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| 1 | +/* Scape: a sample multiagent env about puffers eating stars. |
| 2 | + * Use this as a tutorial and template for your own multiagent envs. |
| 3 | + * We suggest starting with the Squared env for a simpler intro. |
| 4 | + * Star PufferLib on GitHub to support. It really, really helps! |
| 5 | + */ |
| 6 | + |
| 7 | +#include <stdlib.h> |
| 8 | +#include <string.h> |
| 9 | +#include <math.h> |
| 10 | +#include <stdio.h> |
| 11 | +#include "raylib.h" |
| 12 | +#include "rlgl.h" |
| 13 | + |
| 14 | +static float offset_x = -6.5f; |
| 15 | +static float offset_z = 12.5f; |
| 16 | + |
| 17 | +static Vector3 scene_pos = (Vector3){-7.5, -2.5, 61.5}; |
| 18 | + |
| 19 | +// Required struct. Only use floats! |
| 20 | +typedef struct { |
| 21 | + float perf; // Recommended 0-1 normalized single real number perf metric |
| 22 | + float score; // Recommended unnormalized single real number perf metric |
| 23 | + float episode_return; // Recommended metric: sum of agent rewards over episode |
| 24 | + float episode_length; // Recommended metric: number of steps of agent episode |
| 25 | + // Any extra fields you add here may be exported to Python in binding.c |
| 26 | + float n; // Required as the last field |
| 27 | +} Log; |
| 28 | + |
| 29 | +typedef struct { |
| 30 | + Texture2D puffer; |
| 31 | + Camera3D camera; |
| 32 | + Model scene; |
| 33 | + Model player; |
| 34 | +} Client; |
| 35 | + |
| 36 | +typedef struct { |
| 37 | + float x; |
| 38 | + float y; |
| 39 | + float dest_x; |
| 40 | + float dest_y; |
| 41 | +} Agent; |
| 42 | + |
| 43 | +typedef struct { |
| 44 | + float x; |
| 45 | + float y; |
| 46 | +} Goal; |
| 47 | + |
| 48 | +// Required that you have some struct for your env |
| 49 | +// Recommended that you name it the same as the env file |
| 50 | +typedef struct { |
| 51 | + Log log; // Required field. Env binding code uses this to aggregate logs |
| 52 | + Client* client; |
| 53 | + Agent* agents; |
| 54 | + Goal* goals; |
| 55 | + float* observations; // Required. You can use any obs type, but make sure it matches in Python! |
| 56 | + double* actions; // Required. double* for discrete/multidiscrete, float* for box |
| 57 | + float* rewards; // Required |
| 58 | + float* terminals; // Required. We don't yet have truncations as standard yet |
| 59 | + int width; |
| 60 | + int height; |
| 61 | + int num_agents; |
| 62 | +} Scape; |
| 63 | + |
| 64 | +Vector3 to_world(Vector2 pos) { |
| 65 | + return (Vector3){ |
| 66 | + .x = pos.x - 6.5f, |
| 67 | + .y = -2.5f, |
| 68 | + .z = pos.y + 12.5f |
| 69 | + }; |
| 70 | +} |
| 71 | + |
| 72 | +Vector2 from_world(Vector3 pos) { |
| 73 | + return (Vector2){ |
| 74 | + .x = pos.x + 6.5f, |
| 75 | + .y = pos.z - 12.5f |
| 76 | + }; |
| 77 | +} |
| 78 | + |
| 79 | +float clampf(float x, float min, float max) { |
| 80 | + if (x < min) return min; |
| 81 | + if (x > max) return max; |
| 82 | + return x; |
| 83 | +} |
| 84 | + |
| 85 | +void move_agent(Scape* env) { |
| 86 | + float dx = env->agents[0].dest_x - env->agents[0].x; |
| 87 | + float dy = env->agents[0].dest_y - env->agents[0].y; |
| 88 | + env->agents[0].x += clampf(dx, -2, 2); |
| 89 | + env->agents[0].y += clampf(dy, -2, 2); |
| 90 | +} |
| 91 | + |
| 92 | + |
| 93 | +/* Recommended to have an init function of some kind if you allocate |
| 94 | + * extra memory. This should be freed by c_close. Don't forget to call |
