carla/PythonAPI/examples/manual_control.py

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#!/usr/bin/env python
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# Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma de
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# Barcelona (UAB).
#
# This work is licensed under the terms of the MIT license.
# For a copy, see <https://opensource.org/licenses/MIT>.
# Allows controlling a vehicle with a keyboard. For a simpler and more
# documented example, please take a look at tutorial.py.
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"""
Welcome to CARLA manual control.
Use ARROWS or WASD keys for control.
W : throttle
S : brake
A/D : steer left/right
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Q : toggle reverse
Space : hand-brake
P : toggle autopilot
M : toggle manual transmission
,/. : gear up/down
CTRL + W : toggle constant velocity mode at 60 km/h
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L : toggle next light type
SHIFT + L : toggle high beam
Z/X : toggle right/left blinker
I : toggle interior light
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TAB : change sensor position
` or N : next sensor
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[1-9] : change to sensor [1-9]
G : toggle radar visualization
C : change weather (Shift+C reverse)
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Backspace : change vehicle
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O : open/close all doors of vehicle
T : toggle vehicle's telemetry
V : Select next map layer (Shift+V reverse)
B : Load current selected map layer (Shift+B to unload)
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R : toggle recording images to disk
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CTRL + R : toggle recording of simulation (replacing any previous)
CTRL + P : start replaying last recorded simulation
CTRL + + : increments the start time of the replay by 1 second (+SHIFT = 10 seconds)
CTRL + - : decrements the start time of the replay by 1 second (+SHIFT = 10 seconds)
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F1 : toggle HUD
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H/? : toggle help
ESC : quit
"""
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from __future__ import print_function
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# ==============================================================================
# -- find carla module ---------------------------------------------------------
# ==============================================================================
import glob
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import os
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import sys
try:
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sys.path.append(glob.glob('../carla/dist/carla-*%d.%d-%s.egg' % (
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sys.version_info.major,
sys.version_info.minor,
'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0])
except IndexError:
pass
# ==============================================================================
# -- imports -------------------------------------------------------------------
# ==============================================================================
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import carla
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from carla import ColorConverter as cc
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import argparse
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import collections
import datetime
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import logging
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import math
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import random
import re
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import weakref
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try:
import pygame
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from pygame.locals import KMOD_CTRL
from pygame.locals import KMOD_SHIFT
from pygame.locals import K_0
from pygame.locals import K_9
from pygame.locals import K_BACKQUOTE
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from pygame.locals import K_BACKSPACE
from pygame.locals import K_COMMA
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from pygame.locals import K_DOWN
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from pygame.locals import K_ESCAPE
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from pygame.locals import K_F1
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from pygame.locals import K_LEFT
from pygame.locals import K_PERIOD
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from pygame.locals import K_RIGHT
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from pygame.locals import K_SLASH
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from pygame.locals import K_SPACE
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from pygame.locals import K_TAB
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from pygame.locals import K_UP
from pygame.locals import K_a
from pygame.locals import K_b
from pygame.locals import K_c
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from pygame.locals import K_d
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from pygame.locals import K_f
from pygame.locals import K_g
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from pygame.locals import K_h
from pygame.locals import K_i
from pygame.locals import K_l
from pygame.locals import K_m
from pygame.locals import K_n
from pygame.locals import K_o
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from pygame.locals import K_p
from pygame.locals import K_q
from pygame.locals import K_r
from pygame.locals import K_s
from pygame.locals import K_t
from pygame.locals import K_v
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from pygame.locals import K_w
from pygame.locals import K_x
from pygame.locals import K_z
from pygame.locals import K_MINUS
from pygame.locals import K_EQUALS
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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')
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# ==============================================================================
# -- Global functions ----------------------------------------------------------
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# ==============================================================================
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def find_weather_presets():
rgx = re.compile('.+?(?:(?<=[a-z])(?=[A-Z])|(?<=[A-Z])(?=[A-Z][a-z])|$)')
name = lambda x: ' '.join(m.group(0) for m in rgx.finditer(x))
presets = [x for x in dir(carla.WeatherParameters) if re.match('[A-Z].+', x)]
return [(getattr(carla.WeatherParameters, x), name(x)) for x in presets]
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def get_actor_display_name(actor, truncate=250):
name = ' '.join(actor.type_id.replace('_', '.').title().split('.')[1:])
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return (name[:truncate - 1] + u'\u2026') if len(name) > truncate else name
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def get_actor_blueprints(world, filter, generation):
bps = world.get_blueprint_library().filter(filter)
if generation.lower() == "all":
return bps
# If the filter returns only one bp, we assume that this one needed
# and therefore, we ignore the generation
if len(bps) == 1:
return bps
try:
int_generation = int(generation)
# Check if generation is in available generations
if int_generation in [1, 2]:
bps = [x for x in bps if int(x.get_attribute('generation')) == int_generation]
return bps
else:
print(" Warning! Actor Generation is not valid. No actor will be spawned.")
return []
except:
print(" Warning! Actor Generation is not valid. No actor will be spawned.")
return []
# ==============================================================================
# -- World ---------------------------------------------------------------------
# ==============================================================================
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class World(object):
def __init__(self, carla_world, hud, args):
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self.world = carla_world
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self.sync = args.sync
self.actor_role_name = args.rolename
try:
self.map = self.world.get_map()
except RuntimeError as error:
print('RuntimeError: {}'.format(error))
print(' The server could not send the OpenDRIVE (.xodr) file:')
print(' Make sure it exists, has the same name of your town, and is correct.')
sys.exit(1)
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self.hud = hud
self.player = None
self.collision_sensor = None
self.lane_invasion_sensor = None
self.gnss_sensor = None
self.imu_sensor = None
self.radar_sensor = None
self.camera_manager = None
self._weather_presets = find_weather_presets()
self._weather_index = 0
self._actor_filter = args.filter
self._actor_generation = args.generation
self._gamma = args.gamma
self.restart()
self.world.on_tick(hud.on_world_tick)
self.recording_enabled = False
self.recording_start = 0
self.constant_velocity_enabled = False
self.show_vehicle_telemetry = False
self.doors_are_open = False
self.current_map_layer = 0
self.map_layer_names = [
carla.MapLayer.NONE,
carla.MapLayer.Buildings,
carla.MapLayer.Decals,
carla.MapLayer.Foliage,
carla.MapLayer.Ground,
carla.MapLayer.ParkedVehicles,
carla.MapLayer.Particles,
carla.MapLayer.Props,
carla.MapLayer.StreetLights,
carla.MapLayer.Walls,
carla.MapLayer.All
]
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def restart(self):
self.player_max_speed = 1.589
self.player_max_speed_fast = 3.713
# Keep same camera config if the camera manager exists.
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cam_index = self.camera_manager.index if self.camera_manager is not None else 0
cam_pos_index = self.camera_manager.transform_index if self.camera_manager is not None else 0
# Get a random blueprint.
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blueprint_list = get_actor_blueprints(self.world, self._actor_filter, self._actor_generation)
if not blueprint_list:
raise ValueError("Couldn't find any blueprints with the specified filters")
blueprint = random.choice(blueprint_list)
blueprint.set_attribute('role_name', self.actor_role_name)
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if blueprint.has_attribute('terramechanics'):
blueprint.set_attribute('terramechanics', 'true')
if blueprint.has_attribute('color'):
color = random.choice(blueprint.get_attribute('color').recommended_values)
blueprint.set_attribute('color', color)
if blueprint.has_attribute('driver_id'):
driver_id = random.choice(blueprint.get_attribute('driver_id').recommended_values)
blueprint.set_attribute('driver_id', driver_id)
if blueprint.has_attribute('is_invincible'):
blueprint.set_attribute('is_invincible', 'true')
# set the max speed
if blueprint.has_attribute('speed'):
self.player_max_speed = float(blueprint.get_attribute('speed').recommended_values[1])
self.player_max_speed_fast = float(blueprint.get_attribute('speed').recommended_values[2])
# Spawn the player.
if self.player is not None:
spawn_point = self.player.get_transform()
spawn_point.location.z += 2.0
spawn_point.rotation.roll = 0.0
spawn_point.rotation.pitch = 0.0
self.destroy()
self.player = self.world.try_spawn_actor(blueprint, spawn_point)
self.show_vehicle_telemetry = False
self.modify_vehicle_physics(self.player)
while self.player is None:
if not self.map.get_spawn_points():
print('There are no spawn points available in your map/town.')
print('Please add some Vehicle Spawn Point to your UE4 scene.')
sys.exit(1)
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spawn_points = self.map.get_spawn_points()
spawn_point = random.choice(spawn_points) if spawn_points else carla.Transform()
self.player = self.world.try_spawn_actor(blueprint, spawn_point)
self.show_vehicle_telemetry = False
self.modify_vehicle_physics(self.player)
# Set up the sensors.
self.collision_sensor = CollisionSensor(self.player, self.hud)
self.lane_invasion_sensor = LaneInvasionSensor(self.player, self.hud)
self.gnss_sensor = GnssSensor(self.player)
self.imu_sensor = IMUSensor(self.player)
self.camera_manager = CameraManager(self.player, self.hud, self._gamma)
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self.camera_manager.transform_index = cam_pos_index
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self.camera_manager.set_sensor(cam_index, notify=False)
actor_type = get_actor_display_name(self.player)
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self.hud.notification(actor_type)
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if self.sync:
self.world.tick()
else:
self.world.wait_for_tick()
def next_weather(self, reverse=False):
self._weather_index += -1 if reverse else 1
self._weather_index %= len(self._weather_presets)
preset = self._weather_presets[self._weather_index]
self.hud.notification('Weather: %s' % preset[1])
self.player.get_world().set_weather(preset[0])
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def next_map_layer(self, reverse=False):
self.current_map_layer += -1 if reverse else 1
self.current_map_layer %= len(self.map_layer_names)
selected = self.map_layer_names[self.current_map_layer]
self.hud.notification('LayerMap selected: %s' % selected)
def load_map_layer(self, unload=False):
selected = self.map_layer_names[self.current_map_layer]
if unload:
self.hud.notification('Unloading map layer: %s' % selected)
self.world.unload_map_layer(selected)
else:
self.hud.notification('Loading map layer: %s' % selected)
self.world.load_map_layer(selected)
def toggle_radar(self):
if self.radar_sensor is None:
self.radar_sensor = RadarSensor(self.player)
elif self.radar_sensor.sensor is not None:
self.radar_sensor.sensor.destroy()
self.radar_sensor = None
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def modify_vehicle_physics(self, actor):
#If actor is not a vehicle, we cannot use the physics control
try:
physics_control = actor.get_physics_control()
physics_control.use_sweep_wheel_collision = True
actor.apply_physics_control(physics_control)
except Exception:
pass
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def tick(self, clock):
self.hud.tick(self, clock)
def render(self, display):
self.camera_manager.render(display)
self.hud.render(display)
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def destroy_sensors(self):
self.camera_manager.sensor.destroy()
self.camera_manager.sensor = None
self.camera_manager.index = None
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def destroy(self):
if self.radar_sensor is not None:
self.toggle_radar()
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sensors = [
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self.camera_manager.sensor,
self.collision_sensor.sensor,
self.lane_invasion_sensor.sensor,
self.gnss_sensor.sensor,
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self.imu_sensor.sensor]
for sensor in sensors:
if sensor is not None:
sensor.stop()
sensor.destroy()
if self.player is not None:
self.player.destroy()
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# ==============================================================================
# -- KeyboardControl -----------------------------------------------------------
# ==============================================================================
class KeyboardControl(object):
"""Class that handles keyboard input."""
