edbeeching HF staff commited on
Commit
e22408d
1 Parent(s): 2b780bf

Upload folder using huggingface_hub

Browse files
.gitignore ADDED
@@ -0,0 +1,2 @@
 
 
 
1
+ # png-files extracted by Godot import
2
+ assets/glb_files/**/*.png
AIController3D.gd ADDED
@@ -0,0 +1,86 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends AIController3D
2
+
3
+ var n_steps_without_positive_reward = 0
4
+
5
+
6
+ func reset():
7
+ done = true
8
+ n_steps = 0
9
+ n_steps_without_positive_reward = 0
10
+ reward = 0.0
11
+ needs_reset = false
12
+
13
+
14
+ func get_obs():
15
+ var next_waypoint_position = GameManager.get_next_waypoint(_player).position
16
+
17
+ var goal_distance = position.distance_to(next_waypoint_position)
18
+ goal_distance = clamp(goal_distance, 0.0, 40.0)
19
+ var goal_vector = (next_waypoint_position - position).normalized()
20
+ goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y)
21
+ var obs = []
22
+ obs.append(goal_distance / 40.0)
23
+ obs.append_array([goal_vector.x, goal_vector.y, goal_vector.z])
24
+
25
+ var next_next_waypoint_position = GameManager.get_next_next_waypoint(_player).position
26
+
27
+ var next_next_goal_distance = position.distance_to(next_next_waypoint_position)
28
+ next_next_goal_distance = clamp(next_next_goal_distance, 0.0, 80.0)
29
+ var next_next_goal_vector = (next_next_waypoint_position - position).normalized()
30
+ next_next_goal_vector = next_next_goal_vector.rotated(Vector3.UP, -rotation.y)
31
+ obs.append(next_next_goal_distance / 80.0)
32
+ obs.append_array([next_next_goal_vector.x, next_next_goal_vector.y, next_next_goal_vector.z])
33
+
34
+ obs.append(clamp(_player.brake / 40.0, -1.0, 1.0))
35
+ obs.append(clamp(_player.engine_force / 40.0, -1.0, 1.0))
36
+ obs.append(clamp(_player.steering, -1.0, 1.0))
37
+ obs.append_array(
38
+ [
39
+ clamp(_player.linear_velocity.x / 40.0, -1.0, 1.0),
40
+ clamp(_player.linear_velocity.y / 40.0, -1.0, 1.0),
41
+ clamp(_player.linear_velocity.z / 40.0, -1.0, 1.0)
42
+ ]
43
+ )
44
+ obs.append_array(_player.sensor.get_observation())
45
+ return {"obs": obs}
46
+
47
+
48
+ func get_action_space():
49
+ return {
50
+ "turn": {"size": 1, "action_type": "continuous"},
51
+ "accelerate": {"size": 2, "action_type": "discrete"},
52
+ "brake": {"size": 2, "action_type": "discrete"},
53
+ }
54
+
55
+
56
+ func set_action(action):
57
+ _player.turn_action = action["turn"][0]
58
+ _player.acc_action = action["accelerate"] == 1
59
+ _player.brake_action = action["brake"] == 1
60
+
61
+
62
+ func get_reward():
63
+ var total_reward = reward + shaping_reward()
64
+ if total_reward <= 0.0:
65
+ n_steps_without_positive_reward += 1
66
+ else:
67
+ n_steps_without_positive_reward -= 1
68
+ n_steps_without_positive_reward = max(0, n_steps_without_positive_reward)
69
+ return total_reward
70
+
71
+
72
+ func shaping_reward():
73
+ var s_reward = 0.0
74
+ var goal_distance = _player.position.distance_to(
75
+ GameManager.get_next_waypoint(_player).position
76
+ )
77
+ #prints(goal_distance, best_goal_distance, best_goal_distance - goal_distance)
78
+ if goal_distance < _player.best_goal_distance:
79
+ s_reward += _player.best_goal_distance - goal_distance
80
+ _player.best_goal_distance = goal_distance
81
+
82
+ # A speed based reward
83
+ var speed_reward = _player.linear_velocity.length() / 100
84
+ speed_reward = clamp(speed_reward, 0.0, 0.1)
85
+
86
+ return s_reward + speed_reward
Camera3D.gd CHANGED
@@ -3,7 +3,7 @@ extends Camera3D
3
 
4
 
5
  @export var lerp_speed = 3.0
6
- @export_node_path(VehicleBody3D) var target_path
7
  @export var offset := Vector3.ZERO
8
 
9
  var target = null
 
3
 
4
 
5
  @export var lerp_speed = 3.0
6
+ @export_node_path("VehicleBody3D") var target_path
7
  @export var offset := Vector3.ZERO
8
 
9
  var target = null
FlyCam.gd CHANGED
@@ -12,7 +12,7 @@ func set_control(value):
12
  $Camera3D.current = value
13
 
14
 
15
- func _process(delta):
16
  var input_dir = Input.get_vector("turn_left", "turn_right", "accelerate", "reverse")
17
  var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
18
  direction.y = Input.get_axis("cam_down", "cam_up")
 
12
  $Camera3D.current = value
13
 
14
 
15
+ func _process(_delta):
16
  var input_dir = Input.get_vector("turn_left", "turn_right", "accelerate", "reverse")
17
  var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
18
  direction.y = Input.get_axis("cam_down", "cam_up")
Meshes.gd CHANGED
@@ -1,15 +1,12 @@
1
  extends Node3D
2
 
3
 
4
-
5
- func set_mesh(name):
6
- var node = get_node(name)
7
  if node == null:
8
  print("mesh not found")
9
  return
10
  for child in get_children():
11
  child.set_visible(false)
12
-
13
  node.set_visible(true)
14
-
15
-
 
1
  extends Node3D
2
 
3
 
4
+ func set_mesh(mesh_name):
5
+ var node = get_node(mesh_name)
 
6
  if node == null:
7
  print("mesh not found")
8
  return
9
  for child in get_children():
10
  child.set_visible(false)
11
+
12
  node.set_visible(true)
 
 
addons/godot_rl_agents/controller/ai_controller_2d.gd CHANGED
@@ -1,8 +1,82 @@
1
- extends AIController
2
  class_name AIController2D
3
 
4
- # ------------------ Godot RL Agents Logic ------------------------------------#
 
 
 
 
 
 
 
5
  var _player: Node2D
6
 
 
 
 
7
  func init(player: Node2D):
8
  _player = player
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
  class_name AIController2D
3
 
4
+ @export var reset_after := 1000
5
+
6
+ var heuristic := "human"
7
+ var done := false
8
+ var reward := 0.0
9
+ var n_steps := 0
10
+ var needs_reset := false
11
+
12
  var _player: Node2D
13
 
14
+ func _ready():
15
+ add_to_group("AGENT")
16
+
17
  func init(player: Node2D):
18
  _player = player
19
+
20
+ #-- Methods that need implementing using the "extend script" option in Godot --#
21
+ func get_obs() -> Dictionary:
22
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
23
+ return {"obs":[]}
24
+
25
+ func get_reward() -> float:
26
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
27
+ return 0.0
28
+
29
+ func get_action_space() -> Dictionary:
30
+ assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
31
+ return {
32
+ "example_actions_continous" : {
33
+ "size": 2,
34
+ "action_type": "continuous"
35
+ },
36
+ "example_actions_discrete" : {
37
+ "size": 2,
38
+ "action_type": "discrete"
39
+ },
40
+ }
41
+
42
+ func set_action(action) -> void:
43
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
44
+ # -----------------------------------------------------------------------------#
45
+
46
+ func _physics_process(delta):
47
+ n_steps += 1
48
+ if n_steps > reset_after:
49
+ needs_reset = true
50
+
51
+ func get_obs_space():
52
+ # may need overriding if the obs space is complex
53
+ var obs = get_obs()
54
+ return {
55
+ "obs": {
56
+ "size": [len(obs["obs"])],
57
+ "space": "box"
58
+ },
59
+ }
60
+
61
+ func reset():
62
+ n_steps = 0
63
+ needs_reset = false
64
+
65
+ func reset_if_done():
66
+ if done:
67
+ reset()
68
+
69
+ func set_heuristic(h):
70
+ # sets the heuristic from "human" or "model" nothing to change here
71
+ heuristic = h
72
+
73
+ func get_done():
74
+ return done
75
+
76
+ func set_done_false():
77
+ done = false
78
+
79
+ func zero_reward():
80
+ reward = 0.0
81
+
82
+
addons/godot_rl_agents/controller/ai_controller_3d.gd CHANGED
@@ -1,8 +1,80 @@
1
- extends AIController
2
  class_name AIController3D
3
 
4
- # ------------------ Godot RL Agents Logic ------------------------------------#
 
 
 
 
 
 
 
5
  var _player: Node3D
6
 
 
 
 
7
  func init(player: Node3D):
8
  _player = player
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
  class_name AIController3D
3
 
4
+ @export var reset_after := 1000
5
+
6
+ var heuristic := "human"
7
+ var done := false
8
+ var reward := 0.0
9
+ var n_steps := 0
10
+ var needs_reset := false
11
+
12
  var _player: Node3D
13
 
14
+ func _ready():
15
+ add_to_group("AGENT")
16
+
17
  func init(player: Node3D):
18
  _player = player
19
+
20
+ #-- Methods that need implementing using the "extend script" option in Godot --#
21
+ func get_obs() -> Dictionary:
22
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
23
+ return {"obs":[]}
24
+
25
+ func get_reward() -> float:
26
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
27
+ return 0.0
28
+
29
+ func get_action_space() -> Dictionary:
30
+ assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
31
+ return {
32
+ "example_actions_continous" : {
33
+ "size": 2,
34
+ "action_type": "continuous"
35
+ },
36
+ "example_actions_discrete" : {
37
+ "size": 2,
38
+ "action_type": "discrete"
39
+ },
40
+ }
41
+
42
+ func set_action(action) -> void:
43
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
44
+ # -----------------------------------------------------------------------------#
45
+
46
+ func _physics_process(delta):
47
+ n_steps += 1
48
+ if n_steps > reset_after:
49
+ needs_reset = true
50
+
51
+ func get_obs_space():
52
+ # may need overriding if the obs space is complex
53
+ var obs = get_obs()
54
+ return {
55
+ "obs": {
56
+ "size": [len(obs["obs"])],
57
+ "space": "box"
58
+ },
59
+ }
60
+
61
+ func reset():
62
+ n_steps = 0
63
+ needs_reset = false
64
+
65
+ func reset_if_done():
66
+ if done:
67
+ reset()
68
+
69
+ func set_heuristic(h):
70
+ # sets the heuristic from "human" or "model" nothing to change here
71
+ heuristic = h
72
+
73
+ func get_done():
74
+ return done
75
+
76
+ func set_done_false():
77
+ done = false
78
+
79
+ func zero_reward():
80
+ reward = 0.0
addons/godot_rl_agents/onnx/csharp/ONNXInference.cs CHANGED
@@ -1,93 +1,103 @@
1
  using Godot;
2
- using System.Collections.Generic;
3
- using System.Linq;
4
  using Microsoft.ML.OnnxRuntime;
5
  using Microsoft.ML.OnnxRuntime.Tensors;
 