| 95 | + * this in binding.c! |
| 96 | + */ |
| 97 | +void init(Scape* env) { |
| 98 | + env->agents = calloc(env->num_agents, sizeof(Agent)); |
| 99 | +} |
| 100 | + |
| 101 | +/* Recommended to have an observation function of some kind because |
| 102 | + * you need to compute agent observations in both reset and in step. |
| 103 | + * If using float obs, try to normalize to roughly -1 to 1 by dividing |
| 104 | + * by an appropriate constant. |
| 105 | + */ |
| 106 | +void compute_observations(Scape* env) { |
| 107 | +} |
| 108 | + |
| 109 | +// Required function |
| 110 | +void c_reset(Scape* env) { |
| 111 | + env->agents[0].x = 28; |
| 112 | + env->agents[0].dest_x = 28; |
| 113 | + env->agents[0].y = 17; |
| 114 | + env->agents[0].dest_y = 17; |
| 115 | + compute_observations(env); |
| 116 | +} |
| 117 | + |
| 118 | +// Required function |
| 119 | +void c_step(Scape* env) { |
| 120 | + for (int i=0; i<env->num_agents; i++) { |
| 121 | + env->rewards[i] = 0; |
| 122 | + Agent* agent = &env->agents[i]; |
| 123 | + } |
| 124 | + move_agent(env); |
| 125 | + compute_observations(env); |
| 126 | +} |
| 127 | + |
| 128 | +void handle_camera_controls(Client* client) { |
| 129 | + static Vector2 prev_mouse_pos = {0}; |
| 130 | + static bool is_dragging = false; |
| 131 | + float camera_move_speed = 0.5f; |
| 132 | + |
| 133 | + // Handle mouse drag for camera movement |
| 134 | + if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) { |
| 135 | + prev_mouse_pos = GetMousePosition(); |
| 136 | + is_dragging = true; |
| 137 | + } |
| 138 | + |
| 139 | + if (IsMouseButtonReleased(MOUSE_BUTTON_MIDDLE)) { |
| 140 | + is_dragging = false; |
| 141 | + } |
| 142 | + |
| 143 | + if (is_dragging) { |
| 144 | + Vector2 current_mouse_pos = GetMousePosition(); |
| 145 | + Vector2 delta = { |
| 146 | + -(current_mouse_pos.x - prev_mouse_pos.x) * camera_move_speed, |
| 147 | + (current_mouse_pos.y - prev_mouse_pos.y) * camera_move_speed |
| 148 | + }; |
| 149 | + |
| 150 | + // Apply 45-degree rotation to the movement |
| 151 | + // For a -45 degree rotation (clockwise) |
| 152 | + float cos45 = -0.7071f; // cos(-45°) |
| 153 | + float sin45 = 0.7071f; // sin(-45°) |
| 154 | + Vector2 rotated_delta = { |
| 155 | + delta.x * cos45 - delta.y * sin45, |
| 156 | + delta.x * sin45 + delta.y * cos45 |
| 157 | + }; |
| 158 | + |
| 159 | + // Update camera position (only X and Y) |
| 160 | + client->camera.position.z += rotated_delta.x; |
| 161 | + client->camera.position.x += rotated_delta.y; |
| 162 | + |
| 163 | + // Update camera target (only X and Y) |
| 164 | + client->camera.target.z += rotated_delta.x; |
| 165 | + client->camera.target.x += rotated_delta.y; |
| 166 | + |
| 167 | + prev_mouse_pos = current_mouse_pos; |
| 168 | + } |
| 169 | + |
| 170 | + // Handle mouse wheel for zoom |
| 171 | + float wheel = GetMouseWheelMove(); |
| 172 | + if (wheel != 0) { |
| 173 | + float zoom_factor = 1.0f - (wheel * 0.1f); |
| 174 | + // Calculate the current direction vector from target to position |
| 175 | + Vector3 direction = { |
| 176 | + client->camera.position.x - client->camera.target.x, |
| 177 | + client->camera.position.y - client->camera.target.y, |
| 178 | + client->camera.position.z - client->camera.target.z |
| 179 | + }; |
| 180 | + |
| 181 | + // Scale the direction vector by the zoom factor |
| 182 | + direction.x *= zoom_factor; |
