+ return _obs_buffer
72
+
73
+
74
+ func _update():
75
+ if Engine.is_editor_hint():
76
+ if is_node_ready():
77
+ _spawn_nodes()
78
+
79
+
80
+ func _ready() -> void:
81
+ _set_colors()
82
+
83
+ if Engine.is_editor_hint():
84
+ if get_child_count() == 0:
85
+ _spawn_nodes()
86
+ else:
87
+ _spawn_nodes()
88
+
89
+
90
+ func _set_colors() -> void:
91
+ _standard_cell_color = Color(100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0)
92
+ _highlighted_cell_color = Color(255.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0)
93
+
94
+
95
+ func _get_collision_mapping() -> Dictionary:
96
+ # defines which layer is mapped to which cell obs index
97
+ var total_bits = 0
98
+ var collision_mapping = {}
99
+ for i in 32:
100
+ var bit_mask = 2 ** i
101
+ if (detection_mask & bit_mask) > 0:
102
+ collision_mapping[i] = total_bits
103
+ total_bits += 1
104
+
105
+ return collision_mapping
106
+
107
+
108
+ func _spawn_nodes():
109
+ for cell in get_children():
110
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
111
+ cell.queue_free()
112
+
113
+ _collision_mapping = _get_collision_mapping()
114
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
115
+ # allocate memory for the observations
116
+ _n_layers_per_cell = len(_collision_mapping)
117
+ _obs_buffer = PackedFloat64Array()
118
+ _obs_buffer.resize(grid_size_x * grid_size_y * _n_layers_per_cell)
119
+ _obs_buffer.fill(0)
120
+ #prints(len(_obs_buffer), _obs_buffer )
121
+
122
+ _rectangle_shape = RectangleShape2D.new()
123
+ _rectangle_shape.set_size(Vector2(cell_width, cell_height))
124
+
125
+ var shift := Vector2(
126
+ -(grid_size_x / 2) * cell_width,
127
+ -(grid_size_y / 2) * cell_height,
128
+ )
129
+
130
+ for i in grid_size_x:
131
+ for j in grid_size_y:
132
+ var cell_position = Vector2(i * cell_width, j * cell_height) + shift
133
+ _create_cell(i, j, cell_position)
134
+
135
+
136
+ func _create_cell(i: int, j: int, position: Vector2):
137
+ var cell := Area2D.new()
138
+ cell.position = position
139
+ cell.name = "GridCell %s %s" % [i, j]
140
+ cell.modulate = _standard_cell_color
141
+
142
+ if collide_with_areas:
143
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
144
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
145
+
146
+ if collide_with_bodies:
147
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
148
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
149
+
150
+ cell.collision_layer = 0
151
+ cell.collision_mask = detection_mask
152
+ cell.monitorable = true
153
+ add_child(cell)
154
+ cell.set_owner(get_tree().edited_scene_root)
155
+
156
+ var col_shape := CollisionShape2D.new()
157
+ col_shape.shape = _rectangle_shape
158
+ col_shape.name = "CollisionShape2D"
159
+ cell.add_child(col_shape)
160
+ col_shape.set_owner(get_tree().edited_scene_root)
161
+
162
+ if debug_view:
163
+ var quad = MeshInstance2D.new()
164
+ quad.name = "MeshInstance2D"
165
+ var quad_mesh = QuadMesh.new()
166
+
167
+ quad_mesh.set_size(Vector2(cell_width, cell_height))
168
+
169
+ quad.mesh = quad_mesh
170
+ cell.add_child(quad)
171
+ quad.set_owner(get_tree().edited_scene_root)
172
+
173
+
174
+ func _update_obs(cell_i: int, cell_j: int, collision_layer: int, entered: bool):
175
+ for key in _collision_mapping:
176
+ var bit_mask = 2 ** key
177
+ if (collision_layer & bit_mask) > 0:
178
+ var collison_map_index = _collision_mapping[key]
179
+
180
+ var obs_index = (
181
+ (cell_i * grid_size_x * _n_layers_per_cell)
182
+ + (cell_j * _n_layers_per_cell)
183
+ + collison_map_index
184
+ )
185
+ #prints(obs_index, cell_i, cell_j)
186
+ if entered:
187
+ _obs_buffer[obs_index] += 1
188
+ else:
189
+ _obs_buffer[obs_index] -= 1
190
+
191
+
192
+ func _toggle_cell(cell_i: int, cell_j: int):
193
+ var cell = get_node_or_null("GridCell %s %s" % [cell_i, cell_j])
194
+
195
+ if cell == null:
196
+ print("cell not found, returning")
197
+
198
+ var n_hits = 0
199
+ var start_index = (cell_i * grid_size_x * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
200
+ for i in _n_layers_per_cell:
201
+ n_hits += _obs_buffer[start_index + i]
202
+
203
+ if n_hits > 0:
204
+ cell.modulate = _highlighted_cell_color
205
+ else:
206
+ cell.modulate = _standard_cell_color
207
+
208
+
209
+ func _on_cell_area_entered(area: Area2D, cell_i: int, cell_j: int):
210
+ #prints("_on_cell_area_entered", cell_i, cell_j)
211
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
212
+ if debug_view:
213
+ _toggle_cell(cell_i, cell_j)
214
+ #print(_obs_buffer)
215
+
216
+
217
+ func _on_cell_area_exited(area: Area2D, 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
+
224
+ func _on_cell_body_entered(body: Node2D, cell_i: int, cell_j: int):
225
+ #prints("_on_cell_body_entered", cell_i, cell_j)
226
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
