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#include <iostream>
#include <algorithm>
#include <limits>
#include <madrona/mw_gpu_entry.hpp>
#include <madrona/physics.hpp>
#include "level_gen.hpp"
#include "obb.hpp"
#include "sim.hpp"
#include "utils.hpp"
#include "rasterizer.hpp"
#include "knn.hpp"
#include "dynamics.hpp"
using namespace madrona;
using namespace madrona::math;
using namespace madrona::phys;
namespace RenderingSystem = madrona::render::RenderingSystem;
namespace madrona_gpudrive {
CountT getCurrentStep(const StepsRemaining &stepsRemaining) {
return consts::episodeLen - stepsRemaining.t;
}
// Register all the ECS components and archetypes that will be
// used in the simulation
void Sim::registerTypes(ECSRegistry &registry, const Config &cfg)
{
base::registerTypes(registry);
phys::PhysicsSystem::registerTypes(registry);
RenderingSystem::registerTypes(registry, cfg.renderBridge);
registry.registerComponent<Action>();
registry.registerComponent<SelfObservation>();
registry.registerComponent<MapObservation>();
registry.registerComponent<AgentMapObservations>();
registry.registerComponent<Reward>();
registry.registerComponent<Done>();
registry.registerComponent<Progress>();
registry.registerComponent<OtherAgents>();
registry.registerComponent<PartnerObservations>();
registry.registerComponent<Lidar>();
registry.registerComponent<BevObservations>();
registry.registerComponent<StepsRemaining>();
registry.registerComponent<EntityType>();
registry.registerComponent<VehicleSize>();
registry.registerComponent<Goal>();
registry.registerComponent<Trajectory>();
registry.registerComponent<ControlledState>();
registry.registerComponent<CollisionDetectionEvent>();
registry.registerComponent<AbsoluteSelfObservation>();
registry.registerComponent<Info>();
registry.registerComponent<AgentInterfaceEntity>();
registry.registerComponent<RoadInterfaceEntity>();
registry.registerComponent<AgentID>();
registry.registerComponent<RoadMapId>();
registry.registerComponent<MapType>();
registry.registerComponent<MetaData>();
registry.registerSingleton<WorldReset>();
registry.registerSingleton<Shape>();
registry.registerSingleton<Map>();
registry.registerSingleton<ResetMap>();
registry.registerSingleton<WorldMeans>();
registry.registerSingleton<DeletedAgents>();
registry.registerSingleton<MapName>();
registry.registerSingleton<ScenarioId>();
registry.registerArchetype<Agent>();
registry.registerArchetype<PhysicsEntity>();
registry.registerArchetype<CameraAgent>();
registry.registerArchetype<AgentInterface>();
registry.registerArchetype<RoadInterface>();
registry.exportSingleton<WorldReset>((uint32_t)ExportID::Reset);
registry.exportSingleton<Shape>((uint32_t)ExportID::Shape);
registry.exportSingleton<Map>((uint32_t)ExportID::Map);
registry.exportSingleton<ResetMap>((uint32_t)ExportID::ResetMap);
registry.exportSingleton<WorldMeans>((uint32_t)ExportID::WorldMeans);
registry.exportSingleton<DeletedAgents>((uint32_t)ExportID::DeletedAgents);
registry.exportSingleton<MapName>((uint32_t)ExportID::MapName);
registry.exportSingleton<ScenarioId>((uint32_t)ExportID::ScenarioId);
registry.exportColumn<AgentInterface, Action>(
(uint32_t)ExportID::Action);
registry.exportColumn<AgentInterface, SelfObservation>(
(uint32_t)ExportID::SelfObservation);
registry.exportColumn<AgentInterface, AgentMapObservations>(
(uint32_t)ExportID::AgentMapObservations);
registry.exportColumn<RoadInterface, MapObservation>(
(uint32_t)ExportID::MapObservation);
registry.exportColumn<AgentInterface, PartnerObservations>(
(uint32_t)ExportID::PartnerObservations);
registry.exportColumn<AgentInterface, Lidar>(
(uint32_t)ExportID::Lidar);
registry.exportColumn<AgentInterface, BevObservations>(
(uint32_t)ExportID::BevObservations);
registry.exportColumn<AgentInterface, StepsRemaining>(
(uint32_t)ExportID::StepsRemaining);
registry.exportColumn<AgentInterface, Reward>(
(uint32_t)ExportID::Reward);
registry.exportColumn<AgentInterface, Done>(
(uint32_t)ExportID::Done);
registry.exportColumn<AgentInterface, ControlledState>(
