2019-05-02 22:01:47 +08:00
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#!/usr/bin/env python
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# Copyright (c) 2019 Aptiv
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#
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# This work is licensed under the terms of the MIT license.
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# For a copy, see <https://opensource.org/licenses/MIT>.
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"""
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An example of client-side bounding boxes with basic car controls.
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Controls:
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W : throttle
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S : brake
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AD : steer
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Space : hand-brake
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ESC : quit
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"""
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# ==============================================================================
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# -- find carla module ---------------------------------------------------------
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# ==============================================================================
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import glob
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import os
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import sys
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try:
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2019-08-02 21:52:16 +08:00
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sys.path.append(glob.glob('../carla/dist/carla-*%d.%d-%s.egg' % (
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2019-05-02 22:01:47 +08:00
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sys.version_info.major,
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sys.version_info.minor,
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'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0])
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except IndexError:
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pass
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# ==============================================================================
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# -- imports -------------------------------------------------------------------
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# ==============================================================================
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import carla
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import weakref
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import random
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try:
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import pygame
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from pygame.locals import K_ESCAPE
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from pygame.locals import K_SPACE
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from pygame.locals import K_a
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from pygame.locals import K_d
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from pygame.locals import K_s
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from pygame.locals import K_w
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except ImportError:
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raise RuntimeError('cannot import pygame, make sure pygame package is installed')
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try:
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import numpy as np
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except ImportError:
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raise RuntimeError('cannot import numpy, make sure numpy package is installed')
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VIEW_WIDTH = 1920//2
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VIEW_HEIGHT = 1080//2
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VIEW_FOV = 90
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BB_COLOR = (248, 64, 24)
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# ==============================================================================
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# -- ClientSideBoundingBoxes ---------------------------------------------------
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# ==============================================================================
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class ClientSideBoundingBoxes(object):
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"""
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This is a module responsible for creating 3D bounding boxes and drawing them
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client-side on pygame surface.
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"""
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@staticmethod
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def get_bounding_boxes(vehicles, camera):
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"""
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Creates 3D bounding boxes based on carla vehicle list and camera.
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"""
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bounding_boxes = [ClientSideBoundingBoxes.get_bounding_box(vehicle, camera) for vehicle in vehicles]
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# filter objects behind camera
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bounding_boxes = [bb for bb in bounding_boxes if all(bb[:, 2] > 0)]
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return bounding_boxes
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@staticmethod
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def draw_bounding_boxes(display, bounding_boxes):
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"""
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Draws bounding boxes on pygame display.
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"""
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bb_surface = pygame.Surface((VIEW_WIDTH, VIEW_HEIGHT))
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bb_surface.set_colorkey((0, 0, 0))
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for bbox in bounding_boxes:
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points = [(int(bbox[i, 0]), int(bbox[i, 1])) for i in range(8)]
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# draw lines
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# base
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pygame.draw.line(bb_surface, BB_COLOR, points[0], points[1])
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pygame.draw.line(bb_surface, BB_COLOR, points[0], points[1])
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pygame.draw.line(bb_surface, BB_COLOR, points[1], points[2])
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pygame.draw.line(bb_surface, BB_COLOR, points[2], points[3])
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pygame.draw.line(bb_surface, BB_COLOR, points[3], points[0])
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# top
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pygame.draw.line(bb_surface, BB_COLOR, points[4], points[5])
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pygame.draw.line(bb_surface, BB_COLOR, points[5], points[6])
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pygame.draw.line(bb_surface, BB_COLOR, points[6], points[7])
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pygame.draw.line(bb_surface, BB_COLOR, points[7], points[4])
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# base-top
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pygame.draw.line(bb_surface, BB_COLOR, points[0], points[4])
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pygame.draw.line(bb_surface, BB_COLOR, points[1], points[5])
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pygame.draw.line(bb_surface, BB_COLOR, points[2], points[6])
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pygame.draw.line(bb_surface, BB_COLOR, points[3], points[7])
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display.blit(bb_surface, (0, 0))
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@staticmethod
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def get_bounding_box(vehicle, camera):
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"""
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Returns 3D bounding box for a vehicle based on camera view.
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"""
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bb_cords = ClientSideBoundingBoxes._create_bb_points(vehicle)
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cords_x_y_z = ClientSideBoundingBoxes._vehicle_to_sensor(bb_cords, vehicle, camera)[:3, :]
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cords_y_minus_z_x = np.concatenate([cords_x_y_z[1, :], -cords_x_y_z[2, :], cords_x_y_z[0, :]])
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bbox = np.transpose(np.dot(camera.calibration, cords_y_minus_z_x))
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camera_bbox = np.concatenate([bbox[:, 0] / bbox[:, 2], bbox[:, 1] / bbox[:, 2], bbox[:, 2]], axis=1)
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return camera_bbox
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@staticmethod
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def _create_bb_points(vehicle):
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"""
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Returns 3D bounding box for a vehicle.
