123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494 |
- #!/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.split('/')[-1],
- ]
- 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
- vehicle_type = get_actor_display_name(vehicle, truncate=22)
- info_text.append('% 5d %s' % (vehicle.id, vehicle_type))
- module_manager.get_module(MODULE_HUD).add_info(
- 'NEARBY VEHICLES',
- info_text)
- return (vehicles, traffic_lights, speed_limits, walkers)
- def _render_traffic_lights(self, surface, list_tl, world_to_pixel):
- self.affected_traffic_light = None
- for tl in list_tl:
- world_pos = tl.get_location()
- pos = world_to_pixel(world_pos)
- if self.args.show_triggers:
- corners = Util.get_bounding_box(tl)
- corners = [world_to_pixel(p) for p in corners]
- pygame.draw.lines(surface, COLOR_BUTTER_1, True, corners, 2)
- if self.hero_actor is not None:
- corners = Util.get_bounding_box(tl)
- corners = [world_to_pixel(p) for p in corners]
- tl_t = tl.get_transform()
- transformed_tv = tl_t.transform(tl.trigger_volume.location)
- hero_location = self.hero_actor.get_location()
- d = hero_location.distance(transformed_tv)
- s = Util.length(tl.trigger_volume.extent) + Util.length(self.hero_actor.bounding_box.extent)
- if (d <= s):
- # Highlight traffic light
- self.affected_traffic_light = tl
- srf = self.traffic_light_surfaces.surfaces['h']
- surface.blit(srf, srf.get_rect(center=pos))
- srf = self.traffic_light_surfaces.surfaces[tl.state]
- surface.blit(srf, srf.get_rect(center=pos))
- def _render_speed_limits(self, surface, list_sl, world_to_pixel, world_to_pixel_width):
- font_size = world_to_pixel_width(2)
- radius = world_to_pixel_width(2)
- font = pygame.font.SysFont('Arial', font_size)
- for sl in list_sl:
- x, y = world_to_pixel(sl.get_location())
- # Render speed limit
- white_circle_radius = int(radius * 0.75)
- pygame.draw.circle(surface, COLOR_SCARLET_RED_1, (x, y), radius)
- pygame.draw.circle(surface, COLOR_ALUMINIUM_0, (x, y), white_circle_radius)
- limit = sl.type_id.split('.')[2]
- font_surface = font.render(limit, True, COLOR_ALUMINIUM_5)
- if self.args.show_triggers:
- corners = Util.get_bounding_box(sl)
- corners = [world_to_pixel(p) for p in corners]
- pygame.draw.lines(surface, COLOR_PLUM_2, True, corners, 2)
- # Blit
- if self.hero_actor is not None:
- # Rotate font surface with respect to hero vehicle front
- angle = -self.hero_transform.rotation.yaw - 90.0
- font_surface = pygame.transform.rotate(font_surface, angle)
- offset = font_surface.get_rect(center=(x, y))
- surface.blit(font_surface, offset)
- else:
- surface.blit(font_surface, (x - radius / 2, y - radius / 2))
- def _render_walkers(self, surface, list_w, world_to_pixel):
- for w in list_w:
- color = COLOR_PLUM_0
- # Compute bounding box points
- bb = w[0].bounding_box.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)]
- w[1].transform(corners)
- corners = [world_to_pixel(p) for p in corners]
- pygame.draw.polygon(surface, color, corners)
- def _render_vehicles(self, surface, list_v, world_to_pixel):
- for v in list_v:
- color = COLOR_SKY_BLUE_0
- if int(v[0].attributes['number_of_wheels']) == 2:
- color = COLOR_CHOCOLATE_1
- if v[0].attributes['role_name'] == 'hero':
- color = COLOR_CHAMELEON_0
- # Compute bounding box points
- bb = v[0].bounding_box.extent
- corners = [carla.Location(x=-bb.x, y=-bb.y),
- carla.Location(x=bb.x - 0.8, y=-bb.y),
- carla.Location(x=bb.x, y=0),
- carla.Location(x=bb.x - 0.8, y=bb.y),
- carla.Location(x=-bb.x, y=bb.y),
- carla.Location(x=-bb.x, y=-bb.y)
- ]
- v[1].transform(corners)
- corners = [world_to_pixel(p) for p in corners]
- pygame.draw.lines(surface, color, False, corners, int(math.ceil(4.0 * self.map_image.scale)))
- def render_actors(self, surface, vehicles, traffic_lights, speed_limits, walkers):
- # Static actors
- self._render_traffic_lights(surface, [tl[0] for tl in traffic_lights], self.map_image.world_to_pixel)
- self._render_speed_limits(surface, [sl[0] for sl in speed_limits], self.map_image.world_to_pixel,
- self.map_image.world_to_pixel_width)
- # Dynamic actors
- self._render_vehicles(surface, vehicles, self.map_image.world_to_pixel)