227
+ if debug_view:
228
+ _toggle_cell(cell_i, cell_j)
229
+
230
+
231
+ func _on_cell_body_exited(body: Node2D, cell_i: int, cell_j: int):
232
+ #prints("_on_cell_body_exited", cell_i, cell_j)
233
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
234
+ if debug_view:
235
+ _toggle_cell(cell_i, cell_j)
addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
+ class_name ISensor2D
3
+
4
+ var _obs: Array = []
5
+ var _active := false
6
+
7
+
8
+ func get_observation():
9
+ pass
10
+
11
+
12
+ func activate():
13
+ _active = true
14
+
15
+
16
+ func deactivate():
17
+ _active = false
18
+
19
+
20
+ func _update_observation():
21
+ pass
22
+
23
+
24
+ func reset():
25
+ 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:
7
+ return collision_mask
8
+ set(value):
9
+ collision_mask = value
10
+ _update()
11
+
12
+ @export var collide_with_areas := false:
13
+ get:
14
+ return collide_with_areas
15
+ set(value):
16
+ collide_with_areas = value
17
+ _update()
18
+
19
+ @export var collide_with_bodies := true:
20
+ get:
21
+ return collide_with_bodies
22
+ set(value):
23
+ collide_with_bodies = value
24
+ _update()
25
+
26
+ @export var n_rays := 16.0:
27
+ get:
28
+ return n_rays
29
+ set(value):
30
+ n_rays = value
31
+ _update()
32
+
33
+ @export_range(5, 3000, 5.0) var ray_length := 200:
34
+ get:
35
+ return ray_length
36
+ set(value):
37
+ ray_length = value
38
+ _update()
39
+ @export_range(5, 360, 5.0) var cone_width := 360.0:
40
+ get:
41
+ return cone_width
42
+ set(value):
43
+ cone_width = value
44
+ _update()
45
+
46
+ @export var debug_draw := true:
47
+ get:
48
+ return debug_draw
49
+ set(value):
50
+ debug_draw = value
51
+ _update()
52
+
53
+ var _angles = []
54
+ var rays := []
55
+
56
+
57
+ func _update():
58
+ if Engine.is_editor_hint():
59
+ if debug_draw:
60
+ _spawn_nodes()
61
+ else:
62
+ for ray in get_children():
63
+ if ray is RayCast2D:
64
+ remove_child(ray)
65
+
66
+
67
+ func _ready() -> void:
68
+ _spawn_nodes()
69
+
70
+
71
+ func _spawn_nodes():
72
+ for ray in rays:
73
+ ray.queue_free()
74
+ rays = []
75
+
76
+ _angles = []
77
+ var step = cone_width / (n_rays)
78
+ var start = step / 2 - cone_width / 2
79
+
80
+ for i in n_rays:
81
+ var angle = start + i * step
82
+ var ray = RayCast2D.new()
83
+ ray.set_target_position(
84
+ Vector2(ray_length * cos(deg_to_rad(angle)), ray_length * sin(deg_to_rad(angle)))
85
+ )
86
+ ray.set_name("node_" + str(i))
87
+ ray.enabled = false
88
+ ray.collide_with_areas = collide_with_areas
89
+ ray.collide_with_bodies = collide_with_bodies
90
+ ray.collision_mask = collision_mask
91
+ add_child(ray)
92
+ rays.append(ray)
93
+
94
+ _angles.append(start + i * step)
95
+
96
+
97
+ func get_observation() -> Array:
98
+ return self.calculate_raycasts()
99
+
100
+
101
+ func calculate_raycasts() -> Array:
102
+ var result = []
103
+ for ray in rays:
104
+ ray.enabled = true
105
+ ray.force_raycast_update()
106
+ var distance = _get_raycast_distance(ray)
107
+ result.append(distance)
108
+ ray.enabled = false
109
+ return result
110
+
111
+
112
+ func _get_raycast_distance(ray: RayCast2D) -> float:
113
+ if !ray.is_colliding():
114
+ return 0.0
115
+
116
+ var distance = (global_position - ray.get_collision_point()).length()
117
+ distance = clamp(distance, 0.0, ray_length)
118
+ return (ray_length - distance) / ray_length
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 +1,258 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor3D
3
+ class_name GridSensor3D
4
+
5
+ @export var debug_view := false:
6
+ get:
7
+ return debug_view
8
+ set(value):
9
+ debug_view = value
10
+ _update()
11
+
12
+ @export_flags_3d_physics var detection_mask := 0:
13
+ get:
14
+ return detection_mask
15
+ set(value):
16
+ detection_mask = value
17
+ _update()
18
+
19
+ @export var collide_with_areas := false:
20
+ get:
21
+ return collide_with_areas
22
+ set(value):
23
+ collide_with_areas = value
24
+ _update()
25
+
26
+ @export var collide_with_bodies := false:
27
+ # NOTE! The sensor will not detect StaticBody3D, add an area to static bodies to detect them
28
+ get:
29
+ return collide_with_bodies
30
+ set(value):
31
+ collide_with_bodies = value
32
+ _update()
33
+
34
+ @export_range(0.1, 2, 0.1) var cell_width := 1.0:
35
+ get:
36
+ return cell_width
37
+ set(value):
38
+ cell_width = value
39
+ _update()
40
+
41
+ @export_range(0.1, 2, 0.1) var cell_height := 1.0:
42
+ get:
43
+ return cell_height
44
+ set(value):
45
+ cell_height = value
46
+ _update()
47
+
48
+ @export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
49
+ get:
50
+ return grid_size_x
51
+ set(value):
52
+ grid_size_x = value
53
+ _update()
54
+
55
+ @export_range(1, 21, 2, "or_greater") var grid_size_z := 3:
56
+ get:
57
+ return grid_size_z
58
+ set(value):
