adds labyrinth and subjects as well as performance increases
This commit is contained in:
parent
6c5cae958b
commit
0638d5e666
10 changed files with 1591 additions and 234 deletions
146
Client/Client.py
146
Client/Client.py
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@ -41,10 +41,30 @@ def value_to_color(v, min_value, max_value):
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class Client:
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def __init__(self, test=False, pos=[0, 0, 0]):
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def __init__(self, test=False, pos=[0, 0, 0], world_class=WorldProvider):
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self.state = 0
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with open('./config.json', 'r') as f:
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self.config = json.load(f)
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self.init_shaders()
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self.world_provider = world_class(self.normal_program)
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self.draw_world()
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self.pos = pos
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self.time = time.time()
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glutReshapeFunc(self.resize)
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glutDisplayFunc(self.display)
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glutKeyboardFunc(self.keyboardHandler)
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glutSpecialFunc(self.funcKeydHandler)
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if not test:
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glutMainLoop()
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else:
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self.display()
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self.resize(100, 100)
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def init_shaders(self):
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glutInit(sys.argv)
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self.width = 1920
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self.height = 1080
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@ -96,7 +116,7 @@ class Client:
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self.depth_program[self.normal_program[key]] = Spotlight.getDepthProgram(self.vertex_shader_id,
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key.GeometryShaderId)
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self.world_provider = WorldProvider(self.normal_program)
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def draw_world(self):
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for x_pos in range(0, 100):
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for y_pos in range(0, 100):
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for z_pos in range(0, 1):
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@ -118,97 +138,11 @@ class Client:
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r, g, b = colors[int(self.world_provider.world.plates[x_pos, y_pos])]
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self.world_provider.world.set_color(x_pos, y_pos, z_pos, r, g, b)
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# total_x = self.world_provider.world.chunk_n_x * self.world_provider.world.chunk_size_x
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# total_y = self.world_provider.world.chunk_n_y * self.world_provider.world.chunk_size_y
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# for x_pos in range(0, 100):
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# for y_pos in range(0, 100):
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# if self.world_provider.world.faults[x_pos, y_pos] == -2:
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# self.world_provider.world.set_color(x_pos, y_pos, 0, 0, 0, 0)
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#
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# for line_index, line in enumerate(self.world_provider.world.fault_lines):
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# for x_pos in range(0, 100):
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# for y_pos in range(0, 100):
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# if self.world_provider.world.faults[x_pos, y_pos] == line_index:
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# if line_index != 9:
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# self.world_provider.world.set_color(x_pos, y_pos, 0, 0, 0, 1)
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# else:
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# self.world_provider.world.set_color(x_pos, y_pos, 0, 1, 1, 1)
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#
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# for x_pos in range(0, 100):
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# for y_pos in range(0, 100):
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# for z_pos in range(0, 1):
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# if [x_pos, y_pos] in self.world_provider.world.fault_nodes:
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# r, g, b = 1, 0, 0
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# self.world_provider.world.set_color(x_pos, y_pos, z_pos, r, g, b)
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# # visualize direction lengths
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# lengths = np.sqrt(np.sum(np.square(self.world_provider.world.directions), axis=2))
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# lengths = lengths / np.max(lengths)
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# for x_pos in range(0, 100):
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# for y_pos in range(0, 100):
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# for z_pos in range(0, 1):
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# r, g, b = lengths[x_pos, y_pos], lengths[x_pos, y_pos], lengths[x_pos, y_pos]
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# self.world_provider.world.set_color(x_pos, y_pos, z_pos, r, g, b)
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self.projMatrix = perspectiveMatrix(45.0, 400 / 400, 0.01, MAX_DISTANCE)
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self.rx = self.cx = self.cy = 0
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self.opening = 45
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glutReshapeFunc(self.resize)
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glutDisplayFunc(self.display)
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glutKeyboardFunc(self.keyboardHandler)
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glutSpecialFunc(self.funcKeydHandler)
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self.pos = pos
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self.time = time.time()
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self.field = (100, 100, 1)
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self.e_a = np.array([
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[0, 0, 0],
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[1, 0, 0],
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[1, 1, 0],
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[0, 1, 0],
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[-1, 1, 0],
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[-1, 0, 0],
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[-1, -1, 0],
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[0, -1, 0],
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[1, -1, 0],
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])
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self.relaxation_time = 0.55 # 0.55
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self.w_a = [
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4.0 / 9.0,
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1.0 / 9.0,
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1.0 / 36.0,
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1.0 / 9.0,
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1.0 / 36.0,
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1.0 / 9.0,
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1.0 / 36.0,
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1.0 / 9.0,
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1.0 / 36.0
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]
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self.n_a = np.zeros((len(self.e_a),) + self.field)
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self.n_a_eq = np.zeros(self.n_a.shape)
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self.n = np.zeros(self.field)
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self.n[:, :, :] += 1.0
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self.gravity_applies = np.zeros(self.field)
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# self.n /= np.sum(self.n)
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self.n_a[0] = np.array(self.n)
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self.u = np.zeros(self.field + (self.e_a.shape[1],))
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self.compressible = True
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self.max_n = self.w_a[0]
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self.test_pixel = [40, 50, 0]
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if not test:
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glutMainLoop()
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else:
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self.display()
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self.resize(100, 100)
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def display(self):
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glClearColor(0, 0, 0, 0)
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@ -261,41 +195,7 @@ class Client:
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glutSwapBuffers()
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min_value = 0
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max_value_n = np.max(self.n)
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# max_value_n = 1.0
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vel = np.sqrt(np.sum(np.square(self.u), axis=3)) *self.n
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max_value_vel = np.max(vel)
