File size: 50,738 Bytes
09a6f7f fb118db 09a6f7f |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 |
//region Constants
const FPS = 50;
const SCALE = 30; // affects how fast-paced the game is, forces should be adjusted as well
const VIEWPORT_W = 600;
const VIEWPORT_H = 400;
let RENDERING_VIEWER_W = VIEWPORT_W;
let RENDERING_VIEWER_H = VIEWPORT_H
const NB_LIDAR = 10;
const LIDAR_RANGE = 160/SCALE;
const TERRAIN_STEP = 14/SCALE;
const TERRAIN_LENGTH = 200; // in steps
const TERRAIN_HEIGHT = VIEWPORT_H/SCALE/4;
const TERRAIN_END = 5;
const INITIAL_TERRAIN_STARTPAD = 20; // in steps
const FRICTION = 2.5;
const WATER_DENSITY = 1.0;
const CREEPER_UNIT = 1;
const SCROLL_X_MAX = 500;
const SCROLL_Y_MAX = 300;
const INIT_SCROLL_X = -0.035 * RENDERING_VIEWER_W;
const THUMBNAIL_SCROLL_X = 0;
let THUMBNAIL_ZOOM = 0.27;
let INIT_ZOOM = 0.27;
//endregion
/**
* @classdesc This environment can host multiple agents and its terrain can be generated either with lists of points for ground and ceiling or with a CPPN.
*/
class MultiAgentsContinuousParkour {
/**
* @constructor
* @param agents {{morphologies: Array, policies: Array, positions: Array}} - Morphologies, policies and positions of the agents
* @param input_CPPN_dim {number} - Dimension of the array that encodes the CPPN
* @param [terrain_cppn_scale=10] {number} - Smoothing
* @param [ceiling_offset=200] {number}
* @param [ceiling_clip_offset=0] {number}
* @param [water_clip=20] {number}
* @param [movable_creepers=false] {boolean}
* @param ground {Array} - List of points {x, y} composing the ground
* @param ceiling {Array} - List of points {x, y} composing the ceiling
* @param align_terrain {Object}
*/
constructor(agents, input_CPPN_dim=3, terrain_cppn_scale=10,
ceiling_offset=200, ceiling_clip_offset=0, water_clip=20,
movable_creepers=false, ground, ceiling, align_terrain){
// Initializes class attributes
this.scale = SCALE;
this.zoom = INIT_ZOOM;
this.movable_creepers = movable_creepers;
this.terrain_bodies = [];
this.background_polys = [];
this.creepers_joints = [];
this.ground = ground;
this.ceiling = ceiling;
this.align_terrain = align_terrain;
// Initializes Box2D
this.contact_listener = new ContactDetector(this);
let gravity = new b2.Vec2(0, -10);
this.world = new b2.World(gravity);
this.world.SetContactListener(this.contact_listener);
// Creates the agents
this.agents = [];
console.assert(agents.morphologies.length == agents.policies.length && agents.morphologies.length == agents.positions.length);
for(let i = 0; i < agents.morphologies.length; i++){
this.create_agent(agents.morphologies[i], agents.policies[i], agents.positions[i]);
//this.create_agent("spider", {name: "random", path: null}, null);
}
// Initializes dynamics
this.water_dynamics = new WaterDynamics(this.world.m_gravity);
this.climbing_dynamics = new ClimbingDynamics();
// Creates the Box2D fixtures
this.create_terrain_fixtures();
// Initializes the CPPN and scales the terrain
this.terrain_CPPN = new CPPN(TERRAIN_LENGTH, input_CPPN_dim);
this.set_terrain_cppn_scale(terrain_cppn_scale, ceiling_offset, ceiling_clip_offset);
}
/**
* Creates an agent with the given parameters.
* @param morphology {string} - Name of the morphology
* @param policy {{name: string path: string}} - Name and path of the policy model
* @param init_pos {{x: number, y: number}} - Initial position of the agent
*/
create_agent(morphology, policy, init_pos){
let agent = {
id: this.agents.length,
name: policy.name,
is_selected: false,
morphology: morphology,
policy: policy,
init_pos: init_pos,
prev_shaping: null,
episodic_reward: 0,
};
// Initializes the agent's body and lidars according to the morphology
if(morphology == "bipedal") {
agent.agent_body = new ClassicBipedalBody(SCALE);
agent.lidars_config = this.set_lidars_type("down");
}
else if(morphology == "chimpanzee") {
agent.agent_body = new ClimbingProfileChimpanzee(SCALE);
agent.lidars_config = this.set_lidars_type("up");
}
else if(morphology == "fish"){
agent.agent_body = new FishBody(SCALE, 80, WATER_DENSITY, 600);
agent.lidars_config = this.set_lidars_type("full");
}
else if(morphology == "spider"){
agent.agent_body = new SpiderBody(SCALE);
agent.lidars_config = this.set_lidars_type("down");
}
else {
agent.agent_body = new ClassicBipedalBody(SCALE);
agent.lidars_config = this.set_lidars_type("down");
}
// Adds the new agent to the list of agents
this.agents.push(agent);
}
/**
* Seeds the random generator according to the terrain parameters.
*/
seed(){
// Creates a string with all the terrain parameters
let seed = "";
for(let dim of this.CPPN_input_vector){
seed += dim;
}
seed += this.water_level;
seed += this.TERRAIN_CPPN_SCALE;
seed += this.creepers_width;
seed += this.creepers_height;
seed += this.creepers_spacing;
seed += this.movable_creepers;;
Math.seedrandom(seed);
}
/**
* Returns a lidars configuration according to the given type.