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def __init__(self, world, start_in_autopilot):
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self._autopilot_enabled = start_in_autopilot
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self._ackermann_enabled = False
self._ackermann_reverse = 1
if isinstance(world.player, carla.Vehicle):
self._control = carla.VehicleControl()
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self._ackermann_control = carla.VehicleAckermannControl()
self._lights = carla.VehicleLightState.NONE
world.player.set_autopilot(self._autopilot_enabled)
world.player.set_light_state(self._lights)
elif isinstance(world.player, carla.Walker):
self._control = carla.WalkerControl()
self._autopilot_enabled = False
self._rotation = world.player.get_transform().rotation
else:
raise NotImplementedError("Actor type not supported")
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self._steer_cache = 0.0
world.hud.notification("Press 'H' or '?' for help.", seconds=4.0)
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def parse_events(self, client, world, clock, sync_mode):
if isinstance(self._control, carla.VehicleControl):
current_lights = self._lights
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for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
elif event.type == pygame.KEYUP:
if self._is_quit_shortcut(event.key):
return True
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elif event.key == K_BACKSPACE:
Doterop/traffic manager (#2468) * Initial implementation of t.m. performance script * Remove redundant getLocation() calls * Demo for inter-client communication via Carla server * WIP: To do: For client usage needed to be changed. * Instead or client instance episodeProxy is passed to TM * Instead or client instance episodeProxy is passed to TM * parmeter improvements (walkers,cars,signs,lights) * adding section id to map setup * fix manual_control to reload car with autopilot on * Instead of client instance episodeProxy is passed to TM. * WIP: Only added vehicle register via RPC server / client call in TM to local instance from remote instance. Similarly other APIs we need to added. * Added all TM APIs * carla client now can provide TM instance if required. * While getting TM instance if server given data is not valid new TM instace is created. Need to decide what to do with earlier registed vehicle with previous TM. * Updated with HealthCheckRemoteTM() function to check TM server status instead of ResetAllTrafficLights() for any new user client. * Dynamic port selection added to TM server instace (in case of multiple TM serve run, it required). * Fixed change map error * If registered TM at carla server is not present then remote TM should be freed and new local TM instance is created. * Created Process for Local TM. It cheaks with total registered vehicles in it, if no register vehicles for 5 sec, it closes it self. In python spawn_npc.py Client Timeout set to 10 sec. as creating Process is system dependent call and takes time. User has to unregister vehicle before destroying it (if activated with TM). Also neet to check TM unregister function to remove vehicles from register list. * Fix for collision ignore bug * Update TM exit function check to compare registered vehicles with world actors that if any valid vehicle present cointinue to run the TM else stop. * Print removal * Splited work of main for loop in ApplyBatchCommandsSync * WIP! Trying to get client directly * WIP! Trying to access episode properly without getting it from TM ctr * Changes to BatchControlStage for Sync Mode Changes to Parameters for Synch Mode * Added port support for TM. Multiclient MultiTM * Added additions for RPC Synchronous Tick to TM. Error handeling and code organization. * Exposed API for Sync Mode * TMServer notifies Server that it is gonna be destroyed * Exposed Python API for Sync Mode * Add TM as separate process and synchronous tick calls * SetSynchronousModeTimeOutInMiliSecond method added * TM shutsdown and informs to the connected clients * WIP! Map change issues again * Updated Traffic Manager for: 1) Multi-client, Multi-TM (as required) can be reistered to server. 2) TM is not a PROCESS separated from the user-client. 3) TM will exit if user-client exit. 4) If server closed, TM also get closed by catching runtime err. * Server side changes ... * Fixed possible stall on TM destruction * fixing collision stage + cybertruck not safe * Merge branch 'master' into 'soumyadeep/traffic_manager' * WIP! Disconnection of server has to be properly handled by clients * format update * Fix bug unsignalized junctions * # WARNING: head commit changed in the meantime Merge branch 'doterop/traffic_manager' into soumyadeep/traffic_manager Updates for Syncronized Tick. * Updated runtime exception in Episode for smooth exit if TN server closed for any other user client. * Better Exception handeling * Merged with jackbart94/tm_reduce_getloc_calls * Merged soumyadeep/traffic_manager. Removed World getter and recovered Episode as a parameter of TM ctr. Fixed syntax errors. * Initial implementation of t.m. performance script * Remove redundant getLocation() calls * Demo for inter-client communication via Carla server * WIP: To do: For client usage needed to be changed. * Instead or client instance episodeProxy is passed to TM * Instead or client instance episodeProxy is passed to TM * parmeter improvements (walkers,cars,signs,lights) * fix manual_control to reload car with autopilot on * Instead of client instance episodeProxy is passed to TM. * WIP: Only added vehicle register via RPC server / client call in TM to local instance from remote instance. Similarly other APIs we need to added. * Added all TM APIs * carla client now can provide TM instance if required. * While getting TM instance if server given data is not valid new TM instace is created. Need to decide what to do with earlier registed vehicle with previous TM. * Updated with HealthCheckRemoteTM() function to check TM server status instead of ResetAllTrafficLights() for any new user client. * Dynamic port selection added to TM server instace (in case of multiple TM serve run, it required). * Fixed change map error * If registered TM at carla server is not present then remote TM should be freed and new local TM instance is created. * Created Process for Local TM. It cheaks with total registered vehicles in it, if no register vehicles for 5 sec, it closes it self. In python spawn_npc.py Client Timeout set to 10 sec. as creating Process is system dependent call and takes time. User has to unregister vehicle before destroying it (if activated with TM). Also neet to check TM unregister function to remove vehicles from register list. * Fix for collision ignore bug * Update TM exit function check to compare registered vehicles with world actors that if any valid vehicle present cointinue to run the TM else stop. * Splited work of main for loop in ApplyBatchCommandsSync * WIP! Trying to get client directly * WIP! Trying to access episode properly without getting it from TM ctr * Changes to BatchControlStage for Sync Mode Changes to Parameters for Synch Mode * Added port support for TM. Multiclient MultiTM * Added additions for RPC Synchronous Tick to TM. Error handeling and code organization. * Exposed API for Sync Mode * TMServer notifies Server that it is gonna be destroyed * Exposed Python API for Sync Mode * Add TM as separate process and synchronous tick calls * SetSynchronousModeTimeOutInMiliSecond method added * TM shutsdown and informs to the connected clients * WIP! Map change issues again * Updated Traffic Manager for: 1) Multi-client, Multi-TM (as required) can be reistered to server. 2) TM is not a PROCESS separated from the user-client. 3) TM will exit if user-client exit. 4) If server closed, TM also get closed by catching runtime err. * Fixed possible stall on TM destruction * fixing collision stage + cybertruck not safe * Merge branch 'master' into 'soumyadeep/traffic_manager' * WIP! Disconnection of server has to be properly handled by clients * format update * Fix bug unsignalized junctions * # WARNING: head commit changed in the meantime Merge branch 'doterop/traffic_manager' into soumyadeep/traffic_manager Updates for Syncronized Tick. * Updated runtime exception in Episode for smooth exit if TN server closed for any other user client. * Better Exception handeling * Merged with jackbart94/tm_reduce_getloc_calls * Merged soumyadeep/traffic_manager. Removed World getter and recovered Episode as a parameter of TM ctr. Fixed syntax errors. * Rebased with master * Changes after rebase * Solving tab errors * Updated Changelog * Removing Destroyed vehicle's from TM Server * Fixed uint compatibility with Windows * Merged soumyadeep/traffic_manager. Discarded destroyed actors * -Removed unnecessary files * restoring docs from rebase * Fix windows compilation * refactoring stage-related code * more code refactoring * When map change the simulation doesn't throw exception anymore * Fixed incorrect episode * Fixed map change and TM remote detached thread destruction * Syntax and comments fixes * Missed change on previous commit * Fixed compile minor compile issue * Cleaned and fixed some issues after merge * fix to sync localization bugs modified PID parameters revamping spawn_npc * deleted tm_spawn_npc * fixes spawn error in sync mode * Redoing TM sync logic * finished performance benchmark for tm * deprecated wrapped methods: register_vehicle unregister_vehicle * New TM management * Fixed sync mode on TM * Cleaned TM of prints and unussed functions * collision stage checks for (0,0,0) to ignore. in memory map has an # between keys to avoid possible mixup. fixed spawn_npc with new sync mode * changelog * added more connection retries * fixed changelog + comments (see reviewable) * Moved socket include's to single header * Added missing line at the end of the file * Fixed syntax errors * final commit * Minor correction in comment * update copyright year to 2020 + removed break * restoring unwanted changes * patch for smoke test error * Removed "todo" for pylint Co-authored-by: Jacopo Bartiromo <32928804+jackbart94@users.noreply.github.com> Co-authored-by: Praveen Kumar <35625166+pravinblaze@users.noreply.github.com> Co-authored-by: Soumyadeep <soumyadeep.dhar@kpit.com> Co-authored-by: joel-mb <joel.moriana@gmail.com> Co-authored-by: Sekhar Barua <58979936+sekhar2912@users.noreply.github.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Marc Garcia Puig <marcgpuig@gmail.com>
2020-02-29 02:58:13 +08:00
if self._autopilot_enabled:
world.player.set_autopilot(False)
Doterop/traffic manager (#2468) * Initial implementation of t.m. performance script * Remove redundant getLocation() calls * Demo for inter-client communication via Carla server * WIP: To do: For client usage needed to be changed. * Instead or client instance episodeProxy is passed to TM * Instead or client instance episodeProxy is passed to TM * parmeter improvements (walkers,cars,signs,lights) * adding section id to map setup * fix manual_control to reload car with autopilot on * Instead of client instance episodeProxy is passed to TM. * WIP: Only added vehicle register via RPC server / client call in TM to local instance from remote instance. Similarly other APIs we need to added. * Added all TM APIs * carla client now can provide TM instance if required. * While getting TM instance if server given data is not valid new TM instace is created. Need to decide what to do with earlier registed vehicle with previous TM. * Updated with HealthCheckRemoteTM() function to check TM server status instead of ResetAllTrafficLights() for any new user client. * Dynamic port selection added to TM server instace (in case of multiple TM serve run, it required). * Fixed change map error * If registered TM at carla server is not present then remote TM should be freed and new local TM instance is created. * Created Process for Local TM. It cheaks with total registered vehicles in it, if no register vehicles for 5 sec, it closes it self. In python spawn_npc.py Client Timeout set to 10 sec. as creating Process is system dependent call and takes time. User has to unregister vehicle before destroying it (if activated with TM). Also neet to check TM unregister function to remove vehicles from register list. * Fix for collision ignore bug * Update TM exit function check to compare registered vehicles with world actors that if any valid vehicle present cointinue to run the TM else stop. * Print removal * Splited work of main for loop in ApplyBatchCommandsSync * WIP! Trying to get client directly * WIP! Trying to access episode properly without getting it from TM ctr * Changes to BatchControlStage for Sync Mode Changes to Parameters for Synch Mode * Added port support for TM. Multiclient MultiTM * Added additions for RPC Synchronous Tick to TM. Error handeling and code organization. * Exposed API for Sync Mode * TMServer notifies Server that it is gonna be destroyed * Exposed Python API for Sync Mode * Add TM as separate process and synchronous tick calls * SetSynchronousModeTimeOutInMiliSecond method added * TM shutsdown and informs to the connected clients * WIP! Map change issues again * Updated Traffic Manager for: 1) Multi-client, Multi-TM (as required) can be reistered to server. 2) TM is not a PROCESS separated from the user-client. 3) TM will exit if user-client exit. 4) If server closed, TM also get closed by catching runtime err. * Server side changes ... * Fixed possible stall on TM destruction * fixing collision stage + cybertruck not safe * Merge branch 'master' into 'soumyadeep/traffic_manager' * WIP! Disconnection of server has to be properly handled by clients * format update * Fix bug unsignalized junctions * # WARNING: head commit changed in the meantime Merge branch 'doterop/traffic_manager' into soumyadeep/traffic_manager Updates for Syncronized Tick. * Updated runtime exception in Episode for smooth exit if TN server closed for any other user client. * Better Exception handeling * Merged with jackbart94/tm_reduce_getloc_calls * Merged soumyadeep/traffic_manager. Removed World getter and recovered Episode as a parameter of TM ctr. Fixed syntax errors. * Initial implementation of t.m. performance script * Remove redundant getLocation() calls * Demo for inter-client communication via Carla server * WIP: To do: For client usage needed to be changed. * Instead or client instance episodeProxy is passed to TM * Instead or client instance episodeProxy is passed to TM * parmeter improvements (walkers,cars,signs,lights) * fix manual_control to reload car with autopilot on * Instead of client instance episodeProxy is passed to TM. * WIP: Only added vehicle register via RPC server / client call in TM to local instance from remote instance. Similarly other APIs we need to added. * Added all TM APIs * carla client now can provide TM instance if required. * While getting TM instance if server given data is not valid new TM instace is created. Need to decide what to do with earlier registed vehicle with previous TM. * Updated with HealthCheckRemoteTM() function to check TM server status instead of ResetAllTrafficLights() for any new user client. * Dynamic port selection added to TM server instace (in case of multiple TM serve run, it required). * Fixed change map error * If registered TM at carla server is not present then remote TM should be freed and new local TM instance is created. * Created Process for Local TM. It cheaks with total registered vehicles in it, if no register vehicles for 5 sec, it closes it self. In python spawn_npc.py Client Timeout set to 10 sec. as creating Process is system dependent call and takes time. User has to unregister vehicle before destroying it (if activated with TM). Also neet to check TM unregister function to remove vehicles from register list. * Fix for collision ignore bug * Update TM exit function check to compare registered vehicles with world actors that if any valid vehicle present cointinue to run the TM else stop. * Splited work of main for loop in ApplyBatchCommandsSync * WIP! Trying to get client directly * WIP! Trying to access episode properly without getting it from TM ctr * Changes to BatchControlStage for Sync Mode Changes to Parameters for Synch Mode * Added port support for TM. Multiclient MultiTM * Added additions for RPC Synchronous Tick to TM. Error handeling and code organization. * Exposed API for Sync Mode * TMServer notifies Server that it is gonna be destroyed * Exposed Python API for Sync Mode * Add TM as separate process and synchronous tick calls * SetSynchronousModeTimeOutInMiliSecond method added * TM shutsdown and informs to the connected clients * WIP! Map change issues again * Updated Traffic Manager for: 1) Multi-client, Multi-TM (as required) can be reistered to server. 2) TM is not a PROCESS separated from the user-client. 3) TM will exit if user-client exit. 4) If server closed, TM also get closed by catching runtime err. * Fixed possible stall on TM destruction * fixing collision stage + cybertruck not safe * Merge branch 'master' into 'soumyadeep/traffic_manager' * WIP! Disconnection of server has to be properly handled by clients * format update * Fix bug unsignalized junctions * # WARNING: head commit changed in the meantime Merge branch 'doterop/traffic_manager' into soumyadeep/traffic_manager Updates for Syncronized Tick. * Updated runtime exception in Episode for smooth exit if TN server closed for any other user client. * Better Exception handeling * Merged with jackbart94/tm_reduce_getloc_calls * Merged soumyadeep/traffic_manager. Removed World getter and recovered Episode as a parameter of TM ctr. Fixed syntax errors. * Rebased with master * Changes after rebase * Solving tab errors * Updated Changelog * Removing Destroyed vehicle's from TM Server * Fixed uint compatibility with Windows * Merged soumyadeep/traffic_manager. Discarded destroyed actors * -Removed unnecessary files * restoring docs from rebase * Fix windows compilation * refactoring stage-related code * more code refactoring * When map change the simulation doesn't throw exception anymore * Fixed incorrect episode * Fixed map change and TM remote detached thread destruction * Syntax and comments fixes * Missed change on previous commit * Fixed compile minor compile issue * Cleaned and fixed some issues after merge * fix to sync localization bugs modified PID parameters revamping spawn_npc * deleted tm_spawn_npc * fixes spawn error in sync mode * Redoing TM sync logic * finished performance benchmark for tm * deprecated wrapped methods: register_vehicle unregister_vehicle * New TM management * Fixed sync mode on TM * Cleaned TM of prints and unussed functions * collision stage checks for (0,0,0) to ignore. in memory map has an # between keys to avoid possible mixup. fixed spawn_npc with new sync mode * changelog * added more connection retries * fixed changelog + comments (see reviewable) * Moved socket include's to single header * Added missing line at the end of the file * Fixed syntax errors * final commit * Minor correction in comment * update copyright year to 2020 + removed break * restoring unwanted changes * patch for smoke test error * Removed "todo" for pylint Co-authored-by: Jacopo Bartiromo <32928804+jackbart94@users.noreply.github.com> Co-authored-by: Praveen Kumar <35625166+pravinblaze@users.noreply.github.com> Co-authored-by: Soumyadeep <soumyadeep.dhar@kpit.com> Co-authored-by: joel-mb <joel.moriana@gmail.com> Co-authored-by: Sekhar Barua <58979936+sekhar2912@users.noreply.github.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Marc Garcia Puig <marcgpuig@gmail.com>