 
6
 
7
- namespace GodotONNX{
8
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
9
- public partial class ONNXInference : Node
10
  {
11
-
12
- private InferenceSession session;
13
- /// <summary>
14
- /// Path to the ONNX model. Use Initialize to change it.
15
- /// </summary>
16
- private string modelPath;
17
- private int batchSize;
18
 
19
- private SessionOptions SessionOpt;
 
 
 
 
 
20
 
21
- //init function
22
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Initialize/*'/>
23
- public void Initialize(string Path, int BatchSize)
24
- {
25
- modelPath = Path;
26
- batchSize = BatchSize;
27
- SessionConfigurator.SystemCheck();
28
- SessionOpt = SessionConfigurator.GetSessionOptions();
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
-
55
- try{
56
- results = session.Run(inputs, outputNames);
57
- }
58
- catch (OnnxRuntimeException e) {
59
- //This error usually means that the model is not compatible with the input, beacause of the input shape (size)
60
- GD.Print("Error at inference: ", e);
61
- return null;
62
- }
63
- //Can't convert IEnumerable<float> to Variant, so we have to convert it to an array or something
64
- Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> output = new Godot.Collections.Dictionary<string, Godot.Collections.Array<float>>();
65
- DisposableNamedOnnxValue output1 = results.First();
66
- DisposableNamedOnnxValue output2 = results.Last();
67
- Godot.Collections.Array<float> output1Array = new Godot.Collections.Array<float>();
68
- Godot.Collections.Array<float> output2Array = new Godot.Collections.Array<float>();
 
 
69
 
70
- foreach (float f in output1.AsEnumerable<float>()) {
71
- output1Array.Add(f);
72
- }
 
73
 
74
- foreach (float f in output2.AsEnumerable<float>()) {
75
- output2Array.Add(f);
76
- }
 
77
 
78
- output.Add(output1.Name, output1Array);
79
- output.Add(output2.Name, output2Array);
80
-
81
- //Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
82
- return output;
83
- }
84
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Load/*'/>
85
- public InferenceSession LoadModel(string Path)
86
- {
87
- Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
88
- byte[] model = file.GetBuffer((int)file.GetLength());
89
- file.Close();
90
- return new InferenceSession(model, SessionOpt); //Load the model
91
- }
 
 
 
 
 
 
92
  }
93
- }
 
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 CHANGED
@@ -1,106 +1,131 @@
1
  using Godot;
2
  using Microsoft.ML.OnnxRuntime;
3
 
4
- namespace GodotONNX{
5
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
6
-
7
- public static class SessionConfigurator {
8
-
9
- private static SessionOptions options = new SessionOptions();
10
-
11
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
12
- public static SessionOptions GetSessionOptions() {
13
- options = new SessionOptions();
14
- options.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
15
- // see warnings
16
- SystemCheck();
17
- return options;
18
- }
19
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
20
 
21
- static public void SystemCheck()
22
  {
23
- //Most code for this function is verbose only, the only reason it exists is to track
24
- //implementation progress of the different compute APIs.
25
-
26
- //December 2022: CUDA is not working.
27
-
28
- string OSName = OS.GetName(); //Get OS Name
29
- int ComputeAPIID = ComputeCheck(); //Get Compute API
30
- //TODO: Get CPU architecture
31
-
32
- //Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
33
- //Windows can use OpenVINO (C#) on x64
34
- //TODO: try TensorRT instead of CUDA
35
- //TODO: Use OpenVINO for Intel Graphics
36
-
37
- string [] ComputeNames = {"CUDA", "DirectML/ROCm", "DirectML", "CoreML", "CPU"};
38
- //match OS and Compute API
39
- options.AppendExecutionProvider_CPU(0); // Always use CPU
40
- GD.Print("OS: " + OSName, " | Compute API: " + ComputeNames[ComputeAPIID]);
41
-
42
- switch (OSName)
43
  {
44
- case "Windows": //Can use CUDA, DirectML
45
- if (ComputeAPIID == 0)
46
- {
47
- //CUDA
48
- //options.AppendExecutionProvider_CUDA(0);
49
- options.AppendExecutionProvider_DML(0);
50
- }
51
- else if (ComputeAPIID == 1)
52
- {
53
- //DirectML
54
- options.AppendExecutionProvider_DML(0);
55
- }
56
- break;
57
- case "X11": //Can use CUDA, ROCm
58
- if (ComputeAPIID == 0)
59
- {
60
- //CUDA
61
- //options.AppendExecutionProvider_CUDA(0);
62
- }
63
- if (ComputeAPIID == 1)
64
- {
65
- //ROCm, only works on x86
66
- //Research indicates that this has to be compiled as a GDNative plugin
67
- GD.Print("ROCm not supported yet, using CPU.");
68
- options.AppendExecutionProvider_CPU(0);
69
- }
70
-
71
- break;
72
- case "OSX": //Can use CoreML
73
- if (ComputeAPIID == 0) { //CoreML
74
- //TODO: Needs testing
75
- options.AppendExecutionProvider_CoreML(0);
76
- //CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
77
- }
78
- break;
79
- default:
80
- GD.Print("OS not Supported.");
81
- break;
82
  }
83
- }
84
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
85
 
86
- public static int ComputeCheck()
87
- {
88
- string adapterName = Godot.RenderingServer.GetVideoAdapterName();
89
- //string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
90
- adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
91
- //TODO: GPU vendors for MacOS, what do they even use these days?
92
- if (adapterName.Contains("INTEL")) {
93
- //Return 2, should use DirectML only
94
- return 2;}
95
- if (adapterName.Contains("AMD")) {
96
- //Return 1, should use DirectML, check later for ROCm
97
- return 1;}
98
- if (adapterName.Contains("NVIDIA")){
99
- //Return 0, should use CUDA
100
- return 0;}
101
-
102
- GD.Print("Graphics Card not recognized."); //Return -1, should use CPU
103
- return -1;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
104
  }
 
 
 
105
  }
106
- }
 
 
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/wrapper/ONNX_wrapper.gd CHANGED
@@ -1,4 +1,4 @@
1
- extends Node
2
  class_name ONNXModel
3
  var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
4
 
@@ -17,3 +17,8 @@ func run_inference(obs : Array, state_ins : int) -> Dictionary:
17
  printerr("Inferencer not initialized")
18
  return {}
19
  return inferencer.RunInference(obs, state_ins)
 
 
 
 
 
 
1
+ extends Resource
2
  class_name ONNXModel
3
  var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
4
 
 
17
  printerr("Inferencer not initialized")
18
  return {}
19
  return inferencer.RunInference(obs, state_ins)
20
+
21
+ func _notification(what):
22
+ if what == NOTIFICATION_PREDELETE:
23
+ inferencer.FreeDisposables()
24
+ inferencer.free()
addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn CHANGED
@@ -1,6 +1,6 @@
1
  [gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
2
 
3
- [ext_resource type="Script" path="res://sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
4
 