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# max_value_vel = np.sqrt(3)
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# print('round')
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# print('sum n: %f' % np.sum(self.n))
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# print('max n: %f' % np.max(self.n))
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# print('min n: %f' % np.min(self.n))
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# print('sum vel: %f' % np.sum(vel))
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# print('max vel: %f' % np.max(vel))
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# print('min vel: %f' % np.min(vel))
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# for x_pos in range(0, 100):
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# for y_pos in range(0, 100):
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# for z_pos in range(0, 1):
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# # if self.state == 2:
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# # r, g, b = value_to_color(int(self.gravity_applies[x_pos, y_pos, z_pos]), 0, 1)
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# # if self.state == 1:
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# # r, g, b = value_to_color(vel[x_pos, y_pos, z_pos], min_value, max_value_vel)
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# # if self.state == 0:
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# # r, g, b = value_to_color(self.n[x_pos, y_pos, z_pos], min_value, max_value_n)
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# r, g, b, = 128, 128, 128
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# if [x_pos, y_pos] in self.world_provider.world.fault_nodes:
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# r, g, b = 128, 0, 0
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#
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# self.world_provider.world.set_color(x_pos, y_pos, z_pos, r, g, b)
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# self.world_provider.world.set_color(int(round(self.test_pixel[0])),
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# int(round(self.test_pixel[1])),
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# int(round(self.test_pixel[2])), 1.0, 1.0, 1.0)
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print(1.0 / (time.time() - self.time))
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print('fps', 1.0 / (time.time() - self.time))
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self.time = time.time()
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glutPostRedisplay()
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@ -19,6 +19,9 @@ class Structure(Renderable):
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self.Objects = {}
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self.vais = {}
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self.dirty = True
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self.dirty_pos = True
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self.dirty_color = True
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self.dirty_size = True
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self.x_offset = x_offset
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self.y_offset = y_offset
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@ -31,6 +34,7 @@ class Structure(Renderable):
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@x_offset.setter
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def x_offset(self, value):
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self.dirty = True
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self.dirty_pos = True
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self._x_offset = value
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@property
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@ -40,6 +44,7 @@ class Structure(Renderable):
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@y_offset.setter
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def y_offset(self, value):
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self.dirty = True
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self.dirty_pos = True
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self._y_offset = value
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@property
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@ -49,6 +54,7 @@ class Structure(Renderable):
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@z_offset.setter
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def z_offset(self, value):
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self.dirty = True
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self.dirty_pos = True
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self._z_offset = value
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def addShape(self, program, shape):
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@ -56,6 +62,9 @@ class Structure(Renderable):
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self.Objects[program] = []
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self.Objects[program].append(shape)
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self.dirty = True
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self.dirty_color = True
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self.dirty_pos = True
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self.dirty_size = True
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def removeShape(self, program, shape):
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if program in self.Objects.keys():
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@ -63,72 +72,89 @@ class Structure(Renderable):
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if len(self.Objects[program]) == 0:
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self.Objects.pop(program)
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self.dirty = True
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self.dirty_color = True
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self.dirty_pos = True
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self.dirty_size = True
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def buildvertexArrays(self):
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if self.dirty:
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self.clearVertexArrays()
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# self.clearVertexArrays()
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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self.vais = {}
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for key, objects in self.Objects.items():
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tvai = GLuint(0)
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tpbi = GLuint(0)
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tcbi = GLuint(0)
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tsbi = GLuint(0)
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num = len(objects)
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glGenVertexArrays(1, tvai)
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needs_new_buffers = key not in self.vais.keys()
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if needs_new_buffers:
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tvai = GLuint(0)
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tpbi = GLuint(0)
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tcbi = GLuint(0)
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tsbi = GLuint(0)
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num = len(objects)
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else:
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tvai, tpbi, tcbi, tsbi, num = self.vais[key]
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if needs_new_buffers:
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glGenVertexArrays(1, tvai)
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glBindVertexArray(tvai)
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if self.dirty_pos:
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if needs_new_buffers:
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vid = glGetAttribLocation(key, "in_position")
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glEnableVertexAttribArray(vid)
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vid = glGetAttribLocation(key, "in_position")
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glEnableVertexAttribArray(vid)
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tpbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tpbi)
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positions = []
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for o in objects:
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positions.append(o.pos[0] + self.x_offset)
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positions.append(o.pos[1] + self.y_offset)
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positions.append(o.pos[2] + self.z_offset)
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glBufferData(GL_ARRAY_BUFFER, np.array(positions, dtype=np.float32), GL_STATIC_DRAW)
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glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create position buffer")
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colors = []
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for o in objects:
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colors.append(o.color[0])
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colors.append(o.color[1])
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colors.append(o.color[2])
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tcbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tcbi)
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glBufferData(GL_ARRAY_BUFFER, np.array(colors, dtype=np.float32), GL_STATIC_DRAW)
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vc = glGetAttribLocation(key, "MyInColor")
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if vc != -1:
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glEnableVertexAttribArray(vc)
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glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create color buffer")
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if hasattr(objects[0], 'size'):
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sizes = []