- self._render_walkers(surface, walkers, self.map_image.world_to_pixel)
- def clip_surfaces(self, clipping_rect):
- self.actors_surface.set_clip(clipping_rect)
- self.vehicle_id_surface.set_clip(clipping_rect)
- self.result_surface.set_clip(clipping_rect)
- def _compute_scale(self, scale_factor):
- m = self.module_input.mouse_pos
- # Percentage of surface where mouse position is actually
- px = (m[0] - self.scale_offset[0]) / float(self.prev_scaled_size)
- py = (m[1] - self.scale_offset[1]) / float(self.prev_scaled_size)
- # Offset will be the previously accumulated offset added with the
- # difference of mouse positions in the old and new scales
- diff_between_scales = ((float(self.prev_scaled_size) * px) - (float(self.scaled_size) * px),
- (float(self.prev_scaled_size) * py) - (float(self.scaled_size) * py))
- self.scale_offset = (self.scale_offset[0] + diff_between_scales[0],
- self.scale_offset[1] + diff_between_scales[1])
- # Update previous scale
- self.prev_scaled_size = self.scaled_size
- # Scale performed
- self.map_image.scale_map(scale_factor)
- def render(self, display):
- if self.actors_with_transforms is None:
- return
- self.result_surface.fill(COLOR_BLACK)
- vehicles, traffic_lights, speed_limits, walkers = self._split_actors()
- scale_factor = self.module_input.wheel_offset
- self.scaled_size = int(self.map_image.width * scale_factor)
- if self.scaled_size != self.prev_scaled_size:
- self._compute_scale(scale_factor)
- # Render Actors
- self.actors_surface.fill(COLOR_BLACK)
- self.render_actors(
- self.actors_surface,
- vehicles,
- traffic_lights,
- speed_limits,
- walkers)
- # Render Ids
- self.module_hud.render_vehicles_ids(self.vehicle_id_surface, vehicles,
- self.map_image.world_to_pixel, self.hero_actor, self.hero_transform)
- # Blit surfaces
- surfaces = ((self.map_image.surface, (0, 0)),
- (self.actors_surface, (0, 0)),
- (self.vehicle_id_surface, (0, 0)),
- )
- angle = 0.0 if self.hero_actor is None else self.hero_transform.rotation.yaw + 90.0
- self.traffic_light_surfaces.rotozoom(-angle, self.map_image.scale)
- center_offset = (0, 0)
- if self.hero_actor is not None:
- hero_location_screen = self.map_image.world_to_pixel(self.hero_transform.location)
- hero_front = self.hero_transform.get_forward_vector()
- translation_offset = (
- hero_location_screen[0] -
- self.hero_surface.get_width() /
- 2 +
- hero_front.x *
- PIXELS_AHEAD_VEHICLE,
- (hero_location_screen[1] -
- self.hero_surface.get_height() /
- 2 +
- hero_front.y *
- PIXELS_AHEAD_VEHICLE))
- # Apply clipping rect
- clipping_rect = pygame.Rect(translation_offset[0],
- translation_offset[1],
- self.hero_surface.get_width(),
- self.hero_surface.get_height())
- self.clip_surfaces(clipping_rect)
- Util.blits(self.result_surface, surfaces)
- self.border_round_surface.set_clip(clipping_rect)
- self.hero_surface.fill(COLOR_ALUMINIUM_4)
- self.hero_surface.blit(self.result_surface, (-translation_offset[0],
- -translation_offset[1]))
- rotated_result_surface = pygame.transform.rotozoom(self.hero_surface, angle, 0.9).convert()
- center = (display.get_width() / 2, display.get_height() / 2)
- rotation_pivot = rotated_result_surface.get_rect(center=center)
- display.blit(rotated_result_surface, rotation_pivot)
- display.blit(self.border_round_surface, (0, 0))
- else:
- # Translation offset
- translation_offset = (self.module_input.mouse_offset[0] * scale_factor + self.scale_offset[0],
- self.module_input.mouse_offset[1] * scale_factor + self.scale_offset[1])
- center_offset = (abs(display.get_width() - self.surface_size) / 2 * scale_factor, 0)
- # Apply clipping rect
- clipping_rect = pygame.Rect(-translation_offset[0] - center_offset[0], -translation_offset[1],
- self.module_hud.dim[0], self.module_hud.dim[1])
- self.clip_surfaces(clipping_rect)
- Util.blits(self.result_surface, surfaces)
- display.blit(self.result_surface, (translation_offset[0] + center_offset[0],
- translation_offset[1]))
- def destroy(self):
- if self.spawned_hero is not None:
- self.spawned_hero.destroy()
- # ==============================================================================
- # -- Input -----------------------------------------------------------