(uint32_t) ExportID::ControlledState);
registry.exportColumn<AgentInterface, AbsoluteSelfObservation>(
(uint32_t)ExportID::AbsoluteSelfObservation);
registry.exportColumn<AgentInterface, Info>(
(uint32_t)ExportID::Info);
registry.exportColumn<AgentInterface, ResponseType>(
(uint32_t)ExportID::ResponseType);
registry.exportColumn<AgentInterface, Trajectory>(
(uint32_t)ExportID::Trajectory);
registry.exportColumn<AgentInterface, MetaData>(
(uint32_t)ExportID::MetaData);
}
static inline void cleanupWorld(Engine &ctx) {
destroyWorld(ctx);
}
static inline void initWorld(Engine &ctx)
{
phys::PhysicsSystem::reset(ctx);
// Assign a new episode ID
EpisodeManager &episode_mgr = *ctx.data().episodeMgr;
int32_t episode_idx = episode_mgr.curEpisode.fetch_add<sync::relaxed>(1);
ctx.data().rng = RNG::make(episode_idx);
ctx.data().curEpisodeIdx = episode_idx;
if(ctx.singleton<ResetMap>().reset == 1)
{
createPersistentEntities(ctx);
ctx.singleton<ResetMap>().reset = 0;
phys::PhysicsSystem::reset(ctx);
}
// Defined in src/level_gen.hpp / src/level_gen.cpp
resetWorld(ctx);
}
// This system runs in TaskGraphID::Reset and checks if the code external to the
// application has forced a reset by writing to the WorldReset singleton. If a
// reset is needed, cleanup the existing world and generate a new one.
inline void resetSystem(Engine &ctx, WorldReset &reset)
{
if (reset.reset == 0)
{
return;
}
reset.reset = 0;
auto resetMap = ctx.singleton<ResetMap>();
if (resetMap.reset == 1)
{
cleanupWorld(ctx);
}
initWorld(ctx);
}
inline void collectSelfObsSystem(Engine &ctx,
const VehicleSize &size,
const Position &pos,
const Rotation &rot,
const Velocity &vel,
const Goal &goal,
const CollisionDetectionEvent& collisionEvent,
const AgentInterfaceEntity &agent_iface)
{
auto &self_obs = ctx.get<SelfObservation>(agent_iface.e);
self_obs.speed = vel.linear.length();
self_obs.vehicle_size = size;
auto goalPos = goal.position - pos.xy();
self_obs.goal.position = rot.inv().rotateVec({goalPos.x, goalPos.y, 0}).xy();
auto hasCollided = collisionEvent.hasCollided.load_relaxed();
self_obs.collisionState = hasCollided ? 1.f : 0.f;
self_obs.id = ctx.get<AgentID>(agent_iface.e).id;
}
inline void collectPartnerObsSystem(Engine &ctx,
const Position &pos,
const Rotation &rot,
const OtherAgents &other_agents,
const AgentInterfaceEntity &agent_iface)
{
if(ctx.data().params.disableClassicalObs)
return;
auto &partner_obs = ctx.get<PartnerObservations>(agent_iface.e);
CountT arrIndex = 0; CountT agentIdx = 0;
while(agentIdx < ctx.data().numAgents - 1)
{
Entity other = other_agents.e[agentIdx++];
const Position &other_position = ctx.get<Position>(other);
const Velocity &other_velocity = ctx.get<Velocity>(other);
const Rotation &other_rot = ctx.get<Rotation>(other);
const VehicleSize &other_size = ctx.get<VehicleSize>(other);
Vector2 relative_pos = (other_position - pos).xy();
relative_pos = rot.inv().rotateVec({relative_pos.x, relative_pos.y, 0}).xy();
float relative_speed = other_velocity.linear.length(); // Design decision: return the speed of the other agent directly
Rotation relative_orientation = rot.inv() * other_rot;
float relative_heading = utils::quatToYaw(relative_orientation);
if(relative_pos.length() > ctx.data().params.observationRadius)
{
continue;
}
partner_obs.obs[arrIndex++] = {
.speed = relative_speed,
.position = relative_pos,
.heading = relative_heading,
.vehicle_size = other_size,
.type = (float)ctx.get<EntityType>(other),
.id = (float)ctx.get<AgentID>(ctx.get<AgentInterfaceEntity>(other).e).id
};
}
while(arrIndex < consts::kMaxAgentCount - 1) {
partner_obs.obs[arrIndex++] = PartnerObservation::zero();
}
}
inline void collectMapObservationsSystem(Engine &ctx,
const Position &pos,
const Rotation &rot,
const AgentInterfaceEntity &agent_iface)
{
if(ctx.data().params.disableClassicalObs)
return;
auto &map_obs = ctx.get<AgentMapObservations>(agent_iface.e);
const auto alg = ctx.data().params.roadObservationAlgorithm;
if (alg == FindRoadObservationsWith::KNearestEntitiesWithRadiusFiltering) {