2020-02-29 02:58:13 +08:00
world.restart()
world.player.set_autopilot(True)
Doterop/traffic manager (#2468) * Initial implementation of t.m. performance script * Remove redundant getLocation() calls * Demo for inter-client communication via Carla server * WIP: To do: For client usage needed to be changed. * Instead or client instance episodeProxy is passed to TM * Instead or client instance episodeProxy is passed to TM * parmeter improvements (walkers,cars,signs,lights) * adding section id to map setup * fix manual_control to reload car with autopilot on * Instead of client instance episodeProxy is passed to TM. * WIP: Only added vehicle register via RPC server / client call in TM to local instance from remote instance. Similarly other APIs we need to added. * Added all TM APIs * carla client now can provide TM instance if required. * While getting TM instance if server given data is not valid new TM instace is created. Need to decide what to do with earlier registed vehicle with previous TM. * Updated with HealthCheckRemoteTM() function to check TM server status instead of ResetAllTrafficLights() for any new user client. * Dynamic port selection added to TM server instace (in case of multiple TM serve run, it required). * Fixed change map error * If registered TM at carla server is not present then remote TM should be freed and new local TM instance is created. * Created Process for Local TM. It cheaks with total registered vehicles in it, if no register vehicles for 5 sec, it closes it self. In python spawn_npc.py Client Timeout set to 10 sec. as creating Process is system dependent call and takes time. User has to unregister vehicle before destroying it (if activated with TM). Also neet to check TM unregister function to remove vehicles from register list. * Fix for collision ignore bug * Update TM exit function check to compare registered vehicles with world actors that if any valid vehicle present cointinue to run the TM else stop. * Print removal * Splited work of main for loop in ApplyBatchCommandsSync * WIP! Trying to get client directly * WIP! Trying to access episode properly without getting it from TM ctr * Changes to BatchControlStage for Sync Mode Changes to Parameters for Synch Mode * Added port support for TM. Multiclient MultiTM * Added additions for RPC Synchronous Tick to TM. Error handeling and code organization. * Exposed API for Sync Mode * TMServer notifies Server that it is gonna be destroyed * Exposed Python API for Sync Mode * Add TM as separate process and synchronous tick calls * SetSynchronousModeTimeOutInMiliSecond method added * TM shutsdown and informs to the connected clients * WIP! Map change issues again * Updated Traffic Manager for: 1) Multi-client, Multi-TM (as required) can be reistered to server. 2) TM is not a PROCESS separated from the user-client. 3) TM will exit if user-client exit. 4) If server closed, TM also get closed by catching runtime err. * Server side changes ... * Fixed possible stall on TM destruction * fixing collision stage + cybertruck not safe * Merge branch 'master' into 'soumyadeep/traffic_manager' * WIP! Disconnection of server has to be properly handled by clients * format update * Fix bug unsignalized junctions * # WARNING: head commit changed in the meantime Merge branch 'doterop/traffic_manager' into soumyadeep/traffic_manager Updates for Syncronized Tick. * Updated runtime exception in Episode for smooth exit if TN server closed for any other user client. * Better Exception handeling * Merged with jackbart94/tm_reduce_getloc_calls * Merged soumyadeep/traffic_manager. Removed World getter and recovered Episode as a parameter of TM ctr. Fixed syntax errors. * Initial implementation of t.m. performance script * Remove redundant getLocation() calls * Demo for inter-client communication via Carla server * WIP: To do: For client usage needed to be changed. * Instead or client instance episodeProxy is passed to TM * Instead or client instance episodeProxy is passed to TM * parmeter improvements (walkers,cars,signs,lights) * fix manual_control to reload car with autopilot on * Instead of client instance episodeProxy is passed to TM. * WIP: Only added vehicle register via RPC server / client call in TM to local instance from remote instance. Similarly other APIs we need to added. * Added all TM APIs * carla client now can provide TM instance if required. * While getting TM instance if server given data is not valid new TM instace is created. Need to decide what to do with earlier registed vehicle with previous TM. * Updated with HealthCheckRemoteTM() function to check TM server status instead of ResetAllTrafficLights() for any new user client. * Dynamic port selection added to TM server instace (in case of multiple TM serve run, it required). * Fixed change map error * If registered TM at carla server is not present then remote TM should be freed and new local TM instance is created. * Created Process for Local TM. It cheaks with total registered vehicles in it, if no register vehicles for 5 sec, it closes it self. In python spawn_npc.py Client Timeout set to 10 sec. as creating Process is system dependent call and takes time. User has to unregister vehicle before destroying it (if activated with TM). Also neet to check TM unregister function to remove vehicles from register list. * Fix for collision ignore bug * Update TM exit function check to compare registered vehicles with world actors that if any valid vehicle present cointinue to run the TM else stop. * Splited work of main for loop in ApplyBatchCommandsSync * WIP! Trying to get client directly * WIP! Trying to access episode properly without getting it from TM ctr * Changes to BatchControlStage for Sync Mode Changes to Parameters for Synch Mode * Added port support for TM. Multiclient MultiTM * Added additions for RPC Synchronous Tick to TM. Error handeling and code organization. * Exposed API for Sync Mode * TMServer notifies Server that it is gonna be destroyed * Exposed Python API for Sync Mode * Add TM as separate process and synchronous tick calls * SetSynchronousModeTimeOutInMiliSecond method added * TM shutsdown and informs to the connected clients * WIP! Map change issues again * Updated Traffic Manager for: 1) Multi-client, Multi-TM (as required) can be reistered to server. 2) TM is not a PROCESS separated from the user-client. 3) TM will exit if user-client exit. 4) If server closed, TM also get closed by catching runtime err. * Fixed possible stall on TM destruction * fixing collision stage + cybertruck not safe * Merge branch 'master' into 'soumyadeep/traffic_manager' * WIP! Disconnection of server has to be properly handled by clients * format update * Fix bug unsignalized junctions * # WARNING: head commit changed in the meantime Merge branch 'doterop/traffic_manager' into soumyadeep/traffic_manager Updates for Syncronized Tick. * Updated runtime exception in Episode for smooth exit if TN server closed for any other user client. * Better Exception handeling * Merged with jackbart94/tm_reduce_getloc_calls * Merged soumyadeep/traffic_manager. Removed World getter and recovered Episode as a parameter of TM ctr. Fixed syntax errors. * Rebased with master * Changes after rebase * Solving tab errors * Updated Changelog * Removing Destroyed vehicle's from TM Server * Fixed uint compatibility with Windows * Merged soumyadeep/traffic_manager. Discarded destroyed actors * -Removed unnecessary files * restoring docs from rebase * Fix windows compilation * refactoring stage-related code * more code refactoring * When map change the simulation doesn't throw exception anymore * Fixed incorrect episode * Fixed map change and TM remote detached thread destruction * Syntax and comments fixes * Missed change on previous commit * Fixed compile minor compile issue * Cleaned and fixed some issues after merge * fix to sync localization bugs modified PID parameters revamping spawn_npc * deleted tm_spawn_npc * fixes spawn error in sync mode * Redoing TM sync logic * finished performance benchmark for tm * deprecated wrapped methods: register_vehicle unregister_vehicle * New TM management * Fixed sync mode on TM * Cleaned TM of prints and unussed functions * collision stage checks for (0,0,0) to ignore. in memory map has an # between keys to avoid possible mixup. fixed spawn_npc with new sync mode * changelog * added more connection retries * fixed changelog + comments (see reviewable) * Moved socket include's to single header * Added missing line at the end of the file * Fixed syntax errors * final commit * Minor correction in comment * update copyright year to 2020 + removed break * restoring unwanted changes * patch for smoke test error * Removed "todo" for pylint Co-authored-by: Jacopo Bartiromo <32928804+jackbart94@users.noreply.github.com> Co-authored-by: Praveen Kumar <35625166+pravinblaze@users.noreply.github.com> Co-authored-by: Soumyadeep <soumyadeep.dhar@kpit.com> Co-authored-by: joel-mb <joel.moriana@gmail.com> Co-authored-by: Sekhar Barua <58979936+sekhar2912@users.noreply.github.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Marc Garcia Puig <marcgpuig@gmail.com>
2020-02-29 02:58:13 +08:00
else:
world.restart()
2018-11-09 00:12:55 +08:00
elif event.key == K_F1:
world.hud.toggle_info()
elif event.key == K_v and pygame.key.get_mods() & KMOD_SHIFT:
world.next_map_layer(reverse=True)
elif event.key == K_v:
world.next_map_layer()
elif event.key == K_b and pygame.key.get_mods() & KMOD_SHIFT:
world.load_map_layer(unload=True)
elif event.key == K_b:
world.load_map_layer()
2018-10-10 00:04:50 +08:00
elif event.key == K_h or (event.key == K_SLASH and pygame.key.get_mods() & KMOD_SHIFT):
world.hud.help.toggle()
elif event.key == K_TAB:
world.camera_manager.toggle_camera()
elif event.key == K_c and pygame.key.get_mods() & KMOD_SHIFT:
world.next_weather(reverse=True)
elif event.key == K_c:
world.next_weather()
elif event.key == K_g:
world.toggle_radar()
2018-10-10 00:04:50 +08:00
elif event.key == K_BACKQUOTE:
world.camera_manager.next_sensor()
elif event.key == K_n:
world.camera_manager.next_sensor()
elif event.key == K_w and (pygame.key.get_mods() & KMOD_CTRL):
if world.constant_velocity_enabled:
world.player.disable_constant_velocity()
world.constant_velocity_enabled = False
world.hud.notification("Disabled Constant Velocity Mode")
else:
world.player.enable_constant_velocity(carla.Vector3D(17, 0, 0))
world.constant_velocity_enabled = True
world.hud.notification("Enabled Constant Velocity Mode at 60 km/h")
elif event.key == K_o:
try:
if world.doors_are_open:
world.hud.notification("Closing Doors")
world.doors_are_open = False
world.player.close_door(carla.VehicleDoor.All)
else:
world.hud.notification("Opening doors")
world.doors_are_open = True
world.player.open_door(carla.VehicleDoor.All)
except Exception:
pass
elif event.key == K_t:
if world.show_vehicle_telemetry:
world.player.show_debug_telemetry(False)
world.show_vehicle_telemetry = False
world.hud.notification("Disabled Vehicle Telemetry")
else:
try:
world.player.show_debug_telemetry(True)
world.show_vehicle_telemetry = True
world.hud.notification("Enabled Vehicle Telemetry")
except Exception:
pass
2018-10-10 00:04:50 +08:00
elif event.key > K_0 and event.key <= K_9:
index_ctrl = 0
if pygame.key.get_mods() & KMOD_CTRL:
index_ctrl = 9
world.camera_manager.set_sensor(event.key - 1 - K_0 + index_ctrl)
elif event.key == K_r and not (pygame.key.get_mods() & KMOD_CTRL):
2018-10-10 00:04:50 +08:00
world.camera_manager.toggle_recording()
elif event.key == K_r and (pygame.key.get_mods() & KMOD_CTRL):
if (world.recording_enabled):
client.stop_recorder()
world.recording_enabled = False
world.hud.notification("Recorder is OFF")
else:
client.start_recorder("manual_recording.rec")
world.recording_enabled = True
world.hud.notification("Recorder is ON")
elif event.key == K_p and (pygame.key.get_mods() & KMOD_CTRL):
# stop recorder
client.stop_recorder()
world.recording_enabled = False
# work around to fix camera at start of replaying
current_index = world.camera_manager.index
2019-02-04 19:05:58 +08:00
world.destroy_sensors()
# disable autopilot
self._autopilot_enabled = False
world.player.set_autopilot(self._autopilot_enabled)
world.hud.notification("Replaying file 'manual_recording.rec'")
# replayer
client.replay_file("manual_recording.rec", world.recording_start, 0, 0)
world.camera_manager.set_sensor(current_index)
elif event.key == K_MINUS and (pygame.key.get_mods() & KMOD_CTRL):
if pygame.key.get_mods() & KMOD_SHIFT:
world.recording_start -= 10
else:
world.recording_start -= 1
world.hud.notification("Recording start time is %d" % (world.recording_start))
elif event.key == K_EQUALS and (pygame.key.get_mods() & KMOD_CTRL):
if pygame.key.get_mods() & KMOD_SHIFT:
world.recording_start += 10
else:
world.recording_start += 1
world.hud.notification("Recording start time is %d" % (world.recording_start))
if isinstance(self._control, carla.VehicleControl):
2022-02-07 19:39:38 +08:00
if event.key == K_f:
# Toggle ackermann controller
self._ackermann_enabled = not self._ackermann_enabled
world.hud.show_ackermann_info(self._ackermann_enabled)
world.hud.notification("Ackermann Controller %s" %
("Enabled" if self._ackermann_enabled else "Disabled"))
if event.key == K_q:
2022-02-07 19:39:38 +08:00
if not self._ackermann_enabled:
self._control.gear = 1 if self._control.reverse else -1
else:
self._ackermann_reverse *= -1
# Reset ackermann control
self._ackermann_control = carla.VehicleAckermannControl()
elif event.key == K_m:
self._control.manual_gear_shift = not self._control.manual_gear_shift
self._control.gear = world.player.get_control().gear
2019-03-19 19:20:59 +08:00
world.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 and not pygame.key.get_mods() & KMOD_CTRL:
2021-07-29 22:37:03 +08:00
if not self._autopilot_enabled and not sync_mode:
print("WARNING: You are currently in asynchronous mode and could "
"experience some issues with the traffic simulation")
self._autopilot_enabled = not self._autopilot_enabled
world.player.set_autopilot(self._autopilot_enabled)
world.hud.notification(
'Autopilot %s' % ('On' if self._autopilot_enabled else 'Off'))
elif event.key == K_l and pygame.key.get_mods() & KMOD_CTRL:
current_lights ^= carla.VehicleLightState.Special1
elif event.key == K_l and pygame.key.get_mods() & KMOD_SHIFT:
current_lights ^= carla.VehicleLightState.HighBeam
elif event.key == K_l:
# Use 'L' key to switch between lights:
# closed -> position -> low beam -> fog
if not self._lights & carla.VehicleLightState.Position:
world.hud.notification("Position lights")
current_lights |= carla.VehicleLightState.Position
else:
world.hud.notification("Low beam lights")
current_lights |= carla.VehicleLightState.LowBeam
if self._lights & carla.VehicleLightState.LowBeam:
world.hud.notification("Fog lights")
current_lights |= carla.VehicleLightState.Fog
if self._lights & carla.VehicleLightState.Fog:
world.hud.notification("Lights off")
current_lights ^= carla.VehicleLightState.Position
current_lights ^= carla.VehicleLightState.LowBeam
current_lights ^= carla.VehicleLightState.Fog
elif event.key == K_i:
current_lights ^= carla.VehicleLightState.Interior
elif event.key == K_z:
current_lights ^= carla.VehicleLightState.LeftBlinker
elif event.key == K_x:
current_lights ^= carla.VehicleLightState.RightBlinker
2018-10-10 00:04:50 +08:00
if not self._autopilot_enabled:
if isinstance(self._control, carla.VehicleControl):
self._parse_vehicle_keys(pygame.key.get_pressed(), clock.get_time())
self._control.reverse = self._control.gear < 0
# Set automatic control-related vehicle lights
if self._control.brake:
current_lights |= carla.VehicleLightState.Brake
else: # Remove the Brake flag
current_lights &= ~carla.VehicleLightState.Brake
if self._control.reverse:
current_lights |= carla.VehicleLightState.Reverse
else: # Remove the Reverse flag
current_lights &= ~carla.VehicleLightState.Reverse
if current_lights != self._lights: # Change the light state only if necessary
self._lights = current_lights
world.player.set_light_state(carla.VehicleLightState(self._lights))
2022-02-07 19:39:38 +08:00
# Apply control
if not self._ackermann_enabled:
world.player.apply_control(self._control)
else:
world.player.apply_ackermann_control(self._ackermann_control)