* @param lidars_type {string} - 'down', 'up', or 'full'
* @returns {{lidar_angle: number, lidar_y_offset: number}}
*/
set_lidars_type(lidars_type){
// Use 'down' for walkers, 'up' for climbers and 'full' for swimmers.
let lidar_config = {};
if(lidars_type == "down") {
lidar_config.lidar_angle = 1.5;
lidar_config.lidar_y_offset = 0;
}
else if(lidars_type == "up") {
lidar_config.lidar_angle = 2.3;
lidar_config.lidar_y_offset = 1.5;
}
else if(lidars_type == "full") {
lidar_config.lidar_angle = Math.PI;
lidar_config.lidar_y_offset = 0;
}
return lidar_config;
}
/**
* Scales the terrain according to the smoothing.
* @param terrain_cppn_scale {number} - Smoothing
* @param ceiling_offset {number}
* @param ceiling_clip_offset {number}
*/
set_terrain_cppn_scale(terrain_cppn_scale, ceiling_offset, ceiling_clip_offset){
console.assert(terrain_cppn_scale > 1);
this.TERRAIN_CPPN_SCALE = terrain_cppn_scale;
this.CEILING_LIMIT = 1000 / this.TERRAIN_CPPN_SCALE;
this.GROUND_LIMIT = -1000 / INITIAL_TERRAIN_STARTPAD;
this.ceiling_offset = ceiling_offset / this.TERRAIN_CPPN_SCALE;
this.ceiling_clip_offset = ceiling_clip_offset / this.TERRAIN_CPPN_SCALE;
}
/**
* Sets the parameters for terrain generation.
* Must be called before `reset()`.
* @param input_vector {Array} - 3-dimensional array that encodes the CPPN
* @param water_level {number}
* @param creepers_width {number}
* @param creepers_height {number}
* @param creepers_spacing {number}
* @param terrain_cppn_scale {number} - Smoothing
* @param movable_creepers {boolean}
*/
set_environment(input_vector, water_level, creepers_width=null,
creepers_height=null, creepers_spacing=0.1, terrain_cppn_scale=10, movable_creepers){
this.CPPN_input_vector = input_vector;
this.water_level = water_level > 0 ? water_level : - 0.01;
this.creepers_width = creepers_width;
this.creepers_height = creepers_height;
this.creepers_spacing = Math.max(0.01, creepers_spacing);
this.movable_creepers = movable_creepers;
this.set_terrain_cppn_scale(terrain_cppn_scale,
this.ceiling_offset * this.TERRAIN_CPPN_SCALE,
this.ceiling_clip_offset * this.TERRAIN_CPPN_SCALE);
this.seed();
}
/**
* Destroys all the bodies composing the terrain and the agents
*/
_destroy(){
this.world.SetContactListener(null);
for(let t of this.terrain_bodies){
this.world.DestroyBody(t.body);
}
this.terrain_bodies = [];
this.creepers_joints = [];
for(let agent of this.agents){
agent.agent_body.destroy(this.world);
}
}
/**
* Resets the environment.
* @returns {*[]} - Array that contains the observation state and reward of each agent.
*/
reset(){
this._destroy();
this.contact_listener = new ContactDetector(this);
this.world.SetContactListener(this.contact_listener);
this.scroll = [0, 0];
this.water_y = this.GROUND_LIMIT;
this.assets_bodies = [];
for(let agent of this.agents){
agent.nb_steps_outside_water = 0;
agent.nb_steps_under_water = 0;
agent.critical_contact = false;
}
// Generates the terrain and the agents
this.generate_game();
// Initializes all the agents
for(let agent of this.agents) {
this.init_agent(agent);
}
// Runs a simulation step and returns the results
return this.step();
}
/**
* Initializes the given agent.
* @param agent {Object}
*/
init_agent(agent){
// Creates the lidars of the agent
agent.lidars = [];
for(let i = 0; i < NB_LIDAR; i++){
agent.lidars.push(new LidarCallback(agent.agent_body.reference_head_object.GetFixtureList().GetFilterData().maskBits));
}
// Initializes the agent with motionless actions
agent.actions = Array.from({length: agent.agent_body.get_action_size()}, () => 0);
agent.nb_steps_outside_water = 0;
agent.nb_steps_under_water = 0;
agent.episodic_reward = 0;
}
/**
* Initializes the position of the given climber agent so that it hangs from the ceiling.
* @param agent {Object}
*/
init_climber_pos(agent){
let y_diff = 0;
for(let i = 0; i < agent.agent_body.sensors.length; i++){
// Tells this sensor to grasp
agent.actions[agent.actions.length - i - 1] = 1;
let sensor = agent.agent_body.sensors[agent.agent_body.sensors.length - i - 1];
let sensor_position = sensor.GetPosition();
// Finds the best y-coordinate of the ceiling according to the x-coordinate of the sensor
let ceiling_y = find_best_y(sensor_position.x, this.terrain_ceiling);
// Computes the vertical offset
if(y_diff == 0){
y_diff = ceiling_y - sensor_position.y;
}
// Sets the position of the sensor
sensor.SetTransform(new b2.Vec2(sensor_position.x, ceiling_y),
sensor.GetAngle());
}
// Shifts the position of each body part by the vertical offset
for(let body_part of agent.agent_body.body_parts){
let body_part_pos = body_part.GetPosition();
body_part.SetTransform(new b2Vec2(body_part_pos.x, body_part_pos.y + y_diff),
body_part.GetAngle());
}
}
/**
* Runs one step and updates the observation of the agents
* @returns {Array} - List of return of each agent : [state, reward, done, {success: boolean}]
*/
step(){
// Checks if agents are dead according to their morphology
for(let agent of this.agents){
if(agent.agent_body.body_type == BodyTypesEnum.SWIMMER){
if(agent.nb_steps_outside_water > agent.agent_body.nb_steps_can_survive_outside_water){
agent.is_dead = true;
agent.actions = Array.from({length: agent.agent_body.get_action_size()}, () => 0);
}
else{
agent.is_dead = false;
}
}
else{
if(agent.nb_steps_under_water > agent.agent_body.nb_steps_can_survive_under_water){
agent.is_dead = true;
