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- .gitattributes +11 -58
- .gitignore +2 -0
- AIController3D.gd +61 -0
- GridSensor3DExample.csproj +10 -0
- GridSensor3DExample.sln +25 -0
- PathFollower.gd +8 -0
- Player.gd +84 -0
- README.md +25 -0
- Ships.onnx +3 -0
- UIBasicsEnvironment.tres +64 -0
- WaterShader.tres +561 -0
- addons/godot_rl_agents/controller/ai_controller_2d.gd +113 -0
- addons/godot_rl_agents/controller/ai_controller_3d.gd +114 -0
- addons/godot_rl_agents/godot_rl_agents.gd +16 -0
- addons/godot_rl_agents/icon.png +3 -0
- addons/godot_rl_agents/onnx/csharp/ONNXInference.cs +103 -0
- addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs +131 -0
- addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml +31 -0
- addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml +29 -0
- addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd +27 -0
- addons/godot_rl_agents/plugin.cfg +7 -0
- addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn +48 -0
- addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd +235 -0
- addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd +25 -0
- addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd +118 -0
- addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn +7 -0
- addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn +6 -0
- addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd +258 -0
- addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd +25 -0
- addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd +21 -0
- addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn +41 -0
- addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd +185 -0
- addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn +27 -0
- addons/godot_rl_agents/sync.gd +540 -0
- assets/bar_green.png +3 -0
- assets/bar_red.png +3 -0
- assets/bar_yellow.png +3 -0
- assets/boat_large.bin +3 -0
- assets/chest.bin +3 -0
- assets/chest.gltf +367 -0
- assets/island.blend +0 -0
- assets/islands.blend +0 -0
- assets/mine.blend +0 -0
- assets/ship_light.bin +3 -0
- assets/ship_light.gltf +1725 -0
- assets/sunflowers_puresky_2k.hdr +3 -0
- chest.gd +22 -0
- chest.tscn +0 -0
- deque.gd +84 -0
- game.gd +88 -0
.gitattributes
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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Ships.onnx filter=lfs diff=lfs merge=lfs -text
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addons/godot_rl_agents/icon.png filter=lfs diff=lfs merge=lfs -text
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assets/bar_green.png filter=lfs diff=lfs merge=lfs -text
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assets/bar_red.png filter=lfs diff=lfs merge=lfs -text
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assets/bar_yellow.png filter=lfs diff=lfs merge=lfs -text
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assets/boat_large.bin filter=lfs diff=lfs merge=lfs -text
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assets/chest.bin filter=lfs diff=lfs merge=lfs -text
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assets/ship_light.bin filter=lfs diff=lfs merge=lfs -text
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assets/sunflowers_puresky_2k.hdr filter=lfs diff=lfs merge=lfs -text
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.gitignore
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# Godot 4+ specific ignores
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.godot/
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AIController3D.gd
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extends AIController3D
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@onready var grid_sensor_3d = $GridSensor3D
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var fb_action : float = 0.0
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var turn_action : float = 0.0
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var _player_positions : = Deque.new()
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func _ready():
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super._ready()
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_player_positions.max_size = 80 # 10 steps with repeat of 8
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func get_obs() -> Dictionary:
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var obs = grid_sensor_3d.get_observation()
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return {"obs": obs}
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func get_reward() -> float:
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return reward + keep_moving_reward()
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func keep_moving_reward() -> float:
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var mean_position = Vector3.ZERO
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for pos in _player_positions:
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mean_position += pos
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mean_position /= _player_positions.size()
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var penalty = 0.0
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for pos in _player_positions:
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penalty += (pos-mean_position).length()
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#prints("penalty", 0.01*(penalty / _player_positions.size()))
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return 0.005*(penalty / _player_positions.size())
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func _physics_process(delta):
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_player_positions.push_back(_player.position)
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func reset():
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super.reset()
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_player_positions.clear()
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_player_positions.push_back(_player.position)
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func get_action_space() -> Dictionary:
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return {
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"fb" : {
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"size": 1,
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"action_type": "continuous"
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},
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"turn" : {
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"size": 1,
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"action_type": "continuous"
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},
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}
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func set_action(action) -> void:
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fb_action = clamp(action["fb"][0], -1.0, 1.0)
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turn_action = clamp(action["turn"][0], -1.0, 1.0)
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GridSensor3DExample.csproj
ADDED
@@ -0,0 +1,10 @@
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<Project Sdk="Godot.NET.Sdk/4.0.3">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
|
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<EnableDynamicLoading>true</EnableDynamicLoading>
|
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<RootNamespace>GodotRLAgents</RootNamespace>
|
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</PropertyGroup>
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<ItemGroup>
|
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<PackageReference Include="Microsoft.ML.OnnxRuntime" Version="1.15.1" />
|
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</ItemGroup>
|
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</Project>
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GridSensor3DExample.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
|
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VisualStudioVersion = 17.5.33530.505
|
5 |
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MinimumVisualStudioVersion = 10.0.40219.1
|
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Godot RL Agents", "Godot RL Agents.csproj", "{055E8CBC-A3EC-41A8-BC53-EC3010682AE4}"
|
7 |
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EndProject
|
8 |
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Global
|
9 |
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
10 |
+
Debug|Any CPU = Debug|Any CPU
|
11 |
+
ExportDebug|Any CPU = ExportDebug|Any CPU
|
12 |
+
ExportRelease|Any CPU = ExportRelease|Any CPU
|
13 |
+
EndGlobalSection
|
14 |
+
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
15 |
+
{055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
16 |
+
{055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
17 |
+
{055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
|
18 |
+
{055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
|
19 |
+
{055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
|
20 |
+
{055E8CBC-A3EC-41A8-BC53-EC3010682AE4}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
|
21 |
+
EndGlobalSection
|
22 |
+
GlobalSection(SolutionProperties) = preSolution
|
23 |
+
HideSolutionNode = FALSE
|
24 |
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EndGlobalSection
|
25 |
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EndGlobal
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PathFollower.gd
ADDED
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extends PathFollow3D
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2 |
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3 |
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|
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|
5 |
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@export var speed:=0.3
|
6 |
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|
7 |
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func _physics_process(delta):
|
8 |
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progress_ratio += delta * speed
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Player.gd
ADDED
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extends CharacterBody3D
|
2 |
+
class_name Player
|
3 |
+
|
4 |
+
signal reset_signal
|
5 |
+
|
6 |
+
const SPEED := 30.0
|
7 |
+
const JUMP_VELOCITY := 4.5
|
8 |
+
const TURN_SENS := 2.0
|
9 |
+
|
10 |
+
@onready var ai_controller_3d = $AIController3D
|
11 |
+
@onready var health_bar = $HealthBar
|
12 |
+
|
13 |
+
var score := 0
|
14 |
+
var health := 3:
|
15 |
+
set(value):
|
16 |
+
health = value
|
17 |
+
health_bar.update_health(health)
|
18 |
+
if health == 0:
|
19 |
+
game_over()
|
20 |
+
|
21 |
+
|
22 |
+
func _ready():
|
23 |
+
ai_controller_3d.init(self)
|
24 |
+
|
25 |
+
func game_over():
|
26 |
+
ai_controller_3d.done = true
|
27 |
+
ai_controller_3d.needs_reset = true
|
28 |
+
|
29 |
+
func _physics_process(delta):
|
30 |
+
if ai_controller_3d.needs_reset:
|
31 |
+
reset()
|
32 |
+
ai_controller_3d.reset()
|
33 |
+
return
|
34 |
+
|
35 |
+
var fb : float
|
36 |
+
var turn : float
|
37 |
+
|
38 |
+
if ai_controller_3d.heuristic == "human":
|
39 |
+
fb = Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
|
40 |
+
turn = Input.get_action_strength("turn_left") - Input.get_action_strength("turn_right")
|
41 |
+
else:
|
42 |
+
fb = ai_controller_3d.fb_action
|
43 |
+
turn = ai_controller_3d.turn_action
|
44 |
+
|
45 |
+
fb = clamp(fb, -1.0, 0.5) # limit reverse speed
|
46 |
+
#prints(ai_controller_3d.reward, ai_controller_3d.done, fb)
|
47 |
+
rotation.y += deg_to_rad(turn*TURN_SENS)
|
48 |
+
var direction = (transform.basis * Vector3(0.0, 0, fb)) # .normalized()
|
49 |
+
if direction:
|
50 |
+
velocity.x = direction.x * SPEED
|
51 |
+
velocity.z = direction.z * SPEED
|
52 |
+
else:
|
53 |
+
velocity.x = move_toward(velocity.x, 0, SPEED)
|
54 |
+
velocity.z = move_toward(velocity.z, 0, SPEED)
|
55 |
+
|
56 |
+
var collided = move_and_slide()
|
57 |
+
if collided:
|
58 |
+
obstacle_hit()
|
59 |
+
|
60 |
+
func reset():
|
61 |
+
position = Vector3.ZERO
|
62 |
+
health = 3
|
63 |
+
score = 0
|
64 |
+
reset_signal.emit()
|
65 |
+
|
66 |
+
func chest_collected():
|
67 |
+
#print("chest collected")
|
68 |
+
score += 1
|
69 |
+
ai_controller_3d.reward += 1.0
|
70 |
+
|
71 |
+
func mine_hit():
|
72 |
+
#print("mine hit")
|
73 |
+
score -= 1
|
74 |
+
health -= 1
|
75 |
+
ai_controller_3d.reward -= 1.0
|
76 |
+
|
77 |
+
func obstacle_hit():
|
78 |
+
#print("obstacle hit")
|
79 |
+
pass
|
80 |
+
#ai_controller_3d.reward -= 0.01
|
81 |
+
|
82 |
+
func _on_game_area_body_exited(body):
|
83 |
+
#print("left game area")
|
84 |
+
game_over()
|
README.md
ADDED
@@ -0,0 +1,25 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
---
|
2 |
+
library_name: godot-rl
|
3 |
+
tags:
|
4 |
+
- deep-reinforcement-learning
|
5 |
+
- reinforcement-learning
|
6 |
+
- godot-rl
|
7 |
+
- environments
|
8 |
+
- video-games
|
9 |
+
---
|
10 |
+
|
11 |
+
A RL environment called Ships for the Godot Game Engine.
|
12 |
+
|
13 |
+
This environment was created with: https://github.com/edbeeching/godot_rl_agents
|
14 |
+
|
15 |
+
|
16 |
+
## Downloading the environment
|
17 |
+
|
18 |
+
After installing Godot RL Agents, download the environment with:
|
19 |
+
|
20 |
+
```
|
21 |
+
gdrl.env_from_hub -r jtatman/godot_rl_Ships
|
22 |
+
```
|
23 |
+
|
24 |
+
|
25 |
+
|
Ships.onnx
ADDED
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
1 |
+
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:99bdc5e53587e307d0e54c001a04becf09320283825fb6b140bec84a7107f2e5
|
3 |
+
size 191953
|
UIBasicsEnvironment.tres
ADDED
@@ -0,0 +1,64 @@
|
|
|
|
|
|
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|
|
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|
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|
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|
|
|
|
|
|
|
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|
|
|
|
|
|
|
1 |
+
[gd_resource type="Environment" load_steps=8 format=3 uid="uid://bsg17rom7hmrb"]
|
2 |
+
|
3 |
+
[sub_resource type="Shader" id="Shader_18b1f"]
|
4 |
+
code = "// NOTE: Shader automatically converted from Godot Engine 4.0.alpha3's PanoramaSkyMaterial.
|
5 |
+
shader_type sky;
|
6 |
+
|
7 |
+
uniform sampler2D sky_texture : filter_linear;
|
8 |
+
uniform sampler2D flow_texture : hint_normal;
|
9 |
+
uniform sampler2D noise_texture;
|
10 |
+
|
11 |
+
void sky() {
|
12 |
+
float noise = texture(noise_texture, SKY_COORDS).r;
|
13 |
+
float time = TIME * .1 + noise;
|
14 |
+
|
15 |
+
vec2 flow_vectors = (texture(flow_texture, SKY_COORDS).rg - .5) * 2.0;
|
16 |
+
float timer1 = fract(time);
|
17 |
+
float timer2 = fract(time + 0.5);
|
18 |
+
float mix_timer = min(fract(time), 1.0 - fract(time)) * 2.0;
|
19 |
+
|
20 |
+
vec4 color1 = texture(sky_texture, SKY_COORDS + flow_vectors * timer1 * .03);
|
21 |
+
vec4 color2 = texture(sky_texture, SKY_COORDS + flow_vectors * timer2 * .03);
|
22 |
+
|
23 |
+
vec4 final_color = mix(color2, color1, mix_timer);
|
24 |
+
|
25 |
+
COLOR = final_color.rgb;
|
26 |
+
}"
|
27 |
+
|
28 |
+
[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_edjfr"]
|
29 |
+
|
30 |
+
[sub_resource type="FastNoiseLite" id="FastNoiseLite_naxpu"]
|
31 |
+
|
32 |
+
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_a2b1s"]
|
33 |
+
noise = SubResource("FastNoiseLite_naxpu")
|
34 |
+
|
35 |
+
[sub_resource type="CompressedTexture2D" id="CompressedTexture2D_nda5t"]
|
36 |
+
|
37 |
+
[sub_resource type="ShaderMaterial" id="ShaderMaterial_gaoht"]
|
38 |
+
shader = SubResource("Shader_18b1f")
|
39 |
+
shader_parameter/sky_texture = SubResource("CompressedTexture2D_nda5t")
|
40 |
+
shader_parameter/flow_texture = SubResource("CompressedTexture2D_edjfr")
|
41 |
+
shader_parameter/noise_texture = SubResource("NoiseTexture2D_a2b1s")
|
42 |
+
|
43 |
+
[sub_resource type="Sky" id="Sky_xke1b"]
|
44 |
+
sky_material = SubResource("ShaderMaterial_gaoht")
|
45 |
+
|
46 |
+
[resource]
|
47 |
+
background_mode = 2
|
48 |
+
sky = SubResource("Sky_xke1b")
|
49 |
+
ambient_light_source = 3
|
50 |
+
reflected_light_source = 2
|
51 |
+
tonemap_mode = 2
|
52 |
+
tonemap_white = 1.2
|
53 |
+
ssao_enabled = true
|
54 |
+
ssao_light_affect = 0.3
|
55 |
+
ssil_enabled = true
|
56 |
+
glow_enabled = true
|
57 |
+
glow_normalized = true
|
58 |
+
glow_strength = 0.5
|
59 |
+
glow_bloom = 0.04
|
60 |
+
glow_blend_mode = 0
|
61 |
+
volumetric_fog_density = 0.04
|
62 |
+
volumetric_fog_albedo = Color(0.662745, 0.866667, 1, 1)
|
63 |
+
volumetric_fog_emission = Color(0, 0.537255, 0.890196, 1)
|
64 |
+
volumetric_fog_sky_affect = 0.8
|
WaterShader.tres
ADDED
@@ -0,0 +1,561 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
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|
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|
|
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|
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|
|
|
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|
|
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|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
[gd_resource type="VisualShader" load_steps=57 format=3 uid="uid://8su6ti3hlgpy"]
|
2 |
+
|
3 |
+
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_eslgf"]
|
4 |
+
operator = 2
|
5 |
+
|
6 |
+
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_u8qml"]
|
7 |
+
|
8 |
+
[sub_resource type="VisualShaderNodeComment" id="VisualShaderNodeComment_1n6h4"]
|
9 |
+
size = Vector2(1961.08, 947.632)
|
10 |
+
title = "Detail Noise"
|
11 |
+
|
12 |
+
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_7wfef"]
|
13 |
+
input_name = "time"
|
14 |
+
|
15 |
+
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_y60id"]
|
16 |
+
input_name = "uv"
|
17 |
+
|
18 |
+
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_pt86f"]
|
19 |
+
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
|
20 |
+
op_type = 0
|
21 |
+
operator = 2
|
22 |
+
|
23 |
+
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_p2bsf"]
|
24 |
+
parameter_name = "detail_water_speed"
|
25 |
+
default_value_enabled = true
|
26 |
+
default_value = 0.002
|
27 |
+
|
28 |
+
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_ml4ab"]
|
29 |
+
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
|
30 |
+
op_type = 0
|
31 |
+
|
32 |
+
[sub_resource type="FastNoiseLite" id="FastNoiseLite_ql8q5"]
|
33 |
+
noise_type = 2
|
34 |
+
frequency = 0.75
|
35 |
+
fractal_type = 0
|
36 |
+
cellular_distance_function = 1
|
37 |
+
cellular_jitter = 1.0
|
38 |
+
|
39 |
+
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_kb3i2"]
|
40 |
+
seamless = true
|
41 |
+
noise = SubResource("FastNoiseLite_ql8q5")
|
42 |
+
|
43 |
+
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ngw8e"]
|
44 |
+
texture = SubResource("NoiseTexture2D_kb3i2")
|
45 |
+
|
46 |
+
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_a6mhs"]
|
47 |
+
parameter_name = "foam_threshold"
|
48 |
+
default_value_enabled = true
|
49 |
+
default_value = 0.5
|
50 |
+
|
51 |
+
[sub_resource type="VisualShaderNodeStep" id="VisualShaderNodeStep_07sk8"]
|
52 |
+
default_input_values = [0, 0.666, 1, 0.0]
|
53 |
+
|
54 |
+
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_5gm3l"]
|
55 |
+
default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(1, 1, 1, 1), 2, 0.5]
|
56 |
+
op_type = 6
|
57 |
+
|
58 |
+
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_amub1"]
|
59 |
+
parameter_name = "water_color"
|
60 |
+
default_value_enabled = true
|
61 |
+
default_value = Color(0, 0.341783, 0.638043, 1)
|
62 |
+
|
63 |
+
[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_3evsr"]
|
64 |
+
parameter_name = "foam_color"
|
65 |
+
default_value_enabled = true
|
66 |
+
|
67 |
+
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_40p55"]
|
68 |
+
constant = 0.6
|
69 |
+
|
70 |
+
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_lxkfi"]
|
71 |
+
function = 31
|
72 |
+
|
73 |
+
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ke10c"]
|
74 |
+
|
75 |
+
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_28lt2"]
|
76 |
+
|
77 |
+
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_0vuo8"]
|
78 |
+
input_name = "time"
|
79 |
+
|
80 |
+
[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_shc2h"]
|
81 |
+
default_input_values = [1, Vector2(3, 3), 2, Vector2(0, 0)]
|
82 |
+
|
83 |
+
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_s8e8r"]
|
84 |
+
default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(1, 1, 1, 1), 2, Quaternion(0.5, 0.5, 0.5, 0.5)]
|
85 |
+
op_type = 5
|
86 |
+
|
87 |
+
[sub_resource type="VisualShaderNodeUVFunc" id="VisualShaderNodeUVFunc_ak4iq"]
|
88 |
+
default_input_values = [1, Vector2(-3, -3), 2, Vector2(0, 0)]
|
89 |
+
|
90 |
+
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_3yjg7"]
|
91 |
+
default_input_values = [0, 0.0, 1, 0.002]
|
92 |
+
operator = 2
|
93 |
+
|
94 |
+
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_j2cca"]
|
95 |
+
constant = 1.0
|
96 |
+
|
97 |
+
[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_5gqkt"]
|
98 |
+
constant = 0.6
|
99 |
+
|
100 |
+
[sub_resource type="VisualShaderNodeMix" id="VisualShaderNodeMix_d4ulh"]
|
101 |
+
default_input_values = [0, 0.94, 1, 1.0, 2, 0.5]
|
102 |
+
|
103 |
+
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_hfs2o"]
|
104 |
+
default_input_values = [0, Quaternion(0, 0, 0, 0), 1, Quaternion(1, 1, 1, 1)]
|
105 |
+
op_type = 2
|
106 |
+
operator = 5
|
107 |
+
|
108 |
+
[sub_resource type="VisualShaderNodeProximityFade" id="VisualShaderNodeProximityFade_n4hcr"]
|
109 |
+
|
110 |
+
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_07qnl"]