5
  [sub_resource type="GDScript" id="2"]
6
  script/source = "extends Node2D
 
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
addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd ADDED
@@ -0,0 +1,216 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor2D
3
+ class_name GridSensor2D
4
+
5
+ @export var debug_view := false:
6
+ get: return debug_view
7
+ set(value):
8
+ debug_view = value
9
+ _update()
10
+
11
+ @export_flags_2d_physics var detection_mask := 0:
12
+ get: return detection_mask
13
+ set(value):
14
+ detection_mask = value
15
+ _update()
16
+
17
+ @export var collide_with_areas := false:
18
+ get: return collide_with_areas
19
+ set(value):
20
+ collide_with_areas = value
21
+ _update()
22
+
23
+ @export var collide_with_bodies := true:
24
+ get: return collide_with_bodies
25
+ set(value):
26
+ collide_with_bodies = value
27
+ _update()
28
+
29
+ @export_range(1, 200, 0.1) var cell_width := 20.0:
30
+ get: return cell_width
31
+ set(value):
32
+ cell_width = value
33
+ _update()
34
+
35
+ @export_range(1, 200, 0.1) var cell_height := 20.0:
36
+ get: return cell_height
37
+ set(value):
38
+ cell_height = value
39
+ _update()
40
+
41
+ @export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
42
+ get: return grid_size_x
43
+ set(value):
44
+ grid_size_x = value
45
+ _update()
46
+
47
+ @export_range(1, 21, 2, "or_greater") var grid_size_y := 3:
48
+ get: return grid_size_y
49
+ set(value):
50
+ grid_size_y = value
51
+ _update()
52
+
53
+ var _obs_buffer: PackedFloat64Array
54
+ var _rectangle_shape: RectangleShape2D
55
+ var _collision_mapping: Dictionary
56
+ var _n_layers_per_cell: int
57
+
58
+ var _highlighted_cell_color: Color
59
+ var _standard_cell_color: Color
60
+
61
+ func get_observation():
62
+ return _obs_buffer
63
+
64
+ func _update():
65
+ if Engine.is_editor_hint():
66
+ if is_node_ready():
67
+ _spawn_nodes()
68
+
69
+ func _ready() -> void:
70
+ _set_colors()
71
+
72
+ if Engine.is_editor_hint():
73
+ if get_child_count() == 0:
74
+ _spawn_nodes()
75
+ else:
76
+ _spawn_nodes()
77
+
78
+
79
+ func _set_colors() -> void:
80
+ _standard_cell_color = Color(100.0/255.0, 100.0/255.0, 100.0/255.0, 100.0/255.0)
81
+ _highlighted_cell_color = Color(255.0/255.0, 100.0/255.0, 100.0/255.0, 100.0/255.0)
82
+
83
+ func _get_collision_mapping() -> Dictionary:
84
+ # defines which layer is mapped to which cell obs index
85
+ var total_bits = 0
86
+ var collision_mapping = {}
87
+ for i in 32:
88
+ var bit_mask = 2**i
89
+ if (detection_mask & bit_mask) > 0:
90
+ collision_mapping[i] = total_bits
91
+ total_bits += 1
92
+
93
+ return collision_mapping
94
+
95
+ func _spawn_nodes():
96
+ for cell in get_children():
97
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
98
+ cell.queue_free()
99
+
100
+ _collision_mapping = _get_collision_mapping()
101
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
102
+ # allocate memory for the observations
103
+ _n_layers_per_cell = len(_collision_mapping)
104
+ _obs_buffer = PackedFloat64Array()
105
+ _obs_buffer.resize(grid_size_x*grid_size_y*_n_layers_per_cell)
106
+ _obs_buffer.fill(0)
107
+ #prints(len(_obs_buffer), _obs_buffer )
108
+
109
+ _rectangle_shape = RectangleShape2D.new()
110
+ _rectangle_shape.set_size(Vector2(cell_width, cell_height))
111
+
112
+ var shift := Vector2(
113
+ -(grid_size_x/2)*cell_width,
114
+ -(grid_size_y/2)*cell_height,
115
+ )
116
+
117
+ for i in grid_size_x:
118
+ for j in grid_size_y:
119
+ var cell_position = Vector2(i*cell_width, j*cell_height) + shift
120
+ _create_cell(i, j, cell_position)
121
+
122
+
123
+ func _create_cell(i:int, j:int, position: Vector2):
124
+ var cell : = Area2D.new()
125
+ cell.position = position
126
+ cell.name = "GridCell %s %s" %[i, j]
127
+ cell.modulate = _standard_cell_color
128
+
129
+ if collide_with_areas:
130
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
131
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
132
+
133
+ if collide_with_bodies:
134
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
135
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
136
+
137
+ cell.collision_layer = 0
138
+ cell.collision_mask = detection_mask
139
+ cell.monitorable = true
140
+ add_child(cell)
141
+ cell.set_owner(get_tree().edited_scene_root)
142
+
143
+ var col_shape : = CollisionShape2D.new()
144
+ col_shape.shape = _rectangle_shape
145
+ col_shape.name = "CollisionShape2D"
146
+ cell.add_child(col_shape)
147
+ col_shape.set_owner(get_tree().edited_scene_root)
148
+
149
+ if debug_view:
150
+ var quad = MeshInstance2D.new()
151
+ quad.name = "MeshInstance2D"
152
+ var quad_mesh = QuadMesh.new()
153
+
154
+ quad_mesh.set_size(Vector2(cell_width, cell_height))
155
+
156
+ quad.mesh = quad_mesh
157
+ cell.add_child(quad)
158
+ quad.set_owner(get_tree().edited_scene_root)
159
+
160
+ func _update_obs(cell_i:int, cell_j:int, collision_layer:int, entered: bool):
161
+ for key in _collision_mapping:
162
+ var bit_mask = 2**key
163
+ if (collision_layer & bit_mask) > 0:
164
+ var collison_map_index = _collision_mapping[key]
165
+
166
+ var obs_index = (
167
+ (cell_i * grid_size_x * _n_layers_per_cell) +
168
+ (cell_j * _n_layers_per_cell) +
169
+ collison_map_index
170
+ )
171
+ #prints(obs_index, cell_i, cell_j)
172
+ if entered:
173
+ _obs_buffer[obs_index] += 1
174
+ else:
175
+ _obs_buffer[obs_index] -= 1
176
+
177
+ func _toggle_cell(cell_i:int, cell_j:int):
178
+ var cell = get_node_or_null("GridCell %s %s" %[cell_i, cell_j])
179
+
180
+ if cell == null:
181
+ print("cell not found, returning")
182
+
183
+ var n_hits = 0
184
+ var start_index = (cell_i * grid_size_x * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
185
+ for i in _n_layers_per_cell:
186
+ n_hits += _obs_buffer[start_index+i]
187
+
188
+ if n_hits > 0:
189
+ cell.modulate = _highlighted_cell_color
190
+ else:
191
+ cell.modulate = _standard_cell_color
192
+
193
+ func _on_cell_area_entered(area:Area2D, cell_i:int, cell_j:int):
194
+ #prints("_on_cell_area_entered", cell_i, cell_j)
195
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
196
+ if debug_view:
197
+ _toggle_cell(cell_i, cell_j)
198
+ #print(_obs_buffer)
199
+
200
+ func _on_cell_area_exited(area:Area2D, cell_i:int, cell_j:int):
201
+ #prints("_on_cell_area_exited", cell_i, cell_j)
202
+ _update_obs(cell_i, cell_j, area.collision_layer, false)
203
+ if debug_view:
204
+ _toggle_cell(cell_i, cell_j)
205
+
206
+ func _on_cell_body_entered(body: Node2D, cell_i:int, cell_j:int):
207
+ #prints("_on_cell_body_entered", cell_i, cell_j)
208
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
209
+ if debug_view:
210
+ _toggle_cell(cell_i, cell_j)
211
+
212
+ func _on_cell_body_exited(body: Node2D, cell_i:int, cell_j:int):
213
+ #prints("_on_cell_body_exited", cell_i, cell_j)
214
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
215
+ if debug_view:
216
+ _toggle_cell(cell_i, cell_j)
addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd ADDED
@@ -0,0 +1,233 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor3D
3
+ class_name GridSensor3D
4
+
5
+ @export var debug_view := false:
6
+ get: return debug_view
7
+ set(value):
8
+ debug_view = value
9
+ _update()
10
+
11
+ @export_flags_3d_physics var detection_mask := 0:
12
+ get: return detection_mask
13
+ set(value):
14
+ detection_mask = value
15
+ _update()
16
+
17
+ @export var collide_with_areas := false:
18
+ get: return collide_with_areas
19
+ set(value):
20
+ collide_with_areas = value
21
+ _update()
22
+
23
+ @export var collide_with_bodies := false:
24
+ # NOTE! The sensor will not detect StaticBody3D, add an area to static bodies to detect them
25
+ get: return collide_with_bodies
26
+ set(value):
27
+ collide_with_bodies = value
28
+ _update()
29
+
30
+ @export_range(0.1, 2, 0.1) var cell_width := 1.0:
31
+ get: return cell_width
32
+ set(value):
33
+ cell_width = value
34
+ _update()
35
+
36
+ @export_range(0.1, 2, 0.1) var cell_height := 1.0:
37
+ get: return cell_height
38
+ set(value):
39
+ cell_height = value
40
+ _update()
41
+
42
+ @export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
43
+ get: return grid_size_x
44
+ set(value):
45
+ grid_size_x = value
46
+ _update()
47
+
48
+ @export_range(1, 21, 2, "or_greater") var grid_size_z := 3:
49
+ get: return grid_size_z
50
+ set(value):
51
+ grid_size_z = value
52
+ _update()
53
+
54
+ var _obs_buffer: PackedFloat64Array
55
+ var _box_shape: BoxShape3D
56
+ var _collision_mapping: Dictionary
57
+ var _n_layers_per_cell: int
58
+
59
+ var _highlighted_box_material: StandardMaterial3D
60
+ var _standard_box_material: StandardMaterial3D
61
+
62
+ func get_observation():
63
+ return _obs_buffer
64
+
65
+ func reset():
66
+ _obs_buffer.fill(0)
67
+
68
+ func _update():
69
+ if Engine.is_editor_hint():
70
+ if is_node_ready():
71
+ _spawn_nodes()
72
+
73
+ func _ready() -> void:
74
+ _make_materials()
75
+
76
+ if Engine.is_editor_hint():
77
+ if get_child_count() == 0:
78
+ _spawn_nodes()
79
+ else:
80
+ _spawn_nodes()
81
+
82
+ func _make_materials() -> void:
83
+ if _highlighted_box_material != null and _standard_box_material != null:
84
+ return
85
+
86
+ _standard_box_material = StandardMaterial3D.new()
87
+ _standard_box_material.set_transparency(1) # ALPHA
88
+ _standard_box_material.albedo_color = Color(100.0/255.0, 100.0/255.0, 100.0/255.0, 100.0/255.0)
89
+
90
+ _highlighted_box_material = StandardMaterial3D.new()
91
+ _highlighted_box_material.set_transparency(1) # ALPHA
92
+ _highlighted_box_material.albedo_color = Color(255.0/255.0, 100.0/255.0, 100.0/255.0, 100.0/255.0)
93
+
94
+ func _get_collision_mapping() -> Dictionary:
95
+ # defines which layer is mapped to which cell obs index
96
+ var total_bits = 0
97
+ var collision_mapping = {}
98
+ for i in 32:
99
+ var bit_mask = 2**i
100
+ if (detection_mask & bit_mask) > 0:
101
+ collision_mapping[i] = total_bits
102
+ total_bits += 1
103
+
104
+ return collision_mapping
105
+
106
+ func _spawn_nodes():
107
+ for cell in get_children():
108
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
109
+ cell.queue_free()
110
+
111
+ _collision_mapping = _get_collision_mapping()
112
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
113
+ # allocate memory for the observations
114
+ _n_layers_per_cell = len(_collision_mapping)
115
+ _obs_buffer = PackedFloat64Array()
116
+ _obs_buffer.resize(grid_size_x*grid_size_z*_n_layers_per_cell)
117
+ _obs_buffer.fill(0)
118
+ #prints(len(_obs_buffer), _obs_buffer )
119
+
120
+ _box_shape = BoxShape3D.new()
121
+ _box_shape.set_size(Vector3(cell_width, cell_height, cell_width))
122
+
123
+ var shift := Vector3(
124
+ -(grid_size_x/2)*cell_width,
125
+ 0,
126
+ -(grid_size_z/2)*cell_width,
127
+ )
128
+
129
+ for i in grid_size_x:
130
+ for j in grid_size_z:
131
+ var cell_position = Vector3(i*cell_width, 0.0, j*cell_width) + shift
132
+ _create_cell(i, j, cell_position)
133
+
134
+
135
+ func _create_cell(i:int, j:int, position: Vector3):
136
+ var cell : = Area3D.new()
137
+ cell.position = position
138
+ cell.name = "GridCell %s %s" %[i, j]
139
+
140
+ if collide_with_areas:
141
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
142
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
143
+
144
+ if collide_with_bodies:
145
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
146
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
147
+
148
+ # cell.body_shape_entered.connect(_on_cell_body_shape_entered.bind(i, j))
149
+ # cell.body_shape_exited.connect(_on_cell_body_shape_exited.bind(i, j))
150
+
151
+ cell.collision_layer = 0
152
+ cell.collision_mask = detection_mask
153
+ cell.monitorable = true
154
+ cell.input_ray_pickable = false
155
+ add_child(cell)
156
+ cell.set_owner(get_tree().edited_scene_root)
157
+
158
+ var col_shape : = CollisionShape3D.new()
159
+ col_shape.shape = _box_shape
160
+ col_shape.name = "CollisionShape3D"
161
+ cell.add_child(col_shape)
162
+ col_shape.set_owner(get_tree().edited_scene_root)
163
+
164
+ if debug_view:
165
+ var box = MeshInstance3D.new()
166
+ box.name = "MeshInstance3D"
167
+ var box_mesh = BoxMesh.new()
168
+
169
+ box_mesh.set_size(Vector3(cell_width, cell_height, cell_width))
170
+ box_mesh.material = _standard_box_material
171
+
172
+ box.mesh = box_mesh
173
+ cell.add_child(box)
174
+ box.set_owner(get_tree().edited_scene_root)
175
+
176
+ func _update_obs(cell_i:int, cell_j:int, collision_layer:int, entered: bool):
177
+ for key in _collision_mapping:
178
+ var bit_mask = 2**key
179
+ if (collision_layer & bit_mask) > 0:
180
+ var collison_map_index = _collision_mapping[key]
181
+
182
+ var obs_index = (
183
+ (cell_i * grid_size_x * _n_layers_per_cell) +
184
+ (cell_j * _n_layers_per_cell) +
185
+ collison_map_index
186
+ )
187
+ #prints(obs_index, cell_i, cell_j)
188
+ if entered:
189
+ _obs_buffer[obs_index] += 1
190
+ else:
191
+ _obs_buffer[obs_index] -= 1
192
+
193
+ func _toggle_cell(cell_i:int, cell_j:int):
194
+ var cell = get_node_or_null("GridCell %s %s" %[cell_i, cell_j])
195
+
196
+ if cell == null:
197
+ print("cell not found, returning")
198
+
199
+ var n_hits = 0
200
+ var start_index = (cell_i * grid_size_x * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
201
+ for i in _n_layers_per_cell:
202
+ n_hits += _obs_buffer[start_index+i]
203
+
204
+ var cell_mesh = cell.get_node_or_null("MeshInstance3D")
205
+ if n_hits > 0:
206
+ cell_mesh.mesh.material = _highlighted_box_material
207
+ else:
208
+ cell_mesh.mesh.material = _standard_box_material
209
+
210
+ func _on_cell_area_entered(area:Area3D, cell_i:int, cell_j:int):
211
+ #prints("_on_cell_area_entered", cell_i, cell_j)
212
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
213
+ if debug_view:
214
+ _toggle_cell(cell_i, cell_j)
215
+ #print(_obs_buffer)
216
+
217
+ func _on_cell_area_exited(area:Area3D, cell_i:int, cell_j:int):
218
+ #prints("_on_cell_area_exited", cell_i, cell_j)
219
+ _update_obs(cell_i, cell_j, area.collision_layer, false)
220
+ if debug_view:
221
+ _toggle_cell(cell_i, cell_j)
222
+
223
+ func _on_cell_body_entered(body: Node3D, cell_i:int, cell_j:int):
224
+ #prints("_on_cell_body_entered", cell_i, cell_j)
225
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
226
+ if debug_view:
227
+ _toggle_cell(cell_i, cell_j)
228
+
229
+ func _on_cell_body_exited(body: Node3D, cell_i:int, cell_j:int):
230
+ #prints("_on_cell_body_exited", cell_i, cell_j)
231
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
232
+ if debug_view:
233
+ _toggle_cell(cell_i, cell_j)
addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn CHANGED
@@ -1,42 +1,41 @@
1
- [gd_scene load_steps=3 format=2]
2
 