# Update control to the last one applied by the ackermann controller.
self._control = world.player.get_control()
# Update hud with the newest ackermann control
world.hud.update_ackermann_control(self._ackermann_control)
elif isinstance(self._control, carla.WalkerControl):
self._parse_walker_keys(pygame.key.get_pressed(), clock.get_time(), world)
2022-02-07 19:39:38 +08:00
world.player.apply_control(self._control)
def _parse_vehicle_keys(self, keys, milliseconds):
New behavior agent + small changes to manual and automatic control. (#2508) * pr agent behaviors * pr agent behaviors * Add files via upload * Add files via upload * Add files via upload * Add files via upload * limits for steering * Add files via upload * pylint formatting * pylint formatting * seed flag for repeatability * seed flag for repeatability * Add files via upload * Add files via upload * first pr review corrections * Add files via upload * Add files via upload * Delete parameters.py * Add files via upload * Add files via upload * Add files via upload * Add files via upload * start of pedestrian avoidance + minor fixes * start of pedestrian avoidance + minor fixes * get_map check * get_map check * get_map check. * Delete basic_agent.py * Delete roaming_agent.py * pylint final changes * Pylint final check * more pylint * minor fix * minor changes * Add files via upload * changes in PID + old models * trying to stabilize waypoint distance * fixed step in sampling radius * folder structure change and more stuff * pylint fix * re-introducing pedestrian avoidance * minor things * deleted unused folder * restore basic folder * resurrected behavior agent * set debug to false * remove prints + open PR * changelog * setting behavior agent as default in auto_control changing manual_control to have slower increasing braking too * Requested modifications PR The vehicle can now accelerate and brake at the same time again. Removed unnecessary variable. * Fix frame rate display for the client * removing unnecessary duplication reordering folders code cleanup for codacity * unused import * codacity and travis changes Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
2020-03-17 18:31:05 +08:00
if keys[K_UP] or keys[K_w]:
2022-02-07 19:39:38 +08:00
if not self._ackermann_enabled:
2023-04-21 18:58:13 +08:00
self._control.throttle = min(self._control.throttle + 0.1, 1.00)
2022-02-07 19:39:38 +08:00
else:
self._ackermann_control.speed += round(milliseconds * 0.005, 2) * self._ackermann_reverse
New behavior agent + small changes to manual and automatic control. (#2508) * pr agent behaviors * pr agent behaviors * Add files via upload * Add files via upload * Add files via upload * Add files via upload * limits for steering * Add files via upload * pylint formatting * pylint formatting * seed flag for repeatability * seed flag for repeatability * Add files via upload * Add files via upload * first pr review corrections * Add files via upload * Add files via upload * Delete parameters.py * Add files via upload * Add files via upload * Add files via upload * Add files via upload * start of pedestrian avoidance + minor fixes * start of pedestrian avoidance + minor fixes * get_map check * get_map check * get_map check. * Delete basic_agent.py * Delete roaming_agent.py * pylint final changes * Pylint final check * more pylint * minor fix * minor changes * Add files via upload * changes in PID + old models * trying to stabilize waypoint distance * fixed step in sampling radius * folder structure change and more stuff * pylint fix * re-introducing pedestrian avoidance * minor things * deleted unused folder * restore basic folder * resurrected behavior agent * set debug to false * remove prints + open PR * changelog * setting behavior agent as default in auto_control changing manual_control to have slower increasing braking too * Requested modifications PR The vehicle can now accelerate and brake at the same time again. Removed unnecessary variable. * Fix frame rate display for the client * removing unnecessary duplication reordering folders code cleanup for codacity * unused import * codacity and travis changes Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
2020-03-17 18:31:05 +08:00
else:
2022-02-07 19:39:38 +08:00
if not self._ackermann_enabled:
self._control.throttle = 0.0
New behavior agent + small changes to manual and automatic control. (#2508) * pr agent behaviors * pr agent behaviors * Add files via upload * Add files via upload * Add files via upload * Add files via upload * limits for steering * Add files via upload * pylint formatting * pylint formatting * seed flag for repeatability * seed flag for repeatability * Add files via upload * Add files via upload * first pr review corrections * Add files via upload * Add files via upload * Delete parameters.py * Add files via upload * Add files via upload * Add files via upload * Add files via upload * start of pedestrian avoidance + minor fixes * start of pedestrian avoidance + minor fixes * get_map check * get_map check * get_map check. * Delete basic_agent.py * Delete roaming_agent.py * pylint final changes * Pylint final check * more pylint * minor fix * minor changes * Add files via upload * changes in PID + old models * trying to stabilize waypoint distance * fixed step in sampling radius * folder structure change and more stuff * pylint fix * re-introducing pedestrian avoidance * minor things * deleted unused folder * restore basic folder * resurrected behavior agent * set debug to false * remove prints + open PR * changelog * setting behavior agent as default in auto_control changing manual_control to have slower increasing braking too * Requested modifications PR The vehicle can now accelerate and brake at the same time again. Removed unnecessary variable. * Fix frame rate display for the client * removing unnecessary duplication reordering folders code cleanup for codacity * unused import * codacity and travis changes Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
2020-03-17 18:31:05 +08:00
if keys[K_DOWN] or keys[K_s]:
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if not self._ackermann_enabled:
self._control.brake = min(self._control.brake + 0.2, 1)
else:
self._ackermann_control.speed -= min(abs(self._ackermann_control.speed), round(milliseconds * 0.005, 2)) * self._ackermann_reverse
self._ackermann_control.speed = max(0, abs(self._ackermann_control.speed)) * self._ackermann_reverse
New behavior agent + small changes to manual and automatic control. (#2508) * pr agent behaviors * pr agent behaviors * Add files via upload * Add files via upload * Add files via upload * Add files via upload * limits for steering * Add files via upload * pylint formatting * pylint formatting * seed flag for repeatability * seed flag for repeatability * Add files via upload * Add files via upload * first pr review corrections * Add files via upload * Add files via upload * Delete parameters.py * Add files via upload * Add files via upload * Add files via upload * Add files via upload * start of pedestrian avoidance + minor fixes * start of pedestrian avoidance + minor fixes * get_map check * get_map check * get_map check. * Delete basic_agent.py * Delete roaming_agent.py * pylint final changes * Pylint final check * more pylint * minor fix * minor changes * Add files via upload * changes in PID + old models * trying to stabilize waypoint distance * fixed step in sampling radius * folder structure change and more stuff * pylint fix * re-introducing pedestrian avoidance * minor things * deleted unused folder * restore basic folder * resurrected behavior agent * set debug to false * remove prints + open PR * changelog * setting behavior agent as default in auto_control changing manual_control to have slower increasing braking too * Requested modifications PR The vehicle can now accelerate and brake at the same time again. Removed unnecessary variable. * Fix frame rate display for the client * removing unnecessary duplication reordering folders code cleanup for codacity * unused import * codacity and travis changes Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
2020-03-17 18:31:05 +08:00
else:
2022-02-07 19:39:38 +08:00
if not self._ackermann_enabled:
self._control.brake = 0
New behavior agent + small changes to manual and automatic control. (#2508) * pr agent behaviors * pr agent behaviors * Add files via upload * Add files via upload * Add files via upload * Add files via upload * limits for steering * Add files via upload * pylint formatting * pylint formatting * seed flag for repeatability * seed flag for repeatability * Add files via upload * Add files via upload * first pr review corrections * Add files via upload * Add files via upload * Delete parameters.py * Add files via upload * Add files via upload * Add files via upload * Add files via upload * start of pedestrian avoidance + minor fixes * start of pedestrian avoidance + minor fixes * get_map check * get_map check * get_map check. * Delete basic_agent.py * Delete roaming_agent.py * pylint final changes * Pylint final check * more pylint * minor fix * minor changes * Add files via upload * changes in PID + old models * trying to stabilize waypoint distance * fixed step in sampling radius * folder structure change and more stuff * pylint fix * re-introducing pedestrian avoidance * minor things * deleted unused folder * restore basic folder * resurrected behavior agent * set debug to false * remove prints + open PR * changelog * setting behavior agent as default in auto_control changing manual_control to have slower increasing braking too * Requested modifications PR The vehicle can now accelerate and brake at the same time again. Removed unnecessary variable. * Fix frame rate display for the client * removing unnecessary duplication reordering folders code cleanup for codacity * unused import * codacity and travis changes Co-authored-by: Joel Moriana <joel.moriana@gmail.com>
2020-03-17 18:31:05 +08:00
2018-10-10 00:04:50 +08:00
steer_increment = 5e-4 * milliseconds
if keys[K_LEFT] or keys[K_a]:
if self._steer_cache > 0:
self._steer_cache = 0
else:
self._steer_cache -= steer_increment
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elif keys[K_RIGHT] or keys[K_d]:
if self._steer_cache < 0:
self._steer_cache = 0
else:
self._steer_cache += steer_increment
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else:
self._steer_cache = 0.0
self._steer_cache = min(0.7, max(-0.7, self._steer_cache))
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if not self._ackermann_enabled:
self._control.steer = round(self._steer_cache, 1)
self._control.hand_brake = keys[K_SPACE]
else:
self._ackermann_control.steer = round(self._steer_cache, 1)
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def _parse_walker_keys(self, keys, milliseconds, world):
self._control.speed = 0.0
if keys[K_DOWN] or keys[K_s]:
self._control.speed = 0.0
if keys[K_LEFT] or keys[K_a]:
self._control.speed = .01
self._rotation.yaw -= 0.08 * milliseconds
if keys[K_RIGHT] or keys[K_d]:
self._control.speed = .01
self._rotation.yaw += 0.08 * milliseconds
if keys[K_UP] or keys[K_w]:
self._control.speed = world.player_max_speed_fast if pygame.key.get_mods() & KMOD_SHIFT else world.player_max_speed
self._control.jump = keys[K_SPACE]
self._rotation.yaw = round(self._rotation.yaw, 1)
self._control.direction = self._rotation.get_forward_vector()
2018-10-10 00:04:50 +08:00
@staticmethod
def _is_quit_shortcut(key):
return (key == K_ESCAPE) or (key == K_q and pygame.key.get_mods() & KMOD_CTRL)
# ==============================================================================
# -- HUD -----------------------------------------------------------------------
# ==============================================================================
class HUD(object):
def __init__(self, width, height):
self.dim = (width, height)
font = pygame.font.Font(pygame.font.get_default_font(), 20)
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font_name = 'courier' if os.name == 'nt' else 'mono'
fonts = [x for x in pygame.font.get_fonts() if font_name in x]
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default_font = 'ubuntumono'
mono = default_font if default_font in fonts else fonts[0]
mono = pygame.font.match_font(mono)
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self._font_mono = pygame.font.Font(mono, 12 if os.name == 'nt' else 14)
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self._notifications = FadingText(font, (width, 40), (0, height - 40))
self.help = HelpText(pygame.font.Font(mono, 16), width, height)
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self.server_fps = 0
self.frame = 0
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self.simulation_time = 0
self._show_info = True
self._info_text = []
self._server_clock = pygame.time.Clock()
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self._show_ackermann_info = False
self._ackermann_control = carla.VehicleAckermannControl()
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def on_world_tick(self, timestamp):
self._server_clock.tick()
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self.server_fps = self._server_clock.get_fps()
self.frame = timestamp.frame
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self.simulation_time = timestamp.elapsed_seconds
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def tick(self, world, clock):
self._notifications.tick(world, clock)
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if not self._show_info:
return
t = world.player.get_transform()
v = world.player.get_velocity()
c = world.player.get_control()
compass = world.imu_sensor.compass
heading = 'N' if compass > 270.5 or compass < 89.5 else ''
heading += 'S' if 90.5 < compass < 269.5 else ''
heading += 'E' if 0.5 < compass < 179.5 else ''
heading += 'W' if 180.5 < compass < 359.5 else ''
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colhist = world.collision_sensor.get_collision_history()
collision = [colhist[x + self.frame - 200] for x in range(0, 200)]
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max_col = max(1.0, max(collision))
collision = [x / max_col for x in collision]
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vehicles = world.world.get_actors().filter('vehicle.*')
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self._info_text = [
'Server: % 16.0f FPS' % self.server_fps,
'Client: % 16.0f FPS' % clock.get_fps(),
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'',
'Vehicle: % 20s' % get_actor_display_name(world.player, truncate=20),
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'Map: % 20s' % world.map.name.split('/')[-1],
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'Simulation time: % 12s' % datetime.timedelta(seconds=int(self.simulation_time)),
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'',
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'Speed: % 15.0f km/h' % (3.6 * math.sqrt(v.x**2 + v.y**2 + v.z**2)),
u'Compass:% 17.0f\N{DEGREE SIGN} % 2s' % (compass, heading),
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'Accelero: (%5.1f,%5.1f,%5.1f)' % (world.imu_sensor.accelerometer),
'Gyroscop: (%5.1f,%5.1f,%5.1f)' % (world.imu_sensor.gyroscope),
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'Location:% 20s' % ('(% 5.1f, % 5.1f)' % (t.location.x, t.location.y)),
'GNSS:% 24s' % ('(% 2.6f, % 3.6f)' % (world.gnss_sensor.lat, world.gnss_sensor.lon)),
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'Height: % 18.0f m' % t.location.z,
'']
if isinstance(c, carla.VehicleControl):
self._info_text += [
('Throttle:', c.throttle, 0.0, 1.0),
('Steer:', c.steer, -1.0, 1.0),
('Brake:', c.brake, 0.0, 1.0),
('Reverse:', c.reverse),
('Hand brake:', c.hand_brake),
('Manual:', c.manual_gear_shift),
'Gear: %s' % {-1: 'R', 0: 'N'}.get(c.gear, c.gear)]
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if self._show_ackermann_info:
self._info_text += [
'',
'Ackermann Controller:',
' Target speed: % 8.0f km/h' % (3.6*self._ackermann_control.speed),
]
elif isinstance(c, carla.WalkerControl):
self._info_text += [
('Speed:', c.speed, 0.0, 5.556),
('Jump:', c.jump)]
self._info_text += [
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'',
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'Collision:',
collision,
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'',
'Number of vehicles: % 8d' % len(vehicles)]
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if len(vehicles) > 1:
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self._info_text += ['Nearby vehicles:']
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distance = lambda l: math.sqrt((l.x - t.location.x)**2 + (l.y - t.location.y)**2 + (l.z - t.location.z)**2)
vehicles = [(distance(x.get_location()), x) for x in vehicles if x.id != world.player.id]
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for d, vehicle in sorted(vehicles, key=lambda vehicles: vehicles[0]):
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if d > 200.0:
break
vehicle_type = get_actor_display_name(vehicle, truncate=22)
self._info_text.append('% 4dm %s' % (d, vehicle_type))
2018-10-10 00:04:50 +08:00
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def show_ackermann_info(self, enabled):
self._show_ackermann_info = enabled
def update_ackermann_control(self, ackermann_control):
self._ackermann_control = ackermann_control
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def toggle_info(self):
self._show_info = not self._show_info
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def notification(self, text, seconds=2.0):
self._notifications.set_text(text, seconds=seconds)
def error(self, text):
self._notifications.set_text('Error: %s' % text, (255, 0, 0))
def render(self, display):
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if self._show_info:
info_surface = pygame.Surface((220, self.dim[1]))
info_surface.set_alpha(100)
display.blit(info_surface, (0, 0))
v_offset = 4
bar_h_offset = 100
bar_width = 106
for item in self._info_text:
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
v_offset += 18
elif isinstance(item, tuple):
if isinstance(item[1], bool):
rect = pygame.Rect((bar_h_offset, v_offset + 8), (6, 6))
pygame.draw.rect(display, (255, 255, 255), 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, (255, 255, 255), 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, (255, 255, 255), rect)
item = item[0]
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if item: # At this point has to be a str.