|
111 |
+
default_input_values = [0, 0.0, 1, 48.0]
|
112 |
+
operator = 5
|
113 |
+
|
114 |
+
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_thkes"]
|
115 |
+
|
116 |
+
[sub_resource type="VisualShaderNodeMultiplyAdd" id="VisualShaderNodeMultiplyAdd_71wjw"]
|
117 |
+
default_input_values = [0, 0.0, 1, 0.4, 2, 0.0]
|
118 |
+
|
119 |
+
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_e10nc"]
|
120 |
+
input_name = "time"
|
121 |
+
|
122 |
+
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_sxt31"]
|
123 |
+
default_input_values = [0, 0.0, 1, 4.0]
|
124 |
+
operator = 2
|
125 |
+
|
126 |
+
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_xo62c"]
|
127 |
+
function = 0
|
128 |
+
|
129 |
+
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_drpvc"]
|
130 |
+
function = 12
|
131 |
+
|
132 |
+
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_papeo"]
|
133 |
+
operator = 2
|
134 |
+
|
135 |
+
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_l6qxq"]
|
136 |
+
input_name = "normal"
|
137 |
+
|
138 |
+
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_bjwgk"]
|
139 |
+
input_name = "vertex"
|
140 |
+
|
141 |
+
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_u6vmt"]
|
142 |
+
operator = 1
|
143 |
+
|
144 |
+
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_qt6m8"]
|
145 |
+
operator = 2
|
146 |
+
|
147 |
+
[sub_resource type="VisualShaderNodeVectorDecompose" id="VisualShaderNodeVectorDecompose_qovlt"]
|
148 |
+
|
149 |
+
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_t2kaa"]
|
150 |
+
parameter_name = "wave_scale"
|
151 |
+
default_value_enabled = true
|
152 |
+
default_value = 0.2
|
153 |
+
|
154 |
+
[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_relvm"]
|
155 |
+
operator = 2
|
156 |
+
|
157 |
+
[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_ub24v"]
|
158 |
+
function = 12
|
159 |
+
|
160 |
+
[sub_resource type="VisualShaderNodeComment" id="VisualShaderNodeComment_4o8y1"]
|
161 |
+
size = Vector2(2029.8, 1308.18)
|
162 |
+
title = "Scrolling Noise"
|
163 |
+
|
164 |
+
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_gu7qa"]
|
165 |
+
input_name = "time"
|
166 |
+
|
167 |
+
[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_k2mpj"]
|
168 |
+
input_name = "uv"
|
169 |
+
|
170 |
+
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_6vl07"]
|
171 |
+
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
|
172 |
+
op_type = 0
|
173 |
+
|
174 |
+
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_a03y7"]
|
175 |
+
parameter_name = "water_speed2"
|
176 |
+
default_value_enabled = true
|
177 |
+
default_value = 0.003
|
178 |
+
|
179 |
+
[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_w7nrt"]
|
180 |
+
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
|
181 |
+
op_type = 0
|
182 |
+
operator = 2
|
183 |
+
|
184 |
+
[sub_resource type="FastNoiseLite" id="FastNoiseLite_11yi2"]
|
185 |
+
fractal_type = 3
|
186 |
+
domain_warp_enabled = true
|
187 |
+
|
188 |
+
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_8rwkj"]
|
189 |
+
seamless = true
|
190 |
+
noise = SubResource("FastNoiseLite_11yi2")
|
191 |
+
|
192 |
+
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_5gkum"]
|
193 |
+
source = 5
|
194 |
+
texture = SubResource("NoiseTexture2D_8rwkj")
|
195 |
+
|
196 |
+
[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_mjb0g"]
|
197 |
+
parameter_name = "main_noise2"
|
198 |
+
|
199 |
+
[resource]
|
200 |
+
code = "shader_type spatial;
|
201 |
+
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_toon, specular_schlick_ggx;
|
202 |
+
|
203 |
+
uniform float wave_scale = 0.20000000298023;
|
204 |
+
uniform float water_speed2 = 0.00300000002608;
|
205 |
+
uniform sampler2D main_noise2;
|
206 |
+
uniform vec4 water_color : source_color = vec4(0.000000, 0.341783, 0.638043, 1.000000);
|
207 |
+
uniform vec4 foam_color : source_color = vec4(1.000000, 1.000000, 1.000000, 1.000000);
|
208 |
+
uniform float foam_threshold = 0.5;
|
209 |
+
uniform float detail_water_speed = 0.00200000009499;
|
210 |
+
uniform sampler2D tex_frg_36;
|
211 |
+
uniform sampler2D depth_tex_frg_91 : hint_depth_texture;
|
212 |
+
uniform sampler2D tex_frg_63;
|
213 |
+
uniform sampler2D tex_frg_64;
|
214 |
+
|
215 |
+
|
216 |
+
|
217 |
+
void vertex() {
|
218 |
+
// FloatParameter:15
|
219 |
+
float n_out15p0 = wave_scale;
|
220 |
+
|
221 |
+
|
222 |
+
// FloatParameter:6
|
223 |
+
float n_out6p0 = water_speed2;
|
224 |
+
|
225 |
+
|
226 |
+
// Input:3
|
227 |
+
float n_out3p0 = TIME;
|
228 |
+
|
229 |
+
|
230 |
+
// VectorOp:7
|
231 |
+
vec2 n_out7p0 = vec2(n_out6p0) * vec2(n_out3p0);
|
232 |
+
|
233 |
+
|
234 |
+
// Input:4
|
235 |
+
vec2 n_out4p0 = UV;
|
236 |
+
|
237 |
+
|
238 |
+
// VectorOp:5
|
239 |
+
vec2 n_out5p0 = n_out7p0 + n_out4p0;
|
240 |
+
|
241 |
+
|
242 |
+
vec4 n_out8p0;
|
243 |
+
// Texture2D:8
|
244 |
+
n_out8p0 = texture(main_noise2, n_out5p0);
|
245 |
+
|
246 |
+
|
247 |
+
// VectorDecompose:14
|
248 |
+
float n_out14p0 = vec3(n_out8p0.xyz).x;
|
249 |
+
float n_out14p1 = vec3(n_out8p0.xyz).y;
|
250 |
+
float n_out14p2 = vec3(n_out8p0.xyz).z;
|
251 |
+
|
252 |
+
|
253 |
+
// FloatFunc:17
|
254 |
+
float n_out17p0 = abs(n_out14p0);
|
255 |
+
|
256 |
+
|
257 |
+
// FloatOp:16
|
258 |
+
float n_out16p0 = n_out15p0 * n_out17p0;
|
259 |
+
|
260 |
+
|
261 |
+
// Input:10
|
262 |
+
vec3 n_out10p0 = NORMAL;
|
263 |
+
|
264 |
+
|
265 |
+
// VectorOp:13
|
266 |
+
vec3 n_out13p0 = vec3(n_out16p0) * n_out10p0;
|
267 |
+
|
268 |
+
|
269 |
+
// Input:11
|
270 |
+
vec3 n_out11p0 = VERTEX;
|
271 |
+
|
272 |
+
|
273 |
+
// VectorOp:12
|
274 |
+
vec3 n_out12p0 = n_out13p0 - n_out11p0;
|
275 |
+
|
276 |
+
|
277 |
+
// Output:0
|
278 |
+
VERTEX = n_out12p0;
|
279 |
+
|
280 |
+
|
281 |
+
}
|
282 |
+
|
283 |
+
void fragment() {
|
284 |
+
// ColorParameter:59
|
285 |
+
vec4 n_out59p0 = water_color;
|
286 |
+
|
287 |
+
|
288 |
+
// ColorParameter:60
|
289 |
+
vec4 n_out60p0 = foam_color;
|
290 |
+
|
291 |
+
|
292 |
+
// FloatParameter:39
|
293 |
+
float n_out39p0 = foam_threshold;
|
294 |
+
|
295 |
+
|
296 |
+
// FloatParameter:34
|
297 |
+
float n_out34p0 = detail_water_speed;
|
298 |
+
|
299 |
+
|
300 |
+
// Input:31
|
301 |
+
float n_out31p0 = TIME;
|
302 |
+
|
303 |
+
|
304 |
+
// VectorOp:33
|
305 |
+
vec2 n_out33p0 = vec2(n_out34p0) * vec2(n_out31p0);
|
306 |
+
|
307 |
+
|
308 |
+
// Input:32
|
309 |
+
vec2 n_out32p0 = UV;
|
310 |
+
|
311 |
+
|
312 |
+
// VectorOp:35
|
313 |
+
vec2 n_out35p0 = n_out33p0 + n_out32p0;
|
314 |
+
|
315 |
+
|
316 |
+
// Texture2D:36
|
317 |
+
vec4 n_out36p0 = texture(tex_frg_36, n_out35p0);
|
318 |
+
|
319 |
+
|
320 |
+
float n_out91p0;
|
321 |
+
// ProximityFade:91
|
322 |
+
float n_in91p0 = 1.00000;
|
323 |
+
{
|
324 |
+
float __depth_tex = texture(depth_tex_frg_91, SCREEN_UV).r;
|
325 |
+
vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);
|
326 |
+
__depth_world_pos.xyz /= __depth_world_pos.w;
|
327 |
+
n_out91p0 = clamp(1.0 - smoothstep(__depth_world_pos.z + n_in91p0, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);
|
328 |
+
}
|
329 |
+
|
330 |
+
|
331 |
+
// FloatFunc:62
|
332 |
+
float n_out62p0 = 1.0 - n_out91p0;
|
333 |
+
|
334 |
+
|
335 |
+
// FloatOp:100
|
336 |
+
float n_out100p0 = n_out36p0.x * n_out62p0;
|
337 |
+
|
338 |
+
|
339 |
+
// Input:95
|
340 |
+
float n_out95p0 = TIME;
|
341 |
+
|
342 |
+
|
343 |
+
// MultiplyAdd:94
|
344 |
+
float n_in94p1 = 0.40000;
|
345 |
+
float n_out94p0 = fma(n_out95p0, n_in94p1, n_out62p0);
|
346 |
+
|
347 |
+
|
348 |
+
// FloatOp:96
|
349 |
+
float n_in96p1 = 4.00000;
|
350 |
+
float n_out96p0 = n_out94p0 * n_in96p1;
|
351 |
+
|
352 |
+
|
353 |
+
// FloatFunc:97
|
354 |
+
float n_out97p0 = sin(n_out96p0);
|
355 |
+
|
356 |
+
|
357 |
+
// FloatFunc:98
|
358 |
+
float n_out98p0 = abs(n_out97p0);
|
359 |
+
|
360 |
+
|
361 |
+
// FloatOp:99
|
362 |
+
float n_out99p0 = n_out98p0 * n_out62p0;
|
363 |
+
|
364 |
+
|
365 |
+
// FloatOp:92
|
366 |
+
float n_in92p1 = 48.00000;
|
367 |
+
float n_out92p0 = pow(n_out62p0, n_in92p1);
|
368 |
+
|
369 |
+
|
370 |
+
// FloatOp:93
|
371 |
+
float n_out93p0 = n_out99p0 + n_out92p0;
|
372 |
+
|
373 |
+
|
374 |
+
// FloatOp:101
|
375 |
+
float n_out101p0 = n_out100p0 + n_out93p0;
|
376 |
+
|
377 |
+
|
378 |
+
// Step:55
|
379 |
+
float n_out55p0 = step(n_out39p0, n_out101p0);
|
380 |
+
|
381 |
+
|
382 |
+
// Mix:56
|
383 |
+
vec4 n_out56p0 = mix(n_out59p0, n_out60p0, n_out55p0);
|
384 |
+
|
385 |
+
|
386 |
+
// Mix:75
|
387 |
+
float n_in75p0 = 0.94000;
|
388 |
+
float n_in75p1 = 1.00000;
|
389 |
+
float n_out75p0 = mix(n_in75p0, n_in75p1, n_out55p0);
|
390 |
+
|
391 |
+
|
392 |
+
// FloatConstant:61
|
393 |
+
float n_out61p0 = 0.600000;
|
394 |
+
|
395 |
+
|
396 |
+
// FloatConstant:74
|
397 |
+
float n_out74p0 = 0.600000;
|
398 |
+
|
399 |
+
|
400 |
+
// FloatConstant:72
|
401 |
+
float n_out72p0 = 1.000000;
|
402 |
+
|
403 |
+
|
404 |
+
// Input:66
|
405 |
+
float n_out66p0 = TIME;
|
406 |
+
|
407 |
+
|
408 |
+
// FloatOp:71
|
409 |
+
float n_in71p1 = 0.00200;
|
410 |
+
float n_out71p0 = n_out66p0 * n_in71p1;
|
411 |
+
|
412 |
+
|
413 |
+
// UVFunc:70
|
414 |
+
vec2 n_in70p1 = vec2(-3.00000, -3.00000);
|
415 |
+
vec2 n_out70p0 = vec2(n_out71p0) * n_in70p1 + UV;
|
416 |
+
|
417 |
+
|
418 |
+
// Texture2D:63
|
419 |
+
vec4 n_out63p0 = texture(tex_frg_63, n_out70p0);
|
420 |
+
|
421 |
+
|
422 |
+
// UVFunc:68
|
423 |
+
vec2 n_in68p1 = vec2(3.00000, 3.00000);
|
424 |
+
vec2 n_out68p0 = vec2(n_out71p0) * n_in68p1 + UV;
|
425 |
+
|
426 |
+
|
427 |
+
// Texture2D:64
|
428 |
+
vec4 n_out64p0 = texture(tex_frg_64, n_out68p0);
|
429 |
+
|
430 |
+
|
431 |
+
// Mix:69
|
432 |
+
vec4 n_in69p2 = vec4(0.50000, 0.50000, 0.50000, 0.50000);
|
433 |
+
vec4 n_out69p0 = mix(n_out63p0, n_out64p0, n_in69p2);
|
434 |
+
|
435 |
+
|
436 |
+
// VectorOp:90
|
437 |
+
vec4 n_in90p1 = vec4(1.00000, 1.00000, 1.00000, 1.00000);
|
438 |
+
vec4 n_out90p0 = pow(n_out69p0, n_in90p1);
|
439 |
+
|
440 |
+
|
441 |
+
// Output:0
|
442 |
+
ALBEDO = vec3(n_out56p0.xyz);
|
443 |
+
ALPHA = n_out75p0;
|
444 |
+
METALLIC = n_out61p0;
|
445 |
+
ROUGHNESS = n_out74p0;
|
446 |
+
SPECULAR = n_out72p0;
|
447 |
+
NORMAL_MAP = vec3(n_out90p0.xyz);
|
448 |
+
|
449 |
+
|
450 |
+
}
|
451 |
+
"
|
452 |
+
graph_offset = Vector2(1284.03, -340.084)
|
453 |
+
modes/diffuse = 3
|
454 |
+
nodes/vertex/0/position = Vector2(6740, -20)
|
455 |
+
nodes/vertex/2/node = SubResource("VisualShaderNodeComment_4o8y1")
|
456 |
+
nodes/vertex/2/position = Vector2(1924.58, -428.571)
|
457 |
+
nodes/vertex/3/node = SubResource("VisualShaderNodeInput_gu7qa")
|
458 |
+
nodes/vertex/3/position = Vector2(2004.58, 131.429)
|
459 |
+
nodes/vertex/4/node = SubResource("VisualShaderNodeInput_k2mpj")
|
460 |
+
nodes/vertex/4/position = Vector2(1964.58, 291.429)
|
461 |
+
nodes/vertex/5/node = SubResource("VisualShaderNodeVectorOp_6vl07")
|
462 |
+
nodes/vertex/5/position = Vector2(3124.58, -148.571)
|
463 |
+
nodes/vertex/6/node = SubResource("VisualShaderNodeFloatParameter_a03y7")
|
464 |
+
nodes/vertex/6/position = Vector2(2004.58, -308.571)
|
465 |
+
nodes/vertex/7/node = SubResource("VisualShaderNodeVectorOp_w7nrt")
|
466 |
+
nodes/vertex/7/position = Vector2(2764.58, -308.571)
|
467 |
+
nodes/vertex/8/node = SubResource("VisualShaderNodeTexture_5gkum")
|
468 |
+
nodes/vertex/8/position = Vector2(3504.58, -148.571)
|
469 |
+
nodes/vertex/9/node = SubResource("VisualShaderNodeTexture2DParameter_mjb0g")
|
470 |
+
nodes/vertex/9/position = Vector2(2824.58, 351.429)
|
471 |
+
nodes/vertex/10/node = SubResource("VisualShaderNodeInput_l6qxq")
|
472 |
+
nodes/vertex/10/position = Vector2(4060, 200)
|
473 |
+
nodes/vertex/11/node = SubResource("VisualShaderNodeInput_bjwgk")
|
474 |
+
nodes/vertex/11/position = Vector2(4040, 540)
|
475 |
+
nodes/vertex/12/node = SubResource("VisualShaderNodeVectorOp_u6vmt")
|
476 |
+
nodes/vertex/12/position = Vector2(6080, -40)
|
477 |
+
nodes/vertex/13/node = SubResource("VisualShaderNodeVectorOp_qt6m8")
|
478 |
+
nodes/vertex/13/position = Vector2(5760, -400)
|
479 |
+
nodes/vertex/14/node = SubResource("VisualShaderNodeVectorDecompose_qovlt")
|
480 |
+
nodes/vertex/14/position = Vector2(4180, -400)
|
481 |
+
nodes/vertex/15/node = SubResource("VisualShaderNodeFloatParameter_t2kaa")
|
482 |
+
nodes/vertex/15/position = Vector2(3980, -900)
|
483 |
+
nodes/vertex/16/node = SubResource("VisualShaderNodeFloatOp_relvm")
|
484 |
+
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nodes/vertex/17/node = SubResource("VisualShaderNodeFloatFunc_ub24v")
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nodes/vertex/17/position = Vector2(4680, -400)
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nodes/vertex/connections = PackedInt32Array(5, 0, 8, 0, 4, 0, 5, 1, 6, 0, 7, 0, 3, 0, 7, 1, 7, 0, 5, 0, 9, 0, 8, 2, 10, 0, 13, 1, 13, 0, 12, 0, 11, 0, 12, 1, 12, 0, 0, 0, 8, 0, 14, 0, 15, 0, 16, 0, 16, 0, 13, 0, 14, 0, 17, 0, 17, 0, 16, 1)
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nodes/fragment/0/position = Vector2(9060, -1560)
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nodes/fragment/30/node = SubResource("VisualShaderNodeComment_1n6h4")
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nodes/fragment/30/position = Vector2(780, -2960)
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nodes/fragment/31/node = SubResource("VisualShaderNodeInput_7wfef")
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nodes/fragment/31/position = Vector2(860, -2400)
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nodes/fragment/32/node = SubResource("VisualShaderNodeInput_y60id")
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nodes/fragment/32/position = Vector2(820, -2240)
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nodes/fragment/33/node = SubResource("VisualShaderNodeVectorOp_pt86f")
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+
nodes/fragment/33/position = Vector2(1620, -2840)
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nodes/fragment/34/node = SubResource("VisualShaderNodeFloatParameter_p2bsf")
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498 |
+
nodes/fragment/34/position = Vector2(940, -2860)
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499 |
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nodes/fragment/35/node = SubResource("VisualShaderNodeVectorOp_ml4ab")
|
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+
nodes/fragment/35/position = Vector2(1980, -2680)
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nodes/fragment/36/node = SubResource("VisualShaderNodeTexture_ngw8e")
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+
nodes/fragment/36/position = Vector2(2300, -2640)
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nodes/fragment/39/node = SubResource("VisualShaderNodeFloatParameter_a6mhs")
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+
nodes/fragment/39/position = Vector2(5040, -2920)
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nodes/fragment/55/node = SubResource("VisualShaderNodeStep_07sk8")
|
506 |
+
nodes/fragment/55/position = Vector2(5820, -2560)
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507 |
+
nodes/fragment/56/node = SubResource("VisualShaderNodeMix_5gm3l")
|
508 |
+
nodes/fragment/56/position = Vector2(6780, -2740)
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+
nodes/fragment/59/node = SubResource("VisualShaderNodeColorParameter_amub1")
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510 |
+
nodes/fragment/59/position = Vector2(5960, -3440)
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nodes/fragment/60/node = SubResource("VisualShaderNodeColorParameter_3evsr")
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+
nodes/fragment/60/position = Vector2(6040, -3000)
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nodes/fragment/61/node = SubResource("VisualShaderNodeFloatConstant_40p55")
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+
nodes/fragment/61/position = Vector2(6940, -1700)
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nodes/fragment/62/node = SubResource("VisualShaderNodeFloatFunc_lxkfi")
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+
nodes/fragment/62/position = Vector2(2420, -1320)
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nodes/fragment/63/node = SubResource("VisualShaderNodeTexture_ke10c")
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nodes/fragment/63/position = Vector2(7260, -980)
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nodes/fragment/64/node = SubResource("VisualShaderNodeTexture_28lt2")
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nodes/fragment/64/position = Vector2(7320, -320)
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nodes/fragment/66/node = SubResource("VisualShaderNodeInput_0vuo8")
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+
nodes/fragment/66/position = Vector2(5300, -700)
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523 |
+
nodes/fragment/68/node = SubResource("VisualShaderNodeUVFunc_shc2h")
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524 |
+
nodes/fragment/68/position = Vector2(6600, -120)
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525 |
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nodes/fragment/69/node = SubResource("VisualShaderNodeMix_s8e8r")
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+
nodes/fragment/69/position = Vector2(7760, -640)
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527 |
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nodes/fragment/70/node = SubResource("VisualShaderNodeUVFunc_ak4iq")
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528 |
+
nodes/fragment/70/position = Vector2(6580, -960)
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529 |
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nodes/fragment/71/node = SubResource("VisualShaderNodeFloatOp_3yjg7")
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530 |
+
nodes/fragment/71/position = Vector2(6040, -500)
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531 |
+
nodes/fragment/72/node = SubResource("VisualShaderNodeFloatConstant_j2cca")
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532 |
+
nodes/fragment/72/position = Vector2(7100, -1340)
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533 |
+
nodes/fragment/74/node = SubResource("VisualShaderNodeFloatConstant_5gqkt")
|
534 |
+
nodes/fragment/74/position = Vector2(6980, -1520)
|
535 |
+
nodes/fragment/75/node = SubResource("VisualShaderNodeMix_d4ulh")
|
536 |
+
nodes/fragment/75/position = Vector2(6940, -2400)
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537 |
+
nodes/fragment/90/node = SubResource("VisualShaderNodeVectorOp_hfs2o")
|
538 |
+
nodes/fragment/90/position = Vector2(8320, -1120)
|
539 |
+
nodes/fragment/91/node = SubResource("VisualShaderNodeProximityFade_n4hcr")
|
540 |
+
nodes/fragment/91/position = Vector2(1820, -1240)
|
541 |
+
nodes/fragment/92/node = SubResource("VisualShaderNodeFloatOp_07qnl")
|
542 |
+
nodes/fragment/92/position = Vector2(4020, -1340)
|
543 |
+
nodes/fragment/93/node = SubResource("VisualShaderNodeFloatOp_thkes")
|
544 |
+
nodes/fragment/93/position = Vector2(5120, -1680)
|
545 |
+
nodes/fragment/94/node = SubResource("VisualShaderNodeMultiplyAdd_71wjw")
|
546 |
+
nodes/fragment/94/position = Vector2(3000, -1720)
|
547 |
+
nodes/fragment/95/node = SubResource("VisualShaderNodeInput_e10nc")
|
548 |
+
nodes/fragment/95/position = Vector2(2100, -1740)
|
549 |
+
nodes/fragment/96/node = SubResource("VisualShaderNodeFloatOp_sxt31")
|
550 |
+
nodes/fragment/96/position = Vector2(3320, -1800)
|
551 |
+
nodes/fragment/97/node = SubResource("VisualShaderNodeFloatFunc_xo62c")
|
552 |
+
nodes/fragment/97/position = Vector2(3620, -1780)
|
553 |
+
nodes/fragment/98/node = SubResource("VisualShaderNodeFloatFunc_drpvc")
|
554 |
+
nodes/fragment/98/position = Vector2(4160, -1780)
|
555 |
+
nodes/fragment/99/node = SubResource("VisualShaderNodeFloatOp_papeo")
|
556 |
+
nodes/fragment/99/position = Vector2(4540, -1700)
|
557 |
+
nodes/fragment/100/node = SubResource("VisualShaderNodeFloatOp_eslgf")
|
558 |
+
nodes/fragment/100/position = Vector2(4900, -2200)
|
559 |
+
nodes/fragment/101/node = SubResource("VisualShaderNodeFloatOp_u8qml")
|
560 |
+
nodes/fragment/101/position = Vector2(5460, -2100)
|
561 |
+
nodes/fragment/connections = PackedInt32Array(35, 0, 36, 0, 32, 0, 35, 1, 34, 0, 33, 0, 31, 0, 33, 1, 33, 0, 35, 0, 60, 0, 56, 1, 59, 0, 56, 0, 68, 0, 64, 0, 63, 0, 69, 0, 64, 0, 69, 1, 70, 0, 63, 0, 66, 0, 71, 0, 71, 0, 70, 2, 71, 0, 68, 2, 55, 0, 75, 2, 69, 0, 90, 0, 90, 0, 0, 9, 74, 0, 0, 3, 72, 0, 0, 4, 61, 0, 0, 2, 56, 0, 0, 0, 75, 0, 0, 1, 91, 0, 62, 0, 62, 0, 92, 0, 92, 0, 93, 1, 95, 0, 94, 0, 62, 0, 94, 2, 94, 0, 96, 0, 96, 0, 97, 0, 97, 0, 98, 0, 98, 0, 99, 0, 62, 0, 99, 1, 99, 0, 93, 0, 36, 0, 100, 0, 62, 0, 100, 1, 100, 0, 101, 0, 93, 0, 101, 1, 101, 0, 55, 1, 55, 0, 56, 2, 39, 0, 55, 0)
|
addons/godot_rl_agents/controller/ai_controller_2d.gd
ADDED
@@ -0,0 +1,113 @@
|
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|
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|
|
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|
|
|
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|
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|
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|
|
|
|
|
|
|
1 |
+
extends Node2D
|
2 |
+
class_name AIController2D
|
3 |
+
|
4 |
+
enum ControlModes { INHERIT_FROM_SYNC, HUMAN, TRAINING, ONNX_INFERENCE, RECORD_EXPERT_DEMOS }
|
5 |
+
@export var control_mode: ControlModes = ControlModes.INHERIT_FROM_SYNC
|
6 |
+
@export var onnx_model_path := ""
|
7 |
+
@export var reset_after := 1000
|
8 |
+
|
9 |
+
@export_group("Record expert demos mode options")