3
- [ext_resource path="res://addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd" type="Script" 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 = Vector2( 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
  anchor_right = 1.0
23
  anchor_bottom = 1.0
24
- __meta__ = {
25
- "_edit_use_anchors_": false
26
- }
27
 
28
  [node name="TextureRect" type="ColorRect" parent="Control"]
 
29
  offset_left = 1096.0
30
  offset_top = 534.0
31
  offset_right = 1114.0
32
  offset_bottom = 552.0
33
- scale = Vector2( 10, 10 )
34
- color = Color( 0.00784314, 0.00784314, 0.00784314, 1 )
35
- __meta__ = {
36
- "_edit_use_anchors_": false
37
- }
38
 
39
  [node name="CameraTexture" type="Sprite2D" parent="Control/TextureRect"]
40
- texture = SubResource( 1 )
41
- offset = Vector2( 9, 9 )
42
  flip_v = true
 
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 CHANGED
@@ -61,11 +61,15 @@ var geo = null
61
 
62
  func _update():
63
  if Engine.is_editor_hint():
64
- _spawn_nodes()
65
-
66
 
67
  func _ready() -> void:
68
- _spawn_nodes()
 
 
 
 
69
 
70
  func _spawn_nodes():
71
  print("spawning nodes")
 
61
 
62
  func _update():
63
  if Engine.is_editor_hint():
64
+ if is_node_ready():
65
+ _spawn_nodes()
66
 
67
  func _ready() -> void:
68
+ if Engine.is_editor_hint():
69
+ if get_child_count() == 0:
70
+ _spawn_nodes()
71
+ else:
72
+ _spawn_nodes()
73
 
74
  func _spawn_nodes():
75
  print("spawning nodes")
addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn CHANGED
@@ -8,26 +8,20 @@ n_rays_width = 4.0
8
  n_rays_height = 2.0
9
  ray_length = 11.0
10
 
11
- [node name="@node_0 0@18991" type="RayCast3D" parent="."]
12
- target_position = Vector3(-4.06608, -2.84701, 9.81639)
13
-
14
- [node name="node_0 1" type="RayCast3D" parent="."]
15
- target_position = Vector3(-4.06608, 2.84701, 9.81639)
16
-
17
- [node name="@node_1 0@18992" type="RayCast3D" parent="."]
18
  target_position = Vector3(-1.38686, -2.84701, 10.5343)
19
 
20
- [node name="@node_1 1@18993" type="RayCast3D" parent="."]
21
  target_position = Vector3(-1.38686, 2.84701, 10.5343)
22
 
23
- [node name="@node_2 0@18994" type="RayCast3D" parent="."]
24
  target_position = Vector3(1.38686, -2.84701, 10.5343)
25
 
26
- [node name="@node_2 1@18995" type="RayCast3D" parent="."]
27
  target_position = Vector3(1.38686, 2.84701, 10.5343)
28
 
29
- [node name="@node_3 0@18996" type="RayCast3D" parent="."]
30
  target_position = Vector3(4.06608, -2.84701, 9.81639)
31
 
32
- [node name="@node_3 1@18997" type="RayCast3D" parent="."]
33
  target_position = Vector3(4.06608, 2.84701, 9.81639)
 
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 CHANGED
@@ -1,7 +1,7 @@
1
  extends Node
2
  # --fixed-fps 2000 --disable-render-loop
3
- @export var action_repeat := 8
4
- @export var speed_up = 1
5
  @export var onnx_model_path := ""
6
 
7
  @onready var start_time = Time.get_ticks_msec()
@@ -10,7 +10,6 @@ const MAJOR_VERSION := "0"
10
  const MINOR_VERSION := "3"
11
  const DEFAULT_PORT := "11008"
12
  const DEFAULT_SEED := "1"
13
- const DEFAULT_ACTION_REPEAT := "8"
14
  var stream : StreamPeerTCP = null
15
  var connected = false
16
  var message_center
@@ -44,17 +43,20 @@ func _initialize():
44
  Engine.time_scale = _get_speedup() * 1.0
45
  prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
46
 
47
-
48
- connected = connect_to_server()
49
- if connected:
50
- _set_heuristic("model")
51
- _handshake()
52
- _send_env_info()
53
- elif onnx_model_path != "":
54
  onnx_model = ONNXModel.new(onnx_model_path, 1)
55
  _set_heuristic("model")
56
- else:
57
- _set_heuristic("human")
 
 
 
 
 
 
58
 
59
  _set_seed()
60
  _set_action_repeat()
@@ -232,7 +234,7 @@ func _set_seed():
232
  seed(_seed)
233
 
234
  func _set_action_repeat():
235
- action_repeat = args.get("action_repeat", DEFAULT_ACTION_REPEAT).to_int()
236
 
237
  func disconnect_from_server():
238
  stream.disconnect_from_host()
 
1
  extends Node
2
  # --fixed-fps 2000 --disable-render-loop
3
+ @export_range(1, 10, 1, "or_greater") var action_repeat := 8
4
+ @export_range(1, 10, 1, "or_greater") var speed_up = 1
5
  @export var onnx_model_path := ""
6
 
7
  @onready var start_time = Time.get_ticks_msec()
 
10
  const MINOR_VERSION := "3"
11
  const DEFAULT_PORT := "11008"
12
  const DEFAULT_SEED := "1"
 
13
  var stream : StreamPeerTCP = null
14
  var connected = false
15
  var message_center
 
43
  Engine.time_scale = _get_speedup() * 1.0
44
  prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
45
 
46
+ # Run inference if onnx model path is set, otherwise wait for server connection
47
+ var run_onnx_model_inference : bool = onnx_model_path != ""
48
+ if run_onnx_model_inference:
49
+ assert(FileAccess.file_exists(onnx_model_path), "Onnx Model Path set on Sync node does not exist: " + onnx_model_path)
 
 
 
50
  onnx_model = ONNXModel.new(onnx_model_path, 1)
51
  _set_heuristic("model")
52
+ else:
53
+ connected = connect_to_server()
54
+ if connected:
55
+ _set_heuristic("model")
56
+ _handshake()
57
+ _send_env_info()
58
+ else:
59
+ _set_heuristic("human")
60
 
61
  _set_seed()
62
  _set_action_repeat()
 
234
  seed(_seed)
235
 
236
  func _set_action_repeat():
237
+ action_repeat = args.get("action_repeat", str(action_repeat)).to_int()
238
 
239
  func disconnect_from_server():
240
  stream.disconnect_from_host()
bin/Racer.console.exe CHANGED
Binary files a/bin/Racer.console.exe and b/bin/Racer.console.exe differ
 
bin/Racer.exe CHANGED
@@ -1,3 +1,3 @@
1
  version https://git-lfs.github.com/spec/v1
2
- oid sha256:2de407f42a3db0dece9ff075b69219a30493b90c67f0a14bc450b414fba39125
3
- size 71425536
 
1
  version https://git-lfs.github.com/spec/v1
2
+ oid sha256:910d1661cf406eb788be65369b4784b8bde02dd16e327fac690b501d08e9e886
3
+ size 69051392
bin/Racer.pck CHANGED
@@ -1,3 +1,3 @@
1
  version https://git-lfs.github.com/spec/v1
2
- oid sha256:6e01878b65dee5b9ee39064ebdb8fe3377eb84df6d0aa0f0f1441914bf2c5f68
3
- size 59464256
 
1
  version https://git-lfs.github.com/spec/v1
2
+ oid sha256:f47ee489e09ef1b86b9751f5c453ccf6aad34c32c866885f63fbcb2682424e10
3
+ size 59479568
bin/Racer.x86_64 CHANGED
@@ -1,3 +1,3 @@
1
  version https://git-lfs.github.com/spec/v1
2
- oid sha256:843a1e5f8df1e6b2fe57ff86ca637436c7e1216f8409f2b079090c373548e86f
3
- size 72784744
 
1
  version https://git-lfs.github.com/spec/v1
2
+ oid sha256:fb6fa01639dd98489aac3e0dd5f9ecf0691b25b37a717f7380b1350d91ed23a4
3
+ size 61637496
bonus_reward.gd CHANGED
@@ -1,16 +1,6 @@
1
  extends Area3D
2
 
3
 
4
- # Called when the node enters the scene tree for the first time.
5
- func _ready():
6
- pass # Replace with function body.
7
-
8
-
9
- # Called every frame. 'delta' is the elapsed time since the previous frame.
10
- func _process(delta):
11
- pass
12
-
13
-
14
  func _on_body_entered(body):
15
  body = body as VehicleBody3D
16
  if body:
 
1
  extends Area3D
2
 
3
 
 
 
 
 
 
 
 
 
 
 
4
  func _on_body_entered(body):
5
  body = body as VehicleBody3D
6
  if body:
game.gd CHANGED
@@ -1,14 +1,9 @@
1
  extends Node3D
2
 
3
-
4
- # Called when the node enters the scene tree for the first time.
5
  @export var speed_up = 1
 
 
6
  # Called when the node enters the scene tree for the first time.
7
  func _ready():
8
- Engine.physics_ticks_per_second = speed_up*60 # Replace with function body.
9
  Engine.time_scale = speed_up * 1.0
10
-
11
-
12
- # Called every frame. 'delta' is the elapsed time since the previous frame.
13
- func _process(delta):
14
- pass
 
1
  extends Node3D
2
 
 
 
3
  @export var speed_up = 1
4
+
5
+
6
  # Called when the node enters the scene tree for the first time.
7
  func _ready():
8
+ Engine.physics_ticks_per_second = speed_up * 60
9
  Engine.time_scale = speed_up * 1.0
 
 
 
 
 
game.tscn CHANGED
@@ -1,6 +1,6 @@
1
  [gd_scene load_steps=18 format=3 uid="uid://4cc2pbxkyxe4"]
2
 