| 183 | + direction.y *= zoom_factor; |
| 184 | + direction.z *= zoom_factor; |
| 185 | + |
| 186 | + // Update the camera position based on the scaled direction |
| 187 | + client->camera.position.x = client->camera.target.x + direction.x; |
| 188 | + client->camera.position.y = client->camera.target.y + direction.y; |
| 189 | + client->camera.position.z = client->camera.target.z + direction.z; |
| 190 | + } |
| 191 | +} |
| 192 | + |
| 193 | +Vector2 get_hovered_tile(Camera3D* camera) { |
| 194 | + Ray ray = GetMouseRay(GetMousePosition(), *camera); |
| 195 | + float plane_y = -0.5f; |
| 196 | + float t = (plane_y - ray.position.y) / ray.direction.y; |
| 197 | + Vector3 floor_pos = { |
| 198 | + .x = ray.position.x + ray.direction.x*t, |
| 199 | + .y = plane_y, |
| 200 | + .z = ray.position.z + ray.direction.z*t |
| 201 | + }; |
| 202 | + return (Vector2){ |
| 203 | + .x = floorf(floor_pos.x + 0.5f), |
| 204 | + .y = floorf(floor_pos.z + 0.5f) |
| 205 | + }; |
| 206 | +} |
| 207 | + |
| 208 | +Vector3 tile_to_mesh_pos(float x, float y) { |
| 209 | + return (Vector3){ |
| 210 | + .x = x, |
| 211 | + .y = -0.49f, |
| 212 | + .z = y |
| 213 | + }; |
| 214 | +} |
| 215 | + |
| 216 | +void draw_tile(Client* client, Vector2 hovered_tile) { |
| 217 | + Vector3 corner = tile_to_mesh_pos(hovered_tile.x, hovered_tile.y); |
| 218 | + |
| 219 | + Vector3 w00 = (Vector3){corner.x - 0.5, corner.y, corner.z + 0.5}; |
| 220 | + Vector3 w01 = (Vector3){corner.x + 0.5, corner.y, corner.z + 0.5}; |
| 221 | + Vector3 w10 = (Vector3){corner.x + 0.5, corner.y, corner.z - 0.5}; |
| 222 | + Vector3 w11 = (Vector3){corner.x - 0.5, corner.y, corner.z - 0.5}; |
| 223 | + |
| 224 | + Vector2 s00 = GetWorldToScreen(w00, client->camera); |
| 225 | + Vector2 s01 = GetWorldToScreen(w01, client->camera); |
| 226 | + Vector2 s10 = GetWorldToScreen(w10, client->camera); |
| 227 | + Vector2 s11 = GetWorldToScreen(w11, client->camera); |
| 228 | + |
| 229 | + DrawLineEx(s00, s01, 2.0f, RED); |
| 230 | + DrawLineEx(s00, s11, 2.0f, RED); |
| 231 | + DrawLineEx(s10, s11, 2.0f, RED); |
| 232 | + DrawLineEx(s10, s01, 2.0f, RED); |
| 233 | +} |
| 234 | + |
| 235 | + |
| 236 | +// Required function. Should handle creating the client on first call |
| 237 | +void c_render(Scape* env) { |
| 238 | + Client* client = env->client; |
| 239 | + if (client == NULL) { |
| 240 | + InitWindow(env->width, env->height, "PufferLib Scape"); |
| 241 | + SetTargetFPS(60); |
| 242 | + |
| 243 | + client = (Client*)calloc(1, sizeof(Client)); |
| 244 | + env->client = client; |
| 245 | + |
| 246 | + // Don't do this before calling InitWindow |
| 247 | + client->puffer = LoadTexture("resources/shared/puffers_128.png"); |
| 248 | + |
| 249 | + Camera3D camera = { 0 }; |
| 250 | + camera.position = (Vector3){ 28.0f, 10.0f, 12.0f }; |
| 251 | + camera.target = (Vector3){ 28.0f, -0.5, 17.0f }; |
| 252 | + //camera.position = (Vector3){ 25.0f, 20.0f, 0.0f }; |
| 253 | + //camera.target = (Vector3){ 25.0f, 0.0, 28.0f }; |
| 254 | + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; |
| 255 | + camera.fovy = 70.0f; |
| 256 | + camera.projection = CAMERA_PERSPECTIVE; |
| 257 | + client->camera = camera; |
| 258 | + client->scene = LoadModel("resources/scape/inferno_compress.glb"); |
| 259 | + client->player = LoadModel("resources/scape/player_twisted_bow_decompressed.glb"); |
| 260 | + } |
| 261 | + |