|
10 |
+
## Path where the demos will be saved. The file can later be used for imitation learning.
|
11 |
+
@export var expert_demo_save_path: String
|
12 |
+
## The action that erases the last recorded episode from the currently recorded data.
|
13 |
+
@export var remove_last_episode_key: InputEvent
|
14 |
+
## Action will be repeated for n frames. Will introduce control lag if larger than 1.
|
15 |
+
## Can be used to ensure that action_repeat on inference and training matches
|
16 |
+
## the recorded demonstrations.
|
17 |
+
@export var action_repeat: int = 1
|
18 |
+
|
19 |
+
var onnx_model: ONNXModel
|
20 |
+
|
21 |
+
var heuristic := "human"
|
22 |
+
var done := false
|
23 |
+
var reward := 0.0
|
24 |
+
var n_steps := 0
|
25 |
+
var needs_reset := false
|
26 |
+
|
27 |
+
var _player: Node2D
|
28 |
+
|
29 |
+
|
30 |
+
func _ready():
|
31 |
+
add_to_group("AGENT")
|
32 |
+
|
33 |
+
|
34 |
+
func init(player: Node2D):
|
35 |
+
_player = player
|
36 |
+
|
37 |
+
|
38 |
+
#-- Methods that need implementing using the "extend script" option in Godot --#
|
39 |
+
func get_obs() -> Dictionary:
|
40 |
+
assert(false, "the get_obs method is not implemented when extending from ai_controller")
|
41 |
+
return {"obs": []}
|
42 |
+
|
43 |
+
|
44 |
+
func get_reward() -> float:
|
45 |
+
assert(false, "the get_reward method is not implemented when extending from ai_controller")
|
46 |
+
return 0.0
|
47 |
+
|
48 |
+
|
49 |
+
func get_action_space() -> Dictionary:
|
50 |
+
assert(
|
51 |
+
false,
|
52 |
+
"the get get_action_space method is not implemented when extending from ai_controller"
|
53 |
+
)
|
54 |
+
return {
|
55 |
+
"example_actions_continous": {"size": 2, "action_type": "continuous"},
|
56 |
+
"example_actions_discrete": {"size": 2, "action_type": "discrete"},
|
57 |
+
}
|
58 |
+
|
59 |
+
|
60 |
+
func set_action(action) -> void:
|
61 |
+
assert(false, "the get set_action method is not implemented when extending from ai_controller")
|
62 |
+
|
63 |
+
|
64 |
+
#-----------------------------------------------------------------------------#
|
65 |
+
|
66 |
+
|
67 |
+
#-- Methods that sometimes need implementing using the "extend script" option in Godot --#
|
68 |
+
# Only needed if you are recording expert demos with this AIController
|
69 |
+
func get_action() -> Array:
|
70 |
+
assert(false, "the get set_action method is not implemented in extended AIController but demo_recorder is used")
|
71 |
+
return []
|
72 |
+
|
73 |
+
# -----------------------------------------------------------------------------#
|
74 |
+
|
75 |
+
func _physics_process(delta):
|
76 |
+
n_steps += 1
|
77 |
+
if n_steps > reset_after:
|
78 |
+
needs_reset = true
|
79 |
+
|
80 |
+
|
81 |
+
func get_obs_space():
|
82 |
+
# may need overriding if the obs space is complex
|
83 |
+
var obs = get_obs()
|
84 |
+
return {
|
85 |
+
"obs": {"size": [len(obs["obs"])], "space": "box"},
|
86 |
+
}
|
87 |
+
|
88 |
+
|
89 |
+
func reset():
|
90 |
+
n_steps = 0
|
91 |
+
needs_reset = false
|
92 |
+
|
93 |
+
|
94 |
+
func reset_if_done():
|
95 |
+
if done:
|
96 |
+
reset()
|
97 |
+
|
98 |
+
|
99 |
+
func set_heuristic(h):
|
100 |
+
# sets the heuristic from "human" or "model" nothing to change here
|
101 |
+
heuristic = h
|
102 |
+
|
103 |
+
|
104 |
+
func get_done():
|
105 |
+
return done
|
106 |
+
|
107 |
+
|
108 |
+
func set_done_false():
|
109 |
+
done = false
|
110 |
+
|
111 |
+
|
112 |
+
func zero_reward():
|
113 |
+
reward = 0.0
|
addons/godot_rl_agents/controller/ai_controller_3d.gd
ADDED
@@ -0,0 +1,114 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Node3D
|
2 |
+
class_name AIController3D
|
3 |
+
|
4 |
+
enum ControlModes { INHERIT_FROM_SYNC, HUMAN, TRAINING, ONNX_INFERENCE, RECORD_EXPERT_DEMOS }
|
5 |
+
@export var control_mode: ControlModes = ControlModes.INHERIT_FROM_SYNC
|
6 |
+
@export var onnx_model_path := ""
|
7 |
+
@export var reset_after := 1000
|
8 |
+
|
9 |
+
@export_group("Record expert demos mode options")
|
10 |
+
## Path where the demos will be saved. The file can later be used for imitation learning.
|
11 |
+
@export var expert_demo_save_path: String
|
12 |
+
## The action that erases the last recorded episode from the currently recorded data.
|
13 |
+
@export var remove_last_episode_key: InputEvent
|
14 |
+
## Action will be repeated for n frames. Will introduce control lag if larger than 1.
|
15 |
+
## Can be used to ensure that action_repeat on inference and training matches
|
16 |
+
## the recorded demonstrations.
|
17 |
+
@export var action_repeat: int = 1
|
18 |
+
|
19 |
+
var onnx_model: ONNXModel
|
20 |
+
|
21 |
+
var heuristic := "human"
|
22 |
+
var done := false
|
23 |
+
var reward := 0.0
|
24 |
+
var n_steps := 0
|
25 |
+
var needs_reset := false
|
26 |
+
|
27 |
+
var _player: Node3D
|
28 |
+
|
29 |
+
|
30 |
+
func _ready():
|
31 |
+
add_to_group("AGENT")
|
32 |
+
|
33 |
+
|
34 |
+
func init(player: Node3D):
|
35 |
+
_player = player
|
36 |
+
|
37 |
+
|
38 |
+
#-- Methods that need implementing using the "extend script" option in Godot --#
|
39 |
+
func get_obs() -> Dictionary:
|
40 |
+
assert(false, "the get_obs method is not implemented when extending from ai_controller")
|
41 |
+
return {"obs": []}
|
42 |
+
|
43 |
+
|
44 |
+
func get_reward() -> float:
|
45 |
+
assert(false, "the get_reward method is not implemented when extending from ai_controller")
|
46 |
+
return 0.0
|
47 |
+
|
48 |
+
|
49 |
+
func get_action_space() -> Dictionary:
|
50 |
+
assert(
|
51 |
+
false,
|
52 |
+
"the get get_action_space method is not implemented when extending from ai_controller"
|
53 |
+
)
|
54 |
+
return {
|
55 |
+
"example_actions_continous": {"size": 2, "action_type": "continuous"},
|
56 |
+
"example_actions_discrete": {"size": 2, "action_type": "discrete"},
|
57 |
+
}
|
58 |
+
|
59 |
+
|
60 |
+
func set_action(action) -> void:
|
61 |
+
assert(false, "the get set_action method is not implemented when extending from ai_controller")
|
62 |
+
|
63 |
+
|
64 |
+
#-----------------------------------------------------------------------------#
|
65 |
+
|
66 |
+
|
67 |
+
#-- Methods that sometimes need implementing using the "extend script" option in Godot --#
|
68 |
+
# Only needed if you are recording expert demos with this AIController
|
69 |
+
func get_action() -> Array:
|
70 |
+
assert(false, "the get set_action method is not implemented in extended AIController but demo_recorder is used")
|
71 |
+
return []
|
72 |
+
|
73 |
+
# -----------------------------------------------------------------------------#
|
74 |
+
|
75 |
+
|
76 |
+
func _physics_process(delta):
|
77 |
+
n_steps += 1
|
78 |
+
if n_steps > reset_after:
|
79 |
+
needs_reset = true
|
80 |
+
|
81 |
+
|
82 |
+
func get_obs_space():
|
83 |
+
# may need overriding if the obs space is complex
|
84 |
+
var obs = get_obs()
|
85 |
+
return {
|
86 |
+
"obs": {"size": [len(obs["obs"])], "space": "box"},
|
87 |
+
}
|
88 |
+
|
89 |
+
|
90 |
+
func reset():
|
91 |
+
n_steps = 0
|
92 |
+
needs_reset = false
|
93 |
+
|
94 |
+
|
95 |
+
func reset_if_done():
|
96 |
+
if done:
|
97 |
+
reset()
|
98 |
+
|
99 |
+
|
100 |
+
func set_heuristic(h):
|
101 |
+
# sets the heuristic from "human" or "model" nothing to change here
|
102 |
+
heuristic = h
|
103 |
+
|
104 |
+
|
105 |
+
func get_done():
|
106 |
+
return done
|
107 |
+
|
108 |
+
|
109 |
+
func set_done_false():
|
110 |
+
done = false
|
111 |
+
|
112 |
+
|
113 |
+
func zero_reward():
|
114 |
+
reward = 0.0
|
addons/godot_rl_agents/godot_rl_agents.gd
ADDED
@@ -0,0 +1,16 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
@tool
|
2 |
+
extends EditorPlugin
|
3 |
+
|
4 |
+
|
5 |
+
func _enter_tree():
|
6 |
+
# Initialization of the plugin goes here.
|
7 |
+
# Add the new type with a name, a parent type, a script and an icon.
|
8 |
+
add_custom_type("Sync", "Node", preload("sync.gd"), preload("icon.png"))
|
9 |
+
#add_custom_type("RaycastSensor2D2", "Node", preload("raycast_sensor_2d.gd"), preload("icon.png"))
|
10 |
+
|
11 |
+
|
12 |
+
func _exit_tree():
|
13 |
+
# Clean-up of the plugin goes here.
|
14 |
+
# Always remember to remove it from the engine when deactivated.
|
15 |
+
remove_custom_type("Sync")
|
16 |
+
#remove_custom_type("RaycastSensor2D2")
|
addons/godot_rl_agents/icon.png
ADDED
Git LFS Details
|
addons/godot_rl_agents/onnx/csharp/ONNXInference.cs
ADDED
@@ -0,0 +1,103 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
using Godot;
|
2 |
+
using Microsoft.ML.OnnxRuntime;
|
3 |
+
using Microsoft.ML.OnnxRuntime.Tensors;
|
4 |
+
using System.Collections.Generic;
|
5 |
+
using System.Linq;
|
6 |
+
|
7 |
+
namespace GodotONNX
|
8 |
+
{
|
9 |
+
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
|
10 |
+
public partial class ONNXInference : GodotObject
|
11 |
+
{
|
12 |
+
|
13 |
+
private InferenceSession session;
|
14 |
+
/// <summary>
|
15 |
+
/// Path to the ONNX model. Use Initialize to change it.
|
16 |
+
/// </summary>
|
17 |
+
private string modelPath;
|
18 |
+
private int batchSize;
|
19 |
+
|
20 |
+
private SessionOptions SessionOpt;
|
21 |
+
|
22 |
+
//init function
|
23 |
+
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Initialize/*'/>
|
24 |
+
public void Initialize(string Path, int BatchSize)
|
25 |
+
{
|
26 |
+
modelPath = Path;
|
27 |
+
batchSize = BatchSize;
|
28 |
+
SessionOpt = SessionConfigurator.MakeConfiguredSessionOptions();
|
29 |
+
session = LoadModel(modelPath);
|
30 |
+
|
31 |
+
}
|
32 |
+
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Run/*'/>
|
33 |
+
public Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> RunInference(Godot.Collections.Array<float> obs, int state_ins)
|
34 |
+
{
|
35 |
+
//Current model: Any (Godot Rl Agents)
|
36 |
+
//Expects a tensor of shape [batch_size, input_size] type float named obs and a tensor of shape [batch_size] type float named state_ins
|
37 |
+
|
38 |
+
//Fill the input tensors
|
39 |
+
// create span from inputSize
|
40 |
+
var span = new float[obs.Count]; //There's probably a better way to do this
|
41 |
+
for (int i = 0; i < obs.Count; i++)
|
42 |
+
{
|
43 |
+
span[i] = obs[i];
|
44 |
+
}
|
45 |
+
|
46 |
+
IReadOnlyCollection<NamedOnnxValue> inputs = new List<NamedOnnxValue>
|
47 |
+
{
|
48 |
+
NamedOnnxValue.CreateFromTensor("obs", new DenseTensor<float>(span, new int[] { batchSize, obs.Count })),
|
49 |
+
NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor<float>(new float[] { state_ins }, new int[] { batchSize }))
|
50 |
+
};
|
51 |
+
IReadOnlyCollection<string> outputNames = new List<string> { "output", "state_outs" }; //ONNX is sensible to these names, as well as the input names
|
52 |
+
|
53 |
+
IDisposableReadOnlyCollection<DisposableNamedOnnxValue> results;
|
54 |
+
//We do not use "using" here so we get a better exception explaination later
|
55 |
+
try
|
56 |
+
{
|
57 |
+
results = session.Run(inputs, outputNames);
|
58 |
+
}
|
59 |
+
catch (OnnxRuntimeException e)
|
60 |
+
{
|
61 |
+
//This error usually means that the model is not compatible with the input, beacause of the input shape (size)
|
62 |
+
GD.Print("Error at inference: ", e);
|
63 |
+
return null;
|
64 |
+
}
|
65 |
+
//Can't convert IEnumerable<float> to Variant, so we have to convert it to an array or something
|
66 |
+
Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> output = new Godot.Collections.Dictionary<string, Godot.Collections.Array<float>>();
|
67 |
+
DisposableNamedOnnxValue output1 = results.First();
|
68 |
+
DisposableNamedOnnxValue output2 = results.Last();
|
69 |
+
Godot.Collections.Array<float> output1Array = new Godot.Collections.Array<float>();
|
70 |
+
Godot.Collections.Array<float> output2Array = new Godot.Collections.Array<float>();
|
71 |
+
|
72 |
+
foreach (float f in output1.AsEnumerable<float>())
|
73 |
+
{
|
74 |
+
output1Array.Add(f);
|
75 |
+
}
|
76 |
+
|
77 |
+
foreach (float f in output2.AsEnumerable<float>())
|
78 |
+
{
|
79 |
+
output2Array.Add(f);
|
80 |
+
}
|
81 |
+
|
82 |
+
output.Add(output1.Name, output1Array);
|
83 |
+
output.Add(output2.Name, output2Array);
|
84 |
+
|
85 |
+
//Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
|
86 |
+
results.Dispose();
|
87 |
+
return output;
|
88 |
+
}
|
89 |
+
/// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Load/*'/>
|
90 |
+
public InferenceSession LoadModel(string Path)
|
91 |
+
{
|
92 |
+
using Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
|
93 |
+
byte[] model = file.GetBuffer((int)file.GetLength());
|
94 |
+
//file.Close(); file.Dispose(); //Close the file, then dispose the reference.