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tpbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tpbi)
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positions = []
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for o in objects:
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sizes.append(o.size[0])
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sizes.append(o.size[1])
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sizes.append(o.size[2])
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tsbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tsbi)
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glBufferData(GL_ARRAY_BUFFER, np.array(sizes, dtype=np.float32), GL_STATIC_DRAW)
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vs = glGetAttribLocation(key, "MyInSize")
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if vs != -1:
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glEnableVertexAttribArray(vs)
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glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create size buffer")
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positions.append(o.pos[0] + self.x_offset)
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positions.append(o.pos[1] + self.y_offset)
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positions.append(o.pos[2] + self.z_offset)
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glBufferData(GL_ARRAY_BUFFER, np.array(positions, dtype=np.float32), GL_STATIC_DRAW)
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if needs_new_buffers:
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glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create position buffer")
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if self.dirty_color:
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colors = []
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for o in objects:
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colors.append(o.color[0])
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colors.append(o.color[1])
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colors.append(o.color[2])
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if needs_new_buffers:
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tcbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tcbi)
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glBufferData(GL_ARRAY_BUFFER, np.array(colors, dtype=np.float32), GL_STATIC_DRAW)
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if needs_new_buffers:
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vc = glGetAttribLocation(key, "MyInColor")
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if vc != -1:
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glEnableVertexAttribArray(vc)
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glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create color buffer")
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if self.dirty_size:
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if hasattr(objects[0], 'size'):
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sizes = []
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for o in objects:
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sizes.append(o.size[0])
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sizes.append(o.size[1])
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sizes.append(o.size[2])
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if needs_new_buffers:
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tsbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tsbi)
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glBufferData(GL_ARRAY_BUFFER, np.array(sizes, dtype=np.float32), GL_STATIC_DRAW)
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if needs_new_buffers:
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vs = glGetAttribLocation(key, "MyInSize")
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if vs != -1:
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glEnableVertexAttribArray(vs)
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glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create size buffer")
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glBindVertexArray(0)
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self.vais[key] = (tvai, tpbi, tcbi, tsbi, num)
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self.dirty = False
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self.dirty_pos = False
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self.dirty_color = False
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self.dirty_size = False
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def clearVertexArrays(self):
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temp = dict(self.vais)
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176
Objects/World.py
176
Objects/World.py
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@ -1,3 +1,5 @@
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import time
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from Lights.Lights import Light
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from Objects.Objects import Object
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from Objects.Renderable import Renderable
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@ -9,7 +11,8 @@ import math
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import numpy as np
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import random
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import sys
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import ctypes
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float_pointer = ctypes.POINTER(ctypes.c_float)
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# Plate Types
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SEA_PLATE = 0
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CONTINENTAL_PLATE = 1
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@ -22,6 +25,7 @@ METAMORPH_STONE = 3
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SEDIMENTAL_STONE = 4
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SEDIMENT = 5
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class WorldChunk(Structure):
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def __init__(self, width: int, length: int, height: int, programs: dict):
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assert width > 0, 'Width must be greater than 0'
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@ -38,6 +42,8 @@ class WorldChunk(Structure):
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self.height = height
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self.programs = programs
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self.objects = {}
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for x in range(width):
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self.content.append([])
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self.visible.append([])
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@ -54,6 +60,7 @@ class WorldChunk(Structure):
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assert 0 <= z < self.height, 'Put out of bounds for z coordinate! Must be between 0 and %i' % self.height
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no_visibility_changes = (self.content[x][y][z] is None) == (new_object is None)
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old_object = self.content[x][y][z]
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self.content[x][y][z] = new_object
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new_object.translate(translate(x, y, z))
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@ -87,6 +94,32 @@ class WorldChunk(Structure):
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else:
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self.visible[x][y][z - 1] += change
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# todo: add visibility check for object listing
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added = False
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if old_object is not None:
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if new_object is not None and type(old_object) == type(new_object):
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new_object.buffer_id = old_object.buffer_id
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self.objects[self.programs[type(old_object)]][old_object.buffer_id] = new_object
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added = True
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else:
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# todo: maybe replace the element with a placeholder that is skipped when rendering/ saving and have a
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# cleanup task, since this could be exploited to lower update rates
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leading = self.objects[self.programs[type(old_object)]][:old_object.buffer_id]
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||||
following = self.objects[self.programs[type(old_object)]][old_object.buffer_id + 1:]
|
||||
for element in following:
|
||||
element.buffer_id -= 1
|
||||
self.objects[self.programs[type(old_object)]] = leading + following
|
||||
|
||||
if not added and new_object is not None:
|
||||
if self.programs[type(new_object)] not in self.objects.keys():
|
||||
self.objects[self.programs[type(new_object)]] = []
|
||||
new_object.buffer_id = len(self.objects[self.programs[type(new_object)]])
|
||||
self.objects[self.programs[type(new_object)]].append(new_object)
|
||||
|
||||
self.dirty = True
|
||||
self.dirty_pos = True
|
||||
self.dirty_color = True
|
||||
self.dirty_size = True
|
||||
return visible_carry_over
|
||||
|
||||
def get_object(self, x: int, y: int, z: int):
|
||||
|
@ -112,80 +145,92 @@ class WorldChunk(Structure):
|
|||
|
||||
def buildvertexArrays(self):
|
||||
if self.dirty:
|
||||
self.clearVertexArrays()
|
||||
# self.clearVertexArrays()
|
||||
glEnableClientState(GL_VERTEX_ARRAY)
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
|
||||
glEnableClientState(GL_NORMAL_ARRAY)
|
||||
glEnableClientState(GL_COLOR_ARRAY)
|
||||
self.vais = {}
|
||||
|
||||
objects = {}
|
||||
counts = {}
|
||||
for x in range(self.width):
|
||||
for y in range(self.length):
|
||||
for z in range(self.height):
|
||||
if self.content[x][y][z] is not None: # and self.visible[x][y][z] > 0: TODO: check visibility...