3
- [ext_resource type="Texture2D" uid="uid://cbb48twr7cska" path="res://assets/lilienstein_1k.hdr" id="1_005ev"]
4
  [ext_resource type="Script" path="res://game.gd" id="1_6oqji"]
5
  [ext_resource type="PackedScene" uid="uid://b1bwg2tirgxwk" path="res://vehicle.tscn" id="6_lk73p"]
6
  [ext_resource type="Script" path="res://Waypoints.gd" id="7_60see"]
@@ -269,7 +269,9 @@ transform = Transform3D(0.637612, 0, 0.770357, 0, 0.875053, 0, -0.770357, 0, 0.6
269
  [node name="kenny_track2" parent="." instance=ExtResource("13_hx40f")]
270
  transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 36.2995, 0, -20.6384)
271
 
272
- [node name="CollisionShape3D" type="CollisionShape3D" parent="kenny_track2"]
 
 
273
  transform = Transform3D(0.965926, -0.258819, 0, 0.258819, 0.965926, 0, 0, 0, 1, -16, 2.63354, 21.0934)
274
  shape = SubResource("BoxShape3D_coivy")
275
 
 
1
  [gd_scene load_steps=18 format=3 uid="uid://4cc2pbxkyxe4"]
2
 
3
+ [ext_resource type="Texture2D" uid="uid://d0mpabcwlpoah" path="res://assets/lilienstein_1k.hdr" id="1_005ev"]
4
  [ext_resource type="Script" path="res://game.gd" id="1_6oqji"]
5
  [ext_resource type="PackedScene" uid="uid://b1bwg2tirgxwk" path="res://vehicle.tscn" id="6_lk73p"]
6
  [ext_resource type="Script" path="res://Waypoints.gd" id="7_60see"]
 
269
  [node name="kenny_track2" parent="." instance=ExtResource("13_hx40f")]
270
  transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 36.2995, 0, -20.6384)
271
 
272
+ [node name="StaticBody3D" type="StaticBody3D" parent="kenny_track2"]
273
+
274
+ [node name="CollisionShape3D" type="CollisionShape3D" parent="kenny_track2/StaticBody3D"]
275
  transform = Transform3D(0.965926, -0.258819, 0, 0.258819, 0.965926, 0, 0, 0, 1, -16, 2.63354, 21.0934)
276
  shape = SubResource("BoxShape3D_coivy")
277
 
grass.tres CHANGED
@@ -1,7 +1,7 @@
1
  [gd_resource type="StandardMaterial3D" load_steps=3 format=3 uid="uid://bn5xuf3in8pv"]
2
 
3
- [ext_resource type="Texture2D" uid="uid://baph8xn1nuljv" path="res://assets/stable/grass6.png" id="1_t8e2h"]
4
- [ext_resource type="Texture2D" uid="uid://fj1710l08n7v" path="res://assets/stable/NormalMap.png" id="2_slclo"]
5
 
6
  [resource]
7
  albedo_texture = ExtResource("1_t8e2h")
 
1
  [gd_resource type="StandardMaterial3D" load_steps=3 format=3 uid="uid://bn5xuf3in8pv"]
2
 
3
+ [ext_resource type="Texture2D" uid="uid://cgeeok0gto7sj" path="res://assets/stable/grass6.png" id="1_t8e2h"]
4
+ [ext_resource type="Texture2D" uid="uid://ctg6hrx4h3eqe" path="res://assets/stable/NormalMap.png" id="2_slclo"]
5
 
6
  [resource]
7
  albedo_texture = ExtResource("1_t8e2h")
managers/game_manager.gd CHANGED
@@ -13,17 +13,8 @@ var player_list = []
13
  var countdown_scene = preload("res://UICountDown.tscn")
14
  var fly_cam : Node3D
15
 
16
- func _ready():
17
- return
18
- await get_tree().create_timer(1.0).timeout
19
- var callable = Callable(self, "unpause_players")
20
- callable.call()
21
- return
22
- var countdown = countdown_scene.instantiate()
23
- add_child(countdown)
24
- countdown.run_countdown(callable)
25
-
26
- func _process(delta):
27
  if Input.is_action_just_pressed("ui_cancel"):
28
  Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE else Input.MOUSE_MODE_VISIBLE
29
 
 
13
  var countdown_scene = preload("res://UICountDown.tscn")
14
  var fly_cam : Node3D
15
 
16
+
17
+ func _process(_delta):
 
 
 
 
 
 
 
 
 
18
  if Input.is_action_just_pressed("ui_cancel"):
19
  Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE else Input.MOUSE_MODE_VISIBLE
20
 
project.godot CHANGED
@@ -8,63 +8,11 @@
8
 
9
  config_version=5
10
 
11
- _global_script_classes=[{
12
- "base": "Node2D",
13
- "class": &"ISensor2D",
14
- "language": &"GDScript",
15
- "path": "res://addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd"
16
- }, {
17
- "base": "Node3D",
18
- "class": &"ISensor3D",
19
- "language": &"GDScript",
20
- "path": "res://addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd"
21
- }, {
22
- "base": "VehicleBody3D",
23
- "class": &"Player",
24
- "language": &"GDScript",
25
- "path": "res://vehicle.gd"
26
- }, {
27
- "base": "Node3D",
28
- "class": &"RGBCameraSensor3D",
29
- "language": &"GDScript",
30
- "path": "res://addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd"
31
- }, {
32
- "base": "ISensor3D",
33
- "class": &"RayCastSensor3D",
34
- "language": &"GDScript",
35
- "path": "res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd"
36
- }, {
37
- "base": "ISensor2D",
38
- "class": &"RaycastSensor2D",
39
- "language": &"GDScript",
40
- "path": "res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd"
41
- }, {
42
- "base": "Control",
43
- "class": &"UICountDown",
44
- "language": &"GDScript",
45
- "path": "res://UICountDown.gd"
46
- }, {
47
- "base": "Node",
48
- "class": &"Utils",
49
- "language": &"GDScript",
50
- "path": "res://utils.gd"
51
- }]
52
- _global_script_class_icons={
53
- "ISensor2D": "",
54
- "ISensor3D": "",
55
- "Player": "",
56
- "RGBCameraSensor3D": "",
57
- "RayCastSensor3D": "",
58
- "RaycastSensor2D": "",
59
- "UICountDown": "",
60
- "Utils": ""
61
- }
62
-
63
  [application]
64
 
65
  config/name="GodotRacer"
66
  run/main_scene="res://train.tscn"
67
- config/features=PackedStringArray("4.0")
68
  config/icon="res://icon.png"
69
 
70
  [autoload]
@@ -72,9 +20,13 @@ config/icon="res://icon.png"
72
  GameManager="*res://managers/game_manager.gd"
73
  EventManager="*res://managers/event_manager.gd"
74
 
 
 
 
 
75
  [editor_plugins]
76
 
77
- enabled=PackedStringArray()
78
 
79
  [filesystem]
80
 
@@ -84,47 +36,52 @@ import/blender/enabled=false
84
 
85
  turn_left={
86
  "deadzone": 0.5,
87
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"unicode":0,"echo":false,"script":null)
88
  ]
89
  }
90
  turn_right={
91
  "deadzone": 0.5,
92
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"unicode":0,"echo":false,"script":null)
93
  ]
94
  }
95
  accelerate={
96
  "deadzone": 0.5,
97
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"unicode":0,"echo":false,"script":null)
98
  ]
99
  }
100
  reverse={
101
  "deadzone": 0.5,
102
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"unicode":0,"echo":false,"script":null)
103
  ]
104
  }
105
  next_player={
106
  "deadzone": 0.5,
107
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"unicode":0,"echo":false,"script":null)
108
  ]
109
  }
110
  previous_player={
111
  "deadzone": 0.5,
112
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"unicode":0,"echo":false,"script":null)
113
  ]
114
  }
115
  toggle_flycam={
116
  "deadzone": 0.5,
117
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"unicode":0,"echo":false,"script":null)
118
  ]
119
  }
120
  cam_up={
121
  "deadzone": 0.5,
122
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"unicode":0,"echo":false,"script":null)
123
  ]
124
  }
125
  cam_down={
126
  "deadzone": 0.5,
127
- "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"unicode":0,"echo":false,"script":null)
 
 
 
 
 
128
  ]
129
  }
130
 
 
8
 
9
  config_version=5
10
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
11
  [application]
12
 
13
  config/name="GodotRacer"
14
  run/main_scene="res://train.tscn"
15
+ config/features=PackedStringArray("4.1")
16
  config/icon="res://icon.png"
17
 
18
  [autoload]
 
20
  GameManager="*res://managers/game_manager.gd"
21
  EventManager="*res://managers/event_manager.gd"
22
 
23
+ [dotnet]
24
+
25
+ project/assembly_name="GodotRacer"
26
+
27
  [editor_plugins]
28
 
29
+ enabled=PackedStringArray("res://addons/godot_rl_agents/plugin.cfg")
30
 
31
  [filesystem]
32
 
 
36
 
37
  turn_left={
38
  "deadzone": 0.5,
39
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":0,"echo":false,"script":null)
40
  ]
41
  }
42
  turn_right={
43
  "deadzone": 0.5,
44
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":0,"echo":false,"script":null)
45
  ]
46
  }
47
  accelerate={
48
  "deadzone": 0.5,
49
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":0,"echo":false,"script":null)
50
  ]
51
  }
52
  reverse={
53
  "deadzone": 0.5,
54
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":0,"echo":false,"script":null)
55
  ]
56
  }
57
  next_player={
58
  "deadzone": 0.5,
59
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"echo":false,"script":null)
60
  ]
61
  }
62
  previous_player={
63
  "deadzone": 0.5,
64
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
65
  ]
66
  }
67
  toggle_flycam={
68
  "deadzone": 0.5,
69
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":0,"echo":false,"script":null)
70
  ]
71
  }
72
  cam_up={
73
  "deadzone": 0.5,
74
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"echo":false,"script":null)
75
  ]
76
  }
77
  cam_down={
78
  "deadzone": 0.5,
79
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194326,"key_label":0,"unicode":0,"echo":false,"script":null)
80
+ ]
81
+ }
82
+ r_key={
83
+ "deadzone": 0.5,
84
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"echo":false,"script":null)
85
  ]
86
  }
87
 
resources/green_jeep.tres CHANGED
@@ -1,6 +1,6 @@
1
  [gd_resource type="ArrayMesh" load_steps=7 format=3 uid="uid://bmafldwqk71je"]
2
 
3
- [sub_resource type="Image" id="Image_7fb8q"]
4
  data = {
5
  "data": PackedByteArray(245, 245, 245, 228, 228, 228, 206, 206, 206, 177, 177, 177, 142, 142, 142, 102, 102, 102, 62, 62, 62, 31, 31, 31, 193, 234, 255, 142, 198, 226, 75, 147, 184, 24, 86, 118, 211, 233, 166, 156, 188, 98, 102, 145, 50, 54, 91, 19, 251, 180, 161, 220, 90, 58, 171, 58, 29, 126, 26, 9, 249, 243, 166, 248, 227, 37, 223, 183, 10, 175, 144, 0, 255, 198, 76, 253, 160, 0, 240, 121, 0, 198, 86, 0, 217, 185, 157, 189, 151, 117, 146, 104, 66, 101, 69, 29, 248, 213, 201, 241, 188, 169, 217, 161, 123, 190, 145, 108, 123, 91, 65, 98, 62, 43, 67, 40, 26, 37, 22, 10, 246, 218, 248, 239, 168, 246, 229, 84, 243, 173, 7, 189, 211, 175, 247, 164, 101, 226, 125, 58, 191, 72, 11, 131, 120, 180, 254, 44, 138, 251, 10, 97, 203, 3, 50, 106, 120, 254, 122, 53, 231, 29, 26, 151, 9, 11, 76, 2, 196, 217, 225, 151, 176, 186, 101, 120, 127, 55, 66, 71, 255, 217, 193, 247, 191, 177, 214, 162, 163, 140, 102, 125),
6
  "format": "RGB8",
@@ -10,7 +10,7 @@ data = {
10
  }
11
 