59
+ grid_size_z = value
60
+ _update()
61
+
62
+ var _obs_buffer: PackedFloat64Array
63
+ var _box_shape: BoxShape3D
64
+ var _collision_mapping: Dictionary
65
+ var _n_layers_per_cell: int
66
+
67
+ var _highlighted_box_material: StandardMaterial3D
68
+ var _standard_box_material: StandardMaterial3D
69
+
70
+
71
+ func get_observation():
72
+ return _obs_buffer
73
+
74
+
75
+ func reset():
76
+ _obs_buffer.fill(0)
77
+
78
+
79
+ func _update():
80
+ if Engine.is_editor_hint():
81
+ if is_node_ready():
82
+ _spawn_nodes()
83
+
84
+
85
+ func _ready() -> void:
86
+ _make_materials()
87
+
88
+ if Engine.is_editor_hint():
89
+ if get_child_count() == 0:
90
+ _spawn_nodes()
91
+ else:
92
+ _spawn_nodes()
93
+
94
+
95
+ func _make_materials() -> void:
96
+ if _highlighted_box_material != null and _standard_box_material != null:
97
+ return
98
+
99
+ _standard_box_material = StandardMaterial3D.new()
100
+ _standard_box_material.set_transparency(1) # ALPHA
101
+ _standard_box_material.albedo_color = Color(
102
+ 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0
103
+ )
104
+
105
+ _highlighted_box_material = StandardMaterial3D.new()
106
+ _highlighted_box_material.set_transparency(1) # ALPHA
107
+ _highlighted_box_material.albedo_color = Color(
108
+ 255.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0
109
+ )
110
+
111
+
112
+ func _get_collision_mapping() -> Dictionary:
113
+ # defines which layer is mapped to which cell obs index
114
+ var total_bits = 0
115
+ var collision_mapping = {}
116
+ for i in 32:
117
+ var bit_mask = 2 ** i
118
+ if (detection_mask & bit_mask) > 0:
119
+ collision_mapping[i] = total_bits
120
+ total_bits += 1
121
+
122
+ return collision_mapping
123
+
124
+
125
+ func _spawn_nodes():
126
+ for cell in get_children():
127
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
128
+ cell.queue_free()
129
+
130
+ _collision_mapping = _get_collision_mapping()
131
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
132
+ # allocate memory for the observations
133
+ _n_layers_per_cell = len(_collision_mapping)
134
+ _obs_buffer = PackedFloat64Array()
135
+ _obs_buffer.resize(grid_size_x * grid_size_z * _n_layers_per_cell)
136
+ _obs_buffer.fill(0)
137
+ #prints(len(_obs_buffer), _obs_buffer )
138
+
139
+ _box_shape = BoxShape3D.new()
140
+ _box_shape.set_size(Vector3(cell_width, cell_height, cell_width))
141
+
142
+ var shift := Vector3(
143
+ -(grid_size_x / 2) * cell_width,
144
+ 0,
145
+ -(grid_size_z / 2) * cell_width,
146
+ )
147
+
148
+ for i in grid_size_x:
149
+ for j in grid_size_z:
150
+ var cell_position = Vector3(i * cell_width, 0.0, j * cell_width) + shift
151
+ _create_cell(i, j, cell_position)
152
+
153
+
154
+ func _create_cell(i: int, j: int, position: Vector3):
155
+ var cell := Area3D.new()
156
+ cell.position = position
157
+ cell.name = "GridCell %s %s" % [i, j]
158
+
159
+ if collide_with_areas:
160
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
161
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
162
+
163
+ if collide_with_bodies:
164
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
165
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
166
+
167
+ # cell.body_shape_entered.connect(_on_cell_body_shape_entered.bind(i, j))
168
+ # cell.body_shape_exited.connect(_on_cell_body_shape_exited.bind(i, j))
169
+
170
+ cell.collision_layer = 0
171
+ cell.collision_mask = detection_mask
172
+ cell.monitorable = true
173
+ cell.input_ray_pickable = false
174
+ add_child(cell)
175
+ cell.set_owner(get_tree().edited_scene_root)
176
+
177
+ var col_shape := CollisionShape3D.new()
178
+ col_shape.shape = _box_shape
179
+ col_shape.name = "CollisionShape3D"
180
+ cell.add_child(col_shape)
181
+ col_shape.set_owner(get_tree().edited_scene_root)
182
+
183
+ if debug_view:
184
+ var box = MeshInstance3D.new()
185
+ box.name = "MeshInstance3D"
186
+ var box_mesh = BoxMesh.new()
187
+
188
+ box_mesh.set_size(Vector3(cell_width, cell_height, cell_width))
189
+ box_mesh.material = _standard_box_material
190
+
191
+ box.mesh = box_mesh
192
+ cell.add_child(box)
193
+ box.set_owner(get_tree().edited_scene_root)
194
+
195
+
196
+ func _update_obs(cell_i: int, cell_j: int, collision_layer: int, entered: bool):
197
+ for key in _collision_mapping:
198
+ var bit_mask = 2 ** key
199
+ if (collision_layer & bit_mask) > 0:
200
+ var collison_map_index = _collision_mapping[key]
201
+
202
+ var obs_index = (
203
+ (cell_i * grid_size_x * _n_layers_per_cell)
204
+ + (cell_j * _n_layers_per_cell)
205
+ + collison_map_index
206
+ )
207
+ #prints(obs_index, cell_i, cell_j)
208
+ if entered:
209
+ _obs_buffer[obs_index] += 1
210
+ else:
211
+ _obs_buffer[obs_index] -= 1
212
+
213
+
214
+ func _toggle_cell(cell_i: int, cell_j: int):
215