|
||||
if self.programs[type(self.content[x][y][z])] not in objects.keys():
|
||||
objects[self.programs[type(self.content[x][y][z])]] = []
|
||||
counts[self.programs[type(self.content[x][y][z])]] = 0
|
||||
objects[self.programs[type(self.content[x][y][z])]].append(self.content[x][y][z])
|
||||
counts[self.programs[type(self.content[x][y][z])]] += 1
|
||||
for key, object_list in self.objects.items():
|
||||
needs_new_buffers = key not in self.vais.keys()
|
||||
if needs_new_buffers:
|
||||
tvai = GLuint(0)
|
||||
tpbi = GLuint(0)
|
||||
tcbi = GLuint(0)
|
||||
tsbi = GLuint(0)
|
||||
|
||||
for key, object_list in objects.items():
|
||||
tvai = GLuint(0)
|
||||
tpbi = GLuint(0)
|
||||
tcbi = GLuint(0)
|
||||
tsbi = GLuint(0)
|
||||
|
||||
glGenVertexArrays(1, tvai)
|
||||
glGenVertexArrays(1, tvai)
|
||||
else:
|
||||
tvai, tpbi, tcbi, tsbi, old_len = self.vais[key]
|
||||
glBindVertexArray(tvai)
|
||||
|
||||
vid = glGetAttribLocation(key, "in_position")
|
||||
glEnableVertexAttribArray(vid)
|
||||
if self.dirty_pos:
|
||||
if needs_new_buffers:
|
||||
vid = glGetAttribLocation(key, "in_position")
|
||||
glEnableVertexAttribArray(vid)
|
||||
tpbi = glGenBuffers(1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tpbi)
|
||||
positions = []
|
||||
for index, o in enumerate(object_list):
|
||||
o.buffer_id = index
|
||||
positions.append(o.pos[0] + self.x_offset)
|
||||
positions.append(o.pos[1] + self.y_offset)
|
||||
positions.append(o.pos[2] + self.z_offset)
|
||||
|
||||
tpbi = glGenBuffers(1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tpbi)
|
||||
positions = []
|
||||
for o in object_list:
|
||||
positions.append(o.pos[0] + self.x_offset)
|
||||
positions.append(o.pos[1] + self.y_offset)
|
||||
positions.append(o.pos[2] + self.z_offset)
|
||||
glBufferData(GL_ARRAY_BUFFER, np.array(positions, dtype=np.float32), GL_STATIC_DRAW)
|
||||
glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
|
||||
self.check_error("Could not create position buffer")
|
||||
glBufferData(GL_ARRAY_BUFFER, np.array(positions, dtype=np.float32), GL_STATIC_DRAW)
|
||||
|
||||
colors = []
|
||||
for o in object_list:
|
||||
colors.append(o.color[0])
|
||||
colors.append(o.color[1])
|
||||
colors.append(o.color[2])
|
||||
tcbi = glGenBuffers(1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tcbi)
|
||||
glBufferData(GL_ARRAY_BUFFER, np.array(colors, dtype=np.float32), GL_STATIC_DRAW)
|
||||
vc = glGetAttribLocation(key, "MyInColor")
|
||||
if vc != -1:
|
||||
glEnableVertexAttribArray(vc)
|
||||
glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
|
||||
if needs_new_buffers:
|
||||
glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
|
||||
self.check_error("Could not create position buffer")
|
||||
|
||||
if self.dirty_color:
|
||||
colors = []
|
||||
for o in object_list:
|
||||
colors.append(o.color[0])
|
||||
colors.append(o.color[1])
|
||||
colors.append(o.color[2])
|
||||
if needs_new_buffers:
|
||||
tcbi = glGenBuffers(1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tcbi)
|
||||
if needs_new_buffers or old_len != len(object_list):
|
||||
glBufferData(GL_ARRAY_BUFFER, np.array(colors, dtype=np.float32), GL_STATIC_DRAW)
|
||||
else:
|
||||
# todo: check if this improves anything. Timewise it seems to be the same
|
||||
ptr = ctypes.cast(glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE), float_pointer)
|
||||
for index, value in enumerate(colors):
|
||||
ptr[index] = value
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER)
|
||||
if needs_new_buffers:
|
||||
vc = glGetAttribLocation(key, "MyInColor")
|
||||
if vc != -1:
|
||||
glEnableVertexAttribArray(vc)
|
||||
glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
|
||||
self.check_error("Could not create color buffer")
|
||||
|
||||
if hasattr(object_list[0], 'size'):
|
||||
sizes = []
|
||||
for o in object_list:
|
||||
sizes.append(o.size[0])
|
||||
sizes.append(o.size[1])
|
||||
sizes.append(o.size[2])
|
||||
tsbi = glGenBuffers(1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tsbi)
|
||||
glBufferData(GL_ARRAY_BUFFER, np.array(sizes, dtype=np.float32), GL_STATIC_DRAW)
|
||||
