Package net.javlov.world.phys2d

Source Code of net.javlov.world.phys2d.Phys2DWorld

/*
* Javlov - a Java toolkit for reinforcement learning with multi-agent support.
*
* Copyright (c) 2009 Matthijs Snel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/
package net.javlov.world.phys2d;

import java.awt.Shape;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Iterator;
import java.util.List;
import java.util.Map;

import net.javlov.Action;
import net.javlov.Agent;
import net.javlov.Environment;
import net.javlov.State;
import net.javlov.world.AgentBody;
import net.javlov.world.Body;
import net.javlov.world.CollisionListener;
import net.javlov.world.World;
import net.javlov.world.World.Continuous;

import net.phys2d.math.Vector2f;
import net.phys2d.raw.BroadCollisionStrategy;
import net.phys2d.raw.strategies.QuadSpaceStrategy;

/**
* NOTE: THIS CLASS WAS IMPLEMENTED BASED ON A MODIFIED VERSION OF THE PHYS2D ENGINE, WHICH
* COMES WITH THE JAVLOV SOURCE DISTRIBUTION BUT IS NOT INCLUDED IN SVN. THERE IS NO GUARANTEE
* THAT THIS CLASS WILL WORK PROPERLY WITH THE ORIGINAL PHYS2D SOURCE, ALTHOUGH IT PROBABLY WILL.
*
* @author Matthijs Snel
*
*/
public class Phys2DWorld extends net.phys2d.raw.World implements World.Continuous {

  /**
   * Maps agents to their bodies. Done this way because an agent is not allowed to have access
   * to its own environment/body.
   */
  protected Map<Agent, AgentBody> agentBodyMap;
  protected List<ConfigRule> configRules;
 
  private double width, height;

  protected float timestep;
 
  public Phys2DWorld(int iterations, float timestep) {
    this(iterations, new QuadSpaceStrategy(20,5), timestep);
  }
 
  public Phys2DWorld(int iterations, BroadCollisionStrategy strategy, float timestep) {
    super(new Vector2f(0, 9.81f), iterations, strategy);
    agentBodyMap = new HashMap<Agent, AgentBody>();
    configRules = new ArrayList<ConfigRule>();
    this.timestep = timestep;
  }
 
  public boolean addBody(Body b) {
    if ( b instanceof net.phys2d.raw.Body ) {
      super.add( (net.phys2d.raw.Body) b);
      return true;
    }
    return false;
  }
 
  public boolean add(Agent a, AgentBody body) {
    if ( addBody(body) ) {
      agentBodyMap.put(a, body);
      return true;
    }
    return false;
  }
 
  public void addConfigRule(ConfigRule rule) {
    configRules.add(rule);
  }
 
  //// GETTERS & SETTERS ////
  public Body getAgentBody(Agent a) {
    return agentBodyMap.get(a);
  }
 
  //TODO: get rid of this
  public double getTimeStep() {
    return timestep;
  }
 
  public double getWidth() {
    return width;
  }

  public void setWidth(double width) {
    this.width = width;
  }

  public double getHeight() {
    return height;
  }

  public void setHeight(double height) {
    this.height = height;
  }
 
  public List<Body> getObjects() {
    List<Body> ret = new ArrayList<Body>(bodies.size());
    for ( net.phys2d.raw.Body b : bodies )
      ret.add( (Phys2DBody) b );
    return ret;
  }
 
  /**
   * Crude; only checks if the shape intersects the bounding area of any object
   * @param s
   * @return
   */
  public List<Body> getIntersectingObjects(Shape s) {
    ArrayList<Body> objects = new ArrayList<Body>();
    for ( net.phys2d.raw.Body b : bodies ) {
      if ( s.intersects(b.getShape().getBounds2D()) )
        objects.add((Phys2DBody)b);
    }
    return objects;
  }
 
  /**
   * Crude; only checks if the shape intersects the bounding area of any object
   * @param s
   * @return
   */
  public boolean intersectsObject(Shape s) {
    for ( net.phys2d.raw.Body b : bodies )
      if ( s.intersects(b.getShape().getBounds2D()) )
        return true;
    return false;
  }
 
  public void disableBody(Body b) {
    Phys2DBody pb = (Phys2DBody) b;
    if ( !pb.disabled() ) {
      pb.setEnabled(false);
      removeBody(pb);
    }
  }
 
  public void enableBody(Body b) {
    Phys2DBody pb = (Phys2DBody) b;
    if ( pb.disabled() ) {
      pb.setEnabled(true);
      addBody(pb);
    }
  }
 
  ///// ENVIRONMENT INTERFACE METHODS //////
  @Override
  public double executeAction(Action act, Agent a) {
    act.execute(a);
    return 0; //TODO: possibility for returning reward
  }

  @Override
  public State<double[]> getObservation(Agent a) {
    return agentBodyMap.get(a).getObservation(a);
  }

  /**
   * Removes all bodies with a config rule from the world, then invokes doInit on all the config
   * rules and places the bodies back in the world
   */
  public void init() {
    arbiters.clear();
    //these for loops need to stay separate
    for ( ConfigRule rule : configRules )
      rule.preInit(this);
    for ( ConfigRule rule : configRules )
      rule.doInit(this);
    for ( Environment env : agentBodyMap.values() )
      env.init();
  }
 
  /**
   * Invokes doReset on all config rules
   */
  public void reset() {
    arbiters.clear();
    //these for loops need to stay separate
    for ( ConfigRule rule : configRules )
      rule.preReset(this);
    for ( ConfigRule rule : configRules )
      rule.doReset(this);
    for ( Environment env : agentBodyMap.values() )
      env.reset();
  }
 
  @Override
  public boolean remove(Agent a) {
    return (agentBodyMap.remove(a) == null ? false : true);
  }
 
  @Override
  public boolean removeBody(Body b) {
    if ( !(b instanceof net.phys2d.raw.Body) )
      return false;
    net.phys2d.raw.Body p2db = (net.phys2d.raw.Body) b;
    if ( bodies.contains(p2db) ) {
      super.remove(p2db);
      return true;
   
    return false;
  }
 
  @Override
  public boolean rotateBody(Body b, double angle) {
    ((Phys2DBody) b).adjustRotation((float)angle);
    return true;
  }

  @Override
  public boolean translateBody(Body b, double dx, double dy) {
    ((Phys2DBody) b).adjustPosition(new Vector2f((float)dx, (float)dy));
    return true;
  }

  @Override
  public int getObservationDim() {
    Iterator<Agent> it = agentBodyMap.keySet().iterator();
    return getObservation(it.next()).getData().length;
  }
}
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