selectKNearestRoadEntities<consts::kMaxAgentMapObservationsCount>(
ctx, rot, pos.xy(), map_obs.obs);
return;
}
assert(alg == FindRoadObservationsWith::AllEntitiesWithRadiusFiltering);
utils::ReferenceFrame referenceFrame(pos.xy(), rot);
CountT arrIndex = 0; CountT roadIdx = 0;
while(roadIdx < ctx.data().numRoads && arrIndex < consts::kMaxAgentMapObservationsCount) {
Entity road = ctx.data().roads[roadIdx++];
auto roadPos = ctx.get<Position>(road);
auto roadRot = ctx.get<Rotation>(road);
auto dist = referenceFrame.distanceTo(roadPos);
if (dist > ctx.data().params.observationRadius) {
continue;
}
map_obs.obs[arrIndex] = referenceFrame.observationOf(
roadPos, roadRot, ctx.get<Scale>(road), ctx.get<EntityType>(road), static_cast<float>(ctx.get<RoadMapId>(road).id), ctx.get<MapType>(road));
arrIndex++;
}
while (arrIndex < consts::kMaxAgentMapObservationsCount) {
map_obs.obs[arrIndex++] = MapObservation::zero();
}
}
// Make the agents easier to control by zeroing out their velocity
// after each step.
inline void agentZeroVelSystem(Engine &,
Velocity &vel)
{
vel.linear.x = 0;
vel.linear.y = 0;
vel.linear.z = 0;
vel.angular = Vector3::zero();
}
inline void movementSystem(Engine &e,
const AgentInterfaceEntity &agent_iface,
VehicleSize &size,
Rotation &rotation,
Position &position,
Velocity &velocity,
CollisionDetectionEvent& collisionEvent,
const ResponseType &responseType) {
if (collisionEvent.hasCollided.load_relaxed()) {
switch (e.data().params.collisionBehaviour) {
case CollisionBehaviour::AgentStop:
e.get<Done>(agent_iface.e).v = 1;
agentZeroVelSystem(e, velocity);
break;
case CollisionBehaviour::AgentRemoved:
e.get<Done>(agent_iface.e).v = 1;
position = consts::kPaddingPosition;
agentZeroVelSystem(e, velocity);
break;
case CollisionBehaviour::Ignore:
// Reset collision state at the start of each timestep.
// This ensures the collision state is only true if the agent collided in the current timestep.
collisionEvent.hasCollided.store_relaxed(0); // Reset the collision state.
Info& info = e.get<Info>(agent_iface.e);
info.collidedWithRoad = info.collidedWithVehicle = info.collidedWithNonVehicle = 0;
break;
}
}
const auto &controlledState = e.get<ControlledState>(agent_iface.e);
if (responseType == ResponseType::Static) {
// Do nothing. The agent is static.
// Agent can only be static if isStaticAgentControlled is set to true.
return;
}
if (e.get<Done>(agent_iface.e).v && responseType != ResponseType::Static) {
// Case: Agent has not collided but is done.
// This can only happen if the agent has reached goal or the episode has ended.
// In that case we teleport the agent. The agent will not collide with anything.
position = consts::kPaddingPosition;
velocity.linear.x = 0;
velocity.linear.y = 0;
velocity.linear.z = 0;
velocity.angular = Vector3::zero();
return;
}
if (controlledState.controlled) {
Action &action = e.get<Action>(agent_iface.e);
switch (e.data().params.dynamicsModel) {
case DynamicsModel::InvertibleBicycle:
{
forwardBicycleModel(action, rotation, position, velocity);
break;
}
case DynamicsModel::DeltaLocal:
{
forwardDeltaModel(action, rotation, position, velocity);
break;
}
case DynamicsModel::Classic:
{
forwardKinematics(action, size, rotation, position, velocity);
break;
}
case DynamicsModel::State:
{
forwardStateModel(action, rotation, position, velocity);
break;
}
}
} else {
// Follow expert trajectory
const Trajectory &trajectory = e.get<Trajectory>(agent_iface.e);
CountT curStepIdx = getCurrentStep(e.get<StepsRemaining>(agent_iface.e));
position.x = trajectory.positions[curStepIdx].x;
position.y = trajectory.positions[curStepIdx].y;
position.z = 1;
velocity.linear.x = trajectory.velocities[curStepIdx].x;
velocity.linear.y = trajectory.velocities[curStepIdx].y;
velocity.linear.z = 0;
velocity.angular = Vector3::zero();
rotation = Quat::angleAxis(trajectory.headings[curStepIdx], madrona::math::up);
}
}
static inline float encodeType(EntityType type)
{
return (float)type;
}
// Launches consts::numLidarSamples per agent.
