forked from erdos-project/scenario_runner
-
Notifications
You must be signed in to change notification settings - Fork 0
/
no_rendering_mode.py
executable file
·1494 lines (1214 loc) · 60.6 KB
/
no_rendering_mode.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#!/usr/bin/env python
# Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma de
# Barcelona (UAB).
#
# This work is licensed under the terms of the MIT license.
# For a copy, see <https://opensource.org/licenses/MIT>.
# Allows visualising a 2D map generated by vehicles.
"""
Welcome to CARLA No-Rendering Mode Visualizer
TAB : toggle hero mode
Mouse Wheel : zoom in / zoom out
Mouse Drag : move map (map mode only)
W : throttle
S : brake
AD : steer
Q : toggle reverse
Space : hand-brake
P : toggle autopilot
M : toggle manual transmission
,/. : gear up/down
F1 : toggle HUD
I : toggle actor ids
H/? : toggle help
ESC : quit
"""
# ==============================================================================
# -- find carla module ---------------------------------------------------------
# ==============================================================================
import glob
import os
import sys
try:
sys.path.append(glob.glob('../carla/dist/carla-*%d.%d-%s.egg' % (
sys.version_info.major,
sys.version_info.minor,
'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0])
except IndexError:
pass
# ==============================================================================
# -- imports -------------------------------------------------------------------
# ==============================================================================
import carla
from carla import TrafficLightState as tls
import argparse
import logging
import datetime
import weakref
import math
import random
try:
import pygame
from pygame.locals import KMOD_CTRL
from pygame.locals import KMOD_SHIFT
from pygame.locals import K_COMMA
from pygame.locals import K_DOWN
from pygame.locals import K_ESCAPE
from pygame.locals import K_F1
from pygame.locals import K_LEFT
from pygame.locals import K_PERIOD
from pygame.locals import K_RIGHT
from pygame.locals import K_SLASH
from pygame.locals import K_SPACE
from pygame.locals import K_TAB
from pygame.locals import K_UP
from pygame.locals import K_a
from pygame.locals import K_d
from pygame.locals import K_h
from pygame.locals import K_i
from pygame.locals import K_m
from pygame.locals import K_p
from pygame.locals import K_q
from pygame.locals import K_s
from pygame.locals import K_w
except ImportError:
raise RuntimeError('cannot import pygame, make sure pygame package is installed')
# ==============================================================================
# -- Constants -----------------------------------------------------------------
# ==============================================================================
# Colors
# We will use the color palette used in Tango Desktop Project (Each color is indexed depending on brightness level)
# See: https://en.wikipedia.org/wiki/Tango_Desktop_Project
COLOR_BUTTER_0 = pygame.Color(252, 233, 79)
COLOR_BUTTER_1 = pygame.Color(237, 212, 0)
COLOR_BUTTER_2 = pygame.Color(196, 160, 0)
COLOR_ORANGE_0 = pygame.Color(252, 175, 62)
COLOR_ORANGE_1 = pygame.Color(245, 121, 0)
COLOR_ORANGE_2 = pygame.Color(209, 92, 0)
COLOR_CHOCOLATE_0 = pygame.Color(233, 185, 110)
COLOR_CHOCOLATE_1 = pygame.Color(193, 125, 17)
COLOR_CHOCOLATE_2 = pygame.Color(143, 89, 2)
COLOR_CHAMELEON_0 = pygame.Color(138, 226, 52)
COLOR_CHAMELEON_1 = pygame.Color(115, 210, 22)
COLOR_CHAMELEON_2 = pygame.Color(78, 154, 6)
COLOR_SKY_BLUE_0 = pygame.Color(114, 159, 207)
COLOR_SKY_BLUE_1 = pygame.Color(52, 101, 164)
COLOR_SKY_BLUE_2 = pygame.Color(32, 74, 135)
COLOR_PLUM_0 = pygame.Color(173, 127, 168)
COLOR_PLUM_1 = pygame.Color(117, 80, 123)
COLOR_PLUM_2 = pygame.Color(92, 53, 102)
COLOR_SCARLET_RED_0 = pygame.Color(239, 41, 41)