vs = glGetAttribLocation(key, "MyInSize")
|
||||
if vs != -1:
|
||||
glEnableVertexAttribArray(vs)
|
||||
glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
|
||||
if self.dirty_size:
|
||||
if hasattr(object_list[0], 'size'):
|
||||
sizes = []
|
||||
for o in object_list:
|
||||
sizes.append(o.size[0])
|
||||
sizes.append(o.size[1])
|
||||
sizes.append(o.size[2])
|
||||
if needs_new_buffers:
|
||||
tsbi = glGenBuffers(1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, tsbi)
|
||||
glBufferData(GL_ARRAY_BUFFER, np.array(sizes, dtype=np.float32), GL_STATIC_DRAW)
|
||||
if needs_new_buffers:
|
||||
vs = glGetAttribLocation(key, "MyInSize")
|
||||
if vs != -1:
|
||||
glEnableVertexAttribArray(vs)
|
||||
glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
|
||||
self.check_error("Could not create size buffer")
|
||||
|
||||
glBindVertexArray(0)
|
||||
self.vais[key] = (tvai, tpbi, tcbi, tsbi, counts[key])
|
||||
self.vais[key] = (tvai, tpbi, tcbi, tsbi, len(object_list))
|
||||
self.dirty = False
|
||||
self.dirty_pos = False
|
||||
self.dirty_color = False
|
||||
self.dirty_size = False
|
||||
|
||||
def render(self, proj_matrix, geometry_rot_matrix, alternate_programs=None,
|
||||
preselected_program=None, projection_pos=None, rot_pos=None):
|
||||
|
@ -204,6 +249,17 @@ class WorldChunk(Structure):
|
|||
if self.content[x][y][z] is not None:
|
||||
self.content[x][y][z].setColor(r, g, b)
|
||||
self.dirty = True
|
||||
self.dirty_color = True
|
||||
|
||||
def load(self):
|
||||
for x in range(self.width):
|
||||
for y in range(self.length):
|
||||
for z in range(self.height):
|
||||
if self.content[x][y][z] is not None: # and self.visible[x][y][z] > 0: TODO: check visibility...
|
||||
if self.programs[type(self.content[x][y][z])] not in self.objects.keys():
|
||||
self.objects[self.programs[type(self.content[x][y][z])]] = []
|
||||
self.objects[self.programs[type(self.content[x][y][z])]].append(self.content[x][y][z])
|
||||
|
||||
|
||||
class World(Renderable):
|
||||
def __init__(self, chunk_size_x: int, chunk_size_y: int, chunk_size_z: int,
|
||||
|
@ -488,6 +544,8 @@ class World(Renderable):
|
|||
y % self.chunk_size_y,
|
||||
z % self.chunk_size_z,
|
||||
r, g, b)
|
||||
else:
|
||||
print('Changing color of nonexistant element!')
|
||||
|
||||
def put_object(self, x: int, y: int, z: int, new_object: Object):
|
||||
x = x % (self.chunk_size_x * self.chunk_n_x)
|
||||
|
|
|
@ -2,8 +2,8 @@ from Objects.World import World
|
|||
|
||||
|
||||
class WorldProvider:
|
||||
def __init__(self, programs):
|
||||
self.world: World = World(10, 10, 10, 10, 10, 10, programs)
|
||||
def __init__(self, programs, world_class=World):
|
||||
self.world: World = world_class(10, 10, 10, 10, 10, 10, programs)
|
||||
self.world.generate()
|
||||
|
||||
def update(self):
|
||||
|
|
43
labirinth_ai/LabyrinthClient.py
Normal file
43
labirinth_ai/LabyrinthClient.py
Normal file
|
@ -0,0 +1,43 @@
|
|||
import time
|
||||
|
||||
from Client.Client import Client, MAX_DISTANCE
|
||||
from MatrixStuff.Transformations import perspectiveMatrix
|
||||
from labirinth_ai.LabyrinthProvider import LabyrinthProvider
|
||||
|
||||
import numpy as np
|
||||
|
||||
class LabyrinthClient(Client):
|
||||
def __init__(self, test=False, pos=[0, 0, 0], world_class=LabyrinthProvider):
|
||||
super(LabyrinthClient, self).__init__(test, pos, world_class)
|
||||
|
||||
def draw_world(self):
|
||||
start_time = time.time()
|
||||
for x in range(self.world_provider.world.chunk_size_x * self.world_provider.world.chunk_n_x):
|
||||
for y in range(self.world_provider.world.chunk_size_y * self.world_provider.world.chunk_n_y):
|
||||
if self.world_provider.world.board[x, y] in [1, 2]:
|
||||
r, g, b = 57, 92, 152
|
||||
if 1.5 >= self.world_provider.world.hunter_grass[x, y] > 0.5:
|
||||
r, g, b = 25, 149, 156
|
||||
if 3 >= self.world_provider.world.hunter_grass[x, y] > 1.5:
|
||||
r, g, b = 112, 198, 169
|
||||
self.world_provider.world.set_color(x, y, 0, r / 255.0, g / 255.0, b / 255.0)
|
||||
if self.world_provider.world.board[x, y] == 3:
|
||||
self.world_provider.world.set_color(x, y, 0, 139 / 255.0, 72 / 255.0, 82 / 255.0)
|
||||
|