|
95 |
+
return new InferenceSession(model, SessionOpt); //Load the model
|
96 |
+
}
|
97 |
+
public void FreeDisposables()
|
98 |
+
{
|
99 |
+
session.Dispose();
|
100 |
+
SessionOpt.Dispose();
|
101 |
+
}
|
102 |
+
}
|
103 |
+
}
|
addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs
ADDED
@@ -0,0 +1,131 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
using Godot;
|
2 |
+
using Microsoft.ML.OnnxRuntime;
|
3 |
+
|
4 |
+
namespace GodotONNX
|
5 |
+
{
|
6 |
+
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
|
7 |
+
|
8 |
+
public static class SessionConfigurator
|
9 |
+
{
|
10 |
+
public enum ComputeName
|
11 |
+
{
|
12 |
+
CUDA,
|
13 |
+
ROCm,
|
14 |
+
DirectML,
|
15 |
+
CoreML,
|
16 |
+
CPU
|
17 |
+
}
|
18 |
+
|
19 |
+
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
|
20 |
+
public static SessionOptions MakeConfiguredSessionOptions()
|
21 |
+
{
|
22 |
+
SessionOptions sessionOptions = new();
|
23 |
+
SetOptions(sessionOptions);
|
24 |
+
return sessionOptions;
|
25 |
+
}
|
26 |
+
|
27 |
+
private static void SetOptions(SessionOptions sessionOptions)
|
28 |
+
{
|
29 |
+
sessionOptions.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
|
30 |
+
ApplySystemSpecificOptions(sessionOptions);
|
31 |
+
}
|
32 |
+
|
33 |
+
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
|
34 |
+
static public void ApplySystemSpecificOptions(SessionOptions sessionOptions)
|
35 |
+
{
|
36 |
+
//Most code for this function is verbose only, the only reason it exists is to track
|
37 |
+
//implementation progress of the different compute APIs.
|
38 |
+
|
39 |
+
//December 2022: CUDA is not working.
|
40 |
+
|
41 |
+
string OSName = OS.GetName(); //Get OS Name
|
42 |
+
|
43 |
+
//ComputeName ComputeAPI = ComputeCheck(); //Get Compute API
|
44 |
+
// //TODO: Get CPU architecture
|
45 |
+
|
46 |
+
//Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
|
47 |
+
//Windows can use OpenVINO (C#) on x64
|
48 |
+
//TODO: try TensorRT instead of CUDA
|
49 |
+
//TODO: Use OpenVINO for Intel Graphics
|
50 |
+
|
51 |
+
// Temporarily using CPU on all platforms to avoid errors detected with DML
|
52 |
+
ComputeName ComputeAPI = ComputeName.CPU;
|
53 |
+
|
54 |
+
//match OS and Compute API
|
55 |
+
GD.Print($"OS: {OSName} Compute API: {ComputeAPI}");
|
56 |
+
|
57 |
+
// CPU is set by default without appending necessary
|
58 |
+
// sessionOptions.AppendExecutionProvider_CPU(0);
|
59 |
+
|
60 |
+
/*
|
61 |
+
switch (OSName)
|
62 |
+
{
|
63 |
+
case "Windows": //Can use CUDA, DirectML
|
64 |
+
if (ComputeAPI is ComputeName.CUDA)
|
65 |
+
{
|
66 |
+
//CUDA
|
67 |
+
//sessionOptions.AppendExecutionProvider_CUDA(0);
|
68 |
+
//sessionOptions.AppendExecutionProvider_DML(0);
|
69 |
+
}
|
70 |
+
else if (ComputeAPI is ComputeName.DirectML)
|
71 |
+
{
|
72 |
+
//DirectML
|
73 |
+
//sessionOptions.AppendExecutionProvider_DML(0);
|
74 |
+
}
|
75 |
+
break;
|
76 |
+
case "X11": //Can use CUDA, ROCm
|
77 |
+
if (ComputeAPI is ComputeName.CUDA)
|
78 |
+
{
|
79 |
+
//CUDA
|
80 |
+
//sessionOptions.AppendExecutionProvider_CUDA(0);
|
81 |
+
}
|
82 |
+
if (ComputeAPI is ComputeName.ROCm)
|
83 |
+
{
|
84 |
+
//ROCm, only works on x86
|
85 |
+
//Research indicates that this has to be compiled as a GDNative plugin
|
86 |
+
//GD.Print("ROCm not supported yet, using CPU.");
|
87 |
+
//sessionOptions.AppendExecutionProvider_CPU(0);
|
88 |
+
}
|
89 |
+
break;
|
90 |
+
case "macOS": //Can use CoreML
|
91 |
+
if (ComputeAPI is ComputeName.CoreML)
|
92 |
+
{ //CoreML
|
93 |
+
//TODO: Needs testing
|
94 |
+
//sessionOptions.AppendExecutionProvider_CoreML(0);
|
95 |
+
//CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
|
96 |
+
}
|
97 |
+
break;
|
98 |
+
default:
|
99 |
+
GD.Print("OS not Supported.");
|
100 |
+
break;
|
101 |
+
}
|
102 |
+
*/
|
103 |
+
}
|
104 |
+
|
105 |
+
|
106 |
+
/// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
|
107 |
+
public static ComputeName ComputeCheck()
|
108 |
+
{
|
109 |
+
string adapterName = Godot.RenderingServer.GetVideoAdapterName();
|
110 |
+
//string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
|
111 |
+
adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
|
112 |
+
//TODO: GPU vendors for MacOS, what do they even use these days?
|
113 |
+
|
114 |
+
if (adapterName.Contains("INTEL"))
|
115 |
+
{
|
116 |
+
return ComputeName.DirectML;
|
117 |
+
}
|
118 |
+
if (adapterName.Contains("AMD") || adapterName.Contains("RADEON"))
|
119 |
+
{
|
120 |
+
return ComputeName.DirectML;
|
121 |
+
}
|
122 |
+
if (adapterName.Contains("NVIDIA"))
|
123 |
+
{
|
124 |
+
return ComputeName.CUDA;
|
125 |
+
}
|
126 |
+
|
127 |
+
GD.Print("Graphics Card not recognized."); //Should use CPU
|
128 |
+
return ComputeName.CPU;
|
129 |
+
}
|
130 |
+
}
|
131 |
+
}
|
addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml
ADDED
@@ -0,0 +1,31 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
<docs>
|
2 |
+
<members name="ONNXInference">
|
3 |
+
<ONNXInference>
|
4 |
+
<summary>
|
5 |
+
The main <c>ONNXInference</c> Class that handles the inference process.
|
6 |
+
</summary>
|
7 |
+
</ONNXInference>
|
8 |
+
<Initialize>
|
9 |
+
<summary>
|
10 |
+
Starts the inference process.
|
11 |
+
</summary>
|
12 |
+
<param name="Path">Path to the ONNX model, expects a path inside resources.</param>
|
13 |
+
<param name="BatchSize">How many observations will the model recieve.</param>
|
14 |
+
</Initialize>
|
15 |
+
<Run>
|
16 |
+
<summary>
|
17 |
+
Runs the given input through the model and returns the output.
|
18 |
+
</summary>
|
19 |
+
<param name="obs">Dictionary containing all observations.</param>
|
20 |
+
<param name="state_ins">How many different agents are creating these observations.</param>
|
21 |
+
<returns>A Dictionary of arrays, containing instructions based on the observations.</returns>
|
22 |
+
</Run>
|
23 |
+
<Load>
|
24 |
+
<summary>
|
25 |
+
Loads the given model into the inference process, using the best Execution provider available.
|
26 |
+
</summary>
|
27 |
+
<param name="Path">Path to the ONNX model, expects a path inside resources.</param>
|
28 |
+
<returns>InferenceSession ready to run.</returns>
|
29 |
+
</Load>
|
30 |
+
</members>
|
31 |
+
</docs>
|
addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml
ADDED
@@ -0,0 +1,29 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
<docs>
|
2 |
+
<members name="SessionConfigurator">
|
3 |
+
<SessionConfigurator>
|
4 |
+
<summary>
|
5 |
+
The main <c>SessionConfigurator</c> Class that handles the execution options and providers for the inference process.
|
6 |
+
</summary>
|
7 |
+
</SessionConfigurator>
|
8 |
+
<GetSessionOptions>
|
9 |
+
<summary>
|
10 |
+
Creates a SessionOptions with all available execution providers.
|
11 |
+
</summary>
|
12 |
+
<returns>SessionOptions with all available execution providers.</returns>
|
13 |
+
</GetSessionOptions>
|
14 |
+
<SystemCheck>
|
15 |
+
<summary>
|
16 |
+
Appends any execution provider available in the current system.
|
17 |
+
</summary>
|
18 |
+
<remarks>
|
19 |
+
This function is mainly verbose for tracking implementation progress of different compute APIs.
|
20 |
+
</remarks>
|
21 |
+
</SystemCheck>
|
22 |
+
<ComputeCheck>
|
23 |
+
<summary>
|
24 |
+
Checks for available GPUs.
|
25 |
+
</summary>
|
26 |
+
<returns>An integer identifier for each compute platform.</returns>
|
27 |
+
</ComputeCheck>
|
28 |
+
</members>
|
29 |
+
</docs>
|
addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd
ADDED
@@ -0,0 +1,27 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Resource
|
2 |
+
class_name ONNXModel
|
3 |
+
var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
|
4 |
+
|
5 |
+
var inferencer = null
|
6 |
+
|
7 |
+
|
8 |
+
# Must provide the path to the model and the batch size
|
9 |
+
func _init(model_path, batch_size):
|
10 |
+
inferencer = inferencer_script.new()
|
11 |
+
inferencer.Initialize(model_path, batch_size)
|
12 |
+
|
13 |
+
|
14 |
+
# This function is the one that will be called from the game,
|
15 |
+
# requires the observation as an array and the state_ins as an int
|
16 |
+
# returns an Array containing the action the model takes.
|
17 |
+
func run_inference(obs: Array, state_ins: int) -> Dictionary:
|
18 |
+
if inferencer == null:
|
19 |
+
printerr("Inferencer not initialized")
|
20 |
+
return {}
|
21 |
+
return inferencer.RunInference(obs, state_ins)
|
22 |
+
|
23 |
+
|
24 |
+
func _notification(what):
|
25 |
+
if what == NOTIFICATION_PREDELETE:
|
26 |
+
inferencer.FreeDisposables()
|
27 |
+
inferencer.free()
|
addons/godot_rl_agents/plugin.cfg
ADDED
@@ -0,0 +1,7 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
[plugin]
|
2 |
+
|
3 |
+
name="GodotRLAgents"
|
4 |
+
description="Custom nodes for the godot rl agents toolkit "
|
5 |
+
author="Edward Beeching"
|
6 |
+
version="0.1"
|
7 |
+
script="godot_rl_agents.gd"
|
addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn
ADDED
@@ -0,0 +1,48 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
[gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
|
2 |
+
|
3 |
+
[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
|
4 |
+
|
5 |
+
[sub_resource type="GDScript" id="2"]
|
6 |
+
script/source = "extends Node2D
|
7 |
+
|
8 |
+
|
9 |
+
|
10 |
+
func _physics_process(delta: float) -> void:
|
11 |
+
print(\"step start\")
|
12 |
+
|
13 |
+
"
|
14 |
+
|
15 |
+
[sub_resource type="GDScript" id="1"]
|
16 |
+
script/source = "extends RayCast2D
|
17 |
+
|
18 |
+
var steps = 1
|
19 |
+
|
20 |
+
func _physics_process(delta: float) -> void:
|
21 |
+
print(\"processing raycast\")
|
22 |
+
steps += 1
|
23 |
+
if steps % 2:
|
24 |
+
force_raycast_update()
|
25 |
+
|
26 |
+
print(is_colliding())
|
27 |
+
"
|
28 |
+
|
29 |
+
[sub_resource type="CircleShape2D" id="3"]
|
30 |
+
|
31 |
+
[node name="ExampleRaycastSensor2D" type="Node2D"]
|
32 |
+
script = SubResource("2")
|
33 |
+
|
34 |
+
[node name="ExampleAgent" type="Node2D" parent="."]
|
35 |
+
position = Vector2(573, 314)
|
36 |
+
rotation = 0.286234
|
37 |
+
|
38 |
+
[node name="RaycastSensor2D" type="Node2D" parent="ExampleAgent"]
|
39 |
+
script = ExtResource("1")
|
40 |
+
|
41 |
+
[node name="TestRayCast2D" type="RayCast2D" parent="."]
|
42 |
+
script = SubResource("1")
|
43 |
+
|
44 |
+
[node name="StaticBody2D" type="StaticBody2D" parent="."]
|
45 |
+
position = Vector2(1, 52)
|
46 |
+
|
47 |
+
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
|
48 |
+
shape = SubResource("3")
|
addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd
ADDED
@@ -0,0 +1,235 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
@tool
|
2 |
+
extends ISensor2D
|
3 |
+
class_name GridSensor2D
|
4 |
+
|
5 |
+
@export var debug_view := false:
|
6 |
+
get:
|
7 |
+
return debug_view
|
8 |
+
set(value):
|
9 |
+
debug_view = value
|
10 |
+
_update()
|
11 |
+
|
12 |
+
@export_flags_2d_physics var detection_mask := 0:
|
13 |
+
get:
|
14 |
+
return detection_mask
|
15 |
+
set(value):
|
16 |
+
detection_mask = value
|
17 |
+
_update()
|
18 |
+
|
19 |
+
@export var collide_with_areas := false:
|
20 |
+
get:
|
21 |
+
return collide_with_areas
|
22 |
+
set(value):
|
23 |
+
collide_with_areas = value
|
24 |
+
_update()
|
25 |
+
|
26 |
+
@export var collide_with_bodies := true:
|
27 |
+
get:
|
28 |
+
return collide_with_bodies
|
29 |
+
set(value):
|
30 |
+
collide_with_bodies = value
|
31 |
+
_update()
|
32 |
+
|
33 |
+
@export_range(1, 200, 0.1) var cell_width := 20.0:
|
34 |
+
get:
|
35 |
+
return cell_width
|
36 |
+
set(value):
|
37 |
+
cell_width = value
|
38 |
+
_update()
|
39 |
+
|
40 |
+
@export_range(1, 200, 0.1) var cell_height := 20.0:
|
41 |
+
get:
|
42 |
+
return cell_height
|
43 |
+
set(value):
|
44 |
+
cell_height = value
|
45 |
+
_update()
|
46 |
+
|
47 |
+
@export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
|
48 |
+
get:
|
49 |
+
return grid_size_x
|
50 |
+
set(value):
|
51 |
+
grid_size_x = value
|
52 |
+
_update()
|
53 |
+
|
54 |
+
@export_range(1, 21, 2, "or_greater") var grid_size_y := 3:
|
55 |
+
get:
|
56 |
+
return grid_size_y
|
57 |
+
set(value):
|
58 |
+
grid_size_y = value
|
59 |
+
_update()
|
60 |
+
|
61 |
+
var _obs_buffer: PackedFloat64Array
|
62 |
+
var _rectangle_shape: RectangleShape2D
|
63 |
+
var _collision_mapping: Dictionary
|
64 |
+
var _n_layers_per_cell: int
|
65 |
+
|
66 |
+
var _highlighted_cell_color: Color
|
67 |
+
var _standard_cell_color: Color
|
68 |
+
|
69 |
+
|
70 |
+
func get_observation():
|
71 |
+
return _obs_buffer
|
72 |
+
|
73 |
+
|
74 |
+
func _update():
|
75 |
+
if Engine.is_editor_hint():
|
76 |
+
if is_node_ready():
|
77 |
+
_spawn_nodes()
|
78 |
+
|
79 |
+
|
80 |
+
func _ready() -> void:
|
81 |
+
_set_colors()
|
82 |
+
|
83 |
+
if Engine.is_editor_hint():
|
84 |
+
if get_child_count() == 0:
|
85 |
+
_spawn_nodes()
|
86 |
+
else:
|
87 |
+
_spawn_nodes()
|
88 |
+
|
89 |
+
|
90 |
+
func _set_colors() -> void:
|
91 |
+
_standard_cell_color = Color(100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0)
|
92 |
+
_highlighted_cell_color = Color(255.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0)
|
93 |
+
|
94 |
+
|
95 |
+
func _get_collision_mapping() -> Dictionary:
|
96 |
+
# defines which layer is mapped to which cell obs index
|
97 |
+
var total_bits = 0
|
98 |
+
var collision_mapping = {}
|
99 |
+
for i in 32:
|
100 |
+
var bit_mask = 2 ** i
|
101 |
+
if (detection_mask & bit_mask) > 0:
|
102 |
+
collision_mapping[i] = total_bits
|
103 |
+
total_bits += 1
|
104 |
+
|
105 |
+
return collision_mapping
|
106 |
+
|
107 |
+
|
108 |
+
func _spawn_nodes():
|
109 |
+
for cell in get_children():
|
110 |
+
cell.name = "_%s" % cell.name # Otherwise naming below will fail
|
111 |
+
cell.queue_free()
|
112 |
+
|
113 |
+
_collision_mapping = _get_collision_mapping()
|
114 |
+
#prints("collision_mapping", _collision_mapping, len(_collision_mapping))
|
115 |
+
# allocate memory for the observations
|
116 |
+
_n_layers_per_cell = len(_collision_mapping)
|
117 |
+
_obs_buffer = PackedFloat64Array()
|
118 |
+
_obs_buffer.resize(grid_size_x * grid_size_y * _n_layers_per_cell)
|
119 |
+
_obs_buffer.fill(0)
|
120 |
+
#prints(len(_obs_buffer), _obs_buffer )
|
121 |
+
|
122 |
+
_rectangle_shape = RectangleShape2D.new()
|
123 |
+
_rectangle_shape.set_size(Vector2(cell_width, cell_height))
|
124 |
+
|
125 |
+
var shift := Vector2(
|
126 |
+
-(grid_size_x / 2) * cell_width,
|
127 |
+
-(grid_size_y / 2) * cell_height,
|
128 |
+
)
|
129 |
+
|
130 |
+
for i in grid_size_x:
|
131 |
+
for j in grid_size_y:
|
132 |
+
var cell_position = Vector2(i * cell_width, j * cell_height) + shift
|
133 |
+
_create_cell(i, j, cell_position)
|
134 |
+
|
135 |
+
|
136 |
+
func _create_cell(i: int, j: int, position: Vector2):
|
137 |
+
var cell := Area2D.new()
|
138 |
+
cell.position = position
|
139 |
+
cell.name = "GridCell %s %s" % [i, j]
|
140 |
+
cell.modulate = _standard_cell_color
|
141 |
+
|
142 |
+
if collide_with_areas:
|
143 |
+
cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
|
144 |
+
cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
|
145 |
+
|
146 |
+
if collide_with_bodies:
|
147 |
+
cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
|
148 |
+
cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
|
149 |
+
|
150 |
+
cell.collision_layer = 0
|
151 |
+
cell.collision_mask = detection_mask
|
152 |
+
cell.monitorable = true
|
153 |
+
add_child(cell)
|
154 |
+
cell.set_owner(get_tree().edited_scene_root)
|
155 |
+
|
156 |
+
var col_shape := CollisionShape2D.new()
|
157 |
+
col_shape.shape = _rectangle_shape
|
158 |
+
col_shape.name = "CollisionShape2D"
|
159 |
+
cell.add_child(col_shape)
|
160 |
+
col_shape.set_owner(get_tree().edited_scene_root)
|
161 |
+
|
162 |
+
if debug_view:
|
163 |
+
var quad = MeshInstance2D.new()
|
164 |
+
quad.name = "MeshInstance2D"
|
165 |
+
var quad_mesh = QuadMesh.new()
|
166 |
+
|
167 |
+
quad_mesh.set_size(Vector2(cell_width, cell_height))
|
168 |
+
|
169 |
+
quad.mesh = quad_mesh
|
170 |
+
cell.add_child(quad)
|
171 |
+
quad.set_owner(get_tree().edited_scene_root)
|
172 |
+
|
173 |
+
|
174 |
+
func _update_obs(cell_i: int, cell_j: int, collision_layer: int, entered: bool):
|
175 |
+
for key in _collision_mapping:
|
176 |
+
var bit_mask = 2 ** key
|
177 |
+
if (collision_layer & bit_mask) > 0:
|
178 |
+
var collison_map_index = _collision_mapping[key]
|
179 |
+
|
180 |
+
var obs_index = (
|
181 |
+
(cell_i * grid_size_x * _n_layers_per_cell)
|
182 |
+
+ (cell_j * _n_layers_per_cell)
|
183 |
+
+ collison_map_index
|
184 |
+
)
|
185 |
+
#prints(obs_index, cell_i, cell_j)
|
186 |
+
if entered:
|
187 |
+
_obs_buffer[obs_index] += 1
|
188 |
+
else:
|
189 |
+
_obs_buffer[obs_index] -= 1
|
190 |
+
|
191 |
+
|
192 |
+
