def state(self, new_x):
     self.center = Point(new_x[0], new_x[1])
     self.velocity = Point(new_x[2], new_x[3])
     self.heading = new_x[4]
     self.angular_velocity = new_x[5]
     self.acceleration = new_x[6]
     self.buildGeometry()
 def __init__(
     self,
     center: Point,
     heading: float,
     movable: bool = True,
     friction: float = 0.0,
     min_speed: float = 0.0,
     max_speed: float = math.inf,
     min_acc: float = -math.inf,
     max_acc: float = math.inf,
 ):
     self.center = center  # this is x, y
     self.heading = heading
     self.movable = movable
     self.color = "ghost white"
     self.collidable = True
     self.obj = None  # MUST be set by subclasses.
     if movable:
         self.friction = friction
         self.velocity = Point(0, 0)  # this is xp, yp
         self.acceleration = 0  # this is vp (or speedp)
         self.angular_velocity = 0  # this is headingp
         self.inputSteering = 0
         self.inputAcceleration = 0
         self.min_speed = min_speed
         self.max_speed = max_speed
         self.min_acc = min_acc
         self.max_acc = max_acc
         self.entity_dynamics = get_entity_dynamics(
             friction, self.min_speed, self.max_speed, self.min_acc, self.max_acc, xnp=np
         )
 def corners(self):
     ec = self.edge_centers
     c = np.array([self.center.x, self.center.y])
     corners = []
     corners.append(Point(*(ec[1] + ec[0] - c)))
     corners.append(Point(*(ec[2] + ec[1] - c)))
     corners.append(Point(*(ec[3] + ec[2] - c)))
     corners.append(Point(*(ec[0] + ec[3] - c)))
     return corners
Exemple #4
0
    def reset(self):
        self.world.reset()

        # create buildings
        self.buildings = [
            Building(Point(30, 60), Point(22, 10), "gray80"),
            Building(Point(90, 60), Point(22, 10), "gray80"),
            # Building(Point(62, 90), Point(2, 60), "gray80"),
        ]

        # create cars
        # h_y = 5
        r_y = 5
        self.cars = {
            # "H": Car(Point(58.5, h_y), np.pi / 2, "gray"),
            "R": Car(Point(60., r_y), np.pi / 2, "blue")
        }
        # h_yvel, r_yvel = 10, 10
        r_yvel = 10
        # self.cars["H"].velocity = Point(0, h_yvel)
        self.cars["R"].velocity = Point(0, r_yvel)

        # add the objects
        for building in self.buildings:
            self.world.add(building)
        self.world.add(self.cars["R"])
        # self.world.add(self.cars["H"])  # order in which dynamic agents are added determines concatenated state/actions

        self.step_num = 0
        return self._get_obs()
 def __init__(
     self,
     center: Point,
     heading: float,
     color: str = "red",
     min_acc: float = -4.0,
     max_acc: float = 4.0,
 ):
     size = Point(3.0, 2.0)
     movable = True
     friction = 0.06
     super(Car, self).__init__(
         center, heading, size, movable, friction, min_acc=min_acc, max_acc=max_acc
     )
     self.color = color
     self.collidable = True
Exemple #6
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    def reset(self):
        self.world.reset()

        # create buildings
        self.buildings = [
            Building(Point(21, self.height / 2.), Point(42, self.height),
                     "gray80"),
            Building(Point(69, self.height / 2.), Point(42, self.height),
                     "gray80"),
            #Building(Point(28.5, 60), Point(57, self.height), "gray80"),
            #Building(Point(91.5, 60), Point(57, self.height), "gray80"),
            #Building(Point(62, 90), Point(2, 60), "gray80"),
        ]

        # create cars
        h_y, r_y = 5, 5
        self.cars = {
            #"H": Car(Point(58.5, h_y), np.pi / 2, "gray"),
            #"R": Car(Point(61.5, r_y), np.pi / 2, "blue")
            "H": Car(Point(43.5, h_y), np.pi / 2, "gray"),
            "R": Car(Point(46.5, r_y), np.pi / 2, "blue")
        }
        h_yvel, r_yvel = 10, 10
        self.cars["H"].velocity = Point(0, h_yvel)
        self.cars["R"].velocity = Point(0, r_yvel)

        # add the objects
        for building in self.buildings:
            self.world.add(building)
        self.world.add(
            self.cars["H"]
        )  # order in which dynamic agents are added determines concatenated state/actions
        self.world.add(self.cars["R"])

        self.step_num = 0
        #self.success = False
        return self._get_obs()
class Entity:
    def __init__(
        self,
        center: Point,
        heading: float,
        movable: bool = True,
        friction: float = 0.0,
        min_speed: float = 0.0,
        max_speed: float = math.inf,
        min_acc: float = -math.inf,
        max_acc: float = math.inf,
    ):
        self.center = center  # this is x, y
        self.heading = heading
        self.movable = movable
        self.color = "ghost white"
        self.collidable = True
        self.obj = None  # MUST be set by subclasses.
        if movable:
            self.friction = friction
            self.velocity = Point(0, 0)  # this is xp, yp
            self.acceleration = 0  # this is vp (or speedp)
            self.angular_velocity = 0  # this is headingp
            self.inputSteering = 0
            self.inputAcceleration = 0
            self.min_speed = min_speed
            self.max_speed = max_speed
            self.min_acc = min_acc
            self.max_acc = max_acc
            self.entity_dynamics = get_entity_dynamics(
                friction, self.min_speed, self.max_speed, self.min_acc, self.max_acc, xnp=np
            )

    @property
    def speed(self) -> float:
        return self.velocity.norm(p=2) if self.movable else 0

    def set_control(self, inputSteering: float, inputAcceleration: float):
        self.inputSteering = inputSteering
        self.inputAcceleration = inputAcceleration

    @property
    def state(self):
        return np.array(
            (
                self.x,
                self.y,
                self.xp,
                self.yp,
                self.heading,
                self.angular_velocity,
                self.acceleration,
            )
        )

    @state.setter
    def state(self, new_x):
        self.center = Point(new_x[0], new_x[1])
        self.velocity = Point(new_x[2], new_x[3])
        self.heading = new_x[4]
        self.angular_velocity = new_x[5]
        self.acceleration = new_x[6]
        self.buildGeometry()

    def tick(self, dt: float):
        if self.movable:
            x = self.state
            u = np.array((self.inputSteering, self.inputAcceleration))
            new_x = self.entity_dynamics(x, u, dt)
            self.state = new_x

    def buildGeometry(self):  # builds the obj
        raise NotImplementedError

    def collidesWith(self, other: Union["Point", "Entity"]) -> bool:
        if isinstance(other, Entity):
            return self.obj.intersectsWith(other.obj)
        elif isinstance(other, Point):
            return self.obj.intersectsWith(other)
        else:
            raise NotImplementedError

    def distanceTo(self, other: Union["Point", "Entity"]) -> float:
        if isinstance(other, Entity):
            return self.obj.distanceTo(other.obj)
        elif isinstance(other, Point):
            return self.obj.distanceTo(other)
        else:
            raise NotImplementedError

    def copy(self):
        return copy.deepcopy(self)

    @property
    def x(self):
        return self.center.x

    @property
    def y(self):
        return self.center.y

    @property
    def xp(self):
        return self.velocity.x

    @property
    def yp(self):
        return self.velocity.y