// This system is specially optimized in the GPU version:
// a warp of threads is dispatched for each invocation of the system
// and each thread in the warp traces one lidar ray for the agent.
inline void lidarSystem(Engine &ctx, Entity e, const AgentInterfaceEntity &agent_iface,
EntityType &entityType) {
Lidar &lidar = ctx.get<Lidar>(agent_iface.e);
const Action &action = ctx.get<Action>(agent_iface.e);
Vector3 pos = ctx.get<Position>(e);
Quat rot = ctx.get<Rotation>(e);
auto &bvh = ctx.singleton<broadphase::BVH>();
Vector3 agent_fwd = rot.rotateVec(math::fwd);
Vector3 right = rot.rotateVec(math::right);
auto traceRay = [&](int32_t idx, float offset, LidarSample *samples) {
// float theta = 2.f * math::pi * (
// float(idx) / float(consts::numLidarSamples));
float head_angle = ctx.get<ControlledState>(agent_iface.e).controlled ? action.classic.headAngle : 0.f;
float theta = consts::lidarAngle * (2 * float(idx) / float(consts::numLidarSamples) - 1) + head_angle;
float x = cosf(theta);
float y = sinf(theta);
Vector3 ray_dir = (x * right + y * agent_fwd).normalize();
float hit_t;
Vector3 hit_normal;
Entity hit_entity =
bvh.traceRay(pos + offset * math::up, ray_dir, &hit_t,
&hit_normal, consts::lidarDistance);
if (hit_entity == Entity::none()) {
samples[idx] = {
.depth = 0.f,
.encodedType = encodeType(EntityType::None),
.position = {0.f, 0.f},
};
} else {
EntityType entity_type = ctx.get<EntityType>(hit_entity);
samples[idx] = {
.depth = hit_t,
.encodedType = encodeType(entity_type),
.position = {hit_t * x,
hit_t * y},
};
}
};
// MADRONA_GPU_MODE guards GPU specific logic
#ifdef MADRONA_GPU_MODE
// Can use standard cuda variables like threadIdx for
// warp level programming
int32_t idx = threadIdx.x % 32;
while (idx < consts::numLidarSamples) {
traceRay(idx, consts::lidarCarOffset, lidar.samplesCars);
traceRay(idx, consts::lidarRoadEdgeOffset, lidar.samplesRoadEdges);
traceRay(idx, consts::lidarRoadLineOffset, lidar.samplesRoadLines);
idx += 32;
}
#else
for (CountT i = 0; i < consts::numLidarSamples; i++) {
traceRay(i, consts::lidarCarOffset, lidar.samplesCars);
traceRay(i, consts::lidarRoadEdgeOffset, lidar.samplesRoadEdges);
traceRay(i, consts::lidarRoadLineOffset, lidar.samplesRoadLines);
}
#endif
}
inline void collectBevObservationsSystem(Engine &ctx,
const Position &pos,
const Rotation &rot,
const OtherAgents &other_agents,
const AgentInterfaceEntity &agent_iface)
{
if(ctx.data().params.disableClassicalObs)
return;
auto &bev_obs = ctx.get<BevObservations>(agent_iface.e);
for (size_t i = 0; i < consts::bev_rasterization_resolution; i++)
{
for (size_t j = 0; j < consts::bev_rasterization_resolution; j++)
{
bev_obs.obs[i][j].type = 0;
}
}
utils::ReferenceFrame referenceFrame(pos.xy(), rot);
// Roads
CountT roadIdx = 0;
CountT arrIndex = 0;
while (roadIdx < ctx.data().numRoads && arrIndex < consts::kMaxAgentMapObservationsCount)
{
Entity road = ctx.data().roads[roadIdx++];
auto roadPos = ctx.get<Position>(road);
auto roadRot = ctx.get<Rotation>(road);
const MapObservation &map_obs = referenceFrame.observationOf(
roadPos,
roadRot,
ctx.get<Scale>(road),
ctx.get<EntityType>(road),
static_cast<float>(ctx.get<RoadMapId>(road).id),
ctx.get<MapType>(road)
);
auto dist = referenceFrame.distanceTo(roadPos);
if (dist > ctx.data().params.observationRadius)
continue;
madrona::math::Vector2 rel_pos = map_obs.position;
float rel_yaw = map_obs.heading;
auto new_scale = map_obs.scale;
new_scale.d1 = std::max( //Ensure minimum segment width
map_obs.scale.d1,
(2 * ctx.data().params.observationRadius / consts::bev_rasterization_resolution)
);
rasterizer::rasterizeRotatedRectangle(
bev_obs,
rel_pos,
rel_yaw,
new_scale.d0,
new_scale.d1,
map_obs.type,
ctx.data().params.observationRadius,
consts::bev_rasterization_resolution
);
arrIndex++;
}
// Other agents
