273 lines
9.3 KiB
Python
273 lines
9.3 KiB
Python
__credits__ = ["Carlos Luis"]
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from os import path
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from typing import Optional
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import numpy as np
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import gym
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from gym import spaces
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from gym.envs.classic_control import utils
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from gym.error import DependencyNotInstalled
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DEFAULT_X = np.pi
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DEFAULT_Y = 1.0
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class PendulumEnv(gym.Env):
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"""
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### Description
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The inverted pendulum swingup problem is based on the classic problem in control theory.
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The system consists of a pendulum attached at one end to a fixed point, and the other end being free.
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The pendulum starts in a random position and the goal is to apply torque on the free end to swing it
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into an upright position, with its center of gravity right above the fixed point.
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The diagram below specifies the coordinate system used for the implementation of the pendulum's
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dynamic equations.
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![Pendulum Coordinate System](./diagrams/pendulum.png)
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- `x-y`: cartesian coordinates of the pendulum's end in meters.
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- `theta` : angle in radians.
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- `tau`: torque in `N m`. Defined as positive _counter-clockwise_.
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### Action Space
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The action is a `ndarray` with shape `(1,)` representing the torque applied to free end of the pendulum.
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| Num | Action | Min | Max |
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|-----|--------|------|-----|
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| 0 | Torque | -1.0 | 1.0 |
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### Observation Space
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The observation is a `ndarray` with shape `(3,)` representing the x-y coordinates of the pendulum's free
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end and its angular velocity.
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| Num | Observation | Min | Max |
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|-----|------------------|------|-----|
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| 0 | x = cos(theta) | -1.0 | 1.0 |
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| 1 | y = sin(theta) | -1.0 | 1.0 |
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| 2 | Angular Velocity | -8.0 | 8.0 |
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### Rewards
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The reward function is defined as:
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*r = -(theta<sup>2</sup> + 0.1 * theta_dt<sup>2</sup> + 0.001 * torque<sup>2</sup>)*
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where `$\theta$` is the pendulum's angle normalized between *[-pi, pi]* (with 0 being in the upright position).
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Based on the above equation, the minimum reward that can be obtained is
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*-(pi<sup>2</sup> + 0.1 * 8<sup>2</sup> + 0.001 * 2<sup>2</sup>) = -16.2736044*,
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while the maximum reward is zero (pendulum is upright with zero velocity and no torque applied).
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### Starting State
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The starting state is a random angle in *[-pi, pi]* and a random angular velocity in *[-1,1]*.
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### Episode Truncation
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The episode truncates at 200 time steps.
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### Arguments
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- `g`: acceleration of gravity measured in *(m s<sup>-2</sup>)* used to calculate the pendulum dynamics.
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The default value is g = 10.0 .
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```
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gym.make('Pendulum-v1', g=9.81)
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```
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### Version History
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* v1: Simplify the math equations, no difference in behavior.
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* v0: Initial versions release (1.0.0)
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"""
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metadata = {
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"render_modes": ["human", "rgb_array"],
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"render_fps": 30,
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}
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def __init__(self, render_mode: Optional[str] = None, g=10.0):
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self.max_speed = 8
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self.max_torque = 2.0
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self.dt = 0.05
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self.g = g
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self.m = 1.0
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self.l = 1.0
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self.render_mode = render_mode
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self.screen_dim = 500
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self.screen = None
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self.clock = None
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self.isopen = True
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high = np.array([1.0, 1.0, self.max_speed], dtype=np.float32)
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# This will throw a warning in tests/envs/test_envs in utils/env_checker.py as the space is not symmetric
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# or normalised as max_torque == 2 by default. Ignoring the issue here as the default settings are too old
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# to update to follow the openai gym api
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self.action_space = spaces.Box(
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low=-self.max_torque, high=self.max_torque, shape=(1,), dtype=np.float32
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)
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self.observation_space = spaces.Box(low=-high, high=high, dtype=np.float32)
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def step(self, u):
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th, thdot = self.state # th := theta
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g = self.g
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m = self.m
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l = self.l
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dt = self.dt
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u = 2 * u # scaling the action to +/- 2 Nm
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u = np.clip(u, -self.max_torque, self.max_torque)[0]
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self.last_u = u # for rendering
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costs = angle_normalize(th) ** 2 + 0.1 * thdot**2 + 0.001 * (u**2)
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newthdot = thdot + (3 * g / (2 * l) * np.sin(th) + 3.0 / (m * l**2) * u) * dt
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newthdot = np.clip(newthdot, -self.max_speed, self.max_speed)
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newth = th + newthdot * dt
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self.state = np.array([newth, newthdot])
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if self.render_mode == "human":
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self.render()
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return self._get_obs(), -costs, False, False, {}
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def reset(self, *, seed: Optional[int] = None, options: Optional[dict] = None):
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super().reset(seed=seed)
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if options is None:
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high = np.array([DEFAULT_X, DEFAULT_Y])
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else:
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# Note that if you use custom reset bounds, it may lead to out-of-bound
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# state/observations.