+ var cell = get_node_or_null("GridCell %s %s" % [cell_i, cell_j])
216
+
217
+ if cell == null:
218
+ print("cell not found, returning")
219
+
220
+ var n_hits = 0
221
+ var start_index = (cell_i * grid_size_x * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
222
+ for i in _n_layers_per_cell:
223
+ n_hits += _obs_buffer[start_index + i]
224
+
225
+ var cell_mesh = cell.get_node_or_null("MeshInstance3D")
226
+ if n_hits > 0:
227
+ cell_mesh.mesh.material = _highlighted_box_material
228
+ else:
229
+ cell_mesh.mesh.material = _standard_box_material
230
+
231
+
232
+ func _on_cell_area_entered(area: Area3D, cell_i: int, cell_j: int):
233
+ #prints("_on_cell_area_entered", cell_i, cell_j)
234
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
235
+ if debug_view:
236
+ _toggle_cell(cell_i, cell_j)
237
+ #print(_obs_buffer)
238
+
239
+
240
+ func _on_cell_area_exited(area: Area3D, cell_i: int, cell_j: int):
241
+ #prints("_on_cell_area_exited", cell_i, cell_j)
242
+ _update_obs(cell_i, cell_j, area.collision_layer, false)
243
+ if debug_view:
244
+ _toggle_cell(cell_i, cell_j)
245
+
246
+
247
+ func _on_cell_body_entered(body: Node3D, cell_i: int, cell_j: int):
248
+ #prints("_on_cell_body_entered", cell_i, cell_j)
249
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
250
+ if debug_view:
251
+ _toggle_cell(cell_i, cell_j)
252
+
253
+
254
+ func _on_cell_body_exited(body: Node3D, cell_i: int, cell_j: int):
255
+ #prints("_on_cell_body_exited", cell_i, cell_j)
256
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
257
+ if debug_view:
258
+ _toggle_cell(cell_i, cell_j)
addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name ISensor3D
3
+
4
+ var _obs: Array = []
5
+ var _active := false
6
+
7
+
8
+ func get_observation():
9
+ pass
10
+
11
+
12
+ func activate():
13
+ _active = true
14
+
15
+
16
+ func deactivate():
17
+ _active = false
18
+
19
+
20
+ func _update_observation():
21
+ pass
22
+
23
+
24
+ func reset():
25
+ 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 +1,185 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor3D
3
+ class_name RayCastSensor3D
4
+ @export_flags_3d_physics var collision_mask = 1:
5
+ get:
6
+ return collision_mask
7
+ set(value):
8
+ collision_mask = value
9
+ _update()
10
+ @export_flags_3d_physics var boolean_class_mask = 1:
11
+ get:
12
+ return boolean_class_mask
13
+ set(value):
14
+ boolean_class_mask = value
15
+ _update()
16
+
17
+ @export var n_rays_width := 6.0:
18
+ get:
19
+ return n_rays_width
20
+ set(value):
21
+ n_rays_width = value
22
+ _update()
23
+
24
+ @export var n_rays_height := 6.0:
25
+ get:
26
+ return n_rays_height
27
+ set(value):
28
+ n_rays_height = value
29
+ _update()
30
+
31
+ @export var ray_length := 10.0:
32
+ get:
33
+ return ray_length
34
+ set(value):
35
+ ray_length = value
36
+ _update()
37
+
38
+ @export var cone_width := 60.0:
39
+ get:
40
+ return cone_width
41
+ set(value):
42
+ cone_width = value
43
+ _update()
44
+
45
+ @export var cone_height := 60.0:
46
+ get:
47
+ return cone_height
48
+ set(value):
49
+ cone_height = value
50
+ _update()
51
+
52
+ @export var collide_with_areas := false:
53
+ get:
54
+ return collide_with_areas
55
+ set(value):
56
+ collide_with_areas = value
57
+ _update()
58
+
59
+ @export var collide_with_bodies := true:
60
+ get:
61
+ return collide_with_bodies
62
+ set(value):
63
+ collide_with_bodies = value
64
+ _update()
65
+
66
+ @export var class_sensor := false
67
+
68
+ var rays := []
69
+ var geo = null
70
+
71
+
72
+ func _update():
73
+ if Engine.is_editor_hint():
74
+ if is_node_ready():
75
+ _spawn_nodes()
76
+
77
+
78
+ func _ready() -> void:
79
+ if Engine.is_editor_hint():
80
+ if get_child_count() == 0:
81
+ _spawn_nodes()
82
+ else:
83
+ _spawn_nodes()
84
+
85
+
86
+ func _spawn_nodes():
87
+ print("spawning nodes")
88
+ for ray in get_children():
89
+ ray.queue_free()
90
+ if geo:
91
+ geo.clear()
92
+ #$Lines.remove_points()
93
+ rays = []
94
+
95
+ var horizontal_step = cone_width / (n_rays_width)
96
+ var vertical_step = cone_height / (n_rays_height)
97
+
98
+ var horizontal_start = horizontal_step / 2 - cone_width / 2
99
+ var vertical_start = vertical_step / 2 - cone_height / 2
100
+
101
+ var points = []
102
+
103
+ for i in n_rays_width:
104
+ for j in n_rays_height:
105
+ var angle_w = horizontal_start + i * horizontal_step
106
+ var angle_h = vertical_start + j * vertical_step
107
+ #angle_h = 0.0
108
+ var ray = RayCast3D.new()
109
+ var cast_to = to_spherical_coords(ray_length, angle_w, angle_h)
110
+ ray.set_target_position(cast_to)
111
+
112
+ points.append(cast_to)
113
+
114
+ ray.set_name("node_" + str(i) + " " + str(j))
115
+ ray.enabled = true
116
+ ray.collide_with_bodies = collide_with_bodies
117
+ ray.collide_with_areas = collide_with_areas
118