| 262 | + handle_camera_controls(client); |
| 263 | + |
| 264 | + if (IsKeyDown(KEY_RIGHT)) offset_x += 0.1f; |
| 265 | + if (IsKeyDown(KEY_LEFT)) offset_x -= 0.1f; |
| 266 | + if (IsKeyDown(KEY_UP)) offset_z -= 0.1f; |
| 267 | + if (IsKeyDown(KEY_DOWN)) offset_z += 0.1f; |
| 268 | + |
| 269 | + // Standard across our envs so exiting is always the same |
| 270 | + if (IsKeyDown(KEY_ESCAPE)) { |
| 271 | + exit(0); |
| 272 | + } |
| 273 | + |
| 274 | + BeginDrawing(); |
| 275 | + ClearBackground((Color){6, 24, 24, 255}); |
| 276 | + |
| 277 | + BeginMode3D(client->camera); |
| 278 | + Vector2 origin = (Vector2){0.0f, 57.0f}; |
| 279 | + //DrawModel(env->client->scene, to_world(origin), 1.0f, WHITE); |
| 280 | + if (IsKeyPressed(KEY_W)) scene_pos.x += 1.0f; |
| 281 | + if (IsKeyPressed(KEY_S)) scene_pos.x -= 1.0f; |
| 282 | + if (IsKeyPressed(KEY_A)) scene_pos.z -= 1.0f; |
| 283 | + if (IsKeyPressed(KEY_D)) scene_pos.z += 1.0f; |
| 284 | + |
| 285 | + DrawModel(env->client->scene, (Vector3)scene_pos, 1.0f, WHITE); |
| 286 | + /* |
| 287 | + rlDisableBackfaceCulling(); |
| 288 | + DrawModelEx(env->client->scene, |
| 289 | + (Vector3){ -6.0f, -2.5f, 12.0f }, |
| 290 | + (Vector3){ 1.0f, 0.0f, 1.0f }, |
| 291 | + 0.0f, |
| 292 | + (Vector3){ 1.0f, 1.0f, -1.0f }, |
| 293 | + WHITE); |
| 294 | + rlEnableBackfaceCulling(); |
| 295 | + */ |
| 296 | + //DrawModel(env->client->player, (Vector3){ 32.0f, 10.0f, -26.0f }, 1.0f, WHITE); |
| 297 | + |
| 298 | + |
| 299 | + //Vector2 spawn = (Vector2){28.0f, 17.0f}; |
| 300 | + //Vector3 player_pos = to_world(spawn); |
| 301 | + Vector3 player_pos = (Vector3){env->agents[0].x, 0, env->agents[0].y}; |
| 302 | + DrawCube(player_pos, 1.0f, 1.0f, 1.0f, RED); |
| 303 | + |
| 304 | + DrawCube((Vector3){21, 0, 37}, 3, 6, 3, BLUE); |
| 305 | + DrawCube((Vector3){11, 0, 23}, 3, 6, 3, GREEN); |
| 306 | + DrawCube((Vector3){28, 0, 21}, 3, 6, 3, RED); |
| 307 | + |
| 308 | + // Draw axes |
| 309 | + DrawLine3D((Vector3){0, 0, 0}, (Vector3){50, 0, 0}, RED); |
| 310 | + DrawLine3D((Vector3){0, 0, 0}, (Vector3){0, 0, 50}, BLUE); |
| 311 | + DrawLine3D((Vector3){0, 0, 0}, (Vector3){0, 50, 0}, GREEN); |
| 312 | + |
| 313 | + EndMode3D(); |
| 314 | + |
| 315 | + Vector2 hovered_tile = get_hovered_tile(&client->camera); |
| 316 | + draw_tile(client, hovered_tile); |
| 317 | + |
| 318 | + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { |
| 319 | + env->agents[0].dest_x = hovered_tile.x; |
| 320 | + env->agents[0].dest_y = hovered_tile.y; |
| 321 | + } |
| 322 | + |
| 323 | + DrawText(TextFormat("scene_pos.x: %f scene_pos.z: %f", scene_pos.x, scene_pos.z), 10, 30, 20, RAYWHITE); |
| 324 | + DrawText(TextFormat("offset_x: %f offset_z: %f", offset_x, offset_z), 10, 10, 20, RAYWHITE); |
| 325 | + |
| 326 | + for (int i=0; i<env->num_agents; i++) { |
| 327 | + Agent* agent = &env->agents[i]; |
| 328 | + } |
| 329 | + |
| 330 | + EndDrawing(); |
| 331 | +} |
| 332 | + |
| 333 | +// Required function. Should clean up anything you allocated |
| 334 | +// Do not free env->observations, actions, rewards, terminals |
| 335 | +void c_close(Scape* env) { |
| 336 | + free(env->agents); |
| 337 | + free(env->goals); |
| 338 | + if (env->client != NULL) { |
| 339 | + Client* client = env->client; |
| 340 | + UnloadTexture(client->puffer); |
| 341 | + CloseWindow(); |
| 342 | + free(client); |
| 343 | + } |
| 344 | +} |
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