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#pragma once
#include <madrona/taskgraph_builder.hpp>
#include <madrona/custom_context.hpp>
#include "consts.hpp"
#include "types.hpp"
#include "init.hpp"
#include "rng.hpp"
namespace madrona_gpudrive {
class Engine;
// This enum is used by the Sim and Manager classes to track the export slots
// for each component exported to the training code.
enum class ExportID : uint32_t {
Reset,
Action,
Reward,
Done,
SelfObservation,
PartnerObservations,
AgentMapObservations,
Lidar,
BevObservations,
StepsRemaining,
BicycleModel,
MapObservation,
Shape,
ControlledState,
AbsoluteSelfObservation,
ValidState,
Info,
ResponseType,
Trajectory,
Map,
ResetMap,
WorldMeans,
MetaData,
DeletedAgents,
MapName,
ScenarioId,
NumExports
};
// Stores values for the ObjectID component that links entities to
// render / physics assets.
enum class SimObject : uint32_t {
Cube,
Agent,
StopSign,
SpeedBump,
Plane,
NumObjects,
};
enum class TaskGraphID : uint32_t {
Step,
Reset,
NumTaskGraphs,
};
// The Sim class encapsulates the per-world state of the simulation.
// Sim is always available by calling ctx.data() given a reference
// to the Engine / Context object that is passed to each ECS system.
//
// Per-World state that is frequently accessed but only used by a few
// ECS systems should be put in a singleton component rather than
// in this class in order to ensure efficient access patterns.
struct Sim : public madrona::WorldBase {
struct Config {
const madrona::render::RenderECSBridge *renderBridge;
bool enableLidar = false;
};
// Sim::registerTypes is called during initialization
// to register all components & archetypes with the ECS.
static void registerTypes(madrona::ECSRegistry &registry,
const Config &cfg);
// Sim::setupTasks is called during initialization to build
// the system task graph that will be invoked by the
// Manager class (src/mgr.hpp) for each step.
static void setupTasks(madrona::TaskGraphManager &taskgraph_mgr,
const Config &cfg);
const std::pair<EntityType,EntityType> collisionPairs[20] = {
{EntityType::Pedestrian, EntityType::RoadEdge},
{EntityType::Pedestrian, EntityType::RoadLine},
{EntityType::Pedestrian, EntityType::RoadLane},
{EntityType::Pedestrian, EntityType::CrossWalk},
{EntityType::Pedestrian, EntityType::SpeedBump},
{EntityType::Cyclist, EntityType::RoadEdge},
{EntityType::Cyclist, EntityType::RoadLine},
{EntityType::Cyclist, EntityType::RoadLane},
{EntityType::Cyclist, EntityType::CrossWalk},
{EntityType::Cyclist, EntityType::SpeedBump},
{EntityType::Vehicle, EntityType::CrossWalk},
{EntityType::Vehicle, EntityType::SpeedBump},
{EntityType::Vehicle, EntityType::RoadLine},
{EntityType::Vehicle, EntityType::RoadLane}};
// The constructor is called for each world during initialization.
// Config is global across all worlds, while WorldInit (src/init.hpp)
// can contain per-world initialization data, created in (src/mgr.cpp)
Sim(Engine &ctx,
const Config &cfg,
const WorldInit &init);
// EpisodeManager globally tracks episode IDs with an atomic across the
// simulation.
EpisodeManager *episodeMgr;
// Simple random number generator seeded with episode ID.
RNG rng;
// Floor plane entity, constant across all episodes.
Entity floorPlane;
// Border wall entities: 3 walls to the left, up and down that define
// play area. These are constant across all episodes.
Entity borders[3];
// Agent entity references. This entities live across all episodes
// and are just reset to the start of the level on reset.
madrona::CountT numAgents;
Entity agents[consts::kMaxAgentCount];
madrona::CountT numRoads;
Entity roads[consts::kMaxRoadEntityCount];
Entity agent_ifaces[consts::kMaxAgentCount];
Entity road_ifaces[consts::kMaxRoadEntityCount];
Entity camera_agent;
madrona::CountT numControlledAgents;
Parameters params;
// Episode ID number
int32_t curEpisodeIdx;
// Are we visualizing the simulation in the viewer?
bool enableRender;
};
class Engine : public ::madrona::CustomContext<Engine, Sim> {
public:
using CustomContext::CustomContext;
// These are convenience helpers for creating renderable
// entities when rendering isn't necessarily enabled
template <typename ArchetypeT>
inline madrona::Entity makeRenderableEntity();
inline void destroyRenderableEntity(Entity e);
};
}
#include "sim.inl"