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import math
from functools import partial
import jax
import jax.numpy as jnp
from jax2d.engine import PhysicsEngine, calculate_collision_matrix, recalculate_mass_and_inertia, select_shape
from jax2d.sim_state import RigidBody, Thruster
from kinetix.environment.env_state import EnvParams, EnvState, StaticEnvParams
def sample_dimensions(rng, static_env_params: StaticEnvParams, is_rect: bool, ued_params, max_shape_size=None):
if max_shape_size is None:
max_shape_size = static_env_params.max_shape_size
# Returns (half_dimensions, radius)
rng, _rng = jax.random.split(rng)
# Don't want overly small shapes
min_rect_size = 0.05
min_circle_size = 0.1
cap_rect = max_shape_size / 2.0 / jnp.sqrt(2.0)
cap_circ = max_shape_size / 2.0 * ued_params.circle_max_size_coeff
half_dimensions = (
jax.lax.select(is_rect, jax.random.uniform(_rng, shape=(2,)), jnp.zeros(2, dtype=jnp.float32))
* (cap_rect - min_rect_size)
+ min_rect_size
)
rng, _rng, __rng = jax.random.split(rng, 3)
dim_scale = (
jnp.ones(2)
.at[jax.random.randint(_rng, shape=(), minval=0, maxval=2)]
.set(
jax.lax.select(
jax.random.uniform(__rng) < ued_params.large_rect_dim_chance, ued_params.large_rect_dim_scale, 1.0
)
)
)
half_dimensions *= dim_scale
vertices = jnp.array(
[
half_dimensions * jnp.array([1, 1]),
half_dimensions * jnp.array([1, -1]),
half_dimensions * jnp.array([-1, -1]),
half_dimensions * jnp.array([-1, 1]),
]
)
rng, _rng = jax.random.split(rng)
radius = (
jax.lax.select(is_rect, jnp.zeros((), dtype=jnp.float32), jax.random.uniform(_rng, shape=()))
* (cap_circ - min_circle_size)
+ min_circle_size
)
return vertices, half_dimensions, radius
def count_roles(state: EnvState, static_env_params: StaticEnvParams, role: int, include_static_polys=True) -> int:
active_to_use = state.polygon.active
if not include_static_polys:
active_to_use = active_to_use.at[: static_env_params.num_static_fixated_polys].set(False)
return ((state.polygon_shape_roles == role) * active_to_use).sum() + (
(state.circle_shape_roles == role) * state.circle.active
).sum()
def random_position_on_triangle(rng, vertices):
verts = vertices[:3]
rng, _rng, _rng2 = jax.random.split(rng, 3)
f1 = jax.random.uniform(_rng)
f2 = jax.random.uniform(_rng2)
# https://www.reddit.com/r/godot/comments/mqp29g/how_do_i_get_a_random_position_inside_a_collision/
return verts[0] + jnp.sqrt(f1) * (-verts[0] + verts[1] + f2 * (verts[2] - verts[1]))
def random_position_on_rectangle(rng, vertices):
verts = vertices[:4]
rng, _rng, _rng2 = jax.random.split(rng, 3)
f1 = jax.random.uniform(_rng)
f2 = jax.random.uniform(_rng2)
min_x, max_x = jnp.min(verts[:, 0]), jnp.max(verts[:, 0])
min_y, max_y = jnp.min(verts[:, 1]), jnp.max(verts[:, 1])
random_x_pos = min_x + f1 * (max_x - min_x)
random_y_pos = min_y + f2 * (max_y - min_y)
return jnp.array([random_x_pos, random_y_pos])
def random_position_on_polygon(rng, vertices, n_vertices, static_env_params: StaticEnvParams):
assert static_env_params.max_polygon_vertices <= 4, "Only supports up to 4 vertices"
return jax.lax.select(
n_vertices <= 3, random_position_on_triangle(rng, vertices), random_position_on_rectangle(rng, vertices)
)
def random_position_on_circle(rng, radius, on_centre_chance):
rngs = jax.random.split(rng, 3)
on_centre = jax.random.uniform(rngs[0]) < on_centre_chance
local_joint_position_circle_theta = jax.random.uniform(rngs[1], shape=()) * 2 * math.pi
local_joint_position_circle_r = jax.random.uniform(rngs[2], shape=()) * radius
local_joint_position_circle = jnp.array(
[
local_joint_position_circle_r * jnp.cos(local_joint_position_circle_theta),
local_joint_position_circle_r * jnp.sin(local_joint_position_circle_theta),
]
)
return jax.lax.select(on_centre, jnp.array([0.0, 0.0]), local_joint_position_circle)
def get_role(rng, state: EnvState, static_env_params: StaticEnvParams, initial_p=None) -> int:
if initial_p is None:
initial_p = jnp.array([1.0, 1.0, 1.0, 1.0])
needs_ball = count_roles(state, static_env_params, 1) == 0
needs_goal = count_roles(state, static_env_params, 2) == 0
needs_lava = count_roles(state, static_env_params, 3) == 0
# always put goal/ball first.
prob_of_something_else = (needs_ball == 0) & (needs_goal == 0)
p = initial_p * jnp.array(
[prob_of_something_else, needs_ball, needs_goal, prob_of_something_else * needs_lava / 3]
) # This ensures we cannot more than one ball or goal.
