carla/PythonAPI/examples/draw_skeleton.py

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#!/usr/bin/env python
# Copyright (c) 2021 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>.
import glob
import os
import sys
import math
import argparse
import copy
import time
from multiprocessing import Pool
from PIL import Image
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
import carla
import random
try:
import pygame
except ImportError:
raise RuntimeError('cannot import pygame, make sure pygame package is installed')
try:
import numpy as np
except ImportError:
raise RuntimeError('cannot import numpy, make sure numpy package is installed')
try:
import queue
except ImportError:
import Queue as queue
class CarlaSyncMode(object):
"""
Context manager to synchronize output from different sensors. Synchronous
mode is enabled as long as we are inside this context
with CarlaSyncMode(world, sensors) as sync_mode:
while True:
data = sync_mode.tick(timeout=1.0)
"""
def __init__(self, world, *sensors, **kwargs):
self.world = world
self.sensors = sensors
self.frame = None
self.delta_seconds = 1.0 / kwargs.get('fps', 20)
self._queues = []
self._settings = None
def __enter__(self):
self._settings = self.world.get_settings()
self.frame = self.world.apply_settings(carla.WorldSettings(
no_rendering_mode=False,
synchronous_mode=True,
fixed_delta_seconds=self.delta_seconds))
def make_queue(register_event):
q = queue.Queue()
register_event(q.put)
self._queues.append(q)
make_queue(self.world.on_tick)
for sensor in self.sensors:
make_queue(sensor.listen)
return self
def tick(self, timeout):
self.frame = self.world.tick()
data = [self._retrieve_data(q, timeout) for q in self._queues]
assert all(x.frame == self.frame for x in data)
return data
def __exit__(self, *args, **kwargs):
self.world.apply_settings(self._settings)
def _retrieve_data(self, sensor_queue, timeout):
while True:
data = sensor_queue.get(timeout=timeout)
if data.frame == self.frame:
return data
# ---------------
def build_projection_matrix(w, h, fov):
focal = w / (2.0 * np.tan(fov * np.pi / 360.0))
K = np.identity(3)
K[0, 0] = K[1, 1] = focal
K[0, 2] = w / 2.0
K[1, 2] = h / 2.0
return K
def get_image_as_array(image):
array = np.frombuffer(image.raw_data, dtype=np.dtype("uint8"))
array = np.reshape(array, (image.height, image.width, 4))
array = array[:, :, :3]
array = array[:, :, ::-1]
# make the array writeable doing a deep copy
array2 = copy.deepcopy(array)
return array2
def draw_image(surface, array, blend=False):
image_surface = pygame.surfarray.make_surface(array.swapaxes(0, 1))
if blend:
image_surface.set_alpha(100)
surface.blit(image_surface, (0, 0))
def get_font():
fonts = [x for x in pygame.font.get_fonts()]
default_font = 'ubuntumono'
font = default_font if default_font in fonts else fonts[0]
font = pygame.font.match_font(font)
return pygame.font.Font(font, 14)
def get_screen_points(camera, K, image_w, image_h, points3d):
# get 4x4 matrix to transform points from world to camera coordinates
world_2_camera = np.array(camera.get_transform().get_inverse_matrix())
# build the points array in numpy format as (x, y, z, 1) to be operable with a 4x4 matrix
points_temp = []
for p in points3d:
points_temp += [p.x, p.y, p.z, 1]
points = np.array(points_temp).reshape(-1, 4).T
# convert world points to camera space
points_camera = np.dot(world_2_camera, points)
# New we must change from UE4's coordinate system to an "standard"
# (x, y ,z) -> (y, -z, x)
# and we remove the fourth component also
points = np.array([
points_camera[1],
points_camera[2] * -1,
points_camera[0]])