func _toggle_cell(cell_i: int, cell_j: int):
|
193 |
+
var cell = get_node_or_null("GridCell %s %s" % [cell_i, cell_j])
|
194 |
+
|
195 |
+
if cell == null:
|
196 |
+
print("cell not found, returning")
|
197 |
+
|
198 |
+
var n_hits = 0
|
199 |
+
var start_index = (cell_i * grid_size_x * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
|
200 |
+
for i in _n_layers_per_cell:
|
201 |
+
n_hits += _obs_buffer[start_index + i]
|
202 |
+
|
203 |
+
if n_hits > 0:
|
204 |
+
cell.modulate = _highlighted_cell_color
|
205 |
+
else:
|
206 |
+
cell.modulate = _standard_cell_color
|
207 |
+
|
208 |
+
|
209 |
+
func _on_cell_area_entered(area: Area2D, cell_i: int, cell_j: int):
|
210 |
+
#prints("_on_cell_area_entered", cell_i, cell_j)
|
211 |
+
_update_obs(cell_i, cell_j, area.collision_layer, true)
|
212 |
+
if debug_view:
|
213 |
+
_toggle_cell(cell_i, cell_j)
|
214 |
+
#print(_obs_buffer)
|
215 |
+
|
216 |
+
|
217 |
+
func _on_cell_area_exited(area: Area2D, cell_i: int, cell_j: int):
|
218 |
+
#prints("_on_cell_area_exited", cell_i, cell_j)
|
219 |
+
_update_obs(cell_i, cell_j, area.collision_layer, false)
|
220 |
+
if debug_view:
|
221 |
+
_toggle_cell(cell_i, cell_j)
|
222 |
+
|
223 |
+
|
224 |
+
func _on_cell_body_entered(body: Node2D, cell_i: int, cell_j: int):
|
225 |
+
#prints("_on_cell_body_entered", cell_i, cell_j)
|
226 |
+
_update_obs(cell_i, cell_j, body.collision_layer, true)
|
227 |
+
if debug_view:
|
228 |
+
_toggle_cell(cell_i, cell_j)
|
229 |
+
|
230 |
+
|
231 |
+
func _on_cell_body_exited(body: Node2D, cell_i: int, cell_j: int):
|
232 |
+
#prints("_on_cell_body_exited", cell_i, cell_j)
|
233 |
+
_update_obs(cell_i, cell_j, body.collision_layer, false)
|
234 |
+
if debug_view:
|
235 |
+
_toggle_cell(cell_i, cell_j)
|
addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd
ADDED
@@ -0,0 +1,25 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Node2D
|
2 |
+
class_name ISensor2D
|
3 |
+
|
4 |
+
var _obs: Array = []
|
5 |
+
var _active := false
|
6 |
+
|
7 |
+
|
8 |
+
func get_observation():
|
9 |
+
pass
|
10 |
+
|
11 |
+
|
12 |
+
func activate():
|
13 |
+
_active = true
|
14 |
+
|
15 |
+
|
16 |
+
func deactivate():
|
17 |
+
_active = false
|
18 |
+
|
19 |
+
|
20 |
+
func _update_observation():
|
21 |
+
pass
|
22 |
+
|
23 |
+
|
24 |
+
func reset():
|
25 |
+
pass
|
addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd
ADDED
@@ -0,0 +1,118 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
@tool
|
2 |
+
extends ISensor2D
|
3 |
+
class_name RaycastSensor2D
|
4 |
+
|
5 |
+
@export_flags_2d_physics var collision_mask := 1:
|
6 |
+
get:
|
7 |
+
return collision_mask
|
8 |
+
set(value):
|
9 |
+
collision_mask = value
|
10 |
+
_update()
|
11 |
+
|
12 |
+
@export var collide_with_areas := false:
|
13 |
+
get:
|
14 |
+
return collide_with_areas
|
15 |
+
set(value):
|
16 |
+
collide_with_areas = value
|
17 |
+
_update()
|
18 |
+
|
19 |
+
@export var collide_with_bodies := true:
|
20 |
+
get:
|
21 |
+
return collide_with_bodies
|
22 |
+
set(value):
|
23 |
+
collide_with_bodies = value
|
24 |
+
_update()
|
25 |
+
|
26 |
+
@export var n_rays := 16.0:
|
27 |
+
get:
|
28 |
+
return n_rays
|
29 |
+
set(value):
|
30 |
+
n_rays = value
|
31 |
+
_update()
|
32 |
+
|
33 |
+
@export_range(5, 3000, 5.0) var ray_length := 200:
|
34 |
+
get:
|
35 |
+
return ray_length
|
36 |
+
set(value):
|
37 |
+
ray_length = value
|
38 |
+
_update()
|
39 |
+
@export_range(5, 360, 5.0) var cone_width := 360.0:
|
40 |
+
get:
|
41 |
+
return cone_width
|
42 |
+
set(value):
|
43 |
+
cone_width = value
|
44 |
+
_update()
|
45 |
+
|
46 |
+
@export var debug_draw := true:
|
47 |
+
get:
|
48 |
+
return debug_draw
|
49 |
+
set(value):
|
50 |
+
debug_draw = value
|
51 |
+
_update()
|
52 |
+
|
53 |
+
var _angles = []
|
54 |
+
var rays := []
|
55 |
+
|
56 |
+
|
57 |
+
func _update():
|
58 |
+
if Engine.is_editor_hint():
|
59 |
+
if debug_draw:
|
60 |
+
_spawn_nodes()
|
61 |
+
else:
|
62 |
+
for ray in get_children():
|
63 |
+
if ray is RayCast2D:
|
64 |
+
remove_child(ray)
|
65 |
+
|
66 |
+
|
67 |
+
func _ready() -> void:
|
68 |
+
_spawn_nodes()
|
69 |
+
|
70 |
+
|
71 |
+
func _spawn_nodes():
|
72 |
+
for ray in rays:
|
73 |
+
ray.queue_free()
|
74 |
+
rays = []
|
75 |
+
|
76 |
+
_angles = []
|
77 |
+
var step = cone_width / (n_rays)
|
78 |
+
var start = step / 2 - cone_width / 2
|
79 |
+
|
80 |
+
for i in n_rays:
|
81 |
+
var angle = start + i * step
|
82 |
+
var ray = RayCast2D.new()
|
83 |
+
ray.set_target_position(
|
84 |
+
Vector2(ray_length * cos(deg_to_rad(angle)), ray_length * sin(deg_to_rad(angle)))
|
85 |
+
)
|
86 |
+
ray.set_name("node_" + str(i))
|
87 |
+
ray.enabled = false
|
88 |
+
ray.collide_with_areas = collide_with_areas
|
89 |
+
ray.collide_with_bodies = collide_with_bodies
|
90 |
+
ray.collision_mask = collision_mask
|
91 |
+
add_child(ray)
|
92 |
+
rays.append(ray)
|
93 |
+
|
94 |
+
_angles.append(start + i * step)
|
95 |
+
|
96 |
+
|
97 |
+
func get_observation() -> Array:
|
98 |
+
return self.calculate_raycasts()
|
99 |
+
|
100 |
+
|
101 |
+
func calculate_raycasts() -> Array:
|
102 |
+
var result = []
|
103 |
+
for ray in rays:
|
104 |
+
ray.enabled = true
|
105 |
+
ray.force_raycast_update()
|
106 |
+
var distance = _get_raycast_distance(ray)
|
107 |
+
result.append(distance)
|
108 |
+
ray.enabled = false
|
109 |
+
return result
|
110 |
+
|
111 |
+
|
112 |
+
func _get_raycast_distance(ray: RayCast2D) -> float:
|
113 |
+
if !ray.is_colliding():
|
114 |
+
return 0.0
|
115 |
+
|
116 |
+
var distance = (global_position - ray.get_collision_point()).length()
|
117 |
+
distance = clamp(distance, 0.0, ray_length)
|
118 |
+
return (ray_length - distance) / ray_length
|
addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn
ADDED
@@ -0,0 +1,7 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
[gd_scene load_steps=2 format=3 uid="uid://drvfihk5esgmv"]
|
2 |
+
|
3 |
+
[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
|
4 |
+
|
5 |
+
[node name="RaycastSensor2D" type="Node2D"]
|
6 |
+
script = ExtResource("1")
|
7 |
+
n_rays = 17.0
|
addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn
ADDED
@@ -0,0 +1,6 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
[gd_scene format=3 uid="uid://biu787qh4woik"]
|
2 |
+
|
3 |
+
[node name="ExampleRaycastSensor3D" type="Node3D"]
|
4 |
+
|
5 |
+
[node name="Camera3D" type="Camera3D" parent="."]
|
6 |
+
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.804183, 0, 2.70146)
|
addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd
ADDED
@@ -0,0 +1,258 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
@tool
|
2 |
+
extends ISensor3D
|
3 |
+
class_name GridSensor3D
|
4 |
+
|
5 |
+
@export var debug_view := false:
|
6 |
+
get:
|
7 |
+
return debug_view
|
8 |
+
set(value):
|
9 |
+
debug_view = value
|
10 |
+
_update()
|
11 |
+
|
12 |
+
@export_flags_3d_physics var detection_mask := 0:
|
13 |
+
get:
|
14 |
+
return detection_mask
|
15 |
+
set(value):
|
16 |
+
detection_mask = value
|
17 |
+
_update()
|
18 |
+
|
19 |
+
@export var collide_with_areas := false:
|
20 |
+
get:
|
21 |
+
return collide_with_areas
|
22 |
+
set(value):
|
23 |
+
collide_with_areas = value
|
24 |
+
_update()
|
25 |
+
|
26 |
+
@export var collide_with_bodies := false:
|
27 |
+
# NOTE! The sensor will not detect StaticBody3D, add an area to static bodies to detect them
|
28 |
+
get:
|
29 |
+
return collide_with_bodies
|
30 |
+
set(value):
|
31 |
+
collide_with_bodies = value
|
32 |
+
_update()
|
33 |
+
|
34 |
+
@export_range(0.1, 2, 0.1) var cell_width := 1.0:
|
35 |
+
get:
|
36 |
+
return cell_width
|
37 |
+
set(value):
|
38 |
+
cell_width = value
|
39 |
+
_update()
|
40 |
+
|
41 |
+
@export_range(0.1, 2, 0.1) var cell_height := 1.0:
|
42 |
+
get:
|
43 |
+
return cell_height
|
44 |
+
set(value):
|
45 |
+
cell_height = value
|
46 |
+
_update()
|
47 |
+
|
48 |
+
@export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
|
49 |
+
get:
|
50 |
+
return grid_size_x
|
51 |
+
set(value):
|
52 |
+
grid_size_x = value
|
53 |
+
_update()
|
54 |
+
|
55 |
+
@export_range(1, 21, 2, "or_greater") var grid_size_z := 3:
|
56 |
+
get:
|
57 |
+
return grid_size_z
|
58 |
+
set(value):
|
59 |
+
grid_size_z = value
|
60 |
+
_update()
|
61 |
+
|
62 |
+
var _obs_buffer: PackedFloat64Array
|
63 |
+
var _box_shape: BoxShape3D
|
64 |
+
var _collision_mapping: Dictionary
|
65 |
+
var _n_layers_per_cell: int
|
66 |
+
|
67 |
+
var _highlighted_box_material: StandardMaterial3D
|
68 |
+
var _standard_box_material: StandardMaterial3D
|
69 |
+
|
70 |
+
|
71 |
+
func get_observation():
|
72 |
+
return _obs_buffer
|
73 |
+
|
74 |
+
|
75 |
+
func reset():
|
76 |
+
_obs_buffer.fill(0)
|
77 |
+
|
78 |
+
|
79 |
+
func _update():
|
80 |
+
if Engine.is_editor_hint():
|
81 |
+
if is_node_ready():
|
82 |
+
_spawn_nodes()
|
83 |
+
|
84 |
+
|
85 |
+
func _ready() -> void:
|
86 |
+
_make_materials()
|
87 |
+
|
88 |
+
if Engine.is_editor_hint():
|
89 |
+
if get_child_count() == 0:
|
90 |
+
_spawn_nodes()
|
91 |
+
else:
|
92 |
+
_spawn_nodes()
|
93 |
+
|
94 |
+
|
95 |
+
func _make_materials() -> void:
|
96 |
+
if _highlighted_box_material != null and _standard_box_material != null:
|
97 |
+
return
|
98 |
+
|
99 |
+
_standard_box_material = StandardMaterial3D.new()
|
100 |
+
_standard_box_material.set_transparency(1) # ALPHA
|
101 |
+
_standard_box_material.albedo_color = Color(
|
102 |
+
100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0
|
103 |
+
)
|
104 |
+
|
105 |
+
_highlighted_box_material = StandardMaterial3D.new()
|
106 |
+
_highlighted_box_material.set_transparency(1) # ALPHA
|
107 |
+
_highlighted_box_material.albedo_color = Color(
|
108 |
+
255.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0
|
109 |
+
)
|
110 |
+
|
111 |
+
|
112 |
+
func _get_collision_mapping() -> Dictionary:
|
113 |
+
# defines which layer is mapped to which cell obs index
|
114 |
+
var total_bits = 0
|
115 |
+
var collision_mapping = {}
|
116 |
+
for i in 32:
|
117 |
+
var bit_mask = 2 ** i
|
118 |
+
if (detection_mask & bit_mask) > 0:
|
119 |
+
collision_mapping[i] = total_bits
|
120 |
+
total_bits += 1
|
121 |
+
|
122 |
+
return collision_mapping
|
123 |
+
|
124 |
+
|
125 |
+
func _spawn_nodes():
|
126 |
+
for cell in get_children():
|
127 |
+
cell.name = "_%s" % cell.name # Otherwise naming below will fail
|
128 |
+
cell.queue_free()
|
129 |
+
|
130 |
+
_collision_mapping = _get_collision_mapping()
|
131 |
+
#prints("collision_mapping", _collision_mapping, len(_collision_mapping))
|
132 |
+
# allocate memory for the observations
|
133 |
+
_n_layers_per_cell = len(_collision_mapping)
|
134 |
+
_obs_buffer = PackedFloat64Array()
|
135 |
+
_obs_buffer.resize(grid_size_x * grid_size_z * _n_layers_per_cell)
|
136 |
+
_obs_buffer.fill(0)
|
137 |
+
#prints(len(_obs_buffer), _obs_buffer )
|
138 |
+
|
139 |
+
_box_shape = BoxShape3D.new()
|
140 |
+
_box_shape.set_size(Vector3(cell_width, cell_height, cell_width))
|
141 |
+
|
142 |
+
var shift := Vector3(
|
143 |
+
-(grid_size_x / 2) * cell_width,
|
144 |
+
0,
|
145 |
+
-(grid_size_z / 2) * cell_width,
|
146 |
+
)
|
147 |
+
|
148 |
+
for i in grid_size_x:
|
149 |
+
for j in grid_size_z:
|
150 |
+
var cell_position = Vector3(i * cell_width, 0.0, j * cell_width) + shift
|
151 |
+
_create_cell(i, j, cell_position)
|
152 |
+
|
153 |
+
|
154 |
+
func _create_cell(i: int, j: int, position: Vector3):
|
155 |
+
var cell := Area3D.new()
|
156 |
+
cell.position = position
|
157 |
+
cell.name = "GridCell %s %s" % [i, j]
|
158 |
+
|
159 |
+
if collide_with_areas:
|
160 |
+
cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
|
161 |
+
cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
|
162 |
+
|
163 |
+
if collide_with_bodies:
|
164 |
+
cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
|
165 |
+
cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
|
166 |
+
|
167 |
+
# cell.body_shape_entered.connect(_on_cell_body_shape_entered.bind(i, j))
|
168 |
+
# cell.body_shape_exited.connect(_on_cell_body_shape_exited.bind(i, j))
|
169 |
+
|
170 |
+
cell.collision_layer = 0
|
171 |
+
cell.collision_mask = detection_mask
|
172 |
+
cell.monitorable = true
|
173 |
+
cell.input_ray_pickable = false
|
174 |
+
add_child(cell)
|
175 |
+
cell.set_owner(get_tree().edited_scene_root)
|
176 |
+
|
177 |
+
var col_shape := CollisionShape3D.new()
|
178 |
+
col_shape.shape = _box_shape
|
179 |
+
col_shape.name = "CollisionShape3D"
|
180 |
+
cell.add_child(col_shape)
|
181 |
+
col_shape.set_owner(get_tree().edited_scene_root)
|
182 |
+
|
183 |
+
if debug_view:
|
184 |
+
var box = MeshInstance3D.new()
|
185 |
+
box.name = "MeshInstance3D"
|
186 |
+
var box_mesh = BoxMesh.new()
|
187 |
+
|
188 |
+
box_mesh.set_size(Vector3(cell_width, cell_height, cell_width))
|
189 |
+
box_mesh.material = _standard_box_material
|
190 |
+
|
191 |
+
box.mesh = box_mesh
|
192 |
+
cell.add_child(box)
|
193 |
+
box.set_owner(get_tree().edited_scene_root)
|
194 |
+
|
195 |
+
|
196 |
+
func _update_obs(cell_i: int, cell_j: int, collision_layer: int, entered: bool):
|
197 |
+
for key in _collision_mapping:
|
198 |
+
var bit_mask = 2 ** key
|
199 |
+
if (collision_layer & bit_mask) > 0:
|
200 |
+
var collison_map_index = _collision_mapping[key]
|
201 |
+
|
202 |
+
var obs_index = (
|
203 |
+
(cell_i * grid_size_x * _n_layers_per_cell)
|
204 |
+
+ (cell_j * _n_layers_per_cell)
|
205 |
+
+ collison_map_index
|
206 |
+
)
|
207 |
+
#prints(obs_index, cell_i, cell_j)
|
208 |
+
if entered:
|
209 |
+
_obs_buffer[obs_index] += 1
|
210 |
+
else:
|
211 |
+
_obs_buffer[obs_index] -= 1
|
212 |
+
|
213 |
+
|
214 |
+
func _toggle_cell(cell_i: int, cell_j: int):
|
215 |
+
var cell = get_node_or_null("GridCell %s %s" % [cell_i, cell_j])
|
216 |
+
|
217 |
+
if cell == null:
|
218 |
+
print("cell not found, returning")
|
219 |
+
|
220 |
+
var n_hits = 0
|
221 |
+
var start_index = (cell_i * grid_size_x * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
|
222 |
+
for i in _n_layers_per_cell:
|
223 |
+
n_hits += _obs_buffer[start_index + i]
|
224 |
+
|
225 |
+
var cell_mesh = cell.get_node_or_null("MeshInstance3D")
|
226 |
+
if n_hits > 0:
|
227 |
+
cell_mesh.mesh.material = _highlighted_box_material
|
228 |
+
else:
|
229 |
+
cell_mesh.mesh.material = _standard_box_material
|
230 |
+
|
231 |
+
|
232 |
+
func _on_cell_area_entered(area: Area3D, cell_i: int, cell_j: int):
|
233 |
+
#prints("_on_cell_area_entered", cell_i, cell_j)
|
234 |
+
_update_obs(cell_i, cell_j, area.collision_layer, true)
|
235 |
+
if debug_view:
|
236 |
+
_toggle_cell(cell_i, cell_j)
|
237 |
+
#print(_obs_buffer)
|
238 |
+
|
239 |
+
|
240 |
+
func _on_cell_area_exited(area: Area3D, cell_i: int, cell_j: int):
|
241 |
+
#prints("_on_cell_area_exited", cell_i, cell_j)
|
242 |
+
_update_obs(cell_i, cell_j, area.collision_layer, false)
|
243 |
+
if debug_view:
|
244 |
+
_toggle_cell(cell_i, cell_j)
|
245 |
+
|
246 |
+
|
247 |
+
func _on_cell_body_entered(body: Node3D, cell_i: int, cell_j: int):
|
248 |
+
#prints("_on_cell_body_entered", cell_i, cell_j)
|
249 |
+
_update_obs(cell_i, cell_j, body.collision_layer, true)
|
250 |
+
if debug_view:
|
251 |
+
_toggle_cell(cell_i, cell_j)
|
252 |
+
|
253 |
+
|
254 |
+
func _on_cell_body_exited(body: Node3D, cell_i: int, cell_j: int):
|
255 |
+
#prints("_on_cell_body_exited", cell_i, cell_j)
|
256 |
+
_update_obs(cell_i, cell_j, body.collision_layer, false)
|
257 |
+
if debug_view:
|
258 |
+
_toggle_cell(cell_i, cell_j)
|
addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd
ADDED
@@ -0,0 +1,25 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Node3D
|
2 |
+
class_name ISensor3D
|
3 |
+
|
4 |
+
var _obs: Array = []
|
5 |
+
var _active := false
|
6 |
+
|
7 |
+
|
8 |
+
func get_observation():
|
9 |
+
pass
|
10 |
+
|
11 |
+
|
12 |
+
func activate():
|
13 |
+
_active = true
|
14 |
+
|
15 |
+
|
16 |
+
func deactivate():
|
17 |
+
_active = false
|
18 |
+
|
19 |
+
|
20 |
+
func _update_observation():
|
21 |
+
pass
|
22 |
+
|
23 |
+
|
24 |
+
func reset():
|
25 |
+
pass
|
addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd
ADDED
@@ -0,0 +1,21 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Node3D
|
2 |
+
class_name RGBCameraSensor3D
|
3 |
+
var camera_pixels = null
|
4 |
+
|
5 |
+
@onready var camera_texture := $Control/TextureRect/CameraTexture as Sprite2D
|
6 |
+
@onready var sub_viewport := $SubViewport as SubViewport
|
7 |
+
|
8 |
+
|
9 |
+
func get_camera_pixel_encoding():
|
10 |
+
return camera_texture.get_texture().get_image().get_data().hex_encode()
|
11 |
+
|
12 |
+
|
13 |
+
func get_camera_shape() -> Array:
|
14 |
+
assert(
|
15 |
+
sub_viewport.size.x >= 36 and sub_viewport.size.y >= 36,
|
16 |
+
"SubViewport size must be 36x36 or larger."