||||
for sub in self.world_provider.world.subjects:
|
||||
if not sub.random:
|
||||
# pyxel.rectb(sub.x * 4 + 1, sub.y * 4 + 1, 2, 2, sub.col)
|
||||
self.world_provider.world.set_color(sub.x, sub.y, 0, sub.r / 255.0, sub.g / 255.0, sub.b / 255.0)
|
||||
else:
|
||||
self.world_provider.world.set_color(sub.x, sub.y, 0, 212 / 255.0, 150 / 255.0, 222 / 255.0)
|
||||
|
||||
self.projMatrix = perspectiveMatrix(45.0, 400 / 400, 0.01, MAX_DISTANCE)
|
||||
print('redraw', time.time() - start_time)
|
||||
|
||||
def display(self):
|
||||
super(LabyrinthClient, self).display()
|
||||
self.draw_world()
|
||||
self.world_provider.world.update()
|
||||
|
||||
if __name__ == '__main__':
|
||||
client = LabyrinthClient(pos=[-50, -50, -200])
|
6
labirinth_ai/LabyrinthProvider.py
Normal file
6
labirinth_ai/LabyrinthProvider.py
Normal file
|
@ -0,0 +1,6 @@
|
|||
from WorldProvider.WorldProvider import WorldProvider
|
||||
from labirinth_ai.LabyrinthWorld import LabyrinthWorld
|
||||
|
||||
class LabyrinthProvider(WorldProvider):
|
||||
def __init__(self, programs):
|
||||
super(LabyrinthProvider, self).__init__(programs, LabyrinthWorld)
|
232
labirinth_ai/LabyrinthWorld.py
Normal file
232
labirinth_ai/LabyrinthWorld.py
Normal file
|
@ -0,0 +1,232 @@
|
|||
import time
|
||||
|
||||
from Objects.Cube.Cube import Cube
|
||||
from Objects.World import World
|
||||
import numpy as np
|
||||
import random
|
||||
|
||||
|
||||
class LabyrinthWorld(World):
|
||||
randomBuffer = 0
|
||||
batchsize = 1000
|
||||
randomBuffer = max(4 * batchsize, randomBuffer)
|
||||
|
||||
def __init__(self, chunk_size_x: int, chunk_size_y: int, chunk_size_z: int,
|
||||
chunk_n_x: int, chunk_n_y: int, chunk_n_z: int, programs: dict):
|
||||
self.board_shape = (chunk_size_x * chunk_n_x, chunk_size_y * chunk_n_y)
|
||||
self.board = np.zeros(self.board_shape)
|
||||
super(LabyrinthWorld, self).__init__(chunk_size_x, chunk_size_y, chunk_size_z,
|
||||
chunk_n_x, chunk_n_y, chunk_n_z, programs)
|
||||
self.max_room_dim = 20
|
||||
|
||||
self.min_room_dim = 6
|
||||
|
||||
self.max_room_num = 32
|
||||
self.max_corridors = 4 * self.max_room_num
|
||||
|
||||
self.max_crates = self.max_room_num
|
||||
|
||||
self.subjects = []
|
||||
self.ins = []
|
||||
self.actions = []
|
||||
self.targets = []
|
||||
|
||||
self.model = None
|
||||
self.lastUpdate = time.time()
|
||||
self.nextTrain = self.randomBuffer
|
||||
self.round = 0
|
||||
|
||||
self.trailMix = np.zeros(self.board_shape)
|
||||
self.grass = np.zeros(self.board_shape)
|
||||
self.hunter_grass = np.zeros(self.board_shape)
|
||||
self.subjectDict = {}
|
||||
|
||||
def generate(self, seed: int = None, sea_plate_height: int = 50, continental_plate_height: int = 200):
|
||||
board = np.zeros(self.board_shape)
|
||||
random.seed(seed)
|
||||
np.random.seed(seed)
|
||||
|
||||
# find random starting point
|
||||
px = random.randint(self.max_room_dim, (self.board_shape[0] - 1) - self.max_room_dim)
|
||||
py = random.randint(self.max_room_dim, (self.board_shape[1] - 1) - self.max_room_dim)
|
||||
|
||||
# 0, 0 is top left
|
||||
right = (1, 0)
|
||||
left = (-1, 0)
|
||||
up = (0, -1)
|
||||
down = (0, 1)
|
||||
|
||||
# place rooms
|
||||
room_num = 0
|
||||
corridor_num = 0
|
||||
while room_num < self.max_room_num and corridor_num < self.max_corridors:
|
||||
# try to place Room
|
||||
w = random.randint(self.min_room_dim, self.max_room_dim)
|
||||
h = random.randint(self.min_room_dim, self.max_room_dim)
|
||||
can_place_room = np.sum(
|
||||
board[px - int(w / 2.0):px + int(w / 2.0), py - int(h / 2.0):py + int(h / 2.0)] == 1) == 0 and px - int(
|
||||
w / 2.0) >= 0 and px + int(w / 2.0) < self.board_shape[0] and \
|
||||
py - int(h / 2.0) >= 0 and py + int(h / 2.0) < self.board_shape[1]
|
||||
|
||||
if can_place_room:
|
||||
# place Room
|
||||
board[px - int(w / 2.0):px + int(w / 2.0), py - int(h / 2.0):py + int(h / 2.0)] = 1
|
||||
room_num += 1
|
||||
else:
|
||||
# move && place Corridor
|
||||
directions = []
|
||||
while len(directions) == 0:
|
||||
movable = []
|
||||
corridor_length = random.randint(self.min_room_dim, self.max_room_dim)
|
||||
if px - corridor_length >= 0:
|
||||
movable.append(left)
|
||||
if board[px - 1, py] != 2:
|
||||
directions.append(left)
|
||||
|
||||
if px + corridor_length < self.board_shape[0]:
|
||||
movable.append(right)
|
||||
if board[px + 1, py] != 2:
|
||||
directions.append(right)
|
||||
|
||||
if py - corridor_length >= 0:
|
||||
movable.append(up)
|
||||
if board[px, py - 1] != 2:
|
||||
directions.append(up)
|
||||
|
||||
if py + corridor_length < self.board_shape[1]:
|
||||
movable.append(down)
|
||||
if board[px, py + 1] != 2:
|
||||
directions.append(down)
|
||||
|
||||
if len(directions) != 0:
|
||||
if len(directions) > 1:
|
||||
d = directions[random.randint(0, len(directions) - 1)]
|
||||
else:
|
||||
d = directions[0]
|
||||
changed = False
|
||||
for _ in range(corridor_length):
|
||||
if board[px, py] != 1 and board[px, py] != 2:
|
||||
board[px, py] = 2
|
||||
if (-d[0], -d[1]) not in movable or board[px - d[0], py - d[1]] != 2:
|
||||
changed = True
|
||||
px += d[0]
|
||||
py += d[1]
|
||||
if changed:
|
||||
corridor_num += 1
|
||||
else:
|
||||
if len(movable) != 0:
|
||||
if len(movable) > 1:
|
||||
d = movable[random.randint(0, len(movable) - 1)]
|
||||
else:
|
||||
d = movable[0]
|
||||
for _ in range(corridor_length):
|
||||
px += d[0]
|
||||
py += d[1]
|
||||
|
||||
crates = 0
|
||||
while crates < self.max_crates:
|
||||
px = random.randint(0, (self.board_shape[0] - 1))
|
||||
py = random.randint(0, (self.board_shape[1] - 1))
|
||||
|
||||
if board[px, py] == 1:
|
||||
board[px, py] = 3
|
||||
crates += 1
|
||||
|
||||
board[board == 2] = 1
|
||||
|
||||
print((room_num, self.max_room_num))
|
||||
print((corridor_num, self.max_corridors))
|
||||
self.board = board
|
||||
|
||||
# setting up the board
|
||||
for x_pos in range(0, self.board_shape[0]):
|
||||
for y_pos in range(0, self.board_shape[1]):
|
||||
for z_pos in range(0, 1):
|
||||
self.put_object(x_pos, y_pos, z_pos, Cube().setColor(1, 1, 1))
|
||||
|
||||
# adding subjects
|
||||
from labirinth_ai.Subject import Hunter, Herbivore
|
||||
while len(self.subjects) < 2:
|
||||
px = random.randint(self.max_room_dim, self.board_shape[0] - self.max_room_dim)
|
||||
py = random.randint(self.max_room_dim, self.board_shape[1] - self.max_room_dim)
|
||||
if self.board[px, py] == 1:
|
||||
self.subjects.append(Hunter(px, py))
|
||||
self.ins += self.subjects[-1].x_in
|
||||
self.actions += self.subjects[-1].actions
|
||||
self.targets += self.subjects[-1].target
|
||||
|
||||
while len(self.subjects) < 10:
|
||||
px = random.randint(self.max_room_dim, self.board_shape[0] - self.max_room_dim)
|
||||
py = random.randint(self.max_room_dim, self.board_shape[1] - self.max_room_dim)
|
||||
if self.board[px, py] == 1:
|
||||
self.subjects.append(Herbivore(px, py))
|
||||
self.ins += self.subjects[-1].x_in
|
||||
self.actions += self.subjects[-1].actions
|
||||
self.targets += self.subjects[-1].target
|
||||
|
||||
for x in range(self.board_shape[0]):
|
||||
for y in range(self.board_shape[1]):
|
||||
self.subjectDict[(x, y)] = []
|
||||
|
||||
for sub in self.subjects:
|
||||
self.subjectDict[(sub.x, sub.y)].append(sub)
|
||||
|
||||
def update(self):
|
||||
# start = time.time()
|
||||
if self.model is None:
|
||||
for sub in self.subjects:
|
||||
sub.calculateAction(self)
|
||||
else:
|
||||
states = list(map(lambda e: e.createState(self), self.subjects))
|
||||
states = sum(list(map(lambda e: [e, e, e, e], states)), [])
|
||||
vals = self.model.predict(states)
|
||||
vals = np.reshape(np.transpose(np.reshape(vals, (len(self.subjects), 4, 2)), (0, 2, 1)),
|
||||
(len(self.subjects), 1, 8))
|
||||
list(map(lambda e: e[1].calculateAction(self, vals[e[0]], states[e[0]]), enumerate(self.subjects)))
|
||||
|
||||
for sub in self.subjects:
|
||||
if sub.alive:
|
||||
sub.update(self, doTrain=self.model is None)
|
||||
sub.tick += 1
|
||||
|
||||
if self.model is not None:
|
||||
if self.round >= self.nextTrain:
|
||||
samples = list(map(lambda e: e.generateSamples(), self.subjects))
|
||||
states = sum(list(map(lambda e: e[0], samples)), [])
|
||||
targets = sum(list(map(lambda e: e[1], samples)), [])
|
||||
self.model.fit(states, targets)
|