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"""
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cords = np.zeros((8, 4))
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extent = vehicle.bounding_box.extent
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cords[0, :] = np.array([extent.x, extent.y, -extent.z, 1])
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cords[1, :] = np.array([-extent.x, extent.y, -extent.z, 1])
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cords[2, :] = np.array([-extent.x, -extent.y, -extent.z, 1])
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cords[3, :] = np.array([extent.x, -extent.y, -extent.z, 1])
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cords[4, :] = np.array([extent.x, extent.y, extent.z, 1])
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cords[5, :] = np.array([-extent.x, extent.y, extent.z, 1])
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cords[6, :] = np.array([-extent.x, -extent.y, extent.z, 1])
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cords[7, :] = np.array([extent.x, -extent.y, extent.z, 1])
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return cords
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@staticmethod
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def _vehicle_to_sensor(cords, vehicle, sensor):
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"""
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Transforms coordinates of a vehicle bounding box to sensor.
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"""
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world_cord = ClientSideBoundingBoxes._vehicle_to_world(cords, vehicle)
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sensor_cord = ClientSideBoundingBoxes._world_to_sensor(world_cord, sensor)
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return sensor_cord
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@staticmethod
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def _vehicle_to_world(cords, vehicle):
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"""
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Transforms coordinates of a vehicle bounding box to world.
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"""
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bb_transform = carla.Transform(vehicle.bounding_box.location)
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bb_vehicle_matrix = ClientSideBoundingBoxes.get_matrix(bb_transform)
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vehicle_world_matrix = ClientSideBoundingBoxes.get_matrix(vehicle.get_transform())
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bb_world_matrix = np.dot(vehicle_world_matrix, bb_vehicle_matrix)
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world_cords = np.dot(bb_world_matrix, np.transpose(cords))
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return world_cords
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@staticmethod
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def _world_to_sensor(cords, sensor):
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"""
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Transforms world coordinates to sensor.
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"""
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sensor_world_matrix = ClientSideBoundingBoxes.get_matrix(sensor.get_transform())
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world_sensor_matrix = np.linalg.inv(sensor_world_matrix)
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sensor_cords = np.dot(world_sensor_matrix, cords)
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return sensor_cords
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@staticmethod
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def get_matrix(transform):
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"""
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Creates matrix from carla transform.
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"""
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rotation = transform.rotation
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location = transform.location
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c_y = np.cos(np.radians(rotation.yaw))
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s_y = np.sin(np.radians(rotation.yaw))
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c_r = np.cos(np.radians(rotation.roll))
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s_r = np.sin(np.radians(rotation.roll))
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c_p = np.cos(np.radians(rotation.pitch))
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s_p = np.sin(np.radians(rotation.pitch))
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matrix = np.matrix(np.identity(4))
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matrix[0, 3] = location.x
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matrix[1, 3] = location.y
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matrix[2, 3] = location.z
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matrix[0, 0] = c_p * c_y
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matrix[0, 1] = c_y * s_p * s_r - s_y * c_r
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matrix[0, 2] = -c_y * s_p * c_r - s_y * s_r
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matrix[1, 0] = s_y * c_p
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matrix[1, 1] = s_y * s_p * s_r + c_y * c_r
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matrix[1, 2] = -s_y * s_p * c_r + c_y * s_r
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matrix[2, 0] = s_p
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matrix[2, 1] = -c_p * s_r
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matrix[2, 2] = c_p * c_r
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return matrix
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# ==============================================================================
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# -- BasicSynchronousClient ----------------------------------------------------
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# ==============================================================================
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class BasicSynchronousClient(object):
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"""
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Basic implementation of a synchronous client.
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"""
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def __init__(self):
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self.client = None
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self.world = None
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self.camera = None
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self.car = None
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self.display = None
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self.image = None
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self.capture = True
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def camera_blueprint(self):
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"""
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Returns camera blueprint.
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"""
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camera_bp = self.world.get_blueprint_library().find('sensor.camera.rgb')
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camera_bp.set_attribute('image_size_x', str(VIEW_WIDTH))
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camera_bp.set_attribute('image_size_y', str(VIEW_HEIGHT))
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camera_bp.set_attribute('fov', str(VIEW_FOV))
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return camera_bp
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def set_synchronous_mode(self, synchronous_mode):
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"""
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Sets synchronous mode.