|
17 |
+
)
|
18 |
+
if sub_viewport.transparent_bg:
|
19 |
+
return [4, sub_viewport.size.y, sub_viewport.size.x]
|
20 |
+
else:
|
21 |
+
return [3, sub_viewport.size.y, sub_viewport.size.x]
|
addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn
ADDED
@@ -0,0 +1,41 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
[gd_scene load_steps=3 format=3 uid="uid://baaywi3arsl2m"]
|
2 |
+
|
3 |
+
[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd" id="1"]
|
4 |
+
|
5 |
+
[sub_resource type="ViewportTexture" id="1"]
|
6 |
+
viewport_path = NodePath("SubViewport")
|
7 |
+
|
8 |
+
[node name="RGBCameraSensor3D" type="Node3D"]
|
9 |
+
script = ExtResource("1")
|
10 |
+
|
11 |
+
[node name="RemoteTransform3D" type="RemoteTransform3D" parent="."]
|
12 |
+
remote_path = NodePath("../SubViewport/Camera3D")
|
13 |
+
|
14 |
+
[node name="SubViewport" type="SubViewport" parent="."]
|
15 |
+
size = Vector2i(32, 32)
|
16 |
+
render_target_update_mode = 3
|
17 |
+
|
18 |
+
[node name="Camera3D" type="Camera3D" parent="SubViewport"]
|
19 |
+
near = 0.5
|
20 |
+
|
21 |
+
[node name="Control" type="Control" parent="."]
|
22 |
+
layout_mode = 3
|
23 |
+
anchors_preset = 15
|
24 |
+
anchor_right = 1.0
|
25 |
+
anchor_bottom = 1.0
|
26 |
+
grow_horizontal = 2
|
27 |
+
grow_vertical = 2
|
28 |
+
|
29 |
+
[node name="TextureRect" type="ColorRect" parent="Control"]
|
30 |
+
layout_mode = 0
|
31 |
+
offset_left = 1096.0
|
32 |
+
offset_top = 534.0
|
33 |
+
offset_right = 1114.0
|
34 |
+
offset_bottom = 552.0
|
35 |
+
scale = Vector2(10, 10)
|
36 |
+
color = Color(0.00784314, 0.00784314, 0.00784314, 1)
|
37 |
+
|
38 |
+
[node name="CameraTexture" type="Sprite2D" parent="Control/TextureRect"]
|
39 |
+
texture = SubResource("1")
|
40 |
+
offset = Vector2(9, 9)
|
41 |
+
flip_v = true
|
addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd
ADDED
@@ -0,0 +1,185 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
@tool
|
2 |
+
extends ISensor3D
|
3 |
+
class_name RayCastSensor3D
|
4 |
+
@export_flags_3d_physics var collision_mask = 1:
|
5 |
+
get:
|
6 |
+
return collision_mask
|
7 |
+
set(value):
|
8 |
+
collision_mask = value
|
9 |
+
_update()
|
10 |
+
@export_flags_3d_physics var boolean_class_mask = 1:
|
11 |
+
get:
|
12 |
+
return boolean_class_mask
|
13 |
+
set(value):
|
14 |
+
boolean_class_mask = value
|
15 |
+
_update()
|
16 |
+
|
17 |
+
@export var n_rays_width := 6.0:
|
18 |
+
get:
|
19 |
+
return n_rays_width
|
20 |
+
set(value):
|
21 |
+
n_rays_width = value
|
22 |
+
_update()
|
23 |
+
|
24 |
+
@export var n_rays_height := 6.0:
|
25 |
+
get:
|
26 |
+
return n_rays_height
|
27 |
+
set(value):
|
28 |
+
n_rays_height = value
|
29 |
+
_update()
|
30 |
+
|
31 |
+
@export var ray_length := 10.0:
|
32 |
+
get:
|
33 |
+
return ray_length
|
34 |
+
set(value):
|
35 |
+
ray_length = value
|
36 |
+
_update()
|
37 |
+
|
38 |
+
@export var cone_width := 60.0:
|
39 |
+
get:
|
40 |
+
return cone_width
|
41 |
+
set(value):
|
42 |
+
cone_width = value
|
43 |
+
_update()
|
44 |
+
|
45 |
+
@export var cone_height := 60.0:
|
46 |
+
get:
|
47 |
+
return cone_height
|
48 |
+
set(value):
|
49 |
+
cone_height = value
|
50 |
+
_update()
|
51 |
+
|
52 |
+
@export var collide_with_areas := false:
|
53 |
+
get:
|
54 |
+
return collide_with_areas
|
55 |
+
set(value):
|
56 |
+
collide_with_areas = value
|
57 |
+
_update()
|
58 |
+
|
59 |
+
@export var collide_with_bodies := true:
|
60 |
+
get:
|
61 |
+
return collide_with_bodies
|
62 |
+
set(value):
|
63 |
+
collide_with_bodies = value
|
64 |
+
_update()
|
65 |
+
|
66 |
+
@export var class_sensor := false
|
67 |
+
|
68 |
+
var rays := []
|
69 |
+
var geo = null
|
70 |
+
|
71 |
+
|
72 |
+
func _update():
|
73 |
+
if Engine.is_editor_hint():
|
74 |
+
if is_node_ready():
|
75 |
+
_spawn_nodes()
|
76 |
+
|
77 |
+
|
78 |
+
func _ready() -> void:
|
79 |
+
if Engine.is_editor_hint():
|
80 |
+
if get_child_count() == 0:
|
81 |
+
_spawn_nodes()
|
82 |
+
else:
|
83 |
+
_spawn_nodes()
|
84 |
+
|
85 |
+
|
86 |
+
func _spawn_nodes():
|
87 |
+
print("spawning nodes")
|
88 |
+
for ray in get_children():
|
89 |
+
ray.queue_free()
|
90 |
+
if geo:
|
91 |
+
geo.clear()
|
92 |
+
#$Lines.remove_points()
|
93 |
+
rays = []
|
94 |
+
|
95 |
+
var horizontal_step = cone_width / (n_rays_width)
|
96 |
+
var vertical_step = cone_height / (n_rays_height)
|
97 |
+
|
98 |
+
var horizontal_start = horizontal_step / 2 - cone_width / 2
|
99 |
+
var vertical_start = vertical_step / 2 - cone_height / 2
|
100 |
+
|
101 |
+
var points = []
|
102 |
+
|
103 |
+
for i in n_rays_width:
|
104 |
+
for j in n_rays_height:
|
105 |
+
var angle_w = horizontal_start + i * horizontal_step
|
106 |
+
var angle_h = vertical_start + j * vertical_step
|
107 |
+
#angle_h = 0.0
|
108 |
+
var ray = RayCast3D.new()
|
109 |
+
var cast_to = to_spherical_coords(ray_length, angle_w, angle_h)
|
110 |
+
ray.set_target_position(cast_to)
|
111 |
+
|
112 |
+
points.append(cast_to)
|
113 |
+
|
114 |
+
ray.set_name("node_" + str(i) + " " + str(j))
|
115 |
+
ray.enabled = true
|
116 |
+
ray.collide_with_bodies = collide_with_bodies
|
117 |
+
ray.collide_with_areas = collide_with_areas
|
118 |
+
ray.collision_mask = collision_mask
|
119 |
+
add_child(ray)
|
120 |
+
ray.set_owner(get_tree().edited_scene_root)
|
121 |
+
rays.append(ray)
|
122 |
+
ray.force_raycast_update()
|
123 |
+
|
124 |
+
|
125 |
+
# if Engine.editor_hint:
|
126 |
+
# _create_debug_lines(points)
|
127 |
+
|
128 |
+
|
129 |
+
func _create_debug_lines(points):
|
130 |
+
if not geo:
|
131 |
+
geo = ImmediateMesh.new()
|
132 |
+
add_child(geo)
|
133 |
+
|
134 |
+
geo.clear()
|
135 |
+
geo.begin(Mesh.PRIMITIVE_LINES)
|
136 |
+
for point in points:
|
137 |
+
geo.set_color(Color.AQUA)
|
138 |
+
geo.add_vertex(Vector3.ZERO)
|
139 |
+
geo.add_vertex(point)
|
140 |
+
geo.end()
|
141 |
+
|
142 |
+
|
143 |
+
func display():
|
144 |
+
if geo:
|
145 |
+
geo.display()
|
146 |
+
|
147 |
+
|
148 |
+
func to_spherical_coords(r, inc, azimuth) -> Vector3:
|
149 |
+
return Vector3(
|
150 |
+
r * sin(deg_to_rad(inc)) * cos(deg_to_rad(azimuth)),
|
151 |
+
r * sin(deg_to_rad(azimuth)),
|
152 |
+
r * cos(deg_to_rad(inc)) * cos(deg_to_rad(azimuth))
|
153 |
+
)
|
154 |
+
|
155 |
+
|
156 |
+
func get_observation() -> Array:
|
157 |
+
return self.calculate_raycasts()
|
158 |
+
|
159 |
+
|
160 |
+
func calculate_raycasts() -> Array:
|
161 |
+
var result = []
|
162 |
+
for ray in rays:
|
163 |
+
ray.set_enabled(true)
|
164 |
+
ray.force_raycast_update()
|
165 |
+
var distance = _get_raycast_distance(ray)
|
166 |
+
|
167 |
+
result.append(distance)
|
168 |
+
if class_sensor:
|
169 |
+
var hit_class: float = 0
|
170 |
+
if ray.get_collider():
|
171 |
+
var hit_collision_layer = ray.get_collider().collision_layer
|
172 |
+
hit_collision_layer = hit_collision_layer & collision_mask
|
173 |
+
hit_class = (hit_collision_layer & boolean_class_mask) > 0
|
174 |
+
result.append(float(hit_class))
|
175 |
+
ray.set_enabled(false)
|
176 |
+
return result
|
177 |
+
|
178 |
+
|
179 |
+
func _get_raycast_distance(ray: RayCast3D) -> float:
|
180 |
+
if !ray.is_colliding():
|
181 |
+
return 0.0
|
182 |
+
|
183 |
+
var distance = (global_transform.origin - ray.get_collision_point()).length()
|
184 |
+
distance = clamp(distance, 0.0, ray_length)
|
185 |
+
return (ray_length - distance) / ray_length
|
addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn
ADDED
@@ -0,0 +1,27 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
[gd_scene load_steps=2 format=3 uid="uid://b803cbh1fmy66"]
|
2 |
+
|
3 |
+
[ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd" id="1"]
|
4 |
+
|
5 |
+
[node name="RaycastSensor3D" type="Node3D"]
|
6 |
+
script = ExtResource("1")
|
7 |
+
n_rays_width = 4.0
|
8 |
+
n_rays_height = 2.0
|
9 |
+
ray_length = 11.0
|
10 |
+
|
11 |
+
[node name="node_1 0" type="RayCast3D" parent="."]
|
12 |
+
target_position = Vector3(-1.38686, -2.84701, 10.5343)
|
13 |
+
|
14 |
+
[node name="node_1 1" type="RayCast3D" parent="."]
|
15 |
+
target_position = Vector3(-1.38686, 2.84701, 10.5343)
|
16 |
+
|
17 |
+
[node name="node_2 0" type="RayCast3D" parent="."]
|
18 |
+
target_position = Vector3(1.38686, -2.84701, 10.5343)
|
19 |
+
|
20 |
+
[node name="node_2 1" type="RayCast3D" parent="."]
|
21 |
+
target_position = Vector3(1.38686, 2.84701, 10.5343)
|
22 |
+
|
23 |
+
[node name="node_3 0" type="RayCast3D" parent="."]
|
24 |
+
target_position = Vector3(4.06608, -2.84701, 9.81639)
|
25 |
+
|
26 |
+
[node name="node_3 1" type="RayCast3D" parent="."]
|
27 |
+
target_position = Vector3(4.06608, 2.84701, 9.81639)
|
addons/godot_rl_agents/sync.gd
ADDED
@@ -0,0 +1,540 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
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|
|
|
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|
|
|
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|
|
|
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|
|
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|
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|
|
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|
|
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|
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|
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|
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|
|
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|
|
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|
|
|
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|
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|
|
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|
|
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|
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|
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|
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|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Node
|
2 |
+
|
3 |
+
# --fixed-fps 2000 --disable-render-loop
|
4 |
+
|
5 |
+
enum ControlModes { HUMAN, TRAINING, ONNX_INFERENCE }
|
6 |
+
@export var control_mode: ControlModes = ControlModes.TRAINING
|
7 |
+
@export_range(1, 10, 1, "or_greater") var action_repeat := 8
|
8 |
+
@export_range(0, 10, 0.1, "or_greater") var speed_up := 1.0
|
9 |
+
@export var onnx_model_path := ""
|
10 |
+
|
11 |
+
# Onnx model stored for each requested path
|
12 |
+
var onnx_models: Dictionary
|
13 |
+
|
14 |
+
@onready var start_time = Time.get_ticks_msec()
|
15 |
+
|
16 |
+
const MAJOR_VERSION := "0"
|
17 |
+
const MINOR_VERSION := "7"
|
18 |
+
const DEFAULT_PORT := "11008"
|
19 |
+
const DEFAULT_SEED := "1"
|
20 |
+
var stream: StreamPeerTCP = null
|
21 |
+
var connected = false
|
22 |
+
var message_center
|
23 |
+
var should_connect = true
|
24 |
+
|
25 |
+
var all_agents: Array
|
26 |
+
var agents_training: Array
|
27 |
+
var agents_inference: Array
|
28 |
+
var agents_heuristic: Array
|
29 |
+
|
30 |
+
## For recording expert demos
|
31 |
+
var agent_demo_record: Node
|
32 |
+
## Stores recorded trajectories
|
33 |
+
var demo_trajectories: Array
|
34 |
+
## A trajectory includes obs: Array, acts: Array, terminal (set in Python env instead)
|
35 |
+
var current_demo_trajectory: Array
|
36 |
+
|
37 |
+
var need_to_send_obs = false
|
38 |
+
var args = null
|
39 |
+
var initialized = false
|
40 |
+
var just_reset = false
|
41 |
+
var onnx_model = null
|
42 |
+
var n_action_steps = 0
|
43 |
+
|
44 |
+
var _action_space: Dictionary
|
45 |
+
var _action_space_inference: Array[Dictionary] = []
|
46 |
+
var _obs_space: Dictionary
|
47 |
+
|
48 |
+
|
49 |
+
# Called when the node enters the scene tree for the first time.
|
50 |
+
func _ready():
|
51 |
+
await get_tree().root.ready
|
52 |
+
get_tree().set_pause(true)
|
53 |
+
_initialize()
|
54 |
+
await get_tree().create_timer(1.0).timeout
|
55 |
+
get_tree().set_pause(false)
|
56 |
+
|
57 |
+
|
58 |
+
func _initialize():
|
59 |
+
_get_agents()
|
60 |
+
args = _get_args()
|
61 |
+
Engine.physics_ticks_per_second = _get_speedup() * 60 # Replace with function body.
|
62 |
+
Engine.time_scale = _get_speedup() * 1.0
|
63 |
+
prints(
|
64 |
+
"physics ticks",
|
65 |
+
Engine.physics_ticks_per_second,
|
66 |
+
Engine.time_scale,
|
67 |
+
_get_speedup(),
|
68 |
+
speed_up
|
69 |
+
)
|
70 |
+
|
71 |
+
_set_heuristic("human", all_agents)
|
72 |
+
|
73 |
+
_initialize_training_agents()
|
74 |
+
_initialize_inference_agents()
|
75 |
+
_initialize_demo_recording()
|
76 |
+
|
77 |
+
_set_seed()
|
78 |
+
_set_action_repeat()
|
79 |
+
initialized = true
|
80 |
+
|
81 |
+
|
82 |
+
func _initialize_training_agents():
|
83 |
+
if agents_training.size() > 0:
|
84 |
+
_obs_space = agents_training[0].get_obs_space()
|
85 |
+
_action_space = agents_training[0].get_action_space()
|
86 |
+
connected = connect_to_server()
|
87 |
+
if connected:
|
88 |
+
_set_heuristic("model", agents_training)
|
89 |
+
_handshake()
|
90 |
+
_send_env_info()
|
91 |
+
else:
|
92 |
+
push_warning(
|
93 |
+
"Couldn't connect to Python server, using human controls instead. ",
|
94 |
+
"Did you start the training server using e.g. `gdrl` from the console?"
|
95 |
+
)
|
96 |
+
|
97 |
+
|
98 |
+
func _initialize_inference_agents():
|
99 |
+
if agents_inference.size() > 0:
|
100 |
+
if control_mode == ControlModes.ONNX_INFERENCE:
|
101 |
+
assert(
|
102 |
+
FileAccess.file_exists(onnx_model_path),
|
103 |
+
"Onnx Model Path set on Sync node does not exist: %s" % onnx_model_path
|
104 |
+
)
|
105 |
+
onnx_models[onnx_model_path] = ONNXModel.new(onnx_model_path, 1)
|
106 |
+
|
107 |
+
for agent in agents_inference:
|
108 |
+
_action_space_inference.append(agent.get_action_space())
|
109 |
+
|
110 |
+
var agent_onnx_model: ONNXModel
|
111 |
+
if agent.onnx_model_path.is_empty():
|
112 |
+
assert(
|
113 |
+
onnx_models.has(onnx_model_path),
|
114 |
+
(
|
115 |
+
"Node %s has no onnx model path set " % agent.get_path()
|
116 |
+
+ "and sync node's control mode is not set to OnnxInference. "
|
117 |
+
+ "Either add the path to the AIController, "
|
118 |
+
+ "or if you want to use the path set on sync node instead, "
|
119 |
+
+ "set control mode to OnnxInference."
|
120 |
+
)
|
121 |
+
)
|
122 |
+
prints(
|
123 |
+
"Info: AIController %s" % agent.get_path(),
|
124 |
+
"has no onnx model path set.",
|
125 |
+
"Using path set on the sync node instead."