# Finally we can use our K matrix to do the actual 3D -> 2D.
points_2d = np.dot(K, points)
# normalize the values and transpose
points_2d = np.array([
points_2d[0, :] / points_2d[2, :],
points_2d[1, :] / points_2d[2, :],
points_2d[2, :]]).T
return points_2d
def draw_points_on_buffer(buffer, image_w, image_h, points_2d, color, size=4):
half = int(size / 2)
# draw each point
for p in points_2d:
x = int(p[0])
y = int(p[1])
for j in range(y - half, y + half):
if (j >=0 and j <image_h):
for i in range(x - half, x + half):
if (i >=0 and i <image_w):
buffer[j][i][0] = color[0]
buffer[j][i][1] = color[1]
buffer[j][i][2] = color[2]
def draw_line_on_buffer(buffer, image_w, image_h, points_2d, color, size=4):
x0 = int(points_2d[0][0])
y0 = int(points_2d[0][1])
x1 = int(points_2d[1][0])
y1 = int(points_2d[1][1])
dx = abs(x1 - x0)
if x0 < x1:
sx = 1
else:
sx = -1
dy = -abs(y1 - y0)
if y0 < y1:
sy = 1
else:
sy = -1
err = dx + dy
while True:
draw_points_on_buffer(buffer, image_w, image_h, ((x0,y0),), color, size)
if (x0 == x1 and y0 == y1):
break
e2 = 2 * err
if (e2 >= dy):
err += dy
x0 += sx
if (e2 <= dx):
err += dx
y0 += sy
def draw_skeleton(buffer, image_w, image_h, boneIndex, points2d, color, size=4):
try:
# draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_root"]], points2d[boneIndex["crl_hips__C"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hips__C"]], points2d[boneIndex["crl_spine__C"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hips__C"]], points2d[boneIndex["crl_thigh__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hips__C"]], points2d[boneIndex["crl_thigh__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_spine__C"]], points2d[boneIndex["crl_spine01__C"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_spine01__C"]], points2d[boneIndex["crl_shoulder__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_spine01__C"]], points2d[boneIndex["crl_neck__C"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_spine01__C"]], points2d[boneIndex["crl_shoulder__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_shoulder__L"]], points2d[boneIndex["crl_arm__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_arm__L"]], points2d[boneIndex["crl_foreArm__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_foreArm__L"]], points2d[boneIndex["crl_hand__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handThumb__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handIndex__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handMiddle__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handRing__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__L"]], points2d[boneIndex["crl_handPinky__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb__L"]], points2d[boneIndex["crl_handThumb01__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb01__L"]], points2d[boneIndex["crl_handThumb02__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb02__L"]], points2d[boneIndex["crl_handThumbEnd__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex__L"]], points2d[boneIndex["crl_handIndex01__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex01__L"]], points2d[boneIndex["crl_handIndex02__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex02__L"]], points2d[boneIndex["crl_handIndexEnd__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle__L"]], points2d[boneIndex["crl_handMiddle01__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle01__L"]], points2d[boneIndex["crl_handMiddle02__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle02__L"]], points2d[boneIndex["crl_handMiddleEnd__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing__L"]], points2d[boneIndex["crl_handRing01__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing01__L"]], points2d[boneIndex["crl_handRing02__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing02__L"]], points2d[boneIndex["crl_handRingEnd__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky__L"]], points2d[boneIndex["crl_handPinky01__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky01__L"]], points2d[boneIndex["crl_handPinky02__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky02__L"]], points2d[boneIndex["crl_handPinkyEnd__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_neck__C"]], points2d[boneIndex["crl_Head__C"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_Head__C"]], points2d[boneIndex["crl_eye__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_Head__C"]], points2d[boneIndex["crl_eye__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_shoulder__R"]], points2d[boneIndex["crl_arm__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_arm__R"]], points2d[boneIndex["crl_foreArm__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_foreArm__R"]], points2d[boneIndex["crl_hand__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handThumb__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handIndex__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handMiddle__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handRing__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_hand__R"]], points2d[boneIndex["crl_handPinky__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb__R"]], points2d[boneIndex["crl_handThumb01__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb01__R"]], points2d[boneIndex["crl_handThumb02__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handThumb02__R"]], points2d[boneIndex["crl_handThumbEnd__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex__R"]], points2d[boneIndex["crl_handIndex01__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex01__R"]], points2d[boneIndex["crl_handIndex02__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handIndex02__R"]], points2d[boneIndex["crl_handIndexEnd__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle__R"]], points2d[boneIndex["crl_handMiddle01__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle01__R"]], points2d[boneIndex["crl_handMiddle02__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handMiddle02__R"]], points2d[boneIndex["crl_handMiddleEnd__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing__R"]], points2d[boneIndex["crl_handRing01__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing01__R"]], points2d[boneIndex["crl_handRing02__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handRing02__R"]], points2d[boneIndex["crl_handRingEnd__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky__R"]], points2d[boneIndex["crl_handPinky01__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky01__R"]], points2d[boneIndex["crl_handPinky02__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_handPinky02__R"]], points2d[boneIndex["crl_handPinkyEnd__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_thigh__R"]], points2d[boneIndex["crl_leg__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_leg__R"]], points2d[boneIndex["crl_foot__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_foot__R"]], points2d[boneIndex["crl_toe__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_toe__R"]], points2d[boneIndex["crl_toeEnd__R"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_thigh__L"]], points2d[boneIndex["crl_leg__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_leg__L"]], points2d[boneIndex["crl_foot__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_foot__L"]], points2d[boneIndex["crl_toe__L"]]), color, size)
draw_line_on_buffer(buffer, image_w, image_h, (points2d[boneIndex["crl_toe__L"]], points2d[boneIndex["crl_toeEnd__L"]]), color, size)
except:
pass
def should_quit():
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_ESCAPE:
return True
return False
def write_image(frame, id, buffer):