CountT agentIdx = 0;
while (agentIdx < ctx.data().numAgents - 1)
{
Entity other = other_agents.e[agentIdx++];
const Position &other_position = ctx.get<Position>(other);
const Rotation &other_rot = ctx.get<Rotation>(other);
const VehicleSize &other_size = ctx.get<VehicleSize>(other);
const auto type = static_cast<size_t>(ctx.get<EntityType>(other));
Vector2 relative_pos = (other_position - pos).xy();
relative_pos = rot.inv().rotateVec({relative_pos.x, relative_pos.y, 0}).xy();
Rotation relative_orientation = rot.inv() * other_rot;
float relative_heading = utils::quatToYaw(relative_orientation);
if(relative_pos.length() > ctx.data().params.observationRadius)
continue;
rasterizer::rasterizeRotatedRectangle(
bev_obs,
relative_pos,
relative_heading,
other_size.length,
other_size.width,
type,
ctx.data().params.observationRadius,
consts::bev_rasterization_resolution
);
}
}
// Computes reward for each agent and keeps track of the max distance achieved
// so far through the challenge. Continuous reward is provided for any new
// distance achieved.
inline void rewardSystem(Engine &ctx,
const Position &position,
const Goal &goal,
const AgentInterfaceEntity &agent_iface)
{
Reward &out_reward = ctx.get<Reward>(agent_iface.e);
const auto &rewardType = ctx.data().params.rewardParams.rewardType;
if(rewardType == RewardType::DistanceBased)
{
float dist = (position.xy() - goal.position).length();
float reward = -dist;
out_reward.v = reward;
}
else if(rewardType == RewardType::OnGoalAchieved)
{
float dist = (position.xy() - goal.position).length();
float reward = (dist < ctx.data().params.rewardParams.distanceToGoalThreshold) ? 1.f : 0.f;
out_reward.v = reward;
}
else if(rewardType == RewardType::Dense)
{
// TODO: Implement full trajectory reward
assert(false);
}
// Just in case agents do something crazy, clamp total reward
// out_reward.v = fmaxf(fminf(out_reward.v, 1.f), 0.f);
}
inline void stepTrackerSystem(Engine &ctx, const AgentInterfaceEntity &agent_iface) {
StepsRemaining &stepsRemaining = ctx.get<StepsRemaining>(agent_iface.e);
--stepsRemaining.t;
}
// Keep track of the number of steps remaining in the episode and
// notify training that an episode has completed by
// setting done = 1 on the final step of the episode
inline void doneSystem(Engine &ctx,
const Position &position,
const Goal &goal,
AgentInterfaceEntity &agent_iface)
{
StepsRemaining &steps_remaining = ctx.get<StepsRemaining>(agent_iface.e);
Done &done = ctx.get<Done>(agent_iface.e);
Info &info = ctx.get<Info>(agent_iface.e);
int32_t num_remaining = steps_remaining.t;
if (num_remaining == consts::episodeLen && done.v != 1)
{ // Make sure to not reset an agent's done flag
done.v = 0;
return;
}
else if (num_remaining == 0)
{
done.v = 1;
}
// An agent can be done early if it reaches the goal
if (done.v != 1 || info.reachedGoal != 1)
{
float dist = (position.xy() - goal.position).length();
if (dist < ctx.data().params.rewardParams.distanceToGoalThreshold)
{
done.v = 1;
info.reachedGoal = 1;
}
}
}
void collisionDetectionSystem(Engine &ctx,
const CandidateCollision &candidateCollision) {
auto isInvalidExpertOrDone = [&](const Loc &candidate) -> bool
{
auto agent_iface = ctx.getCheck<AgentInterfaceEntity>(candidate);
if (agent_iface.valid())
{
auto controlledState = ctx.get<ControlledState>(agent_iface.value().e).controlled;
// Case: If an expert agent is in an invalid state, we need to ignore the collision detection for it.
if (controlledState == false)
{
auto currStep = getCurrentStep(ctx.get<StepsRemaining>(agent_iface.value().e));
auto &validState = ctx.get<Trajectory>(agent_iface.value().e).valids[currStep];
if (!validState)
{
return true;
}
}
else
{
// Case: If a controlled agent gets done, we teleport it to the padding position
// Hence we need to ignore the collision detection for it.