COLOR_SCARLET_RED_1 = pygame.Color(204, 0, 0)
COLOR_SCARLET_RED_2 = pygame.Color(164, 0, 0)
COLOR_ALUMINIUM_0 = pygame.Color(238, 238, 236)
COLOR_ALUMINIUM_1 = pygame.Color(211, 215, 207)
COLOR_ALUMINIUM_2 = pygame.Color(186, 189, 182)
COLOR_ALUMINIUM_3 = pygame.Color(136, 138, 133)
COLOR_ALUMINIUM_4 = pygame.Color(85, 87, 83)
COLOR_ALUMINIUM_4_5 = pygame.Color(66, 62, 64)
COLOR_ALUMINIUM_5 = pygame.Color(46, 52, 54)
COLOR_WHITE = pygame.Color(255, 255, 255)
COLOR_BLACK = pygame.Color(0, 0, 0)
# Module Defines
MODULE_WORLD = 'WORLD'
MODULE_HUD = 'HUD'
MODULE_INPUT = 'INPUT'
PIXELS_PER_METER = 12
MAP_DEFAULT_SCALE = 0.1
HERO_DEFAULT_SCALE = 1.0
PIXELS_AHEAD_VEHICLE = 150
# ==============================================================================
# -- Util -----------------------------------------------------------
# ==============================================================================
def get_actor_display_name(actor, truncate=250):
name = ' '.join(actor.type_id.replace('_', '.').title().split('.')[1:])
return (name[:truncate - 1] + u'\u2026') if len(name) > truncate else name
class Util(object):
@staticmethod
def blits(destination_surface, source_surfaces, rect=None, blend_mode=0):
for surface in source_surfaces:
destination_surface.blit(surface[0], surface[1], rect, blend_mode)
@staticmethod
def length(v):
return math.sqrt(v.x**2 + v.y**2 + v.z**2)
@staticmethod
def get_bounding_box(actor):
bb = actor.trigger_volume.extent
corners = [carla.Location(x=-bb.x, y=-bb.y),
carla.Location(x=bb.x, y=-bb.y),
carla.Location(x=bb.x, y=bb.y),
carla.Location(x=-bb.x, y=bb.y),
carla.Location(x=-bb.x, y=-bb.y)]
corners = [x + actor.trigger_volume.location for x in corners]
t = actor.get_transform()
t.transform(corners)
return corners
# ==============================================================================
# -- ModuleManager -------------------------------------------------------------
# ==============================================================================
class ModuleManager(object):
def __init__(self):
self.modules = []
def register_module(self, module):
self.modules.append(module)
def clear_modules(self):
del self.modules[:]
def tick(self, clock):
# Update all the modules
for module in self.modules:
module.tick(clock)
def render(self, display):
display.fill(COLOR_ALUMINIUM_4)
for module in self.modules:
module.render(display)
def get_module(self, name):
for module in self.modules:
if module.name == name:
return module
def start_modules(self):
for module in self.modules:
module.start()
# ==============================================================================
# -- FadingText ----------------------------------------------------------------
# ==============================================================================
class FadingText(object):
def __init__(self, font, dim, pos):
self.font = font
self.dim = dim
self.pos = pos
self.seconds_left = 0
self.surface = pygame.Surface(self.dim)
def set_text(self, text, color=COLOR_WHITE, seconds=2.0):
text_texture = self.font.render(text, True, color)
self.surface = pygame.Surface(self.dim)
self.seconds_left = seconds
self.surface.fill(COLOR_BLACK)
self.surface.blit(text_texture, (10, 11))
def tick(self, clock):
delta_seconds = 1e-3 * clock.get_time()
self.seconds_left = max(0.0, self.seconds_left - delta_seconds)
self.surface.set_alpha(500.0 * self.seconds_left)
def render(self, display):
display.blit(self.surface, self.pos)
# ==============================================================================
# -- HelpText ------------------------------------------------------------------
# ==============================================================================
class HelpText(object):
def __init__(self, font, width, height):
lines = __doc__.split('\n')
self.font = font
self.dim = (680, len(lines) * 22 + 12)
self.pos = (0.5 * width - 0.5 * self.dim[0], 0.5 * height - 0.5 * self.dim[1])
