V2Ray 是一个基于 PyTorch 的 Python 3D 游戏引擎,主要用于控制游戏中的物体和场景。以下是一步步的教程指南,帮助你理解 V2Ray 的节点配置
安装依赖库
安装 V2Ray 和所需的 PyTorch 库:
pip install pytorch torchvision torchaudio
创建项目
在 V2Ray 的项目目录下创建一个 Python 项目:
mkdir v2ray cd v2ray
在项目根目录下创建一个 __init__.py 文件:
__init__.py
import torch
class Node:
def __init__(self):
self.node_id = str(torch.randint(1, 1, (1,))[])
self.position = torch.zeros(3)
self.direction = torch.zeros(3)
self.speed = torch.zeros(3)
self.type = "default"
def main():
# 创建并初始化一个节点
node = Node()
print(node.node_id)
print(node.position)
print(node.direction)
print(node.speed)
if __name__ == "__main__":
main()
创建项目结构
在项目根目录下创建以下结构:
mkdir scene cd scene
在 scene/v2ray.py 文件中导入所需的模块:
import torch
class Node:
def __init__(self):
self.node_id = str(torch.randint(1, 1, (1,))[])
self.position = torch.zeros(3)
self.direction = torch.zeros(3)
self.speed = torch.zeros(3)
self.type = "default"
def create_node():
global node
node = Node()
print(f"节点 {node.node_id} 创建完成")
return node
def update_node(node):
node.position = torch.cat([node.position, torch.zeros(1)])
print(f"节点 {node.node_id} 的位置更新完成")
def create_node_config():
global node
node.direction = torch.ones(3)
print("节点方向设置完成")
return node
if __name__ == "__main__":
create_node()
create_node_config()
创建场景
在项目根目录下创建 scene.py 文件:
import pyrender
from pyrender import World
class Scene:
def __init__(self):
self.width = 192
self.height = 18
self.stream = pyrender.FFmpegStream("out.mp4", start_time=, duration=1, loop=1)
self.scene = pyrender.Scene()
self.camera = pyrender.AmbientLightingTerm(.5)
self.scene.add(self.camera, wireframes=True)
self.scene.add(pyrender.DiskLight("day", 1., pyrender.AmbientLightTerm(.3)))
def add_object(self, node):
sphere = pyrender.Mesh(
pyrender.Sphere,
face_cdata=pyrender.FACE_CDATA.QUAD_STRIP,
vertices_cdata=pyrender.VERTICES_CDATA.QUAD_STRIP,
colors=torch.zeros(4),
wireframes=True
)
sphere.position.copy_to(node.position)
sphere.color.copy_to(node.type)
self.scene.add(sphere)
def render(self):
self.scene.render()
def __init__(self):
self.scene = Scene()
self.camera.position = pyray.Vector3d(
pyray.XYZ(-1.5, 0, 0)
)
self.camera.lookat(, 0, 0)
self.camera.rotation.y = pyray.RADIAN * 0.5 * math.pi
self.scene.add(self.camera, wireframes=True)
self.scene.add(pyrender.DiskLight("day", 1., pyrender.AmbientLightTerm(.3)))
def create_node(self, node_id):
self.scene.add(pyray.Node(node))
return self.scene.render()
def create_node_config(self, node_id):
self.node_config[node_id] = {
"position": 0,
"direction": 0,
"speed": 0,
"type": "default"
}
return self.scene.config
def save_node_config(self, node_id):
self.node_config[node_id] = None
if __name__ == "__main__":
scene = Scene()
node_id = str(torch.randint(1, 1, (1,))[])
scene.create_node(node_id)
scene.config.node_config[node_id] = None
exit()
节点配置
在场景中创建节点:
node_id = str(torch.randint(1, 1, (1,))[]) scene.create_node(node_id)
微调和训练
在项目根目录中创建 v2ray.py 文件:
import torch
from torch.utils.data import Dataset, DataLoader
import numpy as np
from torch.optim import Adam
import torch.nn as nn
class V2RayDataset(Dataset):
def __init__(self, node_config, node_ids, data):
self.node_config = node_config
self.node_ids = node_ids
self.data = data
def __getitem__(self, idx):
return {
"input": self.data[idx],
"target": self.node_config[node_ids[idx]]["position"]
}
def __len__(self):
return len(self.data)
def train_model(model, train_loader, val_loader, epochs=1, batch_size=32):
optimizer = Adam(model.parameters(), lr=.1)
criterion = nn.MSEL()
best_val_loss = float('inf')
for epoch in range(epochs):
train_loss = 0
for inputs, targets in train_loader:
optimizer.zero_grad()
outputs = model(inputs)
loss = criterion(outputs, targets)
loss.backward()
optimizer.step()
train_loss += loss.item()
print(f"Epoch {epoch+1}/{epochs}, Training Loss: {train_loss:.4f}")
val_loss = 0
for inputs, targets in val_loader:
outputs = model(inputs)
loss = criterion(outputs, targets)
val_loss += loss.item()
print(f"Epoch {epoch+1}/{epochs}, Validation Loss: {val_loss:.4f}")
if val_loss < best_val_loss:
best_val_loss = val_loss
torch.save(model.state_dict(), "best_model.pth")
return model
def test_model(model, test_loader):
test_loss = 0
for inputs, targets in test_loader:
outputs = model(inputs)
loss = criterion(outputs, targets)
test_loss += loss.item()
print(f"Test Loss: {test_loss:.4f}")
实现游戏场景
在项目根目录下创建 v2ray.py 文件:
import pyray
import pyrender
import torch
class Node:
def __init__(self, index):
self.index = index
self.position = torch.zeros(3)
self.direction = torch.zeros(3)
self.speed = torch.zeros(3)
self.type = "default"
def get_position(self):
return self.position.clone()
def set_position(self, pos):
self.position.copy_to(pos)
class V2RayScene:
def __init__(self):
self.width = 192
self.height = 18
self.stream = pyray.FFmpegStream("out", start_time=, duration=1, loop=1)
self.camera = pyray.AmbientLightingTerm(.5)
self.scene = pyray.Scene()
self.scene.add(self.camera, wireframes=True)
pyray.Node(self, 0).add() # 添加第一个节点
pyray.Node(self, 1).add() # 添加第二个节点
pyray.Node(self, 2).add() # 添加第三个节点
def create_node(self, node_index):
node = pyray.Node[node_index]
self.scene.add(node, 1)
return self.scene
def create_node_config(self, node_index):
node_config = {
"position": 0,
"direction": 0,
"speed": 0,
"type": "default"
}
return node_config
def render(self):
self.scene.render()
def get_node_config(self, node_index):
node_config = self.scene.node_config[node_index]
return node_config
def update_node(self, node_config):
self.camera.position = torch.cat([node_config["position"], torch.zeros(1)])
if __name__ == "__main__":
scene = V2RayScene()
node_config = scene.get_node_config()
node_config["position"] = torch.tensor([2, 3, 4])
node_config["direction"] = torch.tensor([1, 0, 0])
node_config["speed"] = torch.tensor([1, 1
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