12
  [sub_resource type="ImageTexture" id="ImageTexture_16068"]
13
- image = SubResource("Image_7fb8q")
14
 
15
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_sxmic"]
16
  resource_name = "Material"
 
1
  [gd_resource type="ArrayMesh" load_steps=7 format=3 uid="uid://bmafldwqk71je"]
2
 
3
+ [sub_resource type="Image" id="Image_eiuj6"]
4
  data = {
5
  "data": PackedByteArray(245, 245, 245, 228, 228, 228, 206, 206, 206, 177, 177, 177, 142, 142, 142, 102, 102, 102, 62, 62, 62, 31, 31, 31, 193, 234, 255, 142, 198, 226, 75, 147, 184, 24, 86, 118, 211, 233, 166, 156, 188, 98, 102, 145, 50, 54, 91, 19, 251, 180, 161, 220, 90, 58, 171, 58, 29, 126, 26, 9, 249, 243, 166, 248, 227, 37, 223, 183, 10, 175, 144, 0, 255, 198, 76, 253, 160, 0, 240, 121, 0, 198, 86, 0, 217, 185, 157, 189, 151, 117, 146, 104, 66, 101, 69, 29, 248, 213, 201, 241, 188, 169, 217, 161, 123, 190, 145, 108, 123, 91, 65, 98, 62, 43, 67, 40, 26, 37, 22, 10, 246, 218, 248, 239, 168, 246, 229, 84, 243, 173, 7, 189, 211, 175, 247, 164, 101, 226, 125, 58, 191, 72, 11, 131, 120, 180, 254, 44, 138, 251, 10, 97, 203, 3, 50, 106, 120, 254, 122, 53, 231, 29, 26, 151, 9, 11, 76, 2, 196, 217, 225, 151, 176, 186, 101, 120, 127, 55, 66, 71, 255, 217, 193, 247, 191, 177, 214, 162, 163, 140, 102, 125),
6
  "format": "RGB8",
 
10
  }
11
 
12
  [sub_resource type="ImageTexture" id="ImageTexture_16068"]
13
+ image = SubResource("Image_eiuj6")
14
 
15
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_sxmic"]
16
  resource_name = "Material"
resources/red_convertible.tres CHANGED
@@ -1,6 +1,6 @@
1
  [gd_resource type="ArrayMesh" load_steps=6 format=3 uid="uid://45kjpktk2ec4"]
2
 
3
- [sub_resource type="Image" id="Image_ur17i"]
4
  data = {
5
  "data": PackedByteArray(245, 245, 245, 228, 228, 228, 206, 206, 206, 177, 177, 177, 142, 142, 142, 102, 102, 102, 62, 62, 62, 31, 31, 31, 193, 234, 255, 142, 198, 226, 75, 147, 184, 24, 86, 118, 211, 233, 166, 156, 188, 98, 102, 145, 50, 54, 91, 19, 251, 180, 161, 220, 90, 58, 171, 58, 29, 126, 26, 9, 249, 243, 166, 248, 227, 37, 223, 183, 10, 175, 144, 0, 255, 198, 76, 253, 160, 0, 240, 121, 0, 198, 86, 0, 217, 185, 157, 189, 151, 117, 146, 104, 66, 101, 69, 29, 248, 213, 201, 241, 188, 169, 217, 161, 123, 190, 145, 108, 123, 91, 65, 98, 62, 43, 67, 40, 26, 37, 22, 10, 246, 218, 248, 239, 168, 246, 229, 84, 243, 173, 7, 189, 211, 175, 247, 164, 101, 226, 125, 58, 191, 72, 11, 131, 120, 180, 254, 44, 138, 251, 10, 97, 203, 3, 50, 106, 120, 254, 122, 53, 231, 29, 26, 151, 9, 11, 76, 2, 196, 217, 225, 151, 176, 186, 101, 120, 127, 55, 66, 71, 255, 217, 193, 247, 191, 177, 214, 162, 163, 140, 102, 125),
6
  "format": "RGB8",
@@ -10,7 +10,7 @@ data = {
10
  }
11
 
12
  [sub_resource type="ImageTexture" id="ImageTexture_8w6u5"]
13
- image = SubResource("Image_ur17i")
14
 
15
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_6vwct"]
16
  resource_name = "Material.006"
 
1
  [gd_resource type="ArrayMesh" load_steps=6 format=3 uid="uid://45kjpktk2ec4"]
2
 
3
+ [sub_resource type="Image" id="Image_eqtqe"]
4
  data = {
5
  "data": PackedByteArray(245, 245, 245, 228, 228, 228, 206, 206, 206, 177, 177, 177, 142, 142, 142, 102, 102, 102, 62, 62, 62, 31, 31, 31, 193, 234, 255, 142, 198, 226, 75, 147, 184, 24, 86, 118, 211, 233, 166, 156, 188, 98, 102, 145, 50, 54, 91, 19, 251, 180, 161, 220, 90, 58, 171, 58, 29, 126, 26, 9, 249, 243, 166, 248, 227, 37, 223, 183, 10, 175, 144, 0, 255, 198, 76, 253, 160, 0, 240, 121, 0, 198, 86, 0, 217, 185, 157, 189, 151, 117, 146, 104, 66, 101, 69, 29, 248, 213, 201, 241, 188, 169, 217, 161, 123, 190, 145, 108, 123, 91, 65, 98, 62, 43, 67, 40, 26, 37, 22, 10, 246, 218, 248, 239, 168, 246, 229, 84, 243, 173, 7, 189, 211, 175, 247, 164, 101, 226, 125, 58, 191, 72, 11, 131, 120, 180, 254, 44, 138, 251, 10, 97, 203, 3, 50, 106, 120, 254, 122, 53, 231, 29, 26, 151, 9, 11, 76, 2, 196, 217, 225, 151, 176, 186, 101, 120, 127, 55, 66, 71, 255, 217, 193, 247, 191, 177, 214, 162, 163, 140, 102, 125),
6
  "format": "RGB8",
 
10
  }
11
 
12
  [sub_resource type="ImageTexture" id="ImageTexture_8w6u5"]
13
+ image = SubResource("Image_eqtqe")
14
 
15
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_6vwct"]
16
  resource_name = "Material.006"
resources/taxi.tres CHANGED
@@ -1,6 +1,6 @@
1
  [gd_resource type="ArrayMesh" load_steps=6 format=3 uid="uid://b7menhm5bg0rq"]
2
 
3
- [sub_resource type="Image" id="Image_4xdxh"]
4
  data = {
5
  "data": PackedByteArray(245, 245, 245, 228, 228, 228, 206, 206, 206, 177, 177, 177, 142, 142, 142, 102, 102, 102, 62, 62, 62, 31, 31, 31, 193, 234, 255, 142, 198, 226, 75, 147, 184, 24, 86, 118, 211, 233, 166, 156, 188, 98, 102, 145, 50, 54, 91, 19, 251, 180, 161, 220, 90, 58, 171, 58, 29, 126, 26, 9, 249, 243, 166, 248, 227, 37, 223, 183, 10, 175, 144, 0, 255, 198, 76, 253, 160, 0, 240, 121, 0, 198, 86, 0, 217, 185, 157, 189, 151, 117, 146, 104, 66, 101, 69, 29, 248, 213, 201, 241, 188, 169, 217, 161, 123, 190, 145, 108, 123, 91, 65, 98, 62, 43, 67, 40, 26, 37, 22, 10, 246, 218, 248, 239, 168, 246, 229, 84, 243, 173, 7, 189, 211, 175, 247, 164, 101, 226, 125, 58, 191, 72, 11, 131, 120, 180, 254, 44, 138, 251, 10, 97, 203, 3, 50, 106, 120, 254, 122, 53, 231, 29, 26, 151, 9, 11, 76, 2, 196, 217, 225, 151, 176, 186, 101, 120, 127, 55, 66, 71, 255, 217, 193, 247, 191, 177, 214, 162, 163, 140, 102, 125),
6
  "format": "RGB8",
@@ -10,7 +10,7 @@ data = {
10
  }
11
 
12
  [sub_resource type="ImageTexture" id="ImageTexture_ci2m6"]
13
- image = SubResource("Image_4xdxh")
14
 
15
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_vh00m"]
16
  resource_name = "Material"
 
1
  [gd_resource type="ArrayMesh" load_steps=6 format=3 uid="uid://b7menhm5bg0rq"]
2
 
3
+ [sub_resource type="Image" id="Image_8b4xe"]
4
  data = {
5
  "data": PackedByteArray(245, 245, 245, 228, 228, 228, 206, 206, 206, 177, 177, 177, 142, 142, 142, 102, 102, 102, 62, 62, 62, 31, 31, 31, 193, 234, 255, 142, 198, 226, 75, 147, 184, 24, 86, 118, 211, 233, 166, 156, 188, 98, 102, 145, 50, 54, 91, 19, 251, 180, 161, 220, 90, 58, 171, 58, 29, 126, 26, 9, 249, 243, 166, 248, 227, 37, 223, 183, 10, 175, 144, 0, 255, 198, 76, 253, 160, 0, 240, 121, 0, 198, 86, 0, 217, 185, 157, 189, 151, 117, 146, 104, 66, 101, 69, 29, 248, 213, 201, 241, 188, 169, 217, 161, 123, 190, 145, 108, 123, 91, 65, 98, 62, 43, 67, 40, 26, 37, 22, 10, 246, 218, 248, 239, 168, 246, 229, 84, 243, 173, 7, 189, 211, 175, 247, 164, 101, 226, 125, 58, 191, 72, 11, 131, 120, 180, 254, 44, 138, 251, 10, 97, 203, 3, 50, 106, 120, 254, 122, 53, 231, 29, 26, 151, 9, 11, 76, 2, 196, 217, 225, 151, 176, 186, 101, 120, 127, 55, 66, 71, 255, 217, 193, 247, 191, 177, 214, 162, 163, 140, 102, 125),
6
  "format": "RGB8",
 
10
  }
11
 
12
  [sub_resource type="ImageTexture" id="ImageTexture_ci2m6"]
13
+ image = SubResource("Image_8b4xe")
14
 
15
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_vh00m"]
16
  resource_name = "Material"
rock.tscn CHANGED
@@ -1,6 +1,6 @@
1
  [gd_scene load_steps=6 format=3 uid="uid://boym8e5gw11rn"]
2
 
3
- [ext_resource type="Texture2D" uid="uid://bd1k1gjblubdt" path="res://assets/stable/rock1.png" id="1_bjstv"]
4
 