// The agent can also be done because it collided.
// In that case, we dont want to ignore collision. Especially if AgentStop is set.
auto &done = ctx.get<Done>(agent_iface.value().e);
auto &collisionEvent = ctx.get<CollisionDetectionEvent>(candidate);
if (done.v && !collisionEvent.hasCollided.load_relaxed())
{
return true;
}
}
}
return false;
};
if (isInvalidExpertOrDone(candidateCollision.a) ||
isInvalidExpertOrDone(candidateCollision.b)) {
return;
}
const CountT PositionColumn{2};
const CountT RotationColumn{3};
const CountT ScaleColumn{4};
const Loc locationA{candidateCollision.a};
const Position positionA{
ctx.getDirect<Position>(PositionColumn, locationA)};
const Rotation rotationA{
ctx.getDirect<Rotation>(RotationColumn, locationA)};
const Scale scaleA{ctx.getDirect<Scale>(ScaleColumn, locationA)};
const Loc locationB{candidateCollision.b};
const Position positionB{
ctx.getDirect<Position>(PositionColumn, locationB)};
const Rotation rotationB{
ctx.getDirect<Rotation>(RotationColumn, locationB)};
const Scale scaleB{ctx.getDirect<Scale>(ScaleColumn, locationB)};
auto obbA = OrientedBoundingBox2D::from(positionA, rotationA, scaleA);
auto obbB = OrientedBoundingBox2D::from(positionB, rotationB, scaleB);
bool hasCollided = OrientedBoundingBox2D::hasCollided(obbA, obbB);
if (not hasCollided) {
return;
}
EntityType aEntityType = ctx.get<EntityType>(candidateCollision.a);
EntityType bEntityType = ctx.get<EntityType>(candidateCollision.b);
for(auto &pair : ctx.data().collisionPairs)
{
if((pair.first == aEntityType && pair.second == bEntityType) ||
(pair.first == bEntityType && pair.second == aEntityType))
{
return;
}
}
auto maybeCollisionDetectionEventA =
ctx.getCheck<CollisionDetectionEvent>(candidateCollision.a);
if (maybeCollisionDetectionEventA.valid()) {
maybeCollisionDetectionEventA.value().hasCollided.store_relaxed(1);
auto agent_iface = ctx.get<AgentInterfaceEntity>(candidateCollision.a).e;
if(bEntityType > EntityType::None && bEntityType <= EntityType::StopSign)
{
ctx.get<Info>(agent_iface).collidedWithRoad = 1;
}
else if(bEntityType == EntityType::Vehicle)
{
ctx.get<Info>(agent_iface).collidedWithVehicle = 1;
}
else if(bEntityType <= EntityType::Cyclist)
{
ctx.get<Info>(agent_iface).collidedWithNonVehicle = 1;
}
}
auto maybeCollisionDetectionEventB =
ctx.getCheck<CollisionDetectionEvent>(candidateCollision.b);
if (maybeCollisionDetectionEventB.valid()) {
maybeCollisionDetectionEventB.value().hasCollided.store_relaxed(1);
auto agent_iface = ctx.get<AgentInterfaceEntity>(candidateCollision.b).e;
if(aEntityType > EntityType::None && aEntityType <= EntityType::StopSign)
{
ctx.get<Info>(agent_iface).collidedWithRoad = 1;
}
else if(aEntityType == EntityType::Vehicle)
{
ctx.get<Info>(agent_iface).collidedWithVehicle = 1;
}
else if(aEntityType <= EntityType::Cyclist)
{
ctx.get<Info>(agent_iface).collidedWithNonVehicle = 1;
}
}
}
// Helper function for sorting nodes in the taskgraph.
// Sorting is only supported / required on the GPU backend,
// since the CPU backend currently keeps separate tables for each world.