+ ray.collision_mask = collision_mask
119
+ add_child(ray)
120
+ ray.set_owner(get_tree().edited_scene_root)
121
+ rays.append(ray)
122
+ ray.force_raycast_update()
123
+
124
+
125
+ # if Engine.editor_hint:
126
+ # _create_debug_lines(points)
127
+
128
+
129
+ func _create_debug_lines(points):
130
+ if not geo:
131
+ geo = ImmediateMesh.new()
132
+ add_child(geo)
133
+
134
+ geo.clear()
135
+ geo.begin(Mesh.PRIMITIVE_LINES)
136
+ for point in points:
137
+ geo.set_color(Color.AQUA)
138
+ geo.add_vertex(Vector3.ZERO)
139
+ geo.add_vertex(point)
140
+ geo.end()
141
+
142
+
143
+ func display():
144
+ if geo:
145
+ geo.display()
146
+
147
+
148
+ func to_spherical_coords(r, inc, azimuth) -> Vector3:
149
+ return Vector3(
150
+ r * sin(deg_to_rad(inc)) * cos(deg_to_rad(azimuth)),
151
+ r * sin(deg_to_rad(azimuth)),
152
+ r * cos(deg_to_rad(inc)) * cos(deg_to_rad(azimuth))
153
+ )
154
+
155
+
156
+ func get_observation() -> Array:
157
+ return self.calculate_raycasts()
158
+
159
+
160
+ func calculate_raycasts() -> Array:
161
+ var result = []
162
+ for ray in rays:
163
+ ray.set_enabled(true)
164
+ ray.force_raycast_update()
165
+ var distance = _get_raycast_distance(ray)
166
+
167
+ result.append(distance)
168
+ if class_sensor:
169
+ var hit_class: float = 0
170
+ if ray.get_collider():
171
+ var hit_collision_layer = ray.get_collider().collision_layer
172
+ hit_collision_layer = hit_collision_layer & collision_mask
173
+ hit_class = (hit_collision_layer & boolean_class_mask) > 0
174
+ result.append(float(hit_class))
175
+ ray.set_enabled(false)
176
+ return result
177
+
178
+
179
+ func _get_raycast_distance(ray: RayCast3D) -> float:
180
+ if !ray.is_colliding():
181
+ return 0.0
182
+
183
+ var distance = (global_transform.origin - ray.get_collision_point()).length()
184
+ distance = clamp(distance, 0.0, ray_length)
185
+ 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 +1,540 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node
2
+
3
+ # --fixed-fps 2000 --disable-render-loop
4
+
5
+ enum ControlModes { HUMAN, TRAINING, ONNX_INFERENCE }
6
+ @export var control_mode: ControlModes = ControlModes.TRAINING
7
+ @export_range(1, 10, 1, "or_greater") var action_repeat := 8
8
+ @export_range(0, 10, 0.1, "or_greater") var speed_up := 1.0
9
+ @export var onnx_model_path := ""
10
+
11
+ # Onnx model stored for each requested path
12
+ var onnx_models: Dictionary
13
+
14
+ @onready var start_time = Time.get_ticks_msec()
15
+
16
+ const MAJOR_VERSION := "0"
17
+ const MINOR_VERSION := "7"
18
+ const DEFAULT_PORT := "11008"
19
+ const DEFAULT_SEED := "1"
20
+ var stream: StreamPeerTCP = null
21
+ var connected = false
22
+ var message_center
23
+ var should_connect = true
24
+
25
+ var all_agents: Array
26
+ var agents_training: Array
27
+ var agents_inference: Array
28
+ var agents_heuristic: Array
29
+
30
+ ## For recording expert demos
31
+ var agent_demo_record: Node
32
+ ## Stores recorded trajectories
33
+ var demo_trajectories: Array
34
+ ## A trajectory includes obs: Array, acts: Array, terminal (set in Python env instead)
35
+ var current_demo_trajectory: Array
36
+
37
+ var need_to_send_obs = false
38
+ var args = null
39
+ var initialized = false
40
+ var just_reset = false
41
+ var onnx_model = null
42
+ var n_action_steps = 0
43
+
44
+ var _action_space: Dictionary
45
+ var _action_space_inference: Array[Dictionary] = []
46
+ var _obs_space: Dictionary
47
+
48
+
49
+ # Called when the node enters the scene tree for the first time.
50
+ func _ready():
51
+ await get_tree().root.ready
52
+ get_tree().set_pause(true)
53
+ _initialize()
54
+ await get_tree().create_timer(1.0).timeout
55
+ get_tree().set_pause(false)
56
+
57
+
58
+ func _initialize():
59
+ _get_agents()
60
+ args = _get_args()
61
+ Engine.physics_ticks_per_second = _get_speedup() * 60 # Replace with function body.
62
+ Engine.time_scale = _get_speedup() * 1.0
63
+ prints(
64
+ "physics ticks",
65
+ Engine.physics_ticks_per_second,
66
+ Engine.time_scale,
67
+ _get_speedup(),
68
+ speed_up
69
+ )
70
+
71
+ _set_heuristic("human", all_agents)
72
+
73
+ _initialize_training_agents()
74
+ _initialize_inference_agents()
75
+ _initialize_demo_recording()
76
+
77
+ _set_seed()
78
+ _set_action_repeat()
79
+ initialized = true
80
+
81
+
82
+ func _initialize_training_agents():
83
+ if agents_training.size() > 0:
84
+ _obs_space = agents_training[0].get_obs_space()
85
+ _action_space = agents_training[0].get_action_space()
86
+ connected = connect_to_server()
87
+ if connected:
88
+ _set_heuristic("model", agents_training)
89
+ _handshake()
90
+ _send_env_info()
91
+ else:
92
+ push_warning(
93
+ "Couldn't connect to Python server, using human controls instead. ",
94
+ "Did you start the training server using e.g. `gdrl` from the console?"