agent.actions = Array.from({length: agent.agent_body.get_action_size()}, () => 0);
}
else{
agent.is_dead = false;
}
}
// Makes the agent moves according to its actions
agent.agent_body.activate_motors(agent.actions);
// Prepares climbing dynamics according to the grasping actions (i.e. readies sensor to grasp or release sensor grip by destroying joint)
if(agent.agent_body.body_type == BodyTypesEnum.CLIMBER){
this.climbing_dynamics.before_step_climbing_dynamics(agent.actions, agent.agent_body, this.world);
}
}
// Updates Box2D world
//this.world.Step(1.0 / FPS, 45, 15);
this.world.Step(1.0 / FPS, 3 * 30, 1 * 30);
for(let agent of this.agents) {
// Creates joints between sensors ready to grasp if collision with graspable area was detected
if(agent.agent_body.body_type == BodyTypesEnum.CLIMBER){
this.climbing_dynamics.after_step_climbing_dynamics(this.world.m_contactManager.m_contactListener.climbing_contact_detector, this.world);
}
}
// Filters null fixture pairs to avoid errors with water collisions
this.world.m_contactManager.m_contactListener.water_contact_detector.fixture_pairs = this.world.m_contactManager.m_contactListener.water_contact_detector.fixture_pairs.filter(function(fp, index, array){
return fp[0].GetShape() != null && fp[1].GetShape() != null;
});
// Calculates water physics
this.water_dynamics.calculate_forces(this.world.m_contactManager.m_contactListener.water_contact_detector.fixture_pairs);
let ret = [];
// Observation state for each agent
for(let agent of this.agents) {
let head = agent.agent_body.reference_head_object;
let pos = head.GetPosition();
let vel = head.GetLinearVelocity();
this.update_lidars(agent);
let is_under_water = pos.y <= this.water_y;
if(!agent.is_dead){
if(is_under_water){
agent.nb_steps_under_water += 1;
agent.nb_steps_outside_water = 0;
}
else{
agent.nb_steps_under_water = 0;
agent.nb_steps_outside_water += 1;
}
}
let state = [
head.GetAngle(), // Normal angles up to 0.5 here, but sure more is possible.
2.0 * head.GetAngularVelocity() / FPS,
0.3 * vel.x * (VIEWPORT_W / SCALE) / FPS, // Normalized to get [-1, 1] range
0.3 * vel.y * (VIEWPORT_H / SCALE) / FPS,
is_under_water ? 1.0 : 0.0,
agent.is_dead ? 1.0 : 0.0
];
// Adds motor-related state
state = state.concat(agent.agent_body.get_motors_state());
// Adds sensor-related state for climbers
if(agent.agent_body.body_type == BodyTypesEnum.CLIMBER){
state = state.concat(agent.agent_body.get_sensors_state());
}
// Adds lidar-related state with distance and surface detected
let nb_of_water_detected = 0;
let surface_detected = [];
for(let lidar of agent.lidars){
state.push(lidar.fraction);
if(lidar.is_water_detected){
surface_detected.push(-1);
nb_of_water_detected += 1;
}
else if(lidar.is_creeper_detected){
surface_detected.push(1)
}
else{
surface_detected.push(0);
}
}
state = state.concat(surface_detected)
let shaping = 130 * pos.x / SCALE; // moving forward is a way to receive reward (normalized to get 300 on completion)
if(agent.agent_body.remove_reward_on_head_angle){
shaping -= 5.0 * Math.abs(state[0]); // keep head straight, other than that and falling, any behavior is unpunished
}
let reward = 0;
if(agent.prev_shaping != null){
reward = shaping - agent.prev_shaping;
}
agent.prev_shaping = shaping;
for(let a of agent.actions){
reward -= agent.agent_body.TORQUE_PENALTY * 80 * Math.max(0, Math.min(Math.abs(a), 1));
// normalized to about -50.0 using heuristic, more optimal agent should spend less
}
// Ending conditions
let done = false;
if(agent.critical_contact || pos.x < 0){
reward -= 100;
done = true;
}
if(pos.x > (TERRAIN_LENGTH + INITIAL_TERRAIN_STARTPAD - TERRAIN_END) * TERRAIN_STEP){
done = true;
}
agent.episodic_reward += reward;
ret.push([state, reward, done, {"success": agent.episodic_reward > 230}]);
}
return ret;
}
/**
* Updates the lidars of the given agent by casting a ray for each lidar.
* @param agent {Object}
*/
update_lidars(agent){
let pos = agent.agent_body.reference_head_object.GetPosition();
for(let i = 0; i < NB_LIDAR; i++){
agent.lidars[i].fraction = 1.0;
agent.lidars[i].p1 = pos;
agent.lidars[i].p2 = new b2.Vec2(
pos.x + Math.sin(agent.lidars_config.lidar_angle * i / NB_LIDAR + agent.lidars_config.lidar_y_offset) * LIDAR_RANGE,
pos.y - Math.cos(agent.lidars_config.lidar_angle * i / NB_LIDAR + agent.lidars_config.lidar_y_offset) * LIDAR_RANGE
);
this.world.RayCast(agent.lidars[i], agent.lidars[i].p1, agent.lidars[i].p2);
}
}
/**
* Closes the environment.
*/
close(){
this.world.SetContactListener(null);
this.contact_listener.Reset();
this._destroy();
}
// region Rendering
// ------------------------------------------ RENDERING ------------------------------------------
/**
* Renders the environment.
*/
render() {
// Calls p5.js draw function once
redraw();
}
/**
* Sets the rendering viewer variables.
* @param width {number}
* @param height {number}
* @param keep_ratio {boolean}
*/
_SET_RENDERING_VIEWPORT_SIZE(width, height=null, keep_ratio=true){
RENDERING_VIEWER_W = width;
if(keep_ratio || height == null){
RENDERING_VIEWER_H = Math.floor(RENDERING_VIEWER_W / (2 * VIEWPORT_W / VIEWPORT_H));
}
else{
RENDERING_VIEWER_H = height;
}
}
//endregion
//region Fixtures Initialization
// ------------------------------------------ FIXTURES INITIALIZATION ------------------------------------------
/**
* Creates all the Box2D fixtures to be used to generate the terrain.