return jax.random.choice(rng, jnp.array([0, 1, 2, 3]), p=p)
def is_space_for_shape(state: EnvState):
return jnp.logical_not(jnp.concatenate([state.polygon.active, state.circle.active])).sum() > 0
def is_space_for_joint(state: EnvState):
return jnp.logical_not(state.joint.active).sum() > 0
def are_there_shapes_present(state: EnvState, static_env_params: StaticEnvParams):
m = (
jnp.concatenate([state.polygon.active, state.circle.active])
.at[: static_env_params.num_static_fixated_polys]
.set(False)
)
return m.sum() > 0
@partial(jax.jit, static_argnums=(2, 9))
def add_rigidbody_to_state(
state: EnvState,
env_params: EnvParams,
static_env_params: StaticEnvParams,
position: jnp.ndarray,
vertices: jnp.ndarray,
n_vertices: int,
radius: float,
shape_role: int,
density: float = 1,
is_circle: bool = False,
):
new_rigid_body = RigidBody(
position=position,
velocity=jnp.array([0.0, 0.0]),
inverse_mass=1.0,
inverse_inertia=1.0,
rotation=0.0,
angular_velocity=0.0,
radius=radius,
active=True,
friction=1.0,
vertices=vertices,
n_vertices=n_vertices,
collision_mode=1,
restitution=0.0,
)
if is_circle:
actives = state.circle.active
else:
actives = state.polygon.active
idx = jnp.argmin(actives)
def noop(state):
return state
def replace(state):
add_func = lambda all, new: all.at[idx].set(new)
if is_circle:
state = state.replace(
circle=jax.tree.map(add_func, state.circle, new_rigid_body),
circle_densities=state.circle_densities.at[idx].set(density),
circle_shape_roles=state.circle_shape_roles.at[idx].set(shape_role),
)
else:
state = state.replace(
polygon=jax.tree.map(add_func, state.polygon, new_rigid_body),
polygon_densities=state.polygon_densities.at[idx].set(density),
polygon_shape_roles=state.polygon_shape_roles.at[idx].set(shape_role),
)
state = state.replace(
collision_matrix=calculate_collision_matrix(static_env_params, state.joint),
)
state = recalculate_mass_and_inertia(state, static_env_params, state.polygon_densities, state.circle_densities)
return state
return jax.lax.cond(jnp.logical_not(actives).sum() > 0, replace, noop, state)
def rectangle_vertices(half_dim):
return jnp.array(
[
half_dim * jnp.array([1, 1]),
half_dim * jnp.array([1, -1]),
half_dim * jnp.array([-1, -1]),
half_dim * jnp.array([-1, 1]),
]
)
# More Manual Control
@partial(jax.jit, static_argnums=(2,))
def add_rectangle_to_state(
state: EnvState,
env_params: EnvParams,
static_env_params: StaticEnvParams,
position: jnp.ndarray,
width: float,
height: float,
shape_role: int,
density: float = 1,
):
return add_rigidbody_to_state(
state,
env_params,
static_env_params,
position,
rectangle_vertices(jnp.array([width, height]) / 2),
4,
0.0,
shape_role,
density,
is_circle=False,
)
@partial(jax.jit, static_argnums=(2,))
def add_circle_to_state(
state: EnvState,
env_params: EnvParams,
static_env_params: StaticEnvParams,
position: jnp.ndarray,
radius: float,
shape_role: int,
density: float = 1,
):
return add_rigidbody_to_state(
state,
env_params,
static_env_params,
position,
jnp.array([0.0, 0.0]),
0,
radius,
shape_role,
density,
is_circle=True,
)
@partial(jax.jit, static_argnums=(2,))
def add_thruster_to_object(
state: EnvState,
env_params: EnvParams,
static_env_params: StaticEnvParams,
shape_index: int,
rotation: float,
colour: int,
thruster_power_multiplier: float,
):
def dummy(state):
return state
def do_add(state: EnvState):
thruster_idx = jnp.argmin(state.thruster.active)
shape = select_shape(state, shape_index, static_env_params)
thruster = Thruster(
object_index=shape_index,
active=True,
relative_position=jnp.array([0.0, 0.0]), # a bit of a hack but reasonable.
rotation=rotation,
power=1.0 / jax.lax.select(shape.inverse_mass == 0, 1.0, shape.inverse_mass) * thruster_power_multiplier,
global_position=select_shape(state, shape_index, static_env_params).position,
)
state = state.replace(
thruster=jax.tree_map(lambda y, x: y.at[thruster_idx].set(x), state.thruster, thruster),
thruster_bindings=state.thruster_bindings.at[thruster_idx].set(colour),
)
return state
return jax.lax.cond(
(select_shape(state, shape_index, static_env_params).active)
& (jnp.logical_not(state.thruster.active).sum() > 0),
do_add,
dummy,
state,
)
def make_velocities_zero(state: EnvState):
def inner(state):
return state.replace(
polygon=state.polygon.replace(
angular_velocity=state.polygon.angular_velocity * 0,
velocity=state.polygon.velocity * 0,
),
circle=state.circle.replace(
angular_velocity=state.circle.angular_velocity * 0,
velocity=state.circle.velocity * 0,
),
)
return inner(state)
def make_do_dummy_step(
params: EnvParams, static_sim_params: StaticEnvParams, zero_collisions=True, zero_velocities=True
):
env = PhysicsEngine(static_sim_params)
@jax.jit
def _step_fn(state):
state, _ = env.step(state, params, jnp.zeros((static_sim_params.num_joints + static_sim_params.num_thrusters,)))
return state
def do_dummy_step(state: EnvState) -> EnvState:
rng = jax.random.PRNGKey(0)
og_col = state.collision_matrix
g = state.gravity
state = state.replace(
collision_matrix=state.collision_matrix & (not zero_collisions), gravity=state.gravity * 0
)
state = _step_fn(state)
state = state.replace(gravity=g, collision_matrix=og_col)
if zero_velocities:
state = make_velocities_zero(state)
return state
return do_dummy_step
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