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surface = self._font_mono.render(item, True, (255, 255, 255))
display.blit(surface, (8, v_offset))
v_offset += 18
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self._notifications.render(display)
self.help.render(display)
# ==============================================================================
# -- 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=(255, 255, 255), seconds=2.0):
text_texture = self.font.render(text, True, color)
self.surface = pygame.Surface(self.dim)
self.seconds_left = seconds
self.surface.fill((0, 0, 0, 0))
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):
"""Helper class to handle text output using pygame"""
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def __init__(self, font, width, height):
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lines = __doc__.split('\n')
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self.font = font
self.line_space = 18
self.dim = (780, len(lines) * self.line_space + 12)
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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((0, 0, 0, 0))
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for n, line in enumerate(lines):
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text_texture = self.font.render(line, True, (255, 255, 255))
self.surface.blit(text_texture, (22, n * self.line_space))
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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)
2018-10-21 02:33:37 +08:00
# ==============================================================================
# -- CollisionSensor -----------------------------------------------------------
# ==============================================================================
class CollisionSensor(object):
def __init__(self, parent_actor, hud):
self.sensor = None
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self.history = []
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self._parent = parent_actor
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self.hud = hud
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world = self._parent.get_world()
bp = world.get_blueprint_library().find('sensor.other.collision')
self.sensor = world.spawn_actor(bp, carla.Transform(), attach_to=self._parent)
# We need to pass the lambda a weak reference to self to avoid circular
# reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda event: CollisionSensor._on_collision(weak_self, event))
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def get_collision_history(self):
history = collections.defaultdict(int)
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for frame, intensity in self.history:
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history[frame] += intensity
return history
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@staticmethod
def _on_collision(weak_self, event):
self = weak_self()
if not self:
return
actor_type = get_actor_display_name(event.other_actor)
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self.hud.notification('Collision with %r' % actor_type)
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impulse = event.normal_impulse
intensity = math.sqrt(impulse.x**2 + impulse.y**2 + impulse.z**2)
self.history.append((event.frame, intensity))
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if len(self.history) > 4000:
self.history.pop(0)
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# ==============================================================================
# -- LaneInvasionSensor --------------------------------------------------------
# ==============================================================================
class LaneInvasionSensor(object):
def __init__(self, parent_actor, hud):
self.sensor = None
# If the spawn object is not a vehicle, we cannot use the Lane Invasion Sensor
if parent_actor.type_id.startswith("vehicle."):
self._parent = parent_actor
self.hud = hud
world = self._parent.get_world()
bp = world.get_blueprint_library().find('sensor.other.lane_invasion')
self.sensor = world.spawn_actor(bp, carla.Transform(), attach_to=self._parent)
# We need to pass the lambda a weak reference to self to avoid circular
# reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda event: LaneInvasionSensor._on_invasion(weak_self, event))
@staticmethod
def _on_invasion(weak_self, event):
self = weak_self()
if not self:
return
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lane_types = set(x.type for x in event.crossed_lane_markings)
text = ['%r' % str(x).split()[-1] for x in lane_types]
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self.hud.notification('Crossed line %s' % ' and '.join(text))
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# ==============================================================================
# -- GnssSensor ----------------------------------------------------------------
# ==============================================================================
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class GnssSensor(object):
def __init__(self, parent_actor):
self.sensor = None
self._parent = parent_actor
self.lat = 0.0
self.lon = 0.0
world = self._parent.get_world()
bp = world.get_blueprint_library().find('sensor.other.gnss')
self.sensor = world.spawn_actor(bp, carla.Transform(carla.Location(x=1.0, z=2.8)), attach_to=self._parent)
# We need to pass the lambda a weak reference to self to avoid circular
# reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda event: GnssSensor._on_gnss_event(weak_self, event))
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@staticmethod
def _on_gnss_event(weak_self, event):
self = weak_self()
if not self:
return
self.lat = event.latitude
self.lon = event.longitude
# ==============================================================================
# -- IMUSensor -----------------------------------------------------------------
# ==============================================================================
class IMUSensor(object):
def __init__(self, parent_actor):
self.sensor = None
self._parent = parent_actor
self.accelerometer = (0.0, 0.0, 0.0)
self.gyroscope = (0.0, 0.0, 0.0)
self.compass = 0.0
world = self._parent.get_world()
bp = world.get_blueprint_library().find('sensor.other.imu')
self.sensor = world.spawn_actor(
bp, carla.Transform(), attach_to=self._parent)
# We need to pass the lambda a weak reference to self to avoid circular
# reference.
weak_self = weakref.ref(self)
self.sensor.listen(
lambda sensor_data: IMUSensor._IMU_callback(weak_self, sensor_data))
@staticmethod
def _IMU_callback(weak_self, sensor_data):
self = weak_self()
if not self:
return
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limits = (-99.9, 99.9)
self.accelerometer = (
max(limits[0], min(limits[1], sensor_data.accelerometer.x)),
max(limits[0], min(limits[1], sensor_data.accelerometer.y)),
max(limits[0], min(limits[1], sensor_data.accelerometer.z)))
self.gyroscope = (
max(limits[0], min(limits[1], math.degrees(sensor_data.gyroscope.x))),
max(limits[0], min(limits[1], math.degrees(sensor_data.gyroscope.y))),
max(limits[0], min(limits[1], math.degrees(sensor_data.gyroscope.z))))
self.compass = math.degrees(sensor_data.compass)
# ==============================================================================
# -- RadarSensor ---------------------------------------------------------------
# ==============================================================================
class RadarSensor(object):
def __init__(self, parent_actor):
self.sensor = None
self._parent = parent_actor
bound_x = 0.5 + self._parent.bounding_box.extent.x
bound_y = 0.5 + self._parent.bounding_box.extent.y
bound_z = 0.5 + self._parent.bounding_box.extent.z
self.velocity_range = 7.5 # m/s
world = self._parent.get_world()
self.debug = world.debug
bp = world.get_blueprint_library().find('sensor.other.radar')
bp.set_attribute('horizontal_fov', str(35))
bp.set_attribute('vertical_fov', str(20))
self.sensor = world.spawn_actor(
bp,
carla.Transform(
carla.Location(x=bound_x + 0.05, z=bound_z+0.05),
carla.Rotation(pitch=5)),
attach_to=self._parent)
# We need a weak reference to self to avoid circular reference.
weak_self = weakref.ref(self)
self.sensor.listen(
lambda radar_data: RadarSensor._Radar_callback(weak_self, radar_data))
@staticmethod
def _Radar_callback(weak_self, radar_data):
self = weak_self()
if not self:
return
# To get a numpy [[vel, altitude, azimuth, depth],...[,,,]]:
# points = np.frombuffer(radar_data.raw_data, dtype=np.dtype('f4'))
# points = np.reshape(points, (len(radar_data), 4))
current_rot = radar_data.transform.rotation
for detect in radar_data:
azi = math.degrees(detect.azimuth)
alt = math.degrees(detect.altitude)
# The 0.25 adjusts a bit the distance so the dots can
# be properly seen
fw_vec = carla.Vector3D(x=detect.depth - 0.25)
carla.Transform(
carla.Location(),
carla.Rotation(
pitch=current_rot.pitch + alt,
yaw=current_rot.yaw + azi,
roll=current_rot.roll)).transform(fw_vec)
def clamp(min_v, max_v, value):
return max(min_v, min(value, max_v))
norm_velocity = detect.velocity / self.velocity_range # range [-1, 1]
r = int(clamp(0.0, 1.0, 1.0 - norm_velocity) * 255.0)
g = int(clamp(0.0, 1.0, 1.0 - abs(norm_velocity)) * 255.0)
b = int(abs(clamp(- 1.0, 0.0, - 1.0 - norm_velocity)) * 255.0)
self.debug.draw_point(
radar_data.transform.location + fw_vec,
size=0.075,
life_time=0.06,
persistent_lines=False,
color=carla.Color(r, g, b))
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# ==============================================================================
# -- CameraManager -------------------------------------------------------------
# ==============================================================================
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class CameraManager(object):
def __init__(self, parent_actor, hud, gamma_correction):
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self.sensor = None
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self.surface = None
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self._parent = parent_actor
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self.hud = hud
self.recording = False
bound_x = 0.5 + self._parent.bounding_box.extent.x
bound_y = 0.5 + self._parent.bounding_box.extent.y
bound_z = 0.5 + self._parent.bounding_box.extent.z
Attachment = carla.AttachmentType
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if not self._parent.type_id.startswith("walker.pedestrian"):
self._camera_transforms = [
(carla.Transform(carla.Location(x=-2.0*bound_x, y=+0.0*bound_y, z=2.0*bound_z), carla.Rotation(pitch=8.0)), Attachment.SpringArmGhost),
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(carla.Transform(carla.Location(x=+0.8*bound_x, y=+0.0*bound_y, z=1.3*bound_z)), Attachment.Rigid),
(carla.Transform(carla.Location(x=+1.9*bound_x, y=+1.0*bound_y, z=1.2*bound_z)), Attachment.SpringArmGhost),
(carla.Transform(carla.Location(x=-2.8*bound_x, y=+0.0*bound_y, z=4.6*bound_z), carla.Rotation(pitch=6.0)), Attachment.SpringArmGhost),
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(carla.Transform(carla.Location(x=-1.0, y=-1.0*bound_y, z=0.4*bound_z)), Attachment.Rigid)]
else:
self._camera_transforms = [
(carla.Transform(carla.Location(x=-2.5, z=0.0), carla.Rotation(pitch=-8.0)), Attachment.SpringArmGhost),
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(carla.Transform(carla.Location(x=1.6, z=1.7)), Attachment.Rigid),
(carla.Transform(carla.Location(x=2.5, y=0.5, z=0.0), carla.Rotation(pitch=-8.0)), Attachment.SpringArmGhost),
(carla.Transform(carla.Location(x=-4.0, z=2.0), carla.Rotation(pitch=6.0)), Attachment.SpringArmGhost),
(carla.Transform(carla.Location(x=0, y=-2.5, z=-0.0), carla.Rotation(yaw=90.0)), Attachment.Rigid)]
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self.transform_index = 1
self.sensors = [
['sensor.camera.rgb', cc.Raw, 'Camera RGB', {}],
['sensor.camera.depth', cc.Raw, 'Camera Depth (Raw)', {}],
['sensor.camera.depth', cc.Depth, 'Camera Depth (Gray Scale)', {}],
['sensor.camera.depth', cc.LogarithmicDepth, 'Camera Depth (Logarithmic Gray Scale)', {}],
['sensor.camera.semantic_segmentation', cc.Raw, 'Camera Semantic Segmentation (Raw)', {}],
['sensor.camera.semantic_segmentation', cc.CityScapesPalette, 'Camera Semantic Segmentation (CityScapes Palette)', {}],
['sensor.camera.instance_segmentation', cc.CityScapesPalette, 'Camera Instance Segmentation (CityScapes Palette)', {}],
['sensor.camera.instance_segmentation', cc.Raw, 'Camera Instance Segmentation (Raw)', {}],
['sensor.lidar.ray_cast', None, 'Lidar (Ray-Cast)', {'range': '50'}],
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['sensor.camera.dvs', cc.Raw, 'Dynamic Vision Sensor', {}],
['sensor.camera.rgb', cc.Raw, 'Camera RGB Distorted',
{'lens_circle_multiplier': '3.0',
'lens_circle_falloff': '3.0',
'chromatic_aberration_intensity': '0.5',
'chromatic_aberration_offset': '0'}],
['sensor.camera.optical_flow', cc.Raw, 'Optical Flow', {}],
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['sensor.camera.normals', cc.Raw, 'Camera Normals', {}],
]
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world = self._parent.get_world()
bp_library = world.get_blueprint_library()
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for item in self.sensors:
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bp = bp_library.find(item[0])
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if item[0].startswith('sensor.camera'):
bp.set_attribute('image_size_x', str(hud.dim[0]))
bp.set_attribute('image_size_y', str(hud.dim[1]))
if bp.has_attribute('gamma'):
bp.set_attribute('gamma', str(gamma_correction))
for attr_name, attr_value in item[3].items():
bp.set_attribute(attr_name, attr_value)
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elif item[0].startswith('sensor.lidar'):
self.lidar_range = 50
for attr_name, attr_value in item[3].items():
bp.set_attribute(attr_name, attr_value)
if attr_name == 'range':
self.lidar_range = float(attr_value)
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item.append(bp)
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self.index = None
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def toggle_camera(self):
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self.transform_index = (self.transform_index + 1) % len(self._camera_transforms)
self.set_sensor(self.index, notify=False, force_respawn=True)
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def set_sensor(self, index, notify=True, force_respawn=False):
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index = index % len(self.sensors)
needs_respawn = True if self.index is None else \
(force_respawn or (self.sensors[index][2] != self.sensors[self.index][2]))
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if needs_respawn:
if self.sensor is not None:
self.sensor.destroy()
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self.surface = None
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self.sensor = self._parent.get_world().spawn_actor(
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self.sensors[index][-1],
self._camera_transforms[self.transform_index][0],
attach_to=self._parent,
attachment_type=self._camera_transforms[self.transform_index][1])
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# We need to pass the lambda a weak reference to self to avoid