*/
create_terrain_fixtures(){
// Polygon fixture
this.fd_polygon = new b2.FixtureDef();
this.fd_polygon.shape = new b2.PolygonShape();
let vertices = [
new b2.Vec2(0, 0),
new b2.Vec2(1, 0),
new b2.Vec2(1, -1),
new b2.Vec2(0, -1)];
this.fd_polygon.shape.Set(vertices, 4);
this.fd_polygon.friction = FRICTION;
this.fd_polygon.filter.categoryBits = 0x1;
this.fd_polygon.filter.maskBits = 0xFFFF;
// Edge fixture
this.fd_edge = new b2.FixtureDef();
this.fd_edge.shape = new b2.EdgeShape();
this.fd_edge.shape.Set(new b2.Vec2(0, 0), new b2.Vec2(1, 1));
this.fd_edge.friction = FRICTION;
this.fd_edge.filter.categoryBits = 0x1;
this.fd_edge.filter.maskBits = 0xFFFF;
// Water fixture
this.fd_water = new b2.FixtureDef();
this.fd_water.shape = new b2.PolygonShape();
vertices = [
new b2.Vec2(0, 0),
new b2.Vec2(1, 0),
new b2.Vec2(1, -1),
new b2.Vec2(0, -1)];
this.fd_water.shape.Set(vertices, 4);
this.fd_water.density = WATER_DENSITY;
this.fd_water.isSensor = true;
// Creeper fixture
this.fd_creeper = new b2.FixtureDef();
this.fd_creeper.shape = new b2.PolygonShape();
vertices = [
new b2.Vec2(0, 0),
new b2.Vec2(1, 0),
new b2.Vec2(1, -1),
new b2.Vec2(0, -1)];
this.fd_creeper.shape.Set(vertices, 4);
this.fd_creeper.density = 5.0;
this.fd_creeper.isSensor = true;
// Circle fixture
this.fd_circle = new b2.FixtureDef();
this.fd_circle.shape = new b2.CircleShape();
this.fd_circle.density = 5.0;
this.fd_circle.friction = FRICTION;
this.fd_circle.filter.categoryBits = 0x1;
this.fd_circle.filter.maskBits = 0xFFFF;
}
//endregion
// region Game Generation
// ------------------------------------------ GAME GENERATION ------------------------------------------
/**
* Generates the different elements of the environment.
*/
generate_game(){
this._generate_terrain();
this._generate_clouds();
for(let agent of this.agents){
this._generate_agent(agent);
}
}
/**
* Generates all the Box2D bodies composing the terrain.
*/
_generate_terrain(){
// Arrays to contain the actual points of ground and ceiling
this.terrain_ground = [];
this.terrain_ceiling = [];
// Smooths ground and ceiling by removing points that are too close in order to reduce the number of bodies created
let ground = smoothTerrainFiler(this.ground, TERRAIN_STEP);
let ceiling = smoothTerrainFiler(this.ceiling, TERRAIN_STEP);
// Creates startpad
for(let i = 0; i < INITIAL_TERRAIN_STARTPAD; i++){
this.terrain_ground.push({x: i * TERRAIN_STEP, y: TERRAIN_HEIGHT});
this.terrain_ceiling.push({x: i * TERRAIN_STEP, y: TERRAIN_HEIGHT + this.ceiling_offset});
}
/* DRAWING GENERATION: generates the terrain from the ground and ceiling arrays of points */
if(window.is_drawing() || ground.length > 0 || ceiling.length > 0){
// Creates ground terrain
if(ground.length > 0){
// Handles smoothing and alignment of the ground with the startpad
let ground_y_offset = 0;
if(this.align_terrain.align && this.align_terrain.smoothing != null){
// Applies the smoothing as the ratio: current smoothing / previous smoothing
ground = [...ground.map(p => {
return {x: p.x, y: p.y / (this.TERRAIN_CPPN_SCALE / this.align_terrain.smoothing)};
})];
// Aligns the ground with the startpad
if(this.align_terrain.ground_offset == null){
ground_y_offset = TERRAIN_HEIGHT - ground[0].y;
}
// Keeps the same ground alignment (adjusted to fit the smoothing)
else{
ground_y_offset = this.align_terrain.ground_offset - ground[0].y;
}
}
for(let p of ground){
this.terrain_ground.push({x: p.x, y: p.y + ground_y_offset});
}
}
// Creates ceiling terrain
if(ceiling.length > 0) {
// Handles smoothing and alignment of the ceiling with the startpad
let ceiling_y_offset = 0
if(this.align_terrain.align && this.align_terrain.smoothing != null){
// Applies the smoothing as the ratio: current smoothing / previous smoothing
ceiling = [...ceiling.map(p => {
return {x: p.x, y: p.y / (this.TERRAIN_CPPN_SCALE / this.align_terrain.smoothing)};
})];
// Aligns the ceiling with the startpad
if(this.align_terrain.ceiling_offset == null){
ceiling_y_offset = TERRAIN_HEIGHT + this.ceiling_offset - ceiling[0].y;
}
// Keeps the same ceiling alignment (adjusted to fit the smoothing)
else{
ceiling_y_offset = (this.ceiling_offset - ceiling[0].y) - this.align_terrain.ceiling_offset;
}
}
for(let p of ceiling){
this.terrain_ceiling.push({x: p.x, y: p.y + ceiling_y_offset});
}
}
}