self.seconds_left = 0
self.surface = pygame.Surface(self.dim)
self.surface.fill(COLOR_BLACK)
for n, line in enumerate(lines):
text_texture = self.font.render(line, True, COLOR_WHITE)
self.surface.blit(text_texture, (22, n * 22))
self._render = False
self.surface.set_alpha(220)
def toggle(self):
self._render = not self._render
def render(self, display):
if self._render:
display.blit(self.surface, self.pos)
# ==============================================================================
# -- ModuleHUD -----------------------------------------------------------------
# ==============================================================================
class ModuleHUD (object):
def __init__(self, name, width, height):
self.name = name
self.dim = (width, height)
self._init_hud_params()
self._init_data_params()
def start(self):
pass
def _init_hud_params(self):
fonts = [x for x in pygame.font.get_fonts() if 'mono' in x]
default_font = 'ubuntumono'
mono = default_font if default_font in fonts else fonts[0]
mono = pygame.font.match_font(mono)
self._font_mono = pygame.font.Font(mono, 14)
self._header_font = pygame.font.SysFont('Arial', 14, True)
self.help = HelpText(pygame.font.Font(mono, 24), *self.dim)
self._notifications = FadingText(
pygame.font.Font(pygame.font.get_default_font(), 20),
(self.dim[0], 40), (0, self.dim[1] - 40))
def _init_data_params(self):
self.show_info = True
self.show_actor_ids = False
self._info_text = {}
def notification(self, text, seconds=2.0):
self._notifications.set_text(text, seconds=seconds)
def tick(self, clock):
self._notifications.tick(clock)
def add_info(self, module_name, info):
self._info_text[module_name] = info
def render_vehicles_ids(self, vehicle_id_surface, list_actors, world_to_pixel, hero_actor, hero_transform):
vehicle_id_surface.fill(COLOR_BLACK)
if self.show_actor_ids:
vehicle_id_surface.set_alpha(150)
for actor in list_actors:
x, y = world_to_pixel(actor[1].location)
angle = 0
if hero_actor is not None:
angle = -hero_transform.rotation.yaw - 90
color = COLOR_SKY_BLUE_0
if int(actor[0].attributes['number_of_wheels']) == 2:
color = COLOR_CHOCOLATE_0
if actor[0].attributes['role_name'] == 'hero':
color = COLOR_CHAMELEON_0
font_surface = self._header_font.render(str(actor[0].id), True, color)
rotated_font_surface = pygame.transform.rotate(font_surface, angle)
rect = rotated_font_surface.get_rect(center=(x, y))
vehicle_id_surface.blit(rotated_font_surface, rect)
return vehicle_id_surface
def render(self, display):
if self.show_info:
info_surface = pygame.Surface((240, self.dim[1]))
info_surface.set_alpha(100)
display.blit(info_surface, (0, 0))
v_offset = 4
bar_h_offset = 100
bar_width = 106
i = 0
for module_name, module_info in self._info_text.items():
if not module_info:
continue
surface = self._header_font.render(module_name, True, COLOR_ALUMINIUM_0).convert_alpha()
display.blit(surface, (8 + bar_width / 2, 18 * i + v_offset))
v_offset += 12
i += 1
for item in module_info:
if v_offset + 18 > self.dim[1]:
break
if isinstance(item, list):
if len(item) > 1:
points = [(x + 8, v_offset + 8 + (1.0 - y) * 30) for x, y in enumerate(item)]
pygame.draw.lines(display, (255, 136, 0), False, points, 2)
item = None
elif isinstance(item, tuple):
if isinstance(item[1], bool):
rect = pygame.Rect((bar_h_offset, v_offset + 8), (6, 6))
pygame.draw.rect(display, COLOR_ALUMINIUM_0, rect, 0 if item[1] else 1)
else:
rect_border = pygame.Rect((bar_h_offset, v_offset + 8), (bar_width, 6))
pygame.draw.rect(display, COLOR_ALUMINIUM_0, rect_border, 1)
f = (item[1] - item[2]) / (item[3] - item[2])
if item[2] < 0.0:
rect = pygame.Rect((bar_h_offset + f * (bar_width - 6), v_offset + 8), (6, 6))
else:
rect = pygame.Rect((bar_h_offset, v_offset + 8), (f * bar_width, 6))
pygame.draw.rect(display, COLOR_ALUMINIUM_0, rect)
item = item[0]
if item: # At this point has to be a str.