||||
self.nextTrain = self.batchsize / 5
|
||||
self.round = 0
|
||||
for sub in self.subjects:
|
||||
if len(sub.samples) > 20*self.batchsize:
|
||||
sub.samples = sub.samples[:-20*self.batchsize]
|
||||
else:
|
||||
self.round += 1
|
||||
|
||||
new_subjects = []
|
||||
kill_table = {}
|
||||
live_table = {}
|
||||
for sub in self.subjects:
|
||||
if sub.name not in kill_table.keys():
|
||||
kill_table[sub.name] = 0
|
||||
live_table[sub.name] = 0
|
||||
kill_table[sub.name] += sub.kills
|
||||
live_table[sub.name] += sub.lives
|
||||
if sub.alive:
|
||||
new_subjects.append(sub)
|
||||
else:
|
||||
px = random.randint(self.max_room_dim, (self.board_shape[0] - 1) - self.max_room_dim)
|
||||
py = random.randint(self.max_room_dim, (self.board_shape[1] - 1) - self.max_room_dim)
|
||||
while self.board[px, py] == 0:
|
||||
px = random.randint(self.max_room_dim, (self.board_shape[0] - 1) - self.max_room_dim)
|
||||
py = random.randint(self.max_room_dim, (self.board_shape[1] - 1) - self.max_room_dim)
|
||||
sub.respawnUpdate(px, py, self)
|
||||
new_subjects.append(sub)
|
||||
|
||||
self.subjects = new_subjects
|
||||
self.trailMix *= 0.99
|
||||
|
||||
self.grass = np.minimum(self.grass + 0.01 * (self.board != 0), 3)
|
||||
self.hunter_grass = np.minimum(self.hunter_grass + 0.01 * (self.board != 0), 3)
|
||||
|
||||
self.trailMix *= (self.trailMix > 0.01)
|
1055
labirinth_ai/Subject.py
Normal file
1055
labirinth_ai/Subject.py
Normal file
File diff suppressed because it is too large
Load diff
0
labirinth_ai/__init__.py
Normal file
0
labirinth_ai/__init__.py
Normal file
37
labirinth_ai/loss.py
Normal file
37
labirinth_ai/loss.py
Normal file
|
@ -0,0 +1,37 @@
|
|||
import tensorflow as tf
|
||||
|
||||
|
||||
def loss(nextState, actions):
|
||||
# return tf.reduce_sum(tf.square(nextState[:, 2:, 0] * (0.5 * (nextState[:, 0] + 0.25 * nextState[:, 1] - actions))), axis=1)
|
||||
return tf.reduce_mean(tf.square(nextState[:, 0] + 0.25 * nextState[:, 1] - tf.reduce_sum(
|
||||
nextState[:, 2:6, 0] * (actions[:, :4] + actions[:, 4:]), axis=1))) + tf.reduce_mean(
|
||||
tf.reduce_sum(tf.square(nextState[:, 6:, 0] - actions[:, :4]), axis=1), axis=0)
|
||||
|
||||
|
||||
def loss2(nextState, actions):
|
||||
# return tf.reduce_sum(tf.square(nextState[:, 2:, 0] * (0.5 * (nextState[:, 0] + 0.25 * nextState[:, 1] - actions))), axis=1)
|
||||
|
||||
# return 0.1 * tf.reduce_mean(tf.square(0.75 * nextState[:, 1] - tf.reduce_sum(nextState[:, 2:6, 0] * (actions[:, 4:] + actions[:, :4]),axis=1))) + 0.9 * tf.reduce_mean(tf.reduce_sum(tf.square(nextState[:, 6:, 0] - actions[:, :4]), axis=1), axis=0)
|
||||
|
||||
# return 0.0 * tf.reduce_mean(tf.square(0.75 * nextState[:, 1] - tf.reduce_sum(nextState[:, 2:6, 0] * (actions[:, :4]),axis=1))) + 1.0 * tf.reduce_mean(tf.reduce_sum(tf.square(nextState[:, 6:, 0] - actions[:, :4]), axis=1), axis=0)
|
||||
|
||||
return tf.reduce_mean(
|
||||
tf.reduce_max(nextState[:, 2:6, 0] * tf.square((nextState[:, 6:, 0] - (actions[:, :4] + actions[:, 4:]))),
|
||||
axis=1), axis=0)
|
||||
|
||||
# action = nextState[:, 3] * 1 + nextState[:, 4] * 2 + nextState[:, 5] * 3
|
||||
# action = tf.cast(action, tf.int32)
|
||||
# action = tf.reshape(action, (-1,))
|
||||
#
|
||||
# # test = actions[:, action[:]]
|
||||
#
|
||||
# test1 = tf.slice(actions[:, :4], action, (-1, 1))
|
||||
# test2 = tf.slice(actions[:, 4:], action, (-1, 1))
|
||||
#
|
||||
# return 1.0 * tf.reduce_mean(tf.reduce_sum(tf.square((0.1 * nextState[:, 1] + nextState[:, 6:, 0]) - (test1 + test2)), axis=1)) + 0.0 * tf.reduce_mean(tf.reduce_sum(tf.square(nextState[:, 6:, 0] - actions[:, :4]), axis=1), axis=0)
|
||||
# return 1.0 * tf.reduce_mean(tf.reduce_sum(tf.square((0.1 * nextState[:, 1] + nextState[:, 6:, 0]) - (actions[:, :4] + actions[:, 4:])), axis=1)) + 0.0 * tf.reduce_mean(tf.reduce_sum(tf.square(nextState[:, 6:, 0] - actions[:, :4]), axis=1), axis=0)
|
||||
|
||||
|
||||
def loss3(target, pred):
|
||||
return tf.reduce_mean(0.5 * tf.square(0.1 * target[:, 0, 0] + target[:, 1, 0] - (pred[:, 0] + pred[:, 1]))
|
||||
+ 0.5 * tf.square(target[:, 1, 0] - pred[:, 0]), axis=0)
|
Loading…
Reference in a new issue