/* CPPN GENERATION: generates the terrain from the output of the CPPN model encoded with the input vector */
else{
let cppn_y = this.terrain_CPPN.generate(this.CPPN_input_vector).arraySync();
cppn_y = cppn_y.map(e => [e[0] / this.TERRAIN_CPPN_SCALE, e[1] / this.TERRAIN_CPPN_SCALE]);
// Gets y values for the ground and aligns them with the startpad
let ground_offset = TERRAIN_HEIGHT - cppn_y[0][0];
let cppn_ground_y = cppn_y.map(e => e[0] + ground_offset);
// Gets y values for the ceiling and aligns them with the startpad
let ceiling_offset = TERRAIN_HEIGHT + this.ceiling_offset - cppn_y[0][1];
let cppn_ceiling_y = cppn_y.map(e => e[1] + ceiling_offset);
// Pushes the terrain values in the lists
for(let i = 0; i < TERRAIN_LENGTH; i++){
this.terrain_ground.push({x: (INITIAL_TERRAIN_STARTPAD + i) * TERRAIN_STEP, y: cppn_ground_y[i]});
// Clips ceiling so that it does not overlaps the ground
let ceiling_val = cppn_ground_y[i] + this.ceiling_clip_offset;
if(cppn_ceiling_y[i] >= ceiling_val){
ceiling_val = cppn_ceiling_y[i];
}
this.terrain_ceiling.push({x: (INITIAL_TERRAIN_STARTPAD + i) * TERRAIN_STEP, y: ceiling_val});
}
}
// Stores the terrain shapes (without the startpad) in global variables
window.ground = [...this.terrain_ground];
window.ground.splice(0, INITIAL_TERRAIN_STARTPAD);
window.ceiling = [...this.terrain_ceiling];
window.ceiling.splice(0, INITIAL_TERRAIN_STARTPAD);
/* BOX2D TERRAIN CREATION */
this.terrain_bodies = [];
this.background_polys = [];
let poly;
let poly_data;
// Water
this.min_ground_y = Math.min(...this.terrain_ground.map(p => p.y));
this.air_max_distance = Math.max(...this.terrain_ceiling.map(p => p.y)) - this.min_ground_y;
this.water_y = this.min_ground_y + this.water_level * this.air_max_distance;
let water_poly = [
[this.terrain_ground[0].x - 1000, this.GROUND_LIMIT],
[this.terrain_ground[0].x - 1000, this.water_y],
[this.terrain_ground[this.terrain_ground.length - 1].x + 1000, this.water_y],
[this.terrain_ground[this.terrain_ground.length - 1].x + 1000, this.GROUND_LIMIT]
];
this.fd_water.shape.Set([new b2.Vec2(water_poly[0][0], water_poly[0][1]),
new b2.Vec2(water_poly[1][0], water_poly[1][1]),
new b2.Vec2(water_poly[2][0], water_poly[2][1]),
new b2.Vec2(water_poly[3][0], water_poly[3][1])],
4);
let body_def = new b2.BodyDef();
body_def.type = b2.Body.b2_staticBody;
let t = this.world.CreateBody(body_def);
t.CreateFixture(this.fd_water);
t.SetUserData(new CustomUserData("water", CustomUserDataObjectTypes.WATER));
let color = "#77ACE5"; // [0.465, 0.676, 0.898];
this.water_poly = {
type : "water",
color: color,
vertices: water_poly,
body : t
};
// Ground
for(let i = 0; i < this.terrain_ground.length - 1; i++){
poly = [
[this.terrain_ground[i].x, this.terrain_ground[i].y],
[this.terrain_ground[i + 1].x, this.terrain_ground[i + 1].y]
];
this.fd_edge.shape.Set(new b2.Vec2(poly[0][0], poly[0][1]),
new b2.Vec2(poly[1][0], poly[1][1]));
let body_def = new b2.BodyDef();
body_def.type = b2.Body.b2_staticBody;
let t = this.world.CreateBody(body_def);
t.CreateFixture(this.fd_edge);
t.SetUserData(new CustomUserData("grass", CustomUserDataObjectTypes.TERRAIN));
let color = i % 2 == 0 ? "#4dff4d" : "#4dcc4d"; // [0.3, 1.0, 0.3] : [0.3, 0.8, 0.3]
poly_data = {
type : "ground",
color : color,
body : t,
}
this.terrain_bodies.push(poly_data);
// Visual poly to fill the ground
if(i <= this.terrain_ground.length / 2){
poly.push([poly[1][0] + 10 * TERRAIN_STEP, 2 * this.GROUND_LIMIT]);
poly.push([poly[0][0], 2 * this.GROUND_LIMIT]);
}
else{
poly.push([poly[1][0], 2 * this.GROUND_LIMIT]);
poly.push([poly[0][0] - 10 * TERRAIN_STEP, 2 * this.GROUND_LIMIT]);
}
color = "#66994D"; //[0.4, 0.6, 0.3];
poly_data = {
type : "ground",
color : color,
vertices : poly,
}
this.background_polys.push(poly_data);
}
// Ceiling
for(let i = 0; i < this.terrain_ceiling.length - 1; i++){
poly = [
[this.terrain_ceiling[i].x, this.terrain_ceiling[i].y],
[this.terrain_ceiling[i + 1].x, this.terrain_ceiling[i + 1].y]
];
this.fd_edge.shape.Set(new b2.Vec2(poly[0][0], poly[0][1]),
new b2.Vec2(poly[1][0], poly[1][1]));
body_def = new b2.BodyDef();
body_def.type = b2.Body.b2_staticBody;
t = this.world.CreateBody(body_def);
t.CreateFixture(this.fd_edge);
t.SetUserData(new CustomUserData("rock", CustomUserDataObjectTypes.GRIP_TERRAIN)); // TODO: CustomUserData
color = "#004040"; // [0, 0.25, 0.25];