|
126 |
+
)
|
127 |
+
agent_onnx_model = onnx_models[onnx_model_path]
|
128 |
+
else:
|
129 |
+
if not onnx_models.has(agent.onnx_model_path):
|
130 |
+
assert(
|
131 |
+
FileAccess.file_exists(agent.onnx_model_path),
|
132 |
+
(
|
133 |
+
"Onnx Model Path set on %s node does not exist: %s"
|
134 |
+
% [agent.get_path(), agent.onnx_model_path]
|
135 |
+
)
|
136 |
+
)
|
137 |
+
onnx_models[agent.onnx_model_path] = ONNXModel.new(agent.onnx_model_path, 1)
|
138 |
+
agent_onnx_model = onnx_models[agent.onnx_model_path]
|
139 |
+
|
140 |
+
agent.onnx_model = agent_onnx_model
|
141 |
+
_set_heuristic("model", agents_inference)
|
142 |
+
|
143 |
+
|
144 |
+
func _initialize_demo_recording():
|
145 |
+
if agent_demo_record:
|
146 |
+
InputMap.add_action("RemoveLastDemoEpisode")
|
147 |
+
InputMap.action_add_event(
|
148 |
+
"RemoveLastDemoEpisode", agent_demo_record.remove_last_episode_key
|
149 |
+
)
|
150 |
+
current_demo_trajectory.resize(2)
|
151 |
+
current_demo_trajectory[0] = []
|
152 |
+
current_demo_trajectory[1] = []
|
153 |
+
agent_demo_record.heuristic = "demo_record"
|
154 |
+
|
155 |
+
|
156 |
+
func _physics_process(_delta):
|
157 |
+
# two modes, human control, agent control
|
158 |
+
# pause tree, send obs, get actions, set actions, unpause tree
|
159 |
+
|
160 |
+
_demo_record_process()
|
161 |
+
|
162 |
+
if n_action_steps % action_repeat != 0:
|
163 |
+
n_action_steps += 1
|
164 |
+
return
|
165 |
+
|
166 |
+
n_action_steps += 1
|
167 |
+
|
168 |
+
_training_process()
|
169 |
+
_inference_process()
|
170 |
+
_heuristic_process()
|
171 |
+
|
172 |
+
|
173 |
+
func _training_process():
|
174 |
+
if connected:
|
175 |
+
get_tree().set_pause(true)
|
176 |
+
|
177 |
+
if just_reset:
|
178 |
+
just_reset = false
|
179 |
+
var obs = _get_obs_from_agents(agents_training)
|
180 |
+
|
181 |
+
var reply = {"type": "reset", "obs": obs}
|
182 |
+
_send_dict_as_json_message(reply)
|
183 |
+
# this should go straight to getting the action and setting it checked the agent, no need to perform one phyics tick
|
184 |
+
get_tree().set_pause(false)
|
185 |
+
return
|
186 |
+
|
187 |
+
if need_to_send_obs:
|
188 |
+
need_to_send_obs = false
|
189 |
+
var reward = _get_reward_from_agents()
|
190 |
+
var done = _get_done_from_agents()
|
191 |
+
#_reset_agents_if_done() # this ensures the new observation is from the next env instance : NEEDS REFACTOR
|
192 |
+
|
193 |
+
var obs = _get_obs_from_agents(agents_training)
|
194 |
+
|
195 |
+
var reply = {"type": "step", "obs": obs, "reward": reward, "done": done}
|
196 |
+
_send_dict_as_json_message(reply)
|
197 |
+
|
198 |
+
var handled = handle_message()
|
199 |
+
|
200 |
+
|
201 |
+
func _inference_process():
|
202 |
+
if agents_inference.size() > 0:
|
203 |
+
var obs: Array = _get_obs_from_agents(agents_inference)
|
204 |
+
var actions = []
|
205 |
+
|
206 |
+
for agent_id in range(0, agents_inference.size()):
|
207 |
+
var action = agents_inference[agent_id].onnx_model.run_inference(
|
208 |
+
obs[agent_id]["obs"], 1.0
|
209 |
+
)
|
210 |
+
action["output"] = clamp_array(action["output"], -1.0, 1.0)
|
211 |
+
var action_dict = _extract_action_dict(
|
212 |
+
action["output"], _action_space_inference[agent_id]
|
213 |
+
)
|
214 |
+
actions.append(action_dict)
|
215 |
+
|
216 |
+
_set_agent_actions(actions, agents_inference)
|
217 |
+
_reset_agents_if_done(agents_inference)
|
218 |
+
get_tree().set_pause(false)
|
219 |
+
|
220 |
+
|
221 |
+
func _demo_record_process():
|
222 |
+
if not agent_demo_record:
|
223 |
+
return
|
224 |
+
|
225 |
+
if Input.is_action_just_pressed("RemoveLastDemoEpisode"):
|
226 |
+
print("[Sync script][Demo recorder] Removing last recorded episode.")
|
227 |
+
demo_trajectories.remove_at(demo_trajectories.size() - 1)
|
228 |
+
print("Remaining episode count: %d" % demo_trajectories.size())
|
229 |
+
|
230 |
+
if n_action_steps % agent_demo_record.action_repeat != 0:
|
231 |
+
return
|
232 |
+
|
233 |
+
var obs_dict: Dictionary = agent_demo_record.get_obs()
|
234 |
+
|
235 |
+
# Get the current obs from the agent
|
236 |
+
assert(
|
237 |
+
obs_dict.has("obs"),
|
238 |
+
"Demo recorder needs an 'obs' key in get_obs() returned dictionary to record obs from."
|
239 |
+
)
|
240 |
+
current_demo_trajectory[0].append(obs_dict.obs)
|
241 |
+
|
242 |
+
# Get the action applied for the current obs from the agent
|
243 |
+
agent_demo_record.set_action()
|
244 |
+
var acts = agent_demo_record.get_action()
|
245 |
+
|
246 |
+
var terminal = agent_demo_record.get_done()
|
247 |
+
# Record actions only for non-terminal states
|
248 |
+
if terminal:
|
249 |
+
agent_demo_record.set_done_false()
|
250 |
+
else:
|
251 |
+
current_demo_trajectory[1].append(acts)
|
252 |
+
|
253 |
+
if terminal:
|
254 |
+
#current_demo_trajectory[2].append(true)
|
255 |
+
demo_trajectories.append(current_demo_trajectory.duplicate(true))
|
256 |
+
print("[Sync script][Demo recorder] Recorded episode count: %d" % demo_trajectories.size())
|
257 |
+
current_demo_trajectory[0].clear()
|
258 |
+
current_demo_trajectory[1].clear()
|
259 |
+
|
260 |
+
|
261 |
+
func _heuristic_process():
|
262 |
+
for agent in agents_heuristic:
|
263 |
+
_reset_agents_if_done(agents_heuristic)
|
264 |
+
|
265 |
+
|
266 |
+
func _extract_action_dict(action_array: Array, action_space: Dictionary):
|
267 |
+
var index = 0
|
268 |
+
var result = {}
|
269 |
+
for key in action_space.keys():
|
270 |
+
var size = action_space[key]["size"]
|
271 |
+
if action_space[key]["action_type"] == "discrete":
|
272 |
+
result[key] = round(action_array[index])
|
273 |
+
else:
|
274 |
+
result[key] = action_array.slice(index, index + size)
|
275 |
+
index += size
|
276 |
+
|
277 |
+
return result
|
278 |
+
|
279 |
+
|
280 |
+
## For AIControllers that inherit mode from sync, sets the correct mode.
|
281 |
+
func _set_agent_mode(agent: Node):
|
282 |
+
var agent_inherits_mode: bool = agent.control_mode == agent.ControlModes.INHERIT_FROM_SYNC
|
283 |
+
|
284 |
+
if agent_inherits_mode:
|
285 |
+
match control_mode:
|
286 |
+
ControlModes.HUMAN:
|
287 |
+
agent.control_mode = agent.ControlModes.HUMAN
|
288 |
+
ControlModes.TRAINING:
|
289 |
+
agent.control_mode = agent.ControlModes.TRAINING
|
290 |
+
ControlModes.ONNX_INFERENCE:
|
291 |
+
agent.control_mode = agent.ControlModes.ONNX_INFERENCE
|
292 |
+
|
293 |
+
|
294 |
+
func _get_agents():
|
295 |
+
all_agents = get_tree().get_nodes_in_group("AGENT")
|
296 |
+
for agent in all_agents:
|
297 |
+
_set_agent_mode(agent)
|
298 |
+
|
299 |
+
if agent.control_mode == agent.ControlModes.TRAINING:
|
300 |
+
agents_training.append(agent)
|
301 |
+
elif agent.control_mode == agent.ControlModes.ONNX_INFERENCE:
|
302 |
+
agents_inference.append(agent)
|
303 |
+
elif agent.control_mode == agent.ControlModes.HUMAN:
|
304 |
+
agents_heuristic.append(agent)
|
305 |
+
elif agent.control_mode == agent.ControlModes.RECORD_EXPERT_DEMOS:
|
306 |
+
assert(
|
307 |
+
not agent_demo_record,
|
308 |
+
"Currently only a single AIController can be used for recording expert demos."
|
309 |
+
)
|
310 |
+
agent_demo_record = agent
|
311 |
+
|
312 |
+
|
313 |
+
func _set_heuristic(heuristic, agents: Array):
|
314 |
+
for agent in agents:
|
315 |
+
agent.set_heuristic(heuristic)
|
316 |
+
|
317 |
+
|
318 |
+
func _handshake():
|
319 |
+
print("performing handshake")
|
320 |
+
|
321 |
+
var json_dict = _get_dict_json_message()
|
322 |
+
assert(json_dict["type"] == "handshake")
|
323 |
+
var major_version = json_dict["major_version"]
|
324 |
+
var minor_version = json_dict["minor_version"]
|
325 |
+
if major_version != MAJOR_VERSION:
|
326 |
+
print("WARNING: major verison mismatch ", major_version, " ", MAJOR_VERSION)
|
327 |
+
if minor_version != MINOR_VERSION:
|
328 |
+
print("WARNING: minor verison mismatch ", minor_version, " ", MINOR_VERSION)
|
329 |
+
|
330 |
+
print("handshake complete")
|
331 |
+
|
332 |
+
|
333 |
+
func _get_dict_json_message():
|
334 |
+
# returns a dictionary from of the most recent message
|
335 |
+
# this is not waiting
|
336 |
+
while stream.get_available_bytes() == 0:
|
337 |
+
stream.poll()
|
338 |
+
if stream.get_status() != 2:
|
339 |
+
print("server disconnected status, closing")
|
340 |
+
get_tree().quit()
|
341 |
+
return null
|
342 |
+
|
343 |
+
OS.delay_usec(10)
|
344 |
+
|
345 |
+
var message = stream.get_string()
|
346 |
+
var json_data = JSON.parse_string(message)
|
347 |
+
|
348 |
+
return json_data
|
349 |
+
|
350 |
+
|
351 |
+
func _send_dict_as_json_message(dict):
|
352 |
+
stream.put_string(JSON.stringify(dict, "", false))
|
353 |
+
|
354 |
+
|
355 |
+
func _send_env_info():
|
356 |
+
var json_dict = _get_dict_json_message()
|
357 |
+
assert(json_dict["type"] == "env_info")
|
358 |
+
|
359 |
+
var message = {
|
360 |
+
"type": "env_info",
|
361 |
+
"observation_space": _obs_space,
|
362 |
+
"action_space": _action_space,
|
363 |
+
"n_agents": len(agents_training)
|
364 |
+
}
|
365 |
+
_send_dict_as_json_message(message)
|
366 |
+
|
367 |
+
|
368 |
+
func connect_to_server():
|
369 |
+
print("Waiting for one second to allow server to start")
|
370 |
+
OS.delay_msec(1000)
|
371 |
+
print("trying to connect to server")
|
372 |
+
stream = StreamPeerTCP.new()
|
373 |
+
|
374 |
+
# "localhost" was not working on windows VM, had to use the IP
|
375 |
+
var ip = "127.0.0.1"
|
376 |
+
var port = _get_port()
|
377 |
+
var connect = stream.connect_to_host(ip, port)
|
378 |
+
stream.set_no_delay(true) # TODO check if this improves performance or not
|
379 |
+
stream.poll()
|
380 |
+
# Fetch the status until it is either connected (2) or failed to connect (3)
|
381 |
+
while stream.get_status() < 2:
|
382 |
+
stream.poll()
|
383 |
+
return stream.get_status() == 2
|
384 |
+
|
385 |
+
|
386 |
+
func _get_args():
|
387 |
+
print("getting command line arguments")
|
388 |
+
var arguments = {}
|
389 |
+
for argument in OS.get_cmdline_args():
|
390 |
+
print(argument)
|
391 |
+
if argument.find("=") > -1:
|
392 |
+
var key_value = argument.split("=")
|
393 |
+
arguments[key_value[0].lstrip("--")] = key_value[1]
|
394 |
+
else:
|
395 |
+
# Options without an argument will be present in the dictionary,
|
396 |
+
# with the value set to an empty string.
|
397 |
+
arguments[argument.lstrip("--")] = ""
|
398 |
+
|
399 |
+
return arguments
|
400 |
+
|
401 |
+
|
402 |
+
func _get_speedup():
|
403 |
+
print(args)
|
404 |
+
return args.get("speedup", str(speed_up)).to_float()
|
405 |
+
|
406 |
+
|
407 |
+
func _get_port():
|
408 |
+
return args.get("port", DEFAULT_PORT).to_int()
|
409 |
+
|
410 |
+
|
411 |
+
func _set_seed():
|
412 |
+
var _seed = args.get("env_seed", DEFAULT_SEED).to_int()
|
413 |
+
seed(_seed)
|
414 |
+
|
415 |
+
|
416 |
+
func _set_action_repeat():
|
417 |
+
action_repeat = args.get("action_repeat", str(action_repeat)).to_int()
|
418 |
+
|
419 |
+
|
420 |
+
func disconnect_from_server():
|
421 |
+
stream.disconnect_from_host()
|
422 |
+
|
423 |
+
|
424 |
+
func handle_message() -> bool:
|
425 |
+
# get json message: reset, step, close
|
426 |
+
var message = _get_dict_json_message()
|
427 |
+
if message["type"] == "close":
|
428 |
+
print("received close message, closing game")
|
429 |
+
get_tree().quit()
|
430 |
+
get_tree().set_pause(false)
|
431 |
+
return true
|
432 |
+
|
433 |
+
if message["type"] == "reset":
|
434 |
+
print("resetting all agents")
|
435 |
+
_reset_agents()
|
436 |
+
just_reset = true
|
437 |
+
get_tree().set_pause(false)
|
438 |
+
#print("resetting forcing draw")
|
439 |
+
# RenderingServer.force_draw()
|
440 |
+
# var obs = _get_obs_from_agents()
|
441 |
+
# print("obs ", obs)
|
442 |
+
# var reply = {
|
443 |
+
# "type": "reset",
|
444 |
+
# "obs": obs
|
445 |
+
# }
|
446 |
+
# _send_dict_as_json_message(reply)
|
447 |
+
return true
|
448 |
+
|
449 |
+
if message["type"] == "call":
|
450 |
+
var method = message["method"]
|
451 |
+
var returns = _call_method_on_agents(method)
|
452 |
+
var reply = {"type": "call", "returns": returns}
|
453 |
+
print("calling method from Python")
|
454 |
+
_send_dict_as_json_message(reply)
|
455 |
+
return handle_message()
|
456 |
+
|
457 |
+
if message["type"] == "action":
|
458 |
+
var action = message["action"]
|
459 |
+
_set_agent_actions(action, agents_training)
|
460 |
+
need_to_send_obs = true
|
461 |
+
get_tree().set_pause(false)
|
462 |
+
return true
|
463 |
+
|
464 |
+
print("message was not handled")
|
465 |
+
return false
|
466 |
+
|
467 |
+
|
468 |
+
func _call_method_on_agents(method):
|
469 |
+
var returns = []
|
470 |
+
for agent in all_agents:
|
471 |
+
returns.append(agent.call(method))
|
472 |
+
|
473 |
+
return returns
|
474 |
+
|
475 |
+
|
476 |
+
func _reset_agents_if_done(agents = all_agents):
|
477 |
+
for agent in agents:
|
478 |
+
if agent.get_done():
|
479 |
+
agent.set_done_false()
|
480 |
+
|
481 |
+
|
482 |
+
func _reset_agents(agents = all_agents):
|
483 |
+
for agent in agents:
|
484 |
+
agent.needs_reset = true
|
485 |
+
#agent.reset()
|
486 |
+
|
487 |
+
|
488 |
+
func _get_obs_from_agents(agents: Array = all_agents):
|
489 |
+
var obs = []
|
490 |
+
for agent in agents:
|
491 |
+
obs.append(agent.get_obs())
|
492 |
+
return obs
|
493 |
+
|
494 |
+
|
495 |
+
func _get_reward_from_agents(agents: Array = agents_training):
|
496 |
+
var rewards = []
|
497 |
+
for agent in agents:
|
498 |
+
rewards.append(agent.get_reward())
|
499 |
+
agent.zero_reward()
|
500 |
+
return rewards
|
501 |
+
|
502 |
+
|
503 |
+
func _get_done_from_agents(agents: Array = agents_training):
|
504 |
+
var dones = []
|
505 |
+
for agent in agents:
|
506 |
+
var done = agent.get_done()
|
507 |
+
if done:
|
508 |
+
agent.set_done_false()
|
509 |
+
dones.append(done)
|
510 |
+
return dones
|
511 |
+
|
512 |
+
|
513 |
+
func _set_agent_actions(actions, agents: Array = all_agents):
|
514 |
+
for i in range(len(actions)):
|
515 |
+
agents[i].set_action(actions[i])
|
516 |
+
|
517 |
+
|
518 |
+
func clamp_array(arr: Array, min: float, max: float):
|
519 |
+
var output: Array = []
|
520 |
+
for a in arr:
|
521 |
+
output.append(clamp(a, min, max))
|
522 |
+
return output
|
523 |
+
|
524 |
+
|
525 |
+
## Save recorded export demos on window exit (Close window instead of "Stop" button in Godot Editor)
|
526 |
+
func _notification(what):
|
527 |
+
if not agent_demo_record:
|
528 |
+
return
|
529 |
+
|
530 |
+
if what == NOTIFICATION_PREDELETE:
|
531 |
+
var json_string = JSON.stringify(demo_trajectories, "", false)
|
532 |
+
var file = FileAccess.open(agent_demo_record.expert_demo_save_path, FileAccess.WRITE)
|
533 |
+
|
534 |
+
if not file:
|
535 |
+
var error: Error = FileAccess.get_open_error()
|
536 |
+
assert(not error, "There was an error opening the file: %d" % error)
|
537 |
+
|
538 |
+
file.store_line(json_string)
|
539 |
+
var error = file.get_error()
|
540 |
+
assert(not error, "There was an error after trying to write to the file: %d" % error)
|
assets/bar_green.png
ADDED
Git LFS Details
|
assets/bar_red.png
ADDED
Git LFS Details
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assets/bar_yellow.png
ADDED
Git LFS Details
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assets/boat_large.bin
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assets/island.blend
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Binary file (891 kB). View file
|
|
assets/islands.blend
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Binary file (957 kB). View file
|
|
assets/mine.blend
ADDED
Binary file (967 kB). View file
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assets/ship_light.bin
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},
|
1301 |
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|
1302 |
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|
1303 |
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}
|
1304 |
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],
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"name": "cannon_front 1"
|
1306 |
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},
|
1307 |
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{
|
1308 |
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|
1309 |
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{
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},
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},
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{
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},
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1326 |
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"indices": 26,
|
1327 |
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"material": 0
|
1328 |
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}
|
1329 |
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],
|
1330 |
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"name": "cannon_left 1"
|
1331 |
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},
|
1332 |
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{
|
1333 |
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1334 |
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{
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|
1340 |
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},
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1341 |
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|
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},
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{
|
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|
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|
1348 |
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|
1349 |
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|
1350 |
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},
|
1351 |
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"indices": 32,
|
1352 |
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"material": 0
|
1353 |
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}
|
1354 |
+
],
|
1355 |
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"name": "cannon_left 1"
|
1356 |
+
},
|
1357 |
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{
|
1358 |
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"primitives": [
|
1359 |
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{
|
1360 |
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|
1361 |
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|
1362 |
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|
1363 |
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|
1364 |
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|
1365 |
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},
|
1366 |
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"indices": 37,
|
1367 |
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"material": 4
|
1368 |
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},
|
1369 |
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{
|
1370 |
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"attributes": {
|
1371 |
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|
1372 |
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"NORMAL": 34,
|
1373 |
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|
1374 |
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|
1375 |
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},
|
1376 |
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"indices": 38,
|
1377 |
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"material": 0
|
1378 |
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}
|
1379 |
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],
|
1380 |
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"name": "sail_back 1"
|
1381 |
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},
