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Remove agent functor #74
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lioutasb
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Oct 21, 2024
lioutasb
approved these changes
Oct 24, 2024
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Looks good as far as I can tell. I tested a few things and they all returned the expected behavior.
Make sure agent type and names are copied
NPC controller
Add MeshGenerator and efficient rendering methods
…ivesim into remove-agent-functor
Fix rendering tests
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This is an experimental PR removing the agent functor construct and any dictionaries indexed by agent type. Instead, agent types will be represented as a list, with a tensor indicating which agent belongs to which type. For now, I only made the minimal changes required, leaving all the boiler plate in place. If we end up switching to this design, a lot of that code can be cleaned up.
This is obviously a breaking change, so I welcome any discussion of it. My sense is that splitting agent types like this was a design mistake borne out of anticipating much more flexibility regarding how we treat the different agent types. In all the existing use cases, it is both slow and clunky, and I don't see any real benefit to it.
The only reason to have this feature is in order to apply different kinematic models to different agent types, but I think we can accomplish this just as well with the anticipated CompoundKinematicModel class.