surface = self._font_mono.render(item, True, COLOR_ALUMINIUM_0).convert_alpha()
display.blit(surface, (8, 18 * i + v_offset))
v_offset += 18
v_offset += 24
self._notifications.render(display)
self.help.render(display)
# ==============================================================================
# -- TrafficLightSurfaces ------------------------------------------------------
# ==============================================================================
class TrafficLightSurfaces(object):
"""Holds the surfaces (scaled and rotated) for painting traffic lights"""
def __init__(self):
def make_surface(tl):
w = 40
surface = pygame.Surface((w, 3 * w), pygame.SRCALPHA)
surface.fill(COLOR_ALUMINIUM_5 if tl != 'h' else COLOR_ORANGE_2)
if tl != 'h':
hw = int(w / 2)
off = COLOR_ALUMINIUM_4
red = COLOR_SCARLET_RED_0
yellow = COLOR_BUTTER_0
green = COLOR_CHAMELEON_0
pygame.draw.circle(surface, red if tl == tls.Red else off, (hw, hw), int(0.4 * w))
pygame.draw.circle(surface, yellow if tl == tls.Yellow else off, (hw, w + hw), int(0.4 * w))
pygame.draw.circle(surface, green if tl == tls.Green else off, (hw, 2 * w + hw), int(0.4 * w))
return pygame.transform.smoothscale(surface, (15, 45) if tl != 'h' else (19, 49))
self._original_surfaces = {
'h': make_surface('h'),
tls.Red: make_surface(tls.Red),
tls.Yellow: make_surface(tls.Yellow),
tls.Green: make_surface(tls.Green),
tls.Off: make_surface(tls.Off),
tls.Unknown: make_surface(tls.Unknown)
}
self.surfaces = dict(self._original_surfaces)
def rotozoom(self, angle, scale):
for key, surface in self._original_surfaces.items():
self.surfaces[key] = pygame.transform.rotozoom(surface, angle, scale)
# ==============================================================================
# -- World ---------------------------------------------------------------------
# ==============================================================================
class MapImage(object):
def __init__(self, carla_world, carla_map, pixels_per_meter, show_triggers, show_connections, show_spawn_points):
self._pixels_per_meter = pixels_per_meter
self.scale = 1.0
self.show_triggers = show_triggers
self.show_connections = show_connections
self.show_spawn_points = show_spawn_points
waypoints = carla_map.generate_waypoints(2)
margin = 50
max_x = max(waypoints, key=lambda x: x.transform.location.x).transform.location.x + margin
max_y = max(waypoints, key=lambda x: x.transform.location.y).transform.location.y + margin
min_x = min(waypoints, key=lambda x: x.transform.location.x).transform.location.x - margin
min_y = min(waypoints, key=lambda x: x.transform.location.y).transform.location.y - margin
self.width = max(max_x - min_x, max_y - min_y)
self._world_offset = (min_x, min_y)
width_in_pixels = int(self._pixels_per_meter * self.width)
self.big_map_surface = pygame.Surface((width_in_pixels, width_in_pixels)).convert()
self.draw_road_map(self.big_map_surface, carla_world, carla_map, self.world_to_pixel, self.world_to_pixel_width)
self.surface = self.big_map_surface
def draw_road_map(self, map_surface, carla_world, carla_map, world_to_pixel, world_to_pixel_width):
map_surface.fill(COLOR_ALUMINIUM_4)
precision = 0.05
def lane_marking_color_to_tango(lane_marking_color):
tango_color = COLOR_BLACK
if lane_marking_color == carla.LaneMarkingColor.White:
tango_color = COLOR_ALUMINIUM_2
elif lane_marking_color == carla.LaneMarkingColor.Blue:
tango_color = COLOR_SKY_BLUE_0
elif lane_marking_color == carla.LaneMarkingColor.Green:
tango_color = COLOR_CHAMELEON_0
elif lane_marking_color == carla.LaneMarkingColor.Red:
tango_color = COLOR_SCARLET_RED_0
elif lane_marking_color == carla.LaneMarkingColor.Yellow:
tango_color = COLOR_ORANGE_0
return tango_color
def draw_solid_line(surface, color, closed, points, width):
if len(points) >= 2:
pygame.draw.lines(surface, color, closed, points, width)
def draw_broken_line(surface, color, closed, points, width):
broken_lines = [x for n, x in enumerate(zip(*(iter(points),) * 20)) if n % 3 == 0]
for line in broken_lines:
pygame.draw.lines(surface, color, closed, line, width)
def get_lane_markings(lane_marking_type, lane_marking_color, waypoints, sign):
margin = 0.20
if lane_marking_type == carla.LaneMarkingType.Broken or (lane_marking_type == carla.LaneMarkingType.Solid):
marking_1 = [world_to_pixel(lateral_shift(w.transform, sign * w.lane_width * 0.5)) for w in waypoints]