// This will likely change in the future with sorting required for both
// environments
#ifdef MADRONA_GPU_MODE
template <typename ArchetypeT>
TaskGraph::NodeID queueSortByWorld(TaskGraph::Builder &builder,
Span<const TaskGraph::NodeID> deps)
{
auto sort_sys =
builder.addToGraph<SortArchetypeNode<ArchetypeT, WorldID>>(
deps);
auto post_sort_reset_tmp =
builder.addToGraph<ResetTmpAllocNode>({sort_sys});
return post_sort_reset_tmp;
}
#endif
inline void collectAbsoluteObservationsSystem(Engine &ctx,
const Position &position,
const Rotation &rotation,
const Goal &goal,
const VehicleSize &vehicleSize,
AgentInterfaceEntity &agent_iface) {
auto &out = ctx.get<AbsoluteSelfObservation>(agent_iface.e);
out.position = position;
out.rotation.rotationAsQuat = rotation;
out.rotation.rotationFromAxis = utils::quatToYaw(rotation);
out.goal = goal;
out.vehicle_size = vehicleSize;
out.id = ctx.get<AgentID>(agent_iface.e).id;
}
void setupRestOfTasks(TaskGraphBuilder &builder, const Sim::Config &cfg,
Span<const TaskGraphNodeID> dependencies,
bool decrementStep) {
// setupBroadphaseTasks consists of the following sub-tasks:
// 1. updateLeafPositionsEntry
// 2. broadphase::updateBVHEntry
// 3. broadphase::refitEntry
auto broadphase_setup_sys =
phys::PhysicsSystem::setupBroadphaseTasks(builder, dependencies);
auto findOverlappingEntities =
phys::PhysicsSystem::setupStandaloneBroadphaseOverlapTasks(
builder, {broadphase_setup_sys});
auto detectCollisions = builder.addToGraph<
ParallelForNode<Engine, collisionDetectionSystem, CandidateCollision>>(
{findOverlappingEntities});
// Finalize physics subsystem work
auto phys_done = phys::PhysicsSystem::setupStandaloneBroadphaseCleanupTasks(
builder, {detectCollisions});
phys_done = phys::PhysicsSystem::setupCleanupTasks(
builder, {detectCollisions});
auto reward_sys = builder.addToGraph<ParallelForNode<Engine,
rewardSystem,
Position,
Goal,
AgentInterfaceEntity
>>({phys_done});
auto previousSystem = reward_sys;
if (decrementStep) {
previousSystem = builder.addToGraph<
ParallelForNode<Engine, stepTrackerSystem, AgentInterfaceEntity>>(
{reward_sys});
}
// Check if the episode is over
auto done_sys =
builder.addToGraph<ParallelForNode<Engine, doneSystem, Position, Goal,
AgentInterfaceEntity>>(
{previousSystem});
auto clear_tmp = builder.addToGraph<ResetTmpAllocNode>({done_sys});
(void)clear_tmp;
#ifdef MADRONA_GPU_MODE
// RecycleEntitiesNode is required on the GPU backend in order to reclaim
// deleted entity IDs.
auto recycle_sys = builder.addToGraph<RecycleEntitiesNode>({done_sys});
(void)recycle_sys;
#endif
// Finally, collect observations for the next step.
// auto collect_obs = builder.addToGraph<ParallelForNode<Engine,
// collectObservationsSystem,
// VehicleSize,
// Position,
// Rotation,
// Velocity,
// Goal,
// Progress,
// OtherAgents,
// EntityType,
// CollisionDetectionEvent,
// AgentInterfaceEntity
// >>({clear_tmp});
auto collect_self_obs = builder.addToGraph<ParallelForNode<Engine,
collectSelfObsSystem,
VehicleSize,
Position,
Rotation,
Velocity,
Goal,
CollisionDetectionEvent,
AgentInterfaceEntity>>({clear_tmp});
auto collect_partner_obs = builder.addToGraph<ParallelForNode<Engine,
collectPartnerObsSystem,
Position,
Rotation,
OtherAgents,
AgentInterfaceEntity>>({clear_tmp});
auto collect_map_obs = builder.addToGraph<ParallelForNode<Engine,
collectMapObservationsSystem,
Position,
Rotation,
AgentInterfaceEntity>>({clear_tmp});
auto collect_bev_obs = builder.addToGraph<ParallelForNode<Engine,
collectBevObservationsSystem,
Position,
Rotation,
OtherAgents,
AgentInterfaceEntity>>({clear_tmp});
auto collectAbsoluteSelfObservations = builder.addToGraph<
ParallelForNode<Engine, collectAbsoluteObservationsSystem, Position,
Rotation, Goal, VehicleSize, AgentInterfaceEntity>>(
{clear_tmp});
if (cfg.renderBridge) {
RenderingSystem::setupTasks(builder, dependencies);
}
TaskGraphNodeID lidar;
if(cfg.enableLidar) {
// The lidar system
#ifdef MADRONA_GPU_MODE
// Note the use of CustomParallelForNode to create a taskgraph node
// that launches a warp of threads (32) for each invocation (1).