95
+ )
96
+
97
+
98
+ func _initialize_inference_agents():
99
+ if agents_inference.size() > 0:
100
+ if control_mode == ControlModes.ONNX_INFERENCE:
101
+ assert(
102
+ FileAccess.file_exists(onnx_model_path),
103
+ "Onnx Model Path set on Sync node does not exist: %s" % onnx_model_path
104
+ )
105
+ onnx_models[onnx_model_path] = ONNXModel.new(onnx_model_path, 1)
106
+
107
+ for agent in agents_inference:
108
+ _action_space_inference.append(agent.get_action_space())
109
+
110
+ var agent_onnx_model: ONNXModel
111
+ if agent.onnx_model_path.is_empty():
112
+ assert(
113
+ onnx_models.has(onnx_model_path),
114
+ (
115
+ "Node %s has no onnx model path set " % agent.get_path()
116
+ + "and sync node's control mode is not set to OnnxInference. "
117
+ + "Either add the path to the AIController, "
118
+ + "or if you want to use the path set on sync node instead, "
119
+ + "set control mode to OnnxInference."
120
+ )
121
+ )
122
+ prints(
123
+ "Info: AIController %s" % agent.get_path(),
124
+ "has no onnx model path set.",
125
+ "Using path set on the sync node instead."
126
+ )
127
+ agent_onnx_model = onnx_models[onnx_model_path]
128
+ else:
129
+ if not onnx_models.has(agent.onnx_model_path):
130
+ assert(
131
+ FileAccess.file_exists(agent.onnx_model_path),
132
+ (
133
+ "Onnx Model Path set on %s node does not exist: %s"
134
+ % [agent.get_path(), agent.onnx_model_path]
135
+ )
136
+ )
137
+ onnx_models[agent.onnx_model_path] = ONNXModel.new(agent.onnx_model_path, 1)
138
+ agent_onnx_model = onnx_models[agent.onnx_model_path]
139
+
140
+ agent.onnx_model = agent_onnx_model
141
+ _set_heuristic("model", agents_inference)
142
+
143
+
144
+ func _initialize_demo_recording():
145
+ if agent_demo_record:
146
+ InputMap.add_action("RemoveLastDemoEpisode")
147
+ InputMap.action_add_event(
148
+ "RemoveLastDemoEpisode", agent_demo_record.remove_last_episode_key
149
+ )
150
+ current_demo_trajectory.resize(2)
151
+ current_demo_trajectory[0] = []
152
+ current_demo_trajectory[1] = []
153
+ agent_demo_record.heuristic = "demo_record"
154
+
155
+
156
+ func _physics_process(_delta):
157
+ # two modes, human control, agent control
158
+ # pause tree, send obs, get actions, set actions, unpause tree
159
+
160
+ _demo_record_process()
161
+
162
+ if n_action_steps % action_repeat != 0:
163
+ n_action_steps += 1
164
+ return
165
+
166
+ n_action_steps += 1
167
+
168
+ _training_process()
169
+ _inference_process()
170
+ _heuristic_process()
171
+
172
+
173
+ func _training_process():
174
+ if connected:
175
+ get_tree().set_pause(true)
176
+
177
+ if just_reset:
178
+ just_reset = false
179
+ var obs = _get_obs_from_agents(agents_training)
180
+
181
+ var reply = {"type": "reset", "obs": obs}
182
+ _send_dict_as_json_message(reply)
183
+ # this should go straight to getting the action and setting it checked the agent, no need to perform one phyics tick
184
+ get_tree().set_pause(false)
185
+ return
186
+
187
+ if need_to_send_obs:
188
+ need_to_send_obs = false
189
+ var reward = _get_reward_from_agents()
190
+ var done = _get_done_from_agents()
191
+ #_reset_agents_if_done() # this ensures the new observation is from the next env instance : NEEDS REFACTOR
192
+
193
+ var obs = _get_obs_from_agents(agents_training)
194
+
195
+ var reply = {"type": "step", "obs": obs, "reward": reward, "done": done}
196
+ _send_dict_as_json_message(reply)
197
+
198
+ var handled = handle_message()
199
+
200
+
201
+ func _inference_process():
202
+ if agents_inference.size() > 0:
203
+ var obs: Array = _get_obs_from_agents(agents_inference)
204
+ var actions = []
205
+
206
+ for agent_id in range(0, agents_inference.size()):
207
+ var action = agents_inference[agent_id].onnx_model.run_inference(
208
+ obs[agent_id]["obs"], 1.0
209
+ )
210
+ action["output"] = clamp_array(action["output"], -1.0, 1.0)
211
+ var action_dict = _extract_action_dict(
212
+ action["output"], _action_space_inference[agent_id]
213
+ )
214
+ actions.append(action_dict)
215
+
216
+ _set_agent_actions(actions, agents_inference)
217
+ _reset_agents_if_done(agents_inference)
218
+ get_tree().set_pause(false)
219
+
220
+
221
+ func _demo_record_process():
222
+ if not agent_demo_record:
223
+ return
224
+
225
+ if Input.is_action_just_pressed("RemoveLastDemoEpisode"):
226
+ print("[Sync script][Demo recorder] Removing last recorded episode.")
