def removeEverything(self): for task in self.taskMgr.getTasks(): if task.getName() not in ['dataLoop', 'igLoop']: task.remove() camera.reparentTo(render) for tex in render.findAllTextures(): tex.releaseAll() for tex in aspect2d.findAllTextures(): tex.releaseAll() for tex in render2d.findAllTextures(): tex.releaseAll() for tex in hidden.findAllTextures(): tex.releaseAll() for node in render.findAllMatches("**;+s"): node.removeNode() for node in aspect2d.findAllMatches("**;+s"): node.removeNode() for node in render2d.findAllMatches("**;+s"): node.removeNode() for node in hidden.findAllMatches("**;+s"): node.removeNode() TexturePool.garbageCollect() ModelPool.garbageCollect() RenderState.garbageCollect() RenderState.clearCache() RenderState.clearMungerCache() self.win.getGsg().getPreparedObjects().releaseAll() self.graphicsEngine.renderFrame()
def step(self): self.rotate_light() self.graphicsEngine.renderFrame() image = self.get_camera_image() TransformState.garbageCollect() RenderState.garbageCollect() return
def step(self, action): dt = 1/self.fps self.framecount += 1 max_dist = 1.1 # Move finger finger_max_speed = 2 finger_accel = 10.0 finger_deccel = 10.0 self.action_buffer.pop(0) self.action_buffer.append(action) action = self.action_buffer[0] if action == 0: self.finger_speed_mps += dt * finger_accel if self.finger_speed_mps > finger_max_speed: self.finger_speed_mps = 2 if action == 1: if self.finger_speed_mps > 0.01: self.finger_speed_mps -= finger_deccel * dt if self.finger_speed_mps < -0.01: self.finger_speed_mps += finger_deccel * dt if action == 2: self.finger_speed_mps -= dt * finger_accel if self.finger_speed_mps < -finger_max_speed: self.finger_speed_mps = -finger_max_speed real_displacement = self.finger_speed_mps * dt self.finger_np.setY(self.finger_np.getY() + real_displacement) if self.finger_np.getY() > max_dist: self.finger_np.setY(max_dist) self.finger_speed_mps = 0 if self.finger_np.getY() < -max_dist: self.finger_np.setY(-max_dist) self.finger_speed_mps = 0 # self.world.doPhysics(dt, 5, 1.0/120.0) self.world.doPhysics(dt, 20, 1.0/240.0) self.reset_conv() self.check_teleportable(blocks_per_minute=59) # Keep the conveyor moving self.conv_np.node().setLinearVelocity(Vec3(1.0, 0.0, 0.0)) if self.human_playable is False: self.graphicsEngine.renderFrame() TransformState.garbageCollect() RenderState.garbageCollect() image = self.get_camera_image() else: image = None score = 0 score += self.check_rewards() done = False return image, score, done
def doSceneCleanup(): from panda3d.core import ModelPool, TexturePool, RenderState, RenderAttrib, TransformState, GeomCacheManager ModelPool.garbageCollect() TexturePool.garbageCollect() RenderState.clearMungerCache() RenderState.clearCache() RenderState.garbageCollect() RenderAttrib.garbageCollect() TransformState.clearCache() TransformState.garbageCollect() GeomCacheManager.getGlobalPtr().flush() base.graphicsEngine.renderFrame()
def __gbcLoop(self): TransformState.garbageCollect() RenderState.garbageCollect()