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self.rand.float(-math.pi, math.pi)
self.entities.append(ent)
self.rand.choice(self.rooms, probs=self.room_probs)
r.point_inside(pos)
self.intersect(ent, pos, ent.radius)
self.rand.float(-math.pi, math.pi)
self.entities.append(ent)
intersect(self, ent, pos, radius)
np.array([px, 0, pz])
intersect_circle_segs(pos, radius, self.wall_segs)
np.array([px, 0, pz])
np.linalg.norm(pos2 - pos)
near(self, ent0, ent1=None)
np.linalg.norm(ent0.pos - ent1.pos)
_load_tex(self, tex_name)
self.params.sample(self.rand, 'tex_rand')
Texture.get(tex_name, rand)
_gen_static_data(self)
np.concatenate([r.wall_segs for r in self.rooms])
np.array([r.area for r in self.rooms], dtype=float)
np.sum(self.room_probs)
_gen_world(self)
_reward(self)
_render_static(self)
glDeleteLists(1, 1)
glNewList(1, GL_COMPILE)
glLightfv(GL_LIGHT0, GL_POSITION, (GLfloat*4)
glLightfv(GL_LIGHT0, GL_AMBIENT, (GLfloat*4)
glLightfv(GL_LIGHT0, GL_DIFFUSE, (GLfloat*4)
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 180)
glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 0)
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0)
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0)
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glShadeModel(GL_SMOOTH)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
glEnable(GL_TEXTURE_2D)
room._render()
ent.render()
glEndList()
glCallList(1)
ent.render()
ent.draw_bound()
self.agent.render()
frame_buffer.resolve()
render_top_view(self, frame_buffer=None)
map (from above)
self.shadow_window.switch_to()
frame_buffer.bind()
glClearColor(*self.sky_color, 1.0)
glClearDepth(1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glLoadMatrixf((GLfloat * len(m)
render_obs(self, frame_buffer=None)
self.shadow_window.switch_to()
frame_buffer.bind()
glClearColor(*self.sky_color, 1.0)
glClearDepth(1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
float(frame_buffer.height)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
render_depth(self, frame_buffer=None)
is (H,W,1)
self.render_obs(frame_buffer)
frame_buffer.get_depth_map(0.04, 100.0)
get_visible_ents(self)
len(self.entities)
glGenQueries(num_ents, query_ids)
self.shadow_window.switch_to()
frame_buffer.bind()
glClearColor(*self.sky_color, 1.0)
glClearDepth(1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
float(frame_buffer.height)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glDisable(GL_TEXTURE_2D)
room._render()
enumerate(self.entities)
glBeginQuery(GL_ANY_SAMPLES_PASSED, query_ids[ent_idx])
glColor3f(1, 0, 0)
glEndQuery(GL_ANY_SAMPLES_PASSED)
set()
enumerate(self.entities)
glGetQueryObjectuiv(query_ids[ent_idx], GL_QUERY_RESULT, visible)
vis_objs.add(ent)
glDeleteQueries(1, query_ids)
frame_buffer.resolve()