# Save the image using Pillow module.
img = Image.fromarray(buffer)
img.save('_out/%s_%06d.png' % (id, frame))
def main():
argparser = argparse.ArgumentParser(
description='CARLA Manual Control Client')
argparser.add_argument(
'--fov',
default=60,
type=int,
help='FOV for camera')
argparser.add_argument(
'--res',
metavar='WIDTHxHEIGHT',
# default='1920x1080',
default='800x600',
help='window resolution (default: 800x600)')
args = argparser.parse_args()
args.width, args.height = [int(x) for x in args.res.split('x')]
actor_list = []
pygame.init()
display = pygame.display.set_mode(
(args.width, args.height),
pygame.HWSURFACE | pygame.DOUBLEBUF)
font = get_font()
clock = pygame.time.Clock()
client = carla.Client('localhost', 2000)
client.set_timeout(5.0)
world = client.get_world()
# spawn a camera
camera_bp = world.get_blueprint_library().find('sensor.camera.rgb')
camera_bp.set_attribute("image_size_x", str(args.width))
camera_bp.set_attribute("image_size_y", str(args.height))
camera_bp.set_attribute("fov", str(args.fov))
camera = world.spawn_actor(camera_bp, carla.Transform())
# spawn a pedestrian
world.set_pedestrians_seed(1235)
ped_bp = random.choice(world.get_blueprint_library().filter("walker.pedestrian.*"))
trans = carla.Transform()
trans.location = world.get_random_location_from_navigation()
ped = world.spawn_actor(ped_bp, trans)
walker_controller_bp = world.get_blueprint_library().find('controller.ai.walker')
controller = world.spawn_actor(walker_controller_bp, carla.Transform(), ped)
controller.start()
controller.go_to_location(world.get_random_location_from_navigation())
controller.set_max_speed(1.7)
# keep tracking of actors to remove
actor_list.append(camera)
actor_list.append(ped)
actor_list.append(controller)
# get some attributes from the camera
image_w = camera_bp.get_attribute("image_size_x").as_int()
image_h = camera_bp.get_attribute("image_size_y").as_int()
fov = camera_bp.get_attribute("fov").as_float()
try:
pool = Pool(processes=5)
# Create a synchronous mode context.
with CarlaSyncMode(world, camera, fps=30) as sync_mode:
# set the projection matrix
K = build_projection_matrix(image_w, image_h, fov)
blending = 0
turning = 0
while True:
if should_quit():
return
clock.tick()
# make some transition from custom pose to animation
ped.blend_pose(math.sin(blending))
# move the pedestrian
blending += 0.015
turning += 0.009
# move camera around
trans = ped.get_transform()
x = math.cos(turning) * -3
y = math.sin(turning) * 3
trans.location.x += x
trans.location.y += y
trans.location.z = 2
trans.rotation.pitch = -16
trans.rotation.roll = 0
trans.rotation.yaw = -360 * (turning/(math.pi*2))
camera.set_transform(trans)
# Advance the simulation and wait for the data.
snapshot, image_rgb = sync_mode.tick(timeout=5.0)
# Draw the display.
buffer = get_image_as_array(image_rgb)
# get the pedestrian bones
bones = ped.get_bones()
# prepare the bones (get name and world position)
boneIndex = {}
points = []
for i, bone in enumerate(bones.bone_transforms):
boneIndex[bone.name] = i
points.append(bone.world.location)
# project the 3d points to 2d screen
points2d = get_screen_points(camera, K, image_w, image_h, points)
# draw the skeleton lines
draw_skeleton(buffer, image_w, image_h, boneIndex, points2d, (0, 255, 0), 2)
# draw the bone points
draw_points_on_buffer(buffer, image_w, image_h, points2d[1:], (255, 0, 0), 4)
draw_image(display, buffer)
# pool.apply_async(write_image, (snapshot.frame, "ped", buffer))
# display.blit(font.render('%d bones' % len(points), True, (255, 255, 255)), (8, 10))
pygame.display.flip()
finally:
# time.sleep(5)
print('destroying actors.')
for actor in actor_list:
actor.destroy()
pygame.quit()
pool.close()
print('done.')
if __name__ == '__main__':
try:
main()
except KeyboardInterrupt:
print('\nCancelled by user. Bye!')