227
+ demo_trajectories.remove_at(demo_trajectories.size() - 1)
228
+ print("Remaining episode count: %d" % demo_trajectories.size())
229
+
230
+ if n_action_steps % agent_demo_record.action_repeat != 0:
231
+ return
232
+
233
+ var obs_dict: Dictionary = agent_demo_record.get_obs()
234
+
235
+ # Get the current obs from the agent
236
+ assert(
237
+ obs_dict.has("obs"),
238
+ "Demo recorder needs an 'obs' key in get_obs() returned dictionary to record obs from."
239
+ )
240
+ current_demo_trajectory[0].append(obs_dict.obs)
241
+
242
+ # Get the action applied for the current obs from the agent
243
+ agent_demo_record.set_action()
244
+ var acts = agent_demo_record.get_action()
245
+
246
+ var terminal = agent_demo_record.get_done()
247
+ # Record actions only for non-terminal states
248
+ if terminal:
249
+ agent_demo_record.set_done_false()
250
+ else:
251
+ current_demo_trajectory[1].append(acts)
252
+
253
+ if terminal:
254
+ #current_demo_trajectory[2].append(true)
255
+ demo_trajectories.append(current_demo_trajectory.duplicate(true))
256
+ print("[Sync script][Demo recorder] Recorded episode count: %d" % demo_trajectories.size())
257
+ current_demo_trajectory[0].clear()
258
+ current_demo_trajectory[1].clear()
259
+
260
+
261
+ func _heuristic_process():
262
+ for agent in agents_heuristic:
263
+ _reset_agents_if_done(agents_heuristic)
264
+
265
+
266
+ func _extract_action_dict(action_array: Array, action_space: Dictionary):
267
+ var index = 0
268
+ var result = {}
269
+ for key in action_space.keys():
270
+ var size = action_space[key]["size"]
271
+ if action_space[key]["action_type"] == "discrete":
272
+ result[key] = round(action_array[index])
273
+ else:
274
+ result[key] = action_array.slice(index, index + size)
275
+ index += size
276
+
277
+ return result
278
+
279
+
280
+ ## For AIControllers that inherit mode from sync, sets the correct mode.
281
+ func _set_agent_mode(agent: Node):
282
+ var agent_inherits_mode: bool = agent.control_mode == agent.ControlModes.INHERIT_FROM_SYNC
283
+
284
+ if agent_inherits_mode:
285
+ match control_mode:
286
+ ControlModes.HUMAN:
287
+ agent.control_mode = agent.ControlModes.HUMAN
288
+ ControlModes.TRAINING:
289
+ agent.control_mode = agent.ControlModes.TRAINING
290
+ ControlModes.ONNX_INFERENCE:
291
+ agent.control_mode = agent.ControlModes.ONNX_INFERENCE
292
+
293
+
294
+ func _get_agents():
295
+ all_agents = get_tree().get_nodes_in_group("AGENT")
296
+ for agent in all_agents:
297
+ _set_agent_mode(agent)
298
+
299
+ if agent.control_mode == agent.ControlModes.TRAINING:
300
+ agents_training.append(agent)
301
+ elif agent.control_mode == agent.ControlModes.ONNX_INFERENCE:
302
+ agents_inference.append(agent)
303
+ elif agent.control_mode == agent.ControlModes.HUMAN:
304
+ agents_heuristic.append(agent)
305
+ elif agent.control_mode == agent.ControlModes.RECORD_EXPERT_DEMOS:
306
+ assert(
307
+ not agent_demo_record,
308
+ "Currently only a single AIController can be used for recording expert demos."
309
+ )
310
+ agent_demo_record = agent
311
+
312
+
313
+ func _set_heuristic(heuristic, agents: Array):
314
+ for agent in agents:
315
+ agent.set_heuristic(heuristic)
316
+
317
+
318
+ func _handshake():
319
+ print("performing handshake")
320
+
321
+ var json_dict = _get_dict_json_message()
322
+ assert(json_dict["type"] == "handshake")
323
+ var major_version = json_dict["major_version"]
324
+ var minor_version = json_dict["minor_version"]
325
+ if major_version != MAJOR_VERSION:
326
+ print("WARNING: major verison mismatch ", major_version, " ", MAJOR_VERSION)
327
+ if minor_version != MINOR_VERSION:
328
+ print("WARNING: minor verison mismatch ", minor_version, " ", MINOR_VERSION)
329
+
330
+ print("handshake complete")
331
+
332
+
333
+ func _get_dict_json_message():
334
+ # returns a dictionary from of the most recent message
335
+ # this is not waiting
336
+ while stream.get_available_bytes() == 0:
337
+ stream.poll()
338
+ if stream.get_status() != 2:
339
+ print("server disconnected status, closing")
340
+ get_tree().quit()
341
+ return null
342
+
343
+ OS.delay_usec(10)
344
+
345
+ var message = stream.get_string()
346
+ var json_data = JSON.parse_string(message)
347
+
348
+ return json_data
349
+
350
+
351
+ func _send_dict_as_json_message(dict):
352
+ stream.put_string(JSON.stringify(dict, "", false))
353
+
354
+
355
+ func _send_env_info():
356
+ var json_dict = _get_dict_json_message()
357
+ assert(json_dict["type"] == "env_info")
358
+
359
+ var message = {
360
+ "type": "env_info",
361
+ "observation_space": _obs_space,
362
+ "action_space": _action_space,
363
+ "n_agents": len(agents_training)
364
+ }
365
+ _send_dict_as_json_message(message)
366
+
367
+
368
+ func connect_to_server():
369
+ print("Waiting for one second to allow server to start")
370
+ OS.delay_msec(1000)
371
+ print("trying to connect to server")
372
+ stream = StreamPeerTCP.new()
373
+
374
+ # "localhost" was not working on windows VM, had to use the IP
375
+ var ip = "127.0.0.1"
376
+ var port = _get_port()
377
+ var connect = stream.connect_to_host(ip, port)
378
+ stream.set_no_delay(true) # TODO check if this improves performance or not
379
+ stream.poll()
380
+ # Fetch the status until it is either connected (2) or failed to connect (3)
381
+ while stream.get_status() < 2:
382
+ stream.poll()
383
+ return stream.get_status() == 2
384
+
385
+
386
+ func _get_args():
387
+ print("getting command line arguments")
388
+ var arguments = {}
389
+ for argument in OS.get_cmdline_args():
390
+ print(argument)
391
+ if argument.find("=") > -1:
392
+ var key_value = argument.split("=")
393
+ arguments[key_value[0].lstrip("--")] = key_value[1]
394
+ else:
395
+ # Options without an argument will be present in the dictionary,
396
+ # with the value set to an empty string.