poly_data = {
type : "ceiling",
color : color,
body : t,
}
this.terrain_bodies.push(poly_data);
// Visual poly to fill the ceiling
if(i <= this.terrain_ceiling.length / 2){
poly.push([poly[1][0] + 10 * TERRAIN_STEP, 2 * this.CEILING_LIMIT]);
poly.push([poly[0][0], 2 * this.CEILING_LIMIT]);
}
else{
poly.push([poly[1][0], 2 * this.CEILING_LIMIT]);
poly.push([poly[0][0] - 10 * TERRAIN_STEP, 2 * this.CEILING_LIMIT]);
}
color = "#808080"; // [0.5, 0.5, 0.5];
poly_data = {
type : "ceiling",
color : color,
vertices : poly,
}
this.background_polys.push(poly_data);
}
// Creepers
if(this.creepers_width != null && this.creepers_height != null){
let creeper_width = Math.max(0.2, this.creepers_width);
let nb_creepers = Math.floor(this.terrain_ceiling[this.terrain_ceiling.length - 1].x / (this.creepers_spacing + creeper_width));
for(let i = 1; i < nb_creepers; i++){
let creeper_height = Math.max(0.2, Math.random() * (0.1 - (- 0.1)) + this.creepers_height - 0.1);
let creeper_x_init_pos = i * (this.creepers_spacing + creeper_width);
let creeper_y_init_pos = find_best_y(creeper_x_init_pos, this.terrain_ceiling);
// Breaks creepers in multiple dynamic bodies linked by joints
if(this.movable_creepers){
// Creates a static base to which the creeper is attached
this.fd_creeper.shape.SetAsBox(creeper_width/2, 0.2);
body_def = new b2.BodyDef();
body_def.type = b2.Body.b2_staticBody;
body_def.position.Set(creeper_x_init_pos, creeper_y_init_pos - 0.1);
t = this.world.CreateBody(body_def);
t.CreateFixture(this.fd_creeper);
t.SetUserData(new CustomUserData("creeper", CustomUserDataObjectTypes.SENSOR_GRIP_TERRAIN));
let previous_creeper_part = t;
// Cuts the creeper in unit parts
for(let w = 0; w < Math.ceil(creeper_height); w++){
let h;
// last iteration: rest of the creeper
if(w == Math.floor(creeper_height / CREEPER_UNIT)){
h = Math.max(0.2, creeper_height % CREEPER_UNIT);
}
else{
h = CREEPER_UNIT;
}
this.fd_creeper.shape.SetAsBox(creeper_width/2, h/2);
body_def = new b2.BodyDef();
body_def.type = b2.Body.b2_dynamicBody;
body_def.position.Set(creeper_x_init_pos, creeper_y_init_pos - (w * CREEPER_UNIT) - h/2);
t = this.world.CreateBody(body_def);
t.CreateFixture(this.fd_creeper);
t.SetUserData(new CustomUserData("creeper", CustomUserDataObjectTypes.SENSOR_GRIP_TERRAIN));
color = "#6F8060"; // [0.437, 0.504, 0.375];
poly_data = {
type : "creeper",
color1 : color,
color2 : color,
body : t,
}
this.terrain_bodies.push(poly_data);
let rjd_def = new b2.RevoluteJointDef();
let anchor = new b2.Vec2(creeper_x_init_pos, creeper_y_init_pos - (w * CREEPER_UNIT));
rjd_def.Initialize(previous_creeper_part, t, anchor);
rjd_def.enableMotor = false;
rjd_def.enableLimit = true;
rjd_def.lowerAngle = -0.4 * Math.PI;
rjd_def.upperAngle = 0.4 * Math.PI;
let joint = this.world.CreateJoint(rjd_def);
joint.SetUserData(new CustomMotorUserData("creeper", 6, false));
this.creepers_joints.push(joint);
previous_creeper_part = t;
}
}
// Creates only one static creeper body
else{
this.fd_creeper.shape.SetAsBox(creeper_width/2, creeper_height/2);
body_def = new b2.BodyDef();
body_def.type = b2.Body.b2_staticBody;
body_def.position.Set(creeper_x_init_pos, creeper_y_init_pos - creeper_height/2);
t = this.world.CreateBody(body_def);
t.CreateFixture(this.fd_creeper);
t.SetUserData(new CustomUserData("creeper", CustomUserDataObjectTypes.SENSOR_GRIP_TERRAIN));
color = "#6F8060"; // [0.437, 0.504, 0.375];
poly_data = {
type : "creeper",
color1 : color,
body : t,
}
this.terrain_bodies.push(poly_data);
}
}
}
}
/**
* Generates random clouds.
*/
_generate_clouds(){
this.cloud_polys = [];
for(let i = 0; i < Math.ceil(TERRAIN_LENGTH/10); i++){
let x = (Math.random() * 5 * TERRAIN_LENGTH - TERRAIN_LENGTH) * TERRAIN_STEP;
let y = Math.random() * RENDERING_VIEWER_H/SCALE + RENDERING_VIEWER_H/SCALE * 1/5;
let poly = [];
for(let a = 0; a < 10; a++){
poly.push([
x + 15 * TERRAIN_STEP * Math.sin(Math.PI * 2 * a / 5) + Math.random() * (0 - 5 * TERRAIN_STEP) + 5 * TERRAIN_STEP,
y + 5 * TERRAIN_STEP * Math.cos(Math.PI * 2 * a / 5) + Math.random() * (0 - 5 * TERRAIN_STEP) + 5 * TERRAIN_STEP
])
}
let x1 = Math.min(...poly.map(p => p[0]));
let x2 = Math.max(...poly.map(p => p[0]));
this.cloud_polys.push({poly: poly, x1: x1, x2: x2});
}
}
/**
* Generates the given agent by computing its initial position and creating its physics body.