return [(lane_marking_type, lane_marking_color, marking_1)]
elif lane_marking_type == carla.LaneMarkingType.SolidBroken or lane_marking_type == carla.LaneMarkingType.BrokenSolid:
marking_1 = [world_to_pixel(lateral_shift(w.transform, sign * w.lane_width * 0.5)) for w in waypoints]
marking_2 = [world_to_pixel(lateral_shift(w.transform,
sign * (w.lane_width * 0.5 + margin * 2))) for w in waypoints]
return [(carla.LaneMarkingType.Solid, lane_marking_color, marking_1),
(carla.LaneMarkingType.Broken, lane_marking_color, marking_2)]
elif lane_marking_type == carla.LaneMarkingType.BrokenBroken:
marking = [world_to_pixel(lateral_shift(w.transform,
sign * (w.lane_width * 0.5 - margin))) for w in waypoints]
return [(carla.LaneMarkingType.Broken, lane_marking_color, marking)]
elif lane_marking_type == carla.LaneMarkingType.SolidSolid:
marking = [world_to_pixel(lateral_shift(w.transform,
sign * ((w.lane_width * 0.5) - margin))) for w in waypoints]
return [(carla.LaneMarkingType.Solid, lane_marking_color, marking)]
return [(carla.LaneMarkingType.NONE, carla.LaneMarkingColor.Other, [])]
def draw_lane_marking(surface, waypoints, is_left):
sign = -1 if is_left else 1
lane_marking = None
marking_type = carla.LaneMarkingType.NONE
previous_marking_type = carla.LaneMarkingType.NONE
marking_color = carla.LaneMarkingColor.Other
previous_marking_color = carla.LaneMarkingColor.Other
waypoints_list = []
temp_waypoints = []
current_lane_marking = carla.LaneMarkingType.NONE
for sample in waypoints:
lane_marking = sample.left_lane_marking if sign < 0 else sample.right_lane_marking
if lane_marking is None:
continue
marking_type = lane_marking.type
marking_color = lane_marking.color
if current_lane_marking != marking_type:
markings = get_lane_markings(
previous_marking_type,
lane_marking_color_to_tango(previous_marking_color),
temp_waypoints,
sign)
current_lane_marking = marking_type
for marking in markings:
waypoints_list.append(marking)
temp_waypoints = temp_waypoints[-1:]
else:
temp_waypoints.append((sample))
previous_marking_type = marking_type
previous_marking_color = marking_color
# Add last marking
last_markings = get_lane_markings(
previous_marking_type,
lane_marking_color_to_tango(previous_marking_color),
temp_waypoints,
sign)
for marking in last_markings:
waypoints_list.append(marking)
for markings in waypoints_list:
if markings[0] == carla.LaneMarkingType.Solid:
draw_solid_line(surface, markings[1], False, markings[2], 2)
elif markings[0] == carla.LaneMarkingType.Broken:
draw_broken_line(surface, markings[1], False, markings[2], 2)
def draw_arrow(surface, transform, color=COLOR_ALUMINIUM_2):
transform.rotation.yaw += 180
forward = transform.get_forward_vector()
transform.rotation.yaw += 90
right_dir = transform.get_forward_vector()
end = transform.location
start = end - 2.0 * forward
right = start + 0.8 * forward + 0.4 * right_dir
left = start + 0.8 * forward - 0.4 * right_dir
pygame.draw.lines(
surface, color, False, [
world_to_pixel(x) for x in [
start, end]], 4)
pygame.draw.lines(
surface, color, False, [
world_to_pixel(x) for x in [
left, start, right]], 4)
def draw_traffic_signs(surface, font_surface, actor, color=COLOR_ALUMINIUM_2, trigger_color=COLOR_PLUM_0):
transform = actor.get_transform()
waypoint = carla_map.get_waypoint(transform.location)
angle = -waypoint.transform.rotation.yaw - 90.0
font_surface = pygame.transform.rotate(font_surface, angle)
pixel_pos = world_to_pixel(waypoint.transform.location)
offset = font_surface.get_rect(center=(pixel_pos[0], pixel_pos[1]))
surface.blit(font_surface, offset)
# Draw line in front of stop
forward_vector = carla.Location(waypoint.transform.get_forward_vector())
left_vector = carla.Location(-forward_vector.y, forward_vector.x,
forward_vector.z) * waypoint.lane_width / 2 * 0.7
line = [(waypoint.transform.location + (forward_vector * 1.5) + (left_vector)),
(waypoint.transform.location + (forward_vector * 1.5) - (left_vector))]
line_pixel = [world_to_pixel(p) for p in line]
pygame.draw.lines(surface, color, True, line_pixel, 2)
# draw bounding box
if self.show_triggers:
corners = Util.get_bounding_box(actor)
corners = [world_to_pixel(p) for p in corners]
pygame.draw.lines(surface, trigger_color, True, corners, 2)
def lateral_shift(transform, shift):
transform.rotation.yaw += 90
return transform.location + shift * transform.get_forward_vector()
def draw_topology(carla_topology, index):