# circular reference.
weak_self = weakref.ref(self)
self.sensor.listen(lambda image: CameraManager._parse_image(weak_self, image))
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if notify:
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self.hud.notification(self.sensors[index][2])
self.index = index
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def next_sensor(self):
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self.set_sensor(self.index + 1)
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def toggle_recording(self):
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self.recording = not self.recording
self.hud.notification('Recording %s' % ('On' if self.recording else 'Off'))
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def render(self, display):
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if self.surface is not None:
display.blit(self.surface, (0, 0))
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@staticmethod
def _parse_image(weak_self, image):
self = weak_self()
if not self:
return
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if self.sensors[self.index][0].startswith('sensor.lidar'):
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points = np.frombuffer(image.raw_data, dtype=np.dtype('f4'))
points = np.reshape(points, (int(points.shape[0] / 4), 4))
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lidar_data = np.array(points[:, :2])
lidar_data *= min(self.hud.dim) / (2.0 * self.lidar_range)
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lidar_data += (0.5 * self.hud.dim[0], 0.5 * self.hud.dim[1])
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lidar_data = np.fabs(lidar_data) # pylint: disable=E1111
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lidar_data = lidar_data.astype(np.int32)
lidar_data = np.reshape(lidar_data, (-1, 2))
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lidar_img_size = (self.hud.dim[0], self.hud.dim[1], 3)
lidar_img = np.zeros((lidar_img_size), dtype=np.uint8)
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lidar_img[tuple(lidar_data.T)] = (255, 255, 255)
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self.surface = pygame.surfarray.make_surface(lidar_img)
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elif self.sensors[self.index][0].startswith('sensor.camera.dvs'):
# Example of converting the raw_data from a carla.DVSEventArray
# sensor into a NumPy array and using it as an image
dvs_events = np.frombuffer(image.raw_data, dtype=np.dtype([
('x', np.uint16), ('y', np.uint16), ('t', np.int64), ('pol', np.bool)]))
dvs_img = np.zeros((image.height, image.width, 3), dtype=np.uint8)
# Blue is positive, red is negative
dvs_img[dvs_events[:]['y'], dvs_events[:]['x'], dvs_events[:]['pol'] * 2] = 255
self.surface = pygame.surfarray.make_surface(dvs_img.swapaxes(0, 1))
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elif self.sensors[self.index][0].startswith('sensor.camera.optical_flow'):
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image = image.get_color_coded_flow()
array = np.frombuffer(image.raw_data, dtype=np.dtype("uint8"))
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array = np.reshape(array, (image.height, image.width, 4))
array = array[:, :, :3]
array = array[:, :, ::-1]
self.surface = pygame.surfarray.make_surface(array.swapaxes(0, 1))
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else:
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image.convert(self.sensors[self.index][1])
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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]
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self.surface = pygame.surfarray.make_surface(array.swapaxes(0, 1))
if self.recording:
image.save_to_disk('_out/%08d' % image.frame)
2018-07-30 05:52:13 +08:00
2018-10-02 22:11:21 +08:00
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# ==============================================================================
# -- game_loop() ---------------------------------------------------------------
# ==============================================================================
2018-10-02 22:11:21 +08:00
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def game_loop(args):
pygame.init()
pygame.font.init()
world = None
Landmark and Curvature Anticipation for Traffic Manager and other updates (#4428) * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Only hero vehicles are considered to stream tiles * Little update on log macro * Adding support for ghost actors * Refactored LargeMap classes * Refactored LargeMap classes * Revert refactor * Remove files * Added dormant state to actors * Fixed spawn+rebase on new OnActorSpawn * Removed circular dependency warning * Converted FActorView into an USTRUCT * Added actor state conversion to dormant * Removed ConvertActorDormant * Added spawn and transition of dormants * Ghost to Dormant working * Replicated dormant actors * Add substraction operators * Added dormant to ghost conversion * Fixed some issues in dormant to ghost conversion * WIP! Attached actors not working properly * WIP! Attached actors not working properly * Changing several constant variables Removing sorting in LocalizationStage.cpp * Fixing variable name * Fixing variable name * WIP: Fixing hybrid mode * Added tiles loaded from umaps. * Fixed Missing includes * Debug settings are still on. Added extra points in tight curves for PID improvement. Fixed Hybrid Mode, now moves in the direction of the next waypoint. Reduced calculations in MotionPlanningStage.cpp * Removed all debug helper functions * Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets. * Fixed dormant check for attached actors * Expanded FActorData classes. Added world observer aware of dormant actors. * Extended FActorData classes with walker data. * Fixed missing includes * Removed some with editor macros. * Added virtual destructor to FActorData. * Adding includes * Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase. * Fixed tile alingment. * Added sensor data to restore the comunication. * Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors. * Fixed crash for sensor destruction. * Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit. Removed SetSimulatePhysics call when not needed. Changed PID functions to inline. * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: Relocating TM-controlled vehicles near the hero vehicle * WIP: Vehicle teleportation near hero vehicle. Missing a way to place them in a better order around the map. Fixes non-deterministic seed setup. * Fixes bug where the hero vehicle was also set to not have physics. * Introduces parameter SetRespawnDormantVehicles WIP Respawning dormant vehicles * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Now traffic lights can be spawned without controllers inside junctions. * Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object. * Fixed missing includes. * Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors. * Fixed missing includes. * Streaming level list now is persistant and can be saved for unreal to detect the dependencies. * Enabled packages for large maps. * Added Tiles to the MapPath.txt file. Removed debug warnings. * WIP: Fix seed when setting deterministic mode. WIP: Respawn actors when dormant Added --hero and --respawn to spawn_npc.py * Fixed traffic light trigger box placement in large maps. * Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels. * added server bind for set_respawn_dormant_vehicles parameter * TM doesn't destroy hero vehicle if idle. ALSM stage will now update hero vehicles first. MP stage will treat dormant vehicles like physics-less in hybrid mode. Added fixed seed increment in deterministic mode. * Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files. * handles scenario where the hero vehicle does not exist * Fixing line markings semantics * Fixed recorder issues with traffic lights. * Filter out the base large map as available map * Added tile_stream_distance and actor_stream_distance to world settings. * removed unused comments. * Added IsActive functions. Dormant actors that cannot be respawned now remain dormant. * Fixed missing includes. * Fixed missing includes * Review fixes. Missing includes. * Fixed link errors. * Fixes issue with Hybrid mode in async mode. Introduces new set_boundaries_respawn_dormant_vehicles parameter. Fixes issue when reloading map. * WIP: New algorithm to move vehicles from dormant to active * Finished new policy for teleporting vehicles. Created new generate_traffic.py script, which works in sync mode. Removed spawn_npc.py script. General cleanup in Traffic Manager. * Cleanup. * Set FXAA antialiasing method * Added automatic generation of speed limit signals. * Adding some includes * Fixed speed limit component crash when waking up. * Fixed speed limit component wrong check. * Fixed speed limit not reset when waking up actors. * Fixed rare crash when traffic lights become dormant. * Added speed limit to FActorData. * Fixed generating waypoints when angle is tight * Added warning when using asynchronous mode in generate traffic. Lane changes now require more space. Vehicle switching from no physics to physics in hybrid mode will have an initial speed. Changed lower bound to 20 meters for respawn in Large Maps. * WIP: Landmark anticipation using waypoints * WIP: anticipation landmark * Added lane check to landmark search * Fixed excluded lanes * WIP: landmark anticipation * WIP: landmark anticipation * Changes to constants for path buffer and max speed Bug fix for landmarks that return nullptr Included prints for debugging * Updating constants Changed collision radius check value New max_distance for GetAllLandmakrsInDistance * Incoming turns now make vehicles break * Added variable radius when finding possible collisions Added GetMap in InMemoryMap Added TLMap in MPStage to cache TL Finished GetLandmarkTargetVelocity function General cleanup * Fix merge error Change constant for collision detection * Improved lateral PID * More PID improvements * Improved longitudinal PID + minor fixes * Tuned PID parameters * Changed algorithm for respawn using GeoGrid IDs. * Fix merge error * Fixes intersection anticipation algorithm * Removed print and debug helper init Co-authored-by: doterop <daniel.oterop@gmail.com> Co-authored-by: Axel <axellopez92@outlook.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Joel Moriana <joel.moriana@gmail.com> Co-authored-by: Axel1092 <lopez1092@hotmail.com> Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com> Co-authored-by: Guillermo <glopez@cvc.uab.es>
2021-07-26 16:24:45 +08:00
original_settings = None
2018-10-02 22:11:21 +08:00
2018-10-10 00:04:50 +08:00
try:
client = carla.Client(args.host, args.port)
Pytorch integration with terramechanics (#5684) * Added sparse map reprsentation * Added pytorch for terramechanics modules * Added saving loading particles in independent thread * Added blank space at the EOF * Added texture creation lambda * Moving function to component * Added input/output architecture for neural network * Filling heightmap with particles data. Adding Logging to debug * Updating Texture data at realtime * Connected 3 stages, using MPC Position to Update and Texture * Added square particle sampling. Added second model input/output scheme. Fixed start up crash. * Added new flags and fixes * Position to update not updating in material but yes in MPC * Fixed coordinate frame issues and crashes * Prepared to follow position in the 1st vehicle in map * Fixed height map alignment * Fixed large map and terrain tiles alignment * Fixed inputs for new model * Added scale factor * Fixed slow read write operations * Bug fixes * Removed debug output * Removed nvidia profinling marks * Preparing merge debug code removed, runtime working by rounding the loading data properly * Made pytorch optional module * Added TRACE_CPUPROFILER_EVENT_SCOPE to Update and UpdateTexture * Added optional pytorch conditions and macros * Removed static Path * Fixed #ifdef clause. Added missing include. * Deformation on vehicle working. Ready to start optimisation * First optimsation done. Heightmap per Tile * Updated tiles'heightmap to make their size relative to texture and tilesize * Fixed slow frames. Added functionality * Removed unecessary library links * Fixed pytorch link * Limited search to relevant tiles * Added multithreaded particle search. Fixed cuda architectures compilation * Deformation plane added * Added missing resources * Updated particle movement update methods * Spawn on runtime deformation plane * Added cachemap lock when initializing a region * Added UHeightMapDataAsset to hold heightmap data * Fixing some settings Co-authored-by: Aaron <samaniegoaaron112@gmail.com> Co-authored-by: bernatx <bernatx@gmail.com>
2022-09-23 21:39:09 +08:00
client.set_timeout(2000.0)
Landmark and Curvature Anticipation for Traffic Manager and other updates (#4428) * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Only hero vehicles are considered to stream tiles * Little update on log macro * Adding support for ghost actors * Refactored LargeMap classes * Refactored LargeMap classes * Revert refactor * Remove files * Added dormant state to actors * Fixed spawn+rebase on new OnActorSpawn * Removed circular dependency warning * Converted FActorView into an USTRUCT * Added actor state conversion to dormant * Removed ConvertActorDormant * Added spawn and transition of dormants * Ghost to Dormant working * Replicated dormant actors * Add substraction operators * Added dormant to ghost conversion * Fixed some issues in dormant to ghost conversion * WIP! Attached actors not working properly * WIP! Attached actors not working properly * Changing several constant variables Removing sorting in LocalizationStage.cpp * Fixing variable name * Fixing variable name * WIP: Fixing hybrid mode * Added tiles loaded from umaps. * Fixed Missing includes * Debug settings are still on. Added extra points in tight curves for PID improvement. Fixed Hybrid Mode, now moves in the direction of the next waypoint. Reduced calculations in MotionPlanningStage.cpp * Removed all debug helper functions * Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets. * Fixed dormant check for attached actors * Expanded FActorData classes. Added world observer aware of dormant actors. * Extended FActorData classes with walker data. * Fixed missing includes * Removed some with editor macros. * Added virtual destructor to FActorData. * Adding includes * Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase. * Fixed tile alingment. * Added sensor data to restore the comunication. * Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors. * Fixed crash for sensor destruction. * Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit. Removed SetSimulatePhysics call when not needed. Changed PID functions to inline. * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: Relocating TM-controlled vehicles near the hero vehicle * WIP: Vehicle teleportation near hero vehicle. Missing a way to place them in a better order around the map. Fixes non-deterministic seed setup. * Fixes bug where the hero vehicle was also set to not have physics. * Introduces parameter SetRespawnDormantVehicles WIP Respawning dormant vehicles * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Now traffic lights can be spawned without controllers inside junctions. * Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object. * Fixed missing includes. * Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors. * Fixed missing includes. * Streaming level list now is persistant and can be saved for unreal to detect the dependencies. * Enabled packages for large maps. * Added Tiles to the MapPath.txt file. Removed debug warnings. * WIP: Fix seed when setting deterministic mode. WIP: Respawn actors when dormant Added --hero and --respawn to spawn_npc.py * Fixed traffic light trigger box placement in large maps. * Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels. * added server bind for set_respawn_dormant_vehicles parameter * TM doesn't destroy hero vehicle if idle. ALSM stage will now update hero vehicles first. MP stage will treat dormant vehicles like physics-less in hybrid mode. Added fixed seed increment in deterministic mode. * Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files. * handles scenario where the hero vehicle does not exist * Fixing line markings semantics * Fixed recorder issues with traffic lights. * Filter out the base large map as available map * Added tile_stream_distance and actor_stream_distance to world settings. * removed unused comments. * Added IsActive functions. Dormant actors that cannot be respawned now remain dormant. * Fixed missing includes. * Fixed missing includes * Review fixes. Missing includes. * Fixed link errors. * Fixes issue with Hybrid mode in async mode. Introduces new set_boundaries_respawn_dormant_vehicles parameter. Fixes issue when reloading map. * WIP: New algorithm to move vehicles from dormant to active * Finished new policy for teleporting vehicles. Created new generate_traffic.py script, which works in sync mode. Removed spawn_npc.py script. General cleanup in Traffic Manager. * Cleanup. * Set FXAA antialiasing method * Added automatic generation of speed limit signals. * Adding some includes * Fixed speed limit component crash when waking up. * Fixed speed limit component wrong check. * Fixed speed limit not reset when waking up actors. * Fixed rare crash when traffic lights become dormant. * Added speed limit to FActorData. * Fixed generating waypoints when angle is tight * Added warning when using asynchronous mode in generate traffic. Lane changes now require more space. Vehicle switching from no physics to physics in hybrid mode will have an initial speed. Changed lower bound to 20 meters for respawn in Large Maps. * WIP: Landmark anticipation using waypoints * WIP: anticipation landmark * Added lane check to landmark search * Fixed excluded lanes * WIP: landmark anticipation * WIP: landmark anticipation * Changes to constants for path buffer and max speed Bug fix for landmarks that return nullptr Included prints for debugging * Updating constants Changed collision radius check value New max_distance for GetAllLandmakrsInDistance * Incoming turns now make vehicles break * Added variable radius when finding possible collisions Added GetMap in InMemoryMap Added TLMap in MPStage to cache TL Finished GetLandmarkTargetVelocity function General cleanup * Fix merge error Change constant for collision detection * Improved lateral PID * More PID improvements * Improved longitudinal PID + minor fixes * Tuned PID parameters * Changed algorithm for respawn using GeoGrid IDs. * Fix merge error * Fixes intersection anticipation algorithm * Removed print and debug helper init Co-authored-by: doterop <daniel.oterop@gmail.com> Co-authored-by: Axel <axellopez92@outlook.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Joel Moriana <joel.moriana@gmail.com> Co-authored-by: Axel1092 <lopez1092@hotmail.com> Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com> Co-authored-by: Guillermo <glopez@cvc.uab.es>