* @param agent {Object}
* @param init_x {number}
* @param init_y {number}
*/
_generate_agent(agent, init_x=null, init_y=null){
if(init_x == null){
// If an init_pos is given for the agent (reset due to terrain reshaping), init_y is computed accordingly
if(agent.init_pos != null){
init_x = agent.init_pos.x;
// Computes the best y position corresponding to init_x to always generate the walkers on the ground
if (agent.agent_body.body_type == BodyTypesEnum.WALKER) {
init_y = find_best_y(init_x, this.terrain_ground) + agent.agent_body.AGENT_CENTER_HEIGHT;
}
// Computes the best y position corresponding to init_x to always generate the swimmers between the ground and the ceiling
else if(agent.agent_body.body_type == BodyTypesEnum.SWIMMER){
let y_ground = find_best_y(init_x, this.terrain_ground, agent.agent_body.AGENT_WIDTH);
if(y_ground == null){
y_ground = -Infinity;
}
let y_ceiling = find_best_y(init_x, this.terrain_ceiling, agent.agent_body.AGENT_WIDTH);
if(y_ceiling == null){
y_ceiling = Infinity;
}
init_y = Math.max(y_ground + 4 * agent.agent_body.AGENT_CENTER_HEIGHT, Math.min(y_ceiling - 4 * agent.agent_body.AGENT_CENTER_HEIGHT, agent.init_pos.y));
}
}
// If no init_pos is given (add_agent), the agent is generated on the startpad
else{
init_x = TERRAIN_STEP * INITIAL_TERRAIN_STARTPAD / 2;
// Sets init_y position according to the agent
init_y = TERRAIN_HEIGHT + agent.agent_body.AGENT_CENTER_HEIGHT;
if(agent.agent_body.body_type == BodyTypesEnum.SWIMMER){
init_y = TERRAIN_HEIGHT + 4 * agent.agent_body.AGENT_CENTER_HEIGHT;
}
}
}
// Creates the Box2D bodies of the agent's morphology
agent.agent_body.draw(this.world, init_x, init_y, 0);
agent.actions = Array.from({length: agent.agent_body.get_action_size()}, () => 0);
// If the agent is a climber, initializes its position
if(agent.agent_body.body_type == BodyTypesEnum.CLIMBER){
this.init_climber_pos(agent);
}
}
/**
* Sets the position of an agent.
* @param agent {Object}
* @param init_x {number}
* @param init_y {number}
*/
set_agent_position(agent, init_x, init_y) {
agent.agent_body.destroy(this.world);
if (agent.agent_body.body_type == BodyTypesEnum.WALKER) {
// Computes the best y position corresponding to init_x to always generate the walkers on the ground
init_y = find_best_y(init_x, this.terrain_ground) + agent.agent_body.AGENT_CENTER_HEIGHT;
}
// Computes the best y position corresponding to init_x to always generate the swimmers between the ground and the ceiling
else if(agent.agent_body.body_type == BodyTypesEnum.SWIMMER){
let y_ground = find_best_y(init_x, this.terrain_ground, agent.agent_body.AGENT_WIDTH);
if(y_ground == null){
y_ground = -Infinity;
}
let y_ceiling = find_best_y(init_x, this.terrain_ceiling, agent.agent_body.AGENT_WIDTH);
if(y_ceiling == null){
y_ceiling = Infinity;
}
init_y = Math.max(y_ground + 4 * agent.agent_body.AGENT_CENTER_HEIGHT, Math.min(y_ceiling - 4 * agent.agent_body.AGENT_CENTER_HEIGHT, init_y));
}
this._generate_agent(agent, init_x, init_y);
this.update_lidars(agent);
}
/**
* Sets the scroll to follow the given agent or to the given values.
* @param agent {Object}
* @param h {number} - Horizontal scroll
* @param v {number} - Vertical scroll
*/
set_scroll(agent=null, h=null, v=null){
let terrain_length = Math.max(this.terrain_ground[this.terrain_ground.length - 1].x, this.terrain_ceiling[this.terrain_ceiling.length - 1].x);
// Sets the scroll to follow the agent
if(agent != null){
let x = agent.agent_body.reference_head_object.GetPosition().x;
let y = agent.agent_body.reference_head_object.GetPosition().y;
this.scroll = [
(x * this.scale - RENDERING_VIEWER_W/5) * this.zoom,
(y * this.scale - RENDERING_VIEWER_H * 2/5) * this.zoom
];
}
// Adjusts the scroll when dragging an agent outside of the canvas
else if(window.is_dragging_agent){
if(window.dragging_side == "left"){
this.scroll[0] = window.agent_selected.agent_body.reference_head_object.GetPosition().x * this.scale * this.zoom - RENDERING_VIEWER_W * (0.1 + 0.05)
}
else if(window.dragging_side == "right"){
this.scroll[0] = window.agent_selected.agent_body.reference_head_object.GetPosition().x * this.scale * this.zoom - RENDERING_VIEWER_W * (0.85 + 0.05)
}
// Adjusts the vertical scroll to follow the vertical position of the agent
this.scroll[1] = (window.agent_selected.agent_body.reference_head_object.GetPosition().y * this.scale - RENDERING_VIEWER_H * 2/5) * this.zoom;
}
// Sets the scroll to the given values
else{
this.scroll = [h, v];
}
// Clamps scroll both horizontally and vertically when drawing
if(window.is_drawing()){
this.scroll[0] = Math.max(INIT_SCROLL_X, Math.min(this.scroll[0], TERRAIN_LENGTH * TERRAIN_STEP * this.scale * this.zoom - RENDERING_VIEWER_W * 0.9 + SCROLL_X_MAX));
this.scroll[1] = Math.max(-SCROLL_Y_MAX, Math.min(this.scroll[1], SCROLL_Y_MAX));
}
else{
// Clamps scroll only horizontally when not drawing
this.scroll[0] = Math.max(INIT_SCROLL_X, Math.min(this.scroll[0], terrain_length * this.scale * this.zoom - RENDERING_VIEWER_W * 0.9));
}
}
/**
* Sets the zoom to the given value and clamps it in the authorized range.
* @param zoom
*/
set_zoom(zoom){
this.zoom = Math.max(0.2, Math.min(parseFloat(zoom), 1.5));
}
/**
* Adds an agent to the environment, initializes it and runs one step.