397
+ arguments[argument.lstrip("--")] = ""
398
+
399
+ return arguments
400
+
401
+
402
+ func _get_speedup():
403
+ print(args)
404
+ return args.get("speedup", str(speed_up)).to_float()
405
+
406
+
407
+ func _get_port():
408
+ return args.get("port", DEFAULT_PORT).to_int()
409
+
410
+
411
+ func _set_seed():
412
+ var _seed = args.get("env_seed", DEFAULT_SEED).to_int()
413
+ seed(_seed)
414
+
415
+
416
+ func _set_action_repeat():
417
+ action_repeat = args.get("action_repeat", str(action_repeat)).to_int()
418
+
419
+
420
+ func disconnect_from_server():
421
+ stream.disconnect_from_host()
422
+
423
+
424
+ func handle_message() -> bool:
425
+ # get json message: reset, step, close
426
+ var message = _get_dict_json_message()
427
+ if message["type"] == "close":
428
+ print("received close message, closing game")
429
+ get_tree().quit()
430
+ get_tree().set_pause(false)
431
+ return true
432
+
433
+ if message["type"] == "reset":
434
+ print("resetting all agents")
435
+ _reset_agents()
436
+ just_reset = true
437
+ get_tree().set_pause(false)
438
+ #print("resetting forcing draw")
439
+ # RenderingServer.force_draw()
440
+ # var obs = _get_obs_from_agents()
441
+ # print("obs ", obs)
442
+ # var reply = {
443
+ # "type": "reset",
444
+ # "obs": obs
445
+ # }
446
+ # _send_dict_as_json_message(reply)
447
+ return true
448
+
449
+ if message["type"] == "call":
450
+ var method = message["method"]
451
+ var returns = _call_method_on_agents(method)
452
+ var reply = {"type": "call", "returns": returns}
453
+ print("calling method from Python")
454
+ _send_dict_as_json_message(reply)
455
+ return handle_message()
456
+
457
+ if message["type"] == "action":
458
+ var action = message["action"]
459
+ _set_agent_actions(action, agents_training)
460
+ need_to_send_obs = true
461
+ get_tree().set_pause(false)
462
+ return true
463
+
464
+ print("message was not handled")
465
+ return false
466
+
467
+
468
+ func _call_method_on_agents(method):
469
+ var returns = []
470
+ for agent in all_agents:
471
+ returns.append(agent.call(method))
472
+
473
+ return returns
474
+
475
+
476
+ func _reset_agents_if_done(agents = all_agents):
477
+ for agent in agents:
478
+ if agent.get_done():
479
+ agent.set_done_false()
480
+
481
+
482
+ func _reset_agents(agents = all_agents):
483
+ for agent in agents:
484
+ agent.needs_reset = true
485
+ #agent.reset()
486
+
487
+
488
+ func _get_obs_from_agents(agents: Array = all_agents):
489
+ var obs = []
490
+ for agent in agents:
491
+ obs.append(agent.get_obs())
492
+ return obs
493
+
494
+
495
+ func _get_reward_from_agents(agents: Array = agents_training):
496
+ var rewards = []
497
+ for agent in agents:
498
+ rewards.append(agent.get_reward())
499
+ agent.zero_reward()
500
+ return rewards
501
+
502
+
503
+ func _get_done_from_agents(agents: Array = agents_training):
504
+ var dones = []
505
+ for agent in agents:
506
+ var done = agent.get_done()
507
+ if done:
508
+ agent.set_done_false()
509
+ dones.append(done)
510
+ return dones
511
+
512
+
513
+ func _set_agent_actions(actions, agents: Array = all_agents):
514
+ for i in range(len(actions)):
515
+ agents[i].set_action(actions[i])
516
+
517
+
518
+ func clamp_array(arr: Array, min: float, max: float):
519
+ var output: Array = []
520
+ for a in arr:
521
+ output.append(clamp(a, min, max))
522
+ return output
523
+
524
+
525
+ ## Save recorded export demos on window exit (Close window instead of "Stop" button in Godot Editor)
526
+ func _notification(what):
527
+ if not agent_demo_record:
528
+ return
529
+
530
+ if what == NOTIFICATION_PREDELETE:
531
+ var json_string = JSON.stringify(demo_trajectories, "", false)
532
+ var file = FileAccess.open(agent_demo_record.expert_demo_save_path, FileAccess.WRITE)
533
+
534
+ if not file:
535
+ var error: Error = FileAccess.get_open_error()
536
+ assert(not error, "There was an error opening the file: %d" % error)
537
+
538
+ file.store_line(json_string)
539
+ var error = file.get_error()
540
+ assert(not error, "There was an error after trying to write to the file: %d" % error)
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