#include #include #include #include #include #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 ®istry, const Config &cfg) { base::registerTypes(registry); phys::PhysicsSystem::registerTypes(registry); RenderingSystem::registerTypes(registry, cfg.renderBridge); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerComponent(); registry.registerSingleton(); registry.registerSingleton(); registry.registerSingleton(); registry.registerSingleton(); registry.registerSingleton(); registry.registerSingleton(); registry.registerSingleton(); registry.registerSingleton(); registry.registerArchetype(); registry.registerArchetype(); registry.registerArchetype(); registry.registerArchetype(); registry.registerArchetype(); registry.exportSingleton((uint32_t)ExportID::Reset); registry.exportSingleton((uint32_t)ExportID::Shape); registry.exportSingleton((uint32_t)ExportID::Map); registry.exportSingleton((uint32_t)ExportID::ResetMap); registry.exportSingleton((uint32_t)ExportID::WorldMeans); registry.exportSingleton((uint32_t)ExportID::DeletedAgents); registry.exportSingleton((uint32_t)ExportID::MapName); registry.exportSingleton((uint32_t)ExportID::ScenarioId); registry.exportColumn( (uint32_t)ExportID::Action); registry.exportColumn( (uint32_t)ExportID::SelfObservation); registry.exportColumn( (uint32_t)ExportID::AgentMapObservations); registry.exportColumn( (uint32_t)ExportID::MapObservation); registry.exportColumn( (uint32_t)ExportID::PartnerObservations); registry.exportColumn( (uint32_t)ExportID::Lidar); registry.exportColumn( (uint32_t)ExportID::BevObservations); registry.exportColumn( (uint32_t)ExportID::StepsRemaining); registry.exportColumn( (uint32_t)ExportID::Reward); registry.exportColumn( (uint32_t)ExportID::Done); registry.exportColumn( (uint32_t) ExportID::ControlledState); registry.exportColumn( (uint32_t)ExportID::AbsoluteSelfObservation); registry.exportColumn( (uint32_t)ExportID::Info); registry.exportColumn( (uint32_t)ExportID::ResponseType); registry.exportColumn( (uint32_t)ExportID::Trajectory); registry.exportColumn( (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(1); ctx.data().rng = RNG::make(episode_idx); ctx.data().curEpisodeIdx = episode_idx; if(ctx.singleton().reset == 1) { createPersistentEntities(ctx); ctx.singleton().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(); 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(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(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(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(other); const Velocity &other_velocity = ctx.get(other); const Rotation &other_rot = ctx.get(other); const VehicleSize &other_size = ctx.get(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(other), .id = (float)ctx.get(ctx.get(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(agent_iface.e); const auto alg = ctx.data().params.roadObservationAlgorithm; if (alg == FindRoadObservationsWith::KNearestEntitiesWithRadiusFiltering) { selectKNearestRoadEntities( 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(road); auto roadRot = ctx.get(road); auto dist = referenceFrame.distanceTo(roadPos); if (dist > ctx.data().params.observationRadius) { continue; } map_obs.obs[arrIndex] = referenceFrame.observationOf( roadPos, roadRot, ctx.get(road), ctx.get(road), static_cast(ctx.get(road).id), ctx.get(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(agent_iface.e).v = 1; agentZeroVelSystem(e, velocity); break; case CollisionBehaviour::AgentRemoved: e.get(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(agent_iface.e); info.collidedWithRoad = info.collidedWithVehicle = info.collidedWithNonVehicle = 0; break; } } const auto &controlledState = e.get(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(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(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(agent_iface.e); CountT curStepIdx = getCurrentStep(e.get(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(agent_iface.e); const Action &action = ctx.get(agent_iface.e); Vector3 pos = ctx.get(e); Quat rot = ctx.get(e); auto &bvh = ctx.singleton(); 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(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(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(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(road); auto roadRot = ctx.get(road); const MapObservation &map_obs = referenceFrame.observationOf( roadPos, roadRot, ctx.get(road), ctx.get(road), static_cast(ctx.get(road).id), ctx.get(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(other); const