topology = [x[index] for x in carla_topology]
topology = sorted(topology, key=lambda w: w.transform.location.z)
for waypoint in topology:
# if waypoint.road_id == 150 or waypoint.road_id == 16:
waypoints = [waypoint]
nxt = waypoint.next(precision)
if len(nxt) > 0:
nxt = nxt[0]
while nxt.road_id == waypoint.road_id:
waypoints.append(nxt)
nxt = nxt.next(precision)
if len(nxt) > 0:
nxt = nxt[0]
else:
break
# Draw Road
road_left_side = [lateral_shift(w.transform, -w.lane_width * 0.5) for w in waypoints]
road_right_side = [lateral_shift(w.transform, w.lane_width * 0.5) for w in waypoints]
polygon = road_left_side + [x for x in reversed(road_right_side)]
polygon = [world_to_pixel(x) for x in polygon]
if len(polygon) > 2:
pygame.draw.polygon(map_surface, COLOR_ALUMINIUM_5, polygon, 5)
pygame.draw.polygon(map_surface, COLOR_ALUMINIUM_5, polygon)
# Draw Shoulders and Parkings
PARKING_COLOR = COLOR_ALUMINIUM_4_5
SHOULDER_COLOR = COLOR_ALUMINIUM_5
final_color = SHOULDER_COLOR
# Draw Right
shoulder = []
for w in waypoints:
r = w.get_right_lane()
if r is not None and (
r.lane_type == carla.LaneType.Shoulder or r.lane_type == carla.LaneType.Parking):
if r.lane_type == carla.LaneType.Parking:
final_color = PARKING_COLOR
shoulder.append(r)
shoulder_left_side = [lateral_shift(w.transform, -w.lane_width * 0.5) for w in shoulder]
shoulder_right_side = [lateral_shift(w.transform, w.lane_width * 0.5) for w in shoulder]
polygon = shoulder_left_side + [x for x in reversed(shoulder_right_side)]
polygon = [world_to_pixel(x) for x in polygon]
if len(polygon) > 2:
pygame.draw.polygon(map_surface, final_color, polygon, 5)
pygame.draw.polygon(map_surface, final_color, polygon)
draw_lane_marking(
map_surface,
shoulder,
False)
# Draw Left
shoulder = []
for w in waypoints:
r = w.get_left_lane()
if r is not None and (
r.lane_type == carla.LaneType.Shoulder or r.lane_type == carla.LaneType.Parking):
if r.lane_type == carla.LaneType.Parking:
final_color = PARKING_COLOR
shoulder.append(r)
shoulder_left_side = [lateral_shift(w.transform, -w.lane_width * 0.5) for w in shoulder]
shoulder_right_side = [lateral_shift(w.transform, w.lane_width * 0.5) for w in shoulder]
polygon = shoulder_left_side + [x for x in reversed(shoulder_right_side)]
polygon = [world_to_pixel(x) for x in polygon]
if len(polygon) > 2:
pygame.draw.polygon(map_surface, final_color, polygon, 5)
pygame.draw.polygon(map_surface, final_color, polygon)
draw_lane_marking(
map_surface,
shoulder,
True)
# Draw Lane Markings and Arrows
if not waypoint.is_intersection:
draw_lane_marking(
map_surface,
waypoints,
True)
draw_lane_marking(
map_surface,
waypoints,
False)
for n, wp in enumerate(waypoints):
if ((n + 1) % 400) == 0:
draw_arrow(map_surface, wp.transform)
topology = carla_map.get_topology()
draw_topology(topology, 0)
draw_topology(topology, 1)
if self.show_spawn_points:
for sp in carla_map.get_spawn_points():
draw_arrow(map_surface, sp, color=COLOR_CHOCOLATE_0)
if self.show_connections:
dist = 1.5
to_pixel = lambda wp: world_to_pixel(wp.transform.location)
for wp in carla_map.generate_waypoints(dist):
col = (0, 255, 255) if wp.is_intersection else (0, 255, 0)
for nxt in wp.next(dist):
pygame.draw.line(map_surface, col, to_pixel(wp), to_pixel(nxt), 2)
if wp.lane_change & carla.LaneChange.Right:
r = wp.get_right_lane()
if r and r.lane_type == carla.LaneType.Driving:
pygame.draw.line(map_surface, col, to_pixel(wp), to_pixel(r), 2)
if wp.lane_change & carla.LaneChange.Left:
l = wp.get_left_lane()
if l and l.lane_type == carla.LaneType.Driving:
pygame.draw.line(map_surface, col, to_pixel(wp), to_pixel(l), 2)
actors = carla_world.get_actors()
# Draw Traffic Signs
font_size = world_to_pixel_width(1)
font = pygame.font.SysFont('Arial', font_size, True)
stops = [actor for actor in actors if 'stop' in actor.type_id]
yields = [actor for actor in actors if 'yield' in actor.type_id]
stop_font_surface = font.render("STOP", False, COLOR_ALUMINIUM_2)
stop_font_surface = pygame.transform.scale(
stop_font_surface, (stop_font_surface.get_width(), stop_font_surface.get_height() * 2))
yield_font_surface = font.render("YIELD", False, COLOR_ALUMINIUM_2)
yield_font_surface = pygame.transform.scale(
yield_font_surface, (yield_font_surface.get_width(), yield_font_surface.get_height() * 2))
for ts_stop in stops:
draw_traffic_signs(map_surface, stop_font_surface, ts_stop, trigger_color=COLOR_SCARLET_RED_1)