* @param morphology {string}
* @param policy {{name: string, path: string}}
* @param pos {{x: number, y: number}}
*/
add_agent(morphology, policy, pos){
this.create_agent(morphology, policy, pos);
if(pos != null){
this._generate_agent(this.agents[this.agents.length - 1], pos.x, pos.y);
}
else{
this._generate_agent(this.agents[this.agents.length - 1]);
}
this.init_agent(this.agents[this.agents.length - 1]);
let step_rets = this.step();
window.game.obs.push([...step_rets.map(e => e[0])]);
window.game.rewards.push([...step_rets.map(e => e[1])]);
}
/**
* Deletes the agent corresponding to the given index in the list of agents.
* @param agent_index {number}
*/
delete_agent(agent_index){
if(this.agents.length > 0 && agent_index < this.agents.length){
// Removes the agent from the list and destroys its body
let agent = this.agents[agent_index];
this.agents.splice(agent_index, 1);
agent.agent_body.destroy(this.world);
// Adjusts the id of the other agents
for(let i = 0; i < this.agents.length; i++){
this.agents[i].id = i;
}
// Removes the observation of this agent from the list of observations.
window.game.obs[window.game.obs.length - 1].splice(agent_index, 1);
window.game.rewards[window.game.rewards.length - 1].splice(agent_index, 1);
}
}
/**
* Creates a circle body at the given position and with the given radius.
* @param pos {{x: number, y: number}}
* @param radius {number}
*/
create_circle_asset(pos, radius){
// Computes the best y position corresponding to pos.x to always generate the assets between the ground and the ceiling
let y_ground = find_best_y(pos.x, this.terrain_ground, radius);
if(y_ground == null){
y_ground = -Infinity;
}
let y_ceiling = find_best_y(pos.x, this.terrain_ceiling, radius);
if(y_ceiling == null){
y_ceiling = Infinity;
}
let y = Math.max(y_ground + radius, Math.min(y_ceiling - radius, pos.y));
// Box2D creation
this.fd_circle.shape.m_radius = radius;
let body_def = new b2.BodyDef();
body_def.type = b2.Body.b2_dynamicBody;
body_def.position.Assign(new b2.Vec2(pos.x, y));
let t = this.world.CreateBody(body_def);
t.CreateFixture(this.fd_circle);
t.SetUserData(new CustomUserData("circle", CustomUserDataObjectTypes.TERRAIN));
let poly_data = {
type : "circle",
color1 : "#885C00", // [136, 92, 0];
color2 : "#5F3D0E", // [95, 61, 14];
body : t,
is_selected: false
}
this.assets_bodies.push(poly_data);
}
/**
* Sets the position of the given asset to the given position.
* @param asset {Object}
* @param pos {{x: number, y: number}}
*/
set_asset_position(asset, pos){
let shape = asset.body.GetFixtureList().GetShape();
let radius;
// Only supports circle assets for now
if(shape.m_type == b2.Shape.e_circle){
radius = shape.m_radius;
}
// Computes the best y position corresponding to pos.x to always generate the assets between the ground and the ceiling
let y_ground = find_best_y(pos.x, this.terrain_ground, radius);
if(y_ground == null){
y_ground = -Infinity;
}
let y_ceiling = find_best_y(pos.x, this.terrain_ceiling, radius);
if(y_ceiling == null){
y_ceiling = Infinity;
}
let y = Math.max(y_ground + radius, Math.min(y_ceiling - radius, pos.y));
asset.body.SetTransform(new b2.Vec2(pos.x, y),
asset.body.GetAngle());
asset.body.SetLinearVelocity(new b2.Vec2(0, -0.1));
}
/**
* Deletes the given asset.
* @param asset {Object}
*/
delete_asset(asset){
if(this.assets_bodies.length > 0){
let index = this.assets_bodies.indexOf(asset);
if(index != -1){
// Removes the asset from the list and destroys its body
this.assets_bodies.splice(index, 1);
this.world.DestroyBody(asset.body);
}
}
}
//endregion
}
/**
* Finds the best y value corresponding to the given x value according to the points in the given array.
* @param x {number}
* @param array {Array}
* @param [max_dist=null] {number} - Maximum horizontal distance to consider if no good y position has been found
* @return {number}
*/
function find_best_y(x, array, max_dist=null){
// Finds the closest point to x in array according to the x-coordinate
let p1 = array.reduce(function(prev, curr) {
return (Math.abs(curr.x - x) < Math.abs(prev.x - x) ? curr : prev);
});
// Gets the index of p1
let i1 = array.indexOf(p1);
// Gets p2 so that x in [p1.x, p2.x] or x in [p2.x, p1.x]
let p2;
// Case x > p1.x --> x in [p1.x, p2.x]
if(x > p1.x){
if(i1 < array.length - 1){
p2 = array[i1 + 1];
}
else{
p2 = p1;
}
}
// Case x <= p1.x --> x in [p2.x, p1.x]
else{
if(i1 > 0){
p2 = array[i1 - 1];
}
else{
p2 = p1;
}
}
let y = p1.y;
// Computes the equation of the line between p1 and p2 and finds y corresponding to x
if(p1.x != p2.x){
let a = (p2.y - p1.y) / (p2.x - p1.x);
let b = p1.y - a * p1.x;
y = a * x + b;
}
// If p1 and p2 are the same point and x is too distant from it, returns null to indicate that no good point has been found
else if(max_dist != null && Math.abs(x - p1.x) > max_dist){
y = null;
}
return y;
}
/**
* Smoothes the terrain by filtering points that are horizontally too close according to the given epsilon value.
* @param terrain {Array} - Array of points
* @param epsilon {number} - Minimal horizontal distance between two points
* @return {Array} - Filtered array of points
*/
function smoothTerrainFiler(terrain, epsilon){
let smooth_terrain = [];
if(terrain.length > 0){
smooth_terrain.push(terrain[0]);
let n = 0;
for(let i = 1; i < terrain.length - 1; i++){
if(terrain[i].x >= smooth_terrain[n].x + epsilon){
smooth_terrain.push(terrain[i]);
n += 1;
}
}
smooth_terrain.push(terrain[terrain.length - 1]);
}
return smooth_terrain;
} |