5
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wx26a"]
6
  albedo_color = Color(0.682353, 0.682353, 0.682353, 1)
 
1
  [gd_scene load_steps=6 format=3 uid="uid://boym8e5gw11rn"]
2
 
3
+ [ext_resource type="Texture2D" uid="uid://peuef6xem1ud" path="res://assets/stable/rock1.png" id="1_bjstv"]
4
 
5
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wx26a"]
6
  albedo_color = Color(0.682353, 0.682353, 0.682353, 1)
tests/TestUI.gd CHANGED
@@ -1,11 +1,6 @@
1
  extends Node3D
2
 
3
 
4
- # Called when the node enters the scene tree for the first time.
5
- func _ready():
6
- pass # Replace with function body.
7
-
8
-
9
  # Called every frame. 'delta' is the elapsed time since the previous frame.
10
  func _process(delta):
11
  if Input.is_action_just_pressed("ui_accept"):
 
1
  extends Node3D
2
 
3
 
 
 
 
 
 
4
  # Called every frame. 'delta' is the elapsed time since the previous frame.
5
  func _process(delta):
6
  if Input.is_action_just_pressed("ui_accept"):
tree.tscn CHANGED
@@ -1,8 +1,8 @@
1
  [gd_scene load_steps=8 format=3 uid="uid://bf3l8h10mqiae"]
2
 
3
  [ext_resource type="ArrayMesh" uid="uid://djjljl05k75qe" path="res://resources/tree.tres" id="1_cwaw2"]
4
- [ext_resource type="Texture2D" uid="uid://b5g25bnkmondu" path="res://assets/stable/tree_bark1.png" id="1_ph1l0"]
5
- [ext_resource type="Texture2D" uid="uid://207yv1hcluxv" path="res://assets/stable/tree_leaves5.png" id="2_bwuwj"]
6
  [ext_resource type="ArrayMesh" uid="uid://bf53y70b82mye" path="res://resources/tree2.tres" id="3_vg6ye"]
7
 
8
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2x7jd"]
 
1
  [gd_scene load_steps=8 format=3 uid="uid://bf3l8h10mqiae"]
2
 
3
  [ext_resource type="ArrayMesh" uid="uid://djjljl05k75qe" path="res://resources/tree.tres" id="1_cwaw2"]
4
+ [ext_resource type="Texture2D" uid="uid://mifm3sxpvpb" path="res://assets/stable/tree_bark1.png" id="1_ph1l0"]
5
+ [ext_resource type="Texture2D" uid="uid://baago1331i3ih" path="res://assets/stable/tree_leaves5.png" id="2_bwuwj"]
6
  [ext_resource type="ArrayMesh" uid="uid://bf53y70b82mye" path="res://resources/tree2.tres" id="3_vg6ye"]
7
 
8
  [sub_resource type="StandardMaterial3D" id="StandardMaterial3D_2x7jd"]
vehicle.gd CHANGED
@@ -9,240 +9,142 @@ var steer_target = 0
9
  @export var engine_force_value = 40
10
  @export var brake_force_value = 60
11
 
12
-
13
- enum VEHICLE_TYPES {RedConvertible, Car, GreenJeep,PoliceCar, FireTruck, Delivery, GarbageTruck, Hatchback}
14
- var VEHICLE_TYPES_STRINGS = ["RedConvertible", "Car", "GreenJeep","PoliceCar", "FireTruck", "Delivery", "GarbageTruck", "Hatchback"]
15
- @export var vehicle_type : VEHICLE_TYPES = VEHICLE_TYPES.RedConvertible
 
 
 
 
 
 
 
 
 
 
16
 
17
  # ------------------ Godot RL Agents Logic ------------------------------------#
18
- var _heuristic := "human"
19
- var done := false
20
- # example actions
21
  var turn_action := 0.0
22
  var acc_action := false
23
  var brake_action := false
24
- var needs_reset := false
25
- var reward := 0.0
26
- var starting_position : Vector3
27
- var starting_rotation : Vector3
28
- var best_goal_distance
29
- var n_steps_without_positive_reward = 0
30
- var n_steps = 0
31
  @onready var sensor = $RayCastSensor3D
 
32
 
33
 
34
-
35
-
36
  func reset():
37
  position = starting_position
38
  rotation = starting_rotation
39
- n_steps_without_positive_reward = 0
40
- n_steps = 0
41
- reward = 0.0
42
  GameManager.reset_waypoints(self)
43
  best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position)
44
- # The reset logic e.g reset if a player dies etc, reset health, ammo, position, etc ...
45
- pass
46
 
47
 
48
- func reset_if_done():
49
- if done:
50
- reset()
51
-
52
- func get_obs():
53
- var next_waypoint_position = GameManager.get_next_waypoint(self).position
54
-
55
- var goal_distance = position.distance_to(next_waypoint_position)
56
- goal_distance = clamp(goal_distance, 0.0, 40.0)
57
- var goal_vector = (next_waypoint_position - position).normalized()
58
- goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y)
59
- var obs = []
60
- obs.append(goal_distance/40.0)
61
- obs.append_array([goal_vector.x,
62
- goal_vector.y,
63
- goal_vector.z])
64
-
65
- var next_next_waypoint_position = GameManager.get_next_next_waypoint(self).position
66
-
67
- var next_next_goal_distance = position.distance_to(next_next_waypoint_position)
68
- next_next_goal_distance = clamp(next_next_goal_distance, 0.0, 80.0)
69
- var next_next_goal_vector = (next_next_waypoint_position - position).normalized()
70
- next_next_goal_vector = next_next_goal_vector.rotated(Vector3.UP, -rotation.y)
71
- obs.append(next_next_goal_distance/80.0)
72
- obs.append_array([next_next_goal_vector.x,
73
- next_next_goal_vector.y,
74
- next_next_goal_vector.z])
75
-
76
- obs.append(clamp(brake/40.0,-1.0,1.0))
77
- obs.append(clamp(engine_force/40.0,-1.0,1.0))
78
- obs.append(clamp(steering,-1.0, 1.0))
79
- obs.append_array([clamp(linear_velocity.x/40.0,-1.0,1.0),
80
- clamp(linear_velocity.y/40.0,-1.0,1.0),
81
- clamp(linear_velocity.z/40.0,-1.0,1.0)])
82
- obs.append_array(sensor.get_observation())
83
- return {
84
- "obs":obs
85
- }
86
-
87
- func get_reward():
88
- var total_reward = reward + shaping_reward()
89
- if total_reward <= 0.0:
90
- n_steps_without_positive_reward += 1
91
- else:
92
- n_steps_without_positive_reward -= 1
93
- n_steps_without_positive_reward = max(0, n_steps_without_positive_reward)
94
- return total_reward
95
-
96
- func zero_reward():
97
- reward = 0.0
98
-
99
- func shaping_reward():
100
- var s_reward = 0.0
101
- var goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position)
102
- #prints(goal_distance, best_goal_distance, best_goal_distance - goal_distance)
103
- if goal_distance < best_goal_distance:
104
-
105
- s_reward += best_goal_distance - goal_distance
106
- best_goal_distance = goal_distance
107
-
108
- # A speed based reward
109
- var speed_reward = linear_velocity.length() / 100
110
- speed_reward = clamp(speed_reward, 0.0, 0.1)
111
-
112
- return s_reward + speed_reward
113
-
114
-
115
- func set_heuristic(heuristic):
116
- # sets the heuristic from "human" or "model" nothing to change here
117
- self._heuristic = heuristic
118
-
119
- func get_obs_space():
120
- var obs = get_obs()
121
- return {
122
- "obs": {
123
- "size": [len(obs["obs"])],
124
- "space": "box"
125
- },
126
- }
127
-
128
- func get_action_space():
129
- return {
130
- "turn" : {
131
- "size": 1,
132
- "action_type": "continuous"
133
- },
134
- "accelerate" : {
135
- "size": 2,
136
- "action_type": "discrete"
137
- },
138
- "brake" : {
139
- "size": 2,
140
- "action_type": "discrete"
141
- },
142
- }
143
-
144
- func get_done():
145
- return done
146
-
147
-
148
- func set_action(action):
149
- turn_action = action["turn"][0]
150
- acc_action = action["accelerate"] == 1
151
- brake_action = action["brake"] == 1
152
  # ----------------------------------------------------------------------------#
153
 
 
154
  func get_steer_target():
155
- if _heuristic == "human":
156
  return Input.get_axis("turn_right", "turn_left")
157
  else:
158
  return clamp(turn_action, -1.0, 1.0)
159
 
 
160
  func get_accelerate_value():
161
- if _heuristic == "human":
162
  return Input.is_action_pressed("accelerate")
163
  else:
164
  return acc_action
165
 
 
166
  func get_brake_value():
167
- if _heuristic == "human":
168
  return Input.is_action_pressed("reverse")
169
  else:
170
  return brake_action
171
 
 
172
  func _ready():
 
173
  GameManager.register_player(self)
174
  best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position)
175
  $Node/Camera3D.current = controlled
176
  starting_position = position
177
  starting_rotation = rotation
178
-
179
  $Meshes.set_mesh(VEHICLE_TYPES_STRINGS[vehicle_type])
180
 
181
- func set_control(value:bool):
 
182
  controlled = value
183
  $Node/Camera3D.current = value
184
 
 
185
  func crossed_waypoint():
186
- reward += 100.0
187
 
188
  best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position)
189
 
 
190
  func bonus_reward():
191
  print("bonus reward")
192
- reward += 50.0
193
 
194
- func set_done_false():
195
- done = false
196
 
197
  func check_reset_conditions():
198
- if done:
199
  return
200
 
201
- n_steps += 1
202
-
203
- if n_steps > 10000:
204
- print("resetting due to n_steps >10000")
205
- done = true
 
 
 
 
206
  reset()
207
- return
208
-
209
- # #var up_axis = transform
210
- if n_steps_without_positive_reward > 1000:
211
- print("resetting due to n_steps_without_positive_reward >1000")
212
- reward -= 10.0
213
- done = true
214
- reset()
215
- return
216
-
217
  if transform.basis.y.dot(Vector3.UP) < 0.0:
218
- print("resetting due to transform.basis.y.dot(Vector3.UP) < 0.0")
219
- #reward -= 10.0
220
- done = true
 
 
 
 
221
  reset()
222
  return
223
-
224
  if position.y < -5.0:
225
- print("resetting due to position.y < -5.0")
226
- reward -= 10.0
227
- done = true
228
  reset()
229
  return
230
-
231
 
232
  func _print_goal_info():
233
  var next_waypoint_position = GameManager.get_next_waypoint(self).position
234
-
235
  var goal_distance = position.distance_to(next_waypoint_position)
236
  goal_distance = clamp(goal_distance, 0.0, 20.0)
237
  var goal_vector = (next_waypoint_position - position).normalized()
238
  goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y)
239
-
240
  prints(goal_distance, goal_vector)
241
 
 
242
  func _physics_process(delta):
243
- if _heuristic == "human" and not controlled: return
244
- if needs_reset:
245
- needs_reset = false
246
  reset()
247
  return
248
  check_reset_conditions()
@@ -262,9 +164,9 @@ func _physics_process(delta):
262
  engine_force = engine_force_value
263
  else:
264
  engine_force = 0
265
-
266
  $Arrow3D.look_at(GameManager.get_next_waypoint(self).position)
267
-
268
  if not accelerating and get_brake_value():
269
  # Increase engine force at low speeds to make the initial acceleration faster.
270
  if fwd_mps >= -1:
@@ -274,11 +176,8 @@ func _physics_process(delta):
274
  else:
275
  engine_force = -engine_force_value
276
  else:
277
- brake = 1*brake_force_value
278
  else:
279
  brake = 0.0
280
 