for ts_yield in yields:
draw_traffic_signs(map_surface, yield_font_surface, ts_yield, trigger_color=COLOR_ORANGE_1)
def world_to_pixel(self, location, offset=(0, 0)):
x = self.scale * self._pixels_per_meter * (location.x - self._world_offset[0])
y = self.scale * self._pixels_per_meter * (location.y - self._world_offset[1])
return [int(x - offset[0]), int(y - offset[1])]
def world_to_pixel_width(self, width):
return int(self.scale * self._pixels_per_meter * width)
def scale_map(self, scale):
if scale != self.scale:
self.scale = scale
width = int(self.big_map_surface.get_width() * self.scale)
self.surface = pygame.transform.smoothscale(self.big_map_surface, (width, width))
class ModuleWorld(object):
def __init__(self, name, args, timeout):
self.client = None
self.name = name
self.args = args
self.timeout = timeout
self.server_fps = 0.0
self.simulation_time = 0
self.server_clock = pygame.time.Clock()
# World data
self.world = None
self.town_map = None
self.actors_with_transforms = []
# Store necessary modules
self.module_hud = None
self.module_input = None
self.surface_size = [0, 0]
self.prev_scaled_size = 0
self.scaled_size = 0
# Hero actor
self.hero_actor = None
self.spawned_hero = None
self.hero_transform = None
self.scale_offset = [0, 0]
self.vehicle_id_surface = None
self.result_surface = None
self.traffic_light_surfaces = TrafficLightSurfaces()
self.affected_traffic_light = None
# Map info
self.map_image = None
self.border_round_surface = None
self.original_surface_size = None
self.hero_surface = None
self.actors_surface = None
def _get_data_from_carla(self):
try:
self.client = carla.Client(self.args.host, self.args.port)
self.client.set_timeout(self.timeout)
if self.args.map is None:
world = self.client.get_world()
else:
world = self.client.load_world(self.args.map)
town_map = world.get_map()
return (world, town_map)
except RuntimeError as ex:
logging.error(ex)
exit_game()
def start(self):
self.world, self.town_map = self._get_data_from_carla()
# Create Surfaces
self.map_image = MapImage(
carla_world=self.world,
carla_map=self.town_map,
pixels_per_meter=PIXELS_PER_METER,
show_triggers=self.args.show_triggers,
show_connections=self.args.show_connections,
show_spawn_points=self.args.show_spawn_points)
# Store necessary modules
self.module_hud = module_manager.get_module(MODULE_HUD)
self.module_input = module_manager.get_module(MODULE_INPUT)
self.original_surface_size = min(self.module_hud.dim[0], self.module_hud.dim[1])
self.surface_size = self.map_image.big_map_surface.get_width()
self.scaled_size = int(self.surface_size)
self.prev_scaled_size = int(self.surface_size)
# Render Actors
self.actors_surface = pygame.Surface((self.map_image.surface.get_width(), self.map_image.surface.get_height()))
self.actors_surface.set_colorkey(COLOR_BLACK)
self.vehicle_id_surface = pygame.Surface((self.surface_size, self.surface_size)).convert()
self.vehicle_id_surface.set_colorkey(COLOR_BLACK)
self.border_round_surface = pygame.Surface(self.module_hud.dim, pygame.SRCALPHA).convert()
self.border_round_surface.set_colorkey(COLOR_WHITE)
self.border_round_surface.fill(COLOR_BLACK)
center_offset = (int(self.module_hud.dim[0] / 2), int(self.module_hud.dim[1] / 2))
pygame.draw.circle(self.border_round_surface, COLOR_ALUMINIUM_1, center_offset, int(self.module_hud.dim[1] / 2))
pygame.draw.circle(self.border_round_surface, COLOR_WHITE, center_offset, int((self.module_hud.dim[1] - 8) / 2))
scaled_original_size = self.original_surface_size * (1.0 / 0.9)
self.hero_surface = pygame.Surface((scaled_original_size, scaled_original_size)).convert()
self.result_surface = pygame.Surface((self.surface_size, self.surface_size)).convert()
self.result_surface.set_colorkey(COLOR_BLACK)
# Start hero mode by default
self.select_hero_actor()
self.hero_actor.set_autopilot(False)
self.module_input.wheel_offset = HERO_DEFAULT_SCALE
self.module_input.control = carla.VehicleControl()
weak_self = weakref.ref(self)
self.world.on_tick(lambda timestamp: ModuleWorld.on_world_tick(weak_self, timestamp))
def select_hero_actor(self):
hero_vehicles = [actor for actor in self.world.get_actors(
) if 'vehicle' in actor.type_id and actor.attributes['role_name'] == 'hero']
if len(hero_vehicles) > 0:
self.hero_actor = random.choice(hero_vehicles)
self.hero_transform = self.hero_actor.get_transform()
else:
self._spawn_hero()
def _spawn_hero(self):