2021-07-26 16:24:45 +08:00
sim_world = client.get_world()
if args.sync:
original_settings = sim_world.get_settings()
settings = sim_world.get_settings()
if not settings.synchronous_mode:
settings.synchronous_mode = True
settings.fixed_delta_seconds = 0.05
sim_world.apply_settings(settings)
traffic_manager = client.get_trafficmanager()
traffic_manager.set_synchronous_mode(True)
2018-10-02 22:11:21 +08:00
2021-07-29 22:37:03 +08:00
if args.autopilot and not sim_world.get_settings().synchronous_mode:
print("WARNING: You are currently in asynchronous mode and could "
"experience some issues with the traffic simulation")
2018-10-10 00:04:50 +08:00
display = pygame.display.set_mode(
(args.width, args.height),
pygame.HWSURFACE | pygame.DOUBLEBUF)
display.fill((0,0,0))
pygame.display.flip()
2018-10-02 22:11:21 +08:00
2018-10-10 00:04:50 +08:00
hud = HUD(args.width, args.height)
Landmark and Curvature Anticipation for Traffic Manager and other updates (#4428) * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Only hero vehicles are considered to stream tiles * Little update on log macro * Adding support for ghost actors * Refactored LargeMap classes * Refactored LargeMap classes * Revert refactor * Remove files * Added dormant state to actors * Fixed spawn+rebase on new OnActorSpawn * Removed circular dependency warning * Converted FActorView into an USTRUCT * Added actor state conversion to dormant * Removed ConvertActorDormant * Added spawn and transition of dormants * Ghost to Dormant working * Replicated dormant actors * Add substraction operators * Added dormant to ghost conversion * Fixed some issues in dormant to ghost conversion * WIP! Attached actors not working properly * WIP! Attached actors not working properly * Changing several constant variables Removing sorting in LocalizationStage.cpp * Fixing variable name * Fixing variable name * WIP: Fixing hybrid mode * Added tiles loaded from umaps. * Fixed Missing includes * Debug settings are still on. Added extra points in tight curves for PID improvement. Fixed Hybrid Mode, now moves in the direction of the next waypoint. Reduced calculations in MotionPlanningStage.cpp * Removed all debug helper functions * Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets. * Fixed dormant check for attached actors * Expanded FActorData classes. Added world observer aware of dormant actors. * Extended FActorData classes with walker data. * Fixed missing includes * Removed some with editor macros. * Added virtual destructor to FActorData. * Adding includes * Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase. * Fixed tile alingment. * Added sensor data to restore the comunication. * Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors. * Fixed crash for sensor destruction. * Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit. Removed SetSimulatePhysics call when not needed. Changed PID functions to inline. * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: Relocating TM-controlled vehicles near the hero vehicle * WIP: Vehicle teleportation near hero vehicle. Missing a way to place them in a better order around the map. Fixes non-deterministic seed setup. * Fixes bug where the hero vehicle was also set to not have physics. * Introduces parameter SetRespawnDormantVehicles WIP Respawning dormant vehicles * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Now traffic lights can be spawned without controllers inside junctions. * Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object. * Fixed missing includes. * Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors. * Fixed missing includes. * Streaming level list now is persistant and can be saved for unreal to detect the dependencies. * Enabled packages for large maps. * Added Tiles to the MapPath.txt file. Removed debug warnings. * WIP: Fix seed when setting deterministic mode. WIP: Respawn actors when dormant Added --hero and --respawn to spawn_npc.py * Fixed traffic light trigger box placement in large maps. * Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels. * added server bind for set_respawn_dormant_vehicles parameter * TM doesn't destroy hero vehicle if idle. ALSM stage will now update hero vehicles first. MP stage will treat dormant vehicles like physics-less in hybrid mode. Added fixed seed increment in deterministic mode. * Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files. * handles scenario where the hero vehicle does not exist * Fixing line markings semantics * Fixed recorder issues with traffic lights. * Filter out the base large map as available map * Added tile_stream_distance and actor_stream_distance to world settings. * removed unused comments. * Added IsActive functions. Dormant actors that cannot be respawned now remain dormant. * Fixed missing includes. * Fixed missing includes * Review fixes. Missing includes. * Fixed link errors. * Fixes issue with Hybrid mode in async mode. Introduces new set_boundaries_respawn_dormant_vehicles parameter. Fixes issue when reloading map. * WIP: New algorithm to move vehicles from dormant to active * Finished new policy for teleporting vehicles. Created new generate_traffic.py script, which works in sync mode. Removed spawn_npc.py script. General cleanup in Traffic Manager. * Cleanup. * Set FXAA antialiasing method * Added automatic generation of speed limit signals. * Adding some includes * Fixed speed limit component crash when waking up. * Fixed speed limit component wrong check. * Fixed speed limit not reset when waking up actors. * Fixed rare crash when traffic lights become dormant. * Added speed limit to FActorData. * Fixed generating waypoints when angle is tight * Added warning when using asynchronous mode in generate traffic. Lane changes now require more space. Vehicle switching from no physics to physics in hybrid mode will have an initial speed. Changed lower bound to 20 meters for respawn in Large Maps. * WIP: Landmark anticipation using waypoints * WIP: anticipation landmark * Added lane check to landmark search * Fixed excluded lanes * WIP: landmark anticipation * WIP: landmark anticipation * Changes to constants for path buffer and max speed Bug fix for landmarks that return nullptr Included prints for debugging * Updating constants Changed collision radius check value New max_distance for GetAllLandmakrsInDistance * Incoming turns now make vehicles break * Added variable radius when finding possible collisions Added GetMap in InMemoryMap Added TLMap in MPStage to cache TL Finished GetLandmarkTargetVelocity function General cleanup * Fix merge error Change constant for collision detection * Improved lateral PID * More PID improvements * Improved longitudinal PID + minor fixes * Tuned PID parameters * Changed algorithm for respawn using GeoGrid IDs. * Fix merge error * Fixes intersection anticipation algorithm * Removed print and debug helper init Co-authored-by: doterop <daniel.oterop@gmail.com> Co-authored-by: Axel <axellopez92@outlook.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Joel Moriana <joel.moriana@gmail.com> Co-authored-by: Axel1092 <lopez1092@hotmail.com> Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com> Co-authored-by: Guillermo <glopez@cvc.uab.es>
2021-07-26 16:24:45 +08:00
world = World(sim_world, hud, args)
2021-07-29 22:37:03 +08:00
controller = KeyboardControl(world, args.autopilot)
2018-10-02 22:11:21 +08:00
Landmark and Curvature Anticipation for Traffic Manager and other updates (#4428) * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Only hero vehicles are considered to stream tiles * Little update on log macro * Adding support for ghost actors * Refactored LargeMap classes * Refactored LargeMap classes * Revert refactor * Remove files * Added dormant state to actors * Fixed spawn+rebase on new OnActorSpawn * Removed circular dependency warning * Converted FActorView into an USTRUCT * Added actor state conversion to dormant * Removed ConvertActorDormant * Added spawn and transition of dormants * Ghost to Dormant working * Replicated dormant actors * Add substraction operators * Added dormant to ghost conversion * Fixed some issues in dormant to ghost conversion * WIP! Attached actors not working properly * WIP! Attached actors not working properly * Changing several constant variables Removing sorting in LocalizationStage.cpp * Fixing variable name * Fixing variable name * WIP: Fixing hybrid mode * Added tiles loaded from umaps. * Fixed Missing includes * Debug settings are still on. Added extra points in tight curves for PID improvement. Fixed Hybrid Mode, now moves in the direction of the next waypoint. Reduced calculations in MotionPlanningStage.cpp * Removed all debug helper functions * Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets. * Fixed dormant check for attached actors * Expanded FActorData classes. Added world observer aware of dormant actors. * Extended FActorData classes with walker data. * Fixed missing includes * Removed some with editor macros. * Added virtual destructor to FActorData. * Adding includes * Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase. * Fixed tile alingment. * Added sensor data to restore the comunication. * Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors. * Fixed crash for sensor destruction. * Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit. Removed SetSimulatePhysics call when not needed. Changed PID functions to inline. * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: Relocating TM-controlled vehicles near the hero vehicle * WIP: Vehicle teleportation near hero vehicle. Missing a way to place them in a better order around the map. Fixes non-deterministic seed setup. * Fixes bug where the hero vehicle was also set to not have physics. * Introduces parameter SetRespawnDormantVehicles WIP Respawning dormant vehicles * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Now traffic lights can be spawned without controllers inside junctions. * Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object. * Fixed missing includes. * Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors. * Fixed missing includes. * Streaming level list now is persistant and can be saved for unreal to detect the dependencies. * Enabled packages for large maps. * Added Tiles to the MapPath.txt file. Removed debug warnings. * WIP: Fix seed when setting deterministic mode. WIP: Respawn actors when dormant Added --hero and --respawn to spawn_npc.py * Fixed traffic light trigger box placement in large maps. * Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels. * added server bind for set_respawn_dormant_vehicles parameter * TM doesn't destroy hero vehicle if idle. ALSM stage will now update hero vehicles first. MP stage will treat dormant vehicles like physics-less in hybrid mode. Added fixed seed increment in deterministic mode. * Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files. * handles scenario where the hero vehicle does not exist * Fixing line markings semantics * Fixed recorder issues with traffic lights. * Filter out the base large map as available map * Added tile_stream_distance and actor_stream_distance to world settings. * removed unused comments. * Added IsActive functions. Dormant actors that cannot be respawned now remain dormant. * Fixed missing includes. * Fixed missing includes * Review fixes. Missing includes. * Fixed link errors. * Fixes issue with Hybrid mode in async mode. Introduces new set_boundaries_respawn_dormant_vehicles parameter. Fixes issue when reloading map. * WIP: New algorithm to move vehicles from dormant to active * Finished new policy for teleporting vehicles. Created new generate_traffic.py script, which works in sync mode. Removed spawn_npc.py script. General cleanup in Traffic Manager. * Cleanup. * Set FXAA antialiasing method * Added automatic generation of speed limit signals. * Adding some includes * Fixed speed limit component crash when waking up. * Fixed speed limit component wrong check. * Fixed speed limit not reset when waking up actors. * Fixed rare crash when traffic lights become dormant. * Added speed limit to FActorData. * Fixed generating waypoints when angle is tight * Added warning when using asynchronous mode in generate traffic. Lane changes now require more space. Vehicle switching from no physics to physics in hybrid mode will have an initial speed. Changed lower bound to 20 meters for respawn in Large Maps. * WIP: Landmark anticipation using waypoints * WIP: anticipation landmark * Added lane check to landmark search * Fixed excluded lanes * WIP: landmark anticipation * WIP: landmark anticipation * Changes to constants for path buffer and max speed Bug fix for landmarks that return nullptr Included prints for debugging * Updating constants Changed collision radius check value New max_distance for GetAllLandmakrsInDistance * Incoming turns now make vehicles break * Added variable radius when finding possible collisions Added GetMap in InMemoryMap Added TLMap in MPStage to cache TL Finished GetLandmarkTargetVelocity function General cleanup * Fix merge error Change constant for collision detection * Improved lateral PID * More PID improvements * Improved longitudinal PID + minor fixes * Tuned PID parameters * Changed algorithm for respawn using GeoGrid IDs. * Fix merge error * Fixes intersection anticipation algorithm * Removed print and debug helper init Co-authored-by: doterop <daniel.oterop@gmail.com> Co-authored-by: Axel <axellopez92@outlook.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Joel Moriana <joel.moriana@gmail.com> Co-authored-by: Axel1092 <lopez1092@hotmail.com> Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com> Co-authored-by: Guillermo <glopez@cvc.uab.es>
2021-07-26 16:24:45 +08:00
if args.sync:
sim_world.tick()
else:
sim_world.wait_for_tick()
2018-10-10 00:04:50 +08:00
clock = pygame.time.Clock()
while True:
Landmark and Curvature Anticipation for Traffic Manager and other updates (#4428) * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Only hero vehicles are considered to stream tiles * Little update on log macro * Adding support for ghost actors * Refactored LargeMap classes * Refactored LargeMap classes * Revert refactor * Remove files * Added dormant state to actors * Fixed spawn+rebase on new OnActorSpawn * Removed circular dependency warning * Converted FActorView into an USTRUCT * Added actor state conversion to dormant * Removed ConvertActorDormant * Added spawn and transition of dormants * Ghost to Dormant working * Replicated dormant actors * Add substraction operators * Added dormant to ghost conversion * Fixed some issues in dormant to ghost conversion * WIP! Attached actors not working properly * WIP! Attached actors not working properly * Changing several constant variables Removing sorting in LocalizationStage.cpp * Fixing variable name * Fixing variable name * WIP: Fixing hybrid mode * Added tiles loaded from umaps. * Fixed Missing includes * Debug settings are still on. Added extra points in tight curves for PID improvement. Fixed Hybrid Mode, now moves in the direction of the next waypoint. Reduced calculations in MotionPlanningStage.cpp * Removed all debug helper functions * Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets. * Fixed dormant check for attached actors * Expanded FActorData classes. Added world observer aware of dormant actors. * Extended FActorData classes with walker data. * Fixed missing includes * Removed some with editor macros. * Added virtual destructor to FActorData. * Adding includes * Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase. * Fixed tile alingment. * Added sensor data to restore the comunication. * Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors. * Fixed crash for sensor destruction. * Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit. Removed SetSimulatePhysics call when not needed. Changed PID functions to inline. * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: Relocating TM-controlled vehicles near the hero vehicle * WIP: Vehicle teleportation near hero vehicle. Missing a way to place them in a better order around the map. Fixes non-deterministic seed setup. * Fixes bug where the hero vehicle was also set to not have physics. * Introduces parameter SetRespawnDormantVehicles WIP Respawning dormant vehicles * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Now traffic lights can be spawned without controllers inside junctions. * Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object. * Fixed missing includes. * Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors. * Fixed missing includes. * Streaming level list now is persistant and can be saved for unreal to detect the dependencies. * Enabled packages for large maps. * Added Tiles to the MapPath.txt file. Removed debug warnings. * WIP: Fix seed when setting deterministic mode. WIP: Respawn actors when dormant Added --hero and --respawn to spawn_npc.py * Fixed traffic light trigger box placement in large maps. * Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels. * added server bind for set_respawn_dormant_vehicles parameter * TM doesn't destroy hero vehicle if idle. ALSM stage will now update hero vehicles first. MP stage will treat dormant vehicles like physics-less in hybrid mode. Added fixed seed increment in deterministic mode. * Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files. * handles scenario where the hero vehicle does not exist * Fixing line markings semantics * Fixed recorder issues with traffic lights. * Filter out the base large map as available map * Added tile_stream_distance and actor_stream_distance to world settings. * removed unused comments. * Added IsActive functions. Dormant actors that cannot be respawned now remain dormant. * Fixed missing includes. * Fixed missing includes * Review fixes. Missing includes. * Fixed link errors. * Fixes issue with Hybrid mode in async mode. Introduces new set_boundaries_respawn_dormant_vehicles parameter. Fixes issue when reloading map. * WIP: New algorithm to move vehicles from dormant to active * Finished new policy for teleporting vehicles. Created new generate_traffic.py script, which works in sync mode. Removed spawn_npc.py script. General cleanup in Traffic Manager. * Cleanup. * Set FXAA antialiasing method * Added automatic generation of speed limit signals. * Adding some includes * Fixed speed limit component crash when waking up. * Fixed speed limit component wrong check. * Fixed speed limit not reset when waking up actors. * Fixed rare crash when traffic lights become dormant. * Added speed limit to FActorData. * Fixed generating waypoints when angle is tight * Added warning when using asynchronous mode in generate traffic. Lane changes now require more space. Vehicle switching from no physics to physics in hybrid mode will have an initial speed. Changed lower bound to 20 meters for respawn in Large Maps. * WIP: Landmark anticipation using waypoints * WIP: anticipation landmark * Added lane check to landmark search * Fixed excluded lanes * WIP: landmark anticipation * WIP: landmark anticipation * Changes to constants for path buffer and max speed Bug fix for landmarks that return nullptr Included prints for debugging * Updating constants Changed collision radius check value New max_distance for GetAllLandmakrsInDistance * Incoming turns now make vehicles break * Added variable radius when finding possible collisions Added GetMap in InMemoryMap Added TLMap in MPStage to cache TL Finished GetLandmarkTargetVelocity function General cleanup * Fix merge error Change constant for collision detection * Improved lateral PID * More PID improvements * Improved longitudinal PID + minor fixes * Tuned PID parameters * Changed algorithm for respawn using GeoGrid IDs. * Fix merge error * Fixes intersection anticipation algorithm * Removed print and debug helper init Co-authored-by: doterop <daniel.oterop@gmail.com> Co-authored-by: Axel <axellopez92@outlook.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Joel Moriana <joel.moriana@gmail.com> Co-authored-by: Axel1092 <lopez1092@hotmail.com> Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com> Co-authored-by: Guillermo <glopez@cvc.uab.es>