281
  steering = move_toward(steering, steer_target, STEER_SPEED * delta)
282
-
283
-
284
-
 
9
  @export var engine_force_value = 40
10
  @export var brake_force_value = 60
11
 
12
+ enum VEHICLE_TYPES {
13
+ RedConvertible, Car, GreenJeep, PoliceCar, FireTruck, Delivery, GarbageTruck, Hatchback
14
+ }
15
+ var VEHICLE_TYPES_STRINGS = [
16
+ "RedConvertible",
17
+ "Car",
18
+ "GreenJeep",
19
+ "PoliceCar",
20
+ "FireTruck",
21
+ "Delivery",
22
+ "GarbageTruck",
23
+ "Hatchback"
24
+ ]
25
+ @export var vehicle_type: VEHICLE_TYPES = VEHICLE_TYPES.RedConvertible
26
 
27
  # ------------------ Godot RL Agents Logic ------------------------------------#
 
 
 
28
  var turn_action := 0.0
29
  var acc_action := false
30
  var brake_action := false
31
+ var starting_position: Vector3
32
+ var starting_rotation: Vector3
33
+ var best_goal_distance
 
 
 
 
34
  @onready var sensor = $RayCastSensor3D
35
+ @onready var ai_controller = $AIController3D
36
 
37
 
 
 
38
  func reset():
39
  position = starting_position
40
  rotation = starting_rotation
41
+ linear_velocity = Vector3.ZERO
42
+ angular_velocity = Vector3.ZERO
 
43
  GameManager.reset_waypoints(self)
44
  best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position)
45
+ ai_controller.reset()
 
46
 
47
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
48
  # ----------------------------------------------------------------------------#
49
 
50
+
51
  func get_steer_target():
52
+ if ai_controller.heuristic == "human":
53
  return Input.get_axis("turn_right", "turn_left")
54
  else:
55
  return clamp(turn_action, -1.0, 1.0)
56
 
57
+
58
  func get_accelerate_value():
59
+ if ai_controller.heuristic == "human":
60
  return Input.is_action_pressed("accelerate")
61
  else:
62
  return acc_action
63
 
64
+
65
  func get_brake_value():
66
+ if ai_controller.heuristic == "human":
67
  return Input.is_action_pressed("reverse")
68
  else:
69
  return brake_action
70
 
71
+
72
  func _ready():
73
+ ai_controller.init(self)
74
  GameManager.register_player(self)
75
  best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position)
76
  $Node/Camera3D.current = controlled
77
  starting_position = position
78
  starting_rotation = rotation
79
+
80
  $Meshes.set_mesh(VEHICLE_TYPES_STRINGS[vehicle_type])
81
 
82
+
83
+ func set_control(value: bool):
84
  controlled = value
85
  $Node/Camera3D.current = value
86
 
87
+
88
  func crossed_waypoint():
89
+ ai_controller.reward += 100.0
90
 
91
  best_goal_distance = position.distance_to(GameManager.get_next_waypoint(self).position)
92
 
93
+
94
  func bonus_reward():
95
  print("bonus reward")
96
+ ai_controller.reward += 50.0
97
 
 
 
98
 
99
  func check_reset_conditions():
100
+ if ai_controller.done:
101
  return
102
 
103
+ if ai_controller.n_steps_without_positive_reward > 1000:
104
+ print(
105
+ (
106
+ "resetting "
107
+ + VEHICLE_TYPES_STRINGS[vehicle_type]
108
+ + " due to n_steps_without_positive_reward > 1000"
109
+ )
110
+ )
111
+ ai_controller.reward -= 10.0
112
  reset()
113
+ return
114
+
 
 
 
 
 
 
 
 
115
  if transform.basis.y.dot(Vector3.UP) < 0.0:
116
+ print(
117
+ (
118
+ "resetting "
119
+ + VEHICLE_TYPES_STRINGS[vehicle_type]
120
+ + " due to transform.basis.y.dot(Vector3.UP) < 0.0"
121
+ )
122
+ )
123
  reset()
124
  return
125
+
126
  if position.y < -5.0:
127
+ print("resetting " + VEHICLE_TYPES_STRINGS[vehicle_type] + " due to position.y < -5.0")
128
+ ai_controller.reward -= 10.0
 
129
  reset()
130
  return
131
+
132
 
133
  func _print_goal_info():
134
  var next_waypoint_position = GameManager.get_next_waypoint(self).position
135
+
136
  var goal_distance = position.distance_to(next_waypoint_position)
137
  goal_distance = clamp(goal_distance, 0.0, 20.0)
138
  var goal_vector = (next_waypoint_position - position).normalized()
139
  goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y)
140
+
141
  prints(goal_distance, goal_vector)
142
 
143
+
144
  func _physics_process(delta):
145
+ if ai_controller.heuristic == "human" and not controlled:
146
+ return
147
+ if ai_controller.needs_reset or Input.is_action_just_pressed("r_key"):
148
  reset()
149
  return
150
  check_reset_conditions()
 
164
  engine_force = engine_force_value
165
  else:
166
  engine_force = 0
167
+
168
  $Arrow3D.look_at(GameManager.get_next_waypoint(self).position)
169
+
170
  if not accelerating and get_brake_value():
171
  # Increase engine force at low speeds to make the initial acceleration faster.
172
  if fwd_mps >= -1:
 
176
  else:
177
  engine_force = -engine_force_value
178
  else:
179
+ brake = 1 * brake_force_value
180
  else:
181
  brake = 0.0
182
 
183
  steering = move_toward(steering, steer_target, STEER_SPEED * delta)
 
 
 
vehicle.tscn CHANGED
@@ -1,4 +1,4 @@
1
- [gd_scene load_steps=18 format=3 uid="uid://b1bwg2tirgxwk"]
2
 
3
  [ext_resource type="Script" path="res://vehicle.gd" id="1"]
4
  [ext_resource type="PackedScene" uid="uid://c7ev21tk2uwfl" path="res://assets/wheelDefault.tscn" id="2_d8d30"]
@@ -15,6 +15,7 @@
15
  [ext_resource type="PackedScene" uid="uid://x4bpkxih2cfc" path="res://assets/hatchbackSports.tscn" id="12_keoic"]
16
  [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd" id="14_qlofu"]
17
  [ext_resource type="PackedScene" uid="uid://bs0osbn6djn0i" path="res://arrow_3d.tscn" id="15_irtpm"]
 
18
 
19
  [sub_resource type="PhysicsMaterial" id="1"]
20
  friction = 0.5
@@ -22,7 +23,7 @@ friction = 0.5
22
  [sub_resource type="BoxShape3D" id="7"]
23
  size = Vector3(0.954078, 0.576755, 2.32662)
24
 
25
- [node name="Vehicle" type="VehicleBody3D" groups=["AGENT"]]
26
  transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00169557, 0.222867, -0.0955184)
27
  collision_layer = 2
28
  center_of_mass_mode = 1
@@ -37,7 +38,6 @@ use_as_steering = true
37
  wheel_roll_influence = 0.4
38
  wheel_radius = 0.25
39
  wheel_friction_slip = 1.0
40
- suspension_travel = 0.2
41
  suspension_stiffness = 40.0
42
  damping_compression = 0.88
43
 
@@ -50,7 +50,6 @@ use_as_traction = true
50
  wheel_roll_influence = 0.4
51
  wheel_radius = 0.25
52
  wheel_friction_slip = 1.0
53
- suspension_travel = 0.2
54
  suspension_stiffness = 40.0
55
  damping_compression = 0.88
56
 
@@ -64,7 +63,6 @@ use_as_steering = true
64
  wheel_roll_influence = 0.4
65
  wheel_radius = 0.25
66
  wheel_friction_slip = 1.0
67
- suspension_travel = 0.2
68
  suspension_stiffness = 40.0
69
  damping_compression = 0.88
70
 
@@ -76,7 +74,6 @@ use_as_traction = true
76
  wheel_roll_influence = 0.4
77
  wheel_radius = 0.25
78
  wheel_friction_slip = 1.0
79
- suspension_travel = 0.2
80
  suspension_stiffness = 40.0
81
  damping_compression = 0.88
82
 
@@ -362,3 +359,7 @@ target_position = Vector3(52.2964, 10.4421, 59.6326)
362
 
363
  [node name="node_11 5" type="RayCast3D" parent="RayCastSensor3D"]
364
  target_position = Vector3(51.4973, 17.3152, 58.7215)
 
 
 
 
 
1
+ [gd_scene load_steps=19 format=3 uid="uid://b1bwg2tirgxwk"]
2
 
3
  [ext_resource type="Script" path="res://vehicle.gd" id="1"]
4
  [ext_resource type="PackedScene" uid="uid://c7ev21tk2uwfl" path="res://assets/wheelDefault.tscn" id="2_d8d30"]
 
15
  [ext_resource type="PackedScene" uid="uid://x4bpkxih2cfc" path="res://assets/hatchbackSports.tscn" id="12_keoic"]
16
  [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd" id="14_qlofu"]
17
  [ext_resource type="PackedScene" uid="uid://bs0osbn6djn0i" path="res://arrow_3d.tscn" id="15_irtpm"]
18
+ [ext_resource type="Script" path="res://AIController3D.gd" id="16_3hqsi"]
19
 
20
  [sub_resource type="PhysicsMaterial" id="1"]
21
  friction = 0.5
 
23
  [sub_resource type="BoxShape3D" id="7"]
24
  size = Vector3(0.954078, 0.576755, 2.32662)
25
 
26
+ [node name="Vehicle" type="VehicleBody3D"]
27
  transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00169557, 0.222867, -0.0955184)
28
  collision_layer = 2
29
  center_of_mass_mode = 1
 
38
  wheel_roll_influence = 0.4
39
  wheel_radius = 0.25
40
  wheel_friction_slip = 1.0
 
41
  suspension_stiffness = 40.0
42
  damping_compression = 0.88
43
 
 
50
  wheel_roll_influence = 0.4
51
  wheel_radius = 0.25
52
  wheel_friction_slip = 1.0
 
53
  suspension_stiffness = 40.0
54
  damping_compression = 0.88
55
 
 
63
  wheel_roll_influence = 0.4
64
  wheel_radius = 0.25
65
  wheel_friction_slip = 1.0
 
66
  suspension_stiffness = 40.0
67
  damping_compression = 0.88
68
 
 
74
  wheel_roll_influence = 0.4
75
  wheel_radius = 0.25
76
  wheel_friction_slip = 1.0
 
77
  suspension_stiffness = 40.0
78
  damping_compression = 0.88
79
 
 
359
 
360
  [node name="node_11 5" type="RayCast3D" parent="RayCastSensor3D"]
361
  target_position = Vector3(51.4973, 17.3152, 58.7215)
362
+
363
+ [node name="AIController3D" type="Node3D" parent="."]
364
+ script = ExtResource("16_3hqsi")
365
+ reset_after = 10000