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x = options.get("x_init") if "x_init" in options else DEFAULT_X
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y = options.get("y_init") if "y_init" in options else DEFAULT_Y
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x = utils.verify_number_and_cast(x)
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y = utils.verify_number_and_cast(y)
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high = np.array([x, y])
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low = -high # We enforce symmetric limits.
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self.state = self.np_random.uniform(low=low, high=high)
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self.last_u = None
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if self.render_mode == "human":
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self.render()
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return self._get_obs(), {}
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def _get_obs(self):
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theta, thetadot = self.state
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return np.array([np.cos(theta), np.sin(theta), thetadot], dtype=np.float32)
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def render(self):
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if self.render_mode is None:
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gym.logger.warn(
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"You are calling render method without specifying any render mode. "
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"You can specify the render_mode at initialization, "
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f'e.g. gym("{self.spec.id}", render_mode="rgb_array")'
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)
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return
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try:
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import pygame
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from pygame import gfxdraw
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except ImportError:
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raise DependencyNotInstalled(
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"pygame is not installed, run `pip install gym[classic_control]`"
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)
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if self.screen is None:
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pygame.init()
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if self.render_mode == "human":
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pygame.display.init()
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self.screen = pygame.display.set_mode(
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(self.screen_dim, self.screen_dim)
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)
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else: # mode in "rgb_array"
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self.screen = pygame.Surface((self.screen_dim, self.screen_dim))
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if self.clock is None:
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self.clock = pygame.time.Clock()
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self.surf = pygame.Surface((self.screen_dim, self.screen_dim))
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self.surf.fill((255, 255, 255))
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bound = 2.2
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scale = self.screen_dim / (bound * 2)
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offset = self.screen_dim // 2
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rod_length = 1 * scale
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rod_width = 0.2 * scale
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l, r, t, b = 0, rod_length, rod_width / 2, -rod_width / 2
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coords = [(l, b), (l, t), (r, t), (r, b)]
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transformed_coords = []
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for c in coords:
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c = pygame.math.Vector2(c).rotate_rad(self.state[0] + np.pi / 2)
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c = (c[0] + offset, c[1] + offset)
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transformed_coords.append(c)
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gfxdraw.aapolygon(self.surf, transformed_coords, (204, 77, 77))
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gfxdraw.filled_polygon(self.surf, transformed_coords, (204, 77, 77))
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gfxdraw.aacircle(self.surf, offset, offset, int(rod_width / 2), (204, 77, 77))
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gfxdraw.filled_circle(
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self.surf, offset, offset, int(rod_width / 2), (204, 77, 77)
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)
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rod_end = (rod_length, 0)
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rod_end = pygame.math.Vector2(rod_end).rotate_rad(self.state[0] + np.pi / 2)
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rod_end = (int(rod_end[0] + offset), int(rod_end[1] + offset))
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gfxdraw.aacircle(
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self.surf, rod_end[0], rod_end[1], int(rod_width / 2), (204, 77, 77)
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)
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gfxdraw.filled_circle(
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self.surf, rod_end[0], rod_end[1], int(rod_width / 2), (204, 77, 77)
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)
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fname = path.join(path.dirname(__file__), "assets/clockwise.png")
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img = pygame.image.load(fname)
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if self.last_u is not None:
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scale_img = pygame.transform.smoothscale(
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img,
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(scale * np.abs(self.last_u) / 2, scale * np.abs(self.last_u) / 2),
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)
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is_flip = bool(self.last_u > 0)
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scale_img = pygame.transform.flip(scale_img, is_flip, True)
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self.surf.blit(
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scale_img,
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(
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offset - scale_img.get_rect().centerx,
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offset - scale_img.get_rect().centery,
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),
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)
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# drawing axle
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gfxdraw.aacircle(self.surf, offset, offset, int(0.05 * scale), (0, 0, 0))
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gfxdraw.filled_circle(self.surf, offset, offset, int(0.05 * scale), (0, 0, 0))
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self.surf = pygame.transform.flip(self.surf, False, True)
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self.screen.blit(self.surf, (0, 0))
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if self.render_mode == "human":
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pygame.event.pump()
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self.clock.tick(self.metadata["render_fps"])
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pygame.display.flip()
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else: # mode == "rgb_array":
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return np.transpose(
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np.array(pygame.surfarray.pixels3d(self.screen)), axes=(1, 0, 2)
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)
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def close(self):
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if self.screen is not None:
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import pygame
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pygame.display.quit()
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pygame.quit()
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self.isopen = False
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def angle_normalize(x):
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return ((x + np.pi) % (2 * np.pi)) - np.pi |