// The 32, 1 parameters could be changed to 32, 32 to create a system
// that cooperatively processes 32 entities within a warp.
lidar = builder.addToGraph<CustomParallelForNode<Engine,
lidarSystem, 32, 1,
#else
lidar = builder.addToGraph<ParallelForNode<Engine,
lidarSystem,
#endif
Entity,
AgentInterfaceEntity,
EntityType
>>({clear_tmp});
}
#ifdef MADRONA_GPU_MODE
TaskGraphNodeID sort_agents;
if(cfg.enableLidar)
{
sort_agents = queueSortByWorld<Agent>(builder, {lidar, collect_self_obs, collect_partner_obs, collect_map_obs, collectAbsoluteSelfObservations});
} else {
sort_agents = queueSortByWorld<Agent>(builder, {collect_self_obs, collect_partner_obs, collect_map_obs, collectAbsoluteSelfObservations});
}
// Sort entities, this could be conditional on reset like the second
// BVH build above.
auto sort_phys_objects = queueSortByWorld<PhysicsEntity>(
builder, {sort_agents});
auto sort_agent_ifaces = queueSortByWorld<AgentInterface>(
builder, {sort_phys_objects});
auto sort_road_ifaces = queueSortByWorld<RoadInterface>(
builder, {sort_agent_ifaces});
(void)sort_road_ifaces;
#else
(void)lidar;
(void)collect_self_obs;
(void)collect_partner_obs;
(void)collect_map_obs;
(void)collectAbsoluteSelfObservations;
(void)collect_bev_obs;
#endif
}
static void setupStepTasks(TaskGraphBuilder &builder, const Sim::Config &cfg) {
auto moveSystem = builder.addToGraph<ParallelForNode<Engine,
movementSystem,
AgentInterfaceEntity,
VehicleSize,
Rotation,
Position,
Velocity,
CollisionDetectionEvent,
ResponseType
>>({});
setupRestOfTasks(builder, cfg, {moveSystem}, true);
}
static void setupResetTasks(TaskGraphBuilder &builder, const Sim::Config &cfg) {
auto reset =
builder.addToGraph<ParallelForNode<Engine, resetSystem, WorldReset>>(
{});
setupRestOfTasks(builder, cfg, {reset}, false);
}
void Sim::setupTasks(TaskGraphManager &taskgraph_mgr, const Config &cfg) {
setupResetTasks(taskgraph_mgr.init(TaskGraphID::Reset), cfg);
setupStepTasks(taskgraph_mgr.init(TaskGraphID::Step), cfg);
}
Sim::Sim(Engine &ctx,
const Config &cfg,
const WorldInit &init)
: WorldBase(ctx),
episodeMgr(init.episodeMgr),
params(*init.params)
{
// Below check is used to ensure that the map is not empty due to incorrect WorldInit copy to GPU
assert(init.map->numObjects);
assert(init.map->numRoadSegments <= consts::kMaxRoadEntityCount);
// Currently the physics system needs an upper bound on the number of
// entities that will be stored in the BVH. We plan to fix this in
// a future release.
// auto max_total_entities = init.map->numObjects + init.map->numRoadSegments;
auto max_total_entities = consts::kMaxAgentCount + consts::kMaxRoadEntityCount;
phys::PhysicsSystem::init(ctx, init.rigidBodyObjMgr,
consts::deltaT, consts::numPhysicsSubsteps, -9.8f * math::up,
max_total_entities);
enableRender = cfg.renderBridge != nullptr;
if (enableRender) {
RenderingSystem::init(ctx, cfg.renderBridge);
}
auto& map = ctx.singleton<Map>();
map = *(init.map);
auto& deletedAgents = ctx.singleton<DeletedAgents>();
for (auto i = 0; i < consts::kMaxAgentCount; i++) {
deletedAgents.deletedAgents[i] = -1;
}
// Creates agents, walls, etc.
createPersistentEntities(ctx);
// Generate initial world state
initWorld(ctx);
}
// This declaration is needed for the GPU backend in order to generate the
// CUDA kernel for world initialization, which needs to be specialized to the
// application's world data type (Sim) and config and initialization types.
// On the CPU it is a no-op.
MADRONA_BUILD_MWGPU_ENTRY(Engine, Sim, Sim::Config, WorldInit);
}