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"""
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settings = self.world.get_settings()
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settings.synchronous_mode = synchronous_mode
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self.world.apply_settings(settings)
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def setup_car(self):
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"""
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Spawns actor-vehicle to be controled.
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"""
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car_bp = self.world.get_blueprint_library().filter('vehicle.*')[0]
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location = random.choice(self.world.get_map().get_spawn_points())
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self.car = self.world.spawn_actor(car_bp, location)
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def setup_camera(self):
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"""
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Spawns actor-camera to be used to render view.
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Sets calibration for client-side boxes rendering.
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"""
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camera_transform = carla.Transform(carla.Location(x=-5.5, z=2.8), carla.Rotation(pitch=-15))
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self.camera = self.world.spawn_actor(self.camera_blueprint(), camera_transform, attach_to=self.car)
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weak_self = weakref.ref(self)
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self.camera.listen(lambda image: weak_self().set_image(weak_self, image))
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calibration = np.identity(3)
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calibration[0, 2] = VIEW_WIDTH / 2.0
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calibration[1, 2] = VIEW_HEIGHT / 2.0
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calibration[0, 0] = calibration[1, 1] = VIEW_WIDTH / (2.0 * np.tan(VIEW_FOV * np.pi / 360.0))
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self.camera.calibration = calibration
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def control(self, car):
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"""
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Applies control to main car based on pygame pressed keys.
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Will return True If ESCAPE is hit, otherwise False to end main loop.
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"""
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keys = pygame.key.get_pressed()
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if keys[K_ESCAPE]:
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return True
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control = car.get_control()
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control.throttle = 0
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if keys[K_w]:
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control.throttle = 1
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control.reverse = False
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elif keys[K_s]:
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control.throttle = 1
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control.reverse = True
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if keys[K_a]:
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control.steer = max(-1., min(control.steer - 0.05, 0))
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elif keys[K_d]:
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control.steer = min(1., max(control.steer + 0.05, 0))
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else:
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control.steer = 0
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control.hand_brake = keys[K_SPACE]
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car.apply_control(control)
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return False
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@staticmethod
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def set_image(weak_self, img):
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"""
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Sets image coming from camera sensor.
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The self.capture flag is a mean of synchronization - once the flag is
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set, next coming image will be stored.
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"""
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self = weak_self()
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if self.capture:
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self.image = img
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self.capture = False
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def render(self, display):
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"""
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Transforms image from camera sensor and blits it to main pygame display.
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"""
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if self.image is not None:
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array = np.frombuffer(self.image.raw_data, dtype=np.dtype("uint8"))
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array = np.reshape(array, (self.image.height, self.image.width, 4))
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array = array[:, :, :3]
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array = array[:, :, ::-1]
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surface = pygame.surfarray.make_surface(array.swapaxes(0, 1))
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display.blit(surface, (0, 0))
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def game_loop(self):
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"""
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Main program loop.
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"""
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try:
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pygame.init()
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self.client = carla.Client('127.0.0.1', 2000)
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self.client.set_timeout(2.0)
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self.world = self.client.get_world()
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self.setup_car()
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self.setup_camera()
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self.display = pygame.display.set_mode((VIEW_WIDTH, VIEW_HEIGHT), pygame.HWSURFACE | pygame.DOUBLEBUF)
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pygame_clock = pygame.time.Clock()
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self.set_synchronous_mode(True)
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vehicles = self.world.get_actors().filter('vehicle.*')
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while True:
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self.world.tick()
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self.capture = True
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pygame_clock.tick_busy_loop(20)
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self.render(self.display)
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bounding_boxes = ClientSideBoundingBoxes.get_bounding_boxes(vehicles, self.camera)
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ClientSideBoundingBoxes.draw_bounding_boxes(self.display, bounding_boxes)
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pygame.display.flip()
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pygame.event.pump()
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if self.control(self.car):
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return
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finally:
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self.set_synchronous_mode(False)
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self.camera.destroy()
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self.car.destroy()
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pygame.quit()
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# ==============================================================================
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# -- main() --------------------------------------------------------------------
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# ==============================================================================
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def main():
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|
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"""
|
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|
|
Initializes the client-side bounding box demo.
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|
"""
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|
|
try:
|
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client = BasicSynchronousClient()
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|
|
client.game_loop()
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|
finally:
|
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|
|
print('EXIT')
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|
|
if __name__ == '__main__':
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main()
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