# Get a random blueprint.
blueprint = random.choice(self.world.get_blueprint_library().filter(self.args.filter))
blueprint.set_attribute('role_name', 'hero')
if blueprint.has_attribute('color'):
color = random.choice(blueprint.get_attribute('color').recommended_values)
blueprint.set_attribute('color', color)
# Spawn the player.
while self.hero_actor is None:
spawn_points = self.world.get_map().get_spawn_points()
spawn_point = random.choice(spawn_points) if spawn_points else carla.Transform()
self.hero_actor = self.world.try_spawn_actor(blueprint, spawn_point)
self.hero_transform = self.hero_actor.get_transform()
# Save it in order to destroy it when closing program
self.spawned_hero = self.hero_actor
def tick(self, clock):
actors = self.world.get_actors()
self.actors_with_transforms = [(actor, actor.get_transform()) for actor in actors]
if self.hero_actor is not None:
self.hero_transform = self.hero_actor.get_transform()
self.update_hud_info(clock)
def update_hud_info(self, clock):
hero_mode_text = []
if self.hero_actor is not None:
hero_speed = self.hero_actor.get_velocity()
hero_speed_text = 3.6 * math.sqrt(hero_speed.x ** 2 + hero_speed.y ** 2 + hero_speed.z ** 2)
affected_traffic_light_text = 'None'
if self.affected_traffic_light is not None:
state = self.affected_traffic_light.state
if state == carla.TrafficLightState.Green:
affected_traffic_light_text = 'GREEN'
elif state == carla.TrafficLightState.Yellow:
affected_traffic_light_text = 'YELLOW'
else:
affected_traffic_light_text = 'RED'
affected_speed_limit_text = self.hero_actor.get_speed_limit()
hero_mode_text = [
'Hero Mode: ON',
'Hero ID: %7d' % self.hero_actor.id,
'Hero Vehicle: %14s' % get_actor_display_name(self.hero_actor, truncate=14),
'Hero Speed: %3d km/h' % hero_speed_text,
'Hero Affected by:',
' Traffic Light: %12s' % affected_traffic_light_text,
' Speed Limit: %3d km/h' % affected_speed_limit_text
]
else:
hero_mode_text = ['Hero Mode: OFF']
self.server_fps = self.server_clock.get_fps()
self.server_fps = 'inf' if self.server_fps == float('inf') else round(self.server_fps)
module_info_text = [
'Server: % 16s FPS' % self.server_fps,
'Client: % 16s FPS' % round(clock.get_fps()),
'Simulation Time: % 12s' % datetime.timedelta(seconds=int(self.simulation_time)),
'Map Name: %10s' % self.town_map.name,
]
module_info_text = module_info_text
module_hud = module_manager.get_module(MODULE_HUD)
module_hud.add_info(self.name, module_info_text)
module_hud.add_info('HERO', hero_mode_text)
@staticmethod
def on_world_tick(weak_self, timestamp):
self = weak_self()
if not self:
return
self.server_clock.tick()
self.server_fps = self.server_clock.get_fps()
self.simulation_time = timestamp.elapsed_seconds
def _split_actors(self):
vehicles = []
traffic_lights = []
speed_limits = []
walkers = []
for actor_with_transform in self.actors_with_transforms:
actor = actor_with_transform[0]
if 'vehicle' in actor.type_id:
vehicles.append(actor_with_transform)
elif 'traffic_light' in actor.type_id:
traffic_lights.append(actor_with_transform)
elif 'speed_limit' in actor.type_id:
speed_limits.append(actor_with_transform)
elif 'walker' in actor.type_id:
walkers.append(actor_with_transform)
info_text = []
if self.hero_actor is not None and len(vehicles) > 1:
location = self.hero_transform.location
vehicle_list = [x[0] for x in vehicles if x[0].id != self.hero_actor.id]
def distance(v): return location.distance(v.get_location())
for n, vehicle in enumerate(sorted(vehicle_list, key=distance)):
if n > 15:
break