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if args.sync:
sim_world.tick()
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clock.tick_busy_loop(60)
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if controller.parse_events(client, world, clock, args.sync):
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return
world.tick(clock)
world.render(display)
pygame.display.flip()
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finally:
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Landmark and Curvature Anticipation for Traffic Manager and other updates (#4428) * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Only hero vehicles are considered to stream tiles * Little update on log macro * Adding support for ghost actors * Refactored LargeMap classes * Refactored LargeMap classes * Revert refactor * Remove files * Added dormant state to actors * Fixed spawn+rebase on new OnActorSpawn * Removed circular dependency warning * Converted FActorView into an USTRUCT * Added actor state conversion to dormant * Removed ConvertActorDormant * Added spawn and transition of dormants * Ghost to Dormant working * Replicated dormant actors * Add substraction operators * Added dormant to ghost conversion * Fixed some issues in dormant to ghost conversion * WIP! Attached actors not working properly * WIP! Attached actors not working properly * Changing several constant variables Removing sorting in LocalizationStage.cpp * Fixing variable name * Fixing variable name * WIP: Fixing hybrid mode * Added tiles loaded from umaps. * Fixed Missing includes * Debug settings are still on. Added extra points in tight curves for PID improvement. Fixed Hybrid Mode, now moves in the direction of the next waypoint. Reduced calculations in MotionPlanningStage.cpp * Removed all debug helper functions * Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets. * Fixed dormant check for attached actors * Expanded FActorData classes. Added world observer aware of dormant actors. * Extended FActorData classes with walker data. * Fixed missing includes * Removed some with editor macros. * Added virtual destructor to FActorData. * Adding includes * Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase. * Fixed tile alingment. * Added sensor data to restore the comunication. * Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors. * Fixed crash for sensor destruction. * Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit. Removed SetSimulatePhysics call when not needed. Changed PID functions to inline. * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: Relocating TM-controlled vehicles near the hero vehicle * WIP: Vehicle teleportation near hero vehicle. Missing a way to place them in a better order around the map. Fixes non-deterministic seed setup. * Fixes bug where the hero vehicle was also set to not have physics. * Introduces parameter SetRespawnDormantVehicles WIP Respawning dormant vehicles * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Now traffic lights can be spawned without controllers inside junctions. * Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object. * Fixed missing includes. * Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors. * Fixed missing includes. * Streaming level list now is persistant and can be saved for unreal to detect the dependencies. * Enabled packages for large maps. * Added Tiles to the MapPath.txt file. Removed debug warnings. * WIP: Fix seed when setting deterministic mode. WIP: Respawn actors when dormant Added --hero and --respawn to spawn_npc.py * Fixed traffic light trigger box placement in large maps. * Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels. * added server bind for set_respawn_dormant_vehicles parameter * TM doesn't destroy hero vehicle if idle. ALSM stage will now update hero vehicles first. MP stage will treat dormant vehicles like physics-less in hybrid mode. Added fixed seed increment in deterministic mode. * Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files. * handles scenario where the hero vehicle does not exist * Fixing line markings semantics * Fixed recorder issues with traffic lights. * Filter out the base large map as available map * Added tile_stream_distance and actor_stream_distance to world settings. * removed unused comments. * Added IsActive functions. Dormant actors that cannot be respawned now remain dormant. * Fixed missing includes. * Fixed missing includes * Review fixes. Missing includes. * Fixed link errors. * Fixes issue with Hybrid mode in async mode. Introduces new set_boundaries_respawn_dormant_vehicles parameter. Fixes issue when reloading map. * WIP: New algorithm to move vehicles from dormant to active * Finished new policy for teleporting vehicles. Created new generate_traffic.py script, which works in sync mode. Removed spawn_npc.py script. General cleanup in Traffic Manager. * Cleanup. * Set FXAA antialiasing method * Added automatic generation of speed limit signals. * Adding some includes * Fixed speed limit component crash when waking up. * Fixed speed limit component wrong check. * Fixed speed limit not reset when waking up actors. * Fixed rare crash when traffic lights become dormant. * Added speed limit to FActorData. * Fixed generating waypoints when angle is tight * Added warning when using asynchronous mode in generate traffic. Lane changes now require more space. Vehicle switching from no physics to physics in hybrid mode will have an initial speed. Changed lower bound to 20 meters for respawn in Large Maps. * WIP: Landmark anticipation using waypoints * WIP: anticipation landmark * Added lane check to landmark search * Fixed excluded lanes * WIP: landmark anticipation * WIP: landmark anticipation * Changes to constants for path buffer and max speed Bug fix for landmarks that return nullptr Included prints for debugging * Updating constants Changed collision radius check value New max_distance for GetAllLandmakrsInDistance * Incoming turns now make vehicles break * Added variable radius when finding possible collisions Added GetMap in InMemoryMap Added TLMap in MPStage to cache TL Finished GetLandmarkTargetVelocity function General cleanup * Fix merge error Change constant for collision detection * Improved lateral PID * More PID improvements * Improved longitudinal PID + minor fixes * Tuned PID parameters * Changed algorithm for respawn using GeoGrid IDs. * Fix merge error * Fixes intersection anticipation algorithm * Removed print and debug helper init Co-authored-by: doterop <daniel.oterop@gmail.com> Co-authored-by: Axel <axellopez92@outlook.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Joel Moriana <joel.moriana@gmail.com> Co-authored-by: Axel1092 <lopez1092@hotmail.com> Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com> Co-authored-by: Guillermo <glopez@cvc.uab.es>
2021-07-26 16:24:45 +08:00
if original_settings:
sim_world.apply_settings(original_settings)
if (world and world.recording_enabled):
client.stop_recorder()
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if world is not None:
world.destroy()
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pygame.quit()
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# ==============================================================================
# -- main() --------------------------------------------------------------------
# ==============================================================================
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def main():
argparser = argparse.ArgumentParser(
description='CARLA Manual Control Client')
argparser.add_argument(
'-v', '--verbose',
action='store_true',
dest='debug',
help='print debug information')
argparser.add_argument(
'--host',
metavar='H',
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default='127.0.0.1',
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help='IP of the host server (default: 127.0.0.1)')
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argparser.add_argument(
'-p', '--port',
metavar='P',
default=2000,
type=int,
help='TCP port to listen to (default: 2000)')
argparser.add_argument(
'-a', '--autopilot',
action='store_true',
help='enable autopilot')
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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(
'--generation',
metavar='G',
default='2',
help='restrict to certain actor generation (values: "1","2","All" - default: "2")')
argparser.add_argument(
'--rolename',
metavar='NAME',
default='hero',
help='actor role name (default: "hero")')
argparser.add_argument(
'--gamma',
default=2.2,
type=float,
help='Gamma correction of the camera (default: 2.2)')
Landmark and Curvature Anticipation for Traffic Manager and other updates (#4428) * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Added LargeMapManager * Added DVector Vector of doubles * Declaration of interface * Added AUncenteredPivotPointMesh * Added map generation from assets folder * Updates on FDVector * Added tile load on demand * Fixed load tile issues after rebasing origin * Updated FDVector * Added some auxiliary functions * Added conversion and operator * Added methods to check and configure the state * Removed const and updated printed info * Added macro to avoid logs * Added info dump functions * The asset spawn check was added to the tick * LargeMapManager added to CarlaGM * Moving to level load autocontrol * Updated with new function name, AddNewClientToConsider * Fixing forced tile load * Added operator*(float) * Disabled Localplayer * Now the streaming is handled by us * Fixed remove of considered actors * Fixed typo * Added MapOrigin to the Episode * Added Vector3DInt to LibCarla * Removed floats in Vector3DInt * Added offset to client actor's location * Fixed old cast warning * Removed float * Added explicit cast to avoid warning * Fixed client actor transform * Removed unnecessary code * Added origin offset to spawn_actor * Adding spawn points generation * Added spawn points folder in editor * Changed Spawnpoint for only Transforms * World rebase is triggered directly * Added offset when attaching actors * Detecting hero vehicle * Only hero vehicles are considered to stream tiles * Little update on log macro * Adding support for ghost actors * Refactored LargeMap classes * Refactored LargeMap classes * Revert refactor * Remove files * Added dormant state to actors * Fixed spawn+rebase on new OnActorSpawn * Removed circular dependency warning * Converted FActorView into an USTRUCT * Added actor state conversion to dormant * Removed ConvertActorDormant * Added spawn and transition of dormants * Ghost to Dormant working * Replicated dormant actors * Add substraction operators * Added dormant to ghost conversion * Fixed some issues in dormant to ghost conversion * WIP! Attached actors not working properly * WIP! Attached actors not working properly * Changing several constant variables Removing sorting in LocalizationStage.cpp * Fixing variable name * Fixing variable name * WIP: Fixing hybrid mode * Added tiles loaded from umaps. * Fixed Missing includes * Debug settings are still on. Added extra points in tight curves for PID improvement. Fixed Hybrid Mode, now moves in the direction of the next waypoint. Reduced calculations in MotionPlanningStage.cpp * Removed all debug helper functions * Added FActorData classes to save and restore actor state for dormant actors. Edited all client - server calls to recognize the dormant state. FActorView now can hold null AActor* when is dormant. Large Maps now load tiled umaps instead of assets. * Fixed dormant check for attached actors * Expanded FActorData classes. Added world observer aware of dormant actors. * Extended FActorData classes with walker data. * Fixed missing includes * Removed some with editor macros. * Added virtual destructor to FActorData. * Adding includes * Fixed warnings. Added UNoWorldOffsetSceneComponent to have unreal actors unnafected by rebase. * Fixed tile alingment. * Added sensor data to restore the comunication. * Added parent hierarchy consideration to sleep/wakeup of ghost/dormant actors. * Fixed crash for sensor destruction. * Changed InMemoryMap to generate more points if two waypoints are even further than a multiple of the limit. Removed SetSimulatePhysics call when not needed. Changed PID functions to inline. * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: Relocating TM-controlled vehicles near the hero vehicle * WIP: Vehicle teleportation near hero vehicle. Missing a way to place them in a better order around the map. Fixes non-deterministic seed setup. * Fixes bug where the hero vehicle was also set to not have physics. * Introduces parameter SetRespawnDormantVehicles WIP Respawning dormant vehicles * Fixed child-parent when waking up dormant actors. Added profiling traces. Fixed transformation of debug shapes in large maps. * WIP: renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Renaming FActorView to FCarlaActor. Changing calls related to FCarlaActor to acomodate new typing. * Now traffic lights can be spawned without controllers inside junctions. * Added functions to interface the FCarlaActor object with recorder. Started adapting recorder to new FCarlaActor object. * Fixed missing includes. * Updated CarlaRecorder and CarlaReplayer to use new FCarlaActor interface for vehicles, walkers and sensors. * Fixed missing includes. * Streaming level list now is persistant and can be saved for unreal to detect the dependencies. * Enabled packages for large maps. * Added Tiles to the MapPath.txt file. Removed debug warnings. * WIP: Fix seed when setting deterministic mode. WIP: Respawn actors when dormant Added --hero and --respawn to spawn_npc.py * Fixed traffic light trigger box placement in large maps. * Fixed traffic light warning. Set speed limit for dormant actors to 30. Fixed semantic segmentation on streaming levels. * added server bind for set_respawn_dormant_vehicles parameter * TM doesn't destroy hero vehicle if idle. ALSM stage will now update hero vehicles first. MP stage will treat dormant vehicles like physics-less in hybrid mode. Added fixed seed increment in deterministic mode. * Fixed Traffic Light issue with recorder and dormant state. Removed old ActorView files. * handles scenario where the hero vehicle does not exist * Fixing line markings semantics * Fixed recorder issues with traffic lights. * Filter out the base large map as available map * Added tile_stream_distance and actor_stream_distance to world settings. * removed unused comments. * Added IsActive functions. Dormant actors that cannot be respawned now remain dormant. * Fixed missing includes. * Fixed missing includes * Review fixes. Missing includes. * Fixed link errors. * Fixes issue with Hybrid mode in async mode. Introduces new set_boundaries_respawn_dormant_vehicles parameter. Fixes issue when reloading map. * WIP: New algorithm to move vehicles from dormant to active * Finished new policy for teleporting vehicles. Created new generate_traffic.py script, which works in sync mode. Removed spawn_npc.py script. General cleanup in Traffic Manager. * Cleanup. * Set FXAA antialiasing method * Added automatic generation of speed limit signals. * Adding some includes * Fixed speed limit component crash when waking up. * Fixed speed limit component wrong check. * Fixed speed limit not reset when waking up actors. * Fixed rare crash when traffic lights become dormant. * Added speed limit to FActorData. * Fixed generating waypoints when angle is tight * Added warning when using asynchronous mode in generate traffic. Lane changes now require more space. Vehicle switching from no physics to physics in hybrid mode will have an initial speed. Changed lower bound to 20 meters for respawn in Large Maps. * WIP: Landmark anticipation using waypoints * WIP: anticipation landmark * Added lane check to landmark search * Fixed excluded lanes * WIP: landmark anticipation * WIP: landmark anticipation * Changes to constants for path buffer and max speed Bug fix for landmarks that return nullptr Included prints for debugging * Updating constants Changed collision radius check value New max_distance for GetAllLandmakrsInDistance * Incoming turns now make vehicles break * Added variable radius when finding possible collisions Added GetMap in InMemoryMap Added TLMap in MPStage to cache TL Finished GetLandmarkTargetVelocity function General cleanup * Fix merge error Change constant for collision detection * Improved lateral PID * More PID improvements * Improved longitudinal PID + minor fixes * Tuned PID parameters * Changed algorithm for respawn using GeoGrid IDs. * Fix merge error * Fixes intersection anticipation algorithm * Removed print and debug helper init Co-authored-by: doterop <daniel.oterop@gmail.com> Co-authored-by: Axel <axellopez92@outlook.com> Co-authored-by: bernat <bernatx@gmail.com> Co-authored-by: Joel Moriana <joel.moriana@gmail.com> Co-authored-by: Axel1092 <lopez1092@hotmail.com> Co-authored-by: Axel1092 <35765780+Axel1092@users.noreply.github.com> Co-authored-by: Guillermo <glopez@cvc.uab.es>
2021-07-26 16:24:45 +08:00
argparser.add_argument(
'--sync',
action='store_true',
help='Activate synchronous mode execution')
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args = argparser.parse_args()
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args.width, args.height = [int(x) for x in args.res.split('x')]
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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)
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print(__doc__)
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try:
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game_loop(args)
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except KeyboardInterrupt:
print('\nCancelled by user. Bye!')
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if __name__ == '__main__':
main()