Rotation &other_rot = ctx.get(other); const VehicleSize &other_size = ctx.get(other); const auto type = static_cast(ctx.get(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(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(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(agent_iface.e); Done &done = ctx.get(agent_iface.e); Info &info = ctx.get(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(candidate); if (agent_iface.valid()) { auto controlledState = ctx.get(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(agent_iface.value().e)); auto &validState = ctx.get(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(agent_iface.value().e); auto &collisionEvent = ctx.get(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(PositionColumn, locationA)}; const Rotation rotationA{ ctx.getDirect(RotationColumn, locationA)}; const Scale scaleA{ctx.getDirect(ScaleColumn, locationA)}; const Loc locationB{candidateCollision.b}; const Position positionB{ ctx.getDirect(PositionColumn, locationB)}; const Rotation rotationB{ ctx.getDirect(RotationColumn, locationB)}; const Scale scaleB{ctx.getDirect(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(candidateCollision.a); EntityType bEntityType = ctx.get(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(candidateCollision.a); if (maybeCollisionDetectionEventA.valid()) { maybeCollisionDetectionEventA.value().hasCollided.store_relaxed(1); auto agent_iface = ctx.get(candidateCollision.a).e; if(bEntityType > EntityType::None && bEntityType <= EntityType::StopSign) { ctx.get(agent_iface).collidedWithRoad = 1; } else if(bEntityType == EntityType::Vehicle) { ctx.get(agent_iface).collidedWithVehicle = 1; } else if(bEntityType <= EntityType::Cyclist) { ctx.get(agent_iface).collidedWithNonVehicle = 1; } } auto maybeCollisionDetectionEventB = ctx.getCheck(candidateCollision.b); if (maybeCollisionDetectionEventB.valid()) { maybeCollisionDetectionEventB.value().hasCollided.store_relaxed(1); auto agent_iface = ctx.get(candidateCollision.b).e; if(aEntityType > EntityType::None && aEntityType <= EntityType::StopSign) { ctx.get(agent_iface).collidedWithRoad = 1; } else if(aEntityType == EntityType::Vehicle) { ctx.get(agent_iface).collidedWithVehicle = 1; } else if(aEntityType <= EntityType::Cyclist) { ctx.get(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 TaskGraph::NodeID queueSortByWorld(TaskGraph::Builder &builder, Span deps) { auto sort_sys = builder.addToGraph>( deps); auto post_sort_reset_tmp = builder.addToGraph({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(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(agent_iface.e).id; } void setupRestOfTasks(TaskGraphBuilder &builder, const Sim::Config &cfg, Span 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>( {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>({phys_done}); auto previousSystem = reward_sys; if (decrementStep) { previousSystem = builder.addToGraph< ParallelForNode>( {reward_sys}); } // Check if the episode is over auto done_sys = builder.addToGraph>( {previousSystem}); auto clear_tmp = builder.addToGraph({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({done_sys}); (void)recycle_sys; #endif // Finally, collect observations for the next step. // auto collect_obs = builder.addToGraph>({clear_tmp}); auto collect_self_obs = builder.addToGraph>({clear_tmp}); auto collect_partner_obs = builder.addToGraph>({clear_tmp}); auto collect_map_obs = builder.addToGraph>({clear_tmp}); auto collect_bev_obs = builder.addToGraph>({clear_tmp}); auto collectAbsoluteSelfObservations = builder.addToGraph< ParallelForNode>( {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>({clear_tmp}); } #ifdef MADRONA_GPU_MODE TaskGraphNodeID sort_agents; if(cfg.enableLidar) { sort_agents = queueSortByWorld(builder, {lidar, collect_self_obs, collect_partner_obs, collect_map_obs, collectAbsoluteSelfObservations}); } else { sort_agents = queueSortByWorld(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( builder, {sort_agents}); auto sort_agent_ifaces = queueSortByWorld( builder, {sort_phys_objects}); auto sort_road_ifaces = queueSortByWorld( 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>({}); setupRestOfTasks(builder, cfg, {moveSystem}, true); } static void setupResetTasks(TaskGraphBuilder &builder, const Sim::Config &cfg) { auto reset = builder.addToGraph>( {}); 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 = *(init.map); auto& deletedAgents = ctx.singleton(); 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); }