- # ==============================================================================
- class ModuleInput(object):
- def __init__(self, name):
- self.name = name
- self.mouse_pos = (0, 0)
- self.mouse_offset = [0.0, 0.0]
- self.wheel_offset = 0.1
- self.wheel_amount = 0.025
- self._steer_cache = 0.0
- self.control = None
- self._autopilot_enabled = False
- def start(self):
- hud = module_manager.get_module(MODULE_HUD)
- hud.notification("Press 'H' or '?' for help.", seconds=4.0)
- def render(self, display):
- pass
- def tick(self, clock):
- self.parse_input(clock)
- def _parse_events(self):
- self.mouse_pos = pygame.mouse.get_pos()
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- exit_game()
- elif event.type == pygame.KEYUP:
- if self._is_quit_shortcut(event.key):
- exit_game()
- elif event.key == K_h or (event.key == K_SLASH and pygame.key.get_mods() & KMOD_SHIFT):
- module_hud = module_manager.get_module(MODULE_HUD)
- module_hud.help.toggle()
- elif event.key == K_TAB:
- module_world = module_manager.get_module(MODULE_WORLD)
- module_hud = module_manager.get_module(MODULE_HUD)
- if module_world.hero_actor is None:
- module_world.select_hero_actor()
- self.wheel_offset = HERO_DEFAULT_SCALE
- self.control = carla.VehicleControl()
- module_hud.notification('Hero Mode')
- else:
- self.wheel_offset = MAP_DEFAULT_SCALE
- self.mouse_offset = [0, 0]
- self.mouse_pos = [0, 0]
- module_world.scale_offset = [0, 0]
- module_world.hero_actor = None
- module_hud.notification('Map Mode')
- elif event.key == K_F1:
- module_hud = module_manager.get_module(MODULE_HUD)
- module_hud.show_info = not module_hud.show_info
- elif event.key == K_i:
- module_hud = module_manager.get_module(MODULE_HUD)
- module_hud.show_actor_ids = not module_hud.show_actor_ids
- elif isinstance(self.control, carla.VehicleControl):
- if event.key == K_q:
- self.control.gear = 1 if self.control.reverse else -1
- elif event.key == K_m:
- self.control.manual_gear_shift = not self.control.manual_gear_shift
- world = module_manager.get_module(MODULE_WORLD)
- self.control.gear = world.hero_actor.get_control().gear
- module_hud = module_manager.get_module(MODULE_HUD)
- module_hud.notification('%s Transmission' % (
- 'Manual' if self.control.manual_gear_shift else 'Automatic'))
- elif self.control.manual_gear_shift and event.key == K_COMMA:
- self.control.gear = max(-1, self.control.gear - 1)
- elif self.control.manual_gear_shift and event.key == K_PERIOD:
- self.control.gear = self.control.gear + 1
- elif event.key == K_p:
- world = module_manager.get_module(MODULE_WORLD)
- if world.hero_actor is not None:
- self._autopilot_enabled = not self._autopilot_enabled
- world.hero_actor.set_autopilot(self._autopilot_enabled)
- module_hud = module_manager.get_module(MODULE_HUD)
- module_hud.notification('Autopilot %s' % ('On' if self._autopilot_enabled else 'Off'))
- elif event.type == pygame.MOUSEBUTTONDOWN:
- if event.button == 4:
- self.wheel_offset += self.wheel_amount
- if self.wheel_offset >= 1.0:
- self.wheel_offset = 1.0
- elif event.button == 5:
- self.wheel_offset -= self.wheel_amount
- if self.wheel_offset <= 0.1:
- self.wheel_offset = 0.1
- def _parse_keys(self, milliseconds):
- keys = pygame.key.get_pressed()
- self.control.throttle = 1.0 if keys[K_UP] or keys[K_w] else 0.0
- steer_increment = 5e-4 * milliseconds
- if keys[K_LEFT] or keys[K_a]:
- self._steer_cache -= steer_increment
- elif keys[K_RIGHT] or keys[K_d]:
- self._steer_cache += steer_increment
- else:
- self._steer_cache = 0.0
- self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
- self.control.steer = round(self._steer_cache, 1)
- self.control.brake = 1.0 if keys[K_DOWN] or keys[K_s] else 0.0
- self.control.hand_brake = keys[K_SPACE]
- def _parse_mouse(self):
- if pygame.mouse.get_pressed()[0]:
- x, y = pygame.mouse.get_pos()
- self.mouse_offset[0] += (1.0 / self.wheel_offset) * (x - self.mouse_pos[0])
- self.mouse_offset[1] += (1.0 / self.wheel_offset) * (y - self.mouse_pos[1])
- self.mouse_pos = (x, y)
- def parse_input(self, clock):
- self._parse_events()
- self._parse_mouse()
- if not self._autopilot_enabled:
- if isinstance(self.control, carla.VehicleControl):
- self._parse_keys(clock.get_time())
- self.control.reverse = self.control.gear < 0
- world = module_manager.get_module(MODULE_WORLD)
- if (world.hero_actor is not None):
- world.hero_actor.apply_control(self.control)
- @staticmethod
- def _is_quit_shortcut(key):
- return (key == K_ESCAPE) or (key == K_q and pygame.key.get_mods() & KMOD_CTRL)
- # ==============================================================================
- # -- Global Objects ------------------------------------------------------------
- # ==============================================================================
- module_manager = ModuleManager()
- # ==============================================================================
- # -- Game Loop ---------------------------------------------------------------
- # ==============================================================================
- def game_loop(args):
- try:
- # Init Pygame
- pygame.init()
- display = pygame.display.set_mode(
- (args.width, args.height),
- pygame.HWSURFACE | pygame.DOUBLEBUF)
- pygame.display.set_caption(args.description)
- font = pygame.font.Font(pygame.font.get_default_font(), 20)
- text_surface = font.render('Rendering map...', True, COLOR_WHITE)
- display.blit(text_surface, text_surface.get_rect(center=(args.width / 2, args.height / 2)))
- pygame.display.flip()
- # Init modules
- input_module = ModuleInput(MODULE_INPUT)
- hud_module = ModuleHUD(MODULE_HUD, args.width, args.height)
- world_module = ModuleWorld(MODULE_WORLD, args, timeout=2.0)
- # Register Modules
- module_manager.register_module(world_module)
- module_manager.register_module(hud_module)
- module_manager.register_module(input_module)
- module_manager.start_modules()
- clock = pygame.time.Clock()
- while True:
- clock.tick_busy_loop(60)
- module_manager.tick(clock)
- module_manager.render(display)
- pygame.display.flip()
- except KeyboardInterrupt:
- print('\nCancelled by user. Bye!')
- finally:
- if world_module is not None:
- world_module.destroy()
- def exit_game():
- module_manager.clear_modules()
- pygame.quit()
- sys.exit()
- # ==============================================================================
- # -- Main --------------------------------------------------------------------
- # ==============================================================================
- def main():
- # Parse arguments
- argparser = argparse.ArgumentParser(
- description='CARLA No Rendering Mode Visualizer')
- argparser.add_argument(
- '-v', '--verbose',
- action='store_true',
- dest='debug',
- help='print debug information')
- argparser.add_argument(
- '--host',
- metavar='H',
- default='127.0.0.1',
- help='IP of the host server (default: 127.0.0.1)')
- argparser.add_argument(
- '-p', '--port',
- metavar='P',
- default=2000,
- type=int,
- help='TCP port to listen to (default: 2000)')
- argparser.add_argument(
- '--res',
- metavar='WIDTHxHEIGHT',
- default='1280x720',
- help='window resolution (default: 1280x720)')
- argparser.add_argument(
- '--filter',
- metavar='PATTERN',
- default='vehicle.*',
- help='actor filter (default: "vehicle.*")')
- argparser.add_argument(
- '--map',
- metavar='TOWN',
- default=None,
- help='start a new episode at the given TOWN')
- argparser.add_argument(
- '--no-rendering',
- action='store_true',
- default=True,
- help='switch off server rendering')
- argparser.add_argument(
- '--show-triggers',
- action='store_true',
- help='show trigger boxes of traffic signs')
- argparser.add_argument(
- '--show-connections',
- action='store_true',
- help='show waypoint connections')
- argparser.add_argument(
- '--show-spawn-points',
- action='store_true',
- help='show recommended spawn points')
- args = argparser.parse_args()
- args.description = argparser.description
- args.width, args.height = [int(x) for x in args.res.split('x')]
- log_level = logging.DEBUG if args.debug else logging.INFO
- logging.basicConfig(format='%(levelname)s: %(message)s', level=log_level)
- logging.info('listening to server %s:%s', args.host, args.port)
- print(__doc__)
- game_loop(args)
- if __name__ == '__main__':
- main()
|