|
1382 |
+
{
|
1383 |
+
"primitives": [
|
1384 |
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{
|
1385 |
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1386 |
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|
1387 |
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|
1388 |
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|
1389 |
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|
1390 |
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},
|
1391 |
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"indices": 43,
|
1392 |
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"material": 4
|
1393 |
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},
|
1394 |
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{
|
1395 |
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"attributes": {
|
1396 |
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"POSITION": 39,
|
1397 |
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"NORMAL": 40,
|
1398 |
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"TANGENT": 41,
|
1399 |
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"TEXCOORD_0": 42
|
1400 |
+
},
|
1401 |
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"indices": 44,
|
1402 |
+
"material": 0
|
1403 |
+
}
|
1404 |
+
],
|
1405 |
+
"name": "sail_front 1"
|
1406 |
+
},
|
1407 |
+
{
|
1408 |
+
"primitives": [
|
1409 |
+
{
|
1410 |
+
"attributes": {
|
1411 |
+
"POSITION": 45,
|
1412 |
+
"NORMAL": 46,
|
1413 |
+
"TANGENT": 47,
|
1414 |
+
"TEXCOORD_0": 48
|
1415 |
+
},
|
1416 |
+
"indices": 49,
|
1417 |
+
"material": 4
|
1418 |
+
},
|
1419 |
+
{
|
1420 |
+
"attributes": {
|
1421 |
+
"POSITION": 45,
|
1422 |
+
"NORMAL": 46,
|
1423 |
+
"TANGENT": 47,
|
1424 |
+
"TEXCOORD_0": 48
|
1425 |
+
},
|
1426 |
+
"indices": 50,
|
1427 |
+
"material": 0
|
1428 |
+
}
|
1429 |
+
],
|
1430 |
+
"name": "sail_middle 1"
|
1431 |
+
},
|
1432 |
+
{
|
1433 |
+
"primitives": [
|
1434 |
+
{
|
1435 |
+
"attributes": {
|
1436 |
+
"POSITION": 51,
|
1437 |
+
"NORMAL": 52,
|
1438 |
+
"TANGENT": 53,
|
1439 |
+
"TEXCOORD_0": 54
|
1440 |
+
},
|
1441 |
+
"indices": 55,
|
1442 |
+
"material": 0
|
1443 |
+
},
|
1444 |
+
{
|
1445 |
+
"attributes": {
|
1446 |
+
"POSITION": 51,
|
1447 |
+
"NORMAL": 52,
|
1448 |
+
"TANGENT": 53,
|
1449 |
+
"TEXCOORD_0": 54
|
1450 |
+
},
|
1451 |
+
"indices": 56,
|
1452 |
+
"material": 2
|
1453 |
+
}
|
1454 |
+
],
|
1455 |
+
"name": "steering 1"
|
1456 |
+
}
|
1457 |
+
],
|
1458 |
+
"nodes": [
|
1459 |
+
{
|
1460 |
+
"children": [
|
1461 |
+
1,
|
1462 |
+
3,
|
1463 |
+
9,
|
1464 |
+
15,
|
1465 |
+
16,
|
1466 |
+
17,
|
1467 |
+
18
|
1468 |
+
],
|
1469 |
+
"mesh": 0,
|
1470 |
+
"translation": [
|
1471 |
+
-0.715097547,
|
1472 |
+
2.14768643E-14,
|
1473 |
+
0.0144567313
|
1474 |
+
],
|
1475 |
+
"name": "ship_light_8angles"
|
1476 |
+
},
|
1477 |
+
{
|
1478 |
+
"children": [
|
1479 |
+
2
|
1480 |
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],
|
1481 |
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"mesh": 1,
|
1482 |
+
"translation": [
|
1483 |
+
8.662937E-15,
|
1484 |
+
1.43707323,
|
1485 |
+
-3.61592531
|
1486 |
+
],
|
1487 |
+
"name": "cannon_front 1"
|
1488 |
+
},
|
1489 |
+
{
|
1490 |
+
"mesh": 2,
|
1491 |
+
"rotation": [
|
1492 |
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0.0366437137,
|
1493 |
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0.0,
|
1494 |
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0.0,
|
1495 |
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0.9993284
|
1496 |
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],
|
1497 |
+
"scale": [
|
1498 |
+
1.0,
|
1499 |
+
0.99999994,
|
1500 |
+
0.99999994
|
1501 |
+
],
|
1502 |
+
"translation": [
|
1503 |
+
-1.44382282E-15,
|
1504 |
+
0.277633131,
|
1505 |
+
-0.0673608
|
1506 |
+
],
|
1507 |
+
"name": "cannon_front 1"
|
1508 |
+
},
|
1509 |
+
{
|
1510 |
+
"children": [
|
1511 |
+
4,
|
1512 |
+
5,
|
1513 |
+
6,
|
1514 |
+
7,
|
1515 |
+
8
|
1516 |
+
],
|
1517 |
+
"mesh": 3,
|
1518 |
+
"rotation": [
|
1519 |
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0.0,
|
1520 |
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|
1521 |
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0.0,
|
1522 |
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0.7071068
|
1523 |
+
],
|
1524 |
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"translation": [
|
1525 |
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-0.760400534,
|
1526 |
+
1.27739835,
|
1527 |
+
-1.681064
|
1528 |
+
],
|
1529 |
+
"name": "cannon_left 1"
|
1530 |
+
},
|
1531 |
+
{
|
1532 |
+
"mesh": 2,
|
1533 |
+
"rotation": [
|
1534 |
+
0.04623474,
|
1535 |
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-1.00726774E-28,
|
1536 |
+
1.65558261E-30,
|
1537 |
+
0.998930633
|
1538 |
+
],
|
1539 |
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"translation": [
|
1540 |
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-2.88764564E-15,
|
1541 |
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0.443967849,
|
1542 |
+
-0.06746836
|
1543 |
+
],
|
1544 |
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"name": "cannon_left 1"
|
1545 |
+
},
|
1546 |
+
{
|
1547 |
+
"mesh": 4,
|
1548 |
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"translation": [
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1549 |
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-0.217236087,
|
1550 |
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0.1284,
|
1551 |
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0.262179136
|
1552 |
+
],
|
1553 |
+
"name": "cannon_left 1"
|
1554 |
+
},
|
1555 |
+
{
|
1556 |
+
"mesh": 4,
|
1557 |
+
"rotation": [
|
1558 |
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0.0,
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1559 |
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-1.0,
|
1560 |
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0.0,
|
1561 |
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7.45057749E-09
|
1562 |
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],
|
1563 |
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"translation": [
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1564 |
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|
1565 |
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0.1284,
|
1566 |
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|
1567 |
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],
|
1568 |
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"name": "cannon_left 1"
|
1569 |
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},
|
1570 |
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{
|
1571 |
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"mesh": 4,
|
1572 |
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"translation": [
|
1573 |
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-0.217236087,
|
1574 |
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0.1284,
|
1575 |
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-0.197179124
|
1576 |
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],
|
1577 |
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"name": "cannon_left 1"
|
1578 |
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},
|
1579 |
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{
|
1580 |
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"mesh": 4,
|
1581 |
+
"rotation": [
|
1582 |
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0.0,
|
1583 |
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-1.0,
|
1584 |
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0.0,
|
1585 |
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7.45057749E-09
|
1586 |
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],
|
1587 |
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"translation": [
|
1588 |
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|
1589 |
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0.1284,
|
1590 |
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-0.197179124
|
1591 |
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],
|
1592 |
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"name": "cannon_left 1"
|
1593 |
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},
|
1594 |
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{
|
1595 |
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"children": [
|
1596 |
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10,
|
1597 |
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11,
|
1598 |
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12,
|
1599 |
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13,
|
1600 |
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14
|
1601 |
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],
|
1602 |
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"mesh": 3,
|
1603 |
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"rotation": [
|
1604 |
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0.0,
|
1605 |
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|
1606 |
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0.0,
|
1607 |
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0.7071068
|
1608 |
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],
|
1609 |
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"translation": [
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1610 |
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|
1611 |
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1.27739835,
|
1612 |
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-1.681064
|
1613 |
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],
|
1614 |
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"name": "cannon_right 1"
|
1615 |
+
},
|
1616 |
+
{
|
1617 |
+
"mesh": 2,
|
1618 |
+
"rotation": [
|
1619 |
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0.04623474,
|
1620 |
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-1.00726774E-28,
|
1621 |
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1.65558261E-30,
|
1622 |
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0.998930633
|
1623 |
+
],
|
1624 |
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"translation": [
|
1625 |
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-2.88764564E-15,
|
1626 |
+
0.443967849,
|
1627 |
+
-0.06746836
|
1628 |
+
],
|
1629 |
+
"name": "cannon_right 1"
|
1630 |
+
},
|
1631 |
+
{
|
1632 |
+
"mesh": 4,
|
1633 |
+
"translation": [
|
1634 |
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-0.217236087,
|
1635 |
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0.1284,
|
1636 |
+
0.262179136
|
1637 |
+
],
|
1638 |
+
"name": "cannon_right 1"
|
1639 |
+
},
|
1640 |
+
{
|
1641 |
+
"mesh": 4,
|
1642 |
+
"rotation": [
|
1643 |
+
0.0,
|
1644 |
+
-1.0,
|
1645 |
+
0.0,
|
1646 |
+
7.45057749E-09
|
1647 |
+
],
|
1648 |
+
"translation": [
|
1649 |
+
0.217236087,
|
1650 |
+
0.1284,
|
1651 |
+
0.262179136
|
1652 |
+
],
|
1653 |
+
"name": "cannon_right 1"
|
1654 |
+
},
|
1655 |
+
{
|
1656 |
+
"mesh": 4,
|
1657 |
+
"translation": [
|
1658 |
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-0.217236087,
|
1659 |
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0.1284,
|
1660 |
+
-0.197179124
|
1661 |
+
],
|
1662 |
+
"name": "cannon_right 1"
|
1663 |
+
},
|
1664 |
+
{
|
1665 |
+
"mesh": 4,
|
1666 |
+
"rotation": [
|
1667 |
+
0.0,
|
1668 |
+
-1.0,
|
1669 |
+
0.0,
|
1670 |
+
7.45057749E-09
|
1671 |
+
],
|
1672 |
+
"translation": [
|
1673 |
+
0.217236087,
|
1674 |
+
0.1284,
|
1675 |
+
-0.197179124
|
1676 |
+
],
|
1677 |
+
"name": "cannon_right 1"
|
1678 |
+
},
|
1679 |
+
{
|
1680 |
+
"mesh": 5,
|
1681 |
+
"translation": [
|
1682 |
+
1.35384274,
|
1683 |
+
3.03424788,
|
1684 |
+
1.8643955
|
1685 |
+
],
|
1686 |
+
"name": "sail_back 1"
|
1687 |
+
},
|
1688 |
+
{
|
1689 |
+
"mesh": 6,
|
1690 |
+
"translation": [
|
1691 |
+
1.35384274,
|
1692 |
+
1.604248,
|
1693 |
+
-3.20060444
|
1694 |
+
],
|
1695 |
+
"name": "sail_front 1"
|
1696 |
+
},
|
1697 |
+
{
|
1698 |
+
"mesh": 7,
|
1699 |
+
"translation": [
|
1700 |
+
1.35384274,
|
1701 |
+
1.604248,
|
1702 |
+
-1.54560447
|
1703 |
+
],
|
1704 |
+
"name": "sail_middle 1"
|
1705 |
+
},
|
1706 |
+
{
|
1707 |
+
"mesh": 8,
|
1708 |
+
"translation": [
|
1709 |
+
-2.88764564E-15,
|
1710 |
+
2.775925,
|
1711 |
+
1.05056143
|
1712 |
+
],
|
1713 |
+
"name": "steering 1"
|
1714 |
+
}
|
1715 |
+
],
|
1716 |
+
"scene": 0,
|
1717 |
+
"scenes": [
|
1718 |
+
{
|
1719 |
+
"nodes": [
|
1720 |
+
0
|
1721 |
+
],
|
1722 |
+
"name": "ship_light"
|
1723 |
+
}
|
1724 |
+
]
|
1725 |
+
}
|
assets/sunflowers_puresky_2k.hdr
ADDED
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
1 |
+
version https://git-lfs.github.com/spec/v1
|
2 |
+
oid sha256:430861cb722951c1eeff3b3c5762e7e73a610fcffc4186b5d828c5e7557fe1b4
|
3 |
+
size 5658712
|
chest.gd
ADDED
@@ -0,0 +1,22 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends MeshInstance3D
|
2 |
+
@onready var area_3d = $Area3D
|
3 |
+
|
4 |
+
func _on_area_3d_body_entered(body):
|
5 |
+
if body is Player:
|
6 |
+
body.chest_collected()
|
7 |
+
call_deferred("respawn")
|
8 |
+
|
9 |
+
func respawn():
|
10 |
+
hide()
|
11 |
+
area_3d.set_monitoring(false)
|
12 |
+
area_3d.set_monitorable(false)
|
13 |
+
await get_tree().create_timer(10.0).timeout
|
14 |
+
area_3d.set_monitoring(true)
|
15 |
+
area_3d.set_monitorable(true)
|
16 |
+
show()
|
17 |
+
|
18 |
+
func get_mesh_aabb() -> AABB:
|
19 |
+
var aabb = mesh.get_aabb()
|
20 |
+
aabb.position *= scale.x
|
21 |
+
aabb.size *= scale.x
|
22 |
+
return aabb
|
chest.tscn
ADDED
The diff for this file is too large to render.
See raw diff
|
|
deque.gd
ADDED
@@ -0,0 +1,84 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
1 |
+
class_name Deque
|
2 |
+
|
3 |
+
var _data : Array = []
|
4 |
+
var _current_index : int = 0
|
5 |
+
var max_size : int = -1:
|
6 |
+
set(value):
|
7 |
+
# Sets the maximum size and ensures the deque conforms to this size.
|
8 |
+
max_size = value
|
9 |
+
_current_index = 0
|
10 |
+
while _data.size() > max_size:
|
11 |
+
_data.pop_back()
|
12 |
+
|
13 |
+
# Appends an element to the end of the deque.
|
14 |
+
func push_back(value) -> void:
|
15 |
+
if max_size > -1 and _data.size() >= max_size:
|
16 |
+
_data.pop_front()
|
17 |
+
_data.append(value)
|
18 |
+
|
19 |
+
# Adds an element to the beginning of the deque.
|
20 |
+
func push_front(value) -> void:
|
21 |
+
if max_size > -1 and _data.size() >= max_size:
|
22 |
+
_data.pop_back()
|
23 |
+
_data.insert(0, value)
|
24 |
+
|
25 |
+
# Removes and returns the last element of the deque.
|
26 |
+
func pop_back() -> Variant:
|
27 |
+
if _data.size() == 0:
|
28 |
+
return null
|
29 |
+
return _data.pop_back()
|
30 |
+
|
31 |
+
# Removes and returns the first element of the deque.
|
32 |
+
func pop_front() -> Variant:
|
33 |
+
if _data.size() == 0:
|
34 |
+
return null
|
35 |
+
return _data.pop_front()
|
36 |
+
|
37 |
+
# Returns the last element of the deque without removing it.
|
38 |
+
func back() -> Variant:
|
39 |
+
if _data.size() == 0:
|
40 |
+
return null
|
41 |
+
return _data[_data.size() - 1]
|
42 |
+
|
43 |
+
# Returns the first element of the deque without removing it.
|
44 |
+
func front() -> Variant:
|
45 |
+
if _data.size() == 0:
|
46 |
+
return null
|
47 |
+
return _data[0]
|
48 |
+
|
49 |
+
# Returns the number of elements in the deque.
|
50 |
+
func size() -> int:
|
51 |
+
return _data.size()
|
52 |
+
|
53 |
+
# Checks if the deque is empty.
|
54 |
+
func is_empty() -> bool:
|
55 |
+
return _data.size() == 0
|
56 |
+
|
57 |
+
# Clears the deque.
|
58 |
+
func clear() -> void:
|
59 |
+
_data.clear()
|
60 |
+
|
61 |
+
# Start of iteration. Resets the current index.
|
62 |
+
func _iter_init(arg) -> bool:
|
63 |
+
_current_index = 0
|
64 |
+
return _current_index < _data.size()
|
65 |
+
|
66 |
+
# Moves to the next item in the sequence.
|
67 |
+
func _iter_next(arg) -> bool:
|
68 |
+
_current_index += 1
|
69 |
+
return _current_index < _data.size()
|
70 |
+
|
71 |
+
# Returns the current item in the sequence.
|
72 |
+
func _iter_get(arg) -> Variant:
|
73 |
+
if _current_index < _data.size():
|
74 |
+
return _data[_current_index]
|
75 |
+
return null
|
76 |
+
|
77 |
+
# Reset current index when setting max size
|
78 |
+
func set_max_size(value: int) -> void:
|
79 |
+
max_size = value
|
80 |
+
_current_index = 0
|
81 |
+
while _data.size() > max_size:
|
82 |
+
_data.pop_back()
|
83 |
+
|
84 |
+
|
game.gd
ADDED
@@ -0,0 +1,88 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
1 |
+
extends Node3D
|
2 |
+
|
3 |
+
@onready var islands = $Islands
|
4 |
+
@onready var mines = $Mines
|
5 |
+
@onready var chests = $Chests
|
6 |
+
|
7 |
+
@export var n_islands := 100
|
8 |
+
@export var n_chests := 100
|
9 |
+
@export var n_mines := 100
|
10 |
+
|
11 |
+
@export var world_size := Rect2(-50, -50, 100, 100)
|
12 |
+
@export var spawn_zone := Rect2(-5, -5, 10, 10)
|
13 |
+
|
14 |
+
var island_scenes = [preload("res://islands.tscn")]
|
15 |
+
var chest_scenes = [preload("res://chest.tscn")]
|
16 |
+
var mine_scenes = [preload("res://mine.tscn")]
|
17 |
+
|
18 |
+
var bbs : Array[Rect2]= []
|
19 |
+
# Called when the node enters the scene tree for the first time.
|
20 |
+
func _ready():
|
21 |
+
randomize()
|
22 |
+
spawn_world()
|
23 |
+
$Player.reset_signal.connect(spawn_world)
|
24 |
+
|
25 |
+
|
26 |
+
func spawn_world():
|
27 |
+
bbs.clear()
|
28 |
+
bbs.append(spawn_zone)
|
29 |
+
spawn_islands()
|
30 |
+
spawn_chests()
|
31 |
+
spawn_mines()
|
32 |
+
|
33 |
+
|
34 |
+
func bb_overlaps(rect: Rect2, border:float)->bool:
|
35 |
+
var expanded_rect = rect.grow(border)
|
36 |
+
for bb in bbs:
|
37 |
+
if bb.intersects(expanded_rect):
|
38 |
+
return true
|
39 |
+
|
40 |
+
return false
|
41 |
+
|
42 |
+
|
43 |
+
func find_valid_position(aabb, border:float) -> Vector2:
|
44 |
+
var x_pos = randf_range(world_size.position.x, world_size.end.x)
|
45 |
+
var z_pos = randf_range(world_size.position.y, world_size.end.y)
|
46 |
+
var aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z))
|
47 |
+
|
48 |
+
while bb_overlaps(aabb2d, border): # change to n_tries
|
49 |
+
x_pos = randf_range(world_size.position.x, world_size.end.x)
|
50 |
+
z_pos = randf_range(world_size.position.y, world_size.end.y)
|
51 |
+
aabb2d = Rect2(Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos), Vector2(aabb.size.x, aabb.size.z))
|
52 |
+
|
53 |
+
return Vector2(aabb.position.x+x_pos, aabb.position.z+z_pos)
|
54 |
+
|
55 |
+
func spawn_scene(scene, border:float):
|
56 |
+
var instance = scene.instantiate()
|
57 |
+
var aabb = instance.get_mesh_aabb()
|
58 |
+
var spawn_position = find_valid_position(aabb,border)
|
59 |
+
var aabb2d = Rect2(spawn_position, Vector2(aabb.size.x, aabb.size.z))
|
60 |
+
|
61 |
+
bbs.append(aabb2d)
|
62 |
+
instance.position = Vector3(spawn_position.x, 0.0, spawn_position.y)
|
63 |
+
|
64 |
+
instance.rotate_y(randf_range(0,2*PI))
|
65 |
+
|
66 |
+
return instance
|
67 |
+
|
68 |
+
|
69 |
+
func clear_and_spawn(parent, scenes: Array, count, border: float=5.0):
|
70 |
+
for child in parent.get_children():
|
71 |
+
child.queue_free()
|
72 |
+
|
73 |
+
for i in count:
|
74 |
+
var scene = scenes.pick_random()
|
75 |
+
var instance = spawn_scene(scene, border)
|
76 |
+
parent.add_child(instance)
|
77 |
+
instance.set_owner(get_tree().edited_scene_root)
|
78 |
+
|
79 |
+
func spawn_islands():
|
80 |
+
clear_and_spawn(islands, island_scenes, n_islands, 10.0)
|
81 |
+
|
82 |
+
func spawn_chests():
|
83 |
+
clear_and_spawn(chests, chest_scenes, n_chests)
|
84 |
+
|
85 |
+
func spawn_mines():
|
86 |
+
clear_and_spawn(mines, mine_scenes, n_mines)
|
87 |
+
|
88 |
+
|